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** Lampshaded in ''VideoGame/{{Okamiden}}'' when you CAN try to paint Sunrise before the game teaches you about it: if you do, Issun will blatantly ask if you're "trying to draw the sun or something".

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** Lampshaded in * ''VideoGame/{{Okamiden}}'' lampshades this when you CAN try to paint Sunrise before the game teaches you about it: if you do, Issun will blatantly ask if you're "trying to draw the sun or something".
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If you were looking for the trope about spoilers that really shouldn't be spoilers, see YouShouldKnowThisAlready.
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** In ''[[VideoGame/PokemonRedAndBlue Pokémon FireRed and LeafGreen]]'', most mechanics from Generation III games are applied to the Generation I based remakes. However, the game will outright prevent evolution of Golbat and Chansey by friendship level-up, as the player isn't supposed to be aware of the Johto region or National Pokédex until after becoming the Champion.
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[[folder:Stealth-Based Game]]
* The ''Franchise/{{Hitman}}'' relies a lot on players learning patterns and routines of targets, as well as placements of items and intel. Of course, it leads to situations where if you've played the level enough, you'll know the optimal way to kill targets before being prompted or nudged from past experience.
[[/folder]]
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* Like World of Warcraft above, "Provisioners" (cooks) in ''VideoGame/TheElderScrollsOnline'' have to have read a recipe (that is inexplicably destroyed upon reading it) to learn how to cook meals and brew drinks. Even stuff as basic as a baked potato.

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* Like World of Warcraft above, "Provisioners" (cooks) in ''VideoGame/TheElderScrollsOnline'' have to have read a recipe (that is inexplicably destroyed upon reading it) to learn how to cook meals and brew drinks. Even stuff as basic as a baked potato.
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* ''VideoGame/TheElderScrollsVSkyrim'' contains twelve Treasure Maps, which are readable notes feature a crude map showing the way to a treasure. A treasure only spawns if you pick up its related Treasure Map once.[[note]]The game only checks possession, actually ''reading'' the map isn't required[[/note]]
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** In Videogame/TheLegendOfZeldaSkywardSword there's a point where you need to complete Farore's symbol by drawing a circle. You may well already know the symbol from previous plays or other games in the series, but drawing a circle won't work until Link checks a nearby carving.

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** In Videogame/TheLegendOfZeldaSkywardSword ''Videogame/TheLegendOfZeldaSkywardSword'' there's a point where you need to complete Farore's symbol by drawing a circle. You may well already know the symbol from previous plays or other games in the series, but drawing a circle won't work until Link checks a nearby carving.



* ''VideoGame/GarfieldBigFatHairyDeal'': Averted. It's possible to navigate the [[BlackoutBaseement dark sewers]] and kick Nermal to get his item even though you can't see where anything is, provided you know the layout.

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* ''VideoGame/GarfieldBigFatHairyDeal'': Averted. It's possible to navigate the [[BlackoutBaseement [[BlackoutBasement dark sewers]] and kick Nermal to get his item even though you can't see where anything is, provided you know the layout.
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** In Videogame/TheLegendOfZeldaSkywardSword there's a point where you need to complete Farore's symbol by drawing a circle. You may well already know the symbol from or other games in the series, but drawing a circle won't work until Link checks a nearby carving.

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** In Videogame/TheLegendOfZeldaSkywardSword there's a point where you need to complete Farore's symbol by drawing a circle. You may well already know the symbol from previous plays or other games in the series, but drawing a circle won't work until Link checks a nearby carving.
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** In Videogame/TheLegendOfZeldaSkywardSword there's a point where you need to complete Farore's symbol by drawing a circle. You may well already know the symbol from or other games in the series, but drawing a circle won't work until Link checks a nearby carving.
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* ''VideoGame/GarfieldBigFatHairyDeal'': Averted. It's possible to navigate the [[BlackoutBaseement dark sewers]] and kick Nermal to get his item even though you can't see where anything is, provided you know the layout.
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Seems more just a case of rewarding being observant.


