You're stuck. I know because everyone who plays Trace on Cool Math Games eventually hits that wall where they’re just clicking pixels and hoping for a miracle. It’s a gorgeous, atmospheric escape room game, but man, some of those puzzles are genuinely devious. If you're looking for how to beat Trace in Cool Math Games, you don't need a PhD, but you do need to stop thinking like a gamer and start thinking like a surveyor. Or maybe a plumber. Honestly, a bit of both.
Trace isn't your typical "find the key, open the door" kind of experience. Developed by Martin Magni—the brain behind other hits like Odd Bot Out—it’s a game of layers. You’re trapped in a strange, floating world, and the only way out is to manipulate the very environment around you. Most people fail because they miss the tiny visual cues hidden in plain sight. They rush. Don't rush.
Getting Your Bearings in the First Area
The first thing you’ll notice is the bathroom. It’s weirdly domestic for a game set in a void. To start making progress, you’ve got to grab the scissors inside the vanity. This is your first "aha" moment. You aren't just looking for items; you're looking for how those items interact with the mundane objects around you.
See that hanging light cord? Snip it.
It sounds counterintuitive to break things, but that’s how Trace works. Once you have the lightbulb, you’ve unlocked the first major piece of the puzzle. You’ll also find a red book tucked away. Open it. Those symbols inside aren't just flavor text; they are the literal blueprint for your escape. I’ve seen players ignore the book for twenty minutes only to realize the answer to the cabinet puzzle was staring them in the face the whole time.
The "Tower" puzzle is usually where people start googling for help. You’ll see a grid of buttons. Look at the wall nearby. See the framed pictures? The orientation of the objects in those pictures—the umbrella, the cup, the pencil—corresponds exactly to how you need to toggle those buttons. It’s a classic logic puzzle, but the game doesn't hold your hand. You have to make the connection yourself.
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Solving the Battery and Laser Mess
Once you transition into the outdoor area, the scale of the game triples. This is the "meat" of how to beat Trace in Cool Math Games. You’re going to find a metal detector and a shovel. This is where the game turns into a scavenger hunt.
You need batteries. You need a lot of them.
One battery is buried. Use the metal detector near the patch of dirt by the tree. When it beeps frantically, dig. Another battery is hidden inside the "Sun" puzzle. To solve the sun, you have to look at the shadows. Trace is obsessed with perspective. If you stand in the right spot and look at the yellow poles, they align to form a sequence of numbers.
The Tower and the Telescope
The telescope is probably the coolest part of the game. You find a lens, you pop it in, and suddenly you’re looking at a distant planet. But you aren't just stargazing. There are symbols etched into the rocks of that distant world. Write them down. Seriously, get a physical pen and paper.
Pro tip: Do not try to memorize the patterns in Trace. The game uses a lot of abstract symbols that look similar but have tiny variations. If you mix up the "hook" symbol with the "spiral" symbol, you’ll be stuck at the final door for an hour.
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The Water Logic
Eventually, you’ll encounter the water pipes. You need to redirect the flow to power the final mechanism. This involves finding the handle (hidden behind a panel you need the screwdriver for) and rotating the valves.
The logic here is binary. Either the water flows or it doesn't. If the little gauge isn't hitting the green zone, you’ve got a leak somewhere. Check the underside of the floating island. Yes, you can look under things. Most players forget that the world is 3D even if the movement feels 2D.
The Final Stretch: The Rocket and the Portal
You’ve got the batteries. You’ve got the star coordinates. You’ve fixed the water. Now what?
The end of the game requires you to assemble a small rocket. You’ll find the base, the fuel, and the nosecone in different "zones" of the map. The tricky part is the keycard. Most people find the keycard reader but can't find the card. It’s tucked inside the "Phoenix" puzzle.
To solve the Phoenix, you have to match the colors of the feathers to the painting found in the very first room. This is the "loop" of the game. The developers expect you to remember things you saw thirty minutes ago. It’s brilliant, if a bit frustrating when you have a short attention span.
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Once the rocket is prepped, you enter the final code. This code is a combination of everything you’ve seen:
- The number of flowers in the pot.
- The symbol from the telescope.
- The number on the back of the red book.
Input it. Watch the animation. You’re out.
Why Trace is More Than Just a Clicker
There’s a reason Trace consistently sits at the top of the "Most Played" list on Cool Math Games. It’s not just the puzzles; it’s the mood. It feels lonely but peaceful. Unlike many escape games that rely on jump scares or cheap "find the hidden pixel" mechanics, Trace is fair. Every solution is hinted at somewhere else in the environment.
If you’re struggling, it’s usually because you’re overcomplicating it. The game operates on a very specific internal logic. If you see a color, look for where that color appears elsewhere. If you see a number, count the objects around you.
Essential Inventory Checklist
Don't leave an area until you've confirmed you have these "must-have" items, or you'll be backtracking forever:
- The Scissors: Found in the vanity. Used for the light cord and the string.
- The Screwdriver: Usually the second "tool" you find. Essential for opening wall panels.
- The Shovel: Found near the shed. Used for the buried battery and the "X" marks.
- The Metal Detector: Your best friend for finding hidden tech.
- The Lens: Crucial for the telescope.
Actionable Next Steps to Finish the Game
- Take Screenshots: Use your phone to snap photos of the wall drawings. It’s faster than drawing them yourself and ensures you don't miss a detail.
- Click Everything: Even if it doesn't look like a button, click it. The "hidden" panels in the walls often have a slightly different texture than the rest of the brickwork.
- Check Your "Back" View: In several rooms, there is a "down" arrow that lets you look at the floor or the back of a desk. Items are often hidden right under your feet.
- Follow the Wires: If a machine isn't working, literally follow the gray lines on the floor or walls. They lead directly to the power source or the switch you missed.
- Re-read the Red Book: If you are truly lost, go back to the first room and look at the book again. It serves as a sort of "map" for the logic of the entire game.