The Room Three

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The Room Three is the third game in the series, and happens directly after The Room Two. It features the same protagonist from the previous games. Unlike The Room Two, where the player is transported across many places in time, the vast majority of The Room Three is set on one island: Grey Holm.

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## Synopsis

The game begins with the protagonist riding in a train car. By reading their journal, the player learns that they are still trying to solve the mysteries of the Null after the destruction of A.S.'s Manor. After being gaslighted by the Royal Institute, they received an anonymous tip about the location of an island off the south coast of Britain, and are traveling there by train to investigate.

As the train passes under a tunnel, a figure briefly appears on the seat opposite the protagonist, leaving behind a small wooden box and a key. This is the tutorial puzzle which introduces the player to the eyepiece. Inside the box is an engraved pyramid - a Null shard. As the protagonist picks up the pyramid, their train travels through yet another tunnel, and when the darkness clears, they find that they have been somehow transported to Grey Holm, a large and isolated manor located on the island they had been searching for.

Here, the protagonist is introduced by note to The Craftsman, the mysterious owner of Grey Holm, who they also briefly see in a cutscene when they first arrive. The Craftsman tells the protagonist that he has brought them to Grey Holm because he has some purpose in mind for them, but that he first intends to test their skill. He gives the player an additional lens for their eyepiece, which adds the mechanic of superzooming into small spaces such as keyholes. After surpassing the first puzzle, the player enters a room with a Font where the engraved pyramid is to be placed, making it apparently the first of five. The font then presents the player with a small shield which allows them to unlock the Study, an adjoining room to the main altar room.

### Chapter One

#### The Study

In the study, the player must activate several components of a doorway machine, which opens a Null portal in the wall, leading them to the next chapter. While activating the machine, the player may also notice a desk with several drawers, and a grandfather clock.

#### The Pyre

The Pyre is a tall tower that serves as the Grey Holm lighthouse, and the first major puzzle room in the game. It is notable for featuring a giant wooden map of the entire island. Using the superzoom lens allows the protagonist to shrink down and explore areas of it, some of which they will re-explore in person in later chapters. Other elements of the puzzle include a desk, a diving helmet, and an elevator. As the puzzle is competed, the protagonist is brought up through the tower and brings light to the lighthouse. They are rewarded with the second Null shard, which forcibly teleports them back to the Study.

### Chapter Two

#### The Library

After the protagonist is returned to the Study, they place the shard on the font in the altar room, and can then unlock the Library. The Library contains another doorway machine, this time used to unlock the Clock Tower. Also in the library are several curiosities. There is a fortune telling machine featuring "Mystical Maggie", also known as Mystical Maggy or Margaret Cox, a character from The Room Two. On a shelf at the back of the room are a telephone and a gramophone, inactive if the player interacts with them. Ascending the stairway to a landing above the main library, the player finds a table with a contraption featuring artwork of Simon Grayson, a.k.a. The Great Khan, holding one of the Null shards.

#### The Clock Tower

The Clock Tower is the second main puzzle room in the game. The protagonist solves puzzles in order to start the clock and signal the arrival of midnight. There is an overarching mechanic of ringing bells which are used to break specific crystals. Other notable components are a miniature clock tower, a trained crow, a music box, a shadow puzzle, and two maps. The puzzle ends with the clock striking midnight, thus tolling the largest bell and breaking the final crystal. Once this is done, the third shard is released.

### Chapter Three

#### The Conservatory

Once again, the protagonist is returned to the central hub of Grey Holm, allowing them to unlock the Conservatory. The Conservatory consists of two adjoining rooms. Some points of interest are a tree with a box embedded in its trunk, a crumbling brick wall, a table with several scientific instruments, and another table with a phone and a grampohone. There is also the usual doorway machine which is used to create a portal to The Forge.

#### The Forge

The Forge is the third major puzzle room in the game and features a main puzzle element of melting down and re-forging a metal key into different molds. The Forge is canonically The Craftsman's workshop, where he founded the company of Talisman. In addition to the titular forge, the player must use a hanging sandbag, a table saw, a lathe, a printing press, and a mechanical hand to unlock different portions of a central box. Once the central box is completely unlocked, the fourth engraved pyramid is presented to the player.

### Chapter Four

#### The Elevator Room

Starting once again at the Grey Holm hub, the protagonist places the newest shard onto the altar and is presented with a book. When placed on a pedestal in the library, an elevator is revealed which can carry the protagonist up to a second floor, containing a balcony overlooking the first floor's altar room. On the stone railing surrounding this opening are a few devices, and a large safe sits on a table adjacent to the railing. Here a new twist is placed upon the waveform component of the doorway machine, as you need to return to the Study and use a screwdriver to borrow its mechanism for use in the new machine. Once this is done, the protagonist creates a doorway to The Observatory.

#### The Observatory

The Observatory is the fourth and final major puzzle room in the game. The main feature is the Observatory's telescope, which must be aligned to several celestial bodies. Other puzzles include a star map, a gear puzzle, a radar-like machine featuring an enormous globe, and a viewing screen allowing the protagonist to navigate a maze on another planet known as Mars. The final puzzle is a giant model of the solar system in a courtyard outside the observatory, including the first four planets, which each must be activated and sent into orbit around the model sun. When the player has activated all the planets, the model of Mars opens a component containing the fifth and final shard.

While in this puzzle room, the player can also notice references to three mysterious "temples", apparently located on Mars, the fourth planet in our solar system. Visual references can be seen in a cutscene on the viewing screen before the puzzle has started, and also on the large telescope with the telescope lens. These three references are all related to the game's fourth ending, known as the "Lost" ending.

### Ending

The player is once again returned to Grey Holm, and upon returning to the central chamber and placing the final pyramid, they combine into The Craftsman's Key. This also unlocks a Null portal to the top of Grey Holm's tower, and the final location in the game.

From here, the player must place The Craftsman's Key on a central box and complete one last puzzle, involving the redirection of a beam of light across many surfaces. Upon focusing the light emitted from the Key, a door to the train from the first scene appears.

Walking through this doorway, the protagonist finds themselves back in their train compartment from the beginning of the game, with a letter from The Craftsman waiting on the table. The Craftsman explains that the player helped him achieve his goals but also consequently fell into his trap. Now lost in his labyrinth forever, the train rushes into one more tunnel. When it emerges on the other side, a temple is visible surrounded by miles and miles of maze. This is the base ending of the game, also known as the Imprisoned ending. After seeing the cinematic, the player is returned to the main menu, but there is still more that can be done.

### Change Your Fate

One of the additions to the series made by The Room Three is the ability to unlock multiple endings. After achieving the Imprisoned ending, a "Change Your Fate" button appears on the main menu in place of the "Continue" button. This allows you return to the Grey Holm hub before making your way to the tower. From here, the player may solve a number of secret puzzles around Grey Holm and progress to the tower better equipped. None of the endings in the game have been confirmed to be canon by Fireproof, however they have said that if they were to continue the original trilogy, they would most likely continue off of the 'Lost' ending.

### Trivia

* The song that plays on the gramophone at Grey Holm is called "Midnight at Grey Holm", and a downloadable version is available on Fireproof's website.
* None of the endings in the game have been confirmed to be canon by Fireproof; however, they have said that if they were to continue the original trilogy, they would most likely continue off of the 'Lost' ending.

## Walkthroughs

### Tutorial

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Even before the game, one can observe on the opening page to the game AS's drawing of the null from the epilogue chapter of the Room and books from the protagonist in the Room chapter 1.

