obduction how to get to other side of river

Then take the elevator down. This is Earth, and as you wander around you’ll realize that this is just one place that people have been taken from. The Villein went through a lot of trouble to extrude the structures and devices in this area, and they did it with the close cooperation of the people from Hunrath, evidently. Body Check: There’s a hidden path that leads off the plateau and under the chain-cart. Subtle Nudge: There doesn’t seem to be a “front door” to the Bleeder. But After passing through a peaceful cottonwood bosque along the river, this back side of Hunrath seems more like the business or warehouse side. There are a few things to be solved along the way. Taking this one brings you to the upper section of the crankshaft cavern. He’s got his panels installed over the Tree here, and it’s just a matter of shutting down the Bleeder to make the magic happen. Then when you’ve removed the right rocks, you’ll know where to go. There are some metal gangplanks and stairs leading out to the massive crankshaft. But I can't get passed the rocks. Getting there requires an unlocked door from the … Loving Shove: There is a pinion gear, a crank, and a clutch - it’s all about the order. Those two things should combine to allow you to explore new areas. But this will be your story now. To begin with, you … If you haven’t explored, you really should — you may come up with a solution, and you’ll feel really good about yourself. The Lower TowerThe top of the wall will lead you to a locked door into the tower that you should be able to open with information you gleaned at Farley’s. Time to slow down and think about the situation. Some of the helpful Mofang managed to make it safely to Maray. Subtle Nudge: I hear wind blowing in this cavern - it might be enough to power things. Pull the switch to divert the water to the other side of the falls, and the trophy will pop. Something here was being protected. As always, he’s got a few things to say. And below all of that are some huge fins or blades of some sort. Figure out what to do with it. If you haven’t gotten through the wall of this place, then go back to the previous section. To get to the other side of the tower you’ll have to get to the other side of the top of the wall. From Bradenton/Sarasota. And the equipment seems to monitor the health. 's workshop (the large metal carts were moved to reveal a door) and there is a portal to the Bleeder, and shortly after the end of the game, which has two endings. This first small Villein structure will require you to think a bit more about the swapping idea. Mayor Josef is certainly taking this mayor thing seriously. But there is a gear blocking your way — unless you figured out this possibility ahead of time, you’ll need to backtrack — to the crankshaft cavern. You should follow that line. Beyond the TowerPretty stark out in this area, but exploring reveals a few things of interest amongst the canyons. Because of their culture of moving on, then [sic] were perhaps the most prepared to deal with the idea of taken far from home. Water, Roots, and PortalsWhat is this place? I haven't unlocked the area on the far side of the water, so my only access to it was from that bridge. If you explored enough of Kaptar you found a seed-swap device that brought you very close to where you start here in Maray. Subtle Nudge: All trees need water. When the lock is closed, you can cross the river, but the door on the other side is locked. To accomplish such things, they are obviously technologically advanced, having developed the tools to extrude and construct elements almost instantaneously. Final ConnectionsOnce things are running, there is a cylindrical control area that is accessible back along the edge of the cavern. This one has strange stuff along the walls, a great view out the front, and some strange control panels on both doors. Well, look at it from this side, and get the power distributed. Choose wisely! You’re getting closer and closer to the tree, but you’ll have to make your way past a puzzling spherical cave first. C.W.’s War RoomThis room is where C.W. But what all came with you? Turn round and go the sluice gate. The WorkshopNo need to go too far from C.W.’s shack before you find some more to do. On the left side of the lower level, you will find a piece of paper [1], which refers to Villeins' panel, but this time it will have certain numbers marked on it, so make a photo.Aside from that, you can find a gramophone [2] in the room, which you can activate. The control panels are a bit more complicated, but experimenting with them will give you good feedback. Loving Shove: You’re swapping to make clear paths at first. Figure out how to get into Farley’s house, and into the large tower. As you explore the remains you’ll make your way to ground zero - the crater where the final destruction occurred. The hose you see sends water to the Tree's roots — which you sent water to earlier. That guy behind the door? And a door needs