Visual walkthrough — Solving nonlinear systems — Newton's method in n dimensions
We will build the whole method for the case a smart 12-year-old can see: two equations, two unknowns (). Everything generalises to dimensions by replacing "" with "" — we point out exactly where.
Step 1 — What does "" even look like?
WHAT. We have two knobs to turn — call them and . We bundle them into one arrow (a point) called . Two rules must both come out to zero at the same time:
Each rule is a curve in the flat plane: the set of points where that rule reads zero. A root is where the two curves cross.
WHY. Before touching any calculus, we must know the target: not "make one thing zero" but "make several things zero simultaneously" — a crossing point. Everything downstream is a machine for hunting that crossing.
PICTURE. 
Step 2 — Zoom in until the curve looks straight
WHAT. Pick a guess . It is not on the crossing. Now zoom in hard on one rule's curve near . Any smooth curve, seen close enough, looks like a straight line — its tangent.
WHY. Straight things we can solve exactly (that is just algebra, no guessing). Curved things we cannot. So the whole trick is: replace the curve by its tangent line near the guess, solve the easy straight problem, and accept a small error because we're only pretending locally.
PICTURE. 
Step 3 — Measure the slope in every direction: the Jacobian
WHAT. A curve in the plane has a slope, but actually depends on two knobs, so it has two slopes at : how fast it changes if we nudge (holding fixed), and how fast if we nudge . Those two numbers are the partial derivatives and .
Do this for both rules and stack the four numbers into a box — the Jacobian:
Row is "how rule tilts". Column is "what happens if I push knob ".
WHY. In 1-D, one slope number told us how to slide to the root. In 2-D there are two rules and two knobs, so the "slope" needs numbers. The Jacobian is exactly the -D upgrade of — the Jacobian matrix.
PICTURE. 
Step 4 — Write the flat ramp: the linear model
WHAT. Let be a small step away from the guess. Multivariable Taylor's theorem (multivariable) says each rule, near , equals its value plus its slopes times the step, plus a tiny leftover:
Stack both rules and the "slope × step" part becomes exactly the Jacobian times the step:
WHY. We drop the tiny leftover on purpose — that is the only approximation in all of Newton's method. What remains is a flat ramp (a linear map): it is straight, so we can solve it exactly. The size of what we threw away is ; that number will explain the blazing speed in Step 8.
PICTURE. 
Step 5 — Demand the ramp hits zero, and solve
WHAT. We want the true to be zero. We can't force that on the curve, but we can force it on our flat ramp. Set the model to and solve for the step :
Reading the box: "the Jacobian, applied to the unknown step , must undo the current miss ." This is a plain linear system with , — the exact kind Gaussian elimination and LU decomposition eat for breakfast.
WHY. This step is the payoff of all the zooming: we converted an impossible nonlinear demand into a solvable straight one. We solve it (never invert — see mistake box), rename the answer , and step:
PICTURE. 
Step 6 — Watch one full iteration land closer
WHAT. With the step taken, sits where the tangent crossed zero. The real curve wasn't perfectly straight, so we're not exactly on the root — but we're much closer. Re-measure slopes there, build a fresh ramp, step again.
WHY. One step of "zoom → flatten → solve → step" is the entire algorithm. Repeating it walks us onto the crossing. Watch how the miss collapses.
PICTURE. 
Step 7 — The degenerate case: a flat or crossing-slope Jacobian
WHAT. The ramp only has one place where it hits zero if it actually tilts. If is singular (), the two rows are parallel — the ramp is a valley or a flat sheet, not a single point. Then has no solution or infinitely many: the step is undefined or shoots to infinity.
WHY. This is the exact twin of scalar Newton dividing by at a flat spot. It happens (a) when the two curves touch tangentially instead of crossing cleanly (a double root), or (b) mid-iteration when a guess lands on a bad ridge. Cures: re-choose , or use damped Newton (take a fraction of the step) — see Convergence order of iterative methods and Broyden's method for the practical fixes. When is singular at the root, the quadratic speed of Step 8 downgrades to slow crawling.
PICTURE. 
Step 8 — Why the error squares every step
WHAT. Let the error be (how far the guess is from the true crossing). The only thing we ever threw away was the leftover of Step 4. That leftover is the new error:
If today's error is , tomorrow's is , then , then — the number of correct digits doubles each step.
WHY. This "square the error" behaviour is called quadratic convergence (see Convergence order of iterative methods). It holds when (1) is close enough and (2) is nonsingular (Step 7). It is why Newton beats slow methods like Fixed-point iteration, whose error only shrinks by a constant factor each step (linear convergence).
PICTURE. 
The one-picture summary

Everything at once: the true curve (cyan), the guess , the flat tangent ramp (white), the step that lands where the ramp hits zero, and the shrinking hop toward the root (amber). Solve , add, repeat.
Recall Feynman retelling — the whole walkthrough in plain words
You're hunting the spot where two curved fences cross, but the fences are too curvy to solve. So you stand at a guess and zoom in until each fence near you looks perfectly straight (Step 2). To describe that straightness you measure how steeply each fence tilts if you push east and if you push north — four slope numbers, stacked in a box called the Jacobian (Step 3). Those slopes let you write a flat ramp that copies the fences near you (Step 4). A ramp is straight, so you can solve exactly where it hits the ground: that tells you which way and how far to step — you just solve , no inverting (Step 5). You step there; you're not exactly on the crossing because the fences were never truly straight, but you're way closer (Step 6). Watch out: if the two fences are parallel where you stand, the ramp is a valley with no single lowest point — the step blows up, so nudge your start or take a smaller step (Step 7). The one leftover bit you ignored is proportional to your error squared, so every hop roughly doubles your correct digits and you land on the crossing in a handful of steps (Step 8).