History GuideDangIt / Action

4th Oct '17 12:15:45 PM AnotherGamer
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* While it's not required to complete the main story, the "Spiderspark" move from ''VideoGame/MetroidSamusReturns'', which entails latching onto a surface with the Spider Ball and then launching across the room with a Power Bomb, is never hinted at in any tutorial text. This can make OneHundredPercentCompletion tricky if you don't figure out how to do this so you can shoot past red spikes.

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* While it's not required to complete the main story, the "Spiderspark" move from ''VideoGame/MetroidSamusReturns'', which entails latching onto a surface with the Spider Ball and then launching across the room with setting off a Power Bomb, Bomb as a form of ExplosivePropulsion to get launched to the opposite direction, is never hinted at in any tutorial text. This can make OneHundredPercentCompletion tricky if you don't figure out how to do this so you can shoot past get through narrow corridors lined with red spikes.spikes that knock you back upon contact.
29th Sep '17 10:49:53 PM Abodos
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* While it's not required to complete the main story, the "Spiderspark" move from ''VideoGame/MetroidSamusReturns'', which entails latching onto a surface with the Spider Ball and then launching across the room with a Power Bomb, is never hinted at in any tutorial text. This can make OneHundredPercentCompletion tricky if you don't figure out how to do this so you can shoot past red spikes.
19th Jun '17 3:16:35 AM DeathToTVTropes
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* Some of the armour, gems, and locations of the elite enemies in ''VideoGame/TheLegendOfSpyro: Dawn Of The Dragon''. GRAHHH.
26th Apr '17 11:29:46 AM AnotherGamer
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** Also, there's the Spur. To get it, you have to hold on to the Polar Star (a weapon that's pretty much useless after the [[ShiftingSandLand Sand Zone]]) for most of the game. Then, when you get back to Mimiga Village [[spoiler: after the Doctor has abducted the rest of the Mimigas]], you fly up to the first cave and take it back to the gunsmith you stole it from. To some people, it's self-evident that returning something you stole is a good idea. There is one hint for it, though: If you go back to the cave after swapping the Polar Star for another weapon, the Gunsmith says someone stole it, and it "wasn't even complete yet".

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** Also, there's the Spur. To get it, you have to hold on to the Polar Star (a weapon that's pretty much useless after the [[ShiftingSandLand Sand Zone]]) for most of the game.game instead of trading it for several superior and easily found replacements. Then, when you get back to Mimiga Village [[spoiler: after the Doctor has abducted the rest of the Mimigas]], you fly up to the first cave and take it back to the gunsmith you stole it from. To some people, it's self-evident that returning something you stole is a good idea. There is one hint for it, though: If you go back to the cave after swapping the Polar Star for another weapon, the Gunsmith says someone stole it, and it "wasn't even complete yet".
26th Apr '17 11:26:27 AM AnotherGamer
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** ''VideoGame/CastlevaniaOrderOfEcclesia'' locks you into the bad ending, in which [[spoiler: your TreacherousAdvisor sacrifices your soul to revive Dracula]], if you defeat the ClimaxBoss at the Mystery Manor without first saving all the villagers. The implications that you need to do this in the game itself are faint at best, and two of them are hidden behind breakable walls (the only way to know where these are ahead of time is using an extremely rare item you won't have at this point anyway) and another requires you to backtrack to an area you already cleared after getting the MacGuffin that lets you DoubleJump.
** What monster would a player expect Merman Meat to drop from? It's not a merman.

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** ''VideoGame/CastlevaniaOrderOfEcclesia'' locks you into the bad ending, in which [[spoiler: your TreacherousAdvisor sacrifices your soul to revive Dracula]], if you defeat the ClimaxBoss at the Mystery Manor without first saving all the villagers. The implications that you need to do this in the game itself are faint at best, and two Two of them are hidden behind breakable walls (the only way to know where these are ahead of time is using an extremely rare item you won't have at this point anyway) and another requires you to backtrack to an area you already cleared after getting the MacGuffin that lets you DoubleJump.
DoubleJump. Thankfully the game shows you which villages you haven't saved yet after the bad ending, but a single 3 second shot of their rooms isn't very helpful if you don't remember which locations match the room designs shown.
** What monster would a player expect Merman Meat to drop from? It's not a merman. merman, it's actually a mermaid enemy found deeper underwater.
3rd Apr '17 1:48:40 AM jormis29
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* The [[FollowTheLeader heavily Castlevania-inspired]] ''8 Eyes'' had several major sticking points when it came out:

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* The [[FollowTheLeader heavily Castlevania-inspired]] ''8 Eyes'' ''VideoGame/EightEyes'' had several major sticking points when it came out:
21st Feb '17 5:19:44 AM crazyrabbits
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* The ''Franchise/MetalGear'' series is usually very good at averting these - even the more obscure puzzles can be answered by your support team in-game if you can't figure them out. However, have fun trying to assemble a full team of special characters on ''VideoGame/MetalGearSolidPortableOps''. They range from OneGameForThePriceOfTwo bonuses (beat the game with ''VideoGame/MetalGearAcid'', ''AC!D[[superscript:2]]'' or ''Metal Gear Solid Digital Graphic Novel'' on your memory card to automatically pick up Zero and have a chance at picking up Teliko and Venus) to SelfImposedChallenge rewards (beat the game very quickly, get high medical stat and max out technical stat/beat the BossRush minigame to pick up Cunningham, Ursula/Elisa and Gene) to obscenely obscure rescue tasks which require going to totally unrelated areas at times you are usually not given an indication for. Raikov is the easiest, but he does necessitate dumping a spy unit in an area which has no plot importance at a time when you have other things to concentrate on, and to add insult to injury, in order to get him, you have to partake in the mission ''immediately'' after getting the spy report or else [[PermanentlyMissableContent the mission is labelled as a failure with no chance of ever attempting it before you even attempt the mission]]. Para-Medic requires you to return to the radio mast after completing the malaria sidequest, and then to complete all your spy jobs (even ones begging for you to collect useless items!) until she appears in the hospital. Sigint is a little easier, but requires you to have picked up Para-Medic, and you have to avoid the enemy or else the resulting alert will cause him to take evasive maneuvers. Sokolov requires an insane fetch-quest: For starters, around the same time you unlock the Raikov recruiting mission, you get a spy message requesting that you investigate Metal Gear parts, which ends with a phone call from Ghost. Fortunately, unlike the Raikov mission, there is no deadline, so you can accomplish this after the Raikov mission. Afterwards, after beating Cunningham, you need to interrogate some soldiers at the silo entrance, and then interrogate some soldiers at the power substation, and finally backtrack to the silo entrance. Finally, you get a spy report that mentions someone locked in the computer room and you get Sokolov. Absolute queen of the pile, though, is EVA. To pick her up, you need to interrogate random enemies, ''open an unmarked locker'' in a completely unrelated area which has a number written inside, refrain from capturing certain enemies which it is beneficial to capture, contact her, clear out the airport, wait an in-game week, go to the cell in the basement area of the Western Wilderness, and then she'll join you. You need her to recruit Ocelot, and, to add insult to injury, she's not an especially good character in terms of stats.
