The room three walkthrough. The Room Three game: ending passage

Here is the third part of one of the best series quest puzzles. It is necessary to search for objects, solve complex ones logic problems, interact with mechanisms, unraveling the thread of the storyline in parallel.

Peculiarities

The third part of the excellent puzzle has received many innovations. You will notice them with the naked eye the first time you enter. You'll notice even more detailed graphics. Your ears will catch a thematic sound design that immerses you in the atmosphere.

And soon you will realize that you are on a mysterious island from which you need to get out. At the same time, you will still be in various enclosed spaces, solving puzzles, finding answers, and interacting with different mechanisms.

Game process

The gameplay of the third part corresponds gameplay the first two. Closed rooms, interactive objects, complex puzzles, difficult mechanisms, a constant search for answers to questions - this is what awaits you in The Room Three.

You can still use the eyepiece, which allows you to look at objects in a new way, seeing hidden clues and hidden mechanisms. At the same time, the developers kept the tips. True, you shouldn’t count on ready-made answers. They will only give you a hint where to look for the next answer. However, you will still have to find the answer yourself.

The passage is relevant for Steam-versions of the game for PC

Game interface

On game screen, on its left side, during the game, inventory cells are displayed that are constantly open for use. In the upper right corner of the screen there is an icon, clicking on which opens the game menu. In the training stage, in the first part of the game, and with hints mode turned on, in certain moments Explanatory notes appear on the screen. After detecting the necessary components and combining them, there will be a lens icon on the right side of the screen, with which you can view the object in a different color range for detection additional information. There is no cursor as such in the game.

Shell interface

Options settings allow:

Enable/disable hints;

Set sound volume;

Enter the graphics settings option;

View the list of developers.

We can turn the end of the key to give it a different shape.

We move back and look at the walls of the cabinet.

We bring our gaze closer (double-click LMB) to the wall with a vertical plate and rivets in the center. Moving asiderecord at one of the sites. Let's examine the configuration of the keyhole. Take the key (click on the image of the key in the inventory). Rotatelimit switch so that it matches the configuration of the well. Close the inventory (click on the arrow on the right). We hold the key LMB and drag it onto the keyhole (the image of the key becomes clear when it enters the active zone). Turn the key in the lock. From the opened niche we take out the “Metalplate with ornate engraving." We are leaving the approach. We turn the camera to the right.

Let's take a closer look at the manufacturer's plate. We use the plate onscrew affixing a sign. Turn it counterclockwise and unscrew the screw. We take the lens out of the niche. We automatically move away from the locker. The lens is also automatically installed in the eyepiece. Let's click on it. We see the image of the wall in a different color range. We consider the manifesteddrawing . Click on the eyepiece and switch to normal vision mode.

We turn to the wall with a circle in the center. We bring our gaze closer to the window above the circle, covered with a curtain. We move the curtain. We look at the key, turn the limit switch 90°, insert the key intolock , and turn the key clockwise.

The segmental cover is removed from the circle on the wall.

We click on the eyepiece and parts of the picture appear on the rings. We rotate the rings, restoring drawing. Open the wall of the cabinet.

The training is over.

Chapter 2


There are three locks to open on the box.

Castle 1

Click on the eyepiece. We examine the box.

We notice prints on one of the ribsfingers . Click on the edge and remove the “Ancient Leather-Bound Book” from the hiding place. We examine the find in the inventory. Rotate rings : top, bottom, center, right. We take the key from the opened book.

It looks like this key is used to wind the clock mechanism.

In the niche where the book was taken from, we see hint. We are leaving the approach.

We turn to the wall of the box, on which there is a square with combination lock inside. We bring our gaze closer to it and click on the eyepiece. We see a hint - in the left window you need to set 5, in the right - 7.

We rotate the box so that we can see which numbers should be at the top and bottom.


We install the suggested ones in the windowsnumbers . In the window that opens, lower the lever.

We automatically turn to the side of the box from which the device extends. We look at its left side. Reclinehook . We insert the key into the lock of the opened mechanism, rotate the key clockwise (the disk inside the device begins to rotate). Let's look at the bottomlegs caskets, to the right of the casket. Double-click on it with LMB. We rotate the rotating part, remove the “Small” leg from the cavitya piece cotton fabric”, smelling of paraffin. We are leaving the approach. Then we bring our gaze closer to the right side of the device. We insert the wick into the hole, turn the wheel on the left, striking a spark.

We pull out the lever on the right, pull it up - the burning wick rises up, illuminating the window from the inside. We are leaving the approach.

