Take it.įlick the switch on the left side of the drawer. Look on the bottom of the drawer to find a beetle. Put the star-shaped handle into the space above the "1" drawer on the cabinet. When you hit back, a compartment will open up on the box, containing a star-shaped handle.
Move the camera until the laser beam is pointing at the red circle on the box in the middle of the room. Spin the head of the laser until it goes through all three lenses and fires off into a mirror.ĭouble-tap on the mirror to see where it's pointing. Place the battery in the compartment on the workbench and turn the switch. Spin the wheel until the gauge points to the red section and then pull the lever. Put the battery in the compartment on the bench to the right of the magic puddle. The box will open - you now have a battery. The combination to the locked box is (from top to bottom) 1, 7, 3. Spin the handle to each symbol and note the number that appears in the goo. You can find the number associated with each symbol by using this weird lumpy puddle on one of the tables. The wooden box has three strange symbols and three combination locks with numbers. Take the wooden box from inside the sphere. Use your screwdriver to remove the screw. You'll see a big metal sphere that is locked shut with a metal panel. Flick the switch on the right side to open one of the locks above. Look at the cabinet and open the drawer marked "1".
Place it into the recess at the front of the boat and then turn it until the boat arrives on the island. Look to the driftwood to the right of the boat and take the crank handle. This super-short chapter opens the way to the sixth and final chapter. But remember to only use this guide as a last resort - it's much more satisfying to figure things out by yourself. In the sixth and final chapter, you'll play with lasers, batteries, beetles, and yet more keys.įollow our movements, and you'll solve every puzzle in these final chapters. This guide covers both chapter 5 (a very short episode in a rickety row boat) and chapter 6 (a romp about a laboratory).
Here, we will walk you through every step you need to take if you want to finish the chapter at hand. Found yourself stuck in Fireproof's sumptuous box fiddler The Room 2? Good job you found this guide, then.