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** You MUST visit the Roc's nest BEFORE climbing the mountain to visit the hermit in his flimsy hut since you can only ascend the mountain once. Otherwise, the game's unwinnable. [[spoiler: You must get the caskly spell from the Roc's nest so you can magically rebuild the hut so you can get the cube. It's easy to get this wrong the first time you play the game since Spellbreaker intimidates you on your first attempt to enter the Midair room, which leads to the Roc's nest.]]

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** You MUST visit the Roc's nest BEFORE climbing the mountain to visit the hermit in his flimsy hut since you can only ascend the mountain once. Otherwise, the game's unwinnable. [[spoiler: You must get the caskly spell from the Roc's nest so you can magically rebuild the hut so you can get the cube.cube which supported the hut before you cast caskly it. It's easy to get this wrong the first time you play the game since Spellbreaker intimidates you on your first attempt to enter the Midair room, which leads to the Roc's nest.]]
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** You MUST visit the Roc's nest BEFORE climbing the mountain to visit the hermit in his flimsy hut since you can only ascend the mountain once. Otherwise, the game's un-winnable. [[spoiler: You must get the caskly spell from the Roc's nest so you can magically rebuild the hut so you can get the cube. It's easy to get this wrong the first time you play the game since Spellbreaker intimidates you on your first attempt to enter the Midair room, which leads to the Roc's nest.]]

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** You MUST visit the Roc's nest BEFORE climbing the mountain to visit the hermit in his flimsy hut since you can only ascend the mountain once. Otherwise, the game's un-winnable.unwinnable. [[spoiler: You must get the caskly spell from the Roc's nest so you can magically rebuild the hut so you can get the cube. It's easy to get this wrong the first time you play the game since Spellbreaker intimidates you on your first attempt to enter the Midair room, which leads to the Roc's nest.]]
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** You MUST visit the Roc's nest BEFORE climbing the mountain to visit the hermit in his flimsy hut since you can only ascend the mountain once. Otherwise, the game's un-winnable. [[spoiler: You must get the caskly spell from the Roc's nest so you can magically rebuild the hut so you can get the cube. It's easy to get this wrong the first time you play the game since Spellbreaker intimidates you on your first attempt to enter the Midair room, which leads to the Roc's nest.]]
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* Then there's "Dungeon", the precursor to the Zork Trilogy. In version 32b, you use the rope in two different locations. Here's the rub. When you tie the rope to the railing in the Dome Room, then slide down into the Torch Room, (you can't get back up the rope) the thief can steal the rope right off the railing, then, after you've left the Torch Room via the one-way hole, he can drop the rope in the Torch Room, Tiny Room, or Dreary Room, where you can't retrieve it. In other words, you'd need the rope to get to the rope. So if this happens, you can't re-use the rope in the Slide Room, and you can't get the red sphere. You're stymied.

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* Then there's "Dungeon", the precursor to the Zork Trilogy. In version 32b, you use the rope in two different locations. Here's the rub. When you tie the rope to the railing in the Dome Room, then slide down into the Torch Room, (you can't get back up the rope) the thief can (but doesn't always) steal the rope right off the railing, then, after you've left the Torch Room via the one-way hole, he can drop the rope in the Torch Room, Tiny Room, or Dreary Room, where you can't retrieve it. In other words, you'd need the rope to get to the rope. So if this happens, you can't re-use the rope in the Slide Room, and you can't get the red sphere. You're stymied.
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* Then there's "Dungeon", the precursor to the Zork Trilogy. In version 32b, you use the rope in two different locations. Here's the rub. When you tie the rope to the railing in the Dome Room, then slide down into the Torch Room, (you can't get back up the rope) the thief can steal the rope right off the railing, then, after you've left the Torch Room via the one-way hole, he can drop the rope in the Torch Room, Tiny Room, or Dreary Room, where you can't retrieve it. In other words, you'd need the rope to get to the rope. So if this happens, you can't re-use the rope in the Slide Room, and you can't get the red sphere. You're stymied.
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** [[spoiler:If you do so, just throw the mice away, navigate for about 20 turns, the return to the General Store for another rat pack.]]

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** [[spoiler:If you do so, just throw the mice away, navigate for about 20 turns, the then return to the General Store for another rat pack.]]
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** [[spoiler:If you do so, just navigate for about 20 turns, the return to Rebecca's freezer for another meat slab, then what again for it to rot, then drug it before feeding it to the vultures.]]

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** [[spoiler:If you do so, just navigate for about 20 turns, the then return to Rebecca's freezer for another meat slab, then what wait again for it to rot, then drug it before feeding it to the vultures.]]

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** [[spoiler: If you do so, just throw the mice away, navigate for about 20 turns, the return to the General Store for another rat pack.]]

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** [[spoiler: If [[spoiler:If you do so, just throw the mice away, navigate for about 20 turns, the return to the General Store for another rat pack.]]



** [[spoiler: If you leave the bottle without the disc piece, Evil Canuk will just grunt, but he won't try to duck you, and you can ask (sweet) Canuk about the bottle again.]]

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** [[spoiler: If [[spoiler:If you leave the bottle without the disc piece, Evil Canuk will just grunt, but he won't try to duck you, and you can ask (sweet) Canuk about the bottle again.]]


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** [[spoiler:If you do so, just navigate for about 20 turns, the return to Rebecca's freezer for another meat slab, then what again for it to rot, then drug it before feeding it to the vultures.]]
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** [[spoiler: If you do so, just throw the mice away, navigate for about 20 turns, the return to the General Store for another rat pack.]]
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[[spoiler: If you leave the bottle without the disc piece, Evil Canuk will just grunt, but he won't try to duck you, and you can ask (sweet) Canuk about the bottle again.]]

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** [[spoiler: If you leave the bottle without the disc piece, Evil Canuk will just grunt, but he won't try to duck you, and you can ask (sweet) Canuk about the bottle again.]]
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[[spoiler: If you leave the bottle without the disc piece, Evil Canuk will just grunt, but he won't try to duck you, and you can ask (sweet) Canuk about the bottle again.]]

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* Infocom's ''[[VideoGame/AstekaIITemploDelSol Tombs & Treasure]]'' on the NES has exactly one instance of this. Walk into a cave from the Ball Court. Hey, that's a nice jewel on that pedestal, I think I'll take it...oh no, the door closed and I'm trapped! That's it, game over, better reset! (The game tells you this in pretty much those words.) You can get that jewel, but not right then.

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* Infocom's ''[[VideoGame/AstekaIITemploDelSol Tombs & Treasure]]'' on the NES has exactly one instance of this. NES:
**
Walk into a cave from the Ball Court. Hey, that's a nice jewel on that pedestal, I think I'll take it... oh no, the door closed and I'm trapped! That's it, game over, better reset! (The game tells you this in pretty much those words.) You can get that jewel, but not right then.then.
** Usually, there's no penalty for combining objects ASAP, and you'll want to do so... except in one case. Inside the Warriors' Temple, there's a hole in the wall behind the jaguar statue which has a key stuck inside (it's explicitly too small for your fingers), and you need a magnetic rod in order to get it out. However, you might have already combined the rod with a small bowl to make a makeshift compass used in a later puzzle, and if you've done that, you need to go back to an earlier point.
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Changed to look less immature. No offense to whoever wrote this, but some may find that language hard to take seriously.


* Even their EASY difficulty games can do this, like ''VideoGame/{{Wishbringer}}''. Fail to pick up your 3D glasses that were tossed on the floor by your captor before pulling the lever to send the princess back home like she's begging you to? The 3D glasses get sent back with her, and you are then trapped, in one of the most cringeworthy puzzles ever created. [[spoiler:The room you saw when you watched the 3D movie earlier with those glasses is just as fuzzy when you are there for real as it was before you put the glasses on in the theater, and requires those 3D glasses to see anything in it, or even leave at all! You don't know this at the time the glasses vanish, but you will find out very soon. The good news is you DO know where you went wrong. The thought process goes "Okay. I'm in Fuzziness. I can't see anything. I can't go back up. Hmmm. Oh yeah. The theater screen was fuzzy without the glasses. I'll just put them on. Uh oh, I don't have them. Well, I'll just restore my save and pick them up... They aren't there... They vanished when I pulled that lever? and I saved after there... OMFG! SERIOUSLY?!?! And this is Easy?" Bad news, well, you might have to start all over because you overwrote your save. The only other way to make the game unwinnable informs you immediately after by subtracting points, and gives you two obvious warnings not to beforehand, making it Tough.]] Realizing you even need the glasses there is a bit of a MoonLogicPuzzle, and you might have discarded them after you watched the movie, rendering the game Unwinnable long before you realize it (there's no way to get back to where you put them after your capture).

