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* ''VideoGame/{{Siren}}'':

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* ''VideoGame/{{Siren}}'':''VideoGame/Siren1'':
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crosswicking

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* ''VideoGame/{{Afterimage}}'':
** Many {{locked door}}s and gates are opened only after you've hit a switch or obtain the appropriate key. But as you progress through the mid-game to late-game areas, there are going to be gates and barriers requiring something else that's not immediately obvious, such as obtaining an item that ''doesn't look like a key'' (Primeval Glyphs, for example), or progressing through a sidequest. Oftentimes without a walkthrough or prior knowledge, this can lead to repeated trial-and-error and {{backtracking}} just to figure out how such barriers are opened.
** Dimly-lit hidden zones aren't reflected nor updated in the map even after you've discovered them. By default, this would make it difficult to {{Backtrack|ing}} specifically on them... unless you've manually placed a map marker on their spot as soon as you've reached them. This only gets compounded if a LastLousyPoint happens to be in these hidden zones.
** Although an update added the [[AntiFrustrationFeatures quality-of-life feature]] that displays map markers for [=NPCs=] involved in sidequests, they only appear after you've initiated the questline. However, the triggers that start some quests may not be easily obvious. For example, the "Travel" sidequest requires [[spoiler:having freed Owl from the Holy Grounds, talking to him and Stanley in the Holy Grounds' entrance, and then talking to Stanley's substitute in his shop]]. The latter two steps don't have readily-available icons on the map, so without a guide, the other method of knowing this mostly relies on {{backtracking}}.
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* The UsefulNotes/NintendoEntertainmentSystem tie-in of ''Film/BatmanReturns'' has a hidden counter running in the background to determine what ending the player gets that's not hinted at by the game at all. Getting hit by normal enemies adds the counter by 8, getting hit by tougher enemies either adds it by 12, 16, 18 or 24, getting hit by bosses adds it by 48, getting hit by the Penguin in both of his boss fights adds it by 80, and Batman dying adds it by 1,024.[[note]]Less than 5,376 is the best ending, 5,376-9,984 is good, 9,984-14,848 is bad and anything worse than 14,848 is the worst ending.[[/note]]
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* ''VideoGame/DemonHunterTheReturnOfTheWings'':
** One of the Relics of Treasure King is located on a platform outside of double-jump's reach. The game doesn't give anything that would help getting it, but you can reset your jump by using any skill mid-air with precise timing, and it's unkown if it's a glitch.
** One of the hunting quest monsters, Race, spawns outside of the map and is initially invisible. You have to stand in a very specific spot in Distia to aggro him out.
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** The scenes required to progress in the marriage quests can be hard to come across. Some of them you may walk into without intending to, but others require you actually going to talk to the [=NPCs=] yourself, and sleeping in order to progress to the next step. Additionally, while most of the characters will give you the choice as to whether to propose or not, Mariana's quest ends with her autmatically marrying you, Oakley will propose to you instead and ignore your refusal, and Kir Hasa only has one oppurtunity and she'll leave if you turn it down.

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** The scenes required to progress in the marriage quests can be hard to come across. Some of them you may walk into without intending to, but others require you actually going to talk to the [=NPCs=] yourself, and sleeping in order to progress to the next step. Additionally, while most of the characters will give you the choice as to whether to propose or not, Mariana's quest ends with her autmatically automatically marrying you, Oakley will propose to you instead and ignore your refusal, and Kir Hasa only has one oppurtunity and she'll leave if you turn it down.

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** Most dungeons have secret rooms with extra items or lore to be found in them. While some of them do have hints, such as cracks i nthe wall or the floor making a specific pattern, there are others that aren't as obvious.

