The Room Two

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The Room Two is the second game in the series and in the main trilogy. It takes place directly after the events of The Room.

## Synopsis

### The Crypt

After traveling through a portal from the cog room, the protagonist emerges in a crypt, following a doorpost covered in what appear to be tendrils.. The protagonist discovers two tables with several boxes and contraptions on top of them.

The protagonist finds a note left by their friend, A.S., who was also the note-leaver from The Room, on the first table. A.S. comments that his calculations should correctly summon the protagonist to this room, and suggests that he knew the protagonist would have his eyepiece broken and that he is blind again. However, A.S. says he has left the protagonist the "provision to see" and that he hopes the protagonist's "passage might be shorter than [A.S.'s]." However, A.S. is "forced to conceal it somewhere in this room and trust in your wits to uncover it." A.S. also notes that "[he] is not the only ghost in this place."

Also within this room is a note addressed from an unknown author to a Mr. Rigby, a grave robber who was sent to collect a Null artifact from this crypt. Markings left on the note make it apparent that Rigby learned of the artifact's enormous value and intended to steal it for himself.

When all the puzzles in the room are completed, the protagonist witnesses a glowing sigil in the air which opens a Null doorway to the next room.

### The Ship

Arriving through the doorway, the player finds themselves below decks on a galleon. The puzzles center around a miniature model of the ship, a treasure chest, a table with weights, and a clock, which are revealed over time as different parts of the model ship are revealed.

The protagonist finds several journal entries from the captain of the galleon, called the Rose, detailing their pursuit and the mysterious destruction of a ship known as the Helena. The ship had apparently been torn apart at an incredible rate, but there was no reason why it should have done so, since there were no rocks nearby. The captain tried to save any survivors, but only one swam clear of the wreckage. This survivor seemed to be a scholar, "a wild eyed wreck of a man in tattered, bloody-stained rags. Clutched in his white knuckled fist was some sort of sculpture that he babbled was of unimaginable power and worth. It seems our prize may have gone with the Helena. I've had it moved to my quarters for safekeeping." The eventual fate of the captain is unknown, but it is believed that his ship, too, was wrecked, and he became another of the Null's prisoners. (See The Wreck of the Helena.)

A.S.'s notes express excitement at his newfound ability to travel the world "as simply as turning a corner", but also mention that some element of reality seems to be off. He later describes that he is beginning to feel like a prisoner or a rat in a maze.

There is a glyph to find, and the tuning of the glyph opens the next door. At the end of the chapter, a tarot card containing the word Navigation and a ship above it is in the end scene.

### The Temple

The player arrives in a stone temple. According to the iconography throughout, the temple appears to be somewhere in South or Central America. After removing the iron bar holding the door in place, the player is able to enter the main sanctum of the temple, where the main puzzles are a mirror, a model temple, a crossbow, and a fuse line.

The note from A.S. expresses feeling lost and forsaken, trapped in an endless cycle of rooms and doors. He alludes to having traveled through so many places that he has filled the pages of his ledger with tallies denoting them.

The player finds the next Null sample by splitting a skull found inside the model temple, and is transported to the next chamber. The end of the chapter shows a picture of the Illumination tarot card, featuring the dais of the Temple.

### The Séance

The next location is an apartment, later revealed to be Apartment E7,17 Franklin Court in London. The apartment belongs to Margaret Cox, a.k.a. Mystical Maggy, a fortune teller and spirit medium. The main puzzles include a camera, a table with a tarot-reading machine, a desk with a typewriter, a cabinet, and a safe.

There are two additional notes. The first is from a man named Robert Bailey addressed to the "charlatan", Maggy Cox. Dated 5th March 1883, he demands that she leave his grieving mother alone, and threatens to expose her as a fraud to the press. Bailey appears to be part of "Bailey & Sons Layers to the Shipping Trade 13. King George's Gate, Westminster, S.W.I." The second note is from Maggy, addressed to her friend Simon Grayson. She inquires into what he's currently doing, and reveals that she knows he has something important - presumably a Null artifact. She informs him of a plan for the two of them to put on a new and exciting act, and tells him to meet her at The Lion at nine o'clock.

Two notes from AS are found during this chapter. The first is hopeful in tone, expressing that he has found a way to release the protagonist from the prison he has led them into; a new path through the maze. AS appears in both a photograph and film reel during this level. As the protagonist solves the final puzzle, a mummified body - AS's body - is revealed, sitting at the fortune telling table. It holds the second note from AS, explaining that in order to secure the protagonist's escape, he has had to sacrifice his soul, and therefore his own seemingly endless life.

In addition to the notes, the typewriter offers many clues about past events. The speaker behind the words of the typewriter describes a journey to a hidden temple, one that soon led the speaker astray through time and space. The Null extended their life dramatically, but they eventually allowed death to claim them. There are also a number of secret messages that can be found by entering certain words into the typewriter. The "voice" of the typewriter is believed to be AS.

In the hand of AS's body is a fragment of Null. Upon interacting with it, instead of opening a doorway, the Null focibly transports the protagonist through open air into the location of the next chapter. The end of the chapter includes the previously completed Seance room on a tarot card with the word Damnation on the bottom.

