Introduction
A sequel to Trapmaker and Trapmaker 2 is known as Trapmaker 3 – The Final Trap. We found Frank Deitch guilty in the first Trapmaker, while in the second adventure, we searched his childhood home and unraveled the truth about him. Now, in the third adventure, Kate’s friends have been kidnapped and taken to an unknown location. Kate needs your help to discover and rescue her friends while finding clues to catch Trapmaker. Our Trapmaker 3 Chapter 2 Walkthrough will help you find out all hidden objects and solve mini-games.
Trapmaker 3 Walkthrough – Chapter 2
The second chapter takes place in a creepy abandoned amusement park, where the female protagonist discovers the secret HQ of Trapmaker. You should keep in mind that going into the Trapmaker Secret Headquarters won’t be easy. So, keep reading Trapmaker 3 Walkthrough Guide to get help.
- Firstly, collect a hammer from the right side and an orange sun nearby it. On the left side of the Sunshine Amusement Park, you may discover a sun board hanging over there. Notice the sign saying “Fun in the Sun.”
- Select the hammer from the inventory and use it to destroy the horse and duck on the right side to obtain a Red Sun and Carousel Pole from near the horse.
- See the ticket kept near the horse, select the Carousel Pole to bring a Yellow Sun out from the entrance gate, and add it to your inventory.
- Now, you have to select the Red Sun and place it on the right side of the Yellow Sun, where Fun in the Sun is written.
- Select and place the Yellow Sun on the left side of the entrance gate and place the Orange Sun on the right side of the gate.
- As you placed all suns in their positions, something opened up on the ground. You can use a mechanism to cut off the electricity to the gate and go through it to access the park.
- Head to all blocks and keep them on the orange area so that they make SUN on it.
Go through the Gate
- After solving the puzzle, go through the gate to reach the amusement park, where you have to collect a metal ruler from behind the black jeep.
- Use the metal ruler to open up the panel on the left side to reveal two buttons. Leave it for a while and head to the car door, where the second puzzle awaits you.
Car Puzzle
- Before heading to the puzzle printed on the car’s door, you should notice the license plate. Now, tap the door and see the horizontal line as a mathematical question like 3+6=9. Do the same with the other three horizontal lines to unlock the door.
- Go inside the car to search for hidden objects. Tap the compartment to discover a key and tap the passenger seat to discover a mobile phone. Leave the phone for a while, tap the laptop screen to change the vehicle color, and leave the car.
- Notice what has been written on the car’s backside (Airtight Security Since 1996). Select the key to open the same area to get a lever.
Control Panel Puzzle
- Behind the vehicle, discover a control panel far away from it. Tap the panel to reach close to it and place the lever over there.
- Enter the year 1996 and push the lever up to break the ferries that, upon falling, may display specific numbers and shapes as follows: Star, Star, Star, Heart, Star, and Heart.
Unlock Mobile Phone
- Get numbers written on both license plates (Alabama: GO2 D13 and Texas: 2TR APU). Go inside the vehicle and tap the laptop to change the screen as well as the license plate.
- Pick up the phone and enter the following (2TR – DP3). It won’t only unlock the phone, but you also receive a call from Trapmaker. Before the call ends, notice the pattern of white and black color in mind.
- Now, leave the car and head to the panel where you discovered two buttons. Press the button following the pattern you found behind Trapmaker (White, White, Black, White, White, Black, White, White, and Black).
- As you press the button following the pattern mentioned above, the stair colors will start blinking.
Chess-like Board Puzzle
- Tap the chess-like board after going through the stairs and try to solve another puzzle. This time, your goal is to step on all the black tiles by following a pattern of “White White Black.” You don’t need to be confused, as we have already attached an image below.
- Once you solve the puzzle, go inside the Fun House to complete Trapmaker 3 Chapter.