The Room Three
By: Fireproof Games
This is a complete step-by-step walkthrough with hints, help, tips, tricks, answers and solutions for all the second alternate ending, Escape, of The Room Three by Fireproof Games. Only read this if you don’t mind spoilers. Feel free to ask for extra help in the comments section.
Chapter 1, The Lighthouse | Chapter 2, The Clock Tower. | Chapter 3, The Forge. | Chapter 4, The Observatory. | Chapter 5, The Projector, Imprisoned Ending. | Release Ending | Escape Ending | Lost Ending
If you’re missing any of the items needed, go back and see my walkthrough for the Release ending.
You can also watch my video walkthrough for all three alternate endings here:
Ending 2, Escape:
Go to Maggie the fortune teller in the library. Pull out the token slot and take the small mechanism. Rotate the little slider to make a circle and it will turn into a key.
Go back to the study. There’s a keyhole on the right drawer of the desk. Use the small mechanism key to unlock the drawer. It appears empty at first. But there’s a hidden compartment. Look at the left side of the drawer and slider the slider to the left. Now there’s a handle in the drawer!
Use the handle on the left drawer and turn it. Read the letter inside, then look closely at the right side of the drawer for another slider. Slide it up to unlock the puzzle with the three circles. Rotate the left circle until you see another slider. Slide it over to unlock the cabinet door to the right.
Read the letter and solve the puzzle by sliding everything back and forth and into place. The final switch will release the third circle. Match both circles up around the gaps in the wood and then take the token.
Place the token in the token slot for Maggie the Fortune Teller. Push it in and she’ll start dealing some cards. She points to one of them (for me it was Imprisoned) and the slot opens on the machine, giving you the crank wheel. She writes “HE DECEIVES YOU” on the glass after. Creepy!
Go back to the room you started in after the train. Place the crank wheel next to the iron gate and rotate it to open the gate. Go down the stairs to a whole new room!
Looks like there’s some math problems to solve here. Pull each of the levers to see some numbers in each drawer. I’m going to start with the left one. Notice the arrows, telling you that the equation starts from the bottom. So you get +08 +04 +05 = 17.
The next one is +07 x04 +03 = 31.
And the last one is more difficult. It’s +08 x02 +07 +03 -05 +09 = 30.
This next puzzle is easy. Just slide the sliders to the spots that are lit up. The word “LIBRARY” will light up. Lets go visit the library. But before you go, read the letter in this drawer.
Go to the library. The phone is ringing. Move the piece to the right and then take the cross shaped key from the phonograph. Also, notice the numbers 1795 on the telephone.
Click on the little numbers below to continue to the next page of the walkthrough or click here.