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* {{Antepiece}}: Most areas begin with a short set of puzzles, which are so simple that can be solved without understanding the area's rules yet, but usually show the player how future puzzles in that area will work. What's more, the game's starting area is comprised of basic maze puzzles which serve as the basis for ''every'' following puzzle in the game, and right after leaving the starting area, there are two set of puzzles that teach about squares and dots respectively, which are involved in lots of puzzles in the laser areas.
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* WhamLine: "What?" [[spoiler: The line appears on an audio log that continues to run well after the quotation is read. It's usually the first audio log that players find in the Expert section of the mountain (the ones that spell out the plot of the game.)]]
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* LeaningOnTheFourthWall: The prize for completing a hidden, difficult-to-achieve reward is a lecture that talks about why hidden, difficult-to-achieve rewards shouldn't be the coolest part of a game. Naturally, the hidden achievement was one of the most talked about part of the game from players.

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* LeaningOnTheFourthWall: The prize for completing a hidden, difficult-to-achieve reward is a lecture that talks about why hidden, difficult-to-achieve rewards shouldn't be the coolest part of a game. Naturally, the hidden achievement was one of the most talked about part of the game from players.players, ''because'' it was so cool (and the lecture was actually well-researched, too.)



* NotActuallyCosmeticAward: [[spoiler:Completing the Challenge nets the player the final hexagonal puzzle for the projection room, which unlocks a ''58-minute lecture'' on batteries, Shakespeare, and the concept of awe. Over a video of a ''solar eclipse.'' Which is part of an environmental puzzle. And you thought the cloud in ''VideoGame/{{Braid}}'' was bad....]]

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* NotActuallyCosmeticAward: [[spoiler:Completing the Challenge nets the player the final hexagonal puzzle for the projection room, which unlocks a ''58-minute lecture'' on batteries, Shakespeare, rewards, and the concept of awe. Over a video of a ''solar eclipse.'' Which is part of an environmental puzzle. (As it happens, this lecture is Jonathan Blow's favourite of all time.) And you thought the cloud in ''VideoGame/{{Braid}}'' was bad....]]

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* MoonLogicPuzzle: Averted. Even if a puzzle doesn't seem to make sense, there is a logical explanation for its mechanics.

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* MoonLogicPuzzle: Averted.MoonLogicPuzzle:
** Usually averted.
Even if a puzzle doesn't seem to make sense, there is a logical explanation for its mechanics. However, there's one particular puzzle in the jungle (specifically, the last puzzle in the first set) that's so excruciatingly hard and makes so little sense, that even the most hardcore fans who otherwise tell people not to use walkthroughs will make an exception with this puzzle, and often refer to it as "the one single puzzle I had to brute force". There have been ''[[https://www.reddit.com/r/TheWitness/comments/5nefl8/i_really_really_dont_understand_why_this_is_the/ many]]'' [[https://www.reddit.com/r/TheWitness/comments/5prw53/the_witness_30_sounding/ debates]], after figuring out the solution, about exactly ''why'' is right. The puzzle requires to input a five-note audio[[note]]There's been a debate about whether it's composed of four or five. WordOfGod has said they're indeed five notes, and has anyway been confirmed through spectral analysis.[[/note]] into a panel that only has room for four notes (to complicate things further, there's another audio that is meant to be a distraction but ''does'' have four notes). The most commonly accepted explanation is that the puzzle asks you to think of the audio as one continuous sound, and sort of "plot" the local max and min pitches on the panel, although that goes against ''every single other'' puzzle in the area, whose rule is that the line has to match the notes precisely.
** You progress by tracing the correct path through mazes presented on various electronic panels and other surfaces. Once you've played long enough, you may [[TheTetrisEffect start to notice similar shapes in the surrounding environment]]. These can actually be interacted with and traced like any other maze.
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* GhostShip: There's a derelict ship stationed in the northeast section of the island, accesible through a back door in the keep which leads a path across the cliffs. The game doesn't explain how it ended up in that state. It's somewhat empty, as it doesn't have any laser-related puzzles, containing only a few optional things such as [[spoiler:an audio log, a discarded panel with a triangle puzzle and several environmental puzzles]]. However, what makes it creepy, apart from the feeling of abandonement, is the strange noises that can be heard in the cabin. They are merely dripping water and the ship creaking, [[spoiler:and they're involved in one particular sound puzzle that's also found there]], but the fact that no other part of the game features such sounds is quite disturbing.


