OBDUCTION

Title: OBDUCTION
Producer: Cyan Worlds
Release Date: 8/2016
For: PC
MSWord: Courier New
Created: 7/2018
Revised:
Version: 1.0
By: Ghidrah
E Mail: [email protected]
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If anyone wishes to use this guide on their site, I'd like to know. I don't
have a problem with its use by others on Gaming forums, FAQ sites, or being
copied for personal use. I'd like to know if it's to be viewed on a site
though, just so I could drop by to ensure it hasn't been altered. So please
send me your sites URL.
_____________________________________________________________________________

As with all my guides, find some legit trick I missed, you get the credit for
it in the guide and an insert amendment to the guide where it will be used.
As long as the trick, shortcut, etc., etc., can be validated by me without
the use of any kind of cheat codes if (codes) exist for the PC version of the
game.
_____________________________________________________________________________

CONTENTS

1. Junk
3. Contractions
4. Walkthrough, Menu

____________________________________________________________________________

1. Junk

I caught wind of Obduction in 2017 heard it was from Cyan Worlds. I watched a
smidge of an Obduction video was hooked and wanted it from that moment on.
The only thing holding me back at that point was the minimum GPU required to
run the game.

I have and love the 6 previous Myst games, hopefully I'll be able to
reinstall and run them soon. I couldn't get the original CDs of Myst, Riven,
URU CC and End of Ages to install or run on Frankie 5, the new win 7 PC in
2012, but did get Exile and Revelations to install and run. I discovered GOG
in late 2014 and bought Riven URU CC and End of Ages. At said time, all the
information I read on the current Myst offering said don't waste money or
effort with it, too many issues. That was the beginning of 2015. The Win 7 PC
lasted 6 yrs and died 3/2018, there was emptiness for a couple months, (I
discovered I really hate laptops) then we broke down and built Frankie 6 a
win 10 PC.

Excluding the visuals of the Myst games which to me, even now are still
wonderful to see, it was the puzzles that drew me to them, the main thing.
Even the most difficult puzzles had clues, even when those clues were so
obscure they seemed invisible they were clues. Some had me stumped for days
but there was always just enough to add up to a solution. I must have become
a thicky in my old age, there're 2 puzzles in Obduction, and considering how
convoluted they seemed to be to me, (hope I'm not the only one) they surely
are ultimately rude. I stumbled onto the gauntlet solve and when I did, I had
no idea how I did it after the 2 plus hours of continuously using the wrong
swappers.

The maze is worse, down right nasty, brutal. In some respects I blame myself
for being a thicky and not having the tools to make the inference leap
regarding the conformation of and abilities of the swappers. I should have
put the game down for a couple days even a week or more waiting for the light
bulb to brighten, but I didn't and looked for help. When I found out what it
took to solve the maze and that it was rigged to fail it really pissed me
off.

I'll be breaking each world into sections so readers can search for specific
areas and avoid spoilers; I'll be as explicit as possible for clear cut
designations.

Know that you cannot carry any items found in the game; you can interact with
them where found then release.

The game has a camera, (Space Bar), use it, it might be a P.I.T.A. to get to
the pics while playing, (ESC) to the game menu then (Photos) but you'll
appreciate the pics.

A suggestion for 1st time players, as with Myst and like games you want to
keep a note pad, pencil and eraser for all the notes you're going to want and
need till you can verify usage. "Resist The Urge to Run", Obduction provides
vague visual clues that equal the transparent nature of most of the written
clues.

For the sake of my own self interest and you may consider the same,
eventually you'll locate a map of Hunrath; I snapped a pic, saved and printed
it for orientation and reference purposes. I also designated the starting
point as North the scrapyard South, Farley's house to the West and the Swing
gate near the falls as East. Doing this also allows one to register the
locations of swappers and DBW openings to the map.
_____________________________________________________________________________

3. Contractions

Big Tree= "BT",
Domed Barrier Wall= "DBW",
Entry Point= "EP",
Exit Point= "XP",
Mofang Disabler= "MD",
Mofang Solid Volume Projector= "MSVP",
Passageway/s= "Pswy/s",
Small Dome= "SD",
Small Interactive Disk= "SID",
Villein number converter= "VD",
Walkway= "Wkwy",
_____________________________________________________________________________

4. Walkthrough Menu

4.1. HUNRATH
4.1a. the Town of Hunrath
4.1b. the Scrapyard
4.1c. the red Laser, (MSVP) and upper scrapyard
4.1d. cataloging the DBW Pswys
4.1e. Locating and feeding Big Tree#1

4.2. KAPTAR
4.2a. Removing the MSVP and restoring power to Kaptar
4.2b. Swapping to Maray to open a door then swapping to Farley's hidey-hole
in Hunrath
4.2c. Locate feed, heal and link BT#2 to Hunrath

4.3. MARAY
4.3a. Locating and disabling the MSVP
4.3b. the Gauntlet
4.3c. the Maze
4.3d. Locate feed heal and link BT#3 to Hunrath and Kaptar

4.4. SORIA
4.4a. align the Hunrath swing gate and return to Maray

4.5. HUNRATH
4.5a. Preparing the Bleeder

4.6. PUZZLE SOLUTIONS
4.6a. Hunrath
4.6b. Kaptar
4.6c. Maray
4.6d. Hunrath revisited
_____________________________________________________________________________

4.1 HUNRATH

4.1a. the Town of Hunrath
4.1b. the Scrapyard
4.1c. the red Laser, (MSVP) and upper scrapyard
 4.1d. cataloging the DBW Pswys
4.1e. Locating and feeding BT#1

4.1a. the Town of Hunrath

The Story begins, you're alone, in a woodland picnic area beside a lake and
it's nighttime. As you begin moving forward a woman's voice sounds in the
night, she begins telling a story, her story and the story of all the other
people that witness a spectacular event. The event however is experienced by
all the people concerned at different times and places on Earth and in some
cases hundreds of years apart. The extraordinary event changes their lives
forever. As the story is told, weave your way through the park and up hill
till the game forces you to come to a stop. The seed approaches you, opens
and then produces a flash of blinding light. You're transported to another
world and appear within a domed microcosm of earth.

You reappear within a dim ball shaped cavity created in solid rock; items
that were within an 8 or so foot radius at the moment of transition also came
with you. Explore the cavity, you can pick up, rotate and light the lantern
only. The exit is obvious so go for it, as the crevasse in the rock widens
you'll come to a small wooden sign "Welcome to Hunrath", push the button, see
and listen to the holographic projection of the Mayor, when complete move on.
As you exit the crevasse and approach the train tracks you'll see the house
the mayor was likely talking about and all the tracks crossing the valley
floor. The nearest set head up and right, even on my 1st run through the game
I circumnavigated the valley CCW so here we go.

