The Wiki for Tale 6 is in read-only mode and is available for archival and reference purposes only. Please visit the current Tale 11 Wiki in the meantime.

If you have any issues with this Wiki, please post in #wiki-editing on Discord or contact Brad in-game.

Test of Hexaglyphs

From ATITD6
Jump to navigationJump to search
English Deutsch français magyar Türkçe
  Test of (the)  
Test of Hexaglyphs
Discipline
Requirements
Principles
  • Cut a Hile's Chevrons Turquoise
  • Check an Ant Colony and find Mandibular Glue
  • Build a Hexaglyph Tablet
  • Place 7 Hexaglyphs on the Tablet
  • Write 14 Glyphs
  • Lock a Glyph in Place
  • Remove a Glyph
  • Open the Tablet for Judging
  • Tear down your Hexaglyph Tablet, OR do the following:
    • Have Seven Judges solve and rate the puzzle
    • Design rated Good by most Judges
  • All of the above, OR solve three recent winning Hexaglyph Tablets
Demonstration
  • Demonstrated by ?? in ?? on ??.


Demonstration

Construction

See Hexaglyph Tablet.

Design Interface

The Hexaglyph Tablet is made up of an array of hexagons (Hexaglyphs). In order to open the puzzle for judging, you must construct a puzzle in its solved state. A solved puzzle is one in which the Hexaglyphs are arranged so that all touching Glyphs match. (The Tablet will not allow you to design an illegal puzzle.)

  • To place a Hexaglyph on the tablet: Click on an empty space on the board.
  • To lock a Hexaglyph in place: Click on the center of a Hexaglyph. Its border will become a brighter white, and the Hexaglyph will become a static piece of the puzzle (it will remain in place; players cannot move it, but will have to move the unlocked Hexaglyphs to match its sides).
  • To remove a Hexaglyph from the tablet: Click on the center of a locked Hexaglyph.
  • To write Glyphs: click near a side of a Hexaglyph. Multiple clicks will cycle through the six available Glyphs, and a seventh click will erase the Glyph.

Solving the Hexaglyph

To solve a Hexaglyph Tablet, click it to start. The Hexaglyphs with a bright white outline are locked; they are in their final position and cannot be moved. The dimmer white pieces can be moved by clicking the center and dragging it to an empty spot. They can be rotated by clicking near an edge and dragging. The goal is to:

  • Have all of the outer edges be blank.
  • Match up all glyphs so that similar symbols are touching.

Strategy (User:Wrel)

  • Start with an outer glyph that cannot be moved.
  • There will be only so many other glyphs you can connect to it, matching symbols, while also keeping outer edges blank.
  • Build from there, keeping outer edges blank.
  • If it's not working out, switch to a different unmovable outer glyph and try again.

Hexaglyph Locations


Region Coordinates Designer Passed Remarks RL Date opened
7 Lakes 1409, -1153 JaylenaeYbarre No 13th June 2/19/2012
Desert of Shades -1015 2179 Chet No
Desert of Shades -1010 2179 Asud No 16/06/12
River Plains 1411, 2811 Obol No symmetrical 6/15/2012
River Plains 1409, 2811 Shemei No 6/15/2012
River Plains 1407, 2811 TeaAira No 6/15/2012
River Plains 1604, 2848 Casino Yes 6/12/2012
River Plains 1614, 2833 Ruby No 6/18/2012
River Plains 1616, 2833 Stevehotep No 6/18/2012
Midland Valley 937, 4861 Shiranai No 6/25/2012
River Plains 1550 2834 GHawkins No 6/27/2012
River Plains 1604, 2849 VirginiaSlims No 7/1/2012

Passes (including "recently passed" puzzles)

See Test Pass History.