recursal/Fanatic-Fandom huggingface dataset:
Lucy Walker

**"ARH YOU STUPID??!!"** - Lucy shouting at Pumkin Girl

Lucy Walker is the main protagonist of Sofia And Lucy. Her first appearance was "Love At First Death". She is the most prominent character besides Sofia.

She was the first witch to be adopted by a human. Lucy's parents had disappeared and she had been left in a forest when she was just a baby, about to get mauled by a pack of wolves. Serial killer, Lauren Walker whom enjoyed the feel of murdering, was strolling around this forest when she discovered Lucy about to get eaten. She quickly rescued her and adopted her. She was allowed to adopt her at this time as police had not known of her killings.

Lucy currently lives in the town of Death Valley, a town full of psychotic murderers and moronic townspeople. Something morbid always happens in Death Valley Town.

Lucy lived with Lauren's daughter, Sofia Walker, whom she disliked as she was a teenage stereotype. Lauren soon had another child called Baby Junior whom was very forthright.

Lucy has a group of friends who are Halloween monster characters like her. One of her friends is Dragon Breath, a ghost, and another one of her friends is Pumkin Girl, a girl who chats and chats about nonsense and is a Jack-O'-Lantern.

Lucy is a very argumentative person and would usually disagree with things that Sofia says, for instance, if Sofia thinks she will look good in a brand of clothing, Lucy would tell her that nothing can make her look good.

Sofia And Lucy do get along though sometimes. Lucy has had arguments with people other than Sofia too, like her teachers or peers or random people that she meets.

   Lucy's appearance in Seasons 1-3 was very different from her current appearance, her skin was a darker green and her nose and hair was longer and thinner

## Lucy Walker

### Appearance

Green skin, large nose, dead spider on her back, wears a ripped dress and has ginger hair

### Likes

TV, making fun of Sofia, spells, horror movies

### Dislikes

School, Sofia (at most times), teachers, The Randy Norton Show, people calling her ugly

### Other names

Loser, green child, pile of snot that somehow came alive

### Goal

To leave school and get married, make lots of money

## Trivia

* Lucy was once expelled but was demanded back into the school by The Witches' Rights
* Lucy is 10 years old
* Lucy's voice changed into more of an accent in the later seasons
Spongebob Squarepants

Spongebob Squarepants is the main character from the Nickelodeon show of the same name.

He is seen in "Mr Fruity Bar". Lucy is watching his show on television. He is seen taking a crap and Squidward is looking out of his window asking him if he can cook his crap for dinner. Spongebob tells him to goaway and that's he a weirdo.
Undercover FBI Agent

**"LET USS IIIIN!"** - Undercover FBI Agent whispering outside the Walker Family's door

Undercover FBI Agent is the main antagonist of Season 7 Episode 2 "Recess Officers".

She speaks in a whispery voice and works for the FBI. She was sent undercover to the Walker Family's house to assassinate Baby Junior for choosing the wrong VHS.

She appears at the door as a normal woman looking to use the house phone but reveals herself soon after reaching the phone. She is about to kill Baby Junior with her gun, when Lauren shoots her in the back due to her killing addiction, she is later buried by Lauren and Lucy.

## Undercover FBI Agent

### Goal

To assassinate Baby Junior for choosing the wrong VHS
Mandy

**"You should go kill yourself cos you're so ugly!"** - Mandy bullying Lucy

Mandy is a girl with purple hair with green dye in it. She is a member of The Sassies, a club created by popular high school girl Tiffany Lawrence. The club is full of popular and mean high school students.

Mandy and her friend Shannon were bullying Lucy at the start of "The Sassies" and Lucy tricked Shannon into believing she was going to turn into a witch and Mandy reassured her that she was still human. Shannon ran away in tears and Lucy turned to Mandy asking if she would like to be next, Mandy shouted "No!" and Lucy told her to go, before Mandy left she made a face and shouted "Eeuugh!" and then left laughing and shouting at Lucy to kill herself.

She then told Sofia and Garge about everything and yelled at them because Lucy was Sofia's sister. Sofia and Garge were later kicked out of The Sassies.
Season 1

The seventh season of Sofia and Lucy.

## New characters introduced

* Birthday - Lucy's boyfriend whom can read your entire life through your head
* Principal Gallagher - The strict principal of Lucy's school whom gives severe punishments
* Mr Peters - Lucy's depressed art teacher
* Sally Montgomery - A girl who passed away in Lucy's class and was revived again as a ghost
* Billy Lewis - A bully whom likes to bully Lucy, but is actually very sensitive

## Villains

* Randy Norton - A sadistic television show host (S7 E1)
* Undercover FBI Agent - Undercover FBI Agent whom is out to kill Baby Junior (S7 E2)
* Mr Fruity Bar's Kidnappers - Kidnappers whom kidnap Mr Fruity Bar and Lucy (S7 E4)
* Georgia Hamilton - An angry witch whom demands control over The Witches' Rights (S7 E6)
* Tiffany Lawrence - A high school mean girl stereotype with a big nose whom plans to frame Sofia and kill Lucy (S7 E7)
* Gallag Alien - An alien whom plans on stealing six human eyeballs to become the superior of his species (S7 E11)
* Samantha Castlebridge - An angry senior citizen whom tries to sue Lucy for damaging her car by being hit by it (S7 E12)
* Garvalkians - People from Germany whom celebrate life and freedom but would kill someone for failing to become one of them (S7 E13)

