Game The Room Three: passage of the ending. The Room Three game: passage of the ending Walkthrough of the game room three on the phone

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, completing the 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.


Android OS: 4.1+
Toy version: 1.0.1
Russian language
Tablet: not needed

The Room Three for Android is a mysterious game in which you will find yourself on a magical island where everything lives its own life. Each item is fraught with a lot of mysteries and can carry a powerful energy charge that can help you or greatly harm you. You didn’t end up here of your own free will, and to get out you need to go through severe tests, and then meet a mysterious stranger - the “Master”.


All game process is completely built on riddles, so you have a long and an amusing trip in gloomy locations, each of which creates an unreal atmosphere of surveillance and the presence of third parties. You are like a prisoner who is being led on a short leash, showing only what you need to know. Do you have enough courage and intelligence to see what is hidden from your sight?


Interact with objects, study their structure and features, use energy and build a chain of events. In The Room Three, you create the plot yourself and can influence the ending. During the game, you can go back and replay missions to see how your fate will change from one decision or another. Try to build your own story and not get lost in magical locations.


The game is perfect for everyone who loves the plot and does not require dynamic action. Here you need to carefully explore every corner, look for objects and use every clue to solve the next puzzle. The game has very nice graphics and great sound. You play the main role, playing in first person. Convenient touch controls make it easy to interact with objects, and constant tasks and a dark plot will captivate you for a long time. The world Room Three.

Let's launch new game. We find ourselves in a train carriage. We go through training: look around, focus on the magazine, leaf through it, zoom out, look at the box, pick up “ Small key"from its top edge, look at the suitcase, open its latches and then open the suitcase. We notice a small latch on the top cover, turn it and take away “ Eyepiece" Again we focus on the box, turn on the eyepiece and assemble the keyhole piece by piece. We use the key on the keyhole and turn it. We take away " Pyramid with symbols».

There is a small closed window in the door in front of us; we open the latch. We watch the leaving Master, look around the room in which we are. The marble table has 3 sides, turn on the eyepiece and read the inscriptions. It is necessary on each, by rotating the reels at the bottom edge, to set what is said in the inscriptions on this side. “The engine of flight, the source of knowledge” - a feather, “We are silent when we have nothing to show” - a watch, “The poor man has none, but the rich man is not bored” - nothing, an empty cell. We read the opened letter, take away “ Box with ornament" We poke at the box in the inventory to examine it. By turning the ring on the front wall, open and take away “ Lenses" We observe a silvery glow at the keyhole. Turn on the eyepiece and double-click to fly into the keyhole. Solving the lock puzzle: you need to install the pins so that they are at the same level. The correct level is highlighted in white. We go to the central hall and examine the table. We apply the pyramid with symbols to the white glowing triangle on the table. We take away " Emblem", we look around the hall and move towards the family tree. We apply the emblem to the white oval and start a new mini-game: you need to choose the right coats of arms of your descendants.

We go through the opened arch and find ourselves in the office. We look at the generator, we need to start the current by moving the levers correctly. It's not difficult, you just need to observe the polarity: plus to minus, and minus to plus.


We turn on the lever on the window and watch the light turn on at the lighthouse. Turn the 4 switches on the device on the tripod and press the button. New mini-game: you need to set the correct frequency and amplitude of the signal on the oscilloscope by turning 2 knobs. The laser from the device opens a portal in the wall for us, we head there.

We find ourselves in a lighthouse. A hatch is visible on the floor to the left of the round table, move it aside and take away " Sphere hanging in a frame" There is a latch on the side of the table: you need to push it aside with one hand and open the hook up with the other. We open the box all the way and take away “ Wooden instrument" We insert it into the tower in the middle of the table, rotate it clockwise and observe the appearance of the island layout. Let’s take a closer look at the resulting sphere in the frame: turn it over and twist it until it opens, take “ Magnet».


We head to the table on which there is a device with letters. Here you need to write the name of the island (PYRE). This is done as follows: select the current letter with the slider and press 2 buttons so that the turning arrows point to the desired letter. We take away " Carved wooden frame" We examine the model on the table, insert it into a circle with two holes on a separate ledge and turn it.


Turn on the eyepiece and get inside the arch. We examine the columns: three of them have 2 round recesses: place 2 fingers on them and a figure lights up on the column. It must be repeated on the circle in the center.




On the tower that appears, we find a circle with arrows, turn on the eyepiece and make up the letters of the cardinal directions.


