1-S: The Witless
| 1-S: THE WITLESS | |||
|---|---|---|---|
| General | |||
| Layer & Part | LIMBO /// SECRET | ||
| Music | Sanctuary in the Garden of the Mind | ||
| Levels | |||
| Previous | Next | ||
| 1-1 | 1-1 | ||
| 1-1, 1-2, 1-3, 1-4 | |||
1-S: THE WITLESS is the Limbo layer's secret level, accessed through a secret exit in 1-1: HEART OF THE SUNRISE. 1-S is a direct homage to the 2016 puzzle game The Witness, with linear level progression consisting of five rooms each containing puzzles, which must be completed in order to enter the following room. Completing the level requires solving a total of 26 puzzles before the level's exit door opens.
The level follows the usual environmental theme of Limbo. Throughout the level, the time of day progresses from day, to evening, to night. Multiple speakers are hidden throughout the level playing the sounds of birds chirping. Breaking the speakers stops the sound.
The music used in this level is Sanctuary in the Garden of the Mind.
Puzzle Elements
Throughout the level, several puzzle elements are introduced. These are:
Boxes — clicking and holding on them then dragging over an empty grid space makes a line. Connecting the line with an
Exit Box completes the puzzle.
Rings must be collected before connecting the line to the
Exit Box.
Pits must be avoided for the completion of a puzzle containing them.
Colored Boxes and
Colored Exit Boxes can be one of three colors; Red, Blue, or Green.
Colored Boxes must be connected to a
Colored Exit Box of its color, or a normal
Exit Box.
Colored Rings must be collected with a line of the same color.
Colored Pits must be avoided by the line of its color, however, other lines can pass through it without resulting in failure.
- Collecting
Rings is done by clicking on a
Box and dragging its line over a
Ring. - Completion of a puzzle is indicated by the background turning bright green, while Failure is indicated by a red flash on the puzzle screen and a subsequent buzzer.
Puzzles
Like most other secret missions (excluding 0-S: SOMETHING WICKED and 7-S: HELL BATH NO FURY), the starting elevator room does not have a Terminal, and weapons are unusable. Each puzzle screen functions like a Terminal; activation and deactivation are based on distance. Puzzles vary in grid size: 1×3, 2×3, 3×3, 4×4, and 5×5.
In the second room,
Rings are introduced.
After completing the puzzles in the second room, the door to the third room unlocks, and the time of day changes to evening.
The third room of the level introduces
Pits.
The fourth room has four puzzles on the left and right sides of the room. These puzzles feature every element from before:
Boxes,
Rings, and
Pits. New elements are introduced; blue boxes and red boxes. Matching them with an exit of their respective color is necessary for completion.
After the door to the fifth room unlocks, the time of day changes to night.
The fifth room presents green
Colored Boxes and re-introduces white
Exit Boxes. The ninth and final puzzle is in front of the level exit. Accessing it requires completion of the 8 previous puzzles in the room.
When the final puzzle is completed, the level exit door opens and a Testament Terminal stands before the pit. Completing the level sends the player back to 1-1: HEART OF THE SUNRISE.
Testament Log
FAILURE AFTER FAILURE AFTER FAILURE
AFTER FAILURE AFTER FAILURE AFTER
FAILURE AFTER FAILURE AFTER FAILURE
AFTER FAILURE AFTER FAILURE
THE RESULTS REFUSE TO ALTER
AGAIN AND AGAIN AND AGAIN AND AGAIN AND
AGAIN AND AGAIN AND AGAIN AND AGAIN AND
AGAIN AND AGAIN AND AGAIN AND AGAIN AND
AGAIN AND AGAIN AND AGAIN AND AGAIN
Secrets
Finale Skip
The skip for the final room is achieved by going through the top of the elevator's door. This is possible because the elevator does not have collision on the door decoration, and because of an oversight in map geometry. Performing the skip shows a developer message;
T. HAKITA
Trivia
- Unlike other screens in Limbo, the fake sky does not emit a buzzing sound if the player is standing right next to it.
- This level uses a unique door lock icon resembling a hand instead of a skull. This icon is only seen elsewhere in 0-2: THE MEATGRINDER, where it prevents the player's pursuit of the
Swordsmachine.