### The Crossing

The Crossing is a very short chapter, and leads directly into the next chapter, The Lab. The player finds themselves in a rowboat moored off the shore of a large castle. To proceed, they must retrieve a crank handle from a floating plank in the water. As they do so, a large tendril-like shape briefly surfaces nearby. They then attach the crank to a wheel at the front of the boat and use it to reel themselves in to shore. A short cinematic follows of the player ascending stairs and entering the estate. Following this simple chapter, there is a tarot card with the rowboat with a full moon and clouds in the distance, beneath of which is the title "Isolation".

### The Lab

The player finds themselves in a scientific laboratory. The main features include a shelf, a large cabinet, a central table with a box, several reflective magnifying glasses, a pool of Null goop, a film projector, and a battery-charging machine.

There is one final note from A.S. He praises the previous occupant of the laboratory, Professor de Montfaucon, who was also researching the Null, but says that, despite his brilliance, Montfaucon never uncovered the secret of the doors. A.S. explains that the Null has a deep connection to human souls, and that he had to give up his own to power the mechanism that would open the last doorway.

In the cabinet, there is a letter written by a Dr. Beckett asking Professor de Montfaucon to return his sister, Lucy, to the Kirkton Sanitorium, fearing for the woman's safety. There is also a series of notecards scattered around the chapter revealing Montfaucon's progress. Montfaucon was researching how Null might be used to extend someone's lifespan. It is revealed that what began as experiments on small animals later escalated to human testing, including tests done on the heart of Lucy post-mortem.

Lucy's heart can be found inside the room's central box. The player activates the mechanism around it, which causes the heart to beat and power the next doorway.

### Final Moments

Rather than bringing the player to another conventional room, the doorway leads them to the Cog Room once again, where they find an altar filled with Null goop and the final Null sample. By aligning the crystals correctly, the player opens the final doorway and enters through it.

The ending cinematic shows the player re-emerging in A.S.'s manor, where the first game took place. Right behind them, several Null tendrils emerge from the doorway and chase them through the house. They escape out the front door just in time to watch the house destroyed by tendrils.

## Trivia

* Kirkton Sanatorium, mentioned in The Lab, may be a reference to an existing sanatorium in Auchterhouse, Scotland. The Sidlaw Sanatorium, originally called the Dundee Sanatorium, was a hospital opened in 1902 for the treatment of "consumptives", or patients suffering from tuberculosis.
* The game's title screen features A.S.'s pocketwatch. The hands on the watch sync to the actual time of the user playing the game.

## Walkthrough

### The Crypt

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The protagonist focuses on a small, circular box with a keyhole cover. Rotating the cover features a button with a figure-eight symbol appearing Pressing that symbol unlocks the cover to allow the player to swipe to open the lid. Doing so shows a puzzle by which outer pieces must correctly fit into the inner one. When completing the task, the drawer on the right side of the circular box becomes available to open. Inside the drawer is a new lens, which is then placed on the eyepiece. Wearing the eyepiece shows a red-glyph-colored outlet by which a red fingerprint can be seen on the upper portion of the circular box. Tapping on the fingerprint is a small piece of shaped metal that's gold-colored and shaped as a hexagon. The protagonist remarks that there is a second piece of metal that needs to be found, and the tutorial ends when zooming out of the circular box.

There is a second note from an unknown author addressed to a Mr. Rigby on the second table, and on it describes him as a grave robber hired to find a Null artifact. Next to the second note is the second metal piece. Moving back to the first table, using the eyepiece on AS's initial note shows the letters "SESWN." Putting the two shaped pieces next to the note unlocks a portion of the first table with two large gold/bronze disks. Flipping each 180 degrees unlocks a dome beneath it. Upon placing this strange brass sphere on the large box on the same first table reveals an eye-looking contraption inside the brass sphere. Moving the large box, which turns out to be a compass, reveals an order that must be inputted right. That password is found on AS's note through the eyepiece lens, SESWN, corresponds to South East South West North, the likes of which can be ordered correctly through the eye looking at the handle on the bottom-right corner ordered in the direction of AS's red-glyph writings. Doing the right order flips the eye 180 degrees and reveals a medallion. Upon examining the medallion, pulling apart the green portions with arrows flips the circular shape to a square one with a four-sided golden clover and a blue marble in the middle. The protagonist can move to the second table and insert the square-shaped medallion on the second large box. Surrounding the box is an hourglass-looking shape, a Z with a line in the middle, and a bull-like set of glyphs from left to right respectively. The placed medallion on the box opens up a large light source by which the eyepiece can allow the protagonist to see the large light source. The Z-with-a-line glyph is found first on the center left of the screen, then the hourglass-figure glyph can be found on the upper slightly-right portion of the screen, and the bull-shaped glyph can be found in the distance of the screen in the center middle section. Each time the red glyphs are found, they light up bright-red. Finally, most of the room can be seen without the use of the light source, and the light source directly focuses its light to a statue of a scratched-up female angel blindfolded (and perhaps is depicted blind, like what AS suggested the protagonist is in without the possession of the eyepiece lens). In the hand of the angel is a Null sample, which opens the portal to the next room when the red glyph is aligned from the middle and lower parts of the null sample. This null sample is aligned through the shape of the previous glyph in the cog room, is surrounded by a black dome with golden letters around it's upper and lower cylinder parts, and has a glowing red-shaped null in the middle. Above the light source shows spread-out forms of the new glyph, with constant blips of the full glyph and a more fully-visible room. Upon lining up the glyph of shards with the glyph in the background to the left of the angel activates a new room with what appears to be the exterior of a pirate ship's entrance for the captain. After the chapter, there is a tarot card featuring "illumination" with the room of the finished chapter in the back.

