Walkthroughs

The Room 3 walkthrough - The Escape Ending

Ending 2

The Room 3 walkthrough - The Escape Ending
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iOS
| The Room Three
The Room 3 - The Complete Walkthrough

Chapter 1 + 2 - The Lighthouse | Chapter 3 - The Clock Tower
Chapter 4 - The Workshop | Chapter 5 - The Observatory

Ending 1 - Imprisoned | Ending 2 - Escape
Ending 3 - Release | Ending 4 - Lost
 


And so The Room 3 has come to an end. We've got the last pyramid. We pop it down on the table and we get the craftsman's key - and the door to the final room.

But 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.

There are three to get. This guide covers the escape ending. Read on, to unlock this special finale.

The Room 3

Place the final pyramid on the table, and take the craftsman's key. Do not go through the door that appears. Instead…

The Room 3

Go the library. Pull the "place token here" plate out of Mystical Maggie's machine. Inside is a small mechanism.

The Room 3

Investigate the wheel. Spin it, to turn it into a key.

The Room 3

Go into the office, and use the key on the top right drawer of the desk. Open the drawer.

The Room 3

Nothing inside! Oh wait, there's a latch on the left side. Pull it back to reveal a secret compartment, containing a handle.

The Room 3

Conveniently, the handle can be used on the drawer to the left of the desk.

The Room 3

Again, not much inside. Except for a small latch on the inside of the right panel. Flick it.

The Room 3

This will let you move these metal discs in the middle of the desk. Spin the leftmost one around to reveal a hidden latch. Flick that to unlock the door on the right.

The Room 3

Inside is this metal plate. Slide it right, and move the left latch up. Slide the plate left, and drop the right latch down. Slide the plate right again, and flick the small latch.

The Room 3

Return to these metal discs. Spin the left and right ones, so the holes in the disk face outwards. A drawer will slide out, containing a token. Take it.

The Room 3

Put the token in Mystical Maggie's machine, in the library. After a short scene you will be shown the Imprisoned card, and given a crank wheel.

The Room 3

Go into this room. It's the very first room in the game, where you solved the three riddles on the podium. On the wall is a lock with three holes. Use the crank wheel here and turn it to open the gate. Go inside.

The Room 3

Here, flick all three switches to make three drawers appear. On each one is a number at the top, and a bunch of binary choices. 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.

If you don't fancy doing maths, the solutions are below.

The Room 3

+08, +04, +05 = 17

The Room 3

+07, x04, +03 = 31

The Room 3

+08, x02, +07, +03, -05, +09 = 30

The Room 3

When all three are done, you are taken to this board. Move the three sliders to meet the three sets of lights, as shown above. A sign saying "Library" will appear. Heed its advice and go to the library.

The Room 3

Move this arm to answer the ringing phone. Take the cross-shaped key that appears. Return to the room we were just in.

The Room 3

Put the handle in the spot above these boxes. Four symbols will show up on the boxes in quick succession. Open the boxes fully in the order you were shown and the last box will contain a token.

If you missed it, turn the key again. The sequence is random so we can't tell you which boxes to open.

The Room 3

Return to the library and put the token in Maggie's machine. This time you'll get the Escape card, and get a crank handle.

The Room 3

Before we leave the library, go up to the higher level and close the poster book here. Take the metal object (currently a cube) from the back of the book.

The Room 3

Go to the greenhouse. Place the cube on this tray. You may need power to make the machine work - if so, follow the instructions in our Release ending guide to get it working.

The Room 3

Done that? Look through your eyepiece and press the right button until your cube turns into a sphere. Hit the middle button to get the metal object back - now a nice round ball.

The Room 3

Go back to the library and put the sphere in the other side of the poster book. Pull the two pages apart and a lovely pop-up theatre will appear. Go inside using your eyepiece.

The Room 3

Press the button and then take the blank wax cylinder.

The Room 3

Use the blank wax cylinder on the gramophone in the library. Also, note the number on the phone receiver here: 1795. Go to the greenhouse.

The Room 3

Use the crank handle to turn on the gramophone and start some music playing. Then call "1795" on the phone. If you've never used a rotary phone - one, god I feel old. Two, put your finger on the number one and rotate it clockwise until it stops, then let go. Repeat with 7, 9, and 5.

The Room 3

Go back to the library and pick up the ringing phone. Take the etched wax cylinder that appears.

The Room 3

Use your eyepiece to go back inside the pop-up theatre. Put the cylinder in the gramophone and press the button. Take the token from the drawer.

You know what to do. Put the token in Maggie's machine, see the Release card, and grab the metal device from the drawer.

The Room 3

Take the elevator up, and use this metal device in the slot on the fence overlooking the swinging chain.

The Room 3

Look through your eyepiece. Spin the wheel until the top two parts of the key line up, like above. Then move the camera to line up the bottom and top parts of the key. Take the key that appears.

The Room 3

Go to the greenhouse. Knock out these loose bricks and then look into the hole with your eyepiece.

The Room 3

Spin these three dials to make a keyhole symbol appear on the back wall.

The Room 3

Back out of this area. Go into the main greenhouse room, and look on the other side of the wall you were just… inside. A keyhole has appeared. Use your key. Don't turn it, but go inside the hole again.

The Room 3

You'll see the key. Look at the end, and turn the tiny (now huge!) latch on its side. This will undo one part of the lock.

The Room 3

Go back to the other side of the wall and turn the key 180 degrees. Go inside the wall and turn the latch on the other part of the key. Come back to this area and the drawer will now be unlocked. Open it, and take the token.

The Room 3

Maggie. Token. Lost card. Mysterious artefact. Take it.

The Room 3

Now it is time to go through the final door. Take a deep breath and step inside.

The Room 3

Place the craftsman's key on the top of this weird tent thing to crack it open.

The Room 3

Take this metal ring.

The Room 3

Place the metal ring on the front of the box. Spin it around until the hole opens. Go inside with your eyepiece.

The Room 3

Here, you need to make thee holes appear underneath the three pistons. To do this, spin the gold disc until the hole on the rear dial lines up with the piston. Use the brass handle to move the cog. Repeat this until all three holes are lined up, like above.

Press the button

The Room 3

Move this mirror to bounce the light around.

The Room 3

Take this mirror from a compartment on the table.

The Room 3

Place it here. Then move the first mirror back to its original position. You'll be taken to a hole - enter inside, using your eyepiece.

The Room 3

You now need to spin all the light beams until they are pointing at the red crystal, like above. Use one button to lock two of the beams in place, and the other to rotate the unlocked ones. It's all about getting them in sync.

The Room 3

Do not go through the train door! Instead, place the mysterious artifact here, spin the metal dial, and look through the hole with your eyepiece.

The Room 3

This one's easy. Spin the gem around, until you see a light beam coming out of the hole on the inside of the dial. Then, keep spinning the dial so light continuously shines on the green gem. When all the lights have let up on the side…

The Room 3

Press the button on the top, and then head in the wooden door to get the Escape ending.

Mark Brown
Mark Brown
Mark Brown is editor at large of Pocket Gamer