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* Even their EASY difficulty games can do this, like ''VideoGame/{{Wishbringer}}''. Fail to pick up your 3D glasses that were tossed on the floor by your captor before pulling the lever to send the princess back home like she's begging you to? The 3D glasses get sent back with her, and you are then trapped, in one of the most cringeworthy ridiculous puzzles ever created. [[spoiler:The room you saw when you watched the 3D movie earlier with those glasses is just as fuzzy when you are there for real as it was before you put the glasses on in the theater, and requires those 3D glasses to see anything in it, or even leave at all! You don't know this at the time the glasses vanish, but you will find out very soon. The good news is you DO know where you went wrong. The thought process goes "Okay. I'm in Fuzziness. I can't see anything. I can't go back up. Hmmm. Oh yeah. The theater screen was fuzzy without the glasses. I'll just put them on. Uh oh, I don't have them. Well, I'll just restore my save and pick them up... They aren't there... They vanished when I pulled that lever? and I saved after there... OMFG! What? SERIOUSLY?!?! And this is Easy?" Bad news, well, you might have to start all over because you overwrote your save. The only other way to make the game unwinnable informs you immediately after by subtracting points, and gives you two obvious warnings not to beforehand, making it Tough.]] Realizing you even need the glasses there is a bit of a MoonLogicPuzzle, and you might have discarded them after you watched the movie, rendering the game Unwinnable long before you realize it (there's no way to get back to where you put them after your capture).
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* Infocom's ''[[TaiyouNoShindenAstekaII Tombs & Treasure]]'' on the NES has exactly one instance of this. Walk into a cave from the Ball Court. Hey, that's a nice jewel on that pedestal, I think I'll take it...oh no, the door closed and I'm trapped! That's it, game over, better reset! (The game tells you this in pretty much those words.) You can get that jewel, but not right then.
* In ''VideoGame/{{Enchanter}}'', the Kulcad scroll can only be used once. It cancels magic. Since every puzzle you encounter is basically a magical trap, the spell allows you to "cheat" your way past any one puzzle in the game. Except that at the endgame you need the Kulcad spell to win. There is a slight warning when you do use it at the wrong time at least--the next time you sleep, you'll have a nightmare in which you realize you destroyed a vital object.

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* Infocom's ''[[TaiyouNoShindenAstekaII ''[[VideoGame/AstekaIITemploDelSol Tombs & Treasure]]'' on the NES has exactly one instance of this. Walk into a cave from the Ball Court. Hey, that's a nice jewel on that pedestal, I think I'll take it...oh no, the door closed and I'm trapped! That's it, game over, better reset! (The game tells you this in pretty much those words.) You can get that jewel, but not right then.
* In ''VideoGame/{{Enchanter}}'', the Kulcad KULCAD scroll can only be used once. It cancels magic. Since every puzzle you encounter is basically a magical trap, the spell allows you to "cheat" your way past any one puzzle in the game. Except that at the endgame you need the Kulcad KULCAD spell to win. There is a slight warning when you do use it at the wrong time at least--the next time you sleep, you'll have a nightmare in which you realize you destroyed a vital object.



* Even their EASY difficulty games can do this, like Wishbringer. Fail to pick up your 3D glasses that were tossed on the floor by your captor before pulling the lever to send the princess back home like she's begging you to? The 3D glasses get sent back with her, and you are then trapped, in one of the most cringeworthy puzzles ever created. [[spoiler:The room you saw when you watched the 3D movie earlier with those glasses is just as fuzzy when you are there for real as it was before you put the glasses on in the theater, and requires those 3D glasses to see anything in it, or even leave at all! You don't know this at the time the glasses vanish, but you will find out very soon. The good news is you DO know where you went wrong. The thought process goes "Okay. I'm in Fuzziness. I can't see anything. I can't go back up. Hmmm. Oh yeah. The theater screen was fuzzy without the glasses. I'll just put them on. Uh oh, I don't have them. Well, I'll just restore my save and pick them up... They aren't there... They vanished when I pulled that lever? and I saved after there... OMFG! SERIOUSLY?!?! And this is Easy?" Bad news, well, you might have to start all over because you overwrote your save. The only other way to make the game unwinnable informs you immediately after by subtracting points, and gives you two obvious warnings not to beforehand, making it Tough.]] Realizing you even need the glasses there is a bit of a MoonLogicPuzzle, and you might have discarded them after you watched the movie, rendering the game Unwinnable long before you realize it (there's no way to get back to where you put them after your capture).

to:

* Even their EASY difficulty games can do this, like Wishbringer.''VideoGame/{{Wishbringer}}''. Fail to pick up your 3D glasses that were tossed on the floor by your captor before pulling the lever to send the princess back home like she's begging you to? The 3D glasses get sent back with her, and you are then trapped, in one of the most cringeworthy puzzles ever created. [[spoiler:The room you saw when you watched the 3D movie earlier with those glasses is just as fuzzy when you are there for real as it was before you put the glasses on in the theater, and requires those 3D glasses to see anything in it, or even leave at all! You don't know this at the time the glasses vanish, but you will find out very soon. The good news is you DO know where you went wrong. The thought process goes "Okay. I'm in Fuzziness. I can't see anything. I can't go back up. Hmmm. Oh yeah. The theater screen was fuzzy without the glasses. I'll just put them on. Uh oh, I don't have them. Well, I'll just restore my save and pick them up... They aren't there... They vanished when I pulled that lever? and I saved after there... OMFG! SERIOUSLY?!?! And this is Easy?" Bad news, well, you might have to start all over because you overwrote your save. The only other way to make the game unwinnable informs you immediately after by subtracting points, and gives you two obvious warnings not to beforehand, making it Tough.]] Realizing you even need the glasses there is a bit of a MoonLogicPuzzle, and you might have discarded them after you watched the movie, rendering the game Unwinnable long before you realize it (there's no way to get back to where you put them after your capture).



** One more: When Prostetnic Vogon Jeltz has you strapped down and is reciting Vogon poetry to you, you have to ''enjoy'' the poetry before he completes the first verse, which makes him continue on to the second verse. You must hear that verse to get the password to open a display case containing a PlotCoupon which you may not need until hours later. And you can't use a guide for this, because not only does the case not always ask for the same word, the second verse itself is usually randomized and changes with every game. And don't think you can restore and keep guessing, [[TheDevTeamThinksOfEverything the game knows you don't know it]], and will fatally tell you you are wrong with an explosion. And oh, said verb is one of those commands that is only relevant in this part of the game and nowhere else, and by the time you get the hint ("You don't look like you enjoyed that at all.") it's too late and you need to restore. Trying to smile or laugh DOES result in the game telling you 'If you want to enjoy the poetry, just say so", but you aren't going to do that either unless you've already figured out the puzzle, and if you believe what you've read up till that point, you will think [[TheComputerIsALyingBastard that poetry is impossible to enjoy]].

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** One more: When Prostetnic Vogon Jeltz has you strapped down and is reciting Vogon poetry to you, you have to ''enjoy'' the poetry before he completes the first verse, which makes him continue on to the second verse. You must hear that verse to get the password to open a display case containing a PlotCoupon which you may not need until hours later. And you can't use a guide for this, because not only does the case not always ask for the same word, the second verse itself is usually randomized and changes with every game. And don't think you can restore and keep guessing, [[TheDevTeamThinksOfEverything [[DevelopersForesight the game knows you don't know it]], and will fatally tell you you are wrong with an explosion. And oh, said verb is one of those commands that is only relevant in this part of the game and nowhere else, and by the time you get the hint ("You don't look like you enjoyed that at all.") it's too late and you need to restore. Trying to smile or laugh DOES result in the game telling you 'If you want to enjoy the poetry, just say so", but you aren't going to do that either unless you've already figured out the puzzle, and if you believe what you've read up till that point, you will think [[TheComputerIsALyingBastard that poetry is impossible to enjoy]].