I elect to follow the tracks to the right and up hill. The distant purple
areas remind me of ancient colossal lava floes. Man ... that's a big honkin
flying bug! Keep track of your babies, cats and dogs people. Uphill on the
right is a barricade and gate. Explore, take notes then exit and continue
along the tracks to the perimeter of the DBW, (domed barrier wall) which is
exposed to ground level. The tracks end so I stay tight right to the rock
perimeter wall and head for the valley. I pick up another set of up hill
tracks and follow. This mine entrance is open but the DBW prevents one from
exiting the west end. As you exit the mine and continue circumnavigating the
valley CCW you discover a small cemetery. 6 of the 13 graves are Hartnells.

After taking in all things, continue uphill and discover another dead end at
the DBW. I head back to the valley floor then to Farley's house and explore
there. Nice flowers, there're few points of interest here but what is
available will explain a small part of the current situation and add a 3rd
person to the Hunrath group known as C.W. Once examined continue along the
rock perimeter to the next set of tracks leading to a mine adit and the 2nd
set of curious red iridescent rocks. Moving along to the next set of tracks
and to the stone steps climb up; discover another projector and listen to the
Mayor speak about the tree and its interconnectivity. It looks like a big Red
Maple to me from here.

Explore the raised area, take notes of interest. Within the enclosure an odd
looking red leafed tree with massive buttress roots eh. Below a grate
embedded in the ground and I see an object. A locked door and the water tower
with a hose leading into tree enclosure. I cross to the north side of town
and explore, tracks running through a short tunnel blocked by more iridescent
rocks. Most of the buildings are boarded up and inaccessible, clothing hangs
on the line but doesn't appear to have been on it for very long. Another
projector and contrary to what the mayor states the area looks more like a
ghost town. Excluding the trodden paths, no foot prints in the dirt; the
letter found in the mailbox mentions a 5 day period of -0- contact with
town's people.

No telling how long ago it was written. The open doorway and mine adits
provide no info outside of abandonment. Back across to the South side of the
town there's a windmill and what appears to be a severely neglected garden.
Whatever the plants were, if vegetables, I can't see this supporting more
than 1 or 2 people. Not to mention the big discrepancy between this garden
and the flowerboxes at Farley's. A weather vane on the fence railing points
west and the overhead railway appears to end in a blocked tunnel adit above
and near the big tree. I clearly see a red laser within a compound and it
appears to be rebounding off the underside of the dome's perimeter wall.

A bluish laser projects from the 2nd floor of a big building and it's
directed at the barricades EP. I continue east along the tracks to see where
they end. Another adit blocked by iridescent rock, a projector and a lazy
river. Look all about as you stand and listen to the mayor, when complete
walk along the river toward the swing gate. So what the heck do/did these
people eat? No sign of animals or fish in the river and unless the ratty
garden up slope was once a year round production dynamo how did people
survive? So regardless of the propeller levers position the gate doesn't work
and the door just inside the adit is locked. Time to head up slope and take a
stab at the compound gate.

The blue laser doesn't damage flesh that's a plus, 3 EPs, (entry points)
one's locked, the 2nd stops abruptly but I see flowing water and 2 flights of
stairs leading to the 2nd floor. Whatever powers the laser is connected to an
elevator; I'll take door #3 Monty. As I walk toward the next building I see
an attached Wkwy, (walkway) that sort of wraps around it ending at an
elevator. An elevated Wkwy connects the big building to ... ooh another
flying bug. It's a non flashing yellow light lightning bug/bee thing. Inside
the building is a metal door with a green lighted device, Hoss that ain't no
bank vault door! Must touch shiny button! Jeez the way it's lashed to the
door it looks like it might be a demolition timer or worse a detonator.

Ah c'mon ... press it yah big sissy! Yeesh it's a doorbell! So thanks for the
order to restore power to Hunrath and -0- information and how to go about
getting it done. I'm pretty sure I don't like this guy. Exit the building
from the side with the hole in the wall to the Wkwy and follow it around to
the back. Hey Moe it IS an elevator. At the top explore all possible routes,
there's a door on the warehouse but it's locked from the inside and there's
nothing I can do to the red laser. I also find another DBW and then hit the
jackpot. So this is what I saw from the projector and blocked mine below.
Once complete it will be obvious what your next destination is. Back on the
ground head for the river and swing gate.

(Note)
Don't worry, the game won't let you screw it up, the lever will only operate
the gate when the propeller is in the correct position.
______________________________________

4.1b. the Scrapyard

With the river flowing and the propeller correctly set the gate swings into
position when the lever is pulled and provides a new area to explore. Take
your time moving along the bank; poke your nose into everything on both sides
of it. The river bank appears to be a lounging area, a place to relax and
enjoy the few pleasures of this small and nearly desolate place. Ooh
flutterbys! I can see another blocked adit on the south bank but can't tell
if it's the iridescent rock from any observation point this side. Another
barricade this side of the river, I see junk on an upper level and maybe a
means to access it. Big honkin carved hollow stone ball supported by a jury
rigged carousel that doesn't work.

On my way into the stone ball I see a door on the south side of the bedrock
wall, it's locked. In the ball I see most of southern Hunrath. There is an
upper scrapyard and a crane boom connecting the two. I see a small section of
a train yard northwest with 3 freight cars and a locomotive. A tower stands
in the center of a pond with cables attached to its top and cables that
extend up to the sky. I see a bridge connecting the tower to land and
satellite buoys surrounding it. Along the bedrock's southwest sheer wall I
see a section of a brick building set against an upended slab of the bedrock
and it has an EP. There appears to be a narrow stone Wkwy, on the bedrock
above and behind the brick building.

All I can see from the east side of the stone ball is sheet metal against the
south bedrock wall and maybe the bow or stern section of a wooden ship at the
peak. To ground, I follow an electrical cable to the scrapyard wall. There's
a map of the town, a map of the electrical grid! Beads near the 9 points of
interest may be lights, if so all are dark. There's a short red line on the
map that leads from it and stops to the left of the stone ball. Above the map
are high voltage insulators. I follow the cable to the locomotive, nothing
works, no fuel. Assess the situation, solve the issue and restore electricity
to the area. Verify grid power minus the garage, town and ramp at the grid
map.

