In the previous chapter, Trapmaker got revenge for his lovely decoys. He hurt Murphy. Kate, Penny, and Keiko have to reach Murphy before it’s too late. Will Murphy make it alive?
Adventure Escape Mysteries – Trapmaker 3: Chapter 7
Trapmaker’s on the phone. He’s saying that Murphy is already dead, but he’s not to be trusted. Go to the left to find a room full of skulls. Grab the blanket and the knob. After that, open the drawer and get the skull key. Now, tap on the dirty mirror and notice that their faces are wrong. Fix the faces.
Remove the red curtains to reveal some x-Rays. Get the curtain rod and use it to grab the second knob on the lamp. Use the key to reveal a switch under the X-rays.
Go back to the mirror, count the number of T’s, R’s, P’s, S’s. There are 5 T’s, 1 R, 2 A’s, 2 P’s. Next, That’s the code for the TRAP locker.
Look at the geometric shapes that’ll show up. You should match those shapes to the X-Rays:
WENDY, SANJANA, CONSTANTINE.
Next, attach the missing knobs to the wall and rotate them respectively to W – N – NE. Once, you do that, you’ll be able to see all the skulls and bone. There’s a little math to do here. First, notice the number 60 on top. It’s saying that the sum of skulls and bone is 60. We need to figure out how much is each skull and bone. Each column sums up to 15. So:
5 red skulls = 15 (means, 1 red skull = 3)
3 blue skulls = 15 (means, 1 blue skull = 5)
2 blue skulls + 1 red skull + 1 green skull = 15 (2 x 5 + 3 + 1 green skull = 15, means, 1 green skull = 2)
3 green skulls + bone = 15 (3 x 2 + bone = 15, means, bone = 9)
Results:
red skull = 3,
blue skull = 5,
green skull = 2,
bone = 9.
That is the passcode of the locker in the first room. Go to the first room and insert 3-5-2-9 to unlock it. After that, a verification screen will show up. You need to press the buttons to set the bottom numbers to 3-5-2-9.
That remote can control the colored doors. Try all the buttons until you find a map and after that, press the second purple button so it’s safe to go through there. Head in, tap on the map and respond to Trapmaker’s call.
Follow this path to escape from this labyrinth successfully:
- Move to Red
- Tap on second Blue
- Move down to Yellow
- Tap on the first Purple
- Move down to Red to get a key
- Move to Green
- Tap on second Yellow and get the key at the end of the second row
- Move back to the nearest Green
- Tap on the second red
- Move down to Yellow
- Tap on the first yellow
- Move down to Blue to get a key
- Move to Red on the left
- Tap on the second Blue
- Move down to Green to get a key
- Tap on the second Green
- Move down to Red
- Tap on the second Purple
- Move up to the second green
- Tap on the first Red
- Move down to Yellow
- Tap on second Yellow
- Move down to the key and then Purple
- Tap on the first purple
- Get the key on the left. This is the point where you got all the keys.
- Move to the initial spot
- Tap on the second Yellow
- Exit
You finally reached Murphy, but he’s unconscious. Grab the fire extinguisher and the seven electronic chips. Use the fire extinguisher to break the glass of the refrigerator and then open up the power box.
Insert the seven electronic chips, like this:
The robot will shut down and drop the syringe. Grab the empty syringe and fill it up with substance from the refrigerator. Finally, use it on Murphy. Murphy partially remembers the right code to deactivate the bomb. He says the first three numbers are the same, all numbers are odd and they add up to 26. If you solve it mathematically, you get 7 7 7 5. The bomb will deactivate.
> Proceed to Chapter 8.
< Go back to Chapter 6.