

That person's soul is then trapped in one of the artifacts, which is left on the central platform in their place. The Null goop in the pool below will begin to swirl rapidly, and tendrils will emerge from within to engulf anyone standing on the central obelisk platform. Placing soul-trap artifacts on the surrounding pedestals initiates the ritual of trapping. Three stone pedestals surround it, and at its center is a stone obelisk. It was used ritualistically in Egypt centuries before The Craftsman found it and began to appropriate its power for his own uses. It is harnessed to perform the ritual of trapping a person's soul. It is the largest font yet seen in the series, set into the floor and spanning an entire room. This font is found in a long-buried temple in Egypt, and was rediscovered by The Craftsman during his time spent with an archaeological expedition. The Grey Holm font appears again in The Room VR: A Dark Matter, when The Detective uses the power of The Witch's extradimensional doorway to briefly travel to Grey Holm and complete a puzzle.

Elements of puzzles are also hidden within the Null goop, and will emerge when the player must use them to unlock a new nexus room. When all of the Null shards are in place, the altar autonomously forges them into The Craftsman's Key. The basin has a platform in its center where Null shards are placed after each level is completed. In The Room Three, the center of the Grey Holm nexus houses a large Null font. As these sliders are adjusted, the glyph above is tuned, changing the end destination of the room's Null portal. The sample is also connected to two sliders. It contains a Null sample which, when viewed through the eyepiece, generates an incomplete Null glyph above it.

One font is seen in the Cog Room at the end of The Room Two.
