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{{Infobox_character|name = The Craftsman|aliases = The Porter|species = Human|gender = Male|image = TheCraftsmanTrain.jpg}}[[File:CraftsmansKey.jpg|thumb|220x220px]]
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{{Infobox_character|name = The Craftsman|aliases = The Porter|species = Human|gender = Male|image = TheCraftsmanTrain.jpg|affiliation=Talisman<br>
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Simon Grayson<br>
The Craftsman is introduced in [[The Room Three]], but there are small hints to his existence in previous games. In [[The Room Three]], he takes the protagonist to [[Grey Holm]], where he claims to need the players help. This is a ruse, he wants to trap the protagonists soul in order to open a [[The Doors|portal]], presumably to the [[Null Planet]]. He may have had a part in the death of [[A.S.]] He also imprisoned [[Margret Cox|Margret Cox (The Mystical Maggie)]] and [[Simon Grayson|Simon Grayson (The Great Khan)]]. In some of his private notes, he says that the [[The Null|Null]] seems to be guiding his hand to create boxes. He seems to be the power behind [[Talisman]], and created the safe from the [[The Room|original Room]].
 
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Margret Cox|deathDate=October, 1908|deathPlace=Egypt, in the temple}}'''The Craftsman''' is a powerful [[The Null|Null]] user and the antagonist of both [[The Room Three]] and [[The Room VR: A Dark Matter]]. He is introduced in [[The Room Three]], but there are small hints to his existence and influence in previous games. He is the mastermind behind [[Talisman]], the company which created the safe from the [[The Room|original Room]], along with a number of other apparatus throughout the series.
 
== Appearances ==
 
* The Room Three
 
* The Room VR: A Dark Matter
 
 
 
== Design ==
 
== Design ==
The Craftsman is an elderly man as shown by his wrinkly and saggy skin. He has pointy ears and a long, crooked nose. He is completely bald but does have faint eyebrows. Blue veins can be seen under his scalp. He wears a bandanna tucked into a white shirt as well as an [[The Eyepiece|eyepiece]] around his neck. He also wears a green tunic over his shirt and a denim coat, along with brown gloves, regular trousers and shoes. He very rarely appears in person and can mostly be seen in apparitions of teal smoke.
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The Craftsman is an elderly man as shown by his wrinkly and saggy skin. He has pointy ears and a long, crooked nose. He is completely bald but does have faint eyebrows. Blue veins can be seen under his scalp. He wears a bandanna tucked into a white shirt as well as an [[The Eyepiece|eyepiece]] around his neck. He wears a green tunic over his shirt, a denim coat, brown gloves, regular trousers, and shoes. He very rarely appears in person and can mostly be seen in apparitions of teal smoke.
   
 
== Personality ==
 
== Personality ==
The Craftsman appears to be helpful to his victims but in reality is an extremely manipulative person and has gone to extremely severe lengths to get what he wants. He seeks complete and sole control of the Null and will imprison those who he deems has too much control over it. He has no moral qualms with using people to advance his own agenda and has imprisoned hundreds of souls to that end. Even when appearing to help his victims he writes with cynicism and riddles, praising only himself. He is not above fear, however, and spent his final moments cowering before the Null's tendrils. In private, he questions his control over his creations, asking "Who pulls the strings of the puppetmaster?"
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The Craftsman appears to be helpful to his victims but in reality is an extremely manipulative person and has gone to severe lengths to get what he wants. He seeks complete and sole control of the [[Null]] and will imprison those who he believes to have too much control over it. He has no moral qualms with using people to advance his own agenda and has imprisoned hundreds of souls to that end. Even when appearing to help his victims he writes with cynicism and riddles, praising only himself. He is not above fear, however, and spent his final moments cowering before the [[The Null|Null's]] tendrils.
  +
  +
Despite his skill in craftsmanship and relatively strong control over the [[The Null|Null]], it is clear that he is not immune to its effects. In private, he questions his control over his creations, asking "Who pulls the strings of the puppetmaster?" when he finds boxes in [[Grey Holm]] that he does not remember building. He must also use [[Doorway Machine|doorway machines]] to get around [[Grey Holm]], and admits that without them, he would become lost in the maze created by the [[The Null|Null]].
   
 
== History ==
 
== History ==
''Note: The chronology of these events is largely in theory as it is unclear when exactly they occurred in relation to each other.''
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[[File:Craftsmanapprentices.jpg|thumb|220x220px|A picture of five unknown people, found on the wall of Grey Holm.]]''Note: The chronology of these events is largely in theory as it is unclear when exactly they occurred in relation to each other.''
   
  +
The Craftsman's ancestral family home is [[Grey Holm]]. It is unknown what family the manor belonged to, or how many people lived there during The Craftsman's lifetime. However, judging by one certificate found in [[Grey Holm]], it is possible that others besides The Craftsman were living there as late as 1890.
At one point in his life, The Craftsman learned of the Null and began pursuing knowledge and control of it. He titled himself The Craftsman and began approaching other individuals who knew of the Null in order to use them as stepping stones towards his own agenda. He took on countless disguises to infiltrate groups or organizations that were near to artifacts of the Null and intercept them before they could be found. This includes an Egyptian excavation site where he posed as a porter and discovered a Null Temple.
 
   
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The earliest record of the company of [[Talisman]] comes from 1789, when it was established as a company selling medicinal tonics. In 1807, a new branch of [[Talisman]] was founded, manufacturing electrical machinery and other miscellaneous contraptions. Its base of operations was Guildford, England. The Craftsman says that the workshop in [[Grey Holm]] is where he began crafting his "masterworks" - presumably the especially intricate boxes that he would later use to trap his victims.
The Craftsman continued using people for his own purposes, including [[A.S.]] and [[Margaret Cox]] and several others. Maggie grew too powerful, however, so The Craftsman imprisoned her in a fortune-telling machine. At some point he made a breakthrough in his search for the source of the Null but needed to use a brilliant soul as a power source for his portal. Soon after, he became aware of the player's journey to Grey Holm and intercepted them on the train, using the Null to take them there instead. He largely remained hidden away, communicating with the player solely through notes and guiding them through the different buildings on the island. As the player repeatedly succeeded, he began to believe he had found the power source he needed. This altercation ends differently depending on the player's actions. In one ending, The Craftsman succeeds in trapping the player's soul and uses it to power his portal; whether or not it led to the source of the Null as he had hoped is unclear. In two other endings, the player escapes and Grey Holm is destroyed, but The Craftsman survives in both endings. In one of them, the player attempts to contact The Craftsman for help in defeating an evil they had awakened, but it is unclear if that letter ever reached him, let alone how The Craftsman responded. In the final ending, the player is able to power The Craftsman's power without using their own soul and goes through it to the source of the Null. The Craftsman is presumably left behind.
 
   
 
At some point in his career, The Craftsman learned of the [[The Null|Null]] and began pursuing knowledge and control of it. He titled himself The Craftsman and began approaching other individuals who knew of the [[The Null|Null]] in order to use them as stepping stones towards his own agenda. He took on countless disguises to infiltrate groups or organizations and intercept artifacts before they could be found. Over the years, The Craftsman appropriated many individuals for his own purposes, including [[A.S.]], [[Margaret Cox]], and [[Simon Grayson]]. [[Margaret Cox]] and [[Simon Grayson]] were imprisoned in [[Grey Holm]], while [[A.S.]] was led astray into the [[The Null|Null]] dimension.
The Craftsman is not seen again until The Room VR: A Dark Matter, where he appears again as the game's antagonist. At this time he has captured hundreds of souls to power his machines and intends to make [[The Detective]] his next victim. He tricks The Detective via notes into collecting three souls that The Craftsman had trapped, using all four to power one of his portals. Not long after, however, The Craftsman meets his doom when [[The Hedgewitch]] assists The Detective in bringing The Craftsman back to the Null Temple he had investigated long ago, where he is subsequently swallowed by The Null's tendrils. His fate after this demise is currently unknown.
 
