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The Room Two Walkthrough

by lenin 17 7 sections about 14 minutes to read

The Room Two takes Fireproof’s puzzle boxes out of the single room: a crypt, a ship’s cabin, a Mayan temple, a séance parlour, a laboratory, each a nest of mechanisms and hidden writing readable only through the eyepiece. This walkthrough covers all six chapters of the PC version, which has no Russian localisation, so every code and word here is as it appears in the game.

How the game plays

Mouse only. Inspect objects by turning the camera with the left button held; double-click to zoom in, right-click to zoom out. The inventory is on the left, always open. Once assembled, the eyepiece sits on the right and toggles a second sight that reveals hidden marks. Saves are automatic; any chapter can be restarted from the menu.

Chapter 1: the crypt

Click the square table and zoom on the folded paper; drag its edge as the arrow shows to unfold and read. An eyepiece with a broken lens goes to your inventory. Right-click twice out. Double-click the octagonal table and the round box on it. Turn the hatch on its side to release the catch, drag the lid open. Turn disc I so cut-out III matches parts II, slide the parts into their slots, and a drawer opens low on the side; drag it right and take the lens. Open the eyepiece in the inventory and the lens fits itself. The eyepiece now lives on the right of the screen: click it to see through the red lens. A fingerprint shows inside the lid; click it and take a hexagonal plate. Right-click out. Run the mouse along the table edge to find a button, press it, take the second hexagonal plate. Read the letter in the envelope.

Back at the square table, zoom on the edge with two hexagonal recesses and fit the plates. Turn the left and right discs so their cut-outs form an opening in the centre, take the sphere, set it in the recess at the table’s centre. Right-click out, eyepiece on: the paper now reads SESWN. Zoom on the centre again and turn the compass needle south, east, south, west, north. A recess opens with a round medallion; in the inventory slide its sectors along the arrows for a rectangular medallion. At the octagonal table, zoom on the rectangular casket’s lid and fit the medallion: a lamp rises from the table. Eyepiece on, double-click the lamp and turn it to find, in three tries, the three symbols drawn on the tabletop. A statue holding a box appears; turn the box’s top to match the halves of the drawing, then build the spatial construction that opens.

Chapter 2: the ship

Zoom on the model ship by the open porthole and read the note beside it. On the foremast with the crow’s nest, turn the top to line up the vertical lines and take the key. On deck, slide cannons I and II to the lower rail and use the key in the keyhole that appears. Take the oddly shaped key; in the inventory note its triangles and slide the ruby half from the left to the centre. At the chest by the stand on the left, lift the handle on its right side and take the strange cylinder; pull out its recessed handles to make a key. On the chest’s front, open the lock’s shutters: three discs, each with three triangles. The bottom disc’s pattern is on the key; the top right disc’s is in the lower left corner of the chest’s left side; the third is on the wooden stand: turn the ornaments left and right of centre, take the key from the recess and note the pattern. Set the discs, insert the key, turn, open the lid. Four more locks inside.

Lock I: eyepiece on, turn the ornament panels anticlockwise to retract the pins. Lock II: pull the lower pins down to free the disc, turn it so the upper pins drop into their slots. Lock III: turn the quarter-discs to seat the pins; pull the slider in the recess down to expose lock IV. Lock IV: part the rectangular plate, push the pins home, insert the cylinder key in the centre and turn clockwise. Read the sheet in the new compartment.

Plot the ship’s course from A to B as the letter says: two miles north, two west, three south, then press the ship button on the right. Read the next letter. Open the petals over the keyhole, insert the key, turn clockwise. Course B to C: four west, four north, two west. Read the letter and look at it through the eyepiece; turn the wheel right to join the halves of the compass drawing. Course C to D: six south, two east, one north. Take the figurehead, fit it to the model; take the wheel from the section that opens and set it on the quarterdeck. Turn it clockwise; under the rudder, turn the lever to lower the sails; at the turning wheel, turn it to open a section with dials. Eyepiece on the sails: ROSE. Dial it and the second half of the ruby appears; slide it to the centre.