We turn to the side of the box with the lock in the center. Let's take a closer look at the ring on the foot of the box on the left. Rotate the ring. We take out the “Miniature Telescope” from the sliding upper part. We examine it in the inventory, rotate the rings - the working telescope acceptsview . We install it incoasters devices. We look through the telescope and see the film. We click on the eyepiece and look through the telescope again - it opensclueTRIAL. We automatically approach the window that opens on the left and click on the eyepiece again.

We set the pattern by rotating the rings. We take out the “Copper plate with the letter L” from the opened niche. We turn again to the side of the box with the lock in the center. We bring our gaze closer to the windows above it. Place the letter in an empty slot. Spin the wheels, set the wordTRIAL.

One of the locks is open.


Chapter 1. Training.

We hold down the LMB and inspect the cabinet from all sides. Double-click on the top of the locker. We take the letter out of the envelope. We take the key. We are moved to the box. We twist the lid of the box until the lock matches. We use the key on the lock of the box. Take the eyepiece. It will appear on the right side of the screen. When pressed, nothing happens - a part is missing.
We click on the note and read the riddle: “feed me and I will live, give me something to drink and I will die.” The answer is fire.
Find the fire symbol on the legs of the cabinet and click on it. We take the key and study it in the inventory.
We approach this wall:

We move the plate away. We use the key. We take out the plate.
We are looking for a wall with a manufacturer's plate.

We unscrew the bolt using the found plate. We take out the eyepiece glass, click on it and see various symbols.
Let's go to this part:

We approach the window above the circle and move the curtain aside. Turn the end of the key 90° and insert it into the lock.
We click on the eyepiece and restore the picture by rotating the circles.

The training is over.

Castle 1

We examine the box in the eyepiece and notice fingerprints. We find an ancient book. We look at it in the inventory, solve the puzzle and take the key. In the niche where the book was taken from, we see a clue.
We turn the box to the side with a square with a combination lock inside. Click on the eyepiece. We see the numbers

  • Left 5.
  • Right 7.
  • Bottom 6.
  • Top 2.
Set the numbers and lower the lever.
We automatically move on. We look at the left side of the box. There we open the hook and insert the key. We examine the legs of the main box.

We find the wick. We approach the mechanism box and insert the wick into the hole, turn the wheel to create a spark. Pull the lever up.

Let's turn to this side of the box:
We look at the round part on the left, get closer, and rotate the ring. We take out the telescope. Open it in the inventory. Install it into the device. Looking through a telescope with eyepiece and we see a hint - TRIAL. We automatically go further and use the eyepiece to compose a picture. We take the letter L. We turn again to the side with the lock in the center.
Set the letter and set the word TRIAL.
The first lock is open.


There is a safe in front. We look at him from above. Drag the slider.

Rotate the plane until all the lights light up. A shelf extends out to the right. We make a drawing by turning on the eyepiece. A hole for the key appears. We examine the box in search of him.
On one side of the box there are four windows with changing symbols. We set: We take the key. Let's apply it. We pull out the drawer and take the key. We open the safe for them. We take the star out of the safe. There is a place for it on the top of the box. We take the “ring” and install it on the safe dial (on the left wall).

We turn the pointer on the ring to the pins on the sides, solving the riddle.
On the extended cylinder we set the values: 2 on the left and 5 on the right.
We take the key. We find a well for him.
Open the safe. We take the record out of it.
Go here and install the plate on the circle:

The second lock is open.


A new device emerges from the wall. We look at its left side. We see a switch that we move to the left. We turn the handle and the top of the box rises.
On one of the faces there is a closed box. To open it, you need to install the clamps in the desired position. Each clamp is adjusted by a rotary wheel.
The top left one is on the leg to the right of the drawer.
The top right one is behind the curtain on the right wall of the device.
Bottom left under the figurine on top of the box.
Bottom right to the right of the handle on the left side of the device.

Having turned everything as it should, we take away the gear and belt. We move to the gear mechanism. We install the gear on the axle above the large gear and turn the handle. We take the screwdriver. Let's move on to the right side of the device. Unscrew the screws. Having seized the moment, we press the button in the opened mechanism to gain access to the key.
We are looking at the top of the box unusual shape for the key. In the inventory we set the key end as needed. We take the gear. We move to the mechanism with gears. We install the gear on the axis on the left, move the switch to the right position and turn the handle counterclockwise. We automatically move to another part of the device and pick up the next gear. Let's return to the mechanism. We rearrange the gears and use the belt in this way:

We turn the handle. We automatically move to the front side of the device.
Click on the button at the top left. We take out the tube and examine it in the inventory. As a result, we get a key and an old photograph, on the back of which there are numbers. Use the key to open the panel on the right side of the device. Recreate the drawing using an eyepiece. We get a shield. We give it to the figurine on top of the box. We take the pebble. We install the stone in the recess on the front side of the device. Click on the eyepiece and set the time to 6:05.
The third lock is open.

We look at the edge of the box with the manufacturer's plate.

We move the sign to the side and press the lever. We take the box. We study it in the inventory and move the ball from the left to the right, turning the grooves. We take the key.
We move to the side of the box with the keyhole. We insert the key.

  • Rotate the dial to the left, up to the fifth pin.
  • Then we return to the beginning and to the right until the fourth pin.
  • Rotate the dial all the way to the left.
  • Rotate the dial all the way to the right.
A mechanism is being pulled out. We insert the photo there, click on the eyepiece and look into the lens. We get a hint. The word is SIGIL. We take away the “Small wooden peg”. We move to the side of the box with the letter Q, put on the eyepiece.
The point of the puzzle is to clear the center by moving the unnecessary plates to the side. Insert a peg into the vacated hole. Enter the word SIGIL. We take the crystal.
We rotate the box, find a place where you can insert the crystal. We install and focus the beam by turning the wheels. We take the flywheel.

At the bottom of the box we find the hole we need. We insert the flywheel into it.

We pull out the box and take away the device for reflecting light. We press the button at the bottom of the box and take away part of the map. We insert a device for reflecting light into the hole at the top of the beam. We automatically approach the device with buttons. Click on the button on the left. We turn the box to the left. Pressing buttons along the way. We take the key from the opened compartment. We return to the device with two buttons, perform the same operation, only click on right button and turn, accordingly, to the right. We take a piece of the map from the cache.
We move to the wall of the box with a cutout for a complex key.
In the inventory we set the desired position of the keys. We take the reflective device and install it where its brother is located. At the opened compartment, click on the eyepiece. By moving the sliders, we draw the beam through all the reflectors.

From the hiding place we take the “Piece of a strangely shaped map.” We install the map pieces on the globe. We take away the “Copper handle with a square pin.”
We look at the wall of the box. We insert the pen, open the shutters and click on the eyepiece.
We build the drawing. Take the “Intricate Wooden Box”. In the inventory, twist the bottom of the box, aligning the lines with the arrows.
We insert it into the hole at the top of the box.
We look through the extended telescope. We remember the location. We move to the side to the left of the globe. We light up the stars, as in the constellation we saw.
Take the last part of the map. We place a piece of the map on the globe and pull the lever.

We look at the huge compass. (Fig. 1) Move the blue lever and take away the handle. We move away and move to the left.
Consider a rectangle. (Fig. 2) Press on it, insert a handle into the hole, and rotate it. Panels rise from the edge of the lid. We automatically go to the control panel. We press the button and the planets begin to move. A screen appears behind the raised panels. We move to it, use the eyepiece, and double-click on the screen. By rotating the stand we make a drawing.

We take the dagger. Place it in the center of the map.

We look at the screen through the eyepiece and see a hint. Move to the panel with squares. We press on the squares, setting the desired pattern.

We press the button and the planets begin to rotate. We go to the screen and look through the eyepiece. We see another clue. We move to the panel with squares and again knock out the desired pattern.

We look at the screen through the eyepiece again. We make a drawing and take the amulet.

We move to the round elevation on the edge of the box and use the amulet on it. We rotate the amulet, aligning the arrows on the rotating disk in the center. Having aligned the arrows, we move to the screen and look at the hint. We do this with all the arrows, remembering the locations of the squares. As a result, we knock out the following on the pebbles:

We take away the energy source. And we move on to the screen, which we look at through the eyepiece. Double click and we move and approach this structure. Let's make a drawing. Then we set the source to the center.

Read the note (Hint - notes si And F).
We look at the table through the eyepiece.

Getting closer to the handprint. Drawing up a palm drawing. We remove the eyepiece and look around the platform, find the slider and move it. We take the “Small Gear”.
We look at the side of the tabletop. We are approaching, we move the slider.

Install the gear on the axle. We press the button.
Having moved to the next puzzle, we move the slider along the line so that all the things light up. Then we have additional grooves open. We insert the slider into the groove in lower part, turn the lever.

We take the item. Let's look at it in the inventory. At the top of the sphere there is a drawing that we rotate.

We press the button. We take the “Small Gear”.
We look at the side surface of the tabletop, this is a hint.

We move to where the symbols are depicted. We approach the box located to the right of the symbols. Open, spread the runners.

We automatically move further. We take the “Coin”. We are approaching where we placed our first gear.
We install the one we have on the axis. Click on the button and move on. We pull the handle and take out the “Oddly Shaped Key” from the box.
We look at the side of the box.