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** Most dungeons have secret rooms with extra items or lore to be found in them. While some of them do have hints, such as cracks i nthe in the wall or the floor making a specific pattern, there are others that aren't as obvious.obvious.
** There's a building on the south east of the overworld with a hole in the floor filled with water, which will normally damage you (unless you have the Fall Feather) if you fall into it. However, you can safely go down it and discover a hidden area if you're wearing the Anchor Greaves or Boots of Graile. There's no in-game indication of this, though.
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* ''VideoGame/{{Prodigal}}'' averts this in the case of the main and post-game quests, where you will be able to get directions and hints from Nora and Crocodile, and Tara's sidequest (which gives you the [[SprintShoes Winged Boots]]) is made obvious by her having a question mark over her when you first meet her. However, there are still a few things relating to other sidequests that aren't covered:
** Most dungeons have secret rooms with extra items or lore to be found in them. While some of them do have hints, such as cracks i nthe wall or the floor making a specific pattern, there are others that aren't as obvious.
** There's not much indication of how to unlock the TrueFinalBoss if you defeat the main boss without meeting the requirements ([[spoiler:getting married and repaying your debt]]). The only way you know that there's a True Ending is the fact that there's an achievement tied to it. In fact, if you miss out on [[spoiler:paying your debt]] in Act 1, you won't be able to until the post-game, and most players wouldn't know that they can still return to [[spoiler:the Lighthouse]] and re-fight the final boss in the same save file if they miss it the first time round.
** One of the post-game dungeons, the Haunted Hall, has certain rooms that are timed so that a ghost will appear to send you back to the beginning if you spend too long in there. There is no onscreen timer for this, nor is there any hint at which rooms have this feature. Thankfully the rooms with more difficult puzzles don't seem to have it.
** The scenes required to progress in the marriage quests can be hard to come across. Some of them you may walk into without intending to, but others require you actually going to talk to the [=NPCs=] yourself, and sleeping in order to progress to the next step. Additionally, while most of the characters will give you the choice as to whether to propose or not, Mariana's quest ends with her autmatically marrying you, Oakley will propose to you instead and ignore your refusal, and Kir Hasa only has one oppurtunity and she'll leave if you turn it down.
** There are no hints whatsoever at how to access Enlightenment, one of [[BrutalBonusLevel the hardest dungeons]] in the game. What you have to do is [[spoiler:gather all the Blessings and release Torran's soul, go to the hidden room in the first Crocasino Dungeon and interact with the pool of black liquid (which does nothing if you don't have the soul), then go up to your old house to find an image of the God of Light waiting outside]]. Most players wouldn't think to [[spoiler:return to the hidden room, especially not after getting the soul]], and Nora and Crocodile don't say anything about it at all.
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* ''VideoGame/MetroidPrime'': The Artifact of Spirit. The game tells you to seek the unseen entrance at the top of a certain room. The entrance you want is actually two or three platforms down in the room, hidden behind a completely normal square of wall. However, at the top is a Morph Ball tunnel that leads to a Power Bomb expansion. Combined with the misleading hint, this makes the hidden door way too hard to find. Just to add to that, the X-Ray Visor (which is what most people will think of when they hear 'unseen entrance') doesn't work well for seeing the hidden door.

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* ** ''VideoGame/MetroidPrime'': The Artifact of Spirit. The game tells you to seek the unseen entrance at the top of a certain room. The entrance you want is actually two or three platforms down in the room, hidden behind a completely normal square of wall. However, at the top is a Morph Ball tunnel that leads to a Power Bomb expansion. Combined with the misleading hint, this makes the hidden door way too hard to find. Just to add to that, the X-Ray Visor (which is what most people will think of when they hear 'unseen entrance') doesn't work well for seeing the hidden door.
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** The [[VideoGame/AloneInTheDark2008 2008 game]] has you take breaks from the main plot to burn "Roots of Evil". Some of these devolve into downright silly physics puzzles; one in particular requires you to wrap a molotov cocktail in double-sided tape, toss it onto a rotating girder on a conveyor belt, and stop it next to a root before it explodes to douse it in fire. Fortunately, you don't need to burn them all (unless you want all the achievements), and most are in wide open spaces, so you can skip the dumber ones if you wish. There's also having to throw another taped molotov time bomb on the back of an enemy to get it to burn its own nest and open a path. This one is actually required to advance in the game.

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** The [[VideoGame/AloneInTheDark2008 2008 game]] game has you take breaks from the main plot to burn "Roots of Evil". Some of these devolve into downright silly physics puzzles; one in particular requires you to wrap a molotov cocktail in double-sided tape, toss it onto a rotating girder on a conveyor belt, and stop it next to a root before it explodes to douse it in fire. Fortunately, you don't need to burn them all (unless you want all the achievements), and most are in wide open spaces, so you can skip the dumber ones if you wish. There's also having to throw another taped molotov time bomb on the back of an enemy to get it to burn its own nest and open a path. This one is actually required to advance in the game.



* ''Videogame/{{StarTropics}}'': Chapter 5 has a puzzle where you have to play a tune on a giant pipe organ to extinguish a fire blocking your way. The hint that tells you what tune to play is in [[https://en.wikipedia.org/wiki/Solfège solfège]], and for anyone who doesn't know what solfège is, the puzzle is an incomprehensible guessing game. To make it worse, the hint was rendered as "do me so far, do me."[[note]]Spelled correctly it would have been 'do mi so fa do mi'[[/note]] Whether this was supposed to be part of the puzzle or if it was bad translation is unclear. The only other bone the game throws you is providing 'do' when you step on the lowest key on the organ keyboard, but even if you were to connect the hint with the organ, you'd still have to know solfège to complete the puzzle without a guide.

