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[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/theroom_5202.jpg]]
%%[[caption-width-right:250:some caption text]]

-> All must be aligned, but to what purpose?\\
Am I the explorer? The prisoner? Or the rat in the maze?
-->'''A.S.''', ''The Room Two''.

The Room is a 2012 PuzzleGame available for Apple and Android devices. You enter a [[ExactlyWhatItSaysOnTheTin Room]] containing a large safe with an envelope on top. The envelope contains a note from "A.S." addressed to you and mentions a key, which gets you started solving a series of puzzles (many of which involve the use of [[GogglesDoSomethingUnusual an eyepiece with a strange lens]]) that get more complicated as you go further into [[MatryoshkaObject the safes contained within the safe]]. You also discover more [[ApocalypticLog notes from A.S.]] detailing his research into [[AppliedPhlebotinum a mysterious element]] called Null.

A sequel called simply ''The Room Two'' was released on December, 2013, followed by the Android version on February, 2014. ''The Room Two'' continues the story were its predecessor left it, taking the protagonist from one room to the next as the puzzles are solved with a trail of letters from A.S. as a guide. [[spoiler:The protagonist uncovers in the process that A.S.'s experiments on the Null are by no means the first or the only one.]]

[[SimilarlyNamedWorks Not to be confused with]] the [[SoBadItsGood terrible]] [[Film/TheRoom movie]] of the same name, [[VideoGame/TheRoomTheGame the game based on it]], or a certain ''other'' [[SilentHill4 game.]]

Available [[http://www.fireproofgames.com/ here.]] ''The Room 3'' was released on November 4, 2015.

----
!!This game provides examples of:

