Let ’s get Richard out of here !
If you fuck solving puzzle and digital escape rooms , 50 Tiny room is an excellent game to download . While the rooms may be tiny , some puzzles are diabolically tough , so read on for my full walkthrough of Act 3 below if you ask some hint .
50 Tiny Room Escape Walkthrough - Act 3
After helping Peter through the first 10 rooms in Act 1 , and Camilla through the next 10 in Act 2 , we ’re now tasked with helping Richard to lam in Act 3 . My walkthrough below will coverall the room from 21 - 30 . If you ’re seek to stupefy rooms in the beginning in the secret plan , or else check out :
Room Level 21: Midnight
collectable :
Click thebarrel(a1 ) to knock it over and once it has fallen over , dawn it again for a close - up . you’re able to now click the end of the bbl to make the liquid inside pour onto the floor . Pick up theKeythat come out with it .
Use the key on the glass case in the same finish - up ( a2 ) to open it . Take aGunfrom the righthand side of the storage locker . Now click the glassful door double to slide them to the polar side and take aRocketfrom the lefthand side .
Look at the whiteboard and work out the number that is missing in the sequence . The design here is that each number below is made up of add together each pair of numbers above it . This mean that we have to add 6 + 5 ( 11 ) and 6 + 2 ( 8) , meaning the escape number is118 .
Use this computer code to remove the padlock on the closet next to the barred gate ( b1 ) and then launch the cupboard doors to find asecond Rocketand a rifleMagazine . You ’ll get athird Rocketon the barred logic gate ( b2 ) .
Remove the curtain cover the threshold and take afourth Rocketfrom the box of grenade just to the right of the threshold ( b3 ) . face through the arm time slot to the right of this threshold ( above the reddened Out Of Order signboard , b4 ) and note the phone number on the mansion from front to back ( 90 , 20 , 60 , 20 , 20 ) .
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Select the wireless in the curtained elbow room ( c1 ) and penetrate the circular dial on either side to move the marker exit and good to those bit ( to do 20 the final time , just click the left telephone dial again ) . The top will open up up , allowing you to take afifth Rocket .
Add the mag to the gun in your inventory and use the load rifle on the gun slot opposite the out - of - order one ( it says postulate a Gun underneath it ) . trifle the miniskirt - plot ( it does n’t count how you do ) and then pile up asixth Rocketand twoMuseum Coinsfrom the drawer that opens underneath the gun slot ( c2 ) .
utilise one of the coins in the prize automobile in the elbow room behind the drape to get aseventh rocket salad , and then use the other coin on the binoculars ( a3 ) . If you try them now they ’ll tell you a organisation of missiles must be launched . Look at the map below the whiteboard ( a4 ) and click the sections to rearrange them and make a complete man mathematical function . You ’ll know it ’s thoroughgoing when the locations turn red ( c3 ) . Drag a skyrocket onto each ruddy dot on the mathematical function , and the mapping will open up . Take theDoor Handlefrom within .
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Look through the binoculars and you ’ll see a show showing the second world war ’s date , 1939 to 1945 . typewrite this into the keypad of the door ( b5 ) as a codification ( 19391945 ) , add the door whorl , and you ’ll have completed the level .
Room Level 22: Anvil
Take theLadlefrom the trading floor next to the furnace ( d1 ) and also pick apart over the shield next to it to see its pattern side . take hold of theTongsfrom the table ( d2 ) ; then select the corner on the ledge above ( d3 ) and click the claps in the following edict ( if the clasp on the left is 1 and the one on the right 5 ) to open up it:3 and then 4 . Take theMetal Ingotfrom inside .
cluck the boxful next to the door ( d4 ) for a closing - up and set the red levers as pictured above , matching the layout of items on the mesa where you got the pair of tongs . you could now open up the box and take aKey . Focus on the pulley next ( d5 ) , arranging them so that the height of each rope match the shield with the matching symbol ’s proportional position in the room . From highest to lowest :
This opens the mouth of the bod on the chimney ( e1 ) , allowing you to click its mouth and find aCrucible . you could also unfold the box next to the furnace ( d6 ) with the key and take theAxe Handlefrom inside .
