First route and the closed metro

Capn’ Cattlehammer’s community walkthrough starts by leaving the opening hole and following the pipeline toward the city. Look for the blue M to find the metro after receiving N3’s instructions. The closed door is a progression checkpoint: the guide next seeks access to the Sphere through the unfinished Agglomeration 5 building across from it. The old railway is the author’s shaded navigation aid.

Finding the descent

Vergusha places Agglomeration 5 behind the Sphere. Their landmarks are three ventilation openings glowing red and a temperature-anomaly notification. Descend through the opening to reach the fan. An initial access refusal is documented here; it is not evidence that you have found the wrong building.

Collect transmission software

Follow the railway toward the trainyard towers. In Capn’ Cattlehammer’s route, a flashing antenna marks the turn for the transmission-software pickup. Collect it before passing through the fence toward the larger tracks. This is a landmark route, not a map coordinate.

Bring back the signature car

Capn’ Cattlehammer operates the train from the inverted-pyramid control point. Send it outside, couple the first and second cars, then return those cars to the yard. Download the digital signature from the flashing car. Leave the later cars behind: the author specifically warns of a lethal hazard in the third car.

The chemical-plant detour

Capn’ Cattlehammer’s route follows the tracks beyond Agglomeration 5 to the pipe-covered chemical plant. Go around its back to a pit, enter the vent and descend to a minecart. Interacting with the minecart downloads the night-vision file. Retrace that entry route to return toward the depot; the source provides no numbered map coordinates.

Depot landmarks and entry key

Look for the pyramid-shaped depot using the incineration plant and the tanks carried on a flatbed as landmarks. In Capn’ Cattlehammer’s walkthrough, a fallen larger spider supplies an access key before entry. The text does not locate that spider precisely enough for a coordinate pin.

Get level-three access

Inside the depot, read the local radio clue and tune to it. Capn’ Cattlehammer then approaches Fat Larry to obtain level-three access and recommends having night vision available. The readable instructions do not supply a numerical frequency, so use the clue in your game rather than an invented universal number.

Wait near the exit

Vergusha recommends waiting near the depot exit, outside Fat Larry’s path, instead of chasing him. With the radio on, the author reports that Larry slows enough to collect the level-three key. The next step in that account is activating the NED file obtained from the train. The radio-frequency screenshot has not been transcribed here.

Which device and values to use

The transmitter control is the tank-like cylinder beside the tall tower, according to Capn’ Cattlehammer; searching only the tower top can miss it. The guide uses two scales: technical 0–1 and civilian −100–100. Technical (0.75, 0.25) corresponds to civilian (50, −50); the player’s own transmitter is set to (0.750, 0.250). Keep the device and its scale together when entering values.

Large-terminal fields

Vergusha’s written solution gives the large terminal Rx = 50, Ry = −50, Tx = 50 and Ty = −50. The author explicitly says to disregard the different values visible in that guide’s screenshot. These are the written large-terminal values; do not substitute them into fields expecting the technical 0–1 scale.

Check for acknowledgement

In a discussion of the blocked fan, OrderoftheDarkOats reports that successful transmission produces an assistant acknowledgement and points to the cylinder computer at the tower base. The poster is uncertain about parts of the transmission procedure, so treat this as a useful confirmation clue, not a complete independently tested fix.

Return to the fan and power the Sphere

After completing the transmission, Capn’ Cattlehammer returns to Agglomeration 5, shuts down the fan and enters the chamber. Activate its three injectors to restore Sphere power. The route places transmission before fan access; repeatedly attempting the fan before that step does not complete the described prerequisite.

Return to the metro

In Capn’ Cattlehammer’s walkthrough, powering the Sphere changes the weather and allows entry through the metro door. Descend and turn left to follow the ending section of that route. This records one documented progression path; it is not an inventory of every ending or its conditions.

Sources

Sources checked October 3, 2026. Player reports remain attributed; this site has not performed the gameplay tests.