WayOut 2: Hex Guide

Complete Walkthrough for WayOut 2: Hex for WayOut 2: Hex

Complete Walkthrough for WayOut 2: Hex

Overview

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.

Introduction

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. 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. 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.

If you’re interestet in the game because of this guide and you’re considering to buy this game or the presequel (first part), I’ll list the shop pages of both games down below.

[link]
[link]

Regard: If you’re interested in both games, please consider, that there is a bundle where you get 30% of for both games!

[link]
If you like my guide, please leave a like, share and favorite. I’ll do my best to improve it.

Changelog

21th April ’17:________Startet gathering and writing down level solutions
24th April ’17: 2 am:___Startet guide
___________________Added shortcuts and Interface
24th April ’17: 4 am:___Added “the different game elements” section
24th April ’17: 6 am:___Added “Preface to my walkthrough” section
24th April ’17: 7 am:___Added solutions of 54 Levels in new “Solutions” section
24th April ’17: 3 pm:___Added “optional/alternative” solution for level 10 (“Red Set 1” complete)
24th April ’17: 5 pm:___Added table of levels (main menu differentiation into 60 parts)
___________________Added “Epilogue” section
___________________Prepublished Guide (still unfinished)
24th April ’17: 9 pm:___New patch fixes problem with lvl 10. Now perfectly solvable in ten moves
24th April ’17: 10 pm:__Added perfect solution for level 49
24th April ’17: 11 pm:__Added a non-perfect solution for level 57 (26 of 23 moves)
___________________Added a non-perfect solution for level 46 (25 of 24 moves)
___________________Added a non-solution progress for level 55 (25 of 25 moves for perfect)
___________________Updated levelselect picture (55, 60 unsolved; 46, 57 solved nonperfect)
25th April ’17: 6 pm:___Added perfect solution for level 46 (“Red Set 2” complete)
26th April ’17: 1 am:___Added special information (in text form) about each puzzle to it.
___________________This information includes:
______________________* Solvestate (better than perfect; perfect; solved (unperfect); unsolved)
______________________* Number of used moves compared to number needed (for perfect)
______________________* If order of pushing is important. If it is, the first tile to push is circled
______________________* How often and if tiles have to be clicked twice
26th April ’17: 11 am:__Added better-than-perfect solution for level 55. Sponsored by fusecavator
29th April ’17: 5 pm:___Added better-than-perfect solution for level 60. Sponsored by rezoons
1st May ’17: 2 pm:____Added related achievements to each level
___________________Added list of “achievement -> level” “level -> achievement” to level-table
___________________Removed most typing errrors
1st May ’17: 3 pm:____Added shop links to introduction to raise purchases
9th May ’17: 3 pm:____New patch fixes problem with lvl 57. Now perfectly solvable in 27 moves
9th May ’17: 3 pm:____Added (I guess) perfect solution for Final Level. Sponsored by rezoons
9th May ’17: 3 pm:____Fished Guide with solutions for all 60+1 puzzles (7 better than perfect)
15th April ’18: 1am:___Added solutions for bonus levels 61 to 70 and reworked guide information
15th May ’18: 10am:__Corrected a wrong picture for solution of level 69

Shortcuts and interface/navigation

Shortcuts

First 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 mode

I 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.
.

Navigation in the interface with menus

The Navigation (if shortcuts are unwanted) bases on clicking, totally.
While pressing and holding the right mousebutton rotates the puzzles (and the main menu) and allows a different perspective, the left mousebutton is used to interact with the mainpuzzle (which resembles the level selection mode) and operate with the grafical user interface (GUI).
Both the menu-Gui and the level-GUI are fairly basic and self-explanatory.

GUI: Menu
  • Music distracted me quite a bit, so I turned it off (matter of taste)
  • Ingamesound consist out of one clicking “bloob” sound when switching tiles
  • Quit game, you know what it does
GUI: Level
  • “Perfect-score counter” indicates if you exceed the maximum amount of clicks for “perfection” indirectly by turning red. On some levels you can score even lower than that given number, so you have some spare moves left.
  • Use the reload level button or the shortcut “R” on your keyboard
  • You get back to your main menu with the menu button
Menu puzzle

The 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.

