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The Room is the first game in the series and first chronological game in the main trilogy. It was originally released on iOS in September 2012 and on Android in March 2013. An enhanced version was released on Steam in July 2014, and for the Nintendo Switch in October 2018.


Official_The_Room_Launch_Trailer

Official The Room Launch Trailer

Synopsis []

The Room is set in an abandoned manor house. The protagonist has received an invitation from an old friend, known only as AS, who seeks their help in something he has been working on. However, when they arrive, there is no sign of him - save for a large and mysterious safe left in his study.

On the safe is a letter left by AS. He asks you to help solve the mystery of an element he was studying, known as the Null. AS calls the Null "the key to incomprehensible power". He has left the protagonist an eyepiece, which allows them to see things on other layers of reality.

The game progresses from box to box as the player unlocks the mysteries held within the safe. As they solve the complex puzzles posed to them by the safe, they find torn journal entries written by AS, detailing his discovery of the Null and his subsequent descent into demonology and madness. Once the protagonist solves the final puzzle, they reveal the Null sample that AS was experimenting on at the center of the safe. When they attempt to interact with it, a portal opens in the room and takes them to an unearthly place surrounded by giant cogs and gears. They must solve yet another series of puzzles, which opens one more portal. As the protagonist is drawn towards it, the force beyond shatters their eyepiece, and they are taken away to a new destination, beginning the events of The Room Two.

Chapter One[]

When the game begins, the Protagonist finds themselves in a room with a large safe. On top the safe is a box and a letter from their friend AS, who tells them that inside the safe lies "the key to incomprehensible power". In the small box, the player finds the eyepiece, which is key to a number of puzzles throughout the game. The first chapter focuses on just the outside of the large safe. When the safe door is unlocked, a smaller puzzle box is revealed within.

Chapter Two[]

After retrieving the hexagonal box, the Protagonist is tasked with opening the three main seals on the front. They must solve puzzles involving a zoetrope, a miniature safe, and a clock. When all three seals are unlocked, the box opens and yet another puzzle box is found inside.

Chapter Three[]

After taking out the third and final box, the Protagonist must solve puzzles around the sides in order to unlock the top of the orrery. The chapter ends once the player is able to activate a projection of the night sky and stars around them.

Chapter Four[]

With the top of the orrery completely open, the Protagonist must use the guidance of constellations and their eyepiece to finish the final few puzzles of the game. When this is done, they can access the box's deepest secret: a Null sample. As the Protagonist takes the sample, they inadvertently activate an interdimensional doorway and are compelled to move through it, leaving their world behind.

Epilogue[]

After being taken through space and time to the cog room, the player is faced with a new table and a music box. They solve many new puzzles and eventually discover two Null glyphs which, when tuned properly, open yet another portal. The force from the portal shatters the Protagonist's eyepiece as they move forward to the next location, setting up the events of The Room Two.

Walkthroughs[]

Chapter One[]

 	The_Room_-_CHAPTER_1 	 			  

The first chapter focuses on the exterior of the large safe. In this chapter, you start with a tutorial bringing you accustomed to moving around the box and focusing and moving smaller objects. You initially focus on a letter from AS with an elk-decorated key. You use the key to unlock a box with a monocle with no eyepiece. Behind the monocle is a riddle that says "Feed me and I shall survive, Give me drink and I shall die." There are four possible buttons you can select on the bottom of the safe, indicating the four elements of alchemy and their respective alchemy symbol. The correct answer is to press on the fire symbol. Upon choosing the right answer, you gain access to a key that can fold into multiple parts. On the same side of the fire symbol, a hidden button can unlocked to receive a screwdriver. On another side of the safe, the screwdriver can unwind a screw with the Talisman to find a lens for the monocle. The new eyepiece transforms the protagonist's sight to see hidden blue letters that can't otherwise be seen. Moving to the front of the safe, a hidden button can be moved to open a keyhole that unlocks a colorful film of metal. When the safe door is unlocked, a smaller puzzle box is revealed within that can only be accessed with the eyepiece. When rotated correctly to depict a picture of a demonic-looking cow skull, the safe opens up to reveal a smaller box.

Chapter Two[]

 	The_Room_-_CHAPTER_2 	 			  

After retrieving the hexagonal box, the Protagonist is tasked with opening the three main seals on the front. They must solve puzzles involving a zoetrope, representing an Egyptian eye seal, a miniature safe, representing a keyhole seal, and a clock, representing a cog seal. All these features are needed to When all three seals are unlocked, the box opens and yet another puzzle box is found inside.

