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#OBDUCTION HINTS MARAY ROTATING SWAPPERS HOW TO#
It took me something like 30m-1hr and three sheets of paper to solve it, and I was only able to because a) I happened to write down and solve the Villein numbering worksheet earlier in the game using the translator, and b) I happened to know how to convert base 10 to base 4 because I was a computer science major. The path forward was pretty obvious: Villein displays 222 on the screen -> player looks at the book and sees that 222 is Josef's pod -> player needs to input 222 into the Villein panel to see Josef's pod, but without ensuring that the player will know how to write the Villein numbering scheme, the puzzle is a ridiculous expectation. I didn't even understand how the bridges worked until after I finished the pod puzzle and understood the numbering)) or the player can return to the learning tool in the garage to translate whatever decimal or Villein number they need, so the player will likely never have learned the numbering system in the first place (not to mention that the panel autocorrects any errors), and for the pod puzzle they arbitrarily lock you into the room so you can't return to Hunrath and use the translator. It's supposed to serve as a final test to see if the player has learned the Villein numbering system, but up until that point in the game, all of the Villein puzzles can either be brute forced (doors, bridges (I just drew lines until I found a pattern that worked and then used that pattern for every one of them. You're talking about the pod puzzle I assume? I think that's the one part of the game that isn't designed well. That one puzzle near the end killed the pacing of the game