## Episodes

1. "Ugly"
2. "Recess Officers"
3. "Fetish Party"
4. "Mr Fruity Bar"
5. "The Problem With Modern Horror Movies"
6. "The Witches' Rights"
7. "The Sassies"
8. "Life Reader"
9. "Death by Hot Peppers"
10. "Child Marriage"
11. "Halloween...Once Again"
12. "Time to Get Sued"
13. "The Exchange Program"

## Character Appearances

Lucy Walker - **Ugly/ Recess Officers/Fetish Party/Mr Fruity Bar/ The Problem With Modern Horror Movies/The Witches' Rights/The Sassies/ Life Reader/Death by Hot Peppers/Child Marriage/ Halloween...Once Again/ Time to Get Sued/ The Exchange Program**

Sofia Walker - **Ugly/ Recess Officers/ Mr Fruity Bar/ The Problem With Modern Horror Movies/ The Witches' Rights/ The Sassies/ Death by Hot Peppers/ Child Marriage/ Halloween...Once Again/ Time to Get Sued/ The Exchange Program**

Lauren Walker - **Recess Officers/ Death by Hot Peppers/ Child Marriage/ Halloween...Once Again/ Time to Get Sued/ The Exchange Program**

Baby Junior Walker - **Recess Officers/ Child Marriage/ The Exchange Program**

Dragon Breath - **Ugly/ Recess Officers/ The Problem With Modern Horror Movies/ Life Reader/ Death by Hot Peppers/ Child Marriage/ Halloween...Once Again/ Time to Get Sued**

Pumkin Girl - **Recess Officers/ Fetish Party/ The Problem With Modern Horror Movies/ Life Reader/ Death by Hot Peppers/ Child Marriage/ Halloween...Once Again/ Time to Get Sued**

Garge Phillips - **Ugly/ Fetish Party/ The Sassies/ Halloween...Once Again/ Time to Get Sued/ The Exchange Program**

Sarah -  **Ugly/ Time to Get Sued/ The Exchange Program**

Mrs Get Out Of Here - **The Witches' Rights/ Death by Hot Peppers**

Billy Lewis - **The Witches' Rights/ Time to Get Sued**

Principal Gallagher - **The Witches' Rights**

Martha - **Ugly/ The Witches' Rights**

Birthday - **Life Reader/ Child Marriage/ Time to Get Sued**
Birthday

**"I am reading your life"** - Birthday when reading someone's life

Birthday is Lucy's boyfriend from Sofia And Lucy. Birthday was named by his parents whom just named him Birthday because it was his birthday. Birthday has a huge eye so he can read a person's entire life through their mind. He is known as a life reader and was born to a family of fish monsters whom wanted to have a human son, so they performed a ritual and drank human blood and created Birthday. Birthday is technically a monster even though he is human because he was born from a monster. He is not a normal human because of the fact that he was born from a ritual. Birthday has always wanted to date a witch because that is his type.

He likes to study witches' minds more than humans. He really liked Lucy and Lucy agreed to date him but got mad at him after he was kicked out of a restaurant for scaring children. Birthday begged her to take him back. He then told her that he could get her art work back and she agreed to keep him, but he failed. Lucy still kept him after that though.

## Appearances

1. Life Reader
2. Child Marriage
3. Time To Get Sued
4. Hair
5. Popular
Trackball Mouse

Red Jeans

**"GRRRRRRRRRRRRRRRRRRRRR-"**

## Personality

**Trackball Mouse** is a big mcwhiner, followed by his screechy high pitched voice. He calls everyone "uncultured" and has serious anger issues. He acts like a 4 year old spoiled brat.

## Appearance

**Trackball Mouse** is am oval-shaped wireless trackball mouse with a dark-ish red trackball.

## Trivia

* He is the owner of the barnhouse and possibly the owner of CRT.
* He hates Red Jeans.

**Characters**
Hugo Waldegrave

**Hugo Waldegrave** is the father of Abigail Lockwood (nee. Waldegrave) and the original owner of Waldegrave Manor. Indicated by newspaper articles, Hugo Waldegrave was an esteemed explorer, inventor, and a collector of rare and exotic artifacts. Before his death, he also accrued a large amount of debt for unspecified reasons.

## Personality

Not much information on Hugo Waldegrave can be gleaned from the games themselves, as he is little more than a background figure in The Room: Old Sins. However, in Fireproof's "Making Of" page for the game, he is said to be "successful", "overbearing", and "pioneering". His obituary paints him as an esteemed and fearless adventurer, but also adds that he leaves behind a house riddled with debt, suggesting a certain amount of recklessness.

If Waldegrave is, as some speculate, the author of the letter in The Room Two - The Crypt, it would also suggest a condescending view towards those of "low breeding and... station" and a sense of intellectual superiority on his part.

## Relationships

Hugo Waldegrave's relationship to his daughter, Abigail Lockwood, is, for the most part, benevolent. It seems that Waldegrave deeply cared for his daughter. He built her the dollhouse in the Attic, which was a staple of her childhood. Abigail was also clearly well-educated, rivaling her father and her husband (Edward Lockwood) in her understanding of mechanics and the arts. Waldegrave trusted Abigail enough to bequeath Waldegrave Manor to her when he died. However, Waldegrave was also financially irresponsible, and left behind a lot of debt for Abigail to take over.

