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* Another literal puzzle in ''[[VideoGame/TexMurphy Under a Killing Moon]]'', where a note has been torn into tiny pieces. The pieces have to be reassembled, and Tex will not be able to read it until each one is in exactly the right place- a single pixel off, and it's illegible as far as he's concerned. To top it off, the pieces don't snap into place or give any other hint that they've been correctly aligned. The end result is that it's easy to have a puzzle that looks completed but isn't recognized as so by the game, forcing the player to randommly move pieces around one pixel at a time to trigger the next cutscene.

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* Another literal puzzle in ''[[VideoGame/TexMurphy Under a Killing Moon]]'', where a note has been torn into tiny pieces. The pieces have to be reassembled, and Tex will not be able to read it until each one is in exactly the right place- a single pixel off, and it's illegible as far as he's concerned. To top it off, the pieces don't snap into place or give any other hint that they've been correctly aligned. The end result is that it's easy to have a puzzle that looks completed but isn't recognized as so by the game, forcing the player to randommly randomly move pieces around one pixel at a time to trigger the next cutscene.
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* ''VisualNovel/Danganronpa2GoodbyeDespair'' has the infamous "Othello" puzzle, where you have to decode a sequence of flashing lights into a four digit code using a key provided by the game. Since the sequence of lights flash four different patterns, almost everyone assumes that each pattern of lights corresponds to a number, but according to the key, several of the patterns don't ''have'' a corresponding number. What the game actually expects you to do is [[spoiler: memorize each pattern of lights, stack them vertically, and then decode each column from left to right.]]


* The StockPuzzle with water containers with 5 gallons and 3 gallons, where you have to get 4 in one container, is very hard the first time you try it. [[note]]Fill the five gallon container, and fill the three gallon container from the five. Dump out the three, pour the remainder (two gallons) of the five into the three. Then refill the five and finish filling the three from the five, leaving you with four gallons in the five gallon container. Alternatively, fill the three, empty it into the five, fill the three again, and use it to fill the five. Empty the five, pour the one gallon in the three into the five, fill the three, and empty it into the five.[[/note]]
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** The bonus case of the first game features a puzzle where you have to manipulate a jar so that its silhouette matches a specific shape. The problem is, it's very sensitive so sometimes, even if you think you got it right, it won't accept it because it was just slightly off center. Thankfully you don't get penalized for screwing up this puzzle but it can take a damn long time to solve.c

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** The bonus case of the first game features a puzzle where you have to manipulate a jar so that its silhouette matches a specific shape. The problem is, it's very sensitive so sometimes, even if you think you got it right, it won't accept it because it was just slightly off center. Thankfully you don't get penalized for screwing up this puzzle but it can take a damn long time to solve.c
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** The bonus case of the first game features a puzzle where you have to manipulate a jar so that its silhouette matches a specific shape. The problem is, it's very sensitive so sometimes, even if you think you got it right, it won't except it because it was just slightly off center. Thankfully you don't get penalized for screwing up this puzzle but it can take a damn long time to solve.

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** The bonus case of the first game features a puzzle where you have to manipulate a jar so that its silhouette matches a specific shape. The problem is, it's very sensitive so sometimes, even if you think you got it right, it won't except accept it because it was just slightly off center. Thankfully you don't get penalized for screwing up this puzzle but it can take a damn long time to solve.c

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* Each episode of ''Series/LegendsOfTheHiddenTemple'' ends with a timed run through a TempleOfDoom, where each room has some puzzle you need to solve to proceed to the next room. Of import is [[MemeticMutation The Shrine of the Silver Monkey]], where you must find the three pieces of the monkey statue, reassemble them in the correct orientation on the pedestal in the middle of the room, and push down on the head to lock it in place and open the next room. Apparently this is really, really hard to do. Contestants couldn't find the pieces, or they would get the orientation wrong, or put the base on top of the torso, or couldn't press down hard enough to trigger the door, or simply weren't tall enough to reach the shelf one of the pieces was on. Many a game would go smoothly until they reached the shrine, then they would waste the game in that room. Worse still, even if they completed the puzzle, there was a chance a Temple Guard would be in the room to try to end their run anyway.
** The Shrine of the Silver Monkey was the ''only'' room from the original brought back for the 2021 reboot, and Olmec is open about his dislike for it. While it still catches the now-adult players every now and then, the room that gets the most complaints is the Queen's Armory, where you must locate several pieces of the Queen's clothing and place them on a statue. The problem is that the clothing seems to ''never'' stay on long enough for the game to count it as cleared.

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* Each episode of ''Series/LegendsOfTheHiddenTemple'' ends with a timed run through a TempleOfDoom, where each room has some puzzle you need to solve to proceed to the next room. Of import is [[MemeticMutation The Shrine of the Silver Monkey]], where you must find the three pieces of the monkey statue, reassemble them in the correct orientation on the pedestal in the middle of the room, and push down on the head to lock it in place and open the next room. Apparently this is really, really hard to do. Contestants couldn't find the pieces, or they would get the orientation wrong, or put the base on top of the torso, or couldn't press down hard enough to trigger the door, or simply weren't tall enough to reach the shelf one of the pieces was on. Many a game would go smoothly until they reached the shrine, then they would waste the game in that room. Worse still, even if they completed the puzzle, there was a chance a Temple Guard would be in the room to try to end their run anyway.
**
anyway. The Shrine of the Silver Monkey was the ''only'' room from the original brought back for the 2021 reboot, and Olmec is open about his dislike for it. While it still catches the now-adult players every now and then, the room that gets the most complaints is the Queen's Armory, where you must locate several pieces of the Queen's clothing and place them on a statue. The problem is that the clothing seems to ''never'' stay on long enough for the game to count it as cleared.
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** The Shrine of the Silver Monkey was the ''only'' room from the original brought back for the 2021 reboot, and Olmec is open about his dislike for it. While it still catches the now-adult players every now and then, the room that gets the most complaints is the Queen's Armory, where you must locate several pieces of the Queen's clothing and place them on a statue. The problem is that the clothing seems to ''never'' stay on long enough for the game to count it as cleared.

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* ''VideoGame/TheLongestJourney'''s infamous rubber ducky puzzle. It isn't considered a bad puzzle by some, but it's very poorly placed. Within the first chapter (Wherein April has almost no reason to try and pick up everything that's not nailed down or go out of her way to obtain things that have no apparent use), April must obtain a key from a track that is not only out of her reach, but is electrified. How does April get this? Jerry-rig a grappling hook using an inflatable rubber ducky, a rope, and a clamp tool. It makes sense and is clever, but the problem comes more from the fact that April must gather a rubber ducky (that she has to chase for several screens) and ''examine'' the rubber ducky so that it will deflate in time to operate the clamp.

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* ''VideoGame/TheLongestJourney'''s infamous rubber ducky puzzle. It isn't considered a bad puzzle by some, but it's very poorly placed. Within the first chapter (Wherein April has almost no reason to try and pick up everything that's not nailed down or go out of her way to obtain things that have no apparent use), April must obtain a key from a track that is not only out of her reach, but is electrified. How does April get this? Jerry-rig a grappling hook using an inflatable rubber ducky, a rope, and a clamp tool. It makes sense and is clever, but the problem comes more from the fact that April must gather a rubber ducky (that she has to chase for several screens) and ''examine'' the rubber ducky so that it will deflate in time to operate the clamp. This is also one of the only [[UnderusedGameMechanic two times in the game]] you have to examine an item and interact with it up close.


