The Walkthrough of Off (version 1.0 - 23 May 2008) **from http://gaarabis.free.fr/_mortis/off/Soluce.txt ** **Translated by RoeCocoa (version 1.1 - 17 April 2013)** by Mortis Ghost. (because people have asked me to do it.) (... And because I had time to kill.) (If you have problems viewing the maps, try Lucida Console, standard, size 10, or try to enlarge the Notepad window.) **Editor's notes will be surrounded by double-asterisks like this. I've made some small corrections and additions, but mostly tried to make this a literal translation of the original. -ed.** ===== Summary Section Zone Area ------- ---- ---- I. Zone 0 II. Zone 1 - Damien III. - Pentel IV. - Shachihata V. - Alma VI. Zone 2 - The Library (1) VII. - The Shopping Mall VIII. - The Park IX. - The Residential Quarter X. - The Library (2) XI. Zone 3 - Area 1 XII. - Area 2 XIII. - Area 3 XIV. - Area 4 XV. The Chamber - Chapter 5 XVI. - Chapter 4 XVII. - Chapter 3 XVIII. - Chapter 2 XIX. - Chapter 1 XX. - Chapter 0 -- I. Zone 0 After you have entered your name and seen the beautiful little intro full of special effects, you simply head north to see the judge. You can open the chest to the left before you leave by taking the ladder. He'll offer to do the tutorial battle; it doesn't change anything, so if you already know how to RPG you can skip it. Join him on the roof and then enter the first room. You must activate the floating blocks (those with thin edges; thick edges are used only to prevent you from accessing certain areas) in the right order. It is written on the wall. But since this is a walkthrough, I will still give you the order: start with the top left, and then bottom left, then top right and then bottom right. In the next room, you also activate the blocks in order, but here we must take account of their order. Here's a great schematic to make it easier for you. 1 2 3 4 5 6 7 8 And you must therefore, as the walls indicate, activate the blocks in the following order: 1, 2, 6, 8, 2, and 3. The next room contains the last puzzle area, still blocks to activate in order. To find it you must exit through the front door, you find yourself outside (please open the chest to the right), then go through the gray door in the center, where you will find the numbers you're looking for. So go back into the room of blocks and enter 4, 4, 8, 2, 8, 7, 0 on the blocks, knowing that they are arranged like a telephone keypad (but here is a diagram.) 1 2 3 4 5 6 7 8 9 0 (All the block-activating puzzles, which will return from time to time, use the same layout as this training block. But don't worry, I will show a little diagram.) Then exit through the north, and after a little blah blah with the judge, use the red block to get into nothingness (and possibly save.) Once there, head down to the red circle just below you and teleport into zone 1. -- II. Zone 1 - Damien You're in your first real area, go north and enter the tram to explore it. Once released, leave the metro station and go south, follow the path straight for an explanation of the smoke. Once completed, and after searching the trunk in the house, go down the stairs to the south. To the right you will find the judge again, and will get your first battle companion. Get out of the basement and talk again with the manager. He will let you pass to the east. A trunk is very well hidden at the top right corner of the map. Once that's opened, you can descend into the mine. Once underground follow the path (I wonder why I give directions, it's very linear actually) and eventually you will be attacked by ghosts eight at a time. Do not panic it's not complicated. Then you can use the first yellow block of the game, which only allows to save (and it's not bad). The north will be available until later, then continue east. That's a plan the next room, for the sake of your eyes; _____ _____ Damien -> ___ | | __X| | |_____| | | _____ | __| | | | |X_ | | | _| |__ | | | |__| |___ | __ ___ <- Pentel | | | | |______| | | ___________| | ?????? -> _____________| The X means that there are chests. And to access the piece I called "??" you must observe the lamp on the wall that does not emit light, a switch is hidden. Once the area is well drained of anything interesting going to Pentel. Climb the ladder and hop there you go. -- III. Zone 1 - Pentel You will be entitled to a speech on the metal; once finished, do not even bother to visit the house, there is no safe inside. Go rather to the east, then north to enter the stables. Here you must kill five ghosts. The first four are on the ground floor, the last is in the basement (moving top left). To reach it you must push the stones in the correct order. O O OOO O O O3 12 O OO This is a very confusing diagram, you must first push the stone 1 down once, then the 2 right twice, and then the 3 upwards. If it is not clear, experiment; if you leave the room they return to their place of origin. Once the five ghosts are purified, leave the stables for a beautiful three-dimensional cinematic, after which you will be able to talk to the gentleman. (Do not forget to save.) From now on you have access to the north farm (nothing interesting, except the tram stop), after the mines, but also to the area to which you did not access by entering these mines. In this area you will find secret orbs, which allow you to increase your stats permanently. But it is dark and ghosts are a little tougher, so be careful. Let's continue our walkthrough, from Pentel, descend the ladder, and head east (for a change.) You are now in a new part of the mine, and here the light goes out, leaving a slight halo around you. Here is a site plan. _ _ | |______|X|__________ | ______ __________ <- Shachihata | | | | _| |_ | | | I| | | |_____| | |______ | _____X| ___ | | | X | | | |_ _| | | ________| |___| |______ Pentel -> _______________________| Note: to access the corridor in the upper right, which goes towards Shachihata, you must flip the switch I first. The X's are still chests. And beware of the two dead ends without X's, there are ghosts in ambushes. Once out of this maze, you will meet Zacharie for the first time; take the opportunity to spend your money, then take the door north. -- IV. Zone 1 - Shachihata After the speech on plastic, take the elevator in front of you. You can go on the roof (99999) to speak to the judge and admire the scenery, but it is not required. First Visit the ground floor (00001). Employees of the room at the bottom left will give you two codes, the first (02584) gives you access to a floor with two chests which one is trapped. The second code (10258) gives you access to postal services. There is a third secret code, but I do not give it to you. All other codes will transport you to a floor at random, with people of no great interest. **To learn more about the secret floor, scroll all the way to the bottom. - ed.** Come then to postal services (10258) and the left passage is blocked; go right more and then up to meet a strange guy. Once the battle is over, go up the stairs. Here you will find the first in a series of notes Starting from this there are two per stage. You can also go all the way west of this room, then descend to find a chest. No map this time; it's not too complicated. Once at the floor 10258 3/4, type the code as requested. If you did not find all the papers, the code is 681452. You will then fight to the death, and then be able to use the elevator to the director's office. There you will find a small save block and dialogue full of pep. When done, go down to the ground floor and exit to the south. Then follow the road to the northeast and take the tram to Alma. -- V. Zone 1 - Alma Once out of the tram, take the door to the north, and observe three things on the wall. These are calendar pages, with lots of stuff on it. The guardian of the door next will ask you questions about these pages. Here are the answers: 1. The third from Orta 2. Roses 3. Sixth(Sixième) 4. 22 5. Jonas 6. 87 **This was 07 in the original. Either number should work in version 2.0 -ed.** After a new stage of gratuitous violence, you can take the door and go north, which takes you to the last spit, speaking of meat, and a new battle. You can then save again and do some shopping with Zachary. Take the top left path and talk to the guy to fight again. Then look at the small picture on the wall and call the pedal boat. Use it to go north. From the next part numbers are shown here and there, in pairs of two. As you can imagine they will be used a code for accessing the next area. So you can write (or read on the walkthrough, I would indicate the code anyway.) Also note that the white numbers indicate the place of each digit in the code; you only need to enter the black numbers. Once you are in the north, you can kill the guy who keeps the pedal boat to access it (this is not required) and then go east and do the same thing with the next. Do not bother with the blocks for the moment, continue east. Beat up the next guy and take the pedal boat to the south. You can find new numbers in the next corridor. In the room in the corridor is a chest. Once it is opened go back in the pedal boat and go left (without leaving your embarkation.) You're back on the first map. Down south is it to find the last digit code. You can now return all north to enter the code on the floating blocks. (49826590) You now have access to the main entrance on the first map (and yes, we must again go back, go back and long live backtracking.) (small diagram of the order of the floating blocks, as I had promised) 1 2 3 4 5 6 7 8 9 0 Here every room looks the same and you need to find the right doors to refrain from turning round in circles for five thousand years. The principle is simple: you must approach the doors around the cross, when you are near the correct one the music will increase in volume. But here is the order of the doors to cross, you lazy thing: Left, Up, Right, Right, Down, Left, Up, Up. You're outside, save and open the chest. To the north is the first Boss in the game, Dedan. Good luck to you. Once he is dead you are entitled to a little cinematic beauty and you end up in Nothing. Go to the red dot at the top right to get into Zone 2. (You now have access to the white zone 1, returning to