/cdn.vox-cdn.com/uploads/chorus_image/image/51307897/00253_20Obduction.0.jpg)
Walkthrough
After you have destroyed the red beam, start retracing your steps out of the Villein building. When you return to the main path, directly across from you, there's a gap in the rocks that leads into a tunnel. Follow that tunnel.




There are no branches on this path, so just keep following it. You'll pass through the dome wall twice on your way to your next destination.

The path will eventually deposit you in another Villein structure. Here, you'll get more messages from Mayor Faux-sef. If you watch closely, you'll see that he's got the same red flicker you've seen in other Mofang projections.




On either side of the building, you'll find two Villein input devices. These devices control the bridges. They don't operate on a code, though. The input areas have room for five digits. The bridges have five sections. Your task is to put a value in each digit of the number. A value of '1' creates a frame, but nothing to walk across. Values of two or three create surfaces. We recommend filling in two because it's faster (but more importantly, it's more fun to draw squiggles).


The path on the left leads back to the main path where you've already been. The path on the right leads to The Gauntlet, where you'll enter the next puzzle.
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.
- Hunrath
- 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
- 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
- Maray
- 1. Don't panic
- 2. Building bridges
- 3. The Gauntlet
- 4. The Maze
- 5. The pods
- 6. Watering the Tree
- Mofang
- 1. How to get to Mofang
- 2. Watering the Tree
- 3. Destroying the Bleeder