History GuideDangIt / SurvivalHorror

30th Mar '17 1:01:02 PM Gosicrystal
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** A four-part riddle in Dryfield has one clue that has a very narrow window of availability that can only be examined ''before'' you trigger a boss fight in the next room. After that, it's LostForever. Another one of the clues can only be read if you do not turn on the lights in a cellar, for it is written in glow-in-the-dark ink.

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** A four-part riddle in Dryfield has one clue that has a very narrow window of availability that can only be examined ''before'' you trigger a boss fight in the next room. After that, it's LostForever.[[PermanentlyMissableContent gone]]. Another one of the clues can only be read if you do not turn on the lights in a cellar, for it is written in glow-in-the-dark ink.
8th Mar '17 2:20:53 PM StFan
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* ''ResidentEvilRevelations2'':

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* ''ResidentEvilRevelations2'':''VideoGame/ResidentEvilRevelations2'':



* ''VideoGame/ResidentEvil7Biohazard'':
** The final version of the "Beginning Hour" demo gives a purpose for the Dummy Finger item, as it's attached to a dummy hand, then used in conjunction with several clues to point out the location of murders that took place in the house. The clues themselves aren't too hard to decipher, but the processes for obtaining them can be very unintuitive and oblique. The final clue, in particular, is not only ''absurdly'' hard to discover through experimentation alone, but every walkthrough for the demo lists different prerequisites for making it appear!

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* ''VideoGame/ResidentEvil7Biohazard'':
**
''VideoGame/ResidentEvil7Biohazard'': The final version of the "Beginning Hour" demo gives a purpose for the Dummy Finger item, as it's attached to a dummy hand, then used in conjunction with several clues to point out the location of murders that took place in the house. The clues themselves aren't too hard to decipher, but the processes for obtaining them can be very unintuitive and oblique. The final clue, in particular, is not only ''absurdly'' hard to discover through experimentation alone, but every walkthrough for the demo lists different prerequisites for making it appear!
1st Mar '17 1:13:13 AM Miracle@StOlaf
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** The final version of the "Beginning Hour" demo gives a purpose for the Dummy Finger item, as it's attached to a dummy hand used in conjunction with several clues to point out the location of murders that took place in the house you're trapped in. The clues themselves aren't too hard to decipher, but the processes for obtaining them can be very unintuitive and oblique. The final clue, in particular, is not only ''absurdly'' hard to discover through experimentation alone, but every walkthrough for the demo lists different prerequisites for making it appear!

to:

** The final version of the "Beginning Hour" demo gives a purpose for the Dummy Finger item, as it's attached to a dummy hand hand, then used in conjunction with several clues to point out the location of murders that took place in the house you're trapped in.house. The clues themselves aren't too hard to decipher, but the processes for obtaining them can be very unintuitive and oblique. The final clue, in particular, is not only ''absurdly'' hard to discover through experimentation alone, but every walkthrough for the demo lists different prerequisites for making it appear!
1st Mar '17 1:12:32 AM Miracle@StOlaf
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** The final version of the "Beginning Hour" demo provides a use for the Dummy Finger item, as it's used in conjunction with several clues to point out the location of murders that took place in the house you're trapped in. The clues themselves aren't too hard to decipher, but the processes for obtaining them can be very unintuitive and oblique. The final clue, in particular, is not only ''absurdly'' hard to discover by accident, but every walkthrough for the demo lists different prerequisites for making it appear!

to:

** The final version of the "Beginning Hour" demo provides gives a use purpose for the Dummy Finger item, as it's attached to a dummy hand used in conjunction with several clues to point out the location of murders that took place in the house you're trapped in. The clues themselves aren't too hard to decipher, but the processes for obtaining them can be very unintuitive and oblique. The final clue, in particular, is not only ''absurdly'' hard to discover by accident, through experimentation alone, but every walkthrough for the demo lists different prerequisites for making it appear!
27th Feb '17 11:20:37 PM Miracle@StOlaf
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Added DiffLines:

* ''VideoGame/ResidentEvil7Biohazard'':
** The final version of the "Beginning Hour" demo provides a use for the Dummy Finger item, as it's used in conjunction with several clues to point out the location of murders that took place in the house you're trapped in. The clues themselves aren't too hard to decipher, but the processes for obtaining them can be very unintuitive and oblique. The final clue, in particular, is not only ''absurdly'' hard to discover by accident, but every walkthrough for the demo lists different prerequisites for making it appear!
8th Feb '17 8:55:33 AM Amenohi
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Added DiffLines:

* ''VideoGame/SilentHill1''
** In order to get one of the good endings, Kaufmann has to be present during the final battle. For him to appear, you have to meet him in the apartment complex (near the docks) before the PointOfNoReturn. You're told nothing about the detour you have to take in order to get him to appear. Better yet, for the GoldenEnding, both Kaufmann and Cybil have to be present. She will most likely not be there due to the plot. The only way to make her appear in the last stage is to get a plastic bottle from the Alchemilla Hospital and fill it with some sort of red liquid spilled on the far end of a room that's otherwise inconsecuential, remember you have the bottle after traversing several locations and at least two bosses, ''and'' figure out you should spill the liquid over her ''during a boss battle'', which is the only time you can use the bottle on her, and the last time she appears if you don't do so. Then there's the UFO ending, which requires a stone you find in yet another otherwise inconsecuential location near the beginning of the game to be used in a group of arbitrary locations, some of which you visit to solve unrelated puzzles and thus possibly you're not really thinking about using the stone there. Oh, but you can't find the stone unless you're playing [[NewGamePlus New Fear Mode]], so if you stumbled upon the location in your first run, you'll only find a marginal amount of resources there and thus will be inclined to believe there's nothing else there. Have fun unlocking all endings without a guide.
14th Dec '16 5:03:07 PM MrGuy
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* ''Many'' of the conditions necessary to unlock secondary objectives in ''VideoGame/{{Siren}}'' are... unintuitive, at best, and the hints given if you're to replay a mission are typically pretty vague. It's only exacerbated by the fact that these objectives are unlocked for missions that will take place quite a bit later in the game, so it's not like one can make an educated guess on their first playthrough. Some examples include "wetting and freezing a towel so it can later wet something by melting," "knocking over a series of stone markers for no clear reason," and "telling a [[EscortMission character you're escorting]] to hide in a specific place so that she'll find a key which ''you can't see yourself,'' because if the character ''you're controlling'' were to pick up the key instead of her, the secondary objective wouldn't make sense."

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* ''Many'' of the conditions necessary to unlock secondary objectives in ''VideoGame/{{Siren}}'' are... unintuitive, at best, and the hints given if you're to replay a mission are typically pretty vague. It's only exacerbated by the fact that these objectives are unlocked for missions that will take place quite a bit later in the game, so it's not like one can make an educated guess on their first playthrough. Some examples include "wetting and freezing a towel so it you can later wet something create a distraction by melting," laying it over a gap, putting a ceramic object on it, and waiting for the towel to melt," "knocking over a series of unobtrusive stone markers for no clear reason," and "telling a [[EscortMission character you're escorting]] to hide in a specific place so that she'll find a key which ''you can't see yourself,'' because if the character ''you're controlling'' were to pick up the key instead of her, the secondary objective wouldn't make sense."
6th Oct '16 9:12:47 PM SenseiLeRoof
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* ''VideoGame/SilentHill4'': The game has four endings, based on combinations of two factors that the game barely hints at. The first factor is what percentage of hauntings Henry exercised n his apartment (threshold is <80% or 80%+). The second is how much damage Eileen takes while in Henry's care. As Eileen is damaged it is hinted that [[spoiler: Walter Sullivan begins to possess her.]] At the end of the game, [[spoiler: when you fight the Big Bad, Eileen will be possessed by Walter Sullivan and will walk to her death, unless the player kills the Big Bad and stops her. The faster she travels, the more damage she took over the course of the game (less damage = higher resistance to possession = slower speed). Note that even if Eileen took no damage throughout the course of the game, she can still die if you fail to save her in time.]]

