Like puzzles with black and white squares, the edge of the grid acts as a wall. They must be separated, or walled off, using the line you draw, but because puzzles that feature multicolored squares usually include more than two colors, the challenge here is to section off more than two spaces. Multicolored squares behave in the same way as black and white squares. Squares just can't occupy the same space as a different color. Squares don't have to be paired with all the squares of their same color, meaning it's okay to isolate them by themselves if necessary. The edge of the grid counts as part of the "wall" you're drawing. Think of the line like a wall, where only black squares can be grouped with other black squares, and only white squares can be grouped with other white squares. To complete puzzles that feature black and white squares, you must use the line to "separate" the different colors. In order to complete a puzzle, the line must separate all differing colors. Squares of three or more colors are introduced in the Bunker.Ĭolored squares appear within the cells of a puzzle. Squares are introduced near the Entry Area past the white shed. Small hexagons indicate a higher pitch, while large hexagons indicate a lower pitch. In some sound-based puzzles, hexagons may appear as hexagons of varying sizes.Either line can pass through black hexagons. The blue player-drawn line must pass through the blue hexagons, and the yellow mirrored line must pass through the yellow hexagons. In symmetry-based puzzles, blue and yellow hexagons may appear.In order to complete the puzzle, the line must travel through all of the hexagons. Black dots can be picked up with lines of any color. If the dots appear in different colors, like on Symmetry Island, it means you have to collect those dots with a line of the corresponding color – so blue lines can only get blue dots and yellow lines can only get yellow dots. Think of it like connecting the dots! You must connect all the dots before reaching the end point for this to work. In order to complete puzzles that feature these tiny black hexagon-shaped dots, the line you draw must intersect with each one along the way before reaching the end point. Hexagons appear along the paths of a puzzle. Hexagons are introduced near the Entry Area at the white shed. New challenges emerge when rules are combined and sometimes the solution isn't even apparent on the grid itself. But for the most part, puzzles are actually grid-based problems, where the "dead ends" and "winding paths" are determined by layers of new rules introduced in each area on the island. Sometimes the puzzles actually do resemble mazes, with winding paths and dead ends. It's easy to think of puzzles in The Witness as mazes. Every puzzle in is driven by this basic and intuitive mechanism. Puzzles revolve around a simple, line-drawing mechanic, where you must draw the correct path from a circular starting point to a rounded end point.
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