Initially, items can be found around the box's exterior, that of which involves paraffin on one of the bases of the box and, a miniature telescope on the upper part of the box that can be opened up further when tampering with the arrow around the telescope lens, and a book that can further rotate its cover to unlock a key, all of which can be discovered through fingerprints on a side of the box that requires the eyepiece to see. On the colorful film that requires the eyepiece to see, a password of four numbers, that of which are 5 on the left, 2 on the top, 7 on the right, and 6 on the left. After, that, a switch is revealed that when flipped unlocks a zoetrope. When putting the paraffin in the area meant to light the paraffin, moving the ignited paraffin up with a lever, putting the telescope on the place to lay the telescope, and opening a side of the zoetrope that requires the winding key all enables the zoetrope to activate. The telescope seen with eyepiece reveals AS with the same box used by the protagonist with the word "trial" where AS is pointing, and a L-coated button can be found when a colorful film is unlocked after the telescope. That button is meant to be placed on another part of the box to spell the word "trial." Then, the zoetrope objective is fulfilled.

Then, a smaller safe is revealed. On the top of the safe, the protagonist must slide a button to open up four different-color light bulbs that are unaligned and the protagonist must tilt the screen to align the four element colors to reveal a side area of the safe on the right side of the seal. A colorful film requires the eyepiece to align with a glyph formation which requires a key. That key can be found with the four glyph buttons on another side of the box that can be revealed by examining other areas of the box that gives clues as to which glyph to align. The key placed on the keyhole and turned 90 degrees opens up unlocks a small cabinet by which a key can be used to open up the central part of the small safe. A five-side star-shaped button can be found and used to place that button on the very top of the box. Then, a metal ring can be taken and used on the left side of the small safe. Decoding this ring requires one opening to the left, then two to the right, then one to the left, then one to the right, and one to the left. Then, two buttons must be moved up simultaneously as to unlock a key that can be used to open the central part of the small safe. A circular button can be found in be placed in a remaining portion of the box. Then, the small safe is fulfilled.

The left side of the clock has a place to rotate a handle to reveal another portion of the box. Then, one must align four yellow shapes in the right direction to open a cabinet to find a rubber band and cog. Using the cog on the left side of the clock, a handle moves the cog to reveal a screwdriver. The screwdriver is used on the right side of the clock to open a portion of the clock that finds a folding key when presses a side-button at the correct timing. The folding key can be placed on a side of the box to reveal a cog that can be placed on the left side of the clock. A second cog when placed right reveals a third cog behind the moon in the center of the clock side. The two movable cogs connected with the rubber band moves a moving steel cog in the middle of the clock that moves the stars on the clock from the eye to a cylinder with a key inside. The key opens up a portion of the right side of the clock with a colorful film that needs the eyepiece to film. When aligning the colorful film, it unlocks a shield that can be placed on top gold knight on the top of the box. The knight flips 180 degrees and reveals a green gem. The gem is placed on the center of the clock and reveals hands for time. If looking at the back of the photograph, the correct time is 6:05 and moved through moving the center dial. That fulfills the clock objective and unlocks a smaller box still.


*Note: putting a folding key out of order in the first Room game gives a hint as to show a shadow of the correct key shape the protagonist needs for the right keyhole.

Chapter Three[]

 	The_Room_-_CHAPTER_3 	 			  

After taking out the third and final box, the Protagonist must solve puzzles around the sides in order to unlock the top of the orrery. The chapter ends once the player is able to activate a projection of the night sky and stars around them. The sounds within this chapter contains what sounds like whispers.

To start the chapter, you already start off with a photograph from the last chapter. Using the eyepiece, you can find a fingerprint on a bottom region of the box. You can move the fingerprint that is enclosed on a movable button to find a switch behind it. That unlocks a cabinet to find a small box with a maze on it. Upon solving it, you find a key that you can place in a keyhole in another portion of the box. It releases a dial by which you can use the dial by moving it five paces to the left, then four to the right, then five to the left, then six to the right. That opens behind the dial a photograph-holder with a photograph lens placed in front of it. Upon using the eyepiece, the photograph is significantly advanced to transport the frame within what is initially the sanctuary to the inner portion of the house revealing instead floating yet moving cogs. Within this final frame, it reveals the word sigil. Beneath the same photograph is a small green button.

