The Room 2 Walkthrough 3. The Room Two Walkthrough

Hello dear readers! In this review, we will get acquainted with the recently released The room Two puzzle for android smartphones or tablets, as well as with its pluses and minuses. The game does not have a protracted plot with meaning, but nevertheless it will definitely drag you in for a couple of dozen hours. You will ask why? I'll explain now. Here you need to wade through mysterious rooms with nondescript tables, on which, in turn, are the same incomprehensible chests containing a bunch of riddles. And these riddles at the beginning of the level may seem easy and quick to solve to you, but as you progress through the level, these riddles will take from you not 5-10 minutes of time, but 30-40 minutes. Do not be afraid that 30-40 minutes for one riddle is a lot, during the game you will have a kind of excitement, because of which all these minutes will quickly fly by, and you will only enjoy gameplay... Each chest is individual in its own way, each chest has its own design, its own locks, its insides and secret places. As I said before, each chest has many mysteries. Sometimes around one chest more than a dozen entertaining puzzles can unfold, but by the end of the level this chest starts to get boring because of its monotony. In general, we can conclude that the game is interesting and entertaining, and even if you are not a fan of puzzles, you will love this game. Now let's move on to the technical performance of the game.

The developer of this game Fireproof also released the hit of 2012 "The room" earlier, but now the hit of 2013 The room two... By many characteristics, the game is pleasing to the eye: graphics, shadows, lighting, everything is worked out to the smallest detail, the graphics can be easily compared with the console, it is very high quality. All actions take place in a 3D world, but the truth is it is not as colorful as it might seem at first glance, everything takes place in a gloomy and not very lit place, all the light is focused on tables and on secondary objects with which you will need to interact, and everything else hidden under the darkness. In addition to good graphics, there is also a musical accompaniment of pleasant motives, which only relaxes during the gameplay, and if you play with headphones, the sound will be better and more spacious, and it will be even more interesting to play. Many may think that only powerful tablets and phones support this game, but no, almost all tablets and phones support this game, even with weak video chips and processors, but the game is not supported by Chinese tablets for 2000-3000, but if you have more or less good tablet or smartphone, then calmly download this game. Further, this is the price. And the price is as follows - 99 rubles per game, I think that this is not very big money for the game, but this is just my opinion, to some this price will seem normal, like to me, but for many this price is high, and they can download it from Internet, but I am against this method of getting the game! Well, here I have come to the end of my review, and in the end I will bring out all the significant pros and cons.

Pros:
- great graphics;
- entertaining puzzles;
- cool musical accompaniment;
- game for a long time ";

Minuses:
- mostly dark lighting;
- there are overly difficult puzzles.

Walkthrough The Room Two

How to complete The Room Two? watch the video:

For starters though, let's end number one. Place the final pyramid on the table and take the ARTISAN'S KEY. Go through the door that appears. Place the craftsman's key on top of this strange tent thing to crack it open. Take this metal ring. Place the metal ring on the front. Spin it around until the hole opens. Go inside with the eyepiece. Here you need to make Yourself holes appear under the three pistons. To do this, do not spin the gold disc until the hole is in the line of the rear dialer with the piston. Use the brass handle to move the cog. Repeat this until all three holes line up as above. Click on the Move this mirror button to bounce around the world. Take this mirror from the compartment on the table. Place it here. Then move the first mirror back to its original position. You will fall into the pit - go inside using the eyepiece. Now you need to spin all the light rays until they are pointing at the red crystal like above. Use one button to lock the two beams in place and the other to rotate the unlocked ones. It's all about getting them in sync. There are three to get. This guide covers the escape end. Read on to unlock this special ending. Place the final pyramid on the table and take the ARTISAN'S KEY. Don't go through the door that appears. Instead of ... Go to the library. Pull the "place marker here" plate from the mystical Maggie's car. There is a small mechanism inside. Explore the wheel. Spin it to turn it into a key. Go to the office, and use the key on the top right desk drawer. Open the drawer. Nothing inside! Oh wait, there is a latch on the left side. Pull it back to reveal the cache containing the handle. Conveniently, the handle can be used on the drawer to the left of the table. Again, not much inside. Except for a small latch on the inside of the right panel. Flick it. This will allow you to move these metal discs in the middle of the table. Spin the leftmost around to reveal the hidden latch. Flick that to unlock the door on the right. The inside is a metal plate. Slide it straight, and move the left latch. Slide the plate to the left, and drop the latch right downward. Slide the plate right again, and pour out a small lock. Return to those metal discs. Rotate left and right so that the holes in the disc face outward. The box will slide containing the marker. Take it. Place the token in the mystical Maggie's car, in the library. After a short scene you will be shown a map at the end, and given a crankshaft. Go to this room. This is the very first number in the game where you solved three puzzles on the podium. There is a lock with three holes on the wall. Use the crank wheel here and turn it to open the gate. Enter the premises. Here flick all three switches to make three boxes appear. Each has a number at the top, and a bunch of double choices. Your job is to do this so that the numbers add (or, in some cases, subtract or multiply) - from bottom to top - make that number. If you don't like doing math, the solutions are below. +08, +04, +05 = 17 +07, X04, +03 = 31 +08, X02, +07, +03, -05, +09 = 30 When all three are done, you will go to this board. Move the three sliders to suit the three rows of lights as shown above. A plate with the words "Library" appears. Listens to his advice and go to the library. Move your hand to answer a phone call. Take the X-shaped key appears. Go back to the room we were just in. Place the handle in the spot above these boxes. The four symbols will appear on the boxes in quick succession. Fully open the boxes in the order you were shown and the last box will contain the marker. If you missed it, turn the key again. The sequence is random, so we can't tell you which boxes to open. Go back to the library and put the marker in Maggie's car. This time, you will receive an escape map, and get a hilt. Before we go to the library, go to a higher level and close the book poster here. Take the metal object (currently a cube) from the back of the book. Go to the greenhouse. Place the cube on this tray. You might need some power to make the machine work - if so, follow the instructions in our ending guide to get it working. Done what? Look through the 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. Go back to the library and put the sphere on the other side of the poster of the book. Pull two pages apart and a lovely pop-up theater will appear. Go through the eyepiece. Press the button and then take out an empty wax cylinder. Use an empty wax cylinder on the gramophone in the library. Also, take a look at the number on the handset here: 1795 Go to the greenhouse. Use the crank 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. Second, put your finger on number one and turn it clockwise until it stops, and then release. Repeat from 7, 9, and 5. Go back to the library and pick up your phone ringtones. Take the wax-etched cylinder that appears. Use the eyepiece to return to the pop-up theater. Place the cylinder on the gramophone and press the button. Take the marker from the drawer. You know what to do. Place the token in Maggie's car, see the release card, and grab the metal device from the box. Take the elevator up and use this metal device in the slot on the fence overlooking the swinging chain. Look through the eyepiece. Do not spin the wheel until the two tops of the key line up as above. Then move the camera to line up the lower and upper parts of the key. Take the key that appears. Go to the greenhouse. Knock out those loose bricks and then peek through the hole from the eyepiece. Return from this area. Go to the main greenhouse room, and look from the other side of the wall you are just ... inside. The keyhole has appeared. Use the key. Don't turn it on, but go into the hole again. You will see a key. Look at the end and turn a tiny (currently huge!) Latch on its side. This will undo one part of the castle. Go back to the other side of the wall and turn the key 180 degrees. Go to the wall and turn the latch on the other part of the key. Return to this area and the crate will now be unlocked. Open it and take a marker. Maggie. Sign. Forgot your card. Mysterious artifact. Take it. Now is the time to go through the final door. Take a deep breath and step inside. Place the craftsman's key on top of this strange tent thing to crack it open. Take this metal ring. Place the metal ring on the front. Spin it around until the hole opens. Go inside with the eyepiece. Here you need to make Yourself holes appear under the three pistons. To do this, do not spin the gold disc until the hole is in the line of the rear dialer with the piston. Use the brass handle to move the cog. Repeat this until all three holes line up as above. Click on the Move this mirror button to bounce around the world. Take this mirror from the compartment on the table. Place it here. Then move the first mirror back to its original position. You will fall into the pit - go inside using the eyepiece. Now you need to spin all the light rays until they are pointing at the red crystal like above. Use one button to lock the two beams in place and the other to rotate the unlocked ones. It's all about getting them in sync. Don't go through the train door! Instead, place the mysterious artifact here, spin the metal disc, and look through the hole with the eyepiece. This one is easy. Spin the stone around until you see a beam of light emerge from the hole on the inside of the dial. Then, keep the spinning disc so easy to constantly shine on the green pearl. When all the lights are on the side ... Press the button on the top and then head into the wooden door to get the final escape.

We start a new game. We find ourselves in a train carriage. We go through training: we look around, focus on the magazine, leaf through it, zoom out, look at the box, take away " Little key»From its upper edge, we look at the suitcase, open its latches and then open the suitcase. We notice a small latch on the top cover, turn it and take away " Eyepiece". Focus on the box again, turn on the eyepiece and piece together the keyhole. We use the key on the keyhole and turn it. We take away " Pyramid with symbols».