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* ''Videogame/{{StarTropics}}'': ''VideoGame/StarTropics'': Chapter 5 has a puzzle where you have to play a tune on a giant pipe organ to extinguish a fire blocking your way. The hint that tells you what tune to play is in [[https://en.wikipedia.org/wiki/Solfège solfège]], and for anyone who doesn't know what solfège is, the puzzle is an incomprehensible guessing game. To make it worse, the hint was rendered as "do me so far, do me."[[note]]Spelled correctly it would have been 'do mi so fa do mi'[[/note]] Whether this was supposed to be part of the puzzle or if it was bad translation is unclear. The only other bone the game throws you is providing 'do' when you step on the lowest key on the organ keyboard, but even if you were to connect the hint with the organ, you'd still have to know solfège to complete the puzzle without a guide.



* The two PuzzleBoss fights in ''VideoGame/SyphonFilter2''. In the first, you have to sneak up on Gregorov (who is really an impostor) and tase him, which players will find impossible unless you know the lights can be destroyed. The solution is foreshadowed in the prior stage: While attempting to evade you throughout the chase in the park, he constantly shoots at you, notably aiming for your head most of the time. The one time he doesn't do this and takes body shots instead is when he shoots out the lights in an attempt to lose you, hinting at his inability to see in the dark, but the fact that ''you'' are able to shoot them out is never mentioned. The second, with the ImmuneToBullets [[TheMole traitor]] Chance, involves a gun that pushes him backwards, which seems insignificant at first. Who would figure it could be used to push him into the spinning tail rotor blades? Even worse, since his armor is shrapnel/explosion proof as well, players might think he would also be impervious to the tail rotor.

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* The two PuzzleBoss fights in ''VideoGame/SyphonFilter2''.''VideoGame/SyphonFilter 2''. In the first, you have to sneak up on Gregorov (who is really an impostor) and tase him, which players will find impossible unless you know the lights can be destroyed. The solution is foreshadowed in the prior stage: While attempting to evade you throughout the chase in the park, he constantly shoots at you, notably aiming for your head most of the time. The one time he doesn't do this and takes body shots instead is when he shoots out the lights in an attempt to lose you, hinting at his inability to see in the dark, but the fact that ''you'' are able to shoot them out is never mentioned. The second, with the ImmuneToBullets [[TheMole traitor]] Chance, involves a gun that pushes him backwards, which seems insignificant at first. Who would figure it could be used to push him into the spinning tail rotor blades? Even worse, since his armor is shrapnel/explosion proof as well, players might think he would also be impervious to the tail rotor.
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* ''VideoGame/LaMulana'' is intentionally designed this way, being an homage to the NintendoHard games of TheEighties. Unlike most examples listed, there ''are'' in-game hints on how to solve nearly every puzzle. However, those hints are notoriously obscure and many times aren't anywhere near the puzzle in question. One of the more frustrating puzzles is in the Gate of Illusion. The hint is the player is told to kneel where a "single treasure" is dropped. While the contents of broken pots don't refresh, there is one pot in the area that will always drop a single shuriken ammo when broken, when every other ammo drop is at least 10. First, the game expects the player to notice that kind of detail. Second, pressing down on the controller doesn't make Lemeza, the played character, do anything. There isn't any kneel or ducking animation in the game. However, the player is supposed to piece together that he should press down standing over the place of the pot that drops a single shuriken.
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* ''VideoGame/LuigisMansion'':

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* ''VideoGame/LuigisMansion'': ''VideoGame/LuigisMansion1'':

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fuse


* ''VideoGame/DevilMayCry'':

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* ''VideoGame/DevilMayCry'':The ''VideoGame/DevilMayCry'' series:



** Although rather minor compared to the others, most techniques for high-level play in ''VideoGame/DevilMayCry3DantesAwakening'' are not stated in official help files and videos involving them invariably receive questions from newbies.
** In the fifth mission of ''Devil May Cry 3'', you acquire an item called "Soul of Steel", with the description "The essence of a powerful and fearless soul. Its possessor need not fear hell nor oblivion." What this does exactly is unclear at best, and it's only with either a guide, curiosity, or some luck that you'll figure out it lets you [[NotQuiteFlight walk across the pit]] separating you from your next objective.

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** ''VideoGame/DevilMayCry3DantesAwakening'':
***
Although rather minor compared to the others, most techniques for high-level play in ''VideoGame/DevilMayCry3DantesAwakening'' are not stated in official help files and videos involving them invariably receive questions from newbies.
** *** In the fifth mission of ''Devil May Cry 3'', mission, you acquire an item called "Soul of Steel", with the description "The essence of a powerful and fearless soul. Its possessor need not fear hell nor oblivion." What this does exactly is unclear at best, and it's only with either a guide, curiosity, or some luck that you'll figure out it lets you [[NotQuiteFlight walk across the pit]] separating you from your next objective.objective.
** ''VideoGame/DMCDevilMayCry'':
*** The UpdatedRerelease replaced the elemental immunity of Angel/Demon-infused enemies with taking less damage and being ImmuneToFlinching from attacks they resist... and completely removed the relevant tutorial slide. Considering TakesOneToKillOne is the opposite of what one might expect, this can be a hard lesson to figure out for yourself.
*** In the vanilla version and DE version, Dante gains speed and moves faster at higher style ratings starting at A. The game never drops any hints of this at all in the tutorial or screen hints while loading. Most players won't realize this on their first run through the game.