* AffablyEvil: [[spoiler: The Craftsman in 3 gives off this vibe, since he's very cordial in his notes despite getting you further and further involved with the Null and what it entails. He only becomes truly evil in the "Imprisonment" ending when it is revealed that he has you trapped in a PocketDimension that he has offered up to whatever forces command the Null and the Rooms.]]
* AlchemyIsMagic: It's mentioned in the first game that the Null could be a catalyst for alchemical phenomena. The truth turns to be a lot more complicated than that.
* AllThereInTheManual: If you don't bother to read the notes, you could be forgiven for thinking the game has no story. [[MindScrew Not that it makes a lot of sense even if you do.]]
* AlwaysSomeoneBetter: [[spoiler:A.S. outright admits that De Montfaucon's research on the Null makes his/her "appear that of a child". The big difference is that De Montfaucon was too professional and careful in handling his sample of Null, never making the same mistake that allowed A.S. to delve further into its secrets and that finally got him/her trapped in the rooms.]]
* ApocalypticLog: The notes arguably qualify. We're not totally sure what happened to him, but it's [[GoneHorriblyWrong probably]] [[GoneHorriblyRight not good]].
* BackFromTheDead: The protagonist comes across a laboratory where someone called Prof. de Montfaucon tried to achieve this with the help of the [[AppliedPhlebotinum Null]] and [[LightningCanDoAnything electricity]] [[spoiler:to try save moribund sister Lucy. He was partially successful, just too late.]]
* BeatStillMyHeart: [[spoiler:In the final puzzle of ''The Lab'' chapter in the second game, the protagonist finds a human heart connected to a machine and still capable of beating as long as electricity goes through it.]]
* BiggerBad: Whatever the entity that created the Null and the Rooms is, it does not have your best interests at heart. [[spoiler: Taken UpToEleven in 3 with the reveal that it has tasked the Craftsman with harnessing a brilliant soul and mind (i.e. you) to offer up in sacrifice for some nebulous reason.]]
* CallBack: [[spoiler:The first thing visible in the final room of the second game is the same safe from the first one. Noticing this, the protagonist [[ScrewThisImOuttaHere runs for the door and escapes from the room]] before he or she can be trapped again.]]
* ChekhovsBoomerang: In the third game of the series. [[spoiler:In the first major puzzle of the game you have to work with a self-constructing model map of the island. One piece of it is a model boat you have to place on the map and move into position by hand. For the entire game, you never have to think about the boat again...unless you get either the Escape or the Release endings, because it's how you get off the island.]]
* CliffHanger: The ending of the first game. Specifically, solving the penultimate puzzle [[spoiler:transports you to a Stonehenge-looking place, possibly in another dimension]]. Solving the final one [[spoiler:opens a mysterious door that you then walk through. You're then informed you're trapped with no way back and that there are many more rooms to explore]].
** The GoldenEnding of the third game has [[spoiler:the protagonist transported to some temples in Mars, hinted to be the source of the Null]].
* CombinatorialExplosion: Averted. You do have an inventory, but there's no mechanism to combine items in your inventory besides the obvious ones like attaching a lens to the eyepiece. Additionally, most items you get are pieces or keys that only fit into one puzzle since the keyholes/pegs/etc. are all different shapes and sizes. Averted ''twice'' in the Room 3, because you have separate inventories for the rooms you can physically walk into, and the rooms that require changing dimensions to enter. Figuring which items you can take to [[spoiler:the top of the tower to change the ending]] may lead to a case of GuideDangIt.
* EldritchAbomination: [[spoiler:Not directly, but A.S. mentions using the Null device to try to [[spoiler:summon the ancient deity Astaroth/Ishtar. He initially feels he didn't succeed, but the rest of the log suggests ''something'' happened. In the third game's "Release" ending, one seems to be, well, released into the world.]]
* FeaturelessProtagonist: Your character is one, referred to only as "you" in the notes.
* TheGayNineties: The time period of the setting. Some letters in the second game are dated on 1883 and a passage from the epilogue is from 1903.
* GeniusLoci: An open question of the setting. It's never clear whether there is a will behind the events or the rooms are just a part of more complex and spatially distributed machinery.
* GogglesDoSomethingUnusual: The eyepiece you get has a special lens that allows you to see otherwise-invisible things that are needed to solve some puzzles. It also provides a limited form of XRayVision at certain points. Near the end of the game it apparently lets you [[spoiler:see into another dimension.]]
* GuideDangIt: Two puzzles in the first game require you to [[spoiler:tilt the actual device you're playing the game on]]. Might not be so bad, except that these are the ''only'' two puzzles in the game that need it, the HintSystem doesn't explicitly say it until you get to the very last hint, and unlike all the other puzzles in the game it's LeaningOnTheFourthWall.
** In the third game, an optional (yet necessary to unlock the other endings) puzzle requires you to [[spoiler:flip a switch in a grandfather clock that only appears if the minute hand is pointing to 0, 3, 6 or 9...and said clock is tied to your ''system time''.]] No other puzzle in the game involves the [[spoiler:system clock]].
* HearingVoices: A.S. mentions that he starts having hallucinations and hearing things. [[spoiler:As the game progresses, [[WhisperingGhosts you will too]]. After stepping through the door, the voices stop. A.S. speculates they were intended only to draw him/her there.]]
