Introduction
Rooms and Exits – Chapter 3 introduces fifteen rooms to challenge your puzzle-solving skills. There’s an opportunity to unleash your detective abilities when joining Fiona on a thrilling adventure that may take you to an unforgettable environment. Get ready to dive headfirst into a land full of challenging puzzles and strange mysteries. The plot follows a female journalist detective who needs to escape from 15 rooms at any cost, find items, and solve mysteries. There are several intriguing cases, and the game has featured challenging puzzles. No two rooms are identical, and the game isn’t designed for players with no puzzle-solving skills. Therefore, if you need any help, read our Rooms and Exits – Chapter 3 Walkthrough Guide, which helps you learn how to solve puzzles and find items.
Rooms and Exits Chapter 3 Walkthrough – Level 11 (Music Museum)
The challenge starts with a discussion between Jack and Fiona, asking to find the way out as they have been trapped in a Music Room; now, they can escape without finding traces or clues. Therefore, we jumped in to help you solve the Music Museum Level 11 Walkthrough Guide.
- Inspect the sofa to get a lady’s bag and examine it to receive a matchbox.
- Open your inventory to dismantle the matchbox and obtain a Needle.
- Head to the right side and tap the four blue-colored circles to open a mini-game to set numbers as 1747.
- The drawer will open to reveal another game wherein you must lead the ball to the exit point three times to obtain a Sheet of Music.
Enter the New Room
There’s a door on the right side where you must go through to discover a new room. Search for items and inspect all spots to find clues.
- Once in the room, two screens are on the floor, and you must tap the left-side screen to play a mini-game. You aim to keep your eyes on the pathway and tap the particular button to match the upcoming buttons.
- Completing the puzzle gives you a Rust Inhibitor, and tap the wardrobe on the right side wherein you must dial the passcode (1747) to open the drawer and get Drumsticks.
Return to the Room
- Hit the back button to return to the main room, tap the screen to find the clue, and tap drums to draw the same pattern you saw on the screen using Drumsticks.
- Solving the drum puzzle lets you collect a Play Button from the speaker on the left side.
- Interact with the right-side wall, set the Play Button to run a mini-game, and try to solve a puzzle by matching the identical pieces.
- Finding the solution to the puzzle gives you a Record to keep in your inventory for later use.
Go to the Second Room
Enter the second room through the passageway, tap the gramophone to open the zoom view, and put the record to play music.
- Inspect the spot to discover Piano Notes and tap the left side area to open the zoom view. Analyze both notes in your panel to figure out the clue and tap the particular keys to solve puzzles.
- Once you solve the puzzle, a secret section will open to let you collect an Ocarina. Now, use the Rust Inhibitor on the wall and rotate it to stop the water flow.
- Head to the wall where guitars are displayed, tap the poster nearby, and place the missing Ocarina to solve a puzzle following a formula. Set the colors in a particular order, such as Yellow, Green, Pink, Blue, and Red. After setting the colors, a secret section will open and let you collect a Crowbar.
- Go to the first room, use the crowbar to remove the plank from the floor, and get a key.
Use the key to open the door on the right and go through it to escape the Rooms and Exits – Chapter 3, Level 11.
Read More: |Rooms and Exits Chapter 1| |Rooms and Exits Chapter 2| |Chapter 3 – Level 1| |Chapter 3 – Level 2| |Chapter 3 – Level 3| |Chapter 3 – Level 4| |Chapter 3 – Level 5| |Chapter 3 – Level 6| |Chapter 3 – Level 7| |Chapter 3 – Level 8| |Chapter 3 – Level 9| |Chapter 3 – Level 10| |Chapter 3 – Level 11| |Chapter 3 – Level 12| |Chapter 3 – Level 13|