* ''VideoGame/DMCDevilMayCry'':
** The UpdatedRerelease replaced the elemental immunity of Angel/Demon-infused enemies with taking less damage and being ImmuneToFlinching from attacks they resist... and completely removed the relevant tutorial slide. Considering TakesOneToKillOne is the opposite of what one might expect, this can be a hard lesson to figure out for yourself.
** In the vanilla version and DE version, Dante gains speed and moves faster at higher style ratings starting at A. The game never drops any hints of this at all in the tutorial or screen hints while loading. Most players won't realize this on their first run through the game.

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* ''VideoGame/{{Assassins Creed|I}}'' has the sidequest to access the conference room computer. First you have to get into Warren's computer to find the password for the other one. [[spoiler:You can pickpocket his access key after Memory Block 3, and the password for the other computer is in his email]].
* ''VideoGame/AssassinsCreedII'':
** There's a side-mission to find and solve puzzles hidden throughout the game. While the first 95% of them are moderate to hard in difficulty, the last few puzzles are exceedingly difficult and obscure, replacing regular modern number systems with antiquated representations of numbers such as Morse code. You won't get very far without either a guide or just knowing how to count outside of base ten.
** Good luck trying to find all the flags on your own in the first game. There are 100 in each city, as well as another 100 in the massive "Kingdom" area. They are often hidden very well and even visiting every area will likely leave many hidden. Even with a guide it can be a difficult and time consuming process. Worse - there's [[BraggingRightsReward no reward]] for finding the flags other than an achievement on the UsefulNotes/XBox360.

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* ''Franchise/AssassinsCreed'' franchise:
**
''VideoGame/{{Assassins Creed|I}}'' has the Creed|I}}'':
*** The
sidequest to access the conference room computer. First you have to get into Warren's computer to find the password for the other one. [[spoiler:You can pickpocket his access key after Memory Block 3, and the password for the other computer is in his email]].
* ''VideoGame/AssassinsCreedII'':
*** Good luck trying to find all the flags. There are 100 in each city, as well as another 100 in the massive "Kingdom" area. They are often hidden very well and even visiting every area will likely leave many hidden. Even ''with'' a guide, it can be a difficult and time consuming process. Worse - there's [[BraggingRightsReward no reward]] for finding the flags other than an achievement on the UsefulNotes/XBox360.
** ''VideoGame/AssassinsCreedII'': There's a side-mission to find and solve puzzles hidden throughout the game. While the first 95% of them are moderate to hard in difficulty, the last few puzzles are exceedingly difficult and obscure, replacing regular modern number systems with antiquated representations of numbers such as Morse code. You won't get very far without either a guide or just knowing how to count outside of base ten.
** Good luck trying to find all the flags on your own in the first game. There are 100 in each city, as well as another 100 in the massive "Kingdom" area. They are often hidden very well and even visiting every area will likely leave many hidden. Even with a guide it can be a difficult and time consuming process. Worse - there's [[BraggingRightsReward no reward]] for finding the flags other than an achievement on the UsefulNotes/XBox360.
ten.

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Moving from the FPS subpage


** ''VideoGame/MetroidZeroMission'' assumes you know how to shinespark from playing ''VideoGame/SuperMetroid'' beforehand, or having seen the game's commercials. Nowhere in the instruction manual is it mentioned ''how'' to do it, and the only thing in the ''official strategy guide'' that can help you is one picture in the part about getting the energy tank you need to carry a speed charge from a previous room for.
* ''VideoGame/MetroidPrime'': The Artifact of Spirit. The game tells you to seek the unseen entrance at the top of a certain room. The entrance you want is actually two or three platforms down in the room, hidden behind a completely normal square of wall. However, at the top is a Morph Ball tunnel that leads to a Power Bomb expansion. Combined with the misleading hint, this makes the hidden door way too hard to find. Just to add to that, the X-Ray Visor (which is what most people will think of when they hear 'unseen entrance') doesn't work well for seeing the hidden door.
** ''VideoGame/MetroidSamusReturns'': While it's not required to complete the main story, the "Spiderspark" move, which entails latching onto a surface with the Spider Ball and setting off a Power Bomb as a form of ExplosivePropulsion to get launched to the opposite direction, is never hinted at in any tutorial text. This can make OneHundredPercentCompletion tricky if you don't figure out how to do this so you can get through narrow corridors lined with red spikes that knock you back upon contact.



