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The room three change your fate
The room three change your fate













the room three change your fate the room three change your fate

Use your eyepiece to go back inside the pop-up theatre. Take the etched wax cylinder that appears. Go back to the library and pick up the ringing phone. Two, put your finger on the number one and rotate it clockwise until it stops, then let go. If you've never used a rotary phone - one, god I feel old. Use the crank handle to turn on the gramophone and start some music playing. Also, note the number on the phone receiver here: 1795. Use the blank wax cylinder on the gramophone in the library. Press the button and then take the blank wax cylinder. Pull the two pages apart and a lovely pop-up theatre will appear. Go back to the library and put the sphere in the other side of the poster book. Hit the middle button to get the metal object back - now a nice round ball. You may need power to make the machine work - if so, follow the instructions in our Release ending guide to get it working.ĭone that? Look through your eyepiece and press the right button until your cube turns into a sphere. Take the metal object (currently a cube) from the back of the book. This time you'll get the Escape card, and get a crank handle.īefore we leave the library, go up to the higher level and close the poster book here. Return to the library and put the token in Maggie's machine. The sequence is random so we can't tell you which boxes to open. Open the boxes fully in the order you were shown and the last box will contain a token. Four symbols will show up on the boxes in quick succession.

the room three change your fate

Put the handle in the spot above these boxes. Move this arm to answer the ringing phone. Move the three sliders to meet the three sets of lights, as shown above. When all three are done, you are taken to this board. If you don't fancy doing maths, the solutions are below. Your job is to make it so that the numbers add up (or, in some cases, subtract or multiply) - from bottom to top - to make that number. On each one is a number at the top, and a bunch of binary choices. Here, flick all three switches to make three drawers appear. Use the crank wheel here and turn it to open the gate. It's the very first room in the game, where you solved the three riddles on the podium. After a short scene you will be shown the Imprisoned card, and given a crank wheel. Put the token in Mystical Maggie's machine, in the library. A drawer will slide out, containing a token. Spin the left and right ones, so the holes in the disk face outwards. Slide the plate right again, and flick the small latch. Slide the plate left, and drop the right latch down. Slide it right, and move the left latch up.

the room three change your fate

Flick that to unlock the door on the right. Spin the leftmost one around to reveal a hidden latch. This will let you move these metal discs in the middle of the desk. Except for a small latch on the inside of the right panel. Pull it back to reveal a secret compartment, containing a handle.Ĭonveniently, the handle can be used on the drawer to the left of the desk.Īgain, not much inside. Nothing inside! Oh wait, there's a latch on the left side. Go into the office, and use the key on the top right drawer of the desk. Pull the "place token here" plate out of Mystical Maggie's machine. Place the final pyramid on the table, and take the craftsman's key. We pop it down on the table and we get the craftsman's key - and the door to the final room.īut wait! There are actually hidden endings to discover, and you get them by solving puzzles dotted around the hub world you have been using to access the main chapters in the game. Chapter 1 + 2 - The Lighthouse | Chapter 3 - The Clock TowerĬhapter 4 - The Workshop | Chapter 5 - The ObservatoryĮnding 1 - Imprisoned | Ending 2 - EscapeĪnd so The Room 3 has come to an end.















The room three change your fate