The Room Two: walkthrough and features. The Room Two: walkthrough

💖 Do you like it? Share the link with your friends

First though, let's finish with 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 weird tent thing to hack it open. Take this metal ring. Place the metal ring on the front panel. Spin it around until a hole opens. Go inside with 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 line with the back dial with the piston. Use the brass handle to move the screw. Repeat this until all three holes line up like above. Click on the Move button to bounce this mirror around the light. 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 a hole - 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 two beams in place, while the other rotates to unlock them. 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 machine. 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 box. Nothing inside! Oh wait, there's a latch on the left side. Pull it back to reveal a cache containing a pen. Conveniently, the handle can be used on the drawer to the left of the table. Again, not much inside. Except for the small latch on the inside of the right panel. Flick him. This will allow you to move these metal discs into the middle of the table. Spin leftmost around to reveal a hidden latch. Flick that to unlock the door on the right. Inside it is a metal plate. Slide it straight, and move the left latch. Slide the plate to the left, and drop the right latch down. Slide the plate to the right again, and pour out a small lock. Return to these metal discs. Rotate left and right so that the holes in the disc face outward. A box will slide containing a marker. Take it. Place the token in the Mystical Maggie's machine, in the library. After a short scene you will be shown a final map and given a cranked wheel. Go to this room. This is the very first number in the game where you solve three riddles 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 room. Here, flick all three switches to make three boxes appear. Each one has that number at the top, and a bunch of double picks. Your task is to do this so that the numbers are added (or, in some cases, subtracted or multiplied) - from bottom to top - to make that number. If you don't like doing the 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 move on to this board. Move the three sliders to suit the three rows of lights as shown above. A sign will appear that says "Library". Listens to his advice and goes to the library. Move your hand to answer the phone. Take the cross-shaped key that appears. Go back to the room, we were just in. Place the pen in a spot above these boxes. Four symbols will appear on the boxes in quick succession. Open the boxes completely in the order you were shown and the last box will contain a marker. If you missed it, turn the key again. The sequence is random, so we can't tell you which boxes to open. Return to the library and place a marker in Maggie's car. This time you will receive an escape card, and get a handle. Before we library, go for more high 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 may need power to make the machine work - if so, follow the instructions in our version 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 book poster. Pull two pages apart and a wonderful pop-up theater appears. Go to the eyepiece. Press the button and then take out the empty wax cylinder. Use the empty wax cylinder on the gramophone in the library. Also, note the number on the handset here: 1795 Go to Greenhouse. Use the crank to turn on the gramophone and start playing some music. Then call "1795" on the phone. If you've never used a rotary phone - one, god I feel old. Second, place your finger on number one and turn it clockwise until it stops, then release. Repeat with 7, 9, and 5. Return to the library and pick up phone ringtones. Take the wax etched cylinder that appears. Use the eyepiece to go back to the pop-up theater. Place the gramophone cylinder 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 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. Don't spin the wheel until two upper parts the keys are lined up as above. Then move the camera to line up the bottom and top of the key. Take the key that appears. Go to the greenhouse. Knock out these loose bricks and then look into the hole with 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 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 the tiny (now huge!) latch on its side. This is to undo one part of the lock. 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 box will now be unlocked. Open it, and take the marker. Maggie. Sign. Forgot your card. Mysterious artifact. Take it. Now it's time to go through the final door. Take a deep breath and step inside. Place the Craftsman's Key on top of this weird tent thing to hack it open. Take this metal ring. Place the metal ring on the front panel. Spin it around until a hole opens. Go inside with 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 line with the back dial with the piston. Use the brass handle to move the screw. Repeat this until all three holes line up like above. Click on the Move button to bounce this mirror around the light. 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 a hole - 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 two beams in place, while the other rotates to unlock them. It's all about getting them in sync. Don't go through the train door! Instead, place the mysterious artifact here, spin the metal disk, and look through the hole with the eyepiece.

This one is easy. Spin the stone around until you see a beam of light coming out of a 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 in wooden door. We find ourselves in a train carriage. We go through training: look around, focus on the magazine, leaf through it, zoom out, look at the box, pick up “ Small key"from its top edge, 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" Again we focus on the box, turn on the eyepiece and assemble the keyhole piece by piece. We use the key on the keyhole and turn it. We take away " Pyramid with symbols».

There is a small closed window in the door in front of us; we open the latch. We watch the leaving Master, look around the room in which we are. The marble table has 3 sides, turn on the eyepiece and read the inscriptions. It is necessary on each, by rotating the reels at the bottom edge, to set what is said in the inscriptions on this side. “The engine of flight, the source of knowledge” - a feather, “We are silent when we have nothing to show” - a watch, “The poor man has none, but the rich man is not bored” - nothing, an empty cell. We read the opened letter, take away “ Box with ornament" We poke at the box in the inventory to examine it. By turning the ring on the front wall, open and take away “ Lenses" We observe a silvery glow at the keyhole. Turn on the eyepiece and double-click to fly into the keyhole. Solving the lock puzzle: you need to install the pins so that they are at the same level. The correct level is highlighted in white. We go to the central hall and examine the table. We apply the pyramid with symbols to the white glowing triangle on the table. We take away " Emblem", we look around the hall and move towards family tree. We apply the emblem to the white oval and start a new mini-game: you need to choose the right coats of arms of your descendants.

We go through 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's 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 turn on at the lighthouse. Turn the 4 switches on the device on the 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 in the wall for us, we head there.

We find ourselves in a lighthouse. On the floor to the left of round table the hatch is visible, let's move it and take it away " Sphere hanging in a frame" There is a latch on the side of the table: you need to push it aside with one hand and open the hook up with the other. Open the box all the way and take “ Wooden instrument " We insert it into the tower in the middle of the table, rotate it clockwise and observe the appearance of the island layout. Let’s take a closer look at the resulting sphere in the frame: turn it over and twist it until it opens, take “ Magnet».


We head 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: select the current letter with the slider and press 2 buttons 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 turn it.


Turn on the eyepiece and get inside the arch. We examine the columns: three of them have 2 round recesses: place 2 fingers on them and a figure lights up on the column. It must be repeated on the circle in the center.




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


We take away " Wooden model" We continue to examine the tower, notice a small box with a handle, pull it out and take away the “Small Clock Dial”. After this we exit the arch. We examine the model of the island and insert the dial into the clock tower. We fly inside the tower and disassemble the eagle owl model, in the end getting “ Boat model" We leave the tower, examine the model of the island and find the pier. We put wooden model from the inventory into the recess, place the boat model on the holder that appears, take the boat to the pier and fly into the building. We disassemble the mouse model and take “ Key" We examine the model again and find a forge with a water wheel. We rotate it and fly into the opened window. We disassemble the snake model: pull the tail, combine 3 layers and take another one “ Magnet" With these finds 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 plates with symbols:





We go to the circle with magnets, turn on the eyepiece and place the pimples on the paths according to the picture on the map with the constellations. We take away " Wooden model" We go to the island model and place the resulting model as the second floor of the lighthouse tower. We insert the key into the keyhole on the 2nd floor of the lighthouse tower model and fly inside. We turn the handle, moving parts of the mannequin and fly into the newly opening lighthouse models.

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


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


We 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 cap, open it into the key. We turn the switch in the recess where we took the acorn and take the 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" We insert the arrow into the dial of the diving helmet. We turn the handle, sequentially stopping at the three figures that we remembered earlier in the correct order.

We take 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 pull out a flat drawer on the right side, taking from there “ Antler» We go to the arch on the island again. We insert the acorn key into the picture of the tree, and insert the horn into the skull. Next you need to rotate the parts to achieve symmetry. We insert the crystal vial under the stone and take away “ Luminous gem " We insert it into the lighthouse model and take away " Glowing lamp" The elevator descends, we go into it, put the central console together, turn it, and go up to the lighthouse. By turning the upper and lower halves, we open the window into which we insert glowing lamp. Let's take a new one " Pyramid with symbols" Episode "Lighthouse" completed!

We go to the central hall and place the 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 passage that appears and go to the library. We start the generator and go up the stairs.


We turn the switch by the window and watch the light turn on on the street. We go down, turn the 4 switches on the device on the tripod and press the button. Again a mini-game with an oscilloscope, only this time you need to select the frequency and amplitude by pressing two buttons. We enter the passage that appears and find ourselves in the clock tower.

