The Room – Walkthrough
iOS (iPhone/iPad)
BOOKMARK
Walkthrough by OddballXP
Version: 1.2 | Updated: 09/18/14
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- Last Page
Table of Contents
- Introduction
- Controls
- Walkthrough
- Tutorial
- Chapter 1: Safe and Sound
- Chapter 2 Introduction
- Chapter 2, Part 1: The Eye Seal
- Chapter 2, Part 2: The Keyhole Seal
- Chapter 2, Part 3: The Gear Seal
- Chapter 3, Part 1: Photographic Memory
- Chapter 3, Part 3: The Globe
- Chapter 4, Part 1: Final Journal
- Chapter 4, Part 2: "Is this a dagger which I see before me?"
- Chapter 4, Part 3: The Window
- Chapter 4, Part 4: Null
- Epilogue, Part 1: Gears in Hand
- Epilogue, Part 2: Gears Beyond
- Epilogue, Part 3: White Keys, Black Keys
- Epilogue, Part 4: The Spinning Drum
- Epilogue, Part 5: Rubik's Revenge
- Epilogue, Part 6: Bejeweled
- Epilogue, Part 7: Marble Maze Madness
The Room
Released September 2012 to iOS, March 2013 to Android, and July 2014 to Windows
Copyright Fireproof Studios Ltd
http://www.fireproofgames.com/the-room
Walkthrough written by Oddball XP
Last updated on 09/18/2014
I'll be covering the iOS version. Small variances may pop up if you're playing your game for a different system.
The separation of chapters into parts and the names I gave them are just a personal touch, by the way. The game didn't provide those.
Introduction
Have you ever wanted to solve a puzzle box?
A puzzle box so complex, so intricate, so fascinating - with so many different puzzles and compartments that it seems to have more spatial room inside it than physically possible?
The Room is a mysterious game, with a deceptively simple and vague name. Follow in the footsteps of a man known only by the initials A.S., and the notes and puzzles he leaves for you. The man has been doing some very odd research, and kept its secrets locked away in sophisticated puzzle boxes. You, as the player, are the only person he trusts with this information.
You always were the smart one.
Controls
Tap: Hits buttons, grabs items that you can add to your inventory. Some things can be tapped to be examined, providing a little bit of explaining text.
Double Tap: Zooms in on a certain part of the contraption.
Pinch: (Put your finger and thumb on the screen and draw them close together) Zooms back out.
Swipe: Doing this without touching a specific interactable object will tilt the angle of your perspective so you can get a different view. Swiping left allows you to look at an object's right side, and vice versa.
Drag/Slide: Doing this on certain objects will move them. Opening lids or drawers, moving sliding objects, rotating things, etc.
Gyro: In rare cases, you'll have to actually tilt your device in the real world to move objects.
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Inventory: Any items in your inventory can be tapped to examine them. You can swipe to look at them from all angles, and sometimes you can interact with them via sliding.
To use an item, drag its icon onto what you want to use it on - for example, drag a key from your inventory onto a keyhole.
Eyepiece: Once you obtain the eyepiece, tap its symbol on the right side of the screen to view anything through its special lens. (Does not work on inventory objects)
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Hints: Every once in a while, a question mark appears in the top left. This provides you with a hint when you tap it. These hints progress to become less vague over time if you still can't figure it out. They're also optional, if you possess the self-control to resist looking.
Pause: In the top-right corner is a button that resembles the roman numeral II, but it's actually a pause symbol. From there you can go back to the main menu or restart the current chapter. Going back to the main menu does save your progress, so no worries.
Walkthrough
Before you begin a New Game, you can actually interact with the title screen. Drag up and down, left and right to move the perspective around a little, and peek and the moon outside the ajar door. You can even drag the keyhole cover upward to reveal the keyhole. None of this does anything, but it's a fun easter egg nonetheless.
Tutorial
You begin in a room. The Room, perhaps? The focus is on a rather sophisticated safe. It's the only object you can interact with in Chapter 1.
The tutorial tells you exactly what to do, so I doubt you need my help with this one. It serves mainly as a guide to let you know what controls you can use and how they'll be useful in the game.
You find your first note from A.S., and obtain your first couple items.
Once you read the riddle, we'll consider the tutorial finished and the game proper begun.
Chapter 1: Safe and Sound
"Feed me and I shall survive,
Give me drink and I shall die."
This riddle asks you: what thing on earth survives when fed, and dies when given drink?
Swipe downward. On each foot of the safe, there is a triangular symbol and an element of nature.
Which element dies when watered and survives when fed? Fire, of course. Double-tap on Fire to zoom in, then tap the symbol. A secret compartment is opened - tap the key inside to obtain it.
Tap the key in your inventory. As you can see, its end can be rotated when you slide it. Swiping anywhere else on the screen changes your viewpoint on the key. This is handy for looking at the very end of the key head-on and see the shape it forms. One setting forms a spiral shape, while the other forms more of a crown shape.
Set the key to its spiral shape, then tap the back arrow to exit your inventory. Pinch the screen to zoom out. Perhaps there's a keyhole to be found on this safe?
On the same side of the safe as the Fire symbol, a number of bolts run down the middle. On the fourth bolt down, an indentation can be seen - double tap this area to zoom in.
Slide the bolt to the left to reveal a keyhole. Drag the key from your inventory and onto the keyhole. Now slide the key in a circle to turn the key and open a panel. Tap the new item revealed to obtain it.
A metal plate. One end has a square hole in it that could be used like a wrench. You can't tap this object to examine it, so let's move on for now.
Pinch the screen to zoom out. Swipe to the left, to view the back of the safe. The manufacturing company placed their logo here on a plate. Double tap it to zoom in. On the right side, there's a little star-shaped screw: drag your wrench from inventory onto the screw, and give it a few good twists counter-clockwise.
The logo plate falls away. Tap the lens to obtain it. It's automatically fitted into your eyepiece. Now, tap the eyepiece to take a look at the world through new eyes.
Strange cyan markings appear all over the safe, floor, and room's walls. There are also a couple fingerprint markings. While wearing the eyepiece, you can still perform most actions you can otherwise - swiping, zooming in, sliding, etc. Have a look around and to strange markings.