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Sometime around 1897, when [[the Protagonist]] followed [[A.S.]] into the [[The Null|Null]] dimension, The Craftsman makes a breakthrough in his search for the [[Null Planet|Null planet]]. However, his [[The Null|Null]] crystals began to run low on energy, and he needed a brilliant soul as a power source for his portal. He closely observed [[the Protagonist]] after their return from [[The Room Two]], and was fascinated by their ability to resist the [[The Null|Null]] and escape. Judging them to have the powerful soul he required, he gave them an anonymous tip to seek out [[Grey Holm]] for answers. He then intercepted them on the train, using the [[The Null|Null]] to transport them to [[Grey Holm]] directly. To ensure that his goals were met, he put [[the Protagonist]] through a series of trials around the manor until he was certain they were the individual he needed. During [[The Room Three]], he largely remained hidden away, communicating with the player solely through notes and guiding them through the different buildings on the island. Eventually, the Protagonist was able to assemble [[The Craftsman's Key]] and initiate the final ritual of the game.
  +
  +
This altercation ends differently depending on the player's actions. In the game’s main ending, the [[The Room Three Endings|Imprisoned]] ending, The Craftsman successfully traps the player's soul and uses it to power his portal; whether or not it led to the source of the [[The Null|Null]] as he had hoped is unclear. In two alternate endings, [[The Endings|Escape]] and [[The Endings|Release]], [[Grey Holm]] is destroyed, but The Craftsman survives. The [[The Room Three Endings|Escape]] ending shows a journal entry from [[the Protagonist]], expressing their newfound ability to move on from their experiences, and the Craftsman is not referenced. However, upon achieving the [[The Room Three Endings|Release]] ending, the player receives a letter from the Craftsman admitting his own lack of trustworthiness but begging for their aid. It is not clear what happens to The Craftsman when the player achieves the [[The Room Three Endings|Lost]] ending, as [[the Protagonist]] simply leaves The Craftsman behind with the rest of the world when they are teleported to the [[The Null|Null]] planet.
  +
 
The Craftsman is not seen again until [[The Room VR: A Dark Matter]], where he appears again as the game's antagonist. In 1908, he joined an Egyptian research party disguised as a porter in order to locate a specific [[The Null|Null]] temple. He found this temple and the [[Null Font|font]] inside, and worked out how to use it to imprison souls in [[Soul-Trap Artifacts|soul-trap artifacts]]. By the start of [[The Room VR: A Dark Matter|TRADM]], he has captured hundreds of souls to power his machines and intends to make [[The Detective]] his next victim. He tricks [[The Detective]] into collecting three souls that The Craftsman had trapped, then using them to power the White Doorway. Afterwards, he intends to abandon [[The Detective]] in the [[The Null|Null]] dimension. Not long after, however, The Craftsman meets his doom when [[The Hedgewitch]] assists [[The Detective]] in bringing him back to the Egyptian [[The Null|Null]] temple, where he is subsequently swallowed by the [[The Null|Null's]] tendrils. After this, his own soul is trapped in an artifact, which is used by [[The Detective]] to free all of The Craftsman's victims.
   
 
== Abilities ==
 
== Abilities ==
The Craftsman can build any number of apparatus related to the Null and has given such devices away on multiple occasions. He is socially adept and can easily manipulate those affected by the Null to his will. He is calculating but not clever enough to solve any puzzle the Null throws at him, as he often cheats his way out using mechanisms and the souls of his victims.
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The Craftsman can build any number of apparatus related to the [[The Null|Null]] and has given such devices away on multiple occasions. He is socially adept and can easily manipulate those affected by the [[The Null|Null]] to his will. He is calculating but not clever enough to solve every puzzle the [[The Null|Null]] throws at him, as he often cheats his way out using mechanisms and the souls of his victims.
   