** If you push the wrong button and fill up the maintenance room at the dam with water, you can't retrieve the wrench and screwdriver, thus preventing you from getting the treasure chest or diamond. Oh bugger i should have saved...

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** If you push the wrong button and fill up the maintenance room at the dam with water, you can't retrieve the wrench and screwdriver, thus preventing you from getting the treasure chest or diamond. Oh bugger i should have saved...



** If you kill the thief in his treasure room (to stop him from stealing your treasures), you can't [[spoiler:get him to open the jeweled egg for you. The hint above implied that someone else could open the egg, and the troll clearly doesn't have the tools, so it must be the thief.]], revealing another treasure.

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** If you kill the thief in his treasure room (to stop him from stealing your treasures), you can't [[spoiler:get him to open the jeweled egg for you. The hint above implied that someone else could open the egg, and the troll clearly doesn't have the tools, so it must be the thief.]], thief]], revealing another treasure.



* In ''VideoGame/{{Sorcerer}}'', there's a puzzle in a coal mine at the very end of the game. You can only breathe for two turns unless you have an obviate-breathing potion. But the only way to get that is to send in a matchbook at the beginning of the game, before the mailman leaves for the first time. If you don't, you can get through the rest of the game--but you always die in the coal mine, because you can't hold your breath long enough to solve the puzzle.
* [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter8/TheStringRoom2/ Fail the copy protection]] in Infocom's ''VideoGame/{{Spellbreaker}}''. The game [[TheComputerIsALyingBastard lies to you]] and tells you that you passed it. Many hours later, at the very [[http://talking-time.net/showpost.php?p=1186990&postcount=245 end of the game]], you will be killed while attempting to use a vital object, with no warning as to why, what you did wrong, or when.
** A similar example occurs in Lucasarts' ''Indiana Jones And The Last Crusade'' adventure game. If you fail the copy protection, then much later you'll lose the game.

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* In ''VideoGame/{{Sorcerer}}'', ''[[VideoGame/{{Enchanter}} Sorcerer]]'', there's a puzzle in a coal mine at the very end of the game. You can only breathe for two turns unless you have an obviate-breathing potion. But the only way to get that is to send in a matchbook at the beginning of the game, before the mailman leaves for the first time. If you don't, you can get through the rest of the game--but you always die in the coal mine, because you can't hold your breath long enough to solve the puzzle.
* [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter8/TheStringRoom2/ Fail the copy protection]] in Infocom's ''VideoGame/{{Spellbreaker}}''.''[[VideoGame/{{Enchanter}} Spellbreaker]]''. The game [[TheComputerIsALyingBastard lies to you]] and tells you that you passed it. Many hours later, at the very [[http://talking-time.net/showpost.php?p=1186990&postcount=245 end of the game]], you will be killed while attempting to use a vital object, with no warning as to why, what you did wrong, or when.
** A similar example occurs in Lucasarts' [=LucasArts=]' ''Indiana Jones And The Last Crusade'' adventure game. If you fail the copy protection, then much later you'll lose the game.
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* Even their EASY difficulty games can do this, like Wishbringer. Fail to pick up your 3D glasses that were tossed on the floor by your captor before pulling the lever to send the princess back home like she's begging you to? The 3D glasses get sent back with her, and you are then trapped, in one of the most cringeworthy puzzles ever created. [[spoiler:The room you saw when you watched the 3D movie earlier with those glasses is just as fuzzy when you are there for real as it was before you put the glasses on in the theater, and requires those 3D glasses to see anything in it, or even leave at all! You don't know this at the time the glasses vanish, but you will find out very soon. The good news is you DO know where you went wrong. The thought process goes "Okay. I'm in Fuzziness. I can't see anything. i can't go back up. Hmmm. Oh yeah. The theater screen was fuzzy without the glasses. I'll just put them on. Uh oh, I don't have them. Well i'll just restore my save and pick them up... They aren't there... They vanished when i pulled that lever? and I saved after there... OMFG! SERIOUSLY?!?! And this is Easy?" Bad news, well, you might have to start all over because you overwrote your save. The only other way to make the game unwinnable informs you immediately after by subtracting points, and gives you two obvious warnings not to beforehand, making it Tough.]] Realizing you even need the glasses there is a bit of a MoonLogicPuzzle, and you might have discarded them after you watched the movie, rendering the game Unwinnable long before you realize it (there's no way to get back to where you put them after your capture).

to:

* Even their EASY difficulty games can do this, like Wishbringer. Fail to pick up your 3D glasses that were tossed on the floor by your captor before pulling the lever to send the princess back home like she's begging you to? The 3D glasses get sent back with her, and you are then trapped, in one of the most cringeworthy puzzles ever created. [[spoiler:The room you saw when you watched the 3D movie earlier with those glasses is just as fuzzy when you are there for real as it was before you put the glasses on in the theater, and requires those 3D glasses to see anything in it, or even leave at all! You don't know this at the time the glasses vanish, but you will find out very soon. The good news is you DO know where you went wrong. The thought process goes "Okay. I'm in Fuzziness. I can't see anything. i I can't go back up. Hmmm. Oh yeah. The theater screen was fuzzy without the glasses. I'll just put them on. Uh oh, I don't have them. Well i'll Well, I'll just restore my save and pick them up... They aren't there... They vanished when i I pulled that lever? and I saved after there... OMFG! SERIOUSLY?!?! And this is Easy?" Bad news, well, you might have to start all over because you overwrote your save. The only other way to make the game unwinnable informs you immediately after by subtracting points, and gives you two obvious warnings not to beforehand, making it Tough.]] Realizing you even need the glasses there is a bit of a MoonLogicPuzzle, and you might have discarded them after you watched the movie, rendering the game Unwinnable long before you realize it (there's no way to get back to where you put them after your capture).
Is there an issue? Send a MessageReason:
None


* Even their EASY difficulty games can do this, like Wishbringer. Fail to pick up your 3D glasses that were tossed on the floor by an enemy earlier before pulling the lever to send the princess back home like she's begging you to? The 3D glasses get sent back with her, and you are then trapped, in one of the most cringeworthy puzzles ever created. [[spoiler:The room you saw when you watched the 3D movie earlier with those glasses is just as fuzzy when you are there for real as it was before you put the glasses on in the theater, and requires those 3D glasses to see anything at all in it, or even leave at all!)]] Realizing you even need the glasses there is a bit of a MoonLogicPuzzle, and you might have discarded them after you watched the movie.

to:

* Even their EASY difficulty games can do this, like Wishbringer. Fail to pick up your 3D glasses that were tossed on the floor by an enemy earlier your captor before pulling the lever to send the princess back home like she's begging you to? The 3D glasses get sent back with her, and you are then trapped, in one of the most cringeworthy puzzles ever created. [[spoiler:The room you saw when you watched the 3D movie earlier with those glasses is just as fuzzy when you are there for real as it was before you put the glasses on in the theater, and requires those 3D glasses to see anything at all in it, or even leave at all!)]] all! You don't know this at the time the glasses vanish, but you will find out very soon. The good news is you DO know where you went wrong. The thought process goes "Okay. I'm in Fuzziness. I can't see anything. i can't go back up. Hmmm. Oh yeah. The theater screen was fuzzy without the glasses. I'll just put them on. Uh oh, I don't have them. Well i'll just restore my save and pick them up... They aren't there... They vanished when i pulled that lever? and I saved after there... OMFG! SERIOUSLY?!?! And this is Easy?" Bad news, well, you might have to start all over because you overwrote your save. The only other way to make the game unwinnable informs you immediately after by subtracting points, and gives you two obvious warnings not to beforehand, making it Tough.]] Realizing you even need the glasses there is a bit of a MoonLogicPuzzle, and you might have discarded them after you watched the movie.movie, rendering the game Unwinnable long before you realize it (there's no way to get back to where you put them after your capture).
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Correct post in my LP.


