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* ''SonicAdventure2'' has [[StopHelpingMe Omachao]] giving more and more obvious hints every time you respawn against a boss. Sega [[TheDevTeamThinksOfEverything did their homework]], and let you [[TakeThatScrappy throw it at the boss]] ForMassiveDamage.

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* ''SonicAdventure2'' ''VideoGame/SonicAdventure2'' has [[StopHelpingMe Omachao]] Omochao]] giving more and more obvious hints every time you respawn against a boss. Sega [[TheDevTeamThinksOfEverything did their homework]], and let you [[TakeThatScrappy throw it at the boss]] ForMassiveDamage.
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** In a few cases, it's literally impossible to continue without seeing the BadEnd and getting instructions on how to avoid it first... which makes sense, in a game about TimeTravel and repeatedly setting right things that go wrong.
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** Also, during the first of the Riddler's challenges, if you can't immediately find the painting, the Riddler will outright tell you to look on the wall. Of course, he's not exactly subtle or gentle about it.

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** Also, during the first of the Riddler's challenges, if you can't immediately find the painting, the Riddler will outright tell you to look on the wall. Of course, he's not exactly subtle or gentle about it.it; and he's sort of famous for this sort of thing, anyway.
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* HotelMario loves this trope.

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* HotelMario loves ''HotelMario'' loved this trope.
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* HotelMario loves this trope.
-->Mario: ''It's hard to see through those clouds! I hope we can get rid of them! Get the hint?''
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** In another of Telltale's games, ''Tales from MonkeyIsland'', Guybrush will occasionally say something about what the player should be doing if you take too long.

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** In another of Telltale's games, ''Tales from MonkeyIsland'', ''VideoGame/TalesOfMonkeyIsland'', Guybrush will occasionally say something about what the player should be doing if you take too long.
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** There's also a subtle hint during interrogations: if you are asking questions that will lead to a game over, the character will have a red shadow slide over them. You get the choice of either continuing to press them or to backtrack.
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* In {{Final Fantasy IV The After Years}}, there's a late game boss fight that turns out to be [[HopelessBossFight hopeless]] unless you have a certain character in your party - a character which any sane player would have kept out of their party. So the average player will fight the boss, lose, and get a GameOver. But right before the game ends, they'll get a brief hint about what party member they need to bring, once they reload an old save. But wait! We're not done yet! There's another required character for this fight, though at least in this case, it's one of the better characters, so many players might have them anyway. But if not, they'll face another GameOver and get another nudge to bring this character along as well. At this point, the boss fight finally becomes winnable. But even after all this, in a straight GuideDangIt that's hinted at nowhere in the game, the only way complete the boss fight without [[spoiler:Golbez suffering a PlotlineDeath]] is to bring yet two more characters along for the fight. (If you're curious, bring along [[spoiler:Cecil and Golbez]] to complete the fight, and also [[spoiler:Ceodore and Rosa]] for the best outcome.)
* RadiantHistoria handles this reasonably well: After getting a bad end (and you will), the children in Historia explain your mistake and offer some advice to improve your odds. Incidientally, a BadEnd does not mean GameOver, and in most cases the way to proceed either involves picking the other option in the most recent DialogueTree and/or hopping over to the other timeline until you figure out what you need to do to proceed in the current one.

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* In {{Final ''{{Final Fantasy IV The After Years}}, Years}}'', there's a late game boss fight that turns out to be [[HopelessBossFight hopeless]] unless you have a certain character in your party - a character which any sane player would have kept out of their party. So the average player will fight the boss, lose, and get a GameOver. But right before the game ends, they'll get a brief hint about what party member they need to bring, once they reload an old save. But wait! We're not done yet! There's another required character for this fight, though at least in this case, it's one of the better characters, so many players might have them anyway. But if not, they'll face another GameOver and get another nudge to bring this character along as well. At this point, the boss fight finally becomes winnable. But even after all this, in a straight GuideDangIt that's hinted at nowhere in the game, the only way complete the boss fight without [[spoiler:Golbez suffering a PlotlineDeath]] is to bring yet two more characters along for the fight. (If you're curious, bring along [[spoiler:Cecil and Golbez]] to complete the fight, and also [[spoiler:Ceodore and Rosa]] for the best outcome.)
* RadiantHistoria ''VideoGame/RadiantHistoria'' handles this reasonably well: After getting a bad end (and you will), the children in Historia explain your mistake and offer some advice to improve your odds. Incidientally, a BadEnd does not mean GameOver, and in most cases the way to proceed either involves picking the other option in the most recent DialogueTree and/or hopping over to the other timeline until you figure out what you need to do to proceed in the current one.
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** Also, during the first of the Riddler's challenges, if you can't immediately find the painting, the Riddler will outright tell you to look on the wall. Of course, he's not exactly subtle or gentle about it.
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* LucasArts adventure games would do this sometimes, as opposed to the alternative.
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* RadiantHistoria handles this reasonably well: After getting a bad end (and you will), the children in Historia explain your mistake and offer some advice to improve your odds. Incidientally, a BadEnd does not mean GameOver.

