In the previous chapter, Kate and Penny saved Keiko from air deprivation. Now, the three of them are facing a small army of Trapmakers lookalikes. Let’s see what will happen next.
Adventure Escape Mysteries – Trapmaker 3: Chapter 6
First, tap on the purple plate on the left side of the room and read what it says. Then, remove the spider web in order to have a look at the symbols that will reveal. Head to the upper floor. There’s a room full of wooden boxes. Grab the umbrella and count the boxes with the red, blue and green label in order to get the passcode that unlocks the big wooden box.
There are a bunch of Trapmaker decoys inside. As Trapmaker said, only three of them are perfect, so compare them with his image on the phone.
Now, open the drawer and get the screwdriver. Go back to the other room full of red balls and leave the three decoys there. Head back up and have a look at the paper with small circles. Remember that pattern, black – black – gray – black – black – gray. Use the screwdriver to open all of the boxes. You’ll find a briefcase gun. Get it and go back downstairs.
The symbols on the wall are telling you to change the ball pit number to 283. A symbol’s number is determined by the number of lines it contains.
When you make it to number 283, a soccer ball bomb will show up, take it. Leave the soccer ball bomb and the briefcase gun to where the other toy guns are.
Now, you need to figure out the order of decoys and items. In order to do that, first have a look at these hints:
In the end, the decoys should look like this:
The gate will now open and you can finally get out of that pit.
Trapmaker tells you that the police team is in trouble and they’re running out of ammo. Tap on the windows and kill all the decoys before looking outside safely. You got a birds-eye view up there and you have to direct the police shots.