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* SchmuckBait: The pit in which the player is allowed to descend is repeatedly stated to be dangerous, with sides and are [[spoiler: usually]] either very hot or very wet or very slick. Indeed, if you descend until the walls are nearly vertical, you will die, with the narrator saying "we're both at fault here." [[spoiler: However, an optional item to get the second ending requires you to brave it.]]

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* SchmuckBait: The pit in which the player is allowed to descend is repeatedly stated to be dangerous, with sides and are [[spoiler: usually]] either very hot or very wet or very slick. Indeed, if you descend until the walls are nearly vertical, you will die, with the narrator saying "we're both at fault here."neither of us is entirely blameless." [[spoiler: However, an optional item to get the second ending requires you to brave it.]]

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moving to YMMV


* DifficultySpike: The post-game puzzles are much harder than the previous ones you encounter. And hidden well enough you may not know they exist without a guide.
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* BlackoutBasement: Everything north of the Natural Passageway is too dark without a torch.

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* BlackoutBasement: Everything north of the Natural Passageway is too dark without a torch. And some of it can only be explored ''without'' a torch...



* DreamLand: Well, it ''is'' named the ''Dreamhold... it is plausible that the entire game sans flashbacks take place within a series of interconnected worlds.

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* DreamLand: Well, it ''is'' named the ''Dreamhold...''Dreamhold''... it is plausible that the entire game sans flashbacks take place within a series of interconnected worlds.



* SchmuckBait: The pit in which the player is allowed to descend is repeatedly stated to be dangerous, with sides and are [[spoiler: usually]] either very hot or very wet or very slick. Indeed, if you descend until the walls are nearly vertical, you will die, wit the narrator saying "we're both at fault here." [[spoiler: However, an optional item to get the second ending requires you to brave it.]]

to:

* SchmuckBait: The pit in which the player is allowed to descend is repeatedly stated to be dangerous, with sides and are [[spoiler: usually]] either very hot or very wet or very slick. Indeed, if you descend until the walls are nearly vertical, you will die, wit with the narrator saying "we're both at fault here." [[spoiler: However, an optional item to get the second ending requires you to brave it.]]
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Don't let this fool you into thinking that this is a short or simple game, however, especially since it won awards for Best Puzzles and Use of Medium in the 2004 XYZZY competition. While ''The Dreamhold'' does rely on the overused "YouWakeUpInARoom with [[EasyAmnesia no memory of who you are]]" IF plot, [[TropesAreNotBad it makes full use of that plot]]. The rooms you need to explore are genuinely fascinating and [[SceneryPorn lush with detail]], the puzzles are clever without being too hard for each difficulty level, and the JigsawPuzzlePlot is effective enough to keep your attention and [[MindScrew leave you with questions]] after the ending has rolled by. Plus, if "normal mode" is too easy for you, you can switch the game to "expert mode" to make the puzzles more challenging.

to:

Don't let this fool you into thinking that this is a short or simple game, however, especially since it won awards for Best Puzzles and Use of Medium in the 2004 XYZZY competition. While ''The Dreamhold'' does rely on the overused "YouWakeUpInARoom with [[EasyAmnesia no memory of who you are]]" IF plot, [[TropesAreNotBad [[Administrivia/TropesAreTools it makes full use of that plot]]. The rooms you need to explore are genuinely fascinating and [[SceneryPorn lush with detail]], the puzzles are clever without being too hard for each difficulty level, and the JigsawPuzzlePlot is effective enough to keep your attention and [[MindScrew leave you with questions]] after the ending has rolled by. Plus, if "normal mode" is too easy for you, you can switch the game to "expert mode" to make the puzzles more challenging.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dreamhold_cover.jpg]]

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* EndlessCorridor: A spell has been placed on one hallway to go on forever unless the right dispell is known. The stairs in the dim shed are [[AbsurdlyLongStairway a different example]], as there are far more stairs when going up when going down, but they do eventually end.


