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Walkthrough
Before traveling to the next world, there's a door you'll have to unlock.

The Swap Machine you need to use is the one you passed on your climb up to Farley's room. If you're coming from the Tree, you'll have to take the elevator back to the top and work your way down. If you're coming from the Temple, follow the instructions to Farley's room until you find this Swap Machine. It's in a room off of the first landing after you pass the Polyarch skeleton and pass through the dome wall.

Use the Swap Machine to travel to Maray. Once there, you'll be in a very limited area. In fact, there's only one thing to do. You'll find a Villein machine overlooking a closed door. This machine only has room for one digit of a Villein number and is already set to three.

Your goal is to set the machine to zero. You can do this either by connecting the last dots and setting the digit to four — which is an invalid digit — or by removing all of the connections. Whichever you choose, push the blue button, and the door will open. You can't get down to the door from here, so head back to Kaptar with the Swap Machine.

Your next step is to get back to Hunrath. You have a number of choices for how to do this as well. You could use the walkways between the Trees' roots or you could use the Swap Machines you've found where you destroyed the red beam, in Farley's room or at the beginning of the level. We used the one at the beginning of the level.

Once you're back in Hunrath, you are looking for a Swap Machine that is on top of the wall, near the dome on the side where you first entered the mayor's vault.

You can get there by retracing your steps from earlier in the guide. When you get to the top of the wall — on the left side of Farley's map — turn to the right to find the Maray Swap Machine.

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