** ''VideoGame/MetroidZeroMission'' assumes you know how to shinespark from playing ''VideoGame/SuperMetroid'' beforehand, or having seen the game's commercials. Nowhere in the instruction manual is it mentioned ''how'' to do it, and the only thing in the ''official strategy guide'' that can help you is one picture in the part about getting the energy tank you need to carry a speed charge from a previous room for.



** While it's not required to complete the main story, the "Spiderspark" move from ''VideoGame/MetroidSamusReturns'', which entails latching onto a surface with the Spider Ball and setting off a Power Bomb as a form of ExplosivePropulsion to get launched to the opposite direction, is never hinted at in any tutorial text. This can make OneHundredPercentCompletion tricky if you don't figure out how to do this so you can get through narrow corridors lined with red spikes that knock you back upon contact.

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** The third game has two really bad GuideDangIt moments within two levels in a row. If the player chooses Nevada as their last choosable location, they will lose their weapons in the second mission. There is no way of knowing that you should have picked this location first because you can't get some of the weapons back. The next level, a guard sees you shortly into the level. If you don't kill him before he presses a button, he activates a laser that blocks off the [=MP5=], one of the game's best weapons. There is no way to inactivate this laser.
** In Lud's Gate, you must kill a certain guard before he sees you, otherwise one of the secrets will be [[PermanentlyMissableContent lost forever]]. The High Security Compound has two switches that both open a secret room much earlier in the level; if you throw both switches, it permanently closes.

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** The [[VideoGame/TombRaiderIII third game game]] has two really bad GuideDangIt moments within two levels in a row. If the player chooses Nevada as their last choosable location, they will lose their weapons in the second mission. There is no way of knowing that you should have picked this location first because you can't get some of the weapons back. The next level, a guard sees you shortly into the level. If you don't kill him before he presses a button, he activates a laser that blocks off the [=MP5=], one of the game's best weapons. There is no way to inactivate this laser.
**
laser. In unrelated with those two level, Lud's Gate, you must kill a certain guard before he sees you, otherwise one of the secrets will be [[PermanentlyMissableContent lost forever]]. The High Security Compound has two switches that both open a secret room much earlier in the level; if you throw both switches, it permanently closes. If all of this wasn't enough, the game is nearly sadistic when it comes to secrets' placement - you will be hard-pressed to figure out on your own where the first one is even located. Did we mention you need to get ''all'' secrets ''and'' a special, hidden key to unlock the bonus level in the end of this game?
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* ''VideoGame/CustomRobo'' for [=GameCube=] has several illegal parts that are found outside of simply earning them in the Grand Battle mode, and ''all'' of them fall into this. There's two different categories to them:
** The Chickenheart, Wave Laser gun, and [[spoiler:Rahu I and III part sets]] [[note]]the X Laser gun as well, but its hiding place (behind the counter at Bogey's) is at least somewhat intuitive[[/note]] all require interacting with random background objects, when there is no indication that you should try doing this especially given there's only one section in the entire game where interacting with random background objects does ''anything''. Additionally, all of these are in areas that hold tournaments -- if you miss a part while doing the tournament the first time, you have to choose to ''not'' skip the story if you go back and try again, otherwise you do not get to move around between matches to look for the parts.
** The Crystal Strike gun and [[spoiler:Rahu II set]] require talking to a given person repeatedly in the middle of a tournament -- while the main game has several sections where you need to TalkToEveryone, this does ''not'' apply to Grand Battle, so they're easy to miss. This also has the above problem of requiring you to not skip the scenario if you missed the parts the first time around, because you need to be able to move around mid-tournament to be able to talk to people.
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* ''VideoGame/ANNOMutationem'':
** An early-game sidequest at Ann's apartment complex involving entering the elevator and going to specific floors wasn't elaborated with enough clues; a minor video footage and peeking into a certain room to count the number of differences. The developers themselves posted a step-by-step solution to alleviate player frustration.
** Finding all the [[CollectionSidequest Cyber-Nekos and collectible posters]]. The game provides a counter for the total found, but doesn't provide any information on exactly how many there are to be located in each area.
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** The puzzle at the end of the game isn't too bad if you've collected most of the clues in the levels. However, said clues (as well as most other power-ups) are concealed inside random wall or floor tiles, some of which require skilled use of your [[CoolPet pet falcon]] to get to. Without the clues, placing the jewels for the first time turns into TrialAndErrorGameplay in its purest form.

