AE Mysteries Trapmaker 2 Walkthrough, Wiki, Guide, and Gameplay
by Rubaditsha
Updated Apr 19, 2023
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AE Mysteries Trapmaker 2 Wiki
AE Mysteries Trapmaker is a mobile puzzle game developed by Haiku Games. The game follows the story of a detective who is on the trail of a notorious criminal known as the Trapmaker. The player must solve a series of puzzles to progress through the game and ultimately catch the Trapmaker.
The game is divided into several chapters, with each chapter featuring a different location and set of puzzles to solve. The puzzles range from simple riddles and codes to more complex mechanical and electrical puzzles.
Throughout the game, the player interacts with various characters, including other detectives, witnesses, and suspects, to gather information and clues. The game also features a phone system, where the player can receive calls from characters and receive hints on how to progress through the game.
One of the key features of AE Mysteries Trapmaker is its immersive storytelling, with each chapter revealing more about the Trapmaker's motivations and the detective's past.
The game is available for download on both iOS and Android devices and has received positive reviews from players for its engaging puzzles and intriguing storyline.
AE Mysteries Trapmaker 2 Walkthrough
Chapter - 1
- First, pick up the camera as you will need it to take photos of the evidence.
- Take photos of three pieces of evidence - the footprint, the business card that says COUNTY DISTRIBUTORS, and the animal bites on the victim's arm.
- Head over to the tent and move the mound of sand to find some coins. Pick them up along with the plaster powder. Notice the instructions on the fridge about how to make plaster. Also, zoom in on the donuts and notice the box says 79TH STREET DONUTS and the sticky note says EAT THE DONUTS FIRST WHILE THEY’RE HOT. The mug also says 12TH DIVISION on it. All these clues together reveal that the code to open the locked case is 7912.
- Use the code to open the locked case and take the Luminol and gloves from inside. You also need batteries for the UV light. Put the quarters in the vending machine to get a bottle of water.
- To make plaster, tap on the table and use the measuring cup and gardening agent provided. The clue on the fridge instructs that the gardening agent should be less than the powder. Mix 1 part hardening agent, 2 parts powder, and 3 parts water in the measuring cup to make the plaster.
- Go back to the body and pour the plaster into the footprint to make a mold of it. Pick it up. Also, use the gloves to examine the body and reveal something in his pocket. Spray Luminol on him, but you need the UV light to see the result.
- Tap on the scrap of paper in his pocket and solve the puzzle.
- Tap on his watch and use the clues from the note to set the watch. The yellow hand should be on 9, red hand on 6, blue hand on 3, brown hand on 9, and silver hand on 4.
- There’s makeup under the watch. Take the wipes from the makeup bag and use them to remove the makeup from his arm.
- Tap on the footprints near the tent for another puzzle. Use the footprint mold you made with the footprints on the ground to compare them. Then, rotate each of the footprints in the bushes to make a path that uses all the footprints only once. When you’re ready, tap on Kate to have her try walking the path. It leads to a garbage can!
- Go through the trash to find another COUNTY DISTRIBUTORS business card. Then take the battery from underneath.
- Go back to the tent. Place the wipe covered in makeup in the evidence fridge. Then take the hairpin.
- Use the hairpin to open the flashlight and take the battery. Then use both batteries in the UV light and pick it up.
- Go back to the body and shine the UV light on it to complete the chapter.
Chapter - 2
- Start by opening the drawer and getting the supply key, fingerprint form, ink, and notice Kate's ID badge says ID: 03. Open the door and move through it.
- Take the cable, dusting brush, and look at the photo of Keiko at her family birthday party last December.
- Tap on the computer monitor to solve a puzzle, drag the County Distributors to the Company Name line and the Investocorp to the Investor line, and continue searching until you fill in all the information on the left side of the screen.
- Discover that the company is fake, and Keiko invites you to join her in the laboratory.
- Unlock the cabinet with the supply key, take the fingerprint powder, place the ink and fingerprint form by the body's hand, and use the cable to plug in the x-ray screen.
- Apply the fingerprint powder to the victim's neck and use the dusting brush to lift some fingerprints.
