History Main / SolveTheSoupCans

14th Jul '17 2:49:50 PM Gravidef
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** Largely [[JustifiedTrope Justified]] in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' and its Shrine Trials. While some are combat-based, the majority have Link solving puzzles of all kinds (from physics to redirecting courses of electricity to the classic block-pushing) to complete the task and win a [[MacGuffin Spirit Orb]] from the Shrine's guardian. However, the Shrines are specifically stated to be tests of the hero's might and wit, so it makes sense that Link would have to pass whatever conditions they contain. It also helps that there is rarely one solution to any of the puzzles; for instance, Link could burn through some dead vines by using a fire-based weapon, carrying a torch to the spot, or cutting a hanging lantern's rope to make it fall and ignite the plants.


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** As a plus, the writers have been [[SelfDeprecation making fun of themselves]] for doing this since the very first game. At least one character in every title will comment on how ludicrous it is for someone to [[ThatRemindsMeOfASong be reminded of a puzzle]] by looking at a dead body/flight of stairs/car/what-have-you, and then expecting the other characters to solve it when there's far more important work to be done.
27th Jun '17 2:59:37 PM KingLyger
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* The trope namer, ''VideoGame/TheSeventhGuest'' is egregious: You have a lot of letters, the only vowels you're given are Ys, and must rearrange them into a sentence. That sentence? "Shy gypsy, slyly, spryly, tryst by my crypt". Oh, and it only makes any sense in retrospect, as, up to that point, you didn't know the house had a crypt. Or, if you're really unlucky (or English isn't your native language), what a tryst is[[note]]By far the worst part about the puzzle, though, is that all the letters start together. So all the Ys are together, all the Ss are together, etc. The only hint you are given is that the cans are arranged in the correct spread (so the first word is three letters long). And that's it. You have to use the clue book ''three times'' to even get a hint as to what words you should be writing, and even then, you'll be breaking out the thesaurus.[[/note]].

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* The trope namer, ''VideoGame/TheSeventhGuest'' is egregious: and the trope-naming puzzle are particularly egregious about this. You have a lot of letters, the only vowels vowel you're given are Ys, is Y, and must rearrange them the cans into a sentence. That sentence? "Shy gypsy, slyly, spryly, tryst by my crypt". Oh, and it It only makes any sense in retrospect, retrospect as, up to that point, you didn't don't know the house had has a crypt. Or, if you're really unlucky (or English isn't your native language), you might not know what a tryst is[[note]]By the word "tryst" means.[[note]]By far the worst part about the puzzle, though, is that all the letters start together. So all the Ys are together, all the Ss are together, etc. The only hint you are given is that the cans are arranged in the correct spread (so the first word is three letters long). And that's it. You have to use the clue book ''three times'' to even get a hint as to what words you should be writing, and even then, you'll be breaking out the thesaurus.[[/note]].[[/note]]
24th Jun '17 11:35:59 AM IsaWP
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* Most escape rooms rely on contrived situations to some degree. A combo lock may be placed somewhere unexpected, like a dollhouse. The digits needed to unlock it might be written on various objects scattered around, with no apparent reason except that it's fun to search for hidden things. The correct sequence for a series of buttons might be revealed by solving a sudoku. The better rooms will concoct an in-story justification for its puzzle barriers in an effort to avoid this trope, but many don't bother.

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* Most escape rooms rely on contrived situations to some degree. A combo lock may be placed somewhere unexpected, like a dollhouse. The digits needed to unlock it might be written on various objects scattered around, with no apparent reason except that it's fun to search for hidden things. The correct sequence for a series of buttons might be revealed by solving a sudoku. The better Some rooms will concoct an in-story justification for its puzzle barriers in an effort to avoid this trope, but many don't bother.
17th Jun '17 6:42:09 PM ThraggLootrippa
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* ''VideoGame/FurFighters'' has a lot of these, it being a mix of shooting and platforming it can be quite jarring. One actually involved making a special soup in a jungle with an elongated fetch-quest to boot.