There is some evidence to support that in the years leading up to the events of The Room: Old Sins, Hugo Waldegrave was acquainted with Professor de Montfaucon. The two were possibly scientific colleagues; the beetle collection in Professor de Montfaucon's laboratory resembles a similar collection in the Curiosity Room at Waldegrave Manor, and may have been given to him by Waldegrave. On Montfaucon's recommendation, Waldegrave may have also enlisted the services of Mr. Rigby to obtain a particularly rare Null artifact from a crypt.
Abigail Lockwood

**Abigail Lockwood** (nee. Waldegrave) was the wife of Edward Lockwood and daughter and only child of Hugo Waldegrave. Her story is featured in The Room: Old Sins, where she struggled to free her husband and herself from the machinations of the Circle.

## Personality

Abigail was a talented artist of some fame in London. She is also very brilliant, with an understanding of chemistry and machinery paralleling her husband's. She has friends at the Royal Institute, and references that men are often intimidated by her for being a woman of intelligence.

## History

Since Edward had been recently dismissed from the Royal Institute, Abigail was initially supportive of her husband when he began his new experiments. However, she quickly became concerned as members of the Circle began making regular visits to their home to pressure Edward into working faster. Fearing for her husband in his reclusive state, she began spying on him in his study through a crack in the attic floorboards. She managed to compile detailed diagrams of his work with the Null and submitted them to the Royal Institute, hoping that they might be able to put a stop to it. However, the Circle intercepted the plans through their own agents at the Royal Institute. They showed the papers to Edward, who instantly recognized Abigail's work and was furious.

After a fierce argument, Abigail decided only one choice remained to her, and attempted to flee with the Null sample. Edward chased her throughout the house, but the two became increasingly lost as the Null warped their home into a labyrinth. Finding her way to the attic, Abigail managed to "feed" her childhood dollhouse to the Null. Temporarily relieved of its pull, she found her way out of the house and escaped, leaving Edward behind.

## Trivia

* The character of Abigail is played in full-motion video by Daisy, an artist from Fireproof Games. Daisy is responsible for most of the portraits found in-game.
* Not much is known about what happens to Abigail after she escapes Waldegrave Manor, but in an 'Ask Fireproof Anything' chat on Reddit with the developers, they implied that she is dead, saying, "Abigail sleeps with the fishes." This statement came out some time before The Room VR: A Dark Matter was released, so its applicability is questionable.
* A popular theory speculates that Abigail may be the true identity of The Witch from The Room VR: A Dark Matter. Evidence for this includes a portrait of Abigail and a picture of Grey Holm which can be seen in The Witch's house. Both The Witch and Abigail are played by developer Daisy, and their handwriting is also identical.
Talisman

**Talisman** is a recurring company in the *The Room* series. They are rarely directly referenced, being mostly seen on labels and signage throughout the background of the games.

The company is based in Guildford, England, and specializes in a variety of products, including "machinery, lockboxes, safes" and "educational paraphernalia", as well as medical tonics. While some of their products are standard use, they also are known to produce unique curiosities, such as puzzle boxes. The Talisman medical apothecary was established in 1789, while the mechanical branch of the company was established in 1807.

It is presumed, according to his own story, that Talisman was founded by The Craftsman. Consequently, the company seems to have a connection to The Null, as many of their artefacts have properties attuned to the element.

## Appearances

Talisman is referenced as early as the first game, with both the safe and the orrery in AS's home being labeled as Talisman products. In the epilogue, the miniature piano accepts tokens also made by Talisman.

In The Room Two, medicinal bottles in the cabinet of Montfaucon's laboratory were manufactured by Talisman, as well as some of the electrical implements.

A large Talisman sign can be found in The Room Three - The Forge, along with blueprints for the safe found in The Room. The Craftsman mentions in this game that it was at his home forge where he began crafting his "masterworks", implying that the company has its origins at Grey Holm.

The floodlight that Collector Hydrus uses in The Room: Old Sins was made by Talisman.

## Speculative Involvement in Other Incidents

Across all the games, The Craftsman is able to seek out and ensnare thousands of brilliant minds to power his machinations. It is suspected that he used his company, Talisman, and the equipment it provided in order to achieve these ends. It could be theorized that nearly every contraption seen across the series saw its origins in The Craftsman's workshop.

In TROS, the x-ray machine in Hugo Waldegrave's curiosity room has a scrap of handwriting on it which matches the script used for The Craftsman in other games, potentially revealing that it was created by Talisman.

## Trivia

* Talisman is based in Guildford, England, the same city where Fireproof Games is based.
The Room Wiki

# Welcome to The Room Wiki!

               **WARNING: THIS WIKI CONTAINS SPOILERS FOR THE ROOM GAMES. DO NOT READ FURTHER UNLESS YOU ARE COMFORTABLE WITH SPOILERS OR YOU HAVE PLAYED THE GAMES.**

**The Room** games are a series of 3D point-and-click mystery/puzzle games for mobile, PC, and VR platforms. They are developed by the British studio Fireproof Games. The series is set in the 19th and early 20th centuries and follows various interactions with a mysterious and powerful element known as The Null.

