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* ''Alchemy'' is a small mobile game available on Android, in which you have to combine elements (starting with four basic ones -- earth, fire, water and air) to get a wide variety of other elements, up to 360 in total. All well and good, but the game is absolutely impossible to complete without consulting some form of guide, because many of the combinations are either obscure enough or crazy enough that the average person is unlikely to have heard of them. For instance, to get "petroleum", one must combine kerogen with pressure. Which is factually true, but who would know offhand what kerogen was unless you saw it in a cheat sheet for this game and Googled it? And some of them don't make any intuitive sense - for example, water + earth = swamp. However mud = water + dust. Who, when they think of what goes into mud, thinks ''dust''? The game inspired a number of other element-combination games, such as ''Little Alchemy'', ''VideoGame/DoodleGod'', and the latter's spinoffs, which are equally convoluted in how things combine, especially the latter due to expanding to include various elemental themes that produce new elements using old combinations.

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* ''Alchemy'' is a small mobile game available on Android, in which you have to combine elements (starting with four basic ones -- earth, fire, water and air) to get a wide variety of other elements, up to 360 in total. All well and good, but the game is absolutely impossible to complete without consulting some form of guide, because many of the combinations are either obscure enough or crazy enough that the average person is unlikely to have heard of them. For instance, to get "petroleum", one must combine kerogen with pressure. Which is factually true, but who would know offhand what kerogen was unless you saw it in a cheat sheet for this game and Googled it? And some of them don't make any intuitive sense - for example, water + earth = swamp. However mud = water + dust. Who, when they think of what goes into mud, thinks ''dust''? The game inspired a number of other element-combination games, such as ''Little Alchemy'', ''VideoGame/DoodleGod'', and the latter's spinoffs, which are equally convoluted in how things combine, especially the latter due to expanding to include various elemental themes (such as fantasy or technology) that produce new elements using old combinations.
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* ''Alchemy'' is a small mobile game available on Android, in which you have to combine elements (starting with four basic ones -- earth, fire, water and air) to get a wide variety of other elements, up to 360 in total. All well and good, but the game is absolutely impossible to complete without consulting some form of guide, because many of the combinations are either obscure enough or crazy enough that the average person is unlikely to have heard of them. For instance, to get "petroleum", one must combine kerogen with pressure. Which is factually true, but who would know offhand what kerogen was unless you saw it in a cheat sheet for this game and Googled it? And some of them don't make any intuitive sense - for example, water + earth = swamp. However mud = water + dust. Who, when they think of what goes into mud, thinks ''dust''?

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* ''Alchemy'' is a small mobile game available on Android, in which you have to combine elements (starting with four basic ones -- earth, fire, water and air) to get a wide variety of other elements, up to 360 in total. All well and good, but the game is absolutely impossible to complete without consulting some form of guide, because many of the combinations are either obscure enough or crazy enough that the average person is unlikely to have heard of them. For instance, to get "petroleum", one must combine kerogen with pressure. Which is factually true, but who would know offhand what kerogen was unless you saw it in a cheat sheet for this game and Googled it? And some of them don't make any intuitive sense - for example, water + earth = swamp. However mud = water + dust. Who, when they think of what goes into mud, thinks ''dust''?''dust''? The game inspired a number of other element-combination games, such as ''Little Alchemy'', ''VideoGame/DoodleGod'', and the latter's spinoffs, which are equally convoluted in how things combine, especially the latter due to expanding to include various elemental themes that produce new elements using old combinations.
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* ''VideoGame/TheDig'' mostly suffers from {{pixel hunt}} problems, but has the occasional show-stopper. The worst is when you are expected to use a scepter that's no more than a half-meter in length with a light in the ceiling 10 meters above your head. Or that time when you ''and'' Maggie are both standing right next to a grate, but instead of dislodging it yourself, or asking Maggie to do it, you have to talk to Ludger ''about'' Maggie, and then ''he'll'' ask ''her'' to dislodge it. At other times, talking to a character, showing an item to a character, or trying to use two items together can have different effects depending on where you are, and (for example) Maggie won't be able to read the stone tablet unless you're standing on the right beach when you show it to her.

