Kate is now inside the funhouse navigating a confusing labyrinth. How will she find the way to her friends? Let’s see what happens.
Adventure Escape Mysteries – Trapmaker 3: Chapter 3 Walkthrough
After you end up the call with the Trapmaker, you have to go through the labyrinth. Follow this path:
Straight – left to blue – left, pick up the chalk powder – back – straight – straight, pick up the key – back – back – back to purple – right, to red – right, pick up the metal file – back – straight – left, grab the gas canister – back – back – back to purple – straight to green – right, open the green container and get the spray bottle inside – back – back to purple – right to red – straight – straight, using the key open up the gate and fill the spray bottle with chemicals – back – back – back to purple – straight to green – straight – left, take the screwdriver inside the glass using the canister – back – straight, open the panel using the screwdriver and spray chemicals on it, then add chalk dust. The letters say “YOU WILL NEVER EXIT”, but the letter OIVX are differently styled – back – back – back to purple – left to blue – straight – right.
At this point, you should be at the colored wheel. To open the door, you should use the O I V X symbols.
Once you’ve opened it, respond to the Trapmaker’s phone call. There are more tunnels to go through. Before you keep going, notice the arrows at the top of the yellow room. Those are telling you to follow this path: right – straight – left – right – straight – left. Do it and you’ll find yourself in front of another colored-wheel, but this time there is a number on the door: 1016. Because the wheel contains Roman numerals, it’s a good idea to convert the number 1016 into a roman number and arrange the wheel based on the letters that will be formed. The trophies behind the Trapmaker’s back secretly tell you how to convert numbers into roman numbers.
1016 = MXVI
Enter that and go through.
Now, you have to slide your way to the exit. Do this: blue slide – ladder up x 3 – blue slide – ladder up x 2 – red slide – exit.
Talk to the Trapmaker again. He’s getting a bit annoying with these phone calls, isn’t he? There are some balloons you need to pop, but you have to pop the right ones. If you succeed, you will meet Penny.
Tap on the trap door and spin the rings so that each section has the same number of dots.
Grab the Pain Scrapper and use it to open one of the barrels. Get the metal handle from the cart and use it on the barrel to get a key that can open up the safe. There are three canisters inside that tell you which balloon is poisonous and which is not.
The balloons won’t open the door, but they hold another clue; a piece of paper. Have a look at the piece of paper and tap on the hydraulic lift. Point each knob to the direction of the numbers on the paper:
Finally, pop the balloons like this: