Mottle GuidePlay

Mottle Hide & Seek map: all hiding spots explained

Is there a map of every hiding spot? Not in the usual sense. Mottle takes place in one garden of 25 coloured stones, and any of them will hide you: let go, Camo fills in under a second, and a Seeker’s light can pass right over you. What makes a spot safe is when you stop and where the Seekers are looking, not which stone you pick. Here is the real arena, what in it is fixed, and how to read it as the rounds get harder.

The Mottle map: one 5 × 5 garden

The whole game happens on this square. There are no other areas, no scrolling and nothing hidden off screen. The drawing below marks the parts that are the same in every round. We took them from the game’s own setup code and drew them over a real round-1 frame.

The Mottle arena: a 5 by 5 garden of coloured stones, the hidden creature on the centre stone and one Seeker beside it
  1. 1You start here, on the centre stone, every round and after every catch.
  2. 2No fireflies inside this circle (about one stone around the start). Your first run is never zero.
  3. 3Seekers start on this ring, two stones out, spaced evenly and facing you. Shown: the four starting points from round 6 on. In round 1 the lone Seeker starts at the lower-right one.
  4. 4Fireflies and Seeker patrol points stay inside this line. Seekers only enter the outer strip when chasing you, but their cones reach into it.
A real round-1 frame with the fixed parts of the arena drawn on top. Columns A–E, rows 1–5; each stone is one fifth of the garden. Everything not drawn (stone colours, firefly spots, Seeker routes) changes from round to round.

What’s fixed and what changes

Part of the arenaFixed or changing?
Size: 5 × 5 stones, squareFixed
Your starting stone (the centre)Fixed, every round and after every catch
Where Seekers startFixed for each Seeker count: evenly spaced, two stones out, facing you
Stone coloursReshuffled at the start of every new round
Firefly spotsNew each round; the same spots again if you’re caught and replay it
Seeker routesRandom every time; they pick a new point after each walk or scan
Number of Seekers1 in round 1, 2 in rounds 2–3, 3 in rounds 4–5, 4 from round 6

So a list of “the 10 best hiding spots” would be made up. The colours under any given spot change every round, and the Seekers never walk the same route twice. What you can learn is how to read the garden in the moment.

So where are the best hiding spots?

The best hiding spot is the one you can reach and stop on before any cone gets there. Blending takes about 0.7 seconds, so “safe” means a stone no cone will touch in the next second or so. How to spot one:

Round 1 vs round 6+: how the map changes

Round 1 during the Hide! countdown: one Seeker at the lower right, four fireflies, the creature in the centre
Round 1: one Seeker (lower right), 4 fireflies, 13-second timer.
Round 6 during the Hide! countdown: four Seekers spaced around the centre and nine fireflies
Round 6: four Seekers on every side, 9 fireflies, 23-second timer.

Round 1 is a lesson more than a test. The single Seeker starts at the lower right, its cone reaches about one and a half stones, and it patrols at about a third of your speed. At any moment most of the garden is unwatched, so almost every firefly can be taken. Hide when the cone turns your way; otherwise, collect.

Round 6 and up is a different map in practice. Four Seekers start on four sides, each cone reaches about 1.8 stones, and the timer runs 23 seconds. There’s no longer a quiet half of the garden. The safe ground is the gaps between cones, and it moves as the Seekers move. Run one stone at a time, stop, look again.

Round 6 a few seconds in: the four Seekers have walked toward the middle, the creature still hidden on the centre stone
Round 6, four seconds in: all four Seekers have drifted inward. The creature, still on its start stone and fully blended, is safe.
Round 12: all four Seekers stopped to scan with wide cones sweeping most of the garden
Round 12: all four Seekers scanning at once. The wide cones cover most of the garden. This is a moment to wait, not to run.

One more late-game detail: the starting cones get longer each round, and from round 10 their tips just reach the centre stone. You start blended, so it doesn’t matter if you wait, but if you move in the very first instant of “They Seek” you can be inside a cone. Give the Seekers a beat to turn away first.

Three situations, read from the map

1. Fully blended, and a cone passes over you

Do nothing. At 100% Camo the cone has no effect: Alert stays at zero and the Seeker carries on. This is the moment most players get caught, by moving “just a little” while the light is on them.

2. A cone is about to reach you while you’re running

Let go now, not when it arrives. You need about 0.7 seconds to blend. Stopping inside one cone still costs about 21% Alert; stopping just before it costs nothing.

3. Several cones overlap between you and the next firefly

Don’t run through the overlap. With two cones on you, you’re spotted in about 1.3 seconds; with four, under one. Stay blended, wait for the Seekers to walk on, or take a firefly on the other side instead.

A Seeker cone passing over the fully blended creature with Alert at 0%
Situation 1: cone over a blended creature. Alert 0%.
The coral creature running in the open while the Seeker looks the other way
Situation 2: running in the open. Let go before the cone swings back.
Spotted: Alert at 70% with the cone turned red on the creature
What happens if you don’t: Spotted at 70% Alert.

Common misconceptions

Map and hiding spot questions

Is there a Mottle — Hide & Seek map showing all hidden locations?+
Are there secret areas or hidden rooms?+
Is one colour of stone safer than the others?+
Can I stay on the same stone the whole round?+
Is there a route that is always safe?+

Next: learn the controls in how to play Mottle, then use the Alert Lab to see how long each number of cones gives you. The exact numbers behind this page are on the rules page.