Alright, take the eyepiece off for now. Swipe to change your perspective, and look at the front of the safe - the front being the side with the circle. Double-tap the small rectangle above the large circle. Slide the maroon panel to the left to reveal another keyhole.
Tap the key in your inventory and set it to its crown shape, then tap the back arrow to exit your inventory. Drag the key to the keyhole, and give it a twist.
The circular front of the safe opens, but can't be interacted with. At least, not at first. Put on your eyepiece.
New markings! If you twist each section, they should line up. The center section does not twist, so twist the adjacent section until it matches up. Continue with the middle section, and then the outer section. The outer section should point with both its little loops facing upward. The completed image is a three-pointed symbol and two small ankh symbols.
Once completed, the gears on the front of the safe turn and the safe's door unlatches. Slide the corner of the door to open it wide.
Tap the object inside the safe. Chapter complete.
Chapter 2 Introduction
The object inside the safe is moved to a table. Don't worry, you're still in the same room. It appears to be a puzzle box that resembles a hexagonal building. (The table is also hexagonal. How convenient.)
The puzzle box is locked by three seals. We'll call this the front of the box, for ease of communication. One seal is marked with a keyhole symbol, the next with a gear, and the last with an eye. None of them will unlock by fiddling with them directly, so pinch to zoom out.
Chapter 2, Part 1: The Eye Seal
Swipe to the left to turn your viewpoint right. Go past the side with an eye symbol and to the next side of the box, the one that looks rather shiny. Double tap to zoom in. Four number dials turn when you drag them up and down, but you don't have a code yet, do you?
When swiping left and right, you may notice that the back of the box looks particularly shiny. This is a hint: put on your eyepiece.
In this case, the eyepiece almost acts as X-ray vision. Whether the view you're seeing "inside" the box is real or otherwise is yet to be proven.
Swipe left. A 5! Now swipe right. A 7! That's half of the code right there.
Swipe downward to look at the top of the cube. There are some cyan symbols floating in midair, but they appear to be all cut up. If you swipe the viewpoint to just the right angle (you should be looking at the top-right corner of the cube), you can make two of the sliced-up markings come together to look like a 2. The other markings are just red herrings.
Swipe upward to look underneath the cube. Swiping the view to the bottom left corner of the cube makes three different marks come together to appear as a 6 in 3D space.
Take off your eyepiece. Adjust the top number dial to read 2, the left to read 5, the right to read 7, and the bottom to read 6.
A panel opens in the center. Flip the switch down.
A new panel opens and slides out. It's a little difficult to tell what this contraption is, however.
Put your eyepiece back on. Pinch to zoom out. Swipe left to look to the right, past the strange 3D cube. Three bright cyan fingerprints should jump out at you. Take off your eyepiece and double click that spot. Then, give it a tap.
There was a book hiding in there! Either a very small book, or this puzzle box is rather large indeed. Tap the book to obtain it, then tap it in your inventory to examine it.
There are four crescent-shaped panels on the front of the book. Rotate the top and bottom ones 180 degrees. This makes room for you to be able to rotate the center 90 degrees. Lastly, rotate the right panel 180 degrees.
The book falls open, revealing one page to read. A journal entry, marked 1 out of 7. It has the same handwriting as the first note you found, so it must be written by A.S. A.S. dictates his struggles with his research: he is certain that there is another element, one not yet discovered by modern mankind. This element he is in pursuit of is called Null.
Once you're finished reading, tap the clockwork key to obtain it, and close your inventory. The book is no longer available to read.
Before you zoom out, swipe just a little to the right. In the recess where the book was housed, there's an engraving. Three blank lines, with a symbol in the top right. The symbol is a spiral with a cross on top. Take note of this.
Now, swipe left. Four dials. Double tap to zoom in. These resemble the marking you just found. The top left and the bottom two are unknown, but you can adjust the top-right dial to match the symbol you just found: a spiral with a cross on top.
Zoom out. Wait, just to the upper-left of it: another part of the code! Double tap to zoom in on it. The bottom-right symbol is a crownlike symbol. Zoom out, and double tap the four dials again. Adjust the bottom-right dial to this symbol.
Zoom out. Maybe you can find more of those markings. Swipe to look at the front of the box again - the side with the three seals. Double-tap the tip of the roof to zoom in. This marking tells you that the top-left symbol is a round marking with a line through it. Go back to the dials and adjust the corresponding dial to that symbol.
Zoom out again. Go back to the shiny side of the puzzle box, double tap it, and put on your eyepiece. Looking at the left side of the interior shows the last symbol you need: an X with a long T running vertically through it. Take off the eyepiece, go back to the dials and adjust the bottom left dial to that symbol. A panel opens now that all four match correctly. tap the object inside to obtain it.
This key is huge! And it looks very heavy. You can tap it in your inventory to examine it, perhaps you should take note of its shape.
Exit your inventory and zoom out. On this side with the four symbol-dials, the right corner of the puzzle box has some sort of brass dial. Double tap it to zoom in. Slide it to the left to rotate it. Something begins telescoping out from above. Once it's fully extended, tap it to obtain it.
Tap the telescope-end in your inventory to examine it. The end can be twisted, do so until the arrows line up. The telescope extends, and now it's useful. Close your inventory and zoom out.
Move to the side of the puzzle box between the front and the shiny side: the one with the contraption. Zoom in, and put your telescope into the handles. Aha, so this contraption must be some sort of viewing device. Behind it, you can see some reels. Perhaps a moving picture?
Zoom out and swipe to the right a little bit, to look at the left side of the moving picture apparatus. Double tap the small panel on the bottom to zoom in on it. Slide the little hook upward to unlatch the hatch. Put the clockwork key from your inventory into the square slot to the left of the gears. Once it's clicked in, wind the key clockwise. Now the reels have begun turning. However, the apparatus still isn't fully functional yet.
When facing the moving picture apparatus, look at the bottom right. It's pretty difficult to notice, but one of the puzzle box's feet is round and unusual. Double click it to zoom in, then give it a twist. Tap the object revealed to obtain it. It's a piece of cotton, and it looks burnt on one end.
Zoom out, and double tap on the right side of the moving picture contraption. Drag the piece of cotton into the hole. Give the dial to its left a quick twist: it generates sparks, which will light the cotton aflame. A little lever folds out to the right: drag it upward. Now, the moving picture contraption has the light it needs. Zoom out.
