History GuideDangIt / PuzzleGames

28th Jul '16 12:24:43 PM Morgenthaler
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** That said, the above puzzle can be solved simply because there are few enough possible sequences of moves that [[TrialAndErrorGameplay you can just try everything]]. Similar remarks apply to the infamous GuideDangIt on ''{{Repton}}'''s tenth level, "Octopus". One puzzle requires [[spoiler:stepping to the right from under a rock, then immediately pressing left so that you push it aside as it falls, preventing it trapping a diamond directly below]]. (Nothing up to this point hints that this manoeuvre is possible.) Many players did discover this by themselves just because nothing else could possibly be the solution.

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** That said, the above puzzle can be solved simply because there are few enough possible sequences of moves that [[TrialAndErrorGameplay you can just try everything]]. Similar remarks apply to the infamous GuideDangIt on ''{{Repton}}'''s ''VideoGame/{{Repton}}'''s tenth level, "Octopus". One puzzle requires [[spoiler:stepping to the right from under a rock, then immediately pressing left so that you push it aside as it falls, preventing it trapping a diamond directly below]]. (Nothing up to this point hints that this manoeuvre is possible.) Many players did discover this by themselves just because nothing else could possibly be the solution.
5th Jul '16 4:15:32 PM morenohijazo
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** 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.]]

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** 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.]]]]
* ''VideoGame/TheTalosPrinciple'': Some stars are relatively straightforward, while others require some pretty outside the box solutions. Numerous ones require exploiting the design of two or more puzzles. Even when ''parts'' of the solution are obvious, actually getting everything in place is another story.
** The very first level's involves [[spoiler:walking into what looks to be a turret's firing radius; ignoring an area which seems like a small positioning challenge but is actually a red herring; skirting the turret's firing radius once again; and bringing a jammer you find near it halfway across the map, to a courtyard that can only be accessed by flipping a hidden switch with no indication it's there]].
** One of the stars requires you to use tools not available in the game itself, making this a rather explicit case of GuideDangIt. The solution requires you to [[spoiler:find out what a certain QR code is saying, as the game itself does not tell you; you'll have to use some external means for this, like a cellphone. After that you need to figure out that the numbers given in the text are ASCII codes, and to find out what those ASCII codes mean, again something the game itself doesn't tell you]].
** The [=A4=] star was enough of Guide Dang It that it was actually revised in a patch prior to the Gehenna DLC, making the solution slightly more obvious. Amusingly, this turned it into a Guide Dang It for players who had previously figured it out, as the original solution was rendered non-viable because the laser connectors needed to achieve it no longer align from puzzle area it used to connect from. [[spoiler:In the original, a laser connector was hidden in a tree outside the first puzzle area. The trick is to guide a red laser to the tree from the adjacent puzzle area, which then allows you to trigger the forcefield to get the star. In the revised version, the connector is now visible on a pillar but further away from the first puzzle area, so the only red connector in view is in the testing area at the far back]].
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]].

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** 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.
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