History GuideDangIt / PuzzleGames

23rd Mar '16 7:31:48 AM morenohijazo
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** The entirely hidden [[spoiler: perspective-based puzzles that power the black obelisks.]] In short, it requires you to [[spoiler: line up the scenery in specific ways so that the telltale large starting circle and curved ending point of a path appear.]]
** In fact, by the time one figures out that these even exist, they've already missed [[spoiler: completing the hidden puzzle that lines the electric fence, which opens the GoldenEnding. It is possible to turn the fence back on, avoiding LostForever status.]]



** Far worse, however, are the [[spoiler: environmental puzzles]]; not only does the game never hint that they exist ([[spoiler:aside from a puzzle on the mountain shaped like the river below]]), 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, [[spoiler:an electric gate you have to line up WITH '''THE SUN''']]. And that's not even the worst one. At least one is [[spoiler:WITHIN A ''VIDEO'' in the cinema room]]. What's more, you have to [[spoiler:''go around the back of the projection screen and solve it through the refractional distortions created by the folds in the curtain'']]. In short, if something is [[spoiler:circular, or long and linear, it'll most likely be part of an environmental puzzle]].

to:

** Far worse, however, are the [[spoiler: environmental puzzles]]; not puzzles]], entirely hidden [[spoiler: perspective-based puzzles that power the black obelisks]]; in short, it requires you to [[spoiler: line up the scenery in specific ways so that the telltale large starting circle and curved ending point of a path appear.]] Not only does the game never hint that they exist ([[spoiler:aside from a puzzle on the mountain shaped like the river below]]), 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, [[spoiler:an electric gate you have to line up WITH '''THE SUN''']]. And that's not even the worst one. At least one is [[spoiler:WITHIN A ''VIDEO'' in the cinema room]]. What's more, you have to [[spoiler:''go around the back of the projection screen and solve it through the refractional distortions created by the folds in the curtain'']]. In short, if something is [[spoiler:circular, or long and linear, it'll most likely be part of an environmental puzzle]].puzzle]].
** In fact, by the time one figures out that these even exist, they've already missed [[spoiler: completing the hidden puzzle that lines the electric fence, which opens the GoldenEnding. It is possible to turn the fence back on, avoiding LostForever status.]]
25th Feb '16 6:39:05 AM morenohijazo
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** 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''']].

to:

** Far worse, however, are the [[spoiler: giant landscape environmental puzzles]]; not only does the game never hint that they exist, exist ([[spoiler:aside from a puzzle on the mountain shaped like the river below]]), 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, buildings]], and in one case, an [[spoiler:an electric gate you have to line up WITH '''THE SUN''']].SUN''']]. And that's not even the worst one. At least one is [[spoiler:WITHIN A ''VIDEO'' in the cinema room]]. What's more, you have to [[spoiler:''go around the back of the projection screen and solve it through the refractional distortions created by the folds in the curtain'']]. In short, if something is [[spoiler:circular, or long and linear, it'll most likely be part of an environmental puzzle]].
19th Feb '16 5:26:38 PM morenohijazo
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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 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''']].

to:

* ''VideoGame/TheWitness'' ''VideoGame/TheWitness'':
** The entirely hidden [[spoiler: perspective-based puzzles that power the black obelisks.]] In short, it requires you to [[spoiler: line up the scenery in specific ways so that the telltale large starting circle and curved ending point of a path appear.]]
** In fact, by the time one figures out that these even exist, they've already missed [[spoiler: completing the hidden puzzle that lines the electric fence, which opens the GoldenEnding. It is possible to turn the fence back on, avoiding LostForever status.]]
** The mechanic of the [[spoiler: orange triangle symbol]] can be hard to ascertain as puzzles with those are at first only found in oft-obscure locations across the map. This becomes a problem later in (and when trying to open)...
** ...[[spoiler:the [[BrutalBonusLevel Underground Maze]]. The same mechanic allows the player to turn the fence at the beginning back on, with the solution to that problem being found within the Underground Maze.]]
** The game
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 and the infamous Red Door puzzle) that rely on an AUDIO cue, specifically the chirping of birds in the background]]. 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 11:34:31 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''']].

to:

* ''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.

to:

** 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.

to:

** 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.

to:

* ''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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Added DiffLines:

* ''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.

to:

* ''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.
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