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[[folder:Edutainment Game]]
*''VideoGame/JumpStartAdventures3rdGradeMysteryMountain'''s constellation at the Observatory minigame is disliked. You’re supposed to listen to the hint to figure out which constellation it is referring to. Unfortunately, there are a lot of them to wade through - and a few are very hard to find (Crux, for example, is a PixelHunt) in the mass of constellations. Most people just double-click until the game just gives you the answer.
* ''VideoGame/JumpStartAdventures4thGradeHauntedIsland''
** The Toad Well. The controls are awkward, and requires multitasking. There is also no on-screen timer to tell how far you’re going.
** The Mummy’s tomb as well. In essence, it’s a simple Solitaire Mahjong, using history and geography to match the tiles. A simple puzzle, but what makes it into this is because of how easy it is to render unwinnable. Every puzzle has two matches of a particular subject (Four tiles each), but sometimes a valid match will appear that will cause it to be unwinnable - because you must clear any tile that is “above” a tile to match it. There are also no “Undo” or “Reset” mechanics, meaning the only way to ‘reset’ the puzzle is to just go until the game declares you to be stuck.
* The Crossword puzzle in ''VideoGame/JumpStartAdventures5thGradeJoHammetKidDetective'' You are given clues about Art History and Geography to fill in the clues. What you are intended to do is to walk around the museum and click on paintings, the globe, or pictures of the world for what it’s talking about. In practice, this is a massive pixel hunt and many players simply brute-forced it by going through the alphabet until a “Correct” letter is detected by the game.
* ''VideoGame/WhereInTimeIsCarmenSandiego1997''
** Case 7 has a trial and error part where you must balance salt with gold. There is no way to know apart from trial and error which pieces you must use. Even though the answer is fixed, there's very little to let you know how much the block of salt is worth.
** Beethoven’s level (1808) can be very hard to complete if one is hard of hearing or tone-deaf. There is a deaf-friendly version of the level, except [[GuideDangIt it's not inherently obvious to unlock]].
* Multiple minigames in ''VideoGame/TheCluefinders'':
** The Rings of Fire in [[VideoGame/TheClueFinders3rdGradeAdventuresTheMysteryOfMathra 3rd grade]]. You are given a grid, but instead of coordinates, it’s all a bunch of seemingly random numbers. You are given two numbers, and you must add, subtract, multiply, or divide them to find out if the answer is on the board. The problem is, the numbers are not truly random and you can find multiple "correct" answers, making it into trial and error. This is especially true on Challenge difficulty where you can find all four potential answers.
*** There is, however, a pretty big loophole: If you get a successful hit or had any tiles revealed at the start, you can actually just start aiming at adjacent tiles even if none of them are the sum, difference, product, or quotient of the two numbers you are given. [[DevelopersForesight The game will acknowledge this as “Correct”]] anyway.
** The last challenge of [[VideoGame/TheClueFindersReadingAdventuresAges912MysteryOfTheMissingAmulet Reading]], the Gates of Mount Valdrok, is TrialAndErrorGameplay. You must guess the password, and are told if you have any correct letters in the right place, or correct letters in the wrong place. You are not SHOWN - only told - meaning you must guess, much like Mastermind. It’s much harder than it looks, and it’s very hard to complete all four without having run out of guesses and needing to start over at least once. On higher levels? It will give you ''five'' letters.
** One puzzle in Search and Solve is a simple coordinate puzzle. The player must figure out which colour and shape match which lines on the X and Y Axis. Unfortunately, it’s possible for the player to lose simply because of poor luck. Every initial ‘guess’ may be clustered to one side, while all the required spaces to hit are on another. Higher levels also give you fewer guesses.
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* ''VideoGame/KnightsOfTheOldRepublic'': The Pillar Puzzle that can be found in the Tomb of Naga Sadow on the planet of Korriban that takes the form of TowersOfHanoi can be absolutely '''mind-numbing''' to those that don't know how said puzzle is usually handled in the aforementioned fashion. And to top it off, not only does the puzzle seal you in the room until it's solved, it warns the player that, if too many mistakes are made, it'll kill them with the misplaced electrical energy that encircle the pillars in the room. Hope you like this type of puzzle, because if you don't have any saves before entering the room the puzzle is in, you're literally left with no choice but to solve it in order to exit the room on either side.

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* ''VideoGame/KnightsOfTheOldRepublic'': The Pillar Puzzle that can be found in the Tomb of Naga Sadow on the planet of Korriban that takes the form of TowersOfHanoi can be absolutely '''mind-numbing''' to those that don't know how said puzzle is usually handled in the aforementioned fashion. And to top it off, not only does the puzzle seal you in the room until it's solved, it warns the player that, if too many mistakes are made, it'll kill them with the misplaced electrical energy that encircle the pillars in the room. room, fail in transferring the power to each pillar twice will earn you a NonStandardGameOver. Hope you like this type of puzzle, because if you don't have any saves before entering the room the puzzle is in, you're literally left with no choice but to solve it in order to exit the room on either side.in which the puzzle lies in.
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* ''VideoGame/DungeonEncounters'' has Math Riddles, which are puzzles where you must solve for the location of a tile somewhere in the 99-floor dungeon (with 88,000+ tiles) given a hint card. Problem: many of these puzzles are downright insane and appear specifically designed by whatever cruel employee at Square Enix or Cattle Call to make the player scream at the game in frustration after racking their brain for an hour before [[GuideDangIt going on the internet and looking up the answer.]] Many of these puzzles require acquired knowledge of mathematical concepts that the average player would most likely not have memorized ("What do you mean I need to know [[spoiler:the digits in the square root of 2]]?" or "What's a [[spoiler:cyclic number]]?" or "What's a [[spoiler:perfect number]]?"), and some of them aren't even related to math and expect you to recognize a relationship between the given numbers that is not only not hinted within the game itself, but ''isn't even related to video games'' ("What the fuck do I need to know [[spoiler:Super Bowl scores]] for?!" is a fun one).

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* ''VideoGame/DungeonEncounters'' has Math Riddles, which are puzzles where you must solve for the location of a tile somewhere in the 99-floor dungeon (with 88,000+ tiles) given a hint card. Problem: [[MoonLogicPuzzle many of these puzzles are downright insane insane]] and appear specifically designed by whatever cruel employee at Square Enix or Cattle Call to make the player scream at the game in frustration after racking their brain for an hour before [[GuideDangIt going on the internet and looking up the answer.]] Many of these puzzles require acquired knowledge of mathematical concepts that the average player would most likely not have memorized ("What do you mean I need to know [[spoiler:the digits in the square root of 2]]?" or "What's a [[spoiler:cyclic number]]?" or "What's a [[spoiler:perfect number]]?"), and some of them aren't even related to math and expect you to recognize a relationship between the given numbers that is not only not hinted within the game itself, but ''isn't even related to video games'' ("What the fuck do I need to know [[spoiler:Super Bowl scores]] for?!" is a fun one).
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* ''VideoGame/DungeonEncounters'' has Math Riddles, which are puzzles where you must solve for the location of a tile somewhere in the 99-floor dungeon (with 88,000+ tiles) given a hint card. Problem: many of these puzzles are downright insane and appear specifically designed by whatever cruel employee at Square Enix or Cattle Call to make the player scream at the game in frustration after racking their brain for an hour before [[GuideDangIt going on the internet and looking up the answer.]] Many of these puzzles require acquired knowledge of mathematical concepts that the average player would most likely not have memorized ("What do you mean I need to know [[spoiler:the digits in the square root of 2]]?" or "What's a [[spoiler:cyclic number]]?" or "What's a [[spoiler:perfect number]]?"), and some of them aren't even related to math and expect you to recognize a relationship between the given numbers that is not only not hinted within the game itself, but ''isn't even related to video games'' ("What the fuck do I need to know [[spoiler:Super Bowl scores]] for?!" is a fun one).
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* In ''VideoGame/StillLife'' there's the infamous lock picking puzzle, which seems simple and trivial at first, but quickly shows a more sinister design when you're expected to make moves that would seem backwards and counter productive, but are in fact essential to progressing the puzzle, by tripping certain tumblers that you just moved ''back'' to where they were so that they trigger a distant unrelated tumbler to move into position.
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* ''VideoGame/KnightsOfTheOldRepublic'': The Pillar Puzzle that takes the form of TowersOfHanoi can be absolutely '''mind-numbing''' to those that don't know how said puzzle is usually handled in the aforementioned fashion. And to top it off, not only does the puzzle seal you in the room until it's solved, it warns the player that, if too many mistakes are made, it'll kill them with the misplaced electrical energy that encircle the pillars in the room. Hope you like this type of puzzle, because if you don't have any saves before entering the room the puzzle is in, you're literally left with no choice but to solve it in order to exit the room on either side.

