This guide acts as a walkthrough for WayOut 2: HexIt is now finished and 100% completeThe guide explains the mechanics of all introduced game elements and now includes the perfect solutions for all 60 normal levels + the 'final' level (which is unlocked with the completion of every puzzle in less than x moves) + 10 bonus levels that unlock after officially beating the game with the completion of the 'final' level. It includes a level-table too, and there are also two achievement lists, with which you can navigate better for what you search. Pre-Note: If you happen to find any flaws, inconsistencies, typing errors or if you run into any problems while reading my guide, please contact me. I'm happy to correct myself, to improve this guide and of course I'm happy to help you guys.The game series WayOut is based on the mechanics of the old game 'Lights Out', in which the player is given a table of tiles, some activated (light), some deactivated (dark).Now, the task is to toggle all the lights off, by clicking on corresponding tiles.

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Those tiles the player has clicked on, and also every surrounding one switch modes, off to on, on to off. Through pushing only the right tiles, the table can be cleared.The developers of WayOut picked up this concept and advanced it with new special tiles, that trigger different events and by that, make the game more complex and challenging.WayOut 2: Hex offers a bit of a twist. Originally the game was based on square tiles, but the sequel expends that, to hexagonal tiles, adding even more complexity to the game.For every constellation there is a minimum number of moves to be done. Fast and furious showdown cast.

If the stage is completed with the estimated minimum of clicks (or possibly less), the level is considered 'solved perfect'.The game is structured in six (plus one) sets of levels with ten levels each (so 60 (+10 =70) total). If every of the first 60 levels is done perfect, a final puzzle is available. After the 'final' puzzle is solved, a new bonus set with ten additional levels will be available. In every set (except the bonus one) a new kind of tile is introduced.Many puzzle grant achievements upon completion (no perfection needed for this, as far as I know). But to get 100 percent achievements, you need to complete the final puzzle. This guide is meant to ease your work, while taking out the fun of solving it your own.Use this only if your stuck and/or don't want to leave achievements on the road after deciding to don't waste any more time in this game.

ShortcutsFirst of all, I want to list the shortcuts which are mostly good to know, but still sort of useless. R - restart level (maybe usefull). S - switch fullscreen mode to window mode (and back). B - freeze and unfreeze background animations. C - 2d mode.

V - grayscale modeI have to admit, 2D mode can come in pretty handy if overview is hard to achieve, because it is a vertical top view (from directly above), in comparisson to the standardly angled overhead view (from the side). Only problem I have to mention, is that the field of view is to small to see every tile in bigger puzzles.Also it may occur, that the table grafically glitchs, if the puzzle is turned before or while 2D mode.Grayscale mode is rather useless, because it turns the colors in different shades of grey (oh wonder), but the shades are to similar to differentiate (at least for me) if the two different yellow tiles are discolored. Menu puzzleThe menu is an overview of all your levels. They are divided in six (later seven) groups with three colors (red, blue, violet). Each set has ten hexagonal prismatic pillars, that give infos about the solution status of the level.

A colored pillar means, that the level is unlocked, white means the set of this level but not the puzzle itself is unlocked and grey tells you, that not even the set is unlocked.If the pillar is big, the level is completely unsolved, if solved at least once it would be 'pushed down'.Half pushed down and yellow colored indicates, that the puzzle was solved already, but with more then the perfect score.New levels unlock, if others next to it are solved in any way. 3.) hex:With the hex fields you can activate dozen tiles at once. There special trick is, that they switch all surrounding tiles if triggered. Ths means, that they work like a normal tile if clicked directly, but also activate, when a tile next to them is pressed.Not only the tile you clicked and those tiles around the activeted one are switched, but even the tiles around the triggered hex tile are.With that mechanic it is easy to 'generate or consume' tiles if needed. Just use the hex once as a normal tile and then push a neighboring tile.

All tiles switched around the hex before are switched back. But those which are around the neighboring tile, but not the hex are only turned once.Example: I push the hex itself, and it acts like a normal tile: The four surrounding tiles flip.Example: I push a neighboring tile (to the left) and all the tiles of the example above are swapped, plus the one in the corner. 5.) yellow:In my opinion yellow tiles are the most mind boggling tiles of all. Not just because they have to states with a similar mainfunction, but because they 'vanish when used'. Yellow tiles appear as yellow colored half or unpushed tiles, that aren't directly clickable.

They can only be triggered indirectly, by neighboring cells.If they are activated, they turn into standard colored normal tiles (if they are unpushed) or into pushed standard colored normal tiles if they were half pushed before.This tiles can make the field look overwhelmingly complicated, even if it only requires three or four moves to clear most of it. I've got no advise at all (besides random experimenting).Example:Example.

6.) doubledot:Double dotted tiles are all linked together. If one is pushed directly it works like a normal tile, activating itself and up to six surrounding tiles, but the funny thing is, that it also swaps every other double dotted tile, no matter how it is pushed.One important thing about this 'being linked' is, that they aren't all pushed or all unpushed in the beginning. Some are in, some are out, and they all synchronise, when the first double dotted is pushed. You can and should use this guide to give yourself a hint in hard levels, just to know where some tiles definitely should be clicked and not for just rushing through all levels to 100 percent the game. But feel free to use the knowledge of this guide for whatever purpose you feel the need to.It just takes the fun, you know?I'm not quite done with everything and need your assistence in a handfull of levels, I'm not sophisticated enough for to find the solution.I still need help with the following:.

Level 10. Level 46. Level 49. Level 55. Level 57.

Level 60. Final levelAnyway, you still want the solutions of what I got:I screened every level and marked what tile to click on with a black x.Also there are some tiles marked with a two.

Those have to be clicked twice.Marked yellow tiles have to wait until they are unlocked, the order doesn't matter in generalIf a special tile has to be pressed first to ensure the puzzle will be solved, I also marked it with a green circle. Just push that first and continue in what ever order you wish. Level 10 I'm not sure why, but it seems that you can't go under ten moves. At least I can't.This is an issue many people have, so I'm not sure if this is just a flaw in the game itself.Because nine or less moves are required by the game, but ten should be correct, I still post my solution. When the devs have looked into this, I'll try again and improve if necessary/possible.Edit: Now perfectly solvable in ten moves.Solved perfect with 10 of 10 moves needed for perfectOrder of pushing irrelevantNo doubleclicked tiles. Again I want to mention, that this guide is yet to be finished, and I ask for a little help to round off this projekt.I still need a handfull of solutions, so if anybody knows anything helpful, please make a screenshot of this level, use Paint (or something similar) to mark your moves, post it on your profile and message me. I'll see if it works out and I will adopt it to my guide if it does.

Of course everybody that offers me his solutions, will be referenced and earns reputation by name under the corresponding solution. @Sinistra It's not incorrect programming from a 'bug' perspective, as the behavior matches the author's intent 1:1; it IS incorrect from a game design perspective, for the reasons I laid out: penalty system reveals information that it shouldn't reveal, and Reject B fails to take into account puzzles with multiple solutions.

A Reject B game can have no penalty system, but a game with a penalty system will always enforce Reject B. Penalty systems are horrible game design (in picross), and Reject B breaks the game, which makes it a bug regardless of author intent. It doesn't adhere to the rules of Picross, so it's incorrect. @Braden @GridLord I'm really sorry.

Walkthrough

There had been a mistake on my side. I did upload a wrong solution for level 69. The one click on the yellow cell in the upper left of the screen should have been one off to the right.

The level could have never be completed like this, no matter what order of pushing.It is sad, that I have to apologize for my guide, still not being bullet-proof by now.I don't know how it could happen, but I must have overlooked this mistake more than several times while checking for errors. Hope this didn't stop anyone from getting WayOut 2 atPS: @BradenThe thing you said about the picross levels is quite interesting. I have played some of those games before, but never thought about this being a problem in programming. I would have thought, 'simple' games like this would have been programmed the right way.

@whwn7 I seriously hope that's not the case. There shouldn't be a 'recognized solution'. The game should check the state of the board to make sure it matches the win conditions, not the expected solution(s), which is information that the player cannot possibly have access to. To do the latter would be bad game design and create opportunities for legitimate solutions to be arbitrarily rejected, resulting in an impossible (without guesswork/brute force) puzzle.I then proceeded to go on a tangent about picross, which you can read here.