* HeroicSacrifice: [[spoiler: A.S., as revealed at the end of The Seance room in the sequel. Reading the note in the corpse's breast pocket reveals that he had finally succeeded in setting up everything to escape the Room dimension, but felt he owed it to you to help you escape since he is the one that roped you into it. Unfortunately, due to the way that time works in the Room dimension, he died before you ever arrived and became the withered husk holding the pocket watch with the key inside that is revealed at the end of The Seance.]]
* HintSystem: Three to four clues are available for any given puzzle. However, it can be difficult to get it to advance to the next hint at times.
* TheInsomniac: [[spoiler:People trapped in the rooms are explicitly stated to not feel hunger and unable to fall sleep. That and the TimeDilation doesn't make an environment where people can stay sane for long. A.S. and the protagonist fend this off by keeping themselves mentally occupied.]]
* LightningCanDoAnything: [[spoiler:Prof. de Montfaucon experimented with electricity to reanimate dead beetles. Then his methods got more and more refined...]]
* ManInTheMachine: [[spoiler:Maggie Cox in the third game. Imprisoned by the Craftsman in a mechanical fortune teller booth, she still finds ways to be useful to you. She was mentioned in the previous game during The Seance.]]
* MatryoshkaObject: TheGame.
* MultipleEndings: Present in the third game:
** [[spoiler:Imprisoned: The protagonist finds himself back in the train he was in at the start of the game... along with a taunting note from the Craftsman claiming he is now trapped. The train then crosses a tunnel into a surreal maze filled landscape with a temple in the center which is then revealed to be contained in an orb than is then locked in a puzzle box by the Craftsman.]]
** [[spoiler:Escape: The protagonist is transported to a boathouse and escapes on a rowboat while the Null entity completely destroys Grey Holm behind him. A journal entry from him is shown at the end claiming that Grey Holm is not only gone but has apparently been wiped from existence entirely. The protagonist also vows to never have anything to do with the Null again.]]
** [[spoiler:Release: Nearly identical to Escape with the difference that the entity is seen disappearing into the clouds. The journal entry is replaced with a letter from the incarcerated protagonist to another person asking for their help and requesting that they find the protagonist in Bethlehem...most likely referring to the Bethlehem Royal Hospital, an asylum for the mentally ill that's existed in England for centuries.]]
** [[spoiler:Lost: The protagonist is transported to a group of ancient temples in Mars, implied to be the source of the Null.]]
* PoweredByAForsakenChild: The notes state that the Null element is somehow directly connected to [[spoiler:the human soul.]] A.S. is only able to get a working sample when he accidentally [[spoiler:exposes his body to his active machinery]].
* RoomFullOfCrazy: The titular room is covered in scrawled arcane symbols visible only through the eyepiece. [[spoiler:The last room in the sequel is covered by mathematical symbols. In the third game, you'll see them scrawled around the mechanical fortune teller booth. The number of symbols increases as the game goes on.]]
* RuleOfThree: The big safe holds a smaller one, which holds a still smaller one. There are also three missing cogs in the clockwork, three seals on the second box...
* SanitySlippage: A.S. definitely seems to have been experiencing this as his experiments continued.
* SequelHook: Part of the ending of the first game informs you that there are more rooms to explore.
* ShoutOut: One of the puzzles involves [[Franchise/{{Hellraiser}} opening a small intricate puzzle box.]]
** 3's first puzzle involves a self-assembling clockwork topographical map with buildings self-constructing. Apparently someone's been watching a lot of ''Television/GameOfThrones''.
* SpookySeance: In the sequel, one of the rooms is a London residence where fake séance sessions were staged by a PhonyPsychic who calls himself "Khan". A fraud, that's it, until he decided to include the [[AppliedPhlebotinum Null]] in his performances.
* SpookyPhotographs: Most of the pictures the protagonist can find are this. [[spoiler:Especially after using the eyepiece on them.]]
* StockVideoGamePuzzle: Well, it ''is'' a PuzzleGame...
** ControlRoomPuzzle
** EnterSolutionHere
** LightAndMirrorsPuzzle: And the light can only be seen with the eyepiece.
** LockAndKeyPuzzle: MANY of these. In an interesting variation, some of the keys must be reconfigured to work with more than one lock, and at least one lock changes itself to require a second key.
** MadMarbleMaze: complete with a rotating center path.
** SetPiecePuzzle
** SimonSaysPuzzle: Combined with SongsInTheKeyOfLock, a small piano in the last area of the first game is this. If one listens carefully, the whole piece played is the [[RecurringRiff game's theme.]]
* TarotTroubles: In ''The Séance'' chapter, part of one puzzle involves a custom desk of tarot cards.
* WhamLine: [[spoiler:"I can no longer enter the wine cellar."]] Near the end of the game you get the even creepier [[spoiler:"There are rooms EVERYWHERE."]]
* WhereItAllBegan: [[spoiler:The second game ends with the protagonist arriving to the same room where the safe was opened. Once realization sets, the protagonist [[ScrewThisImOuttaHere runs for it]] before the room can detach from normal space again.]]