 
== Relationships ==
 
== Relationships ==
   
 
=== A.S. ===
 
=== A.S. ===
<blockquote>Every soul is unique, and so must be every trap that snares it... For AS [sic], his box full of demons. Knowledge. Power. Sight beyond sight. All lies. All just bait in the trap. -The Craftsman</blockquote>The Craftsman fostered A.S.'s initial research into The Null and looked back on him condescendingly after his death. He wrote about A.S. as if he knew the man better than A.S. knew himself. It is theorized that The Craftsman was directly involved with A.S.'s death.
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<blockquote>"Every soul is unique, and so must be every trap that snares it. An altar 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."</blockquote>The Craftsman fostered [[A.S.|A.S.'s]] initial research into the [[The Null|Null]] and looked back on him condescendingly after his death. He wrote about [[A.S.]] as if he knew the man better than [[A.S.]] knew himself. The safes and puzzle boxes found in [[The Room]] were crafted by [[Talisman]], including the ones in the epilogue. It is therefore theorized that The Craftsman was directly involved with [[A.S.|A.S.'s]] death, or at least the imprisonment of his soul in some way.
   
 
=== Margaret Cox ===
 
=== Margaret Cox ===
<blockquote>Maggy Cox was a charlatan, and there is no such thing as a spirit medium. -The Craftsman</blockquote>The Craftsman fed Maggy several lies to start her investigations into the Null but became angry when she grew too powerful for his comfort. To keep her in line, he imprisoned her soul in a fortune-telling dummy. This made her resentful enough to assist the player in thwarting The Craftsman's plans, even at the cost of her life.
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<blockquote>"If she will not rest in the prison I have built her, I shall build one deeper still."</blockquote>The Craftsman fed [[Margaret Cox|Maggy]] several lies to start her investigations into the [[The Null|Null]], then imprisoned her soul in a fortune-telling dummy in [[Grey Holm]]. His choices of prison for her and [[Simon Grayson]] seems to suggest an especial contempt for the two of them and their practices. Despite being disembodied, [[Margaret Cox|Maggy]] remained resentful enough to assist [[the Protagonist]] in thwarting The Craftsman's plans, even at the cost of her life. When The Craftsman caught on to her assistance, he repeatedly made attempts to seal her soul deeper in the machine, but was ultimately unable to keep her from interfering.
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  +
=== Simon Grayson ===
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Like [[Margaret Cox]], [[Simon Grayson]] was approached and manipulated by The Craftsman after daring to use the [[The Null|Null]] for his own purposes. [[Simon Grayson|Grayson]] incorporated the [[The Null|Null]] into his magic act, a fact which The Craftsman seems to look down upon, as he mockingly imprisoned [[Simon Grayson|Grayson]] in a paper theater hidden under billfolds of his own performances. In his promotional materials, [[Simon Grayson|Grayson]] is featured holding a [[The Null|Null]] shard, the same variety of artifact used to forge [[The Craftsman's Key]]. It is unknown whether The Craftsman provided [[Simon Grayson|Grayson]] with the pyramid in the first place, or whether he stole it from Grayson after imprisoning his soul.
   
 
=== The Player ===
 
=== The Player ===
The Craftsman debilitated about whether or not to use the player, as summoning them would use the last of his power, but labeled it a necessary risk. He expressed relief when he came to believe that the player fulfilled his requirements after all, and showed the player minimal respect and condescending gratitude throughout their interactions. It is unknown how The Craftsman feels about the player if his plans are thwarted. The player seems to be indifferent towards The Craftsman unless he begs for his help in the game's third ending.
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<blockquote>"How much energy resides in that brilliant soul of theirs?"</blockquote>The Craftsman debilitated about whether or not to use the player, as summoning them would use the last of his power, but labeled it a necessary risk. He expressed relief when he came to believe that the player fulfilled his requirements after all, and showed the player minimal respect and condescending gratitude throughout their interactions. It is unknown how The Craftsman feels about the player if his plans are thwarted. The player seems to be indifferent towards The Craftsman unless he begs for his help in the game's third ending.
   
 
=== The Archaeologist and The Reverend ===
 
=== The Archaeologist and The Reverend ===
The Craftsman regarded these men as fools and looked back on them condescendingly. They blindly believed his lies and accepted his help until their souls were captured by him. It is unknown how they felt about him after their souls were freed by The Detective.
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The Craftsman regarded these men as fools and looked back on them condescendingly. They blindly believed his lies and accepted his help until their souls were captured by him. It is unknown how they felt about him after their souls were freed by [[The Detective]].
 