** Similarly, the guide for ''MPO'' does mention that there are attack dogs at the Hospital Claymore Mission. What it ''doesn't'' tell you is that those dogs only appear during Extreme mode.
** An inversion also occurs in the same game: The strategy guide details a spy mission regarding the Maintenance crew members where you need to recruit some and interrogate an officer. The problem is, such a mission isn't even found in the game.
** ''VideoGame/MetalGearSolidPeaceWalker'' has dozens of hidden weapons and unlockable levels with no mention in game as to how to find them. This includes its own final boss fight, and many of these were also neglected to be mentioned in the manual.
*** Just to give you an idea, unlocking the final boss requires you to complete at least the bare minimum for your HumongousMecha, which can only be acquired from parts that RandomlyDrops from boss fights; go through six separate missions to locate an escaped prisoner ([[spoiler: Zadornov]]) with each only being activated after completing a few Extra Ops missions. Then the spoiler-tagged prisoner escapes a ''seventh'' time, but because he [[spoiler: figured out a way to remove his tracking device]] he doesn't have a dedicated mission; the game expects you to ''go to the target practice area'' and collect him from there. Furthermore, the prisoner won't even show up in said area unless you're playing as Snake, despite the other search missions allowing you to play as other recruits, and the player at this point has probably grown accustomed to using a particular recruit with superior stats.
** The NES version of ''[[VideoGame/MetalGear1 Metal Gear]]'' turns the Basement floor shared by Buildings No. 1 and No. 2 into a separate building with two entrances, both preceded by a [[TheMaze maze area]]. The correct path in both mazes is "west, west, north, west", but none of your radio contacts or any of the prisoners you'll save will ever tell you this. At the time the game came out, there was no internet, so anyone who wanted to look up the solution would have to search for it in a video game magazine (such as Magazine/NintendoPower) and find out which issue featured the correct path.
** ''VideoGame/MetalGear2SolidSnake'' for the MSX requires the player to either know Morse code or use the manual on two occasions to input frequency numbers required to proceed with the game. Also, the first time Campbell changes his frequency, he tells you to look at the back of the game's packaging. Unfortunately, Konami forgot to put this frequency in some versions of ''Metal Gear Solid 3: Subsistence''.
** The original ''VideoGame/MetalGear'' has many rooms hidden behind unhinted breakable walls. The only way to find these is to punch the wall until you find a spot that sounds different.
** ''VideoGame/MetalGearRisingRevengeance'' doesn't really have much of these when it comes to normal gameplay, but getting some of the Data Storages and making one of the enemies with a collectable left arm to spawn are pretty obscure: one of the former requires you to stay on a damaged elevator as long as possible since the last enemy you kill drops it and it's basically impossible to avoid dying after you get it, while the latter requires you to accomplish 2 out of 3 current objectives without getting detected when stealth is strictly optional everywhere else.[[note]]It hurts a bit deeper if you screw up and kill the enemy with the data arm without cutting it of. Or damaging the arm itself.[[/note]]
22nd Dec '16 4:49:55 AM Gosicrystal
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** A notorious example would be the Blue Ghosts and Gold Mice. They drop a large amount of treasure when captured, so you need them for higher ranks at the end. But after becoming {{Permanently Missable|Content}}, they can be refound during the Blackout near the end of the game. Problem: The game only tells you to capture the ghost Uncle Grimmly and turn on the switch in the Breaker Room, so there's no indication they appear. Problem 2: About half ONLY appear during the blackout. When it's over, those are [[PermanentlyMissableContent lost forever]]. Problem 3: Luigi is being chased by an infinite hoarde of bloodthirsty ghosts during the blackout, hence exploring the far off rooms many of these ghosts are found in is near suicidal.

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** A notorious example would be the Blue Ghosts and Gold Mice. They drop a large amount of treasure when captured, so you need them for higher ranks at the end. But after becoming {{Permanently Missable|Content}}, being [[PermanentlyMissableContent lost forever]], they can be refound during the Blackout near the end of the game. Problem: The game only tells you to capture the ghost Uncle Grimmly and turn on the switch in the Breaker Room, so there's no indication they appear. Problem 2: About half ONLY appear during the blackout. When it's over, those are [[PermanentlyMissableContent lost forever]]. Problem 3: Luigi is being chased by an infinite hoarde of bloodthirsty ghosts during the blackout, hence exploring the far off rooms many of these ghosts are found in is near suicidal.
22nd Dec '16 4:47:50 AM Gosicrystal
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** To get the InfinityPlusOneSword, you need to pick up three statuettes which can each be found in different chapters -- [[LostForever no going back]] once the chapter is over -- and are hard to find. In at least one case you can end the chapter by accident before visiting the statuette room, and never know you missed anything until hours later when you find that you can't locate the third statuette and resort to checking Website/GameFAQs.

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** To get the InfinityPlusOneSword, you need to pick up three statuettes which can each be found in different chapters -- [[LostForever [[PermanentlyMissableContent no going back]] once the chapter is over -- and are hard to find. In at least one case you can end the chapter by accident before visiting the statuette room, and never know you missed anything until hours later when you find that you can't locate the third statuette and resort to checking Website/GameFAQs.



* The ''Franchise/MetalGear'' series is usually very good at averting these - even the more obscure puzzles can be answered by your support team in-game if you can't figure them out. However, have fun trying to assemble a full team of special characters on ''VideoGame/MetalGearSolidPortableOps''. They range from OneGameForThePriceOfTwo bonuses (beat the game with ''VideoGame/MetalGearAcid'', ''AC!D[[superscript:2]]'' or ''Metal Gear Solid Digital Graphic Novel'' on your memory card to automatically pick up Zero and have a chance at picking up Teliko and Venus) to SelfImposedChallenge rewards (beat the game very quickly, get high medical stat and max out technical stat/beat the BossRush minigame to pick up Cunningham, Ursula/Elisa and Gene) to obscenely obscure rescue tasks which require going to totally unrelated areas at times you are usually not given an indication for. Raikov is the easiest, but he does necessitate dumping a spy unit in an area which has no plot importance at a time when you have other things to concentrate on, and to add insult to injury, in order to get him, you have to partake in the mission ''immediately'' after getting the spy report or else [[LostForever the mission is labelled as a failure with no chance of ever attempting it before you even attempt the mission]]. Para-Medic requires you to return to the radio mast after completing the malaria sidequest, and then to complete all your spy jobs (even ones begging for you to collect useless items!) until she appears in the hospital. Sigint is a little easier, but requires you to have picked up Para-Medic, and you have to avoid the enemy or else the resulting alert will cause him to take evasive maneuvers. Sokolov requires an insane fetch-quest: For starters, around the same time you unlock the Raikov recruiting mission, you get a spy message requesting that you investigate Metal Gear parts, which ends with a phone call from Ghost. Fortunately, unlike the Raikov mission, there is no deadline, so you can accomplish this after the Raikov mission. Afterwards, after beating Cunningham, you need to interrogate some soldiers at the silo entrance, and then interrogate some soldiers at the power substation, and finally backtrack to the silo entrance. Finally, you get a spy report that mentions someone locked in the computer room and you get Sokolov. Absolute queen of the pile, though, is EVA. To pick her up, you need to interrogate random enemies, ''open an unmarked locker'' in a completely unrelated area which has a number written inside, refrain from capturing certain enemies which it is beneficial to capture, contact her, clear out the airport, wait an in-game week, go to the cell in the basement area of the Western Wilderness, and then she'll join you. You need her to recruit Ocelot, and, to add insult to injury, she's not an especially good character in terms of stats.

to:

* The ''Franchise/MetalGear'' series is usually very good at averting these - even the more obscure puzzles can be answered by your support team in-game if you can't figure them out. However, have fun trying to assemble a full team of special characters on ''VideoGame/MetalGearSolidPortableOps''. They range from OneGameForThePriceOfTwo bonuses (beat the game with ''VideoGame/MetalGearAcid'', ''AC!D[[superscript:2]]'' or ''Metal Gear Solid Digital Graphic Novel'' on your memory card to automatically pick up Zero and have a chance at picking up Teliko and Venus) to SelfImposedChallenge rewards (beat the game very quickly, get high medical stat and max out technical stat/beat the BossRush minigame to pick up Cunningham, Ursula/Elisa and Gene) to obscenely obscure rescue tasks which require going to totally unrelated areas at times you are usually not given an indication for. Raikov is the easiest, but he does necessitate dumping a spy unit in an area which has no plot importance at a time when you have other things to concentrate on, and to add insult to injury, in order to get him, you have to partake in the mission ''immediately'' after getting the spy report or else [[LostForever [[PermanentlyMissableContent the mission is labelled as a failure with no chance of ever attempting it before you even attempt the mission]]. Para-Medic requires you to return to the radio mast after completing the malaria sidequest, and then to complete all your spy jobs (even ones begging for you to collect useless items!) until she appears in the hospital. Sigint is a little easier, but requires you to have picked up Para-Medic, and you have to avoid the enemy or else the resulting alert will cause him to take evasive maneuvers. Sokolov requires an insane fetch-quest: For starters, around the same time you unlock the Raikov recruiting mission, you get a spy message requesting that you investigate Metal Gear parts, which ends with a phone call from Ghost. Fortunately, unlike the Raikov mission, there is no deadline, so you can accomplish this after the Raikov mission. Afterwards, after beating Cunningham, you need to interrogate some soldiers at the silo entrance, and then interrogate some soldiers at the power substation, and finally backtrack to the silo entrance. Finally, you get a spy report that mentions someone locked in the computer room and you get Sokolov. Absolute queen of the pile, though, is EVA. To pick her up, you need to interrogate random enemies, ''open an unmarked locker'' in a completely unrelated area which has a number written inside, refrain from capturing certain enemies which it is beneficial to capture, contact her, clear out the airport, wait an in-game week, go to the cell in the basement area of the Western Wilderness, and then she'll join you. You need her to recruit Ocelot, and, to add insult to injury, she's not an especially good character in terms of stats.



** A notorious example would be the Blue Ghosts and Gold Mice. They drop a large amount of treasure when captured, so you need them for higher ranks at the end. But after being LostForever, they can be refound during the Blackout near the end of the game. Problem: The game only tells you to capture the ghost Uncle Grimmly and turn on the switch in the Breaker Room, so there's no indication they appear. Problem 2: About half ONLY appear during the blackout. When it's over, those are LostForever. Problem 3: Luigi is being chased by an infinite hoarde of bloodthirsty ghosts during the blackout, hence exploring the far off rooms many of these ghosts are found in is near suicidal.

to:

** A notorious example would be the Blue Ghosts and Gold Mice. They drop a large amount of treasure when captured, so you need them for higher ranks at the end. But after being LostForever, becoming {{Permanently Missable|Content}}, they can be refound during the Blackout near the end of the game. Problem: The game only tells you to capture the ghost Uncle Grimmly and turn on the switch in the Breaker Room, so there's no indication they appear. Problem 2: About half ONLY appear during the blackout. When it's over, those are LostForever.[[PermanentlyMissableContent lost forever]]. Problem 3: Luigi is being chased by an infinite hoarde of bloodthirsty ghosts during the blackout, hence exploring the far off rooms many of these ghosts are found in is near suicidal.



* ''VideoGame/{{Okamiden}}'' is even worse with this, since several things needed for 100% completion can be LostForever. Of course, the game doesn't bother telling you which items are missable or where there's a PointOfNoReturn.

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* ''VideoGame/{{Okamiden}}'' is even worse with this, since several things needed for 100% completion can be LostForever.{{Permanently Missable|Content}}. Of course, the game doesn't bother telling you which items are missable or where there's a PointOfNoReturn.



** Similarly, in Lud's Gate, you must kill a certain guard before he sees you, otherwise one of the secrets will be LostForever. The High Security Compound has two switches that both open a secret room much earlier in the level; if you throw both switches, it permanently closes.

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** Similarly, in In Lud's Gate, you must kill a certain guard before he sees you, otherwise one of the secrets will be LostForever.[[PermanentlyMissableContent lost forever]]. The High Security Compound has two switches that both open a secret room much earlier in the level; if you throw both switches, it permanently closes.
10th Dec '16 5:03:49 PM Emreld3000
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** What monster would a player expect Merman Meat to drop from? It's not a merman.
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