Maze: Sinister Play Walkthrough

  1. Welcome to the Maze: Sinister Play Walkthrough
  1. Can you stop a deadly evil waiting in an abandoned school?
  1. Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.
  1. This document contains a complete Maze: Sinister Play game walkthrough featuring annotated screenshots from actual gameplay!
  1. We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.
  1. This walkthrough was created by Amanda Barrera, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.

Walkthrough Menu

  1. General Tips
  2. Chapter 1: Abigail
  3. Chapter 2: The Heart of the School
  4. Chapter 3: The Invisible Killer
  5. Chapter 4: The Beast in the Snow

General Tips

  1. This is the official guide for Maze: Sinister Play.
  2. This guide will not show when you have to zoom into a location; the screenshots will show each zoom scene.
  3. Hidden-object puzzles are referred to as HOPs. This guide will not show screenshots of the HOPs, however, it will mention when an HOP is available and the inventory item you’ll collect from it.
  4. Use the Map to fast travel to a location.

Chapter 1: Abigail

 

  1. Talk (A).
  2. Take CAMERA (B).
  3. Take photo and CHARGER (C).
  4. Examine CAMERA; use CHARGER. Take UNCHARGED CAMERA.
  5. Take photo (D); place UNCHARGED CAMERA.
  6. Solution (E).

 

  1. Take camera (F); examine scene.
  2. Take PLIERS (G).
  3. Move stool (H).
  4. Examine door (I).

 

  1. Play HOP; receive GAUGE (1/2) (J).
  2. Use PLIERS (K); receive NAIL (1/2) and RAKE.
  3. Use PLIERS (L); receive NAIL (2/2). Move pieces (M); take NAIL CLIPPERS. Take DIARY (N).
  4. Examine 4x (O); receive ROPE. Take VOODOO DOLL. Take SMALL SCREWDRIVER (P).
  5. NAIL (2/2) on VOODOO DOLL; take DIARY KEY.
  6. DIARY KEY on DIARY; take SUITCASE CODE.

 

  1. Use RAKE (Q); receive BROKEN HANDLE.
  2. Use SUITCASE CODE; solution (R).
  3. Take DOLL HAND.
  4. DOLL HAND and ROPE on BROKEN HANDLE; take IMPROVISED CATCHER.
  5. Use IMPROVISED CATCHER (Q); receive EMERGENCY INLAY.

 

  1. Place EMERGENCY INLAY (S); take CHALK and GAUGE (2/2).
  2. Place GAUGE (2/2) (T).

 

  1. Solution (U).
  2. Easy: A-Bx2-Cx2-A-B-Cx2-A.
  3. Hard: A-Bx2-Cx2-A-B-C-A-Bx2-Cx2-A.

 

  1. Open door (V).
  2. Walk forward.
  3. Use CHALK on scene.
  4. Solution (W).
  5. Easy: Left, examine scene. Right, left x2.
  6. Hard: Left; examine scene. Right x2; examine scene. Left x2; right x3; left x2.

 

  1. Take Map and MUSIC BOX (X).
  2. Walk forward.
  3. Examine (Y).
  4. Play HOP; receive PIANO KEY (1/3) (Z).

 

  1. Examine 3x (A); take photo and CROCHET HOOK.
  2. Use NAIL CLIPPERS (B); take GLOBE INSET (1/2). Use SMALL SCREWDRIVER (C); examine 4x. Take ROLLER SKATES (1/2). Take SWEATER (D).
  3. Examine SWEATER; use CROCHET HOOK. Take PIN.
  4. Walk down.

 

  1. Examine 3x; use PIN (E).
  2. Solution (F).
  3. Take MAGNET, SCHOOL BAG, and GLOBE INSET (2/2).
  4. Examine SCHOOL BAG; take notebook and RULER.
  5. Walk forward.

 

  1. Use MAGNET (G); receive TROPHY CASE KEY.
  2. Place GLOBE INSET (2/2) (H).

 

  1. Solution (I): Ax3-B-Cx2-Ex2-F-Gx3.
  2. Take BALLERINA FIGURINE.
  3. Walk down.

 

  1. Take photo (J); place TROPHY CASE KEY.
  2. Play HOP; receive MUSIC BOX LEVER (K).
  3. BALLERINA FIGURINE and MUSIC BOX LEVER on MUSIC BOX; take ATRIUM KEY.
  4. Use ATRIUM KEY (L).
  5. Enter School Atrium.
  6. Take ROPE LADDER (M). Examine (N); use RULER. Take COIN.

 

  1. Examine (O); select ‘Grab it slowly.’ Receive WRENCH.
  2. Walk right.
  3. Examine (P); take CIRCULAR BLADE. Take WINDUP TOY (@).
  4. Take photo (Q); use COIN (R).

 

  1. Solution (S): B-A-C-B-F-Cx2-E-G.
  2. Cx2-D-B-Cx2-G-D-Cx2-F-E-C.
  3. Take HYDRANT KEY.
  4. Walk down.

 

  1. Use HYDRANT KEY (T); take ROLLER SKATES (2/2).
  2. Use ROLLER SKATES (U); take STRAIGHT RAZOR.
  3. Walk right.
  4. Take PIANO KEY (2/3) (V); use STRAIGHT RAZOR.
  5. Play HOP; receive ANTI-RUST SPRAY (W).
  6. Walk down twice.

 

  1. Use ANTI-RUST SPRAY and WRENCH (X); take BICYCLE HANDLEBARS.
  2. BICYCLE HANDLEBARS on ROPE LADDER; take IMPROVISED LADDER.
  3. Use IMPROVISED LADDER (Y).
  4. Take HOSE and FLASHLIGHT (Z).
  5. Enter School Atrium.
  6. Use HOSE (A).
  7. Walk right.
  8. Select ‘Put the fire out from the bottom up.’

 

  1. Take SCHOOL MODEL PART (1/2) (B).
  2. Walk forward.
  3. Examine (C).
  4. Examine (1-3).

Chapter 2: The Heart of the School

 

  1. Examine (D).
  2. Take SCHOOL MODEL INLAY (1/2) (E).
  3. Play HOP; receive PIANO KEY (3/3) (F).

 

  1. Take TONGS and ACID CAN (G).
  2. Walk down.
  3. Use TONGS (H); receive LIGHTER FLUID. Use ACID CAN (I); take STONE HAND.
  4. Walk down.
  5. Use TONGS (J); receive MAGNIFYING GLASS.

 

  1. Place STONE HAND (K); take SCHOOL MODEL INLAY (2/2) (L).
  2. Walk down.
  3. Use PIANO KEY (3/3) (M).

 

  1. Solution (N).
  2. Easy: (1-8).
  3. Hard: (1-3)-(1-6)-(1-8).
  4. Take BUST INLAY.

 

  1. Place BUST INLAY (O). Use FLASHLIGHT (P); take SCHOOL MODEL PART (2/2).
  2. Go to School Atrium.
  3. Place SCHOOL MODEL INLAY (2/2) and SCHOOL MODEL PART (2/2) (Q).

 

  1. Easy and hard solution: (1-1)-(2-2)-(3-3)-(4-4)-(1-5).
  2. (2-6)-(3-7)-(4-8)-(1-9)-(2-10)-(3-11)-(4-12).
  3. (1-13)-(2-14)-(3-15)-(4-16)-(1-17)-(2-18).

 

  1. Examine (S).
  2. Take BIOLOGY ROOM KEY (T).
  3. Go to Classroom.
  4. Scroll down; use BIOLOGY ROOM KEY (U).
  5. Walk forward.

 

  1. Take FIRECRACKER and PENCIL SHARPENER (V).
  2. Use MAGNET (W); receive WINDING KEY.
  3. WINDING KEY on WINDUP TOY.
  4. Take DRUMSTICK (X). Place WINDUP TOY (Y); take GLUE.
  5. PENCIL SHARPENER on DRUMSTICK; take SHARP STICK.
  6. Use SHARP STICK (Z); receive KNOB.
  7. Go to Radio Room.

 

  1. Place KNOB (A); take ROOSTER HEAD and PLASTIC LUNG.
  2. Go to Biology Room.
  3. Place PLASTIC LUNG (B).

 

  1. Solution (C): (A-B)-(C-D)-(E-F).
  2. Take LIGHTER.
  3. Examine LIGHTER 2x; use LIGHTER FLUID.

 

  1. Use FIRECRACKER and LIGHTER (D); take DEATH MOTH.
  2. Use GLUE and ROOSTER HEAD (E).
  3. Play HOP; receive ROOSTER FIGURINE (F).

