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The Room Three

The Room Three
The Room Three
5.0 RPG
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Description

Game developer Fireproof Games created The Room 3, a puzzle-solving game that has mysterious mechanisms. It develops the intricacy of its past riddle designs in clever ways. The game's centerpiece puzzles come in intricate boxes that can be opened and unloaded using keys, deciphered codes, and sound logic. Using the touch-screen to controlthe world adds an incredible sensation when solving these riddles.

Since its release in 2012, the Room Series truly grew up as a more completely adjusted experience game, with progressing advancements in interactivity as well as expanded investigation, extending plot, and, surprisingly, some character improvement.

The game is all about boxes that uncover further boxes as you open their mysteries through a blend of trial and error, investigation, and smarts. It's material and strange, flicking switches, loosening screws, opening drawers, without knowing what you will find or how it was going.

Each room in the game has a mysterious note from this Craftsman, incorporating expectation into every leg of your game journey like you're gradually drawing near to something big and exciting, and the game's whole aesthetic embraces tight to its ethereal horror feels.

The game focuses on visual kinds of solutions, encouraging you to connect with a riddle as opposed to depending on super-power puzzle answers. The actual riddles reflect The Room's prequels, simply on a much bigger scope, crossing different rooms and countless gadgets to poke and prod as you dismantle the secret.

Certain items require that you get a more profound look inside them. An eyepiece mod permits you to enter a little space and see it differently. The rotating mechanism of the locking system or series of turning dials from within affects something outside. The Room 3 is about mystery and secrets, to such an extent that it seldom makes sense of what it is you are after.

Everything snaps, slides, thumps, and overlays in the most fulfilling way. Clicking buttons and other interactions in the game are visually appealing and satisfying. The actual riddles reflect The Room's prequels, simply on a lot bigger scope, crossing different rooms and countless gadgets to poke and prod as you dismantle the secret.

Indeed the riddles are generally addictively captivating. The game engineers figured out how to sneak into a labyrinth in the last part. The twist on the game makes it less of a task. With the game's clue framework, notes from The Craftsman helpful directions and hints as well, along with extending the story and plot development.

The game is more fulfilling to play on a touchscreen. Nothing bad can be said about the mouse controls, yet The Room was imagined in 2012 as an endeavor to exploit the thriving mobile market with a top-notch item that worked considering the material controls. The games are best investigated by touch and interaction, getting the things on the game, turning wheels, and opening switches using the touchscreen. The mouse is most certainly a second choice to use.

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The Room Three
The Room Three
The Room Three
The Room Three
The Room Three
The Room Three

How to play

As you start playing The Room Three, you will see your character up on a train, uncertain of where you are headed. Abruptly, a shadowy figure shows up for only a moment and afterward vanishes to uncover a secretive box on the table before you. As you solve the puzzle, you are taken to the game's primary area: Gray Holm, a house on some obscure island.

Here you learn of your character by the baffling scattered notes. By then, you will be tested to gather five pyramid objects to open the secrets of the Null Element. The Craftsman is proceeding with the endeavors of A.S to settle this secret, and you are immediately brought into his/her plan.

When you settle a couple of more starting riddles that require you to decipher puzzles on a table, another feature is presented: an extra lens for your eyepiece that permits you to investigate inside different items. The lens allows you to enter scaled-down areas. These are featured by a shining light as they are revealed. Puzzles intended for that area once again needed to be solved. This new feature is used widely all through the game instead of the conventional lens from the initial two-game installments and adds a new viewpoint to gameplay.

Once in another area, you'll track down a ton of variety about both landscape and interactivity. The primary spot you visit is a great geological model of the island with many segments to investigate and address. This one riddle makes up the greater part of section one, with always extending regions to associate with as you accumulate the important things.Doing this challenge requires the use of a typewriter, which gives an item to get a spot on the map, which grants access to a Stonehenge-type region available through the new eyepiece. If you think you have tackled and finished all the puzzles, the table ascends to an upper room where there are considerably more puzzles that you need to solve.

After you complete every region, you will get a pyramid that should be put on the altar area in the hall to open the following section's area. Aside from the new area, every one of the five parts changes to another gameplay as well.

In "The Clock Tower" you are required to finish multiple puzzles to set the clock to the right time. After then, "The Forge" sends you to an area where you should forge three different keys to open the following pyramid.

When you reach The Room Three's default game-ending, you will meet Mystical Maggie, a fortune teller with whom you should connect as your personality is caught in an eternal maze. After the encounter, the "Change your Fate" choice shows up in the game's fundamental menu, which allows you to explore the three other endings. The game will become tricky on this part since clues are no longer accessible. You should finish the remaining puzzles yourself.

If you have tried playing the game and have solved most of the puzzles, comment down below.

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