The different game elements

There are six different types of tiles, that appear in the given order:

  • 1.) normal
  • 2.) singledot
  • 3.) hex
  • 4.) arrow
  • 5.) yellow
  • 6.) doubledot

1.) normal:

The normal tiles are the most common. If you click them up to six surrounding tiles get flipped with it, depending on how many are around it.
To get rid of them, try to corner them. They multiply pretty fast.

Example: I push the one red in the middle, and six additional around it get flipped, too.

But there is one type that can’t be flipped indirectly: The singledotted

2.) singledot:

Single dotted tiles can only be flipped directly. Nothing else can trigger them, so it is advisable to deactivate every active single dotted tile, right at the beginning, because in the end they all have to be inactive.
That makes them the most obvious to push of all tiles.

Example: I push a normal tile next to a single dotted; it doesn’t get triggered.

Example: I push a single dotted: All tiles around, except the other single dotted are switched.
..

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.
..

4.) arrow:

As easy as it seems. The arrow only swaps those tiles it point on. The trick: Only if triggered directly. If clicked, the arrow tile flips the in front and behind of him, what means three in a row. If the arrow tile is triggered indirectly it flips only itself like a normal tile.
Most likely they are used for chainreactions. One arrow after another.

Example: Direct trigger

Example: Indirect trigger
..

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. The hard thing about this is, that because of this, double dotted tiles are the only tiles, where the order matters.
Not as much as it sound, but if you first push a doubledot that is off, every doubledot is on after that, and if you first push a doubledot that is on, every doubledot is off after that.
Even if you do everything else right, you could end up with an otherwise cleared board, but all doubledots are active.

Example: I push the lonely active doubledot on the far right and all are deactivated after one move.

Example: I push the single inactive one, in the top left corner and all are active after one move.

Preface to my walkthrough

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 level

Anyway, 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 general
If 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.

Solutions: level-table and achievement list

Table of levels

If you need a specific level or a certain achievement:
I made two lists in which you can eather search for a level and his dependant achievement or vise versa search for an achievement and where it is included.
Then just check in the following picture what number you have to look for in my guide.
Regard: Every achievement is mentioned on its corresponding level, too. But for a better overview I created this tables and lists in addition.

List 1: Number of puzzle and the related achievement
  • 1 – A
  • 2 – B
  • 4 – C
  • 6 – 0
  • 8 – D
  • 9 – E
  • 11 – F
  • 12 – G
  • 13 – 1
  • 16 – H
  • 18 – 2
  • 19 – I
  • 20 – J
  • 22 – “!”
  • 24 – 3
  • 26 – K
  • 28 – “?”
  • 30 – 4
  • 31 – L
  • 33 – M
  • 35 – N
  • 36 – 6
  • 38 – 5
  • 40 – 7
  • 41 – O
  • 42 – P
  • 43 – Q
  • 44 – T
  • 45 – 8
  • 46 – V
  • 47 – R
  • 48 – S
  • 49 – U
  • 50 – W
  • 51 – X
  • 53 – Y
  • 56 – Z
  • 57 – 9
List 2: Achievements in ordered sequence and their covalent level (number)
  • 0 – 6
  • 1 – 13
  • 2 – 18
  • 3 – 24
  • 4 – 30
  • 5 – 38
  • 6 – 36
  • 7 – 40
  • 8 – 45
  • 9 – 57
  • A – 1
  • B – 2
  • C – 4
  • D – 8
  • E – 9
  • F – 11
  • G – 12
  • H – 16
  • I – 19
  • J – 20
  • K – 26
  • L – 31
  • M – 33
  • N – 35
  • O – 41
  • P – 42
  • Q – 43
  • R – 47
  • S – 48
  • T – 44
  • U – 49
  • V – 46
  • W – 50
  • X – 51
  • Y – 53
  • Z – 56
  • “!” – 22
  • “?” – 28

