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** Similarly, the rules for the [[spoiler:â…„ symbol, as well as the hollow polyomino shapes,]] can be confusing at first, as they [[spoiler:interact with other symbols sharing the same region in some way.]][[note]]â…„ excludes one, and only one, "unsatisfied" symbol from the region (such as an uncovered hexagon, a white square among black squares, an unpaired (or third) star, etc.), while hollow polyomino shapes subtract themselves from solid shapes.[[/note]]

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** 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)...
** ...[[spoiler:the [[BrutalBonusLevel Underground Maze]]. The same mechanic allows the player to turn the fence at the beginning back on, with the solution to that problem being found within the Underground Maze.]][[note]][[spoiler:The amount of triangles in a square equates to the number of sides that the solution touches; one triangle means the solution crosses that square only once, etc.]][[/note]]

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** The mechanic of the [[spoiler:orange triangle symbol]] symbol]][[note]][[spoiler: Your path must pass each square with triangle(s) in it such that the number of sides covered equates to the number of triangles.]][[/note]] can be hard to ascertain as puzzles with those are at first only found in oft-obscure locations across the map. map, where they're too simple to infer the mechanic from. This becomes a problem later in (and when trying on, as knowledge of the mechanic is essentially required to open)...
** ...[[spoiler:the [[BrutalBonusLevel
solve the puzzle that unlocks the [[spoiler:[[BrutalBonusLevel Underground Maze]]. The same mechanic allows the player to turn the fence at the beginning back on, with the solution to that problem being found Maze]]]] as well as several puzzles within the Underground Maze.]][[note]][[spoiler:The amount of triangles in a square equates to the number of sides that the solution touches; one triangle means the solution crosses that square only once, etc.]][[/note]]it.
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* TheLostWoods: Forests make up the greater portion of the island.

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* TheLostWoods: Forests make up the greater portion of the island.island, but the Jungle in particular epitomizes this. It's very easy to get lost in, and part of the difficulty of its line of puzzles is finding each set of puzzle panels in the first place.
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* AbsurdlyLongWait: If you want 100% completion (ie. solve every single puzzle in the game) you'd better be prepared for a ridiculously long wait. [[spoiler:One of the puzzles requires watching a video of an eclipse that's over 50 minutes long. (The camera must be pointing at the video the entire time or else the puzzle cannot be completed. Meaning the player cannot do anything else in the game while waiting.) Speedrunning of this game has a 99.8% category which requires solving every puzzle in the game except this one (because the speedrunner literally cannot do anything during this puzzle than wait for over 50 minutes.)]]

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TTE is IUEO


** You progress by tracing the correct path through mazes presented on various electronic panels and other surfaces. [[spoiler: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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** You progress by tracing the correct path through mazes presented on various electronic panels and other surfaces. [[spoiler:Once you've played long enough, you may [[TheTetrisEffect start to notice similar shapes in the surrounding environment]].environment. These can actually be interacted with and traced like any other maze.]]



* TheTetrisEffect:
** 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 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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* 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]] Plants ''look'' green because they ''reflect'' green rather than use it.

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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''.unrealistic'', since green light is not a good choice for a greenhouse. 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]] Plants ''look'' green because they ''reflect'' green rather than use it.



** The mechanic behing stars is that [[spoiler:each start must be grouped with one, ''and only one'', figure of the same color as the star. This is the actual rule; however, 95% of the time, puzzles will merely require to group stars in pairs, so that the two stars satisfy each other. Since it takes ''a while'' for the game to move past that, by that time, it’s ''very'' easy for the player to have deeply ingrained the notion that rule is merely “group stars in pairs”. When the time of understanding the ''real'' rule comes, coming to the realization is another big jump of logic; again, some players will soon make that jump, while many others will struggle ''a lot'' and get stuck for a while. The most infuriating part is that this particular example seems to have been designed ''deliberately'', as there’s a simple puzzle that could easily bridge said jump of logic, but the game places it ''right after'' the first puzzle that requires that jump, when it’s no longer needed.]]