Before heading to the brick building I check the garage door it remains
locked and the phone booth is useless it's missing the handset and cord. I
clear the 3 freight cars on my way, no joy but do confirm a bridge connects
to the tower's west side. So I head for the brick building, there's nothing
of interest in it but it does provide access to a new area of Hunrath. We get
an even closer look at the tower, bridge and satellite buoys in the pond; I
take notes of all interesting observations outside and above the mine adit.
The above rock formation looks familiar and the mine adit leads to a keypad
locked door. I explore the southwest area till I'm forced back due to another
section of the DBW,

So with nothing left to do I head back to the mean guy in the vaulted room
for some cruel advice. On the way back to Mr. Meanjeans I try the carousel
and it works. Mr. Creep face is rude and makes me feel like Mississippi Gary
then apologizes later ... Damn it! The C in C.W. stands for Cecil yeah ... so
where's Beanie? I feel better now; anyway the task now is to shut the MSVP
down.

4.1c. the red Laser, (MSVP) and upper scrapyard

I backtrack over previous explorations starting in the compound, checking all
things for changes. I now have access to the 2nd floor of the warehouse.
There is much to discover, like the exterior 2nd floor door being blocked by
mini flatbed rail cars. There're important items to read and junk to play
with, be thorough and take notes. A break in the elevated track forces a
stop; however you're close to the Tree and have access to the water tower,
remember to check it off the lock down list. When complete return to and exit
the building, if diligent you now have access to the MD, (Mofang Disabler)
and know what to do with it. So break the sky. A moment of thought regarding
the tracks provides opportunities.

(Note)
There're a couple of interesting places to explore along the valley floor,
they have little to no bearing on puzzle solving but do add to the convoluted
and eclectic history of Hunrath.

Regarding the tram's free movement, it's essential for maneuvering through
Hunrath's track system so ensure all track obstacles are cleared.

If you do elect to destroy the MSVPs blocking the mine adits take the time to
explore them, they aren't vital to the game but provide some answers to
questions you may develop while exploring Hunrath.
______________________________________

Test the blue laser on objects as you head west. I bear left at the
previously blocked short tunnel and stop at the entrance to the previously
blocked mine. I intend to travel across the floor and up to the enclosure
west of the Hunrath EP. At the enclosure I position the tram for a clear shot
at the blockage then exit the tram for some footwork. Ah Crap! ... Ooh now we
can go through the DBWs, this'll be DBW#1! Bunches of freight containers,
lots of junk and another flying bug, we're at the upper scrapyard. Explore
the area thoroughly to discover and enable all your possible future options,
check and update your notes.

Unlock and open the barricade gate, notice the odd short track heading toward
the ledge, then inspect the local area east of the barricade to make a few
discoveries like DBW#2a/b. When satisfied, return to the barricade and find a
way to the lower scrapyard, take your time exploring once you have access.
Inspect everything before raising the garage door. If you've explored
thoroughly and kept solid notes and maybe pics you know where to go next, run
to the keypad in the tunnel and enter the key code for access. Explore, read
everything and take notes, there're important clues and history here.
Remember the front door is locked; unlock it for possible future use.

Once you've squeezed everything out of the house return to the scrapyard
garage, there's 1 item from the house that can be solved there. Locate the
alien machine in the garage; the grid pattern from the one found at Farley's
house matches this. Place the symbol found into the machine, activate it and
make note of the results. There's nothing left to do here so I head back to
the upper scrapyard and then back through DBW#1b to the tram. From my
exploration of the upper scrapyard I already know what the area through
DBW#2b looks like. I head back to the valley, park the tram outside the mine
and explore the interior before heading back to C.W. So this is where
everybody goes on Friday nights?

I run back to confer with C.W. on what to do next. OK now I'm feeling a
smidge sorry for the guy, apparently he has difficulty moving around. Bad
legs or back I don't know, but I'm thinking it's that karffin thing he keeps
mentioning, he's just so cranky! His thoughts regarding the tree while direct
offer -0- details on how to go about the task.

4.1d. cataloging the DBW Pswys

So after going over my notes, I have no current idea on how to gain access to
the tunnel in front of and below the big tree enclosure gate. I'm pretty sure
where the tunnel begins but can't get to it, so for the moment I decide to
explore and catalog the 6 known exposed DBWs. I place their positions on a
printed copy of the Hunrath map, if lucky maybe we find other exposed DBWs on
the way. I've already marked DBWs 1 and 2 and plan to investigate the closest
3 pronto. The remaining track leading west to and past Farley's begs use of
the tram so I reposition the tram east of the previously blocked short tunnel
and head through it. Continue west to Farley's and then up slope to and
through the tunnel and DBW#3a.

I jump out of the tram after exiting from DBW#3b and explore, so we're at the
far eastern edge of southern Hunrath above and near the river and swing gate.
Now I have sides A and B of 4 of the 6 known DBWs #4a is west of and above
the cemetery and Farley's house. So far they pretty much all lead to the
raised area of the upper scrapyard. As I approach the barricade I remember
the short track, I enter and circle the inner scrapyard, exit and head left.
I drive to the ledge; target the blockage and the MD burns the MSVP, so it
was iridescent rock. I still can't get to the mine but log it in my notes
then begin my return to lower Hunrath.

I return to Farley's house, park the tram and run through the house to the
area behind it then up slope to DBW#5a and enter. Now we're making some
progress, it appears that each DBW Pswy you enter sends you 180? to the
opposite perimeter of Hunrath. I'm currently on the plateau above and due
east of the town, river and falls. I approach the falls and it looks really
cool from here. Looking to my right I see what may be DBW#6a, I'm going for
it. There's a wooden fence on both sides of the path leading to DBW#6a.
DBW#6b is set on the upper level of Hunrath west southwest of Farley's. Most
of the area either side of the path blocks your view as you make your way
south toward open ground.

At open ground you're west of and above the small lake the tower is in, a bit
further the train yard and garage area. Further along the path are the
remains of a stone ball; inside it is a curios device mentioned in notes
found earlier and a few feet further a sliding ramp. A button releases the
ramp allowing it to slide down to the upper scrapyard providing access to
these areas. This link may have a future use. I brain how to activate the
device and travel to a new place not Hunrath and return ASAP. I return to
DBW#6a and explore the plateau further. CRAP with a capital C! The swing gate
is in wrong position, no access to the opposite side or its ramp.

"I'll be back!" The wooden tunnel to my 6 is accessible and so is DBW#7a
inside it. DBW#7b is West of Farley's house; I head east, come to a fork and
go right to find another swapping device similar to but different from the
1st one. I activate it and end up in a very pleasant place packed full of
ferns, bushes and trees. I return and continue south till I'm forced to stop
above and beside Farley's rear tunnel entrance. I return to the fork and head
east.

