![]() Black hexagons can be used as part of either sequence.Īs orange is missing a small (high pitch) hexagon and pink is missing a medium one, they can borrow these from black. The pink hexagons are the short sounds.ģ. ![]() Orange has two medium-sized hexagons, so those must be the long sounds.Ģ. Then you have two colors, orange and pink, one for each sequence (as well as neutral black):ġ. It took me a while to notice the second source, especially since it takes a whole minute of silence to loop again. Long sounds, coming from the creepy screeching of the boat environment (medium, low, medium, high pitch). Short sounds, coming from the water drops (low, high, medium pitch).Ģ. I don't think any of the solutions here are fully correct. If you're really lazy and just want the solution, I might post it, but it is out there. ![]() I'm probably just going ♥♥♥♥♥♥♥ insane at this point. however, I should point out that there are suspicious artifacts on the grid that make me think there are red hexagons camouflaged in the red light. While it is possible that you need to change the lighting, I didn't find it necessary and couldn't find a way to do so. they do not need to be grouped by colour. They do need to be in a specific order, but I think there are multiple notes being played with a start and an end and you have to draw a transition between the notes. I think I've figured it out but I want to be sure I didn't fluke it. I am going to have a look and see if I can explain it. Inside the room is a hexagon diagram, although you probably figured that out already from looking through the floor in the room above. I was falling asleep and it made me jump. When it hits its top level, you continue sliding again.īoth environmental puzzles activate ruins on the obelisk just over the bridge in the Shady Trees.Just got into the door. When the left hits its center level, you'll be able to continue sliding right. Enter puzzle solving mode and trace your path right. While it slowly makes it way up, head back to the position where you can see a circle of white light. Head back into the control room and send the lift to the ground level. Enter puzzle solving mode and trace your path left, down the ramp. Raise the lift, head back toward the stairs and stop when the light shining in through the window makes the center look like a completed circle of white light. There, you'll find two puzzle controls, one for the ramp and another for the lift. Ascend the staircase you head to the control panel room. You can also find two more environmental puzzles in the building - in fact, two in one. Its white energy also lights up the obelisk in the Shady Trees. The second environmental puzzle appears when you look at the Quarry's train tracks from the point of view of the elevator as it descends. Take the cross the bridge over the waterfall, and it'll be right there. This one shoots white light at a nearby obelisk, which sits on the border between the Quarry and the Shady Trees. Stand on the roof looking in the direction of the waterfall and look down to find another environmental puzzle. They telegraph their presence with the same ball-and-path design as the game's ubiquitous puzzle boards. The good news: If you know what to look for, they're fairly easy to find. ![]() You have to look for them, given that environmental puzzles often appear in unlikely places. They aren't as explicit or obvious as the puzzle boards strewn about (which is a nice way of saying that they're easy to miss). In The Witness, the island and its structures can be puzzles, too.
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