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** The puzzle at the end of the game isn't too bad if you've collected most of the clues in the levels. However, said clues (as well as most other power-ups) are concealed inside random wall or floor tiles, some of which require skilled use of your [[CoolPet pet falcon]] falcon to get to. Without the clues, placing the jewels for the first time turns into TrialAndErrorGameplay in its purest form.
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* ''Videogame/{{StarTropics}}'': Chapter 5 has a puzzle where you have to play a tune on a giant pipe organ to extinguish a fire blocking your way. The hint that tells you what tune to play is in [[https://en.wikipedia.org/wiki/Solfège solf%C3%A8ge]], and for anyone who doesn't know what solfège is, the puzzle is an incomprehensible guessing game. To make it worse, the hint was rendered as "do me so far, do me."[[note]]Spelled correctly it would have been 'do mi so fa do mi'[[/note]] Whether this was supposed to be part of the puzzle or if it was bad translation is unclear. The only other bone the game throws you is providing 'do' when you step on the lowest key on the organ keyboard, but even if you were to connect the hint with the organ, you'd still have to know solfège to complete the puzzle without a guide.

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* ''Videogame/{{StarTropics}}'': Chapter 5 has a puzzle where you have to play a tune on a giant pipe organ to extinguish a fire blocking your way. The hint that tells you what tune to play is in [[https://en.wikipedia.org/wiki/Solfège solf%C3%A8ge]], solfège]], and for anyone who doesn't know what solfège is, the puzzle is an incomprehensible guessing game. To make it worse, the hint was rendered as "do me so far, do me."[[note]]Spelled correctly it would have been 'do mi so fa do mi'[[/note]] Whether this was supposed to be part of the puzzle or if it was bad translation is unclear. The only other bone the game throws you is providing 'do' when you step on the lowest key on the organ keyboard, but even if you were to connect the hint with the organ, you'd still have to know solfège to complete the puzzle without a guide.
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* ''Videogame/{{StarTropics}}'': Chapter 5 has a puzzle where you have to play a tune on a giant pipe organ to extinguish a fire blocking your way. The hint that tells you what tune to play is in [[https://en.wikipedia.org/wiki/Solfège solf%C3%A8ge]], and for anyone who doesn't know what solfège is, the puzzle is an incomprehensible guessing game. To make it worse, the hint was rendered as "do me so far, do me."[[note]]Spelled correctly it would have been 'do mi so fa do mi'[[/note]] Whether this was supposed to be part of the puzzle or if it was bad translation is unclear. The only other bone the game throws you is providing 'do' when you step on the lowest key on the organ keyboard, but even if you were to connect the hint with the organ, you'd still have to know solfège to complete the puzzle without a guide.
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Adding Fire Emblem Warriors: Three Hopes entry for recruiting two spoiler characters.

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* Unlocking [[spoiler:Byleth and Jeralt]] in ''VideoGame/FireEmblemWarriorsThreeHopes'' is an ordeal on all three routes, because it requires specific strategies or tactics for each route, and a number of steps to ensure that you succeed. Even if you do make use of the correct strategies and tactics, if you slip up on even one step, they become impossible to unlock, and you'll be forced to fight and kill them, and subsequently miss out on additional chapters and a more uplifting resolution to the route.
** Scarlet Blaze requires [[spoiler:using the Resonant Lightning strategy; the first objective is to defeat Baron Mateus, but to recruit Byleth he must be left alive, so instead of confronting him directly you must force him to surrender by seizing the four strongholds around him. Next, after protecting a group of engineers, using the Resonant Lightning strategy will cause Byleth, Alois, and Rodrigue to spawn in; with Mateus having survived, after Byleth reaches their destination, Mateus will destroy a bridge to prevent their progress, and they will attempt to double back. You then need to defeat Alois and Rodrigue before Byleth can reach them]]. Additionally, failing to recruit [[spoiler:Byleth and Jeralt]] will prevent you from recruiting [[spoiler:Leonie]] in this route.
** Azure Gleam requires [[spoiler:the Locate Ambushers strategy, which will chart a path on your mini-map to avoid specific strongholds that have invisible ambushes. Following this path to the northwestern-most stronghold causes Jeralt, Alois, Fleche, and a group of mercenaries to spawn in and make a beeline to your starting stronghold in the southeast; after fending them off, Byleth will join the battle, and you have to defeat Randolph before Byleth can reach him]]. Failing to recruit [[spoiler:Byleth and Jeralt]] here will also cause you to lose [[spoiler:Rodrigue]].
** Golden Wildfire requires [[spoiler:avoiding Byleth, despite the side mission to defeat them; Byleth will charge toward and attempt to attack Claude, and instead of fighting and defeating them to rescue Claude, you have to clear the path in front of him so he can escape, then, once Fleche spawns in, defeat her before Byleth reaches her. Failing to defeat Fleche before Byleth reaches her stronghold will cause her to retreat, forcing you to fight Byleth and Jeralt.]]
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** In the fifth mission of ''Devil May Cry 3'', you acquire an item called "Soul of Steel", with the description "The essence of a powerful and fearless soul. Its possessor need not fear hell nor oblivion." What this does exactly is unclear at best, and it's only with either a guide or some luck that you'll figure out it lets you walk across the pit separating you from your next objective.