The tutorial begins with the protagonist waking up on a moving train. The protagonist's journal can be accessed on the table. Opening the cover shows an excerpt from July 5 regarding the destruction of AS's Manor immediately after the Room 2. July 17th describes the protagonist having nightmares and being drawn to the Null in his sleep, describing himself as 'marked.' The next page shows July 19th and the protagonist's persistence in trying to force the Royal Institute to reveal what they know. Finally, on July 21, the protagonist encounters an "under-secretary with a drawn look" who slips them a packet including a map. After these dates, scribbles on the next page feature the protagonist's drawings and suspected meanings of Null glyphs, as well as some lay lines within Europe and Africa. On the final page, a doorway with null tendrils contain a black void entrance with a glowing Null glyph recurring from the first Room game. No more page turns reveal anything, and to go back a page, the protagonist must close the book and start over.

The protagonist zooms out from his journal to find that the train is passing through a tunnel. Within it, there is a glimpse depiction of a decrepit man with dark, worn-out clothes. Passing the tunnel, the decrepit man disappears but leaves on the train table a cubic box with a colorful film. Focusing on it, there is a key on top. Upon examining the box, the protagonist gets his eyepiece from his suitcase to the right of the screen. The protagonist slides the latches to unlock the suitcase, lifts open the lid, but only to find clothes. The protagonist says that "[his] suitcase has some... modifications. I require a degree of secrecy." Looking at the top of the suitcase, a hatch can be switched to the right for a hidden portion of the briefcase to be revealed. Getting near to the eyepiece, on the side to it are two papers with a newspaper describing the Room's Manor destroyed and there being an "exclusive owner missing." Below that is an advertisement of Miss Margaret Cox, also appearing in the Seance room in the Room 2. Taking the eyepiece, a blue series of glyphs can be found, on it are lens lines following up with Montfaucon's drawings in the Room 2's laboratory (including the recurring null glyph of the Room in reverse direction and what seems to be astrological symbols,, a Metatron's Cube on the original photo of the Manor house in chapters 2 and 3 of the Room, coordinates on the upper right portion of the base of the briefcase, and other Metatron's cubes on some envelopes. Going back to the box left by the decrepit man, using the eyepiece reveals a connect-the-dots puzzle to form a keyhole. Once the key is rotated counterclockwise in the keyhole, the box folds into itself like the null shard energy found at the end of the pirate ship room in the Room 2. On it, a triangular pyramid with a philosopher's-stone-like-with-Metatron's-Cube series on each side of the pyramid is found. Also are x's the resemble the Fireproof Games logo, moving cog disks, and a triangular base beneath the pyramid, alongside it are shades of royal purple. Taking it is described as "an engraved pyramid," and below the pyramid is the word "ELPIS." Null tendrils appear, the pages within the protagonist's journal flip in accordance to the events within the seance room of the Room 2, and a loud train whistle, all instantaneously teleporting the protagonist to a new location.

The protagonist says "What... what happened?! Where am I?" A covered safe-looking door features a window cover with a handle that can be slid right to open it. The decrepit man can be seen in a rush, taking something from an alter in the center of a room, and the man passing through something sounding like null tendrils and him passing through a shine of brief light which ends once he passes through it. The protagonist then zooms out from the window on the door to find a triangular-shaped table and another doorway protected by iron beams. On the top of the table, a note says that the protagonist was told to look out for 'him,' but did not listen, and so 'he' found the protagonist when it became necessary enough. The location the protagonist is located is described as the Grey Holm, a location of the decrepit man's seat to his ancestors. The man comments that few visitors have entered the Grey Holm, yet fewer have been able to become free. The note says that "in the past I have drawn my subjects from the greatest minds of history. Each played their part, but none outlived it. The Null wraps its bonds around all. All except you." The note says that it is good for the protagonist to have met with the decrepit man, outlining that there are now one of many tasks to fulfill for trials ahead, but this first task are things that are of aid for the protagonist for other upcoming obstacles. Furthermore, the note says that the protagonist will either die trying to leave the Grey Holm and that "[the decrepit man] will have gone to great effort in vain," or find the answers to this task. The name of this man is described as "The Craftsman." Zooming into the table with the eyepiece, three riddles can be solved upon aligning each riddle to the correspondent object. The first one, "The poor have me the rich need me," corresponds to a container with no object. The next riddle, "my face is silent without my hands," corresponds to a pocket watch. The third and final riddle, "the power of flight the well of knowledge, corresponds to an ink blot container with a white-feathered quill. This reveals a portion of the table with a letter from The Craftsman, describing that he has found it pitiful to travel through the following rooms with a 'crude' series of lenses. He says "allow me to pry the scales from your eyes." Following that, he says that "these are the instruments of a craftsman." The note ends saying how they will allow one to see the universe as it truly is "and reach into the unseen infinity of space that surrounds us." Behind the letter is a box, one that can be opened by rotating the side of the box clockwise and opening the lid. That reveals a lens with a zoom-contraption in front of the lens. Putting it on, the side of the safe-looking door has crystals in the center-bottom of it all of a sudden, and zooming on it with the eyepiece two separate times zooms the protagonist into small-sized room connected to the safe-looking door. The protagonist moves cogs to align the poles above them to align with a white beam on both the left and right sides. This breaks the pipes and allows an inner contraption to flip 180 degrees. This allows the safe-looking door to pull-open the side of the lock and move the door open completely, moving the door as to allow the protagonist to pass by towards the center of the room the Craftsman was behind the window on the safe-looking door.

Focusing on the alter the Craftsman also used briefly, a letter by the Craftsman saying that the key to the Null is to be forged at this location. The Craftsman says that the first pyramid given to the protagonist is the first piece. "For safety," all other pieces are to be found separately and retrieved all back to the location of this alter. "Only then can you fulfil your destiny." The protagonist puts the pyramid on a white-colored triangle shape on the alter, and the pyramid starts to spin on one side to a now-light-blue glowing circle along five total sides to the alter. The null goop then pops an emblem with a rat and snake featured on it. On another portion of this new room, the emblem can be put on ancestry tree, with it feature two lineages with leading to two emblems, to the left with a yellow cricket and yellow star behind a red banner and a black owl with a blue banner behind it, and to the right, the album collected by the null goop as earlier, features a black snake with a green banner behind it and a black rat with a red banner behind it. Connecting the origins to the ancestry tree aligns to miniature swords to form a family crest to be made, sliding the swords on the family crest shield and moving the entire family tree upwards and reveal a new room behind it.

Moving to the new room, a table has another letter from the Craftsman, describing how the protagonist has come to learn the Null's ability to use "power to transfer matter across time and space. I have watched you cross leagues and centuries just as some lesser individual might cross a street, but what of light years? What of aeons? You have barely even begun to tap its potential. I have charted a world not unlike our own, yet incredibly distant. It is the source of the Null. I have measured it, even seen it, but I cannot reach it. Not without your help. But first I must teach you how, and you must prove yourself capable of learning." The protagonist can move to an electronic machine and align battery charges from positive to negative across a circuit, continuing the contraptions as seen in the laboratory of the Room 2. This causes energy to glow yellow, moving now to a handle by which when pulled reveals lights to a distant lighthouse and the energy funneling itself towards a box. Four switches can be switched upwards, then activating a button, which when pressed opens the box to reveal a doorway mechanism. In it are two light-emitting batteries, a magnifying glass-looking object, a spinning disk with two sphere balls, and cogs around all contraptions. Following this, a sound coming of a light detector can be manipulated to align a green beam to a sine/cosine wave similar to light wave frequencies. The closer the green light matches the black sine/cosine background behind it, the higher pitched the detector machine's sound emits. This activates the doorway mechanism, the spinning balls, a moving series of cogs, and a beam coming through the magnifying glass to summon a room that moves the protagonist to a new room still.

