The Room Two

“A far more varied sequel that spreads its puzzle boxes across a ship, a temple and a seance room.”

The Room Two is a puzzle game that trades its predecessor’s single box for distinct environments, each hiding its own mechanism. Six chapters run from a model ship to a temple, a seance room and a final laboratory, with a broken eyepiece repaired early on.

The ship chapter is the standout, with captain’s logs supplying compass directions that plot routes across a model of the Santa Helena. The temple’s mirror shards and the seance room’s tarot cards keep the variety coming.

Tarot cards feed a typewriter-style device used to spell out words such as Voyage, Endless and Khn, with riddles resolving into card combinations. The word puzzles add a welcome layer of linguistic reasoning to the tactile object play.

The puzzles are markedly more varied than the first game, and the whole package improves on its predecessor. One sliding-piece arrangement proves the low point, needing a piece fed into a rotating ring and carried around, a classic case of overthinking.

A deeper narrative emerges than the series has previously suggested, and the close takes a Lovecraftian turn that reframes everything before it. The narrative thread that emerges carries straight into the sequel.

The inverted mouse-look and mouse-driven dial rotation are the main frustrations, with the view regularly swinging the wrong way. Graphics default to very low on Linux, a quirk rather than a fault.

Overall, puzzle design is the reason to play, and the variety across six chapters makes it the strongest entry in the series so far. The roughly two-hour length matches its predecessor, but every minute is well spent.