![]() ![]() When you’re inside the hotel, just follow the linear path up and through the hotel, winding through a cavern and up to a second floor, eventually until you reach a completely black void.įollow the void to hit the actual FMV ending sequence. Drag downward until the gates open, allowing you to enter the island hotel. Once you’re able to interact, the sun is your round start point.The screen will shake and rumble, and you might have to adjust your alignment until the puzzle works. Does it look familiar? That’s right, you can complete an ambient light line puzzle using the pillar of light and the sun. Line up the pillar of light with the bright white of the sun.To the right, you’ll see a locked gate with a tall pillar of bright white light.Complete the first line puzzle, then complete the second to reach a colorful garden.Here, you’ll learn the basics of the puzzle mechanics. At the beginning of the game, you appear in a long tube passage.Follow the step-by-step instructions below to enter the ending passage and earn the special full-motion video sequence. It takes creativity and a close eye, but anyone can reach the end in less than five minutes - if you know exactly what to do. There is a spectacularly strange Easter egg ending right at the start of The Witness. WARNING: We’re talking about the Ending, so beware of spoilers! ![]() Get a deeper glimpse into the puzzling gameplay with The Escapist’s full The Witness review, and see what we thought of Jonathan Blow’s second indie release. There’s a secretive narrative wrapping the whole game together, and if you’re interested in a developer’s eye view of the whole situation, we’ve got quite a hidden ending for you. It sounds simple, but the gimmicks in each area get more complicated as you progress. Explore a mysterious, colorful island and solve line puzzles spread throughout in whatever order you please. The Witness is a huge game with a single, simple concept. Follow these instructions to fall into a truly meta Easter egg ending right at the start of the game. ![]() It erases the people and situations in which these ideas arose, fails to situate them in any context in which they can make sense.Want to see through Jonathan Blow’s eyes? Whether you want to or not, there’s a way to do it in The Witness, the open-ended first-person puzzle experience that only recently landed on PC and PS4. The problem with this approach is the same problem as the island itself: it's not very lifelike. What types of knowledge should we be looking for? Why are they important? It offers a bulletin board of ideas, read in placid, monotone voices, a Pinterest approach to a theory of knowledge. It wants us to ask how we ought to situate our knowledge. A scientist here, a poet there, the Buddha up ahead. ![]() There are hidden videos and audio logs, each discussing some philosophical framework of the world in quotes and excerpts. The story, to the extent that it has one, is similarly hard to get a handle on. But The Witness offers no context within which to place its knowledge. The satisfaction of knowing, it suggests, is an end unto itself. Its best answer is the suggestion that you could do it all again if you wanted. The Witness challenges the very nature of reward structure in games. These beautiful byproducts are the best The Witness has to offer, and inevitably turn into a puzzle or a clue or are left by the wayside.Īnd what to do once the doors are unlocked? There's no answer to this question, and indeed Blow's magnum opus seems to hardly bother noticing you might even ask it. Riding on a boat, I saw the reflection of the mountain grow in the water. My favorite moments, the only ones I truly enjoyed, were the brief respites as I traveled from puzzle to puzzle. ![]()
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