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 5 of our walkthrough for OFF. We’ve purified every zone and uncovered dozens of secrets. But now the game takes a much weirder turn as we head into The Room.
Let’s see how deep the rabbit hole goes.
If you want to know more about OFF, check out the official website here.
This walkthrough contains spoilers for the final zone of OFF.
Chapter 5: The Room

As you enter The Room, you’ll find yourself in a black and grey area.
If you’ve defeated the three new bosses in the purified zones, there will be a set of stairs leading down. This takes you to the fourth of the new bosses, Justus.

As always, interact with the moving eye downstairs and choose “Fight” to start the battle.

Justus isn’t too hard. He has a few single-target attacks and can inflict Lethargic on your party. He can also apply the Hasty buff to himself. If you manage to defeat him, you’ll be sent back to the entrance of The Room, and the staircase will disappear.

Head north into the next section. You’ll come to a long corridor. Keep moving forward and enter the next area.

This place is strangely empty. There’s a small room on the side, and a narrow corridor to the west with chairs lined up in three columns.

Go inside the small room and check the calendar on the wall.

Note the date (February 11th, Sunday) and loot the nearby chest here for a Pillar Art for The Room.

Exit the room, and you’ll see the chairs in the main area now arranged in a smiley face.

Take the southern exit. Instead of the long corridor, you’ll end up back in the small room. There’s a new poster here with a weird message. Inspect it, then leave through the door.
You’ll be back at the entrance of the zone with the Red Cube. Save your game and head north again.

This time, the long corridor is filled with an army of bears coming from the other end. You can’t avoid them. They’ll bump into you and force you into a fight.

The battle looks intimidating, but these enemies are weak. They should go down in one or two hits. Use Epsilon’s AOE Competencies to wipe out the group quickly.
After defeat, the bears vanish, and you can continue down the corridor.

In the next room, the chairs have changed again. This time, they have formed a sad face.

Go into the small room to find an inanimate bear doll and a new door. The text on the poster is also different. Go through the new door.

You’ll arrive at a long passageway. There are a few specters patrolling the corridor. They’re easy to avoid, and defeating them does nothing.

At the far end is a door, but the passage loops endlessly. To progress, all you have to do is exit back the way you came.

The screen will fade to white, and this text pops up on your screen.
“Papa said that we’ll go play outside tomorrow.”
Let the dialogues end and you’ll be back in the room with the Red Cube. Save and head north again.
Chapter 4: I Had Three Friends

Continue down the passage and head into the next room.

The area has changed again. There’s a long table here and a few boxes scattered around.


Enter the small room and check the calendar on the wall for today’s date (June 3rd, Sunday). The poster next to it says the door on the right is open.

Go through the door. There are no specters this time. Follow the winding corridor and head through the door at the other end.

You’ll now see a page with a drawing on your screen. You can move the cursor to click on the five red points on the page.
Start with The Tall Mister (the red dot on the left).


You’ll arrive outside a wooden cottage in a forest. Go inside and talk to Dedan. He isn’t hostile this time and speaks to you as if you’re a child. He wants to know what day it is.
Check the clock near him to see that it’s 9 o’clock. Then, exit the house and walk south to return to the drawing page. We know how to find the date for Dedan, but first, let’s visit The Bird (the middle red dot).

You’ll find yourself on a mountain top. There’s a bird sitting at the northern edge. Talk to him to see that it’s Japhet, the Zone 2 guardian. He isn’t hostile and warns you not to go near the edge as it’s dangerous.
Leave the area and head to The Big Mister (the red dot on the right).

Here, you’ll see Enoch stuck in the ground. He’ll ask you to find someone to help pull him out.
Exit the zone and select The Room (the bottom red dot).

Return to the small room and interact with the calendar page from earlier to take it.

Bring the date back to Dedan at his cottage. He’ll give you a Wednesday and a Book as thanks.

Go to Japhet and give him the book. He’ll agree to help Enoch.

You’ll see a cutscene of a flock of birds pulling Enoch free. Afterward, Japhet says they’ll be waiting for you in Dedan’s cottage.

Head back to The Tall Mister’s cottage to find all three guardians inside. They’ll thank you for what you’ve done and give you a Secret Day as a reward.

Finally, click the last red dot on the top-right of the drawing page. The screen fades to black, and some dialogues pop up.

You’ll then be back at the entrance of The Room. Save your game and head through the door.
Chapter 3: The Window in a Window

As you step through the window, something weird happens. You’ll see a fake title screen. Only the “Continue” option is highlighted, so click it.

You’ll see three save slots to choose from. Start with the first one.

Walk down the long corridor to reach the main room. This time, there are patches of lava scattered across the floor that damage your entire party if you step on them. You can spot a door on the northern side.