=== The Hedgewitch ===
 
The Hedgewitch proved to be the only one of his victims who was not tricked by his lies. She hid this knowledge from him, and so he regarded her the same as he regarded the rest of his victims until his demise. She despised him and called him a fool on several occasions.
 
   
 
=== The Witch ===
 
<blockquote>"This last soul thinks her twigs and roots will let her dabble in worlds beyond our own. She has no idea what she is meddling with."</blockquote>[[The Witch]] proved to be the only one of The Craftsman's victims who was never deceived by his lies. She hid this knowledge from him, and so he regarded her the same as he regarded the rest of his victims until his demise. He vastly underestimated her power, referring to her as "the hedgewitch" and believing her to be no more than a dabbler in the use of the [[The Null|Null]]. She despised him and called him a fool on several occasions.
 
== Gallery ==
 
== Gallery ==
 
<gallery>
 
<gallery>
 
When he walkin.png
 
When he walkin.png
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craftsmanpedestal.png
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Whenheleavin.png
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he stand.png
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he scare.jpg
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CraftsmansKey.jpg
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24332042020 9466d1b414 k.jpg
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24332041700 a336f036b9 k.jpg
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24000779683 2139cedf31 k.jpg
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the-making-of-the-room-vr-a-dark-matter_49944160783_o.jpg
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the-making-of-the-room-vr-a-dark-matter_49944160848_o.jpg
 
</gallery>
 
</gallery>
   
 
== Trivia ==
 
== Trivia ==
* When The Craftsman created the fortune-telling machine to imprison Maggy, he misspelled her name as Maggie. Since he is seen properly spelling her name as Maggy in one of his notes, proving that both he and the developers knew the correct spelling of her name, it is presumed that this misspelling was done on purpose to insult him.
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* When The Craftsman created the fortune-telling machine to imprison [[Margaret Cox|Maggy]], he misspelled her name as "Maggie". Since he is seen properly spelling her name as "Maggy" in one of his notes, proving that both he and the developers knew the correct spelling of her name, it can be presumed that this misspelling was done on purpose to insult her.
* The Craftsman, like most other characters in the game, is rendered through Full Motion Video (FMV) rather than 3D modeling. In The Room Three, he is played by Mark Hamilton, the game's design director and co-founder of Fireproof Games. Mark was required to wear a silicone mask in order to play the character; the bandanna that The Craftsman wears is likely there to hide the edges of the mask.
+
* The Craftsman, like most other characters in the game, is rendered through Full Motion Video (FMV) rather than 3D modeling. In [[The Room Three]], he is played by Mark Hamilton, the game's design director and co-founder of [[Fireproof Games]]. Mark was required to wear a silicone mask in order to play the character; the ascot that The Craftsman wears is likely there to hide the edges of the mask. It is unknown who played The Craftsman in [[The Room VR: A Dark Matter]].

Revision as of 14:57, 27 May 2022

The Craftsman is a powerful Null user and the antagonist of both The Room Three and The Room VR: A Dark Matter. He is introduced in The Room Three, but there are small hints to his existence and influence in previous games. He is the mastermind behind Talisman, the company which created the safe from the original Room, along with a number of other apparatus throughout the series.

Design

The Craftsman is an elderly man as shown by his wrinkly and saggy skin. He has pointy ears and a long, crooked nose. He is completely bald but does have faint eyebrows. Blue veins can be seen under his scalp. He wears a bandanna tucked into a white shirt as well as an eyepiece around his neck. He wears a green tunic over his shirt, a denim coat, brown gloves, regular trousers, and shoes. He very rarely appears in person and can mostly be seen in apparitions of teal smoke.