4.1e. Locating and feeding BT#1

Quickly it becomes obvious where I am as I near the end of the path; I'm on
the bedrock above the brick building, north of the train and scrapyard and at
another keypad locked EP. I pull out my trusty notes and use the translated
numbers. As soon as I enter the dimly lit room, I locate, unlock and open 2
doors. The 1st door is behind the BT#1 enclosure and near the locked
enclosure gate; the 2nd door leads to the scrapyard. Back in the room I
explore all; so the tower in the pond is called a bleeder. The plaques and
furniture says mayor's office. Light shines through the ramshackle floor from
below, looks like a room. And the elevator doesn't work; inspect and read all
interactive items for clues and perspective.

With what you've discovered in the office, as obscure as the clues are, you
have an example of the answer in the office and have already seen the answer
elsewhere in Hunrath. If you don't have the notes for the answer it's time to
retrace your steps over Hunrath till the light bulb brightens. Once you have
the answer to the clues in the mayor's office its time to go through your
notes, we need to realign the swing gate and have one more mine entrance to
clear. Use your Hunrath map to determine the fastest route back to the tram
and then down to the river. Beat feet back to Farley's, drive the tram into
town and down to the river then burn the MSVP.

Enter the mine and head right, the door to your left is blocked or locked.
YEESH!!! Radioactive warning sighs and a Russian submarine, I find 2 books
and I notice 2 missiles are missing from the exposed missile silos. Exit the
cavern, align the swing gate then determine the fastest route back to the
plateau east of town.

Run over the top of the gate and remember to lower the ramp for possible
future use. Eventually you come to an elevator EP, its dead, locate the
keypad, (rotary dial phone) and use the decoded plate number to activate it
then go for a couple rides up and down. Inside the top of the tower you see a
bunch of gauges and screens. From one of the exits you see a detonator but
most important the perimeter of Hunrath. Oh! Good morning Mr. Tyler ... Going
Down? Yeah baby yeah! Below the Mayor's Office is his personal space, locate
the tunnel and find the crank. "C'mon Gordon crank that thing!" beat feet to
the mayors office as the tree gate slides into the tunnel.

Enter the BT#1 enclosure, locate the gaping hole in the trunk, enter and keep
running till you're in the well cavern. It's obvious what needs to be done
once you're near the well. Watch the water rise to floor level then vent
through the troughs leading to the other portals at the cavern perimeter. Run
to the end of the Pswys and have a hard look through the gauzy color haze to
the object at the far side, difficult to verify with any reliability yeah?
180 and head back up to BT#1. So now what? I got the power running, killed
the MSVP and restored water to BT#1; I guess its back to C.W. hopefully for
something to chew on. Big help he is, connect all the trees.

What do we know?

1. No other BTs are visible in the available areas of Hunrath.
2. Access to the BT requires the removal of the MSVP and restoring electrical
service to the domed area.
3. All the Trees must be connected via "possible" portals.
4. Info collected states 3 other species have been met due to the abilities
of the different types of BT seeds
5. The base of BT#1 has 3 "possible" portals to other worlds/domes/BTs.
6. The swapper devices mentioned in found notes are matter transmitters.
7. I found 2 swapping devices during my exploration of Hunrath
8. I have cataloged 7 of the 8 known DBWs in Hunrath
9. There is one remaining blocked adit near the falls

Pull out the Hunrath map and determine the quickest route to swapper#1 then
beat feet to the upper scrapyard and use the swapper#1.
_____________________________________________________________________________

4.2. KAPTAR

4.2a. Removing the MSVP and restoring power to Kaptar
4.2b. Swapping to Maray to open a door then swapping to Farley's hidey-hole
in Hunrath
4.2c. Locate feed, heal and link BT#2 to Hunrath

4.2a. Removing the MSVP and restoring power to Kaptar

Look around after materializing on rock, a framework for the elevator seen
above, further to the left is a lever and a swing bridge. With minimum effort
and observation you can power up the bridge and discover which direction to
rotate it to. Follow the linear path to the large open temple like area; the
huge machinery and BT#2 are clearly visible. Quickly locate and approach the
MSVP, the MSVP is on the far side of a hollow stone ball, inside the ball is
an indistinct map of this domed area and a swapper. Decide your priorities,
explore your nearby surroundings or solve the MSVP problem. When both are
complete, (if you did both), the correct path will be obvious, continue up
and through till you come to another huge and similar machine.

Eventually you'll make it past the big honkin machine to find and even bigger
honkier machine. This monster has 4 massive propellers connected to a giant
vertical crankshaft, 4 massive slider cranks extend 90? from the crankshaft
and they likely transfer their linear motion to power other devices around
Kaptar. Far below I can see swirling mist or clouds, add wind and propellers
together and what do you get? Figure out how to get the entire rig running,
locate your next path then continue on. The linear path takes you to an
elevator that you ride down to your insertion point into Kaptar.

4.2b. Swapping to Maray to open a door then swapping to Farley's hidey-hole
in Hunrath

(Note)
The next part is a bit dirty, my 1st time back to the insertion point I
thought I should repeat the route in an attempt to find a new area opened up
by connecting the power to the system. You quickly realize it's a waste of
time, you can't recall any of the big machines. There're no hints or clues
relating to your progress through Kaptar so I'm providing the answer. Even
though I did rotate the bridge, the DBW surface image didn't exhibit a
similar visual change like the barriers of Hunrath so I didn't get close
enough to try and push through.
______________________________________

Pull the ground lever to return the bridge to its initial position, return to
the bridges control station then pull the lever 2 times to reposition the
bridge. If the bridge doesn't rotate on the 2nd pull you neglected to push
the stop bar down at side "B" when you 1st traveled over the bridge, run to
side "B" push the bar, (red marker on it) then return and pull the lever one
more time. Now run back to side "A" and pass through the DBW. The path ends
at another huge, (now operational) tram ride it across the gap. As you
advance across the gap BT#2 and the large pointy cage thing that blocked
passage during your earlier exploration (after killing the MSVP) comes into
view. Well at least for now, we have an obvious direction to head in.

Exit the machine when you come to a stop you've been here before so there's
little to explore. Return to the previously blocked lower area of the
transfer machine, (where the pointy cage thing was) via the stone steps and
plank ramps. Once you're back to the main level explore this side of the
machine, there're a few tidbits to discover for future reference like the
back side of BT#2 and it's Pswy down to the well cavern. When satisfied with
the area and all notes taken proceed along the obvious path up the steps and
over the plank ramps to the ... YIKES! Those skeletons belonged to some huge
monstrous animals. Keep moving till you find and push through a DBW. They're
well camouflaged and may be missed until you're right upon them in Kaptar.

