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AE Mysteries: Trapmaker 3 Chapter 4 Walkthrough

Hasn Bg by Hasn Bg
November 13, 2021
in A, Game Walkthrough
0
AE Mysteries: Trapmaker 3 Chapter 4 Walkthrough

Introduction

After coming out from the illusion set by Trapmaker, we reached a new location where new puzzles and challenges await us. Trapmaker Chapter 4 starts with Kate, who finds Penny Trapped in a shark tank, where two sharks are ready for a delicious feast. Unleash your detective abilities and search for clues as you don’t have enough time.

Penny has been trapped between two hungry sharks who can break the barrier any time to attach Penny; therefore, you should make decisions and find hidden objects timely. There are three different rooms to explore; each comes with various things to see and utilize to complete puzzles. If you are confused and don’t know how to start, read Trapmaker 3 Chapter 4 Walkthrough guide to get answers and solutions.

Trapmaker 3 Walkthrough – Chapter 4

You start the scene after attending the phone call of Trapmaker, who may leave you a clue to complete upcoming challenges and puzzles.

  • As the call ends, collect a rag from the floor, and head to the fix jars kept next to the door protected with lasers. When interacting with pots, see the numbers hidden and hit the back button.

  • Go and tap the right wall to discover three square blocks where you must hit the particular squares to unlock the specific part of the roof.

  • To turn security lines ahead of the door, go back to the fish jars to find clues and utilize them on the right wall to remove the security.

  • Go through the door to reach the Fishy Room, where you will discover more objects and clues.

Fishy Room

  • Discover board glued on the wall and get a magnet from there. From the left side, you can discover a Jar of Krill.

  • Select the magnet to pick up a ball of string from the table and bring them back to your inventory.
  • Now, remove covers of all fish equilibrium and use a magnet to collect a key from the first jar. Select and use the key to open the cabinet of the table for a Water Clarifying Drop Bottle.
  • Choose the bottle you recently collected and pour it into the first, third, fourth, and fifth fish equilibriums.
  • Head to your inventory to choose the Jar of Krill and pour it into the first and fifth equilibriums. Tap the exit door to reach your initial position. Select the cloth from the inventory and use it to clean the grease spread near the tank, and keep the greasy rag back to your inventory for later use.
  • Use the greasy rag to clean the lever on the right side wall and pull it down to bring a ladder up.

  • Use the ladder to reach a new room where finding hidden objects is your ultimate goal.

Maintenance Room

  • After climbing upstairs, explore the room to collect an Empty Test Tube. Head to the lower section of the table to discover a key.

  • Remove the rag to get the second Empty Test Tube. Use the key to open up the trunk on the left side to get a Bucket of Fish.
  • Above the table, the game features a white door. Tap on that to open it for the third Empty Test Tube.
  • Tap the Bucket of Fish and pour it into the tank featured at the bottom of your screen. Select all tubes and get samples from the same tank.

  • Now, head to the table and place all tubes over there before reading the formula glued on the mirror wall.

  • Following the formula, add ingredients accordingly to prepare the solutions you need.

  • Once you are done, tap on the TV and set the passcode (7.62.0400.5).

  • Next, the game introduces you to a mini-game wherein your objective is to direct the purple beam to the purple target and the green beam to the green mark. After following instructions, as I said, go back to your initial position and tap the man trapped in the fish jar.

  • Try to understand the gesture of the victim and visit the Fishy Room once again to open up the briefcase by entering the code.

Fishy Room

  • Tap the briefcase kept on the table and enter the code (25134) to collect pieces of tape.

  • Go to the first location and tap the right wall, where you may discover a section loaded with yellow dots.

  • Select all tape pieces and place them so that no one can see a single dot.

You have successfully rescued Penny, who is out now from the fish tank and ready to share information about Trapmaker.

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Tags: AdventureAdventure Escape MysteriesDetectiveHidden ObjectMysteryPoint-and-ClickPuzzleSingle-player
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