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* ''VideoGame/FurFighters'' has a lot of these, it being a mix of shooting and platforming it can be quite jarring. One actually involved making a special soup in a jungle with an elongated fetch-quest to boot. That particular one gets justified when you finish it, as the quest giver is revealed to have been deliberately wasting your time.
12th Jun '17 5:49:46 PM Arctimon
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** One needs to find the Ymir Fruit in Ymir Forest before being able to reach Heimdall. This evidently necessitates the painfully tedious process of making the fruit drop into the water, and then ''getting the little fishies to guide the floating fruit all around the forest'' before one can obtain the item. Apparently, eight people cannot try ''anything else'' other than this -- like summoning Undine, using their various weapons to try knocking it somewhere closer by (although it drops into the water reasonably close to the player anyway), asking the party member with * wings* to fly up and grab it, or best of all, just reaching down and grabbing the freaking item (something about "dangerous-looking fish in the water"). "Dangerous-looking fish" is made all the more pointless when you realize that [[DidYouJustPunchOutCthulhu the party contains]] a MessianicArchetype, a pair of incredibly powerful magicians, and ''[[TheChosenOne an angel]]''. Over the course of the game they've dealt with ''bunnies'' more intimidating than the "dangerous-looking fish" Lloyd is bitching about. Genis even poked fun at Lloyd for "squaring off" against the fish.\\
\\
To top the whole shenanigan off, an optional skit features Lloyd expressing interest in trying a Ymir fruit for himself. Now, up until this point, anytime you make a mistake in the overly-tedious series of maneuvers required to get the fruit into a position where anyone's willing to expend the effort to reach over and grab it, you could knock a new one into the water and try again. But once you finally nab one, it is apparently the last one in the world ever (those stupid fish took all the rest), because everyone gets on Lloyd's case for wanting to eat it when a sick woman needs it as medicine.

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** One needs to find the Ymir Fruit in Ymir Forest before being able to reach Heimdall. This evidently necessitates the painfully tedious process of making the fruit drop into the water, and then ''getting the little fishies to guide the floating fruit all around the forest'' before one can obtain the item. Apparently, eight people cannot try ''anything else'' other than this -- like summoning Undine, using their various weapons to try knocking it somewhere closer by (although it drops into the water reasonably close to the player anyway), asking the party member with * wings* to fly up and grab it, or best of all, just reaching down and grabbing the freaking item (something about "dangerous-looking fish in the water"). "Dangerous-looking fish" is made all the more pointless when you realize that [[DidYouJustPunchOutCthulhu the party contains]] a MessianicArchetype, a pair of incredibly powerful magicians, and ''[[TheChosenOne an angel]]''. Over the course of the game they've dealt with ''bunnies'' more intimidating than the "dangerous-looking fish" Lloyd is bitching about. Genis even poked fun at Lloyd for "squaring off" against the fish.\\
\\
To
fish.
**To
top the whole shenanigan off, an optional skit features Lloyd expressing interest in trying a Ymir fruit for himself. Now, up until this point, anytime you make a mistake in the overly-tedious series of maneuvers required to get the fruit into a position where anyone's willing to expend the effort to reach over and grab it, you could knock a new one into the water and try again. But once you finally nab one, it is apparently the last one in the world ever (those stupid fish took all the rest), because everyone gets on Lloyd's case for wanting to eat it when a sick woman needs it as medicine.
2nd May '17 6:40:37 AM Kazmahu
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* ''VideoGame/TalesOfBerseria'' is generally very good about making its puzzles fit the environment, at it's worst you're eating colored fruit to give temporary AcquiredPoisonImmunity from matching-colored gas vents. That is, until the endgame, where ''[[UpToEleven the entire bonus dungeon]]'', itself an elaborate six-zone randomly-generated harder-than-TheVeryDefinitelyFinalDungeon nightmare, is just an elaborate prank by the Katz so you can gain bathtowel costumes for the party and eventually a hot springs scene. Lapshaded by Velvet, who starts off skeptical and gets in a worse and worse mood with each not-actually-in-danger Katz the party finds. [[spoiler:On the other hand, the plot this causes the party to stumble onto ''completely'' changes the context of the game, and retroactively makes distant sequel ''VideoGame/TalesOfZestiria'' suffer an EsotericHappyEnding]], so most players still agree it's worth it.
2nd May '17 4:29:13 AM NotThisThing
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* At the end of the ''VideoGame/NancyDrew: Stay Tuned For Danger'' adventure game, Nancy has to open a door (to save herself from the culprit of the murders) by pushing several buttons on a panel in a certain order. With ''no clues given''. ''Pure TrialAndErrorGameplay''. With a ''short time limit''.

