History Main / EnterSolutionHere

23rd Oct '16 6:42:32 PM nombretomado
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* In ''VideoGame/MetalGearSolid'', you are asked at one point to contact Meryl through CODEC. The frequency to use, of course, is written on the back of the CD case. Brilliant bit of copy protection, that, until the advent of GameFAQS. Not to mention the fact that there's only 200 selectable CODEC frequencies and Meryl's was the 15th if you start from the lowest selectable one.

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* In ''VideoGame/MetalGearSolid'', you are asked at one point to contact Meryl through CODEC. The frequency to use, of course, is written on the back of the CD case. Brilliant bit of copy protection, that, until the advent of GameFAQS.Website/GameFAQS. Not to mention the fact that there's only 200 selectable CODEC frequencies and Meryl's was the 15th if you start from the lowest selectable one.
29th Sep '16 5:31:47 PM AnotherDuck
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* In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', and later games in the series, you can't actually [[YouShouldntKnowThisAlready play a song]] for use in-game until Link has learned it. The series utilizes this in other methods, as well; for example, Nico asks Link for a password (with associated riddle!) in ''Videogame/TheLegendOfZeldaTheWindWaker'', but even if you can guess the password, Nico won't accept it until Link has heard one of the pirates say it (though at least he acknowledges that it's close to the right answer and that Link's just "saying it wrong".)
** Also, in the [[NoobCave Great Deku Tree]], a Deku Scrub tells you in what order you need to defeat three of his brethren to access the boss. And then one of them tells you where the boss' WeakSpot is!
** In ''VideoGame/TheLegendOfZeldaPhantomHourglass'', one way they show off the DS's features is to allow you to write notes on maps. To make sure you get maximum use out of this feature, the solution to a puzzle is frequently given somewhere else in the dungeon, and you're intended to write it down when you find it.

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* In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', and later games in the series, you ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'':
*** You
can't actually [[YouShouldntKnowThisAlready play a song]] for use in-game until Link has learned it. The series utilizes this it.
*** Also,
in other methods, as well; for example, Nico asks Link for the [[NoobCave Great Deku Tree]], a password (with associated riddle!) Deku Scrub tells you in what order you need to defeat three of his brethren to access the boss. And then one of them tells you where the boss' WeakSpot is.
** In
''Videogame/TheLegendOfZeldaTheWindWaker'', Nico asks Link for a password (with associated riddle), but even if you can guess the password, Nico won't accept it until Link has heard one of the pirates say it (though at least he acknowledges that it's close to the right answer and that Link's just "saying it wrong".)
** Also, in the [[NoobCave Great Deku Tree]], a Deku Scrub tells you in what order you need to defeat three of his brethren to access the boss. And then one of them tells you where the boss' WeakSpot is!
** In ''VideoGame/TheLegendOfZeldaPhantomHourglass'', one
''VideoGame/TheLegendOfZeldaPhantomHourglass'':
*** One
way they show off the DS's features is to allow you to write notes on maps. To make sure you get maximum use out of this feature, the solution to a puzzle is frequently given somewhere else in the dungeon, and you're intended to write it down when you find it.



* In ''VideoGame/{{Startropics}}'', the code for the submarine, [[spoiler:747]], is normally found by wetting the letter that came with the game to reveal the watermark.
** Nintendo also released this game for Virtual Console - when you download it, a copy of the letter is sent to your Wii mailbox (along with a button that dips the letter in water.)

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* In ''VideoGame/{{Startropics}}'', the code for the submarine, [[spoiler:747]], is normally found by wetting the letter that came with the game to reveal the watermark.
**
watermark. Nintendo also released this game for Virtual Console - when you download it, a copy of the letter is sent to your Wii mailbox (along with a button that dips the letter in water.)



* ''VideoGame/TheNeverhood'' has lots of these. Keep paper and a pencil handy or you'll find yourself backtracking often. For just two examples:

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* ''VideoGame/TheNeverhood'' has lots of these. Keep paper and a pencil handy or you'll find yourself backtracking often. For just two a few examples:



** The [[VideoGame/BioShock2 sequel]] does not contain hackable doors, but it also helpfully recognizes when a combination has been found (including ones that appear in the game environment and must be looked at) and displays it in the corner of the combination entry screen.

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** * The [[VideoGame/BioShock2 sequel]] does not contain hackable doors, but it also helpfully recognizes when a combination has been found (including ones that appear in the game environment and must be looked at) and displays it in the corner of the combination entry screen.



