Here's what you need to know. My name is David Green; I'm a pianist by trade. But recently I've been caught up in a bizarre chain of events regarding myself and my wife, Becca, involving an enigmatic house—eighteen years in the past—which I just can't seem to escape from.
You know of me thanks to Rabbit Tell's Rodrigo Roesler. I've already told the first two parts of my story (otherwise known as the Trapped series) in Part 1: The White Rabbit and Part 2: The Dark. The trilogy is very plot-heavy, as most trilogies are, so trying to play the games in any order besides what the numbers suggests is ill-advised.
As Trapped Pt. 3: The Labyrinth begins, I have just killed a man—please don't ask about the details—and I can finally leave the house. Things have gotten even stranger now, however. The house has mysteriously rearranged itself, and the doors of the house take me to different rooms depending on what key I use to open them. Armed with only an enigmatic text called "The Map," a lighter, a bloody knife, an undead frog I recently resurrected Frankenstein-style, and the front door key, I have to solve the final mysteries of this house and escape once and for all.
Play all the games in the Trapped series:
Rabbit Tell has ditched its trademark isometric style in favor of a more classic environment. Basic play is still the same, however: click on objects to check them out, use items on other items in slightly unorthodox ways (I bet you've never used a candy tin, a bag of crap, and a melted toy cannon to copy a key before), figure everything out and escape.
Analysis: Rodrigo made a brave move in switching away from his trademark isometric style. The switch seems to have been necessary in order to make a few puzzles flow correctly, and although fans of older adventure games will appreciate the new style, others may be confused or discouraged by the switch.
Some of the puzzles are also a bit non-intuitive. While I agree that I would probably never have thought of some of those solutions without peeking at a walkthrough, that sort of thing is perfectly normal for Rabbit Tell, so I won't dwell on it.
Overall, nothing feels stale, and The Labyrinth fits in almost perfectly with the rest of the series.
Now, what's this?! A clue... "On three separate occasions he searched for the truth, and every time he left with a souvenir of his adventures that he might have overlooked. Somehow they stayed with him from journey to journey; they were of no use by themselves, but when he took the three of them together, he found that there were much deeper secrets to be found..." What could that mean?
Walkthrough Guide
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Walkthrough:
To get started:
Just click on the door, no key required
In the backyard:
Click on the dog to find the candy can
Click on the small hole in the wall, note the flies. The frog doesn't work!
Walk towards the rabbit statue and wishing well, and observe everything including the plaque below the statue
Click the window next to the well twice to get the termites
Use the knife on the candy can to find the Assassin key and the Dog key
Return to the front door and click on the dog to find a new note
Use the Assassin key to re-enter the house
Back in the bedroom:
Click on the nearer bed to find the Sick Man key
Click on the multicoloured table to find the toy cannon
Click on the wardrobe to find a spool of thread. Click again to find part of a torn picture
Note the locked drawers, the symbol on the wall, and the loose board in the corner near the door
Click on the corpse to find another new note
Click on the nearer bed again to find the next note
Use the termites to eat the loose board in the corner, where you will find the King key. Use it to leave the room
First encounter with Becky:
Retrieve the Maid key from the table next to Becky
Talk to Becky and you will eventually leave the room. Use the King key again to go back to the office
Click on Becky's chair twice to find another piece of the photo and another note
Read the books on the bookshelves for some clues
The book on the right contains another piece of the photo
Click on the sofa on the right for a small key
Another brief visit to the bedroom:
Use the Assassin key to return to the bedroom
Use the small key on the drawers to find some adhesive tape and a steel ball
The kitchen:
Use the Maid key to go to the kitchen
The dish on the table contains a small bag. Pick it up then examine it to find a coin
Click the bin twice to get another candy can (nothing inside) and a plastic bag
Note that the cupboard door needs to be hit with something hard to get it open
Click the refrigerator twice to obtain the final piece of the photo and a magnet
The wishing well:
Use the Dog key to return outside and go to the wishing well
Combine the magnet and the spool of thread (where have I seen that before?) and use it to get the spring out of the well
Use the spring on the toy cannon, then load it with the steel ball
Use the coin in the well, and say that you want to get the key out of the statue. Click on it to obtain the broken Glutton key
