The Room Three Chapter 5

  пятница 17 апреля
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Reviews“The Room Three is Fireproof Games’ most ambitious, rewarding puzzle game yet. Solving puzzles across enormous spaces is incredibly satisfying and even when it was over, it lured me back in with more brilliant mysteries.”“Fireproof Games hasn’t lost touch with what makes this series exciting, The Room’s core concept remains a constant delight and with its rich atmosphere and clever puzzles, The Room Three is engrossing and hard to put down”“Creepy, addictively infuriating and nothing short of brilliant. A cerebral puzzle game that makes you feel like you belong in Mensa”. About This GameContinuing the critically acclaimed ‘The Room’ game series, Fireproof Games are proud to bring the third instalment to PC.The Room Three continues the tactile puzzle-solving gameplay of its predecessors while considerably expanding the world for the player to explore. Once again, Fireproof Games have re-built, re-textured and re-lit every asset and environment to bring the mysterious world of The Room to life.In The Room Three you find yourself lured to a remote island, where you must draw upon all your puzzle-solving ability to navigate a series of trials devised by a mysterious figure known only as “The Craftsman”.Fireproof Games are a small independent team working in Guildford in the UK. We self-published our first game The Room on iPad in September 2012 and were stunned with both the critical success and our new-found fan-base, not to mention multiple international awards.

The Room games have since changed our lives and we hope you enjoy playing them as much as we enjoyed making them.

Alternate Endings:Tap on Change Your Fate in the menu. Now you’re back at the fountain. You need to find objects around Grey Holm manor that you can use to get the alternate endings. You should have the screwdriver and Craftsman’s Key at this point.Note: These items don’t all go with you when you step through a portal. Don’t freak out when you notice them missing!I’ll be taking you through all the puzzles in Grey Holm manor so you can get the items you need to complete the three alternate endings.

If you want to see the walkthrough for each ending separately, use the links at the top of the page. Go to the study from Chapter 1 and find the grandfather clock. If you equip your eyepiece, you can see that there’s a glow on 12, 3, 6 and 9. Every 15 minutes a slider will appear on the clock. Slide it to the right to open the clock and get a puzzle with the pendulum.4. Put your eyepiece on for this.

The pendulum will swing past three numbers — 4, 1, 2. You need to pull down each of the metal cylinders to those numbers. Then the clock face will open up and you can take the crystal.5. There’s a keyhole on the right drawer of the desk. Use the small mechanism key to unlock the drawer.

Nov 08, 2015  Published on Nov 8, 2015 This is a complete walkthrough for the three alternate endings (Release, Escape & Lost) for Chapter 5 of Fireproof Games' iOS and Android game The Room Three (3). Nov 16, 2015  We moved forward and now find ourselves in a room dominated by a large table showing what appears to be a model map of the grounds of Grey Holm. The Room Three Walkthrough – Chapter Two.

It appears empty at first. But there’s a hidden compartment.

Look at the left side of the drawer and slider the slider to the left. Now there’s a handle in the drawer!6. Use the handle on the left drawer and turn it. Read the letter inside, then look closely at the right side of the drawer for another slider.

Slide it up to unlock the puzzle with the three circles. Rotate the left circle until you see another slider. Slide it over to unlock the cabinet door to the right.7.

Read the letter and solve the puzzle by sliding everything back and forth and into place. The final switch will release the third circle. Match both circles up around the gaps in the wood and then take the token.8. Go back to the library.

Place the token in the token slot for Maggie the Fortune Teller. Push it in and she’ll start dealing some cards. She points to one of them (for me it was Imprisoned) and the slot opens on the machine, giving you the crank wheel. She writes “HE DECEIVES YOU” on the glass after. Go up the elevator to the atrium. There’s a locked safe up here.

It turns out this trackball actually controls the chandelier like a pendulum. You need to move it back and forth, back and forth to gain momentum, then swing it at the back of the safe. It will drop down to the lower level and break open.

Go back down and find it. Read the letter and take another crystal.10. Go through this door and find this machine. Place the metal object on the square platform. This will release the handle. Move the handle to the left to power up the machine.

