The mirror rule for this six-column symmetry grid is column = 5 minus the source column, mapping 0↔5, 1↔4, and 2↔3 across a fixed vertical axis between columns two and three. To complete the symmetry on any level, read every painted cell on the left half, compute its mirror coordinate, and paint that exact coordinate on the right half. The grid is six columns wide and four rows tall, and the row coordinate is always preserved during mirroring. Each level reveals a fixed set of source cells whose coordinates stay inside columns zero, one, and two, and the corresponding mirror cells live in columns three, four, and five. Five levels ship with three, four, six, five, and six source cells respectively. Each finished mirror set awards exactly 200 points, and the closing screen reports a final score of exactly 1,000 when all five patterns are complete. This makes the mirror operation disclosed and auditable rather than inferred.

What "Complete the Symmetry" Means on This Grid
The phrase "complete the symmetry" in this game refers to a fully disclosed coordinate operation rather than an image-recognition problem. The board is six columns wide and four rows tall. A vertical axis runs between columns two and three when columns are numbered from zero through five, splitting the board into a fixed left half (columns 0, 1, 2) and a paintable right half (columns 3, 4, 5). Each level places a fixed pattern of painted cells on the left side. Your task is to paint the matching cells on the right side so the resulting grid mirrors across that central axis.
Unlike many symmetry exercises, this puzzle does not infer the mirror from a picture you upload. It compares finite, authored coordinate sets. The five levels ship with three, four, six, five, and six source cells respectively, all of which live inside columns zero, one, and two. Every source coordinate maps to a separately verified mirror coordinate inside columns three, four, and five. The patterns are abstract local fixtures rather than letters, logos, or photographs, and the game plays as entertainment rather than a vision test, developmental milestone, or accessibility diagnosis.
The Mirror Rule and Column Pairs
The mirror rule is given up front so every move is auditable. Hold the row constant and replace the column with five minus the source column. On a six-column board that produces exactly six possible mappings, and each one is its own inverse, which is why applying the rule twice always returns the starting coordinate.
| Source column | Mirror column |
|---|---|
| 0 | 5 |
| 1 | 4 |
| 2 | 3 |
| 3 | 2 |
| 4 | 1 |
| 5 | 0 |
For a single worked example, consider a source cell at row 2, column 0. Apply the rule: row stays at 2, and the mirror column becomes 5 − 0 = 5, so the required paint cell is (row 2, column 5). The reverse works identically: a source at (row 2, column 5) maps back to (row 2, column 0). Because every source coordinate in this game lives in columns 0, 1, or 2, the only mirror columns you ever need to paint are 5, 4, and 3. Anything that falls outside those three right-half columns cannot be a valid mirror for the disclosed patterns.
How to Finish a Symmetry Level
Painting a level takes only a few deliberate steps. Follow this procedure once for each of the five levels.
- Inspect the fixed cells on the left half. Every painted square in columns zero, one, and two is part of the source pattern for the current level.
- For each source cell, compute its mirror by keeping the row and replacing the column with 5 minus the source column.
- Click directly on the matching right-half cell, or move the keyboard cursor there with the Arrow keys and press Space or Enter.
- Watch the painted count climb. When it exactly matches the source-cell count for the current level, the board advances automatically and adds 200 points to the score.
- Repeat for all five levels until the score reads exactly 1,000 and both halves display a mirror image.
If you are using [Symmetry Puzzle](/games/symmetry-puzzle/) on a phone or tablet, tapping a right-half cell paints it the same way a mouse click does, and there is no separate tap-then-confirm gesture.
Scoring, Mistakes, and Deadlock Rules
The on-screen panel reports level, painted count, source cells, current cursor position, mistake count, feedback, and the running score. A required mirror cell adds itself to the current target set the moment you paint it. Painting an already-completed cell is a no-op and does not change the score or the mistake counter, so accidental double-clicks are safe.
A right-half cell that is not part of the disclosed mirror set counts as one recoverable error. Repeating the same level, row, and column is deduplicated, so a second click on the same wrong cell does not add another mistake. A different wrong coordinate, however, immediately closes the run. Attempts to paint source-side cells, unknown rows, unknown columns, fractional coordinates, or any out-of-bounds position are atomic no-ops that change nothing on the board or the score. The level advances only when your painted target set exactly equals the disclosed mirror set, which is why partial mirrors never trigger an advance.
Completion and deadlock both freeze painting and cursor movement, so once a run ends it stays ended until you restart. The 1,000-point ceiling falls out of the contract: 5 levels × 200 points per level = 1,000 points. No bonus, no penalty, no rounding.
Controls: Mouse, Touch, and Keyboard
Every control meets the 44-pixel touch target size, so the same workflow works with a mouse, a finger, or a keyboard. On desktop you can click any right-half cell to paint it instantly. With a touch screen, tap the same cells directly and the layout does not change. With a keyboard, Arrow keys move a visible cursor within the right half, and Space or Enter paints the highlighted cell. The cursor cannot cross into the fixed source half, which prevents accidental input on the reference pattern and keeps the left side read-only throughout the run.
This control layout is shared with several other deterministic grid games. The Nonogram puzzle follows the same pattern of fixed clues plus paintable cells, and the Shikaku partition puzzle splits a small board into rule-valid shapes in the same auditable style. The Symmetry Puzzle stands apart because the puzzle input is literally half a board rather than a numeric clue grid, so the only translation needed is the column substitution in the mirror rule.
Restarting and Finishing the 1,000-Point Run
Finishing a run produces a final score of exactly 1,000, because each of the five levels awards 200 points and the score cannot change after the final transition. The shared game shell supplies best-score storage. A Boss Key is bundled with the game for quick screen replacement when you need to step away.
Restart wipes the score, mistakes, and painted right half, then reloads the first level with its fixed source pattern and an empty target half. Every coordinate, every column mapping, and every level transition has been independently verified against the disclosed mirror sets, which is why the 1,000-point ceiling is exact rather than approximate. If you want to test the same auditable workflow on a different coordinate puzzle after you finish, Symmetry Puzzle rewards replay with the same five literal patterns every time, so you can focus on cleaner arithmetic instead of memorizing moves.