\*Note: the outside of the eyepiece features null shapes akin to Montfaucon and a Metatron's Cube on the bottom-right portion of the eyepiece. The glyph that the protagonist is trying to find can be seen lit up on the bottom right portion of the screen at the end of the chapter which appears to be both the same room and a cog room.

### The Ship

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The captain describes scaling the fore-mast himself, finding difficulty to look around because of dense fog even so far that the deck from the crow's nest is barely visible, yet readying cannons on the gun deck to keep his crewmates on their guard.

Corresponding to the letter, the crow's nest and cannons can be manipulated on the miniature ship so that they can be altered to describe what the captain mentioned was done in the latter. The crow's nest reveals a key with a yellow bell and a three-sided yellow clover around the bell, and that bell can be put into the keyhole activated by tampering with the cannons. Rotating the key opens up the hatch to the back portion of the ship, revealing both a key and a partial gem that can be lit up by sliding it to the middle. Doing so also reveals a treasure chest on the miniature ship, revealing also an actual treasure chest next to the protagonist. Behind the treasure chest is a column, and in the middle of the column, you can tamper with the two middle yellow circles to open up a hidden containment of a key. A book to the right of the treasure chest describes the captain's restless ambitions to find the ship called the Santa Helena out of New Grenada according to prisoners the captain presumably captured off what is presumably yet another ship called the San Esposito. Some great artefact was described by the prisoners as being on the Santa Helena. On the right side of the treasure chest, the right handle can be lifted to discover a strange cylinder. To the left of the treasure chest, a marking can be found on the bottom left side, also continuing a sequence as also seen on the column behind the treasure chest and on the key picked up from the miniature ship itself reveals a password in front of the treasure ship. Opening a cover reveals the sequence one must order correctly to allow the key from the miniature ship to be placed in to open the chest.

Opening up the chest, there are four colorful films that need to be completed to further get to the root of whatever is inside the treasure chest. Finishing the four colorful film tasks allows a keyhole for the strange cylinder, which one can tamper itself to make look a part of the ship where the sail is hung, rotating that and lifting up this layer on the chest reveals a map with a ship token and a series of grids. To the right of the map is an entry by the captain saying he raced 2 miles, turned West for 2 miles, and headed 3 miles South. However, upon just finding the Helena, the ship cut through a cape before there could be any interception. A tide must change before any further chasing could be done. Corresponding this sequence to the token and grids 2 up, 2 left, and 3 down, clicking a square ship button below the captain's letter completes this navigation. The captain's letter than changes to new coordinates with passing the cape 4 miles West, then 4 miles North, and 2 Miles West. The captain complains that the fog is the only thing keeping the captain back from finding the Helena. A keyhole can be unlocked by moving keyhole pieces below the captain's letter. The key from the column behind the treasure chest can be placed into the newly-created keyhole, and rotating it changes the map and allows the token of the ship to move. The token should move four grids left, then four up, and 2 to the left. Pressing the square button below the grid, the captain's letter rotates once again to reveal a note saying that the fog lifted and that the Helena could be found 6 miles South, following 2 miles East to the Cape, then 1 mile North of the captain. The captain says "she won't reach the Cape again," indicating the ship had been sunk. The note also becomes a colorful film, so using the eyepiece shows a compass-looking glyph that the wheel of the ship needs to be rotated to align with the rest of the glyph in the background. An island with palm trees can be seen below the background portion of the glyph, indicating what might be the aforementioned cape. Aligning it realigns the token and grids, that of which matches the captain's actions moving 6 grids down, 2 miles left, and 1 mile up. Placing the square ship button below the captain's note completes the task and reveals a painted figurehead. This closes the treasure chest and the collected piece can be placed on the miniature ship's front portion. A drawer on the bottom of the miniature ship reveals a model of a ship's wheel, and that can be placed on the upper portion of the ship near the back of the ship. Putting it on and twisting the wheel moves the back of the ship's steering oar, revealing a movable handle. Turning that opens the miniature ship's sail, covered with a colorful film that says "ROSE." A middle part of the miniature ship can be rotated and reveals four dials that can be twisted. Like what the sail say, inputting ROSE in the dials opens another compartment in the miniature ship that reveals half a red gem. Moving that red gem to where the first red gem and sliding it to the middle to make a fully red gem glows up the entirety of the gem and reveals yet another portion of the ship, which looks to be a table with a large box and other pieces.

The rest of the table has various weights with inscribed them "Nautical Measures R. Shaw and Co. Falmouth." You can tamper with the main box's balancing beams by placing a rectangular prism on it as to allow the protagonist to open the main box. Four disks are found and must be placed on the box's front surface. Aligning each reveals each new disk, and one requires aligning the outer portion of the completed disk to an inward-directed order to allow the left side of the box to open a cabinet containing one of the four disks required to solve the puzzle. You must also tamper with some of the weights to find multiple weights depending on which weight you possess. Each weight is shaped as a square, a hexagon, a circle, a rectangle, a triangle, and a heptagon. Finishing the task moves outer portions of the table inwards once all balancing beams have been balanced, and the box closes, leaving a metal clock spring and a miniature anchor. Putting the miniature anchor on the miniature ship opens up another drawer on the miniature ship to reveal a metal star. Back on the previously-discovered table, a smaller box appears. Placing the metal star on the front of the box and rotating it 180 degrees opens the lid on top, revealing a clock. Twisting the bottom-right portion of the clock flips the clock 180 degrees, and turning a switch on the bottom-left side of the clock reveals a winding key. To the right side of the box, the side-middle portions have moving slides that can be both slid down to reveal a screwdriver between the two movable outer slides. To the left of the newly-flipped clock, moving a seal closing the clock to the right allows the protagonist to flip the clock open. The screwdriver found on the right side of the box as mentioned before can open up a screw in the middle of the clock mechanism. This opens a lid by which the clock spring can be put inside. Putting the tuning key found from moving the switch on the bottom-right side of the clock on the thin cogs to the right of the newly-placed clock spring and rotating it rotates the clock 180 degrees again, showing the initial clock. To the left side of the box is a colorful film, with which when the mechanism of the clock is working, can allow a switch to move the cogs behind the colorful film with the eyepiece to reveal 2:50. Moving the clock's hands to 2:50 unlocks to buttons with metal pieces covering a key beneath. Pressing each button at the right time allows the key to be taken (both buttons don't need to be pressed at the same time, so you can complete each task one at a time). Taking the key allows the protagonist to put it inside the keyhole at the very top of the box at the lid. Turning it reveals a color film of a disk, tuning it correctly reveals a depiction of the miniature ship. The lid then reveals a yellow three-dimensional rhombus with triangles containing circles each side of the object, by which when you take it is described as "a diamond shaped metal casting." Taking it closes the box and aligns a final portion of the table to align parts in the middle of the table. Putting the newly discovered metal casting on the center portion of the table makes to what looks like a pyramid. The pyramid instantly flips all sides of the pyramid to change into several triangles around a grey piece which was initially a base for the pyramid. Then, another black dome with a red glyph of the previous glyph from the previous chapter rises above the table. Aligning the dome opens up a not-lid up red null interior. Red shards then come out of the surface, and through the eyepiece, you align it to find yet another room with a circular door opening up.

### The Temple

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The player starts off arriving in a stone temple. Initially, a room is obscured by a door closed by an iron bar. On the door through the eyepiece appears to be a picture of the reoccurring glyph distinct to the Epilogue portion of the Room and the Room 2 chapters. The depiction appears to point to the iron bar, and sliding the bar to the left causes the door to fall when the protagonist taps on the door, destroying the door completely. In this new room is a crossbow with a wall next to it with what looks like a minor god, a central table with a box, and a second box with other parts to the left of the crossbow. At the crossbow, a small wooden handle can be taken. At the central box, a gold tower can be taken, and to the front of the box, a seal can be manually twisted to allow for a switch to be switched. This opens up a drawer with a small token inside, on it appears to be the "flower of life" sacred geometry symmetry. The handle taken from the crossbow can be placed to the left of this box, and requires the handle to be moved so the three glyphs on the left side of the box can be in proportion to the right side of the box controlled by the handle. Matching them reveals a trigger mechanism. To the second box to the left of the crossbow, the right side of this box can have its right handle twisted to reveal a length of string. All three pieces, a metal bar, trigger mechanism, and a length of string, can all then be put on the unfinished crossbow. Putting the metal bar on first at the front of the crossbow, then attaching a string on the metal bar, finally placing a trigger mechanism on the back of the crossbow, opens up a drawer beneath the crossbow, filled with arrows, but which needs to have the drawer fully open for the protagonist to take any. Putting a bow in front of the crossbow, dragging the string towards the back of the crossbow, and focusing on the trigger mechanism allows you to manually control the crossbow. Aligning the distant yellow triangle with the black circle that encompasses the eye of a minor-god-looking sculpture and moving the trigger that's close to the protagonist's point of view from left to right finishes this task. If triggered at the wrong time, the protagonist must start over with setting up the arrow on the crossbow. This activates another portion of the room to rotate 180 degrees.
The newly discovered portion of the room features a broken glass shard, a small box, and a lower portion of a table with a wooden peg attached. A series of symbols akin to Montfaucon's glyphs and a priestess's writings (written in third and first person) on the note describes the need to summon a "crystal of our ancient mothers" is being summoned and that the priestess would like to talk to them after "the will of the gods," "the jaguar and the feathered serpent speak to me no more." Placing the token from the central box to the small box by the broken glass turns out to be a game where the token must pass an antagonist token with a skull on top of it and get to the end. To solve this obstacle, the protagonist's placed token must use the moving slide piece that can move from left to right to manipulate the token to be able to seemingly "cheat death." Winning this maze unlocks a key to the left side of the small box. This key can be placed on the second box to the left of the crossbow at the front. Moving both that key and another central handle at the same time allows the lid of the box to be opened. In it is a large stone block. Putting the stone block beneath the broken glass on the wooden peg beneath the table surface turns the wooden peg to what looks like a war hammer. Rotating a side wheel counter-clockwise as far as the protagonist can, releasing a lever to the upper left of the side wheel, and repeating this series four times breaks a stone cover, revealing a broken glass shard inside. Placing this glass shard on the rest of the broken mirror lights a bright white light for a brief second and the mirror rotates towards the central box, but reflecting instead a larger, more colorful box than the current one in place. Two dials open on top of the mirror, and the correct dials are akin to the coordinates left of the box that's found left of the crossbow. Rubbing a sand portion to the left of the second box reveals a two-glyph sequence. The left looks like a t with a left line on the bottom of that letter, and to the right looks like a a tilted w letter but with the middle part of the w not connected but instead parallel.

Inputting the right coordinates changes the reflection of the mirror of the central box to the wooden box, but changes the actual wooden box initially seen to the larger golden box found in the initial reflection of the mirror. From the pieces collected from the initial wooden box, a gold tower can be placed on the upper-front-right portion of the new golden box. This uncovers a sword to be picked up described to be "an ornate, ancient dagger." The side behind the golden box shows a door tilted the wrong way. Manually moving that door to the middle. Opens a miniature door with a colorful film. With the eyepiece, glyph depictions in what looks like a Hindu/Muslim-like temple can be aligned to make a door. Aligning the door allows the protagonist to move to a further hallway with multiple glyphs. The right perspective to align the glyphs is on the bottom left side. Passing this reveals stairs that moves the protagonist to what is then revealed without the need of the eyepiece coordinates that can be used for the glass mirror. They are ordered a backwards c shape above an elongated c shape to the left glyph and an x shape with an exaggerated lower-right side (like a simple t but not like the t with a line to the bottom left of it). This changes the mirror to reveal the protagonist the original wooden box. With the dagger from the previous large golden box, The dagger can be placed on the very top of the wooden box, revealing inside the upper box a stabbed straw effigy which can be taken. Behind the effigy, a red gem can be found. The side behind the wooden box shows three markings, one to the upper right, one to the second-most bottom right, and one on the rightmost side second-to-bottom portion of the wooden box. Changing the wooden box to the golden box through the mirror once more, the markings coordinate what is actually the location of three red gems, one of which could only be found behind the straw effigy in the wooden box. Tapping on the red gems in order of the wooden box's markings opens a portion of that box to show a piece of flint and a second note from the priestess saying "I see. Past lives. Future lives. Impossible lives." Now with the flint piece and the straw effigy, they can be placed on the grey slab left of the second box to the left of the crossbow. Moving the flint back and forth, the straw effigy lights up, and that reaction sets of a line of gunpowder that moves a flame across it to a dark portion of the room not discoverable. In a very suspense way, torches light up to reveal another room with cogs, a weight with sand connected to rope, and steel cage bars in front of it. Another portion of the room shows another minor godly-looking depiction.

From here, the crossbow must be reloaded with a crossbow bolt being placed in front of the crossbow, the length of string being pulled back to the trigger mechanism, and the protagonist aligning the distant yellow triangle portion of the crossbow towards the weight with sand behind the steel bars. Upon releasing the trigger correctly (if not, the process of reloading the bow must be done again), the weight with now-pouring sand changes the previously discovered minor god-looking statue to reveal a star-shaped object on both ends of an otherwise rectangular prism. To the left of it is a final letter from the priestess, saying that she has been blindly pursuing answers in a place where the gods actually do not live, that there is no salvation in the end, and that such a path in this same room is not the right path the priestess's people should take, and instead, should "seal them from it," presumably referring to the null element. The newly found star-shaped object can be placed on the second box to the left of the crossbow. After that, closing and then opening the lid of that box reveals a metal shard with a ridged hole in its center which can be taken and placed on the front of the golden central box. Proportioning the metal shard as for the outer lining of surrounding picks all balance to show a red circle through moving the metal shard piece, the outer green portion becomes movable. Aligning the outer glyphs with the inner glyphs on the green portion side, opens on the top of the golden box a human skull with impressions alongside it. The skull can be placed behind the area with the priestess's third note, and the protagonist can then turn the handle below the message to cause the placed human skull to break open. In the portion of the skull now cracked open is a third black dome with the newly reoccurring red glyph. Aligning the glyph is a bright red null element inside, which disappears and reveals a new door.