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* ''VideoGame/KnightsOfTheOldRepublic'': The Pillar Puzzle that can be found in the Tomb of Naga Sadow on the planet of Korriban that takes the form of TowersOfHanoi can be absolutely '''mind-numbing''' to those that don't know how said puzzle is usually handled in the aforementioned fashion. And to top it off, not only does the puzzle seal you in the room until it's solved, it warns the player that, if too many mistakes are made, it'll kill them with the misplaced electrical energy that encircle the pillars in the room. Hope you like this type of puzzle, because if you don't have any saves before entering the room the puzzle is in, you're literally left with no choice but to solve it in order to exit the room on either side.
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* ''VideoGame/KnightsOfTheOldRepublic'': The Pillar Puzzle that takes the form of TowersOfHanoi can be absolutely '''mind-numbing''' to those that don't know how said puzzle is usually handled in the aforementioned fashion. And to top it off, not only does the puzzle seal you in the room until it's solved, it warns the player that, if too many mistakes are made, it'll kill them with the misplaced electrical energy that encircle the pillars in the room. Hope you like this type of puzzle, because if you don't have any saves before entering the room the puzzle is in, you're literally left with no choice but to solve it in order to exit the room on either side.
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* ''VideoGame/GoldenSunDarkDawn'': "THE GOAT LEAVES NO TRACE BEHIND." Of all the puzzles in the entire freakin' game, ''this'' is the one that gets you stuck. The rules are oblique - you have to move each goat statue to its proper hole (look at the base to find where it must end up), the statues can only move to a golden tile, and leave silver tiles in their wake. It is very possible for the uninformed to fubar themselves without realizing it ([[UnwinnableByMistake mercifully, you can leave the room to make it reset]]), and if you slide the wrong statue onto the wrong hole, the room resets immediately.

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* ''VideoGame/GoldenSunDarkDawn'': "THE GOAT LEAVES NO TRACE BEHIND." Of all the puzzles in the entire freakin' game, ''this'' is the one that gets you stuck. The rules are oblique - you have to move each goat statue to its proper hole (look at the base to find where it must end up), the statues can only move to a golden tile, and leave silver tiles in their wake. It is very possible for the uninformed to fubar themselves without realizing it ([[UnwinnableByMistake ([[UnintentionallyUnwinnable mercifully, you can leave the room to make it reset]]), and if you slide the wrong statue onto the wrong hole, the room resets immediately.


* ''VideoGame/TheHitchhikersGuideToTheGalaxy'' has the notorious Babel Fish puzzle, which only allows you a limited number of tries before you figure out the non-intuitive solution involving an item that [[UnwinnableByDesign may already be lost]].

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* ''VideoGame/TheHitchhikersGuideToTheGalaxy'' ''VideoGame/TheHitchhikersGuideToTheGalaxy1984'' has the notorious Babel Fish puzzle, which only allows you a limited number of tries before you figure out the non-intuitive solution involving an item that [[UnwinnableByDesign may already be lost]].
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This makes it a bit walls-of-text-y, but at least it's readable.


* ''VideoGame/GabrielKnight 3: Blood of the Sacred, Blood of the Damned'' has a ridiculously infuriating first puzzle, involving Gabriel trying to rent himself a moped by pretending to be Moseley, who can rent one. To do this, Gabriel must distract Moseley with a piece of candy and swipe his passport from his pocket, steal his hat and jacket, draw a mustache on the face of the passport photo with a marker to hide the face, and then construct a fake mustache by putting some masking tape on a small hole and chasing the cat past that hole, leaving some of its fur on the tape, and then using the fur to create a fake mustache by gluing it to Gabriel's face with a packet of syrup. As [[http://www.oldmanmurray.com/features/78.html Old Man Murray]] put it:
-->"Maybe Jane Jensen was too busy reading difficult books by Pär Lagerkvist to catch what stupid Quake players learned from watching the A-Team: The first step in making a costume to fool people into thinking you're a man without a mustache, is '''not to construct a fake mustache'''." According to the programmers in a Game Informer interview, ''nobody'' at Sierra liked that puzzle. However, Roberta Williams had left the project by then without telling anyone what she'd ''planned'' for that sequence, and this was the first replacement puzzle anyone could think of. Under time and budget pressure, they had to go with it.

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* ''VideoGame/GabrielKnight 3: Blood of the Sacred, Blood of the Damned'' has a ridiculously infuriating first puzzle, involving Gabriel trying to rent himself a moped by pretending to be Moseley, who can rent one. To do this, Gabriel must distract Moseley with a piece of candy and swipe his passport from his pocket, steal his hat and jacket, draw a mustache on the face of the passport photo with a marker to hide the face, and then construct a fake mustache by putting some masking tape on a small hole and chasing the cat past that hole, leaving some of its fur on the tape, and then using the fur to create a fake mustache by gluing it to Gabriel's face with a packet of syrup. According to the programmers in a Game Informer interview, ''nobody'' at Sierra liked that puzzle. However, Roberta Williams had left the project by then without telling anyone what she'd ''planned'' for that sequence, and this was the first replacement puzzle anyone could think of. Under time and budget pressure, they had to go with it. As [[http://www.oldmanmurray.com/features/78.html Old Man Murray]] put it:
-->"Maybe Jane Jensen was too busy reading difficult books by Pär Lagerkvist to catch what stupid Quake players learned from watching the A-Team: The first step in making a costume to fool people into thinking you're a man without a mustache, is '''not to construct a fake mustache'''." According to the programmers in a Game Informer interview, ''nobody'' at Sierra liked that puzzle. However, Roberta Williams had left the project by then without telling anyone what she'd ''planned'' for that sequence, and this was the first replacement puzzle anyone could think of. Under time and budget pressure, they had to go with it.
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* ''VideoGame/SecretsOfDaVinciTheForbiddenManuscript'' has the Mona Lisa puzzle. The player character is Valdo, who has a lot of talent as an art forger; near the end of the game, he has to make an exact duplicate of the ''Mona Lisa'' as part of his efforts to thwart a treasonous plot. First the picture must be drawn; then the colors must be applied in precisely the correct order to the different parts of the drawing in order to replicate the masterwork. This puzzle is so baffling that most online walkthroughs don't even bother trying to explain how it's actually solved. There's a [[GoodBadBugs seriously helpful glitch]] which basically gets the game to solve it ''for'' you, and the majority of walkthroughs just include the instructions for triggering the glitch instead.

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* ''VideoGame/SecretsOfDaVinciTheForbiddenManuscript'' has the Mona Lisa puzzle. The player character is Valdo, who has a lot of talent as an art forger; near the end of the game, he has to make an exact duplicate of the ''Mona Lisa'' as part of his efforts to thwart a treasonous plot. First First, the picture must be drawn; drawn using an Albarti's grid, which by itself is a bit annoying but not too hard. But then the colors must be applied in precisely the correct order to the different parts squares of the drawing picture must be painstakingly rearranged so that they're in order to replicate the masterwork.correct positions, and clicking on each square also rotates the squares adjacent to it. This puzzle is so baffling that most online walkthroughs don't even bother trying to explain how it's actually solved. There's a [[GoodBadBugs seriously helpful glitch]] which basically gets the game to solve it ''for'' you, and the majority of walkthroughs just include the instructions for triggering the glitch instead.

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* ''VideoGame/DayOfTheTentacle''. Use Squeaky Mattress with the other bed. You would think it's simple, but the game will frequently mistake you for trying to make noise with the mattress or Hoagie will say "Where'm I gonna put it?" when you just try to use the mattress.
* ''VideoGame/TheLongestJourney'''s infamous Rubber ducky puzzle. It isn't considered a bad puzzle by some, but it's very poorly placed. Within the first chapter (Wherein April has almost no reason to try and pick up everything that's not nailed down or go out of her way to obtain things that have no apparent use), April must obtain a key from a track that is not only out of her reach, but is electrified. How does April get this? Jerry-rig a grappling hook using an inflatable rubber ducky, a rope, and a clamp tool. It makes sense and is clever, but the problem comes more from the fact that April must gather a rubber ducky (that she has to chase for several screens) and ''examine'' the rubber ducky so that it will deflate in time to operate the clamp.

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* ''VideoGame/DayOfTheTentacle''. Use Squeaky Mattress with the other bed. You would think it's simple, but the game will frequently mistake you for trying to make noise with the mattress or Hoagie will say say, "Where'm I gonna put it?" when you just try to use the mattress.
* ''VideoGame/TheLongestJourney'''s infamous Rubber rubber ducky puzzle. It isn't considered a bad puzzle by some, but it's very poorly placed. Within the first chapter (Wherein April has almost no reason to try and pick up everything that's not nailed down or go out of her way to obtain things that have no apparent use), April must obtain a key from a track that is not only out of her reach, but is electrified. How does April get this? Jerry-rig a grappling hook using an inflatable rubber ducky, a rope, and a clamp tool. It makes sense and is clever, but the problem comes more from the fact that April must gather a rubber ducky (that she has to chase for several screens) and ''examine'' the rubber ducky so that it will deflate in time to operate the clamp.



* ''VideoGame/SecretsOfDaVinciTheForbiddenManuscript'' has the Mona Lisa puzzle. The player character is Valdo, who has a lot of talent as an art forger; near the end of the game, he has to make an exact duplicate of the ''Mona Lisa'' as part of his efforts to thwart a treasonous plot. First the picture must be drawn; then the colors must be applied in precisely the correct order to the different parts of the drawing in order to replicate the masterwork. This puzzle is so baffling that most online walkthroughs don't even bother trying to explain how it's actually solved. There's a [[GoodBadBugs seriously helpful glitch]] which basically gets the game to solve it ''for'' you, and the majority of walkthroughs just include the instructions for triggering the glitch instead.



* Several in ''[[VideoGame/{{Descent}} Descent II]]'', notably the secret to getting the Helix Cannon in level 2, and the Omega Cannon in level 13. The former requires you to use the Phoenix Cannon to bounce shots off a wall to hit a switch you can't see, then find two secret doors, drop a smart mine near the first one, and rush back to the other one and hope the blast from the smart mine unlocks it in time for you to get inside. The latter is even more complicated, requiring using markers to hold open doors and multiple guided missile tricks to access.

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* Several in ''[[VideoGame/{{Descent}} Descent II]]'', ''VideoGame/{{Descent}} II'', notably the secret to getting the Helix Cannon in level 2, and the Omega Cannon in level 13. The former requires you to use the Phoenix Cannon to bounce shots off a wall to hit a switch you can't see, then find two secret doors, drop a smart mine near the first one, and rush back to the other one and hope the blast from the smart mine unlocks it in time for you to get inside. The latter is even more complicated, requiring using markers to hold open doors and multiple guided missile tricks to access.
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* The final segment in ''Mickey's Ultimate Challenge'' is a slider puzzle that, when complete, displays a picture of an alarm clock that wakes a sleeping giant. Cake and Medium are somewhat manageable on grids of 3x3 and 4x4, respectively. On Challenging, the grid is ''6x6'' which easily makes it the hardest part of the game and a headache for anyone in the target demographic.

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** In the final case of ''Justice for All'', you need to point to a specific spot on a photo to establish the possibility that someone besides the defendant could have been wearing the Nickel Samurai costume. The problem is the correct answer is an extremely small area [[spoiler: around the costume's ankles]], and anything else will get you a ''[[OneHitKill 100% penalty]]''. Searching online for "strange Nickel Samurai photo" will bring up a lot of traumatic stories.
** The final case in ''Justice for All'' has a doozy. In the last testimony, where you can't outright prove the culprit's guilt but instead have to prolong the case (which is very long, so your [[CallAHitPointASmeerp penalty bar]] is probably low) you'll reach a testament from a ProfessionalKiller in which you can press statements and the Judge asks you if it's relevant or not. Nothing in these statements gives you any evidence, so you're inclined to say it's important because you don't want to waste the Judge's time. One of these statements will give you a slipup by the killer in his pronouns, and THIS you have to flag.



** Following the above example, The final case in ''Justice for All'' has a doozy. In the last testimony, where you can't outright prove the culprit's guilt but instead have to prolong the case (which is very long, so your [[CallAHitPointASmeerp penalty bar]] is probably low) you'll reach a testament from a ProfessionalKiller in which you can press statements and the Judge asks you if it's relevant or not. Nothing in these statements gives you any evidence, so you're inclined to say it's important because you don't want to waste the Judge's time. One of these statements will give you a slipup by the killer in his pronouns, and THIS you have to flag.
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* ''VideoGame/ProfessorLaytonAndTheCuriousVillage'': The infamous "Chocolate Code" puzzle proved so troublesome that the European edition of the game replaced it with an entirely different puzzle revolving around probability. The player has to decode a message written on a chocolate bar with seven squares (one blank to represent a space), and there are small bites taken out of some of the squares. The bites indicate the position of decrypted letters relative to the encoded letters on [[spoiler:a computer keyboard (so for example a bite on the left would mean "d" gets decoded to "f")]] but since the in-game hints never mention the bites, most players simply assumed they were just eye candy (no pun intended).

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* ''VideoGame/ProfessorLaytonAndTheCuriousVillage'': The infamous "Chocolate Code" puzzle proved so troublesome that the European edition of the game replaced it with an entirely different puzzle revolving around probability.probability[[note]]In all fairness, it was more likely removed because of the fact that the QWERTY keyboard layout isn't consistently used throughout Europe, and was therefore changed in order to prevent CreatorProvincialism from making this puzzle become more of a MoonLogicPuzzle than was originally intended[[/note]]. The player has to decode a message written on a chocolate bar with seven squares (one blank to represent a space), and there are small bites taken out of some of the squares. The bites indicate the position of decrypted letters relative to the encoded letters on [[spoiler:a computer keyboard (so for example a bite on the left would mean "d" gets decoded to "f")]] but since the in-game hints never mention the bites, most players simply assumed they were just eye candy (no pun intended).

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Added "Mystery Match" to puzzle games folder


* In the iOS game ''Mystery Match'', this applies to any level with countdown gems, which can be matched with ordinary gems of their color. If even one of them counts down to zero, it's a NonstandardGameOver, regardless of how many moves remain.



* Any puzzle involving [[http://en.wikipedia.org/wiki/Peg_solitaire Peg Solitaire]] is often this, since your average player wouldn't know enough about group theory to solve the problem in an elegant manner and therefore has to brute-force a solution via TrialAndErrorGameplay. For example, there was this one puzzle in ''VideoGame/ZorkZero''..

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* Any puzzle involving [[http://en.wikipedia.org/wiki/Peg_solitaire Peg Solitaire]] is often this, since your average player wouldn't know enough about group theory to solve the problem in an elegant manner and therefore has to brute-force a solution via TrialAndErrorGameplay. For example, there was this one puzzle in ''VideoGame/ZorkZero''..''VideoGame/ZorkZero''...

