Muhit Rahman lives off two things: gaming marathons and endless cups of tea. He writes guides, reviews, and occasionally forgets that real life doesn’t come with checkpoints. His favorite genres are Soulslike and Metroidvania, with Dark Souls III, Hollow Knight, and Dota 2 forever holding top spots on his all-time list.
Welcome to Part 2 of our walkthrough for OFF. By defeating Dedan, the guardian of Zone 1, we’ve acquired the Cancer card.
This opens up the path to Zone 2, and that’s where we’ll head off in this walkthrough.
If you want to know more about OFF, check out the official website here.
This walkthrough contains spoilers for Zone 2 of OFF.
Table of contents
The Central Library (Missing Page Puzzle)

After entering Zone 2, use the Red Cub to save your game. Head north to the next area. Read the sign next to you to see that the road up north leads to the Center (library). Move on to the next section.

The Library is a weird structure. There are three ways to go from the library, and an arrow on the wall. For now, go inside the building.

Inside, you’ll find two Elsens talking about a man who tears out pages from the books. After the conversation, one of them heads up the stairs.

Go up and talk to the Librarian. He’ll tell you that the upstairs floor is blocked off because of the specters. Run through the dialogue and go up to the next floor.


This floor has several bookshelves. However, when you interact with them, the Batter tells you that the shelves are fake. The real ones have a visible base. There are eight real shelves and eight books you can read on this floor.

Take a moment to check them out. The book titled “The Cardinal Points” shows you the meaning of different arrows on the left page.
These are the same signs you’ll see on the outside walls of the Library. It’s a good idea to take a picture of the page on your phone.
Loot the nearby chest for the Pillar Art for Zone 2 and head up the stairs to the next floor.

This floor has four sections with one interactable shelf in each section. Check them to see that each of them reads the same, and all of them have a page missing.

The only difference between the books is the suite color of the page.

The path up north is blocked, and you’ll have to solve a puzzle to get through.


Loot the chest on the upper side of the bottom left section for a Joker. There’s another chest with a Choleric Symbol on the lower side of the top right section.


To solve the puzzle, you’ll have to find the missing pages. Three of the pages can be found on the floor. Once you pick up the page, inspect it from your inventory to see the suite color. Then insert the missing page into the book with the matching suite to complete the puzzle.

After matching three books, head down to the ground floor of the library. Take the western door.
Walk through the passageway and take the door on your left.

You’ll find yourself outside the library. The symbol on the library wall indicates that you’re on the western side of the library. Take the southern exit.

You’ll arrive at a new location with a couple of Elsen standing around. Talk to the Elsen closest to you. After a bit of dialogue, he agrees to sell you a missing page for 100 credits. This is the final piece of the puzzle. Buy the page off of him and return to the library.

Insert the final missing page into the last book, and the path through the northern door opens up. Go to the next room.
You’ll see a Yellow Cube up ahead. Save your game and go up the stairs to the next section.




As you enter the next room, you see a familiar cat approach you. But it’s not the Judge. He introduces himself as Japhet and proclaims himself the creator of this city. The conversation leads to a fight.
After defeating Japhet, he runs off after a few more lines of dialogue.

Interact with the Add-On he left behind to add Omega to your party. Similar to Alpha, he fights by your side. Omega specializes in curing negative effects and can also deal massive single-target damage with his Competencies.
There’s a stair leading to a new room up north, but it’s currently blocked. With nothing else to do, exit the library building.
The Shopping Mall (Looping Maze)

As soon as you leave the Library, the Judge approaches you with news of specters attacking the shopping mall. It’s located on the north side of the city.

Circle around the Library until you find the north wall marker (watch the arrow signs) and take the southern exit to reach the mall.

Inside, you’ll find Zacharie behind the counter with a new stock of items. Upgrade everything and save up using the Yellow Cube nearby.

Head east and take the door to go deeper inside the shopping mall.

In the next room, you’ll see a couple of blocks on your left that prevent you from reaching the Pedalo Recovery Point, and there’s also a door you can’t access yet. Head right and down the stairs.

This area is a looping maze, and it’s exactly as frustrating as it sounds. The layout is random, so there’s no perfect route to follow. On top of that, you’ll also get attacked by random specters while moving.

Keep moving forward, and if you come across an open door, head inside. One of these rooms contains a Yellow Cube you can use to save and heal.

Eventually, you’ll spot Japhet pacing up and down a corridor you can’t access. Search the surrounding area for a door. Go through the door to complete the maze section.

On the other side, you’ll find the Judge staring at a cat drawing on the wall. Speak to him to learn that Japhet is actually his brother, Valerie. The Judge asks you to pass along his regards if you meet Valerie in the library building.

Take the other door out of the room and you’ll find yourself at the Pedalo Recovery Point. Call a Pedalo, and with the blocks now gone, you’re free to leave the Shopping Mall.
The Amusement Park

There’s only one place in Zone 2 with water, and that’s the amusement park area where you found the last missing page. It’s on the western side of the library. It’s on the western side of the Library, so make your way there and you’ll find the Pedalo you left waiting on the river.
Hop on and cross to the other side, use the stairs, and keep moving to reach the amusement park.

Right away, you’ll see a balloon floating in front of you. Pop it for a Fortune’s Ticket, then keep moving and take the northern door.

You’ll arrive in the central plaza, with a few Elsens standing around and a Yellow Cube to save your progress. There are three ways forward here: left leads to the roller coaster, north to the balloon game, and east to the river cruise and the boss’s office.

An Elsen is guarding the boss’s door on the east side, and he won’t let you in unless you “know him (the boss) personally.” So, we’ll have to prove it.