\*Note: an extra crossbow can be taken right before the end of the game, but it does not carry onto the next chapter. Also, the null pieces so far appear to be lit or unlit red dodecahedrons. Each red lit null element is with the "illumination" tarot card, while the unlit null element is with the voyage tarot card. Before each new room is passable, the initial depiction appears to be the stone hedge location mixed with null tendrils and perhaps the null planet door formations.

### The Seance

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The protagonist can find a viewfinder above a letter on the central part of the main table. This can be placed on the camera to the left of the table. This opens up a part of the camera where a handle can be taken. On the same side of the camera, that handle can be placed on a nearby cog, rotating it clockwise to open up the camera. With the viewfinder, rotate the side of the viewfinder clockwise to clearly see through the camera lens. Doing this opens up a desk in a frantic manner. On the green lamp on the upper-right portion of the desk, the base can be rotated counterclockwise to reveal a button that can be pressed to open up a part of the desk with a foldable key. The key must be changed three times three separate areas across the sides of the desk. To the left-most keyhole, a puzzle can be solved to gain access to a central piece described as "a metal symbol." That can be placed on the front side of the base of the desk. This reveals a long metal lever to be taken by the protagonist. To the right of that placed symbol, a cabinet can be opened without any obstacle. Inside it is a torn piece of a photograph and a letter from AS who says he "finally hold[s] the key" and describes a path AS and the protagonist can take to avoid the path currently offered. The the right-most keyhole on the desk, the folding key allows the three cabinets to be pulled in a specific order. The correct order can be found throughout the desk, one on a book next to a paper with "INFINITY" on it, one that can be found through using the eyepiece and sliding a hidden slider on the left-most portion of the base of the desk, and one on the bottom of the base that is in the front and right-hand side of the desk. The correct order is 2 for the top cabinet, 4 for the middle cabinet, and 5 for the bottom cabinet. Solving this puzzle reveals a lightbulb, activating yet another puzzle that can be unlocked by opening the middle-most keyhole with the use of the final use of the folding key. Unlocking it reveals a puzzle by which a marble must move to the bottom portion of a large cube from initially the top portion. Completing it opens a drawer to the right side of the cube-shaped puzzle, revealing a stars tarot card featuring the cosmos, constellations (particularly focusing on the sword-shaped constellation from the third chapter of the first Room game), and the number XV (15 in Latin).

Place the lightbulb found found from aligning the three cabinets can be placed back on the camera. Moving 180 degrees shows a button that, when pressed, lights up a flash which then opens up a colorful film screen to the left of the camera. Pulling it to the left and using the eyepiece shows quickly-moving people with their faces scratched out using a kind of summoning to teleport them with an activated shining color of the Metatron's Cube that lights up red and instantly transforms into a material picture of a central safe with an actual central safe now seen on the main table. Going back to the desk, a typewriter can be used with the metal lever found from completing the left-most folding key task. Placing that lever on the typewriter enables the protagonist to control it. To the left book of the typewriter is the word INFINITY, and typing those letters in that order with the left-most button aligned with the letter around the metal hand reveals an instantaneous code to be typed in when the right-most button is pressed with the right letters inputted into it. Mistyping any word requires restarting a new line through the right-most button until the right word is typed in. The instantaneous code says "We began at home, staring at the stars. So much to discover, so little time." Going back to the central safe, the code mentioned implies that there should be three tarot cards placed left from right from what the typewriting code suggests. The order is the sanctuary, cosmos, and time tarot cards. The cosmos tarot card can be found from completing the cube puzzle past the middle-most folding key task. Upon inputting the right answer, press the button below the tarot cards for the central safe to give the word "VOYAGE." Inputting this word into the typewriter gives another instantaneous code saying "Countless ships bore us triumphant to a hidden temple. It was at home you proved a shallow friend." Inputting the tarot cards voyage, temple, and sanctuary from left to right into the safe and pressing the lower button shakes the room and knocks down a gold-colored wine cup. The safe then shows the word "ENDLESS." Inputting that word into the typewriter reveals yet another instantaneous code. It says "Under these alien stars I courted only death. I am saved by science. My muse." However, the typewriter wrote additional letters not seemingly typed on the typewriting paper. To resolve this, using the eyepiece reveals hidden letters saying "UP UP DOWN UP DOWN DOWN DOWN UP." Beneath the base of the desk with the portion of the typewriter are switches shown after pressing two buttons at the same time. Following the order of the hidden letters unlocks another cabinet that carries the death tarot card with a human skull and XVI numeral (16 in Latin) on the top of the card. Putting into the typewriter code into the safe is cosmos, death, and knowledge. Pressing the button below it reveals a new word on the safe, "HOPE." At the same time, the seemingly more disoriented room detaches a small bell on the top of the safe. Altering the bell by aligning it reveals a clapper, and altering the clapper unlocks a base of the clapper. To the left side of the safe, the clapper can be inserted into a keyhole. Rotating it reveals a brass dial. The same clapper can be inserted on a side cabinet in the corner of the room. The left side of the cabinet can be opened, and the top of shelf has an unlockable book with a gold slidable centerpiece that opens up a decorative plate. The shelf beneath it has a book that sticks out, of which when tugged on by the protagonist reveals a second safe behind the same cabinet. On the lower shelf of the same cabinet is a place to place the decorative plate from the top shelf. Proportioning it seems to be a Japanese drawing of a river with a canoe, mountains in the distance, and a pagoda on the right side. Aligning the plate reveals the word "KHAN." Putting the brass dial from the left-hand portion of the central safe and dialing in the name KHAN opens the safe, revealing a null tarot card inside, specifically the green-emitting one from the first Room game, alongside a Roman numeral XII (7 in English). Going back to the typewriter, inserting the word HOPE (as revealed from the central safe) into the typewriter reveals another code till, saying "The null graced me with time for a dozen lives' work. Now death returns to take his due." Inputting the tarot cards null, time, and death from left to right and pressing the button breaks the glass from the right-most cabinet and features a shelf with a torn piece in the middle. The torn piece can be found from the cabinet on the desk base that requires no difficulty in opening it. Putting the torn piece on the photograph reveals a colorful film that requires the eyepiece to use.

