![]() ![]() Multicolored squares behave in the same way as black and white squares. Squares just can't occupy the same space as a different color.īlack and white squares first appear very early in The Witness, slightly beyond the Entry Area at the beginning of the game near the grove of trees beyond the white shed. 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. These hexagon dots first appear very early in The Witness, slightly beyond the Entry Area at the beginning of the game, inside the white shed. 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. Scroll further down the page for information on environmental clues. New challenges emerge when rules are combined and sometimes the solution isn't even apparent on the grid itself.įor tangible and recurring puzzle types, see the list below. But for the most part, puzzles in The Witness 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 The Witness is driven by this basic and intuitive mechanism. It passes through a red area where the floor raises and lowers depending on what shape you've drawn on the board you'll have to activate the boards from a distance in order to work your way across in stages.īellow you'll find solution galleries for the entire Marsh area.Puzzles in The Witness revolve around a simple, line-drawing mechanic, where you must draw the correct path from a circular starting point to a rounded end point. When everything else is activated you can access the path to the laser. ![]() Once they're done, look for the entrance to underwater rooms next to the catwalks, and follow the power cables to solve the boards in each of them. Next, take the left path to reach the yellow and green boards. Start by taking the path leading to an upper area (there's a door here opening another path to the rusted ship) and completing the red boards. There's also a rotating bridge further in. When you finish the tutorial boards, use the nearby bridge to cross to the main puzzle area. You can stack multiple shapes together, which is where your Tetris skills will come into play a bit. Things get tricky fast some tetromino shapes are on an angle, indicating they can be drawn at any rotation - but not flipped (watch those L-shaped ones). The initial puzzle boards in this area will hopefully teach you the basic rules: each tetromino shape on the board must be drawn with the slider somewhere that includes the shape indicator within its borders. The puzzles here feature tetrominoes - that is, a geometric shape composed of four squares, as made famous by Tetris. The Marsh is a wetlands area between Mountain and Treehouses, almost as far from the Walled Garden as you can get. The Witness: how to solve the tetromino puzzles in the Marsh The Witness hides one of the most common puzzle variants in a swamp on the far side of the island. ![]()
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