The Room Three Apk

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Austin Vermont

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Jul 10, 2024, 2:05:45 PM7/10/24
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The Room Three, as its predecessors, is an escape the room game, where by solving puzzle boxes and other similar puzzles, the player reveals new secrets and puzzles towards reaching the game's conclusion. The game is presented in a first-person, three-dimensional view, allowing the player to look around rooms from a spot, or rotate their view around a puzzle box or similar object. Elements of objects can be interacted with, such as pushing buttons, inserting and turning keys, or sliding sections around. Items can be collected and examined from the player's inventory, which many include manipulation of that object to reveal secret chambers or the like. As with previous games, The Room Three also has some puzzles made out of the classical element Null, which can bend reality. The player-character has a special eyepiece that he can wear to see through the Null, revealing hiddenThe Room Three is structured around a central hub area and with four main areas that are accessed through this. There are optional puzzles scattered in the central hub that can be solved as to reach one of the game's alternate endings.

the room three apk


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Continuing after the events of The Room Two, the player-character has escaped the home of "A.S." before it was consumed by the entity from the Null. A journal written by the protagonist indicates that he is haunted by the events of The Room Two, and has tried to find answers via the Royal Institute. The Journal also indicates that he has found some clue that directs him to a strange island. He leaves on the train to go to the island. A strange box appears in his passenger compartment as the train passes through a tunnel, inside which is revealed a pyramid with strange etchings. When the train passes through the next tunnel, the player-character is mysteriously transported to Grey Holm, an island estate some ways off the English coastline in the English Channel. A series of notes inform the character that he was brought here by "The Craftsman", who also claims the credit of creating puzzles that were in the previous games, and is impressed with the character's ability to resist the Null. He wants to release the Null with help of the player character, and instructs him to collect four additional Null Shards, the same as the pyramid he collected on the train, which will help him gain the Craftsman's Key and open an exit from Grey Holm.

The game has four different endings. Should the player only end up collecting the Craftsman's Key, he directs his character towards the Grey Holm tower, opening an exit back to the train with the key. However, once aboard the train, he finds a new note from The Craftsman that reveals that it was a ruse, and that his soul will be trapped forever. The camera pulls back to reveal the train to be running on rails within an infinite maze within a globe in Grey Holm (The "Imprisoned" ending).

If the player solves additional puzzles in Grey Holm, a mechanical clairvoyant called Mystical Maggie aids the player by revealing that The Craftsman intends to use the player's soul as a sacrifice to the Null element; additional notes reveal Maggie had been human once and had also been lured by the Craftsman to Grey Holm. Interacting with Maggie provides additional clues to more devices like the Craftsman's Key. Depending on how the player uses these devices alongside the Craftsman's Key at the tower puzzle, the player-character can either escape Grey Holm and watch it destroyed by the Null entity ("Escape"), escape Grey Holm and watch the Null entity be released to the world ("Release"), or get teleported to the giant temples on the planet he remotely explored earlier in the game ("Lost").

The game received a score of 9.0/10 by IGN,[8] 5/5 by TouchArcade,[6] and 8/10 by Game Informer.[9] It was entitled with the Pocket Gamer Gold Award.[10] Later it won iOS Game of the Year in Pocket Gamer Awards 2016.[11] The game was enlisted among 60 Best Educational Apps by Tutora.[12] It emerged as finalist under Best 3D Visuals and Best Mobile Game categories of Unity Awards 2016.[13] The game was nominated for a BAFTA award for the best "Mobile & Handheld" game in 2016.[14] During the 19th Annual D.I.C.E. Awards, the Academy of Interactive Arts & Sciences nominated The Room Three for "Mobile Game of the Year".[15]


This The Room 3 walkthrough will help you make the most of this ingenious little indie puzzler, without wanting to rage quit. The Room 3 sees the player attending the world's worst job interview. You made the train and when you arrive, you're met with a note that bears good news - you're a definite candidate for an apprenticeship. The bad news is that you're trapped amongst a variety of elaborate puzzles and if you don't solve them, you'll be passed over for the position. And probably die.