Using the eyepiece, the photograph shifts from what initially looks to be a Victorian man with a scratched face into a dead body. Upon turning around, the same body appears at the central table in the apartment, revealed to be the deceased body of A.S. His notes in his jacket pocket expresses hope that the protagonist may escape this seemingly endless maze as AS says has finally discovered the key to controlling one's path through the Null. In AS's pocket watch containing "the Talisman," the protagonist can clock the upper portion of the watch to reveal the lid, which when uncovered, can use the eyepiece to discover a key (presumably the key to Maggy's apartment) coming out of the darkness with cogs and other gears to the material surface. AS encourages the player to go on and find the room "where it all began." Upon finding the Null sample by placing the keyhole in the central box and rotating it, this time the null takes the form of a globule of Null goop rather than a crystal, the protagonist is instantly transported to the next chapter.

\*Note: the inputted cards go back into starting position after each correctly inputted tarot card sequence. The decorative plate could also remain if the safe with the null card is solved without discovering the decorative plate puzzle.

### The Crossing

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### The Laboratory

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The beginning of the game involves starting off with a large shelf with a cabinet on the bottom. Opening the cabinet reveals a screwdriver. Notably, on the same cabinet, to the right side of that cabinet is a switch that uncovers a portion of the central shelf cabinet. The screwdriver can be used on the desk to the right of the shelf. On the right-most side is a spherical grey object with a glass portion that shows moving null tendrils. Using the screwdriver below the glass portion counterclockwise opens up the lower half of the sphere, revealing an enclosed box with dials. The moving null tendrils shine blue for a few seconds and eventually ceases to move altogether when the enclosed box is taken. On the right-farthest most side of the laboratory is a morse code showing numbers corresponding from 1-9, 0, and a triangle (which might represent 10 or might indicate a triangle the protagonist uses for lay lines in the beginning map of the Room 3). The morse code device seems to be operated through the null goop. Corresponding the numbers to the dials on the enclosed box uncovers the password to gain access to the box, which is 1, 7, and 3 from top to bottom (which the empty or near-empty battery implies the null tendrils were feeding off that battery). To charge the battery, place the battery in the machine to the right of the morse code and crank the wheel above the battery to where the wheel is spinning the fastest. When sufficiently sped, a lever can be pulled down, and when doing so, instantly charges the battery. Place the battery to the left of where the desk with the null tendrils within the enclosed grey sphere is to the second-to-left-most object on that desk. Doing so activates a switch to be pressed, and after that, a red beam of light with small red magnifying lenses can be twisted on the first lens by the protagonist onto then a mirror. When the beam is linear enough, moving the light through tilting the mirror to a red glass part of the central box activates a star-shaped handle. That handle can be placed on the top of the lower cabinet of the large shelf. You can flip the handle 180 degrees to move to a new second cabinet. Opening the cabinet reveals a drum of images. Below the same cabinet can be found a giant water bug insect. To the left side of the same cabinet once again is a switch. When moved alongside the switch on the right-side of the first cabinet, the large shelf opens up on the left side. On it are a collection of bugs. Near the top bug is a switch which opens up a side portion of the cabinet with a handle.

That handle can be placed on the side part of the base beneath the central box in the laboratory. Placing it below the now-glowing red glass can allow the handle to move counterclockwise. Importantly, the middle portion of the box with a beetle enclosed in front of it has a base part with a hexagonal opening. When the handle gets to the hexagonal opening, leave the rotating handle on that opening and lift the upwards-pulling handle to reveal a blank crystal. Continue rotating the handle all the way left to then connect the ongoing red laser beam to align with the crystal and channel the beam back into another portion of the box. The beam is shifted yet again to a movable mirror. Move that mirror to where the large beetle is on the top of the large shelf. Doing so unlocks the right main portion of the shelf cabinet, revealing a battery on the top shelf. Behind the battery is a large rhinoceros beetle. On the lower half of the right shelf cabinet under the eyepiece shows a way to rotate one of the containers labeled "medicinal tonics." Inside it is a piece of broken plaque which the protagonist can take. Then move the lower cabinet to the first cabinet with the use of the star-shaped handle. Place the newly-discovered plaque in the back of the cabinet by which one opens it fully to discover an intact fused. With the battery, charge it at the previously-used battery charging station. Trying this time, however, fails, as the fuse on the side of the battery charging station breaks. Use the screwdriver to take out the burnt out fuse. That fuse is discarded, and the fuse found from putting the plaque into the back of the first cabinet under the large shelf can replace the broken one. Starting over this process charges the second battery. Move to the second movable mirror and focus on the video projection. Put the roll of drums from the second lower cabinet of the large shelf onto the side of the video projection. It opens a drawer with which to place the second charged battery. Using the eyepiece into the now-working projector reveals a hand moving through a blue-colored electric current moving its fingers as if it were alive. Following this image is an etched set of two symbols, one of the tilted w-looking glyph but with the inner part of the w parallel and not merging together and a two circle glyph with a line crossed upper left to lower right. On the drum of images now seen on the right side of the video projector is a green ground beetle.

After finding all three beetles, one beneath the second cabinet of the large shelf, one behind the location of the second battery, and one on the finished video projector task, place the three beetles with the rest of the bugs on the left side of the large shelf. A small metal handle can be found. Placing that on the morse decoder with null goop on the bottom side shows various changes in the null goop, notably showing shapes varying from a human face to ziggurats. If placed along the code from the video projector, what looks like the shape of a heart for a split second reveals then a key. Place this key on a folding keyhole lock on the central box where the large beetle can be seen. It orders from a triangle on the top and two horizontal lines on the second and third layers of the lock from top top bottom. This allows the protagonist to gain access to the large beetle, called a large stag beetle. Move the beetle to fulfill the bug list to discover a third movable mirror. Move the second movable mirror now connected to the red beetle on the top of the shelf to the third movable mirror. Now move the third movable mirror to a glass portion of the central box. This opens a portion of the box with a new lens and a letter from AS. Placing the lens on the eyepiece changes the previously red-colored glyphs to green, revealing all the hidden green writings across the laboratory room alongside mathematical equations and Montfaucon's glyphs. To the area of where the large beetle was initially located, find the correct order of the placing of the first, second, and third dot-covered dials in accordance to the clues found around the laboratory through the green eyepiece. The first dot is found on the upper-left side of where the second movable mirror is located, the two dots is found on the book on the center of the large shelf, and the three dots can be found at the same initial location of the large beetle. The correct password to gain access to the yellow circle code on the back of the central box is the first dot placed on the dial above the right-most dial, the two dots placed on the left-most dial, and the three dots placed on the right-most dial beneath the first dial. Completing this puzzle opens up a human part with the three encompassed shells otherwise holding the null energy previously. The left switch is a vertical direction of the shell (astrolabe shell, potentially) in a downwards direction, the middle switch is a diagonal direction of the shell from a top-right-lower-left and lower-right-upper-left direction, and a third switch is a horizontal direction of the shell in a horizontal direction in a right-ward direction, from the left-most to right-most switch, respectively. Activating each switch corresponds with each one of three red crystals being lit from what was prior colorless. Flipping all three switches below this heart makes the three shells move incredibly fast summons causes there to be a yellow light radiating from the yellow shells and perhaps from the heart itself. It then changes directions of the red laser to activate a doorway by which the protagonist seems to be back inside the cog room but on an alter with null goop and a central dome with a non-emitting red null element present. Tapping on that moves the null element into being trapped by the null goop and gives the protagonist access to finding the actual doorway out of the seemingly endless maze by which the eyepiece reveals both red and green colors corresponding to shards, the upper green dial moving the green shards correctly when above what is 3 in the morse code previously used and on what is 8 in the morse code for the red button to align the red shards forms a red-green shard duo that aligns with the shape of main reoccurring glyph of the second Room game. The sanctuary room opens with a white flash seen also when entering the cog room in the Room 1. Behind the protagonist is then seeing null tendrils besides him upon getting across to the sanctuary where the first Room game was taken. The protagonist then runs away from the tendrils which are now in the process of trying to absorb and reach access to the sanctuary house. Upon barely making it outside the entirety of the house in the nick of time, a large object falls beside the protagonist, and the protagonist looks back to see the null tendrils surrounding the house but being slowly pushed back into a disappearing central spherical green-emitting light (this green-emitting light reflects the protagonist's initial transportation into the cog room when passing through the green spherical emitting light). Finally, the green light disappears, alongside it the tendrils, but not until the majority of the central house is destroyed. Following this is an end-credits of a congratulatory remark and a quote by Professor De Montfaucon, 19th November 1903, saying "After much scientific study I can only conclude that it is an absolute impossibility that the Null sample under my custody is the only one in existence. It stands to reason that there must be a great number of somehow coordinated samples which exert some form of control over these curious events."