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* UnnaturallyLoopingLocation: A spell has been placed on [[EndlessCorridor one hallway to go on forever]] unless the right dispell is known. The stairs in the dim shed are [[AbsurdlyLongStairway a different example]], as there are far more stairs when going up when going down, but they do eventually end.

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* DifficultySpike: The post-game puzzles are much harder than the previous ones you encounter. Fairly justified as they're meant for more experienced players.

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* DifficultySpike: The post-game puzzles are much harder than the previous ones you encounter. Fairly justified as they're meant for more experienced players.And hidden well enough you may not know they exist without a guide.



* EmptyRoomPsych: A few rooms serve no real purpose, despite being packed with [[RedHerring many intriguing things to see]]. (No, there's no way to safely get the apple from the cage in the mosaic room, or play the broken harp in the harp chamber.) There are also a couple of doors that can't be opened, no matter what you do. Unlike many examples in the genre, this is done intentionally, and [[TropesAreNotBad only adds to the mystery of the game.]]

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* EmptyRoomPsych: A few rooms serve no real purpose, despite being packed with [[RedHerring many intriguing things to see]]. (No, there's no way to safely get the apple from the cage in the mosaic room, or play the broken harp in the harp chamber.) There are also a couple of doors that can't be opened, no matter what you do. Unlike many examples in the genre, this is done intentionally, and [[TropesAreNotBad only adds to the mystery of the game.]]



* FeaturelessProtagonist: A rare [[JustifiedTrope justified example]], [[spoiler:as you have to gather your memories before you can recall what you look like. This is averted after that point.]]

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* FeaturelessProtagonist: A rare [[JustifiedTrope justified example]], [[spoiler:as [[spoiler:As you have to gather your memories before you can recall what you look like. This is averted after that point.reflect in the mirror.]]



* GottaCatchEmAll: The masks. [[spoiler:Alchemy materials also.]]

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* GottaCatchEmAll: The masks. [[spoiler:Alchemy materials also.And the mask shred. [[spoiler:And the celestial objects.]]



* AnIcePerson: The white berries can be used to freeze things.



* NintendoHard: The Tutorial Mode, and in general the first half of the game are very easy by IF standards. The post-game sequences return the genre to its routes, with very tricky platforming, hidden functions of rooms that are only teased at by paying careful attention to their descriptions, and finding the six secret objects of power to receive access to the secret endings. The rotating planet platform puzzle is particularly challenging and requires precise timing. And just in case that wasn't enough for you, there's also a Hard Mode that can be triggered at the beginning of the game, that makes the puzzles even more complicated.

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* NintendoHard: The Tutorial Mode, and in general the first half of the game are very easy by IF standards. The post-game sequences return the genre to its routes, with very tricky platforming, hidden functions of rooms that are only teased at by paying careful attention to their descriptions, and finding the six secret objects of power to receive access to the secret endings. The rotating planet platform puzzle is particularly challenging and requires precise timing. And just in case that wasn't enough for you, there's also a Hard Mode that can be triggered at rearranges the beginning locations of the game, that makes objects to make the puzzles even more complicated.
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''The Dreamhold'' is an InteractiveFiction game specifically designed by Andrew Plotkin to [[GatewaySeries introduce new players to the genre]] by providing a "tutorial voice" to guide them through the general mechanisms and gist of the game and making the puzzles relatively basic for people unfamiliar with IF tropes.

to:

''The Dreamhold'' is an InteractiveFiction game specifically designed by Andrew Plotkin Creator/AndrewPlotkin to [[GatewaySeries introduce new players to the genre]] by providing a "tutorial voice" to guide them through the general mechanisms and gist of the game and making the puzzles relatively basic for people unfamiliar with IF tropes.

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* AnIcePerson: Once you get the white berries.


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* AnIcePerson: The white berries can be used to freeze things.
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* EndlessCorridor: A spell has been placed on one hallway to go on forever unless the right dispell is known. The stairs in the dim shed are [[AbsurdlyLongStaircase a different example]], as there are far more stairs when going up when going down, but they do eventually end.

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* EndlessCorridor: A spell has been placed on one hallway to go on forever unless the right dispell is known. The stairs in the dim shed are [[AbsurdlyLongStaircase [[AbsurdlyLongStairway a different example]], as there are far more stairs when going up when going down, but they do eventually end.

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* EndlessCorridor: A spell has been placed on one hallway to go on forever unless the right dispell is known. The stairs in the dim shed are a different example, as there are far more stairs when going up when going down, but do eventually end.

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* EndlessCorridor: A spell has been placed on one hallway to go on forever unless the right dispell is known. The stairs in the dim shed are [[AbsurdlyLongStaircase a different example, example]], as there are far more stairs when going up when going down, but they do eventually end.
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* ChekovsGun: The room you wake up in, and the hole you exit from.

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* ChekovsGun: ChekhovsGun: The room you wake up in, and the hole you exit from.
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* WhereItAllBegan: One ending brings the player to the same cell the player began.
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* GottaCatchEmAll: The masks. [[spoiler:Alchemy materials also.]]
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* MysticalWhiteHair: A flashback shows that the wizard had silver hair even as a child.
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* ArchMage: The Grey Wizard is strongly implied to be one of these.

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* ArchMage: TheArchmage: The Grey Wizard is strongly implied to be one of these.
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* BlackoutBasement: Everything north of the Natural Passageway is too dark without a torch.


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* EndlessCorridor: A spell has been placed on one hallway to go on forever unless the right dispell is known. The stairs in the dim shed are a different example, as there are far more stairs when going up when going down, but do eventually end.


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* IncredibleShrinkingMan: A golden flower will cause the player to shrink and go under the tub in which the flower sits.


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* SchmuckBait: The pit in which the player is allowed to descend is repeatedly stated to be dangerous, with sides and are [[spoiler: usually]] either very hot or very wet or very slick. Indeed, if you descend until the walls are nearly vertical, you will die, wit the narrator saying "we're both at fault here." [[spoiler: However, an optional item to get the second ending requires you to brave it.]]


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* ViolationOfCommonSense: You are lost in the dark, without a torch. The only way to exit is to search for light and head towards it. [[spoiler: However, what happens when you go opposite the light?]]


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* YouWakeUpInARoom: It's unabashed about using this cliche, but accepts it as a useful part of world building.
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* AnIcePerson: Once you get the white berries.


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* ChekovsGun: The room you wake up in, and the hole you exit from.
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How Do You Like Them Apples has been deemed to be Not A Trope by the Trope Repair Shop. Examples will be moved to other tropes where appropriate.


* HowDoYouLikeThemApples: The mosaic room has a "single perfect red apple" in a cage. The apple has no real function and is mainly just there for the tutorial voice to explain the undo command when the PC opens the cage only to see the apple instantly become a withered husk.

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*

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* NarrativeFiligree: A large part of the game's potential charm comes from this. Lavishly detailed rooms, plenty of interesting objects with no clear function, and a host of hinted backstory and history.
* NintendoHard: The Tutorial Mode, and in general the first half of the game are very easy by IF standards. The post-game sequences return the genre to its routes, with very tricky platforming, hidden functions of rooms that are only teased at by paying careful attention to their descriptions, and finding the six secret objects of power to receive access to the secret endings. The rotating planet platform puzzle is particularly challenging and requires precise timing. And just in case that wasn't enough for you, there's also a Hard Mode that can be triggered at the beginning of the game, that makes the puzzles even more complicated.
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* TomatoInTheMirror: spoiler:Masks, actually. You are the Grey Wizard, and the Dreamhold is your own mental construct to provide a place to finish your work.]]

