Hex
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Hex - Gameplay Basics
By meimpink
This guide shows you:
-how to play the game and solve a level
-the different tile types, how to interact with them, and their limitations
   
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Level Interface
Top-left corner
Ellipses (three dots) button returns you to the world menu.
Arrow button restarts the level.

Top-right corner
Level number is here.

Tiles
Tiles are hex-shaped.
A small circle (white circle with a thin blue outline) indicates what tile you are currently on.
Hexagon outline within a tile indicates which tiles you are able to move to from your current location. These are two or one spaces away in a straight line (diagonally, horizontally, or vertically).
How to Play


Once you jump off of a tile, the tile you were just on is cleared and disappears from the board. In order to jump off of a tile, you must jump to a new tile within range (one or two spaces in a line; horizontally, vertically, or diagonally).

You may jump across other tiles or across open spaces if the tile you are jumping to is within range. The tiles that are within jumping range are highlighted.

Jump from tile to tile until there is only one remaining, and it is within range. Jump on to the last tile on the board in order to clear the board and complete the level.
White Tiles

White tiles do not need to be cleared, and cannot be cleared.

You may still jump on them, but they will not disappear like normal black tiles.
Gray Tiles

Gray tiles must be cleared. You must jump on a gray tile twice in order to clear it.

After jumping on a gray tile once, it will turn black and will become, in essence, a standard tile. Once this occurs, you must jump on the tile once more in order to clear it (as if it is a standard black tile).

Jumping across/over a gray tile (rather than onto it) will not affect the gray tile.

Note: if you begin the level on a gray tile, it will become a standard black tile once you make your first jump.
Wall Tiles
Wall tiles are red and taller than other tiles on the map.
Wall tiles do not need to be cleared, and cannot be cleared.
You may not jump on a wall tile, and you may not jump over/across a wall tile, even to reach a tile on its opposite side.
Pink Tiles
Pink tiles must be cleared.
They can only be reached from up close (1 tile away). If you are more than one tile away from the pink tile, you may not jump to the pink tile.
Pink tiles will sink when you are out of range of them, in order to indicate that they cannot be jumped upon.
You may still jump over pink tiles.
Purple Tiles


Purple tiles must be cleared.
They can only be reached from a distance (two tiles away). If you are next to a purple tile, you may not jump to the purple tile.
Purple tiles will sink when you are next to one to indicate that you are too close to jump on the purple tile.
You may still jump over purple tiles.
Green Tiles

Green tiles must be cleared.
When you jump on a green tile, it will spawn standard black tiles around the green tile (maximum of six new tiles).
Black tiles will not spawn over top of already-existing tiles, but they may spawn over a space that used to be occupied, as long as it is cleared by the time you jump on the green tile.
The new black tiles must be cleared and behave like any other standard black tile.
Jumping over/across a green tile does not activate it.
Blue and Red Tiles

Blue and Red tiles alternate between a sunken, inactive red state and an upright, active blue state. On a given turn, red tiles will be down and blue tiles up. When one of these tiles is red, you may not jump onto it.
Every jump you make, whether or not it is onto a blue/red tile, will toggle the blue and red tiles, causing all blue tiles to become red and red tiles to become blue.
Because of the way this mechanic works, you may not jump between tiles of one color (once you make the jump to an active blue tile, the other blue tiles turn red).
Blue and red tiles, like most other tiles, have to be cleared. You may jump across/over blue and red tiles as normal (though, because jumping over them is a type of jump, it will still cause the blue and red tiles to alternate).
Yellow Tiles

A yellow tile will remain inactive until you jump over/across it. Inactive yellow tiles are sunken down.
Once you have jumped over a yellow tile, it becomes active and rises up to a normal height.
Once activated, a yellow tile cannot be inactivated.
You may only jump onto a yellow tile once it has been activated. Yellow tiles must be cleared in order to solve a level.
Gates

Gates are teal in appearance. These, like white tiles, do *not* have to be cleared.

Gates, when they are at the proper height, may be jumped onto or over/across. Jumping on and off a gate will not clear it, as they cannot be cleared.

Every jump you make (regardless of where it is on the board) will cause the gate to move up or down. Gates rise until they meet a maximum height, and then they will fall until they are at the same height as a regular tile (this process repeats, so the gate will begin rising again after it has reached it’s minimum height).

Every gate is different and will rise and fall at a different rate (for example, a slow gate may take three turns to reach maximum height and another three to reach minimum height; a fast gate might switch between maximum and minimum height every turn. You cannot tell how fast a gate is until you start making jumps in a level. Multiple gates within one level might have different speeds.
Bomb Tiles

Bomb tiles are orange in color.
When you jump on a bomb tile, all of the tiles neighboring it will be cleared (this includes *all* tiles, even walls, white tiles, and gates, which cannot normally be cleared).
Bomb tiles must be cleared in order to solve a level. Jumping over/across a bomb tile will not effect the bomb tile or cause its neighbors to be cleared.
Teleport Tiles

Teleport tiles are turquoise/light-blue/light-green in appearance. Each teleport tile has a matching teleport tile somewhere else on the board.

When you jump on a teleport tile, you are instantly transported to its pair.

Jumping to a teleport tile and being transported to the paired tile counts as two jumps (the teleportation itself counts as a jump, even though it is automatic). Tiles that toggle (like red and blue tiles) will toggle twice after you jump onto a teleport tile (once, when you jump to the first tile, and again, when you are automatically teleported to its pair). Similarly, tiles that move (like gates) will move twice after a jump onto a teleport tile (again, this is once for the initial jump and a second time for the teleportation).


If there are multiple pairs of teleport tiles in a single level, they will be represented by slight variances in color and different shapes on the tile. Identify a pair by their same color and shape.

This means that jumping on a light green teleport tile with a pentagon shape on it will transport you to the other teleport tile which is light green and has a pentagon shape on top. Jumping on the triangle teleport tile will transport you to the other triangle teleport tile, and so on.