Zone 1. Monsters are very tough, but new boxes have appeared.) -- VI. Zone 2 - The Library (1) Climb to the north, then north, then north again to find yourself in the library of Bismark. After a short dialogue speak with the manager, then take the stairs to reach a nice room in which it is necessary to take the stairs to the north. You are now facing the first riddle of zone 2. You must retrieve pages hung on the walls and insert them into the books that match. Shelves in which there are books are indicated by a lighter floor. To see which goes page with each book, look behind the text: there are drawings of playing cards. You need to put the card symbols together. (2 and 3 of clubs, 4 and 5 of diamonds, 7 and 8 of hearts and ace and queen of spades.) You quickly realize that you are missing a page. To recover it, you must leave the library (we'll go through the south exit). Then, once outside, go west. You will find you are on the same map, but in fact it is west of the library building (your position relative to the library is shown by the arrows on the wall.) So take the south exit (west on the map) and you will find yourself in a street where two guys look to the liquid plastic while a third looks down. Talk to him twice and he will sell you the missing page for 100 credits. You can now return to the second floor of the library to put the page in the right place. Once the four pages are in their respective books, talk to the man at the front desk, he will let you go upstairs, where you will expect Japheth. Once you have defeated him, you can get your second companion of combat. Whoopee. Once it is on your side, exit the building to the south and you will find the judge who will tell you to go north. Follow his advice and go into the shopping center. -- VII. Zone 2 - The Shopping Mall You are entitled to to start your Shopping with Zacharie, and save. Then go through the door to the north-east, then take the stairs to the right in the next room. You are in a super complicated labyrinth, but not that much actually. Here is a floorplan. Entry ____ ____ _||_ ____ ____ | |_| | | |_| |_| | | X _ | | _ _ | |____| |_ _| |_ _| |____| |_ _| _||_ _||_ ____ _||_ ____ Outlet | |_| | | |_| |_| | | _ | | _ _ | |_ _| |____| |____| |____| |_ _| ____ ____ _||_ _||_ _||_ | | | |_| | | | | | | | | _ | | | | X | |_ _| |_ _| |____| |_ _| |____| _||_ _||_ ____ ____ _||_ | |_| |_| |_| |_| | | _ _ _ _ | |____| |____| |____| |____| |____| Not to change old habits, I have put an X in the rooms with chests. Go through the next room (back up) and you are in a labyrinth that is even more complicated. But here again is a floorplan. (Viva ASCII!) ____ _||_ ____ ____ _||_ _||_ _||_ | | | | | |_| |_| |_| | | | | 1 | | | | _ _ _ | | | |_ _| |_ _| |_ _| |____| |____| |____| |____| _||_ _||_ _||_ ____ ____ ___________________ _| |_| | | | | |_| |_| |_ _ _ | | X | | _ _ _ |____| |_ _| |____| |_ _| |____| |___________________| ____ _||_ ____ _||_ ____ ____ ____ | | | |_| |_| | | |_| | | | | X | | _ _ | | 2 _ | | X | |_ _| |____| |____| |____| |____| |_ _| |_ _| _||_ ____ ____ ____ ____ _||_ _||_ | |_| |_| |_| |_| |_| | | | | _ _ _ _ _ | | | |____| |____| |_ _| |____| |____| |____| |_ _| ____ ____ _||_ ____ ____ ____ _||_ _| |_| | | |_| |_| |_| | | |_ _ _ 3 | | _ _ _ | | _ |____| |____| |____| |____| |____| |_ _| |_ _| ____ ____ ____ ____ ____ _||_ _||_ _| |_| |_| |_| |_| | | | | |_ _ _ _ _ 4 _ | | | | _ |____| |_ _| |____| |____| |_ _| |_ _| |_ _| || || || || X still indicates rooms with boxes, 1 is where you enter, 2 is the exit, 3 leads to a small room with another chest, and 4 leads to a room with nothing interesting inside. Note that, in theory, if you do not leave the route that goes directly from the entry to the exit, no monster should attack you. Once out of the maze, find the judge, discuss, and then leave the mall without forgetting to call the pedal boat out. The dock is located to the west of the city, where you bought the book page that was missing. -- VIII. Zone 2 - The Park With the pedal boat go to the island opposite. If you feel like it you can go on and on to the west; you will eventually reach an island with a chest. Otherwise take the stairs. Climb north to enter the park, then north again to get into the room with the balloon game. Here you must force your opponent to pop the last balloon. The trick is simple, you should always pop the number of balloons it takes for the total of yours and those of your opponent to come to four. For example, if three balloons burst, you burst one. If he breaks two, you burst two. And if he breaks one, you burst three. Super easy. When you win, you'll have to fight; win the battle to earn a tie. You must go to the east of the city and use it from your inventory to be able to access the next part: the residential area. However, the park still hides a lot of secrets and I advise you to carefully search the premises; there are a lot of chests here, but I'll let you search alone. -- IX. Zone 2 - The Residential Area Here it is very simple: you need to kill the eight ghosts before time runs out (4 minutes). Note that time stops while you are fighting, and there are also three burnt that you may face. If you kill the three burnt in addition to the eight ghosts, you will be rewarded with a secret. But beware, because if you face the last ghost before killing all of the burnt, the sequence stops and you can not go back in the residential area. There are also two chests to find, one in each accessible bunker. (The one at the bottom right will work when the zone is purified.) Location of ghosts (in order): 1. Just above the entrance on the map (start under the arch) 2. After passing the arch, climb two flights of stairs and go to the little square to the left. 3. Return to the bright path and climb two more sets of stairs, then turn left and climb one last staircase to find the next ghost. 