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As OFF comes to a close, it changes from a somewhat disturbing RPG into a far more surreal, somewhat horrific experience, but it doesn’t stop coming at you with obtuse puzzles to solve.
The Room is exceptionally different from all other areas in the game, offering puzzles that break the fourth wall, make you think outside the box, and even use game mechanics you wouldn’t even think about before.
The rules are broken, and the room warps and twists in ways that make you completely forget this game was released in 2008, often becoming so surreal that I had to stare at the screen for minutes on end.
While it’s a fairly linear sequence of events, the job of connecting the dots gets exponentially darker when you’re trying to do it in the dark, so I’ll be sharing all the methods for solving this weird room.
Chapter 5
You’ll be greeted with a chapter number as you walk in, and note that the lower this number goes, the more progress you’ve made. There isn’t much else to do, so walk into the small room, grab the pillar art, and walk back out.
You’ll see the chairs rearranged into a smiley face, then walking out will put you back into the small room with a poster containing more lore. Walking out will put you back in the save room.
Walk out from here, and you’ll encounter a small army of bears, which are beast types, and not hard to take out. After you kindly remove them, you’ll find the chairs frowning, and a new door will open up in the small room.
You can head inside and fight the rather surreal, scraggly drawings of ghosts, but you’ll find the door at the end of the hallway leads into more of the same hallway, so head inside and head right back out.
Chapter 4
After a quick fade to white and more lore, you’re back at the save point. Heading out now, you’ll find yourself in Chapter 4, with the room having completely re-arranged itself, and the month changing.
Head through the hallway that was previously endless, and you’ll find yourself on a map with five red dots, one for your current location, three important ones, and one in the sun.
Visit the Tall Mister on the leftmost dot, and you’ll find Dedan with a much calmer demeanor, asking you what day it is. Go ahead and head back to the house on the bottom dot, and grab the calendar page.
Before giving him the calendar, you can interact with the other two dots, and talk to the Bird and the Big Mister, and once you’ve done that, return to the Tall Mister to give him the calendar page.
He’ll give you a book, which you can give to the Bird, and then the Bird will help the Big Mister out of his hole in exchange for that book, all of it leading to a cutscene where the three discuss building the new world together back at the cottage.
After this, interact with the sun to try and talk to Mama, where you’ll get even more lore about the three friends we made today, and then get sent back to the save point to do something new again.
Chapter 3
It’s Chapter 3 time, and instead of seeing a funny TV man, you’ll immediately be sent to a fake title screen with three save files to choose from, all three of them having completely different content. Start with the first one, and make your way to the big man at the bottom left of the big room.
Give him the number that he says, then in the next room, use the + symbols on the ground to guide the ball. Move down when you want it to move down, but make sure to start one tile up so you walk onto another + symbol whenever you move.
Succeeding in this puzzle, you’ll see the numbers “3755” appear on the screen, and slightly misleadingly, they aren’t numbers to give to the big man. Instead, wrap up your time here by heading to the top-right room.
To the first guy, answer “March”, answer “Elsen” to the second, “Directions” to the third, and “Von Gacy” to the last. Bonus points if you were observant enough to have all this written down already.
Note down the symbols on the playing card on the wall, or, if you’re like me, take a screenshot of it and save it for later. Go back and load file 2, where you’ll be met by a ton of shadowy men running about, but you can walk past them.
Heading up to the top right, you need to push down the circles on the floor wherever there’s a right-facing leaf on the playing card. Doing so will net you the number “5865”, which you need to use back in file 1.
Give the big man the number, then you’ll get access to The Room, again. Head back and enter save file 3, where you can now enter the top right room while being flipped back rightside up, and able to use the keypad.
Here’s where we input “3755”, from the ball puzzle earlier. After inputting it, head back down, be met by another white flash and more lore, and you’re ready for the next chapter.
Chapter 2
Head up and into the small room, then interact with the old comic book on the ground. It’ll take you into a short, extremely self-explanatory game within this game, where you can just run to the right, and be guaranteed to win.
You can go through the encounters here and use the Boxer’s extremely powerful competences to OneShot everything if you’re really desperate to grind credits, but otherwise, just get this one over and done with, then head back to the save.
Chapter 1
This is the final save point for the boss, as Zacharie will inform you, but don’t worry, you can’t get locked out of anything. You can return to the nothingness and do everything you want to do, then return when you’re ready to end it.
The last few fights aren’t incredibly difficult, but once you head through that door, you can’t go back, and you either have to end the game or die trying, so feel free to buy everything you think you’ll need.
In the fight with the Queen, the strategy should be pretty immediately clear. Purge your debuffs when they’re overly debilitating, target her add-ons, and make sure to get the one behind her above all else.
After her add-ons are down, the fight is very much a cakewalk, especially if you’ve taken down the optional bosses and have healing items to spare, leaving one more thing left to do from here.
Chapter 0
Walk through the red room, up into the small room that you’ve become so familiar with through the course of this area, and do whatever you believe must be done. After that, the choice of how this story will end is yours.
Neither of the final fights are difficult, as you can just repeatedly use your powerful competences and the opponent won’t be able to do anything about it, closing out the game with a rather solemn note to end either way.
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Author: 360 Technology Group