Put on your eyepiece and use the arrows to turn the cube into a sphere. Press the middle button to eject it. You now have a sphere.11.

Add the two crystals to the one that’s already in the machine. Now you’ll have to solve another maze.12. I found this a lot easier than the other maze. You basically go in the direction the arrow points you.

You want it to eventually point north, and you’ll end up in front of a table. Take the mysterious artifact.

Notice the bottom of the artifact matches the indentation we saw on the right projector in Chapter 5 right before entering the train.13. Go back to the room you started in after the train. Place the crank wheel next to the iron gate and rotate it to open the gate. War2glory strategy guide. Go down the stairs to a whole new room!14. Looks like there’s some math problems to solve here. Pull each of the levers to see some numbers in each drawer. I’m going to start with the left one.

Notice the arrows, telling you that the equation starts from the bottom. So you get +08 +04 +05 = 17.15. The next one is +07 x04 +03 = 31.16.

And the last one is more difficult. It’s +08 x02 +07 +03 -05 +09 = 30.17.

This next puzzle is easy. Just slide the sliders to the spots that are lit up. The word “LIBRARY” will light up.

Lets go visit the library. But before you go, read the letter in this drawer.Click on the little numbers below to continue to the next page of the walkthrough. Int he library there is a recorder for the wax cylinder. In the greenhouse there is a player. (you need handle but cant remember where I found it) anyway, put the wax cylinder in the recorder in the library and note the number on the phone. Go to the green house and play the music, dial the number, go back to library and answer and record the music.

Then take the music to the book thing where you got the cylinder. The desk you start with a key, again cant remember where I got the key, but once Read more ». To solve the lost ending You have to type the 1795 numbers into the old phone that is in the same room as the tree with the keyhole. Then go to the room with the gypsy. The thing with the numbers will be ringing. First, place the sound reel into the music thing next to it, then slide the lever across.

It will make the reel engraved. Take it to the stage place where you got the reel when it was empty. Play the song and you get another ticket coin. Use the ticket coin and you will get a Read more ». Complete solution for the Lost ending.

In case you have got the other three, you should have both tower/camera pieces and the screwdriver. In the last room, when you put the tower pieces in place and activate them, they both get a button on top. As well as the start projecting a beam. However both towers have a shutter in front of their lens. The button on top takes the shutter away, but also closes the other one. Turn to look on the front side of the right tower and the shutter has a hole that can be opened with Read more ».

I’ve seen two of the endings, the one with the train and the one with the boat. I put the converted sphere on the circular indentation on the right side of the box way back before I did the first ending. I don’t recall any stage appearing on top, though, and now it won’t open again. I do not have a wax cylinder, and I do not have the sphere any longer.

The shape converter box has all three crystals installed, and shows nothing inside when you use the eyepiece. Besides getting the wax cylinder, the other puzzle I’m stuck Read more ». It took me about 10 to 15 MINUTES of rubbing the trackball before the chandelier began to swing.

I never would have persisted that long if it hadn’t been for this walkthrough. They should make it more sensitive. One thing that seemed to help a lot was going past the actual ball in both directions, as if it were about twice as large as it looks. If I had started trying that earlier, it probably would not have taken me as long.

But I had been trying to use it like an actual physical device, which meant keeping my finger Read more ». First go to the other side of this wall and remove bricksThen use your lens to get in the holeput thing there right waycome back to the key hole, put the key, turn it for 90 degreescome back to the hole with lens, you will see something rotateable, so zoom and rotate itthen turn key for 180 degrees and repeat your actionsthen you come back to the key hole side and drawer under the key hole should be openPS the key you will find in atrium with the thing which is right from safePPS sorry for my russian english).

It took me ages to get it going as well, over 10 minutes of rubbing before it budged. The trick is to let your finger make swipes that are larger than the image of the trackball. At first, and indeed for a very long time, I was treating it like a real trackball, which meant keeping my finger entirely within the bounds of the gold ball. It didn’t start working until I started pretending the ball was about twice as big as it looks.

(I was using an iPad Air 2; the touch region may be bigger than the image Read more ».