Personality

The Craftsman appears to be helpful to his victims but in reality is an extremely manipulative person and has gone to severe lengths to get what he wants. He seeks complete and sole control of the Null and will imprison those who he believes to have too much control over it. He has no moral qualms with using people to advance his own agenda and has imprisoned hundreds of souls to that end. Even when appearing to help his victims he writes with cynicism and riddles, praising only himself. He is not above fear, however, and spent his final moments cowering before the Null's tendrils.

Despite his skill in craftsmanship and relatively strong control over the Null, it is clear that he is not immune to its effects. In private, he questions his control over his creations, asking "Who pulls the strings of the puppetmaster?" when he finds boxes in Grey Holm that he does not remember building. He must also use doorway machines to get around Grey Holm, and admits that without them, he would become lost in the maze created by the Null.

History

Craftsmanapprentices

A picture of five unknown people, found on the wall of Grey Holm.

Note: The chronology of these events is largely in theory as it is unclear when exactly they occurred in relation to each other.

The Craftsman's ancestral family home is Grey Holm. It is unknown what family the manor belonged to, or how many people lived there during The Craftsman's lifetime. However, judging by one certificate found in Grey Holm, it is possible that others besides The Craftsman were living there as late as 1890.

The earliest record of the company of Talisman comes from 1789, when it was established as a company selling medicinal tonics. In 1807, a new branch of Talisman was founded, manufacturing electrical machinery and other miscellaneous contraptions. Its base of operations was Guildford, England. The Craftsman says that the workshop in Grey Holm is where he began crafting his "masterworks" - presumably the especially intricate boxes that he would later use to trap his victims.

At some point in his career, The Craftsman learned of the Null and began pursuing knowledge and control of it. He titled himself The Craftsman and began approaching other individuals who knew of the Null in order to use them as stepping stones towards his own agenda. He took on countless disguises to infiltrate groups or organizations and intercept artifacts before they could be found. Over the years, The Craftsman appropriated many individuals for his own purposes, including A.S., Margaret Cox, and Simon Grayson. Margaret Cox and Simon Grayson were imprisoned in Grey Holm, while A.S. was led astray into the Null dimension.

Sometime around 1897, when the Protagonist followed A.S. into the Null dimension, The Craftsman makes a breakthrough in his search for the Null planet. However, his Null crystals began to run low on energy, and he needed a brilliant soul as a power source for his portal. He closely observed the Protagonist after their return from The Room Two, and was fascinated by their ability to resist the Null and escape. Judging them to have the powerful soul he required, he gave them an anonymous tip to seek out Grey Holm for answers. He then intercepted them on the train, using the Null to transport them to Grey Holm directly. To ensure that his goals were met, he put the Protagonist through a series of trials around the manor until he was certain they were the individual he needed. During The Room Three, he largely remained hidden away, communicating with the player solely through notes and guiding them through the different buildings on the island. Eventually, the Protagonist was able to assemble The Craftsman's Key and initiate the final ritual of the game.

This altercation ends differently depending on the player's actions. In the game’s main ending, the Imprisoned ending, The Craftsman successfully traps the player's soul and uses it to power his portal; whether or not it led to the source of the Null as he had hoped is unclear. In two alternate endings, Escape and Release, Grey Holm is destroyed, but The Craftsman survives. The Escape ending shows a journal entry from the Protagonist, expressing their newfound ability to move on from their experiences, and the Craftsman is not referenced. However, upon achieving the Release ending, the player receives a letter from the Craftsman admitting his own lack of trustworthiness but begging for their aid. It is not clear what happens to The Craftsman when the player achieves the Lost ending, as the Protagonist simply leaves The Craftsman behind with the rest of the world when they are teleported to the Null planet.

The Craftsman is not seen again until The Room VR: A Dark Matter, where he appears again as the game's antagonist. In 1908, he joined an Egyptian research party disguised as a porter in order to locate a specific Null temple. He found this temple and the font inside, and worked out how to use it to imprison souls in soul-trap artifacts. By the start of TRADM, he has captured hundreds of souls to power his machines and intends to make The Detective his next victim. He tricks The Detective into collecting three souls that The Craftsman had trapped, then using them to power the White Doorway. Afterwards, he intends to abandon The Detective in the Null dimension. Not long after, however, The Craftsman meets his doom when The Hedgewitch assists The Detective in bringing him back to the Egyptian Null temple, where he is subsequently swallowed by the Null's tendrils. After this, his own soul is trapped in an artifact, which is used by The Detective to free all of The Craftsman's victims.