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* LighthousePoint: Interestingly, even though the game takes place in an island full of buildings, there's no lighthouse to be found. However, a peninsula in the southernmost section of the island features a ruined structure that is widely speculated to be a former lighthouse, considering its location (in a secluded peninsula which happens to be very close to the town).
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** The lengthy audio excerpt from NASA astronaut and aeronautical engineer Russell Schweickart's ''[[http://www.context.org/iclib/ic03/schweick/ No Frames, No Boundaries]]'', with how interconnected we can become with our surroundings, comes off as this. Bonus points for the audio recorder containing this message appearing [[spoiler: on the top of the mountain, after you've probably explored everything else.]]

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** The lengthy audio excerpt from NASA astronaut and aeronautical engineer Russell Schweickart's ''[[http://www.context.org/iclib/ic03/schweick/ No Frames, No Boundaries]]'', with how interconnected we can become with our surroundings, comes off as this. Bonus points for the audio recorder containing this message appearing [[spoiler: on [[spoiler:on the top of the mountain, after you've probably explored everything else.]]



* WaitingPuzzle: A few optional puzzles require you to wait on a moving platform of some sort while other elements of the puzzle move in and out of view. [[spoiler:One requires you to complete the Challenge (or obtain the reward through other means), and wait through the entire reward.]*

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* WaitingPuzzle: A few optional puzzles require you to wait on a moving platform of some sort while other elements of the puzzle move in and out of view. [[spoiler:One requires you to complete the Challenge (or obtain the reward through other means), and wait through the entire reward.]*]]

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* HiddenInPlainSight: The [[spoiler: environmental puzzles.]]

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* HiddenInPlainSight: The [[spoiler: environmental [[spoiler:environmental puzzles.]]



* WindmillScenery: There's a windmill near the town in the center of the island. It's an important place to visit, since its basement features [[spoiler:an underground theatre, as well as a shortcut to the cave system beneath the island]]. However, apart from [[spoiler:a few environmental puzzles involving the sails]], the fact that it's a windmill is not relevant and it could pretty much have been any other type of building.
* YourMindMakesItReal: [[spoiler:The hidden ending, as well as the hidden audio logs, reveal the true purpose of the Island (as well as the game's plot): an elaborate virtual reality simulation in which metaphysical thoughts are amplified. Once inside, it can become increasingly difficult to distinguish if the Island is real life or a simulation. The audio logs suggest that the first "proper" test of the Island will include someone coming back to reality ''only when they want to''; the hidden ending reveals the player actually returning to reality, unable to interact with objects in a way outside of the Island's parameters.]]



* YourMindMakesItReal: [[spoiler:The hidden ending, as well as the hidden audio logs, reveal the true purpose of the Island (as well as the game's plot): an elaborate virtual reality simulation in which metaphysical thoughts are amplified. Once inside, it can become increasingly difficult to distinguish if the Island is real life or a simulation. The audio logs suggest that the first "proper" test of the Island will include someone coming back to reality ''only when they want to''; the hidden ending reveals the player actually returning to reality, unable to interact with objects in a way outside of the Island's parameters.]]
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* WhamShot: [[spoiler:Arguably the game's final puzzle happens just before the end of the GoldenEnding - a puzzle that turns on a light in a darkened room. The room is revealed to be impressively photorealistic - becauuse it's actually represented by an FMV you control by walking backward and forward. Lying on the couch is a motionless figure with a sheet over it, hooked up to an IV and lying near a computer monitor. To find out who the figure is, simply walk to the end of the path...]]

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* WhamShot: [[spoiler:Arguably the game's final puzzle happens just before the end of the GoldenEnding - a puzzle that turns on a light in a darkened room. The room is revealed to be impressively photorealistic - becauuse because it's actually represented by an FMV you control by walking backward and forward. Lying on the couch is a motionless figure with a sheet over it, hooked up to an IV and lying near a computer monitor. To find out who the figure is, simply walk to the end of the path...]]

