How to solve The Room 2 - Chapter 5 and 6 walkthrough and puzzle guide for The Laboratory

Found yourself stuck in Fireproof's sumptuous box fiddler The Room 2? Good job you found this guide, then. Here, we will walk you through every step you need to take if you want to finish the chapter at hand.

This guide covers both chapter 5 (a very short episode in a rickety row boat) and chapter 6 (a romp about a laboratory). In the sixth and final chapter, you'll play with lasers, batteries, beetles, and yet more keys.

Follow our movements, and you'll solve every puzzle in these final chapters. But remember to only use this guide as a last resort - it's much more satisfying to figure things out by yourself.

More The Room 2 guides

Chapter 1
Chapter 2 - Part 1 / Part 2
Chapter 3
Chapter 4
Chapters 5 and 6




Chapter 5

The Room 2

This super-short chapter opens the way to the sixth and final chapter.

Look to the driftwood to the right of the boat and take the crank handle. Place it into the recess at the front of the boat and then turn it until the boat arrives on the island.

Chapter 6

The Room 2

Look at the cabinet and open the drawer marked "1". Take the screwdriver from inside. Flick the switch on the right side to open one of the locks above.

The Room 2

Look at the workbench. You'll see a big metal sphere that is locked shut with a metal panel. Use your screwdriver to remove the screw. Take the wooden box from inside the sphere.

The Room 2

The wooden box has three strange symbols and three combination locks with numbers.

You can find the number associated with each symbol by using this weird lumpy puddle on one of the tables. Spin the handle to each symbol and note the number that appears in the goo.

The combination to the locked box is (from top to bottom) 1, 7, 3. The box will open - you now have a battery.

The Room 2

Put the battery in the compartment on the bench to the right of the magic puddle. Spin the wheel until the gauge points to the red section and then pull the lever.

The battery is now charged. Take it.

The Room 2

Place the battery in the compartment on the workbench and turn the switch. A laser beam will turn on. Spin the head of the laser until it goes through all three lenses and fires off into a mirror.

The Room 2

Double-tap on the mirror to see where it's pointing. Move the camera until the laser beam is pointing at the red circle on the box in the middle of the room.

When you hit back, a compartment will open up on the box, containing a star-shaped handle. Grab it.

The Room 2

Put the star-shaped handle into the space above the "1" drawer on the cabinet. Turn it and the drawer will read "2". Take the drum of images from inside.

Look on the bottom of the drawer to find a beetle. Take it.

Flick the switch on the left side of the drawer. If you flicked the switch on the "1" drawer, the left cabinet door will open.

The Room 2

Open the left door. Look at the space to the right of the big red beetle. Flick the switch to open a compartment containing a large handle. Take it.

The Room 2

Place the handle in the slot on the side of the central table. It's just beneath the upraised metal rectangle, as seen above.

Twist the handle anticlockwise until it gets to the hexagon hole in the table. Pull the metal rectangle up to make a gem appear.

Now, twist the handle anticlockwise some more so the laser beam fires through the gem and into the box.

The Room 2

The laser beam will now hit another mirror, this time on a chest of drawers. Tap twice on the mirror to look in and move the camera to look at the red bug inside the cabinet.

Exit this screen and the right door of the cabinet will be unlocked.

The Room 2

Open the door and take the battery from the top shelf. There's a large rhinoceros beetle behind the battery, so take that, too.

On the bottom shelf, unscrew the lid of the medicinal tonic bottle. Inside is a piece of broken plaque - grab it.

The Room 2

Open the cabinet drawer marked "1". If it reads "2", just turn the star-shaped handle. Inside is a broken plaque. Repair it with your piece of broken plaque.

A compartment will open up, containing a fuse. Take it.

The Room 2

Place the battery in the charging station. Spin the wheel (like before) and pull the lever (like before). This time, however, the machine will break.

Use the screwdriver to open the fuse cover. Take the fuse (you'll automatically discard it) and replace it with the fuse from earlier.

Spin the wheel again, and pull the lever again. Take your new fully charged battery.

The Room 2

Place the drum roll of images in the image viewer. A door will open up. Place the battery inside. Look in to see the hand moving.

Put the eyepiece on and look inside again. This time, you'll see two symbols: two 'Vs' and an 'O' with a line through it.

Also, the image drum roll will come out, with another beetle on it. Take it.

The Room 2

Place all three beetles (from the image drum, under the drawer marked "2", and behind the battery in the right side of the cabinet) on the board in the cabinet.

A compartment will open up, containing a small metal handle. Grab it.

The Room 2

Place the metal handle on the magic number puddle. There's a gap for the handle to the bottom.

Twist one handle so it's over the two 'V' symbols, and another so it's over the strikethrough 'O'. A big lump will appear, and then turn into a key. Take it.

The Room 2

Look at the padlock on the box in the centre of the room. Spin the dials so it looks like the screenshot above. Put the key in the lock and open it.

Take the large stag beetle from inside.

The Room 2

Place the stag beetle at the centre of the insect collection. The board will disappear, making way for a mirror.

Go to the mirror next to the image finder. It's currently focused on the red beetle. Double-tap on the mirror, though, and move the camera so it's now focused on the mirror beneath the beetle.

The Room 2

Look through the mirror beneath the mirror. Move the camera so the laser beam points through the final red gem. When the beam spreads, hit the 'back' button.

The Room 2

Another compartment will open on the box. Inside is an eyepiece. It is automatically attached to your current eyepiece and enables you to see even more hidden symbols.

You want to find...

The Room 2

This symbol, which is to the right of the image viewfinder. It's got one dot and is pointing at the triforce symbol.

The Room 2

And this symbol, which is in front of the place where we found the stag beetle. It has three dots and is pointing at an eye.

The Room 2

There's probably another, but I can't find it. No worries - we can figure it out through a process of elimination.

Look at the area where you found the beetle through your eyepiece. You'll see three circles - one with one dot, another with two dots, and the other with three - and eight symbols.

Move the circle with one dot to the triforce. Move the circle with three dots to the eye. Then, try the circle with two dots on the rest (it's the one with two overlapping circles).

The Room 2

Flick all three switches down.

The Room 2

Look at this dome and tap on the crystal.

The Room 2

Two sliders will appear. Put on your eyepiece to see green and red sticks that change location as you shift the sliders. Move the top, green slider to the two vertical lines symbol. Move the bottom, red slider to the two horseshoes symbol.

This will finish the symbol. You will complete the chapter, and the game. Congratulations!