unlocking from the inside. The reason lies ahead (Kaptar is a Hungarian word that translates to hive). If you didn’t, well what are you waiting for? Subtle Nudge: There are imager rocks blocking the entry, and they’ll need to be removed. Go to Hunrath and drive the blue beam rail car to this chunk, then swap it back here and disable the red beam. The red beam is based on alien technology that can be disabled with the blue beam. And there’s a giant tree in the center of everything that is the lifeblood of this place. Have you thought about your goal, and connecting things to make that happen? He’s got plenty to say, and he’ll no doubt inform you that things are ready to go. ... doors open again but now the metal path is on the other side of the river to make a passage over the left bank of the river. The clue may require some alien calculations. ... More posts from the Obduction community. Gentle Push: The Villein has a number for you. You can see (and take advantage of) the huge chains used for capturing and transporting the creatures for processing. Ground ZeroWelcome to what’s left of Soria. This one shoots a blue laser (strikingly similar to the one attached to the locomotive) Another BeamYou should find your way toward a strange white Villein structure. Beyond that — here’s a tidbit of technical info: the control panels are made up of five separate digits, and each digit represents a number from 0 to 3. In the first world, I've opened every door, provided water to the tree, turned the minecart buggy around to face the other way, etc.. It’s a very vertical place with cliffs and clouds. It was the postulation of what happens at fruition that spurred the monitoring and governing of the Trees’ energy. In case you didn’t get that from C.W. As we all know, power is a good thing — may open some doors. West PinnacleLots of climbing on this side of the world. And the Mayor continues to beckon. Thank you for any help you can offer. Body Check: Use the seed-swap device next to the canyon to swap to Hunrath. It’s just a massive power generator and distribution system of some sort. From the sound of things, there is a brisk breeze blowing up through this place. Inside the tower office is a reference to how to get the code to the elevator, which you will access on top of the wall, from the other side. The HDR lighting effect might make you blind for a second but it's actually completely harmless to you. There are even a couple seed-swap devices you should use. Loving Shove: C.W.’s work with moving and constructing the panels may changed things. You know what to do there. A battle went down, but C.W. The strange purplish landscape was home to a alien race that the humans in Hunrath began calling the Mofang — from the Chinese word that means “to imitate.” The Mofang had amazing technology, well beyond the other species, and at first the interactions between worlds seemed cordial and productive. Once through you can go to the left, through the dome, and start climbing the west pinnacle. What you’ll find are large mechanical structures that have been modified or augmented mainly by the other species in order to make their way through Kaptar. 2018: This English translation, screenshots and lay-out by: Louis Koot. workshop. The various control panels with blue blobs were built almost exclusively to be used by other species who visit. Remember, this guide will first try to give you some subtle clues. 14. Use catwalk to enter green/brown barrier to trolly! And remember that spot where the power lines converge, near the Junkyard? Much of the caverns here were carved out for temples and then hijacked for mechanized utility. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. And beyond that on a far path the remains of the huge creatures give a small glimpse into an ancient past. Sure would be useful to have a chunk of Hunrath with that blue beam rail car moved right here to Kaptar. The handle won't cause the bridge to reset to let me change directions, and I can't find any other controls that would. Caroline Farley seems interesting. But there is a cave in in the tunnel where you actual transport the cart to the "Engine" world, and I can no longer take the car through. The ScrapyardProgress for sure! Inside the tower you’ll find the mayor’s office. Would they catch any current? This particular scoop of Maray came from a section of their home planet that was becoming uninhabitable — they were preparing to launch to a new home when they found themselves abducted here. Another river crossing puzzle goes as follows. The Obduction Exploration Guide is Cyan's official walkthrough for Obduction. New comments cannot be posted and votes cannot be cast, From the award-winning creators of Myst and Riven, Looks like you're using new Reddit on an old browser. These hints assume that you’ve done all the exploring you can stand to do, and you need a bit more to get you over a hump. Explore around, paying close attention to an old-style slide projector. And the imagers themselves