History Main / MoonLogicPuzzle

20th Sep '17 11:14:56 PM Wooboo
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* ''VideoGame/ParasiteEve2'': The only way to return to Dryfield is blocked by a gate that requires knowledge of Japanese calender phraseology to open. You need this for the good ending.

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* ''VideoGame/ParasiteEve2'': The only way to return to Dryfield is blocked by a gate that requires knowledge of Japanese calender phraseology to open. You need this for The only hints you get to the good ending.solution lie in a cryptic hint that the answer is the "age of the full moon" and that there is some Japanese writing that Aya can't read. The puzzle is optional, but failing to complete it locks you out of the GoldenEnding.
10th Sep '17 11:11:26 PM Ferot_Dreadnaught
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If it is poorly written or implemented, you still may not think anyone could possibly solve it on their own. You may also find yourself cursing the developer for expecting you to make overly arcane connections, notice [[PixelHunt absurdly minute details]], or for throwing in intentional or unintentional {{Red Herring}}s; but even a badly executed but successful moon logic puzzle makes sense after you read the answer. The pieces of the solution were in fact provided, and the solutions make logical sense in hindsight, just in strange or hard to notice ways. Even a highly skilled, GenreSavvy puzzle-solver will occasionally get stuck on one of these. When this is bad enough that hundreds of players will get stuck on this puzzle, it's ThatOnePuzzle.

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If it is poorly written or implemented, you still may not think anyone could possibly solve it on their own. You may also find yourself cursing the developer for expecting you to make overly arcane connections, notice [[PixelHunt absurdly minute details]], or for throwing in intentional or unintentional {{Red Herring}}s; but even a badly executed but successful moon logic puzzle makes sense after you read the answer. The pieces of the solution were in fact provided, and the solutions make logical sense in hindsight, just in strange or hard to notice ways. Even a highly skilled, GenreSavvy skilled puzzle-solver will occasionally get stuck on one of these. When this is bad enough that hundreds of players will get stuck on this puzzle, it's ThatOnePuzzle.



* In ''VideoGame/SuperPaperMario'''s fifth chapter, all the Cragnons are kidnapped by the Floro Sapiens. Now, seeing this, you'll more than likely go ahead and follow them, hoping to save them. Your progress will then be stopped by a series of three blocks. Seeing this, maybe some rather GenreSavvy people will realize that you need to hit these in a specific combination. Not too difficult, you only had to hit each of the three blocks once. However, you'll later come across another series of blocks. If you tried to hit them once each again, you'll be waiting a while. Turns out this combination is much, much longer. So how does one figure out this combination? Well, it turns out the Floro Sapians didn't kidnap all of the Cragnons, just a lot of them. If you go back, you'll find several, specifically one named Jasperoid, who will give you this combination. But only if you'll ask for it nicely, for which you have to type in the word "please" five times. He'll then give you the combination. Also, some may be tripped up by the fact that the combination is spread on two different text sheets, which you may think implies that there is a third series that the second sheet is for. It's all for that one, second series. [[ArsonMurderAndJaywalking And the "please" dialogue box is case sensitive, and you have to do it several times to finally get him to tell you.]]

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* In ''VideoGame/SuperPaperMario'''s fifth chapter, all the Cragnons are kidnapped by the Floro Sapiens. Now, seeing this, you'll more than likely go ahead and follow them, hoping to save them. Your progress will then be stopped by a series of three blocks. Seeing this, maybe some rather GenreSavvy people will realize that you need to hit these in a specific combination. Not too difficult, you only had to hit each of the three blocks once. However, you'll later come across another series of blocks. If you tried to hit them once each again, you'll be waiting a while. Turns out this combination is much, much longer. So how does one figure out this combination? Well, it turns out the Floro Sapians didn't kidnap all of the Cragnons, just a lot of them. If you go back, you'll find several, specifically one named Jasperoid, who will give you this combination. But only if you'll ask for it nicely, for which you have to type in the word "please" five times. He'll then give you the combination. Also, some may be tripped up by the fact that the combination is spread on two different text sheets, which you may think implies that there is a third series that the second sheet is for. It's all for that one, second series. [[ArsonMurderAndJaywalking And the "please" dialogue box is case sensitive, and you have to do it several times to finally get him to tell you.]]
1st Aug '17 11:11:19 AM rjd1922
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* In order to beat the next to last level of the first ComicBook/XMen game for Sega Mega Drive/Genesis, you need to destroy a computer terminal and wait for Professor Xavier to tell you to "Reset the computer now!" How? [[spoiler: By pushing the reset button on the console itself.]] This made the game [[UnwinnableByMistake impossible to beat]] on the Sega Nomad since [[spoiler: that system didn't have a reset button]]. Way to think ahead, Sega.