- Look at the x-rays and count the number of internal injuries for each body part.
- Fill in the Internal Bone Fractures form with the number of fractures for each body part.
- Scan the injury report and get the case file number, which is 22.
- Use the case number (22), the date filed (0527), and the ID number (03) to open the locker, which is 22052703.
- Take the business card from the locker, place it on the table in the lab, and use the fingerprint powder and dusting brush to lift some fingerprints.
- Match the face on the business card to Kate's description of Trapmaker.
- Scan the image in the database, but Keiko locked the computer, so look for clues. The picture of her birthday party suggests it's Christmas time, so enter 1224 as the passcode, which is Christmas Eve.
- Scan the sketch to learn that Trapmaker's name is Bradford Jace.
Chapter - 3
- Observe police car stickers, pick up wire cutters from the back of the pick-up truck, grab jacket from garbage, note pizza box with olives in garbage, and open air conditioning unit for tangled wires.
- Use wire cutters on tangled wires to obtain wires, then enter police station.
- Open closet to obtain wire clothes hanger, notice clues in the room such as lottery numbers and 88 on a cop poster. The cop refuses to talk until the TV is fixed.
- Tap on the TV and add wires, then connect all wires to lights to solve the puzzle. Take sunglasses and leave the police station.
- Use wire hanger to obtain shirt from pick-up truck, then go to the barber shop.
- Collect hat, trimmer, and worn key in the barber shop. Trim wig, pick it up, and dress up Murphy with shirt, jacket, sunglasses, wig, and hat. Take fake mustache from the safe.
- Add mustache to Murphy’s costume and head back to the police station. Murphy talks to the cop, answering his questions about the Bears team to obtain the keys.
- Use the keys to open the back entrance of the police station. Choose yellow, green, and turquoise keys for the left lock, and pink, blue, and silver keys for the right lock.
- Solve the equation on the Blood Types poster using scanner codes from a paper found in the room. Enter the answer into the combination lock on the drawer to obtain a file on Bradford Jace, which contains his address.
Chapter - 4
- Gather items from inside the house: spade, dried corn, toy car, Greenwood State Wildlife Map, and find hidden combination lock. Also, look at photo on the table.
- Go outside and collect charcoal, water hose, puzzle piece, and hammer. Dig near the tree with the spade, examine the toy car for the number 526, and look at animal carvings on the gate.
- Water the sunflower with the garden hose to make it bloom and collect sunflower seeds.
- Look for animals on the fence in the wildlife poster and note their colors.
- Unlock the journal on the couch by entering the animal colors in order. Collect the puzzle piece.
- Combine the two sets of numbers from the toy cars (38 and 526) to form 38526 and use it to unlock the table’s combination lock. Collect the puzzle piece.
- Use the hammer to remove nails from loose floorboards and collect puzzle piece. Rub charcoal on Trapmaker’s notes to make a copy. Notice glow-in-the-dark bean poster and sunflower test on blackboard.
- Fill mouse cage with food based on notes and red sheet (corn for the first, sunflower seeds for the second, bean for the third, blackberries for the fourth). Use blackberries for the biggest mouse. Take the string lights and puzzle piece.
- Connect string lights to microscope. Solve puzzle by adding puzzle pieces and rotating rods.
- Add green glowing pollen powder to microscope and rotate each part to line up.
- Keiko will take an image of the sample.
- Arrange pollen samples so that each one shares a feature with its adjacent samples.
Chapter - 5
- Retrieve the fan, metal detector, and volume knob. Use the metal detector to find a key in the grass.
- Insert the cassette tape from the glove compartment into the cassette player to hear Trapmaker’s voice, which will unlock the trailer’s door.
- Clean up the chemical spill by using the hazmat gloves and spill kit. Detoxify the gas by following the instructions provided, which include using boiling water, bleach, and sweat.
- Solve the laser reflecting puzzle and discover a hidden area with a stockpile of Psyrobin.
- Clean the plaques on the wall using metal polish and cloth, and use the keys to unlock the filing cabinets. Figure out which drawer to open to find the Sam Davis file and which year the case was active.