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* ''VideoGame/SilentHill4'': The game has four endings, based on combinations of two factors that the game barely hints at. The first factor is what percentage of hauntings Henry exercised n exorcised in his apartment (threshold is <80% or 80%+). The second is how much damage Eileen takes while in Henry's care. As Eileen is damaged it is hinted that [[spoiler: Walter Sullivan begins to possess her.]] At the end of the game, [[spoiler: when you fight the Big Bad, Eileen will be possessed by Walter Sullivan and will walk to her death, unless the player kills the Big Bad and stops her. The faster she travels, the more damage she took over the course of the game (less damage = higher resistance to possession = slower speed). Note that even if Eileen took no damage throughout the course of the game, she can still die if you fail to save her in time.]]



* In ''VideoGame/RuleOfRose'' many important plot-points are hidden out of the beaten path, and you can miss the introduction of one of the most important characters in the story if you don't know where to look in the first chapter. Also, you can't get the best ending unless you do the most unintuitive thing imaginable in the final bossfight: [[spoiler:give the first and only firearm that you have to the Stray Dog. He will shoot himself dead.]]

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* In ''VideoGame/RuleOfRose'' many important plot-points are hidden out of the beaten path, and you can miss the introduction of one of the most important characters in the story if you don't know where to look in the first chapter. Also, you can't get the best ending unless you do the most unintuitive thing imaginable in the final bossfight: boss fight: [[spoiler:give the first and only firearm that you have to the Stray Dog. He will shoot himself dead.]]
6th Oct '16 9:15:43 AM LegitimateIdiot
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* ''{{Ao Oni}}'': Version 5.2 has a puzzle that requires knowledge of counting using a Soroban. This is no trouble for Japanese players, but this isn't the case for western audiences (however, downloading the game provides you with a Readme that tells you to look up a way of deciphering the answer). This puzzle (along with several others) were removed for Version 6.

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* ''{{Ao Oni}}'': ''VideoGame/AoOni'': Version 5.2 has a puzzle that requires knowledge of counting using a Soroban. This is no trouble for Japanese players, but this isn't the case for western audiences (however, downloading the game provides you with a Readme that tells you to look up a way of deciphering the answer). This puzzle (along with several others) were removed for Version 6.
11th Aug '16 1:36:51 AM DarkHunter
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* ''Many'' of the conditions necessary to unlock secondary objectives in ''VideoGame/{{Siren}}'' are... unintuitive, at best, and the hints given if you're to replay a mission are typically pretty vague. It's only exacerbated by the fact that these objectives are unlocked for missions that will take place quite a bit later in the game, so it's not like one can make an educated guess on their first playthrough. Some examples include "wetting and freezing a towel so it can later wet something by melting," "knocking over a series of stone markers for no clear reason," and "telling a [[EscortMission character you're escorting]] to hide in a specific place so that she'll find a key which ''you can't see yourself,'' because if the character ''you're controlling'' were to pick up the key instead of her, the secondary objective wouldn't make sense."



* ''Many'' of the conditions necessary to unlock secondary objectives in ''VideoGame/{{Siren}}'' are... unintuitive, at best, and the hints given if you're to replay a mission are typically pretty vague. It's only exacerbated by the fact that these objectives are unlocked for missions that will take place quite a bit later in the game, so it's not like one can make an educated guess on their first playthrough. Some examples include "wetting and freezing a towel so it can later wet something by melting," "knocking over a series of stone markers for no clear reason," and "telling a [[EscortMission character you're escorting]] to hide in a specific place so that she'll find a key which ''you can't see yourself,'' because if the character ''you're controlling'' were to pick up the key instead of her, the secondary objective wouldn't make sense."
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