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** The mechanic behing behind stars is that [[spoiler:each start must be grouped with one, ''and only one'', figure of the same color as the star. This is the actual rule; however, 95% of the time, puzzles will merely require to group stars in pairs, so that the two stars satisfy each other. Since it takes ''a while'' for the game to move past that, by that time, it’s ''very'' easy for the player to have deeply ingrained the notion that rule is merely “group stars in pairs”. When the time of understanding the ''real'' rule comes, coming to the realization is another big jump of logic; again, some players will soon make that jump, while many others will struggle ''a lot'' and get stuck for a while. The most infuriating part is that this particular example seems to have been designed ''deliberately'', as there’s a simple puzzle that could easily bridge said jump of logic, but the game places it ''right after'' the first puzzle that requires that jump, when it’s no longer needed.]]

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** A good portion of the tunnels under the windmill are initially inaccessible. They must be entered from the system of caves underneath the island.

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** A good portion of the tunnels under the windmill are initially inaccessible. They must be entered from the system of caves underneath the island.island, which can be only accessed [[spoiler:after crossing the facility under the mountain]].



* SpiritualSuccessor: Very much in the style of ''Myst'' (even more so its sequel ''{{VideoGame/Riven}}''), with the lonely BeautifulVoid and numerous puzzles aimed towards a common goal.


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* TutorialFailure: The game tends not to explain game mechanics and instead use antepieces, by placing a series of simple puzzles at the beginning of each area that explain the basic mechanic relevant to the area, so that more complex puzzles can come after the player is already accustomed to the mechanic. However, there are several cases where some of these basic mechanics are not well explained, as many players seem to struggle in the same specific points due to not understanding what they’re supposed to do.
** The mechanic behind colored squares is that [[spoiler:squares of different colors can’t be grouped together, lines must be drawn so that each section has only squares of a single color. However, the tutorial for squares features clearly defined sets of squares, and all solutions merely involve drawing a line at the intersection of those sets. ''Many'' players leave the starting area believing that the mechanic requires separating the sets, which later poses a problem when trying to open the doors for the quarry and the greenhouses. The puzzles there can’t be solved by just separating the sets, so the sets must be broken - which may leave a player stumbling for a while until the realization that it’s something allowed.]]
** The mechanic behind tetrominos is that [[spoiler:lines must be drawn so that the different sections have the same shape as the tetromino. Players will soon understand that, when there are several tetrominos, the drawn sections can stack together, instead of having each tetromino enclosed in its own section separated from all others. However, something harder to understand is that the tetromino ''doesn’t'' have to be placed in the same shape that is forcing, as long as it’s inside the same drawn section that said shape. Coming to that realization is a big jump of logic; some players will soon make that jump, while many others will struggle ''a lot'' and get stuck for a while at the first puzzle that requires it. This is the only example here where the game actually ''tries'' to explain the conflicting mechanic, but even then, it’s only through ''one'' puzzle out of the ''fourteen'' that comprise the tutorial for tetrominos, so it doesn’t really work well.]]
** The mechanic behing stars is that [[spoiler:each start must be grouped with one, ''and only one'', figure of the same color as the star. This is the actual rule; however, 95% of the time, puzzles will merely require to group stars in pairs, so that the two stars satisfy each other. Since it takes ''a while'' for the game to move past that, by that time, it’s ''very'' easy for the player to have deeply ingrained the notion that rule is merely “group stars in pairs”. When the time of understanding the ''real'' rule comes, coming to the realization is another big jump of logic; again, some players will soon make that jump, while many others will struggle ''a lot'' and get stuck for a while. The most infuriating part is that this particular example seems to have been designed ''deliberately'', as there’s a simple puzzle that could easily bridge said jump of logic, but the game places it ''right after'' the first puzzle that requires that jump, when it’s no longer needed.]]
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Saw this on a stream the other day, someone correct the trope if this one doesn't apply please

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* ArchaicWeaponForAnAdvancedAge: One of the stone statues in the Keep has an earpiece and is gripping a sword with his left hand, instead of a taser or a gun.
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Just remembered this

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**If you're stepping off a moving platform that would leave you stuck with no way to step on again, the platform will automatically move back to you. Examples are the corner platform in the swamp or the elevator in the greenhouse bunker.
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Merged per TRS


* 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 [[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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* UnwinnableByMistake: UnintentionallyUnwinnable: 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 [[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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** [[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 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''); ''Series/{{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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cutting spoilers!!!!!


