Paint by Pairs is another puzzle originally created in Japan. However, this time, It first appeared in a publication other than Nikoli. Publisher Byakuya Shobo included hand-created “Number Net” in many of their puzzle magazines before 2002. This is when Conceptis, a video game company, developed an algorithm allowing them to generate the puzzle more quickly. They called their puzzles “Link-a-Pix,” and soon magazines around the world started carrying these puzzles under different names.
This is a cell shading puzzle solved in two stages. First, connect pairs of numbers with a path through orthogonally adjacent cells. Next, shade these paths in to reveal a hidden image.
Number pairs indicate the total count of cells in the path, including those containing the numbers.
A 1 cell has no pairing, because that path is simply one cell long.
Paths travel left, right, up, or down without crossing themselves or any other path.
You must use all of the numbers, but not necessarily every cell.
Generally, the smallest pairings are the easiest to solve. As a bonus, marking them early restricts options for longer paths later.
1s are simply a shaded single cell.
Pairs of 2s become shaded dominoes. Be wary of clusters and make sure your shading actually uses all of the 2 pairs.
3 pairs form either a straight line or a short L-shape. Look for 3s next to other clues, as they will often wrap around them.
Isolated Clues
Search for numbers with fewer possible pairings near them. Many times, you will find only one possible path between them. Most of the time, a path that hugs either the edge of the grid, or one created by an earlier path is a pretty safe bet. Remember that paths include the number, so for any clue X, you’re looking for a match that is X-1 cells away.
Count Cells Along the Direct Route
This is especially useful for larger numbers. If you have a couple of nearby candidates, try counting the cells along a direct path between them.
If you’re off by exactly 1, then that cannot be the correct pairing. This is because no matter how a potential path changes from the most direct one, it will add at least 2 cells to the count.
Just don’t forget, the cells with the numbers must be included in your count. Use this technique only when you have two or three possible options for a pair, as you don’t want to get bogged down checking too many possibilities.
Avoid Blocking
Sometimes, a clue will have more than one option for a pair. Try to eliminate options that block other numbers from pairing up.
In addition, paths may not cross each other, so if you find a pair with more than possible route, see if they all pas through the same general area. If so, look at other clues nearby to see if you can restrict the paths by solving those clues first. If you’re stuck, look at another area of the puzzle, as you will likely create restrictions that help you.
Use Partial Lines
Remember that you don’t always need to figure out the entire path at once. Think of it like you’re working on a very large Arukone puzzle. When a number seems to be trapped, look for the escape route it must use to avoid being blocked off. Start drawing a path using only as many cells as necessary to have more than one direction of travel.
Similarly, if a particular pairing has more than one way you can connect them, but all of the options run through some of the same cells, you can mark just those cells used by all options. This technique is most useful for long paths in more difficult puzzles. I don’t have an illustration for this specific situation, but you will see me use this method during the walkthrough puzzle, since it’s more complex.
Solving the Puzzle
In general, start with smaller puzzles first to get a feel for how they work. Our example puzzle for the walkthrough is a larger 20×20, and designed with higher complexity so we can look at more solving techniques. If you’d like to try to complete the example puzzle we’ve been using, or follow along on the walkthrough puzzle, click the links below!
A common puzzle mechanic involves creating a loop that passes through every cell of the grid. In most of them, you have to draw a line through the centers of each cell, with restrictions based around numbers, circles, or blocked cells. Miti works a little differently. Yes, your goal is still to create a single looping path that passes through all cells. However, this time, you’re drawing the walls, not the path.
You work for Haunt Hunters, an exorcism company. A call just came in about a haunted warehouse, so you sent you best team to deal with it. They’re in position and ready to fire. Can you figure out which way everyone should aim?
Saint Patrick was a fifth century Christian missionary in Ireland. Interestingly, he was actually British, kidnapped by pirates and held as a slave in Ireland for 6 years before escaping. Later, he returned to proselytize. Another fun bit of trivia – the four-leaf clover is not a shamrock. A shamrock has only 3 leaves, and Saint Patrick used it during a sermon to illustrate the concept of the Holy Trinity.
Today, we’re playing Meadows. Simply divide the grid into square regions. Every region must contain exactly one four-leaf clover.
The masquerade ball is in full swing, but you realize that shapeshifting monsters have mixed into the crowd. Fortunately, they don’t fully grasp logical instructions. Many of your guests wore the same costume, and you ask them to stand in a grid where nobody in any row or column is dressed the same. Any duplicates must be doppelgängers!