A red-lit room with a robot arm hanging from the ceiling and a doorway into more rooms beyond in The Last Caretaker, from the Update 5.5 press kit; it does not show the Transposium.
Guides

Quests

The Last Caretaker Transposium Maze: How to Finish Accept the Rules

Short answer: Accept the Rules is the quest inside the Transposium, the maze on a small island at about 111, 22 (power Navigation Beacon 32 to see it on the map). Each room has its own rule for the next door. On the floor of red buttons, the real one is at the back on the right. In the teddy room, drop a bear in the doorway. The door with three lights needs the hidden button on the crate room’s left wall, a painting of a boat in a storm and the one clock that ticks. Destroy the Roller Boi to open the final room; if a door sticks, save and reload.

Game version: Early Access, Update 6 (October 19, 2026); the maze came with Update 2 (February 11, 2026)

Where the Transposium Is and How It Works

Where is the Transposium and how does Accept the Rules start?

The Transposium is a small island at about 111, 22 on the map, in the south-east. Power Navigation Beacon 32 and it shows on your map. Go down into it and power the maze up: the quest Accept the Rules starts, and its one task is to reach the final room.

See also: map and locations

What are the rules in the Transposium?

Every room has its own rule for the next door, shown as a caption such as Drop the bears or Use three buttons to open. Doors and floor hatches open from buttons hidden in other rooms: behind paintings, under a desk, high on a wall. Check walls and ceilings and listen. The numbers on the room walls are decoration, not a code.

The Hard Rooms

Which button opens the room full of red buttons?

In the room whose floor is covered in red buttons, only one button opens the way. It is towards the back wall on the right, and its mount looks different from all the others. Stand still and listen as you look for it.

What do you do in the teddy room?

In the teddy room, two Teddy Bears appear as you walk in. Drop one in the doorway to the next room: while it lies there, the door cannot close.

Further on, do not throw the bears into the floor hatch to the next room; with a bear in it, the hatch closes.

Where is the button in the room full of crates?

The room full of crates, about 200 of them, hides a button in a nook on its left wall. Dismantle or recycle crates until you reach it. They give a lot of metal scrap, so it is worth bringing a Recycler down.

See also: the Recycler

How do you open the door with three lights?

The door with three lights over it, after the crate room, opens when all three are green. One is the button on the crate room’s left wall. One is a painting of a boat in a storm, in one of the two comfortable-looking rooms: nudge it. The last is the only clock in the maze that ticks, high on a wall: nudge that too.

Two other buttons are easy to miss: a painting with a yellow handle slides aside like a door to show a button behind it, and a lower room has a button on the floor under a desk.

When a Door Won’t Open

All three lights are green but the door is shut. What now?

If all three lights are green and the door still stays shut, save and reload; it opens after the reload.

A light can stay green after you switch its button off again, so press each of the three once more to make sure all three are on.

Why won’t the last door open?

The final room opens once you destroy the Roller Boi in the room before it. If the door stays shut, save and reload. If it still will not open, it is a known bug: add -ea to the game’s launch options, stand against the door, open the Early Access menu from the pause screen and use Relocate character until it puts you on the other side.

Lay a trail as you go, such as a cable or a junction box at each door you have cleared, so you can tell the rooms apart.

See also: fighting a Roller Boi · other known problems

What You Find and Get

What is in the Transposium?

The maze holds memories for growing humans: ten Ash Notebooks, nine Teddy Bears, two Small Trees, a Guitar, a Stopwatch and Tommy.

Accept the Rules gives 1,000 XP and 25 Enhancer Points, and the story moves on to the Quarantine Stacks. The rooms also hold two Aged Lazarus Vials, two Aged Lazarus Cylinders and two empty Human Seed Containers.

See also: what memories are for · Aged Lazarus Vial

Official sources and wiki