We insert the key there. We take the “Metal Pen”. Let's return to the key. We move it to the lower right position. In the window that appears above the key, lower the slider down. We automatically move to a closed niche. We return to the key, move it to the lower left position. We follow to the niche and take the key from the upper compartment.
Apply the key to the keyhole on the surface of the box.

Turn the key and the curtains open. A window with a rotating reel appears in front of us, on which symbols are depicted. We move away and move again to the key, which is set in three positions. We put the key in the upper position. We come back and remember the symbols in two windows.

We move the first key to the left position. We return to the drum in the window, set the image that was in the window on the left. We move the key to the right position, and in the window we set the symbol that was in the window on the right. Two buttons open. Turn the key to the up position. We press the buttons.
Next we move to the rotating reels with numbers, then to the three rods. We look at the rods through the eyepiece and change their position to get a hint.

We dial 573 on the reels. We move further automatically. We can't solve the puzzle yet - we don't have some details.
We look at the side surface of the tabletop.

Install the handle and turn it. A musical puzzle opens.
Press the keys of notes B and F.

Place a coin in the hole. We press the button. We repeat the playing melody. We take two “Metal Handles”. We return to the screen, insert the handles. We look at the screen through the eyepiece. We see a cube with empty cells on its faces.

Use the top handle to turn the cube in a vertical projection, and the bottom handle to turn it horizontally. We look at the back of the screen. The puzzle is to place four plates located on the sides of the cube onto empty cells.
Having solved the problem, we get “Red gem in a metal plate." Let's move away.
We automatically move to the puzzle. We approach the screen on the right. We solve the puzzle by moving the plate with the stone into the bottom cell of the rhombus. We start the stone, look at the other side and pick it up.

Having completed the task, look through the eyepiece and combine the two drawings.
A similar puzzle follows. Let's make another drawing.

The game is over.

Examine the panel on the door. Slide open the latch and look inside. You can now access this podium. Look through the eyepiece to see three messages. Then peel back the circular windows to find the element that solves the riddle. Here are the solutions: The power of flight, and knowledge is a pen Poor me, I don’t need the rich - nothing My face is silent without my hands - a clock You will get a rich window for trouble Look at the field in your inventory. Spin the dial into the front latches to unlock the box and remove the lens. This will be attached to the eyepiece and allow you to look inside a nearby keyhole. Rotate the dials until all three toggle switches light up. You just need to spin one of the two left dials until both left toggle switches light up, and the same for the right side. Inside, place the pyramid into triangular shapes on the table. You will receive an emblem. Place the emblem in the empty slot on the chest of the weapon image on the wall. Then rotate the rotating parts to match the image above. Look at the panel on the wall. Move the sliders to the positions shown to the power on the machine. Then flip the large switch on the table. Flip all four switches and press the button inside this machine to open it. Spin the left stick until the lamp in the background turns on. Then twist the correct dial until the green signal matches the black one. This will open a portal. Look at that odd knob on the side of the central table. On the one hand, pull this lever back. On the other hand, unlock the latch at the bottom. Open the box and take the wooden gear. Place the gear in the slot in the center of the top table. Spin until the church jumps off the table. Look at the floor to find tiles with plaque that reads the fire. Take the sphere inside. Look at the sphere. Turn the ball upside down in its cradle, then rotate it until it opens. Take the magnet from inside. Return to the tabletop, find this building, and spin the wheel until the small door opens. Viewing with an eyepiece. Pull the snake's tail to make a stepped body appear. Spin three segments until the diamonds line up, as in the example above. Click the button on the open head of the snake to make it open its mouth. Take the magnet from inside. Look at this car. With the selector on the first letter, turn the dial 9 and 8 to highlight the letter p. Then move the selector to the second letter slot, and turn dials 9 and 2 for Y. Move the selector to the third letter slot and Twist dials 2 and 5 for R. Move the selector to the fourth letter slot and Twist dials 1 and 6 for E. Take the wooden carved arch. Place the arch on the table here. Then turn it and use the eyepiece to go inside. On the three pillars you will find a couple of points. Hold them with two fingers to reveal the picture. Do this for all three, and make note of them. Draw all three models on the center panel so that three batches of writing appear. When all three are present, a new structure will appear. Look at this back panel through the eyepiece to see the compass letters drawn from the shape. You can click on the button in the center to rotate the arms and drag the shapes in the middle. Use this to complete the compass as above. Take the wooden model piece from the inside. Open the drawer and take the dial model. But also note the symbols are on tiny plaques. Find and mark these symbols too. Rotate the viewfinder in this part of the structure so that the rows and columns match the same set of symbols you saw on the tiny plaques. Then double-click on the viewfinder to see a line of constellations on the graph. Write down both of them, which you can see below. Did you receive them? Then return to the front surface of this structure. Use magnets to push and pull the four diamonds so that you match the layouts shown on the constellation diagrams. If you put both magnets on the same line, the diamond will move towards the center. The easiest way to do this is to start at the bottom, so that you end up at the very top of the icon, which is in the middle on both diagrams. After matching one diagram, one of the latches will open. Repeat the process for the other pattern to open the second latch and then the door. Take a piece from the inside.

