Explore the library of The Name of the Rose using the dark castle floor plan. Travel through Anglia, Germania, Gallia, Roma, Yspania, Aegyptus and the other named regions. Find Finis Africae in the southeastern tower, recover Aristotle’s lost second book on comedy, and escape the murderous monk and the burning library.
Tap a green circle to follow a passage into the next chamber. The blue lines represent connecting passages. Overlapping south-hall markers and shortcut connections have been removed; their exact doorway connections remain an interpretation of the drawing. On desktop, use the arrow keys or WASD to move toward the nearest connected room. A gold star marks a seal. Green circles and connecting lines are interactive.
The first-person view now changes architecture, shelves, windows and wall colours between regions.
⚙ In kamer 2 en 51, verdieping I, is het bronzen tandwiel ook zichtbaar op de boekenkast in dit venster. Tik op het tandwiel om de kast te verschuiven.
Choose a doorway in the room or a green circle on the map. Bookshelves line the stone walls. A dead-end chamber has only the door you entered through.
Loop door dezelfde gangen als in venster 4. De interne boekenkasten blokkeren het zicht. Zoek deur toont de richting van de uitgang. Met ✋ Pak / inspecteer kun je nu ook voorwerpen grijpen in third-person walk. In Finis Africae gebruik je Open deur of Pak / inspecteer bij de gouden poort, en daarna pak je het boek. 🌀 Geheime wenteltrappen staan in kamer 5 en 47 op verdieping I. 🏛 In kamer 43 blijft de gewone bibliotheek zichtbaar. De sfeervolle stenen trap staat achterin de kamer. Loop naar de trapvoet, gebruik ↑ om te klimmen en Pak / inspecteer op het bordes.
Explore a genuinely octagonal chamber. Its winding inner passages are formed by bookcases, with numbered exits, manuscripts, wandering monks, a searching pursuer, vanishing ghosts, hallucinations and secret trapdoors.
Floor I — Approved Books
Legend: turquoise = your location; green = accessible next room; gold star = uncollected seal; brown = explored room. Dotted purple lines = secret passages (unlocked from the tower centre).
The supplied image is used as the visual map. The connections follow the supplied floor plan where discernible; additional playable links and floor transitions are interpretive, not a verified canonical plan. This is an unofficial fan-made exploration game.
De moordmonnik heeft je gevangen.
Het spel is bevroren. Je kunt niet verder lopen.