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* WaitingPuzzle: A few optional puzzles require you to wait on a moving platform of some sort while other elements of the puzzle move in and out of view. [[spoiler:One requires you to complete the Challenge (or obtain the reward through other means), and wait through the entire reward.]* * * WhamShot: [[spoiler:Arguably the game's final puzzle happens just before the end of the GoldenEnding - a puzzle that turns on a light in a darkened room. The room is revealed to be impressively photorealistic - becauuse it's actually represented by an FMV you control by walking backward and forward. Lying on the couch is a motionless figure with a sheet over it, hooked up to an IV and lying near a computer monitor. To find out who the figure is, simply walk to the end of the path...]]

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* WaitingPuzzle: A few optional puzzles require you to wait on a moving platform of some sort while other elements of the puzzle move in and out of view. [[spoiler:One requires you to complete the Challenge (or obtain the reward through other means), and wait through the entire reward.]* * ]*
* WhamShot: [[spoiler:Arguably the game's final puzzle happens just before the end of the GoldenEnding - a puzzle that turns on a light in a darkened room. The room is revealed to be impressively photorealistic - becauuse it's actually represented by an FMV you control by walking backward and forward. Lying on the couch is a motionless figure with a sheet over it, hooked up to an IV and lying near a computer monitor. To find out who the figure is, simply walk to the end of the path...]]
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* WaitingPuzzle: A few optional puzzles require you to wait on a moving platform of some sort while other elements of the puzzle move in and out of view. [[spoiler:One requires you to complete the Challenge (or obtain the reward through other means), and wait through the entire reward.]]

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* WaitingPuzzle: A few optional puzzles require you to wait on a moving platform of some sort while other elements of the puzzle move in and out of view. [[spoiler:One requires you to complete the Challenge (or obtain the reward through other means), and wait through the entire reward.]* * * WhamShot: [[spoiler:Arguably the game's final puzzle happens just before the end of the GoldenEnding - a puzzle that turns on a light in a darkened room. The room is revealed to be impressively photorealistic - becauuse it's actually represented by an FMV you control by walking backward and forward. Lying on the couch is a motionless figure with a sheet over it, hooked up to an IV and lying near a computer monitor. To find out who the figure is, simply walk to the end of the path...]]
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* ShoutOut: An old game by CBS Electronics called "Mountain King" [[https://www.youtube.com/watch?v=mtCq53IouHk featured a timed challenge]], all while two classical music tracks sounded: "Anitra's Dance" and "In the Hall of the Mountain King", both from Edvard Grieg. [[spoiler:Players who have made to the end of this game will find similar to another timed challenge which also plays those two same tracks...]]
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** Invoking this effect is the basis behind the [[spoiler: environmental puzzles]]. You can draw lines on [[spoiler: parts of the island itself to activate the obelisks' markings]].
** [[spoiler: The secret ending of the game suggests that [[spoiler: the player has succumbed to the effect within the reality of the universe, if not actually have become a RealityWarper. This has elements of both LeaningOnTheFourthWall and TheFourthWallWillNotProtectYou, since the only way to reach this point is to suffer the Tetris Effect yourself, since this is the only way (without reading a guide or otherwise being spoiled) of discovering the existence of environmental puzzles such as the one that triggers the secret ending.]]

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** Invoking this effect is the basis behind the [[spoiler: environmental [[spoiler:environmental puzzles]]. You can draw lines on [[spoiler: parts [[spoiler:parts of the island itself to activate the obelisks' markings]].
** [[spoiler: The [[spoiler:The secret ending of the game suggests that [[spoiler: the player has succumbed to the effect within the reality of the universe, if not actually have become a RealityWarper. This has elements of both LeaningOnTheFourthWall and TheFourthWallWillNotProtectYou, since the only way to reach this point is to suffer the Tetris Effect yourself, since this is the only way (without reading a guide or otherwise being spoiled) of discovering the existence of environmental puzzles such as the one that triggers the secret ending.]]