### The Lighthouse

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The protagonist starts off exploring the wooden map and areas around the room to find various things needed to solve and collect another null shard. To start off finding objects around the room, looking at the floor to the distant-left side of the wooden map, a portion of the floor with the word "PYRE" can be moved to open up a sphere that's suspended in a cradle. The sphere can be rotated manually and become spun to reveal a magnet inside. To the window at the end of the room, a letter by the Craftsman describes how the "PYRE" is a beacon that ironically warns ships to not set sail near Grayholm. The Craftsman says that he and the protagonist however are exceptions in order to find their own paths, "a light in the black. The way ahead is dark, a darkness even the blind can see." Finally, a kind of typewriter features a message below, saying "The name of this tower will reveal the way." If one moves the tiles in accordance to the word "PYRE" through moving the diagonal-shaped buttons to the left of the typewriter reveals a carved wooden arch miniature design. Finally, to the side of the wooden box, a secret cabinet can be tilted to the right as the protagonist must simultaneously turn over a movable lock only after the secret cabinet is tilted does the actual cabinet open up. In it is a wooden gear.

Moving the wooden gear to the center of the wooden map and twisting it clockwise a few times reveals the entirety of the wooden map miniature version of Grayholm, including the island it's placed upon. To the left area of the map, place the miniature arch piece onto a two holes where the arch should be placed. Twist the arch towards the center of the region the arch can make align to reveal a lens-zooming capability. Using the lens, you can double tap the lens-zooming capability and go into the miniature arch itself. Inside it is a hexagonal structure connected to three golden lines which connect to three different columns. In each column, tap the two circles simultaneously to reveal a shape by which the protagonist can draw into the central hexagonal structure. This uncovers a large box below the hexagonal structure. To the right of the box, you can see a cabinet that has a model clock face. On the back of the box, you can twist what is a compass set of North, East, West, and South to alignment by tapping the central button while also using the lens to see the colorful film. This opens the back portion of the box, revealing a wooden model piece. Zoom out of the archway to place the model clock face on one of the towers. Move the central model clock piece outwards and go through the now zoom-lens view. In it is an owl that can be manipulated into revealing a rowboat after moving the head up, twisting the neck 180 degrees, pulling a switch to the right, and opening up the right wing of the bird. Zoom out of the clock tower and go to the end of the wooden map where there is a hollow area where the dock should be. Place the wooden box from the back of the archway box from the back portion of the box and place it where the dock should be. This opens up a place where the rowboat from the clock tower can be placed. Sliding the rowboat up, twisting the rowboat 90 degrees clockwise, and sliding the rowboat to the right allows the now-observable dock to show a zoom-lens feature. Zooming into the dock shows a rat that can find a key with a light post on the end of it can be found after pulling the back switch down, spinning the rotatable ring structure where the head should be downwards, pressing each eye button piece, and pulling the front portion of the rat away from the back. Finally, zooming away from the dock, to the far left side of the wooden map, a water mill can open up a zoom-lens feature by rotating the water mill. In the mill, a miniature snake can be found. Pulling back the rattle portion, rotating the sides of the snake in sequence by heavy shades of rhombus marks are aligned in a vertical manner, and tapping on the snake's forehead reveals a second magnet. Zoom out from the water mill and go back to the miniature archway.

With the two magnets, each from the outer room's typewriter and the water mill miniature room, place them on the front of the box in the archway. Align them with the two constellation sequences that each of such constellations can be found through two glyph areas around the box. After finding the constellations and aligning them to the two magnets that become movable and can be aligned with the constellations sequences through the colorful film is adjusted to align with said constellations, the front of the box opens to find a wooden model piece. Zoom out of the archway and move to the very front of the wooden map to find a part of a lighthouse. Place the wooden model piece on it, and instantly, the placing of the new story of the lighthouse moves the room the protagonist is in similarly up a floor by means of the floor itself moving up like an elevator would. With the key found from the miniature dock, place the key into the second floor of the miniature lighthouse. Rotate it clockwise and view the now-viewable zoom-lens feature through the circular opening. In it is a mannequin with a few anatomical parts sticking out. The right hand is on a yellow circle, the right leg (calf and foot section) is on a blue square, and the left hand is on a red triangle. Twist the rotating handle counter-clockwise to move the right forearm into alignment with the mannequin. This reveals an opening to yet another zoom-lens feature through another miniature lighthouse, only now the opening is square-shaped. Go through another miniature lighthouse to now rotate the right leg clockwise into position with the mannequin. This reveals yet another miniature lighthouse to open up a zoom-lens feature, only now the opening is triangle-shaped. Finally, rotate another rotating handle counter-clockwise so the mannequin is all one piece. Doing so moves the mannequin and a miniature lighthouse becomes aligned, moving part of the mannequin that was holding the remaining lighthouse piece onto the wooden map. Then the protagonist zooms outwards, with all mannequins seemingly moving on their own volition to align their parts and complete their miniature lighthouses each time the protagonist zooms out. In the original room the protagonist started off in, the remaining lighthouse building also become complete, now revealing an opening where the beacon should be.

To the outer room portion of the second floor, to the right side of the aquanaut, a cabinet reveals an antler and another message from the Craftsman saying that this island 'tastes for blood' and that it took the aquanaut by the window even while the aquanaut otherwise tried saving himself through 'science' (perhaps a commentary on A.S.). Finally saying that the aquanaut's curiosity is 'now satisfied,' the protagonist can look at the aquanaut again to find a switch on the lower-right region and align the square side of the lever to the other square side in accordance to the x-shape side to the other x-shape side. Doing this reveals a small brass rivet, which the protagonist can place on the aquanaut suit's right ear region to the upper-right corner of that region. Placing the rivet there and sliding the rivet down-right opens up the right-ear window region completely when sliding it to the left manually. Inside the otherwise ear region is a metal-acorn the protagonist can collect. Behind the acorn piece is a switch that reveals another wooden model piece. The acorn can also be manually adjusted to reveal an inner-acorn portion by twisting the upper part of the acorn. With the new wooden model piece, that can be placed at the back portion of the wooden map to reveal an observatory, that of which can have a zoom-lens feature by sliding the circular disk on the top of the telescope deck 180 degrees. Zoom into the observatory to find a cricket that can reveal a metal pointer by moving the cricket's hind legs downwards, sliding the switch on the cricket's back in the backwards direction, moving a switch at the hind back portion of the cricket, and moving the head of the cricket away from the body. Place the metal pointer on the right-ear opening. Move the now-movable screw crank to align the pointer with the front of the aquanaut's three symbols from left to right: a side s-shape, an x-shape tilted 90 degrees, and three half circles with the ends facing downwards per semicircle. Have the pointer stay on each symbol until it lights up light blue. by means of moving the side crank. The upper left portion of the aquanaut's helmet can now reveal a copper tap. Move the copper tap (with a triangle opening) to the central right direction of the aquanaut. Tilt the copper tap clockwise to move the central part of the aquanaut's helmet's metal covers vertically. This opens the side of the front window cap to be able to twist open to the left. Doing so unscrews the front cover of the helmet, pouring out water and showing a skull with a crystal phial in the skull's mouth. The protagonist can zoom back to the miniature archway to place the adjusted metal acorn into the right portion of the archway box with a (family?) tree on it. Twist it right to find behind the panel a skull of a deer. Place the antler found from the side cabinet of the aquanaut to have the ends of the left antler match to the non-movable right antler's non-movable ends of the antler. This moves the top of the box up to find an opening. Place the crystal phial found from the aquanaut into opening on the top of the box to have the top rock-surface box slam into the opening on the top. This reveals what resembles a crushing of the phial with a blood liquid spilling out of it, but with then a floating glowing yellow gemstone coming out of it.