Double click on the end of the telescope. It should be flickering with the light inside. Indeed, it's a moving picture. A man in a top hat sits at a table, in front of the very puzzle box you now possess. His face has been scratched out in each and every frame of the animation. There doesn't appear to be any information in this animation, however... Tap to zoom out. Put your eyepiece on, and try viewing the animation with it on. The animation is different now: The puzzle box rotates on its table, the man sits facing the viewer, and his points to the most noticeable change: the wall behind him has the word "TRIAL" scrawled across it in messy cyan writing. Tap to stop viewing the animation.
Another twist-puzzle opens up. Again, the center does not twist, so work your way from the inward out, making the lines match up. However, even when the puzzle seems to be solved, nothing may happen. Try putting on your eyepiece. New markings are revealed! Twist the puzzle to line up these markings instead. The finished picture seems to be a ram skull with prominent horns.
A panel opens to the left. You got...the letter L. That's a little odd, though maybe not so odd if you consider it in context. Tap the L to obtain it, then zoom out.
Drag to the right to turn your view to the left, past the front of the box to the side beyond it. Five dials in a row are on this side, double-tap that area to zoom in. Put the L from your inventory in the fifth spot. Adjust the remaining dials to form the word "TRIAL."
The moving picture machine folds back into the puzzle box, and the Eye seal on the front of the box unlocks.
Chapter 2, Part 2: The Keyhole Seal
A new face of the puzzle box opens up, and a very long compartment extends. If you zoom out and look on top of the box, you'll find a note. Double tap it to zoom in, then tap it to read it.
Another journal entry from A.S., marked 2 out of 7. It seems that, though modern mankind knows nothing of the Null element, ancient cultures knew something of its existence. Each of them called it by a different name, but they all used the same hexagonal glyph to mark it. A.S is thrilled: this proves to him that he is correct in his belief that Null is real.
Exit the note. Zoom out, then double tap the top of the box in FRONT of the note. There's a latch on the bottom right, slide it to the left to open a sliding panel. If your memory is sharp, you'll recognize these triangular symbols from Chapter 1: They marked Earth, Fire, Water, and Wind. There are four coloured orbs on the four corners of this surface, but they don't move when slid. Instead, the game begs you to think outside the box: you must tilt your actual DEVICE in real life. The gyroscope will sense the movement. Tilt your device until one of the orbs' coloured centers faces upward. Once it's facing upward, it will light up and lock in place so you don't have to worry about it moving around anymore. Tilt your device to do the same with the other three orbs.
On the right side of the box, a drawer slides out. It has the hexagonal glyph A.S. noted in his journal. And its surface is very shiny, just like one side of the puzzle box you encountered earlier...
Put on your eyepiece. Though the drawer is flat, you can now see through it, into some sort of pocket space. Is it just illusion?
Swipe to turn your viewpoint. From the right angle, you should be able to connect all these lines into a single symbol. You'll have to face directly toward the drawer head-on, and peer at it from such an angle that the sideways A on the back of the inner wall falls between the two floating objects. This reveals the hexagonal glyph that represents Null.
The surface of the drawer changes entirely. It is not what it was before, and there is no explanation as to how. If you have the heavy key already, this is where to use it. If not, I covered how to obtain it in Chapter 2, Part 1. Ctrl-F "the recess where the book was housed" to find the correct section. You have to be looking at the corner of the puzzle box the book came out of to be up to speed with that part.
But I digress. Use the heavy key from your inventory on the slot in the drawer. Give it a twist. The drawer folds in, and the key slides right into its groove. Handy. To the right, something unlatches. Double tap to zoom in. Pull on the drawer handle to open it. Tap the key to collect it. Gee, it's just out with the old key, in with the new, isn't it?
Zoom out. look at the front of this box, which looks rather like a vault. Double tap the front, and drag your new cabinet key onto the keyhole, giving it a twist. Tap the star to obtain it. Once you have, the vault door closes and the keyhole expands to form a new shape. Zoom out.
Double tap the tip of the puzzle box's roof. Swipe left to right until you find a place to put your star, and put it there. Tap the note.
A journal entry by A.S., marked 3 out of 7. A.S. records a breakthrough, using his own self as a catalyst. At some point he lost consciousness, but he made some sort of discovery nonetheless. All that you learn is that Null is neither energy nor matter, and it refracts light in some unique way. Oh, and that it needs a human as a catalyst...
Exit the note. Swipe around the roof's tip, taking note of some armoured figurines. Take the brass ring into your inventory. It appears to be a safe dial. Zoom out.
Look at the vault box again, the one extending from the puzzle box. Zoom in on its left side. Place your brass ring onto this circular object to form a safe dial. There are six latches to unlock. Turning the safe dial unlocks them one by one, but they must be done in a specific order. If you make a mistake, the locks all reset.
The solution is as follows: Turn the dial counter-clockwise until the top-left latch opens. Turn it clockwise past two more latches, unlocking both. Turn it counter-clockwise until the arrow points left, unlocking that latch. Finally, turn the dial clockwise 360 degrees to open the bottom two latches.
The dial extends outward, revealing two sliding switches. Dragging them up one at a time does nothing, but dragging them both upward at the same time with two fingers reveals a key. Again, the puzzle box exhibits extra-spatial properties... That chamber that holds the key was not there before. But I digress, take the key and zoom out.
Double tap on the front of the vault once more. Examine the key in your inventory. Swipe until you can look at the key head-on from the front. this key has two sections that you can slide to twist independently. Exit the inventory and take a peek at the keyhole - take note of its shape. Go back into your inventory and adjust the key so it matches this shape. You can do this by forming a mirror image of the keyhole's shape while looking directly at the key's front, or you can look at the key from the back and not have to bother with a mirror image. Once it matches up, fit the key into the keyhole and give it a twist.
The vault opens once again, but this time, the interior is filled with turning gears that extend far into the recess. Take the object inside the vault, and the vault will close on its own. The new object seems to be a dial with a star on it.
Zoom out and swipe to the right, turning your view left. Find the side of the puzzle box with a gear symbol and double tap it. Place the star-dial in the circular indentation. The Keyhole Seal opens. Only one more remains.
Chapter 2, Part 3: The Gear Seal
A new part of the puzzle box extends outward. Let's call it the gear box. Zoom out, and look at the left side of the gear box. Double tap. Slide the slider on the bottom left to the left: this moves the brass gear's position. Turn the crank clockwise, lifting a marker on the left.
The roof of the puzzle box will completely rise up. As you can see, there is a drawer exposed. That drawer is locked closed by the round patterned plates on each corner. They must be turned. If you haven't moved your screen yet, you'll find a similar symbol at the bottom of your screen: a round plate with a bulls-eye symbol on it. Zoom in on it and rotate it. While you do so, take note in your peripheral vision: the plate on the drawer's corner moves along with it. Rotate the plate until the black marking faces down-right. This will free up one corner of the drawer.
Ok, zoom out. There should be three more of those, right? Well, one's in plain sight already: zoom in on the left side of the gear box. There's a pentagon-symbol plate. This one's corresponding plate is on the bottom-right of the drawer, so you'll want to turn its twin so the black mark faces top-left. Zoom out.
Zoom in on the top of the roof. Swipe to the side until you find another plate, this one with a square. Rotate this one until the black mark faces top-right. Zoom out.
The last one is hidden from sight. Face the right side of the gear box, and zoom in on its bottom section. A silver plate with a triangular symbol is here: slide it upward. Before it slides down again on its own, turn the circular plate inside so the black mark faces bottom-left.
Now zoom out and zoom back in on the drawer in the puzzle box's roof. Grab the handle and slide toward you to open it. Tap the two prizes inside to claim them: A cog and a simple elastic band.
Close the drawer if you feel so inclined. Zoom out and zoom in on the left side of the gear box. Put your new cog on the empty peg in the top left. Turn that crank once again, counter-clockwise this time. A panel opens - grab your new screwdriver. It's so small and stout! Zoom out.
Look to the other side of the puzzle box and zoom in on the bottom. Use the screwdriver on each screw one at a time, turning the screwdriver-- Well, I'm sure you know how to use a screwdriver.
This reveals some turning cogs and two buttons. If you hold down the top button, two of the cogs stop turning. Same with the bottom button. If you hold down both at once with two fingers, they all stop turning and you can get at the object inside. Tap it. Then zoom out.
Double tap on a peculiar shape visible in your upper right - it's above the side of the puzzle box with the four symbol dials. This is where your new key goes, but you have to adjust the key first. Examine it in your inventory, and tilt it up so the octagon in the center faces you directly. Rotate each part of the key so the shape matches the indentation in the wood. The T needs to face up, the bit with two pins faces left, and the remaining two bits face right. It becomes symmetrical when it's complete. The icon in your inventory doesn't change, but the game will remember how you had it when you close the inventory. Drag the key to its slot. Now tilt up to peer in the drawer, and grab two cogs. Zoom out.
Zoom in on the left side of the gear box. The small cog fits on square pegs, and the medium cog fits on triangular pegs. Put them both on the leftmost pegs that are still empty. Slide the slider on the bottom left to the right to move the bottommost cog so it hooks up to this new connection of gears, and turn the crank clockwise.
Pick up your new cog and go back to looking at the left side of the gear box. Remove the cogs you just put into place by tapping on them both. Place all three cogs in your inventory on the rightmost three pegs. The two medium cogs aren't close enough for the teeth to link, though - you'll need another item. Drag your elastic band onto the cogs. Now turn the crank clockwise.
A small gear begins turning on the front of the gear box. Press the button on the left, and a larger gear links into place with it and turns as well. The star chart turns, and reveals a new object: pick up the steel tube.
Examine the steel tube in your inventory. Slide the lid off: it's added to your inventory as some kind of key. Now slide out the paper rolled up inside the tube. It's a photograph of a house, also added to your inventory. If you turn it around, a Bible verse is listed on the back.
Exit your inventory and zoom out. There should be a keyhole for this key - zoom in on the top section of the right side of the gear box. Put your new key in there and twist it. The hexagonal glyph appears again. This one can be dragged left and right. You can also rotate the circle in the center. Neither of these seem to do anything, at least not until you put on your eyepiece.
With the eyepiece on, another extra-dimensional space is revealed. It looks like it's deeper than the gear box is, doesn't it? Part of the hexagonal glyph is drawn on the cylinder, the rectangle, and the inside of the chamber. The rectangle can be slid left and right, the cylinder can be rotated, and the angle you view everything at can be changed by swiping. Move the rectangle so it's directly below the cylinder. Then change your viewpoint until the rectangle and the inside of the chamber beyond it matches up with the black lines. Finally, rotate the cylinder so its lines match up too.
The surface of the panel changes. Pick up the silver shield. Zoom out.
Zoom in on the top of the puzzle box's roof. Find the golden figurine, the only one without a weapon. Put the shield here. Pick up the green gemstone.
Zoom out, face the front of the gear box, and zoom in on the top of it. Place the gemstone into the hole below the six-sided star. Put on your eyepiece, and hands of a clock are revealed. You can rotate the dial in the center to turn the hands of the clock. Now you just need to know what time to set it to.
Examine the photograph in your inventory. Look at its backside. Rev. 6:05. That's a bible verse, but the latter part of it could be a time, as well. Rotate the clock's hands until the short hand points down and the longer hand points-- Yeah, you know how a clock works, I don't need to explain this.
The last seal unlocks, and the entire puzzle box opens. It does look a little like a building inside, actually... And somehow, there is absolutely NO room inside of it for the gear box, the moving picture machine, or the vault. They just came from nowhere.
Chapter complete.
In case you're interested, that bible verse reads:
"When the Lamb opened the third seal, I heard the third living creature say, "Come!" I looked, and there before me was a black horse! Its rider was holding a pair of scales in his hand."
(Scales in this case meaning weighted balance scales, not the kind from a reptile)
Chapter 3, Part 1: Photographic Memory
AUDIO NOTE: This chapter features whispering voices that come and go during the ambiance. It's creepy. If that's not your thing, mute the sound.
The device inside the puzzle box is placed on the table. It's another, smaller puzzle box. Lovely. The photograph is still in your inventory. The top of the box is pretty interesting, but you can't do anything with it for a while, so let's concentrate on the sides.