* In ''VideoGame/FinalFantasyVI'', even if you know the EasterEgg code to get the treasure in Daryl's Tomb, you still have to collect the sentence parts from some tombstones before you can "enter" it. That said, it's hard to see how the game could allow you to enter it otherwise, as it's a sixteen-letter code broken into four-letter chunks - specifically [[spoiler: "The World Is Square" - Square's corporate motto at the time - written backwards: ERAU QSSI DLRO WEHT]]. At least it's all in the same dungeon.

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* In ''VideoGame/FinalFantasyVI'', even ''VideoGame/FinalFantasyVI'':
** Even
if you know the EasterEgg code to get the treasure in Daryl's Tomb, you still have to collect the sentence parts from some tombstones before you can "enter" it. That said, it's hard to see how the game could allow you to enter it otherwise, as it's a sixteen-letter code broken into four-letter chunks - specifically [[spoiler: "The World Is Square" - Square's corporate motto at the time - written backwards: ERAU QSSI DLRO WEHT]]. At least it's all in the same dungeon.



* ''VideoGame/SuperPaperMario'', the three boxes to hit.
** Also from ''VideoGame/SuperPaperMario'', there are two passcodes in Merlee's Mansion that you can buy, one of which lets you into a room where you can earn Rubees at a higher rate, and one of which [[spoiler:opens a vault containing the amount of Rubees you need to pay off your debt.]]

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* ''VideoGame/SuperPaperMario'', the three boxes to hit.
''VideoGame/SuperPaperMario'':
** Also from ''VideoGame/SuperPaperMario'', there There are two passcodes in Merlee's Mansion that you can buy, one of which lets you into a room where you can earn Rubees at a higher rate, and one of which [[spoiler:opens a vault containing the amount of Rubees you need to pay off your debt.]]



* ''VideoGame/PaperMarioTheThousandYearDoor'' has the "can't enter the answer until you know it" version in Chapter 4: When the shapeshifter challenges you to guess his name, the letter 'p' is missing from the entry box. The literal letter is locked in a chest in the same room where you learn his true name.

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* ''VideoGame/PaperMarioTheThousandYearDoor'' ''VideoGame/PaperMarioTheThousandYearDoor'':
** The game
has the "can't enter the answer until you know it" version in Chapter 4: When the shapeshifter challenges you to guess his name, the letter 'p' is missing from the entry box. The literal letter is locked in a chest in the same room where you learn his true name.



* Happens a few times in ''VideoGame/TalesOfSymphonia''. One of them requires activating little windmills in order, and one requires making four statues face the right way.
** The one with the windmills is compounded by having three solutions: one opens the door forward, while the other two break down walls in the room to reveal a monster and a chest behind each one.

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* Happens a few times in ''VideoGame/TalesOfSymphonia''. One of them requires activating little windmills in order, and one requires making four statues face the right way.
**
way. The one with the windmills is compounded by having three solutions: one opens the door forward, while the other two break down walls in the room to reveal a monster and a chest behind each one.



* In ''VideoGame/TheElderScrollsVSkyrim'' there are doors which have 3 symbol combination locks in addition to a claw that acts as the key. You cannot open the door without both, which would be more difficult if every single one didn't have the same method of finding the solution: [[spoiler: Examine the back of the claw in your inventory]]. After you do this in one of the early story missions you will find the same method works for literally every other such door in the game, of which there are a decent number.

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* In ''VideoGame/TheElderScrollsVSkyrim'' there ''VideoGame/TheElderScrollsVSkyrim'':
** There
are doors which have 3 symbol combination locks in addition to a claw that acts as the key. You cannot open the door without both, which would be more difficult if every single one didn't have the same method of finding the solution: [[spoiler: Examine the back of the claw in your inventory]]. After you do this in one of the early story missions you will find the same method works for literally every other such door in the game, of which there are a decent number.



* In ''VideoGame/MetalGearSolid'', you are asked at one point to contact Meryl through CODEC. The frequency to use, of course, is written on the back of the CD case. Brilliant bit of copy protection, that, until the advent of GameFAQS...
** Not to mention the fact that there's only 200 selectable CODEC frequencies and Meryl's was the 15th if you start from the lowest selectable one.
** In ''VideoGame/MetalGear2SolidSnake'', there's a part where you have to contact a scientist via the radio, using a frequency obtained from a note on the leg of messenger pigeon. The trick is that Snake, instead of seeing a number written down, reads the note as saying '[=WIS.OhIO=]'. If you contact Miller enough times, he'll eventually correctly deduce that Snake is [[TooDumbToLive holding the piece of paper upside down]], even if you haven't.

to:

* In ''VideoGame/MetalGearSolid'', you are asked at one point to contact Meryl through CODEC. The frequency to use, of course, is written on the back of the CD case. Brilliant bit of copy protection, that, until the advent of GameFAQS...
**
GameFAQS. Not to mention the fact that there's only 200 selectable CODEC frequencies and Meryl's was the 15th if you start from the lowest selectable one.
** * In ''VideoGame/MetalGear2SolidSnake'', there's a part where you have to contact a scientist via the radio, using a frequency obtained from a note on the leg of messenger pigeon. The trick is that Snake, instead of seeing a number written down, reads the note as saying '[=WIS.OhIO=]'. If you contact Miller enough times, he'll eventually correctly deduce that Snake is [[TooDumbToLive holding the piece of paper upside down]], even if you haven't.



* The ''Franchise/SilentHill'' series plays a variation where the directness of the answer is inversely proportional to the puzzle difficulty. A numeric that appears scribbled over a surface in Easy, for example, can become a two-variable equation system in Hard.
** Or, in true Silent Hill style, a simple logic puzzle on Easy/Normal turns into a tender love poem that describes, in graphic detail, the act of ''mutilating someone's face'' on Hard.

to:

* The ''Franchise/SilentHill'' series plays a variation where the directness of the answer is inversely proportional to the puzzle difficulty. A numeric that appears scribbled over a surface in Easy, for example, can become a two-variable equation system in Hard. \n** Or, in true Silent Hill style, a simple logic puzzle on Easy/Normal turns into a tender love poem that describes, in graphic detail, the act of ''mutilating someone's face'' on Hard.



** Subverted in ''VideoGame/ResidentEvil2'', which has a safe [[spoiler:in the Police Station]] that can be unlocked at any time with the correct code, which does not change from game to game.
** Also subverted in ''VideoGame/ResidentEvil3Nemesis'', where a locker in the evidence room can be opened with the correct code. The code is not constant, but the game uses only a few variations.

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** Subverted Averted in ''VideoGame/ResidentEvil2'', which has a safe [[spoiler:in the Police Station]] that can be unlocked at any time with the correct code, which does not change from game to game.
** Also subverted averted in ''VideoGame/ResidentEvil3Nemesis'', where a locker in the evidence room can be opened with the correct code. The code is not constant, but the game uses only a few variations.



** In the same vein, the sequel--''VisualNovel/VirtuesLastReward''--prominently features several such puzzles. Usually, the PlayerCharacter's "[[HandWave good]] [[PhotographicMemory memory]]" means that the game will provide the player a place to review the solution in question. However, [[spoiler: it is often the ''player's'' responsibility to remember information from other paths in the VisualNovel.]]

[[AC:Real Life]]
* Technically, this is what nearly every security system in RealLife is. Whether it uses a passcode, a key, or some other method of opening, it's something you learn or are given somewhere else and bring with you. Very few actual security systems involve solving puzzles on location.

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** * In the same vein, the sequel--''VisualNovel/VirtuesLastReward''--prominently features several such puzzles. Usually, the PlayerCharacter's "[[HandWave good]] [[PhotographicMemory memory]]" means that the game will provide the player a place to review the solution in question. However, [[spoiler: it is often the ''player's'' responsibility to remember information from other paths in the VisualNovel.]]

[[AC:Real Life]]
* Technically, this is what nearly every security system in RealLife is. Whether it uses a passcode, a key, or some other method of opening, it's something you learn or are given somewhere else and bring with you. Very few actual security systems involve solving puzzles on location.
]]
11th Sep '16 12:57:04 PM Sark0TAG
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[[AC:First-Person Shoother]]

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[[AC:First-Person Shoother]]Shooter]]
11th Sep '16 12:56:33 PM Sark0TAG
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* ''{{Safecracker}}'', about half of the safes was just there for you to enter solutions into.

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* ''{{Safecracker}}'', ''VideoGame/{{Safecracker}}'', about half of the safes was are just there for you to enter solutions into.into. Some even have codes to piece together for other safes later on.
11th Sep '16 12:54:54 PM Sark0TAG
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* ''The Crystal Key'' has a particularly evil example. You begin the game looking at the control panel of your spaceship, with the coordinates of your current location displayed on it. About halfway through, you need to hijack an alien ship, and you're expected to enter in the same coordinates and land next to your original ship. If you didn't already write the coordinates down, you'd better save and restart the game.