At the desk, take the weight with a rectangular base and set it on the matching outline; open the box’s lids. Take the round part from the left recess, set it in the recess on the box’s end, run the slider into its slot: another niche. Take the square-based weight, place it, move the pins into the disc’s slots. Take the next weight, turn its top ring in the inventory for a triangular base, place it. Note the four turning plates round the niche and the same four at the corners of the sliding casket in the box’s end. Set the plates by the niche as shown, pull the casket, take the part, fit it in the box, set the sliders in the disc as shown, take the weight from the round niche, turn the ring on the niche wall for another part. Lift the weight’s side plates up until they fall into a polygonal base; place it; fit the part in the box’s wall. Move the pointed slider to the far end of the disc’s slot; turn the disc to the longer slider and slide it in; turn, move the pointed slider into the empty cell, push both into the disc; turn the notched slot to the pointed slider, push it in. Take the next weight, twist its top for two weights, round and rectangular; place both. Take the anchor and spring. Fit the anchor to the model, take the part from the bow. At the box’s left side, lower the plates in both corners and take the screwdriver. On the front, fit the ship part and turn it. Turn the toggle on the right and take the small key. Slider on the front left to the left: the mechanism flips. On its left, lever right, lid open; unscrew, swing the cover aside, set the spring, insert the key, turn clockwise. Eyepiece on the box’s left: slide the top runner right for 2:50. Set the clock to 2:50, click the turning mechanism on its left; when the flywheel’s slot shows, press the left button, then the right; take the key, open the lock on top, turn the rings to complete the drawing, take the pyramid, set it in the centre recess, turn the top to join the drawing, solve the spatial puzzle.

Chapter 3: the temple

Look up, pull the metal plate holding the rusted door left; the door falls. Forward. A casket on a round table, a chest on the floor left of the entrance, a crossbow on a block. Read the letter on the table. On the casket’s side with the metal catch, slide it right, left, then turn it down; turn the lever behind it left and take the token. Take the golden turret from the roof. Note the groove and hollow in the floor left of the chest and the mat by the door. On the chest’s right side, turn the handle, pull the shelf and take the rope. At the crossbow’s block take the wooden handle. On the casket’s side with handle holes, fit it: the lever moves the panel of cells on the left; move the pictured tiles into the cells with matching pictures. Take the trigger mechanism.

At the crossbow: fit the trigger, attach the metal plate from the door, tie the rope to it, take the bolt from the compartment that opens and load, click to draw, click the trigger for the sight. Turn left to the relief, aim at the dark hole and fire (lever right). A wall section right of the table turns; repeat if you miss, there are bolts enough. At the table on the turntable read the parchment, put your token in the puzzle box. Get your piece to the right side without touching the skeleton that hunts it; after the third move you stand on a platform moved by lever A. Take the key, open the chest, turn both handles, take the stone block. Under the turntable, fix block 2 to axle 1, turn handle 3 until it stands upright, turn lever 4 to drop it on plate 5; three more times, and take the mirror shard. Fit it in the cracked mirror behind the puzzle box: two symbol drums appear. Sweep the sand off the mat by the door with the button held until symbols show; set them on the drums and the casket becomes a temple. Fit the turret, take the dagger. Slide the door runner on the roof right, look in with the eyepiece, build the arched door, descend, build another, note the return symbols. Set them on the mirror drums. On the original casket, set the dagger in the top recess; take the straw doll and ruby. Eyepiece on the back wall: note the crossed circles. Set the travel symbols on the mirror; on the temple’s back, put the ruby in the top left cell and click the rubies the clue marks; take the flint. At the floor hollow, lay the doll in the stone bed, flint in the striker, strike until it lights; fire runs the groove and opens two areas. Load the crossbow and shoot the sandbag in the left niche. In the right niche take the metal star, read the parchment. Set the star in the chest’s centre, close and open the lid, take the metal part; fit it in the casket’s front, eyepiece on, turn until the outline goes pink, flip the catches, match the symbols, take the skull. Hang it on the hooks in the star’s niche, turn the lever below, turn the top of the part in the open skull to form the drawing, solve the spatial puzzle.

Chapter 4: the séance

Tarot cards on the table, some missing; a camera on a tripod left; a bureau right; a cabinet in the corner. Read the letter on the table and take the camera’s eyepiece. Fit it to the camera, take the handle from the compartment, fit and turn it to extend the camera fully; turn the focus ring clockwise until sharp. The bureau opens. Pull its drawer for a photo fragment and read the letter. On the lamp on the right shelf, turn the base ring to expose a green button, press it, take the key with a settable head. At the keyhole in the bureau’s right half above the drawers, set the key’s plates to fit, insert, turn clockwise. The Roman numerals on the bureau’s side say how far to pull each drawer; clues are on the book, on the leg, and on the small square in the desk’s end behind the curtain: top drawer to II, second to IV, third to V. Take the bulb. Watch the rolling ball. At the keyhole left of the drawers, set the key, insert, turn; steer the ball along the grooves, turning cabinet sections as needed, to the hollow at the end, and take the Tarot card Cosmos.

