I mention the seance chapter separately since that seems directly connected to the story arc, introducing the connection between Maggie Cox, Grayson/Khan/Craftsman, and the Null. In the laboratory chapter, the cards show that the mad doctor was trying to use the Null to reanimate corpses, including perhaps his dead wife/lover. In the temple chapter, the scrolls seem to show some shaman of an ancient civilization trying to use the null to save his people, and then deciding against it. In the ship chapter, the diary appears to be that of a captain who sees the Null as treasure / power. * It seems like R2 is kind of like a tour of other locations in time/space where other people have tried to mess with the Null. * I agree with Gregg Davis’s interpretation of things Oh I have been thinking about this since I finished all R3 endings and I really appreciate your posting all the letters! That is a lot of work that you did for us – thank you. Will the next game bring the fall of The Craftsman, aka Simon Grayson, aka The Great Khan? But clearly, he is not the only puppetmaster… All The outcomes of THREE were anticipated by the Craftsman…he is NOT beaten by any one of them, they all play into his hands.
He is using them to discover the Null’s secrets and figure out how to harness it and use it to gain power (and possibly defend or defeat other, alien entities in the Null). The “players” are like test rats in a maze, or rather, as the Craftsman calls it, a labyrinth. The “escape” in Two, seemingly with the assistance of A.S., was just a setup for the big test.
possibly because he kept trying to escape and warn others. He trapped Maggie to punish her for defying him (she saw through his deceptions) and killed A.S. He can’t do it alone (it would drive him mad, and/or he’d become hopelessly lost himself), but he doesn’t really want to share the power either, so he tries to deceive certain people into helping him. So…what’s The Craftsman’s end game? It seems like he’s a power mad megalomaniac who wants to harness the power of the Null. Not sure what Mags did to enrage the Craftsman so that he imprisoned her in the fortuneteller booth…maybe she tried to stop his experiments. had designed them and left the notes in One and Two, but now I think it was The Craftsman all along). “A.S.” and his friend (the player), along with Maggie or “Mags,” a psychic, (see the note on the floor by the credenza in the Seance chapter of Two) are all “victims” of The Craftsman, a kind of puppetmaster, who I suspect designed the puzzles of One and Two as well (it sounded as if A.S. What does seem clear is that Simon Grayson, aka The Great Khan, aka The Craftsman, is the mastermind behind the events of all three stories. With all the confusion created by the Null warping space and time, it may be very hard to work out a coherent sequence of events. Has anyone tried to put together the back story of The Room? There’s all these hints but still not sure of the storyline. Originaly written by Gregg Davis on the facebook page of Fireproof Games. Here’s a pretty interesting theory about the role of the Craftsman in this story.