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* RadiantHistoria handles this reasonably well: After getting a bad end (and you will), the children in Historia explain your mistake and offer some advice to improve your odds. Incidientally, a BadEnd does not mean GameOver.GameOver, and in most cases the way to proceed either involves picking the other option in the most recent DialogueTree and/or hopping over to the other timeline until you figure out what you need to do to proceed in the current one.
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* If you get stuck for a while in Telltale's ''{{Sam and Max}}'' games, Sam will mutter a hint or two about your next move.

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* If you get stuck for a while in Telltale's ''{{Sam and Max}}'' games, Sam someone (usually Max) will mutter a vague hint or two about your next move.
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For example: let's say TheHero MUST use the SwordOfPlotAdvancement on the final BossBattle in order to avoid GameplayAndStorySegregation. Simple enough, right? [[OrIsIt However]], some players won't catch on, and instead use the InfinityPlusOneSword on their final duel with the BigBad, prompting a CurbStompBattle by ThatOneBoss as a result. The players instantly cry out [[ThisCannotBe "BULLSHIT!!"]] and get ready to start over...

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For example: let's say TheHero MUST use the SwordOfPlotAdvancement on the final BossBattle in order to avoid GameplayAndStorySegregation. Simple enough, right? [[OrIsIt However]], However, some players won't catch on, and instead use the InfinityPlusOneSword on their final duel with the BigBad, prompting a CurbStompBattle by ThatOneBoss as a result. The players instantly cry out [[ThisCannotBe "BULLSHIT!!"]] and get ready to start over...
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** Eventually leading to [[spoiler:"[[FissionMailed use the middle stick/tilt the mouse to dodge the Joker's bullet.]]"]]

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** Eventually leading Used to [[PaintingTheFourthWall paint the fourth wall]] at one point: [[spoiler:"[[FissionMailed use the middle stick/tilt the mouse to dodge the Joker's bullet.]]"]]
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* RadiantHistoria handles this reasonably well: After getting a bad end (and you will), the children in Historia explain your mistake and offer some advice to improve your odds. Incidientally, a BadEnd does not mean GameOver.
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* In {{Final Fantasy IV: The After Years}}, there's a late game boss fight that turns out to be [[HopelessBossFight hopeless]] unless you have a certain character in your party - a character which any sane player would have kept out of their party. So the average player will fight the boss, lose, and get a GameOver. But right before the game ends, they'll get a brief hint about what party member they need to bring, once they reload an old save. But wait! We're not done yet! There's another required character for this fight, though at least in this case, it's one of the better characters, so many players might have them anyway. But if not, they'll face another GameOver and get another nudge to bring this character along as well. At this point, the boss fight finally becomes winnable. But even after all this, in a straight GuideDangIt that's hinted at nowhere in the game, the only way complete the boss fight without [[spoiler:Golbez suffering a PlotlineDeath]] is to bring yet two more characters along for the fight. (If you're curious, bring along [[spoiler:Cecil and Golbez]] to complete the fight, and also [[spoiler:Ceodore and Rosa]] for the best outcome.)