After climbing tons of stairs you discover a small cavern in the bedrock with
a swapper in it. Go to and use the swapper ... Ooh this looks like that
really nice place I swapped to from Hunrath. There's no exit from this area
but the one I used to arrive. I can see a doorway looking thing below and
there's a device that looks a bit like the VD found in the garage on Hunrath
but has a different grid. I take a stab and connect a missing line and the
door below opens ... yay. So swapping back to Kaptar we go, exit the cavern
and head left and up. As you reach the open area you have a wrecked machine
with giant yellow colored barnacles stuck to it.

To your right and in the distance you can see BT#2 and the temple. Locate and
continue down the next run of steps till you come to another swapper in a
small crevice, use it and you end up in a tunnel. Or not, after turning
around it appears to be one of the vaults mentioned in some of the writings.
Discover this is Farley's hideaway. Read, inspect and explore all interactive
things and spaces before swapping back to Kaptar. When you make it back to
the open area of Kaptar with the yellow barnacles continue up the new set of
stone steps.

4.2c. Locate feed, heal and link BT#2 to Hunrath

Follow the path to the next big honkin machine then ride it across the gap.
Follow the Wkwy to the raised ladder and lower it for possible future use.
Locate the elevator and ride it down. Climb the steps to the swapper in the
wooden bowl. Look about, investigate opening#1 above, see opening#2 at the
opposite side of the room then return and use the swapper. We're back at
Hunrath near the train and scrapyard, exit the bowl and locate the power
button on the support post. Figure out what you need to do to explore and
then proceed beyond the wooden bowl cavern.

When you reach BT#2 you'll discover that passage is blocked by the rotating
wheel powering the large machine. It's time to return to the power source and
figure out what to do to remedy the problem and then return to BT#2.

Back at BT#2 the wheel is motionless and you're able to pass through it. Make
your way to the bottom of the tree, pull the lever, watch the water rise in
the well and spread out to the portals. If you inspect the portals you'll
discover a shortcut back to Hunrath.

I speak to C.W. and get the all things connected speech again. Pull the
Hunrath map, determine the fastest route to the Maray swapper then scoot.
_____________________________________________________________________________

4.3. MARAY

4.3a. Locating and disabling the MSVP
4.3b. the Gauntlet
4.3c. the Maze
4.3d. Locate feed heal and link BT#3 to Hunrath and Kaptar

Stop for a moment to take in your surroundings; this appears to be a lush,
(minus the objects and paths) pristine garden. Follow the path to the door
you opened from the swapper in the Kaptar cavern, it has a "you are here" map
of Maray and a screen where Farley appears and provides instructions and
directions to the sign-in area. Unfortunately the bridge has been disabled so
you must use an alternate path. If you take your time walking the path you'll
easily pick up on the weensy well camouflaged side path. Use the swapper. As
you appear, 180 and run to Hunrath's Maray swapper activate and swap back to
Maray then return to the swap site to see the stone bridge from Hunrath thank
you very much.

We come to a fork in the path with 3 lanes; I can see Maray's MSVP in the
distance along the middle path so I take it. As I walk along the path I see
structure#1 elevated to my left, further along the path it opens up ending at
a disabled bridge. Structure#2, similar to #1 sits at the far side of the
bridge and the MSVP is beyond it. I believe I see 2 VDs through the opening
of structure#2 so the bridge can be activated from #2. Back to the fork and
then to structure#1, the 2 structures sorta look space shippy. At the end of
#1 and facing the MSVP is an MD, use it to burn the MSVP and break the sky.
Move out, return to the fork and take the remaining untried path in front of
you.

4.3b. the Gauntlet

The technology of the local species is quite advanced making travel much
easier than if it wasn't available. After passing through a couple DBWs you
eventually arrive at the end section of structure#2. There're 2 VDs and a
video screen where a distorted version of Mayor Josef speaks to you if you
move near it.

(Note)
Information found earlier in the story provides incite into the odd speech
pattern of mayor Josef.

Regarding the VDs

I found only a couple patterns that reassemble a bridge, the one I use is the
fastest and least P.I.T.A. pattern to recreate; albeit incomplete the bridge
provides a traversable platform.
______________________________________

Enable both bridges then take the unexplored path to the Small Dome, (SD#1),
there're 2 swappers in it; I suggest experimenting with each to see the
results then make the correct moves. When complete cross SD#1 to the
elevator, locate SD#2 in the distance as you ride the elevator down. Discover
SD#2 has a pedestal at opening #1 and it operates the rotating floor inside.
There're 3 swappers; one of them is centered in the remains of a rock orb,
opening#2 leads to the wrecked MSVP and opening#3 leads to SD#3. You can't
get to the MSVP or SD#3 because the bridges have been disabled and it's up to
you to locate the VD and enable them.

(Note)
If you're new to the game and or this section and you're intent on solving
the Gauntlet on your own. I suggest you stop before entering opening#1 and
create 2 or 3 clones at this point in the story. Then ensure that you have a
letter size notepad and pencil with a new eraser near to keep track of your
actions. I also suggest you name the swappers, domes and caves for
orientation and reference sake, odds are it'll cut down on the amount of
frustration and gnashing of teeth, it will help. My dentist says I can stop
wearing the mouth guard by the end of next month.

Sorry this is going to be long whiney rant #1.

On my 1st run through the game I flopped around for about 3 hours trying to
figure out the Gauntlet puzzle; eventually falling onto the solve by
accident. To make matters worse I couldn't readily reproduce it. I had moved
and swapped back and forth using all the swappers so many times I was totally
lost. I figured this is a Cyan game yeah, there're always clues no matter how
vague and or hidden. So I presumed I had missed something, clues and or
outright directions somewhere along the way through Hunrath, Kaptar and
Maray. So I dumped the game and restarted from the scratch, when I got back
to SD#2 there was no joy in Mudville. I found no clues to solving the
Gauntlet and flopped around for 15 - 20 minutes before calling it quits.

My thought was it shouldn't take 20 minutes to solve this even with tons of
running around, so I came up with naming the swappers, domes and caves and
taking copious notes to track actions and progress and it worked. It still
took me about one and a half hours and a couple 3 pages of notepaper but I
had a reproducible route through SDs 1-3 that didn't require 10 minutes to
complete.