* [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter8/TheStringRoom2/ Fail the copy protection]] in Infocom's ''VideoGame/{{Spellbreaker}}''. The game [[TheComputerIsALyingBastard lies to you]] and tells you that you passed it. Many hours later, at the very [[http://talking-time.net/showpost.php?p=1186694&postcount=241 end of the game]], you will be killed while attempting to use a vital object, with no warning as to why, what you did wrong, or when.

to:

* [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter8/TheStringRoom2/ Fail the copy protection]] in Infocom's ''VideoGame/{{Spellbreaker}}''. The game [[TheComputerIsALyingBastard lies to you]] and tells you that you passed it. Many hours later, at the very [[http://talking-time.net/showpost.php?p=1186694&postcount=241 php?p=1186990&postcount=245 end of the game]], you will be killed while attempting to use a vital object, with no warning as to why, what you did wrong, or when.
Is there an issue? Send a MessageReason:
None


* Even their EASY difficulty games can do this, like Wishbringer. Fail to pick up your 3D glasses that were tossed on the floor by an enemy earlier before pulling the lever to send the princess back home like she's begging you to? The 3D glasses get sent back with her, and you are then trapped, in one of the most cringeworthy puzzles ever created. [[spoiler:The room you saw when you watched the 3D movie earlier with those glasses is just as fuzzy when you are there for real as it was before you put the glasses on in the theater, and requires those 3D glasses to see anything at all in it, or even leave at all!)]]

to:

* Even their EASY difficulty games can do this, like Wishbringer. Fail to pick up your 3D glasses that were tossed on the floor by an enemy earlier before pulling the lever to send the princess back home like she's begging you to? The 3D glasses get sent back with her, and you are then trapped, in one of the most cringeworthy puzzles ever created. [[spoiler:The room you saw when you watched the 3D movie earlier with those glasses is just as fuzzy when you are there for real as it was before you put the glasses on in the theater, and requires those 3D glasses to see anything at all in it, or even leave at all!)]]all!)]] Realizing you even need the glasses there is a bit of a MoonLogicPuzzle, and you might have discarded them after you watched the movie.
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* Even their EASY difficulty games can do this, like Wishbringer. Fail to pick up your 3D glasses that were tossed on the floor by an enemy earlier before pulling the lever to send the princess back home like she's begging you to? The 3D glasses get sent back with her, and you are then trapped, in one of the most cringeworthy puzzles ever created. [[spoiler:The room you saw when you watched the 3D movie earlier with those glasses is just as fuzzy when you are there for real as it was before you put the glasses on in the theater, and requires those 3D glasses to see anything at all in it, or even leave at all!)]]
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** One more: When Prostetnic Vogon Jeltz has you strapped down and is reciting Vogon poetry to you, you have to ''enjoy'' the poetry before he completes the first verse, which makes him continue on to the second verse. You must hear that verse to get the password to open a display case containing a PlotCoupon which you may not need until hours later. And you can't use a guide for this, because not only does the case not always ask for the same word, the second verse itself is usually randomized and changes with every game. And don't think you can restore and keep guessing, the game knows you don't know it, and will fatally tell you you are wrong with an explosion. And oh, said verb is one of those commands that is only relevant in this part of the game and nowhere else, and by the time you get the hint ("You don't look like you enjoyed that at all.") it's too late and you need to restore. Trying to smile or laugh DOES result in the game telling you 'If you want to enjoy the poetry, just say so", but you aren't going to do that either unless you've already figured out the puzzle, and if you believe what you've read up till that point, you will think [[TheComputerIsALyingBastard that poetry is impossible to enjoy]].

to:

** One more: When Prostetnic Vogon Jeltz has you strapped down and is reciting Vogon poetry to you, you have to ''enjoy'' the poetry before he completes the first verse, which makes him continue on to the second verse. You must hear that verse to get the password to open a display case containing a PlotCoupon which you may not need until hours later. And you can't use a guide for this, because not only does the case not always ask for the same word, the second verse itself is usually randomized and changes with every game. And don't think you can restore and keep guessing, [[TheDevTeamThinksOfEverything the game knows you don't know it, it]], and will fatally tell you you are wrong with an explosion. And oh, said verb is one of those commands that is only relevant in this part of the game and nowhere else, and by the time you get the hint ("You don't look like you enjoyed that at all.") it's too late and you need to restore. Trying to smile or laugh DOES result in the game telling you 'If you want to enjoy the poetry, just say so", but you aren't going to do that either unless you've already figured out the puzzle, and if you believe what you've read up till that point, you will think [[TheComputerIsALyingBastard that poetry is impossible to enjoy]].
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** Even more infamous -- if only because it's early enough in the game that more people see it before giving up -- is the notorious "Babel Fish Dispenser" puzzle, wherein the player must use a pile of junk mail picked up at his doorstep back on Earth. By then, the planet Earth has been blown up, forcing players who forgot the junk mail (which is likely -- if they take too long trying to pick things up, then they'll be flattened by a bulldozer) to restart their games for any chance of a satisfactory ending. What makes the puzzle even more ridiculous is that in order to obtain the Babel Fish, the mail must be used in a variety of ways, each way non-obvious until you dispense another fish, and the latest method of failure gives you a hint for a new necessary step -- but if you proceed step-by-step according to the hints, the dispenser will run out of fish at the last (otherwise successful) attempt. At least here you can reload and use what you've learned.
** Most infamous of all is the cheese sandwich puzzle, in which failing to feed a random stray dog early in the game while you're rushing urgently on a timer will cause the game to be Unwinnable much later. You get a second chance at that puzzle (you relive that portion of the game as Ford and can have him do it), but there's no clue to do it then, either.
** One more: When Prostetnic Vogon Jeltz has you strapped down and is reciting Vogon poetry to you, you have to ''enjoy'' the poetry before he completes the first verse, which makes him continue on to the second verse. You must hear that verse to get the password to open a display case containing a PlotCoupon which you may not need until hours later. And you can't use a guide for this, because not only does the case not always ask for the same word, the second verse itself is usually randomized and changes with every game. And oh, said verb is one of those commands that is only relevant in this part of the game and nowhere else, and you're never hinted to use the verb at all.

to:

** Even more infamous -- if only because it's early enough in the game that more people see it before giving up -- is the notorious "Babel Fish Dispenser" puzzle, wherein the player must use a pile of junk mail picked up at his doorstep back on Earth. By then, the planet Earth has been blown up, forcing players who forgot the junk mail (which is likely -- if they take too long trying to pick things up, then they'll be flattened by a bulldozer) to restart their games for any chance of a satisfactory ending. What makes the puzzle even more ridiculous is that in order to obtain the Babel Fish, the mail items available must be used in a variety of ways, each way non-obvious until you dispense another fish, and the latest method of failure gives you a hint for a new necessary step -- but if you proceed step-by-step according to the hints, hints (using the junk mail in the right manner), the dispenser will run out of fish at the last (otherwise successful) attempt. At least here you can reload and use what you've learned.
** Most infamous of all is the cheese sandwich puzzle, in which failing to feed a random stray dog early in the game while you're rushing urgently on a timer will cause the game to be Unwinnable much later. You get a second chance at that puzzle (you relive that portion of the game as Ford and can have him do it), but there's no clue to do it then, either.
either. The only clue is in an apparent throwaway joke triggered by typing an invalid command after you leave earth.
** One more: When Prostetnic Vogon Jeltz has you strapped down and is reciting Vogon poetry to you, you have to ''enjoy'' the poetry before he completes the first verse, which makes him continue on to the second verse. You must hear that verse to get the password to open a display case containing a PlotCoupon which you may not need until hours later. And you can't use a guide for this, because not only does the case not always ask for the same word, the second verse itself is usually randomized and changes with every game. And don't think you can restore and keep guessing, the game knows you don't know it, and will fatally tell you you are wrong with an explosion. And oh, said verb is one of those commands that is only relevant in this part of the game and nowhere else, and you're never hinted to use by the verb time you get the hint ("You don't look like you enjoyed that at all.") it's too late and you need to restore. Trying to smile or laugh DOES result in the game telling you 'If you want to enjoy the poetry, just say so", but you aren't going to do that either unless you've already figured out the puzzle, and if you believe what you've read up till that point, you will think [[TheComputerIsALyingBastard that poetry is impossible to enjoy]].
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** If you eat the garlic in the first room of the white house, one of the very earliest locations, you can't [[spoiler:scare off the bat outside the Coal Mine that will instantly grab you and take you to a random location nearby]], thus forever preventing you from retrieving the jade statue.
** If you kill the thief, you can't [[spoiler:get him to open the jeweled egg for you]], revealing another treasure.
** If you fail in the exorcism twice, you can't try again--or if you let the candles burn out, you're out of luck.
** If you puncture the boat, you can't get the large emerald.
** If your lantern runs out before you reach the Coal Mines, the room full of gas will explode (as it's the only non-flame-based light source). If it runs out ''and'' the candles burn out ''and'' the thief steals the torch, you will lose due to having no other light sources.
** If you push the wrong button and fill up the maintenance room at the dam with water, you can't retrieve the wrench and screwdriver, thus preventing you from getting the treasure chest or diamond.
** If you try to open the jeweled egg, you will destroy it instead--with no way to restore it, and no warnings.

to:

** If you eat the garlic in the first room of the white house, one of the very earliest locations, you can't [[spoiler:scare off the bat outside the Coal Mine that will instantly grab you and take you to a random location nearby]], thus forever preventing you from retrieving the jade statue.
** If
statue. The fact that you kill never actually get hungry or thirsty is the thief, only hint that you can't [[spoiler:get him to open the jeweled egg for you]], revealing another treasure.
shouldn't eat it.
** If you fail in the exorcism twice, you can't try again--or if you let the candles burn out, you're out of luck.
luck. And they burn out VERY rapidly if you are holding the torch, which you almost certainly got just before you got the candles.
** If you puncture the boat, you can't get the large emerald.
emerald. You can repair it once with the gunk, if you have it, but if you puncture it again, unwinnable.
** If your lantern runs out before you reach the Coal Mines, the room full of gas will explode (as it's the only non-flame-based light source). If it runs out ''and'' the candles burn out ''and'' the thief steals the torch, you will lose due to having no other light sources.
sources to repel the grues.
** If you push the wrong button and fill up the maintenance room at the dam with water, you can't retrieve the wrench and screwdriver, thus preventing you from getting the treasure chest or diamond.
diamond. Oh bugger i should have saved...
** If you try to open force the jeweled egg, egg open, you will destroy it instead--with no way to restore it, it. Trying to just open the egg informs you you that "You have neither the tools nor the expertise." This is the hint for the true solution.
** If you kill the thief in his treasure room (to stop him from stealing your treasures), you can't [[spoiler:get him to open the jeweled egg for you. The hint above implied that someone else could open the egg,
and no warnings.the troll clearly doesn't have the tools, so it must be the thief.]], revealing another treasure.
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* Infocom's ''[[TaiyouNoShindenAstekaII Tombs & Treasure]]'' on the NES has exactly one instance of this. Walk into a cave from the Ball Court. Hey, that's a nice jewel on that pedestal, I think I'll take it...oh no, the door closed and I'm trapped! That's it, game over, better reset! (The game tells you this is pretty much those words.) You can get that jewel, but not right then.

to:

* Infocom's ''[[TaiyouNoShindenAstekaII Tombs & Treasure]]'' on the NES has exactly one instance of this. Walk into a cave from the Ball Court. Hey, that's a nice jewel on that pedestal, I think I'll take it...oh no, the door closed and I'm trapped! That's it, game over, better reset! (The game tells you this is in pretty much those words.) You can get that jewel, but not right then.
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* The ''[[TheSpellCastingSeries Spellcasting X01]]'' series of games was phenomenally restrictive about what you had to do and when you had to do it; if a day passed by without one tiny thing being taken care of, the game became unwinnable.

to:

* The ''[[TheSpellCastingSeries ''[[VideoGame/TheSpellCastingSeries Spellcasting X01]]'' series of games was phenomenally restrictive about what you had to do and when you had to do it; if a day passed by without one tiny thing being taken care of, the game became unwinnable.
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The Invisiclues hint is presumably from an older version, since the key didn\'t explode when I failed the copy protection. Please excuse the gratuitous plug. :)


* [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter8/TheStringRoom2/ Fail the copy protection]] in Infocom's ''VideoGame/{{Spellbreaker}}''. The game [[TheComputerIsALyingBastard lies to you]] and tells you that you passed it. Many hours later, at the very [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter15/TheSandRoom3/ end of the game]], a vital object will explode and kill you when you try to use it, with no warning as to why, what you did wrong, or when.

to:

* [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter8/TheStringRoom2/ Fail the copy protection]] in Infocom's ''VideoGame/{{Spellbreaker}}''. The game [[TheComputerIsALyingBastard lies to you]] and tells you that you passed it. Many hours later, at the very [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter15/TheSandRoom3/ [[http://talking-time.net/showpost.php?p=1186694&postcount=241 end of the game]], you will be killed while attempting to use a vital object will explode and kill you when you try to use it, object, with no warning as to why, what you did wrong, or when.
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** One more: When Prostetnic Vogon Jeltz has you strapped down and is reciting Vogon poetry to you, you have to ''enjoy'' the poetry before he completes the first verse, which makes him continue on to the second verse. You must hear that verse to get the password to open a display case containing a PlotCoupon which you may not need until hours later. And you can't use a guide for this, because not only does the case doesn't always ask for the same word, the second verse itself is usually randomized and changes with every game. And oh, said verb is one of those commands that is only relevant in this part of the game and nowhere else, and you're never hinted to use the verb at all.

to:

** One more: When Prostetnic Vogon Jeltz has you strapped down and is reciting Vogon poetry to you, you have to ''enjoy'' the poetry before he completes the first verse, which makes him continue on to the second verse. You must hear that verse to get the password to open a display case containing a PlotCoupon which you may not need until hours later. And you can't use a guide for this, because not only does the case doesn't not always ask for the same word, the second verse itself is usually randomized and changes with every game. And oh, said verb is one of those commands that is only relevant in this part of the game and nowhere else, and you're never hinted to use the verb at all.
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** Even if you have all ten tools and reach Marvin on time, there are two points at which the game can determine which tool is required: in a premonition of the future, or if you enter the niche without triggering the premonition first. There's no way (short of using an undocumented property of an unusual inventory item) to bring all ten tools into the niche, and he'll always pick one you don't have on you if you've failed to trigger the premonition. There isn't time to go get it and bring it back.

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With a hefty amount of adventure games under its belt, Creator/{{Infocom}} would naturally have some rather nasty ways to make your save into a useless file with no way to win. It almost makes one wonder why they didn't take Creator/{{Sierra}}'s infamous catchphrase, "Save early, save often, and don't overwrite saves."

to:

With a hefty amount of text adventure games under its belt, Creator/{{Infocom}} would naturally have some rather nasty ways to make your save into a useless file with no way to win. It almost makes one wonder why they didn't take Creator/{{Sierra}}'s infamous catchphrase, "Save early, save often, and don't overwrite saves."