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* BrutalBonusLevel: [[spoiler: The Underground Maze, unlocked by activating all eleven lasers, turning on a hidden switch at the top of the mountain, and then solving an otherwise-deactivated panel inside the mountain.]] It contains easily the hardest puzzles in the entire game and includes [[spoiler:The Challenge, a particularly nasty set of panels activated by a record player that plays classical music. In addition to all of them being randomized and extremely difficult, [[TimedMission you have to finish the entire series before the music stops]]; let the music finish or pause the game and you have to start the entire series over again. [[ThatOnePuzzle Your sanity wishes you the best of luck]].]]

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* BrutalBonusLevel: [[spoiler: The [[spoiler:The Underground Maze, unlocked by activating all eleven lasers, turning on a hidden switch at the top of the mountain, and then solving an otherwise-deactivated panel inside the mountain.]] It contains easily the hardest puzzles in the entire game and includes [[spoiler:The Challenge, a particularly nasty set of panels activated by a record player that plays classical music. In addition to all of them being randomized and extremely difficult, [[TimedMission you have to finish the entire series before the music stops]]; let the music finish or pause the game and you have to start the entire series over again. [[ThatOnePuzzle Your sanity wishes you the best of luck]].]]



* DisconnectedSideArea:
** The mangrove with the treehouse has its land access initially locked. You must reach it by boat, then unlock a DoorToBefore once there.
** A good portion of the tunnels under the windmill are initially inaccesible. They must be entered from the system of caves underneath the island.



* ElaborateUndergroundBase: [[spoiler:The high-tech complex inside the mountain]].



** The mechanic of the [[spoiler: orange triangle symbol]] can be hard to ascertain as puzzles with those are at first only found in oft-obscure locations across the map. This becomes a problem later in (and when trying to open)...

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** The mechanic of the [[spoiler: orange [[spoiler:orange triangle symbol]] can be hard to ascertain as puzzles with those are at first only found in oft-obscure locations across the map. This becomes a problem later in (and when trying to open)...



* IslandOfMystery: The game takes place in an island with both ancient ruins and abandoned technology, which features strange phenomena, such as [[spoiler:the obelisks that are activated by drawing specific shapes around the island]], as well as [[spoiler:a high-tech complex inside the mountain]].



* RuinsForRuinsSake: The desert at the northwest part of the island has lots of ruins whch don't seem to serve any apparent purpose.



* TechnoWreckage: All those wires and discarded panels scattered around the island definitely give this vibe, [[spoiler:which only gets increased when you enter inside the mountain]].



* TreeTopTown: The southwest portion, by the shipwreck, includes one.

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* TreeTopTown: The southwest northeast portion, by the shipwreck, includes one.one, accesible only by boat.



* UnwinnableByMistake: The game generally makes a good effort to avoid having PermanentlyMissableContent, or letting players get stuck in areas. However, the swamp may be the exception: it's a tricky area to navigate, with several sections involving platforms that move when an associated panel is activated. The problem comes when said platforms can be triggered to move without the player standing on them, and the control panel unable to be used to move the platform back. Sometimes, you may be able to cimcurvent this by taking a ride on the boat or using one of the unlockable shortcuts to get to the now unreachable location. If that's not the case, you're going to have a really bad time finding a spot which gives you the perspective to activate a panel from a long distance that doesn't even allow you to see what you're doing (and that's if you can remember what the solution was). [[https://steamcommunity.com/app/210970/discussions/4/458607699622966916/ This]] is a particularly painful example.

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* UndergroundLevel: [[spoiler:The caves underneath the island that are accessed through a passage at the bottom of the mountain.]]
* UnwinnableByMistake: The game generally makes a good effort to avoid having PermanentlyMissableContent, or letting players get stuck in areas. However, the swamp may be the exception: it's a tricky area to navigate, with several sections involving platforms that move when an associated panel is activated. The problem comes when said platforms can be triggered to move without the player standing on them, them [[spoiler:(which is actually required for some of the environmental puzzles)]], and the control panel unable to be used to move the platform back. Sometimes, you may be able to cimcurvent this by taking a ride on the boat or using one of the unlockable shortcuts to get to the now unreachable location. If that's not the case, you're going to have a really bad time finding a spot which gives you the perspective to activate a panel from a long distance that doesn't even allow you to see what you're doing (and that's if you can remember what the solution was). [[https://steamcommunity.com/app/210970/discussions/4/458607699622966916/ This]] is a particularly painful example.
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* ArtisticLicenseBiology: Out of all the rooms inside the greenhouse, the one with green light is probably the most prominent: it provides the main difficulty for the elevator puzzle, it's harder to reach compared to the other rooms, it contains an audio log and an environmental puzzle, and it's the only one which can be seen from the outside. It's ironic that the green room was chosen to be this way, considering it's also ''the most unrealistic''. Chlorophyll absorbs light throughout the visible spectrum, but mostly in the blue and red regions and very little in the green region (in fact, of all the many pigments that plants use to absorb light, none of them absorb much green light).[[note]]This is actually a form of protection. The sun gives off the most amount of its energy as visible light in the green region of the spectrum (483-520 nm). Chlorophyll is easily destroyed by too much energy, and when the pigments break down and stop absorbing light entering the plant, that energy can cause damage to other plant tissues as well, including the plants DNA. Think of it as a sort of plant sunburn.[[/note]]