Abilities

The Craftsman can build any number of apparatus related to the Null and has given such devices away on multiple occasions. He is socially adept and can easily manipulate those affected by the Null to his will. He is calculating but not clever enough to solve every puzzle the Null throws at him, as he often cheats his way out using mechanisms and the souls of his victims.

Relationships

A.S.

"Every soul is unique, and so must be every trap that snares it. An altar 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 fostered A.S.'s initial research into the Null and looked back on him condescendingly after his death. He wrote about A.S. as if he knew the man better than A.S. knew himself. The safes and puzzle boxes found in The Room were crafted by Talisman, including the ones in the epilogue. It is therefore theorized that The Craftsman was directly involved with A.S.'s death, or at least the imprisonment of his soul in some way.

Margaret Cox

"If she will not rest in the prison I have built her, I shall build one deeper still."

The Craftsman fed Maggy several lies to start her investigations into the Null, then imprisoned her soul in a fortune-telling dummy in Grey Holm. His choices of prison for her and Simon Grayson seems to suggest an especial contempt for the two of them and their practices. Despite being disembodied, Maggy remained resentful enough to assist the Protagonist in thwarting The Craftsman's plans, even at the cost of her life. When The Craftsman caught on to her assistance, he repeatedly made attempts to seal her soul deeper in the machine, but was ultimately unable to keep her from interfering.

Simon Grayson

Like Margaret Cox, Simon Grayson was approached and manipulated by The Craftsman after daring to use the Null for his own purposes. Grayson incorporated the Null into his magic act, a fact which The Craftsman seems to look down upon, as he mockingly imprisoned Grayson in a paper theater hidden under billfolds of his own performances. In his promotional materials, Grayson is featured holding a Null shard, the same variety of artifact used to forge The Craftsman's Key. It is unknown whether The Craftsman provided Grayson with the pyramid in the first place, or whether he stole it from Grayson after imprisoning his soul.

The Player

"How much energy resides in that brilliant soul of theirs?"

The Craftsman debilitated about whether or not to use the player, as summoning them would use the last of his power, but labeled it a necessary risk. He expressed relief when he came to believe that the player fulfilled his requirements after all, and showed the player minimal respect and condescending gratitude throughout their interactions. It is unknown how The Craftsman feels about the player if his plans are thwarted. The player seems to be indifferent towards The Craftsman unless he begs for his help in the game's third ending.

The Archaeologist and The Reverend

The Craftsman regarded these men as fools and looked back on them condescendingly. They blindly believed his lies and accepted his help until their souls were captured by him. It is unknown how they felt about him after their souls were freed by The Detective.

The Witch

"This last soul thinks her twigs and roots will let her dabble in worlds beyond our own. She has no idea what she is meddling with."

The Witch proved to be the only one of The Craftsman's victims who was never deceived by his lies. She hid this knowledge from him, and so he regarded her the same as he regarded the rest of his victims until his demise. He vastly underestimated her power, referring to her as "the hedgewitch" and believing her to be no more than a dabbler in the use of the Null. She despised him and called him a fool on several occasions.

Gallery

Trivia

  • When The Craftsman created the fortune-telling machine to imprison Maggy, he misspelled her name as "Maggie". Since he is seen properly spelling her name as "Maggy" in one of his notes, proving that both he and the developers knew the correct spelling of her name, it can be presumed that this misspelling was done on purpose to insult her.
  • The Craftsman, like most other characters in the game, is rendered through Full Motion Video (FMV) rather than 3D modeling. In The Room Three, he is played by Mark Hamilton, the game's design director and co-founder of Fireproof Games. Mark was required to wear a silicone mask in order to play the character; the ascot that The Craftsman wears is likely there to hide the edges of the mask. It is unknown who played The Craftsman in The Room VR: A Dark Matter.