* The text adventure ''VideoGame/TheHitchhikersGuideToTheGalaxy'' contained some deliberate, devilish cases of obscure things that needed to be done within a certain time frame. For instance, at the end of the game, Marvin will ask you for a specific tool to repair the ship with. The tool required is randomly selected from a pool of ten--except that if you are missing any one of those ten items, then the game will always choose that one. So, if you left the toothbrush in your bedroom at the beginning of the game, then you'll be forced to start over completely.
** If you miss your appointment with Marvin by failing to work out how to get into the niche in exactly twelve turns? Then you're stuck. If you're too early or too late he refuses to help you.
** Even more infamous -- if only because it's early enough in the game that more people see it before giving up -- is the notorious "Babel Fish Dispenser" puzzle, wherein the player must use a pile of junk mail picked up at his doorstep back on Earth. By then, the planet Earth has been blown up, forcing players who forgot the junk mail (which is likely -- if they take too long trying to pick things up, then they'll be flattened by a bulldozer) to restart their games for any chance of a satisfactory ending. What makes the puzzle even more ridiculous is that in order to obtain the Babel Fish, the mail must be used in a variety of ways, each way non-obvious until you dispense another fish, and the latest method of failure gives you a hint for a new necessary step -- but if you proceed step-by-step according to the hints, the dispenser will run out of fish at the last (otherwise successful) attempt. At least here you can reload and use what you've learned.
** Most infamous of all is the cheese sandwich puzzle, in which failing to feed a random stray dog early in the game while you're rushing urgently on a timer will cause the game to be Unwinnable much later. You get a second chance at that puzzle (you relive that portion of the game as Ford and can have him do it), but there's no clue to do it then, either.
** One more: When Prostetnic Vogon Jeltz has you strapped down and is reciting Vogon poetry to you, you have to ''enjoy'' the poetry before he completes the first verse, which makes him continue on to the second verse. You must hear that verse to get the password to open a display case containing a PlotCoupon which you may not need until hours later. And you can't use a guide for this, because not only does the case doesn't always ask for the same word, the second verse itself is usually randomized and changes with every game. And oh, said verb is one of those commands that is only relevant in this part of the game and nowhere else, and you're never hinted to use the verb at all.
** DouglasAdams once gleefully described the game as "user-mendacious".
** Leaked design notes for the unfinished ''Hitchhiker's Guide 2'' game suggest including a puzzle whose solution causes the game to become essentially Unwinnable (ignoring a one-in-a-million random chance). Only by ''not'' solving the puzzle and ''[[ViolationOfCommonSense losing the points]]'' could the player have won the game. This is just how the people at Infocom used to think.
* The ''[[TheSpellCastingSeries Spellcasting X01]]'' series of games was phenomenally restrictive about what you had to do and when you had to do it; if a day passed by without one tiny thing being taken care of, the game became unwinnable.

to:

'''Polite''' examples:
* The text adventure ''VideoGame/TheHitchhikersGuideToTheGalaxy'' contained some deliberate, devilish cases of obscure things that needed to Infocom's ''VideoGame/{{Suspended}}'' can be done within a certain time frame. For instance, at the end of the game, Marvin will ask you for a specific tool to repair the ship with. The tool required is randomly selected from a pool of ten--except that if you are missing any one of those ten items, then the game will always choose that one. So, if you left the toothbrush in your bedroom at the beginning of the game, then you'll be forced to start over completely.
** If you miss your appointment with Marvin by failing to work out how to get into the niche in exactly twelve turns? Then you're stuck. If you're too early or too late he refuses to help you.
** Even more infamous -- if only because it's early enough in the game that more people see it
made unwinnable before giving up -- is the notorious "Babel Fish Dispenser" puzzle, wherein the player must use a pile of junk mail picked up at his doorstep back on Earth. By then, the planet Earth has been blown up, forcing players who forgot the junk mail (which is likely -- if they take too long trying to pick things up, then they'll be flattened by a bulldozer) to restart their games for any chance of a satisfactory ending. What makes the puzzle even more ridiculous is first normal command (not counting system commands like save/restore). Setting "Impossible" difficulty does just that in order to obtain -- now the Babel Fish, the mail must be used player's Sun is due to go nova in a variety of ways, each way non-obvious until you dispense another fish, and the latest method of failure gives you a hint for a new necessary step -- but if you proceed step-by-step according to the hints, the dispenser will run out of fish at the last (otherwise successful) attempt. At least here you can reload and use what you've learned.
** Most infamous of all is the cheese sandwich puzzle, in which failing to feed a random stray dog early in the game while you're rushing urgently on a timer will cause the game to be Unwinnable much later. You get a second chance at that puzzle (you relive that portion of the game as Ford and can have him do it), but
few minutes, so there's no clue not much point trying to do it then, either.
** One more: When Prostetnic Vogon Jeltz has you strapped down and is reciting Vogon poetry to you, you have to ''enjoy''
find the poetry before he completes right-length wire to fix the first verse, which makes him continue on to complex's systems, is there? Infocom was the second verse. You must hear that verse to get best.

'''Tough''' examples:
* In ''VideoGame/{{Planetfall}}'', [[spoiler:entering
the password to open a display case containing a PlotCoupon which you may not need until hours later. And you can't use a guide for this, because not only does the case doesn't always ask for the same word, the second verse itself is usually randomized and changes with every game. And oh, said verb is one of those commands that is only relevant in this part of rad labs]] turns the game and nowhere else, and you're never hinted to use the verb at all.
** DouglasAdams once gleefully described
unwinnable. That's fair, since the game as "user-mendacious".
** Leaked design notes for the unfinished ''Hitchhiker's Guide 2'' game suggest including a puzzle whose solution causes the game
explicitly tells you not to become essentially Unwinnable (ignoring a one-in-a-million random chance). Only do so. But it also taunts you by ''not'' solving the puzzle and ''[[ViolationOfCommonSense losing the points]]'' having important-looking items in there. These items could be useful, but you won't live long enough to use them.
** Slightly worse: keeping a magnet close to any of your cards longer than absolutely necessary will blank
the player have won the game. This is just how the people at Infocom used to think.
* The ''[[TheSpellCastingSeries Spellcasting X01]]'' series of games was phenomenally restrictive about what you had to do and when you had to do it; if a day passed by
cards without one tiny thing being taken care of, the game became unwinnable.warning.

'''Nasty''' examples:



* Infocom's ''[[TaiyouNoShindenAstekaII Tombs & Treasure]]'' on the NES has exactly one instance of this. Walk into a cave from the Ball Court. Hey, that's a nice jewel on that pedestal, I think I'll take it...oh no, the door closed and I'm trapped! That's it, game over, better reset! (The game tells you this is pretty much those words.) You can get that jewel, but not right then.
* In ''VideoGame/{{Enchanter}}'', the Kulcad scroll can only be used once. It cancels magic. Since every puzzle you encounter is basically a magical trap, the spell allows you to "cheat" your way past any one puzzle in the game. Except that at the endgame you need the Kulcad spell to win. There is a slight warning when you do use it at the wrong time at least--the next time you sleep, you'll have a nightmare in which you realize you destroyed a vital object.

'''Cruel''' examples:
* The text adventure ''VideoGame/TheHitchhikersGuideToTheGalaxy'' contained some deliberate, devilish cases of obscure things that needed to be done within a certain time frame. They're so devilish that Creator/DouglasAdams once gleefully described the game as "user-mendacious". For instance, at the end of the game, Marvin will ask you for a specific tool to repair the ship with. The tool required is randomly selected from a pool of ten--except that if you are missing any one of those ten items, then the game will always choose that one. So, if you left the toothbrush in your bedroom at the beginning of the game, then you'll be forced to start over completely.
** If you miss your appointment with Marvin by failing to work out how to get into the niche in exactly twelve turns? Then you're stuck. If you're too early or too late, he refuses to help you.
** Even more infamous -- if only because it's early enough in the game that more people see it before giving up -- is the notorious "Babel Fish Dispenser" puzzle, wherein the player must use a pile of junk mail picked up at his doorstep back on Earth. By then, the planet Earth has been blown up, forcing players who forgot the junk mail (which is likely -- if they take too long trying to pick things up, then they'll be flattened by a bulldozer) to restart their games for any chance of a satisfactory ending. What makes the puzzle even more ridiculous is that in order to obtain the Babel Fish, the mail must be used in a variety of ways, each way non-obvious until you dispense another fish, and the latest method of failure gives you a hint for a new necessary step -- but if you proceed step-by-step according to the hints, the dispenser will run out of fish at the last (otherwise successful) attempt. At least here you can reload and use what you've learned.
** Most infamous of all is the cheese sandwich puzzle, in which failing to feed a random stray dog early in the game while you're rushing urgently on a timer will cause the game to be Unwinnable much later. You get a second chance at that puzzle (you relive that portion of the game as Ford and can have him do it), but there's no clue to do it then, either.
** One more: When Prostetnic Vogon Jeltz has you strapped down and is reciting Vogon poetry to you, you have to ''enjoy'' the poetry before he completes the first verse, which makes him continue on to the second verse. You must hear that verse to get the password to open a display case containing a PlotCoupon which you may not need until hours later. And you can't use a guide for this, because not only does the case doesn't always ask for the same word, the second verse itself is usually randomized and changes with every game. And oh, said verb is one of those commands that is only relevant in this part of the game and nowhere else, and you're never hinted to use the verb at all.
** Leaked design notes for the unfinished ''Hitchhiker's Guide 2'' game suggested including a puzzle whose solution causes the game to become essentially Unwinnable (ignoring a one-in-a-million random chance). Only by ''not'' solving the puzzle and ''[[ViolationOfCommonSense losing the points]]'' could the player have won the game. This is just how the people at Infocom used to think.
* The ''[[TheSpellCastingSeries Spellcasting X01]]'' series of games was phenomenally restrictive about what you had to do and when you had to do it; if a day passed by without one tiny thing being taken care of, the game became unwinnable.



