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* Inputting an answer via DialogueTree occurs in the beginning of ''VideoGame/WonderlandAdventures: Mysteries of Fire Island''. An NPC finds a machine and asks the player what code they should input to keep moving forward. The code happens to be hidden in the same room, so the player doesn't have to do a lot of backtracking to find it.
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* The mantras in the ''VideoGame/LaMulana'' endgame. You have to find and read each mantra tablet in order before you can chant its mantra, and GuideDangIt if you don't know where to chant it. Of course, ''La-Mulana'' did this in homage to the {{UsefulNotes/MSX}} game ''VideoGame/MazeOfGalious'', where you could find a monument that showed what you needed to type in the BossRoom to fight the world boss, or not bother with looking at monuments if you knew what to type already.

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* The mantras in the ''VideoGame/LaMulana'' endgame. You have to find and read each mantra tablet in order before you can chant its mantra, and GuideDangIt if you don't know where to chant it. Of course, ''La-Mulana'' did this in homage to the {{UsefulNotes/MSX}} {{Platform/MSX}} game ''VideoGame/MazeOfGalious'', where you could find a monument that showed what you needed to type in the BossRoom to fight the world boss, or not bother with looking at monuments if you knew what to type already.
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If you are lucky, you have to find the answer split up in parts and properly figure out how to reassemble them into the answer before you can enter it. If you're unlucky, you'll discover the answer was given by an dying NPC a few hours ago, and now that you've forgotten it, [[NowWhereWasIGoingAgain the game won't repeat it]].

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If you are lucky, you have to find the answer split up in parts and properly figure out how to reassemble them into the answer before you can enter it.it (and in such cases, the parts of the answer may in turn require solving other puzzles, thus being part of an overarching {{metapuzzle}}). If you're unlucky, you'll discover the answer was given by an dying NPC a few hours ago, and now that you've forgotten it, [[NowWhereWasIGoingAgain the game won't repeat it]].
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* The doors to the tram spires in ''VideoGame/TheDig'' use combination locks based on colored polyhedra. These are randomized so that players can't know them ahead of time, even with a walkthrough.

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* The doors to the tram spires in ''VideoGame/TheDig'' ''VideoGame/{{The Dig|1995}}'' use combination locks based on colored polyhedra. These are randomized so that players can't know them ahead of time, even with a walkthrough.
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** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there are two Shrines on Duelling Peaks which require you to arrange the Ancient Orbs in the correct order. There's a note present at both that tells you that the starting order of the orbs of one of the two shrines is the answer for the other, so you'll need to use the elevator nearby to see the whole board and take notes, then leave to input your answer in the other shrine.

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** In ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', there are two Shrines on Duelling Dueling Peaks which require you to arrange the Ancient Orbs in the correct order. There's a note present at both that tells you that the starting order of the orbs of one of the two shrines is the answer for the other, so you'll need to use the elevator nearby to see the whole board and take notes, then leave to input your answer in the other shrine.
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** ''VisualNovel/ZeroTimeDilemma'', due to it's non-linear structure, means you can encounter a password-puzzle before you know the solution, and indeed if you look it up or already know before you actually learn it, the characters make an oblique reference that they shouldn't know it yet. In addition [[spoiler: the passwords to leave the bunker are different in every path, something the cast finds out when they try and input the codes they got from one timeline in another]].

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** ''VisualNovel/ZeroTimeDilemma'', due to it's its non-linear structure, means you can encounter a password-puzzle before you know the solution, and indeed if you look it up or already know before you actually learn it, the characters make an oblique reference that they shouldn't know it yet. In addition [[spoiler: the passwords to leave the bunker are different in every path, something the cast finds out when they try and input the codes they got from one timeline in another]].
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* In ''VideoGame/TheHitchHikersGuideToTheGalaxy1984'', once you have the Babel Fish, pressing the switch on the glass case holding the vector plotter will reveal that the passcode is a word in the Vogon Captain's poem (which one is randomised). If you're very lucky, or have been here before, you may even learn this ''before'' he recites the poem.

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* In ''VideoGame/TheHitchHikersGuideToTheGalaxy1984'', ''VideoGame/TheHitchhikersGuideToTheGalaxy1984'', once you have the Babel Fish, pressing the switch on the glass case holding the vector plotter will reveal that the passcode is a word in the Vogon Captain's poem (which one is randomised). If you're very lucky, or have been here before, you may even learn this ''before'' he recites the poem.
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* In ''VideoGame/TheHitchHikersGuideToTheGalaxy'', once you have the Babel Fish, pressing the switch on the glass case holding the vector plotter will reveal that the passcode is a word in the Vogon Captain's poem (which one is randomised). If you're very lucky, or have been here before, you may even learn this ''before'' he recites the poem.