## Games in the series:

* The Room
* The Room Two
* The Room Three
* The Room: Old Sins
* The Room VR: A Dark Matter
British Institute of Archaeology

**The British Institute of Archaeology** is the location of The Room VR: A Dark Matter's first chapter and the game's second location. The first chapter is localized entirely within the Institute's storage room, as it was there that The Archaeologist mysteriously disappeared. This disappearance prompts an investigation assigned to The Detective, who is teleported there by The Craftsman. The storage room is filled with ancient Egyptian artefacts, namely a few boxes, an obelisk, and a stone sarcophagus. The player must solve the mysteries hidden in each of these artefacts in order to learn of The Archaeologist's fate and move on to the next chapter of the game.
Greyhenge

**NOTE: THIS IS MOSTLY THEORETICAL AND HAS NOT BEEN CONFIRMED BY FIREPROOF GAMES**

**Greyhenge** is a semi-theoretical location in The Room series. It is a stonehenge-like area, presumably on the island of Grey Holm. The name is not official, but was given by fans to describe the reoccuring standing-stones type location within the games. It appears in The Room, The Room Three, and The Room VR: A Dark Matter.

## In the Games

### The Room

Greyhenge is first seen at the end of chapter four of The Room. As the player completes the solving of the orrery and comes closer to unlocking the Null frame, their location subtly changes around them, until they find themselves apparently no longer in AS's Manor, where the game began. Instead, they are in an outdoor location, surrounded by giant stones and one complete archway. When the protagonist finally take hold of the Null, the archway becomes a portal and whisks them away to the Cog Room.

### The Room Three

Greyhenge is finally seen again in The Room Three, when the protagonist is kidnapped by The Craftsman and taken to the isle of Grey Holm. It is one of the places on the model of Grey Holm that the player can superzoom into. It also can be seen from the windows and top of the lighthouse, and briefly in some of the ending cinematics.

### The Room VR: A Dark Matter

In The Room VR: A Dark Matter, The Detective is teleported to a strange void-like location, where a copy of the stone archway is slowly reconstructed between chapters for The Craftsman. When all three soul-trap artifacts have been retrieved, the archway is completed, opening the White Doorway.
Royal Institute

**The Royal Institute** is a scientific organization mentioned many times in the Room series. It is implied that they know about The Null to a degree, though they deny having any such knowledge.

Although the exact institution is not mentioned in the games, the Royal Institute is most likely The Royal Institution of Great Britain, est. 1799, which appears to align with the dates of the games. For more information, see this link.

## Affiliates

### Edward Lockwood

Edward Lockwood had a brief employment at the Royal Institute, but the position was terminated due to unspecified misconduct.

### Abigail Lockwood

Though she herself likely was not employed by the Institute, Abigail Lockwood mentions in one of her book entries in The Room: Old Sins that she has friends there. She attempts to reach out to them when Edward is in danger, but her cry for help is intercepted by spies from The Circle.

### The protagonist

In The Room Three, the trilogy protagonist petitions the Institute about the disappearance of A.S., but is turned away by them for asking questions related to the Null. The protagonist suspects that they know more than they let on.

### The Craftsman

After the protagonist receives no help from the Royal Institute, they are given an anonymous tip by an individual implied to be The Craftsman. What connection The Craftsman has to the Institute may be purely superficial, but it was at their headquarters where he found and intercepted the protagonist. In a secret series of letters found around Grey Holm, The Craftsman also indicates that he had been observing the protagonist's activities even before he considered using them for his own purposes, possibly through channels at the Institute.

### The Circle

The Circle is known to have secret operatives within the Royal Institute. They were able to alert Edward Lockwood when Abigail tried to leak his research to the Institute.
Robert Bailey

Robert Bailey is a peripheral character in The Room Two, chapter four: The Séance. He is introduced in a letter written to Margaret Cox, calling her a fraud and demanding that she stay away from his mother, who is aggrieved over his brother's disappearance. He also threatens to call the press and expose Maggy.

He is employed at the law firm Bailey and Sons, lawyers to the shipping trade.
The Sky Comedians

The Sky Comedians are a group of famous comedians that live in the sky world. They shrunk Lucy down to the size of a bug because her jokes "fucking suck" and then they laugh at her saying she will never become a famous comedian like them.

They appeared in Season 1 Episode 15 "No Jokes About That". They are never actually seen and are just heard shouting from the sky.
Lauren Walker

**"Sorry Baby Junior, I'm just addicted to killing"** - Lauren after she shot an undercover FBI agent

 Lauren Walker is the antagonist of Sofia And Lucy.

She is the mother of Sofia Walker and Baby Junior Walker. She is also the adoptive mother of Lucy Walker.

Lauren is a serial killer whom enjoys violence and people dying. She loves to kill people and hates police officers and foreigners. The way she murders people is very gory. She loves to caress organs and save pictures of her kills on the family's computer. She is a very bad mother and Sofia and Lucy usually have to do things themselves as Lauren is incompetent as a mother and clever as a serial killer.  She adopted Lucy after finding her as an infant in a forest about to get mauled by a wolf. She was allowed to adopt her as her parents were nowhere to be found and presumed to have been murdered by other wolves.

Lauren had kept her secret for many years about how she committed murders and the police were not suspicious of her. Even though she is a bad mother, she insists that The Walkers are a happy family and that she is a good mother to her kids and wants them to one day grow up to become serial killers.