** In the ''veeery'' first area in the game, there is a bonding plant. You need to take the bonding plant and keep it alive throughout the entire game. If you hold onto a dead bonding plant, then [[spoiler:you can't get into the comedy club,]] which makes the game unwinnable. It's RIDICULOUSLY easy to kill the bonding plant.
*** There's a [[GuideDangIt way around this]]: if you destroy the dead bonding plant, a new one will regrow in the Valley of the Vultures, and you can use [[spoiler:the whistle]] to get it.
* Earlier Zork games were no different. In Zork I, any number of actions could render the game unwinnable (by either destroying or preventing you from getting any of the treasures, all of which are necessary to win). The game stubbornly refuses to alert you to when you've put it in an unwinnable state and many are very difficult to predict. Some highlights:

to:

** In the ''veeery'' ''very'' first area in the game, there is a bonding plant. You need to take the bonding plant and keep it alive throughout the entire game. If you hold onto a dead bonding plant, then [[spoiler:you can't get into the comedy club,]] which makes the game unwinnable. It's RIDICULOUSLY easy to kill the bonding plant.
*** There's
plant. Thankfully, there's a way around this, [[GuideDangIt way around this]]: but it's not very obvious]]: if you destroy the dead bonding plant, a new one will regrow in the Valley of the Vultures, and you can use [[spoiler:the whistle]] to get it.
* Earlier Zork games were no different. In Zork I, ''Zork I'', any number of actions could render the game unwinnable (by either destroying or preventing you from getting any of the treasures, all of which are necessary to win). The game stubbornly refuses to alert you to when you've put it in an unwinnable state and many are very difficult to predict. Some highlights:



* In ''VideoGame/{{Planetfall}}'', [[spoiler:entering the rad labs]] turns the game unwinnable. That's fair, since the game explicitly tells you not to do so. But it also taunts you by having important-looking items in there. These items could be useful, but you won't live long enough to use them.
** Slightly worse: keeping a magnet close to any of your cards longer than absolutely necessary will blank the cards without warning.
* In ''Stationfall'', the sequel to ''Planetfall,'' it feels like [[spoiler: the boots]] will scramble your card in a single turn.

to:

* In ''VideoGame/{{Planetfall}}'', [[spoiler:entering the rad labs]] turns the game unwinnable. That's fair, since the game explicitly tells you not to do so. But it also taunts you by having important-looking items in there. These items could be useful, but you won't live long enough to use them.
** Slightly worse: keeping a magnet close to any of your cards longer than absolutely necessary will blank the cards without warning.
* In ''Stationfall'', the sequel to ''Planetfall,'' ''Planetfall'', it feels like [[spoiler: the boots]] will scramble your card in a single turn.



* Infocom's ''VideoGame/{{Suspended}}'' can be made unwinnable before the first normal command (not counting system commands like save/restore). Setting "Impossible" difficulty does just that -- now the player's Sun is due to go nova in a few minutes, so there's not much point trying to find the right-length wire to fix the complex's systems, is there? Infocom was the best.
* Infocom's ''[[TaiyouNoShindenAstekaII Tombs & Treasure]]'' on the NES has exactly one instance of this. Walk into a cave from the Ball Court. Hey, that's a nice jewel on that pedestal, I think I'll take it...oh no, the door closed and I'm trapped! That's it, game over, better reset! (The game tells you this is pretty much those words). You can get that jewel, but not right then.
* In ''VideoGame/{{Enchanter}}'', the Kulcad scroll can only be used once. It cancels magic. Since every puzzle you encounter is basically a magical trap, the spell allows you to "cheat" your way past any one puzzle in the game. Doing this gives you no warning that you've done anything wrong -- until you get to the endgame and lack the spell you need to win.
** There is a slight warning afterwards--the next time you sleep, you'll have a nightmare in which you realize you destroyed a vital object.

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With a hefty amount of adventure games under its belt, Creator/{{Infocom}} would naturally have some rather nasty ways to make your save into a useless file with no way to win. It almost makes one wonder why they didn't take Creator/{{Sierra}}'s infamous catchphrase, "Save early, save often."

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With a hefty amount of adventure games under its belt, Creator/{{Infocom}} would naturally have some rather nasty ways to make your save into a useless file with no way to win. It almost makes one wonder why they didn't take Creator/{{Sierra}}'s infamous catchphrase, "Save early, save often."often, and don't overwrite saves."

Zarf's[[note]]Andrew Plotkin's[[/note]] Cruelty Scale of InteractiveFiction, as lifted (and revised) from [[http://www.ifwiki.org/index.php/Cruelty_scale here]], [[http://groups.google.com/group/rec.games.int-fiction/msg/6c8a75c2b939d9c5 here]] and [[http://groups.google.com/group/rec.games.int-fiction/msg/2cbdc8bc538762f5 here]], divides video game types as follows:

* '''Merciful''': You only ever need one save file, and use that only if you want to turn the computer off and go to sleep. You never need to restore to an earlier game, because there's no way it ever becomes unwinnable.
** Say that there is a large button on the wall, with a sign above it that says 'Inorganic Vaporizer Ray'. When you try to push it, the game won't let you. Instead it says something like 'You'd better not. You'd lose that nifty pocket screwdriver'.
* '''Polite''': You only need one save game, but if you do something fatally wrong, you won't be given a chance to overwrite it.
** There is a large button on the wall, with a sign above it that says 'Inorganic Vaporizer Ray'. When you push it, all your stuff gets vaporized, [[PressXToDie including your pacemaker, and you promptly suffer cardiac arrest]]. The game then [[HaveANiceDeath mocks you]] for being stupid enough to press it.
* '''Tough''': There are things you can do which you'll have to save before doing. But you'll think "Ah, I'd better save before I do this."
** There is a large button on the wall, with a sign above it that says 'Inorganic Vaporizer Ray'. When you push it, all your stuff gets vaporized, and you can't finish the game.
* '''Nasty''': There are things you can do which you'll have to save before doing. After you do one, you'll think "[[TrialAndErrorGameplay Oh, bugger, I should have saved before I did that.]]"
** The same as Tough, only there's no sign. You will only find out what the button does upon pressing it and noticing that your inventory is now gone.
* '''Cruel''': There is no immediate indication that your game has become unwinnable. You think "I should have kept the save I overwrote three hours ago. Now I'll have to start over."
** The same as Nasty, only you just hear a humming noise when you push the button, and there are two buttons beside it that do other, plot-important things. Then, a while later, you need to solve a puzzle and check your inventory... "Hey, where's all my stuff?"
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With a hefty amount of adventure games under its belt, Creator/{{Infocom}} would naturally have some rather nasty ways to make your save into a useless file with no way to win. It almost makes one wonder why they didn't take Creator/{{Sierra}}'s infamous catchphrase, "Save early, save often."
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* The text adventure ''VideoGame/TheHitchhikersGuideToTheGalaxy'' contained some deliberate, devilish cases of obscure things that needed to be done within a certain time frame. For instance, at the end of the game, Marvin will ask you for a specific tool to repair the ship with. The tool required is randomly selected from a pool of ten--except that if you are missing any one of those ten items, then the game will always choose that one. So, if you left the toothbrush in your bedroom at the beginning of the game, then you'll be forced to start over completely.
** If you miss your appointment with Marvin by failing to work out how to get into the niche in exactly twelve turns? Then you're stuck. If you're too early or too late he refuses to help you.
** Even more infamous -- if only because it's early enough in the game that more people see it before giving up -- is the notorious "Babel Fish Dispenser" puzzle, wherein the player must use a pile of junk mail picked up at his doorstep back on Earth. By then, the planet Earth has been blown up, forcing players who forgot the junk mail (which is likely -- if they take too long trying to pick things up, then they'll be flattened by a bulldozer) to restart their games for any chance of a satisfactory ending. What makes the puzzle even more ridiculous is that in order to obtain the Babel Fish, the mail must be used in a variety of ways, each way non-obvious until you dispense another fish, and the latest method of failure gives you a hint for a new necessary step -- but if you proceed step-by-step according to the hints, the dispenser will run out of fish at the last (otherwise successful) attempt. At least here you can reload and use what you've learned.
** Most infamous of all is the cheese sandwich puzzle, in which failing to feed a random stray dog early in the game while you're rushing urgently on a timer will cause the game to be Unwinnable much later. You get a second chance at that puzzle (you relive that portion of the game as Ford and can have him do it), but there's no clue to do it then, either.
** One more: When Prostetnic Vogon Jeltz has you strapped down and is reciting Vogon poetry to you, you have to ''enjoy'' the poetry before he completes the first verse, which makes him continue on to the second verse. You must hear that verse to get the password to open a display case containing a PlotCoupon which you may not need until hours later. And you can't use a guide for this, because not only does the case doesn't always ask for the same word, the second verse itself is usually randomized and changes with every game. And oh, said verb is one of those commands that is only relevant in this part of the game and nowhere else, and you're never hinted to use the verb at all.
** DouglasAdams once gleefully described the game as "user-mendacious".
** Leaked design notes for the unfinished ''Hitchhiker's Guide 2'' game suggest including a puzzle whose solution causes the game to become essentially Unwinnable (ignoring a one-in-a-million random chance). Only by ''not'' solving the puzzle and ''[[ViolationOfCommonSense losing the points]]'' could the player have won the game. This is just how the people at Infocom used to think.
* The ''[[TheSpellCastingSeries Spellcasting X01]]'' series of games was phenomenally restrictive about what you had to do and when you had to do it; if a day passed by without one tiny thing being taken care of, the game became unwinnable.
* In ''[[VideoGame/{{Zork}} Zork Zero]]'', the player must cast a spell on an item and then has ''exactly'' 18 turns to use the item before it changes back. Once it is restored, the item cannot be transformed again.
* ''VideoGame/ReturnToZork'' can be made unwinnable in ''so'' many ways:
** Place the rats into the box with the mice.
** Give the token to the ferryman on the way to Canuk's island (unless you are carrying [[spoiler:the whistle]]).
** [[spoiler:Turn Canuk back into a duck]] before you've gotten the disc piece from the bottle.
** Feed the rotten meat to the vultures without drugging it first.
** Get in trouble with the Guardian and lose your items. Even if you avoid losing items by dropping them first, you can still render the game unwinnable if you kill or anger a character who still serves some purpose. This can be achieved in the following ways (to name a few):
*** Harming any character with your knife or sword.
*** Taking the bra box from in front of Pugney's Ranch ''before'' he tells you that you can "take that ludicrous box out there too."
** Lose important items by chucking them in the incinerator, although that ought to be an obvious don't [[spoiler:(except for the one item you DO need to chuck in there!)]].
** In the ''veeery'' first area in the game, there is a bonding plant. You need to take the bonding plant and keep it alive throughout the entire game. If you hold onto a dead bonding plant, then [[spoiler:you can't get into the comedy club,]] which makes the game unwinnable. It's RIDICULOUSLY easy to kill the bonding plant.
*** There's a [[GuideDangIt way around this]]: if you destroy the dead bonding plant, a new one will regrow in the Valley of the Vultures, and you can use [[spoiler:the whistle]] to get it.
* Earlier Zork games were no different. In Zork I, any number of actions could render the game unwinnable (by either destroying or preventing you from getting any of the treasures, all of which are necessary to win). The game stubbornly refuses to alert you to when you've put it in an unwinnable state and many are very difficult to predict. Some highlights:
** If you eat the garlic in the first room of the white house, one of the very earliest locations, you can't [[spoiler:scare off the bat outside the Coal Mine that will instantly grab you and take you to a random location nearby]], thus forever preventing you from retrieving the jade statue.
** If you kill the thief, you can't [[spoiler:get him to open the jeweled egg for you]], revealing another treasure.
** If you fail in the exorcism twice, you can't try again--or if you let the candles burn out, you're out of luck.
** If you puncture the boat, you can't get the large emerald.
** If your lantern runs out before you reach the Coal Mines, the room full of gas will explode (as it's the only non-flame-based light source). If it runs out ''and'' the candles burn out ''and'' the thief steals the torch, you will lose due to having no other light sources.
** If you push the wrong button and fill up the maintenance room at the dam with water, you can't retrieve the wrench and screwdriver, thus preventing you from getting the treasure chest or diamond.
** If you try to open the jeweled egg, you will destroy it instead--with no way to restore it, and no warnings.
* In ''VideoGame/{{Planetfall}}'', [[spoiler:entering the rad labs]] turns the game unwinnable. That's fair, since the game explicitly tells you not to do so. But it also taunts you by having important-looking items in there. These items could be useful, but you won't live long enough to use them.
** Slightly worse: keeping a magnet close to any of your cards longer than absolutely necessary will blank the cards without warning.
* In ''Stationfall'', the sequel to ''Planetfall,'' it feels like [[spoiler: the boots]] will scramble your card in a single turn.
** [[spoiler: Putting the explosive in the thermos]] doesn't stop that item from evaporating; it merely slows it down by a factor of four while silencing the messages you would otherwise get about it. This is no fun if you decide to stash your safecracker tools in one location one by one as you get them; when you've got them all some hundred turns later, you'll find out that one thing has silently evaporated on you.
* Infocom's ''VideoGame/{{Suspended}}'' can be made unwinnable before the first normal command (not counting system commands like save/restore). Setting "Impossible" difficulty does just that -- now the player's Sun is due to go nova in a few minutes, so there's not much point trying to find the right-length wire to fix the complex's systems, is there? Infocom was the best.
* Infocom's ''[[TaiyouNoShindenAstekaII Tombs & Treasure]]'' on the NES has exactly one instance of this. Walk into a cave from the Ball Court. Hey, that's a nice jewel on that pedestal, I think I'll take it...oh no, the door closed and I'm trapped! That's it, game over, better reset! (The game tells you this is pretty much those words). You can get that jewel, but not right then.
* In ''VideoGame/{{Enchanter}}'', the Kulcad scroll can only be used once. It cancels magic. Since every puzzle you encounter is basically a magical trap, the spell allows you to "cheat" your way past any one puzzle in the game. Doing this gives you no warning that you've done anything wrong -- until you get to the endgame and lack the spell you need to win.
** There is a slight warning afterwards--the next time you sleep, you'll have a nightmare in which you realize you destroyed a vital object.
* In ''VideoGame/{{Sorcerer}}'', there's a puzzle in a coal mine at the very end of the game. You can only breathe for two turns unless you have an obviate-breathing potion. But the only way to get that is to send in a matchbook at the beginning of the game, before the mailman leaves for the first time. If you don't, you can get through the rest of the game--but you always die in the coal mine, because you can't hold your breath long enough to solve the puzzle.
* [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter8/TheStringRoom2/ Fail the copy protection]] in Infocom's ''VideoGame/{{Spellbreaker}}''. The game [[TheComputerIsALyingBastard lies to you]] and tells you that you passed it. Many hours later, at the very [[http://www.csd.uwo.ca/Infocom/Invisiclues/spellbreaker/chapter15/TheSandRoom3/ end of the game]], a vital object will explode and kill you when you try to use it, with no warning as to why, what you did wrong, or when.
** A similar example occurs in Lucasarts' ''Indiana Jones And The Last Crusade'' adventure game. If you fail the copy protection, then much later you'll lose the game.
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