Trace Walkthrough : How to Play Trace on Cool Math Games (2024)

Trace Walkthrough : How to Play Trace on Cool Math Games (1)

Trace on Cool Math Games is a free browser-based game to experience escape rooms with their friends in the virtual world. In this game, playersare trappedinside the mysterious house. Players need to make their way through hints and hidden items.These hints and hidden items will eventually help you exit from themysterioushouse andget backto your regular life.Herewewill provideyou withsome solutions and instructions to escape the mystery house. But beforethatlet’slearn how to solve traces on Cool Math Games with this trace walkthrough guide.

Trace Walkthrough : mHow to Play Trace on Cool Math Games

The easiest way to beat trace escape room is figuring out how clicking functions. Like many other point-and-click games, itdoesn’tgive you clues from the scenes by floating over specific pieces of them.All things considered,you need to tap on the areaformore thanone timeto zoom into it.Even there are no on-screen arrows to cooperate with an item. At that point,you’llsimplyneed to click it. Once the thing is in your stock, you can tap the amplifying glass close to it for possible hints.

Hereweare going to play this game room by room So that we get out of this mysterious house as soon aswe canthrough this Trace walkthrough.

1. The Washroom:

You must first getthe half-pair of scissors from this sink. After that, enter 5472 into the safe behind the image rather than searching the area for theroom’scombination to exit.You should placethe lightbulb that appears here inside the pumpkin-shaped cabinet in the cabinet to the left of the toilet.There’sa red tile in the other cabinet under the sinkthathas a key on it.The bathroomdoor’ssliding puzzleis unlockedwith this key.

Nowmovethepieces of the puzzle around to make surethat all of the yellow and green pieces are on the right side of the riddle.Move the red piece over the green lock square to open the entryway and leave the mainroom

2. The House:

In the next segment, Our Trace walkthrough takes you through the house. Your goal is to exit the house and enter the adjacent tower. To begin with,let’sobtain every object thatcan be obtainedwithout solving a riddle. Among these are:

  • A moving figureis situatedbetween the couch and the potted plant.
  • A batteryis situatedunder the cushion couch.
  • A toy horse in the top desk drawer.
  • A star beneath the couch and on the artwork.

These thingswon’tbeusefulto you right now, but they will be far moreusefulin the future.After resolving those,begin by workingon the planet puzzlelocatednear the bay window.

2.1. Complete the Metal Plate:

A cabinetis situatedunder the bay window. To obtain a Metal Plate, adjust the planets inside to matchwith outsideof the glass and push the red button. Examine the window with the Toy Horse beside the restroom. To make thehorse’seye land on the diamond, bend the neck in that direction. The second part of the Metal Plate canbe releasedby pressing thehorse’sbutton. Resolve this puzzle from the opposite side of the window after you can enter the porch.

2.2. Obtain the Box Cutter and Green Key:

The roomis filledwith several red buttons. Press the following to unlock the gray chest on the end table: fish tank, fan, computer, planet puzzle, behind the house painting, andfinallythe gray chest. To uncover a red button in the painting, line up the symbols on the Metal Plate with thewall’slevers.

2.3. Retrieve an additional 5 Stars:

Enter the yard with the Green Key. Take a left and flip the blocks on the wall, starting from left to right through round pot plant to tall pot plant to short pot plant to painted pot plant. Snatch the star, the onethatisunder the table, and one more by the piano. The last one is under the edge of the nightstand. Go to the desk area and open the drawers in a specific order: X, O, X, O, and U, to get a magnet. It will help to pull the fifth star from the tube.

2.4. Obtain the Brass Key:

First,start by cuttingthe carpet with the Box Cutter beneath the end table.The floorpuzzle’ssecret can be unlockedby inserting the batteries into the light above,which will also yieldthe submarine and puzzle piece. Finish the puzzle on the table and step outside into the porch. You can now return inside and extract the Brass Keybyusing the Box Cutter on the couch arm.

2.5. Unlock the front door:

Use this code 2,6,3,6,1,6,1 to eliminate the panel on the door. Press the red button after placing a single Star in each colorareaas seen in the screenshot below. The action figure is on the porch, on a shelf by the door; pick it up before you head out.

3. Escape the Planet:

Now,it’sthe final stage of our Trace Walkthrough journey. Approach the tower and take a left turn to a dead end. A tiny end table and a frame with a puzzle resembling the one behind the house painting are visible.

First, finish the puzzle on the little end table. To receive a Dragon Action Figure, Type I DID DEEDS. After that, finish the puzzle on the wall by moving the letters S, X, lowercase D, downward arrow, and squiggly line from left to right.You’llalso get a key and an additional action figure.

Go to the yard and open the umbrella with the key you just got. It will spread out, concealing theclose byseat and a picture of awizard’scap. Inspect the seat and take a screenshot utilizing the cameracapability to useas a kind of perspective.

Return to the tower and open the door of the first floor. Can you see the stuff on the door? Follow the picture of awizard’scap, a similar one you took a screenshot of.

Now, track down the eight lights by gazing towards the roof. Click the lights in the following order, using the screenshot below as a guide. 1, 2, 3, 6, 7, 8, 4.Afterthat, the four activities thatyou found, put them on the platform.Start from left to right through Phoenix, dragon, vampire, and troll. Save the screwdriver for later.

4. The Final Part:

Thisis the mostdifficultpart out of the three. Return to the house and utilize the screwdriver on the board under the rack by the fish tank. Enter the secret key to access the pinnacle app on the PC. Finish a round of MatheMagic. It will help you understand the sigils expected to open the safe incorporated into the work area.

What you will find inside is a book containing a day for kickoff, a few pictures, and a progression of planets hung along with an arrow. Go to the second floor of the pinnacle and move forward the board at the back, highlighting dials with shapes. From left to right: Circle, Square, Triangle, Star, Square, Triangle, and Circle.

Click GO after matching the lunch date and flight plans with the planets and date listed in the book you found in the desk safe. Get back towards the house and step towards the narrow window.

Can you see the pyramid? It has dark spots everywhere. Each dark spot changes colors. The challenge is to match the colors to the solar system diagram that appears after you punch in the flight plans. When finished, snatch the highest point of the pyramid to uncover its key.

Getback to the washroom to see thatit’slocked. Use the pyramid key to unlock the door and get inside. Open the lock of the toilet with the help of a Brass key. After that, uncover the lidandyou are free.

Final Thoughts:

That’sit for the complete walkthrough guide for Trace.It’sa fun game with fascinating artwork and quiet brainstorming.In thisblog, we havementioned thecompletestep-by-step guide to playing the trace game.

Trace Walkthrough : How to Play Trace on Cool Math Games (2024)
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