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* ArtisticLicenseBiology: Out of all the rooms inside the greenhouse, the one with green light is probably the most prominent: it provides the main difficulty for the elevator puzzle, it's harder to reach compared to the other rooms, it contains an audio log and an environmental puzzle, and it's the only one which can be seen from the outside. It's ironic that the green room was chosen to be this way, considering it's also ''the most unrealistic''. Chlorophyll absorbs light throughout the visible spectrum, but mostly in the blue and red regions and very little in the green region (in fact, of all the many pigments that plants use to absorb light, none of them absorb much green light).[[note]]This is actually a form of protection. The sun gives off the most amount of its energy as visible light in the green region of the spectrum (483-520 nm). Chlorophyll is easily destroyed by too much energy, and when the pigments break down and stop absorbing light entering the plant, that energy can cause damage to other plant tissues as well, including the plants DNA. Think of it as a sort of plant sunburn.[[/note]][[/note]] Plants ''look'' green because they ''reflect'' green rather than use it.

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** The [[spoiler: secret ending]] of the game suggests that [[spoiler: the player has succumbed to the effect within the reality of the universe]], if not [[spoiler: actually have become a RealityWarper]].
*** Not coincidentally, [[spoiler:the puzzle that leads to this ending is the single most innocuous environmental puzzle in the entire game - requiring that the player has begun to suffer the Tetris Effect in ''real life'']].

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** The [[spoiler: The secret ending]] ending of the game suggests that [[spoiler: the player has succumbed to the effect within the reality of the universe]], universe, if not [[spoiler: actually have become a RealityWarper]].
*** Not coincidentally, [[spoiler:the puzzle that leads
RealityWarper. This has elements of both LeaningOnTheFourthWall and TheFourthWallWillNotProtectYou, since the only way to reach this ending point is the single most innocuous environmental puzzle in the entire game - requiring that the player has begun to suffer the Tetris Effect in ''real life'']].yourself, since this is the only way (without reading a guide or otherwise being spoiled) of discovering the existence of environmental puzzles such as the one that triggers the secret ending.]]
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*** Not coincidentally, [[spoiler:the puzzle that leads to this ending is the single most innocuous environmental puzzle in the entire game - requiring that the player has begun to suffer the Tetris Effect in ''real life'']].
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* WhereItAllBegan: The GoldenEnding [[spoiler: is accessed by solving an environmental puzzle using the gate from the starting area. Of course, one of the first things the player does is turn the gate off, making solving it impossible; to turn it on again, they have to activate all of the lasers and complete most of the puzzles in the End to access the Caverns and find the gate's reactivation pattern. This journey clues the player in on the existence of environmental puzzles, which they'll need to find the ending, and, through audio logs, gives them backstory context they'll need to appreciate it]].[[note]][[spoiler: Of course, if the player just so happens to have figured out environmental puzzles within the first few minutes of the game, they can [[SequenceBreaking access the Golden Ending right away.]]]][[/note]]
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Well that's just not true. For example, Alex Diener (Thems All Took) has a 100% LP on Youtube with no prior knowledge / walkthrough use.


** It's pretty safe to say that a 100% completion of the game is effectively impossible without looking up walkthrough instructions. Many of the optional puzzles (such as environmental monolith patterns) are so deeply obscure and may require such actions and timing as to be essentially impossible for a single person to find out in any reasonable amount of time, no matter how dedicated.