We inspect the room and take away " Wheel with handle"from the blue shield to the right of the clock mechanism. We examine the model on the table, throw the handle from above to the other side. We move 2 latches over the round disk behind the glass and open the door, take away “ Small metal post" We insert it into the metal frame from above and move it. Open the box and move the left panel on it. We go inside the column that appears. Open the round door on the right and take “ Curved handle" On the left, we rotate the central circle so as to align it with the pins, and take away 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 has opened from above: you need to move the panel up so that the slot has the same picture as below, after which you need to move the slider to the right position.


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


We take the “Gear”. It must be inserted into the rotating wheel on the side of the clock mechanism. We go up the stairs that appear. We insert it into the left wheel with the handle and rotate it. We solve the puzzle with the picture: we put on the eyepiece, the luminous cloud must be brought from 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 a chess knight: they need to eat all the queens. Let me remind you that the horse moves in the letter “G”. We fly inside the block that appears and bring all 3 levers to the center, rotating different objects. Use the levers to open the central socket and insert the handle there. Another picture matching puzzle.


We take away " Handle with socket"And we go out into the room. On our way out, we pick up the ballerina figurine on the side of the chess puzzle. We insert the handle into the door gear and turn it. Let's go down. We open the box, it turns out to be musical. We take away " Winding key"from the front panel, inspect the right one and move it. We 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, to right moment opening yellow paths. When one is already in the center, put the second one and repeat. Let's take the red one" Gemstone"and insert it into the panel in the same room with other blue stones.


Next, you need to make pictures from the stones that are shown below left and right. After each picture you need to press the button at the top. 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 Key", go upstairs, insert it into the blue box on the wall and turn the switch. We go up the stairs again and watch the raven activate the bell. The sound breaks the crystal near the painting in the basement, let's go there. A familiar mini-game involving bringing a bunch of light down. We take the received " Clock hands"and insert them into the clock dial in the model in the first room. We insert the winding key into the socket and turn the clock hands. When the clock strikes, the crystal breaks, and we can take a new pyramid. The "Clock Tower" episode is completed!

Chapter 1. Training.

We hold down the LMB and inspect the cabinet from all sides. Double-click on the top of the locker. We take the letter out of the envelope. We take the key. We are moved to the box. We twist the lid of the box until the lock matches. We use the key on the lock of the box. Take the eyepiece. It will appear on the right side of the screen. When pressed, nothing happens - a part is missing.
We click on the note and read the riddle: “feed me and I will live, give me something to drink and I will die.” The answer is fire.
Find the fire symbol on the legs of the cabinet and click on it. We take the key and study it in the inventory.
We approach this wall:

We move the plate away. We use the key. We take out the plate.
We are looking for a wall with a manufacturer's plate.

We unscrew the bolt using the found plate. We take out the eyepiece glass, click on it and see various symbols.
Let's go to this part:

We approach the window above the circle and move the curtain aside. Turn the key end 90° and insert it into the lock.
We click on the eyepiece and restore the picture by rotating the circles.

The training is over.

Castle 1

We examine the box in the eyepiece and notice fingerprints. We find an ancient book. We look at it in the inventory, solve the puzzle and take the key. In the niche where the book was taken from, we see a clue.
Turn the box side with the square combination lock inside. Click on the eyepiece. We see the numbers

  • Left 5.
  • Right 7.
  • Bottom 6.
  • Top 2.
Set the numbers and lower the lever.
We automatically move on. We look at the left side of the box. There we open the hook and insert the key. We examine the legs of the main box.

We find the wick. We approach the mechanism box and insert the wick into the hole, turn the wheel to create a spark. Pull the lever up.

Let's turn to this side of the box:
We look at the round part on the left, get closer, and rotate the ring. We take out the telescope. Open it in the inventory. Install it into the device. Looking through a telescope with eyepiece and we see a hint - TRIAL. We automatically go further and use the eyepiece to compose a picture. We take the letter L. We turn again to the side with the lock in the center.
Set the letter and set the word TRIAL.
The first lock is open.


There is a safe in front. We look at him from above. Drag the slider.

Rotate the plane until all the lights light up. A shelf extends out to the right. We make a drawing by turning on the eyepiece. A hole for the key appears. We examine the box in search of him.
On one side of the box there are four windows with changing symbols. We set: We take the key. Let's apply it. We pull out the drawer and take the key. We open the safe for them. We take out the star from the safe. There is a place for it on the top of the box. We take the “ring” and install it on the safe dial (on the left wall).

We turn the pointer on the ring to the pins on the sides, solving the riddle.
On the extended cylinder we set the values: 2 on the left and 5 on the right.
We take the key. We find a well for him.
Open the safe. We take the record out of it.
Go here and install the plate on the circle:

The second lock is open.


A new device emerges from the wall. Let's look at his left side. We see a switch that we move to the left. We turn the handle and the top of the box rises.
On one of the faces there is closed box. To open it, you need to install the clamps in the desired position. Each clamp is adjusted by a rotary wheel.
The top left one is on the leg to the right of the drawer.
The top right one is behind the curtain on the right wall of the device.
Bottom left under the figurine on top of the box.
Bottom right to the right of the handle on the left side of the device.

Having turned everything as it should, we take away the gear and belt. We move to the gear mechanism. We install the gear on the axle above the large gear and turn the handle. We take the screwdriver. Let's move on to the right side of the device. Unscrew the screws. Having seized the moment, we press the button in the opened mechanism to gain access to the key.
We are looking for an unusual shape for a key on the top of the box. In the inventory we set the key end as needed. We take the gear. We move to the mechanism with gears. We install the gear on the axis on the left, move the switch to the right position and turn the handle counterclockwise. We automatically move to another part of the device and pick up the next gear. Let's return to the mechanism. We rearrange the gears and use the belt in this way:

We turn the handle. We automatically move to the front side of the device.
Click on the button at the top left. We take out the tube and examine it in the inventory. As a result, we get the key and old photograph, on the reverse side of which there are numbers. Use the key to open the panel on the right side of the device. Recreate the drawing using an eyepiece. We get a shield. We give it to the figurine on top of the box. We take the pebble. We install the stone in the recess on the front side of the device. Click on the eyepiece and set the time to 6:05.
The third lock is open.

We look at the edge of the box with the manufacturer's plate.

We move the sign to the side and press the lever. We take the box. We study it in the inventory and move the ball from the left to the right, turning the grooves. We take the key.
We move to the side of the box with the keyhole. We insert the key.

  • Rotate the dial to the left, up to the fifth pin.
  • Then we return to the beginning and to the right until the fourth pin.
  • Rotate the dial all the way to the left.
  • Rotate the dial all the way to the right.
A mechanism is being pulled out. We insert the photo there, click on the eyepiece and look into the lens. We get a hint. The word is SIGIL. We take away the “Small wooden peg”. We move to the side of the box with the letter Q, put on the eyepiece.
The point of the puzzle is to clear the center by moving the unnecessary plates to the side. Insert a peg into the vacated hole. Enter the word SIGIL. We take the crystal.
We rotate the box, find a place where you can insert the crystal. We install and focus the beam by turning the wheels. We take the flywheel.

At the bottom of the box we find the hole we need. We insert the flywheel into it.

We pull out the box and take away the device for reflecting light. We press the button at the bottom of the box and take away part of the map. We insert a device for reflecting light into the hole at the top of the beam. We automatically approach the device with buttons. Click on the button on the left. We turn the box to the left. Pressing buttons along the way. We take the key from the opened compartment. We return to the device with two buttons, perform the same operation, only press the right button and twist it to the right, accordingly. We take a piece of the map from the cache.
We move to the wall of the box with a cutout for a complex key.
In the inventory we set the desired position of the keys. We take the reflective device and install it where its brother is located. At the opened compartment, click on the eyepiece. By moving the sliders, we draw the beam through all the reflectors.

From the hiding place we take the “Piece of a strangely shaped map.” We install the map pieces on the globe. We take away the “Copper handle with a square pin.”
We look at the wall of the box. We insert the pen, open the shutters and click on the eyepiece.
We build the drawing. Let's take "Intricate" wooden box" In the inventory, twist the bottom of the box, aligning the lines with the arrows.
We insert it into the hole at the top of the box.
We look through the extended telescope. We remember the location. We move to the side to the left of the globe. We light up the stars, as in the constellation we saw.
Take the last part of the map. We place a piece of the map on the globe and pull the lever.

We look at the huge compass. (Fig. 1) Move the blue lever and take away the handle. We move away and move to the left.
Consider a rectangle. (Fig. 2) Press on it, insert a handle into the hole, and rotate it. Panels rise from the edge of the lid. We automatically go to the control panel. We press the button and the planets begin to move. A screen appears behind the raised panels. We move to it, use the eyepiece, and double-click on the screen. By rotating the stand we make a drawing.

