Here’s the full walkthrough for the puzzle adventure game Beyond the Room. You’ll find all the steps you need to take to solve all the puzzles and mysteries you find in the game.
As you attempt to free the trapped girl and uncover the story, you will encounter lots of difficult riddles spread throughout the several floors of the abandoned structure.
Beyond the Room Walkthrough
- Check the cupboard next to the door and take the wheel.
- Open the rolled paper on the table and remember the drawings.
- Move to the room on the right and look at the cactuses.
- Position them like the drawings on the paper.
- Once the pattern is right a secret compartment will open up.
- Take the large cracker and the large cork.
- Open the door to the right and go through.
- Give the bird the cracker you found and it will tell you what it saw: moon – star – eye – heart.
- Take a closer look at the portrait and tap it to remember the eye movement:
- left – right – left – right – left – left – right
- Go back to the first room and enter those symbols in the lock of the other cupboard door.
- Take the brick and the key.
- Use the key to open the door on the left and go inside.
- Look on the bed under the cover at the paper and read it.
- yellow dress
- purple tree
- pink cloud
- green fence
- blue hair
- Use the wheel on the safe box and press the arrows in the same pattern as the eyes on the portrait: left – right – left – right – left – left – right
- Take the remote control and go back to the room with the TV.
- Remember the symbols shown on TV.
- Go to the room with the bird and enter that pattern on the lock of the closet.
- Take the blanket and go to the holes in the wall.
- Put the cork, the brick, and the blanket in each of the free holes so the hand doesn’t run away and you’re able to get the glasses.
- Go to the man that’s trying to read and give him the glasses.
- He’s going to read something to you and you need to remember that hour: 34:85
- Go to the room with the doll and look at the digital clock on the table.
- Enter those numbers so the doll wakes up.
- Look at the armchair the doll was sitting on and take the paintbrush.
- Check out the painting in the first room and use the paintbrush to color the painting like it is mentioned in the note.
- Take the key from her hand and use it to open the last closed door in front.
- You’ll wake up and decide to go inside the abandoned building.
- Open the door number 1 and go through.
- Count the bones in every painting here: 8 – 3 – 5 – 4
- Go to the next room and check out the cupboard on the left.
- Enter that code and take the rubber snake and the shovel.
- In the open drawer next to it you’ll find a fingerprint scanner.
- Open the door in front and go outside in the garden.
- Look at the bucket on the shelf and take the note (lights hint)
- The drawing on the tree will help you with a puzzle inside, so remember the Xs.
- Go back inside and look at the boat on the shelf next to the door.
- There’s a box on the boat and you need to press the boards with the X.
- Take the map and the hook.
- Go to the room on the right and check the open drawers under the electric panel.
- Take the book about the train from the middle drawer, and the toy train from the bottom drawer.
- Go outside in the garden and use the hook on the swing.
- Use the shovel to dig a hole where the boy is pointing.
- Look inside the hole and take the railroad switcher.
- Now scare the bird with the rubber snake.
- Take the hint and the key from its nest.
- Use the hint on the lock of the drawer under the electric panel.
- Take the token once it is open.
- use the key to open the electric panel.
- Use the note and the lightbulbs from the lamp in this room to turn the right lights on:
- down – left – down – left – down
- down – left – down – right – down
- down – right – down – left – down
- down – right – down – down
- Plug in the arcade machine and use the token to turn it on.
- Play the game by catching all the apples to find the code: 5736.
- Check out the box on the opposite wall and insert that code to get the plastic container.
- Go in the room with the electric panel and put the plastic container over the spider on the desk to look at the files there.
- Remember the red symbols on each file and use the fingerprint scanner to identify the right symbol for each.
- Use that to open the red box on the shelf by putting them in the right order.
- Take the ship wheel and the hammer.
- Put the wheel on the boat and turn it to reveal the symbols.
- Go to the garden and insert those symbols in the box on the table.
- Take the rail tracks and go to the toy train inside.
- Put the toy train on the tracks and pull on the red lever to change the rails.
- Move to the right part and put the tracks in your inventory and pull this lever as well.
- Go down and use the hammer to smash the big rock blocking the rail.
- Pull on the lever so the tracks go through the tunnel and use the lever in the inventory to change the rails to go on the bottom path
- Move to the left now and pull the lever so the tracks go through this tunnel as well.
- Go up and start the train by pushing on the red button.
- Pay close attention so that when the toy train reaches the starting point you need to hurry and pull the lever so it goes to the station.
- It will show you 4 symbols you need to remember for the lock on the box on the table.
- Take the key and go to the 2nd floor to open the door there.
- You can use the key to enter and explore the room here.
- You can open the window above the cupboard and go outside.
- Check the flower on the right and take one blue petal.
- Go up the stairs and take the cord.
- Go back inside and take the note from inside the white cupboard.
- Go through the gray door in front, into the bathroom.
- Unroll the toilet paper and take the cardboard with the hint.
- Now go back, and to the room to the right, with the cat.
- Move along to the right, to the last room.
- Look through the drawers and take the key and the fan blades.
- Look at the portraits on the wall and remember the symbols they are making with their hands when you tap on them: square – triangle – X – circle
- Go back and look at the red box under the cat and enter those symbols.
- Take the bubble wand and the glass.
- Check out the Quija board and put the glass on top, it will move on its own.
- Remember the 4 symbols the glass stops on.
- Go to the bathroom and enter those symbols.
- Take the memory card and the cat food.
- Go to the last room where the camera is and insert the memory card.
- Play the video and remember which way the shadow exits:
- Up – Left – Up – Down – Right – Left
- Go to the red box and press the arrows in the same pattern.
- Take the key and the soap.
- Use the key to open the balcony door and go out.
- Arrange the clothespins like the white note says:
- Top line: 3 left – 5 right
- Middle line: 1 left – 7 right
- Bottom line: 6 left – 2 right
- Take a raven feather from the raven.
- Go to the cat and give her some cat food then take some cat hair as she eats.
- Put the mouse in the hole on the left.
- Check the glass of milk on the table to the right.
- Add all the ingredients on the list to make an invisibility potion: raven feather + blue petal + cat hair
- Take the invisibility potion and give a drop to the mouse.
- Take the USB drive the mouse brings you.
- Go to the first room and put the cord to the projector screen on top of the window.
- Pull on the cord and insert the USB drive into the projector then turn it on.
- Remember the pressed keys on the piano and look at the hint in your inventory to find the right symbol for each.
- Look at the locked box next to the mouse cage and enter those symbols.
- Take the bathtub plug and go to the bathroom.
- Put the plug to the bathtub, turn on the water tap, and sprinkle some soap in the water.
- Put the bubble wand inside and go to the fan, under the cat.
- Put the fan blades and turn it on, then the bubble wand in front.
- Tap all the bubbles to see which one doesn’t break.
- Remember the symbols for the lock under the window, in the other room.
- Go to the cupboard and insert those symbols in that order.
- Take the sickle and go through the window up the stairs.
- Use it to cut the vines and enter the 3rd floor.
- Move to the next room, to the right, and check the drawers.
- The middle drawer needs you to find the right number for each color.
- Move right to the other room and count the dwarves on the bookshelves:
- 6 red – 3 blue – 5 green – 2 yellow.
- Go back to the drawer and enter that code 6352
- Take the water valve and the rope.
- Take the webcam from the top shelf.
- Go right, open the door, and enter the kitchen.
- Attach the rope to the webcam and let it down the pipe on the floor, then check the images on the laptop.
- Remember the symbols on the right.
- Go to the chest in the room with the helmet and enter those symbols into the lock.
- Take the juicer component, the apple, and the supermarket receipt.
- The total on that is the password for the drawer under the laptop: 23.84
- Take the puppet and go back to the kitchen.
- Look through the fridge and take the orange.
- You’ll find a kettle in the oven.
- Put it in the sink and turn on the water, then take it with you.
- Take the hacksaw from under the sink.
- Go to the hand at the entry and set the puppet here.
- Remember where the hands are pointing at:
- left: 5th – 2nd – 1st
- right: 4th – 3rd – 1st
- Go to the safe in the other room and press the same buttons.
- Take the lemon and the red key.
- Go to the Entry door and use the red key here to find an envelope in the mailbox.
- Go to the juicer and put its component on, then add the apple and press it to make juice.
