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* PuzzleBox: The series itself has multiple puzzle boxes throughout the games. Some rooms have multiple of these, each containing items that help you progress through the games.
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* ArcSymbol: The hexagonal Null symbol and its variants, scattered throughout the series on some of the puzzles, notes, and objects.
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* BatmanGambit: [[spoiler: In ''A Dark Matter'', the detective (aka. the player character) stumbles across the Hedgewitch's hut and has to solve all the puzzles. After that's done, the Hedgewitch deliberately traps her own soul in an artefact that the Craftsman wants to collect. After placing all of the artefacts on an altar that the Craftsman presented, the Craftsman remarks in a note that it was foolish for the Hedgewitch to make use of the artefact and betrays the Detective. The Hedgewitch's soul breaks out of one of the artefacts and guides the detective to an Egyptian temple where they can trap the Craftsman and trap his soul in an artefact.]]

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* BatmanGambit: [[spoiler: In ''A Dark Matter'', the detective (aka. the player character) stumbles across the Hedgewitch's hut and has to solve all the puzzles. After that's done, the Hedgewitch deliberately traps her own soul in an artefact that the Craftsman wants to collect. After placing all of the artefacts on an altar that the Craftsman presented, the Craftsman remarks in a note that it was foolish for the Hedgewitch to make use of the artefact and betrays the Detective. The Hedgewitch's soul breaks out of one of the artefacts and guides the detective to an Egyptian temple where they can trap the Craftsman and trap his Craftsman's soul in an artefact.]]
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* 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.

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* TheGayNineties: The time period of the setting. Some letters in the second game are dated on 1883 and 1883, a passage from the epilogue is from 1903.1903, and in ''A Dark Matter'' it explicitly states that it takes place in 1908 at the beginning.
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** ControlRoomPuzzle
** EnterSolutionHere
** LightAndMirrorsPuzzle: In the first game, 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. Other variations include seemingly innocuous objects being able to be turned into keys by fiddling with them.

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** ControlRoomPuzzle
ControlRoomPuzzle: Later games in the series have you explore whole rooms; most of those puzzles have technological elements.
** EnterSolutionHere
EnterSolutionHere: A good number of puzzles in the games involve doing this, with clues you can find around the areas.
** LightAndMirrorsPuzzle: In One of the first game, the game's puzzles has a light pathway that 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. Other variations include seemingly innocuous objects being able to be turned into keys by fiddling with them.



** PixelHunt: Half of the challenge to the games are identifying every interactable area on the screen as every one is important.
** SetPiecePuzzle

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** PixelHunt: Half of the challenge to the games are is identifying every interactable area on the screen as every each one of them is important.
** SetPiecePuzzleSetPiecePuzzle: Every puzzle in the series consists of complex machinery you need to manipulate to solve them.
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* FormulaBreakingEpisode: ''Old Sins'' plays very differently from other games in the series in that, instead of using self-contained levels or rooms, you're exploring a dollhouse, which is one large puzzle box, and the rooms are all interconnected to each other. It's not uncommon for puzzles or items from one room to impact or be useful in a completely different room, leading it to feel more like a puzzle {{Metroidvania}} of sorts. Also, the game's plot seems to be merely tangential to the rest of the series, containing some common thematic elements but otherwise not tying to the other games in any way. [[spoiler:The events of ''Old Sins'' get referenced in the penultimate level of ''A Dark Matter'' where you have to solve a puzzle in the same dollhouse to get an artefact to advance on a puzzle.]]

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* FormulaBreakingEpisode: ''Old Sins'' plays very differently from other games in the series in that, instead of using self-contained levels or rooms, you're exploring a dollhouse, which is one large puzzle box, and the rooms are all interconnected to each other. It's not uncommon for puzzles or items from one room to impact or be useful in a completely different room, leading it to feel more like a puzzle {{Metroidvania}} of sorts. Also, the game's plot seems to be merely tangential to the rest of the series, containing some common thematic elements but otherwise not tying to the other games in any way. [[spoiler:The events of ''Old Sins'' get referenced in the penultimate level of Hedgewitch's Cottage in ''A Dark Matter'' where you have to solve a puzzle in the same dollhouse to get an artefact to advance on a puzzle.]]
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** Happens twice in the course of the final proper stage of ''A Dark Matter'', via the portal door in the Hedgewitch's cottage. The second location you visit via this door is [[spoiler:the Attic of Waldegrave Manor from ''Old Sins'', complete with a simplified dollhouse you have to solve a few puzzles in]], while the third is [[spoiler:the ruins of Grey Holm. This one in particular seems to suggest that either the "Escape" or "Release" ending from ''3'' is considered canon by the series, though it's not clear which]].

