The Room Three
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The Room Three widens Fireproof’s puzzle-box formula into a whole island: Grey Holm, its lighthouse, clock tower, forge and observatory, each hiding a pyramid the Craftsman wants you to collect. This walkthrough covers the prologue, the five chapters and all four endings, Imprisoned, Release, Escape and Lost.
How the game plays
Mouse only. Inspect objects by turning the camera with the left button held; double-click to zoom in, right-click to zoom out. The inventory is on the left, always open; the eyepiece, once found, sits on the right and toggles a second sight that shows hidden marks and lets you look inside things. Saves are automatic and any chapter can be restarted. If objects move sluggishly in puzzles, lower the graphics settings.
Prologue
Look round the train compartment. Double-click the diary on the table, drag its pages left to read, right-click out. In the tunnel a figure leaves a box and vanishes. Zoom on the box and take the small key; there is no keyhole. On the suitcase opposite, slide both catches aside, drag the lid up, zoom on the lever at the top of the lid and note the worn patch under it; turn the lever right for the eyepiece. Back at the box, put the eyepiece on: puzzle pieces show on the side. Slide them to form the square with the keyhole, insert the key, turn, take the symbol pyramid. Roots wrap the compartment and you are somewhere else.
Chapter 1: the lighthouse
Part one
Zoom on the door’s window, slide the bolt: a man takes something from a table. Left, read the Craftsman’s letter on the triangular cabinet. Eyepiece on the cabinet’s side: riddles over three hollow cylinders. Turn each so the answer shows: “Silent when we have nothing to show”, the clock; “The poor have it, the rich need it not”, nothing; “Engine of flight, source of knowledge”, the feather. Read the letter in the compartment, take the ornamented box, turn its lock, open it, take the lenses, which join the eyepiece. Eyepiece on the door’s keyhole, double-click twice to look inside; move the flywheels in pairs to set the marks on the rods until they glow. Through the door: read the letter on the rim of the table pool with its tentacle hoses. Set the pyramid on the glowing triangle, take the emblem, set it in the empty slot of the family tree on the wall. Turn the other emblems to show the group’s combination. Through the passage: at the device by the left wall move the sliders to join plus to minus until the fuse cores light. At the switch on the sill, pull it down. At the tripod, raise the four toggles and press the button. At the table device, turn the knobs to match the sine wave on the screen. Into the room that opens.
Part two
At the window, wonder about the building outside and read the letter. On the table’s side, slide the strip, unhook, pull the drawer for the wooden tool; set it in the table’s centre mechanism and turn: a relief map rises. Left and down, the tile marked Pyre has slid aside: take the sphere in a frame, turn its top for the magnet. At the device on the right bookshelf, “The tower’s name will show the way”: set two pointers each on P, Y, R, E. Take the carved wooden arch. On the map, the watermill: turn the wheel, open the door, eyepiece in: click the snake’s tail tip, turn the body rings to line up the gems, press the button on the head for the magnet. Set the arch in the two rectangular holes and turn it; columns rise. Eyepiece on, zoom at the door area, find the column with two buttons, press both: a circle of symbols with one in the centre. On the central circle, trace the column’s symbol; repeat for the other two columns. A new element rises: pull the drawer in a side for the small clock face and note the two symbols in the corner. Along the walls right, eyepiece on one wall, press the centre button, turn the pins with letter parts to spell the compass points, take a wooden model. Right again, the hemisphere of constellations: set the sliders to the two symbols from the drawer; zoom on the ring and note the star grid. Right to the green circle: set both magnets on plus and plus, eyepiece on, move the sliders to place the dots as in the grid; the top latch opens. Two more symbols on the left wall: set them in the hemisphere, note the grid, set the green ring; the bottom latch opens. Take a wooden model. On the map, set the clock face on the castle tower, open the hatch, eyepiece in: move the owl’s beak, turn its head, slide the runner on the raised wing right, lift the wing, take the boat model. Set a wooden model in the square slot: a building rises with a stand; set the boat on it and run it along the groove; eyepiece through the window and work the rat: slide the runner on its back down, turn the wheel in its mouth, press the eyes, pull the front forward, take the key. Set the other wooden piece on the round tower: the platform rises a level. Key in the piece, turn, eyepiece through the window, turn the table handle three times, looking in each time as the mannequin’s arm, then leg, then whole body move and it places the tower’s top. Back on the map.
At the diving suit by the window, pull the drawer on its right: a letter and the antler. Turn the lever on the helmet’s front; note the symbols inside the plate that opens, take the small brass rivet. On the suit’s left, fit the rivet, use it as a lever, open the hatch, take the metal acorn, lower the lever inside, take the wooden model. On the map, set it in its place, turn the top to align the runner with the window, eyepiece in: lower the locust’s legs, slide the runner on its back, turn the lever, push its head forward, take the metal needle. On the suit, the barometer face on the open left cover: fit the needle; turn the lever that appears to point it at the symbols from the plate in turn; take the copper tap, fit and turn it; at the visor, stand both grille halves upright, turn the left screw, take the crystal vial from the skull. On the map’s colonnade, eyepiece in: open the acorn in the inventory, fit it in the slot by the oak drawing, turn; set the antler in the deer skull and turn its parts to mirror the right antler; put the vial in the slot, take the glowing gem; set it in the round tower’s top for the glowing lamp. The table sinks and a caged platform descends: in the cage, turn the segments into a full circle and rise. Work the top and bottom clasps and turn the structure with the wheel below to open a window for the lamp. Take the symbol pyramid.
Chapter 2: the clock tower
Part one
Back at the table pool, set the pyramid on the lit triangle, turn the lid, extend the cylinder; turn the upper and lower wheels to assemble the arch in the background. Through the door: the device far left, join plus to minus; follow the floor cable to the balcony, close The Great Khan and take the metal object from the niche in the book on the left. Right at the window, lower the lever: the clock tower lights. Down, the tripod, four toggles, button; at the oscilloscope table read the letter and build the sine with two buttons. You are in the clock tower.
Part two
Read the letter on the left box. On the model’s top, turn the handle, slide the two lower runners apart, open the glass door, take the small metal post, set it in place, slide left, fold the top back. From the post on the right take the wheel with a handle; a bird appears in the cage. At the model, slide the plate bottom right: a turret rises; eyepiece in, open the door at the top of the metal box for the bent handle; on the opposite wall turn the disc to line the grooves with the clamps and take the metal wheel; fit it on the front, turn to expose the rectangular hole, fit the bent handle, turn: it drops out. On the box’s top, slide the frame to match the drawing below, runner right, turn the toggle. Pucks appear on the field: steer all four into the holes with the two discs. Eyepiece into the second turret: bent handle in the hole, turn the central disc to build a track for the gear, move the gear onto the disc, slide the top runner right, turn the disc, move the gear onto the runner’s track, turn the disc so its handle clears, slide the runner left, disc back to vertical, move the gear home, press the button. Three frames to match the drawing, runner right, toggle; take the gear from the right side. Fit it in the chain drive on the stand: the stairs open. Upstairs, fit the wheel with handle in the wall device and turn: the bell shatters a crystal and frees a painting. Eyepiece on the painting: join the white lines and lead the pink flame to the bottom; take the clock face. Set it on the model’s side. On the wall that slides out, the knight’s tour: take every enemy piece with the knight. A new turret: eyepiece in, turn the left and right discs to build tracks, the three top rings for grooves, run the sliders to the centre to open the petals, bent handle in, turn, lift the lid, three discs to match the drawings, runner right, toggle, take the socketed handle; from the niche, the ballerina figurine. At the left door, fit the handle, turn, down to the basement.
Part three
The music box: unhook, open, take the winding key. On its right side slide the plate, eyepiece in, form the keyhole from the fragments, insert the key, turn. On top, bring the ballerina to the centre with the button that opens and closes paths; set the figurine in the slot and bring it to the centre too; take the gem from it. In the arch niche, set the gem among the stones and repeat the patterns below by flipping stones, confirming with the top button. Then the shadow bird with four buttons: 1 twice, 2 three times, 3 three times, 4 twice. Take the bird key. Upstairs, the panel on the post: key, turn, lever down; the cage falls and the bird is free. Follow it up; it lands on the bell, the red crystal breaks, the grille before the basement painting opens. Solve the painting as before; take the clock hands. On the model’s clock face, fit them, insert the winding key, turn: twelve strikes. Take the symbol pyramid.
Chapter 3: the forge
Part one
Pyramid on the triangle, take the optical device, set it in the wall disc’s socket, turn the discs to lead the beam to the centre stone. Through, to the transformer in the second room, plus to minus; along the cable to the switch, then the tripod, toggles, button; read the letter, set the sine by moving your slider in step with the automatic one. The forge.