## Lauren Walker

### Appearance

Overweight, has blonde hair, wears a blue shirt with black sleeves and wears black trousers

### Likes

Murdering people, caressing organs, gore, her family

### Dislikes

Police officers, foreigners, Sally Montgomery, Sally's mother

### Alignment

Bad (most of the time)Neutral (sometimes)

### Goal

To gain satisfaction out of ending other people's lives, for her children to grow up to become serial killers just like her

## Appearances

1. Recess Officers
2. Death by Hot Peppers
3. Child Marriage
4. Halloween
5. Time To Get Sued
6. The Exchange Program
7. The Scandal
8. Best Friends Club
9. No Standards
10. Fragile Skull
Bob-omb

**Bob-omb** is one of the main characters in Super Mario Island and Back at Super Mario Island.

## Appearance

Bob-omb is a black round ball with a light-blue cap and a fuse on top. He has white eyes and orange feet. Bob-omb also has a golden wind-up key attached to his back.

## Personality

Bob-omb has a fuse that lights up when he is timid. When he shows bravery, his fuse defuses.
Soul-Trap Artifacts

The **soul-trap artifacts**are devices found and appropriated by The Craftsman to capture human souls and use them as power sources for his portals. They are a major component of The Room VR: A Dark Matter .

## Appearance

The artefacts are identical in appearance. They are shaped like pyramids and are made of what could be stone or metal. The corners of the artefacts have curves carved into them. Each artefact is topped with a gold cap with beads of gold decorating the base. When trapping a soul, the artefact unfolds into three connected pieces, each bearing a mystic stone. It closes again once the soul has been trapped. Upon activation on one of The Craftsman's altars, each side glows with a symbol of The Null.

## In *The Room VR: A Dark Matter*

Before being discovered by The Craftsman, these artifacts were used by people in ancient Egypt as part of a Null-related ritual. Certain individuals would use them to intentionally trap their own souls. For many years, some souls still in their artifacts rested in a tomb beneath the desert, guarded by puzzles. It is possible that The Craftsman never found these souls - only the empty artifacts, or the ability to create them.

The Craftsman guides each of his victims towards discovering an artifact by giving them an eyepiece and allowing them to pursue it on their own. In pursuit of the Null, the victim becomes more enraptured by it, so that when they do discover the artifact, their soul is easily captured by it. The Craftsman is either unable or unwilling to recover the artifacts on his own and instead tricks a proxy to do so for him. By placing four artifacts on an altar, a portal can be activated. While the souls inside do not perish or vanish as a result of him doing so, it is presumed that each altar can either only open a portal once or can only open one kind of portal.
At the end of the game, The Craftsman is defeated, his own soul is trapped, and his artifact is used to set the rest of the souls free. It is unknown what happens to those who have been trapped in an artifact and subsequently freed.

## Known Victims

* Dr. Rupert Montgomery
* The Reverend
* The Witch
* The Craftsman

## Trivia

* As proven by The Witch, if a particular victim is powerful enough, they may free their soul from an artifact and travel freely outside their body.
Null Font

**Null fonts** are altars with basins containing Null goop, usually for ritualistic or transportation purposes. Multiple fonts have appeared throughout the games, and have varied in size, purpose, and appearance.

## Known Fonts

### Cog Room Font

One font is seen in the Cog Room at the end of The Room Two. It contains a Null sample which, when viewed through the eyepiece, generates an incomplete Null glyph above it. The sample is also connected to two sliders. As these sliders are adjusted, the glyph above is tuned, changing the end destination of the room's Null portal.

### Grey Holm Font

In The Room Three, the center of the Grey Holm nexus houses a large Null font. The basin has a platform in its center where Null shards are placed after each level is completed. When all of the Null shards are in place, the altar autonomously forges them into The Craftsman's Key. Elements of puzzles are also hidden within the Null goop, and will emerge when the player must use them to unlock a new nexus room.

The Grey Holm font appears again in The Room VR: A Dark Matter, when The Detective uses the power of The Witch's extradimensional doorway to briefly travel to Grey Holm and complete a puzzle.

### Egyptian Font

This font is found in a long-buried temple in Egypt, and was rediscovered by The Craftsman during his time spent with an archaeological expedition. It is the largest font yet seen in the series, set into the floor and spanning an entire room. It is harnessed to perform the ritual of trapping a person's soul. It was used ritualistically in Egypt centuries before The Craftsman found it and began to appropriate its power for his own uses. Three stone pedestals surround it, and at its center is a stone obelisk. Placing soul-trap artifacts on the surrounding pedestals initiates the ritual of trapping. The Null goop in the pool below will begin to swirl rapidly, and tendrils will emerge from within to engulf anyone standing on the central obelisk platform. That person's soul is then trapped in one of the artifacts, which is left on the central platform in their place. The Detective uses this font to defeat The Craftsman and trap his soul at the end of The Room VR: A Dark Matter.

The font chamber is part of a larger temple, which is connected to a series of catacombs where soul-trap artifacts are kept.
The Room VR: A Dark Matter

### Setting

Bloomsbury Police Station Division 'E', British Institute of Archaeology, Chapel of the Sacred Guard, Hedgewitch's Cottage, Desert Ruins (Temple)

### Supported Platforms

PlayStation VR, Oculus Quest, Oculus Quest 2, Oculus Rift, Oculus Rift S, Valve Index, Vive Cosmos, HTC Vive, Windows Mixed Reality

### Price

$29.99/€29.99

**The Room VR: A Dark Matter** is a new game announced by Fireproof Games, and is the fifth installment in The Room series. It follows a detective in Bloomsbury investigating the mysterious disappearance of Dr. Rupert Montgomery and the strange assistance he receives from The Craftsman. It is exclusively in virtual reality and won't be available on mobile or PC. It was announced on September 25th, 2019, and released on March 26th, 2020.