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* In order to beat the next to last level of the first ComicBook/XMen ''ComicBook/XMen'' game for Sega Mega Drive/Genesis, you need to destroy a computer terminal and wait for Professor Xavier to tell you to "Reset the computer now!" How? [[spoiler: By pushing the reset button on the console itself.]] This made the game [[UnwinnableByMistake impossible to beat]] on the Sega Nomad since [[spoiler: that system didn't have a reset button]]. Way to think ahead, Sega.
28th Jul '17 12:13:35 AM nowaymanguy
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*** ''Layton's Mystery Journey'' has a number of these, more so then is even usual for Layton. One of the puzzles gives the player a brief explanation on the pH scale, and describes that pH 3 indicates acid and pH 7 indicates alkaline. It then asks what pH 0+0 would indicate. [[spoiler:The answer is "photo". Because pH 0+0 kinda looks like "photo".]]Another puzzle has a man talking to his wife about how last year it was their seventh wedding anniversary on the 30th of June, while this year it's their ninth wedding anniversary and next year it'll be their tenth. You have to say when the conversation was taking place. [[spoiler:The conversation started on the 31st of December at 11:59 at night and halfway through the sentence it became midnight and the date changed to the 1st of January. Meaning the start of the conversation took place in the year of their 8th anniversary, while halfway through, it became their 9th.]] Just forgetting about the fact that it's pretty awkward that you have to put the date that the conversation specifically ''started'', you don't exactly expect people to change the context of what they're saying based on a too-the-second clock, mid-conversation.

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*** ''Layton's Mystery Journey'' has a number of these, more so then is even usual for Layton. One of the puzzles gives the player a brief explanation on the pH scale, and describes that pH 3 indicates acid and pH 7 indicates alkaline. It then asks what pH 0+0 would indicate. [[spoiler:The answer is "photo". Because pH 0+0 kinda looks like "photo".]]Another puzzle has a man talking to his wife about how last year it was their seventh wedding anniversary on the 30th of June, while this year it's their ninth wedding anniversary and next year it'll be their tenth.tenth wedding anniversary. You have to say when the conversation was taking place. [[spoiler:The conversation started on the 31st of December at 11:59 at night and halfway through the sentence it became midnight and the date changed to the 1st of January. Meaning the start of the conversation sentence took place in the year of their 8th anniversary, while halfway through, it became their 9th.]] Just forgetting about the fact that it's pretty awkward that you have to put the date that the conversation specifically ''started'', you don't exactly expect people to change the context of what they're saying based on a too-the-second clock, mid-conversation.
28th Jul '17 12:09:21 AM nowaymanguy
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Added DiffLines:

*** ''Layton's Mystery Journey'' has a number of these, more so then is even usual for Layton. One of the puzzles gives the player a brief explanation on the pH scale, and describes that pH 3 indicates acid and pH 7 indicates alkaline. It then asks what pH 0+0 would indicate. [[spoiler:The answer is "photo". Because pH 0+0 kinda looks like "photo".]]Another puzzle has a man talking to his wife about how last year it was their seventh wedding anniversary on the 30th of June, while this year it's their ninth wedding anniversary and next year it'll be their tenth. You have to say when the conversation was taking place. [[spoiler:The conversation started on the 31st of December at 11:59 at night and halfway through the sentence it became midnight and the date changed to the 1st of January. Meaning the start of the conversation took place in the year of their 8th anniversary, while halfway through, it became their 9th.]] Just forgetting about the fact that it's pretty awkward that you have to put the date that the conversation specifically ''started'', you don't exactly expect people to change the context of what they're saying based on a too-the-second clock, mid-conversation.
27th Jul '17 5:25:21 AM jormis29
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* ''MysteryOfTheDruids'' opens with one of these. You need to contact someone by phone; your office phone in Scotland Yard doesn't let you make external calls. There's a pay phone available, but you don't have change. None of your co-workers will let you use their phone, and nobody will give you change or make change for you. The solution: talk to a hobo on the street, and have him ask you for a drink. Then go to the Scotland Yard lab, tease the lab technician about having alcohol in the lab, and have him dare you to drink medical alcohol. Drink it, pass out, wake up, use fingerprinting powder on the bottles to see which one held the medical alcohol (even though it's labelled), tip it into a bottle with some apple juice, and feed it to the hobo - who falls unconscious letting you steal the change out of his hat.