Bureau’s left side: set the key, insert, turn. Move the top squares 1 to 3 up the right line as shown; plates a and b up, c and d left, e down: one lock. a2 up, b2 left, c2 down, d2 and e2 right, f2 up: second lock. Take the part, set it on the axle at the desk’s end, take the typewriter key. Fit the bulb in the camera’s flash, press the button on the reflector’s back, take a picture; eyepiece on the plate that slides out on the camera’s left, and a box appears on the table. Fit key 1 to the typewriter; set lever 2 to a letter, press key 1 to print it on sheet 4, repeat, and press key 3 when the word is complete. The paper on the book in the bureau’s left corner reads INFINITY: type it. The reply: “We began at home, staring at the stars. So much to discover, so little time.” The emphasised words match Tarot cards. On the table, lay Sanctuary, Cosmos and Time on the green field (on the table edge they lie on Home, Stars, Time). Press the button: Voyage. Type it. “Countless ships bore us triumphant to a hidden temple. It was at home you proved a shallow friend.” Lay Voyage, Temple, Sanctuary: Endless. Type it. “Under these alien stars I courted only death. I am saved by science. My muse.” Look at the reply through the eyepiece. On the bureau’s end, slide the cover and set the levers: up, up, down, up, down, down, down, up. Take Death. Lay Cosmos, Death, Knowledge: Hope. Type it: “The null graced me with time for a dozen lives’ work. Now death returns to take his due.” Look at the box top: take the bell that fell. Turn its top to restore the drawing for the clapper; extend the petals in its base for a key. Use it on the box’s left side, take the dial. Open the cabinet’s left door with the key. Top shelf: unbuckle the book, take the painted plate, set it inside the disc on the bottom shelf, turn to restore the picture: KHAN. Middle shelf, click the protruding book: a safe opens left of the cabinet. Fit the dial; turn clockwise to K, then without releasing back to H, then A, then N; handle left, take Null. Lay Null, Time, Death. At the cabinet’s right door, fit the torn piece into the photograph, eyepiece on. At the dead man at the table, press the button on his watch, open the face, eyepiece on, take the key, use it on the box’s lock, click the swirling matter.

Chapter 5: the crossing

In a boat off shore. Look right, take the handle floating on a board, fit it to the winch and wind to the jetty.

Chapter 6: the laboratory

Pull the cabinet drawer tagged 1, read the letter, take the screwdriver; on the drawer’s right side, lower the slider: one catch on the left door, tagged 1, opens. At the workbench right of the cabinet, the sphere with dark matter inside: unscrew its screw with the screwdriver (drag it on, hold the handle, turn anticlockwise). Take the wooden box; one side of the triangular box has symbols with combination locks beside them. At the device on the room’s right, symbols ring the window of strange matter; move the slider to the symbol matching the box’s top symbol and read 1; the middle gives 7, the bottom 3. Set the locks, take the flat battery. Set it in the socket right of that device; turn the wheel clockwise until the gauge needle top right is in the red, release, turn the switch handle: charged. Take it. At the bench, set it in the device left of the sphere, turn the handle; focus the laser with its wheel until it bounces off the reflector opposite; double-click the reflector, turn the camera to find the crystal on the box on the table and aim the beam at it. Take the star-shaped handle from the box. Fit it to the cabinet, turn: the drawer tag becomes 2. Pull it for the slide drum, read the letter, lower the slider on its left side for the second catch, look under the drawer and take the beetle pinned there. Open the left door (hold the handle; it can be fiddly). Top shelf: read the record card, lower the slider on the right wall, take another handle; pin the beetle on the beetle board. At the round table’s edge find the socket, fit the handle, turn anticlockwise so it runs the groove; when it meets the hexagonal hole, pull up to raise the crystal, then turn on to bring it into the reflected beam. At the device left of the board, double-click the reflector the beam reaches, turn the sphere to aim at the beetle on the top shelf: the right door’s catches open. Take the flat battery from the top shelf and the beetle behind it. Eyepiece on the bottom shelf for a clue; unscrew the tonic jar’s lid for a bracket part, read the card. Turn the drawer handle left back to tag 1, pull, fit the bracket part, take the fuse. At the charger, battery in, turn the wheel, drop the switch: a short. Unscrew the cover, swap the blown fuse, wheel again, switch, take the charged battery. Fit the drum to the slide viewer, battery in the compartment, look in, then look again through your own eyepiece: note the symbols. Take the beetle from the drum. Pin both beetles on the board, take the symbol handle. At the number device, fit the second handle and set both to the symbols just seen; take the key. On the table box’s back, turn the lock discs to form the key’s keyhole, insert, turn, take the beetle; pin it, and a section opens with another reflector. Double-click the reflector by the slide viewer, aim the beam from the beetle to the new reflector; double-click that one, aim at the last crystal. Take the green lens, which fits the eyepiece, and read the letter. Through the green lens the room is full of hidden writing. On the box’s back where the last beetle was: symbols in a ring and three levers with one, two and three dots. Click back once: the symbol circle on the tabletop points at the eye, three dots in the centre. The circle on the board points at the trident-like symbol, one dot. The circle on the book on the cabinet shelf points at the crossed forces, two dots. Set the levers accordingly, drop the three levers on the device that opens, click the crystal, and solve the spatial puzzle with the two sliders through the green lens. The game ends.