Red Set 1: Levels 1 – 10 (includes achievements: 0, A, B, C, D, E)

Level 1

Achievement: “A”
Solved perfect with 3 of 3 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 2

Achievement: “B”
Solved perfect with 5 of 5 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 3

Solved perfect with 5 of 5 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 4

Achievement: “C”
Solved perfect with 4 of 4 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 5

Solved perfect with 7 of 7 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 6

Achievement: “0”
Solved perfect with 15 of 15 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 7

Solved perfect with 5 of 5 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 8

Achievement: “D”
Solved perfect with 8 of 8 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 9

Achievement: “E”
Solved better than perfect with 10 of 12 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

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 perfect
Order of pushing irrelevant
No doubleclicked tiles

Blue Set 1: Levels 11 – 20 (includes achievements: 1, 2, F, G, H, I, J)

Level 11

Achievement: “F”
Solved perfect with 3 of 3 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 12

Achievement: “G”
Solved perfect with 5 of 5 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 13

Achievement: “1”
Solved perfect with 10 of 10 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 14

Solved perfect with 11 of 11 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 15

Solved perfect with 10 of 10 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 16

Achievement: “H”
Solved perfect with 10 of 10 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 17

Solved perfect with 15 of 15 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 18

Achievement: “2”
Solved perfect with 18 of 18 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 19

Achievement: “I”
Solved perfect with 20 of 20 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 20

Achievement: “J”
Solved perfect with 19 of 19 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles

Violet Set 1: Levels 21 – 30 (includes achievements: 3, 4, K, !, ?)

Level 21

Solved perfect with 3 of 3 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 22

Achievement: “!”
Solved perfect with 5 of 5 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 23

Solved perfect with 4 of 4 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 24

Achievement: “3”
Solved perfect with 15 of 15 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 25

Solved perfect with 5 of 5 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 26

Achievement: “K”
Solved perfect with 8 of 8 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 27

Solved perfect with 10 of 10 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 28

Achievement: “?”
Solved perfect with 8 of 8 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 29

Solved perfect with 8 of 8 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 30

Achievement: “4”
Solved perfect with 24 of 24 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles

Blue Set 2: Levels 31 – 40 (includes achievements: 5, 6, 7, L, M, N)

Level 31

Achievement: “L”
Solved perfect with 10 of 10 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 32

Solved better than perfect with 16 of 17 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
..
.

Level 33

Achievement: “M”
Solved perfect with 13 of 13 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 34

Solved perfect with 18 of 18 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 35

Achievement: “N”
Solved perfect with 14 of 14 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 36

Achievement: “6”
Solved perfect with 24 of 24 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 37

Solved perfect with 18 of 18 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 38

Achievement: “5”
Solved perfect with 17 of 17 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 39

Solved perfect with 21 of 21 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 40

Achievement: “7”
Solved better than perfect with 27 of 28 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles

Red Set 2: Levels 41 – 50 (includes achievements: 8, O, P, Q, R, S, T, U, V, W)

Level 41

Achievement: “O”
Solved perfect with 8 of 8 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 42

Achievement: “P”
Solved perfect with 8 of 8 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 43

Achievement: “Q”
Solved perfect with 15 of 15 moves needed for perfect
Order of pushing irrelevant
Two doubleclicked tiles!
.
.
.

Level 44

Achievement: “T”
Solved better than perfect with 15 of 20 moves needed for perfect
Order of pushing irrelevant
Two doubleclicked tiles!
.
.
.

Level 45

Achievement: “8”
Solved perfect with 21 of 21 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 46

Achievement: “V”
Perfect solution is not yet available.
More research definitly is needed.
Edit: This is not perfect, but the best I could do for now. :-/ sry

Edit: Found out that one by myself
Solved perfect with 24 of 24 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 47

Achievement: “R”
Solved perfect with 14 of 14 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 48

Achievement: “S”
Solved perfect with 6 of 6 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 49

Achievement: “U”
Perfect solution is not yet available.
More research definitly is needed.

