History GuideDangIt / PuzzleGames

3rd Feb '16 11:34:31 AM GoldenKeyblade
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* ''VideoGame/TheWitness'' generally does a good job of giving you sufficient clues to the solution of any given puzzle, but there are definite exceptions. The puzzles in the jungle, for example, appear to have no visible cue, and that's because [[spoiler: they don't; they're the only puzzles in the game (with the exception of one in the Keep) that rely on an AUDIO cue, specifically the chirping of birds in the background]]. Far worse, however, are the [[spoiler: giant landscape puzzles]]; not only does the game never hint that they exist, but there are TONS of them and they require you to [[spoiler: trace symbols that appear only from certain perspectives, including paths on the ground, collections of flowers on the side of buildings, and in one case, an electric gate you have to line up WITH '''THE SUN''']].
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* ''VideoGame/TheWitness'' generally does a good job of giving you sufficient clues to the solution of any given puzzle, but there are definite exceptions. The puzzles in the jungle, for example, appear to have no visible cue, and that's because [[spoiler: they don't; they're the only puzzles in the game (with the exception of one in the Keep) Keep and the infamous Red Door puzzle) that rely on an AUDIO cue, specifically the chirping of birds in the background]]. Far worse, however, are the [[spoiler: giant landscape puzzles]]; not only does the game never hint that they exist, but there are TONS of them and they require you to [[spoiler: trace symbols that appear only from certain perspectives, including paths on the ground, collections of flowers on the side of buildings, and in one case, an electric gate you have to line up WITH '''THE SUN''']].
3rd Feb '16 11:33:43 AM GoldenKeyblade
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** The ''TabletopGame/SettlersOfCatan'' knockoff you can find lying around. Unless you've memorized the cost of all buildable resources, let alone how the game works in the first place, it's terribly difficult to play since the game doesn't tell you ''anything'' about it.
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** The ''TabletopGame/SettlersOfCatan'' knockoff you can find lying around. Unless you've memorized the cost of all buildable resources, let alone how the game works in the first place, it's terribly difficult to play since the game doesn't tell you ''anything'' about it.it. * ''VideoGame/TheWitness'' generally does a good job of giving you sufficient clues to the solution of any given puzzle, but there are definite exceptions. The puzzles in the jungle, for example, appear to have no visible cue, and that's because [[spoiler: they don't; they're the only puzzles in the game (with the exception of one in the Keep) that rely on an AUDIO cue, specifically the chirping of birds in the background]]. Far worse, however, are the [[spoiler: giant landscape puzzles]]; not only does the game never hint that they exist, but there are TONS of them and they require you to [[spoiler: trace symbols that appear only from certain perspectives, including paths on the ground, collections of flowers on the side of buildings, and in one case, an electric gate you have to line up WITH '''THE SUN''']].
15th Jan '16 2:39:30 PM morenohijazo
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** The various clickable images are usually prominently placed, so they're not hard to find. Figuring out where the ones you've missed are, however, is extremely difficult without a guide.
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** The various clickable images are usually prominently placed, so they're not hard to find. Figuring out where the ones you've missed are, however, is extremely difficult without a guide.guide. * ''VideoGame/PonyIsland'': ** Getting many of the Tickets. The solution to the Ticket Lake ticket in particular was so obtuse, [[http://i.imgur.com/EWO7jth.gif the creator made his own gif showing how to get it.]] ** The ''TabletopGame/SettlersOfCatan'' knockoff you can find lying around. Unless you've memorized the cost of all buildable resources, let alone how the game works in the first place, it's terribly difficult to play since the game doesn't tell you ''anything'' about it.
9th Dec '15 10:09:52 AM Morgenthaler
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* ''Supaplex'', a perfectly logical BoulderDash clone... until you get to levels 59 and 60, and later on 100 and 108, and even on 91, but you can work around on that one. A corridor three tiles in height, which has three vertical rows of rocks one after the other and only the last rock can be pushed. No matter what you do, there doesn't seem a way to get past, because only one of the top rocks will fall. The solution? [[spoiler: Eat all the tiles near the first row of rocks, but eat the middle one last, then step away TO THE SIDE -- two rocks will fall as opposed to the usual one, which in turn will free the second top rock to roll off. The last rock can now be pushed.]] The only hint you were given is an in-game demo which does something similar on a completely different level and stuffs it up 30 seconds later. At this point, most people already know that the demo feature is pretty useless, so they miss it. Guide Dang It.
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* ''Supaplex'', a perfectly logical BoulderDash VideoGame/BoulderDash clone... until you get to levels 59 and 60, and later on 100 and 108, and even on 91, but you can work around on that one. A corridor three tiles in height, which has three vertical rows of rocks one after the other and only the last rock can be pushed. No matter what you do, there doesn't seem a way to get past, because only one of the top rocks will fall. The solution? [[spoiler: Eat all the tiles near the first row of rocks, but eat the middle one last, then step away TO THE SIDE -- two rocks will fall as opposed to the usual one, which in turn will free the second top rock to roll off. The last rock can now be pushed.]] The only hint you were given is an in-game demo which does something similar on a completely different level and stuffs it up 30 seconds later. At this point, most people already know that the demo feature is pretty useless, so they miss it. Guide Dang It.
24th Oct '15 2:16:26 AM catmuto
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* ''VideoGame/{{Catherine}}'' ** The game is overall pretty simple to figure out in what to answer to get the KarmaMeter to lean right or left or remain in the middle. The guide-dang-it comes to the final stage, when the player is asked questions that don't influence the meter - the answer to those question determines what ending the player gets. Nothing tells you the exact answers you need to give, to get a certain ending. Fortunately, the answers are indicative of things. ** Getting the True Freedom ending. The regular Freedom ending was simple enough if the correct answers were given for the last stage's questions, as your position on the meter was irrelevant. The True Freedom ending requires the player to keep the meter ''at the gray area'' in the middle of the meter. No question asked or text sent in the game has a neutral option, it always leans either towards Chaos or Law. So the player needs to make sure to always answer one direction, then the other, which is difficult enough as it is. ** Keeping all the [=NPCs=] alive for the week. This requires Vincent to talk to them either at the bar or during the nightmare stages, while giving only certain answers. If the player screws up one of those questions, the character will end up dying. Annoyingly difficult to begin with, but an extra guide-dang-it belongs to Archie and Todd. If one of them dies, the other will, too, regardless of your answer. They both need to be kept alive. Especially Todd has a trick-question midway through the game, which can easily trip players up. Hope you have a guide handy.
10th Sep '15 8:27:26 AM morenohijazo
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* ''VideoGame/{{Antichamber}}'': Some puzzles have very obscure solutions. Also, some abilities aren't well demonstrated (particularly those of the green gun). ** For instance [[spoiler: you are shown that you can "grow" more blocks with the green gun in the recess in the wall, but it takes a logical leap to figure out that you can do so by drawing an empty square ''anywhere'' you want - not just in the recessed areas.]] ** When a connected block structure loses a block from a middle of it, the smaller half of it will disappear. If the amount of blocks on either side of the structure is the same, all such sides will disappear. Sounds simple? Well, the game never actually tells you this, it just puts in two rooms where you're pretty much locked until you've somehow realised the pattern and used it to get enough blocks to solve the puzzle - which is a problem if you don't have any clue of why the blocks are disappearing but still somehow manage to complete the puzzle: you'll now be struggling among lots of puzzles that assume you've fully understood the pattern.
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* ''VideoGame/{{Antichamber}}'': ''VideoGame/{{Antichamber}}'': ** Some puzzles have very obscure solutions. Also, some abilities aren't well demonstrated (particularly those of the green gun). ** For instance [[spoiler: you are shown that you can "grow" more blocks with the green gun in the recess in the wall, but it takes a logical leap to figure out that you can do so by drawing an empty square ''anywhere'' you want - not just in the recessed areas.]] ** When a connected block structure loses a block from a middle of it, the smaller half of it will disappear. If the amount of blocks on either side of the structure is the same, all such sides will disappear. Sounds simple? Well, the game never actually tells you this, it just puts in two rooms where you're pretty much locked until you've somehow realised the pattern and used it to get enough blocks to solve the puzzle - which is a problem if you don't have any clue of why the blocks are disappearing but still somehow manage to complete the puzzle: you'll now be struggling among lots of puzzles that assume you've fully understood the pattern.solutions.
28th Apr '15 11:15:45 AM morenohijazo
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** When a connected block structure loses a block from a middle of it, the smaller half of it will disappear. If the amount of blocks on either side of the structure is the same, all such sides will disappear. Sounds simple? Well, the game never actually tells you this, it just puts in two rooms where you're pretty much locked until you've somehow realised the pattern and used it to get enough blocks to solve the puzzle - which is a problem if you don't have any clue of why the blocks are disappearing but still somehow manage to complete the puzzle: you'll now be struggling among lots of puzzles that assume you've fully understood the pattern.
to:
** When a connected block structure loses a block from a middle of it, the smaller half of it will disappear. If the amount of blocks on either side of the structure is the same, all such sides will disappear. Sounds simple? Well, the game never actually tells you this, it just puts in two rooms where you're pretty much locked until you've somehow realised the pattern and used it to get enough blocks to solve the puzzle - which is a problem if you don't have any clue of why the blocks are disappearing but still somehow manage to complete the puzzle: you'll now be struggling among lots of puzzles that assume you've fully understood the pattern.pattern. ** The various clickable images are usually prominently placed, so they're not hard to find. Figuring out where the ones you've missed are, however, is extremely difficult without a guide.
28th Mar '15 3:12:29 PM SorcerorNobody
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That puzzle is not Guide Dang It, any more than Lights Out puzzles are. You just have to observe the rules of the puzzle and then apply logic.
* ''TheDaVinciCode'' game has a ridiculously frustrating puzzle in the third level where you have to light up a pentagram using fire. Sounds easy, right? Not when you realize that there aren't any clues telling you what order to light the points of the star.
24th Jan '15 6:45:54 PM Mullon
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* The entire ''{{Myst}}'' franchise is essentially a huge set of these. At a bare minimum, be prepared to take a lot of notes.
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* The entire ''{{Myst}}'' ''VideoGame/{{Myst}}'' franchise is essentially a huge set of these. At a bare minimum, be prepared to take a lot of notes.
1st Nov '14 6:56:41 AM DoNotEatMyBacon
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* Level 29 in ''VideoGame/HeartStar'' is a level where Heart must carry Star up a vertical hall of spikes, and vice versa. However, in order to move while carrying, you have to switch to the world of the carrier. This results in you having to use ''[[FakeDifficulty trial and error]]'' in order to cross. ''And the game never tells you about this.''
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