* ''VideoGame/{{Iji}}'' has RecurringBoss Asha set a trap for the main character at one point, [[spoiler:holding Dan hostage and eventually killing him.]] However, an observant player will notice a nearby spot to put a trapmine even though there aren't any enemies left [[spoiler: which is where a Komato soldier teleports in to attack Iji from behind so she can't stop Asha]], and if they save the one trapmine they got in that level and put it there instead, it'll foil Asha's plan (complete with a hilariously baffled reaction on his part) and lead to a better ending.
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* ''{{Videogame/Paranoiac}}''. You will encounter a GameBreakingBug if you use the code for the computer before you learn it in-game, which makes you lock yourself out of several rooms.

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* ''{{Videogame/Paranoiac}}''. ''{{Videogame/Paranoiac}}'': You will encounter a GameBreakingBug if you use the code for the computer before you learn it in-game, which makes you lock yourself out of several rooms.
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* ''VideoGame/GibbousACthulhuAdventure'' plays with it. [[spoiler:You can have Buzz give the can of Dr. Fisher's soda to Milton before he asks for it, and before you even know his name. Doing so even nets you an achievement, and a a Tell Tale Games-style prompt of "Buzz will remember that."]]
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* In ''Videogame/SouthParkTheFracturedButWhole'', if you type in the correct passcode to an electronic lock before you actually learn said passcode, [[DevelopersForesight Cartman will pop up in the corner of the screen to tell you to stop cheating]]. [[TakeThat He dresses like a New England Patriots football coach while doing so.]]

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* In ''Videogame/SouthParkTheFracturedButWhole'', if you type in the correct passcode to an electronic lock before you actually learn said passcode, [[DevelopersForesight Cartman will pop up in the corner of the screen to tell you to stop cheating]]. [[TakeThat He dresses like a New England Patriots football coach and addresses you as "Tom Brady" while doing so.]]
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** In ''VideoGame/KingdomHeartsBirthBySleep'', you can meld any command you have the base components for, but unless you have the recipes, which are found throughout the game, you wont have any idea what it is you're melding. Even once you've made a command once, it won't show you the results of its melding until you have the recipe. This can be amazing when you accidentally create a giga command fairly early, and amazingly frustrating when you end up creating three of the same crappy command in a row even though you used very different inputs.

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** In ''VideoGame/KingdomHeartsBirthBySleep'', you can meld any command you have the base components for, but unless you have the recipes, which are found throughout the game, you wont won't have any idea what it is you're melding. Even once you've made a command once, it won't show you the results of its melding until you have the recipe. This can be amazing when you accidentally create a giga command fairly early, and amazingly frustrating when you end up creating three of the same crappy command in a row even though you used very different inputs.

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Crosswicking/Updating DMC examples in the trope pages.


* Some attacks in ''VideoGame/DevilMayCry'' must be purchased before they can be used no matter what, even if the method to use them is as simple as holding the analog stick towards or away from a locked-on enemy. Replaying missions with abilities, items, and weapons [[NewGamePlus unlocked from later missions]] also results in this - for instance, if in ''VideoGame/DevilMayCry4'' you replay the mission that introduces the Grim Grips, even though you already have the item that allows you to take advantage of them, you still have to go into the building that housed it and interact with the now-empty pedestal you grabbed it from the first time before you can do so.

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* ''VideoGame/DevilMayCry'':
**
Some attacks in ''VideoGame/DevilMayCry'' must be purchased first before they can be used executed no matter what, even if the player is already familiar with their control inputs (especially for the recurring abilities and attacks that have counterparts on other weapons), or even if the method to use them is as simple as holding the analog stick towards or away from a locked-on enemy. Replaying missions enemy.
** Even on NewGamePlus playthroughs, it's a common trend in the series to re-acquire Key Items, or interact
with abilities, items, and weapons [[NewGamePlus unlocked from later missions]] also results certain objects again in this - for instance, if order to make progress in the stages. ''VideoGame/DevilMayCry4'' you replay in particular, has an egregious example with the mission Evil Legacy. It's a Key Item that introduces permanently provides Nero's Devil Bringer with the Snatch and Hell Bound abilities, yet you cannot latch onto Grim Grips, even though Grips unless you already have the item that allows you to take advantage of them, you still have to go into the building that housed it and interact with the now-empty pedestal you grabbed it from the first time before you can do so.that houses said key item.
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* ''VideoGame/TheStanleyParable'' parodies this. If you type the password on the keypad in the boss' office before the Narrator can reveal it, the Narrator punishes your impatience my making you wait, and on subsequent visits, just opens the door without waiting for the player to type the password.