4 and 5. Go back down the stairs and go east, there are two ghosts on the main square where Japhet spoke to the people. 6. Continue east and go north, a ghost is in the upper right corner of the map. 7. Descend to the bottom of the map, down the two flights of stairs, the penultimate ghost sits on a small plot with a guardrail, at the bottom right. 8. Now go west and enter the first house on the way. Inside go up the stairs and exit through the other door and climb the ladder where the last ghost pursues an inhabitant. Location of the burnt 1. The first burnt is protected in the safe bunker in the southwest 2. After having defeated the first ghost and climbed the two flights of stairs, go into the house. The burnt is hidden behind the crates 3. After defeating the second ghost when you go back to the north, the first panicky type you meet is a burnt. Bunkers codes Southwest: 1402 (given by the guy in the house in the far north) Northwest: 1805 (given by a guy who runs southeast, from the 7th ghost) Southeast: Inaccessible. Once the area is purified, people kick you out. You will find the judge, and decide to go back to the library. -- X. Zone 2 - The Library (2) Here just climb higher and higher and read the books on the shelves in front of which the floor is lit. In addition to discovering an amazing story, the number of pages will serve as a code to enter the last door. As in zone 1, the first digit corresponds to the second digit's place in the code. The code is: 49971640 This is still in the style of a telephone keypad (this is a small diagram) 1 2 3 4 5 6 7 8 9 0 Once at the top you find Zacharie and a save block; do your shopping before facing the boss. Once he is defeated and your eyes are treated to a cutscene, you find yourself back in the nothingness. Go to the last red circle to visit zone 3. (The purified zone 2 is now accessible, the same as the first.) -- XI. Zone 3 - Area 1 Let's go, everybody north to enter the factory. Take the piece of paper on the wall, then through the door on the left. Continue left and you're in the cafeteria. Here you need to match the tiles on the floor with boxes on the map (use SHIFT to display) so you can see which route to take to avoid the hordes of ghosts that teleport you to the entrance if you leave the path. (No doubt the map explains it clearer; I suggest you refer to it instead, however, I will nevertheless provide the paths to take.) Start by going out five tiles to the west and two north and two more to the west. Then descend to the left of the table until the very bottom of the map. Then walk west one tile (to the bottom left corner in fact). Then go up in a straight line, being careful not to touch the left wall and not going beyond the tables. Go through the door. You are in the western dormitories. In the second room from the bottom is a chest (hidden behind the bed.) Mount to the top to see a great four-dimensional cinematic with sound and odors, that will be followed by a fight. Once the burnt is defeated, get out of the room and return to the starting point of the cafeteria. (Teleport, fighting does not hurt ... Not really.) So go back to the beginning of the cafeteria and exit this way: a tile to the west, north two tiles (up to the guy you can talk to), then one further tile to the west and north two tiles (passing left of the table.) Then five tiles west and go north to the door. You're in the dorms. A chest is in the last room in the far north, as well as your last battle companion. Get out of the dorms and go down a tile (not counting the one beneath the door). Then count seven tiles to the east and go up to touch the wall. Finally walk west to find yourself behind the counter, and into the kitchen where you will find the judge. Once you have talked to him, get out of the cafeteria and return to the entrance of the factory. Then take the stairs to the right and continue in that direction to enter the subway. Choose Area 2 as the destination. -- XII. Zone 3 - Area 2 Once out of the subway and having finished the discussion with the judge, you have a choice. The two doors in front of you will take you to Zacharie or the judge, while the door just to the west will get you into the processing rooms. This is where we're going. In the first room access to the north gate is prohibited by big bad blocks. To make them disappear, first activate the three switches in the eastern room and the one on the center column, and then the easternmost switch again. Access to the community is now allowed. In the next room you must first activate the switch at the top right. Then the one at the top left of the room. You now have access to the trunk at the bottom left behind the crates. Then turn the switch off again at the top left. Then select the middle one and finally disable the one at the top right. But that's not all, to go through the door the computer requests a new password. It is the name of the monsters that attack you in the area, use the the Batter's "Wide Angle" competence or the "eye" object to learn that these are Von Gacy. So enter "Von Gacy" as the password and voila. Once through the door, and after a short cinematic full of surprises, a new battle begins. Once you have defeated your opponents, do not forget to open the chest to the right of the room before leaving. Attention: in the two rooms you need to pass to find yourself in the open air, employees will follow you like zombies. You should avoid them if you want to avoid fighting. Then turn south and take the metro to Area 3. -- XIII. Zone 3 - Area 3 Here could not be easier, climb to the top of the chimney and jump into it. A silly mini-game will engage in which you must collect ten add-ons without losing your hit points against the ghosts. After beating the mini-game, go down the stairs to the right and suffer a new cinematic. Upon completion return to where you landed, and examine the circular hole to the right to let The Batter jump in. If you attempt to retry the game of Mortal Fall (that's its name), you will have half as much time, but secret chests wait for you on arrival. Once you feel to have finished with Area 3, take the subway. The judge intervenes, and you are entitled to a magnificent sequence in this great means of transport. When the subway stops, disembark, slay the guy who blocks the way and reconvene. The metro will depart once more and you will arrive at Area 4. -- XIV. Zone 3 - Area 4 Right here things start to get tougher. This is a map of the area, so we found there. The locked doors with a key are marked by O, and because we do not change a recipe that works, chests are marked by X as on the maps of pirates. _____ ________ | | | 5 | | 7 | |____ _| |_ _| __O____O____O____O____O____O____ _________ _| | | | | ______________________________ ___ ___ _ | | | | | | | | | | | | | | | | | | | ^ | | | | | | | | | | | | | To Enoch | | | | | | | | | | | | ____ ____ To the metro | | ____ | | | | | | | | | | | | | | | | | 1 | 2 | v | | | 6 | | | | | |_ _|_ _| | | |_ _| | | | |_O___O___||___||___O____O_____ ___| |___ _| |__O___||___O___O___| | |____________________________ _ _________ _ ___________________ | | | | | | | | | | | | | | | | | | | | | | | | | ____ ____ | | | | | | | | | || | | | | | | X | | 4 || | | | | | |_ _| |_ _|| | | | | | __O____||____O_____O____||__| | | | |X| |______________________________| |_| |_| In room 6 is an opponent who, once vanquished (you must hit the head of the monster that comes out if you hope to win), will leave a music box as a treasure for you. If you then go to room 4 and you take the passage therein, you run into the Judge who will agree to give you a hint in exchange for the box-- which is not necessary given that you have the walkthrough, you rapscallion. You can keep the music box for later use. In room 7 is Zacharie and he sells stuff as usual. Go into room 2 and move the desk contained therein. Then go to room 1 and you can read some important clues. Now open the readme of the game Off to read the code to unblock the passage that goes to Enoch. Please visit room 5, where you will find the pad that will allow you to enter said code, using clues. The code is "Down - Left - Up - Right - Z - J - B - D - B - Start" and this is how the buttons are arranged on the controller: Up Z Left Right J B Select Start Down D **The original walkthrough listed a different code, which does not work in the current English version of the game (partly because there is no "A" button). I have copied the code from the Readme, which does work. -ed.** Once the code is entered, go to Enoch. After passing through a nice hallway you get to a new bunch of floating blocks, and code. The trick here is that the phone keypad is upside down. So here is the order of the cubes: 0 9 8 7 6 5 4 3 2 1 The code written on the wall is 5362580. Once you enter, go through the door to the north, save and continue north to Enoch's office. The boss of this area is quite special because during your first fight, you must flee for the first time (very bottom in the battle menu of the Batter.). Then you will find yourself outside the office, walk downward and the director will begin to pursue you. If you cannot get away, flee during the fight and you will automatically go to the next room. Once out of his reach, follow the very linear path to the metro stop and get ready for the real confrontation. After the beautiful cinematic in color and sound, you end up in nothingness. It's time to enter the room. (You have access to the