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* In {{Final Fantasy IV: IV The After Years}}, there's a late game boss fight that turns out to be [[HopelessBossFight hopeless]] unless you have a certain character in your party - a character which any sane player would have kept out of their party. So the average player will fight the boss, lose, and get a GameOver. But right before the game ends, they'll get a brief hint about what party member they need to bring, once they reload an old save. But wait! We're not done yet! There's another required character for this fight, though at least in this case, it's one of the better characters, so many players might have them anyway. But if not, they'll face another GameOver and get another nudge to bring this character along as well. At this point, the boss fight finally becomes winnable. But even after all this, in a straight GuideDangIt that's hinted at nowhere in the game, the only way complete the boss fight without [[spoiler:Golbez suffering a PlotlineDeath]] is to bring yet two more characters along for the fight. (If you're curious, bring along [[spoiler:Cecil and Golbez]] to complete the fight, and also [[spoiler:Ceodore and Rosa]] for the best outcome.)
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* In {{Final Fantasy IV: The After Years}}, there's a late game boss fight that turns out to be [[HopelessBossFight hopeless]] unless you have a certain character in your party - a character which any sane player would have kept out of their party. So the average player will fight the boss, lose, and get a GameOver. But right before the game ends, they'll get a brief hint about what party member they need to bring, once they reload an old save. But wait! We're not done yet! There's another required character for this fight, though at least in this case, it's one of the better characters, so many players might have them anyway. But if not, they'll face another GameOver and get another nudge to bring this character along as well. At this point, the boss fight finally becomes winnable. But even after all this, in a straight GuideDangIt that's hinted at nowhere in the game, the only way complete the boss fight without [[spoiler:Golbez suffering a PlotlineDeath]] is to bring yet two more characters along for the fight. (If you're curious, bring along [[spoiler:Cecil and Golbez]] to complete the fight, and also [[spoiler:Ceodore and Rosa]] for the best outcome.)
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* In ''HotelDusk'' and its sequel ''LastWindow'', if you get a GameOver, usually Kyle will flash back to the conversation that triggered failure.

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* In ''HotelDusk'' and its sequel ''LastWindow'', if you get a GameOver, usually Kyle will flash back to the conversation that triggered failure.failure, unless it's an interrogation scene.
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* In ''HotelDusk'' and its sequel ''LastWindow'', if you get a GameOver, usually Kyle will flash back to the conversation that triggered failure.
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* In ''KingdomOfLoathing'', a puzzle requires you to enter the [[ClassicCheatCode Konami Code]]. If you fail, the game prompts you to '''[[{{Contra}} con]]'''cen'''[[{{Contra}} tra]]'''te a little harder. Similarly, dying against the Tower guardians give the player five increasingly blatant hints on the key item to use against them. This can [[StopHelpingMe get annoying]] if the only reason you failed to use the item is [[SelfImposedChallenge because that damn Black Cat keeps batting it out of your hands]].

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* In ''KingdomOfLoathing'', a puzzle requires you to enter the [[ClassicCheatCode Konami Code]]. If you fail, the game prompts you to '''[[{{Contra}} con]]'''cen'''[[{{Contra}} tra]]'''te a little harder. Similarly, dying against the Tower guardians give gives the player five increasingly blatant hints on the key item to use against them. This can [[StopHelpingMe get annoying]] if the only reason you failed to use the item is [[SelfImposedChallenge because that damn Black Cat keeps batting it out of your hands]].
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* ''CastlevaniaOrderOfEcclesia'', if you don't rescue all the villagers, you get the bad ending halfway through the game. This bad ending pans over all the villagers you failed to rescue.

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* ''CastlevaniaOrderOfEcclesia'', if you don't rescue all the villagers, you get the bad ending halfway through the game. This bad ending pans over all the villagers you failed to rescue.rescue, although since only the room they're in is shown and some of them are in hidden rooms behind breakable walls, it's largely up to player to remember where exactly they ran into rooms with such a design.
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* In ''KingdomOfLoathing'', a puzzle requires you to enter the [[ClassicCheatCode Konami Code]]. If you fail, the game prompts you to '''[[{{Contra}} con]]'''cen'''[[{{Contra}} tra]]'''te a little harder. Similarly, dying against the Tower guardians give the player five increasingly blatant hints on the key item to use against them.

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* In ''KingdomOfLoathing'', a puzzle requires you to enter the [[ClassicCheatCode Konami Code]]. If you fail, the game prompts you to '''[[{{Contra}} con]]'''cen'''[[{{Contra}} tra]]'''te a little harder. Similarly, dying against the Tower guardians give the player five increasingly blatant hints on the key item to use against them. This can [[StopHelpingMe get annoying]] if the only reason you failed to use the item is [[SelfImposedChallenge because that damn Black Cat keeps batting it out of your hands]].
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* In ''KingdomOfLoathing'', a puzzle requires you to enter the [[ClassicCheatCode Konami Code]]. If you fail, the game prompts you to '''[[{{Contra}} con]]'''cen'''[[{{Contra}} tra]]'''te a little harder.

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* In ''KingdomOfLoathing'', a puzzle requires you to enter the [[ClassicCheatCode Konami Code]]. If you fail, the game prompts you to '''[[{{Contra}} con]]'''cen'''[[{{Contra}} tra]]'''te a little harder. Similarly, dying against the Tower guardians give the player five increasingly blatant hints on the key item to use against them.
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** FateStayNight has the Tiger Dojo, which does the same thing.
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Another example

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*The Descent series had a lot of these. Usually they were subtle, the devs might put e.g. a Smart Missile in a place where using it would be a good idea. This worked best when the player was already full on Smarts. A good example was level 22 of the original game, in the shaft leading to the red key.
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* ''CastlevaniaOrderofEcclesia'', if you don't rescue all the villagers, you get the bad ending halfway through the game. This bad ending pans over all the villagers you failed to rescue.