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And Your Reward Is Clothes needs to actually be clothes.


* AndYourRewardIsClothes: [[spoiler: Completing the Challenge nets the player the final hexagonal puzzle for the projection room, which unlocks a ''58-minute lecture'' on batteries, Shakespeare, and the concept of awe. Over a video of a ''solar eclipse.'' Which is part of an environmental puzzle. And you thought the cloud in ''VideoGame/{{Braid}}'' was bad....]]



** [[spoiler: The projection room, where solving one puzzle six different ways shows videos elaborating on the theme of the game, including James Burke contemplating "the key to change is the key of the world" (from the "Yesterday, Tomorrow and You" episode of ''Connections''); and of American guru Gangaji, who implores her followers to stop looking for what they want, "not cynically, but innocently and openly."]]

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** [[spoiler: The [[spoiler:The projection room, where solving one puzzle six different ways shows videos elaborating on the theme of the game, including James Burke contemplating "the key to change is the key of the world" (from the "Yesterday, Tomorrow and You" episode of ''Connections''); and of American guru Gangaji, who implores her followers to stop looking for what they want, "not cynically, but innocently and openly."]]



* BrutalBonusLevel: [[spoiler: The Underground Maze, unlocked by activating all eleven lasers, turning on a hidden switch at the top of the mountain, and then solving an otherwise-deactivated panel inside the mountain.]] It contains easily the hardest puzzles in the entire game and includes [[spoiler: The Challenge, a particularly nasty set of panels activated by a record player that plays classical music. In addition to all of them being randomized and extremely difficult, [[TimedMission you have to finish the entire series before the music stops]]; let the music finish or pause the game and you have to start the entire series over again. [[ThatOnePuzzle Your sanity wishes you the best of luck]].]]

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* BrutalBonusLevel: [[spoiler: The Underground Maze, unlocked by activating all eleven lasers, turning on a hidden switch at the top of the mountain, and then solving an otherwise-deactivated panel inside the mountain.]] It contains easily the hardest puzzles in the entire game and includes [[spoiler: The [[spoiler:The Challenge, a particularly nasty set of panels activated by a record player that plays classical music. In addition to all of them being randomized and extremely difficult, [[TimedMission you have to finish the entire series before the music stops]]; let the music finish or pause the game and you have to start the entire series over again. [[ThatOnePuzzle Your sanity wishes you the best of luck]].]]


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* NotActuallyCosmeticAward: [[spoiler:Completing the Challenge nets the player the final hexagonal puzzle for the projection room, which unlocks a ''58-minute lecture'' on batteries, Shakespeare, and the concept of awe. Over a video of a ''solar eclipse.'' Which is part of an environmental puzzle. And you thought the cloud in ''VideoGame/{{Braid}}'' was bad....]]
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* HedgeMaze: The keep on the north side of the island features two different ways of activating the laser. One of them involves navigating through such mazes and inputting a specific path into the panel.
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* UnwinnableByMistake: The game generally makes a good effort to avoid having PermanentlyMissableContent, or letting players get stuck in areas. However, the swamp may be the exception: it's a tricky area to navigate, with several sections involving platforms that move when an associated panel is activated. The problem comes when said platforms can be triggered to move without the player standing on them, and the control panel unable to be used to move the platform back. Sometimes, you may be able to cimcurvent this by taking a ride on the boat or using one of the unlockable shortcuts to get to the now unreachable location. If that's not the case, you're going to have a really bad time finding a spot which gives you the perspective to activate a panel from a long distance that doesn't even allow you to see what you're doing (and that's if you can remember what the solution was). [[https://steamcommunity.com/app/210970/discussions/4/458607699622966916/ This]] is a particularly painful example.
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** It's pretty safe to say that a 100% completion of the game is effectively impossible without looking up walkthrough instructions. Many of the optional puzzles (such as environmental monolith patterns) are so deeply obscure and may require such actions and timing as to be essentially impossible for a single person to find out in any reasonable amount of time, no matter how dedicated.
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* NoisyNature: When walking around the jungle, you'll hear lots of bird sounds like chirps. Subverted in that, as you'll soon realize, they're actually artificial sounds created by speakers placed around the area.
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don't self-link


''VideoGame/TheWitness'' is a 2016 adventure/puzzle video game by Creator/JonathanBlow, creator of ''VideoGame/{{Braid}}''.