white zone 3, as expected.) -- XV. The Room - Chapter 5 Pass through the door, it could not be more linear. In the room with the bed (bedroom actually) look at the calendar pages on the wall. Exit the room, then go back and read the text that appears. Go out again, you are in the first room. Return and you will find yourself facing an army of teddies that you will have to overcome. Once that is done, retrace your climb to the north. A door has appeared in the bedroom, but go back the same way you came in. The chapter is over. -- XVI. The Room - Chapter 4 In each section you will start at the same place, just so you know. Go up to the bedroom. Here you can look at the calendar, and then through the door. Continue until you reach the drawing of a child. Use the cursor to select the red dot next to the tall gentleman in his house. Step into it and talk with Dedan. Go out then, back in the bedroom, look at the calendar again and you will have the option to take it. Do so. Return to Dedan and he will give you a book and an object. Return to the child's drawing and select the fat gentleman this time. Talk to him then go back to the drawing. Finally, check out the birds and talk to Japheth. Give him the book. Then back to the cabin of Dedan and read the hundreds of lines of dialogue that follows. Once it is finished, return again to the child's drawing and choose the sun. End of chapter. -- XVII. The Room - Chapter 3 After the title of the chapter you'll be presented with the title screen of the game. Choose load, each different save being a different room to visit. Start with the first. Beware of the red soil: it makes you lose hit points. If you have kept the music box and use it in the bedroom, a chest appears with an excellent object. Leaving the room, take the door at the bottom left, and talk to the giant. He asks for a code, give him the one shown on the screen. (8946) Then take the right door. Here you have to place the ball rolling in the trough. At each step you take on nine boxes cross in the middle of the room, the ball will go in the same direction as you. When it's good a code appears on the wall, note (or not, I'd give in any event) it will be used later. Get out. Go past the big guy and return to the main room. Out there, take the door at the top right. In the rooms there are a lot of people who ask questions. You have one chance each day, but if you answer correctly they give you a rare item. Here are the answers to questions. 01. And now, what day is it? A: March 18 02. At which station do you find metal in the stomach of cattle? A: Pentel 03. Which of these books can not be read in the library? A: Directions 04. Can you give me the secret code of the warehouse? A: Von Gacy **The exact wording of the questions differs in the game, but these are the correct answers. -ed.** Before leaving, check out the paper on top of the zigzag corridor. This is the back of a playing card. Note (or not) the locations where the leaves point to the right (there are six places). Now go all the way back to the save point. Pass any door in the other direction and take the second save block. Go to the room all the way to the north, and you'll notice that the floor tiles resemble the back of the card, as well as logos on the wall. Depress the six tiles that point to the right to find a new code. (here's a schematic indicating the tiles to push) OXOOO OOXOO OX OO OX OO OOXOO OXOOO Return to the giant guy in the first save and give him the code you just found (5865) to reward you he will give you the Sagittarius-card. Go out again and choose the last save now. Continue straight ahead until you reach the room with the conventional floating boxes. Enter the code that you found by rolling the stone (3755), leave the room, go through the corridor. End of chapter. -- XVIII. The Room - Chapter 2 Go up to the room and read the comic on the floor. Once in control of Boxxer, simply go towards the right, avoiding the clones of Ballman. In the worst case, if you are not inclined to fight: Boxxer is a born killer, so do not worry. Once in front of Ballman's army, use the skill "Boxx-Bomb" to finish the fight quickly. Once it is finished, exit the room. End of chapter. -- XIX. The Room - Chapter 1 This is the last time you can save. I recommend it. Once you go through the door, you can't go back. The final boss awaits you. I have nothing else to say. -- XX. The Room - Chapter 0 What? There is a chapter zero? Surprising! I will let you discover it, in any case it is not difficult at all. I love linear stuff. For those who have read the walkthrough to the end (or who came to see if I've written some interesting stuff at the end) here's a hint to unlock a secret trick: Get five "Grand"s and talk to Zacharie in zone 0. However, do not expect me to tell you where to find these secret items. Have a good day and thank you for playing Off! **The Secret Floor of the Shachihata Post Office** **Make sure you have talked to Zacharie in the basement, and go to Floor #87666 for a neat little surprise. (Thank you Vilkacis of the Something Awful forums for finding this in the game's code.)**