 

  1. Use DEATH MOTH (G).
  2. Use LIGHTER (1-6); take SAW WITHOUT BLADE and BUTTERFLIES.
  3. CIRCULAR BLADE on SAW WITHOUT BLADE; take SAW.
  4. MAGNIFYING GLASS on BUTTERFLIES.

 

  1. Solution (H).
  2. Take BUTTERFLY CODE.

 

  1. Use SAW (I); take RAT FIGURINE.
  2. Go to Radio Room.
  3. Use BUTTERFLY CODE (J); enter code. Take GOAT FIGURINE.
  4. Go to Biology Room.

 

  1. Place ROOSTER FIGURINE, RAT FIGURINE, and GOAT FIGURINE (K); select ‘Push the book.’
  2. Take FLARE STICK (L).
  3. Go forward.
  4. Solution is random (M).

 

  1. Examine door (N).
  2. Talk.
  3. Select (O).

Chapter 3: The Invisible Killer

 

  1. Talk (P).
  2. Take RASP (Q).
  3. Take RUG and POLICE BADGE (R).
  4. Take DOLL (S). Use RASP (T); take ANTLERS.
  5. POLICE BADGE on DOLL; take SAND.

 

  1. Take PAPERS (U). Use SAND (V); take BURNT LOG.
  2. BURNT LOG on PAPERS; take SAFE CODE.
  3. Examine (W).

 

  1. Play HOP; receive DEER HEAD (X).
  2. Place DEER HEAD and ANTLERS (Y).

 

  1. Solution (Z); take WEIGHT (1/2).
  2. Pull switch.

 

  1. Use SAFE CODE (A).
  2. Solution (B).
  3. Take FIRE INSET.

 

  1. Place FIRE INSET (C); take WEIGHT (2/2) and HEX WRENCH.
  2. Use HEX WRENCH (D); take SEWING WHEEL.
  3. Place SEWING WHEEL (E); take CLOCK ARMS (F).

 

  1. Place WEIGHT (2/2) and CLOCK ARMS (G).
  2. Go Down.
  3. Take BROKEN GLASSES and GLASSES PART (H).
  4. Take THEATER BINOCULARS and WIRE CUTTER (I).
  5. Use THEATER BINOCULARS (J).

 

  1. Play HOP; receive SHARP GLASS (K).
  2. Take photo and AIR HORN (L). Use WIRE CUTTER (M); receive WIRES.
  3. Use AIR HORN; take ACETONE (N).
  4. Use ACETONE (O); open. Take TOOTHPASTE.
  5. TOOTHPASTE, GLASSES PART, WIRES, and RUG on BROKEN GLASSES; take Glasses.

 

  1. Use Glasses (P).
  2. Take MOLOTOV COCKTAIL (Q).
  3. Examine (R).
  4. Play HOP; receive BRASS KNUCKLES (S).

 

  1. Use BRASS KNUCKLES (T); take T-HANDLE.
  2. Use Glasses.
  3. Place T-HANDLE (U); press. Use BRASS KNUCKLES (V); take MECHANISM.
  4. Use Glasses.
  5. Take LIFT CONTROL and STONE INSET (1/2) (W).

 

  1. Use MECHANISM and LIFT CONTROL (X).
  2. Take CHESS FIGURINE (1/2) and STONE INSET (2/2) (Y).
  3. Use Glasses.
  4. Use SHARP GLASS (Z); take CHESS FIGURINE (2/2). Place CHESS FIGURINE (2/2) (A); take LIBRARY INSET (1/2).

 

  1. Place STONE INSET (2/2) (B); take LIBRARY INSET (2/2).
  2. Use Glasses.
  3. Place LIBRARY INSET (2/2) (C); take GARDEN KEY.
  4. Select ‘Make the cage fall on him.’
  5. Use GARDEN KEY (D).

 

  1. Examine (E); take FAUCET. Take MATCHES (F).
  2. Take SPOON (G).
  3. Use Glasses.
  4. Select ‘Grab the one on the anvil’; receive LEATHER GLOVE. Use SPOON (H); receive SPOON WITH GREASE.

 

  1. Take LEATHER (I). Use FAUCET (J); examine. Take BELT.
  2. Take photo, RIB SPREADER, and SCREWDRIVER (K). Use LEATHER GLOVE (L); take SHOVEL.
  3. Take WELDING MACHINE (M). Use RIB SPREADER (N); take CAR JACK.
  4. Use Glasses.