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pick out the furnace and place the crucible on it ( e2 ) . Put the ingot into it and then use the bellows ( e3 ) to ignite the fervency and melt the ingot . Use the tongs to find fault up the melting pot to get theTongs with Crucible , and use that on the mold on the mesa ( d7 ) . Now use the ladle on the tub of water next to the furnace ( d8 ) to get aLadle with Waterand use that on the mold to chill it .
tick the cooled mould twice to pick up theAxe Bladeand blend it with the handgrip in your inventory to make anUnsharpened Axe . apply this on the sharpening cycle ( e4 ) to make anAxe , and use the axe on the wooden plank barring the room access to remove it . you could now fall into place the door to complete the level .
Room Level 23: Antiquity
Pick up theTorchfrom the tabular array ( f1 ) and take theShovelfrom the green box on the trading floor ( f2 ) . habituate the shovel on the sand the green box is sitting on to find aGizmo , and then apply it on the sand at the foundation of the burning brasier ( f3 ) to find oneself aPickaxe . Use the brasier to light the torch .
search at the wall of jars and take theCapfrom the only one that has a palpebra on it ( third row down on the right , f4 ) . Take asecond Gizmofrom inside the same jar . As you look for the jars , note which ones ( on the second and third rows ) have figure on them of burning torches .
illuminate the bowls on the board with your common mullein that matches this pattern ( top odd , top rightfulness , bottom leftfield - see above ) . A tablet will come out behind the bowls , along with athird Gizmo .
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You ’ll observe the tablet that appeared catch the scratchy floorplan of the room , and ecstasy note the spot . Use the pickaxe on this floor roofing tile ( see above ) to reveal aScarab Partyou can pick up . you’re able to also twist the tablet around to find an picture ofa pyramid with numbered sectionson the back . This is an addition puzzle , where each number is the sum of the two below it . This means the number that would be at the top of the p[pyramid ( below the centre ) would be108 .
Look on the right side of the board ( pictured above ) to get hold the same eye symbol and go into 108 into the numbered box below it . If you look at the bottom of the pot in the top - right corner you ’ll find a similar addition teaser on the bottom ( see below ) , next to anankh symbol . Than answer to this one is126and you ’ll line up the place to input it at the opposite end of the table . Once both code are recruit right , the grill on the front of the board will open , allowing you to take afourth Gizmo .
Each of the contrivance has an image on it that twin one on the wall above the brasier . observe their comparative positions in terminal figure of top or bottom row , and left or right . Turn around and place the four whatsis into the door in those position :
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The central doorway rule is now unlocked , so click it for a closemouthed - up andrearrange the patternas you ’ll see fancy above . Once all over , add the scarab partto complete the spirit level .
Room Level 24: Outlaw
Start by selecting the desk and shelves ( g1 ) where you’re able to collect aRamrod , while also noting the route to the cristal on the gem map . Click the globe ( g2 ) next for a finis - up and click the rings until it all matches up ( see below for the solution ) . When you hear a click , open it to receive aCompass . you could also root for the stopple on the barrel to spill the oil .
Add the compass to the chest ( g3 ) and then enter the direction you saw on the single-valued function , which are : N , SE , E , NW , N. Take theKeyandLighterfrom the chest . Use the key to launch the closet ( g4 ) and take theKnifestuck in the inside of the door . Now sink in the buttons on the showing in the wardrobe to show the following : red bandana , bearded skull , cutlass , and telescope . This spread the drawer below , allowing you to take theHammer .
Use the pound to unlock the roulette wheel on the bandstand ( g5 ) and take theWheel . Add the steering wheel to the cannon ( g6 ) and then click it twice once it is erect to aim it at the door . This also locomote it off off a hatch in the earth which you’re able to now get at to discover aCannonballandGunpowder .
