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The Room Three Endings Explained: How to Get All Four

Learn how to reach Imprisoned, Escaped, Released, and Lost in The Room Three, with the artifact and final-room steps for each route.
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Spoilers for all four endings and optional artifact puzzles. The Room Three has four endings: Imprisoned, Escaped, Released, and Lost. Each is determined in the final puzzle room. Imprisoned uses neither artifact; Escaped and Released each use one; Lost requires both and an additional interaction. After your first completion, the Steam Community walkthrough says you can use Change your fate to revisit the final sequence without replaying the whole game.

How the endings work

In The Room Three, you travel to a remote island and explore a mansion where the Craftsman sets trials. The mansion hub connects the chapters, and Fireproof Games says its unique puzzles influence your fate and the alternate ending: Fireproof Games: The Room Three.

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The routes below are detailed in Kuro’s Steam Community walkthrough, updated July 11, 2023. Fireproof confirms the broader role of the hub, but does not publish these step-by-step routes: Kuro’s Steam Community walkthrough.

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What to prepare before choosing a route

On a first playthrough, solve the final table puzzle. The walkthrough says that two optional Mysterious Artifacts—one star-shaped and one octagonal—can be collected through optional puzzles. They are needed for the three alternate routes, but not for Imprisoned.

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After finishing the game once, select Change your fate from the main menu. According to the walkthrough, this returns you to the central chamber near the final room, with inventory saved from before that room. You can then replay the final puzzle and change how you use the artifacts and lights.

How to reach each ending

For the artifact positions below, stand facing the gravestone. The actions are attributed to the Steam walkthrough; the official game page does not list the individual route steps.

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Ending Artifacts and route What changes
Imprisoned Leave both artifact pillars empty. Exit through the train-cart doorway and read the letter on the train table. The route uses neither artifact.
Escaped Place the octagonal artifact on the left pillar. Solve the portal mini-puzzle, return, and press the button on the artifact. Take the green-lit final doorway. Uses the octagonal artifact and green light.
Released Place the star-shaped artifact on the right pillar. Solve its portal mini-puzzle, return, and press the button on the artifact. Take the blue-lit final doorway. Uses the star-shaped artifact and blue light.
Lost Place both artifacts on their pillars and solve both mini-puzzles. Turn on both lights. The walkthrough describes an additional interaction with the window over the star artifact’s light: use the screwdriver on it, then exit through the changed doorway. Combines both artifacts and an extra light-panel interaction.

See the walkthrough for the artifact locations and route details.

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What the route differences mean

  • Least optional puzzle work: Imprisoned requires no artifact activation.
  • One-artifact routes: Escaped uses the octagonal artifact; Released uses the star-shaped artifact.
  • Most involved route: Lost combines both artifacts and adds the light-panel step.

These are route distinctions, not a ranking of narrative outcomes. Fireproof’s official description establishes that hub puzzles affect fate and alternate endings, but does not call any ending true, best, or canonical.

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