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*** The [[UpdatedRerelease remake]] tweaks all these puzzles slightly, making them easier (or at least more fair) with the possible exception of Endless Corridor. The map now shows compass locations, so finding the right locations is easier - and chanting the mantras takes a single button press, so finding them through trial-and-error is less tedious. The platform puzzle for the Life Jewel no longer requires the Lamp of Time; ''getting'' to it does, however, now that the Dragon no longer has a platform on his back (you have to stop time when he fires a water column and swim up through it to the platform; altogether, the timing is much more forgiving). Also, the Room of Gems and Scales starts with ''balanced'' scales (and Lemeza's weight has been adjusted to compensate). The Endless Corridor puzzle now requires you to pass through only 4 lanterns in the correct general sequence. The clue still requires knowledge of La-Mulanese numbers, but Mulbruk may glitch out and not give you a hint on the last two numbers. You also don't need to pass by ''all'' the lanterns, but many players make this assumption and give themselves further headache doing so. Ironic, since the order of the other incorrect lanterns is ignored in favor of the correct order of the 4 required lanterns.

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*** ** The [[UpdatedRerelease remake]] tweaks all these puzzles slightly, making them easier (or at least more fair) with the possible exception of Endless Corridor. The map now shows compass locations, so finding the right locations is easier - and chanting the mantras takes a single button press, so finding them through trial-and-error is less tedious. The platform puzzle for the Life Jewel no longer requires the Lamp of Time; ''getting'' to it does, however, now that the Dragon no longer has a platform on his back (you have to stop time when he fires a water column and swim up through it to the platform; altogether, the timing is much more forgiving). Also, the Room of Gems and Scales starts with ''balanced'' scales (and Lemeza's weight has been adjusted to compensate). The Endless Corridor puzzle now requires you to pass through only 4 lanterns in the correct general sequence. The clue still requires knowledge of La-Mulanese numbers, but Mulbruk may glitch out and not give you a hint on the last two numbers. You also don't need to pass by ''all'' the lanterns, but many players make this assumption and give themselves further headache doing so. Ironic, since the order of the other incorrect lanterns is ignored in favor of the correct order of the 4 required lanterns.



** The infamous block-and-backtracking puzzle in the Ice Palace of ''VideoGame/TheLegendOfZeldaALinkToThePast'': you need to find a way to keep a switch held down so that you can advance, but there's no objects in the room you can use to do that. The solution is to push one of the blocks upstairs into a hole and then use that to hold down the switch. The reason this is hard to figure out is because this is the only time you're required to use a movable block to hold down a switch and said movable blocks can only be moved for a single tile by default, as opposed to a statue that always stand out and can be moved around freely. There's also the fact that none of the other puzzles in the game require you to move puzzle elements between floors, and any other time you can throw or push something into a hole that isn't a {{Bottomless Pit|s}} and jump after it, it's guaranteed to disappear by the time you reach the bottom. [[spoiler:Or you could just do some SequenceBreaking and use the Cane of Somaria, which generates blocks for you.]] Even if you do figure it out, half of the room the blocks are in is blocked by colored pillars which you might need to lower to access the right block, making for annoying backtracking. The puzzle was made easier for the GBA port.

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** The infamous block-and-backtracking puzzle in the Ice Palace of ''VideoGame/TheLegendOfZeldaALinkToThePast'': you The Ice Palace has the infamous block-and-backtracking puzzle. You need to find a way to keep a switch held down so that you can advance, but there's no objects in the room you can use to do that. The solution is to push one of the blocks upstairs into a hole and then use that to hold down the switch. The reason this is hard to figure out is because this is the only time you're required to use a movable block to hold down a switch and said movable blocks can only be moved for a single tile by default, as opposed to a statue that always stand out and can be moved around freely. There's also the fact that none of the other puzzles in the game require you to move puzzle elements between floors, and any other time you can throw or push something into a hole that isn't a {{Bottomless Pit|s}} and jump after it, it's guaranteed to disappear by the time you reach the bottom. [[spoiler:Or you could just do some SequenceBreaking and use the Cane of Somaria, which generates blocks for you.]] Even if you do figure it out, half of the room the blocks are in is blocked by colored pillars which you might need to lower to access the right block, making for annoying backtracking. The puzzle was made easier for the GBA port.



-->"Maybe Jane Jensen was too busy reading difficult books by Pär Lagerkvist to catch what stupid Quake players learned from watching the A-Team: The first step in making a costume to fool people into thinking you're a man without a mustache, is '''not to construct a fake mustache'''."
** According to the programmers in a Game Informer interview, ''nobody'' at Sierra liked that puzzle. However, Roberta Williams had left the project by then without telling anyone what she'd ''planned'' for that sequence, and this was the first replacement puzzle anyone could think of. Under time and budget pressure, they had to go with it.

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-->"Maybe Jane Jensen was too busy reading difficult books by Pär Lagerkvist to catch what stupid Quake players learned from watching the A-Team: The first step in making a costume to fool people into thinking you're a man without a mustache, is '''not to construct a fake mustache'''."
**
" According to the programmers in a Game Informer interview, ''nobody'' at Sierra liked that puzzle. However, Roberta Williams had left the project by then without telling anyone what she'd ''planned'' for that sequence, and this was the first replacement puzzle anyone could think of. Under time and budget pressure, they had to go with it.



* ''VideoGame/FullThrottle'' features a puzzle late in the game where the player has to find a secret passageway to Malcom Corley's office in an alley behind Corley Motors' headquarters. As a hint, Maureen mentions that she used the passageway to get into the office by lining her eyes up with a crack on the wall, then kicking the wall at that spot when a nearby set of switches were all green. Also, she was six years old at the time. This had many players stumped, because the spot itself was already difficult to find, but the timing had to be precise as well, so it wasn't easy to tell whether they had the wrong spot or their timing was off. (The spot made a different sound when thumped- not that it helps if you think you've got the right spot with the wrong timing.)

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* ''VideoGame/FullThrottle'' features a puzzle late in the game where the player has to find a secret passageway to Malcom Corley's office in an alley behind Corley Motors' headquarters. As a hint, Maureen mentions that she used the passageway to get into the office by lining her eyes up with a crack on the wall, then kicking the wall at that spot when a nearby set of switches were all green. Also, she was six years old at the time. This had many players stumped, because the spot itself was already difficult to find, but the timing had to be precise as well, so it wasn't easy to tell whether they had the wrong spot or their timing was off. (The The spot made a different sound when thumped- not that it helps if you think you've got the right spot with the wrong timing.)



* For a time, there was [[http://i.imgur.com/rSdxfNx.png a screenshot]] from ''VideoGame/{{Ripper}}'' that was universally used as the example of a "ridiculously hard" puzzle. Specifically, you're given a motherboard with a bunch of microchips with arcane instructions and serial numbers on them and expected to put them all in the right places. The real kicker is this is just the most ''visually intimidating'' puzzle; there are puzzles that are even harder in ''Ripper''.

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* ''VideoGame/{{Ripper}}'':
**
For a time, there was [[http://i.imgur.com/rSdxfNx.png a screenshot]] from ''VideoGame/{{Ripper}}'' the game that was universally used as the example of a "ridiculously hard" puzzle. Specifically, you're given a motherboard with a bunch of microchips with arcane instructions and serial numbers on them and expected to put them all in the right places. The real kicker is this is just the most ''visually intimidating'' puzzle; there are puzzles that are even harder in ''Ripper''.



* An infamous example occurs in ''VideoGame/MonkeyIsland2LeChucksRevenge''. The player must open a pipe with no hint as to how to do so. The solution? [[spoiler:Stick a banana on the spike of a ticking metronome, causing a piano playing monkey to become frozen and usable as a "monkey wrench".]] Even worse is that this solution often got LostInTranslation and overseas; [[spoiler:"monkey wrench"]] is a term often only used in America, which confused the living heck out of those living in other English countries. Translators had no fun working a way to make this puzzle sensible in other languages. Creator/RonGilbert made very dang sure after this fiasco not to use puns for a puzzle solution in future games.
** The Spanish version of the game went around this by adding a book to the Phatt library titled [[spoiler:"101 uses for monkeys"]], which explains [[spoiler:how monkeys can be used as "llaves inglesas" (spanish for "monkey wrenches")]]. True, there's a chance that people might not take the book and miss the clue, but in general, the humor of the game made it more likely that people would read all the books in the library at least once, so there was a big chance to get it. The book [[TakeOurWordForIt doesn't explain WHY]] [[spoiler:a monkey can be used as a wrench]], though, which, of course will confuse players.