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* ''VideoGame/TheStanleyParable'' parodies this. If you type the password on the keypad in the boss' office before the Narrator can reveal it, the Narrator punishes your impatience my by making you wait, and on subsequent visits, just opens the door without waiting for the player to type the password.
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** ''VisualNovel/TheGreatAceAttorney'' has some fun with this a few times in in the Dance of Deduction sequences. Case in point:
-->'''Ryunosuke:''' Behind the lion statue on the mantelpiece, almost deliberately hidden from view, is a photograph. Though I have yet to examine it in detail, I can assure you that it holds the answer. Because I'm employing an extremely advanced detection technique called 'jumping to conclusions', you see!
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* The dances in ''VideoGame/{{Shantae}}'', at least in games that require button sequences for the transformations. While you might be able to remember them from your last playthrough or a previous installment, said sequences don't actually do anything until you're formally taught.

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* ''VideoGame/{{Shantae}}'': The dances in ''VideoGame/{{Shantae}}'', dances, at least in games that require button sequences for the transformations. While you might be able to remember them from your last playthrough or a previous installment, said sequences don't actually do anything until you're formally taught.
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** In ''VisualNovel/VirtuesLastReward'', several characters have a special power that allows them to get around this. [[spoiler:Namely, Sigma and Phi can remember, and make use of, events the player has seen on previous playthroughs of the game ''before'' they have occurred in the plot of a current playthrough, frequently baffling or scaring the other characters. In the final ending, the player takes control of an unknown character who baffles Phi in the same way.]]

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** In ''VisualNovel/VirtuesLastReward'', several characters have a special power that allows them to get around this. [[spoiler:Namely, Sigma and Phi can remember, and make use of, events the player has seen on previous playthroughs of the game ''before'' they have occurred in the plot of a current playthrough, frequently baffling or scaring the other characters. In fact, the final ending, escape room of the GoldenEnding is just the first one again, and the solution is to cheat by inputting the safe password you learned the first time and skipping all the puzzle solving (if you try to solve the puzzles again, you just get yelled at for wasting time and told to input the password). In the epilogue, the player takes control of an unknown character consciousness inhabiting Kyle's body who baffles Phi in the same way.]]
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* In ''VideoGame/{{Aquaria}}'' you have to have the experience (usually beating the right boss) that teaches you a song before you can sing it. This is because ''Aquaria'''s songs function like powerups in other MetroidVania games.

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* In ''VideoGame/{{Aquaria}}'' you have to have the experience (usually beating the right boss) that teaches you a song before you can sing it. This is because ''Aquaria'''s songs function like powerups in other MetroidVania {{Metroidvania}} games.

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*** The Bomber's Hideout requires a pass code that's randomly generated when a save file is created. You're supposed to go through a hide-and-seek quest in order to learn the pass code from the leader, but if you reload the save file to the beginning and try the same code, they'll let you in. While this seems kind of pointless since you have to do the quest anyway, it's essentially the {{Metagame}} for [[{{Speedrun}} speedrunners]] who use the in-game timer. On the second cycle, the leader of the Bombers, Jim, is surpised at how you knew the code without having a notebook and giving it to you, saving you from having to do the hunt a second time.
*** And it's slightly [[AvertedTrope Averted]] in the 3DS version, where you instead get the Notebook from the Happy Mask Salesman in addition to the Deku Mask and the Song Of Healing, and the Bombers' entry, complete with the code, is already added. You do still have to learn the code in the first cycle, though.

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*** The Bomber's Hideout requires a pass code passcode that's randomly generated when a save file is created. You're supposed to go through a hide-and-seek quest in order to learn the pass code passcode from the leader, but if you reload the save file to the beginning and try the same code, they'll let you in. While this seems kind of pointless since you have to do the quest anyway, it's essentially the {{Metagame}} for [[{{Speedrun}} speedrunners]] who use the in-game timer. On the second cycle, the leader of the Bombers, Jim, is surpised surprised at how you knew the code without having a notebook and giving it to you, saving you from having to do the hunt a second time.
*** And it's slightly [[AvertedTrope Averted]] {{averted|Trope}} in the 3DS version, where you instead get the Notebook notebook from the Happy Mask Salesman in addition to the Deku Mask and the Song Of of Healing, and the Bombers' entry, complete with the code, is already added. You do still have to learn the code in the first cycle, though.
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** The latter case has two justifications: Zero had been in stasis for over 100 years, and [[spoiler: had to have a new body constructed after his old one was taken and used to cause a disaster.]]