We take away " Wooden model" We continue to examine the tower, notice a small box with a handle, pull it out and take away the “Small Clock Dial”. After this we exit the arch. We examine the model of the island and insert the dial into the clock tower. We fly inside the tower and disassemble the eagle owl model, in the end getting “ Boat model" We leave the tower, examine the model of the island and find the pier. We put the wooden model from the inventory in the recess, put the model of the boat on the holder that appears, take the boat to the pier and fly into the building. We disassemble the mouse model and take “ Key" We examine the model again and find a forge with a water wheel. We rotate it and fly into the opened window. We disassemble the snake model: pull the tail, combine 3 layers and take another one “ Magnet" With these finds we go to the arch on the island. On the tower we find a rainbow circle with two round handles and insert magnets into them. We examine the tower and see on it 2 brass plates with symbols:





We go to the circle with magnets, turn on the eyepiece and place the pimples on the paths according to the picture on the map with the constellations. We take away " Wooden model" We go to the island model and place the resulting model as the second floor of the lighthouse tower. We insert the key into the keyhole on the 2nd floor of the lighthouse tower model and fly inside. We turn the handle, moving parts of the mannequin and fly into the newly opening lighthouse models.

We examine the diving helmet standing on the pedestal: turn the small switch in front and below to the correct position.


We take the rivet and remember the symbols on the plate:


We insert the rivet into the left porthole of the helmet and switch. We take away " Metal acorn" We examine it in more detail and, rotating the cap, open it into the key. We turn the switch in the recess where we took the acorn and take the new wooden model. We put it in the remaining space on the map. We turn the dome of the observatory and fly inside. We disassemble the grasshopper model and get “ Metal arrow" We insert the arrow into the dial of the diving helmet. We turn the handle, sequentially stopping at the three figures that we remembered earlier in the correct order.

We take the copper faucet and put it on the valve below. We rotate the ovals on the helmet, bringing them to a vertical position, turn the unlocked wing nut and take away “ Crystal bubble" from the mouth of the skull. We examine the pedestal of the helmet and pull out a flat drawer on the right side, taking from there “ Antler» We go to the arch on the island again. We insert the acorn key into the picture of the tree, insert the horn into the skull. Next you need to rotate the parts to achieve symmetry. We insert the crystal vial under the stone and take away “ Glowing Gem" We insert it into the lighthouse model and take away " Glowing lamp" The elevator descends, we go into it, put the central console together, turn it, and go up to the lighthouse. By turning the upper and lower halves, we open a window into which we insert a luminous lamp. Let's take a new one " Pyramid with symbols" Episode "Lighthouse" is completed!

We go to the central hall and place a new pyramid on the glowing triangle on the table. By turning the upper and lower parts we try to create a complete arch.


We go into the passage that appears and go to the library. We start the generator and go up the stairs.


We turn the switch by the window and watch the light turn on on the street. We go down, turn the 4 switches on the device on the tripod and press the button. Again a mini-game with an oscilloscope, only this time you need to select the frequency and amplitude by pressing two buttons. We enter the passage that appears and find ourselves in the clock tower.

We inspect the room and take away " Wheel with handle"from the blue shield to the right of the clock mechanism. We examine the model on the table, throw the handle from above to the other side. We move 2 latches above the round disk behind the glass and open the door, take away “ Small metal post" We insert it into the metal frame from above and move it. Open the box and move the left panel on it. We go inside the column that appears. Open the round door on the right and take “ Curved handle" On the left, we rotate the central circle so as to align it with the pins, and take away the metal ring. We insert it into the front panel, rotate it until the square socket opens and insert the handle into it. We look at the puzzle that has opened from above: you need to move the panel up so that the slot has the same picture as below, after which you need to move the slider to the right position.


We turn on the switch and see how 4 washers appear. They need to be driven into 4 pockets using manipulators on both edges. We go into the sliding block. We insert the handle into the square socket and, moving the blocks, drive the gear into the left circle. A familiar puzzle appears at the top: we make sure that the picture at the top is the same as at the bottom.


We take the “Gear”. It must be inserted into the rotating wheel on the side of the clock mechanism. We go up the stairs that appear. We insert it into the left wheel with the handle and rotate it. We solve the puzzle with the picture: we put on the eyepiece, the luminous cloud must be brought from the bottom to the center, rotating the building and moving the cloud along the luminous lines. We take away " Clock face", go down and insert it into the model from the side. We solve the problem with a chess knight: they need to eat all the queens. Let me remind you that the horse moves in the letter “G”. We fly inside the block that appears and bring all 3 levers to the center, rotating different objects. Use the levers to open the central socket and insert the handle there. Another picture matching puzzle.


We take away " Handle with socket"And we go out into the room. On our way out, we pick up the ballerina figurine on the side of the chess puzzle. We insert the handle into the door gear and turn it. Let's go down. We open the box, it turns out to be musical. We take away " Winding key"from the front panel, inspect the right one and move it. We turn on the eyepiece and assemble the keyhole, into which we insert the winding key and turn it. Now the task is simple: you need to bring the ballerina to the center, opening the yellow paths at the right moment. When one is already in the center, put the second one and repeat. Let's take the red one" Gemstone "and insert it into the panel in the same room with other blue stones.