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* An infamous example occurs in ''VideoGame/MonkeyIsland2LeChucksRevenge''. The player must open a pipe with no hint as to how to do so. The solution? [[spoiler:Stick a banana on the spike of a ticking metronome, causing a piano playing monkey to become frozen and usable as a "monkey wrench".]] Even worse is that this solution often got LostInTranslation and overseas; [[spoiler:"monkey wrench"]] is a term often only used in America, which confused the living heck out of those living in other English countries. Translators had no fun working a way to make this puzzle sensible in other languages. Creator/RonGilbert made very dang sure after this fiasco not to use puns for a puzzle solution in future games.
**
games. The Spanish version of the game went around this by adding a book to the Phatt library titled [[spoiler:"101 uses for monkeys"]], which explains [[spoiler:how monkeys can be used as "llaves inglesas" (spanish for "monkey wrenches")]]. True, there's a chance that people might not take the book and miss the clue, but in general, the humor of the game made it more likely that people would read all the books in the library at least once, so there was a big chance to get it. The book [[TakeOurWordForIt doesn't explain WHY]] [[spoiler:a monkey can be used as a wrench]], though, which, of course will confuse players.



* As for the sequel to ''The 7th Guest'', ''The 11th Hour'', there's the infamous Beehive puzzle, also known as the Honeycomb puzzle or "Blood and Honey" officially, which is essentially another version of the aforementioned Microscope puzzle from the last game, but played on a six-sided grid made of hexagons. The shape of the grid makes it just a bit easier to trap the AI and capture new cells, and the AI itself isn't quite as ruthless as before, but the game is still hard enough to be generally recognized as the point where most players quit the game.
** The puzzle itself is [[spoiler:skippable, but even the skip is hidden. To skip it, you need to ask for help until the game's built in helper offers to do the next move for you. Say "no", then ask for help again. Now the game will ask you if you'd like it to just complete the puzzle for you.]]
** The final puzzle of the game is difficult, as befits being the equivalent of the FinalBoss. However, the problem is that it's another AI game -- in this case, [[https://en.wikipedia.org/wiki/Pente Pente]] -- which must be completed three times in order to unlock all the MultipleEndings in a single save file; and each time you replay the game, the AI is given a bigger advantage over you[[note]]The first time, you have the first move; next, the AI has the first move; and finally, that advantage is retained ''and'' it looks at least five moves ahead[[/note]].
** All of the AI games in ''The 11th Hour'' were designed on the basis that the AI should be as strong as possible, not that it should be fun to play against - which is not usual for [=AIs=] in computer games, except for serious games such as Chess. Unsurprisingly, players in general found them to be frustrating and not fun.

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* As for the sequel to ''The 7th Guest'', ** ''The 11th Hour'', there's Hour'':
*** There's
the infamous Beehive puzzle, also known as the Honeycomb puzzle or "Blood and Honey" officially, which is essentially another version of the aforementioned Microscope puzzle from the last game, but played on a six-sided grid made of hexagons. The shape of the grid makes it just a bit easier to trap the AI and capture new cells, and the AI itself isn't quite as ruthless as before, but the game is still hard enough to be generally recognized as the point where most players quit the game.
** The puzzle itself is [[spoiler:skippable, but even the skip is hidden. To skip it, you need to ask for help until the game's built in helper offers to do the next move for you. Say "no", then ask for help again. Now the game will ask you if you'd like it to just complete the puzzle for you.]]
**
*** The final puzzle of the game is difficult, as befits being the equivalent of the FinalBoss. However, the problem is that it's another AI game -- in this case, [[https://en.wikipedia.org/wiki/Pente Pente]] -- which must be completed three times in order to unlock all the MultipleEndings in a single save file; and each time you replay the game, the AI is given a bigger advantage over you[[note]]The first time, you have the first move; next, the AI has the first move; and finally, that advantage is retained ''and'' it looks at least five moves ahead[[/note]].
** *** All of the AI games in ''The 11th Hour'' were designed on the basis that the AI should be as strong as possible, not that it should be fun to play against - which is not usual for [=AIs=] in computer games, except for serious games such as Chess. Unsurprisingly, players in general found them to be frustrating and not fun.fun.
* ''VideoGame/ChipsChallenge'': Many levels in the game feature difficult puzzles, but by far the most cruel is that of Level 131, ''Totally Unfair''. To solve it, it is necessary to first play and memorize Level 122, ''Totally Fair'', which has the same layout and concept but all of it can be seen and studied by the player. In 131, the large room where you have to carefully guide the monster to make it press a trap-disabling button without falling into water is sealed off, meaning that you have the replicate the puzzle of 122 ''blindly''; one single misstep and you'll have to restart. Also, whereas 122 gives you a time limit of 300 seconds, 131 only gives you ''60''.



*** The "File System" level is a simple case of memory on Easy... [[https://www.youtube.com/watch?v=aFlFPr2HkaA and when you get on harder difficulties, it becomes similar to a shell game with items going into and out of the drawers as you go.]] So, how's that [[PhotographicMemory eidetic memory]] coming along?



*** Just getting to the Selenitic Age in the first place required solving a certain piano puzzle that was not too hard in and of itself... but this was back in the days when selecting your sound card from a list of pre-approved sound cards was still a thing, and getting sound to work correctly at all was a crapshoot/miracle. Some players resorted to literally counting the number of keys on the piano, assuming 1 key/note = 1 pixel, and then adjusting the sliders by ''exactly that many pixels''.

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*** ** Just getting to the Selenitic Age in the first place required solving a certain piano puzzle that was not too hard in and of itself... but this was back in the days when selecting your sound card from a list of pre-approved sound cards was still a thing, and getting sound to work correctly at all was a crapshoot/miracle. Some players resorted to literally counting the number of keys on the piano, assuming 1 key/note = 1 pixel, and then adjusting the sliders by ''exactly that many pixels''.



*** Even worse than the animal puzzle in ''Riven'' is the Fire Marble Puzzle. You are given a grid with colored marbles corresponding to the typical ROY G. BIV mnemonic. You are expected to put the marbles in specific spots on the grid, and these spots correspond to the Fire Marble Domes on the five islands in the game, and the domes each correspond to a certain color given in a completely different in-game language than your native tongue, and to find the spots you need to go to a topography map on one of the islands and then figure out the location of the domes, [[TrialAndErrorGameplay then pinpoint those on the grid when the locations are extremely specific]], and argh, GuideDangIt! It's not illogical, just rather unintuitive, and if you're not good at topography, it doesn't help. Oh, and [[RedHerring one of the marbles isn't even necessary to completing the puzzle]].

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*** Even worse than the animal puzzle in ''Riven'' is the ** The Fire Marble Puzzle.Puzzle om ''Riven''. You are given a grid with colored marbles corresponding to the typical ROY G. BIV mnemonic. You are expected to put the marbles in specific spots on the grid, and these spots correspond to the Fire Marble Domes on the five islands in the game, and the domes each correspond to a certain color given in a completely different in-game language than your native tongue, and to find the spots you need to go to a topography map on one of the islands and then figure out the location of the domes, [[TrialAndErrorGameplay then pinpoint those on the grid when the locations are extremely specific]], and argh, GuideDangIt! It's not illogical, just rather unintuitive, and if you're not good at topography, it doesn't help. Oh, and [[RedHerring one of the marbles isn't even necessary to completing the puzzle]].