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''VideoGame/TheWitness'' ''The Witness'' is a 2016 adventure/puzzle video game by Creator/JonathanBlow, creator of ''VideoGame/{{Braid}}''.

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* TheTetrisEffect: [[spoiler: The basis behind the environmental puzzles. You can draw lines on parts of the island itself to activate the obelisks' markings]].

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* TheTetrisEffect: [[spoiler: The TheTetrisEffect:
** Invoking this effect is the
basis behind the [[spoiler: environmental puzzles. puzzles]]. You can draw lines on [[spoiler: parts of the island itself to activate the obelisks' markings]].markings]].
** The [[spoiler: secret ending]] of the game suggests that [[spoiler: the player has succumbed to the effect within the reality of the universe]], if not [[spoiler: actually have become a RealityWarper]].
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* ArtisticLicenseBiology: Out of all the rooms inside the greenhouse, the one with green light is probably the most prominent: it provides the main difficulty for the elevator puzzle, it's harder to reach compared to the other rooms, it contains an audio log and an environmental puzzle, and it's the only one which can be seen from the outside. It's ironic that the green room was chosen to be this way, considering it's also ''the most unrealistic''. Chlorophyll absorbs light throughout the visible spectrum, but mostly in the blue and red regions and very little in the green region (in fact, of all the many pigments that plants use to absorb light, none of them absorb much green light).[[note]]This is actually a form of protection. The sun gives off the most amount of its energy as visible light in the green region of the spectrum (483-520 nm). Chlorophyll is easily destroyed by too much energy, and when the pigments break down and stop absorbing light entering the plant, that energy can cause damage to other plant tissues as well, including the plants DNA. Think of it as a sort of plant sunburn.[[/note]]
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Not to be confused with the 1983 InteractiveFiction game from Creator/{{Infocom}} with [[NamesTheSame the same name]].
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* SequenceBreaking: Due to being able to [[spoiler:activate a puzzle panel from any distance]] and the fact that the puzzles in the main game are not randomized, it is possible to [[spoiler:complete the swamp area in under a minute. It is also possible to directly complete the last puzzle in the autumn forest without doing anything else (if you know the solution beforehand!), and the keep with only three puzzles instead of five.]] Needless to say, these skips are used heavily in speedruns.
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Complaining, and it's false that there are no clues. They don't require a guide to find, and while a 100% completion requires searching around for some time, it's not an extreme amount considering the rest of the game.


** Far worse, however, are the [[spoiler: environmental puzzles]], entirely hidden [[spoiler: perspective-based puzzles that power the black obelisks]]; in short, it requires you to [[spoiler: line up the scenery in specific ways so that the telltale large starting circle and curved ending point of a path appear.]] Not only does the game never hint that they exist ([[spoiler:aside from a puzzle on the mountain shaped like the river below]]), but there are TONS of them and they require you to [[spoiler: trace symbols that appear only from certain perspectives, including paths on the ground, collections of flowers on the side of buildings]], and in one case, [[spoiler:an electric gate you have to line up WITH '''THE SUN''']]. And that's not even the worst one. At least one is [[spoiler:WITHIN A ''VIDEO'' in the cinema room]]. What's more, you have to [[spoiler:''go around the back of the projection screen and solve it through the refractional distortions created by the folds in the curtain'']]. In short, if something is [[spoiler:circular, or long and linear, it'll most likely be part of an environmental puzzle]].
** In fact, by the time one figures out that these even exist, they've already missed [[spoiler: completing the hidden puzzle that lines the electric fence, which opens the GoldenEnding. It is possible to turn the fence back on, avoiding LostForever status.]]
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** Many puzzles require you to stand at the exact right spot to solve them. On some of them, if you stand close enough to the right spot, the game will pull your character to the right spot when you start the puzzle. In some cases, it's to give you a hint to how to solve the puzzle. In one case, it's [[spoiler:to save you from wasting an hour waiting for an object to move to the right spot in case you happen to be off alignment even slightly.]]

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