** 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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** You progress by tracing the correct path through mazes presented on various electronic panels and other surfaces. Once [[spoiler: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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* IceCreamKoan: Somewhat discussed in one of the audio recordings about Zen koans, which describe them as a sort of LogicBomb wherein the point is for your mind to not dwell on the words too deeply.



* NoFairCheating: [[spoiler: If you pause at any point during The Challenge, the entire sequence resets and you have to start all over. The PS4 port has a sort of loophole by putting the console in Rest Mode, which suspends the game state and does not count as a pause]].

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* NoFairCheating: [[spoiler: If you pause at any point during The Challenge, the entire sequence resets and you have to start all over. The PS4 [=PS4=] port has a sort of loophole by putting the console in Rest Mode, which suspends the game state and does not count as a pause]].
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* EmptyRoomPsych: [[spoiler:Solving the apple tree puzzles simply leads to a random table littered with drawings of human anatomy; there is no beacon, or indeed anything of use, in sight.]]

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* EmptyRoomPsych: [[spoiler:Solving the apple tree puzzles simply leads to a random table littered with drawings of human anatomy; there is no beacon, or indeed anything of use, in sight. For what it's worth, the logic of these puzzles is reused for one specific puzzle in the Town.]]



* GoldenEnding: Completing the game normally [[spoiler: returns the player to the start of the game with a 0 Puzzles Solved progress status. The true ending is revealed by unlocking a hidden exit concealed in the starting area. This ending also allows players to piece together the game's plot.]]

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* GoldenEnding: Completing the game normally [[spoiler: returns [[spoiler:returns the player to the start of the game with a 0 Puzzles Solved progress status. The true ending is revealed by unlocking a hidden exit concealed in the starting area. This ending also allows players to piece together the game's plot.]]



** ...[[spoiler:the [[BrutalBonusLevel Underground Maze]]. The same mechanic allows the player to turn the fence at the beginning back on, with the solution to that problem being found within the Underground Maze.]]

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** ...[[spoiler:the [[BrutalBonusLevel Underground Maze]]. The same mechanic allows the player to turn the fence at the beginning back on, with the solution to that problem being found within the Underground Maze.]]]][[note]][[spoiler:The amount of triangles in a square equates to the number of sides that the solution touches; one triangle means the solution crosses that square only once, etc.]][[/note]]



** The aforementioned Red Ship Door puzzle, which Blow himself hinted to be the single most difficult puzzle in the game. [[spoiler: One of the main reason being that the informations you need to even understand what it is about are to be found into two different areas of the game. One of these is however inaccessible at the start of the game, while the other is rather small and well hidden and it's easy to miss it while exploring the way bigger and prominent landmarks of the game (like the ship itself)]].

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** The aforementioned Red Ship Door puzzle, which Blow himself hinted to be the single most difficult puzzle in the game. [[spoiler: One of the main reason being reasons is that the informations information you need to even understand what it is about are to be found into two different areas of the game. One of these is however inaccessible at the start of the game, while the other is rather small and well hidden and it's easy to miss it while exploring the way bigger and prominent landmarks of the game (like the ship itself)]].



** One of the game's earliest secrets, a hidden area outside the walls of the opening area, includes an audio recording of a quote about 'the society of true searchers'.[[labelnote:note]][[MemeticMutation That man's name?]] [[NotMakingThisUpDisclaimer Albert Einstein.]][[/labelnote]]

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** One of the game's earliest secrets, a hidden area outside the walls of the opening area, includes an audio recording of a quote about 'the society of true searchers'.[[labelnote:note]][[MemeticMutation That man's name?]] [[NotMakingThisUpDisclaimer Albert Einstein.]][[/labelnote]]



* MindScrew: Many of [[spoiler: the environmental puzzles]] come across as this, considering that you have to draw them [[spoiler: on the sides of buildings, cracks in large objects, and even, in at least one case, ''the sun'']] and that unlike most of the puzzles, which have a patient build-up, [[GuideDangIt the game gives little indication that they even exist]]. [[note]] There is a hint on the top of The Mountain. A simple line-panel overlooks a river with an identical pattern. This goes [[GameplayAndStoryIntegration very well]] with the audio log about new persepectives (of Earth from outer space no less) found in the same place. [[/note]]

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* MindScrew: Many of [[spoiler: the environmental puzzles]] come across as this, considering that you have to draw them [[spoiler: on the sides of buildings, cracks in large objects, and even, in at least one case, ''the sun'']] and that unlike most of the puzzles, which have a patient build-up, [[GuideDangIt the game gives little indication that they even exist]]. [[note]] There is a hint on the top of The Mountain. A simple line-panel overlooks a river with an identical pattern. This goes [[GameplayAndStoryIntegration very well]] with the audio log about new persepectives perspectives (of Earth from outer space no less) found in the same place. [[/note]]



* NoFairCheating: [[spoiler: If you pause at any point during The Challenge, the entire sequence resets and you have to start all over]].

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* NoFairCheating: [[spoiler: If you pause at any point during The Challenge, the entire sequence resets and you have to start all over]].over. The PS4 port has a sort of loophole by putting the console in Rest Mode, which suspends the game state and does not count as a pause]].



* 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....]]
* OntologicalMystery: The player starts at the end of a dark metal tube shelter undeground, opening doors to climb up onto a castle's patio. [[spoiler: The normal ending returns the player to the same spot, undoing all of the work they have done. The hidden GoldenEnding as well as hidden in-game audio reveal this area to be the starting point of an elaborate virtual reality simulation.]]

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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....bad... (To be fair, the puzzle in ''Braid'' required about ''two hours'' compared to the lecture in this game, and there was nothing in ''Braid'' to keep you occupied while waiting.]]
* OntologicalMystery: The player starts at the end of a dark metal tube shelter undeground, underground, opening doors to climb up onto a castle's patio. [[spoiler: The normal ending returns the player to the same spot, undoing all of the work they have done. The hidden GoldenEnding as well as hidden in-game audio reveal this area to be the starting point of an elaborate virtual reality simulation.]]



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

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

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* CentralTheme: Many of the audio logs revolve around zen and introspection, with the lack of music, eerie atmosphere and simplistic looking puzzles allowing focus on what's going on directly. [[spoiler:Even the developers of the island experience some of it while working on the simulation. The island itself is supposed to be this personified for whomever is within.]]



** A good portion of the tunnels under the windmill are initially inaccesible. They must be entered from the system of caves underneath the island.

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** A good portion of the tunnels under the windmill are initially inaccesible.inaccessible. They must be entered from the system of caves underneath the island.
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* TreeTopTown: The northeast portion, by the shipwreck, includes one, accesible only by boat.

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



* 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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* WhamLine: "What?" [[spoiler: The line appears on an two audio log logs. The first time it ends an audiolog about boats found in the treehouse area, and is the only one up to that point that'll do that. Til then players are just expected to think the audiologs are just random banter, so the "What?" line comes off a a hook for something else going on. Later on in the Expert section of the mountain, one of the first audiologs you can find is the same one from before, but it 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 read, and is where the plot of the game.)]]game starts to be revealed.]]
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* MindScrew: Many of [[spoiler: the environmental puzzles]] come across as this, considering that you have to draw them [[spoiler: on the sides of buildings, cracks in large objects, and even, in at least one case, ''the sun'']] and that unlike most of the puzzles, which have a patient build-up, [[GuideDangIt the game gives you no indication that they even exist]].

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* MindScrew: Many of [[spoiler: the environmental puzzles]] come across as this, considering that you have to draw them [[spoiler: on the sides of buildings, cracks in large objects, and even, in at least one case, ''the sun'']] and that unlike most of the puzzles, which have a patient build-up, [[GuideDangIt the game gives you no little indication that they even exist]].exist]]. [[note]] There is a hint on the top of The Mountain. A simple line-panel overlooks a river with an identical pattern. This goes [[GameplayAndStoryIntegration very well]] with the audio log about new persepectives (of Earth from outer space no less) found in the same place. [[/note]]

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Moving to YMMV


* ThatOnePuzzle: Aside from the TimedMission below, the infamous sunken ship panel has a reputation for being unintuitive in the extreme. [[spoiler: It incorporates elements from puzzles all over the island, except mashed up to the point that realizing what's involved is half the puzzle. The bamboo forest's sound element is here, though it's part of the environment and not obviously artificial, leading some players to ignore it completely. The symmetry line from the ocean pillars is included as well, though it's invisible, and the colors that normally indicate its presence are muddled by a red light from the Greenhouse tinting everything.]]