 

  1. Use SHOVEL (O). Play HOP; receive CHAIN.
  2. Use SCREWDRIVER (P); take STEP.
  3. Use BELT (Q); take PLUMBER’S SNAKE.
  4. Use Glasses.

 

  1. Use STEP and WELDING MACHINE (R).
  2. Use PLUMBER’S SNAKE (S); take WEED KILLER.
  3. Use Glasses.
  4. Use SPOON WITH GREASE (T); take MECHANICAL WHEEL.

 

  1. Use CARJACK (U); take DOLL INSET (1/2). Take JAR (V).
  2. LEATHER on JAR; take COLLECTING JAR.
  3. Use Glasses.
  4. Place MECHANICAL WHEEL (W).

 

  1. Solution (X).
  2. Take FUSE.

 

  1. Use FUSE and WEED KILLER (Y); take DOLL INSET (2/2) (Z).
  2. Use CHAIN (A).
  3. Examine chain (B).
  4. Use Glasses.

 

  1. Place DOLL INSET (2/2) (C); take SNAKE STICK (D).
  2. Use SNAKE STICK and COLLECTING JAR (E); receive JAR WITH POISON.
  3. Take METAL DETECTOR (F).

 

  1. Use METAL DETECTOR; use MOLOTOV COCKTAIL (G). Examine arm.
  2. Select ‘Run underground.’
  3. Take photo, CANDLE, and WIRE FIGURE (H).

 

  1. Take LASER (I).
  2. Use Glasses.
  3. Take TWIG and PAPER (J).

 

  1. Take SACRIFICIAL KNIFE (K).
  2. Use Glasses.
  3. Use SACRIFICIAL KNIFE (L); take SKULL (1/2) (M).
  4. Use TWIG (N); take CLOSED BEAR TRAP and SHAFT INSET. Use SACRIFICIAL KNIFE; receive SPONGE.
  5. Use Glasses.

 

  1. Use SHAFT INSET (O). Use LASER; take JAIL INSET.
  2. Use SPONGE (P); take FAUCET HANDLE.
  3. Use FAUCET (Q) and PAPER; take JAIL CODE.
  4. Place JAIL INSET and JAIL CODE (R).

 

  1. Solution (S).

 

  1. Take CROWBAR, SPRAYER, and ROLLER (T).
  2. Use ROLLER and WIRE FIGURE (U); receive IMPROVISED HOOK.
  3. Use IMPROVISED HOOK (V); receive SKULL (2/2).
  4. JAR WITH POISON on SPRAYER; take POISON SPRAYER.
  5. CROWBAR on CLOSED BEAR TRAP; take BEAR TRAP.
  6. Use Glasses.

 

  1. Place BEAR TRAP (W).
  2. Use CROWBAR, CANDLE, and MATCHES (X).
  3. Play HOP; receive NOZZLE (Y).
  4. Place SKULL (2/2) (Z).

 

  1. Solution (A): D-A-E-A-C-E-C-B.
  2. Take INCOMPLETE LIQUID NITROGEN.
  3. NOZZLE on INCOMPLETE LIQUID NITROGEN; take LIQUID NITROGEN.
  4. Use Glasses.

 

  1. Use LIQUID NITROGEN (B).
  2. Use Glasses.
  3. Select ‘Spray the killer with poison.’
  4. Talk (C).

Chapter 4: The Beast in the Snow

 

  1. Take coat and GLUE (D).
  2. Take ROCK (E).
  3. Take SANDPAPER (F). Use ROCK (G); receive SKATE BLADE.
  4. Use SKATE BLADE (H); take NET.

 

  1. Use NET (I); take GLOVES.
  2. GLUE and SANDPAPER on GLOVES; take CLIMBING GLOVES.
  3. Use CLIMBING GLOVES (J).
  4. Take SHOELACES (K).
  5. Take BOARD (L). Play HOP; take CHIP (M).

 

  1. Use SKATE BLADE (N); take METAL POLE.
  2. Examine broom (O).
  3. Use METAL POLE, BOARD, and SHOELACES (P).
  4. Go forward.
  5. Open; use CHIP (Q).

 

  1. Solution (R): A-Bx2-Cx3-D-Ex2-Fx3-G-Hx2-Ix3.
  2. Examine scene 6x. Select ‘Close the door.’

 

  1. Take PLASTIC CUP, DUCT TAPE, and BOARDS (1/4)-(4/4) (S).
  2. Take photo and CASETTE TAPE (T); open cupboard. Use PLASTIC CUP on light; receive LIGHTBULB.