Once the Gauntlet is complete you have access to the Maze, which from my
perspective is even worse.
______________________________________

(Note)
Long whiney rant #2

The maze is one dirty puzzle, if you struggled and spent hours trying to
solve the gauntlet I suggest calling it quits for the day and come back to
the maze tomorrow with a fresh cold look at it. The answers albeit obscure
are sort of right in front of you but if you're tired and upset/pissed off;
they can be way too easy to overlook. Like the gauntlet I found no written
clues related to solving it. I dove into the maze right after spending over
1/4 of a day figuring out the gauntlet and shouldn't have; I was too tired
and frustrated.

I spent about an hour rearranging SIDs, I couldn't get them to line up
correctly and that made no sense so out of frustration I cheated and looked
for an answer on the internet. Man was I pissed when I found out, as is, the
maze is meant to fail. Once you know the scam, the puzzle becomes quite easy
to solve.
______________________________________

4.3c. the Maze

Follow the ramp to Structure#3; it has an elevator and 3 levels or floors.
The top floor is an observation platform overlooking the maze and has a floor
rotator like SD#2. For the sake of perspective, the maze is a large rotating
disk with 4 small interactive disks, (SIDs) set at the cardinal points of a
compass, N.S.E.W. The maze has 4 fixed and 4 interactive Pswys; the
interactive Pswys are in the SIDs. Of the 4 interactive Pswys 2 are 90?
angled Pswys and 2 are 120? angled Pswys. Regarding the 2 120? Pswys, they
appear to be asymmetrical, one leg of each looks to be longer than the other.
Lastly there're only 3 access points at the perimeter of the maze floor.

The middle floor provides access to the maze and its 3 exits. The bottom
floor provides access to swappers that are attached to the underside of the
SIDs. Regardless, the method is convoluted even when you know what to do.

A suggestion to aid in solving the maze, it must be done before altering the
maze floor. As seen from the tower top, recreate the basic large circular
maze floor on something small like a sticky post-it, orient the 4 SIDs within
it, (it isn't necessary to recreate the fixed and interactive paths). You
want to number each SID, as seen from the tower; I called the SID directly
below me #1 then numbered the remaining 3 CCW to #4. Remember to include the
3 maze exits in their proper positions. Now each time you rotate the maze
floor you can also rotate the model and keep track of your moves.

The bottom floor swapper takes you to a section of a mine where you're able
to rotate the SID CW or CCW from the button post at the upper level of the
mine cavity. There are 2 Pswys at the upper level, become acquainted with
both when in the area and convenient to do so.

(Note) 8/11/18
Recently, while rutting around the internet I found an alternate route to
complete the Maze, (I was a pinch away from discovering it on my own but I'm
a big sissy). Looking over the maze from the top of the tower it seemed the
obvious move, but I could see the suspended doorway and the VD in the
distance at the perimeter of the maze. Even though I had notes on a disabled
bridge at a key point along the route I didn't add the clues up, spend a
second or 2 on its implications and or clone the game at said point then take
a stab at it. Anyway, I have included the shortcut and the time to complete
each in the solve section under the Maray Maze puzzle default solution.
______________________________________

4.3d. Locate feed heal and link BT#3 to Hunrath and Kaptar

Once you've completed the maze continue from maze exit#3, locate and explore
structure#4. Seeing structure#2 in the distance from the fore section of #4
makes me think #2 looks like a dinosaur skull.

There's a VD and a viewer on the lower section of structure#4, activate it
while listening to odd Josef sounding weirder then return to the upper level
and ride the pod thing to structure#5. A disruption is in progress in or
around #5 on your approach; the fireworks cease as you enter #5 and are
released from the pod. Explore structure#5 and its surroundings; you'll soon
discover 2 VDs, a dieing Villein and a book near the XP. The VD opens the
exterior door beside this room. Open the book, tonza names and pod ID numbers
in it. Backtrack to the 1st VD and activate it. This can be rough unless you
picked up on the Villein base 4 number system and then the glyph grid used to
create their communication form.

(Note)
I had to cheat, I couldn't keep the rules in my head and wasn't willing to
write them down. I found a Villein number chart on the internet, (probably a
Steam item) that provides the glyphs of the primary number sets to 4 rows.
For example, 0, 1, 2, 3 - 4, 8, 12 - 16, 32 and 48, etc. Being a thicky, I
piece the fragments together to create the pod numbers of the 4 familiar
names. I don't know how to go about recreating the glyphs with ASCII but I
did save the link and will include it in Puzzle Solutions for those
interested in having a peek at the 4 pod people. Google it, BING couldn't
find it. Input a pods Villein symbol into the VD to get it moving down,
whoever's squiggle you use will pull up a pod.
______________________________________

When satisfied with your peeping tommery and the important pod number has
been viewed, clear the VD to return to the top then exit via the room the
dieing Villein is in. Outside, odd Josef is in the prone position and a part
of him is iridescent red. I believe odd Josef was a camouflaged Mofang P.O.S.
spy impersonating Josef ... oh well, that's what odd gets ya. Next up, a
large reddish floating and rotating dodecahedron, I suggest you quit, restart
and clone the story up to this point. You're gonna need a backup before
approaching this puppy. You get 2 things from the meeting; you get dead and a
Steam achievement ... yay! Go for it, I'll wait till you reincorporate to
move on.

Now that you've got that out of your system go right this time. Head up the
hill to the MD, use it to kill the karffin Mofang bomb thing then continue
along the path like a good lad ... or lass ... whatever. Use the VD to enable
the bridge then follow the path to BT#3 and go down to the well cavern. Open
the valve to flood the well, heal the tree and activate the portals. 3 trees
down and 1 to go, locate the portal to Hunrath then haul Ash Williams to
ground level at BT#1.

What do we know?

1. We have 3 of 4 trees feeding, healing and linked
2. We have restored power to 3 domes and destroyed 3 dome blocking MSVPs.
3. We need to locate the EP to Soria and a route to the EP.
4. So far the EPs to the 2 visited domes have been on Hunrath.
5. There are only 2 places left on Hunrath we haven't accessed.

What do we need to do?

Locate the EP to Soria, clear a path to it and reconnect it to the 3 domes.
_____________________________________________________________________________

4.4. SORIA

4.4a. align the Hunrath swing gate and return to Maray

Exit BT#1 and enter town, run to the swing gate and reposition it to access
the south side of the river.

(Note)
I have 2 routes back to the tunnel on the east side of the river, #2 is about
40 secs shorter than #1.
______________________________________

Route #1
From the Hunrath swing gate return to the well cavern of BT#1; pass through
the Maray portal then up to the surface of Maray. Follow the path over the
bridge, use the 2 VDs to open the door and enable the bridge. Head left at
the intersection with the "You Are Here"/Farley Information Center. Follow
the middle path at the 3 lane fork, cross the bridge then pass through
structure#2 and SD#1 to the elevator. Run through SD#2 and 3 to the Maze
Tower then down to the swapper floor. Swap to Hunrath, head left at the top
of the wooden stairs and out to the swing gate.

Time 00:04:40 this time includes loading screens and swap times on my PC

Route #2
From the Hunrath swing gate return to the mayor's Office, exit the west
opening and continue to the Maray swapper and swap. Run to and through the
"You are here/Farley info center turn right as you exit the info center and
run to the 3 lane fork. Follow the middle path to the bridge, cross the
bridge then pass through structure#2 and SD#1 to the elevator. Run through
SD#2 and 3 to the Maze Tower then down to the swapper floor. Swap to Hunrath,
head left at the top of the wooden stairs and out to the swing gate.

Time 00:04:00 this time includes loading screens and swap times on my PC

Both routes continue from here

Run along the river till you come to the mine adit now cleared of iridescent
rock. Run to the end of the tunnel and use the swapper. Soria, Soria appears
to be a mess, the look of Soria makes me wonder what if anything could live
here. This looks the crap surrounding Hunrath. Start running, though visually
confusing you'll find your way. BT#4 appears long before you're ready to
enter it, explore everywhere before committing to BT#4 then backtrack to it
and enter. Flood BT#4's well to link Soria to the 3 other domes then locate
the portal to Hunrath and leave Soria behind.
_____________________________________________________________________________

4.5 Hunrath

4.5a. Preparing the Bleeder

As one reaches the surface within the BT#1 enclosure it becomes apparent that
C.W. has been a busy bee while we were gone. Check out the mini dishes over
BT#1, look familiar? Also notice as you enter C.W's compound that the trams
are missing from the elevated track. Visit C.W. again. As usual his reticence
is maddening but he did mention the Bleeder tower, the thing in the teeny
lake beside the train cars at the northwest corner of the scrapyard. I have
notes on it.

What do we know?

1. To provide the energy to execute C.W's plan the bleeder tower must be
disconnected from the automated system.
2. The bleeder tower has an access point, (bridge) at its Western side.
3. There're 8 known DBWs in Hunrath and we've transited 7 of them.
4. C.W. has installed a number of panels above BT#1 similar to some of the
swappers seen and used in the 3 domed areas.
5. The tram is missing from the elevated track
6. C.W. has a hard time moving around and uses the elevated tram.

What do we need to do?

1. We need to locate the passage leading to the bleeder.

So access to and from the bleeder is complete. As soon as I put boots on the
platform, located a sliding panel and exposed the recess I knew where I had
to go to complete the objective. The proposed method seems overly extreme to
me, wouldn't cutting a few select wires solve the problem at least hedge your
bet? There's no 2nd chance with this solution. Beat feet to the designated
observation and command station then quit, restart and clone the story to
this point. Return and push the plunger. C.W. will be exiting from the top of
his shop and riding the tram. He'll travel to the base of his reflector
dishes contemplate his existence then pull the trigger.

All hell breaks loose and everything goes to s**t ... I mean ... the
unexpected occurs like total destruction. C.W. is confused, Caroline appears
on a 2nd screen and laments eventually the screen goes black and then the
credits run like forever.

Restart the game from the clone then before pushing the plunger, return to
ground and then to the compound. Climb to the 2nd floor of the warehouse go
to the giant battery, open the case, disengage the coupling then close it up.
Run back to the elevator in the mayor's office go to the top and then push
the plunger. C.W. does the same as before but in this instance he freaks out
prematurely and begins yelling at me for sending us all to hell ... GOOD
TIMES YEAH!. But today kiddies we celebrate with Gummi Bears, Twizzlers and </pre><pre id="faqspan-2">
chocolate milk! When the glare mellows down beauty beholds the eye! I don't
know if we're back on Earth but it looks pretty good to me.
_____________________________________________________________________________

4.6. PUZZLE SOLUTIONS
4.6a. Hunrath
4.6b. Kaptar
4.6c. Maray
4.6d. Hunrath revisited

4.6a. Hunrath

Electrical Power restored

The fuel tank is empty, 2 lines lead away from the engine, one electrical and
the other fuel, follow the pipe to the west side of the scrapyard and to a
fuel pump. Locate the pump, crank it up then run back to the engine. Fuel
gauge is full, flip the switch, prime the fuel line till button is yellow
then press start till green.

Key code Farley's rear entry

Her house address, note in warehouse/workshop says code change to address
backwards.

Key code Mayor's Office

Blackboard Farley's house, pull down projector screen to expose strange
image, move slide on projector to expose grid then turn projector to overlay
2 images. Use left side of alien device in garage to apply image then press
white circle at top of device.


Elevator Puzzle

Mayor's Office, inspect both compasses; one has a State written on the back
relating to a license plate on the wall in the garage. Locate plate then use
telephone in the phone booth to decode the letters.

Quickest route back to top of swing gate

Once you have the elevator key code from the garage and have realigned the
swing gate to cross the gap, run back to the Mayor's office then backtrack to
and through DBW#7b to DBW#7a.

Quickest Route to the Kaptar Swapper

Starting from the submarine cavern it's through the Mayor's office, through
the garage, up the backhoe bucket lift then to the sliding ramp leading from
the upper scrapyard and to the Kaptar swapper.
______________________________________

4.6b. Kaptar

Killing Kaptar's MSVP

Use the swapper to return to Hunrath, back on Hunrath exit rear section of
building; locate the tram by the river and return. Enter the tunnel adit left
of the building EP, pull up to the hole in the wall and use the swapper. Once
you're back on Kaptar I suggest you activate and rotate the MD to maximum
right then raise the MDs targeting icon to level. Deactivate the MD, back up
a smidge then reactivate; repeat this procedure till the MSVP burns. This
could take a couple 3 tries till success. Swap to Hunrath, dump the tram and
return to Kaptar.

Powering up Kaptar

At the propeller machine, locate the Wkwys leading down to the propellers, at
the lowest platform directly above the propellers there is a lever and a
wheel. Pull the lever to lower the gear then turn the wheel to orient the
propellers to catch wind. One level up there is another wheel; turn it to
release the clutch to engage the props and crankshaft. As you return to the
main floor observe all items in motion, notice the ends of the primary
sliders aren't connected to the secondary sliders. A station on the main
floor provides the means to connect the slider ends together.

Gaining access to BT#2

After exploring and taking notes on the immediate area of the wooden bowl
return to the swapper and use it. Back on Hunrath exit and locate the
carousel's power button column, push the button 1 time and pay attention to
the distance the bowl rotates. Determine the correct number of pushes
required for the wooden bowl's ramp to reach opening#2 in Kaptar then do so.
When complete return to the bowl and swap to Kaptar.

