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It was a learning experience for all of us, but it was certainly very productive and fruitful and I think similar to a lot of cross-disciple work, which I had been used to doing a lot of, but there's always a time of learning each other's language. You really have to take time to figure out what everyone's saying and get used to each other I think he feels that that is how you actually start to elevate games to a higher level, an art form, by breaking out of certain ways of thinking. He wanted an architect who was a practicing architect, not a video game artist or someone who was in that industry. And he's done this with other artists he's worked with-like musicians, he does not work with video game musicians. So it was something, I think, that was more appealing to Jonathan in some ways. But in terms of digital games, I hadn't been playing since I was much younger. Were you into games before you started working on The Witness? I spoke with Van Buren over the phone to learn more about designing architecture for the virtual world of a video game. Alongside a team of landscape designers from the LA-and-SF-based Fletcher Studios as well as visual artists, Van Buren crafted the elaborate virtual world of The Witness before returning to traditional architecture. The lead architect behind The Witness, Van Buren had never worked on a video game before being enlisted to participate in its development. “Video games are not like real world architecture-there's no constraints,” Deanna Van Buren of FOURM design studio and DJ+DS explains over the phone. Video games are not like real world architecture-there's no constraints There's no clear narrative at work-just the player, the island environment, and the puzzles. The game lacks any verbal communication instead, the player wanders around an abandoned island largely of their own accord, gaining access to more areas by solving increasingly difficult puzzles. The game is intended to not just amuse or challenge, but also prove that video games are an artistic medium in their own right. Released in 2016 to wide acclaim, The Witness is the brainchild of celebrated video game designer Jonathan Blow. This a game where the design, built in part by a team of architects and landscape architects, rivals the gameplay. The rest of them are similar."This is so beautiful – can I live here?” asks user GhostRobo on his YouTube walkthrough of the puzzle game the Witness, verbalizing what many probably feel after first leaving the dark tunnel where the player begins. That is the hint for the puzzle’s solution. It should be a two tone chirp with one high and one low note. Stand in front of the puzzle and listen to the bird’s chirp. It is easily miss-able, but that is the way towards the first puzzle. Take the left path and after only a few steps there will be a small path to the right. Enter the jungle and in front of you is a tall tree and a path leading upwards to your left.
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Follow the short until you see the entrance into the jungle (there is a temple with red doors on your left). From the entry area go right and go towards the shore. Jungle Sound Puzzle SolutionsThe path to where you find the first jungle puzzle is not easily found at first. Put your headphones on and enjoy this great little challenge. There will b e obstacles in the way (other sounds or the bird chirping a melody not matching the puzzle you are seeing in front of you), but if you listen carefully you will hear the solution sooner or later. Use that to solve the maze puzzles (draw the line in the top, middle or low part of the maze, matching the tones). Bird makes three sounds – low, middle and high pitched tones. There will be a bird chirping the solution.
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The whole point of these puzzles is to listen to the surrounding sounds. Completing them all gives you the trophy and unlocks another laser beam. There are not that many puzzles and their principle is rather simple. Jungle Trophy in the witness is on of the easier to get.