In the door in front of us there is a small closed window, we open the bolt. We observe the leaving Master, we look around in the room in which we are. The marble table has 3 sides, we turn on the eyepiece and read the inscriptions. It is necessary on each, rotating the reels for the lower edge, to set what is said in the inscriptions on this side. "The engine of flight, the source of knowledge" - the pen, "Silent when we have nothing to show" - the clock, "The poor man does not, but the rich man is not bored" - nothing, an empty cell. We read the opened letter, take away " Ornament box". We poke on the box in the inventory to examine it. Turning the ring on the front wall, open and take away " Lenses". We observe a silvery glow at the keyhole. We turn on the eyepiece and double-click into the keyhole. We solve the puzzle with the lock: it is necessary to set the pins so that they are on the same level. The correct level is highlighted in white. We pass to the central hall, we examine the table. Apply the pyramid with symbols to the white glowing triangle on the table. We take away " Emblem”, We inspect the hall and move to the family tree. We apply the emblem on a white oval and start a new mini-game: you need to choose the right coat of arms for the descendants.

We go into the opened arch and find ourselves in the office. We look at the generator, we need to start the current by moving the levers correctly. It is not difficult, you just need to observe the polarity: plus to minus, and minus to plus.


We turn on the lever on the window and watch the light on at the lighthouse. We turn 4 switches on the device on a tripod and press the button. New mini-game: you need to set the correct frequency and amplitude of the signal on the oscilloscope by turning 2 knobs. The laser from the device opens a portal to us in the wall, we go there.

We find ourselves in the lighthouse. A hatch is visible on the floor to the left of the round table, move it aside and take it " Framed sphere". There is a latch on the side of the table: you need to push it back with one hand, and open the hook up with the other. We open the box to the end and take away " Wooden tool". We insert it into the tower in the middle of the table, rotate it clockwise and observe the appearance of the model of the island. Let's take a closer look at the resulting sphere in the frame: turn it over and rotate it until it opens, take away from it " Magnet».


We are heading to the table, on which there is a device with letters. Here you need to write the name of the island (PYRE). This is done as follows: the current letter is selected with a slider and 2 buttons are pressed so that the turned arrows point to the desired letter. We take away " Carved wooden frame". We examine the model on the table, insert it into a circle with two holes on a separate ledge and rotate it.


Turn on the eyepiece and get inside the arch. We examine the columns: on three of them there are 2 round indentations: we put 2 fingers on them and a figure on the column lights up. It needs to be repeated on the circle in the center.




On the tower that appears, we find a circle with arrows, turn on the eyepiece and draw up the letters of the cardinal points.


We take away " Wooden model". We continue to inspect the tower, notice a small box with a handle, slide it out and take away the "Small clock face". After that we leave the arch. Examine the island model and insert the dial into the clock tower. We fly into the tower and disassemble the model of an owl, at the end we get “ Boat model". We leave the tower, examine the model of the island and find the pier. We put the wooden model from the inventory into the recess, place the model of the boat on the holder that appears, start the boat to the pier and fly into the building. We disassemble the mouse model and take away " Key". Examine the model again and find a forge with a water wheel. We rotate it and flies into the opened window. We disassemble the snake model: pull the tail, combine 3 layers and take another one " Magnet". With these findings we go to the arch on the island. On the tower we find a rainbow circle with two round handles and insert magnets into them. We examine the tower and see on it 2 brass plaques with symbols:





We go to the circle with magnets, turn on the eyepiece and set the pimples on the tracks according to the picture on the map with the constellations. We take away " Wooden model". Go to the island model and place the resulting model as the second floor of the lighthouse tower. Insert the key into the keyhole on the 2nd floor of the lighthouse tower model and fly inside. We turn the knob, moving the parts of the dummy and flying into the newly opened model of the lighthouse.

We examine the diving helmet standing on the pedestal: turn the small switch in front and below to the correct position.


We take away the rivet and remember the symbols on the plate:


Insert the rivet into the left porthole of the helmet and switch. We take away " Metal acorn". We examine it in more detail and, rotating the hat, open it into a key. We turn the switch in the recess where the acorn was taken from and take a new wooden model. We put it in the remaining space on the map. We turn the dome of the observatory and fly inside. We disassemble the grasshopper model and get “ Metal arrow". Insert the arrow into the dial of the diving helmet. We turn the handle, sequentially stopping at the three figures that we memorized earlier in the correct order.

We take away the copper faucet and put it on the valve below. We rotate the ovals on the helmet, bringing them to a vertical position, turn the unlocked wing nut and take away " Crystal bubble"From the mouth of the skull. We examine the pedestal of the helmet and on the right side we pull out a flat box, taking from there “ Antler»Again we go to the arch on the island. Insert the acorn key into the tree picture, insert the horn into the skull. Next, you need to turn the parts to achieve symmetry. We insert a crystal vial under the stone and take away " Glowing gem". We insert it into the lighthouse model and take away " Glowing lamp". The elevator goes down, we go into it, we collect the central console together, turning, we go up to the lighthouse. Turning the upper and lower halves, we open the window into which we insert the glowing lamp. We take a new one " Pyramid with symbols". Completed the episode "Lighthouse"!