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utilize the knife on the strand of the bell shape ( g7 ) to get someRope , and then use that on the oil slick to create aWick . Select the front of the carom for a finis - up and summate the powder , habituate the ramrod , and then add the cannonball . Now choose the back of the cannon , add the taper , light it with the lighter , and make your own exit from the level .
Room Level 25: Fright
turn back the bottom left draftsman of the desk ( h1 ) to chance the formulaA+B+C+D+E=25 . If you examine the ampule above the desk you ’ll find A contains 8 and atomic number 99 contains 3 , while an unnoted vial has 5 . you may also foot B up off the desk to find it contains 6 . Vial D is on the second draftsman on the right of the desk , but has spill . We can dare the overlooked vial is C and that the spilled vial had 3 , leaving us : A8 , B6 , C5 , D3 , E3 . This code ( 86533 ) opens the logic gate that ’s stopping you get to the coffin ( h2 ) .
Select the painting above the desk ( h3 ) next and conform the movable pieces of the shape until the eyes light up on the oral sex at the top ( see image below ) . you’re able to now spread out the frame and get hold a safe . You ’ll find the blueprint you need to figure out this by attend out of the window at the soma of the archway . When it open , take theCoffinfrom within .
start the plate cupboard ( h4 ) and arrange the plates so that the symbolic representation match those on the large coffin behind the locked gate and the modest one in our inventory . Once complete the bottom - right drawer will unlock , so take theGizmo . Add this to the modest coffin in your inventory and it will open , grant you to take aKey .
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you may also open up the bottom - left draftsman of this storage locker ( punctuate below ) by noting the discussion section of pumpkin around the elbow room that are n’t lit up , starting with the one on the magnetic pole ( with the red-faced arrow on it ) and checking them clockwise around the way . The unlit section correspond to the four buttons just above the pumpkin under the cupboard . Press them in the next order :
you’re able to now enter the drawer next to the buttons and take aFlashlight . cull up the book on the floor by the toilet ( h5 ) on the right under the windowpane , open it , and utilize the flashlight on it to see a pattern . Now get a last - up of the feces on the left of the windowpane ( h6 ) . The six parts of its shock routine as buttons . iron out the sections in the rescript portray in the Good Book :
The shock will open up , allowing you to take aMallet . Use the key to spread out the chest between the two stools to find aStake . site the stake in the hole in the casket behind the grate and use the mallet to aim it home . A diminished compartment will open on the coffin usher four styles of keystone .
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If you watch out of the windowpane you ’ll see a morbid public figure bulge out up above similar - looking headstones . tick the headstone on the casket in the same guild , which is ( from allow to right):1,4,4,3,2,3 . The casket will swing open , tolerate you to go forth the room .
Room Level 26: Wild West
You ’ll find aHandlestuck to the bottom of the stool beneath the chapeau on the wall ( i1 ) , aCandleon the piano ( i2 ) , and aBulletin the rim of the grey chapeau on the table . There ’s a heater loge in the right drawer of the cabinet ( i3 ) which you could open to take asecond Bullet .
Note the routine of bottles aggroup behind the Browning automatic rifle on the ledge , from least to most ( bottom - provide , top - left , top - middle , bottom - right , bottom - center , top - right ) . Turn to the wall with the beer barrels , add the grip to the bbl that ’s bottom - left-hand , and then grow the handles in the order above . The middle barrel will pop open , allow you to take aCoin .
Spend the coin on the piano ( i2 ) , click the chapeau to open it ( above ) to see the keys , and then selectsong # 4(you’ll get this from the brass underneath the chapeau on the bulwark ) . It will automatically act a tune , during which metre you need to remember the key sequence ( 246264 ) . Select the John Cash registry ( i4 ) on the saloon Browning automatic rifle to turn it around , use this chronological succession on the register release to launch the Johnny Cash draftsman , and take theRevolver .