- Put the events in order to get an idea of what happened to Sam Davis.
- Use the clues provided to deduce the passcode, which is 38623.
- Discover the name Charlie Sugarman, who may be connected to Petunia’s neighbor.
Chapter - 6
- Angelica Sugarman shows you a photo of her son Charlie and you confirm his identity. There are also two cats in the photo: a brown cat with 9 stripes and a yellow cat with 3 stripes.
- You play as Murphy and gather supplies in Angelica's house, including matches, a tea kettle, two mugs, and hedge clippers. You also discover a locked tea box and a stained glass window that provides a clue.
- Using the clue from the stained glass window, you unlock a cabinet with sharp tools and take the hedge clippers. You also put tuna in the cat food bowls to attract the cats and fill up the kettle with water.
- You observe the number of stripes on each cat and use this information to unlock a purse and obtain a key. You then use the key to unlock the tea box and take the tea bags.
- You go outside and use matches on a beehive to get honeycomb, cut some rosemary with hedge clippers, and prepare tea with the supplies gathered earlier. Angelica reveals information about Psyrobin.
- You switch back to playing as Kate and collect a crowbar, weights, and a cipher key from the garage. You use the crowbar to open crates and obtain a chain, and then climb a ladder to solve a puzzle and retrieve a gift.
- You hang a stained glass in the light and it reflects on the floor, revealing a stamp with numbers on it. You attach hooks to the motor and weights to the chain to lift the motor and reveal another puzzle.
- You solve the puzzle and use the cipher key to decode the shipping number, entering the resulting number into a tablet.
- You enter the numbers from the stamp and shipping label into the tablet and complete a final puzzle by selecting a lock on Kate's phone and tapping the lock on the tablet.
Chapter - 7
- Align the symbols on the paper with the map by rotating and moving it.
- Collect the trash and walking stick, then open the crate to retrieve the shovel. Observe the owl symbols for their unique hooting pattern. Use the shovel to uncover a trap door that is stuck shut, and take note of the pattern formed by the dirt on the generator.
- Analyze the dirt pattern and determine the order of tapping the owls (426135) to open the trap door. Descend through it and obtain packing tape and more trash from the closet. Move to the Trapmaker's lair through the door.
- Pull down the loop on the poster using the walking stick to reveal a diagram of Cable Adapter Plugs. Grab the drill, vehicle key, and more trash. Unlock the puzzle on the forklift using the vehicle key and reach the glowing box by moving in a specific order (RIGHT, UP, DOWN, LEFT, UP, RIGHT, DOWN, RIGHT, UP, LEFT, UP, LEFT, DOWN, RIGHT, DOWN, RIGHT).
- Obtain a box of computer parts and burn the trash in the incinerator for ashes. Use the drill to open the crates and reveal their contents.
- Return to the lair and place the computer parts down. Pour the ashes over the keyboard, and use the packing tape to lift a fingerprint. Place the tape on the fingerprint scanner and click OK when the error message appears.
- Find the correct rabbit in each scene and move the crosshairs to it.
- Flip the switch and go outside to investigate the noise.
- Observe the owls shooting lasers at the ground and dig to reveal some cables.
- Use the Venn diagrams from the Cable Adapter Plugs poster and the crate information to solve the cables puzzle.
- Trapmaker appears on the screen and announces that he has placed a bomb in the precinct and locked you in. Solve the key puzzle by sliding the keys to their respective locks. Swipe in these directions: RIGHT, UP, UP, UP, UP, RIGHT, UP, RIGHT, RIGHT, RIGHT, RIGHT, DOWN, RIGHT, RIGHT, UP, UP, RIGHT, RIGHT.
Chapter - 8
- To save Keiko and Penny from the precinct explosion, grab the van key and extension cord.
- Use the van key to open the back of the van and take the boombox, phone charger, and another extension cord.
- Connect both extension cords to the radar machine and plug it in.
- Solve the puzzle on the radar machine by pressing the number buttons in the order of 54555555554 to get a battering ram.
- Use the battering ram to break through the wall and go through.