Place this newly found glowing gemstone to where the beacon should be on the miniature lighthouse. This causes the beacon to glow bright on the miniature lighthouse, turning the top of the lighthouse into an illuminated lamp that can be taken by the protagonist. The wooden map then closes and an elevator from the top goes to the floor the protagonist is in. The protagonist can go into the elevator and twist the central handle to move the top portion to the right and align a hexagonal design. As the puzzle is competed, the protagonist is brought up through the tower by the elevator moving up a contraction that spins the protagonist while moving up. The protagonist can move around during this scene, and after a while, the elevator finally brings light to the top of the lighthouse. He is rewarded with the second Null shard after moving the top and lower handles with slidable inner handles to adjust the one of the handles to the widest metal frame and then moving both handles towards the opening by which the protagonist can place the illuminated lamp inside, casting an actual beacon to erupt with a burst burst of instantaneous white light. When the protagonist gets the null shard, he is forcibly teleported back to the Study Room.

In the altar room, the player can unlock the Library once a miniature doorway is aligned when the null goop reveals a box for the protagonist to align into crafting a real door, which the slides open for the player to enter.

### The Clock Tower

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The player travels into the new room, this time being a clock tower. Above the blue box to the right of the room, the player can find a gold-colored wheel with a handle. A raven can be seen above tweeting in a bird cage above. The player can then go to the golden box in the middle of the room, that of which can be seen to have the third null shard near the top of it. The Craftsman writes how this clock room was "added by [his] great grandfather, though his time ran out earlier than expected... [you will later sound the last bell toll at midnight;] a trifle dramatic I know, but our ancestors understood more than they realized." Going to the box, the top handle can be flipped to move a switch on the side of the box. This unlocks one of two hatches. On the side of the box facing the back of the room, the two slides on the top can be pulled outwardly at the same time to reveal a glass covering on that side of the box to be able to be slid open. On the bottom left of the newly-opened panel, a small silver metal pillar can be picked up and placed on the upper left corner of that same side of the box. Switching the piece to the left of the box, both hatches can allow the player to turn the top of the golden box upside-down. Uncovering the top portion is a game set. Moving the golden slit on the bottom-left side of the game set upwards reveals a miniature building which the player can magnify inside through the eye piece. In the small chamber in this miniature building, the left side of the circular container reveals a crank handle which can be picked up. On the right side of the chamber, tilt the handle so that the four inner impressions match the intrusions on the outer side of the large metal ring. This allows the player to pick the metal ring up, and the ring can be placed on the center of the chamber. Crank the metal handle so the protrusion in the large crank unlocks a key hole, and the crank handle can be cranked clockwise to open the top of the chamber. The crank handle came out of the socket and is picked up by the player. On the top of the chamber, move the small upwards-pointing button on the bottom of the green and gold plaque. Move it so the two metal bars in the middle are at the second-to-bottom placement. Slide the right-directed lever on the left of the two metal bars right after adjusting the green and gold plaque to show a green light by which activates a switch that can be slid down (if at the wrong portion of the plaque, there would be a red light instead). In any case, this causes gears across the room to move, and four metal circular pieces come out of the miniature building. The player can align the four pieces to go into four outward-leaning protrusions after playing with the buttons on the bottom left and bottom right sides. After each of four pieces get aligned, each aligned piece correlates with the clock room pendulum swing to rotate as though to become more oscillated as an ordinary clock would otherwise operate. After the third piece gets aligned, the middle of the room with a smooth circular cog shows that something can start becoming aligned to that cog.

Completing all four now-aligned circular pieces into the four sides of the box, a new miniature building comes out of the game set and can transport the player into the building through the eye piece contraption. The crank handle can now be slid on the bottom right side of the central side of the inner chamber. Sliding the handle clockwise and counterclockwise in addition to moving the middle and upper-left golden pieces to rotate a cog from the beginning of a maze to the end. This reveals a button, and clicking on it opens the top of the chamber, allowing the player to also take the crank handle in the process once again. For this puzzle, move the left green and gold plaque to the middle, the middle green and gold plaque to the top, and the right green and gold plaque to the second-most bottom part of that plaque. Slide the left-most handle rightwards after this sequence, and a switch can be unlocked and switched in the downward direction. this reveals a long cylinder gear, and the player escapes the miniature building immediately after. Place this newly found gear to the upper-left portion of the aforementioned circular cog in the middle of the clock room. This unlocks a stairway to open up for the player to travel upwards. Going upwards, the player can place the wheel with a handle on it picked up at the beginning of the clock room in the left side of the new room. Cranking it counter-clockwise rings a bell, the noise of it breaking a gas-filled red crystal also found next to the golden box with the null shard. A painting can be accessible by the lens piece to align a blue light source so that it comes outside of the drawing of Greyson Holm. Also, each tilt of the building can show a new picture if the player were to take the lens piece off for whatever reason in 8 different possible directions of the holm. This reveals a clock face, the clock face can be placed on the side of the golden box facing the newly-discovered staircase. On a new side of the box, the player can move the chess piece of a knight to four areas on a miniature chessboard to take out blue (maybe turquoist)-colored chess pieces against the golden-colored knight. Doing this unlocks a third miniature building, by which the player can travel inside. On the top of the chamber, the bottom-left side, upper side, and lower-right side of the chamber can be aligned to move three handles on each side towards the middle of that side of the chamber. Each aligned side handle can be then pulled out, revealing another keyhole by which the crank handle can be placed onto. Cranking it clockwise allows the chamber to flip the top side of the chamber upwards, revealing a final gold and green (turquoist?) portion to be shown. Moving the left gold and green circle down one, moving the middle circle 180 degrees, and the right circle 180 degrees can allow the right-directed handle to activate the unlocking of the switch if swung to the right. Switching this switch reveals a handle with a socket to be accessible to the player, and the player escapes the miniature building. To the right of the chess piece, a ballerina statuette can be picked up.

The newly-acquired handle with a socket can be placed on the door to the left of the golden box, and sliding it downwards opens up the door for the player to go inside. The player travels to the lower room of a new room and can find a small box with an easily-rotatable lock to be rotated and opened. In it is a winding key, and the upper portion of the box can be opened up to reveal a ballerina contraption. To the right of the box, a golden panel can be slid to the right and can align a key hole for the winding key through the use of the eye piece. A musical sound can be now heard and the player must move the moving ballerina miniature to pass golden barriers by doing so at the right time in order to manipulate the ballerina to get to the middle of the box by pressing yellow button on the bottom of the top side of the box. Doing this reveals a place by which the second ballerina from the right side of the miniature chess game to be placed on top of. A faster version of the first ballerina game can be done in order to get the ballerina miniature to get to the middle, then revealing a red gem to be taken by the player. Placing this red gem on the bottom of the left side of the newly-discovered room can be assembled into two orders based on models to the bottom of the gem pieces. Aligning each of the two models reveals a light beam and some pieces that reveal shadows to them. To the center-left side of the base of the platform of the light source, they can be aligned to reveal a shape of a flying crow. Doing this summons a sound of a crow and a key with a bird emblem to be accessed to the player. Placing this new key to the blue box to the right of the main clock room, after sliding it clockwise and pulling open the cover, has a switch that be pulled down. Doing this drops the bird cage above and breaking open the bird cage to allow the raven to travel by towards the upper staircase room. Traveling upwards, the raven then moves to the upper-right bell, allowing it to drop and make bell chimes. Another red glass crystal to break open in the lower clock room, and a painting can once again be aligned to allow a blue light to be moved towards the outside of the inner Grayson Holm painting (now destroyed-looking) towards the lower portion of the painting. This reveals a hand portion of a clock, that of which can be placed side of the golden box facing the upper staircase. The time seems to be 2:35. In any case, the winding key found in the ballerina box can be placed on a new side of the golden box, and moving it clockwise aligns the time towards midnight. The main bell on the upper staircase room causes the red gas crystal to break open, allowing the player to take the third null shard.

After taking the third null shard, the response after this episode reads "impressive, you have bested the ruthless mechanisms of The Clock Tower with humanity intact. The tolling bells mark progress, but not without hardship." Placing the new null shard on the main fountain of the Grayson Holm location, an optical device can be picked up after being revealed through the null goop. Placing it on yet another portion of the central Grayson Holm room, aligning the placement of this device and moving mirrors in a circular laser set if done correctly casts a glowing yellow piece in the central of the circular laser set, opening the room for the player to travel into. This new room is very concrete and seems to be the botany room. There is also a note from the Craftsman noting how the player passed the previous test "with all colors flying... Every soul is unique, and so must every trap that snares it. An alter of belief. A tome of answers. A crypt of terrors. For AS, his box full of demons. Knowledge. Power. Sight beyond sight. All lies. All just bait in the trap." The Craftsman mentions how he now has certain that the player is the one who will "find the center of the Labyrinth. The one who will walk free of this very realm." Like in previous rooms, activating the battery, a switch, that reveals a water mill in the distance, moving four switches on a box with a central button to click after the four switches have been slid upwards, and sliding a switch in alignment to a second switch moving at a particular pace, the player summons a new door by which the player travels to yet another room.

### The Forge

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The player arrives to a new room, known as the forge. The Craftsman in a note on the table describes the forge as the "birthplace of [his] enterprise, and your final lesson. Here is where I began crafting my masterworks, and where you shall learn to do likewise... The first set of keys you will have to make yourself, but the final one is held ready for you." On the table is also a leather case, and pulling out a small pin opens up some kindling. On the temple box to the left side, the bottom left and bottom right switches can be moved towards the center direction, and a game can be placed with red and blue panels, and below the game shows a symbol of a gold triangle with a line below it, and completing this mini game reveals a metal casting with the gold triangle symbol. Move the metal casting on the metal casting set in front of the temple box. Slide the handle around to get to the first of three lights to make the first light illuminated. This aligns cogs to twist one of the cogs into alignment. Then, press the button on the bottom-left portion of the front of the temple box to gain a flint. Place the flint and the kindling into the center-right portion of the fireplace. Open the small chamber and place the kindling wood, close the chamber, and place the flint on the small yellow cog and move the cog counter-clockwise. This causes a fire to be released. Next, go to the right of the room and see a podium with a key attached on the upper-right side of it. From that newly-acquired key, place it into the distant trapdoor lock found in the corner of the room between the temple box and the podium. Pull out the metal rod handle out of the lock, move the trapdoor up, and pull on the level in order to align water into moving the water mill into order. This now gets the aligned cog into motion, and you can place the newly-acquired metal rod on the podium in order to move a heavy bag. When the heavy bag is placed on the furthest panel, align the handle on the door to keep the partially unlocked blocked door next to the handle on the door so that the heavy bag can then move to the second handle to completely unlock the door. Through this door, collect a chess piece, and open the locked side window to the left of the door coming in from the newly-discovered room. Then, move the heavy bag to get it past the original room into the new room via passing the previously obtruded side window. Next, activate the chainsaw below the heavy bag (that reads 25 pounds). All that is revealed in the bag is a gold metal bar with a null symbol on it.

With the new gold metal bar, place it into the furnace and heat it up. But before doing so, align the symbols below the furnace in what conforms to the bottom symbol depiction on the front of the temple box (three lines on the top portion, a square in the middle portion, and a fish-symbol on the bottom portion). Heat up the key and collect a melted but quickly-turning-solid key once that key is dropped into water. Place the key into the bottom of the front of the temple key to reveal a movable circular panel. Moving the circular panel to the left means moving to the left side of the temple box to collect a small connector, and vice versa for the right side to collect a hollowed-out metal block. Place the small connector on the right side of the temple box to collect a mechanical disk that can be manipulated by hand into a metal cog. A circular gold symbol then opens a panel by which one must align a cross with green gems to the right side with a partially-spherical structure with a red gem in the middle to the left of a mini obstacle (that of which seems to be used in an eye piece rubiks-cube contraption later). A metal casting with a circle can then be obtained. Place the new casting into the area in front of the temple box and move the handle to align a second cog into alignment. Place the cog into the chainsaw room and place the cog on the bottom-left side of the side opposite to the chainsaw. In this process, the cog moves other cogs to reveal a belt. Place this belt to connect the blue cog to the cog with a specialized chess piece to release this chess piece to be obtained by the player. Place both chess pieces to the left side of the temple box to reveal a miniature and movable forge. Slide up the switch located on a temple after you tap the chimney region button when the right side of the house cog is moved up after the wheel is aligned by twisting the wheel to make the entirety of the wheel whole and slid to the right side of the house. This changes the temple box to reveal four mirrors, one of which glows and have two panels rotated to get the structure desired by the fourth of four mirrors. This activates a button to be pressed, and in doing so, opens a key hole in the front of the temple box to be able to be solved through the forge-created key. Place the hollowed-out metal block and realign the symbols so that the top of the key is an upward-fork depiction, the middle of the key is also an upward-fork depiction, and the lower part of the key is two horizontal lines. Obtain the newly heated and then cooled down key to then place in the keyhole in the middle of the front of the temple box.

A new portion of the temple box appears with a Rubik's Cube depiction requiring the player to solve this craft. A yellow, green, and blue/purple 3-set series of gems must be put into alignment in order to obtain a red gemstone located in the middle. Place the red gem on the top of the front of the temple box to reveal a third key hole by which the forge key must be recrafted. The top of the key has a reverse-S shape, the middle has a triangle shape, and the bottom is the same two horizontal line set. Obtain this newly-crafted key and place the key into the keyhole. This changes the temple box into a more rectangular one, that of which has a raven-eye-feather shape that the player can zoom into. Align all four small gems into the bottom quadrant of this mini obstacle, and collect a rhombus-shaped metal casting upon completing this obstacle. This aligns the last portion of the metal castings in front of the former-temple box, and reveals another door still. In this new room, collect a piece of wood and try to move the handle on the crankable printer. Place the piece of wood into the chainsaw room and place the wood on the right side of the chainsaw, slide it to the chainsaw region, and crank the lever upwards to tear the piece of wood into a smaller portion. Place the piece of wood onto the former chess-collected contraption, and collect the newly-crafted lathed piece of wood that is in the shape of a handle. This reveals a paper that has a colorful film. The passcode for this sequence required to complete the three-code sequence is found on the actual hand in the main forge room, that of which is a triangle, then a square, then two corner symbols from left to right. Collect a camshaft, and place it onto the mechanical hand in the main forge room. Play around with the two side cogs for the hand to open up and reveal a strange key. The hand seems to interact on its own for a brief second, and the strange key can be moved so the gold square symbol at the end of the key is met with four middle-hole sides on the main portion of the key as well as twisting the entrance of the key 180 degrees so that it can be successful at rotating the top of the former-temple box. This reveals a fourth null shard, that of which can be collected and transport the player back to the Grayson Holm.