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* At the end of the ''VideoGame/NancyDrew: Stay Tuned For Danger'' adventure game, Nancy has to open a door (to save herself from the culprit of the murders) culprit) by pushing several buttons on a panel in a certain order. With ''no clues given''. ''Pure TrialAndErrorGameplay''. With a ''short time limit''.[[note]]Although a correct button is locked in place until you push an incorrect one. Still irritating, but not as impossible.[[/note]]
6th Apr '17 9:40:36 AM malter
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** The final room of [[BrutalBonusLevel Hero's Cave]] in a linked ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'' game has eight treasure chests seemingly randomly scattered about it surrounded by puddles of water and different types of ground. In order to proceed, Link must open the chests in a specific order. It turns out that the topography of the room resembles the world map and the chests' locations correspond to the locations of the dungeons, and have to be opened in the same order Link visited the dungeons in (or is [[SequenceBreaking supposed to have]]). To make matters worse, the eighth dungeon isn't even located in the overworld, but in the [[DualWorldGameplay underground world of Subrosia]], which is ''smaller'' than the overworld.

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** The final room of [[BrutalBonusLevel Hero's Cave]] in a linked ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'' game has eight randomly (so it seems) located treasure chests seemingly randomly scattered about it surrounded by puddles of water and different types of ground. In order to proceed, Link must open the chests in a specific order. It turns out that the topography of the room resembles the world map and the chests' locations correspond to the overworld locations of the main dungeons, and have to be opened in the same order Link visited the dungeons in (or is [[SequenceBreaking supposed to have]]). To make matters worse, not only is the eighth dungeon isn't even not located in the overworld, overworld but in the [[DualWorldGameplay underground world land of Subrosia]], which Subrosia]] (which is ''smaller'' smaller than the overworld.overworld), you cannot even look at the world map, because Hero's Cave is technically a dungeon and [[FakeDifficulty shows you the dungeon map instead]].
28th Mar '17 12:24:39 AM malter
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** ''VideoGame/TheLegendOfZeldaOracleGames'' take the "kill all the enemies" puzzle even further. Sometimes you're required to push a specific block in order to open the door or reveal the chest, and that block is not pushable until all the enemies have been defeated, with no indication at all (no "puzzle solved" jingle, no "ka-chunk" of doors opening, no nothing) that they have. Made even worse when there are Zols in the room, since they [[PixelHunt hide in the floor until Link draws near]].

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** ''VideoGame/TheLegendOfZeldaOracleGames'' take the "kill all the enemies" puzzle even further. Sometimes further: sometimes you're required to push a specific block in order to open the door or reveal the chest, and that block is not pushable until all the enemies have been defeated, with no indication at all (no that they have (the "puzzle solved" jingle, no "ka-chunk" of doors opening, no nothing) that they have.jingle is not played until after the block has been pushed). Made even worse when there are Zols in the room, since they [[PixelHunt hide in the floor until Link draws near]].
28th Mar '17 12:17:27 AM malter
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** The final room of [[BrutalBonusLevel Hero's Cave]] in a linked ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'' game has eight treasure chests seemingly randomly scattered about it surrounded by puddles of water and different types of ground. In order to proceed, Link must open the chests in a specific order. It turns out that the topography of the room resembles the world map and the chests' locations correspond to the locations of the dungeons, and have to be opened in the same order Link visited the dungeons in (or is [[SequenceBreaking supposed to have]]). To make matters worse, the eighth dungeon isn't even located in the overworld, but in the [[DualWorldGameplay underground world of Subrosia]], which is smaller than the overworld.

to:

** ''VideoGame/TheLegendOfZeldaOracleGames'' take the "kill all the enemies" puzzle even further. Sometimes you're required to push a specific block in order to open the door or reveal the chest, and that block is not pushable until all the enemies have been defeated, with no indication at all (no "puzzle solved" jingle, no "ka-chunk" of doors opening, no nothing) that they have. Made even worse when there are Zols in the room, since they [[PixelHunt hide in the floor until Link draws near]].
** The final room of [[BrutalBonusLevel Hero's Cave]] in a linked ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'' game has eight treasure chests seemingly randomly scattered about it surrounded by puddles of water and different types of ground. In order to proceed, Link must open the chests in a specific order. It turns out that the topography of the room resembles the world map and the chests' locations correspond to the locations of the dungeons, and have to be opened in the same order Link visited the dungeons in (or is [[SequenceBreaking supposed to have]]). To make matters worse, the eighth dungeon isn't even located in the overworld, but in the [[DualWorldGameplay underground world of Subrosia]], which is smaller ''smaller'' than the overworld.
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