We go to the central hall and place a new pyramid on the glowing triangle on the table. By turning the upper and lower parts, we try to create a complete arch.


We go into the appeared passage and go to the library. We start the generator and go up the stairs.


We turn on the switch by the window and watch the lights on in the street. We go down, turn 4 switches on the device on a tripod and press the button. Again a mini-game with an oscilloscope, only this time the frequency and amplitude must be selected by pressing two buttons. We go in the appeared passage and find ourselves in the clock tower.

We examine the room and take away " Crank wheel»From the blue shield to the right of the clockwork. We examine the model on the table, throw the handle over to the other side. Move the 2 latches above the round disc behind the glass and open the door, take away " Small metal post". We insert it into the metal frame from above and move it. We open the box, move the left panel on it. We go inside the appeared column. We open the round door on the right and take away " Curved handle". On the left, we rotate the central circle so as to align it with the pins, take the metal ring. We insert it into the front panel, rotate it until the square socket opens and insert the handle into it. We look at the puzzle that opens from above: you need to move the panel up so that the slot has the same picture as below, after that you need to move the slider to the right position.


Turn on the switch and see how 4 washers appear. They need to be driven into 4 pockets using manipulators on both sides. We go into the advanced block. We insert the handle into the square socket and, moving the blocks, we drive the gear into the left circle. A familiar puzzle appears at the top: we make sure that the picture above is the same as below.


We take away the "Gear". It needs to be inserted into a rotating wheel on the side of the clockwork. We go up the stairs that appear. We insert into the left wheel with a handle and rotate. We solve the puzzle with the picture: we put on the eyepiece, the luminous cloud must be brought at the bottom to the center, rotating the building and moving the cloud along the luminous lines. We take away " Clock face", Go down and insert it into the model from the side. We solve the problem with the chess knight: they need to eat all the queens. Let me remind you that the horse moves with the letter "G". We fly into the appeared block and bring all 3 levers to the center, rotating different objects. We open the central socket with levers and insert the handle there. Another puzzle for matching pictures.


We take away " Handle with socket"And go out into the room. Leaving, we take away the ballerina figurine from the side of the chess puzzle. We insert the handle into the door gear and turn. We go down. We open the box, it turns out to be musical. We take away " Clockwork key»From the front panel, examine the right one and move it. Turn on the eyepiece and assemble the keyhole, into which we insert the winding key and turn it. Now the task is simple: you need to bring the ballerina to the center, opening the yellow paths at the right time. When one is already in the center, put the second and repeat. We take away the red " Precious stone"And insert it into a panel in the same room with other blue stones.


Next, you need to make pictures from the stones, which are shown below on the left and on the right. After each picture, you need to press the button above. Now, using the buttons on the right, you need to rotate the details of the sculpture so that you get a picture of a raven on the wall.


We take away " Bird logo key", Go upstairs, insert it into the blue box on the wall and turn the switch. We go up the stairs again and observe how the raven activates the bell. The sound breaks the crystal near the picture in the basement, we go there. Familiar mini-game with bringing a ball of light down. We take the received " Clock hands»And insert them into the clock face in the model in the first room. We insert the winding key into the socket and turn the clock hands. The crystal breaks from the striking of the clock, and we can pick up a new pyramid. Completed the episode "The Clock Tower"!

Level 1

First you have to go through the tutorial level. You will learn how to control the camera in the game, interact with objects and move around the room.

When you are familiar with everything, then you will need to find out the secret of the box. Rotate the element in the center so that the individual parts are in the desired positions. When everything is done, you need to open the box and take a magnifying glass from there. Proceed with securing the eyepiece to take small hexagon.

Move the camera around the octagon-shaped table. On this table is the same box that has just been opened. At the corner, you should find a small metal hexagon. After taking it, move already to the square table located in the room.

Place both hexagons in the holes of this table that match their shape. Rotate the two metal discs to make a circular hole between them. Interact with sphere and take it.

Place the sphere in the center of the large compass in the middle of this table. Use the eyepiece, which will allow you to find the secret message in the note. In front of you will be an inscription of red letters SESWN.

If you haven't guessed, then these are the coordinates of the compass, the direction of the Light. S - south, E - east, W - west, N - north. So turn the arrows on the compass. The very letters will appear below the eye.

After picking up the medallion, click on it to open it. It consists of two separate parts. Rotate these arrowheads in the opposite direction. The medallion should become a square.

Return to the table with eight corners, place the medallion in the center of the box to open it. You will see a lamp.

To take this lamp, click on it and hold. You may have to do this twice. Use an eyepiece so you can see in the dark. Rotate the lamp in a circle until you find a secret sign behind it. Repeat this two times. You will see a statue with a small box. Rotate the top piece of this box to match the symbol on it.

When it opens, red lines will appear in front of you. To complete the level, simply connect all these lines into one symbol.