Match the items in the rotating compartments with the trite brain teasers painted on each side. The silent face without hands is a watch, the power of flight and well of knowledge is a feather, and nothing is needed by the rich, but it's all the poor have.

Using your newly modded eyepiece, examine the keyhole in the door. The tumblers are connected in pairs - the two on the left are connected, as are the two on the right. Simply turn one wheel of each pair until they both light up, and repeat with the next pair.

Turn your attention to the small panel at the back of the room. Turn the knob on the left until you see a light switch on at the other side off the room. Turn the right dial until the waveforms are overlayed.

There's a mannequin with three missing body parts. Rotate the lever to the left to attach the first limb, then use the eyepiece to enter the small tower and repeat with the next limb. Continue a third time until you reach peak limb-ception and complete the puzzle.

Use your eyepiece to view the painting and you'll see a puzzle inside. This is really straightforward - just rotate the camera so that blue lines form connected pathways to move the purple blob along. Keep spinning it to reveal the route and take the clock face that's your reward.

Spin the left disc around to the horizontal position. You'll need to use your other hand to slip the latch at the top into the third slot to keep the disc in place. Slide the handle over to the middle.

Open the lid to find another simple puzzle. Press the button to depress the gold pieces in the track and guide the ballerina into the centre. Insert the ballerina figurine you picked up earlier and repeat the process.

Go back to the control panel and insert the metal rod into the slot on the right. You need to guide the sandbag onto the pressure plate in the back left corner of the room. This is another straightforward one, so move the bag over there.

The Room, as I once very wisely said, is the game Myst should have been. Astoundingly pretty graphics, impossible mechanisms and peculiar levers, switches and buttons, and so very many puzzles to solve, all set within a story so mysterious as to be close to impossible to fathom. Except in The Room's series of games there's a coherence, a delicacy of touch, and a far finer degree of craft, justifying why the four games have been such astonishing hits on mobile. And as with the first two games of the series, after an extremely long time The Room Three has made its way to PC. Almost three years this time. But it's a three years spent, they say, rebuilding the entire game from the ground up to be in a PC's super-hi-def graphicy magic.

Quite why they don't just build it to its max spec in the first place, and downgrade it for mobile, I've no idea. But then I've also no idea if that last sentence even made sense, so ignore me. However, stop ignoring me when I tell you that The Room Three is absolutely brilliant, and a significant step forward for an already superb series.

I have, I'll confess, never quite managed to follow what narrative there is in these games. So far as I can tell, the player is the victim of some unseen Machiavellian puzzle creator, who at the start of this game claims to be called The Craftsman. The previous two games were set in the house of one "A.S.", which was finally consumed by a malevolent black ooze called the Null, and things begin here as you make good your escape on a train. Except it all goes wrong when yet another puzzle box appears on your train table, and then passing through a tunnel sees you impossibly transported to Grey Holm, an island estate comprised of landmarks like a church, lighthouse, observatory, and so on. Here you're once more reading notes and solving everything that might look like a puzzle, in the hope of escape.

The Room has, of course, seen many imitators over the years. Hell, it's hard to imagine the current plague of Escape Rooms currently popping up in every town would have happened without The Room's popularising the genre so successfully. But of all I've played, and believe me I've played many, none comes close to being able to replicate Fireproof's combination of intricacy and coherence. (The amazing Cube Escape games of course aiming for neither.) And that's the case again here, in a four-hour game that feels so much more epic than the play-time suggests. (And let's bear in mind that my four hours is after having completed the game already on mobile, albeit a couple of years ago.)

A table in the centre of a room can become the site of a dozen puzzles, as mechanical pieces whirr and turn, wooden buildings rise and fall, boxes wonderfully unfold to reveal yet more parts and puzzles and pieces... And then add to this the upgrade to the series' eyepiece, that allows you to magically travel inside miniature doors and windows to enter model buildings, and complete yet more challenges within.

Everything clicks, and slides, and clunks, and folds in the most satisfying way. Clicking buttons is obviously an innate pleasure for all humans, and The Room Three understands this on such a wonderful level, as your interactions reap such visually and aurally gratifying rewards.

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