The Great Chambers

The Great Chambers form an independent area on the second zone of Maere When Lights Die and are one of the largest dead traps for faint-hearted players.

There isn't much intelligence about this area, since the Great Chambers don't have any kind of task in helping the player win somehow. For faint-hearted players, however, the chambers are rather fatal to step into, especially if Le Mange Lumière is approaching. That event might cause a sort of a panic because there's no more ways than one to escape. It'll be the one single doorway you entered the chambers. The good news is that the encounter with the monster is extremely rare and occassional, but then again, if he senses your presence nearby, he will enter the chambers without a doubt. There is only one way to escape the chambers after this has occurred (you'll see you can't jump over beds so), to go either through or right next to him which will require courage.

Both of the chambers possess a large number of beds and shelves that would signal the chambers belonging to an orphanage (it is possible that the whole complex is an orphanage yet there's no actual evidence of it). All of the beds are empty in believe the game makers wished to avoid "social contacts" between the player and the kids. Clementine may also be seen in the vestibule of the two spacious rooms, and her singing will definitely be heard if heading for the second chamber. For more information about what she wrote, see Wall Writings.