After The Gauntlet, the next obstacle you'll face in Maray is The Maze.
Before we begin, if you're here only looking for a hint and not an entire walkthrough, here it is: Elevators also go down.
Update: March 8, 2018: Polygon reader Alex tipped us off to another possible solution to this puzzle, which may help you, too. With his permission, we've included his take below:
… the guide begins by explaining how to set up the maze so it's possible to reach the exit that is 90 degrees counterclockwise from the entrance — I'll call it the east exit. Once this has been done, it's possible to reach all of the exits without having to do any more swapping, contrary to what the guide suggests: after visiting the east exit, rotate the maze one turn clockwise. This allows reaching the west exit. From there, build the bridge to the beginning of the gauntlet, walk through the gauntlet to return to the beginning of the maze (the south exit), then rotate the maze one more turn clockwise from there. This allows one to walk back through the gauntlet, cross the bridge one just build and pass through the maze from the west exit to the north exit. Since swapping entails so many loading screens, I believe most players would prefer this approach.
Table of contents
The first three sections aren't the step-by-step guide to solving The Maze. That follows in Solving The Maze. Instead, the first section tells you what you need to do before the puzzle, while the next two sections teach you the techniques you'll use to solve the puzzle: rotating and swapping.
The Maze is currently a dead end, but you're going to be able to change that in just a minute. Take the elevator up to balcony above you. There you can see The Maze — and its exits — in its entirety.
You have three goals in this maze, corresponding to the three exits. You need to exit to the right and straight across first, then to the left. To do this, you're going to do a lot of rotating, teleporting and backtracking.
Take the elevator back down to ground level, then hit the down button again. Beneath each of the four, smaller circles in The Maze is a Swap Machine.
This Swap Machine takes you to Hunrath, where you'll find a pair of buttons to rotate The Maze section one quarter turn at a time. For sections you only have to rotate, you can spin the sphere just like you did before in the globe puzzle and The Gauntlet, then head back inside to take it back to Maray.
If you look carefully at The Maze from above, you'll notice that you can't actually complete the paths you need to with the pieces arranged as they are. Wouldn't it be great if there were a secret fifth piece, say, hanging out in Hunrath that you could use too? Well good news!
At the top of the stairs, turn right. The path will bring you to a locked door that you can open from this side.
Opening this door will lead you back to the Swap Machines you used in The Gauntlet. You can use any of these to travel back to Maray and see the new section you swapped into The Maze. Doing this will exchange two sections of The Maze.
Unlock a shortcut to Hunrath
On one of your trips to Hunrath, go past the rotate button. There's a tunnel that leads to a locked door. Open it to find a shortcut to the main area of Hunrath. You're not done with The Maze yet, though, so this shortcut will have to wait for another time. Backtrack and finish whatever maze manipulations you were working on.
Solving The Maze
First, you have to solve The Maze for the left and right exits. Use the button on the balcony to rotate the entire Maze once (90 degrees) counterclockwise (or anticlockwise if you're Doctor Who) and swap the bent Maze section for the straight one.
In Maray, go back up to the balcony to make sure it's pointed toward the center of The Maze (so you can get into it). If it's oriented left-right, rotate it.
Using the button on the balcony, rotate The Maze twice (180 degrees) then swap the bent section for it's mirror which is still sitting in Hunrath.
Rotate this new section so that it lines up with the rest of The Maze. This may take a couple tries.
Rotate the entire Maze once (90 degrees) clockwise and rotate this section to open up the path through The Maze. The path to the exit on the right is now open.
Follow the path you've created through The Maze.
You'll pass through the dome wall and find yourself on a long path. Follow it to the end, where you'll find a Villein lock.
Set the lock to zero like you did before — either by connecting the last dot or by removing all the connections — to open a door above you.
Backtrack all the way along the path and through The Maze. Take the elevator up to the balcony. Use the button to rotate The Maze twice (180 degrees).
Take the elevator down twice and rotate the section by 180 degrees as well. This will let you walk straight across The Maze.
Use the Villein device you find there to open another door on the rails above you.
Go back across The Maze and undo the rotation you did on the section by rotating the section 180 degrees again. Then rotate The Maze counterclockwise (anticlockwise if you're Harry Potter) to point the path to the exit on the left.
Head through The Maze one last time and take the path up until you see a building.
Take the path to the right and follow it around. Eventually, it will lead to the beginning of The Gauntlet and let you build a bridge.
Backtrack to the building, and go up the ramp. At the first landing (before you get to the top level of the structure) there's a path around to the side. Take it.
Head down to receive a message from Mayor Faux-sef. Press the button either when he's done or when you've heard enough.
This will call a pod to the top level. Climb inside, and you'll ride the rails across Maray — passing through both of the doors you opened — to the next location.
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