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Look at the draft above the good ( i5 , picture above ) and use it as a reference to pull down the revolver in your inventory ( see below ) .
Now examine the piston chamber in your inventory and note how the banding of the two bullets in the sleeping room match the markings on the cylinder . Add the two bullet in your stock list to the cylinder to match these striations ( above).Look at the bullet numbers(marked on them in Roman numeral ) and their relation to the chicken mark at the top of the piston chamber .
This gives you the code to launch the good ( 10 , 50 , 20 , 40 ) . take note that to enter the numbers in the safe you need to cluck the left over and right arrows . When one number is correct , dawn in the diametric direction to start on the next figure in the combination .
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Once done , take theTNTfrom the secure . Add the TNT to the door handle , light it with the candle , and you ’ll be capable to leave the room .
Room Level 27: Antiquity
open up the basket ( j1 ) to get hold aValveand take theKeyfrom the top of the door frame . Get a close - up of the sofa to see two turnable sections in the pattern on its border ( j2 ) . rick them until they cope with and a draftsman will afford , allowing you to take aGizmo . Add the gizmo to the right-hand slider of the pool and then conform both gizmos until the water stops menstruate . This give away a series of nine lines that were previously below the water line .
await at the marble board for a close - up ( j3 ) . Turn the out closed chain to level at theowland the inner to indicate at theleaf(you get this information from the batch ) . This enter the middle of the tabular array , appropriate you to range the valve into it . habituate the valve , which spins the wall behind the pool round , have you more puzzle hint .
You ’ll see that in the central section of the image , five of the nine column are complete ( 2,5,6,7 ) . Once noted , utilize the valve again to swop it back ( you’re able to now do this at will ) . agitate those four columns on the part of the effigy that was revealed when you let down the water and the Leo ’s read/write head will come up , allowing you to take aScroll .
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Now note that the Roman numeralsIX , XVI , and VIare marked below the lion ’s head . change over the wall back and look at the clit in the equivalent place to where you just clicked the column . flick these to change them to match this sequence ( IXXVIVI ) and the Leo ’s head on this side will also open , so grab theBoxinside . Use the tonality you have to spread the box and take theGizmo(noting it has VI nock on it ) .
Now you need to use the remain information in the room and your inventory to enter the door . If you probe the roll in your stock list you ’ll see two figures and , if you tilt it , two papist number on the ends of the scroll handles . You ’ll retrieve more symbols with Roman numeral on the helm and cuticle , while the tree on the wall says ‘ Beginning ’ . Put all this together and modify the icons above the door ( j4 ) to match your knowledge . Once done , the door will be candid and the layer is complete .
Room Level 28: Bushido
Take theLight Bulbfrom the bring lantern ( k1 ) and theGame Boardfrom the table ( k2 ) . Click the standard on the paries ( k3 ) to see it saysDivine Wind Liberty . start the bottom - correct red draftsman below the banner and take theSai . Use the sai on the hole in the boundary of the table ( pictured below ) , which opens to allow you to take aPaper .
interchange off the lights ( k4 ) , take the picture from the wall , and note the symbol on the back . Pop the bulb into the other lantern , turn the Inner Light back on , and observe the symbol on the nuance . Look at the bottom of the bonsai tree beneath the banner for another symbol and also click the bottom of the banner to open up it out a minuscule more and receive another .
Select the boxwood on the ledge ( k5 ) and place the icons on each side to marry up with the symbols , following the clues you just gathered ( I ’ve pictured them all above ):
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Once done , take theKeyfrom the box seat . Also observe the normal of light in the windows of the building you’re able to see through the round windowpane here ( top left to bottom right,1,2,4,6,8are lit ) . Turn around to the nine red drawers and employ the key to reach the bottom central one . launch the others to match the pattern you see outside and awall of swordswill be unveiled on the wall to its right .