## Overview

The game is set in London on October 22nd, 1908. The Detective has been assigned the case of Dr. Rupert Montgomery, who mysteriously disappeared a week prior to the events of the game. While reviewing the case, they learn of a parcel left to them by a strange old man, later revealed to be The Craftsman. After recovering the parcel, which is actually one of The Craftsman's artefacts, they are transported to a mysterious dimension within The Null and given an Eyepiece. Using this tool and notes from The Craftsman and his victims, they navigate three pocket-dimensions within The Null and learn its secrets. After recovering the souls of three people throughout history, The Detective is abandoned by The Craftsman in The Null. One of the souls recovered, The Witch, is able to free herself and guides The Detective to another pocket-dimension. There, they perform a ritual that causes The Craftsman to be swallowed by The Null. All of his victims are subsequently freed, and The Detective is safely returned to their office in London, left with a note by The Witch to stay vigilant.

## Reception

*The Room VR: A Dark Matter* received "generally favorable" reviews on Metacritic getting a metascore of 78/100 on PC and 75/100 on PS4.

## References

1. ↑ Metascore for The Room VR: A Dark Matter on PC*Metacritic*, Retrieved June 17, 2020
2. ↑ Metascore for The Room VR: A Dark Matter on PS4*Metacritic*, Retrieved June 17, 2020
A.S.'s Manor

The Manor House as it is destroyed at the end of The Room Two

**AS's manor** is the primary setting of The Room, and the location of the original safe room. The manor is situated about 3 miles (5 kilometers) from the Glendon Hills in England.

## History

According to a newspaper clipping in The Room Three, the manor was "part of England's heritage and architecturally significant", but it is not known exactly how. It is also unclear how AS came to live and conduct his research in the manor, whether it originally belonged to his family or came into his possession at a later date. However, by the beginning of The Room, AS is the sole inhabitant of the manor house after his housekeeper abandoned him due to his obsession with the Null. The manor is fairly secluded, and the place where AS performed the majority of his experiments.

   In The Room, he invites the protagonist to his home to help solve the mystery of the Null. The player spends most of the game in the safe room, where they solve a number of puzzles to reach the Null sample concealed inside the central safe. Interacting with the sample opens a portal that warps the protagonist to the mechanical room where the game's Epilogue takes place, leading into the journey of The Room Two.

   At the end of The Room Two, with AS's guidance, the player is able to open a gateway back to the manor house. The ending cinematic shows the protagonist reappearing in the safe room, pursued by tendrils of the Null. They run through the manor house and escape out the front door, then turn to see the house destroyed behind them, before the tendrils retreat back the way they came.

The protagonist's escape and the manor's destruction occurs on Tuesday, April 13th, which local authorities and residents notice only as a "curious occurrence". The next day, Wednesday the 14th, the remains of the house burn to the ground, and firefighters are called to the scene to put it out. Both the destruction and the fire are reported in the local news the next day, on Thursday the 15th.
Judge Judy Sheindlin

Judge Judy Sheindlin, known professionally as Judge Judy, is an American prosecution lawyer, former Manhattan family court judge, television personality, and author. Since September 1996, In November 2, 2010 her courtroom show was announced to stay on Untill Summer 2014 Judge Judy Sheindlin presided over her own successful 3-time Daytime Emmy Award–winning arbitration-based court show series, Judge Judy, produced by CBS Television Distribution.

She appeared in Season 7 Episode 12 "Time to Get Sued" as the secondary antagonist. She prosecuted Lucy for damaging Samantha Castlebridge's car because she was hit by it.
Simon Grayson

Poster found in Grey Holm

**Simon Grayson** (AKA **The Great Khan**) makes his first appearance in The Room Two. He is mentioned in a letter from Margaret Cox, and is apparently the one who trained her. Simon is a magician of some renown, especially noteworthy for using a Null shard as a part of his act.

## History

Before the events of The Room Two's Séance, Simon was an acquaintance of spirit medium Margaret Cox.

It is yet unknown how Simon obtained the Null shard that he came to incorporate into his magic act. Sometime after he began using it, he was contacted by Margaret Cox, the only person besides himself who seemed to have some knowledge of where the shard came from. She insisted that he use the shard to help her with her own act.

Posters for The Great Khan can be seen in the Grey Holm Library. He is featured holding one of The Craftsman's Null shards. According to The Making of The Room Three, Grayson's soul was imprisoned in the library along with Maggy's when The Craftsman learned of their activities with the Null. His is trapped in the paper theater on the library's second level.
Null Planet

**The Null Planet,** or **Mars**, is the planet where the beings associated with The Null supposedly reside or have strong influence. It is an important location to The Room Three, and an interest of The Craftsman's.

## Null Planet Buildings

On the surface of the Null planet are several buildings: three ziggurat-like structures connected by a series of roads. They are made of stone and appear very ancient. It is unknown who constructed them, or what their purpose is.

   The Null Planet buildings make several appearances in The Room Three. They are first seen in The Observatory, where the player must solve various puzzles surrounding them. They first locate the three main buildings using the Observatory's telescope and a specialized telescope lens. Later, they must remotely navigate a maze inside one of the temples using a viewing machine.