Completing this chapter, what is then mentioned is "Praise is due; you mastered the sinister machinery of The Forge with aplomb. Let the splinters in your fingertips be a reminder of how far you have come." Place the next null shard into the center alter and the null goop reveals yet another object, that of which is a leather-bound book with the null symbol on it (and inside it is the instruction manual for the safe found in the first The Room game). Place the book into the library to the left side when entering the library. This reveals an elevator. Going up the elevator, the player can align the battery-powered system, flip the switch revealing an observatory, flip the switches and one button to align the box that summons the next room, but then there is a problem with the light-particle beam system. There is on one hand, the Craftsman also says that the player is a 'worthy apprentice' and that both the Craftsman and the player are both necessary together to make a 'vital contribution.' But regardless, use the screwdriver that is found beside that system and use it to the original seance room to steal the battery system to then bring back and complete the light-particle beam alignment, summoning the player to yet another room that has oddly enough a question mark knock symbol on the front of it.

### The Observatory

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The player starts off looking at a massive telescope in what turns out to be an observatory deck. The player can turn the wheel in the front clockwise to open a portion of the deck to the night sky. However, the telescope lens is broken, and needs to be discarded. There are also two side wheels (shaped like navigation symbols?) that feature a star symbol and a crescent moon symbol. Each of those symbols feature recurring symbols throughout the series. To the right of the telescope, there is a large constellation and a rotating circular series of disks that can be aligned to summon four glowing red lights. This reveals an etched glass disc. To the left of the telescope, there is a yellow contraption that can be slide open from a left forward-directed piece. There is also another button at the bottom of the location that when pressed a reveals a glowing light. Move the upper-right hand handle counter-clockwise towards the bottom direction. Place the etched glass disc onto the glowing light to the upper-left side. A crystal star appears. Take not of Draco the Dragon constellation and the red points along the constellation at Draco's upper-head location, second is just under the snake-like twist location, second-to-last snake-like twist location, and final one within the snake-like twist location (as well as the remaining blue lines across the constellation). Now place the crystal star on the Draco constellation to the right of the telescope and fill the red points from the etched sketches to conform with the constellation seen by the crystal star. This reveals a telescope lens on the mini sun depiction and a scrap of parchment. Around the two artifacts picked up is a list of zodiac signs. Place the parchment on the list of symbols to the left of the telescope, and align the star to the moon sides of the parchment by having the rhombus, square, and circle match with the left and sides of the parchment, too. This is when the star is at the C-looking symbol which matches with the moon's large left-tilted U-shape on top of a small right-tilted U-shape. Place the telescope lens into the telescope, align the star and moon symbols with the symbols described above, and align the left and right sides of the telescope lens to discover the Capricorn zodiac constellation. You then receive a metal plate with a colorful film from an opening of the telescope. Pick it up and place it where the parchment was previously placed. The alignment of the star is a circle with an upper-left to downward-right direction, and the moon conforms to a triangle with a "~" symbol within it (ARE THE TIMES OF THE YEAR WHAT THE SYMBOLS STAND FOR???). The next constellation appears to be Draco (albeit it is a snake and looks like a hybrid with either the Serpens or Hydra or ***Hydrus*** constellations??!!), and a large iron handle comes yet again out of a side of the telescope.

With the new iron handle, go behind the telescope. The Craftsman left a note behind a large emerald blue, green, and partially black-smoke-emitting rock behind it. The note talks about how the player is now going to realize what this whole adventure is for, and how it is so tantalizing for the player at this point. That there is a prize for the player in the player's resistance to the Null so that the player has now crafted the 'crafted' key and is the only one who could turn it. Everything is now in readiness and then once the player opens the gateway, the Craftsman will join the player. He concludes "Let us stride through it together and become the greatest explorers in a dozen generations." In any case, the iron handle can be placed on the gated entrance doorway to the right of the Craftsman's note and can be rotated clockwise to allow the player to pass through. The new location has a podium at the end and can be observed more closely. Notice that the observatory on the top also has a bottom-left Anno Dom. 1788 symbol with a three-C alignment alongside a NYE moon-sun, and tilted-sun initially unaligned drawing on the podium. At the center-bottom of the upper podium, the eight golden tiles can be split open to reveal a small gear. To the upper-right direction of the golden tiles is an unaligned drawing. Aligning it sends an electrical output towards the observatory location. To the left of that drawing, aligning the compass directory reveals a second more larger gear. Going back to the observatory to the left of the Craftsman's note, a switch can be pulled down to reveal an entrance to yet another room. In it is an orrery pointing downward to an octogram. To the left side of this room, a model sundial can be found. Now go back to the podium in the outside location to place the modal sundial on the compass navigation region. Slide the sundial to the Roman numeral number 3 location (III). Going to the larger sundial, slide the III downwards to rotate the entire compass device. Align the circular gear to the left-most location of a gear network and crank the handle counter-clockwise. Get the new gear and place the circle, triangle, and square-shaped gears into alignment. one more time for the right-most direction of this gear network. For alignment of the right-most direction of the cogs, you get to pick up a large handle. Place the handle on the lower portion of the podium neck portion, and spin it clockwise or counter-clockwise to reveal an intricate orb. Craft the orb's upper portion downward and take out a brass handle. This reveals a smaller orb with a socket. Alter the lower portion of the brass handle one more time and place it on the upper-left portion of the gear network. spin it and place the three gears on the circular-rotating region on the center-left gear network location. Spin the handle clockwise, and the large compass structure now reveals it to be a large orrery. The next null shard can be seen.

Place the acquired orb with a socket and place it on where the planet Mercury should be (the first planet from the sun). Slide two switches on the top downward and press the top button of the Venus model. This causes Mercury to start spinning, and a portion of the podium reveals a green upside-down exclamation mark followed by a regular exclamation mark symbol to appear. Next, align the Earth model (3rd planet from the sun) from the bottom-upwards in congruence with its map shape. Tap the button on the top and access the moon Luna by aligning an outer portion to align it to a sideways direction in order to reveal a gold metal casting. This causes the Earth to spin, and there is now a green star symbol with a dash from the upper-right going to the lower-left direction. On the colorful film on the upper-left side of the podium, align the miniature building to the moon's golden metal casting for a casting to be able to be placed. Do this to reveal a zoomable lens piece opening. Going inside it looks to be another room previously seen earlier by the octogram. Go to the podium at the distance and rotate the dome with a wheel-looking symbol at the top. Spin it counter-clockwise to reveal an obtainable stone carving. This causes the chandalier to fall onto the octogram, and the player can hear a loud noise from outside. Going to the Venus planet (2nd from the sun), place the orb and press the button found on the top of it. This causes Venus to spin, causing a third and final symbol, Aries or the male-indicated symbol as the circle with the upper-right arrow on the upper-right portion of that circle, and pick up a lens cover. Align the telescope star and moon symbols to see a distant planet in 3-dimensional view. Apply the lens cover to zoom in on three small buildings on this telescope view, and align the circular lens piece around the three square tiles to match with a correct triangular shape between those three square tiles. This powers energy to the room with a (now former) octogram floor. Go to the podium in this room and place the hexagon-shaped sone carving. Twist the stone carving clockwise and click on the hexogram's now blue interior hexagon. This flips the podium to various planets. If the symbols align with the broken floor, that will open up the back hallway of the room. Each symbol is a yellow sun, a blue triangle, a green square, a purple pentagon, a white square, a red rhombus, and an x-shaped orange (The Firestone games easter egg symbol?!) series of stones. The back hallway seems to be a large drawing of the planet Mars, and moving the planet in alignment to three drawings found where the model sundial was found, also conforming the three symbols to the three green-background red-covered drawings into the mysterious brown mechanical contraption. Each symbol looks like a hyroglyphic of some sort. In any case, a picture of Mars with those three symbols features a ziggurat that the player can travel into. The symbols that are potentially constellation-like are found on the middle portion of the hallway walls. There are also occasional null tendrils near the middle zigurrat location. The Virgo symbol conforms to a blue circle zigurrat, the Libra symbol conforms to the blue triangle zigurrat (the fusion of the circle and triangle zigurrats causes first a blue but now a blue and red interesting fusion), and a Gemini symbol conforms to the square blue zigurrat, then causing a white star-looking orb above a six-sided hexagon that looked like the stone carving causes the mechanical entire video contraption to break, and a colored orb appears for the player to take. Place the orb on the Mars planet orrery location (the fourth-farthest planet from the sun) and use the zooming-in feature of the lens. Align the inner column with moving the upper and lower handles while also holding on to the central light-blue center to the front of the column. Press on the large handle and have it slide from the top to the bottom of the column. This causes Mars's upper button to be pressed, and upon doing so gets the four planets aligned alongside one of Mars's two moons to get aligned and unlock the null shard to be taken.