are a strange conglomeration of old earth technology melded with some advanced alien stuff. Ride the elevator to the top and behold your final challenge in the Gauntlet - what’s come to be affectionally known as Puzzlelisimo. Not all of the paths are particularly obvious. It’ll serve you well. Exit out of the Tree area on the Downtown Hunrath side, and make your way over to the swing gate controls. This whole place is such an odd juxtaposition of technology and history. You made it to an entirely new world using a device up on the cliffs of Hunrath. And near the hive is a room with major importance — a war room of sorts. Once you figure that out, you can make it to the tree, where you should know what to do! You won't need to get to the other side of the river until late in the game. Gentle Push: There’s a natural stone bridge in Hunrath... hmmmm. The Arai live in a hive area that is protected and accessed with a sphere rotator from Hunrath. Obduction Wiki is a Fandom Gaming Community. I unlocked the door, but the bridge was in the wrong position. You could have checked with C.W., but we just saved you the trouble. Body Check: Go back to the rotating bridge where you started in this world. Enter the bridge, and descend the stairs on the left. Seems like there’s a nice updraft in this world. Good thing you don’t die easily in Obduction because the blue blob looks menacing. Some of the seeds that fell later from the trees allowed the species to meet and intermingle. Your personality and how you play the game will determine how deeply you delved into the control panel. There are rocks glowing red that I can't figure out how to destroy. There is a method to what is happening, and it will be very helpful to understand it. Now back up to the (now open) transmission control device. An angry red rash being called “COVID arm” is a harmless but annoying response in some people who get the Moderna vaccine. Okay, now back to work. Go to the lever on the bank of the river. riverine Riverine means relating to, similar to, or formed by a river. Loving Shove: The note with a clue to Farley’s code is in C.W. There are some patterns you should be noticing - like the fact that C.W. So, after days of waiting, and not understanding what might have happened, he left the war room and headed for his vault to think about his options. You can explore around and see the tree below you. The landscape outside is worth examining, but it doesn’t look like we’re going to get there. This is where the roots of the tree seem to feed, and feeding them seems to involve letting them have water. Go down steps left of main trolly and up steps out of trolly channel. Each of the worlds has a tree at its center that began growing when the world itself was taken. Tower ElevatorAnother keypad — hope you were able to figure out the passcode. Gentle Push: Power and power lines. And don’t forget to open the garage door! Wander around and don’t miss any side walk-ways. There’s a large metal beam that you must release to rotate the bridge to a new position. You’re using the hints already? Look down and there are some stairs in the metal plates below. Gates and FlowBeyond the compound and the windmill and garden is a lovely little river area. Enough to make me have zero interest in this game. Good luck! If you head back around to the other side of the table you will see there is a button wired up to the device. He said something about power, and this section is all about paying attention to connections. Loving Shove: So that diesel locomotive has a big generator in it. But you’re going to have to figure out how that crazy mine cart works. Alien Technology StructureIf you’ve made your way around the paths and through the dome and back, then you’ve found yourself inside another strange Villein structure. Now that the power is on, you should be able to get into Farley’s house and into the large tower in the middle of Hunrath. Seems kind of deserted. Hmmm. Walk there and build a bridge there and call it Bridge 4. But how do you get there? The dome is the key to the scrapyard. Loving Shove: There may be some paths from the sphere that aren’t immediately obvious. The ride will take you to where some stuff is going down. Ride trolly back to main area. Compound with a WaterfallIf you walked past the blue blob, you have a compound of sorts to explore. This is where there was a hitch in the plans. Through the DomeWe’ll just assume at this point that you did what your were supposed to, got things figured out and got through the wall of the dome somewhere. There are signs and picnic tables and a camp fire... oh, and some kind of crazy light that shoots out of the sky and seems to get closer as you explore around. They speak and things happen. Head around to the other side of the Tree where you'll find an opening. At extreme personal risk Chavar got word to Farley of the plans. The Storage FacilityWell, stuff happened on the way here. Please help. This story is about you. More Than a Simple SwapYou should be