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* In ''VideoGame/BeyondGoodAndEvil'' you can only open the password-protected doors in the enemy base by scanning the door and receiving the password; and you only receive the password after finishing the associated mission. The passwords are determined from the beginning of the game; but if you reload the game and try to enter the password before receiving it, it won't work.



* In ''VideoGame/MonsterBoyAndTheCursedKingdom'', a guard asks you for a password, which renders as a multiple-choice question for you. If you haven't yet unveiled the clues about the password, you get a different set of choices, all obviously wrong.
* The celestial brush strokes in ''VideoGame/{{Okami}}'', along with some combat moves. At the beginning, you can't access the brush screen until Issun tells you you can, and you can't use Sunrise (which Ammy supposedly had all along) until you've jumped through the appropriate plot hoops.
** Lampshaded in ''VideoGame/{{Okamiden}}'' when you CAN try to paint Sunrise before the game teaches you about it: if you do, Issun will blatantly ask if you're "trying to draw the sun or something".
* The dances in ''VideoGame/{{Shantae}}'', at least in games that require button sequences for the transformations. While you might be able to remember them from your last playthrough or a previous installment, said sequences don't actually do anything until you're formally taught.



* In ''VideoGame/BeyondGoodAndEvil'' you can only open the password-protected doors in the enemy base by scanning the door and receiving the password; and you only receive the password after finishing the associated mission. The passwords are determined from the beginning of the game; but if you reload the game and try to enter the password before receiving it, it won't work.

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* In ''VideoGame/BeyondGoodAndEvil'' ''VideoGame/MonsterBoyAndTheCursedKingdom'', a guard asks you can only open for a password, which renders as a multiple-choice question for you. If you haven't yet unveiled the password-protected doors in clues about the enemy base by scanning password, you get a different set of choices, all obviously wrong.
* The celestial brush strokes in ''VideoGame/{{Okami}}'', along with some combat moves. At
the door and receiving beginning, you can't access the password; brush screen until Issun tells you you can, and you only receive can't use Sunrise (which Ammy supposedly had all along) until you've jumped through the password after finishing the associated mission. The passwords are determined from the beginning of the game; but if appropriate plot hoops.
** Lampshaded in ''VideoGame/{{Okamiden}}'' when
you reload CAN try to paint Sunrise before the game and try teaches you about it: if you do, Issun will blatantly ask if you're "trying to enter draw the password before receiving it, it won't work.sun or something".
* The dances in ''VideoGame/{{Shantae}}'', at least in games that require button sequences for the transformations. While you might be able to remember them from your last playthrough or a previous installment, said sequences don't actually do anything until you're formally taught.



* ''VideoGame/TheBlackwellSeries'': In ''The Blackwell Convergence'', there is a number of topics you can look up on the protagonist's computer. If you try searching any key topics before they come up during the game, the data will still appear, but Joey will yell at you for looking up "random irrevelant things".

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* In ''Arthur: The Quest for Excalibur'', attempting to speak the magic word for shapeshifting ''before'' Merlin teaches it to you results in "Nothing happens. (Playing from a saved game, are we?)"
* ''VideoGame/TheBlackwellSeries'': In ''The Blackwell Convergence'', there is a number of topics you can look up on the protagonist's computer. If you try searching any key topics before they come up during the game, the data will still appear, but Joey will yell at you for looking up "random irrevelant irrelevant things".



* ''VideoGame/ColossalCave'': if you go where the Pirate's treasure chest is before encountering the Pirate, you just reach a dead end. The chest isn't there.
* ''VideoGame/TheJourneymanProject 3'' has Arthur respond with bewilderment before slyly asking if you've been reading the hint guide if you complete a puzzle without learning the reason behind it first.
* ''VideoGame/KingsQuestVIHeirTodayGoneTomorrow'' doesn't just avert this, you ''have'' to use outside knowledge in order to win. In order to deal with [[TreacherousAdvisor Alhazred]]'s genie, Prince Alexander can get an identical copy of the genie's lamp and have Jollo the court jester [[FakinMacGuffin swap it for the real deal]]. The only way to know ''what'' the lamp looks like is via a cutscene, which is [[LampshadeHanging lampshaded]] when Jollo asks Alexander how he knew what the lamp looked like, and Alex says that he just "got a feeling".
** The alternative solution to this problem involves getting the genie [[DrunkOnMilk drunk on peppermint]] during the final confrontation, which causes him to [[HoistByHisOwnPetard blast himself with a misdirected spell]]. However, this isn't quite to the same level as the lamp, since while it's spelled out in a cutscene there's also a scene immediately beforehand where Alexander witnesses the genie (in the guise of an old man) eat a mint and stumble off drunkenly, and the character is certainly clever enough to put two and two together.