Go back to the central area and take the northern path to the balloon game.
An Elsen will invite you to play the game. The one who pops the last balloon loses. Don’t worry, it’s easier than it sounds.
The trick is to make sure it’s the Elsen’s turn when there are five balloons left to pop. If it’s your turn, you’ve lost and you need to start over again. There’s no penalty for losing, and you can try as many times as you need to solve this puzzle.

Once you win the Balloon game, the Elsen gets mad and transforms into a Burnt Elsen.

Purify him and you’ll receive a Necktie as a reward.

You’ll be dropped back into the plaza, but now the Elsens are running around in panic.

Before moving on, return to the balloon game area and pop the last balloon to pick up a piece of Abaddon’s Meat.

Head back to the eastern room. Use the Pedalo Recovery Point to call the Pedalo on the river.
Get on the Pedalo and go east along the river.

For this part, you have to follow the river while using the underwater cubes to your advantage. There are some balloons on the platforms that you can pop for items. Again, these are only battle items, and it’s okay to miss them.

You’ll have to reach the top left section of the area. If you mess up, you’ll find yourself back at the starting point and will have to start all over again.
In the top left section, there’s a switch with a sign next to it. This is the switch that’s preventing access to the roller coaster. Flip it off and ride your pedalo back to the start.

Head to the western part of the amusement park and go north past the Elsen standing at the gate.

You’ll find a long staircase straight ahead and a road to your left.

Go left first to meet an Elsen running a small shop next to an empty roller coaster train. He mentions that everyone who rides gets a souvenir photo.

Double back, climb the stairs, and head left to the next section once you reach the top.

You’ll find a statue of Zacharie beside another empty roller coaster train. You can push the statue. This doesn’t seem like a coincidence.

Push the statue of Zacharie on the roller coaster and get on next to him. The train starts moving.

When you reach the bottom, talk to the Elsen to collect the photo of Zacharie. Apparently, Zacharie is the boss of the amusement park.

Now that you have proof that you know the boss, head back to the eastern room of the park. Talk to the guard and he’ll let you in.
Inside the room, you’ll find six chests. They contain another set of stat-boosting orbs like the ones you found in the last zone.

There’s nothing else left to do at the amusement park. So head out of the park and go back to the Library. There’s only one area you haven’t checked so far, and that’s the area on the eastern side of the library.
The Residential District

Make your way to the eastern side of the Library and take the southern exit to reach the residential district. There’s a Yellow Cube just ahead to save your progress, but the road north is blocked.
Talk to the Elsen guard, and he’ll explain that outsiders aren’t allowed in. Notice how all the Elsens here are wearing ties?

Luckily, you picked up a Necktie from the balloon game earlier. Equip it from your inventory, and the Batter will put it on.
Speak to the guard again, and he’ll let you through.

A cutscene plays as Japhet unleashes specters on the residents.


You’ll have four minutes to track down and purify all eight phantoms scattered across the area.

Once all eight phantoms are defeated, the residents will thank you… and then kick you out for being too dangerous. They’ll also take the Necktie so that you can’t get back inside.

The Judge approaches you outside the residential zone. Let the dialogue play out. Apparently, Valerie has gone mad and is calling himself Japhet, but we already know that. The Judge also says that there are phantoms near him. You agree to look into it, and the Judge joins you.
Now it’s time to head back to the library.
Return to the Library

Make your way back to the room where you picked up the Omega Add-On. The blocks blocking the northern door are gone now, so head through.


In the next room, check the bookshelf on your right and look at the page numbers at the bottom. 1 on the left, 4 on the right. Note these down.
Cross to the left side of the room and take the southern door.

Head right and take the door back inside the building.

This room has four bookshelves. Inspect each one and jot down the page numbers. Take the door on the left side of the area to reach the next section.
Continue moving forward inspecting bookshelves as you go.

This brings you to another keypad puzzle, with one final bookshelf in the room. Inspect it to get the last set of numbers you need.
The number on the left page shows the position in the sequence, and the number on the right page is the digit itself. Put them together, and the code for this puzzle is 49971640.

Tap the blocks in the right sequence, and the block in front of the door will vanish, letting you move on to the next section.
Defeating Japhet, the Guardian of Zone 2

Continue forward through the next room, and you’ll step outside the building. You’ll find Zacharie on one side with upgraded gear for your party, and there’s a Red Cube on the other side to save and heal.
When you’re ready, take the ladder up to the roof for the final battle of Zone 2.

Once you reach the top, the Judge will try to reason with Valerie. But it’s revealed that Valerie’s body has been taken over by Japhet, the bird entity living inside his mouth. With the truth out, the fight begins.

Like the other boss encounters, Japhet will speak to you mid-battle. Poison is especially effective here, slowly chipping away at his health.

He’ll change form twice during the fight, with the final phase turning him into a massive bird. In this form, he can inflict Muteness on your characters, preventing them from using Competencies. You can cure this with Omega’s Inverse Perspective or by using items.

Once Japhet is defeated, you’ll see another cutscene of the child in the red room.

When the scene ends, you’ll find yourself back at Nothingness. You now have the Pisces card in your inventory that gives you access to Zone 3.
This concludes part 2 of our walkthrough for OFF. For other parts, be sure to check out our walkthrough hub for the game.
If you want to read more interesting articles on indie games, check out the links below.
- Into Indie Games Homepage
- Ritual of Raven Review
- Primal Planet Review
- Luto Walkthrough
- Tiny Bookshop: 8 Beginner Tips & Tricks
Muhit Rahman lives off two things: gaming marathons and endless cups of tea. He writes guides, reviews, and occasionally forgets that real life doesn’t come with checkpoints. His favorite genres are Soulslike and Metroidvania, with Dark Souls III, Hollow Knight, and Dota 2 forever holding top spots on his all-time list.