The Room Two Walkthrough Chapter 5
Table of Contents.Game Introduction – The Room TwoThe Room Two is a first-person puzzle adventure game from Fireproof Games in which you must solve complex and eerie puzzle boxes. Gamezebo’s walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game.General Tips. Swipe the screen to adjust your camera angle.
The Room (2012) - Steam Version Walkthrough Chapter 5. Now and go back to the winding key, zoom out and you'll see a hexagon plate with two holes in it. The Dream Machine Chapter 1, Part 2 - Home Sweet Home After waking up from your dream, where you're stranded on an island, you begin your first day in your new home. Throughout this section, you will need to set up a place for breakfast and get the spare apartment key from the caretaker.
Double-tapping a usable object will allow you to examine it more closely. Tapping the EYEGLASS icon on the right side of the screen will allow you to see certain things in the environment that would otherwise be invisible. Dragging an item from your inventory bar on the left will sometimes allow you to place it on another object in the game. If the item can be used with part of the environment, it will change from transparent to opaque. If you’re having trouble with a particular puzzle, up to three hints per section can be offered by tapping the QUESTION MARK in the top-left corner of the screen. If you don’t want to use a hint, try everything.
Tap objects, swipe over the environment, try an item in your inventory, use the EYEGLASS — there’s always a chance you’re overlooking something.Chapter 1. On the main menu, tap New Profile. When prompted enter a name for your profile. Tap New Game. Tutorial Chapter. Follow the onscreen instructions. Rotate the inner circle of the yellow plate until one of its gaps matches one of the outer shards.
Slide each outer piece into its corresponding gap.
. Go through the doorway and you’ll find yourself in an elevator. Move the lever to the UP position and go through the archway that will be in front of you when the elevator stops. You’ll see yet another fusebox puzzle. Solve it like you did the others by connecting the fuses positive to negative until the last fuse on the right lights up.
Follow the lit up cord to the switch and flip it. Follow the cord to another familiar box and flip the four switches and press the button. Go to the oscilloscope, read The Craftsman’s letter to you and add the SCREWDRIVER to your inventory. Alas, the oscilloscope is missing a critical component. You’ll have to go back down the elevator, past the fountain and through the other door leading to a study. In the study, you’ll see an oscilloscope you’ve already used. Use the SCREWDRIVER on its panel and take the ELECTRICAL COMPONENT from inside of it.
Go back to the broken oscilloscope upstairs and place the ELECTRICAL COMPONENT into it. Spin the dials to line up the black and green waves and the box with the four switches will shoot a beam of light and open another door.The Observatory.
Once you’ve gone through the door, you’ll find yourself in an observatory. On the wall directly in front of you is a wheel. Rotate it and the ceiling will open up and the telescope will be accessible. Zoom in on the telescope lens. Unfortunately, it’s broken, all you can do with it is take it off and discard it. Look near the star map to your right and rotate the frame near the crescent moon shape until all four red orbs are lit up.
Take the ETCHED GLASS DISC from the compartment that opens. Go to the table to the left of the telescope. Zoom in on the round device and flip the switch on top of it to unlock the lid. Open the lid and place the ETCHED GLASS DISC onto the disc that’s already there and press the button on the rim of the device to light up the combined discs.
Rotate the discs until the text on them spells “DRACO THE DRAGON” and take the CRYSTAL STAR from the compartment that unlocks. Go back to the star map and place the CRYSTAL STAR in the hole it fits into. You’ll see that the stars in the constellation to the left are now lit up. Put on your EYEPIECE and you’ll see they form a constellation. If you go back to the DRACO THE DRAGON plates, you’ll see four red stars in the exact same constellation.
Turn the same four stars red on the star map and you’ll receive a SCRAP OF PARCHMENT and a TELESCOPE LENS. Return to the table and you’ll see a tablet with symbols all over it. Place the SCRAP OF PARCHMENT between the holder at the top and slide it down until the lines in the middle match each symbol on the right on the parchment has a line going to the same symbol on the left. Magic academy 2 help. Note each symbol beside the star and moon on the parchment and move to the telescope.
Put the TELESCOPE LENS in its place and zoom in on the wheels above it. You’ll notice one has a star in the middle, and the other has a moon. Rotate the wheels to line up each dial with the symbols you found by using the parchment. Look through the lens and use the sliders on the sides to match the lines of the constellation correctly. Take the METAL PLATE that is in the compartment that is revealed. Place the METAL PLATE onto the parchment and place your EYEPIECE on. You’ll see a symbol along with a star.
Note these then move the plate down and note the symbol with the moon. If you don’t see the symbols right away, let the planets rotate for a moment. Move back the telescope and match the new symbols on their respective dials and look through the lens. Once again match the lines of the constellation in the correct configuration and take the LARGE IRON HANDLE from the compartment. Move out to the foyer and look to your left. Use the LARGE IRON HANDLE on the door and turn it to head upstairs to a new area. Go to the podium and rotate the sundial on the left to face east (or III).
Take the large gear that appears. To the right you’ll see another pair of discs that can be rotated. Spin them until they line up correctly and the power to downstairs will come on. Slide the two bars up near the bottom of the podium and take the SMALL GEAR.
Now that the power is on inside, you can open the door directly opposite of the one you went through to come upstairs. Move to the door and pull the lever to the left of it and it will open. On the table to the left, there is a MODEL SUNDIAL. Take it.
Return to the podium and place the MODEL SUNDIAL on the compass. Move the arrow to line up with the III. Move to the big compass on the ground in front of the podium and zoom in on the III.
Slide the III and you’ll reveal a gearbox. Put the LARGE GEAR in the slot it fits on the left and turn the crank in the middle to get a SMALL GEAR.