To the left of the photograph is a magnifying glass with a colorful film. You can use the eyepiece and move the objects in the magnifying glass as to allow for there to be an opening by removing the inner-grey barriers. From the button you collected beneath the photograph, you can place it onto the magnifying glass which then opens another box with a code that the protagonist needs to solve. The answer is "sigil," as discovered through the photograph under the eyepiece lens-specific region of the box. Typing in the password reveals a new cabinet filled with a blue crystal containing a light within it. That crystal can be placed on another portion of the lower box by which summons a white beam to come out of it. You can focus the light to become more linear by which you receive a pinwheel above the light beam. That pinwheel opens a cabinet which holds light-reflecting device and a hidden button which summons another portion of that cabinet with a hexagonal piece of map in one of the pacific islands.

That reflecting-light device can be placed on the blue crystal's white light to trigger a pathway that enables that light to summon two race-against-the-clock hydraulic devices by which you have to find the next device a few more times until you find two more objects, one per each successful round. One is a four-sided star map piece of Tibet, and the other is a key with multiple folding parts. That folding key can be placed on another keyhole around the box. Putting the key in the keyhole opens up a reflecting device that can be connected with the same reflecting-light device as mentioned before. That moves the protagonist to another portion of the box that requires the eyepiece to direct the light correctly. For the right order to be set, the bottom mirror should use the left-sided mirror, the middle mirror should use the upper-sided mirror, and the upper mirror should use the right-sided mirror to direct the beam of light correctly. This activates the box to channel light into two domes with holes which releases a series of constellations across the room with which the chapter is set. A panel on the top also reveals an arrow-tip-looking map piece of South America.

With the three pieces of map you have, you can place them on globe by which the Pacific-located piece opens up a winding handle. This can be placed on another portion of the box which when rotated opens up a colorful film that the eyepiece can be used to align another glyph in a location that looks like Rome. The completed glyph then reveals a box that can be tuned to change one side of the box to make a four-sided star side. That can be placed on another portion of the box, and a telescope (with or without the eyepiece) focuses on a constellation that looks like a cross (perhaps like the Northern Cross/Swan constellation in the Northern Hemisphere). That order can be placed on another portion of the box with small stars aligned as a grid. This reveals a square-sided map piece of Northern Africa, specifically around the region of Egypt. Once all four map pieces are placed on the globe, a handle is revealed. When pulled, it changes the top of the box by making the size of the box's surface significantly larger.

Chapter Four[]

The_Room_-_CHAPTER_4

The Room - CHAPTER 4

With the top of the orrery completely open, the Protagonist must use the guidance of planetarium projection constellations and their eyepiece to finish the final few puzzles of the game. When this is done, they can access the box's deepest secret: a Null sample. As the Protagonist takes the sample, they inadvertently activate an interdimensional doorway and are compelled to move through it, leaving their world behind. Music within this chapter is much more bizarre and gives a horrifying sound.