When developing many games, developers leave loopholes that allow each player to see their ending. The creators of The Room Three did not stand aside either. The passage takes the player to the final room of the tower, and then it depends only on you what ending you will see. Moreover, the developers themselves suggest that there are 4 endings in the game, and allow you to “change your destiny” without using saves.

What you will need

By the end of the game you should have several key items. Below are brief ways to get them, but it assumes you've played the game very carefully up to this point.

  • The first item is the Master's Key. You can get it right there, in the last location. Place the last pyramid on the pedestal in the center of the hall.
  • Two "Unusual Artifacts". One of them should be triangular, and the second should be rectangular.
  • "Screwdriver". It should have been lying around in your inventory since episode 4.

As you can see, there are not that many items, although some were quite difficult to obtain. Each of them will be useful to you to get a separate original ending, but if you want to open the final version of the ending, you will need all 4 items.

The final

So, you are at the final stage. The Room Three, whose passage took you through the most intricate labyrinths, is ready to reveal its secrets. There is little choice where to start.

Approach the pedestal in the center and use the Master's Key. A small transformation will occur and a small vault will open on the edge, from which you will pick up the "Metal Ring". It needs to be applied to a small structure right there. Next is a small puzzle. Using the lever and dial, turn the gears to the right so that they are against the metal rods. Click on the brown button next to the disk and turn on the projector.

Now you need to redirect the light beam. To do this, rotate the pedestal with the mirror located on the outer arc. As a result, the cylinder should rotate, and you will be able to take the “Mirror”. It needs to be installed on a pedestal in the inner circle and the mirror on the outer one removed. The beam is now redirected to the Master's Key.

"Dive" into it. You have a simple task ahead of you. You need to make sure that rays from all the spotlights hit the crystal in the center. It's very easy to do. One of the switches blocks the state of some emitters, the other changes the state of the remaining ones.

When you solve the last puzzle of The Room Three, the walkthrough will end and a red beam will appear. As a result, the exit will open - a door that will vaguely resemble the train compartment from the very beginning of this long adventure.

Second ending

In The Room Three walkthrough endings won't take you long. Alternatively, you can save right before going through the door during the first ending, as the procedure is repeated over and over again.

To open the second card in the end credits, you will need a rectangular "Uncommon Artifact". After you have launched two beams and a door appears in the carriage compartment, move a little away from the pedestal and stand facing it. Two new pedestals will appear to your left and right.

Go to the left one and place the indicated “Unusual Artifact” on it. Another simple puzzle. There is a small hole in the inner circle through which a beam of light periodically slips. It actually rotates around the crystal in the center. Just pace yourself and start turning the hole so that it allows light to pass through for an extended period of time, and the device will activate.

Now you can safely go through the door, which has changed its shape. The passage of The Room Three is complete, and you have opened the second Tarot card in the credits.

Third final

Let's rewind time. By the time you fired the red beam. This time go not to the left, but to the right turret. You just need to place the triangular “Unusual Artifact” on it.

Here you will have to solve one more problem. It is absolutely identical to the one you solved when activating the “Master Key”, only this time there are six rays, not four. Having finished with the procedure, you activate the beam and again change the appearance of the door.

Here you will see another alternative ending and open the third fate card in the credits.

Last call

An attentive and quick-witted reader has probably already understood what the final ending of The Room Three will be. The passage clearly hints that you need to launch all three projectors at the same time. Therefore, proceed point by point.

  1. Activate the Master's Key in the same way as in the first ending.
  2. Now go and turn on the projector with the triangular artifact.
  3. Then you need to activate the device with the rectangular artifact. However, at this moment the first projector will go out.
  4. Go up to it and examine it. On the reverse side, use a screwdriver and move away the panel blocking the light beam.

That's it, now all possible beams of projectors shine towards the door. But she's not there. Instead, an incomprehensible black hole appeared. Enter it and watch the last possible ending out of four. This concludes our article “The Room Three: Walkthrough”. Alternative endings are discussed in detail and sorted out, and fans of the game can only wait for the continuation.

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