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* ''The Crystal Key'' ''VideoGame/TheCrystalKey'' has a particularly evil example. You begin the game looking at the control panel of your spaceship, with the coordinates of your current location displayed on it. About halfway through, you need to hijack an alien ship, and you're expected to enter in the same coordinates and land next to your original ship. If you didn't already write the coordinates down, you'd better save and restart the game.
9th Jul '16 10:48:22 AM nombretomado
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* ''VideoGame/ChronoTrigger'', when you get sent to the future. It's a 4-button code, and you have 6 buttons to chose from, so it's pretty easy to guess it, since it will tell you that you've got it wrong as soon as you've entered a wrong key: [[spoiler:XABY]].
** And in Lucca's sidequest, entering the code to stop the machine ([[spoiler:Lucca's mother's name, Lara, or L, A, R, A]]).

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* ''VideoGame/ChronoTrigger'', when ''VideoGame/ChronoTrigger'':
** When
you get sent to the future. It's a 4-button code, and you have 6 buttons to chose from, so it's pretty easy to guess it, since it will tell you that you've got it wrong as soon as you've entered a wrong key: [[spoiler:XABY]].
** And in In Lucca's sidequest, entering the code to stop the machine ([[spoiler:Lucca's mother's name, Lara, or L, A, R, A]]).



** Also played straight in the early game; a ridiculously large and ornate combination lock in a fortress is too inconvenient to brute force, having 100 combinations, but you can just head down to the barracks and learn it from a note a forgetful soldier wrote for himself.
* The original ''{{The Bards Tale|Trilogy}}'' -- repeatedly.

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** Also played Played straight in the early game; a ridiculously large and ornate combination lock in a fortress is too inconvenient to brute force, having 100 combinations, but you can just head down to the barracks and learn it from a note a forgetful soldier wrote for himself.
* The original ''{{The ''VideoGame/{{The Bards Tale|Trilogy}}'' -- repeatedly.
3rd Jul '16 10:18:27 AM Javer
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--->''You vaguely recall seeing somewhere the sequence of symbols, STAR - HEART - HORSESHOE. However, you can't quite remember the symbols STAR - HEART - HORSESHOE. You will need the piece of paper with STAR - HEART - HORSESHOE written on it if you wish to remember the sequence STAR - HEART - HORSESHOE.''

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--->''You -->''You vaguely recall seeing somewhere the sequence of symbols, STAR - HEART - HORSESHOE. However, you can't quite remember the symbols STAR - HEART - HORSESHOE. You will need the piece of paper with STAR - HEART - HORSESHOE written on it if you wish to remember the sequence STAR - HEART - HORSESHOE.''
3rd Jul '16 10:17:39 AM Javer
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Added DiffLines:

[[AC:Web Comic]]
* Parodied in ''Webcomic/ProblemSleuth'', where PS has previously seen a code written on a piece of paper (and the readers know it). But since it wasn't technically needed yet, the author forces the player to undergo several more rooms of [[BuffySpeak weird puzzle shit]] before he can re-read the note.
--->''You vaguely recall seeing somewhere the sequence of symbols, STAR - HEART - HORSESHOE. However, you can't quite remember the symbols STAR - HEART - HORSESHOE. You will need the piece of paper with STAR - HEART - HORSESHOE written on it if you wish to remember the sequence STAR - HEART - HORSESHOE.''
26th May '16 12:54:01 PM Willbyr
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** In the same vein, the sequel--''[[VirtuesLastReward Virtue's Last Reward]]''--prominently features several such puzzles. Usually, the PlayerCharacter's "[[HandWave good]] [[PhotographicMemory memory]]" means that the game will provide the player a place to review the solution in question. However, [[spoiler: it is often the ''player's'' responsibility to remember information from other paths in the VisualNovel.]]

to:

** In the same vein, the sequel--''[[VirtuesLastReward Virtue's Last Reward]]''--prominently sequel--''VisualNovel/VirtuesLastReward''--prominently features several such puzzles. Usually, the PlayerCharacter's "[[HandWave good]] [[PhotographicMemory memory]]" means that the game will provide the player a place to review the solution in question. However, [[spoiler: it is often the ''player's'' responsibility to remember information from other paths in the VisualNovel.]]
25th Apr '16 9:32:26 PM Lullaby22
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[[AC:First-Person Shooter]]

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\n* DoubleSubverted in ''VideoGame/LifeIsStrange'': When attempting to crack the four digit code to Nathan Prescott's secret cell phone, one of your clues is a list of several four digit codes. [[spoiler: None of them are the code, but the one that's only three digits long turns out to be the code to a digital lock in the Prescott family barn.]]

[[AC:First-Person Shooter]]Shoother]]
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