 

  1. Use CASETTE TAPE (U).
  2. Play HOP; receive DUST (V).
  3. Use LIGHTBULB (W); take PICTURE and VIRUS SAMPLE (X).

 

  1. Use PICTURE (Y). Play HOP; take DR. WEB’S GLASS.
  2. DUST and DUCT TAPE on DR. WEB’S GLASS; take FINGERPRINT (1/2).
  3. Use VIRUS SAMPLE (Z).

 

  1. Solution (A): Ax3-Bx5-Cx5-D-E-F.
  2. Take ANTI-VIRUS.

 

  1. Use ANTI-VIRUS (B). Use DUST and DUCT TAPE; receive FINGERPRINT (2/2).
  2. Use FINGERPRINT (2/2) (C).
  3. Walk forward.
  4. Take radio (D).

 

  1. Take photo, Map, LOCK INSET (1/2), SHIFTER, and GLASS CUTTER (E).
  2. Examine (F).

 

  1. Examine 3x; take BOOT (G). Use SHIFTER (H).
  2. Play HOP; receive MEDICAL INSET (1/2) (I).
  3. Walk down.

 

  1. Use GLASS CUTTER (J); take MEDICAL INSET (2/2) and NAILS.
  2. Walk forward.
  3. Place MEDICAL INSET (2/2) (K); take DEFIBRILLATOR and SMALL STEPS.

 

  1. Use SMALL STEPS (L).
  2. Select ‘Use defibrillator’; use BOARDS (4/4), NAILS, and BOOT (M).
  3. Scroll down; take COMPUTER POWER CORD (N).

 

  1. Examine; use COMPUTER POWER CORD (O).
  2. Examine (P).

 

  1. Solution (Q): B-A-Bx2-C-D-A.
  2. C-B-A-D-A-B-D-C-Ax2-B.
  3. Walk right.

 

  1. Take TOILET PAPER (R).
  2. Take HANDLE (S).
  3. HANDLE on TOILET PAPER; take IMPROVISED TORCH.
  4. Use IMPROVISED TORCH (T); use water (U). Take BURNING IMPROVISED TORCH.
  5. Use BURNING IMPROVISED TORCH (V); take ID CARD.
  6. Use ID CARD (W); open lockers. Take HAZARD GLOVES and SILICA GEL.
  7. Use HAZARD GLOVES (X); receive SMARTPHONE.
  8. SILICA GEL on SMARTPHONE.
  9. Walk down.

 

  1. Use SMARTPHONE (X); take DRILL.
  2. Walk right.
  3. Use DRILL (Y).
  4. Take LOCK INSET (2/2) (Z).

 

  1. Place LOCK INSET (2/2) (A).
  2. Play HOP; receive HAZMAT SUIT (B).
  3. Use HAZMAT SUIT (C).

 

  1. Solution (D): 1-left-2-up-3-right-up x2-4-right-5-up-6.
  2. Left-7-down-8-right-9-down-10-left-down x2-11-left x2.

 

  1. Take MAGNET and SOLDERING IRON (E).
  2. Use MAGNET (F).

 

  1. Play HOP; receive ROBOT INSET (G).
  2. Take photo (H); place ROBOT INSET (I). Take SPATULA.
  3. Enter Office.
  4. Use SOLDERING IRON (J); take LIP BALM. Play HOP; take LEVER.
  5. Walk down.

 

  1. Use LEVER (K); take STEEL ROPE and ROBOT BATTERY (1/2) (L). Use SPATULA (M); receive ALUMINUM. Pull lever.
  2. Use LIP BALM (N); open. Take SHOTGUN and ROBOT BATTERY (2/2). Use STEEL ROPE (O).
  3. Place ROBOT BATTERY (2/2) (P).
  4. Use ALUMINUM (Q).

 

  1. Solution (R): A-B-C-A-D-E-B-F-D-C.

 

  1. Examine (S).
  2. Go forward.
  3. Select ‘Run in shaft.’
  4. Scroll up; take SHOTGUN SHELLS (T).
  5. Use SHOTGUN and SHOTGUN SHELLS (U).

 

  1. Easy solution (V): Bx10-Hx3-Fx3.
  2. Dx5-Ex8-Cx7-Ax6-Gx5.
  3. Hard solution is random.
  4. Congratulations! You have completed Maze: Sinister Play.
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