Two of the game's endings also revolve around these buildings. In the Imprisoned ending, the Protagonist is trapped in what appears to be one of the ziggurats. In the Lost ending, the Protagonist is warped directly to the planet and arrives in front of a building, and a door opens to reveal darkness inside.
Chapel of the Sacred Guard

**The Chapel of the Sacred Guard** is the third area in The Room VR: A Dark Matter and the location of its second chapter. The Detective is teleported here by The Craftsman after learning how The Archaeologist disappeared. The Reverend was employed here before his own disappearance, and the player must use the several rooms and mechanisms in the Chapel to discover how it happened before they may proceed to the next chapter.
The Detective's Office

**The** **Detective's Office** is the beginning area in The Room VR: A Dark Matter, located in the London Police Bloomsbury Station. This station is where The Detective and presumably Sarge are employed. It is part of the 'E' Division of the London Police. The game's menu takes place just outside the station, and the player spawns on its balcony upon starting the game. There is a projector room for the purpose of briefing police agents on their cases, an office for regular paperwork, and an evidence storage system for confiscated contraband. The player must utilize these three rooms, mainly the evidence storage system, in order to progress through the game's prologue.
La Verne Mannie

**"MOTHER NATURE WOULD BE SO AGAINST THIS!!!"**

La Verne Mannie is a local hippie in Death Valley Town. She goes to Death Valley High and lives in a forest as she claims she is "one with nature". She has also raised two flower children and it is unknown how they came to be.

## La Verne

### Appearance

Huge pink eyes, blond hair, blue jumper with flower necklace around neck

### Dislikes

People disrespecting her, people disrespecting or not caring about the Earth, people disagreeing with her

### Goal

To help her children survive in today's day and age, to protect the Earth

## Appearances

1. The Crush
2. Tapfield
The Craftsman's Key

The Craftsman's key is an item that can be created with five Null Shards. It is designed by The Craftsman to trap a person and use their soul as a power source. It makes its first appearance in The Room Three. In the game, the player must collect five Null Shards and take them to the font. When all five Null Shards are collected, the Craftsman's Key is created. The player can then use it to cast the projection of Metatron's Cube that opens the portal to the Imprisoned ending.
Shadowrun Homebrew Wiki

## Read me first!

1. Use the fairuse template. If you use the create page box on the right, it will auto-load. Otherwise, add the fairuse template at the bottom of your new page.
2. Shadowrun is NOT covered under OGL. Refer to here for their official legal information. Please keep this in mind as you add content.

## Latest activity

***The Topps Company, Inc. has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to Shadowrun Homebrew to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with Shadowrun Homebrew in any official capacity whatsoever. More Information***

Please use the following box for any new pages, as it will load up our template for you!

<createbox>

```
 preload=Template:Newpage/preload
 width=25
</createbox>

```
Collector Hydrus

Hydrus delivering the Null in The Room: Old Sins

**Collector Hydrus** is a collector for The Circle. He is the protagonist and POV character of The Room: Old Sins, charged with retrieving a Null sample from Waldegrave Manor.

   Most information given about Hydrus comes from the radio Easter eggs found in The Room: Old Sins. Hydrus was preceded in his position by The Circle's most gifted collector, who betrayed the organization and fled with some of their Null samples. He is considered a "valuable acquisition", though the voice on the radio refers to his methods as "vulgar". One radio message concludes by stating that despite his value, Hydrus will be kept under close watch to ensure history does not repeat itself.

Collector Hydrus considers stealing the sample from Waldegrave Manor, but decides against it, as indicated in the hint Easter egg at the end of The Room: Old Sins. However, The Circle seems to know about his wavering loyalty, as indicated in the radio Easter egg, and intend to terminate his employment.

## Personality

Judging by the tone of his writings and hint messages, Hydrus is straightforward and focused in his work. He takes pride in his knowledge of the Null, and looks down on the police who are unable to comprehend the disappearances of Edward and Abigail Lockwood. He also seems to have ambitions and machinations beyond The Circle, and holds no particular reverence for his superiors that would prevent him from betraying them. He is cautious, biding his time for some unknown purpose.

## Trivia

* The character of Collector Hydrus is modeled after Jeremy Linares, a designer from Fireproof Games, who plays him in full-motion video for some cutscenes.
* In a video on Fireproof's YouTube, Linares says the following: *"So, fun fact about this... That's me. [...] A lot of action going on there. (All Hydrus does is walk.)" Linares goes on to explain how Lyndon put the shot together and they filmed it on a " really cheap treadmill because obviously we didn't have a camera setup that could follow someone walking... We filmed it in a really glamorous location, behind the old Fireproof offices, by the wheely bins, in the car park." He then goes on to say "I wasn't planning to be in the cutscene, but Lyndon was like "You should... You've got the right hair." and apparently, that was the only qualification to play Hydrus. Linares simply had the "Right hair."*
Rigby

**Rigby** is a grave robber and Null user introduced in The Room Two. He is often hired to perform services outside of the law, obtaining human corpses and other buried artifacts for his employers.

## History

Before the events of The Crypt as seen in The Room Two, Rigby had been hired by Professor de Montfaucon, with Rigby likely supplying bodies for Montfaucon's experiments.

As a result of their work together, Montfaucon later recommended Rigby's services to a colleague of his (theorized to be Hugo Waldegrave). As seen in the letter from The Crypt, this benefactor went on to hire Rigby in order to retrieve a rare Null artifact from a tomb. Despite Montfaucon vouching for Rigby's character, the unnamed author of the letter looks down on Rigby as a man of poor breeding and character and warns him not to attempt to use the artifact himself.

These warnings apparently went unfounded. The words “ENORMOUS VALUE” and “power” are emphasized in red pen on the letter, most likely by Rigby himself. It is evident that Rigby ignored the words of his contractors and attempted to claim the Null artifact for himself.

In an easter egg, Rigby is credited as one of several travelers through the Null, though his current whereabouts and fate are unknown.
Edward Lockwood

Edward Lockwood is a character mentioned in The Room: Old Sins. He is the former owner of Waldegrave Manor, and husband to Abigail Lockwood (née Waldegrave). He was employed by The Circle, but this was a charade to imprison his soul to power a distilled Null sample, to help power a ritual in The Temple of The Circle. He was formerly employed by the Royal Institute, but due to unspecified conduct violations, his position there was terminated.

Edward was a talented engineer and a devoted husband. After being thrown out of the Royal Institute, he received a new job offer from the Circle, the exact details of which are unclear. He hoped that this job would allow him to give Abigail everything she could want, especially since she had inherited the great debt of her father, Hugo Waldegrave. The Circle provided him with a number of machines and a Null sample to work with. As he experimented with the Null, he became more and more enraptured by it, and began spending all of his time in his study, to the dismay of his wife. Additionally, his work was dissatisfactory to the Circle, who frequently visited to make demands for him to work faster. After the Circle discovered that Abigail had leaked Edward's research to the Royal Institute, Edward became furious with her, insisting that she had damned them both. Soon afterwards, he woke up to discover that Abigail had stolen the Null in a last-ditch effort to free them from its thrall. Driven by anger and madness, Edward pursued her throughout their maze-like house. When Abigail trapped the Null in the attic and was able to escape, Edward became trapped as well. He continued to wander, lost, through the house, even as the effects of the Null on his mind began to fade. In his final moments, he confessed his relief that Abigail had made it out, but resigned himself to his fate, trapped within the Null.

Edward's body can be found beside the dollhouse at the end of The Room: Old Sins, and also at the beginning of the game during a lightning flash.

## Trivia

* Edward's character is modeled after and acted by Chris, the lead designer and co-founder of Fireproof Games.
Eevee Rangers

**Eevee Rangers** is the thirty-first episode of Super Mario Island.

## Summary

After watching a marathon of Power Rangers, Eevee and her Eeeveelutions become the Eevee Rangers.

## Plot

The episode starts with a shot of Ocean Song Beach, which cuts to Eevee and her Eeveelutions watching a Power Rangers marathon. As Eevee and Vaporeon are cheering for the Red Ranger, Umbreon is rooting for the Blue Ranger and the rest of the Eeveelutions are rooting for the Pink Ranger. After the Power Rangers episode ends with the Power Rangers saving the day and defeating a villain, Eevee develops an idea. She then explains to the Eeveelutions that they should all be Eevee Rangers. After the Eeveelutions look at each other, they become Eevee Rangers, whose armor is as presented in the colors of the rainbow (in the style of Power Rangers).
The Cog Room

The Cog Room is an extradimensional space that appears in The Room and The Room Two. It is a small room surrounded by an expanse of cogs and other mechanical items.

Outside of serving as a nexus in time and space, it is unclear what the origin or purpose of the Cog Room is. It is possible that this particular room can shift and change to be any sort of room based on the fleeting glimpses seen when going in between rooms.

## Appearances

In The Room's epilogue, the portal in Greyhenge sends the player to the cog room, where a table and a box is waiting.

In The Room Two, the Cog Room shows up whenever the player is traveling through doors. It would appear that the transportation of the Protagonist from the Lab to the **Cog Room** actually features a teleportation through a doorway machine, featuring a scene with the protagonist passing the green-colored null inside. The Cog Room therefore seems connected to the doorway mechanism, the altar room, and the ziggurat architecture on the Null planet.
The Witches' Rights

The Witches' Rights is the sixth episode of the seventh season of Sofia And Lucy.

Lucy starts getting into trouble at school and getting sent to the principal's office who treats her horribly and threatens her, Lucy decides to do something about it.

SUBPLOT: Martha is hiding a secret from the rest of the witches at The Witches' Rights Headquarters.

## Characters

* Lucy Walker
* Sofia Walker
* Principal Gallagher
* Mrs Get Out Of Here
* Martha
* The Witches' Rights Activist Group
* Georgia Hamilton
* Billy Lewis
* Margaret McHeel
Kidnappers

Kidnappers are a group of people whom kidnapped, killed and skinned Mr Fruity Bar to turn him into a human with the scent of Fruity Bars.

The leader of the kidnapping plot is a woman who longs to have a husband with the scent of the product. The scent of Fruity Bars is in the bones of the creature so she planned this kidnapping and kidnapped the possible creator of the creature, Graham Nutcracker and questioned and tortured him and then killed him. She later finds Mr Fruity Bar and shoots him and her gang of men kidnap him, they also kidnap Lucy. Lucy shoots one of the kidnappers to death and tries to escape.

The woman begins the process of turning Mr Fruity Bar human but it all fails as she later shoots it in the head claiming that it all went wrong.