The bowl's stairs are now lined up with opening#2, investigate. It's the
previously blocked doorway discovered when putting eyes on BT#2 and its EP to
the well cavern. Back to the bowl; notice the hole below opening#1, looks
like the next rotation has the bowls lower stairs stopping there. Swap to
Hunrath, rotate the bowl 2 times, return to Kaptar and explore the new path,
more bugs ... way more bugs! Take your time inspecting all nooks and
crannies. There's a recent item of historical value relating to a bit of war
time planning. There are a number of items found here and in Hunrath written
in pale blue ink.

When you arrive near BT#2 the wheel supplying power to the machine is
blocking your way. Return to the wooden bowl, swap to Hunrath, press the
button 2 times then return to the bowl and swap back to Kaptar. The wooden
bowl has returned to its initial position, ride the elevator up then return
to the wind driven machine providing power to Kaptar. On my 1st run through
the game I supposed that the bowl, BT and the elevator were all on the same
side of the wind machine so I disengaged the 2 left side, sliding cranks
(while facing the machine from floor level). I later discovered the elevator
didn't work and eventually determined that only the bottom left sliding crank
needs to be disengaged.

Fastest route to the Maray swapper

The fastest route to the Maray swapper is through the Mayor's office, head
west over the bedrock to the fork and head left, the swapper is around the
corner to your left.
______________________________________

4.6c. Maray

Bridge assembly pattern

Create 3 diagonal lines /// on the Villein number converter grid in this
order, 5 diagonal dots then 3 dots then 5 dots. This will provide a passable
bridge.

Swapper puzzle in dome#1

Dome#1 look at the rings on the floor, swapper#2 encompasses part of
swapper#1 1st use #2; end up in upper scrapyard of Hunrath. Use swapper#1 to
return to Maray, there is now passage through SD#1 due to the missing section
of dome#1.

The Gauntlet

1. SD#2, from opening#1 move left to opening#3 and use the spiny topped
swapper.
2. Locate the VD in the group of 3 swappers, create a bridge then go to and
read the letter left by Farley.
3. Return to the VD and use the spiny swapper back to SD#2, create a bridge
to the MSVP or not then rotate the floor of SD#2.
4. To the VD, create a bridge to SD#3 then use spiny swapper near VD.
5. Create a bridge then explore past the bridge. 2 dead ends; a locked door
and a boarded up Pswy, return to the spiny swapper near the VD and return to
SD#2.
6. Run to SD#3 and use the swapper.
7. Run to and use the nearest swapper in the 3 swapper group.
8. Run to SD#3, it has debris in it, use spiny swapper in SD#3.
9. Run to closest of 3 swapper group, has VD, use swapper.
10. To SD#3 use swapper
11. Run to closest swapper in group of 3 and swap to SD#2. Run to and through
SD#3, SD#3 now has hole in the opposite side and a ramp system leading to
structure#3.

The Maze

(Note)
For the following sequence of moves to work the maze must be in its initial
position untouched. The rotator at the top of the tower, its left side
rotates the floor Clockwise; (CW) right side rotates it counterclockwise,
(CCW).
______________________________________

1. From the top of the tower, Use the elevator down to the bottom floor use
the swapper, climb the wooden stairs to the top and head left to the button
post, (2 whitish buttons). The top button rotates a SID CCW and the bottom
rotates it CW. Press CCW 1 time to rotate SID#1 then head right along the
Pswy and open locked door#1. Discover your location and its implications then
return to the top of the maze tower.

2. Rotate the maze floor CCW 1 time, to the bottom floor, swap, run to the
top of stairs, turn right, leave SID#2 then run to and unlock door#2. Run to
the 1st swapper of the 3 swapper group and swap to SD#2 then return to the
maze.

3. Down 1 floor, swap, up to the button pole rotate the new SID#2 1 button
press either direction then return to top of maze tower.

4. Rotate the maze floor CCW 1 time, bottom floor, swap, to button post,
rotate SID#3 2 times and return to top of maze tower.

5. Rotate maze floor CCW 1 time, bottom floor, swap, SID#4 remains in
Hunrath. Run to the 1st swapper in the group of 3, swap to SD#2 then return
to top of maze tower.

6. Rotate the floor CW 1 time, down 1 floor, run the maze to and through
exit#1, continue to the VD to open the door then return to the top of the
maze tower.

7. Rotate the maze floor 2 times, bottom floor, swap, to button post, rotate
CW 1 time, swap, up 1 floor, run maze to exit#2, use the VD to open the door
then return to the elevator.

8. Down 1 floor, swap, to post and rotate CCW 1 time, swap and return to the
top of the maze tower.

9. Rotate the floor CCW 1 time, down 1 floor then run the maze to exit#3.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

(Note)
Alternate Maze puzzle solve shortcut, tested, the shortcut eliminates
00:1:16:00 off the default solution. The total time for the default run was
00:14:04:00, for the shortcut it was 00:12:48:00.
______________________________________

The shortcut begins after step #6 in the default solution above.

7b. At the top of the tower, rotate the maze floor CW 1 press, down 1 floor
and run the maze to exit#3.

8b. Continue along the path to the VD and enable the bridge to SD#2, Continue
through SD#2 and return to the top of the maze tower.

9b. Rotate the maze floor CW 1 press, down 1 floor, run back to and through
SD#2, over the new bridge and back to exit#3.

10b. Continue through the maze to exit#2, use the VD to open the door then
return to exit#3

VD Pod selection structure#5

This is the URL for the Villein number chart, if you have any issues with the
link, just Google Villein symbol for number (whatever number) and the Steam
guide link will pop up.

https://steamuserimages-
a.akamaihd.net/ugc/261594144862806863/B9742BD2A940B77A8A74CC0EA77A26D617C78B7
1/

Know this, you can check any pod in the book if you like but, you won't get
out of the structure to continue the game without viewing Josef's pod. The
dieing Villein posts Josef's pod number on the screen pinning him to the
floor because it wants you to verify the individual on the ground outside
isn't Josef.

To see Farley's pod, combine glyphs 192 and 2 for symbol 194. For Josef,
combine the glyphs 192, 16, 12 and 2 for symbol 222.
______________________________________

4.6d. Hunrath revisited

The DBW you visited when diverting the water flow from the elevator to the
river is the only DBW not explored. The elevator became unusable once you
lowered yourself back to the ground. The 2nd floor door of the warehouse/shop
was locked and blocked by the tram cars. The trams and cars are now gone