Following this, the player transports back to the Grayson Holm main center, and the chapter ends with "The stars themselves conspired to block your path through the Observatory, but your perseverance is admirable. Does each step move you closer to freedom, or deeper within this tangled maze?" Go to the initial alter and place the final null shard at the front. This causes the five pentagon corners to align with an actual Metatron's cube-shaped Craftsman's key. A series of blue lights found like at the Mars video contraption (only in blue) to cause this Craftsman's key to become crafted. Taking it immediately reveals a series of archeologist-looking boxes and mechanisms to reveal a null tendril passage that seems to suck in gas.

## List of Endings

Note at this portion of the series: this portion reveals no more hints and the player now has the ability to choose his or her fate.

To reach the first of four endings once you have the Craftsman's Key (and the screwdriver), travel through the main null door.

### Imprisoned Ending

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Note that the same method when entering this room is nearly identical to one another. The player arrives on what appears to be the balcony of upper-most floor of the Grayson Holm. The player places the Craftsman's Key on the center of the decagon-shaped dome and the dome moves away, leaving the interior and a set of mirrors. The player can then take a metal ring and places it on the zoetrope-projector with eye-looking depictions on the lower portion of the mechanism. The player can zoom in through the projector to align cogs with energy sources. The Metatron's Cube can be visible (note: the Metatron's Cube merged-symbols located on a panel is identical to the panel found in the first Room game in the constellation portion of that box). The player can then move the middle semi-circle and swipe the mirror to the left along the white beam. This causes the zoetrope to activate, showing a moving Metatron's Cube. Next, take the mirror now obtainable under the zoetrope contraption. Place it in the inner-most semi-circle, and swipe the middle semi-circle to the left to allow the light projection to reach the Craftsman's Key. The player can then have access into zooming into the Metatron's Cube, and the visible glow of the merging of the Craftsman's Key in the alter can now be visible in now a red source. Align the white beams to merge with the red crystal. This causes a red beam to come out of the red crystal and becomes merged with the zoetrope projection to release a red null shard merge with the Metatron's Cube. The door behind is the train that the player seemed to have been in the beginning of the game, moving in passenger cabin number three, alongside some null tendrils coming out. Also, above the door says "Emergency pull chain." Entering this room, you see the door behind you to be just like the regular train station, an all that seems different is that there is a note left by the Craftsman.

The Craftsman says congratulations to the player for finding the center of his Labyrinth. "That may feel like a victory, but it leaves you farther from freedom than you have ever been. If it is any consolation, you were not the first, and you will be far from the last. Know that every single turn led you to this point. As you like puzzles so much, I have one final riddle for you, to occupy your eternity: 'What is the difference between a maze and a Labyrinth?' But how can I expect you to answer when you cannot tell a *Room* from a *Prison*?" --the Craftsman. Suddenly, upon zooming out, a tunnel and passing by it shows that the player is in a 3846 green train by a square zigurrat with a large green maze of vegetation, changing to an orb being surrounded by an enclosing movable box that was also initially visible in the beginning of the game saying "Elpis." The null tendrils come outside the doorway the player chose his or her fate, but this time, the doorway seem to be powering an extremely bright doorway by which the player seems to have powered this next passageway for the Craftsman to presumably follow. This ending is then described in a tarot card with the XXII Imprisoned ending, featuring a red atmosphere with the same square zigurrat and a vegetation maze.

### Next three endings:

There is two side boxes at the end of the final top balcony of the Grayson Holm room that each need to be discovered independently before entering that room if one is to find the three alternate endings to pass through the zoetrope-inspired doorways. The change your fate outcomes is said by the Room developers that "Only by using the Mysterious Artefacts hidden within Grey Holm can you alter your destiny. From this point on there are no more hints available. The tasks remaining are yours to face alone."

Note: The boxes can only be found after discovering the upper library in the beginning of the observatory chapter. (Also, the eyepiece looks similar to the Room: Old Sins in green coloration and the hard circular surrounding.)

The first box, a blue/purple square-base contraption can be found through the following:

There are four side null symbols in the alter room. To the botany room, there is a null symbol. Between the basement and the seance room is a null shard symbol. Between the seance and library rooms is a hexagram. And between the null passage and the library is a six inward-facing hexagram. There is also a navigation symbol in the alter room itself, and four trapezoids are between the four outer-null symbols In any case, the botany room has a contraption that looks similar to the Mars observatory video contraption. There is a blue/purple crystal and two missing ones. To get one of the two missing blue crystals, go to the seance room. Go to the grandfather clock and be near or looking at the grandfather clock potentially in the lens, revealing a blue moving minute-hand going around the clock in what fits in with the actual time by which the player is playing. Wait for the time to be one of the 00, 15, 40, or 45 minute segments to get the clock to ring and open a slidable left-to-right switch right below it. Zoom away from the clock to the pendulum, and align the three inner weights to 4 on the left, 1 in the middle, and 2 on the right. This reveals one of two crystals behind the time-detecting clockface. The second crystal is found when the player goes up the second library floor to the other side of the balcony with a safe to it and some navigation symbols around it. There is an otherwise unmovable golden hexagram with a central flower ball by which if played around long enough, actually moves a pendulum by which can manage to hit the safe. The safe falls below and breaks open inside when hitting the floor of the main Greyson Holm null shard null symbol. In it is the second of two crystals, found inside the safe by which a small box with a velvet color is surrounding the crystal. There is also a note from the Craftsman personally writing to himself that he woke up in the workshop with a new box with no recollection of making it. He wonders not just if but who is actually pulling the strings of the Craftsman, himself as who was thought to be the puppetmaster, noted August 11. There is also a null key depiction on that note. Placing the two crystals into the botany room wheel, the player can flip a now-adjustable switch, now moving the crystal wheel like an oil-digging machine. There is now a movable video by which the player can move around in what appears to be a ziggurat similar to the one played around in the observatory chapter, only much easier to directly walk and solve. There appears to be a navigating compass on the outskirts of the contraption, and following it gets you to an alter with a mysterious artefact which then the mechanism moves up to reveal the same mysterious artefact found in the video, obtainable to the player.