We take the dagger. Place it in the center of the map.

We look at the screen through the eyepiece and see a hint. Move to the panel with squares. We press on the squares, setting the desired pattern.

We press the button and the planets begin to rotate. We go to the screen and look through the eyepiece. We see another clue. We move to the panel with squares and again knock out the desired pattern.

We look at the screen through the eyepiece again. We make a drawing and take the amulet.

We move to the round elevation on the edge of the box and use the amulet on it. We rotate the amulet, aligning the arrows on the rotating disk in the center. Having aligned the arrows, we move to the screen and look at the hint. We do this with all the arrows, remembering the locations of the squares. As a result, we knock out the following on the pebbles:

We take away the energy source. And we move on to the screen, which we look at through the eyepiece. Double click and we move and approach this structure. Let's make a drawing. Then we set the source to the center.

Read the note (Hint - notes si And F).
We look at the table through the eyepiece.

Getting closer to the handprint. Let's make a drawing of the palm. We remove the eyepiece and look around the platform, find the slider and move it. We take the “Small Gear”.
We look at the side of the tabletop. We are approaching, we move the slider.

Install the gear on the axle. We press the button.
Having moved to the next puzzle, we move the slider along the line so that all the things light up. Then we have additional grooves open. We insert the slider into the groove in lower part, turn the lever.

We take the item. Let's look at it in the inventory. At the top of the sphere there is a drawing that we rotate.

We press the button. We take the “Small Gear”.
Let's look at lateral surface countertops, that's a hint.

We move to where the symbols are depicted. We approach the box located to the right of the symbols. Open, spread the runners.

We automatically move further. We take the “Coin”. We are approaching where we placed our first gear.
We install the one we have on the axis. Click on the button and move on. We pull the handle and take out the “Oddly Shaped Key” from the box.
We look at the side of the box.

We insert the key there. We take the “Metal Pen”. Let's return to the key. We move it to the lower right position. In the window that appears above the key, lower the slider down. We automatically move to a closed niche. We return to the key, move it to the lower left position. We follow to the niche and take the key from the upper compartment.
Apply the key to the keyhole on the surface of the box.

Turn the key and the curtains open. A window with a rotating reel appears in front of us, on which symbols are depicted. We move away and move again to the key, which is set in three positions. We put the key in the upper position. We come back and remember the symbols in two windows.

We move the first key to the left position. We return to the drum in the window, set the image that was in the window on the left. We move the key to the right position, and in the window we set the symbol that was in the window on the right. Two buttons open. Turn the key to the up position. We press the buttons.
Next we move to the rotating reels with numbers, then to the three rods. We look at the rods through the eyepiece and change their position to get a hint.

We dial 573 on the reels. We move further automatically. We cannot solve the puzzle yet - we do not have some details.
We look at the side surface of the tabletop.

Install the handle and turn it. A musical puzzle opens.
Press the keys of notes B and F.

Place a coin in the hole. We press the button. We repeat the playing melody. We take two “Metal Handles”. We return to the screen, insert the handles. We look at the screen through the eyepiece. We see a cube with empty cells on its faces.

Use the top handle to turn the cube in a vertical projection, and the bottom handle to turn it horizontally. We look at the back of the screen. The puzzle is to place four plates located on the sides of the cube onto empty cells.
Having solved the problem, we get “Red gem in metal plate" Let's move away.
We automatically move to the puzzle. We approach the screen on the right. We solve the puzzle by moving the plate with the stone into the bottom cell of the rhombus. We start the stone, look at the other side and pick it up.

Having completed the task, look through the eyepiece and combine the two drawings.
A similar puzzle follows. Let's make another drawing.

The game is over.

Hello, dear readers! In this review, we will take a look at the recently released puzzle The room Two for Android smartphones or tablets, as well as its pros and cons. The game does not have a protracted plot with meaning, but still it will definitely engross you for a couple of dozen hours. You will ask why? I'll explain now. Here you need to make your way through mysterious rooms with nondescript tables, on which, in turn, are equally incomprehensible chests containing a bunch of riddles. And these riddles at the beginning of the level may seem easy and quickly solved to you, but as you progress through the level, these riddles will take up not 5-10 minutes of your time, but 30-40 minutes. Don’t be afraid that 30-40 minutes for one riddle is a lot; during the game you will have a certain excitement, because of which all these minutes will quickly fly by, and you will only enjoy the gameplay. Each chest is individual in its own way, each chest has its own design, its own locks, its own insides and secret places. As I said before, each chest has many mysteries. Sometimes more than a dozen entertaining puzzles can unfold around one chest, but by the end of the level this chest begins to get boring because of its monotony. Overall, 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 indicators of the game.