One of the upright wooden pillars on the sides has a plaque on it. Zoom in. "Talisman Co. Heliocentric Orrery." Heliocentric means relating to the sun as the center. An orrery is an apparatus showing the relative positions and motions of bodies in the solar system, moved by clockwork. So... Let's call this puzzle box "The Orrery." Fancy.
Slide the plaque to the left. It falls to reveal a switch: slide it down. Tap the note. A journal page left by A.S., marked 4 out of 7. A.S. includes illustrations of the device he built to channel the Null element's energy, but he lacks the understanding to control it.
Tap the stout puzzle box beside the note, then examine it in your inventory.
Slide the ball along the track into the center circle.
Rotate the center circle 90 degrees clockwise and slide the ball up out of the center circle.
Rotate the center circle 90 degrees clockwise and slide the ball into the center circle.
Rotate the center circle 90 degrees counterclockwise and slide the ball down out of the center circle.
Rotate the center circle 90 degrees counterclockwise and slide the ball into the center circle.
Rotate the center circle 90 degrees counterclockwise and slide the ball right out of the center circle, and into the groove on the right. Pick up the key in the drawer. Exit inventory and zoom out.
Look around the Orrery until you find the keyhole. It's a couple paces to the right of the globe. Zoom in, put the key in, and turn it. Now you can turn the dial.
Rotate it five pegs to the left. Return it to the top, then rotate it four pegs to the right. Return it to the top, then turn it left, all the way to the bottom. Finally, turn it clockwise 360 degrees.
A new device slides forward. It's a frame for a piece of paper, and a viewing lens. Drag your photograph from inventory into the frame. Below it, tap a square peg to obtain it. Double tap the viewing lens to take a peek at the photograph. Nothing special, so go back. Now, put your eyepiece on and try it anew. An animation shows: you are whisked into the house in the photograph, through its corridors, and shown some clockwork, where the word SIGIL appears. When you come back out of the experience, the photograph has changed to match that word.
Zoom out. Look to your left just a little, and zoom in on that roughly Q-shaped panel. Put on your eyepiece, and you can see inside. Rotate the outer ring until the gap is on the left. Slide the slot into the gap, and rotate the ring to the bottom-right. Slide the slot into the gap below. Rotate the ring to the right, and slide the slot into the gap. Take off your eyepiece, and put the square peg from your inventory into the center.
You know what to spell out with these letter, don't you? SIGIL. Take the blue crystal, and read the note. It's a journal entry from A.S., marked 5 out of 7. He details fashioning a lens out of the Null element - yes, a lens just like the one you've been wearing to reveal new things. A.S. describes troubling visions that appear when he wears the lens.
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Chapter 3, Part 2: Beams of Light
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Zoom out. Look around the base of the Orrery until you find a peculiar tan eight-sided recess. Place the blue crystal here. The machine accepts it inside, and begins projecting a light upward. Turn the dial where the light comes out until it focuses into a narrow beam. Take the flywheel, and zoom out.
If you peek at the flywheel in your inventory, you'll see a seven-sided indentation on one side. On the base of the Orrery to your left, zoom in and find another seven-sided shape. Place the flywheel here. Drag both of the sliders to the right at the same time, with two fingers. Two bits fold out to fashion a drawer handle - tug it toward you.
Obtain the light-reflector. Before you exit the drawer, tap the inside of the drawer on its left side. Grab the hexagonal piece of map, and zoom out.
Move back to the part of the Orrery where a beam of light shines upward. Zoom in on the upper part of it, and place the light-reflector here. The beam of light will work its way through the Orrery to the right, and up through the top. A new panel opens, revealing a meter with two buttons. Either button can be pressed, and the meter counts down your time limit before it resets. You can't press both buttons at once this time.
You'll be timed now, but it's not too constraining. Tap the left button and zoom out. Swipe to the left (looking right) until you find another meter of the same kind in the same elevated location elsewhere on the Orrery. Zoom in on it and press its button.
Zoom out, swipe left, and find another. Zoom in on it and tap its button.
Zoom out swipe left, and find a similar place. Zoom in on it and take the key inside.
If you run out of time at any point, return to the meter with two buttons and start from scratch.
Go back to the meter with two buttons. The left one is no longer lit. Perform the same timed challenge with the right button. At the end of its chain, grab a star-shaped piece of map.
Look at the meter with two buttons again, but don't zoom in. Below it and to the right, zoom in on the bizarrely shaped recess in the wood. Tap it to examine. Examine the new key in your inventory. There should be an outline behind the key if you've examined the recess. Rotate the parts of the key so it matches the shape behind it. Three parts won't be used at all, so leave them pointing down into the handle. Close your inventory and use the key on its recess. Take the second light reflector and zoom out.
Swipe right, back to the beam of light's origin. Zoom in on the place you put the last light reflector and place the second one there too. The light is redirected to the left and another chamber opens up. This chamber has a number of mirrors, three pairs of which are movable by sliding them. The beam of light is invisible to the naked eye, so put on your eyepiece.
Slide the bottom slider to the left until the beam of light hits the LEFT mirror, reflecting the beam of light to the left.
Slide the leftmost slider down until the beam of light hits the UPPER mirror. This reflects the beam of light off several stationary mirrors throughout the chamber and finally shines upward.
You may need to swipe upward to peer at the ceiling of the chamber now. Slide the upper slider to the left until the beam of light hits the RIGHT mirror.
The beam of light reflects off every single mirror and continues to the left, through the Orrery, and upward. A mask automatically slides into place in front of both lights shining up from the top of the Orrery, and they project a magnificent star chart onto the room's (The Room's?) ceiling and walls, complete with many constellations.
A panel has opened, too. Take the new piece of map.
Chapter 3, Part 3: The Globe
You can gaze at the stars projected on the ceiling if you like. Indeed, the whole room has turned into a planetarium!
You should have three map pieces now. Go to the globe, zoom in on it, and rotate the globe. Place your map pieces into the globe's slots one by one. Take the winding handle that appears and zoom out.
Swipe to the right until you find a large circular plate with six sections. Zoom in, and place the winding handle into the square hole to the right. Rotate it clockwise.
Put on your eyepiece. Look, a little city street! Swipe right until the cyan markings on the building are behind the floating cyan markings. Drag the floating cylinder to rotate it until it resembles part of the familiar-by-now hexagonal glyph. Adjust the angle on your viewpoint until all the lines match up to form that glyph.
Finally, take the box and zoom out. Examine the box in your inventory. Look at its bottom, and give it a twist. The top unfolds into a new shape. Close your inventory and find the place on the Orrery where you previously placed the large key - it's directly to your right. Double tap the diamond shape above it. Put the box here. A telescope extends from the top of the Orrery.
Double tap the telescope's end to peer through it. A constellation is marked out. The lines are not especially important, but the places that the dots fall on the 4x4 grid IS important. Zoom out twice, then double-tap the 4x4 grid of buttons below the telescope (it's left of the globe). Tap the same six buttons that were lit in the constellation. In case you missed it, it's:
OXOX
XOXX
OXOX
XXXO
Take the square piece of map and read the note behind it too. A journal entry from A.S., marked 6 out of 7. A.S. writes about discovering an incantation to summon Astaroth, aka Ishtar. "The Circle" lacked an energy source to complete the incantation, but A.S. has just such a source of energy.
Exit the note and zoom out. Zoom in on the globe, rotate it to the last remaining indentation, and place the square piece here. A lever descends from above - pull it down.
The entire top of the Orrery extends to a much wider circle. Chapter complete.
Chapter 4, Part 1: Final Journal
AUDIO NOTE: The creepy whispers continue in this chapter too. Mute the game if that's not your thing.
You no longer need to worry about the sides of the Orrery.
You can swipe downward to get a birds-eye view of the Orrery's surface.
Find the oddly shaped grille on one edge of the Orrery's surface. Zoom in. More than likely, one of the sliders will already be slowly sliding when you look at it. They're behind a grille, so you can't interact with them directly. Instead, you must once again tilt your device in real life, using the gyroscope to interact with the sliders. Get one of them to the center until it lights up and fixes in place, then do the same with the other.
Pick up the winding handle and the note under it. The final journal entry of A.S., marked 7 out of 7. A.S. writes down his frustrations of failure with the incantation and with increasingly disturbing visions, even painful. He finds it impossible to describe or explain. His last recorded thought: "There are rooms EVERYWHERE"
Exit the note and zoom out. Zoom in on the rectangle to the left of this grille. You'll find fingerprints on it if you put on your eyepiece, but it isn't necessary, just a hint. Tap the rectangle. Put the winding handle in the slot that flips up. Turn the handle.
Something large extends from the far end of the Orrery, and our focus shifts to a small meter with constellations and two gears. Push the button. The constellation view rotates to focus on a dagger. Zoom out.
Move to look at the wooden frame. A shiny sheen appears when viewed at and angle. Zoom in on the wooden frame and put on your eyepiece.
You now have a view of a temple, with fragments of cyan markings floating in the air, and one painted on the far wall. On the temple's floor, a pedestal has a dagger stuck into it. This can be rotated. Rotate it until the dagger faces you, then swipe your viewpoint until all the lines match up to form the hexagonal glyph.
Chapter 4, Part 2: "Is this a dagger which I see before me?"
A dagger has appeared on the wooden frame. Take it, but do be careful with that blade, won't you?
Zoom out, and look to the center of the Orrery. Zoom in there. This is where you place the dagger.
At last, the Orrery proper appears. The planetary models here should rotate in orbit if the clockwork is activated. The focus shifts to a 3x4 panel of buttons. You'll need a code, so zoom out. Look on the wooden panel again, and put on your eyepiece. There's the code:
OXX
OOX
XOO
XXO
Go back to the 3x4 button panel and tap all those buttons marked, then tap the rectangular button below them to confirm.
The Orrery begins to turn, the planets orbiting their sun. Focus shifts to the small meter with constellations and two gears once again. Tap the button, and the meter rotates to show an eye constellation. Zoom out.
Once again, the wooden panel has taken on a new sheen. zoom in on it and put on your eyepiece. Fascinating, the Orrery's model planets correspond to floating planets in this view. The signature hexagonal glyph is split up between a rock on the far side and painting on the sides of some rotating, orbiting planets. You can't line them up while they're in motion like this...
Look down on the stone floor. Another code:
OXO
OOO
XOX
XOX
Take off your eyepiece, and go back to the 4x3 panel of buttons. Input the new code.
The Orrery's planetary models stop. Put on your eyepiece again. Now, with the planets literally aligned in your favour, tilt your viewpoint to construct the hexagonal glyph.
Chapter 4, Part 3: The Window
Take the round gold amulet. Notice the pattern left behind on the wooden frame. Zoom out and look on the other side of the Orrery for that same pattern, zooming in on it. Place the amulet here, it fits like a charm. The Orrery's planetary models recede back into the generous space of the contraption.
Go back to the wooden frame - astoundingly, you no longer need your eyepiece to peer through it. It forms a window into another space to the naked eye. Zoom in on it. In the center, a hexagonal column stands. The second section down has a marking:
OxO
But the other sections are blank. Presumably, markings rest on the sides out of your sight. Zoom out.
Zoom in on the amulet you placed down. Try rotating it. The large circle in the center rotates along with it. If you put on your eyepiece, you'll see five arrows: one outside the circle, and four on the circle itself. Rotate the amulet until a different cyan arrow lines up with the outer arrow. It doesn't have to be exact. Take off the eyepiece and peer into the window again. Repeat this process for every arrow and you will eventually see every part of the code, albeit individually.
As a whole, the code forms:
xOx
OxO
xOx
OxO
Zoom in on the 3x4 panel of buttons one last time. Input that code.
Chapter 4, Part 4: Null
The device! The very device A.S. illustrated in part 4 of his journal. The top looks just like the hexagonal glyph, and three hemispheres stay in constant independent rotation around the center: a glowing object in the center that resembles a crystal - suspended in the very center.
Take this object. You can examine it in your inventory. Go back, and focus shifts to the small meter with constellations and two gears once more. Tap the button, and the meter rotates to show a new constellation. Zoom out.
Go back to the wooden panel, zoom in, and put on your eyepiece. Something happens. Take off the eyepiece again.