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** In the fifth mission of ''Devil May Cry 3'', you acquire an item called "Soul of Steel", with the description "The essence of a powerful and fearless soul. Its possessor need not fear hell nor oblivion." What this does exactly is unclear at best, and it's only with either a guide guide, curiosity, or some luck that you'll figure out it lets you [[NotQuiteFlight walk across the pit pit]] separating you from your next objective.
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Pro tip: when crossposting, open the edit window or page source and copy the markdown. Copying page text results in missing links like this.


** The Updated Re-release replaced the elemental immunity of Angel/Demon-infused enemies with taking less damage and not flinch from attacks they resist... and completely removed the relevant tutorial slide. Considering Takes One to Kill One is the opposite of what one might expect, this can be a hard lesson to figure out for yourself.

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** The Updated Re-release UpdatedRerelease replaced the elemental immunity of Angel/Demon-infused enemies with taking less damage and not flinch being ImmuneToFlinching from attacks they resist... and completely removed the relevant tutorial slide. Considering Takes One to Kill One TakesOneToKillOne is the opposite of what one might expect, this can be a hard lesson to figure out for yourself.
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** Dynasty Warriors 8 averts this despite the requirements being as baroque as ever, because completing a faction's [[GoldenEnding Hypothetical Path]] adds the requirements to earn every weapon used by that faction to the empty spaces in the Armory menu. It also helps that most of them are "Do this thing you were probably going to do anyway in under a certain amount of time".
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** In the fifth mission, you acquire an item called "Soul of Steel", with the description "The essence of a powerful and fearless soul. Its possessor need not fear hell nor oblivion." What this does exactly is unclear at best, and it's only with either a guide or some luck that you'll figure out it lets you walk across the pit separating you from your next objective.

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** In the fifth mission, mission of ''Devil May Cry 3'', you acquire an item called "Soul of Steel", with the description "The essence of a powerful and fearless soul. Its possessor need not fear hell nor oblivion." What this does exactly is unclear at best, and it's only with either a guide or some luck that you'll figure out it lets you walk across the pit separating you from your next objective.
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** Although rather minor compared to the others, most techniques for high-level play in ''VideoGame/DevilMayCry3'' are not stated in official help files and videos involving them invariably receive questions from newbies.

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** Although rather minor compared to the others, most techniques for high-level play in ''VideoGame/DevilMayCry3'' ''VideoGame/DevilMayCry3DantesAwakening'' are not stated in official help files and videos involving them invariably receive questions from newbies.
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Crossposting from Metroid Dread

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** ''VideoGame/MetroidDread:''
*** Similar to the Spiderball/Power Bomb combo from the previous game, the game '''never''' tells you that you can wall jump or slide without breaking speed boost outside of a random loading screen tip (which you are likely to only see if you are loading up your save file or if you die), nor that speed boost-slides break through Beam Blocks, making some items far more difficult to get. A good example is a single Missile+ tank at the very start of Ferenia that seems almost impossible to get; it requires shooting through a row of Beam Blocks, using a cross bomb to get past a floor of Pitfall Blocks, bombing some Bomb Blocks, and then vertically shinesparking to get through some Boost Blocks. If you manage to be pixel perfect, you ''can'' do it that way... but the ''intended'' way is to speedboost in from the shuttle bay, wall-jump and then slide whilst speedboosting to cross through the Beam Blocks and over the Pitfall Blocks into a chamber where you can lock in the shinespark before going back to the Bomb Blocks, making it much less tight to preserve the spark.
*** You can shinespark while spin jumping by pressing Y and B at the same time, which isn't mentioned anywhere in the game, and is useful for many shinespark puzzles.
*** You can shinespark onto one of the normally impassably steep slopes to race up it and "recharge" your Speed Boost, allowing you a chance to lock in a new shinespark; players of previous 2D games would be fully aware of this aspect of the ability, but newcomers will be lost due to the only mention of this by ''Dread'' itself coming in a tip that ''might'' appear during a loading screen. There's a shinespark puzzle in Burenia, hidden behind bombable blocks in the Green teleportal room, that ''requires'' mastery of this technique to complete. There are also spots where the player has to know for themselves that just jumping onto a slope while boosting is enough to keep running up it.
*** Because the series is known for lacking any health bars on enemies, there isn't any indication that Experiment Z-57's attacks that begin at the start of its second phase and re-occur throughout the rest of the fight actually HEALS it, meaning that the player can get stuck fighting the boss for FAR longer than intended [[spoiler:unless the player takes out the appendages siphoning energy from the sides of the arena with Storm Missiles, as each appendage destroyed will be destroyed permanently, and once those appendages are gone, the boss can no longer regenerate]].
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** ''Enough Coin To Slip Away]], a [[DownloadableContent Brigmore Witches]] Achievement that requires the player to finish a Low Chaos playthrough with over 10,000 coins... when all of the DLC's levels only have about 7,500 coins between them all. The Guide Dang It part comes more from how you're supposed to do it -- going back through Knife of Dunwall and taking as much money as possible, and then importing that save into Brigmore Witches and continuing from there.