Back to the kitchen:
Use the Maid key to return to the kitchen
Use the cannon on the cupboard, then click twice to get some alcohol and a cereal box
Refill your lighter with the alcohol
Examine the cereal box twice to get the sticky hand
A brief visit to the backyard:
Go outside again with the Dog key
Move to the wishing well, and use the sticky hand on the note that is out of reach
Second encounter with Becky:
Use the adhesive tape on the photo to stick it back together
Go back to the bedroom using the Assassin key
Give the photo to Becky, then talk to her and she'll eventually give you the Buffoon key
The Buffoon key - bathroom:
Use the Buffoon key to leave the room, you will first go underground where you can't do anything
Use the Buffoon key again and you will be in the bathroom
Use the knife on the window to knock the bees into the well
Click the toilet several times, then use the plastic bag to pick up the excrement (a first in casual gaming I think)
Click the broken mirror to get some mirror fragments
Bees, flies and honey:
Use the Buffoon key twice to return to the dark underground room
Click below the well to obtain some honey
Use the Dog key to go outside
Use the honey on the small hole to attract the flies
Use the cereal box on the flies to trap them
Go back to the dark room using the Buffoon key
Smear some honey on the edge of the deep hole near the door
Use the cereal box on the hole to leave the flies behind
Use the Buffoon key twice more to go to the white hospital room
Put the frog in the hole
Return to the dark underground room, retrieve the frog and examine it to get part of the drawing
The Glutton key:
Put the plastic bag in the first candy can
Put the broken key in the candy can to create a mold
Use the other candy can to open it
Use the lighter on the cannon to melt it
Use the two candy cans together to create a copy of the Glutton key
Lots of notes:
Return to the kitchen with the Maid key
Click on the stove to get another note
Use the lighter on the note to reveal a hidden message
Return to the dark underground room, click on the circle of stones
Another note is hidden on the right of the stone circle, quite hard to see
Back outside to the wishing well (obviously)
A brick is now loose, which you can remove with the knife
The next note leads you back to the office (the King key)
Read the left-hand red book for a further clue - note the title of the book...
Use the Buffoon key to get back to the bathroom, and click on the "looking-glass" (the mirror)
Now use the Glutton key, and click on the cupboards on the left to find yet another note
Back outside to the rabbit statue, where you can now:
Use the knife on the plaque to reveal... another note!
Head back to the dog kennel, and click on the top right of the screen, to look up at the moon
Use the sticky hand to retrieve the note and the other part of the drawing
Moonlight:
Go back to the bottom of the well using the Buffoon key
Arrange the mirror fragments in the slots in the stones as per the drawing
Note that the fragments can be angled in three positions
Click on the spot indicated by the reflected moonlight to get the Servant key
The End
Use the Servant key and talk to Becca
Leave through the doors on the left - the end...
I don't know if other endings are possible, I found no use for the Sick Man key. I also found a Peasant key the first time I played it, which seemed identical to the Dog key
Posted by: jimbog | December 1, 2008 7:15 AM
Extra Ending Walkthrough
(note: this assumes you've already beaten the game proper!)
As I turned the Front Door Key in the lock of the front door, I looked at three enigmatic coins that had remained in my pocket this whole time- the Rabbit Coin, found in my first visit to the house by axeing a part of the wall in the foyer- the Dark Coin, discovered by setting fire to a blank book in the dungeons down below- and the Labyrinth Coin, earned just recently by wishing for another coin at the well.
And now, I could leave. But just as I did, I heard Becca yell for me. When I returned, she was gone... but I found the Queen key on the cushion where she was sitting. Turning it in the nearest lock, I found myself in the master bedroom, where I picked up a red notebook. I read through it, and suddenly realized just what had happened that day. I had to make one more adjustment to the past in order to set the present right.
Returning to Becky's room, I asked her for her advice. She gave me three instructions, which I committed to memory.
1. Make this mess disappear. I returned to the backyard and tossed the Labyrinth Coin into the well, where it vanished.
2. Put the past into the light. Down beneath the well, I carefully placed the Dark Coin inside the circle of light.
3. Put the white rabbit back where it belongs. I took the Rabbit Coin back to the backyard and gave it to the rabbit statue.
With all that done, Becky's dad, Jack, appeared next to me, alive and well. I began to explain everything to him.
And that's what you need to know.
Posted by: SonicLover | December 1, 2008 7:42 PM