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* TomatoInTheMirror: spoiler:Masks, [[spoiler:Masks, actually. You are the Grey Wizard, and the Dreamhold is your own mental construct to provide a place to finish your work.]]
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* UnwinnableByDesign: Impossible mode removes the only exit from the first room, making the game [[ExactlyWhatItSaysOnTheTin completely unwinnable]].

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* DifficultySpike: The post-game puzzles are much harder than the previous ones you encounter. Fairly justified as they're meant for more experienced players.



* HistoryRepeats: Suggested by a chart found in the factory chamber, where it seems to depict the major events of history in miniscule writing, before portions start repeating at the bottom of the page.



* TheLostLenore: [[Spoiler:A woman that appears to be the player's wife is briefly shown in a few memories, but appears to have died at some point.]]

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* TheLostLenore: [[Spoiler:A [[spoiler:A woman that appears to be the player's wife is briefly shown in a few memories, but appears to have died at some point.]]



* MultipleEndings: Three of them.

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* MultipleEndings: Three of them. Each providing a possible clue as to the protagonist's original goal, though none seem to be any better or worse than the other.
*



* SceneryPorn: The evocative and detailed prose are a contributing factor to the game's atmosphere.
* TomatoInTheMirror: spoiler:Masks, actually. You are the Grey Wizard, and the Dreamhold is your own mental construct to provide a place to finish your work.]]



* SceneryPorn: The evocative and detailed prose are a contributing factor to the game's enjoyment.
* WarIsHell: One flashback implied to be taking place during some sort of war involving mages.

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* SceneryPorn: The evocative and detailed prose are a contributing factor to the game's enjoyment.
* WarIsHell: One flashback implied to be taking place during some sort of a war involving mages.appears to use spells that produce destructive power, leaving a city burned and in ruins.

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* AlienSky: The night sky becomes one of these, with new constellations, planets, and moons that weren't there before if you use the frost berries to [[ColdFlames turn the bonfire into burning ice.]]



* ArchMage: The Grey Wizard is strongly implied to be one of these.
* BeautifulVoid: A text equivalent. The game features no other characters outside of brief flashbacks, leaving you to explore a varied and curious house on your own.



* CreepyChangingPainting: The paintings of birds on the walls of the mosaic room change subtly whenever you reenter the room.
* DreamLand: Well, it ''is'' named the '''Dream'''hold...
* EmptyRoomPsych: A few rooms serve no real purpose, despite being packed with [[RedHerring many intriguing things to see]]. (No, there's no way to safely get the apple from the cage in the mosaic room, or play the broken harp in the harp chamber.) There are also a couple of doors that can't be opened, no matter what you do.

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* CreepyChangingPainting: The paintings of birds on the walls of the mosaic room change subtly whenever you reenter the room.
room; there's no explanation given.
* CrypticBackgroundReference: Utterly filled with these; the backstory is implied rather than explained in much detail. Dates, wars, nations, the nature of the protagonist's goals and identity are defined by details that are only mentioned in passing. Like most of Andrew Plotkin's later works, this helps to convey the feeling of only being able to play a small part of a much wider world.
* DreamLand: Well, it ''is'' named the '''Dream'''hold...
''Dreamhold... it is plausible that the entire game sans flashbacks take place within a series of interconnected worlds.
* EmptyRoomPsych: A few rooms serve no real purpose, despite being packed with [[RedHerring many intriguing things to see]]. (No, there's no way to safely get the apple from the cage in the mosaic room, or play the broken harp in the harp chamber.) There are also a couple of doors that can't be opened, no matter what you do. Unlike many examples in the genre, this is done intentionally, and [[TropesAreNotBad only adds to the mystery of the game.]]
* FeaturelessProtagonist: A rare [[JustifiedTrope justified example]], [[spoiler:as you have to gather your memories before you can recall what you look like. This is averted after that point.]]



* FunctionalMagic: Alchemy and astrology, at the very least seem to have their own sets of consistent rules.



* JigsawPuzzlePlot


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* HowWeGotHere: The protagonist wakes to find no memory of their life. Flashbacks and puzzles give hints as to why this came about.


