How to Romance The Trapper in Hooked On You: A Dead by Daylight Dating Sim
Dead by Daylight and The Trapper shine in this thrilling Hooked on You guide, revealing bold strategies to win his ruthless, twisted affection.
As a longtime player of Dead by Daylight, I was intrigued when the bizarre dating simulator spinoff, Hooked on You, was announced. Among the roster of eligible, albeit homicidal, partners, one figure stood out as the original: The Trapper, also known as Evan MacMillan. In 2026, this mask-wearing madman remains a cornerstone of the franchise, and navigating his ego-driven courtship is a unique challenge. His obsession with status, self-image, and physical prowess makes him one of the more aggressive and demanding romantic prospects on the island. To win his affection, a player must show not just intelligence, but a calculated, ruthless streak that mirrors his own. It's a deadly game of cat and mouse where the prize is his twisted version of love.

Day One: Setting the Trap
The romance begins when you interrupt the killers' volleyball game. While your initial answers to their questions aren't critical for progression, choosing specific responses can unlock extra dialogue with The Trapper that flatters his massive ego. To get on his good side immediately, you should:
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About your own attractiveness: Answer "Very."
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About superpowers: Choose "Super strength."
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About a dream job: Select "Nightclub promoter."
After this, you'll be given a choice of locations. To find The Trapper, you must pick the rightmost option to visit his luxurious yacht. Once there, the tests of your compatibility begin:
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When choosing an appetizer, say you can't choose.
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Show no mercy to the hapless survivors Dwight and Claudette; get rid of them.
Of course, you'll then choose to talk to The Trapper. This starts a mini-game involving quick, drinking-themed skill checks. While achieving a 'perfect' result isn't strictly required, it certainly grabs his attention, and saving your game after a perfect check is recommended. A similar mini-game follows soon after; again, perfection is optional but rewarded with unique dialogue.
The key narrative choices for the first evening are crucial for building your connection:
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When asked why you aren't eating, apologize: "I'm sorry."
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After being offered a glimpse at his 'art,' play hard-to-get and say no.
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When he walks away, follow quietly.
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Admit that fighting a bear is cool. Magnificent, even.
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When he tells a campfire story, let him have the spotlight—obviously, he has the greatest story.
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Reveal your interpretation of his story: It seemed to be about how honesty is important.
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When a cleaver is thrown at Dwight and Claudette, laugh.
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For the radio station, select Trapper to end the night. Your reward? A bear paw.
Day Two: Secrets and Loyalty
The second day proves that Evan MacMillan has never heard of 'stranger danger,' as he invites you to a supposedly secluded spot on the island. Despite invitations from other killers like The Huntress, your focus must remain solely on The Trapper.

Your responses during this clandestine outing must demonstrate defiance, loyalty, and a shared cynical worldview:
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When warned to stay away from water, assume it's a trap.
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Be defiant about the cave entrance: "Don't tell me what to do!"
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When The Trickster interrupts, reject him firmly. Tell him no because you're loyal to Trapper.
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While waiting for Trapper's return, snoop around. When offered a drink, the answer is "hell yeah!"
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Later, when The Huntress tries to snatch you away, stay steadfast: "No," reaffirming your loyalty.
The Trapper then probes deeper into your compatibility with some personal questions:
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Does he want children? That's an easy "No."
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Is his art any good? Be brutally honest: "It's terrible." (Hypocrisy has no place here).
At dinner, maintain your aloof and focused demeanor:
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When asked about the date, say nothing.
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Ignore Dwight and Claudette; they deserve no respect.
At the campfire, you can tell a story. While the choice doesn't drastically alter the path, The Trapper is notably excited if you start an Adventure story but then backtrack in favor of an Action story. After your tale, let him try to do better. His story will be bizarre; simply say nothing in response.
The night ends by the pool. When asked why this spot was chosen, answer that it's another test, and the purpose is survival. To his subsequent cryptic offer, answer "maybe, maybe not," and after more dialogue, simply state "I understand." Before the day ends, you must eliminate a character—under no circumstances choose The Trapper. Anyone else is fair game.
Day Three: The Final Tests and True Love
The final day begins with a romantic gesture: giving a flower. Give it to The Trapper. Obviously.
His questions become more intense, probing your deepest desires:
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What do you desire most from the island? Answer "Power."
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When given the chance, ask him what he wants in a partner.
Another skill-check mini-game follows (again, perfection is not required for the best ending), after which you return to his not-so-secret cave. Here, the plot thickens dramatically:
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Before entering a dark tunnel, make him promise not to kill you.
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When prompted to share something, pick true romantic heartbreak.
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After he speaks of his father, be honest: tell him his father sounds awful.
Then comes the shocking twist: The Trapper's father, Mr. Macmillan, is alive and imprisoned in the cave. This leads to a dreaded 'meet-the-parents' scenario.
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When talking to Mr. Macmillan, your questions will annoy him, so feel free to pick any.
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However, his questions to you require specific, manipulative answers that align with his and his son's ruthless worldview:
| His Question | Your Required Answer |
|---|---|
| About letting others stand in your way | "Never." |
| About your intentions with his son | "A partner in crime." |
| Literally or metaphorically? | "Literally." |
| Would you ever hurt his son? | "Yes." |
After this tense interview, something 'unspeakable' happens. Your response should be eager: "Finally! Let's do this!" and later, confirm that it was worthwhile.
The final, ultimate test awaits outside the cave: a question of murder.
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When asked if you're willing to kill, answer "it depends on the person."
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When asked to kill Mr. Macmillan, you must say no.
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The answer that most pleases The Trapper is that you would never kill any MacMillan.

All that remains is the final choice. To secure the True Ending and claim the heart of this complex, ego-driven killer, you must look him in the eye and say, "Yes, I love Trapper." It's a journey that requires steadfast loyalty, shared cruelty, and an appreciation for the magnificent chaos he represents. In the end, trapping the love of The Trapper is a victory reserved for the most dedicated and cunning players of this macabre dating sim.