![]() ![]() Fun fact: The phrase "The Eagle Has Landed" was used by Neil Armstrong, one of the three astronauts that took part in the first Moon landing (the other two being Michael Collins and Edwin "Buzz" Aldrin). 6th hint: The numbers mean: 0 20:18 - try using this date in combination with those columns with buttons.5th hint: Convert those hexadecimal numbers to Ascii!.4th hint: The decoded message is: "THE EAGLE HAS LANDED 31 39 36 39 2f 30 37 2f 32 30 20 32 30 3a 31 38 Now is the time of tranquillity, and I shall rest and observe the Earth.Or if you can't be bothered with all that, just read the next hint. 3rd hint: Translate the QR code yourself! Don't have a Smartphone? Take a screenshot, process it a bit, and use Google to find a QR decoding website - that's what I did.2nd hint: That QR code that doesn't seem to translate is also intriguing, is it not?.1st hint: Those 24 columns with buttons seem interesting don't they?.Solution: Near the spawn, under the ground, see how to get it for actual useful hints.1st hint: You can't really see it until you get it - I mean, it's not visible.After turning left and going through the corridor, there should be an opening on the left wall, look around in there for some keys, then go open the gate behind Spawn to get the Jammer you need to open up the way to the Star Solution: In "The Guards Must Be Crazy", after solving the puzzle and getting the Sigil (Tetromino) - From the entrance, go forward until you must turn left.5th hint: It's in the puzzle area of "The Guards Must Be Crazy".4th hint: The keys are within one of the puzzles.3rd hint: The gate is right behind the Spawn, but you'll need keys.1st hint: There is a Jammer you can use in a hidden place outside the puzzle areas.(Or, from the entrance to "Hall of Windows", just follow the outer left wall.) Afterwards, go straight ahead and look behind the wall. 2nd hint: No further from the spawn than the puzzle entrances.The second Jammer shoudl be free to take to the Star now. Then get both Jammers past the Mine - Jam the mine with the first Jammer, then double jam it with the second - next pick up the first Jammer an use it to jam the Turret instead. To get past the Turret, on your way back, just before entering the corridor where the Turret would shoot you, turn left and look for a ladder on the wall in front of you. Solution: Go back to the "tutorial" puzzle with the Mine and the Turret.2nd hint: It's not from any other puzzle area that has a Tetromino.1st hint: You need to get a jamming device from somewhere else - that much is obvious.Solution: The gate to the right of "Only the Two of Us" - open it with a switch located in the corner to the right of the gate, behind a wall.4th hint: A switch will open the gate.3rd hint: The entrance is near the "Only the Two of Us" puzzle.2nd hint: It's not within any of the other puzzle areas.1st hint: After arriving in the courtyard with the first puzzle gate, somewhere to the right.The sheer number of variations on line puzzles alone is laudable. I didn't end up liking the Witness, but it is a undeniably impressive game. No Euruka moment, just a moment of minor surprise. ![]() On the two occasions where I figured out the solution, I got there by accident. The few times I tried fumbling in the dark with some new puzzle type I hadn't learned about weren't good experiences. It also doesn't help if you're having trouble locating some of the tutorial stations. When you're following some trail of terminals through a forest and immediately recognize the solution for each one, it just gets boring. In the Witness, you have that experience with the tutorial computers, but not with the procession of terminals after them. It's not a problem if you've been trying to work out a puzzle for a while if anything, it's almost cathartic after you've struggled for some time. The Witness was all about figuring out the rules, but once you did you were left with the worst part of any puzzle games: when you know how to complete the puzzle, but have to go through the process of doing it. The Talos Principle did a much better job of leading the player to understanding the "rules" of how each mechanic (Jammer, Box, Recorder etc) operated, and then provided a good deal of very challenging puzzles that let you use what you had learned. I'm not a big fan of puzzle games where the puzzle is figuring out how the mechanics work. ![]()
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