* ''VideoGame/PoliceQuest: Open Season'' says this if you search for "Walker" on the Parker Center office computer before the story prompts you to do so.



* ''VideoGame/SecretFiles'': In the second game, in Bishop Perry's chapter, if you try to hide the Parchment in the Book on the Desk without first finding out that William Patterson requested it, he stops the action because he doesn't know who the book is going to.
* ''VideoGame/TheSecretOfMonkeyIsland'' requires you to learn insults and comebacks by fighting the pirates who wander the island. Since you can't type in free text, only select from a list of things you've heard before, even if you happen to know the right responses you can't use them until Guybrush has learned them.



* ''VideoGame/TheStanleyParable'' parodies this. If you type the password on the keypad in the boss' office before the Narrator can reveal it, the Narrator punishes your impatience my making you wait, and on subsequent visits, just opens the door without waiting for the player to type the password.
* In ''VideoGame/{{Unavowed}}'', typing a password you shouldn't know about will give you an electric shock. Similarly, solving another puzzle without first finding its solution will cause the other characters to reprimand you.



* In ''Arthur: The Quest for Excalibur'', attempting to speak the magic word for shapeshifting ''before'' Merlin teaches it to you results in "Nothing happens. (Playing from a saved game, are we?)"
* ''VideoGame/TheSecretOfMonkeyIsland'' requires you to learn insults and comebacks by fighting the pirates who wander the island. Since you can't type in free text, only select from a list of things you've heard before, even if you happen to know the right responses you can't use them until Guybrush has learned them.
* ''VideoGame/TheStanleyParable'' parodies this. If you type the password on the keypad in the boss' office before the Narrator can reveal it, the Narrator punishes your impatience my making you wait, and on subsequent visits, just opens the door without waiting for the player to type the password.
* ''VideoGame/PoliceQuest: Open Season'' says this if you search for "Walker" on the Parker Center office computer before the story prompts you to do so.
* ''VideoGame/TheJourneymanProject 3'' has Arthur respond with bewilderment before slyly asking if you've been reading the hint guide if you complete a puzzle without learning the reason behind it first.
* ''VideoGame/ColossalCave'': if you go where the Pirate's treasure chest is before encountering the Pirate, you just reach a dead end. The chest isn't there.

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* In ''Arthur: The Quest for Excalibur'', attempting to speak the magic word for shapeshifting ''before'' Merlin teaches it to ''VideoGame/WoodruffAndTheSchnibbleOfAzimuth'', you results in "Nothing happens. (Playing from a saved game, are we?)"
* ''VideoGame/TheSecretOfMonkeyIsland'' requires
cannot call plot-important tobozon numbers until you to learn insults and comebacks by fighting the pirates who wander the island. Since you can't type in free text, only select from a list of things you've heard before, even if you happen to know the right responses you can't use about them until Guybrush has learned them.
* ''VideoGame/TheStanleyParable'' parodies this. If you type the password on the keypad in the boss' office before the Narrator can reveal it, the Narrator punishes your impatience my making you wait, and on subsequent visits, just opens the door without waiting for the player to type the password.
* ''VideoGame/PoliceQuest: Open Season'' says this if you search for "Walker" on the Parker Center office computer before the story prompts you to do so.
* ''VideoGame/TheJourneymanProject 3'' has Arthur respond with bewilderment before slyly asking if you've been reading the hint guide if you complete a puzzle without learning the reason behind it first.
* ''VideoGame/ColossalCave'': if you go where the Pirate's treasure chest is before encountering the Pirate, you just reach a dead end. The chest isn't there.
in-game.