The developer of this game, Fireproof, also previously released the 2012 hit "The room", but now the 2013 hit The room Two. In many respects the game is pleasing to the eye: graphics, shadows, lighting, everything is worked out to perfection. the smallest details, the graphics can easily be compared with the console ones, they are of very high quality. All actions take place in a 3D world, but the truth is that 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 the tables and on minor 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 you during the gameplay, and if you play with headphones, the sound will be of higher quality and volume, and the game will be even more interesting. Many may think that this game is supported only by powerful tablets and phones, but no, almost all tablets and phones support this game, even with weak video chips and processors, and the game is not supported by Chinese tablets for 2000-3000, but if you If you have a more or less good tablet or smartphone, then calmly download this game. Next, there's the price. And the price is as follows - 99 rubles per game, I think that this is not very much money for a game, but this is just my opinion, some will find this price normal, like me, but for many this price is high, and they can download it from Internet, but I am against this method of obtaining the game! Well, I have come to the end of my review, and finally I will list all the significant pros and cons.

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

Minuses:
- mostly dark lighting;
- There are some overly complex puzzles.

Walkthrough of The Room Two

How to beat The Room Two? watch the video:

October 11, 2015

The Room is incredible logic game, which amazed all smartphone owners. It allowed you to plunge into the mysterious atmosphere of one room, filled with various riddles and puzzles that you had to solve in order to get out of the room. Naturally, the developers decided not to miss this opportunity and created a sequel to the game, called The Room Two. The passage of the game and its essence remain the same, but the process has changed a little. Now you have the opportunity not only to look at individual pictures that the developers offer you - you need to move around the room, studying it and finding all the secrets yourself. This significantly complicated the gameplay, but at the same time made it much more interesting and exciting. Naturally, you shouldn’t immediately rush into the maelstrom of all the difficulties - first you should go through the training level The Room Two, the walkthrough of which you will find in this article. If you can master it, then you will be able to cope with the rest of the levels, which are made according to a similar principle.

Box

In the game The Room Two, the passage begins immediately with a rather complex puzzle, which is a box. It has a central element, as well as parts distant from it. You need to adjust the center first and then attach the rest of the pieces to it, after which the box will open. From it you can take a hexagon - at first it may seem that there is no use for it. But you need to be patient - there are still many mysteries ahead, and you will need it. Once you've dealt with the box, go to the octagonal table and examine it. Under one of the corners you will find another hexagon, which you should also take with you. In The Room Two, the walkthrough consists of similar little things, so you should never skip them.

Square table with compass

Move from the octagonal table to the square one, which is located in the very center of the room. It is clear that the steps of progress are extremely small, but it is with their help that you will be able to advance your passage in The Room Two. Chapter 1 is a trial chapter, so you should be aware that there will be more challenging puzzles in the future. And on this moment you can see that the square table has two holes that are perfect for your hexagons that you discovered at the beginning of the task. Nest each one in and then scroll to open round hole between them. From it you can take a metal sphere and a note. First, insert the sphere into the hole in the center of the compass located in the middle of the table, and then use the magnifying glass to read what is written on the note. The text itself does not interest you, pay attention to the letters that are written in red paint and remember them, since soon you will need to use them.

Video on the topic

Compass

Go to the compass - as you understand, the note indicated the letters indicating the cardinal directions. Therefore, move the compass needle in the desired order until it opens. You will be able to take the medallion, which also presents a riddle. Scroll the pieces of the medallion indicated by the arrows until it forms a square.

Lamp

Now it's time for you to return to the octagonal table where you spent the first half of the level. Insert the medallion into it and watch how a lamp appears from it. You need to pick up this lamp and examine it from all sides until you see a mysterious symbol. Remember it, go to the statue that is holding a box in its hand. Open it and repeat the symbol seen on the lamp. That's it, you can continue walkthrough The Room Two, Chapter 2 will be a little more difficult, but you already understand general principle, so further actions will depend only on you.

Source: fb.ru

Current



tell friends