7 Hours Left to Support a Troper-Created Project : Personal Space (discuss)

History GuideDangIt / Adventure

13th May '16 9:03:10 AM JamesAustin
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* Try playing ''any'' Sierra game of the text-parser era without a hintbook, much less get a perfect score. Or something this side of ''{{Conquests of the Longbow}}'' without a hintbook. Of course Sierra had its own 900 number for hints, so if you wanted you could get mysterious charges on your parents' phone bill and tell them it was all in the interest of completing more games.

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* Try playing ''any'' Sierra game of the text-parser era without a hintbook, much less get a perfect score. Or something this side of ''{{Conquests of the Longbow}}'' ''VideoGame/ConquestsOfTheLongbow'' without a hintbook. Of course Sierra had its own 900 number for hints, so if you wanted you could get mysterious charges on your parents' phone bill and tell them it was all in the interest of completing more games.



And after all that, you may want to read [[http://www.oldmanmurray.com/features/77.html this article]] and nod in agreement as you do so

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And after all that, you may want to read [[http://www.oldmanmurray.com/features/77.html this article]] and nod in agreement as you do so so ...
23rd Mar '16 8:10:39 AM ObsidianFire
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** Actually, if you are GenreSavvy you know you can trust Greenberg and should contact him, as you escaped the bad guys together at the end of chapter 1. And actually there are lots of hints that you should not trust your controller... but so subtle I would not have seen it without a walkthrough. And yes, you have no reason to distrust the woman who tells you not to contact Greenberg, but to be fair you have no reason to trust her either : you don't know her. As to why you are supposed to tail the guy you see drive off, it is because you have already linked him to the group (he was the one setting the date for the boat departure), and on the fishing boat, all the other members said that "the fourth member" will drive off at about 9 am. But you get stuck in unwinnable situation so many times that clearly is a design choice. Fortunately, you can backtrack to the last room you entered (good for instadeath), and if you have no save before the point of no return, you can at least restart the *chapter* instead of the whole game...

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** Actually, if you are GenreSavvy smart enough you know you can trust Greenberg and should contact him, as you escaped the bad guys together at the end of chapter 1. And actually there are lots of hints that you should not trust your controller... but so subtle I would not have seen it without a walkthrough. And yes, you have no reason to distrust the woman who tells you not to contact Greenberg, but to be fair you have no reason to trust her either : you don't know her. As to why you are supposed to tail the guy you see drive off, it is because you have already linked him to the group (he was the one setting the date for the boat departure), and on the fishing boat, all the other members said that "the fourth member" will drive off at about 9 am. But you get stuck in unwinnable situation so many times that clearly is a design choice. Fortunately, you can backtrack to the last room you entered (good for instadeath), and if you have no save before the point of no return, you can at least restart the *chapter* instead of the whole game...
26th Jan '16 11:17:24 AM GoldenKeyblade
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** Though this is arguably nowhere NEAR as horrible as one puzzle from Chapter 5. You need a parachute as part of an escape attempt in order to progress the plot, but one of the components needed is nowhere to be found. There is one path which seems to lead to a previously unexplored area, but there's a thorny hedge in the way. There are some goats nearby which might be able to eat the hedge, but you can't directly interact with them. What you need to do, [[SarcasmMode of course]], is [[spoiler: backtrack all the way to the orchard, get some apples, go to the house, make the apples into a fancy glass of cider, and finally '''pour said glass of cider on the hedge''' to make the goats eat it]]. Aside from the nonsensical solution ([[spoiler: do goats even like apple cider?]]), there's the fact that the previous time you had [[spoiler: a glass of something]], you gave it to someone in order to get them to talk to you; it's easy to assume the [[spoiler: cider]] would have a similar purpose.

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** Though this is arguably nowhere NEAR as horrible as one puzzle from Chapter 5. You need a parachute as part of an escape attempt in order to progress the plot, but one of the components needed is nowhere to be found. There is one path which seems to lead to a previously unexplored area, but there's a thorny hedge in the way. There are some goats nearby which might be able to eat the hedge, but you can't directly interact with them. What you need to do, [[SarcasmMode of course]], is [[spoiler: backtrack all the way to the orchard, get some apples, go to the house, make the apples into a fancy glass of cider, and finally '''pour said glass of cider on the hedge''' to make the goats eat it]]. Aside from the nonsensical solution ([[spoiler: do ([[spoiler:do goats even like apple cider?]]), there's the fact that the previous time you had [[spoiler: a glass of something]], you gave it to someone in order to get them to talk to you; it's easy to assume the [[spoiler: cider]] would have a similar purpose.
26th Jan '16 11:16:42 AM GoldenKeyblade
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** Though this is arguably nowhere NEAR as horrible as one puzzle from Chapter 5. You need a parachute as part of an escape attempt in order to progress the plot, but one of the components needed is nowhere to be found. There is one path which seems to lead to a previously unexplored area, but there's a thorny hedge in the way. There are some goats nearby which might be able to eat the hedge, but you can't directly interact with them. What you need to do, [[SarcasmMode of course]], is [[spoiler: backtrack all the way to the orchard, get some apples, go to the house, make the apples into a fancy glass of cider, and finally '''pour said glass of cider on the hedge''' to make the goats eat it]]. Aside from the nonsensical solution ([[spoiler: do goats even like apple cider?]]), there's the fact that the previous time you had [[spoiler: a glass of something]], you gave it to someone in order to get them to talk to you; it's easy to assume the [[spoiler: cider]] would have a similar purpose.
26th Jan '16 9:44:41 AM GoldenKeyblade
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*** That wasn't even the worst puzzle in the Selenetic Age; the puzzle to leave the Age is a ''massive'' labyrinth that must be navigated in a vehicle. Admittedly, the game does give you a hint about how to navigate it: when you arrive at an intersection, the console plays a noise which tells you which direction you're supposed to go next. The issue is that, while there is a way to figure out which sound connects to which direction, it's in another Age; and thanks to the open-world nature of the game, if you go to the Selenetic Age before the Mechanical Age, where the solution is located, you're royally screwed, since it's much harder to figure out the correct meaning- or even that there ''is'' necessarily meaning- from the Labyrinth puzzle. And to make things more complicated, if you go to the wrong intersection, which you almost certainly will, no sound will play at all!
7th Jan '16 5:59:05 PM nombretomado
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* In a parody of the Guide Dang It puzzles that infested the genre at the time (and, well, the series itself also), one of the puzzles in ''SpaceQuest 4'' required the player to find (in game) the "Space Quest 4 Hint Book" and look up the solution - that single solution being the only actually useful hint in the book. The rest either referenced outlandish events that weren't in the game, gave some smartass one liners or parodied hint books themselves. You can find a transcript of the book's contents [[http://spacequest.wikia.com/wiki/SQ4_Hintbook here]] (the genuine hint is the one about the timepod).

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* In a parody of the Guide Dang It puzzles that infested the genre at the time (and, well, the series itself also), one of the puzzles in ''SpaceQuest 4'' ''VideoGame/SpaceQuestIVRogerWilcoAndTheTimeRippers'' required the player to find (in game) the "Space Quest 4 Hint Book" and look up the solution - that single solution being the only actually useful hint in the book. The rest either referenced outlandish events that weren't in the game, gave some smartass one liners or parodied hint books themselves. You can find a transcript of the book's contents [[http://spacequest.wikia.com/wiki/SQ4_Hintbook here]] (the genuine hint is the one about the timepod).



** How about the hidden reactor in the junk pile in [[SpaceQuest part 3?]] Absolutely no hint is given that the thing is even there--for one thing, it's ''hidden behind the scenery''--but without it, the game comes to a dead stop. And this is one of the first puzzles that you have to solve in the entire game; you've barely started and you're already irredeemably stuck. That is, unless you either purchase a hint book or call the hint line (which conveniently charges per minute and, at the time, wasn't operational outside normal business hours anwyay).

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** How about the hidden reactor in the junk pile in [[SpaceQuest [[VideoGame/SpaceQuestThePiratesOfPestulon part 3?]] Absolutely no hint is given that the thing is even there--for one thing, it's ''hidden behind the scenery''--but without it, the game comes to a dead stop. And this is one of the first puzzles that you have to solve in the entire game; you've barely started and you're already irredeemably stuck. That is, unless you either purchase a hint book or call the hint line (which conveniently charges per minute and, at the time, wasn't operational outside normal business hours anwyay).
4th Jan '16 4:12:40 PM zaphod77
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** How about trying to deal with that bloody thief? Kill him early in the game? Too bad you were supposed to give him the jeweled egg to open it and uncover the true treasure inside? What? You didn't know you were supposed to give it to him? Neither did I 'till I read an online guide. Nevermind the fact that you need to kill him later and he's tough as nails in a straight-up fight unless you give him artifacts from the journey over and over again and try to cheapshot him.

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** How about trying to deal with that bloody thief? Kill him early in the game? Too bad you were supposed to give him the jeweled egg to open it and uncover the true treasure inside? What? You didn't know you were supposed to give it to him? Neither did I 'till I read an online guide. Nevermind the fact that you need to kill him later and he's tough as nails in a straight-up fight unless you give him artifacts from the journey over and over again and try to cheapshot him.him (though your odds of success are also better the more points you have when you engage him). There are only two clues to this. One is when you try to open the egg, it states that "You have neither the tools nor the expertise." This hints that someone else might have both, and who else would have the tools to open a locked item? The other clue is that the original adventure game, and some others that have been written since, required that you be robbed to win the game. But this is the first game that requires that you be robbed of a *specific* item to win.
4th Jan '16 9:54:21 AM zaphod77
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Note that in the early days of adventure gaming, one of the first things a player is told to do by other players is to "try everything", so to keep them challenging, the designers would often add in a few puzzles requiring solutions most people wouldn't think of trying, even with a hint or two dropped. In this case, the GuideDangIt was not created to sell strategy guides, but to simply make the game more challenging. Such things were usually considered a "clever puzzle" back then, even though the hint is only obvious in retrospect. And usually the game wouldn't actively try to lead you away from the solution. Usually...


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**** But in this case, you've skipped an area that has stuff required for the solution of the game, so you will get stuck without knowing the reason why.


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** In Zork II, who would ever guess that [[spoiler:you need to turn off your lamp, in a dark room, to beat the game? An action that normally gets you killed by a grue?]] Until reading the walkthrouh, most players are SURE they tried everything.
4th Jan '16 9:30:52 AM zaphod77
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** There's also the Loud Room, which [[InterfaceScrew screws with your commands]] by making the last word echo echo echo ... and ignoring it. You can leave the room, but you literally can't do anything else else else ... including seeing the room description again again again ... taking inventory inventory inventory ... and so on on on ... There are actually two solutions. One makes sense and involves [[spoiler:draining the nearby lake through the dam which is the source of the noise]]. Unfortunately, it takes a while and only works for a few turns at a time. The permanent solution is to [[spoiler:stand in the room and '''type "ECHO", which magically STOPS the echo''' (or at least makes it so you're no longer bothered by it)!]]

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** There's also the Loud Room, which [[InterfaceScrew screws with your commands]] by making the last word echo echo echo ...echo... echo... echo... and ignoring it. You can leave the room, but you literally can't do anything else else else ... else... else... else... including seeing the room description again again again ... again... again... again... taking inventory inventory inventory ... inventory... inventory... inventory... and so on on on ...on... on... on ... And to win the game, you need to take the platinum bar... bar... bar... There are actually two solutions. One makes sense and involves [[spoiler:draining the nearby lake through the dam which is dam, and then closing it again, stopping the source of the noise]]. Unfortunately, it takes a while and only works for a few turns at a time. The permanent solution is to [[spoiler:stand in the room and '''type "ECHO", which magically STOPS the echo''' (or at least makes it so you're no longer bothered by it)!]]echo'''!]]
31st Dec '15 1:50:30 AM Sammettik
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* No, by far the worst Guide Dang It is in ''[[SimonTheSorcerer Simon the Sorcerer 3D]]''. The game is full of moments like that, but the final puzzle is just unforgettable. You're in front of a huge computer, and you must put a CD there. The problem is that the computer has no button to open the CD space. So, what to do? Oh, easy: just stand in front of the computer with the CD on your hand, and then open the CD space of your [[NoFourthWall REAL-LIFE COMPUTER]], so that the in-game computer opens. No previous hints at any point.

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* No, by far the worst Guide Dang It is in ''[[SimonTheSorcerer Simon the Sorcerer 3D]]''. The game 3D]]'' is full of moments like that, this, but the final puzzle is just unforgettable. You're in front of a huge computer, and you must put a CD there. The problem is that the computer has no button to open the CD space. So, what to do? Oh, easy: just stand in front of the computer with the CD on your hand, and then open the CD space of your [[NoFourthWall REAL-LIFE COMPUTER]], so that the in-game computer opens. No previous hints at any point.



*** Actually the manual tells it, but there's no in-game explaination. Besides, considering that's the only time in the whole game where you can actually climb (except from another rock in the very first room, but it's pointless to climb there, so most people will finish the game without knowing they could climb there) they could even believe it was a dropped-out game resource.

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*** Actually the manual tells it, but there's no in-game explaination.explanation. Besides, considering that's the only time in the whole game where you can actually climb (except from another rock in the very first room, but it's pointless to climb there, so most people will finish the game without knowing they could climb there) they could even believe it was a dropped-out game resource.



** [[RuleOfFunny Hush puppies.]]



** The worst part is how the first part of the game, the prologue, is not only timed, but incredibly hard as well. (if anyone knows how to avoid the party, I'm Serperoth, feel free to contact me). Plus, with older/obscure games like that walkthroughs are rare, hard-to-access or both.
* Speaking of InteractiveFiction, anything and everything designed by Andy Phillips. For some of the puzzles, not only do you have to think in a very unconventional manner, but you also have to solve them in a very specific way. Even if you know what you're supposed to do, the game may appear like that's not going to work, fooling you into thinking that's not the solution - simply because you're not going about it the exact right way.

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** The worst part is how the first part of the game, the prologue, is not only timed, but incredibly hard as well. (if anyone knows how to avoid the party, I'm Serperoth, feel free to contact me). Plus, with older/obscure games like that that, walkthroughs are rare, hard-to-access or both.
* Speaking of InteractiveFiction, anything and everything designed by Andy Phillips. For some of the puzzles, not only do you have to think in a very unconventional manner, but you also have to solve them in a very specific way. Even if you know what you're supposed to do, the game may appear like that's not going to work, fooling you into thinking that's not the solution - simply because you're not going about it the exact right way.
both.



* ''VideoGame/TheGoonies II'' has most of the key items and goals like this.
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