You are no longer in The Room. You are outdoors, in front of a stone table. The moon shines above you, and rock pillars litter the surrounding area. One of them resembles Stonehenge.
Face the Stonehenge, then zoom in on the hexagonal pillar on the table. Putting your eyepiece back on reveals a marking on the bottom. The top three sections can be rotated, so do so until you form a complete symbol.
The top of the pillar opens up. Inside, an open expanse of gears turn, the pillar appearing far larger from within. A hexagonal platform extends upward. There's only one item you can put on this platform, so go ahead.
After a short cutscene, Game Complete.
Epilogue, Part 1: Gears in Hand
Depending on your version of the game, it may have come with an Epilogue to play. Here it is.
AUDIO NOTE: The whispers are gone now, so you can turn your sound back on.
Where on Earth are you?
A hexagonal checkerboarded platform, suspended in a black expanse. All around you in the blackness are different gears and clockwork. A round table stands before you, and a round black box atop that.
Double tap the note from A.S., then tap it again to read it. He describes the sensation of coming through the same portal you just did. It seems he's already left, moved forward by some drawing force. In the note, he records a pattern: piano keys, by the looks of it, with three specific keys marked.
Close the note, zoom out. There's also a notepad with a sketch on it, but it offers no new information. Put on your eyepiece and find a cyan marking on the table to zoom in on. Rotate the inner circle until the marking forms a complete handprint. Take off the eyepiece and look at the right side of the risen pedestal. Slide the switch, then grab the gear from its drawer.
If you move toward the sketchpad, you'll find a switch on the rim of the table. Zoom in there, and slide it downward. In that panel that opens, there's a triangular spot that fits your gear. Place the gear there and touch the button beside it.
Focus shifts to a new puzzle to the left. In this puzzle, the goal is to drag the slider along its track. Whenever it passes vertically past one of the spiky gears, the gear turns to blue. If all are blue, the puzzle should be solved. You need to keep your finger on the slider, or the puzzle resets.
Here's one possible solution: Slide the slider left, left, up, left, up, right, right (just a little bit), down, right, right, up, left, up. Keep your finger on the slider! New paths appear, so slide it left, down a little, and into the new groove where the black peg is. The black peg will move aside and stay that way, and the puzzle will reset.
Now you should do the same for the other peg. The slider needs to be near the other peg once the puzzle is complete, so you can't solve it the same way.
Here's one possible solution: Slide the slider left, left, up, left, up, right, up, right, down, right, down, left, up, left left (past the middle, but not all the way to the far left), down. Again, keep your finger on the slider! Slide right right (past the middle, but not all the way to the right), down a little, and left into the new track.
Once both are complete, you can flip the switch that appears. On the table's surface, a cylinder extends and you can take a large blue orb into your inventory. Examine it in your inventory. Look at the top of the orb. You can drag the golden part, the inner part of the orb around. Drag it until you find a symbol on one end. Once it fixes into place, press it - it's a button. The lid unlatches, and now you can slide the orb's top half and open it up. Gears inside the orb turn, and one is presented for you to take into your inventory. Close your inventory - the orb is no longer available.
Zoom out and go back to the side of the table where you placed the first gear. Zoom in there and put the second gear above it. Tap the button.
A handle extends. It's a drawer! Pull it open and claim its prize: a star shaped key. There are also some tarot cards inside, one of which is ripped, but you cannot take them. (They do, however, appear in the game's sequel.) Zoom out.
Epilogue, Part 2: Gears Beyond
On one side of the black box, between A.S.'s note and sketchpad, zoom in to find a star-shaped alcove. Place the key here. The gears and clockwork all around you in the blackness begin to turn. Now, turn the key clockwise. A rapid music-box tune will play as the drum inside spins, and a switch will appear in the window above. Flick it down. A grate on the right side of the black box slides down.
Alright, now you have some idea of how the drum works. This window the grate and the window above the key both show the interior of the drum. Go back to viewing the key. If you turn it some more, you'll see an object whiz by, but you can only set the key to three place, and it never stops in this window. But if you set the key to the left, then look at the other window with the grate, you'll find the object is visible in this window instead. Two objects, in fact. One is inaccessible behind the grate, but take the other one.
Now go back to the key, turn it to its right position, and flip the switch. The grate moves. Go back to the key yet again, turn it to its left position, and look one last time at the grated window. Now you can take the second item.
Epilogue, Part 3: White Keys, Black Keys
Now you have a handle and a key. Zoom out, and find the side of the table with A.S.'s note. Below it, zoom in on the octagon. Place the handle here, and give it a twist.
A drawer with a small piano slides out. You can tap the keys to your heart's content. I can't play with a darn, though, so maybe we should just get on with the puzzle.
There's two ways to solve this puzzle. If you tap the keys in order and hold them down for a little bit, you'll notice that three white keys in particular cause the lid above to lift, but only a little bit.
Alternatively, you can look at A.S.'s note again. He tells you exactly which keys to press. Either way, press those three keys at the same time with three fingers. The lid opens fully to reveal a player piano drum, and a coin slot extends.
Zoom out. On the opposite side of the table, you'll find a row of gold symbols on the rim. Zoom in to the RIGHT of those gold symbols. Here you find the manufacturer's plaque, and a lever you can slide down. Go ahead.
On the row of gold symbols, three sliders appear, marked 1, 2, and 3. You can slide them left and right to specify which symbol you'd like to be number 1, 2, or 3. Now all you need is a code.
Below the sketchbook, you can zoom in to find your code. The triangle is 1, the spiral with a cross on top is 2, and the S with dots is 3. Go back to the row of gold symbols to input that code via the sliders.
Take the coin. Go to the piano, zoom in, and put the coin in its slot. The player piano plays a little tune. Now push the button and watch carefully. Five keys will be pressed. All you have to do is press the same five keys - copy the piano like a game of Simon. Then do it again with two more sequences, the second of which involves one black key. Once you're done the player piano will play the whole thing together, and open a panel. Take both metal handles.
Epilogue, Part 4: The Spinning Drum
You're done with the sides of the table now, it's time to refocus on the black box. Just above the drawer with the tarot cards, zoom in on the black box. Place the key you found in Epilogue Part 2 here, and give it a turn. A dial with several symbols on it reveals itself. It also exposes more of the silver drum which turned earlier when you turned the star-shaped key.
Go back to the star-shape key and twist it upward. Now go back to where you were before on the back of the box. On the left, a ladder-like harp symbol is shown. On the right, an eye-like symbol with something resembling music notes hanging down.
Go back to the star-shape key and turn it to its left position. Now go back to the back of the box. The arrow on the left is gold, so adjust the dial until it shows the same ladder-like harp symbol.
Go back to the star-shape key and turn it to its right position. Now go back to the back of the box. The arrow on the left is gold, so adjust the dial until it shows the same eye-like symbol.
Two slots slide down, and more of the drum is revealed. But in this position, those parts are blank.
Go back to the star-shape key and turn it to the top position. Now go back to the back of the box. Press both buttons at once with two fingers.
Epilogue, Part 5: Rubik's Revenge
Two things are revealed: numbered dials, and four long triangular prisms. The one on the left is fixed in place, but the three prisms on the right can be rotated when you pull the switches below them.
Put on the eyepiece to reveal markings on the prisms. Swipe left so you can look at the prisms' right sides. Tug on the switches until the markings link up to form three numbers: 5 7 3
Take off your eyepiece, zoom out, and zoom in on the number dials to the right. Enter 5 7 3 by turning the dials.
A panel slides out from the box, with two X's on it. Place the handles you got from the piano into these X slots. Now put on your eyepiece. "Inside" the panel, a 2x2 cube can be seen. When you turn the top handle, the cube rotates vertically, and when you turn the bottom handle, it rotates horizontally.
Swipe the viewpoint to look at the back of the panel. The four squares in the center represent the back of the 3D cube as seen from the front of the panel. The aim of this game is to move the 3D cube so one of the marked sockets face the REAR of the cube. Then look at the back of the panel and slide one of the markers into those sockets. Repeat three times. It can get pretty puzzling when you end up having just one left and the socket doesn't want to line up with the remaining slider.
It's not ever NECESSARY to reset the puzzle to complete it, but if you're frustrated and want the solution, pause the game and select Quit. Then select Continue from the main menu, and the cube puzzle will be reset. Now I'll walk you through one way to complete the puzzle, starting from its DEFAULT position:
Turn the bottom crank 90 degrees counterclockwise. On the back of the panel, slide the first slider into its socket.
Turn the bottom crank 90 degrees counterclockwise. Slide the second slider into its socket.
Turn the bottom crank 90 degrees clockwise, then the top crank 90 degrees clockwise, in that order. Slide the third slider into its socket.
Turn the top crank 180 degrees. Slide the last slider into its socket.
Upon completion, the cube twists about a bunch of times like a Rubik's Cube. Take the red gem from the back of the panel, and watch two different panels unfold.
Epilogue, Part 6: Bejeweled
Zoom in on the panel on the right, with coloured gemstones. From the front, you can't claim the gemstones, but swipe to look at the back - there's a hole in the back where you can get them. All you have to do is move the gemstones down there.
From the front, you can slide the diamond-shaped panels into any blank space. One at a time, work to get each gem down to the bottom.
Here's one possible solution.
Key: Y=yellow gem, G=green gem, B=blue gem, O=blank tile, and x=empty space.
The starting position is:
Move three blank tiles up-right:
Move the blue gemstone down to the bottom, and then fetch it from the back by looking at the back and tapping it.
Slide the top-left black tile up, and the blank tile next to it to the right, crossing two spaces.

Slide green almost all the way down.
Shove as many blank tiles as you can from the right to the left.
Move green and the empty-blue to the right...

...then move only green back to the bottom. Fetch it from the back of the panel.

Now you have a lot of blank tiles to deal with. Move them all to the bottom right except one, and put the yellow here.

Shove three blank tiles from the very bottom to the very top.

Now yellow has a clear path to the bottom. Slide it there and take it from the back of the panel.

PHEW. That took up a lot of room consider it was a simple puzzle. Zoom out, and double-tap the disc on the table's surface with four sections. Put one jewel in each section. Now, zoom in on the panel with a large circular lens. You can only zoom in on it from one side.
Put on your eyepiece. The four colours come together to form...a mishmash. The gems will have to be rearranged. Take off the eyepiece and go back to the gems. Take out green, yellow, and blue. Red can't be removed. Arrange them like so:
Red Green
Yellow Blue
Go back to the big lens, put on your eyepiece, and look through it. Adjust the angle until it forms a shape that lines up.
Epilogue, Part 7: Marble Maze Madness
The lid of the black box cracks open. Pull it wide open. A maze is revealed.
Slide the blue gem into the first groove, in the outer ring. Now push the button in the center to shift the maze. Push it once more.
Slide the gem toward the center. Push the button once.
Slide the gem toward the center. Push the button once.
Slide the gem away from the center. Push the button once.
Slide the gem away from the center. Push the button once.
Slide the gem toward the center. Push the button twice.
Slide the gem toward the center, then through that groove and away from the center again. Push the button twice.
Slide the gem toward the center. Push the button once. Slide the gem into the hole.
The gears in the background are really turning now!
The center of the maze lights up blue. Put on your eyepiece to see some floating lines. Swipe up until your viewpoint is as low to the table as possible. Now swipe around and around until you find a white symbol marked in the black depths beyond. Line up the cyan lines with this symbol.
Another maze!
Push the button in the center once.
Slide the blue gem into the first groove, in the outer ring. Push the button once.
Slide the gem toward the center. Push the button once.
Slide the gem toward the center. Push the button twice.
Slide the gem away from the center, into the long groove (not the zig-zag one). the center. Push the button once.
Slide the gem toward the center. Push the button once. Slide the gem into the hole.
The center of the maze lights up again, and more lines float in the air when you put on your eyepiece. Find the white symbol in the blackness again, and light up the lines. This time it doesn't quite match. There's a dial in the center of the maze that you can rotate - turn it until the symbol matches up perfectly. The hexagonal glyph shows its face again.
Something happens. Some power is at work here. Red symbols flash by, a doorway forms from nowhere, and your eyepiece cracks, then shatters entirely.
You're treated to a cutscene of tarot cards, and then the game is officially over.
I hope you enjoyed your unusual adventure in The Room.
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