How to Beat Trace on Cool Math Games – Walkthrough Guide

Time to escape!
Trace Cool Math Games
Image via Cool Math Games

Similar to games like Escape Simulator and the Room, Trace on Cool Math Games is a free browser-based escape room experience. When you start, you are stranded in an unknown location and must make your way out. You’ll discover a few goods and hints in your inventory, and to move further, you’ll have to gather more things and work out challenges. If you wish to learn how to complete the Trace escape room, you can discover the solutions and guide you require here.

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How to Break Out From the Trace Escape Room

Here is a guide on how to escape from Trace on Cool Math Games. We cover the game on a room-by-room basis, so feel free to scroll ahead to wherever you are stuck in Trace.

The Bathroom

Firstly, you will need to grab the half-pair of scissors in the sink here. After that, instead of searching around for the combination numbers to escape the room, simply type in 5472 into the safe behind the picture. This will reveal to you a lightbulb, which should be placed inside a pumpkin in the cabinet to the left of the toilet. Inside the other cabinet, below the sink, there is a red tile with a key on it that you can use to access a sliding puzzle on the bathroom door. Move the pieces around so that the yellow and green pieces of the sliding puzzle are all on the right side. Move the red piece over the green lock square to open the door and get out of the first room.

The House

Find the metal star underneath the couch, as well as a battery and an ogre figurine by the plant beside it. Take a blue tin horse and the other metal star stuck to the painting with you as well. Open the cabinet under the window and move the puzzle there around so that it is in a low, high, middle, high, middle pattern. Press the button to reveal a broken metal table which you should also take.

Walk down the hallway back to the bathroom and pull out the tin horse. You can use it on the image in front of the window. and play around with the horse’s neck until it matches the maze you will see. Press on the button which can be found on the giraffe to get the last piece for your broken metal tablet.

Lastly, press the tall piece of art which is opposite the door to the bathroom. Match the metal tablet to this puzzle and you will find a red button on the puzzle. Use the six red buttons which can be found around the room, and press them in this order:

  • Fish tank button
  • Fan on the shell
  • Button on the computer
  • In the plant puzzle cabinet
  • Behind the painting on the puzzle
  • And lastly on the small grey box

The box will then open if you did everything correctly, and reveal a knife and key colored green. Use this key to open the patio door.

The Patio

As always, take any items you see (like the vampire figure and the metal star) and keep them in your inventory. Set the black cubes to be from left to right, top to bottom, and hanging, tall pot, tall plant, and lastly painting. Press the red button to reward you with a metal star. Head to the outside of the giraffe puzzle window, and complete it once more to give you another battery. There is a metal star beside the mini piano that you will also see.

Next, head back to the patio zone and snag the metal star which can be found underneath the table there. You will also find six jigsaw puzzle pieces, although one is missing for which you will need to go back indoors. Use your knife on the carpet to find a puzzle made up of black and red hearts. Put your batteries into the lamp which will add arrows onto the hearts. Point the black hearts into the right direction and click the button to reveal a puzzle piece and submarine, which goes into the fish tank.

Use your utility knife to cut open the side of the couch, which gives you a pentagon key inside a panel there. Use the sequence 9, 2, 3 to log on to the computer. After the computer boots up, you will need to click on the water bowl and use the submarine in the fish tank. It will reveal to you a code that is 26336 6161.

The Tower

This code will open a panel on the barred door. Use your last star, and then head back to the computer. You will get instructions to the draws of the fish tank and then open and close the draws in this order, X O X O. Use the U drawer to get a magnet, which can get you a star from the hearts puzzle from before.

Return to the panel and insert the stars properly, similar to Sudoku, with no row or column having a star and none being adjacent to each other. With the entrance door now open, you can enter the tower. Enter the building and turn to a tiny table with a vase of red flowers on it. A further sliding puzzle can be found above the table. Ensure that you set the controls properly, so that they are made to down arrow, s, jagged line, d, and x. With the use of the key for the umbrella, you are able to remove a third figure—a phoenix—and open a hole in the wall to further your progress. Go upstairs in the tower and take the robot that is dangling from a wire that you find. You will see the words “CABBAGE FACED” written out of the window at the bottom of the stairs if you also gaze out of that window.

Make sure to use the key that you got to unlock the umbrella that you found on the porch outside. When you open up the umbrella, you will see an image on the porch chair. Take a picture of this image as well, and also hang the robot on the kite string while you are outside as well. Next, return to that tiny piano from before and play the notes in the order of the hidden message you found, CABBAGE FACED. Look this up online if you do not know the order of the notes for a piano. As soon as you have done this, the piano will open up and reveal to you a robotic arm. Put that arm on the submarine and then return to the computer you were using before.

The Computer

Once you access the computer, firstly use the robot that you have control over to climb and examine a list of symbols which can be found on the bridge. These symbols are circle, square, triangle, star, square, triangle, circle. Your submarine can help here to reveal the message I DID DEEDS which is the reverse of that number code you found earlier on in the game. Type I DID DEEDS on the machine in the table with flowers drawer for your next step. You can take the figure it gives you, which is a dragon, and then head back into the main room of the tower by going through the door. Check out the farthest wall, and use the pin board that is found there to draw the same picture on that chair on the porch, which you took a picture of in the last section written above.

Click the lights off in the eight-line puzzle in this exact order: 12356784, which will give you another image of a stone plinth this time. Put down all four of your figurines on this plinth in the categories that correspond to them. For example, the vampire goes with wings and teeth, while the phoenix goes with fire and wings. The dragon should be placed in the middle of the plinth. You will be given a screwdriver as your reward for finishing this specific challenge. Return back to the upstairs part of the tower and put the symbols into the bridge which you would have seen through the robot’s eyes back when you accessed it.

The Last Part!

This last part is arguably the most difficult to complete. Use your screwdriver on the metal panel that you found beneath the fan’s shelf. It says password on it, and reveals six symbols being <0-|-<. This specific password can then open up the Tower part of the computer’s program for you. After that, the Mathemagic program will also be unlocked and ready for you to use. Finish it, and then you will learn which symbols are markers for which math symbol.

This will help you to open the safe underneath, which gives you the companion novel to the Adventures of a Wayward Cosmonaut. Remember the planet colors that got visited in each of the books, and do not forgot the year of launch which is 2793. Screenshot the image that you get after putting this 4-digit number into the machine upstairs, and then go back to the pyramid object in the window. Press on only the points of the triangle that match your screenshot, which will open the pyramid and reveal a key that you need to open the bathroom door again. Use this key, and then your pentagon key to open the toilet lid, revealing not just any old toilet but actually a tunnel to your freedom! Well done, escapist!

We hope you enjoyed our guide on the Trace Escape Room in Cool Math Games! Be sure to check out Gamer Journalist on Facebook so that you don’t miss any of our content and can leave us feedback on all of the tutorials that we have written, including this one!.

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Author
Sullivan Pearson
Sullivan is a longtime gamer with a special passion for MMORPG games and single-player classics. He is always looking for a new game to play, and loves to share his interests and expertise with the gaming world.