Strategy & Puzzle Grid Game PC 10 MB
Untimed Option easier Walkthrough not needed
Premise: The knights of Hexalot are out to recapture the Crown of King Arthur, and your mission is to guide each knight across the treacherous lands of the Saxons. You accomplish this by creating straight paths, called bridges, for them to make their way across a grid of hexagons, leading them from brown castle to brown castle, until each reaches the safety of a white castle. Along the way you can collect gold coins and jewels for them to bring back to Hexalot. They have completed their quest when they have traversed all 36 levels and recaptured the crown. Not as simple as it sounds, of course, as minor complications can arise on the way, but quite manageable in easy (Adventure) mode.
Hints: Before you start, it is very important to read How To Play, which is found on the main menu . ~ The land that the knights must cross is a hexagonal grid, and the small hexagons which make up the grid are called hexes. The game refers to the small colored hexagons that you will position onto the larger hexagonal grid as magic crystals, but they don’t look anything like crystals; they look like hexagonal tiles, so I’m calling them tiles. ~ All travel must be in a straight line, diagonally or vertically, and you create these lines (bridges) with the colored tiles which you select out of four boxes (wells) that are lined up along the right side of the field. ~ Often the tile in the well is made up of several hexagons stuck together in an odd shape which can be either problematic or useful, forcing you to think creatively to get it to fit where you need it. ~ When you choose a tile, it sticks to your cursor until you place it onto the field or discard it into the Dropzone Cauldron. ~ Choose your tiles carefully, for once you choose a tile, you cannot return it to the well, and if you discard it, you will lose points… so, if you care about points, you might prefer to place it, whenever possible, onto a part of the field that you are certain you will no longer will be using. ~ When selecting a cluster of tiles, you can reorient them by right-clicking or by pressing your spacebar until they are positioned in the most useful direction, but you must do this while they are still stuck to your cursor and before you place them. ~ Once a tile is placed it cannot be moved or removed. ~ A tile might, however, disappear on its own if a knight doesn’t use it quickly enough. That can help you sometimes, or it could work against your plan. ~ If a tile starts flashing, it’s about to disappear.
More Hints: On their journey toward the white castles, the knights can take refuge in the brown castles, but, unlike the white castles, the brown castles can each hold only one knight at a time (unless they’ve arrived there simultaneously), so the first one must leave before the next can take refuge there. ~ When planning your strategy, be sure that there will always be a castle at the end of every bridge you’re planning for the knight to cross, because without a bridge he will go nowhere, and it’s very easy to fall into the trap of sliding him into a spot from which the only option is backwards. ~ As the game progresses, the knights will begin to do a lot of zigzag travel before they reach perhaps the only white castle. ~ The bridge you create to transport a knight to a castle must be at least two tiles in length. ~ A bridge must be just one color. ~ If you use more than one color to make a bridge, it will collapse and those tiles will disappear. ~ Some paths have painted hexes which you must match, which can be a problem if you don’t have that color; also, it’s impossible when there are two hexes of different colors in a single line. That problem is solved by using multi-colored tiles which can stand in for any color and are able to cover an inconveniently-located hex of the wrong color.
Still More Hints: Always map out your knight’s total route before leading him to any brown castle, because not all brown castles are connected to a white castle. ~ Jewels appear randomly from time to time on the paths, tempting you to direct a knight down that path to collect the jewel. But watch out — they often appear on paths that do not lead to any castle at all, or to brown castles that are not connected to any white castle — and in fact, the more valuable the jewel, the more likely it is placed there to lead you astray. ~ How to Play, on the main menu, gives a list of the values of each jewel. ~ The most valuable jewel is the triangular diamond, and more valuable than the diamond is the gold crown, but most valuable of all is the red shield. ~ You start out with three lives and that’s the most you can have, but if you run out of tiles without having rescued all the knights, you will lose one of your lives. ~ Lose all your lives and the game ends… but if you see a red shield on one of the tiles or hexes, make a bridge with it, and if a knight uses it, you will regain one life. ~ Toward the end of the game the grid starts to get more complicated, and you may need to make a sketch of the grid and the positions of the castles. Ignore the jewels; they disappear randomly and at this level you already have lots of points. Draw a complete path for each knight and you’ll notice that the lattice you’ve created is symmetrical, with one side mirroring the other; that knowledge may help you when you can’t work out a knight’s path.
My Review: I like hexagonal shapes, and I enjoyed using them. Hexalot is 8 yrs. old, which in the game world is ancient and considered primitive by today’s standards… but, as is often the case, simple can be fun, and this is such a good game that I still play it! It requires you to think (which is its whole point), but it doesn’t get too difficult too quickly, which is a big plus. The music is appropriate, making this a pleasant game for anyone.
My Recommendation: This is a good, easy, and enjoyable game which is also an excellent brain exercise. If you like puzzles, why not give it a try?
You can try it for free, here: Hexalot