The Room is probably that rare case when the phrase “mobile puzzle” does not evoke a feeling of slight shame - all the games in the series are invariably beautiful, entertaining, people like them and, what is important, they were made specifically for mobile platforms - with an understanding of the specifics of the platform. The third part in this regard was no exception - for which we congratulate everyone.

The Room Three begins unusually - your hero is traveling on a train, there is some kind of cube on the table in the compartment, and in the opposite place something horned is illuminated with hellish flashes. The cube disintegrates into several particles (under minimal influence), and the hero moves to the middle of the island, where a lighthouse shines alone in the darkness.

The Room still exploits the mystical aesthetic of Howard Loughcraft mixed with the mysteries of Myst. Most often you are locked in one room (see the title) where something needs to be turned on, moved, activated and made to work. The tasks are simple, designed for basic logic and minimal spatial imagination. Sometimes the authors pleasantly surprise you - for example, you tinker with a box, snap all the elements into one hole, and it’s gone! - and launches a mechanism that opens a giant wall throughout the room.

If things get really tough and you can’t move on to the next room on your own, then you can ask the authors for advice: what to do. However, they will not answer directly - first they will give a vague hint: take a closer look at that lever over there. If you don’t understand, there will be a hint for the next level: there is something interesting under the lever. If in this case it is deaf, the game will directly shout to the user: BUTTON. UNDER THE LEVER. CLICK. However, using hints in The Room Three is, excuse me, not respecting yourself.

As in the previous two cases, the special charm of The Room is not what is done, but how. The puzzles and story (the story, however, less so) are amazing, but the game is fascinating in other ways.

Execution - every bushing, button and toggle switch moves so smoothly, with such a hypnotic sound that you want to pull the virtual levers again and again. It’s difficult to describe in words, but the game exudes some kind of infernal tactile authenticity - it’s damn nice to just move the parts back and forth and watch them, engulfed in golden color, run across the screen. After the wooden puzzles - an open window in a stuffy room, as if I had moved into a new BMW made from shabby Lada cars.

Otherwise, you shouldn’t expect any revelations from The Room. The plot boils down to menacing notes left by some crazy person. His identity will soon appear, but there will still be no motivation - why and why we were driven through an orderly row of retro rooms will remain unclear. The authors just wanted it that way.

Well, okay - expecting a Fincherian thriller from a mobile puzzle game is, excuse me, impudence. Quite an excellent puzzle, stunning visuals, a flexible system and tips and... this smoothly opening box - damn, how beautiful.

For only 279 rubles, by the way, it’s definitely worth it.

Just three words - Bethesda, Boston, "Fallout 4". This is what riveted my attention to the monitor screen for a long time. Days, nights, weeks passed, and I completely forgot that besides traveling through the wasteland of Boston, there were other, no less interesting games. We're talking about "The Room 3".

The series of games has sold millions of copies since the release of the very first part and received hundreds of positive reviews. After all, at that time this was, perhaps, the only game that used all the capabilities of the iPad. No one doubted that we should expect a continuation in the near future.

She clearly used a successful form to solve those very boxes with various secret mechanisms. The sequel to the popular puzzle differed from its predecessor only in scale: more riddles, more locations. The only significant drawback was the fact that almost any puzzle could be solved at random, but we’ll talk about this a little later.

The release of the third part of the series did not come as a surprise to anyone. The developers themselves fueled interest in the game by publishing the latest information and screenshots. However, only now, having got “The Room 3” on your iPhone or iPad, can you make a final verdict. Was this trilogy a worthy ending?

Graphic arts

It’s worth noting right away that all parts of “The Room” look very high quality. The third part is no exception and also looks great, providing our attention with good detail and well-developed locations. There hasn't been any big leap here, but all the inherent post-processing effects have improved, textures have become a little clearer, given the increased power of current Apple devices.

The only difference was the appearance of live animations. So, throughout the entire game, we can watch every time how the main antagonist escapes, literally from under his nose. Similar animations were made with five plus marks. It might seem like a small thing, but considering that previously the environment in the series was static and animations predominated only in the mechanisms, the appearance of a “living” person in the game is really surprising.

Plot

"The Room 3" once again follows the adventures of the protagonist through various places located outside of our worlds. A certain master, in letters to the hero, talks about other worlds and time travel. To implement his plans, the master needs a main character, who is the key to the solution.

Story has never been a strong point in mobile games. Only a couple of projects can be highlighted. The third part of “The Room” does not shine with charismatic characters and does not contain an abundance of interesting dialogues. The strong point of the plot here is the mystery surrounding the boxes. Who made them? For what? When? The developers skillfully build up the intrigue towards the end of the story.

Game process

"The Room 3" sticks to the traditions of the series and offers all the same gameplay mechanics in the form of solving various puzzles. Among the differences we can note a slightly increased scale of the location, as well as minor changes in the presentation of the riddles themselves. As you can see, there aren't many changes, but The Room 3 is still fun to play.

Some will note that all puzzles can be solved using the “poke” method, as I previously wrote. Yes, it is possible, but this kind of solving local riddles can take a long time and turn into a monotonous routine, which ultimately will not bring any pleasure from the game. Moreover, the riddles themselves are moderately complex and do not require being a genius to solve them. A little patience, a little logic and voila! For those who are especially impatient, there are tips that will help you get out of awkward situations.

Among the shortcomings, one can only note the short duration. “The Room 3” will be enough for you for several evenings, but what kind...

Verdict

More puzzles, an intriguing plot, a charming atmosphere - all this is quite enough for the ideal ending to such a series. “The Room 3,” despite the fact that this is the third time it presents us with almost identical gameplay, still captivates us for a long time.

In general, we can say that farewell to The Room puzzles went well: the series received a worthy conclusion and left only pleasant memories for a long time. We are waiting for new products from Fireproof Games.

Let's start a 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!

October 26, 2016

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.