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: Ghidrah1@hotmail.com _____________________________________________________________________________ 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
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