No instructions are given within each of the rooms, instead the audience must explore the environment to discover hidden clues and audio visual elements - this is no simple point and click operation, the visitor is required to use the gamut of mouse and keyboard interaction, lingering over screen elements to hear stories or repeatedly trying to pull the electric plug out of the wall in the television room.
Plug sockets feature extensively throughout the piece, completing tasks in some rooms may reveal a glowing socket - a conduit to other rooms within the motel and back to the Hall of Time' which opens the piece and from which most of the rooms are accessible. If the visitor gets stuck, pressing the escape key will take them to the basement, the creepy underbelly of the motel and an alternate gateway to the various rooms.