Part two
Read the letter, take the leather case, pull its pin, open it for the kindling. At the base of the truncated pyramid model, press the button for the flint. Left wall, open both latches, swap the blue and green squares in the top row, take the metal piece, set it on the device before the pyramid, run the slider to the first lamp: a gear rises in the chain below. At the pedestal right, take the key; at the hatch far right, slide the plate, key, turn, take the metal rod, open the hatch, pull the lever: water drives the wheel and the chain. On the pedestal, rod in the cross slot, left lever down: the weight opens the door’s top lock. Turn the door handle left. Left lever up, right lever down, left lever down: the bottom lock opens. In the workshop, open the wall hatch near right; back in the forge, left and right levers up, right lever right and up: the weight moves next door. Workshop: turn the saw’s handle, it cuts the sack, take the metal bar; the chess piece from the saw’s left platform. Forge, the coal furnace: kindling in the left hatch, flint in the slot behind the right wheel, spin to light; pull the tray, bar on it, push in; set the key shape on the rings as shown, work the bellows; take the forged key from the bucket. Use it low on the pyramid’s front, lever left, take the small bracket from the left wall; lever right, take the notched bar from the right; bracket on the middle section, wheel it down, take the mechanical disc. On the platform that slides out, swap the cross and circle figures for a metal piece; second lamp. Add the notched bar to the casting mould; turn the disc’s centre ring to extend teeth into a gear and fit it in the workshop’s chain drive on the left: the device moves to the saw; take the belt from the floor niche, connect them, take the chess piece. Pyramid’s left wall, both pieces in, eyepiece in: work the belt drive, turn the wheel, move the runner, click the chimney. Mirrors appear; press the button inside one; turn them so the shadows on the last mirror match the figure outlines; press its back button; a keyhole and a key drawing. Set the mould rings to that key, recast the used key, forge, bucket, insert, turn. Eyepiece into the raised top: turn the cube with the round handles to seat the gems, take the gem, set it in the socket on top. Another keyhole: cast again, insert, turn. Eyepiece in: the left button shifts three gears, the right turns the gem discs; line the gems in the lower sector. Take the metal piece, third lamp, through the door. Turn the machine handle: it breaks. Take the wooden block, saw it in the workshop (block on the carriage, left, raise the blade), take the small block, turn it on the lathe, fit the turned block as the printing press handle, turn the pulley: a print of the mechanical hand. Note the three symbols on the hand in the forge vice; eyepiece on the print, set the discs to them, take the camshaft, fit it in the hand, turn the right wheel and shift gears with the left lever to open the fingers, take the unusual key. On the pyramid’s top, set the key for each lock, open them, take the symbol pyramid.
Chapter 4: the observatory
Part one
Pyramid on the triangle, take the leather book, through the door, book on the lectern in the left niche; in the lift set the handle to Up. Transformer, switch (the observatory lights), tripod. The oscilloscope lacks a part: take the screwdriver, back to the pool room, through the curtained door, unscrew the oscilloscope there, take the electrical part, fit it, set the sine. The observatory.
Part two
Turn the wheel on the far wall: the roof opens and the telescope lowers; its lens is broken, remove it. The star map on the right, the coloured crystals: light the left one with the ring on the rim, the right with the fixed ring, top and bottom with the rotating bar’s rounded ends; take the carved glass disc. On the round box on the left table, slide the latch, fit the disc, press the button; turn the discs to spell Drago the Dragon; take the crystal star, set it in the map’s centre, eyepiece on the lit constellation: mark the stars highlighted in the box; take the parchment and telescope lens. On the symbol plate on the table, lay the parchment and slide it down to align the lines with the centre column; note the symbols for its drawings. Fit the lens. Top dial: the star’s symbol; right dial: the crescent’s. In the eyepiece, two levers build the constellation; take the metal plate, lay it over the parchment, eyepiece: new symbols for star and crescent; set them, build the new constellation, take the large metal handle. In the corridor, a letter on the near right table; the locked grille: handle in, turn, upstairs. Note the sundial’s pointer; at the observatory map, set the compass as shown for the large gear; the discs on the right, form the picture, open the two shutters on the lower circle for the small gear with a rectangular cut. Down, turn the switch, through the door, take the sundial model from the left table; back up, set it on the map’s compass, turn its pointer to III (the big sundial turns too); at the big sundial pull out the runners: fit the large gear, turn the handle, get the small gear with a triangular cut; large gear to the right axle, rectangular below it, triangular on the left, lower the moving gear, second moving gear right, turn, take the large knob. On the map’s tube, fit it, turn, take the curious ball, split it into the brass handle (reshape its tip) and socketed ball. Brass handle where the triangular gear was, arrange as shown, turn: the sundial platform opens on a sphere holding a pyramid. Socketed ball on the half-planet in the orrery, press its top: a symbol on the map’s side. The Earth model: turn to restore the continents, press: it spins; turn the Moon’s frame, take the metal piece; another symbol. Eyepiece on the green square: turn the discs to its shape, set it in, eyepiece in the window: the spiral-sphere room. At the hemisphere pedestal turn the outer disc for the stone piece; the sphere falls, its pointer striking the floor. At the planet nearest the Sun lower the sliders, press: a new symbol. Take the lens attachment from the map’s niche. Down, the room opposite with the broken floor: stone piece in the plate, turn the disc, press, the plate flips; arrange the coloured pucks as on the floor; a sphere emerges. Telescope: attachment on, set the map’s star and crescent symbols, look, set the third, turn the ring to align frames. At the sphere, turn to where the sight’s blinking light says, all four lit; on the device left, trace the symbol; twice more. The round screen cycles to the maze entrance; eyepiece on the maze plan on the left: visit the circled symbol rooms and fire three beams in the marked room. Three buttons move you (zoom out to check position): up, right, up, left, up, right, up: first symbol; right twice, up, right, up, right, up, left, up, left, up: first beam; left twice, up, right, up, right, up, left, up, up, right, up, right, up, left, up, right, up, left, up, right, up, up: second symbol; right twice, up, left, up, left, up: second beam; left twice, up, right, up, left, up, right, up, right, up, left, up, right, up, up, right, up, up, left, up: third symbol; right twice, up, left, up, right, up, left, up: third beam. Take the ball, up to the roof, set it as the missing planet, eyepiece in: use the top and bottom clamps to bring the tracks to the upper lever and drop it; press the top button. The planets align and the cage opens. Take the symbol pyramid.
