a screwdriver, and the screwdriver is used to unscrew the painting, which yields a screw in return, and so on. The player must often apply lateral thinking when trying to find uses for the items retrieved in order to solve the puzzles. Codes can be in a variety of formats, usually involving simple number sequences but can also be as complex as involving colours, directions and binary; these must be entered into the appropriate elements inside the game's environment correctly in order to advance through the game. Some of the puzzles may be presented as a single element within the game's environment itself, rather than involving multiple items and elements within the game's environment; these are usually presented in the form of locks preventing access to other elements or pathways. For example, in one of the rooms on the tenth level, the player must unlock a safe by solving a circular, colourful pie chart-like puzzle, through interaction with the elements of the puzzle itself. Many elements within the game, such as many pieces of furniture and some of the puzzles themselves, can be interacted with without using any additional items. For example, unlocked doors can be opened simply by clicking on them, and some chairs can be moved around by clicking on them. As the game advances, the gameplay itself steadily evolves at the same time, the levels and puzzles gradually becoming more complex and multi-layered. Levels begin taking place over multiple rooms at once and eventually ventures into an outside world beyond locked buildings. In later levels, the player acquires a device called the Manipulator of Time and Space (MOTAS) device, which takes the player back to previous levels via time travel in order to retrieve items; the player then returns to the current level to solve the puzzles using the items retrieved. Plot Unique among many games of this genre, MOTAS features a plot that changes and evolves as the player advances through the course of the game. MOTAS begins in a relatively formulaic fashion; as is the convention in escape the room games, the player awakens in a bedroom that is locked from the outside with no memory of prior events. As the game progresses, the player discovers several elements throughout the game's environment that suggest the player is a clone, such as a letter left on a table in one of the rooms on the seventh