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* In ''VideoGame/TheHitchHikersGuideToTheGalaxy'', ''VideoGame/TheHitchHikersGuideToTheGalaxy1984'', once you have the Babel Fish, pressing the switch on the glass case holding the vector plotter will reveal that the passcode is a word in the Vogon Captain's poem (which one is randomised). If you're very lucky, or have been here before, you may even learn this ''before'' he recites the poem.
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* In ''VideoGame/TheHitchHikersGuideToTheGalaxy'', once you have the Babel Fish, pressing the switch on the glass case holding the vector plotter will reveal that the passcode is a word in the Vogon Captain's poem (which one is randomised). If you're very lucky, or have been here before, you may even learn this ''before'' he recites the poem.
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* ''VideoGame/HeavenDust'': There are a couple of instances in the game where a door can only be unlocked with a three-digit code.

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* In ''VideoGame/{{OneShot}}'', several puzzles involve retrieving information from the player's computer, usually in the form of a password found in a .txt file in the Documents folder, before having Niko input the solution in the game.



* ''VideoGame/{{Myst}}''. Almost everywhere and everything, from entering the correct numbers into the holographic jacuzzi down by the dock, to entering the right piano notes in the right order in a spaceship, to finding the combination to the safe in the cabin, to setting the clock tower to the right time, to [[spoiler:manipulating an observatory to view specific constellations on specific dates mentioned in a journal]], to looking through multiple telescopes/spyglasses and marking down the exact number of degrees where you see and hear certain things, to finding the right pattern of squares to enter into the fireplace... everything.
** An example from the second game, Riven, involves [[spoiler:activating dome machines on every island then visiting one of the islands to use a polymorphic overlay to record the grid location of those domes]]. THEN, you have to determine what you do with those solutions.

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* ''VideoGame/{{Myst}}''. ''VideoGame/{{Myst}}'':
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Almost everywhere and everything, from entering the correct numbers into the holographic jacuzzi down by the dock, to entering the right piano notes in the right order in a spaceship, to finding the combination to the safe in the cabin, to setting the clock tower to the right time, to [[spoiler:manipulating an observatory to view specific constellations on specific dates mentioned in a journal]], to looking through multiple telescopes/spyglasses and marking down the exact number of degrees where you see and hear certain things, to finding the right pattern of squares to enter into the fireplace... everything.
** An example from the second game, Riven, ''VideoGame/{{Riven}}'', involves [[spoiler:activating dome machines on every island then visiting one of the islands to use a polymorphic overlay to record the grid location of those domes]]. THEN, you have to determine what you do with those solutions.
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* ''VideoGame/Madman2022'': At least one door in the game needs to have a code entered into it... in addition to the corresponding [[LockAndKeyPuzzle key card]] to unlock it.
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Moved as there are two games called Earthbound on this wiki.


* ''VideoGame/EarthBound'' has you do this to get into Master Belch's base. [[spoiler: However, it's subverted as the password is to not say anything for three (real-time) minutes.]]

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* ''VideoGame/EarthBound'' ''VideoGame/EarthBound1994'' has you do this to get into Master Belch's base. [[spoiler: However, it's subverted as the password is to not say anything for three (real-time) minutes.]]
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** Phred: [[spoiler:51702. Phred's clue is a piece of paper with the word "SNOZ". The letters are actually numbers, bunched up together.]]
** Zack: [[spoiler:12345. The clue he gives you sounds complicated, but it's actually a set of consecutive numbers. It was written on the side of his door.]]
** Smiley: [[spoiler:51333. The agent who locked her up was mumbling it to himself out loud.]]

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** Phred: [[spoiler:51702. Phred's clue is a piece of paper with the word "SNOZ". The letters are actually numbers, bunched up together. The additional problem being that the ''entire keypad'' is also missing.]]
** Zack: [[spoiler:12345. The clue he gives you sounds complicated, but it's actually a set of consecutive numbers. It was written on the his side of his the door.]]
** Smiley: [[spoiler:51333. The agent who locked her up was mumbling it to himself out loud. However, the '3' key on the keypad is missing, so you have to go find a replacement.]]

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