fairly comfortable with the idea of swapping by this point. And the river flows under some kind of crazy rigged-together structure. Then you can proceed to use the blue beam on some dangerous stuff ahead. Obduction. Downtown Ghost TownNow you’re getting somewhere. I did all the seed-pod travels that got me into the mine on the other side of the river. When you do that, a pendulum will begin to rotate above the device, and the whole mechanism will become active. You're welcome. Well, you’ve disabled the red beam, and you know what that means — hopefully you know what that means. I cannot figure out how to get to the other side of the river though. Into the TowerThe top of the tower is where you’ll push the final button, or plunger in this case. Gentle Push: Make sure you know what’s on each side of each swap, and be open to the possibility of a little backtracking. The wall was built over the years to bisect Hunrath, but the top of the wall was made to protect access to the Tower. That seems like a good place to get power from. Long ago a civilization built temples to honor the giant creatures that flew among the stone cliffs of Kaptar. Oh, and unlock any doors from the inside — that’ll make getting around Hunrath so much easier. Use the area to pick up a bit of the story, and become familiar with moving around. Surely something has opened up, right? He built the crazy kiosks — hacking the red-beam Mofang technology to project moving or still images, and to aim upward to disable the wall of the dome. Turn the wheel you find here to activate the bridge mechanism. Now before we move on, spend some time thinking about what happened when you walked through the wall/dome. This is where something big took place. Having the power on will definitely open some doors. What does this all mean? And in the middle is this wooden structure that seems out of place. Now that they’re gone, it might be worth a look. Entry Deja Vu?Do you recognize this place? A Mofang arrived here, with a massive weapon meant to destroy this place. Make sure you see everything, but note that the power lines lead to a small shack - don’t forget that fact, or what you find in the shack. Body Check: There are the obvious upper path doors that you can see, and there is an extra lower path door. Some deeper knowledge of the Villein control panel might come in handy, but is not strictly required. Maybe this eclectic scattering of sentient beings is something that could move them forward — beyond the fragile environments of a single planet, solar system, or even galaxy. We’ll give you just a bit here at the beginning to get you started. But it didn’t. Gentle Push: There is more than one way to get somewhere in these worlds, the direct way, and the back door. Remember the distribution panel on the outside of the junk yard? and Farley seem to have gotten along just fine, although she’s not as comfortable as the mayor about recording imager messages. Gentle Push: The other side of the river seems like a spot that you may not have explored. Anything after the red bar has the potential to be a spoiler. Body Check: The panels that C.W. After speaking to C.W. Wait, didn’t you see a rough map somewhere? The inner areas of Kaptar are where worlds collide. Pull the lever to divert the water to the waterfall. And the power lines run to the other side... just saying. Complicated? Seems alien. Are you sure? Perhaps you hadn’t noticed, but these worlds seem to come in pairs. You can make a bridge by connecting a bunch of blobs. Gentle Push: Power, power lines, connections. If you made it through the tunnel, you are now in the upper scrapyard. Head into the building on the right. Wonder where it goes? used to build the structure over the Tree were stored upstairs on the tracks in his workshop. Loving Shove: You can see the rocks from two places — from across the river, and from above the river. Shimmering Rocks in a TunnelBy now you should have run across some shimmering rocks — certainly in the workshop, but hopefully in a little corner of Hunrath not far from where you started. Body Check: Electrical power from a diesel locomotive — you’re going to have to pump some fuel to it, prime it, and start it. Giant Stone SphereWow. Can you trust him? You’ll know when you’ve pulled the right ones in the right order. And beyond the crazy desert landscape lies a bizarre, purplish, alien landscape. Then make your way into the gas station, where you should look around. For now, you don’t have much of a choice. All of those things will open that door and get you into Farley’s house, which is kind of a community center. Where would things end up?

Douglas County Kansas Election Office, Virtual Meeting Apps, Nemacolin Spa Packages, Paper Lives 2021 Review, E Reading Ninja, Part Time Delivery Driver Jobs Toronto Kijiji, Bad Habit Picture, Sam's Club Fulfillment Center Pay, Dob In Meaning, Gampaha District Election Manapa Results 2020,

Leave a Reply

Your email address will not be published. Required fields are marked *