Before we begin, if you're looking for a quick hint and not a full walkthrough, here it is: Check C.W.'s workshop.
Table of contents
Check in with C.W.
From the roots of the Tree in Mofang, follow the hose back to Hunrath.
Exit the tree and head over to check in with C.W.
You're done connecting everything, and now it's time to blow stuff up.
Blow stuff up
From Farley's map, we can see that the way to get to the Bleeder is through the dome behind the water source.
Head next door to C.W.'s workshop and go upstairs. C.W. has cleaned out all that equipment that was blocking the way. Go to the back corner and open the door there.
Follow the walkways up toward the water source. Take the turn to the left when you see it.
Pass through the dome, and you'll come out the other side on the walkway to the Bleeder.
There's a yellow panel on the far side that you can open. Open the panel and throw the switch. The dynamite is now ready to blow.
Backtrack and save
Backtrack along the way you came to get back to C.W.'s workshop. When you get back, go to the right to the battery that you connected earlier. Make a copy of your saved game. The game ending you see is based on the choice you make here: Either leave the battery connected and continue, or disconnect it before moving on.
Whichever you choose (we'll explain the two endings in a second), exit the workshop and go back to the Mayor's vault. Take the elevator up to the observation room at the top of the tower.
Right outside, there's a plunger. Use it to destroy the Bleeder. (We recommend channeling your inner Boyd Crowder and shouting "Fire in the hole!" while doing this, but it is not strictly necessary.)
Head back into the observation room and look out the other side. You'll see C.W. riding the rails in his cart as he prepares to power up his super-sized Swap Machine.
If you back up a little, you can see C.W. on the monitor to your left.
Ending 1: battery connected
If you chose to leave the battery connected, things don't go exactly as C.W. planned.
Hunrath is delivered to the ruined version of Arizona you saw on Mofang and everyone dies in a sandstorm.
Ending 2: battery disconnected
Despite C.W.'s initial concerns, Hunrath is successfully transported to a new planet. It's not Earth, but, as we saw above, that's probably a good thing. (No one really wants to live in Arizona anyway.)
Chunks of all four planets start to arrive on this new planet …
… along with Farley and all of the other chambered inhabitants.
Obduction guide full table of contents
Navigating Obduction (and our guide)
We've organized our Obduction guide based on worlds and what you do in them, so each section is a world, and chapter's name represents a puzzle or an objective. Every page flows into the next, and you can use the quick navigation box just above to hop to the previous or next area.
In long chapters, there's a table of contents at the top of the page. In every chapter, there's a table of contents at the bottom showing Obduction in its entirety. If you're not sure exactly where to go, just look at the copious images on each page. When they look familiar, you'll be able to orient yourself.
- 1. Starting out and getting the lights on
- 2. Dropping the dome
- 2½. Solve puzzles, count like an alien and learn base 4
- 3. Opening Farley's vault
- 4. Farley's house
- 5. The mayor's house
- 6. Watering the Tree
- 7. Swap Machines and the path to Kaptar
- 1. Dropping the dome
- 2. Engaging the turbine
- 3. Riding the chains
- 4. Farley's room
- 5. Watering the Tree
- 6. Getting to Maray
- 1. Don't panic
- 2. Building bridges
- 3. The Gauntlet
- 4. The Maze
- 5. The pods
- 6. Watering the Tree
- 1. How to get to Mofang
- 2. Watering the Tree
- 3. Destroying the Bleeder