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* ''VideoGame/TheDig'' ''VideoGame/{{The Dig|1995}}'' mostly suffers from {{pixel hunt}} problems, but has the occasional show-stopper. The worst is when you are expected to use a scepter that's no more than a half-meter in length with a light in the ceiling 10 meters above your head. Or that time when you ''and'' Maggie are both standing right next to a grate, but instead of dislodging it yourself, or asking Maggie to do it, you have to talk to Ludger ''about'' Maggie, and then ''he'll'' ask ''her'' to dislodge it. At other times, talking to a character, showing an item to a character, or trying to use two items together can have different effects depending on where you are, and (for example) Maggie won't be able to read the stone tablet unless you're standing on the right beach when you show it to her.

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Replaced a ZCE with several very contextful examples. (Might be a bit crufty; feel free to cut it down if you feel like it's necessary.)


** Some puzzles have very obscure solutions.


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** The room A Link to the Past, at first glance, seems like an alternate path to the yellow gun that's only accessible [[TheKeyIsBehindTheLock after you already have the yellow gun]]: it requires bringing several cubes past a yellow matter field (which will destroy all cubes you have in your gun, but not cubes you've placed down; the yellow gun allows you to drag placed cubes around). However, it's actually possible to solve the puzzle while you still have the green gun, allowing you to skip every green gun puzzle[[note]]A Link to the Past is connected to The Butterfly Effect, a room most players will discover while they have the blue gun, so you don't need to solve any green gun puzzles to access it[[/note]]. How? Simply place the cubes you need in the ''nearly invisible alcove above the matter field''. The only hints that this is possible are a sign immediately after the matter field that says "If you aren't paying attention, you will miss everything around you," which could easily be brushed off due to the cryptic nature of the signs (and even if you do figure out it refers to something, it's easy to think it refers to the jump pad needed to access the matter field, which isn't revealed until you walk on it), and a sign after the puzzle saying "Some decisions are only useful when we make them early," hinting that it might be possible to solve the puzzle earlier, but again, most players won't see this until after they've obtained the yellow gun and the puzzle is useless.
** Some green gun puzzles are harder than they need to be due to TutorialFailure:
*** There are a few points in the game where the player needs to move through a wall of regenerating green cubes. The intended solution is to remove a line of cubes from the middle; the mechanics of the green gun means removing cubes from the middle of a set will cause both sides of it to disappear, clearing the wall long enough for the player to step through. The problem is that Learning to Draw, the main tutorial for the green gun, teaches the player to ''avoid'' doing this (you need as many cubes as possible to solve the puzzle, and those cubes ''don't'' regenerate, so any cubes disappearing will force you to reset the puzzle). The kicker is that the strategy of removing cubes from the wall at complete random just barely works if you try it for long enough, so most players never learn about causing cubes to disappear on purpose, and you're stuck until you do, because the yellow gun is locked behind two puzzles that both require setting up your own chain and causing it to disappear (or A Link to the Past, but, well, see above).
*** The green gun has an additional mechanic that making a ring out of green cubes will cause that ring to fill in with more cubes. However, the first few puzzles that require you to do this give you wall alcoves to place the cubes in, which might make you think that this only happens with wall alcoves. Based on the signs, it seems the game's attempt to teach you that this isn't true is...throwing you into a puzzle that requires knowing it's not true and expecting you to figure it out on your own.
*** Even figuring out that rings of green cubes fill in at all can be easily missed: the puzzle Four Different Exits features a yellow cube (suspended inside a matter field, so you can't pick it up) and two differently-sized pushable crates. You can jump from the cube to the small crate, but you can't get from the small crate to the large crate without moving the cube, something you need the yellow gun for. A lot of players will leave and make a mental note to come back later once they have the yellow gun, completely missing that one of the exits can be accessed directly from the small crate. This exit happens to lead to the puzzle that introduces the green gun's fill-in mechanic, and also leads to the section of the game containing most of the green gun puzzles (you can access that area without it, but you'd need to poke around in a room that it seems like you have no reason to go back to).
** Looking at the map, you might notice an X, an O, and a line connecting them. What do these mean? The X marks the room you travelled to last time you used the map, the O marks the room you travelled back to the hub in, and the line is the path you took between those two rooms. How are you supposed to know this? ...Look at the marked rooms every time until you figure out the pattern?
** The intended solution to the puzzle Failing Forward is nearly impossible to figure out without a guide. There's a large gap you need to cross, and all you have is a small platform on your side of the gap and a small platform on the other side. And the area's completely encased in purple matter fields (which destroy held ''and'' placed cubes), so no building a bridge. What you have to do is jump off the platform into the room below, then return to the hub room, then return to Failing Forward, which will make the platforms grow slightly. Repeat this until they've fully grown into a bridge across the gap. Not only is there no indication that the platforms will do this, these platforms are the ''only thing in the entire game'' that change if you go to the hub and back; normally going to the hub resets everything. And your reward for doing all this? [[spoiler:A long gauntlet of hard (and, in one case, [[LuckBasedMission luck-based]] puzzles that leads to [[EmptyRoomPsych a completely empty room]].]] Thankfully, there's a much easier unintended solution: grab a cube from the puzzle below, stand on it, and use the yellow gun's dragging ability to elevate yourself up to the other side (something that's not hard to think of, as you're required to do this trick to access the red gun, which is required to access Failing Forward), making sure to jump off before the cube hits the matter field and dissolves.
** Scattered throughout the game are pink cubes inside of glass tracks in walls that will move if you look at them, making a sound if you get it all the way through the track. Most of these are relatively easy to find if you're observant enough, but one of them is ridiculously obtuse. At the very beginning of the game, you'll find a dark hallway with light tracks leading you to the first puzzle in the game, Many Paths to Nowhere. However, if you ignore the tracks and walk into the dark hallway (something you aren't shown is possible until after completing Rings Within Darkness a bit later into the game), you'll find the room There's No Way In. Since you aren't supposed to solve this puzzle yet, there's a staircase that also leads to Many Paths to Nowhere...but if you turn around and go ''back up'' the staircase, it will suddenly lead to a completely different room that contains the pink cube, with no sign that this will happen until you try it. The worst part is this staircase [[PermanentlyMissableContent goes away forever]] if you do pretty much anything other than run straight to it, in a room that you have no idea exists until it's too late. Thankfully, you don't miss out on anything by missing this pink cube, as collecting all of them [[MissingSecret doesn't do anything.]]
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* ''VideoGame/UncleAlbertsFabulousVoyage'' has a mini-game where the player must place three toads on three specific spots. Picking and placing a toad makes it jump to a seemingly random location (in reality, they jump in the opposite direction of the cursor, but it's not obvious), so the method seems to be to place the toads on the circle in the middle of the page and pray that they jump to the right place. In reality, the intended method is to click on a toad to make it jump opposite to the direction of the cursor, allowing the player to control the toads' movements. At no point does the game say you can do that, and there's no way to learn about it outside of chance because most animals don't do anything when you click on them.