Edit: Found out that one by myself
Solved perfect with 16 of 16 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 50

Achievement: “W”
Solved perfect with 21 of 21 moves needed for perfect
Order of pushing irrelevant
One doubleclicked tile!

Violet Set 2: Levels 51 – 60 (includes achievements: 9, X, Y, Z)

Level 51

Achievement: “X”
Solved perfect with 6 of 6 moves needed for perfect
Order of pushing important
No doubleclicked tiles
.
.
.

Level 52

Solved perfect with 8 of 8 moves needed for perfect
Order of pushing important
No doubleclicked tiles
.
.
.

Level 53

Achievement: “Y”
Solved perfect with 9 of 9 moves needed for perfect
Order of pushing important
No doubleclicked tiles
.
.
.

Level 54

Solved better than perfect with 16 of 21 moves needed for perfect
Order of pushing important
One doubleclicked tile!
.
.
.

Level 55

Perfect solution is not yet available.
More research definitly is needed.
Edit: This is the best i could do in the 25 moves needed for perfect. I would guess it is the right way, because some parts solve so good that it looks like it’s supposed to be like this.

Solved better than perfect with 23 of 25 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
Edit:

This solution was kindly sponsored by the user fusecavator. Tributes go to him.

.
.
.

Level 56

Achievement: “Z”
Solved perfect with 18 of 18 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 57

Achievement: “9”
Perfect solution is not yet available.
More research definitly is needed.
Edit: This is the best I could do at the moment ;P sry

Edit: The seemingly false border for the number of moves needed for perfect has been moved from 23 to 27.

Solved perfect with 27 of 27 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 58

Solved better than perfect with 31 of 32 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 59

Solved perfect with 16 of 16 moves needed for perfect
Order of pushing important
No doubleclicked tiles
.
.
.

Level 60

Perfect solution is not yet available.
More research definitly is needed.

Solved better than perfect with 39 of 41 moves needed for perfect
Order of pushing important
No doubleclicked tiles
Edit:

This solution was kindly sponsored by the user rezoons. Tributes go to him.

Final Puzzle (includes achievement: MAP)

Final Level

Achievement: “MAP”
Final puzzle is not yet unlocked.
Perfect solution is not yet available.
More research definitly is needed.

Edit:

This solution was kindly sponsored by the user rezoons. Tributes go to him.

Solved with 28 moves probably needed for perfect
Order of pushing important
No doubleclicked tiles
.
.
.

Now that all this work is done, you should see the following picture

.
When you see this you can should have perfected every level, solved every puzzle and with that, gained every achievement in this now 100% completed game.

Violet Set 3 (Bonus Set): Levels 61 – 70 (includes no achievements)

Level 61

Solved perfect with 7 of 7 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 62

Solved perfect with 19 of 19 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 63

Solved better than perfect with 14 of 18 moves needed for perfect
Order of pushing irrelevant
One doubleclicked tile!
.
.
.

Level 64

Solved perfect with 18 of 18 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 65

Solved perfect with 16 of 16 moves needed for perfect
Order of pushing irrelevant
Two doubleclicked tiles!
.
.
.

Level 66

Solved better than perfect with 15 of 19 moves needed for perfect
Order of pushing important
One doubleclicked tile!
.
.
.

Level 67

Solved perfect with 11 of 11 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 68

Solved better than perfect with 11 of 12 moves needed for perfect
Order of pushing important
No doubleclicked tiles
.
.
.

Level 69

Solved perfect with 10 of 10 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles
.
.
.

Level 70

Solved perfect with 12 of 12 moves needed for perfect
Order of pushing irrelevant
No doubleclicked tiles

Epilogue

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.

If you liked my guide, please give it a thumbs up, favorite and share

The more people know this, the bigger the chance is, that I can fully complete this.

Again, 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.

If you also want an achievement guide for the presequel WayOut (1), the user fusecavator made a good one. Make sure to check him out as well:
[link]

Special thanks go to all users that helped me improve my guide, send in solutions, supported me in my work and liked, shared or favorited my guide.
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