Adventure Escape Mysteries – Trapmaker Returns: Chapter 2 Walkthrough Guide

tuto
By tuto
6 Min Read

After getting out of the first chapter, Kate has been stuck on the second. She needs your help to solve the mystery, and the journey starts by watching how Allie’s boat gets destroyed. This guide helps you learn how to proceed through the storyline and solve puzzles.

AEM: Trapmaker Returns – Chapter 2 Walkthrough

First off, watch Allie’s boat get destroyed and let Kate believe she is dead, then call Murphy and choose any dialogue, including asking him to come to France.

Learn that Allie is actually alive, that Ruritania accuses her of spying, and that Kate is allowed to see her at the hospital. Talk to the policeman while waiting for the special police, choose any dialogue option, and hear that the door code is somewhere in the room.

Next, look at the portraits on the wall, but do not interact with them yet. Take the tiny key from the policeman’s hat and use it to open his bag. Give him the crime novel marked EMIRC and take the English–Ruritanian dictionary from his bag.

Then go back to the portraits and apply the dictionary to each one to translate them. Read the directions from right to left because Ruritania is read that way, and record the sequence as Down, Left, Right, Left, Up, Down. Enter that sequence into the door lock and go inside Allie’s room.

After that, collect Allie’s coat and shoes from the room and destroy both visible listening bugs. Inspect Allie’s arm and read the words EILLA and TAREP, then use the dictionary to reverse them into PERAT and ALLIE.

Talk to Allie and listen to her clue about family and first, then take her last name and first name letters based on her hint to get P, L, A, and T. Reverse the order because the arrow points right to left, and enter TALP into the medicine cabinet lock.

Next, open the cabinet, take the antidote and the scalpel handle, and give the antidote to Allie. Look under her pillow, find the last listening bug, and destroy it.

Then notice the handcuff key tangled in Allie’s hair and leave the room. Go to the hallway, look at the photos, find the scalpel blade stuck in the first one, and combine it with the scalpel handle to make a scalpel.

Return to Allie’s room, cut the handcuff key out of her hair with the scalpel, and unlock the handcuffs. Talk to Allie and choose any dialogue options about Trapmaker and escaping.

After that, put the coat and shoes on Allie and talk to the policeman when he returns, choosing any option that makes him leave. Go back into the room, lift the sheet on the bed, and take the rubber gloves.

Go into the hallway, move the bench aside, open the hidden wall door, put on the rubber gloves, and take the defibrillator. Apply the defibrillator to the door to escape the hospital.

Next, start the stealth movement puzzle and move from circle to circle toward the yellow one without stepping into any police vision. Select only adjacent circles and use the ticket once if you need an extra move.

After that, read the newspaper and translate all the headlines with the dictionary. Find Professor Sosthkuty, locate her glasses under the open book, and give them back to her. Choose any dialogue option and learn that she created the AI program that made Mark famous.

Then pour the tea, give her a cup, and choose any dialogue option about Mark Perat being a Trapmaker. Watch her leave and notice the secret police outside.

Next, take the ball of yarn, give it to the cat to move it away, and pick up the sealed deck of cards. Talk to the smugglers and give them the deck.

Play the card game using the Oktober deck rules, always playing a higher card than the center pile while the smugglers play their lowest, and win by playing 6, then Ace, then 2, then Jack, and finishing with 9.

After that, grab the cloth and clean the mural on the wall to reveal the hidden trap door mechanism.

Use the dictionary to translate The Drunken Mermaid and count six spokes, four leaves, two beers, and six sails, then reverse it because Ruritania reads backwards, and enter 6246 into the lock. Go through the trap door to complete the chapter.

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