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irrelevant.


* Freeware indie games are in no way exempt from this. VideoGame/{{Braid}} may be one example, but at least the Guide Dang Its weren't crucial to finishing the game. [[http://www.increpare.com/2009/02/opera-omnia/ Opera Omnia]] gives you a handful of them, one of which is understanding the mechanics (the butterfly effect in reverse), another is Chapter 18 (you have to use what is technically a bug to win).

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* Freeware indie games are in no way exempt from this. VideoGame/{{Braid}} may be one example, but at least the Guide Dang Its weren't crucial to finishing the game. [[http://www.increpare.com/2009/02/opera-omnia/ Opera Omnia]] gives you a handful of them, one of which is understanding them:
** Understanding
the mechanics (the butterfly effect in reverse), another is reverse)
**
Chapter 18 (you have to use what is technically a bug to win).



* ''VideoGame/{{Chulip}}'' has such obscure clues (and one requiring familiarity with Japanese/Chinese counting systems, no less) that it comes with its own guide, and even then one clue is not entirely accurrate.

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* ''VideoGame/{{Chulip}}'' has such obscure clues (and one requiring familiarity with Japanese/Chinese counting systems, no less) that it comes with its own guide, and even then one clue is not entirely accurrate.accurate.
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*** Mines attack and destroy turrets, something many a player discovered purely by accident.

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*** Mines attack and destroy turrets, something many a player players discovered purely by accident.



*** 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]].

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*** 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 the 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 force field 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]].
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Up To Eleven is being dewicked.


** The fan version, ''[=WebCC=]'', is ''[[UpToEleven even worse]]''. And not just because nobody's bothered to write a guide to help you figure it out.

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** The fan version, ''[=WebCC=]'', is ''[[UpToEleven even worse]]''.''even worse''. And not just because nobody's bothered to write a guide to help you figure it out.
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* ''VideoGame/PuyoPuyo7'': In the game, the Transformation mode allowed you to pick Both transformations. However, it implies the mode randomly picks either Mini or Mega randomly, when in reality it's determined by the color last popped (Mini is triggered by green and yellow while Mega is triggered by blue, red, and purple). Outside of the Wii fan translation, the game doesn't elaborate on this.