To begin the chapter, move the two dark stars with green gems by tilting them towards the middle and making the green gems glow. This reveals a handle. Another side of the box's surface reveals a misaligned blank button. Clicking the button reveals a hole for which the handle can be placed in and rotated. A big wooden screen is summoned, and a constellation device with a now-moving cog can be attuned with a button to move further change the box. The etchings around the constellation device says "NON * EST * AD * ASTRA * ROLLIS * I * TERRIS * VI" and features a constellation that looks akin to Virgo with a church-looking glyph. This moves the constellation to a sword-looking constellation. You can now use the big wooden screen now with a colorful film by which the eyepiece uncovers what looks like an ancient temple (with an etching of what looks like a monk, maybe of the Buddha), and a sword in the middle with what needs to be an aligned glyph. This then reveals a sword, and the sword is placed on the middle of the box surface with what looks like a compass surrounding the knife opening. The knife pushes down the surface to reveal an orrery. The big wooden screen can then show an eyepiece drawing of the code needed to solve the dials in front of the constellation, reflecting a zig-zag shape from the upper-right to lower left. Then, the orrery with the planets and Sun start moving, along with the constellation device with cog and button as having been mentioned before. The sword then rotates to an eye with the reoccurring glyph throughout the Room chapters beneath it. Through the eyepiece of the big wooden screen shows a life-like series of planets with features of null pieces on the Sun, Earth, and planet Mars. An amulet with an eye can be seen beneath the Sun. Around it looks like the stone henge and seemingly blood-colored moon with blackness surrounding the stone henge. A pattern of the dials formerly completed with the zig-zag alignment now shows a sword-looking-down depiction through the big wooden screen. Each time the pattern is correct, all dials proceed to appear blue, and if incorrect, all dials proceed to appear red, alongside there being a a grey neutral position. The glyphs on the constellation with the Sun, Earth, and planet Mars are now aligned as to fulfill another glyph through the eyepiece. This reveals an amulet that's gold and with an Egyptian eye. Placing the amulet on another portion of the box closes the orrery and leaves with it an empty surface. Through the big wooden screen, however, reveals a grey box with red buttons on the box. Rotating the same amulet as before reveals a pattern within the grey box which then reveals a pattern that can be used to order the dials formerly used with the zig-zag as to have one middle button on the top, two on each side below it, a central button in the middle, and two on each side below that. The eyepiece can also serve as to guide the direction of where the box is with respect how much the amulet as been rotated. Upon completing that, the null energy source radiating green and which is surrounded by three rotating orreries as well as the reoccurring glyph used to solve puzzles previously can be picked up. The constellation device then activates the cog and button to move the constellation with what looks almost like the aforementioned glyph with a left-rotated Aries-symbol beneath it. Pressing on the null reveals a strange, oddly-rotational sound with whispers in the background. Upon then going back to the big wooden screen, focusing on it with the eyepiece causes you to move into the stone hedge-looking room without the need of the eyepiece anymore to be in the new room. What then looked like the moon in the distance looks blue, which is perhaps the Earth itself. The grey box with red dots now appears to be grey with red-encrypted colors with a star-shaped table surface around it alongside stone hedge structures and a stone hedge-looking doorway. Examining the grey box reveals through the eyepiece a combination that looks to be like the reoccurring glyph as mentioned before. The red letters then turn white, and the null can be placed on a surface on the grey box with deep cogs beneath it. This moves the null downwards and activates a doorway-shaped stone henge to suck in air, the protagonist, and let in a sudden beam of white.

*Note: each time the eyepiece is used and solves a problem through the colorful film, a blinding white surrounded by red instantly flashes but then turns into a non-eyepiece material object often appearing.

Epilogue[]

 	The_Room_-_EPILOGUE 	 			  

After being taken through space and time to the cog room, the player is faced with a new table and a music box. They solve many new puzzles and eventually discover two Null glyphs which, when tuned properly, open yet another portal. The force from the portal shatters the Protagonist's eyepiece as they move forward to the next location, setting up the events of The Room Two.

The chapter, now considered "Epilogue," features the protagonist seeing a pitch-black location zooming through what looks like a spherical-shaped green null, some cogs, and contraptions that look like a magnified version of a doorway mechanism. Following that is a new location known as the cog room with a box with a new glyph alongside the protagonist asking "Where on Earth am I...." The room looks to be full of cogs and other contraptions but which are not moving. On the side of the new black box is a notepad with a picture of the null orrery device with a brush but that of which the paper of the null orrery device is ripped in two and what looks like the previously reoccurring glyph (or something else) also torn in half with one of the sides missing. On another side of the table is a letter by AS with piano keys and two exes on two keys on the upper-right corner. On yet another side of the table is a handprint that can be rotated to move a small circular section of the table up. A side level on the right side of the circular section unlocks a triangular-shaped yellow gear to the left of the circular section. On the side of the table, a switch can be used to unlock a triangular and square-shaped yellow gear placement. Placing the triangular-shaped gear and the button unlocks half of a cabinet and summons a maze to move a metal piece to all yellow star-like cogs to face blue in two different ways to unlock a yellow and black pin and move them to open a switch. The same thing also activates at the same time a portion of the table that, with a brown surface covering it, can be slid to reveal a password used later in the chapter.

Pressing the switch opens another portion of the table to release four gem holders and a blue metal orb with a yellow-scaled top and yellow central formation. Rotating the top of the metal orb's yellow scales features a button with a partially-seeable button and glyph. Clicking the button and then opening the orb features an inside with cogs and green buttons and a sudden cranking noise, only to reveal an obtainable square-shaped yellow gear. That gear can be placed alongside the place the triangular-shaped yellow gear was placed, opening a cabinet with alongside it tarot cars including "voyage," "death," and other tarots with XVI, XIII, and placed on the backside of the tarot cards are what seems to be a Metatron's Cube. There is also a star-shaped key. Placing the newly found into an opening of the black box makes all the pieces around the protagonist to start moving. Tilting the key to the left opens a portion by which the box opens up for the protagonist to take a metal plate on the bottom of the that section. Moving the same key to the right features a switch that moves the portion of the box to change the location of a cover that prevents the protagonist from taking a second piece initially. When moving the key to the left side again, you can take a key on the top of the previously stated portion of the box. That key can be placed on another portion of the box. Twisting it shows a series of glyphs and a jack-in-the-box-sounding song. Tilting the star-shaped key as mentioned before to the top direction shows two specific glyphs in two directions, the left direction requires the tilting of the star-shaped key to have access to moving the glyphs left to the star-shaped key to be ordered correctly. The same can be said for tilting the star-shaped key to the right and using the correct glyph to match the right side of the star-shaped key. The correct password is a two arc-shaped formations around the left and right sides of the glyph on the left side of the star-shaped key and a four-downward-looking eighth notes glyph on the right side. Finally, after then moving the star-shaped key upwards, the two correctly-inputted glyphs have buttons which need to be pressed at the same time.

This reveals a three-digit code and a colorful film-looking series of four triangular prisms. The correct password can be set to show "573." Upon the right password, a side screen slides out of another portion of the black box. The cabinet handle picked up from the rotating star-shaped key can be placed on a side portion of the table. Rotating it reveals an organ. The password to open it can be found on AS's letter, as mentioned earlier, but are the second and sixth white keys starting from the left-most side of the organ. The previously-mentioned triangular-shaped yellow gear previously unlocked another portion of the table to uncover three numbers correlated with a triangle with a line within it with one dot, a church-shaped glyph for two dots, and an S-with-circular-dots-inside glyph for three dots. Moving three sliding pieces on another portion of the table in accordance to the one, two, and three dots unlocks another cabinet with a coin inside. Alongside this coin is gold-colored with a donut-appearing flat surface with a sun-beaming from a center middle region and "Talisman Curios Co." on the top of the coin and "Roller Organ Token" on the bottom of the token. That token can then be placed on the organ and requires three different tunes required to be played in order to fulfill the organ. Pressing on the bottom button allows you to start over. Completing the three tunes unlocks two metal handles, closing the organ back to the table interior as a consequence.

With the two brass handles, they can be placed on the screen sticking out of the black box following the star-shaped key objectives. Tilting them with the eyepiece and sliding around the screen 180 degrees allows you to move an inner grey cube with buttons in it and cogs that can be activated by and which connect the handle to the grey box. Each of the four buttons must be overlapped with the buttons 180 degrees on the side of the screen. Completing it rotates the inner grey cube to reveal the cube twisting and reordering the cube's four buttons to the side 180 degrees to the handles. A red gem can be found. When taken, the screen closes, but two more screens pop out elsewhere, one with a translucent lens and one with a maze to retrieve a blue, green, and yellow series of gems upon moving the gems to the bottom of the screen and moving 180 degrees each to collect each gem. Collecting all gems can allow them to be placed on a gem panel between the two screens connected to the box. They must be ordered to be arranged in a pattern that is flower-looking-glyph shaped through both the middle of the four gem panel and the translucent lens of one of the screen panels. The correct order is red on the upper left, yellow on the lower left, green on the upper right, and blue on the lower right. Upon looking through the translucent screens with the eyepiece, the screens close and opens the lid to the top of the black box. Moving the lid open, there is a maze with an empty blue gem that needs to be moved to the center of the box. The middle of the box features what looks like the same glyph used on the right side of the star-shaped glyph that looks like eighth notes. The button with that glyph can be pressed to rotate the map in repeating patters after three presses each. Upon moving the blue gem to the middle flips the middle button glyph to release a bigger blue gem with a radiating blue color. The eyepiece can be used to focus on a partial form of the reoccurring glyph throughout the chapters. Following this, a second empty blue gem requires the protagonist to be made to across the box surface towards the center again. Getting the second blue gem to the center reveals a now rotating larger radiating blue light with the full form of the reoccurring glyph throughout the chapters. A fast-moving surrounding cogs, green smoke, red-colored glyph formation, and partially visible ghostly body of what looks like AS can be seen. However, the red-colored glyph formation shatters the eyepiece within the monocle, and the protagonist ends up following a newly summoned door of what looks to be a brick building with specialized doorframe beginning to open up.

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