to:

[[quoteright:250:http://static.tvtropes.org/pmwiki/pub/images/theroom_5202.jpg]]
%%[[caption-width-right:250:some caption text]]

-> All must be aligned, but to what purpose?\\
Am I the explorer? The prisoner? Or the rat in the maze?
-->'''A.S.''', ''The Room Two''.

The Room is a 2012 PuzzleGame available for Apple and Android devices. You enter a [[ExactlyWhatItSaysOnTheTin Room]] containing a large safe with an envelope on top. The envelope contains a note from "A.S." addressed to you and mentions a key, which gets you started solving a series of puzzles (many of which involve the use of [[GogglesDoSomethingUnusual an eyepiece with a strange lens]]) that get more complicated as you go further into [[MatryoshkaObject the safes contained within the safe]]. You also discover more [[ApocalypticLog notes from A.S.]] detailing his research into [[AppliedPhlebotinum a mysterious element]] called Null.

A sequel called simply ''The Room Two'' was released on December, 2013, followed by the Android version on February, 2014. ''The Room Two'' continues the story were its predecessor left it, taking the protagonist from one room to the next as the puzzles are solved with a trail of letters from A.S. as a guide. [[spoiler:The protagonist uncovers in the process that A.S.'s experiments on the Null are by no means the first or the only one.]]

[[SimilarlyNamedWorks Not to be confused with]] the [[SoBadItsGood terrible]] [[Film/TheRoom movie]] of the same name, [[VideoGame/TheRoomTheGame the game based on it]], or a certain ''other'' [[SilentHill4 game.]]

Available [[http://www.fireproofgames.com/ here.]] ''The Room 3'' was released on November 4, 2015.

----
!!This game provides examples of:

* AffablyEvil: [[spoiler: The Craftsman in 3 gives off this vibe, since he's very cordial in his notes despite getting you further and further involved with the Null and what it entails. He only becomes truly evil in the "Imprisonment" ending when it is revealed that he has you trapped in a PocketDimension that he has offered up to whatever forces command the Null and the Rooms.]]
* AlchemyIsMagic: It's mentioned in the first game that the Null could be a catalyst for alchemical phenomena. The truth turns to be a lot more complicated than that.
* AllThereInTheManual: If you don't bother to read the notes, you could be forgiven for thinking the game has no story. [[MindScrew Not that it makes a lot of sense even if you do.]]
* AlwaysSomeoneBetter: [[spoiler:A.S. outright admits that De Montfaucon's research on the Null makes his/her "appear that of a child". The big difference is that De Montfaucon was too professional and careful in handling his sample of Null, never making the same mistake that allowed A.S. to delve further into its secrets and that finally got him/her trapped in the rooms.]]
* ApocalypticLog: The notes arguably qualify. We're not totally sure what happened to him, but it's [[GoneHorriblyWrong probably]] [[GoneHorriblyRight not good]].
* BackFromTheDead: The protagonist comes across a laboratory where someone called Prof. de Montfaucon tried to achieve this with the help of the [[AppliedPhlebotinum Null]] and [[LightningCanDoAnything electricity]] [[spoiler:to try save moribund sister Lucy. He was partially successful, just too late.]]
* BeatStillMyHeart: [[spoiler:In the final puzzle of ''The Lab'' chapter in the second game, the protagonist finds a human heart connected to a machine and still capable of beating as long as electricity goes through it.]]
* BiggerBad: Whatever the entity that created the Null and the Rooms is, it does not have your best interests at heart. [[spoiler: Taken UpToEleven in 3 with the reveal that it has tasked the Craftsman with harnessing a brilliant soul and mind (i.e. you) to offer up in sacrifice for some nebulous reason.]]
* CallBack: [[spoiler:The first thing visible in the final room of the second game is the same safe from the first one. Noticing this, the protagonist [[ScrewThisImOuttaHere runs for the door and escapes from the room]] before he or she can be trapped again.]]
* ChekhovsBoomerang: In the third game of the series. [[spoiler:In the first major puzzle of the game you have to work with a self-constructing model map of the island. One piece of it is a model boat you have to place on the map and move into position by hand. For the entire game, you never have to think about the boat again...unless you get either the Escape or the Release endings, because it's how you get off the island.]]
* CliffHanger: The ending of the first game. Specifically, solving the penultimate puzzle [[spoiler:transports you to a Stonehenge-looking place, possibly in another dimension]]. Solving the final one [[spoiler:opens a mysterious door that you then walk through. You're then informed you're trapped with no way back and that there are many more rooms to explore]].
** The GoldenEnding of the third game has [[spoiler:the protagonist transported to some temples in Mars, hinted to be the source of the Null]].
* CombinatorialExplosion: Averted. You do have an inventory, but there's no mechanism to combine items in your inventory besides the obvious ones like attaching a lens to the eyepiece. Additionally, most items you get are pieces or keys that only fit into one puzzle since the keyholes/pegs/etc. are all different shapes and sizes. Averted ''twice'' in the Room 3, because you have separate inventories for the rooms you can physically walk into, and the rooms that require changing dimensions to enter. Figuring which items you can take to [[spoiler:the top of the tower to change the ending]] may lead to a case of GuideDangIt.
* EldritchAbomination: [[spoiler:Not directly, but A.S. mentions using the Null device to try to [[spoiler:summon the ancient deity Astaroth/Ishtar. He initially feels he didn't succeed, but the rest of the log suggests ''something'' happened. In the third game's "Release" ending, one seems to be, well, released into the world.]]
* FeaturelessProtagonist: Your character is one, referred to only as "you" in the notes.
* TheGayNineties: The time period of the setting. Some letters in the second game are dated on 1883 and a passage from the epilogue is from 1903.
* GeniusLoci: An open question of the setting. It's never clear whether there is a will behind the events or the rooms are just a part of more complex and spatially distributed machinery.
* GogglesDoSomethingUnusual: The eyepiece you get has a special lens that allows you to see otherwise-invisible things that are needed to solve some puzzles. It also provides a limited form of XRayVision at certain points. Near the end of the game it apparently lets you [[spoiler:see into another dimension.]]
* GuideDangIt: Two puzzles in the first game require you to [[spoiler:tilt the actual device you're playing the game on]]. Might not be so bad, except that these are the ''only'' two puzzles in the game that need it, the HintSystem doesn't explicitly say it until you get to the very last hint, and unlike all the other puzzles in the game it's LeaningOnTheFourthWall.
** In the third game, an optional (yet necessary to unlock the other endings) puzzle requires you to [[spoiler:flip a switch in a grandfather clock that only appears if the minute hand is pointing to 0, 3, 6 or 9...and said clock is tied to your ''system time''.]] No other puzzle in the game involves the [[spoiler:system clock]].
* HearingVoices: A.S. mentions that he starts having hallucinations and hearing things. [[spoiler:As the game progresses, [[WhisperingGhosts you will too]]. After stepping through the door, the voices stop. A.S. speculates they were intended only to draw him/her there.]]