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* ''VideoGame/ChipsChallenge''. The first 30-50 levels can be beaten after solving puzzles and obstacles that rely on basic mechanics. Further levels, however, will resort to more advanced means, and some of them (like ''Perfect Match'' or ''Partial Post'', ''whose hint tiles aren't clear enough!'') will likely leave gamers stuck for a long time. Then, of course, there are the convoluted and mind-screwing mazes that will inevitably call for a step guide.

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* ''VideoGame/ChipsChallenge''. ''VideoGame/ChipsChallenge'':
**
The first 30-50 levels can be beaten after solving puzzles and obstacles that rely on basic mechanics. Further levels, however, will resort to more advanced means, and some of them (like ''Perfect Match'' or ''Partial Post'', ''whose hint tiles aren't clear enough!'') will likely leave gamers stuck for a long time. Then, of course, there are the convoluted and mind-screwing mazes that will inevitably call for a step guide.
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* The entirety of ''VideoGame/TheSeventhGuest'' involves you stumbling upon puzzles to solve which are presented separately from the story and exist only for their own sake. Some of them can be deduced by context or trial-and-error, but the majority will have completely inscrutiable rules unless you know that you can consult the book in the library for hints, itself a feature never mentioned by the game. Stauf, the villain, and Ego, the player character, will occasionally make comments during any given puzzle which may or may not serve as hints. The sequel ''The 11th Hour'' at least put your source for the puzzles' rules right in your hands by giving you a [=GameBook=] to consult whenever you wanted.

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* ''Alchemy'' is a small mobile game available on Android, in which you have to combine elements (starting with four basic ones - earth, fire, water and air) to get a wide variety of other elements, up to 360 in total. All well and good, but the game is absolutely impossible to complete without consulting some form of guide, because many of the combinations are either obscure enough or crazy enough that the average person is unlikely to have heard of them. For instance, to get "petroleum", one must combine kerogen with pressure. Which is factually true, but who would know offhand what kerogen was unless you saw it in a cheat sheet for this game and Googled it? And some of them don't make any intuitive sense - for example, water + earth = swamp. However mud = water + dust. Who, when they think of what goes into mud, thinks ''dust''?

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%% This page has been alphabetized. Please add new examples in the correct order. Thanks!
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* ''Alchemy'' is a small mobile game available on Android, in which you have to combine elements (starting with four basic ones - -- earth, fire, water and air) to get a wide variety of other elements, up to 360 in total. All well and good, but the game is absolutely impossible to complete without consulting some form of guide, because many of the combinations are either obscure enough or crazy enough that the average person is unlikely to have heard of them. For instance, to get "petroleum", one must combine kerogen with pressure. Which is factually true, but who would know offhand what kerogen was unless you saw it in a cheat sheet for this game and Googled it? And some of them don't make any intuitive sense - for example, water + earth = swamp. However mud = water + dust. Who, when they think of what goes into mud, thinks ''dust''?
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** The secret room in chamber A7 has a lock which requires placing two energy balls in 2 specific containers out of 25. Outside of brute forcing it (which, given the high number of possible combinations, would take an extremely long time), the only way to learn the combination is [[spoiler:finding a photograph in the Bio-Lab which shows it. This photograph is found long after you've left behind said room, which means it's only accesible when replaying the game.]]

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** The secret room SecretRoom in chamber A7 has a lock which requires placing two energy balls in 2 two specific containers out of 25. Outside of brute forcing it (which, given the high number of possible (there are ~300 combinations, would take an extremely long time), about half of which you'll go through if you start from the top), the only way to learn the combination is [[spoiler:finding a photograph in the Bio-Lab which shows it. This photograph is found long after you've left behind said room, which means it's only accesible accessible when replaying the game.]]
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** ''Tetris: The Grand Master 2'' is a lot more complex. Without going too much into detail, you need to meet time requirements in each 100-level section of the first half, and then stay on top of a [[DynamicDifficulty flexible time quota]] in the second half. Then you have to survive 1 minute of the MinigameCredits, and the way the game tells you that you've met all the previous requirements is that ''pieces disappear upon locking'' rather than after 5 seconds each. Failing this will merely give you Master rank, while surviving this awards GM rank...ButWaitTheresMore There's a higher-ranking "orange GM" rank that requires clearing enough pieces ''during the "Invisible Tetris" section!''

