Introduction
In chapter 6, we set decoys and brought the correct items to their hands, which made the Trapmaker angry. After that, Trapmaker warns Kate to kill her boyfriend, named Murphy. In short, Kate needs your help to reach Murphy time before it’s too late; therefore, you should unleash your hidden object skills and solve tricky puzzles to become the master. Trapmaker 3 Chapter 7 starts with an introduction, revealing that Kate and her friends embark on a new adventure where a laser beam awaits them. Together, they must dodge deadly laser; meanwhile, they struggle to reach Murphy timely. If you are confused and didn’t find any solutions, read our Trapmaker 3 Chapter 7 Walkthrough to get all answers.
Trapmaker 3 Chapter 7 Walkthrough
Similar to previous chapters, you are supposed to pick up Trapmaker’s call to get hints. You can’t go ahead without having any clues; therefore, keep attending calls on a priority basis.
- After answering the phone call, you should go through the left passageway to discover curtains.
- To get the curtain rod, tap on the curtain and drop it.
Room
- Head to the blue sofa to get a blanket and a knob from behind the cushion.
- Select and use the blanket to clean the mirror fixed on the wall and discover images of three characters, including Kate and Penny, with disturbing faces.
- After that, tap a small cabinet protected with a dial locker. To find the code, go back to the mirror and count the works (Trap) to see how many times they have been repeated over there individually.
- Enter the passcode (5122) to open the cover holding a mini-game.
- Select the curtain rod to bring the second knob down from the globe fixed with the ceiling.
- Tap the drawer on the right side of the blue sofa to get a key and use it to open up a section below three X-ray photos, where you may discover a lever.
- Pull the lever to see images with X-rays in the above pictures and connect dots following the clues you found after unlocking a cabinet using Trap Clues.
- After drawing geometric shapes on each image, you will get the following alphabets: W, N, and NE.
- Head to the left wall where your objective is to add all knobs and set them in the following directions: Left, Up, and Right.
- Notice the weight of all skulls, which is 60 lbs. After calculating to find the weight of each string, you may discover the following result (3529). Leave the room for a while, head to the first room, and enter the passcode into the lock available on the left wall.
Back to the First Room
- After unlocking, the game displays a verification screen where you have to play deal with each box that may increase or decrease values at the bottom following the signs.
- Once you solve the puzzle, get the remote and hit the pink button to discover a map.
- Keep tapping the area until you discover a safe place to go through the right passageway. Tap the pink door to find a maze puzzle and try to solve it.
Maze Puzzle
First, answer the Trapmaker’s call to get clues, and then find solutions to overcome the labyrinth. The suspect also warns you to be shot once the camera detects your movement. To complete the Maze Puzzle in Trapmaker 3 Chapter 7, follow the instructions given below:
- Move to the Red area before taking any action.
- Tap the 10th button (Blue) and reach the yellow line.
- Hit the third (Purple) button, collect a key, and reach the green line.
- Tap the second (Yellow) button, collect the key, and return to the green line.
- Now, hit the 9th button (Red), go down, and reach the corner.
- Hit the first button (Yellow), collect a key, and reach the red line on the left side.
- Tap the 10th button (Blue) to obtain a key.
- Hit the 6th button (green) and take steps toward the red area.
- Tap the fourth button (Purple) and reach the second green line.
- Hit the seventh button (Red) and reach the yellow line.
- Tap the second button (yellow), collect a key, and reach the purple line.
- Hit the third button (Purple), get another key, and go back to the original spot where a door will be opened.
- Lastly, tap the second button (Yellow) and go through the exit to escape.
Is Murphy dead?
The completion of the Maze Puzzle may lead you to a new difficulty where you find Murphy dead as a robot is standing nearby it holding an injection.
- Firstly, obtain a fire extinguisher from the left wall and struggle to discover all seven chips across the room.
- Now, select and use the fire extinguisher to tear the glass of the cabinet. Select all chips from the inventory and place them into the box after opening it.
Box Puzzle Solution
- Head to the Control Box Puzzle and read the instruction carefully to get a solution. Your objective is to connect two lights of the same colors using the wire.
- Once you solve the puzzle, get a syringe from the bot and fill it with medicine after heading the cabinet.
- Next to that, inject the syringe into Murphy and wait for a while until he wakes up.
Murphy
Murphy comes to his senses with some memories of the bomb plantation. Furthermore, he shares that all numbers were odd; meanwhile, they added up to 26. However, the first three digits were the same.
- After getting information, use your detective skills to find a solution and disarm the bomb. The numbers you get will be the following: 7775.
- Head to the bomb planted under the bomb, enter the code (7775) to disarm the bomb to defuse it and escape.
AEM: Trapmaker 3 Chapter 7 Walkthrough was completed. To catch the Trapmaker, read Chapter 8 Walkthrough.