* ''VideoGame/LighthouseTheDarkBeing'' is filled with these puzzles, but one stands out. In the temple you come across some kind of plant like shaped thing with two bell-arrangements on the outside and three levers on the inside. You get NO hints to operate the thing, there is no explanation anywhere, you don't even know what you are supposed to achieve and if you are making any progress at all. You can waste hours on that thing, just ringing the bells and pulling the levers.
** Another good example is the puzzle box in the House of the Inventor. It combines 4 or 5 puzzles in one box. A 6×6 sliding puzzle is under it, some arbitrary clicking is involved and then some. You get a code from the box from one of the puzzles that you have to enter in a different side of the box. It is styled with squares, triangles, circles and rectangles. Now now, easy enough, right? There are four rotating disks, stacked on top of each other, each containing all 4 symbols. The obvious solution would be to try the 4 piece code you got forward and backward. Nope, does not work. [[spoiler:You have to turn all the disks to the first symbol, then all the disks to the second symbol and then enter the full code from top to bottom.]]

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* ''VideoGame/LighthouseTheDarkBeing'' is filled with these puzzles, but one two stands out. out:
**
In the temple you come across some kind of plant like shaped thing with two bell-arrangements on the outside and three levers on the inside. You get NO hints to operate the thing, there is no explanation anywhere, you don't even know what you are supposed to achieve and if you are making any progress at all. You can waste hours on that thing, just ringing the bells and pulling the levers.
** Another good example is the The puzzle box in the House of the Inventor. It combines 4 or 5 puzzles in one box. A 6×6 sliding puzzle is under it, some arbitrary clicking is involved and then some. You get a code from the box from one of the puzzles that you have to enter in a different side of the box. It is styled with squares, triangles, circles and rectangles. Now now, easy enough, right? There are four rotating disks, stacked on top of each other, each containing all 4 symbols. The obvious solution would be to try the 4 piece code you got forward and backward. Nope, does not work. [[spoiler:You have to turn all the disks to the first symbol, then all the disks to the second symbol and then enter the full code from top to bottom.]]



** In a DLC for ''VideoGame/DragonAgeII'', ''Mark of the Assassin'', there is a very sophisticated puzzle. 25 tiles form a 5x5 square portrait of a man, or rather you need to flip them all to make them form the portrait. In the beginning, all tiles are face down. When you flip one, all tiles adjacent to it flip as well. Sounds easy? Well, good luck solving this puzzle without looking up how to do it.
*** There are two more of the same type of puzzle in the ''Jaws of Hakkon'' DLC for ''VideoGame/DragonAgeInquisition''. Instead of flipping all of the tiles, however, you need to flip them to create a certain pattern, as hinted by [[spoiler:nearby mats in front of locked doors. Creating the patterns will unlock the doors in question]]. Thankfully, unlike the DAII example, these are optional.

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** In a DLC for ''VideoGame/DragonAgeII'', ''Mark of the Assassin'', there is a very sophisticated puzzle. 25 tiles form a 5x5 square portrait of a man, or rather you need to flip them all to make them form the portrait. In the beginning, all tiles are face down. When you flip one, all tiles adjacent to it flip as well. Sounds easy? Well, good luck solving this puzzle without looking up how to do it.
***
it. There are two more of the same type of puzzle in the ''Jaws of Hakkon'' DLC for ''VideoGame/DragonAgeInquisition''. Instead of flipping all of the tiles, however, you need to flip them to create a certain pattern, as hinted by [[spoiler:nearby mats in front of locked doors. Creating the patterns will unlock the doors in question]]. Thankfully, unlike the DAII example, these are optional.



** Fortunately there's a trick that allows you to pretty much bypass the puzzle aspect of Triti, namely 'as soon as it appears, use your Healing Touch and scribble like hell all over the screen, aiming to take out all scalpel points before the HT runs out.' It doesn't work if you're trying to get an S in the original's operations[[note]]using the Healing Touch in this game grants an automatic C rank regardless of how well you did[[/note]] or an XS rank on ''[[VideoGameRemake Second Opinion]]''[='=]s operation X-3, the final Triti mission, as one of the end-of-operation bonuses is "No Healing Touch" and you need that alongside three other bonuses or it's no XS for you.

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** Fortunately there's There's a trick that allows you to pretty much bypass the puzzle aspect of Triti, namely 'as soon as it appears, use your Healing Touch and scribble like hell all over the screen, aiming to take out all scalpel points before the HT runs out.' It doesn't work if you're trying to get an S in the original's operations[[note]]using the Healing Touch in this game grants an automatic C rank regardless of how well you did[[/note]] or an XS rank on ''[[VideoGameRemake Second Opinion]]''[='=]s operation X-3, the final Triti mission, as one of the end-of-operation bonuses is "No Healing Touch" and you need that alongside three other bonuses or it's no XS for you.
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* ''VideoGame/GhostTrick'' has two. The first, [[spoiler:breaking Detective Jowd out of prison]], is a combination StealthBasedMission and EscortMission done in mostly-complete darkness (you can see by switching to Ghost mode, but then you can't slide the screen), with the worst part being that you have to get your escort-ee to [[spoiler:climb inside the ceiling]]. The second, [[spoiler:saving the justice minister]], isn't nearly as bad... except that it's the one time in the game that it's possible to have a checkpoint put in place after the situation has become {{unwinnable}}, and gives you no indication you screwed up except that you can't do anything.

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* ''VideoGame/GhostTrick'' has two. The first, [[spoiler:breaking Detective Jowd out of prison]], is a combination StealthBasedMission and EscortMission done in mostly-complete darkness (you can see by switching to Ghost mode, but then you can't slide the screen), with the worst part being that you have to get your escort-ee to [[spoiler:climb inside the ceiling]]. The second, [[spoiler:saving the justice minister]], isn't nearly as bad... except that it's the one time in the game that it's possible to have a checkpoint put in place after the situation has become {{unwinnable}}, and gives you no indication you screwed up except that you can't do anything.get anything done from your position and have to start over from the previous part.



* ''VideoGame/TheSecretIslandOfDrQuandary'' has the Tax Factor minigame. The target audience for the game was grade school kids in the nineties. Tax Factor is basically an exercise in high-school algebra, and can stop adult players in their tracks if they're bad at math.

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* ''VideoGame/TheSecretIslandOfDrQuandary'' has the Tax Factor minigame. The target audience for the game was grade school kids in the nineties. Tax Factor is basically an exercise in high-school algebra, algebra (especially on D. Feecult mode), and can stop adult players in their tracks if they're bad at math.
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* Sliding-tile puzzles are usually considered this, and they appear in too many games to list here.
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** A few moments in Investigations 2 qualify. One of the final testimonies in Case 3 has one statement that, when pressed, offers you two options, and the testimony 'branches' depending on which one you select. Except neither contains a contradiction. It turns out, the contradiction is in [[spoiler:The last statement]], but even if you know the evidence you need to present, it won't work until [[spoiler:You activate the first branch, press it, then go back and trigger the second branch and press IT.]] Then you have the Logic Chess battle against [[spoiler:Bansai Ichiyanai]] in Case 4. It requires you to go back on previous lines of questioning to discover options that weren't there before. (Something you've NEVER had to do in LC before.) And contains one dialogue option that only gets you penalized if you select it... [[spoiler:Unless you choose it right at the very end.]]