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** ''Enough Coin To Slip Away]], Away'', a [[DownloadableContent Brigmore Witches]] Achievement that requires the player to finish a Low Chaos playthrough with over 10,000 coins... when all of the DLC's levels only have about 7,500 coins between them all. The Guide Dang It part comes more from how you're supposed to do it -- going back through Knife of Dunwall and taking as much money as possible, and then importing that save into Brigmore Witches and continuing from there.
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** ''Granny's Recipes'', the pair of sidequests in Knife of Dunwall, which requires the player to find specific ingredients for Granny Rags (in exchange for Runes). The first sidequest isn't terribly challenging, but it can trip players up by insinuating that the player needs to "make a Weeper cry" when you actually need to find and deliver an entire Weeper corpse to the quest area (the German translation is more literal, implying that the Weeper is already dead and you just need to find it), along with a whale's eye that can only be acquired if you go to the effort of euthanizing a whale. The second, however, is far more obtuse -- not only are players likely to miss the area that gives you the quest (due to having doors that initially look like all the other non-activated ones), but it requires you to follow an obtuse set of hints (such as "lay the (card) at the feet of the one with the blackest void"[[note:go to Apartment 10 in the Legal District, across the street from the place you picked up the card, and move a hidden bookcase before activating an Outsider Shrine, ''not'' the Shrine you got the quest from[[/note]]) to complete. Small wonder it's led to scorn from players.

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** ''Granny's Recipes'', the pair of sidequests in Knife of Dunwall, which requires the player to find specific ingredients for Granny Rags (in exchange for Runes). The first sidequest isn't terribly challenging, but it can trip players up by insinuating that the player needs to "make a Weeper cry" when you actually need to find and deliver an entire Weeper corpse to the quest area (the German translation is more literal, implying that the Weeper is already dead and you just need to find it), along with a whale's eye that can only be acquired if you go to the effort of euthanizing a whale. The second, however, is far more obtuse -- not only are players likely to miss the area that gives you the quest (due to having doors that initially look like all the other non-activated ones), but it requires you to follow an obtuse set of hints (such as "lay the (card) at the feet of the one with the blackest void"[[note:go void"[[note]]go to Apartment 10 in the Legal District, across the street from the place you picked up the card, and move a hidden bookcase before activating an Outsider Shrine, ''not'' the Shrine you got the quest from[[/note]]) to complete. Small wonder it's led to scorn from players.
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* ''VideoGame/{{Dishonored}}'':
** ''Enough Coin To Slip Away]], a [[DownloadableContent Brigmore Witches]] Achievement that requires the player to finish a Low Chaos playthrough with over 10,000 coins... when all of the DLC's levels only have about 7,500 coins between them all. The Guide Dang It part comes more from how you're supposed to do it -- going back through Knife of Dunwall and taking as much money as possible, and then importing that save into Brigmore Witches and continuing from there.
** Engaging in either Slackjaw or Granny Rag's quest lines in the beginning of the game will force you into a confrontation near the end where you normally have to kill one of them. This will invalidate both Ghost and Clean Hands. There are certain ways of getting around it, but they're very tricky (and may in fact be straight-up GoodBadBugs). Annoying for players going for two already finicky achievements.
** ''Granny's Recipes'', the pair of sidequests in Knife of Dunwall, which requires the player to find specific ingredients for Granny Rags (in exchange for Runes). The first sidequest isn't terribly challenging, but it can trip players up by insinuating that the player needs to "make a Weeper cry" when you actually need to find and deliver an entire Weeper corpse to the quest area (the German translation is more literal, implying that the Weeper is already dead and you just need to find it), along with a whale's eye that can only be acquired if you go to the effort of euthanizing a whale. The second, however, is far more obtuse -- not only are players likely to miss the area that gives you the quest (due to having doors that initially look like all the other non-activated ones), but it requires you to follow an obtuse set of hints (such as "lay the (card) at the feet of the one with the blackest void"[[note:go to Apartment 10 in the Legal District, across the street from the place you picked up the card, and move a hidden bookcase before activating an Outsider Shrine, ''not'' the Shrine you got the quest from[[/note]]) to complete. Small wonder it's led to scorn from players.

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