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** Happens twice in the course of the final proper stage of ''A Dark Matter'', via the portal door in the Hedgewitch's cottage. The second location you visit via this door is [[spoiler:the Attic of Waldegrave Manor from ''Old Sins'', complete with a simplified dollhouse you have to solve a few puzzles in]], in, and the artefact you gain from there is a wooden figure of Edward Lockwood]], while the third is [[spoiler:the ruins of Grey Holm. This one in particular seems to suggest that either the "Escape" or "Release" ending from ''3'' is considered canon by the series, though it's not clear which]].
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* NoticeThis: Surfaces that have an iridescence to them are those that you need to use the eyepiece on. Small openings that have small crystals floating around them are entrances to {{Pocket Dimension}}s, and you need to use the eyepiece to access them.
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** DoubleMeaningTitle: ''A Dark Matter'' is not only is a reference to the detective scenario in this game, but also refers to the Null, which is often interpreted as some sort of dark matter.

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** * DoubleMeaningTitle: ''A Dark Matter'' is not only is a reference to the detective scenario in this game, but also refers to the Null, which is often interpreted as some sort of dark matter.
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** Most of the puzzles in the third game are in one and can only be accessed with the special eyepiece.

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** Most of the puzzles in the third game and beyond are in one and can only be accessed with the special eyepiece.

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* ForcedPerspective: Some puzzles involving the eyepiece require you to shift your perspective along with some things you need to fiddle to align them to form patterns to progress.



* PuzzlePan: Some puzzles involving the eyepiece require you to shift your perspective along with some things you need to fiddle to align them to form some kinds of patterns.

Added: 174

Removed: 143

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* PuzzlePan: Some puzzles involving the eyepiece require you to shift your perspective along with some things you need to fiddle to align them.


Added DiffLines:

* PuzzlePan: Some puzzles involving the eyepiece require you to shift your perspective along with some things you need to fiddle to align them to form some kinds of patterns.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* PuzzlePan: Some puzzles involving the eyepiece require you to shift your perspective along with some things you need to fiddle to align them.
Is there an issue? Send a MessageReason:
None


** Happens twice in the course of the final proper stage of ''A Dark Matter'', via the portal door in the Hedgewitch's cottage. The second location you visit via this door is [[spoiler:the Attic from ''Old Sins'', complete with a simplified dollhouse you have to solve a few puzzles in]], while the third is [[spoiler:the ruins of Grey Holm. This one in particular seems to suggest that either the "Escape" or "Release" ending from ''3'' is considered canon by the series, though it's not clear which]].

to:

** Happens twice in the course of the final proper stage of ''A Dark Matter'', via the portal door in the Hedgewitch's cottage. The second location you visit via this door is [[spoiler:the Attic of Waldegrave Manor from ''Old Sins'', complete with a simplified dollhouse you have to solve a few puzzles in]], while the third is [[spoiler:the ruins of Grey Holm. This one in particular seems to suggest that either the "Escape" or "Release" ending from ''3'' is considered canon by the series, though it's not clear which]].
Is there an issue? Send a MessageReason:
None


* FormulaBreakingEpisode: ''Old Sins'' plays very differently from other games in the series in that, instead of using self-contained levels or rooms, you're exploring a dollhouse whose rooms are all interconnected to each other. It's not uncommon for puzzles or items from one room to impact or be useful in a completely different room, leading it to feel more like a puzzle {{Metroidvania}} of sorts. Also, the game's plot seems to be merely tangential to the rest of the series, containing some common thematic elements but otherwise not tying to the other games in any way. [[spoiler:The events of ''Old Sins'' get referenced in the penultimate level of ''A Dark Matter'' where you have to solve a puzzle in the same dollhouse to get an artefact to advance on a puzzle.]]

to:

* FormulaBreakingEpisode: ''Old Sins'' plays very differently from other games in the series in that, instead of using self-contained levels or rooms, you're exploring a dollhouse whose dollhouse, which is one large puzzle box, and the rooms are all interconnected to each other. It's not uncommon for puzzles or items from one room to impact or be useful in a completely different room, leading it to feel more like a puzzle {{Metroidvania}} of sorts. Also, the game's plot seems to be merely tangential to the rest of the series, containing some common thematic elements but otherwise not tying to the other games in any way. [[spoiler:The events of ''Old Sins'' get referenced in the penultimate level of ''A Dark Matter'' where you have to solve a puzzle in the same dollhouse to get an artefact to advance on a puzzle.]]
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* ApocalypticLog: The notes. We're not shown the extent of what happened to A.S. until [[spoiler:we see his corpse in the second game]], but it's clear from the start that it's not good.

