Walkthrough for Room 206 v.2 A Harrowing Reflection on Horror, Death, and Love by Byron Alexander Campbell NOTE: this walkthrough applies to Version 2 of the ALAN release of Room 206. The precise solutions may not apply to later or earlier versions, or releases in a different format. Also note that this plot-driven tale relies on a precisely timed series of scenes or events to proceed. There will be times (indicated with a 'z' for 'wait') when a certain number of turns, rather than a specific action, will be required for the next event to occur. While you can spend those turns however you like, I highly recommend taking every opportunity to examine and interact with anything and everything in sight. The person who simply does what needs to be done to "win" won't get nearly as much out of this story as the person who explores every nook and cranny of the Room and its surrounding spaces. Room 206 is light on puzzles, and death should never occur, but there are a few times you'll be asked to perform action that might not be immediately apparent. You might also hesitate when the way forward seems clear, but morally ambiguous. This walkthrough should help with those moments. PART 1: The Chapel >lawn >limousine >take bucket >lawn >path >graveyard >dump bucket >take shoe >path >lawn (note: try interacting with the cat in various ways) >chapel >follow ribbon >take rose >aisle >x program >lawn >path >gazebo >take veil >path >graveyard Part 2: The Room >bathroom >open cabinet >take pills >room >kitchen >open bar >take liquor >swallow pills with liquor (note: this one's a freebie, but if you drink any more liquor throughout the game, prepare to be keep drinking it every twenty turns or so) >open fridge >x fridge >take burrito >put burrito in microwave >turn on microwave >z >z >z >z >z >z >take burrito >eat burrito >room >answer phone >z >answer phone >z >z >z >open door >open tray >take box >turn over tray >x tray >open pillow >turn over tray >put white box on tray >close tray >close door >z >z >z >answer phone >bathroom >turn on shower >x mirror >room >open door >hallway Part 3: The Hotel (note: when you see the maid, you can try performing various actions on her or even asking her about certain rudimentary things) >elevator >down >out >entrance (note: for this part you have to wait until the policeman is looking away before you perform certain actions. Since his pattern varies, I will just report the actions that you will do when you have a chance) >break blue bottle >take broken bottle >throw broken bottle at crab >take ring >z >beach >hotel >elevator >up >out >unlock door with card >elevator >down >out >ring bell >z >z >z >elevator >up >out >unlock door with card >room Part 4: The Room Revisited (note: certain aspects of the room will have changed at this point, so it's worth re-examining everything) >z >z >answer phone >z >z >answer phone >x garbage >take purse >open purse >read note >z >z >answer phone (note: during this puzzle the mystery man will occasionally call in to provide hints, depending on your progress. While these are intended to help solve the puzzle, they also expand the story in their own way; it may be worth waiting around to hear all four of them before you start the following actions) >bathroom >unclog toilet >take necklace (note: you can wash your hands, or leave them dirty. Your call, but it will affect your ending) >turn on sink >wash hands >room >kitchen >take blood >put blood in microwave >turn on microwave >z >z >z >z >z >z >take lace >room >z (repeated as necessary) (note: the seagull's actions are random, but basically you need to wait until it has thrown itself against the window enough times for it to shatter) >take seagull >put necklace in purse >put lace in purse >put ring in purse >answer phone >open door >hallway Part 5: The Scarred Man >elevator >up >out >door >z >z >z >z (note: try asking the man about erica, the purse, the ring, the lace, the necklace, the seagull, the phone, and the man) >hit man >hit man >hit man >hit man >hit man (note: in this section you have a choice that will help determine which ending you receive. You can continue beating the man, even though he has stopped talking, or you can wait until the drapes rustle, allowing you to exit the room) once drapes rustle: >out >elevator >down >out >unlock door with card >room >z >z >z >z >z >z >z >answer phone >z >z >z >answer phone >answer phone >answer phone >z >break phone >z >z >open closet >open bag >x bag >answer phone >z >z >z >bathroom >x mirror >ask man about door (note: here's another choice that will determine your ending. "say guilty" or "say innocent," whichever you think is correct) once the door is open: >door (note: you're now in a pseudo-maze. The solution is random; just go in the direction of the light. If a direction doesn't work, use the synonym listed in the room description) once you've exited the maze: Part 6: The Nightmare Redux >open door >z >x cat >take broken bottle >throw broken bottle at cat >path >graveyard >x yellow firefly >say shoe >x green firefly >say rose >x white firefly >say veil >path >lawn >z >chapel >down >down >down >down (note: your actions in this next section are ultimately meaningless. These are only suggestions) >untie erica >kiss erica >x windows >stop >ask erica about erica >hit erica >x pulpit >x erica >kill erica >x pews (once you are in the room) >z >z >z >take body >put body in curtain >z >take body >put body in bag >close bag >z >turn page THE WEDDING WAS LIKE A DREAM...