* ''VideoGame/SecretFiles'': In the second game, in Bishop Perry's chapter, if you try to hide the Parchment in the Book on the Desk without first finding out that William Patterson requested it, he stops the action because he doesn't know who the book is going to.
* ''VideoGame/KingsQuestVIHeirTodayGoneTomorrow'' doesn't just avert this, you ''have'' to use outside knowledge in order to win. In order to deal with [[TreacherousAdvisor Alhazred]]'s genie, Prince Alexander can get an identical copy of the genie's lamp and have Jollo the court jester [[FakinMacGuffin swap it for the real deal]]. The only way to know ''what'' the lamp looks like is via a cutscene, which is [[LampshadeHanging lampshaded]] when Jollo asks Alexander how he knew what the lamp looked like, and Alex says that he just "got a feeling".
** The alternative solution to this problem involves getting the genie [[DrunkOnMilk drunk on peppermint]] during the final confrontation, which causes him to [[HoistByHisOwnPetard blast himself with a misdirected spell]]. However, this isn't quite to the same level as the lamp, since while it's spelled out in a cutscene there's also a scene immediately beforehand where Alexander witnesses the genie (in the guise of an old man) eat a mint and stumble off drunkenly, and the character is certainly clever enough to put two and two together.
* In ''VideoGame/{{Unavowed}}'', typing a password you shouldn't know about will give you an electric shock. Similarly, solving another puzzle without first finding its solution will cause the other characters to reprimand you.
* In ''VideoGame/WoodruffAndTheSchnibbleOfAzimuth'', you cannot call plot-important tobozon numbers until you learn about them in-game.



* ''VideoGame/TalesOfTheAbyss'' won't let you use the Capacity Core menu (and thus set Luke a core) untill a small tutorial in the Cheagle Woods, even on your second playthrough, when you brought Tutti and just thought things were going smoothly. That's why it's strongly recommended that you don't level up until then which is a pain with monsters jumping at you. It gets worse if you also picked the "10x experience" option.

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* ''VideoGame/TalesOfTheAbyss'' won't let you use the Capacity Core menu (and thus set Luke a core) untill until a small tutorial in the Cheagle Woods, even on your second playthrough, when you brought Tutti and just thought things were going smoothly. That's why it's strongly recommended that you don't level up until then which is a pain with monsters jumping at you. It gets worse if you also picked the "10x experience" option.



* Astral Heats in ''VideoGame/BlazBlueCalamityTrigger'' - if you haven't cleared Arcade mode with the appropriate character (except for Rachel, Ragna, and Nu-13), the input for them will do nothing, even if the other conditions required for use are in play.

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* Astral Heats in ''VideoGame/BlazBlueCalamityTrigger'' - -- if you haven't cleared Arcade mode with the appropriate character (except for Rachel, Ragna, and Nu-13), the input for them will do nothing, even if the other conditions required for use are in play.






* Like World of Warcraft above, "Provisioners" (cooks) in ''VideoGame/TheElderScrollsOnline'' have to have read a recipe (that is inexplicably destroyed upon reading it) to learn how to cook meals and brew drinks. Even stuff as basic as a baked potato.



* Like World of Warcraft above, "Provisioners" (cooks) in ''VideoGame/TheElderScrollsOnline'' have to have read a recipe (that is inexplicably destroyed upon reading it) to learn how to cook meals and brew drinks. Even stuff as basic as a baked potato.






* ''Franchise/AceAttorney'' is a notable offender of this trope. It does not matter if you figured out who the real culprit is, or which evidence or piece of testimony points it out. If your character did not figure it out, then you cannot point it out.
** Early in the first ''VisualNovel/PhoenixWrightAceAttorney'' game's second case, you find a small piece of paper that says "Maya", written in blood. It's actually [[spoiler:a receipt for a (now broken) glass stand Mia bought a day before being killed]]. Later in the case, [[spoiler:the killer's final testimony involves him stating he saw the glass stand in one piece a week before the murder]]. Even if you already know presenting that piece of paper is necessary to point out the contradiction, you cannot do that until [[spoiler: Mia tells you how it proves he's lying]].



* ''Franchise/AceAttorney'' is a notable offender of this trope. It does not matter if you figured out who the real culprit is, or which evidence or piece of testimony points it out. If your character did not figure it out, then you cannot point it out.
** Early in the first ''VisualNovel/PhoenixWrightAceAttorney'' game's second case, you find a small piece of paper that says "Maya", written in blood. It's actually [[spoiler:a receipt for a (now broken) glass stand Mia bought a day before being killed]]. Later in the case, [[spoiler:the killer's final testimony involves him stating he saw the glass stand in one piece a week before the murder]]. Even if you already know presenting that piece of paper is necessary to point out the contradiction, you cannot do that until [[spoiler: Mia tells you how it proves he's lying]].



