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Nov 6, 2015 · Fortune teller and crank handle – Use the first token from before to unlock the “Imprisoned” card. Collect the crank handle from the draw and take it to the first room you were in at the beginning. Cage door and power room – use the crank handle on the door mechanism to go downstairs into the power room. Find the three power levers.
- Release Ending
Release Ending - The Room Three (3): Escape, Release, Lost...
- Escape Ending
Escape Ending - The Room Three (3): Escape, Release, Lost...
- Chapter 5, The Projector, Imprisoned Ending
Chapter 5, The Projector, Imprisoned Ending - The Room Three...
- Chapter 1, The Lighthouse
Chapter 1, The Lighthouse - The Room Three (3): Escape,...
- All The Letters From Fireproof's The Room 1, 2 and 3
I believe that the altar is the seal that prevents Astaroth...
- Chapter 2, The Clock Tower
4. Follow the cable up the stairs to the upper level. Here,...
- Release Ending
- Imprisoned
- Lost
- Release
- Escape
Choosing the third compartment box will lead to this ending. The protagonist will suddenly wake up and find themselves riding on the same train from the beginning of the game, only this time you’re heading straight for a massive labyrinth full of maze-like corridors. The camera will zoom out to reveal that they are now trapped inside of an orb… whi...
This ending is acquired by going through the Null portal with the shadowy tentacles and storm clouds. The protagonist is transported to the surface of Mars, standing in front of the building that you saw earlier in the game through the pendulum room. The building’s front gates suddenly slide open, and what lurks inside does not look too good. This ...
After completing the roof segment once more, going through the wooden door with the tentacles and storm clouds will net you this ending. The protagonist be transported to the boat house where, after a close encounter with the Null, they set off to sea in a small rowboat. Grey Holm island then gets completely ransacked by the Null, with a massive en...
The final ending that occurs after you go through the normal looking wooden door. This ending plays out nearly identical to the “Release” ending, though when Grey Holm island is being destroyed by the Null, the sky is normal and there is no storm. The protagonist sails off with nothing but a beautiful sunset over the horizon accompanying them. Cons...
Nov 4, 2015 · Take the key. 2. There’s no keyhole on the box, so you need to get your eyepiece from the suitcase. Swipe both the right and left locks outward to open the suitcase. Then, zoom in on the little metal strip inside the lid. It’s actually a hidden compartment! Slide it out of the way and then take the eyepiece. 3.
Completing these (8 + 4 + 5 = 17, 7 x 4 + 3 = 31 and 2 x 5 + 4 + 12 - 5 + 9 = 30 or 8 x 2 + 7 + 3 - 5 + 9 = 30) allows them to power up the phone in the Library. Answering the phone there grants them a handle from the phonograph. The handle must be used back in the Basement room, where there is a filing shelf on a table at the back of the room.
Release. Go to the office (room with the red curtain) and examine the clock face with your eyepiece. Whenever the clock hits a 15 minute mark (6:30, 6:45, etc), a switch will appear (you can move ...
Jul 5, 2019 · Cross Shaped Key. Take the crank room to the room opposite the library. (From the central chamber it looks like there’s a gate in that room.) Put the crank wheel on the lock by the gate. Go through and solve the math puzzle on the right. (Pull the levers to see the drawers where you will have to solve math equations.
Nov 19, 2015 · Walkthrough: Chapter 4, The Observatory: 1. Find the fountain again and place the fourth pyramid on the white triangle. Take the leather-bound book. 2. Go through this doorway and find the book stand. Place the book on it to reveal a hidden doorway into an elevator (or lift). You can also watch my video walkthrough of Chapter 4 here: