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That puzzle is not Guide Dang It, any more than Lights Out puzzles are. You just have to observe the rules of the puzzle and then apply logic.


* ''TheDaVinciCode'' game has a ridiculously frustrating puzzle in the third level where you have to light up a pentagram using fire. Sounds easy, right? Not when you realize that there aren't any clues telling you what order to light the points of the star.
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* The entire ''{{Myst}}'' franchise is essentially a huge set of these. At a bare minimum, be prepared to take a lot of notes.

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* The entire ''{{Myst}}'' ''VideoGame/{{Myst}}'' franchise is essentially a huge set of these. At a bare minimum, be prepared to take a lot of notes.
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* Level 29 in ''VideoGame/HeartStar'' is a level where Heart must carry Star up a vertical hall of spikes, and vice versa. However, in order to move while carrying, you have to switch to the world of the carrier. This results in you having to use ''[[FakeDifficulty trial and error]]'' in order to cross. ''And the game never tells you about this.''

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* ''VideoGame/{{Antichamber}}'': Some puzzles have very obscure solutions. Also, some abilities aren't well demonstrated. For instance [[spoiler: you are shown that you can "grow" more blocks with the green gun in the recess in the wall, but it takes a logical leap to figure out that you can do so by drawing an empty square ''anywhere'' you want - not just in the recessed areas.]]

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* ''VideoGame/{{Antichamber}}'': Some puzzles have very obscure solutions. Also, some abilities aren't well demonstrated. demonstrated (particularly those of the green gun).
**
For instance [[spoiler: you are shown that you can "grow" more blocks with the green gun in the recess in the wall, but it takes a logical leap to figure out that you can do so by drawing an empty square ''anywhere'' you want - not just in the recessed areas.]]]]
** When a connected block structure loses a block from a middle of it, the smaller half of it will disappear. If the amount of blocks on either side of the structure is the same, all such sides will disappear. Sounds simple? Well, the game never actually tells you this, it just puts in two rooms where you're pretty much locked until you've somehow realised the pattern and used it to get enough blocks to solve the puzzle - which is a problem if you don't have any clue of why the blocks are disappearing but still somehow manage to complete the puzzle: you'll now be struggling among lots of puzzles that assume you've fully understood the pattern.
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* ''VideoGame/ChipsChallenge''. The first 30-50 levels can be beaten after solving puzzles and obstacles that rely on basic mechanics. Further levels, however, will resort to more advanced means, and some of them (like ''Perfect Match'' or ''Partial Post'', ''whose hint tiles aren't clear enough!'') will likely leave gamers stuck for a long time. Then, of course, there are the convoluted and mind-screwing mazes that will inevitably call for a step guide.

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* ''VideoGame/ChipsChallenge''. The first 30-50 levels can be beaten after solving puzzles and obstacles that rely on basic mechanics. Further levels, however, will resort to more advanced means, and some of them (like ''Perfect Match'' or ''Partial Post'', ''whose hint tiles aren't clear enough!'') will likely leave gamers stuck for a long time. Then, of course, there are the convoluted and mind-screwing mazes that will inevitably call for a step guide.guide.
* ''VideoGame/{{Antichamber}}'': Some puzzles have very obscure solutions. Also, some abilities aren't well demonstrated. For instance [[spoiler: you are shown that you can "grow" more blocks with the green gun in the recess in the wall, but it takes a logical leap to figure out that you can do so by drawing an empty square ''anywhere'' you want - not just in the recessed areas.]]
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* The tea system in ''ProfessorLaytonAndTheDiabolicalBox'': figuring out the correct combination of three teas out of eight (including repeats) is nearly impossible on the first try from the characters' usually incomplete instructions. Doing it on the first try is necessary because if you give the NPC a cup they don't like, they won't even want tea anymore for a while.
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* ''VideoGame/{{Karoshi}} 2.0.'' Mostly of the awesome fourth-wall-raping style, the kicker of which is level 48, on which to get an in-game CD player working, you had to ''[[spoiler:insert a music CD in your computer's CD drive.]]'' Who would've thought of ''that?''

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* ''VideoGame/{{Karoshi}} 2.0.'' Mostly of This is mostly due to the awesome fourth-wall-raping style, game BreakingTheFourthWall, the kicker of which is level 48, on which to get an in-game CD player working, you had to ''[[spoiler:insert a music CD in your computer's CD drive.]]'' Who would've thought of ''that?''
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I wouldn\'t consider this to be a guide dang it at all. The game points your cursor directly at the moon, you cannot look awat from the moon, Wheatly mentions the moon in his dialogue, and the game\'s trained you to place portals on white surfaces. Your ONLY possible courses of action are to shoot the moon, or do nothing.


* ''VideoGame/ChipsChallenge''. The first 30-50 levels can be beaten after solving puzzles and obstacles that rely on basic mechanics. Further levels, however, will resort to more advanced means, and some of them (like ''Perfect Match'' or ''Partial Post'', ''whose hint tiles aren't clear enough!'') will likely leave gamers stuck for a long time. Then, of course, there are the convoluted and mind-screwing mazes that will inevitably call for a step guide.
* In ''VideoGame/{{Portal 2}}'', during the final battle, you must [[spoiler: fire the portal gun at the moon, through a hole in the ceiling]]. Somewhat averted in that you can't actually aim your camera more than a few degrees away from your intended target – but even this much help still doesn't make it instantly obvious. The only clue to what you are supposed to do is given much earlier in the game, as an offhand remark during one of Cave Johnson's many rants.

to:

* ''VideoGame/ChipsChallenge''. The first 30-50 levels can be beaten after solving puzzles and obstacles that rely on basic mechanics. Further levels, however, will resort to more advanced means, and some of them (like ''Perfect Match'' or ''Partial Post'', ''whose hint tiles aren't clear enough!'') will likely leave gamers stuck for a long time. Then, of course, there are the convoluted and mind-screwing mazes that will inevitably call for a step guide.
* In ''VideoGame/{{Portal 2}}'', during the final battle, you must [[spoiler: fire the portal gun at the moon, through a hole in the ceiling]]. Somewhat averted in that you can't actually aim your camera more than a few degrees away from your intended target – but even this much help still doesn't make it instantly obvious. The only clue to what you are supposed to do is given much earlier in the game, as an offhand remark during one of Cave Johnson's many rants.
guide.
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Your Mileage May Vary is an index, not a trope. It should not be linked from any trope or work page for any reason.


* ''VideoGame/ChipsChallenge''. The first 30-50 levels can be beaten after solving puzzles and obstacles that rely on basic mechanics. Further levels, however, will resort to more advanced means, and some of them (like ''Perfect Match'' or ''Partial Post'', ''whose hint tiles aren't clear enough!'') will likely leave gamers stuck for a long time. Then there's, of course, the convoluted and mind-screwing mazes that will inevitably call for a step guide.
* In ''VideoGame/{{Portal 2}}'', during the final battle, you must [[spoiler: fire the portal gun at the moon, through a hole in the ceiling]]. Somewhat averted in that you can't actually aim your camera more than a few degrees away from your intended target – but even this much help still doesn't make it instantly obvious. (Of course, YourMileageMayVary.) The only clue to what you are supposed to do is given much earlier in the game, as an offhand remark during one of Cave Johnson's many rants.

to:

* ''VideoGame/ChipsChallenge''. The first 30-50 levels can be beaten after solving puzzles and obstacles that rely on basic mechanics. Further levels, however, will resort to more advanced means, and some of them (like ''Perfect Match'' or ''Partial Post'', ''whose hint tiles aren't clear enough!'') will likely leave gamers stuck for a long time. Then there's, Then, of course, there are the convoluted and mind-screwing mazes that will inevitably call for a step guide.
* In ''VideoGame/{{Portal 2}}'', during the final battle, you must [[spoiler: fire the portal gun at the moon, through a hole in the ceiling]]. Somewhat averted in that you can't actually aim your camera more than a few degrees away from your intended target – but even this much help still doesn't make it instantly obvious. (Of course, YourMileageMayVary.) The only clue to what you are supposed to do is given much earlier in the game, as an offhand remark during one of Cave Johnson's many rants.
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None


* In ''VideoGame/{{Portal2}}'', during the final battle, you must [[spoiler: fire the portal gun at the moon, through a hole in the ceiling]]. Somewhat averted in that you can't actually aim your camera more than a few degrees away from your intended target – but even this much help still doesn't make it instantly obvious. (Of course, YourMileageMayVary.) The only clue to what you are supposed to do is given much earlier in the game, as an offhand remark during one of Cave Johnson's many rants.

to:

* In ''VideoGame/{{Portal2}}'', ''VideoGame/{{Portal 2}}'', during the final battle, you must [[spoiler: fire the portal gun at the moon, through a hole in the ceiling]]. Somewhat averted in that you can't actually aim your camera more than a few degrees away from your intended target – but even this much help still doesn't make it instantly obvious. (Of course, YourMileageMayVary.) The only clue to what you are supposed to do is given much earlier in the game, as an offhand remark during one of Cave Johnson's many rants.
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None


* In ''VideoGame/Portal2'', during the final battle, you must [[spoiler: fire the portal gun at the moon, through a hole in the ceiling]]. Somewhat averted in that you can't actually aim your camera more than a few degrees away from your intended target – but even this much help still doesn't make it instantly obvious. (Of course, YourMileageMayVary.) The only clue to what you are supposed to do is given much earlier in the game, as an offhand remark during one of Cave Johnson's many rants.

to:

* In ''VideoGame/Portal2'', ''VideoGame/{{Portal2}}'', during the final battle, you must [[spoiler: fire the portal gun at the moon, through a hole in the ceiling]]. Somewhat averted in that you can't actually aim your camera more than a few degrees away from your intended target – but even this much help still doesn't make it instantly obvious. (Of course, YourMileageMayVary.) The only clue to what you are supposed to do is given much earlier in the game, as an offhand remark during one of Cave Johnson's many rants.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/{{Portal2}}'', during the final battle, you must [[spoiler: fire the portal gun at the moon, through a hole in the ceiling]]. Somewhat averted in that you can't actually aim your camera more than a few degrees away from your intended target – but even this much help still doesn't make it instantly obvious. (Of course, YourMileageMayVary.) The only clue to what you are supposed to do is given much earlier in the game, as an offhand remark during one of Cave Johnson's many rants.

to:

* In ''VideoGame/{{Portal2}}'', ''VideoGame/Portal2'', during the final battle, you must [[spoiler: fire the portal gun at the moon, through a hole in the ceiling]]. Somewhat averted in that you can't actually aim your camera more than a few degrees away from your intended target – but even this much help still doesn't make it instantly obvious. (Of course, YourMileageMayVary.) The only clue to what you are supposed to do is given much earlier in the game, as an offhand remark during one of Cave Johnson's many rants.
Is there an issue? Send a MessageReason:
None


* In ''Portal2'', during the final battle, you must [[spoiler: fire the portal gun at the moon, through a hole in the ceiling]]. Somewhat averted in that you can't actually aim your camera more than a few degrees away from your intended target – but even this much help still doesn't make it instantly obvious. (Of course, YourMileageMayVary.) The only clue to what you are supposed to do is given much earlier in the game, as an offhand remark during one of Cave Johnson's many rants.

to:

* In ''Portal2'', ''VideoGame/{{Portal2}}'', during the final battle, you must [[spoiler: fire the portal gun at the moon, through a hole in the ceiling]]. Somewhat averted in that you can't actually aim your camera more than a few degrees away from your intended target – but even this much help still doesn't make it instantly obvious. (Of course, YourMileageMayVary.) The only clue to what you are supposed to do is given much earlier in the game, as an offhand remark during one of Cave Johnson's many rants.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/ChipsChallenge''. The first 30-50 levels can be beaten after solving puzzles and obstacles that rely on basic mechanics. Further levels, however, will resort to more advanced means, and some of them (like ''Perfect Match'' or ''Partial Post'', ''whose hint tiles aren't clear enough!'') will likely leave gamers stuck for a long time. Then there's, of course, the convoluted and mind-screwing mazes that will inevitably call for a step guide.

to:

* ''VideoGame/ChipsChallenge''. The first 30-50 levels can be beaten after solving puzzles and obstacles that rely on basic mechanics. Further levels, however, will resort to more advanced means, and some of them (like ''Perfect Match'' or ''Partial Post'', ''whose hint tiles aren't clear enough!'') will likely leave gamers stuck for a long time. Then there's, of course, the convoluted and mind-screwing mazes that will inevitably call for a step guide.guide.
* In ''Portal2'', during the final battle, you must [[spoiler: fire the portal gun at the moon, through a hole in the ceiling]]. Somewhat averted in that you can't actually aim your camera more than a few degrees away from your intended target – but even this much help still doesn't make it instantly obvious. (Of course, YourMileageMayVary.) The only clue to what you are supposed to do is given much earlier in the game, as an offhand remark during one of Cave Johnson's many rants.
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Namespaces


* ''{{Karoshi}} 2.0.'' Mostly of the awesome fourth-wall-raping style, the kicker of which is level 48, on which to get an in-game CD player working, you had to ''[[spoiler:insert a music CD in your computer's CD drive.]]'' Who would've thought of ''that?''
* The WidgetSeries ''{{Chulip}}'' has such obscure clues (and one requiring familiarity with Japanese/Chinese counting systems, no less) that it comes with its own guide, and even then one clue is not entirely accurrate.
* The Switch Inferno level in [[SuperMonkeyBall Super Monkey Ball 2]]. It is indeed a switch 'inferno', since there are many dozens of switches laid out on the floor, and there are no clues or indications for the correct switch that will reveal the goal. Press any of the wrong ones, and you get smacked by a fast-moving wall, possibly knocking you out of the course.

to:

* ''{{Karoshi}} ''VideoGame/{{Karoshi}} 2.0.'' Mostly of the awesome fourth-wall-raping style, the kicker of which is level 48, on which to get an in-game CD player working, you had to ''[[spoiler:insert a music CD in your computer's CD drive.]]'' Who would've thought of ''that?''
* The WidgetSeries ''{{Chulip}}'' ''VideoGame/{{Chulip}}'' has such obscure clues (and one requiring familiarity with Japanese/Chinese counting systems, no less) that it comes with its own guide, and even then one clue is not entirely accurrate.
* The Switch Inferno level in [[SuperMonkeyBall ''[[VideoGame/SuperMonkeyBall Super Monkey Ball 2]].2]]''. It is indeed a switch 'inferno', since there are many dozens of switches laid out on the floor, and there are no clues or indications for the correct switch that will reveal the goal. Press any of the wrong ones, and you get smacked by a fast-moving wall, possibly knocking you out of the course.
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None


* The entire ''Myst'' franchise is essentially a huge set of these. At a bare minimum, be prepared to take a lot of notes.

to:

* The entire ''Myst'' ''{{Myst}}'' franchise is essentially a huge set of these. At a bare minimum, be prepared to take a lot of notes.



* ''Karoshi 2.0.'' Mostly of the awesome fourth-wall-raping style, the kicker of which is level 48, on which to get an in-game CD player working, you had to ''[[spoiler:insert a music CD in your computer's CD drive.]]'' Who would've thought of ''that?''

to:

* ''Karoshi ''{{Karoshi}} 2.0.'' Mostly of the awesome fourth-wall-raping style, the kicker of which is level 48, on which to get an in-game CD player working, you had to ''[[spoiler:insert a music CD in your computer's CD drive.]]'' Who would've thought of ''that?''



* Freeware indie games are in no way exempt from this. Braid may be one example, but at least the Guide Dang Its weren't crucial to finishing the game. [[http://www.increpare.com/2009/02/opera-omnia/ Opera Omnia]] gives you a handful of them, one of which is understanding the mechanics (the butterfly effect in reverse), another is Chapter 18 (you have to use what is technically a bug to win).

to:

* Freeware indie games are in no way exempt from this. Braid VideoGame/{{Braid}} may be one example, but at least the Guide Dang Its weren't crucial to finishing the game. [[http://www.increpare.com/2009/02/opera-omnia/ Opera Omnia]] gives you a handful of them, one of which is understanding the mechanics (the butterfly effect in reverse), another is Chapter 18 (you have to use what is technically a bug to win).
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None


* the entire ''Myst'' franchise is essentially a huge set of these. At a bare minimum, be prepared to take a lot of notes.

to:

* the The entire ''Myst'' franchise is essentially a huge set of these. At a bare minimum, be prepared to take a lot of notes.



** But that's not even it! Once you've rescued everyone, you're given some string and no further explanation. To get to the TRUE end of the game, you have to [[spoiler: assemble a kite and let the rush of air from an old mine shaft carry you up into the sky]]. All the components are in their own impossible-to-find hidden room (one is even [[spoiler: hidden behind a wall panel in a hidden illusion room that's near-impossible to get out of]]). At NO POINT, here or throughout the game, are you given any indication of what you're looking for, where it might be and what to do with it once you've got it. And there's no map. * cries*

to:

** But that's not even it! Once you've rescued everyone, you're given some string and no further explanation. To get to the TRUE end of the game, you have to [[spoiler: assemble a kite and let the rush of air from an old mine shaft carry you up into the sky]]. All the components are in their own impossible-to-find hidden room (one is even [[spoiler: hidden behind a wall panel in a hidden illusion room that's near-impossible to get out of]]). At NO POINT, ''no point,'' here or throughout the game, are you given any indication of what you're looking for, where it might be and what to do with it once you've got it. And there's no map. * cries*
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* the entire ''Myst'' franchise is essentially a huge set of these, requiring either photographic memory and savant-like problem solving skills or the internet.

to:

* the entire ''Myst'' franchise is essentially a huge set of these, requiring either photographic memory and savant-like problem solving skills or the internet. these. At a bare minimum, be prepared to take a lot of notes.
Is there an issue? Send a MessageReason:
None


* Alchemy is a small mobile game available on Android, in which you have to combine elements (starting with four basic ones - earth, fire, water and air) to get a wide variety of other elements, up to 360 in total. All well and good, but the game is absolutely impossible to complete without consulting some form of guide, because many of the combinations are either obscure enough or crazy enough that the average person is unlikely to have heard of them. For instance, to get "petroleum", one must combine kerogen with pressure. Which is, well, factually true, but who would know offhand what kerogen was unless you were like me, saw it in a cheat sheet for this game and Googled it? And some of them don't make any intuitive sense - for example, water + earth = swamp. However mud = water + dust. Who, when they think of what goes into mud, thinks ''dust''?

to:

* Alchemy is a small mobile game available on Android, in which you have to combine elements (starting with four basic ones - earth, fire, water and air) to get a wide variety of other elements, up to 360 in total. All well and good, but the game is absolutely impossible to complete without consulting some form of guide, because many of the combinations are either obscure enough or crazy enough that the average person is unlikely to have heard of them. For instance, to get "petroleum", one must combine kerogen with pressure. Which is, well, factually true, but who would know offhand what kerogen was unless you were like me, saw it in a cheat sheet for this game and Googled it? And some of them don't make any intuitive sense - for example, water + earth = swamp. However mud = water + dust. Who, when they think of what goes into mud, thinks ''dust''?''dust''?
* ''VideoGame/ChipsChallenge''. The first 30-50 levels can be beaten after solving puzzles and obstacles that rely on basic mechanics. Further levels, however, will resort to more advanced means, and some of them (like ''Perfect Match'' or ''Partial Post'', ''whose hint tiles aren't clear enough!'') will likely leave gamers stuck for a long time. Then there's, of course, the convoluted and mind-screwing mazes that will inevitably call for a step guide.
Is there an issue? Send a MessageReason:
None


* Spellbound {{Dizzy}} is legendary for its level of difficulty. To rescue each of your seven friends, you have to find 5 magic stars and a possession of theirs, a process which involves hours of [[FetchQuest fetch questing]] and some damnably [[NintendoHard Nintendo Hard]] trial-and-error gameplay (how are you supposed to figure out that [[spoiler: you have to drop a pepper pot on a whale to make it sneeze, so you can jump up the spout of water to access some hidden rooms you didn't even know were there]]?? Or that [[spoiler: to access another hidden room you need to flood the pumping station you're in by smashing a plug with a hammer]]???)

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* Spellbound {{Dizzy}} VideoGame/{{Dizzy}} is legendary for its level of difficulty. To rescue each of your seven friends, you have to find 5 magic stars and a possession of theirs, a process which involves hours of [[FetchQuest fetch questing]] and some damnably [[NintendoHard Nintendo Hard]] trial-and-error gameplay (how are you supposed to figure out that [[spoiler: you have to drop a pepper pot on a whale to make it sneeze, so you can jump up the spout of water to access some hidden rooms you didn't even know were there]]?? Or that [[spoiler: to access another hidden room you need to flood the pumping station you're in by smashing a plug with a hammer]]???)
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You need to explain what the Guide Dang It moment is, not tell people to guess.


* Alchemy is a small mobile game available on Android, in which you have to combine elements (starting with four basic ones - earth, fire, water and air) to get a wide variety of other elements, up to 360 in total. All well and good, but the game is absolutely impossible to complete without consulting some form of guide, because many of the combinations are either obscure enough or crazy enough that the average person is unlikely to have heard of them. For instance, to get "petroleum", one must combine kerogen with pressure. Which is, well, factually true, but who would know offhand what kerogen was unless you were like me, saw it in a cheat sheet for this game and Googled it? And some of them don't make any intuitive sense - for example, water + earth = swamp. However mud = water + dust. Who, when they think of what goes into mud, thinks ''dust''?
* {{Limbo Of The Lost}}, nuff said

to:

* Alchemy is a small mobile game available on Android, in which you have to combine elements (starting with four basic ones - earth, fire, water and air) to get a wide variety of other elements, up to 360 in total. All well and good, but the game is absolutely impossible to complete without consulting some form of guide, because many of the combinations are either obscure enough or crazy enough that the average person is unlikely to have heard of them. For instance, to get "petroleum", one must combine kerogen with pressure. Which is, well, factually true, but who would know offhand what kerogen was unless you were like me, saw it in a cheat sheet for this game and Googled it? And some of them don't make any intuitive sense - for example, water + earth = swamp. However mud = water + dust. Who, when they think of what goes into mud, thinks ''dust''?
* {{Limbo Of The Lost}}, nuff said
''dust''?
Is there an issue? Send a MessageReason:
None


* Alchemy is a small mobile game available on Android, in which you have to combine elements (starting with four basic ones - earth, fire, water and air) to get a wide variety of other elements, up to 360 in total. All well and good, but the game is absolutely impossible to complete without consulting some form of guide, because many of the combinations are either obscure enough or crazy enough that the average person is unlikely to have heard of them. For instance, to get "petroleum", one must combine kerogen with pressure. Which is, well, factually true, but who would know offhand what kerogen was unless you were like me, saw it in a cheat sheet for this game and Googled it? And some of them don't make any intuitive sense - for example, water + earth = swamp. However mud = water + dust. Who, when they think of what goes into mud, thinks ''dust''?

to:

* Alchemy is a small mobile game available on Android, in which you have to combine elements (starting with four basic ones - earth, fire, water and air) to get a wide variety of other elements, up to 360 in total. All well and good, but the game is absolutely impossible to complete without consulting some form of guide, because many of the combinations are either obscure enough or crazy enough that the average person is unlikely to have heard of them. For instance, to get "petroleum", one must combine kerogen with pressure. Which is, well, factually true, but who would know offhand what kerogen was unless you were like me, saw it in a cheat sheet for this game and Googled it? And some of them don't make any intuitive sense - for example, water + earth = swamp. However mud = water + dust. Who, when they think of what goes into mud, thinks ''dust''?''dust''?
* {{Limbo Of The Lost}}, nuff said
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** Actually, if you hit a wrong switch, all the wrong switches will light up, so the correct ones (there are more than one) can be easily determined for future reference.
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* the entire ''Myst'' franchise is essentially a huge set of these, requiring either photographic memory and savant-like problem solving skills or the internet.
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* The hidden stars in {{Braid}}, one of which specifically has to be obtained by making a star out of two of the puzzle pieces from World 3 and part of a star visible in the window above the puzzle frame in the house. And you assemble the puzzle before finding this out, you're boned and have to start the game over. And don't get me started on the one in World 2-2, where you have to go to a particular spot and just [[WeWait wait nearly 2 hours]] for a particularly slow-moving platform to get to a spot where you can climb up on it so you can get to the star. No, really. And these two are actually the easiest stars to get.
** Of course, performing all tedious, time-consuming steps to acquire the hidden stars unlocks the bad ending. Since 'Braid' is an artsy game about the nature of obsession, this is strangely appropriate.

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* ''Karoshi 2.0.'' Mostly of the awesome fourth-wall-raping style, the kicker of which is level 48, on which to get an in-game CD player working, you had to [[spoiler:''insert a music CD in your computer's CD drive.'']] Who would've thought of ''that?''

to:

* ''Karoshi 2.0.'' Mostly of the awesome fourth-wall-raping style, the kicker of which is level 48, on which to get an in-game CD player working, you had to [[spoiler:''insert ''[[spoiler:insert a music CD in your computer's CD drive.'']] ]]'' Who would've thought of ''that?''



* freeware indie games are in no way exempt from this. Braid may be one example, but at least the Guide Dang Its weren't crucial to finishing the game. [[http://www.increpare.com/2009/02/opera-omnia/ Opera Omnia]] gives you a handful of them, one of which is understanding the mechanics (the butterfly effect in reverse), another is Chapter 18 (you have to use what is technically a bug to win)
* In the Point and Click game of ''BlazingDragons'' had you stuck until a dodo delivered a message. Problem was that the dodo was being shot at by a hunter (who thankfully went to a certain [[ImperialStormtrooperMarksmanshipAcademy academy]]). The solution was to backtrack all the way back to the second room you probably visited and to stamp a dodo on the endangered species list. Afterwards the hunter is arrested.

to:

* freeware Freeware indie games are in no way exempt from this. Braid may be one example, but at least the Guide Dang Its weren't crucial to finishing the game. [[http://www.increpare.com/2009/02/opera-omnia/ Opera Omnia]] gives you a handful of them, one of which is understanding the mechanics (the butterfly effect in reverse), another is Chapter 18 (you have to use what is technically a bug to win)
* In the Point and Click game of ''BlazingDragons'' had you stuck until a dodo delivered a message. Problem was that the dodo was being shot at by a hunter (who thankfully went to a certain [[ImperialStormtrooperMarksmanshipAcademy academy]]). The solution was to backtrack all the way back to the second room you probably visited and to stamp a dodo on the endangered species list. Afterwards the hunter is arrested.
win).
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** But that's not even it! Once you've rescued everyone, you're given some string and no further explanation. To get to the TRUE end of the game, you have to [[spoiler: assemble a kite and let the rush of air from an old mine shaft carry you up into the sky]]. All the components are in their own impossible-to-find hidden room (one is even [[spoiler: hidden behind a wall panel in a hidden illusion room that's near-impossible to get out of]]). At NO POINT, here or throughout the game, are you given any indication of what you're looking for, where it might be and what to do with it once you've got it. And there's no map. * cries*

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** But that's not even it! Once you've rescued everyone, you're given some string and no further explanation. To get to the TRUE end of the game, you have to [[spoiler: assemble a kite and let the rush of air from an old mine shaft carry you up into the sky]]. All the components are in their own impossible-to-find hidden room (one is even [[spoiler: hidden behind a wall panel in a hidden illusion room that's near-impossible to get out of]]). At NO POINT, here or throughout the game, are you given any indication of what you're looking for, where it might be and what to do with it once you've got it. And there's no map. * cries*cries*
* Alchemy is a small mobile game available on Android, in which you have to combine elements (starting with four basic ones - earth, fire, water and air) to get a wide variety of other elements, up to 360 in total. All well and good, but the game is absolutely impossible to complete without consulting some form of guide, because many of the combinations are either obscure enough or crazy enough that the average person is unlikely to have heard of them. For instance, to get "petroleum", one must combine kerogen with pressure. Which is, well, factually true, but who would know offhand what kerogen was unless you were like me, saw it in a cheat sheet for this game and Googled it? And some of them don't make any intuitive sense - for example, water + earth = swamp. However mud = water + dust. Who, when they think of what goes into mud, thinks ''dust''?
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That element is common is games with swinging mechanics. If I didn\'t jump far enough from a swing, that\'s the first thing I\'d try, whether it was hinted at or not.


** But that's not even it! Once you've rescued everyone, you're given some string and no further explanation. To get to the TRUE end of the game, you have to [[spoiler: assemble a kite and let the rush of air from an old mine shaft carry you up into the sky]]. All the components are in their own impossible-to-find hidden room (one is even [[spoiler: hidden behind a wall panel in a hidden illusion room that's near-impossible to get out of]]). At NO POINT, here or throughout the game, are you given any indication of what you're looking for, where it might be and what to do with it once you've got it. And there's no map. * cries*
* In {{ICO}} throughout the game you'll be jumping from hanging chains to ledges or other chain with no problem at all until you reach a point where you have to jump between two chains but will always fall to your demise. The solution to this is to press the D-Pad back and forth to make the chain swing so you'll gain momentum and jump successfully, until that point in the game you didn't have to make the chain swing in order to succeed.

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** But that's not even it! Once you've rescued everyone, you're given some string and no further explanation. To get to the TRUE end of the game, you have to [[spoiler: assemble a kite and let the rush of air from an old mine shaft carry you up into the sky]]. All the components are in their own impossible-to-find hidden room (one is even [[spoiler: hidden behind a wall panel in a hidden illusion room that's near-impossible to get out of]]). At NO POINT, here or throughout the game, are you given any indication of what you're looking for, where it might be and what to do with it once you've got it. And there's no map. * cries*
* In {{ICO}} throughout the game you'll be jumping from hanging chains to ledges or other chain with no problem at all until you reach a point where you have to jump between two chains but will always fall to your demise. The solution to this is to press the D-Pad back and forth to make the chain swing so you'll gain momentum and jump successfully, until that point in the game you didn't have to make the chain swing in order to succeed.
cries*
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* ''{{Portal}}''. That puzzle where you have to break a cube tube with a rocket sentry. Since it's purely a decorative feature BEFORE, I just bypassed the puzzle by using a chair. It's also plagued by a ridiculous bug which makes the tube breakable ONLY from the bottom, so even if you guessed the correct solution, you may still fail. Have fun.
** You talk about how you quickly bypassed a puzzle in a Guide Dang It page?
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** You talk about how you quickly bypassed a puzzle in a Guide Dang It page?

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