Before going there, head to the left. There’s a new door leading south, but first, enter the small room.

The date on the calendar reads March 18th, Sunday. On the poster, you’ll see the following text –
“Today, Papa gave me a music box.”
Exit the room, and take the new door heading south.

There’s a huge Elsen following your movements and a door on the other side of the room.

Talk to him and he’ll ask you to tell him a random number.
Enter the number that’s floating on the screen (8946). He’ll tell you that you’re right.
Talk to him again, and he’ll ask you to guess another number. This time, there are no numbers floating on the screen.


Go through the door on the other side to reach a rock-pushing puzzle. But this one works a bit differently. You’ll have to step on the “+” signs on the ground to move the rock in the upper section. Push it all the way to the hole on the far side of the crates.
You’ll now see a number on the wall up ahead – 3755. Note it down.
Return to the main room with the lava on the ground and take the northern door.

You’ll see an Elsen standing near a door. Talk to him and he’ll ask a quiz –
What day is it today?
Ans: Sunday, the 18th of March.
He’ll give you a Mysterious Symbol for the right answer.

Take the door next to him to reach a winding corridor. There are three rooms along the corridor where you’ll find an Elsen with a quiz. The right answers will get you a reward. Here are the answers and rewards:
- Which station would I visit to find metal in the stomach of a cow?
Ans: Pental (Aura of Power)
- Which of these books can you not read at the library?
Ans: Directions (The Eighth Color)
- What’s the secret code to the warehouse?
Ans: Von Gacy (Bleeding Symbol)


At the northern end of the corridor, just before the last Elsen’s room, you’ll spot a strange symbol on the wall.
Interact with it, and the Batter will tell you that it seems important.
With that done, return to the start of The Room and use the Red Cube to save. Head through the northern door again, but this time choose the second save slot.

On the corridor leading to the main room, you’ll notice shadows of Elsens all around. They don’t do anything, so ignore them and keep going.

The small room now looks like a prison. There’s nothing here for you in the room this time.

Take the northern door from the main room. You’ll find a puzzle that resembles the symbol you saw earlier. Interact with the round panels to flip them.

The solution is shown in the above image. Once you flip the correct panels, a number appears on the wall (5865). This is the number the big Elsen was looking for.

Return to the Red Cube, head through the northern door, and choose the first save slot again. Go straight to the room with the big Elsen and give him the correct number (5865). He’ll reward you with the Sagittarius Card, which grants access to The Room (again).
Return to the Red Cube and this time choose the third save slot.

The entire game world is reversed now. Keep moving forward.

You can still access the small room from the main room, but the wall with the poster is no longer visible.

Take the northern exit from the main room and continue through the passage. The perspective shifts back to normal as you reach the door at the end.

Inside, you’ll find a keypad puzzle. Remember the code from the rock-pushing puzzle earlier? Enter the code on the keypad (3755) and enter it here.

After entering the code, make your way back toward the main room. The screen fades to white as you cross the long corridor, and a few more lines of dialogue pop up.
There’s nothing else left to do here for now. Interact with the Red Cube and return to Nothingness. Enter The Room once again from the world map.
Chapter 2: Boxxer’s Adventures

Continue down the long corridor to reach the main room. This time, it’s filled with much more furniture than before.

Head into the small room and read the book lying on the floor.

This triggers a short segment called Panic in Ballville.

In this section, you’ll play as Boxxer, the hero from the comic. The main villain, the Ballman, looks uncomfortably similar to the Batter.

After the short cutscene, keep moving right and defeat any Ballman clones that cross your path.
You’re basically immortal here, so you can fight as many as you like. Keep going until you enter a dark area.

Suddenly, you’ll be ambushed by a big army of Ballman clones. Use the Boxx Bomb Competence to wipe them all out instantly.

When the dust settles, you’ll be back in the small room. The Batter will comment that it’s a stupid story.
Exit the room, and the screen will fade to white.
When the game comes back into focus, you’ll be at the start of The Room with the Red Cube. Zacharie will be waiting for you nearby.
A New Spot on the Map

Before moving on, use the Red Cube to return to Nothingness. On the world map, you’ll notice a purple portal at the top-left corner.
Unlike the other zones, this one doesn’t have a name. Interact with it to head inside.

You’ll arrive in a strange new location. Keep moving forward until you find a moving eye at the northern edge of the cliff.
Interact with it to begin the battle against Carnival, one of the new bosses added in the game.

Carnival has an AOE attack that can hit your entire party, but the damage output isn’t too bad at this stage. Keep your HP topped up, and you should win without much trouble.
Once Carnival is defeated, exit through the southern edge of the map to return to Nothingness. The purple portal will disappear after this.
This concludes part 5 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.