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* ''MysteryOfTheDruids'' ''VideoGame/TheMysteryOfTheDruids'' opens with one of these. You need to contact someone by phone; your office phone in Scotland Yard doesn't let you make external calls. There's a pay phone available, but you don't have change. None of your co-workers will let you use their phone, and nobody will give you change or make change for you. The solution: talk to a hobo on the street, and have him ask you for a drink. Then go to the Scotland Yard lab, tease the lab technician about having alcohol in the lab, and have him dare you to drink medical alcohol. Drink it, pass out, wake up, use fingerprinting powder on the bottles to see which one held the medical alcohol (even though it's labelled), tip it into a bottle with some apple juice, and feed it to the hobo - who falls unconscious letting you steal the change out of his hat.
26th Jul '17 11:18:00 AM BreadBull
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** And herein lies the third problem. You see, [[BilingualBonus the message is in Japanese.]] So if you haven't studied that language, you're stuck here. Furthermore, it's a Hiragana word written in Katakana, which could throw off even fluent speakers. Presuming you can read it, you now need to know what it means. It says [[spoiler: "Haniwa". Translation: "unglazed earthen objects fashioned in ancient Japan".]] So now what?

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** And herein lies the third problem. You see, [[BilingualBonus the message is in Japanese.]] So if you haven't studied that language, you're stuck here. Oh, and it doesn't really look like writing either unless you know in advance it's supposed to be text (basically imagine trying to spell out 'Hello' using 6 LEGO bricks). Furthermore, it's a Hiragana word written in Katakana, which could throw off even fluent speakers. Presuming you recognised it's writing and can read it, Japanese, you now need to know what it means. It says [[spoiler: "Haniwa". Translation: "unglazed earthen objects fashioned in ancient Japan".]] So now what?
25th Jul '17 7:28:16 PM ShorinBJ
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* VideoGame/Dishonored2'' has a locked door whose combination you can gain from a couple of people, by doing tasks for one or stealing it. There's also a logic puzzle which supposedly can be solved to discover the combination. However, due to randomized clues, sometimes the solution is logically impossible.

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* VideoGame/Dishonored2'' ''VideoGame/Dishonored2'' has a locked door whose combination you can gain from a couple of people, by doing tasks for one or stealing it. There's also a logic puzzle which supposedly can be solved to discover the combination. However, due to randomized clues, sometimes the solution is logically impossible.
25th Jul '17 7:27:51 PM ShorinBJ
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Added DiffLines:

* VideoGame/Dishonored2'' has a locked door whose combination you can gain from a couple of people, by doing tasks for one or stealing it. There's also a logic puzzle which supposedly can be solved to discover the combination. However, due to randomized clues, sometimes the solution is logically impossible.
25th Jul '17 2:22:55 PM surrtoll
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* ''Mystery of the Druids'' opens with one of these. You need to contact someone by phone; your office phone in Scotland Yard doesn't let you make external calls. There's a pay phone available, but you don't have change. None of your co-workers will let you use their phone, and nobody will give you change or make change for you. The solution: talk to a hobo on the street, and have him ask you for a drink. Then go to the Scotland Yard lab, tease the lab technician about having alcohol in the lab, and have him dare you to drink medical alcohol. Drink it, pass out, wake up, use fingerprinting powder on the bottles to see which one held the medical alcohol (even though it's labelled), tip it into a bottle with some apple juice, and feed it to the hobo - who falls unconscious letting you steal the change out of his hat.

to:

* ''Mystery of the Druids'' ''MysteryOfTheDruids'' opens with one of these. You need to contact someone by phone; your office phone in Scotland Yard doesn't let you make external calls. There's a pay phone available, but you don't have change. None of your co-workers will let you use their phone, and nobody will give you change or make change for you. The solution: talk to a hobo on the street, and have him ask you for a drink. Then go to the Scotland Yard lab, tease the lab technician about having alcohol in the lab, and have him dare you to drink medical alcohol. Drink it, pass out, wake up, use fingerprinting powder on the bottles to see which one held the medical alcohol (even though it's labelled), tip it into a bottle with some apple juice, and feed it to the hobo - who falls unconscious letting you steal the change out of his hat.
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