* 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 - 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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* WhamShot: 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 - 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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[[quoteright:217:https://static.tvtropes.org/pmwiki/pub/images/thewitnessposter_259.png]]

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[[quoteright:217:https://static.[[quoteright:224:https://static.tvtropes.org/pmwiki/pub/images/thewitnessposter_259.org/pmwiki/pub/images/witnessposter.png]]
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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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* {{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 composed 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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* ThatOnePuzzle: Aside from the TimedMission below, the infamous sunken ship panel has a reputation for being unintuitive in the extreme. [[spoiler: It incorporates elements from puzzles all over the island, except mashed up to the point that realizing what's involved is half the puzzle. The bamboo forest's sound element is here, though it's part of the environment and not obviously artificial, leading some players to ignore it completely. The symmetry line from the ocean pillars is included as well, though it's invisible, and the colors that normally indicate its presence are muddled by a red light from the Greenhouse tinting everything.]]
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** Before that, there's the first big [[TheReveal Reveal]] on top of the Mountain, [[spoiler: with a puzzle panel that doesn't do anything and a river that looks exactly like it below...]]
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** The aforementioned Red Ship Door puzzle, which Blow himself hinted to be the single most difficult puzzle in the game. [[spoiler: One of the main reason being that the informations you need to even understand what it is about are to be found into two different areas of the game. One of these is however inaccessible at the start of the game, while the other is rather small and well hidden and it's easy to miss it while exploring the way bigger and prominent landmarks of the game (like the ship itself)]].
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* EmpathicEnvironment: The items in [[spoiler: the central lake]] will change and develop when certain tasks are completed, like turning on a laser or opening one of the vault doors.

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* EmpathicEnvironment: The items in [[spoiler: the central lake]] will change and develop when certain tasks are completed, like turning on a laser or opening one of the vault doors. [[spoiler:The boat's map reveals that the lake is exactly the same shape as the island; it is itself a map of the island.]]
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** This even applies to the [[spoiler:GoldenEnding, which can be accessed from the very beginning, but without the knowledge of environmental puzzles in your first playthrough you likely shut the gate off, making it no longer possible to access the secret ending until you've reached the standard ending, or found the gate's reactivation sequence in the caves.]]

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** This even applies to the [[spoiler:GoldenEnding, which can be accessed from the very beginning, beginning by completing an environmental puzzle involving the first gate, but without the knowledge of environmental puzzles in your first playthrough you likely shut the gate off, off said gate, making it no longer possible to access the secret ending until you've reached the standard ending, or found the gate's reactivation sequence in the caves.]]
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Adding to existing trope

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** This even applies to the [[spoiler:GoldenEnding, which can be accessed from the very beginning, but without the knowledge of environmental puzzles in your first playthrough you likely shut the gate off, making it no longer possible to access the secret ending until you've reached the standard ending, or found the gate's reactivation sequence in the caves.]]
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** In-universe, [[spoiler:the projection room contains a special puzzle with countless possible paths, only six of which (found in the vaults) unlock videos. The easiest projection room video to unlock begins with a dramatic orchestra note and an explosion, followed by the words, "Well, that's no better a solution than any of the others, is it?"]]
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** One of the game's earliest secrets, a hidden area outside the walls of the opening area, includes an audio recording of a quote about 'the society of true searchers'.[[labelnote:note]][[MemeticMutation That man's name?]] [[NotMakingThisUpDisclaimer Albert Einstein.]][[/labelnote]]
** An audio recording on top of the mountain, from which the entire gameworld can be seen, has an audio recording about the mental influence of seeing the Earth from space.

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