Next, you need to make pictures from the stones that are shown below left and right. After each picture you need to press the button at the top. Now, using the buttons on the right, you need to rotate the details of the sculpture so that you get a picture of a raven on the wall.


We take away " Bird Key", go upstairs, insert it into the blue box on the wall and turn the switch. We go up the stairs again and watch the raven activate the bell. The sound breaks the crystal near the painting in the basement, let's go there. A familiar mini-game involving bringing a bunch of light down. We take the received " Clock hands"and insert them into the clock dial in the model in the first room. We insert the winding key into the socket and turn the clock hands. When the clock strikes, the crystal breaks, and we can take away a new pyramid. The "Clock Tower" episode is completed!

The third level will take you to an abandoned temple, where you will have to avoid creepy traps and solve puzzles. The magic mirror will distort reality, we will open the treasure chest and set fire to the tiny straw effigy.

Follow our movements and you will solve every riddle.

Take a look around. Find the metal plate and pull it out. Tap on the wall to make it huge stone plate fell forward.

Look at the box located on the table. There is a metal lock on the side. Move the lever towards the middle to open it. Turn the lever that was hidden behind the lock. A new branch will open. Take the item that was in the hidden compartment.

Take the golden tower that is on top of the box.

There is a treasure chest on the floor. There is a handle on the right. Turn it around. Pull out the shelf. Take the rope.

Look at the crossbow. Take a small wooden handle. Return to the box.

Place the small wooden handle in the appropriate slot. Now you can operate the lever. Move it up and down. Thus, you need to place the white cubes in the slots corresponding to their shape, which are located opposite.

Once you solve the puzzle, a new compartment will open containing a trigger. Take it and return to the crossbow.

Attach the metal piece you received at the beginning of the level to the crossbow. Then you need to tie the rope tightly. A shelf filled with arrows will open. Take one.

Load your crossbow. Look at the wall on the left. You need to hit the figure's eye. If the shot is successful, a new area will open. If not, try again.

In front of you new puzzle. There is a small playing piece to your left. Place it on the "playing field".

The meaning of the puzzle is to move to the right side playing field without hitting the enemy - a skeleton chip that will chase you throughout the entire puzzle.

Move as shown in the screenshot. A shelf with a key inside will open. Take the key.

Insert the key into the treasure box located on the other side of the room. Now turn both handles with two fingers and open the drawer. Open it up and take the big one stone block.

Return to the puzzle. Under the table wooden structure. Attach a stone block to it to complete the structure.

Rotate the wheel to the right until the hammer is in a vertical position. Pull down the wooden lever so that the hammer breaks the stone. Repeat the action three times. Behind you is a piece of glass. Take it.

Place the shard on the broken mirror. A small one will appear above the mirror combination lock.

Go to the treasure chest. There will be a sandbox on the left. Wipe the pad with your fingers. Two symbols will appear.

Enter these characters and open the combination lock. A new puzzle will appear on the table. Move the window to the center. You will hear a click and the door will open.

Look through the lens into the opened hole. You will see green lines. Move the camera so that the lines form the contours of the doorway.

In the next room, do the same. Several new symbols will appear. Return to the mirror and enter the symbols again to open the combination lock.

Place the golden tower in the corner of the castle. A knife will appear. Take it.

Enter the combination into the combination lock. The mirror will take you back to the first puzzle.

Place the knife at the very top of the box. A window will open containing a straw figurine and a small ruby. Take both items.

Look at the back of the box using the lens. You will see a map. You will need it right now.

Enter the first pair of symbols into the lock above the mirror - an upside-down "t" and a pair of arrowheads. Return to the castle-shaped puzzle.

Examine the back of the box. There will be rubies there. Place the newly found ruby ​​in the hole at the very top. Now tap on the three rubies, following the map we saw in the other puzzle. Or use the screenshot. There will be a piece of flint inside. Take it.

Place the straw figurine and the piece of flint in the stone bowl that is located between the chest and the sandbox. Strike the stone with the flint several times until fire appears. This will open two new areas.

Take a new arrow and load the crossbow. This time we shoot at the sandbags that appeared after the figurine was burned in another part of the room. A secret compartment will appear on the other side of the room.

Take a star-shaped metal object.

Go to the treasure chest and place the metal object in the hole provided for it. Close the lid and open it again. You will receive a metal item.

Place the item on the dial that is on the front of the box.

Look through the lens. Twist the iron piece until the pink ribbon completes the circle. The lock will open immediately.

When the box opens in front of you, a creepy human skull will appear. Take it.

Hang the skull on the wall as shown in the picture. Turn the lever to the right to open it.

A new puzzle appears. Turn the top part to the left to connect the symbol. Take the crystal. Rotate the camera until the floating red sticks connect to form the same symbol.

Backgammon