- Connect the treadmill, defibrillator, magnet, hairdryer, and fan. Then, open the lockers and take the magnet, hairdryer, and fan.
- Use the magnet to retrieve the key from the grate and unlock the locker to take the fan.
- Solve the power box puzzle by determining the values of each color: Blue is 4, White is 6, Green is 1, Yellow is 5, and Red is 2.
- Connect the defibrillator, hairdryer, phone, fan, and boom box. Then, play the CD tracks and add up their lengths to unlock the remaining locker and retrieve the electric razor.
- Connect the razor with the other appliances to open the door and proceed.
- Solve the ticking bomb puzzle by finding it in the locked desk and using the hammer, screwdriver, box cutter, compressed air, voltage meter, and wire to disarm it.
- Break the surveillance cameras and place the triangles on the grid to solve the final puzzle.
AE Mysteries Trapmaker Guide
Here is a step-by-step guide for Chapter 8 of AE Mysteries Trapmaker:
- Pick up the van key and extension cord.
- Use the van key to open the back of the van. Take the boombox and phone charger. Then open the case to get another extension cord.
- Use both extension cords with the radar machine and plug it into the outlet.
- Tap on the machine and solve the puzzle by pressing the number buttons in this order: 54555555554. Then take the battering ram.
- Use the battering ram to smash a hole through the wall and go through.
- Plug in the treadmill, grab the defibrillator, and open the two lockers to get the magnet and hairdryer.
- Use the magnet to get the key in the grate.
- Use the key to unlock the locker and take the fan.
- Solve the power box puzzle by figuring out the value of each color: Blue: 4, White: 6, Green: 1, Yellow: 5, Red: 2.
- Plug in the defibrillator, hairdryer, phone, fan, and boom box. Cycle through the four tracks on the CD and add their lengths together to get 14:48. Enter that into the locker lock to open it and take the electric razor.
- Plug in the razor alongside all the other appliances to open the door and go through.
- Tap and hold on something to find the bomb in the locked desk. Get the hammer, screwdriver, and box cutter to open the lock.
- Use the compressed air from the box, and the batteries from the clock and radio with the voltage meter. Spray the compressed air on the lock and then use the hammer to break it.
- Use the hammer to break the two surveillance cameras in the room. Then take the wire from the one near the bomb.
- Use the voltage meter with the bomb and add the red wire.
- Solve the final puzzle by placing the triangles on the grid so that all the same colors touch each other and match the border colors.
That's it! Follow these steps to complete Chapter 8 of AE Mysteries Trapmaker.
AE Mysteries Trapmaker gameplay
AE Mysteries: Trapmaker is a puzzle and mystery game that follows the story of detective Kate Gray who has to solve a series of traps and puzzles set by the notorious criminal known as the Trapmaker. The gameplay involves exploring different locations, finding clues, solving puzzles, and unraveling the plot. The puzzles in the game range from logic puzzles, riddles, mazes, and mechanical puzzles, and they progressively become more challenging as you advance through the game.
The game also features a hint system that helps players who get stuck on a particular puzzle, but using hints reduces the overall score at the end of the game. Additionally, the game has multiple endings depending on the player's choices and how they solved the puzzles. Overall, the gameplay in AE Mysteries: Trapmaker is challenging and engaging, requiring players to think creatively and use their problem-solving skills to unravel the mystery and stop the Trapmaker.
AE Mysteries Trapmaker Walkthrough trailer
AE Mysteries Trapmaker 2 Walkthrough: FAQs
AE Mysteries: Trapmaker is a mobile game developed by Haiku Games. It is a puzzle-solving game where you play as a detective trying to solve a case and catch a criminal known as the Trapmaker.
AE Mysteries: Trapmaker can be downloaded for free on the App Store and Google Play Store. However, the game does offer in-app purchases for hints and to unlock additional content.
The objective of the game is to solve the case and catch the Trapmaker by investigating crime scenes, solving puzzles, and gathering clues.
Yes, you can play AE Mysteries: Trapmaker offline. However, some features, such as the ability to watch ads for free hints, may not be available.