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* ApocalypticLog: The notes. We're not shown the extent of what happened to A.S. until [[spoiler:we [[spoiler:until we see his corpse in the second game]], but it's clear from the start that it's not good.
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* FormulaBreakingEpisode: ''Old Sins'' plays very differently from other games in the series in that, instead of using self-contained levels or rooms, you're exploring a dollhouse whose rooms are all interconnected to each other. It's not uncommon for puzzles or items from one room to impact or be useful in a completely different room, leading it to feel more like a puzzle {{Metroidvania}} of sorts. Also, the game's plot seems to be merely tangential to the rest of the series, containing some common thematic elements but otherwise not tying to the other games in any way.

to:

* FormulaBreakingEpisode: ''Old Sins'' plays very differently from other games in the series in that, instead of using self-contained levels or rooms, you're exploring a dollhouse whose rooms are all interconnected to each other. It's not uncommon for puzzles or items from one room to impact or be useful in a completely different room, leading it to feel more like a puzzle {{Metroidvania}} of sorts. Also, the game's plot seems to be merely tangential to the rest of the series, containing some common thematic elements but otherwise not tying to the other games in any way. [[spoiler:The events of ''Old Sins'' get referenced in the penultimate level of ''A Dark Matter'' where you have to solve a puzzle in the same dollhouse to get an artefact to advance on a puzzle.]]
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* SkeletonKey: Several keys have bits that can be rotated to form different configurations. This allows a single key to open multiple locks with different keyholes.

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* SkeletonKey: Several keys have bits that can be rotated to form different configurations. This allows a single key to open multiple locks with different keyholes.keyholes often as a OncePerEpisode kind of puzzle.



** 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.

to:

** 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. Other variations include seemingly innocuous objects being able to be turned into keys by fiddling with them.

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Changed: 182

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The Room is a 2012 PuzzleGame by Fireproof Games, available for [=iOS=] and Android devices, and later ported to UsefulNotes/{{Steam}} and UsefulNotes/NintendoSwitch. You enter a 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.

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The Room is a 2012 PuzzleGame by Fireproof Games, available for [=iOS=] and Android devices, and later ported to UsefulNotes/{{Steam}} Platform/{{Steam}} and UsefulNotes/NintendoSwitch.Platform/NintendoSwitch. You enter a 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.



On September 25th, 2019, it was announced that the fifth game in the series was a VR game, entitled ''The Room VR A Dark Matter''. It was released on all major VR platforms on March 26th, 2020.

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On September 25th, 2019, it was announced that the fifth game in the series was a VR game, entitled ''The Room VR VR: A Dark Matter''. It was released on all major VR platforms on March 26th, 2020.



* BookEnds: [[spoiler: ''A Dark Matter'' begins and ends on the balcony of Bloomsbury Police Station, befitting the detective theme of this game as detailed in the behind the scenes material.]]

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* BookEnds: [[spoiler: ''A Dark Matter'' begins and ends on the balcony of Bloomsbury Police Station, befitting the detective theme of this game as detailed in the behind the scenes material.]]material. Thematically speaking, it's representative of closing a case.



* 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...

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* 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..., and that's only the first game.



** LightAndMirrorsPuzzle: And the light can only be seen with the eyepiece.

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** LightAndMirrorsPuzzle: And In the first game, the light can only be seen with the eyepiece.



** MadMarbleMaze: complete with a rotating center path.
** PixelHunt: Half of the challenge to the game is identifying every interactable area on the screen as every one is important.

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** MadMarbleMaze: complete with a rotating center path.
path in the first game.
** PixelHunt: Half of the challenge to the game is games are identifying every interactable area on the screen as every one is important.


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** ''A Dark Matter'' begins and ends on the balcony of Bloomsbury Police Station as a way to tie the detective theme of that game as if closing a case.
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Added DiffLines:

** DoubleMeaningTitle: ''A Dark Matter'' is not only is a reference to the detective scenario in this game, but also refers to the Null, which is often interpreted as some sort of dark matter.

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