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* ''CastlevaniaOrderofEcclesia'', ''CastlevaniaOrderOfEcclesia'', if you don't rescue all the villagers, you get the bad ending halfway through the game. This bad ending pans over all the villagers you failed to rescue.



* ''{{Bioshock}}'' will generally pop up a little message offering hints if it looks like you're dragging your feet on any goal. (The game more or less hands you the answers to any puzzles you may encounter.)

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* ''{{Bioshock}}'' will generally pop up a little message offering hints if it looks like you're dragging your feet on any goal. (The The game more or less hands you the answers to any puzzles you may encounter.)encounter. And the whole thing is {{Justified}} and possibly {{Deconstructed}} by [[spoiler:your character being mind-controlled into advancing the plot for the majority of the game]].
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* In ''DevilSurvivor'', If you pick [[DownerEnding Yuzu's Route]] you end up fighting [[spoiler:Loki]], who chastises you for picking the "easy route" and not taking into account Naoya's suggestions to open up to the other people inside the lockdown. This is done so that the player realises that to open up the other MultipleEndings he needs to stop and talk to the other characters instead of simply zooming through the game. And, if you let Haru die, the game does not stop reminding you that this was a bad idea.

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* In ''DevilSurvivor'', If you pick [[DownerEnding Yuzu's Route]] you end up fighting [[spoiler:Loki]], who chastises you for picking the "easy route" and not taking into account Naoya's suggestions to open up to the other people inside the lockdown. This is done so that the player realises that to open up the other MultipleEndings he needs to stop and talk to the other characters instead of simply zooming through the game. And, And if you let [[spoiler:let Haru die, die the one time the game doesn't instantly game over you for it]] despite the forewarning, the game does not stop reminding you that this was a bad idea.
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* ''MitsumeteKnight'' has a HintSystem that works this way. When failing to score a girl and getting the BadEnd, a Hint screen will appear after the credits, giving you slightly veiled hints on the things you could have missed. A good example of this system is Linda's Hint Screen :
---> If you couldn't form a couple with Linda, it could be said it's because of bad luck. After all, [[RagsToRiches she's a nouveau riche]], and the heiress of a conglomerate... [[FallenPrincess If she doesn't fall back]] [[AFoolAndHisNewMoneyAreSoonParted to a low social status]], it'll probably be impossible to be with her. Well, [[MadBomber if something like a bomb explode]] and her conglomerate crumbles, you may have a chance.
** Since most players go for the [[EasierThanEasy easy]] [[FirstGirlWins first girl]] [[TheHero heroine]] in their first playthrough, and her storyline contains a major Event where [[spoiler: there's a terrorist attack on the Theater]], this is the hint for the players to replay the game with said heroine in their girl roster, so they can get to see this Event and thus get Linda's Ending.
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* ''MetroidPrime'''s hint system basically highlights the room you should be heading towards if you take too long to reach it, usually with a clumsy GameplayAndStoryIntegration computer analysis.
* ''SonicAdventure2'' has [[StopHelpingMe Omachao]] giving more and more obvious hints every time you respawn against a boss. Sega [[TheDevTeamThinksOfEverything did their homework]], and let you [[TakeThatScrappy throw it at the boss]] ForMassiveDamage.

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* In ''PrinceofPersiaTheTwoThrones", the Dark Prince (who is along for the ride, in a manner of speaking) gives player nudges during boss battles...I think it's supposed to be if you are apparently having trouble with the boss, but I think it's actually on a timer instead "i.e., after 2 minutes of fighting, Dark Prince says "go for the groin" (not really).

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* In ''PrinceofPersiaTheTwoThrones", ''PrinceOfPersia: The Two Thrones'', the [[SuperpoweredEvilSide Dark Prince (who is along for the ride, in a manner of speaking) Prince]] gives the player nudges during boss battles...I think it's supposed to be if you are apparently having trouble with the boss, but I think it's actually on a timer instead "i.e., after 2 minutes of fighting, Dark Prince says "go for the groin" (not really). battles.


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** Eventually leading to [[spoiler:"[[FissionMailed use the middle stick/tilt the mouse to dodge the Joker's bullet.]]"]]

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