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* JigsawPuzzlePlot: [[MindScrew By the end of which you seem to be missing some important pieces...]]


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* TheLostLenore: [[Spoiler:A woman that appears to be the player's wife is briefly shown in a few memories, but appears to have died at some point.]]


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* SceneryPorn: The evocative and detailed prose are a contributing factor to the game's enjoyment.
* WarIsHell: One flashback implied to be taking place during some sort of war involving mages.
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* HarderThanHard: The game has Impossible mode as an EasterEgg and a joke about this trope. Enabling it causes the exit from the first room to disappear, making it ExactlyWhatItSaysOnTheTin.
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Moving from main namespace

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''The Dreamhold'' is an InteractiveFiction game specifically designed by Andrew Plotkin to [[GatewaySeries introduce new players to the genre]] by providing a "tutorial voice" to guide them through the general mechanisms and gist of the game and making the puzzles relatively basic for people unfamiliar with IF tropes.

Don't let this fool you into thinking that this is a short or simple game, however, especially since it won awards for Best Puzzles and Use of Medium in the 2004 XYZZY competition. While ''The Dreamhold'' does rely on the overused "YouWakeUpInARoom with [[EasyAmnesia no memory of who you are]]" IF plot, [[TropesAreNotBad it makes full use of that plot]]. The rooms you need to explore are genuinely fascinating and [[SceneryPorn lush with detail]], the puzzles are clever without being too hard for each difficulty level, and the JigsawPuzzlePlot is effective enough to keep your attention and [[MindScrew leave you with questions]] after the ending has rolled by. Plus, if "normal mode" is too easy for you, you can switch the game to "expert mode" to make the puzzles more challenging.

The game can be played online or downloaded [[http://eblong.com/zarf/dreamhold.html here]].
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!!This game contains these tropes:
* AscendToAHigherPlaneOfExistence: [[spoiler:This seems to be what happens to you in one ending.]]
* {{Bizarrchitecture}}: The palace's architecture is a little...''off'' sometimes.
* BreakTheCutie: [[spoiler:Implied to have happened to the PC in the memory fragments you get from the masks.]]
* ContemplateOurNavels: This game seems to have been tailored to deliberately invoke EpilepticTrees and WildMassGuessing with all the rampant symbolism and unanswered questions throughout.
* CreepyChangingPainting: The paintings of birds on the walls of the mosaic room change subtly whenever you reenter the room.
* DreamLand: Well, it ''is'' named the '''Dream'''hold...
* EmptyRoomPsych: A few rooms serve no real purpose, despite being packed with [[RedHerring many intriguing things to see]]. (No, there's no way to safely get the apple from the cage in the mosaic room, or play the broken harp in the harp chamber.) There are also a couple of doors that can't be opened, no matter what you do.
* FloatingMask
* JigsawPuzzlePlot
* HowDoYouLikeThemApples: The mosaic room has a "single perfect red apple" in a cage. The apple has no real function and is mainly just there for the tutorial voice to explain the undo command when the PC opens the cage only to see the apple instantly become a withered husk.
* InfiniteFlashlight: When you light the torch with an orange berry, the PC notes that the torch's straw is being consumed far more slowly than it should be, and the torch will indeed never go out unless you extinguish it with a white berry.
* LaserGuidedAmnesia
* MagicMirror: One that blurs your face and shows the colored shadows of the masks you've collected so far. [[spoiler:That's a hint that you're supposed to put the masks on your ''reflection'''s face.]]
* MindScrew: The game gives you just enough information to piece together your general identity and purpose (and maybe even your name, if you [[spoiler:examine the constellations in the night sky]]), and the meaning behind the Dreamhold, but leaves many details of them unexplained.
* MultipleEndings: Three of them.
* PortalPicture: The telescope in the atelier allows you to enter any painting (or painting-like object).
* VideoGameTutorial: You can turn it off, though.
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