Chapter 5: the projector
Lift down, pyramid on the triangle: five pyramids fuse; take the Craftsman’s key, through the passage to the tower top. Key on the central model; pick up the metal ring, set it on the disc on the turret’s front, slider, eyepiece in: lever to shift gear, turn the wheel, turn the holed disc right, line three discs so the cylinders pass, button. The projector fires; slide the screen left; take the mirror from the niche below, set it on the second arc, screen on the first arc right. Eyepiece into the key: two buttons aim every beam at the red crystal. The laser opens a door: the train compartment; read the letter. Ending one: Imprisoned.
Ending: Release
Menu, Change your fate. You hold the metal object, screwdriver and key. Through the red curtain; eyepiece on the grandfather clock: 12, 3, 6 and 9 are marked; when the glowing hand reaches one, zoom and slide the runner right: the pendulum shows. Eyepiece: numbers 4, 2, 1 appear; set the three weights at those marks; take the crystal. Pool room, right into the library, lift up to the atrium; note the locked safe; opposite, swing the chained weight from the railing element towards the safe until it breaks the rail and the safe falls. Down, take the second crystal from the wreck, read the 11 August page. Greenhouse (left of the tower breach), second room, device on the left: set the metal object on the left stand (if you lack it, close The Great Khan upstairs in the library); turn the freed right handle, eyepiece on the box, press the right button three times: cube to sphere; middle button, take the sphere. Set both crystals in the wheel with one; on the screen: left, up seven, right, up three, left, up two, right, up four, right, up. Take the unusual artefact. Through the root breach to the projector; repeat chapter 5 until the compartment door appears, but set the artefact on the right turret instead, eyepiece in, aim every beam at the blue crystal, press the top button, take the new door.
Ending: Escape
Change your fate. Library, Mary the fortune teller’s booth in the right corner: take the small device from the tray, make it a key. Study through the red curtain: the desk’s right drawer, key, turn, slide the left runner, take the handle, use it on the left drawer, read 30 July, slide the runner on the right side up; the three circles on the desk’s side: turn the left, slide; the door on the right, read 25 July, the puzzle below: frame and sliders; turn the left and right circles, pull the drawer, take the token. Feed Mary: she deals and points; take the hand flywheel, read the glass. In the starting room, flywheel on the panel by the grille, turn, enter; the calculator on the right: left lever, 08 + 04 + 05 = 17; centre, 07 × 04 + 3 = 31; right, 08 × 02 + 07 + 03 − 05 + 09 = 30; the device right, sliders to the lit dots: Library. Take 27 July from the drawers. Library, the ringing telephone: lever right; the phonograph opens, take the cross key, note 1795. Calculator room drawers, cross key, token; Mary, bent handle. Upstairs, the closed book’s right side, handle in, turn, open; eyepiece behind the stage, take the blank wax cylinder from the phonograph; put it in the library phonograph. Greenhouse, phonograph on the table, read 7 August, bent handle, turn, dial 1795. Library, take the recorded cylinder, upstairs, into the book’s phonograph, button, token, read 3 August. Mary: metal device. Lift up, at the railing by the safe’s table, device in, eyepiece, turn the wheel to join the key parts, take the key. Greenhouse first room, the broken brickwork left of the door: remove bricks, eyepiece, turn the discs to form the key head; next room, turn round, key in, turn: nothing; back, turn the key’s bar, again; a third time; take the token. Mary: the unusual artefact; the booth dies. Projector tower, repeat chapter 5, set the artefact on the left turret, turn the wheel, eyepiece: follow the crystal’s beam with the runner to light every cell; button; the new door.
Ending: Lost
Repeat chapter 5; set an artefact on the right turret but do not look in: turn to its back, unscrew with the screwdriver, slide the cover right; then open the window and solve the beam puzzle. Do not take the door: set the second artefact on the left turret, solve the runner puzzle, take the new door. The game is complete.