The second box, a green hexagon-base contraption can be found through the following:

The player goes to the library to find Mystical Maggie's "your fait awaits" contraption with a forge-like mechanical anatomical object of Maggie inside. Below it is a coin with a small mechanism, that of which can be altered to turn into a key. Manipulate the key and place it into the seance room upper-right drawer. Open it, and on the left side of the cabinet when opened is a switch that be moved backwards. This reveals a handle. Move the handle to the upper-right cabinet in the same seance room, and open this cabinet to find a note from July 30 saying how Maggie Cox was a charlatan, denies the idea of a spirit medium, and yet is caught off guard how the Craftsman concocted the lies yet somehow can still resist him. "If she will not rest in the prison I have built her, I shall build her one deeper still. " On the lower-left side of the inner cabinet, a switch can be flipped upwards. This allows the player to fidget with the left circle to reveal a switch by which opens up the lower-right pantry. In it is a note from the Craftsman from July 23 saying how "the house is turning in on itself, warped by the Null. [The Craftsman says he] is finding himself forever traveling in circles, where corridors turn back on themselves. I use the doorway machines to bypass the maze, but the crystals run low on energy. I must find a new power source soon or be forever trapped." On the bottom of the pantry is a movable plaque with switches, and the three circles can be moved to finally push out the middle circle and reveal a token written on it "Exitus Acta Probat." Place the token into the Maggie contraption. Note that there is now eyepiece-viewable designs including a dash, a circle, a null sign, and a few lines. The anatomical figure does a run by which "Imprisonment" is selected. Picking up a crank wheel in a hidden Khan-section of the cabinet, a yellow colored "He deceives you" series of words with new hand prints can be found on the window in front of Maggie.

Now, the eyepiece reveals even more symbols if put on at this point with a Null 2 symbol on the top and some x-y table depictions and some bottom drawing. Go to the basement room with the otherwise immovable gate and place the crank wheel counter-clockwise to break open the gate. In the lower-right cabinet, a note from the Craftsman on July 27 reads that "That interfering friend of AS continues to ask questions, and I should like to ask a few of my own. How did they overcome the Null? How much energy resides in that brilliant soul of theirs? It would take the last dregs of the energy I have stored to bring them here, but they might also be the key. I have no choice but to take the risk. To the right is a math series by which the left equation to get 17 is 8 plus 4 plus 5. This conforms to a 4 beam in the side left switch. Next is 31, by which is done by 7 times 4 plus 3. This conforms to a 7 in the middle switch. Finally, the right equation to get to 30 is 8 times 2 plus 7 plus 3 minus 5 plus 9. This conforms to a 3 in the right switch. Then, a library sound appears. Turn off the sound by the sound-crankshaft to collect a cross shaped key. Go to the cabinet in the basement and place the cross-shaped key into the cabinet top. Cranking it clockwise gives a four-set memory code by which doing so reveals a purple/violet soft cushion with another token to take and put into the Maggie library contraption. Place the token in to see another display of yet another tarot card reading, this time a second option, IXVI, Escape. In it is a crank handle.

Go to the botany room where there is a phone machine and type in what the number says in the library room next to the music crankshaft, 1895. Also place the crank handle in the botany sound-crankshaft counter-clockwise to reveal a song of traditional music. Below the crankshaft is a note from the Craftsman dated August 7, saying how "My fate rests in a terrible paradox. I have need to trap a soul of great brilliance, but for them to exhibit the brilliance I seek, they must surely also see the trap? The outcome is balanced on a razor's edge. They yearn for the source of the Null, just as I have. I can feel their longing. It must blind them to their fate." Now, before answering the library phone ringing, go to the room past the Maggie contraption to find a movable large book. On it is the Great Khan with his "Impossible Pyramid." A yellow spark with a black smoke emanating from it can be seen. Move it upwards to take out a metal object. Move the object to the botany room to get to the mechanism near the blue crystal wheel. Move the object through the eye piece view to change the shape of the cube to a sphere. Go back to the Great Khan book and place the cube-shaped metal object to the right side of the book piece. Open the book and zoom past the stage depiction. Take a blank wax cylinder and notice that you hear the sounds of others in the distance. Anyway, go back to the library sound-crankshaft and place the blank wax cylinder inside it. Then, answer the phone call, playing the music heard from the sound-crankshaft found in the botany room. Take the now-inputted wax cylinder from the botany sound-crankshaft music. Go to the Great Khan book stage and place the wax cylinder no onto the sound-crankshaft in the miniature stage and press the button that turns on the sound-crankshaft. The curtains suddenly open, and the large book shuts completely, revealing yet another token. On August 3rd, the Craftsman notes that he has made a breakthrough by making a portal that remains intact, even if it is only to look through and such, "touching the thing causes the image to fade. I need more power if I am to pass physically to the other side. The landscape is beyond extraordinary."

Place yet again the token into the Maggie contraption to find a third tarot card outcome of XLVI, Release. Then there is an opening of the Khan cabinet of a metal device. Go up the elevator to the second story of the library, placing this metal device next to where the base of the safe would be. Use the eyepiece and slide the wheel counter-clockwise to reveal a key that can be obtained. Go to the botany room and see the oddly-placed brick on the left side of the wall upon immediately entering the room. Zooming in on it, slide the brick to the left to reveal a keyhole. Use the eyepiece to zoom inside and find a light-emanating orienting of the top, middle, and bottom cylinder cogs. Exiting the location, flip to the other side of the bricks to a tree side, and place the key in the now correctly-aligned keyhole. Flip the key to the right. Go back into the keyhole. Flip the tiny end of the key to reveal an outwardly foldable change of the key. Do the same thing by exiting and turning the key to the left and vice versa for aligning the key. This finally moves the key inside the keyhole to unlock any and all barriers. Finally, go back to the side of the tree and take out the cabinet to find another token. Interestingly, this background of the token conforms with a wooden-brown-orange color. Place the final token into the Maggie contraption to have yet another tarot card reading. This reads the right and final tarot card, labeling XCIX, Lost. Then, a three-square red laser set can be seen to the left portion of the Maggie contraption that said past and present, and the player can take out the black distinct one that then causes the lasers of the three-square laser set to stop beaming towards the inner yellow triangle in the middle. Suddenly, the Maggie device breaks down, shutting down the Maggie mechanism and green-emanating lights. Upon taking the mechanism, using the eye lens shows a now abundantly written series of runes, tarot symbols, and other mysterious writings on the floor, sides, and upper parts of the Maggie contraption. There had also been footprints around if using the eyepiece throughout this particular obtaining of this mysterious artifact.

#### Escape Ending

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This ending happens when the player uses the Maggie contraption or the Maggie contraption after the blue crystal contraption, and reveals a happy, care-free ending where the player has no more desires to care about the Null. The Metatron Cube is a green linear projection.

#### Release Ending

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This ending when the player uses the blue crystal contraption or the blue crystal contraption after the Maggie contraption, and reveals the player writing to presumably the Craftsman to find the player in Bethlehem in what is either a prison, an asylum, or both. The null tendrils seems to have taken over the planet! The Metatron's Cube seems to be a diagonal blue hybrid.

#### Lost Ending

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This ending is when the player uses the blue crystal contraption with the screwdriver on the secret entrance of the blue light contraption right before emitting the box alone or the crystal box-altered-by-the-screwdriver after the Maggie May contraption. The Metatron's Cube seems to be a rapidly unstable red, green, and blue hybrid, with a null goop door by which the player find himself or herself transported to Mars, going inside one of the three zigurrats with a circular door entrance opening up for the player to come inside.