Introduction
Trapmaker 3: The Final Trap releases with Advanced Difficulty Level and throws you ahead of deadly challenges and tricky mini-games. Finding solutions won’t be easy as the game doesn’t introduce any list containing hints or names of objects you are searching for. Beloved friends of Kate are in trouble, while Kate is requesting your help to jump in and solve the mystery. There’s a chance to become a detective by finding objects and solving puzzles. Therefore, we are here to help you complete Trapmaker 3 Chapter 3.
Trapmaker 3 Walkthrough – Chapter 3
After solving a chess-like board puzzle, Kate successfully jumped into the Fun House, a creepy house. Now, Kate requires to navigate the labyrinth of tunnels, slides, and stairs to find her friends at any cost. To see all solutions and answers, keep reading Trapmaker 3 Chapter 3 Walkthrough. As you get into the Fun House, answer the phone call of Trapmaker, who warns you about deadly sharks lurking in the funhouse. He also reveals that the only way to reach the base is through tunnels.
- You start the journey with Purple tunnel, go forward, and turn left to reach the blue tunnel. Once you are in the blue tunnel, turn left to obtain chalk powder.
- After that, go back and then move forward two times to discover a key.
- Go back three times until you reach the purple tunnel, then turn right to the red tunnel, where you will get a metal file.
- Now, go back, forward, and then left to get a gas cylinder.
- Go back three times to reach the purple area, then go forward and turn right to reach a green tunnel. Select the metal file from the inventory and use it to open the panel for an “Empty Spray Bottle.”
- Hit the back arrow two times may help you reach the purple area, then tap the right hand to reach the red tunnel and hit the forward arrow twice to reach the red tunnel once again. Select and use the key to unlock the door and fill the empty spray bottle with toxic.
- Click on the back arrow three times to reach the purple area, then go forward two times and turn left. Select and use the cylinder to smash the glass window for a screwdriver.
- Tap the back arrow and then go forward to reach the green tunnel. Select and use the screwdriver to unlock the panel and pour the toxic in it.
- Choose the chalk dust from the inventory and add it while zooming in on alphabets to read what is written there (You will never exit) with highlighted letters (OIVX).
- Go back three times to reach the purple tunnel, turn left, go forward, and then turn right to discover a colored wheel.
- Utilize the clue (OIVX) you got from the panel to unlock the door and go through it to proceed through the story.
- Pick up Trapmaker’s phone call to get a clue in the form of trophies and learn about another set of tunnels.
Second Set of Tunnels
- Before proceeding, notice signs are drawn above the passageway pointing the directions, such as Right, Up, Left, Right, UP, and Left. Follow the signs to reach another colored wheel door where you discover a number (1016).
Note: Here, you have to keep both numbers and the trophies together to get a clue. Try to get a solution by merely turning 1016 into Roman Numerals.
- Enter MXVI into the wheel and go through it to discover new puzzles and challenges to solve.
- Going through the door may pit you against a puzzle where your objective is to go up and down using the ladders and sliders to reach the exit point. Follow the directions: Blue Slide, Ladder Up 3x, Blue Slide, Ladder Up 2x, and Red Slide.
- Once again, Trapmaker will call you to tell you about popping balloons in the correct order to proceed through the adventure. Warning! Some balloons are filled with toxic, so be careful when popping them.
Room
As the call ends, you may find yourself standing in a room where heading the black door is your first objective. As you tap the door, the handle falls off.
- Collect the handle nearby the door and a paint scraper from the floor. Use the pain scrapper to unlock the drums for a key that you can bring out using a handle.
- Above the drums, there’s a padlock that you can use using the key. Search the small cabinet to discover gas cylinders, a clue.
- Tap the gas cylinders to see the pattern printed on them and use the same pattern on the balloons on the left side.
- Although nothing happens after popping the balloons in a specific pattern, it drops a clue.
- Now, head to the hole on the ground to solve another tricky puzzle where your job is to rotate rings in a way, so each holds at least six dots.
- As the puzzle gets solved, you will discover a hydraulic lift. To unlock the hydraulic lift, you have to set the direction of each note following the numbers found on the yellow paper.
- Soon, you will find yourself standing ahead of the balloon. Receive Trapmaker’s Call to get two clues, such as White Star are Safe, while each number you unravel will determine how many balloons surrounding it are toxic.
- To find the solution, see the image given above.
Adventure Escape Mysteries: Trapmaker 3 Chapter 3 Walkthrough has been completed.