- Do the same for the orange and the lemon and notice how much juice each one got:
- apple 3
- orange 5
- lemon 1
- In the envelope you’ll have a hint of how to add those numbers:
- top left: 6
- top right: 5
- bottom left: 9
- bottom right: 2
- Go to the red box at the entry and select those numbers.
- Take the tape and the key.
- Use the hacksaw to cut the horn from the helmet.
- Then go to the entry and use the key on the door.
- Look under the newspaper and take the matches.
- Go to the kitchen, put the kettle on the stove, and light it with the matches.
- Take the boiled water and pour it over the noodle soup on the right.
- Go to the bathroom of the second floor, fix the pipe with the tape and the horn.
- Put the valve on and turn the water on to get the spoon.
- Go back to the noodle soup and use the spoon to find the code: ZHYU
- Go outside to the panel in the wall and enter that code.
- Play the memory match-2 game and remember the 4 emoji at the end: red angry – ghost – smiley – key
- Check out the mobile on the table and enter those 4 emoji.
- Take the phone with the eye picture and use it to open the safe above the laptop.
- Take the key from inside and go all the way to the first floor.
- Check the elevator on the left and use the key to start it.
- Press the 5th button to go to that floor.
- You can take a closer look at what you need for the ritual, at the drawing on the wall.
- Now go outside in the hallway.
- Enter the other room here and check out the boxes on the ground.
- Take the pumpkin and look on the shelves, you’ll find a photo behind the white book.
- You can look through the purple notebook on the desk before you go outside and down the stairs.
- Remake the four puzzles on the table and remember the way the figures are pointing:
- top left: points 1 o’clock
- top right: points 9 o’clock
- bottom left: 6 o’clock
- bottom right: 5 o’clock
- Go to the other room and lock at the cupboard under the books.
- Point the arrows like in the drawings and take the key.
- Move further to the last room.
- Look under the carpet and under the red brick, and take the bug.
- Look in the trashcan at the drawing thrown there and remember their patterns and colors for each drawing:
- Fish – purple – scales
- Apple – blue – black prints
- Frog – red – curls
- Go back to the room in the middle and check out the circle on the wall.
- Pick the right pattern for each drawing.
- Take the red key and the black candle.
- Use the red key to open the bird’s cage and take the bird.
- Now go upstairs into the room with the gray door.
- Look through the window and set the bird on the tree hole.
- Tap on the bir and remember the branches it stops on.
- Tap each light on the panel underneath and press OK.
- Take the screwdriver and use it on the panel inside the elevator.
- Take the door knocker and use it on the red door with the lion head.
- Knock and open all the windows and door of the toy house.
- I’ll note them down based on the backgrounds:
- white – black – white
- black – white – white
- white – black – black
- door: white
- Go upstairs to the grey room and look at the panel with black dots
- Enter the same pattern, press OK and take the fuse.
- Go to the ritual room and put the fuse in the wall.
- Count each color bulb:
- red: 4
- blue: 8
- purple: 3
- green: 6
- Go downstairs and insert those numbers in the black microwave-like box.
- Take the ticket and the red paint.
- Go to the last room and red the notebook on the desk.
- It mentions that there’s someone in the room that they cannot see.
- Use the photo as a hint to throw the red paint in the right corner.
- Memorize the fingers: 6, 9, 2, 4
- Press those numbers on the frame on the wall and take the ice tray.
- Go to the elevator and to the 3rd floor.
- Go inside the apartment to the kitchen.
- Fill the ice tray with water from the sink, put the key handle in it, take the tray, and put it inside the freezer.
- Close the freezer and open it to take the star-shaped key.
- Go outside on the corridor and use the key to open the box outside.
- Take the knife and go to the 5th floor again.
- Go upstairs to the hallway, outside the ritual room.
- Put the ticket in the hole on the wall.
- Look at the puppets and remember the outfits then pick them in the right order:
- crown – jester – fairy – wizard (first)
- crown – wizard – jester – fairy (fourth)
- jester – fairy – wizard – crown (second)
- crown – jester – wizard – fairy (third)
- Take the crab claw and go back to the ritual room.
- Carve the pumpkin with the knife, put the bug, the black candle, the crab claw, and the pumpkin head in the pentagram on the floor.
- Light all the candles with the matches and finish the game.
Wrapping up
Maybe not the ending you were expecting, but with Dark Dome games there’s always a dark ending that comes with it.