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** A few moments in Investigations 2 qualify. One of the final testimonies in Case 3 has one statement that, when pressed, offers you two options, and the testimony 'branches' depending on which one you select. Except neither contains a contradiction. It turns out, the contradiction is in [[spoiler:The last statement]], but even if you know the evidence you need to present, it won't work until [[spoiler:You activate the first branch, press it, then go back and trigger the second branch and press IT.]] Then you have the Logic Chess battle against [[spoiler:Bansai Ichiyanai]] Ichiyanagi/Blaise Debeste]] in Case 4. It requires you to go back on previous lines of questioning to discover options that weren't there before. (Something you've NEVER had to do in LC before.) And contains one dialogue option that only gets you penalized if you select it... [[spoiler:Unless you choose it right at the very end.]]
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* ''Franchse/DragonAge'':

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* ''Franchse/DragonAge'':''Franchise/DragonAge'':

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* The StockPuzzle with water containers with 5 gallons and 3 gallons where you have to get 4 in one container is very hard the first time you try it. [[note]]Fill the five gallon container, and fill the three gallon container from the five. Dump out the three, pour the remainder (two gallons) of the five into the three. Then refill the five and finish filling the three from the five, leaving you with four gallons in the five gallon container. Alternatively, fill the three, empty it into the five, fill the three again, and use it to fill the five. Empty the five, pour the one gallon in the three into the five, fill the three, and empty it into the five.[[/note]]

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* The StockPuzzle with water containers with 5 gallons and 3 gallons gallons, where you have to get 4 in one container container, is very hard the first time you try it. [[note]]Fill the five gallon container, and fill the three gallon container from the five. Dump out the three, pour the remainder (two gallons) of the five into the three. Then refill the five and finish filling the three from the five, leaving you with four gallons in the five gallon container. Alternatively, fill the three, empty it into the five, fill the three again, and use it to fill the five. Empty the five, pour the one gallon in the three into the five, fill the three, and empty it into the five.[[/note]]



** The Soup Cans puzzle is also infamous because it demands the player to spell out a coherent sentence using a handful of letters... and the only available vowel is Y. The solution provides foreshadowing for later events in the game ([[spoiler:"Shy gypsy, slyly, spryly tryst by my crypt"]]), but there's no way the player would know about it at that point. Fortunately, this puzzle is a lot easier if you check the in-game hint book ([[spoiler:"Bashful nomad, craftily, agilely, meet secretly near my underground vault."]]) and have a thesaurus on hand.

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** The Soup Cans puzzle is also infamous because it demands the player to spell out a coherent sentence using a handful of letters... and the only available vowel is Y. The solution provides foreshadowing for later events in the game ([[spoiler:"Shy gypsy, slyly, spryly tryst by my crypt"]]), but there's no way the player would know about it at that point. Fortunately, this puzzle is a lot easier if you check the in-game hint book ([[spoiler:"Bashful nomad, craftily, agilely, meet secretly near my underground vault."]]) vault"]]) and have a thesaurus on hand.



** All of the AI games in the 11th Hour were designed on the basis that the AI should be as strong as possible, not that it should be fun to play against - which is not usual for AIs in computer games, except for serious games such as Chess. Unsurprisingly, players in general found them to be frustrating and not fun.

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** All of the AI games in the ''The 11th Hour Hour'' were designed on the basis that the AI should be as strong as possible, not that it should be fun to play against - which is not usual for AIs [=AIs=] in computer games, except for serious games such as Chess. Unsurprisingly, players in general found them to be frustrating and not fun.



* ''VideoGame/ProfessorLaytonAndTheCuriousVillage'': The infamous "Chocolate Code" puzzle proved so troublesome that the European edition of the game replaced it with an entirely different puzzle revolving around probability. The player has to decode a message written on a chocolate bar with seven squares (one blank to represent a space), and there are small bites taken out of some of the squares. The bites indicate the position of decrypted letters relative encoded letters on [[spoiler:a computer keyboard (so for example a bite on the left would mean "d" gets decoded to "f")]] but since the in-game hints never mention the bites, most players simply assumed they were just eye candy (no pun intended).

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* ''VideoGame/ProfessorLaytonAndTheCuriousVillage'': The infamous "Chocolate Code" puzzle proved so troublesome that the European edition of the game replaced it with an entirely different puzzle revolving around probability. The player has to decode a message written on a chocolate bar with seven squares (one blank to represent a space), and there are small bites taken out of some of the squares. The bites indicate the position of decrypted letters relative to the encoded letters on [[spoiler:a computer keyboard (so for example a bite on the left would mean "d" gets decoded to "f")]] but since the in-game hints never mention the bites, most players simply assumed they were just eye candy (no pun intended).



** ''Curse of Blackmoor Manor'' has the moving rooms puzzle. And there is no hint before you went in that the rooms moved. Take two clicks into that room without a walkthrough and you ''will'' end up screaming at the computer. Thankfully, once you've solved it once, there's an in-game hint that provides a much easier route.

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** ''Curse of Blackmoor Manor'' has the moving rooms puzzle. And there is no hint before you went go in that the rooms moved.move. Take two clicks into that room without a walkthrough and you ''will'' end up screaming at the computer. Thankfully, once you've solved it once, there's an in-game hint that provides a much easier route.



* In a DLC for ''VideoGame/DragonAgeII'', ''Mark of the Assassin'', there is a very sophisticated puzzle. 25 tiles form a 5x5 square portrait of a man, or rather you need to flip them all to make them form the portrait. In the beginning, all tiles are face down. When you flip one, all tiles adjacent to it flip as well. Sounds easy? Well, good luck solving this puzzle without looking up how to do it.
** There are two more of the same type of puzzle in the ''Jaws of Hakkon'' DLC for ''VideoGame/DragonAgeInquisition''. Instead of flipping all of the tiles, however, you need to flip them to create a certain pattern, as hinted by [[spoiler:nearby mats in front of locked doors. Creating the patterns will unlock the doors in question]]. Thankfully, unlike the DAII example, these are optional.

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* ''Franchse/DragonAge'':
**
In a DLC for ''VideoGame/DragonAgeII'', ''Mark of the Assassin'', there is a very sophisticated puzzle. 25 tiles form a 5x5 square portrait of a man, or rather you need to flip them all to make them form the portrait. In the beginning, all tiles are face down. When you flip one, all tiles adjacent to it flip as well. Sounds easy? Well, good luck solving this puzzle without looking up how to do it.
** *** There are two more of the same type of puzzle in the ''Jaws of Hakkon'' DLC for ''VideoGame/DragonAgeInquisition''. Instead of flipping all of the tiles, however, you need to flip them to create a certain pattern, as hinted by [[spoiler:nearby mats in front of locked doors. Creating the patterns will unlock the doors in question]]. Thankfully, unlike the DAII example, these are optional.optional.
** In the base game for ''VideoGame/DragonAgeInquisition'' are the floor puzzles at the Temple of Mythal, during the big push in the Arbor Wilds near the end of the main campaign. The player must walk over a series of floor tiles, changing them from blue to gold, without stepping on the same tile more than once. The first such puzzle (which acts as a tutorial for them) is simple, and one of the other three is relatively straightforward. The other two? One has a pair of gates which have to be opened using switches in order to access all of the tiles, and both gates cannot be open at the same time. The other takes the player across three separate sections of the floor, including stairs. It's unusual to meet someone who completed the floor puzzles without consulting a walkthrough or video guide. They ''are'' optional, in the sense that the game can be finished without completing any of them (except the tutorial one, which is needed to unlock a door); however, not doing them makes going through the temple that much harder.[[note]]By completing the floor puzzles, you are regarded as having shown respect to the goddess Mythal, and therefore her priests will aid you in hunting your enemies. If you skip the puzzles, the priests do not trust you or your companions, and you will have to kill them all.[[/note]]



* In VideoGame/FinalFantasyVII in order to get the huge materia out of the rocket, you need to insert a four-button code. The problem? You're on a strict time limit, the code is randomized for each playthrough, and Cid knows some of the code but his hints are unbelievably vague, in some cases listing 2 different buttons and saying what the button is ''not''. Unlike other games this doesn't tell you which buttons you got right and which you got wrong. This can lead to you losing out on the Bahamut ZERO materia which requires each piece of huge materia to claim.

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* In VideoGame/FinalFantasyVII ''VideoGame/FinalFantasyVII,'' in order to get the huge materia out of the rocket, you need to insert a four-button code. The problem? You're on a strict time limit, the code is randomized for each playthrough, and Cid knows some of the code but his hints are unbelievably vague, in some cases listing 2 different buttons and saying what the button is ''not''. Unlike other games this doesn't tell you which buttons you got right and which you got wrong. This can lead to you losing out on the Bahamut ZERO materia which requires each piece of huge materia to claim.

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