* HeroicSacrifice: [[spoiler: A.S., as revealed at the end of The Seance room in the sequel. Reading the note in the corpse's breast pocket reveals that he had finally succeeded in setting up everything to escape the Room dimension, but felt he owed it to you to help you escape since he is the one that roped you into it. Unfortunately, due to the way that time works in the Room dimension, he died before you ever arrived and became the withered husk holding the pocket watch with the key inside that is revealed at the end of The Seance.]]
* HintSystem: Three to four clues are available for any given puzzle. However, it can be difficult to get it to advance to the next hint at times.
* TheInsomniac: [[spoiler:People trapped in the rooms are explicitly stated to not feel hunger and unable to fall sleep. That and the TimeDilation doesn't make an environment where people can stay sane for long. A.S. and the protagonist fend this off by keeping themselves mentally occupied.]]
* LightningCanDoAnything: [[spoiler:Prof. de Montfaucon experimented with electricity to reanimate dead beetles. Then his methods got more and more refined...]]
* ManInTheMachine: [[spoiler:Maggie Cox in the third game. Imprisoned by the Craftsman in a mechanical fortune teller booth, she still finds ways to be useful to you. She was mentioned in the previous game during The Seance.]]
* MatryoshkaObject: TheGame.
* MultipleEndings: Present in the third game:
** [[spoiler:Imprisoned: The protagonist finds himself back in the train he was in at the start of the game... along with a taunting note from the Craftsman claiming he is now trapped. The train then crosses a tunnel into a surreal maze filled landscape with a temple in the center which is then revealed to be contained in an orb than is then locked in a puzzle box by the Craftsman.]]
** [[spoiler:Escape: The protagonist is transported to a boathouse and escapes on a rowboat while the Null entity completely destroys Grey Holm behind him. A journal entry from him is shown at the end claiming that Grey Holm is not only gone but has apparently been wiped from existence entirely. The protagonist also vows to never have anything to do with the Null again.]]
** [[spoiler:Release: Nearly identical to Escape with the difference that the entity is seen disappearing into the clouds. The journal entry is replaced with a letter from the incarcerated protagonist to another person asking for their help and requesting that they find the protagonist in Bethlehem...most likely referring to the Bethlehem Royal Hospital, an asylum for the mentally ill that's existed in England for centuries.]]
** [[spoiler:Lost: The protagonist is transported to a group of ancient temples in Mars, implied to be the source of the Null.]]
* PoweredByAForsakenChild: The notes state that the Null element is somehow directly connected to [[spoiler:the human soul.]] A.S. is only able to get a working sample when he accidentally [[spoiler:exposes his body to his active machinery]].
* RoomFullOfCrazy: The titular room is covered in scrawled arcane symbols visible only through the eyepiece. [[spoiler:The last room in the sequel is covered by mathematical symbols. In the third game, you'll see them scrawled around the mechanical fortune teller booth. The number of symbols increases as the game goes on.]]
* RuleOfThree: The big safe holds a smaller one, which holds a still smaller one. There are also three missing cogs in the clockwork, three seals on the second box...
* SanitySlippage: A.S. definitely seems to have been experiencing this as his experiments continued.
* SequelHook: Part of the ending of the first game informs you that there are more rooms to explore.
* ShoutOut: One of the puzzles involves [[Franchise/{{Hellraiser}} opening a small intricate puzzle box.]]
** 3's first puzzle involves a self-assembling clockwork topographical map with buildings self-constructing. Apparently someone's been watching a lot of ''Television/GameOfThrones''.
* SpookySeance: In the sequel, one of the rooms is a London residence where fake séance sessions were staged by a PhonyPsychic who calls himself "Khan". A fraud, that's it, until he decided to include the [[AppliedPhlebotinum Null]] in his performances.
* SpookyPhotographs: Most of the pictures the protagonist can find are this. [[spoiler:Especially after using the eyepiece on them.]]
* StockVideoGamePuzzle: Well, it ''is'' a PuzzleGame...
** ControlRoomPuzzle
** EnterSolutionHere
** LightAndMirrorsPuzzle: And the light can only be seen with the eyepiece.
** LockAndKeyPuzzle: MANY of these. In an interesting variation, some of the keys must be reconfigured to work with more than one lock, and at least one lock changes itself to require a second key.
** MadMarbleMaze: complete with a rotating center path.
** SetPiecePuzzle
** SimonSaysPuzzle: Combined with SongsInTheKeyOfLock, a small piano in the last area of the first game is this. If one listens carefully, the whole piece played is the [[RecurringRiff game's theme.]]
* TarotTroubles: In ''The Séance'' chapter, part of one puzzle involves a custom desk of tarot cards.
* WhamLine: [[spoiler:"I can no longer enter the wine cellar."]] Near the end of the game you get the even creepier [[spoiler:"There are rooms EVERYWHERE."]]
* WhereItAllBegan: [[spoiler:The second game ends with the protagonist arriving to the same room where the safe was opened. Once realization sets, the protagonist [[ScrewThisImOuttaHere runs for it]] before the room can detach from normal space again.]]
[[redirect:VideoGame/TheRoomMobileGame]]

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