There is a small numbered control board below the swords ( see above ) . employ the die - comparable markings on these sword , plus the one below the window , to foot the code6253 . practice this on the panel to spread the sliding door here and derive access to a good . The result to this 4x4 grid teaser is on the plot board in your inventory , while the paper indicate you which part of the board you require to mimic ( see the solvent above ) . The safe will now pop open , appropriate you to squeeze the red push inside and complete the spirit level .
Room Level 29: Succession
Takethree Toysfrom the mesa ( l1),one Toyfrom the arm of the throne ( l2 ) , andtwo Toysfrom the box to the right of the commode . Grabone Toyfrom the top of the target dummy ( l3 ) , then click the leftover wall torch ( l4 ) to launch the window here and take yourfinal Toyfrom the ledge inwardly . Add all the toys to the slots on the mesa ( catapult on circular , cavalry on trigon , knights on squares ) , and the central palace on the board will open , reserve you to take aHandle .
Look at the blueprint of the blood-red carpet ( above ) and note that four piece of music are n’t filled in aright . Select the commode and match the lack part to the throne ’s arm pattern ( from the top : left , middle , right , middle ) . A compartment opens on the branch , so take theKeyfrom in spite of appearance .
canvas the pointer in the grooming dummy next , noting each arrow ’s position in the dummy and the numeral of dig the arrow has ( 1 to 5 ) . Turn to face the knight ’s wooing of armour and click the comparable sections in the arrow order , from 1 to 5 :
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TheHalberdwill drop to the floor if you do this correctly , so pick it up and tote up it to the empty slot in the weapon rack . Once placed , penetrate the arm in the same ordering you see them on the banner around the elbow room in order of their full stop at the base of each banner . From the left , penetrate weapons2,5,4,3,1 . A draftsman will afford at the bottom of the single-foot , earning you asecond Key .
Go back to the open up window and use the handle on the gadget inside . plow the handle and the planet will spread out . Note how many times each blend around the sun . lick from the close to the sun , this then gives you a code ( 6431 ) . Select the box to the left of the throne , enter this code , and take theDagger .
Select the dagger in your stock-taking and take theblue Gemfrom its saddlebow . employ this sticker on the crown hang on the throne to get agreen Gemand then on the case of armor to get ared Gem . If you examine the three pictures of royalty on the wall ( l5 ) you ’ll acknowledge they have matching colored gems in their crows ( cherry-red , immature , down ) . Copy this decree on the ledge in the open window to open it and find athird Key .
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These three key will start the door , but you need to get the correct locks . shut the windowpane you open earlier ( by pulling the torch again ) and note the position of thethree neglect panes . Place key in the matching locks ( see above ) and the room access and the tier is complete .
Room Level 30: Disarming
observe thatthis level has a 30 - minute of arc timerwhich start as soon as you start exploring the room ( you may see a timekeeper once you start the turkey instance ) . If you fail you ’ll need to rehear the stage from shekels , but you do n’t need to use more key . You also get 2,000 XP and an achievement for failing , so do n’t worry too much ! Do n’t take how I cognize …
launch the bottom draftsman of the desk ( m1 ) to find aKey , and then take theToolboxfrom the top drawer ( m2 ) of the remaining bookcase ( afford this to get aCross Screwdriver ) . Grab thePliersfrom the shelves of the correct bookcase ( m3 ) and theWrenchfrom inside the corner on the same whole ( m4 ) .
contain out thebooks(m2 and m3 ) as well as thechalkboard(m5 ) , thediagrams(m6 ) , and theblueprints(m7 ) stick to the walls to become conversant with them , and then spread out the case on the desk ( m8 ) . You need to solve all the puzzles inside to discharge the point and run away .
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Once you cut the conducting wire you’re able to unstrain , asthe turkey is disarmedand the door is open . Congratulations ! You ’ve saved Richard from his 10 elbow room and complete Act 3 .
For more escape room - mode walkthroughs here at Pro Game Guides , look into outHow to beat Trace Escape Room – Trace WalkthroughandEscape Academy Final Level Puzzle Guide and Walkthrough !
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