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** ''Tetris: The Grand Master 2'' is a lot more complex. Without going too much into detail, you need to meet time requirements in each 100-level section of the first half, and then stay on top of a [[DynamicDifficulty flexible time quota]] in the second half.half, ''while'' meeting a total time quota as well. Then you have to survive 1 minute of the MinigameCredits, and the way the game tells you that you've met all the previous requirements is that ''pieces disappear upon locking'' rather than after 5 seconds each. Failing this will merely give you Master rank, while surviving this awards GM rank...ButWaitTheresMore There's a higher-ranking "orange GM" rank that requires clearing enough pieces ''during the "Invisible Tetris" section!''
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** ''Tetris: The Grand Master 2'' is a lot more complex. Without going too much into detail, you need to meet time requirements in each 100-level section of the first half, and then stay on top of a [[DynamicDifficulty flexible time quota]] in the second half. Then you have to survive 1 minute of the MinigameCredits, and the way the game tells you that you've met all the previous requirements is that ''pieces disappear upon locking'' rather than after 5 seconds each. Surviving this awards GM rank...ButWaitTheresMore There's a higher-ranking "orange GM" rank that requires clearing enough pieces ''during the "Invisible Tetris" section!''

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** ''Tetris: The Grand Master 2'' is a lot more complex. Without going too much into detail, you need to meet time requirements in each 100-level section of the first half, and then stay on top of a [[DynamicDifficulty flexible time quota]] in the second half. Then you have to survive 1 minute of the MinigameCredits, and the way the game tells you that you've met all the previous requirements is that ''pieces disappear upon locking'' rather than after 5 seconds each. Surviving Failing this will merely give you Master rank, while surviving this awards GM rank...ButWaitTheresMore There's a higher-ranking "orange GM" rank that requires clearing enough pieces ''during the "Invisible Tetris" section!''
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* In ''VideoGame/TetrisTheGrandMaster'', increasing your grade is as simple as simply clearing lines, especially making Tetrises. However, the last one or two grades, including the titular Grand Master Rank, require more than just spamming Tetrises, and also have requirements that the game doesn't tell you:
** In the first game, once you reach S9 the "Next rank at ''x'' points" display will cease to function. You need to reach levels 300, 500, and 900 under grade and time requirements. Then you need to reach level 999 with 126,000 points (or an S9 + 6,000 points) and less than 13 1/2 minutes on the clock.
** ''Tetris: The Grand Master 2'' is a lot more complex. Without going too much into detail, you need to meet time requirements in each 100-level section of the first half, and then stay on top of a [[DynamicDifficulty flexible time quota]] in the second half. Then you have to survive 1 minute of the MinigameCredits, and the way the game tells you that you've met all the previous requirements is that ''pieces disappear upon locking'' rather than after 5 seconds each. Surviving this awards GM rank...ButWaitTheresMore There's a higher-ranking "orange GM" rank that requires clearing enough pieces ''during the "Invisible Tetris" section!''
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spelling


** 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 ''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.

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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 ''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 maneuver is possible.) Many players did discover this by themselves just because nothing else could possibly be the solution.

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* The entire ''VideoGame/{{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 ''VideoGame/{{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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* Level 27 in ''Chromatron'' was a massive Guide Dang It moment, as any level further that used the same trick. Not exactly unfair, but a way too obtuse puzzle: there is the object called quantum tangler, and if you change the color of the beam on one side, the other side also changes color -- the opposite way. But no matter what you do, you cannot solve level 27 and a few others until you realise that reflecting a quantum-entangled beam BACK ONTO ITSELF causes very insane color changes. There's no indication in the game that you can do this, and the only similar thing was on level 17, where with a splitter it's pretty apparent.
* The entire ''VideoGame/{{Myst}}'' franchise is essentially a huge set of these. At a bare minimum, be prepared to take a lot of notes.



* Level 27 in ''Chromatron'' was a massive Guide Dang It moment, as any level further that used the same trick. Not exactly unfair, but a way too obtuse puzzle: there is the object called quantum tangler, and if you change the color of the beam on one side, the other side also changes color -- the opposite way. But no matter what you do, you cannot solve level 27 and a few others until you realise that reflecting a quantum-entangled beam BACK ONTO ITSELF causes very insane color changes. There's no indication in the game that you can do this, and the only similar thing was on level 17, where with a splitter it's pretty apparent.
* The entire ''VideoGame/{{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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