* ''Amulets & Armor'' does it both ways: Picking a character class from one of the two magical families (Arcane or Holy) will give you a set of runes to cast spells with, and each spell is recorded as a note page in your inventory. You can pick up more as you play through the levels, but you're free to cast any spell at any time, the notes are just a reference for the player. You need the right runes, however, so even if you memorize an Arcane spell, a Cleric (who has holy runes) can't cast it. (In theory you could pick up the runes, as they're just items, but in reality there isn't a full set in the levels)



** ''VideoGame/DeusExHumanRevolution'' brings back manual code entry, and that element of metagaming returns with it. This seems to be intentional, too - the game ''does'' recognize whether or not Adam would know the code; when accessing a keypad or computer whose password he knows, a little popup will appear in one corner of the screen with the code written out for your convenience.

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** ''VideoGame/DeusExHumanRevolution'' brings back manual code entry, and that element of metagaming returns with it. This seems to be intentional, too - -- the game ''does'' recognize whether or not Adam would know the code; when accessing a keypad or computer whose password he knows, a little popup will appear in one corner of the screen with the code written out for your convenience.convenience.
* Overlapping with NoFairCheating, the original ''VideoGame/{{Fable}}'' has six clues leading to the [[FryingPanOfDoom Frying Pan]], which starts off as weak, but can receive up to five augmentations. However, if you dig it up without finding all six clues, it deals zero damage and has no augmentation slots.
* In ''Videogame/SouthParkTheFracturedButWhole'', if you type in the correct passcode to an electronic lock before you actually learn said passcode, [[DevelopersForesight Cartman will pop up in the corner of the screen to tell you to stop cheating]]. [[TakeThat He dresses like a New England Patriots football coach while doing so.]]



** Earlier ''VideoGame/{{Ultima}}'' games avert this. In Ultima 4, 5, and 6, you need to learn the proper mantra for each Virtue; but they are the same in every game, and if you remember them from the previous installment, it'll still work.

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** Earlier ''VideoGame/{{Ultima}}'' games avert this. In Ultima 4, 5, ''Ultima 4'', ''5'', and 6, ''6'', you need to learn the proper mantra for each Virtue; but they are the same in every game, and if you remember them from the previous installment, it'll still work.



* ''Amulets & Armor'' does it both ways: Picking a character class from one of the two magical families (Arcane or Holy) will give you a set of runes to cast spells with, and each spell is recorded as a note page in your inventory. You can pick up more as you play through the levels, but you're free to cast any spell at any time, the notes are just a reference for the player. You need the right runes, however, so even if you memorize an Arcane spell, a Cleric (who has holy runes) can't cast it. (In theory you could pick up the runes, as they're just items, but in reality there isn't a full set in the levels)
* In ''Videogame/SouthParkTheFracturedButWhole'', if you type in the correct passcode to an electronic lock before you actually learn said passcode, [[DevelopersForesight Cartman will pop up in the corner of the screen to tell you to stop cheating]]. [[TakeThat He dresses like a New England Patriots football coach while doing so.]]
* Overlapping with NoFairCheating, the original ''VideoGame/{{Fable}}'' has six clues leading to the [[FryingPanOfDoom Frying Pan]], which starts off as weak, but can receive up to five augmentations. However, if you dig it up without finding all six clues, it deals zero damage and has no augmentation slots.



* Parodied in ''Webcomic/ProblemSleuth''. Early in the comic, Problem Sleuth comes across a piece of paper with three symbols - a star, a heart, and a horseshoe. [[http://www.mspaintadventures.com/?s=4&p=000444 Later]], without the paper, he comes across a rotary phone with symbols instead of numbers. However, the 'game' doesn't let him dial the right combination unless he returns with the piece of paper:

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* Parodied in ''Webcomic/ProblemSleuth''. Early in the comic, Problem Sleuth comes across a piece of paper with three symbols - -- a star, a heart, and a horseshoe. [[http://www.mspaintadventures.com/?s=4&p=000444 Later]], without the paper, he comes across a rotary phone with symbols instead of numbers. However, the 'game' doesn't let him dial the right combination unless he returns with the piece of paper:


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* In ''VideoGame/{{Unavowed}}'', typing a password you shouldn't know about will give you an electric shock. Similarly, solving another puzzle without first finding its solution will cause the other characters to reprimand you.
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* Averted with the safes you find in ''VideoGame/TheLastOfUsPartII''. Normally you need to use various nearby hints to deduce the combinations, but they're not randomized. If you enter a combination without having found it, your character will say something along the lines of "Oh wow, that worked!" as they open the safe, implying it was just an incredibly lucky guess.

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-->-- '''Dongolev''', ''[[VideoGame/PeasantsQuest Peasant's Quest]]''

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-->-- '''Dongolev''', ''[[VideoGame/PeasantsQuest Peasant's Quest]]''
''VideoGame/PeasantsQuest''



* Averted in ''VideoGame/{{Riven}}''. Finishing the game involves opening the Star Fissure, which requires a password that is randomized each playthrough. It's possible to play through the game, obtain the password, then reload a save made earlier in the game and open the Star Fissure, [[spoiler:which gets you an ending that cuts straight to you falling through and going home, without any appearance by Atrus, Catherine, ''or'' Gehn]].



* ''VideoGame/TheStanleyParable'' parodies this. If you type the password on the keypad in the boss' office before the Narrator can reveal it, the Narrator reprimands you for interfering with the story, and on subsequent visits, just opens the door without waiting for the player to type the password.

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* ''VideoGame/TheStanleyParable'' parodies this. If you type the password on the keypad in the boss' office before the Narrator can reveal it, the Narrator reprimands punishes your impatience my making you for interfering with the story, wait, and on subsequent visits, just opens the door without waiting for the player to type the password.



* Averted in ''VideoGame/{{Riven}}''. Finishing the game involves opening the Star Fissure, which requires a password that is randomized each playthrough. It's possible to play through the game, obtain the password, then reload a save made at the very start and open the Star Fissure, [[spoiler: which gets you an ending that cuts straight to you falling through and going home, without any appearance by Atrus, Catherine, ''or'' Gehn]].
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* ''VideoGame/ChronoTrigger'' has both [[AvertedTrope Aversions]] and straight examples.
** Two aversions are in the Derelict Factory. There are three passwords that open up passages allowing you to move freely in two cases, and proceed to the boss fight in the third. If you have these passwords memorized, you are free to input them without needing to check the computer screens that tell them to you.
** Prior to this, there is a console in Arris Dome that you need the button combination to activate. However, one of the buttons is the "interact" button, and if you try to press the combination early, you just interact with it, prompting Lucca to tell you that you need a password. This straight example forces you to fight the Guardian and obtain the Seed so that the rat can tell you the combination.
** Even if you already know to search Manolia Cathedral, Leene's hairpin does not spawn until you have Lucca in the party, which requires you to witness Marle disappearing.
** Another straight example later in the game: You can visit the Mammon Machine as soon as you enter Zeal Palace, but you cannot power up Marle's Pendant until you see Schala open the sealed door, which requires you to witness her scene with Janus first.
** Another aversion is the elemental book trilogies in Kajar and Enhasa. There is a Nu in the former that tells you the order in which to open the books, but you don't need to talk to it to make it work, though unless you do it on your second visit, you have to see the scene with Janus predicting Crono's death before you can do the sequence in Enhasa.
** A [[JustifiedTrope justified]] straight example is also in Kajar. You don't even try to scratch the other Nu in Kajar until you learn the secret Nu scratching spot from the itchy Nu in Zeal Palace. Of course, the reward is just a Magic Capsule, so there's no PermanentlyMissableContent involved.
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* In ''Fanfic/ForewarnedIsForearmed'', Lavenza is concerned when Akira falls into the TV World, as he was not meant to know about the Metaverse yet in the "proper" course of events. Despite her attempts to make him stay in the real world, he keeps coming back both to revel in the powers of his Persona and to see her. She worries that Akira's increasing involvement would alter the story too much, so she insists he keep out of sight and not tell Yu anything.
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* ''Drastically'' averted in ''VideoGame/{{Myst}}'', where prior knowledge of the fireplace pattern will let you win the whole game in about two minutes. The sequels resolve this by randomising critical codes.

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