[[quoteright:257:[[VideoGame/Sonic3AndKnuckles http://static.tvtropes.org/pmwiki/pub/images/gamefaqscy6x.jpg]]]]
[[caption-width-right:257:How am I supposed to move this thing? I know there's something under here...[[note]][[WebVideo/SonicShorts WHAT?! All I had to do was move up and down?! Up... And... Down...?! WHAT THE FU--]] *[[KilledMidSentence TIME OVER]]*[[/note]]]]


[[folder:Sonic the Hedgehog]]
* As seen to the right, Carnival Night Zone, Act 2 from ''VideoGame/Sonic3AndKnuckles'' features a section where the player encounters a barrel that there is no obvious way to move, [[http://info.sonicretro.org/Carnival_Night_Zone#Barrel_of_Doom also known as]] "[[DoomyDoomsOfDoom The Barrel of Doom]]." The solution is to stand on the barrel, and alternate between pressing UP and DOWN on the D-pad in sync with the barrel's bobbing motion to shift its weight. However, nothing in the game indicates that this is possible, and it's highly unlikely the player would think to try this on their own. This was such a bad case of the trope that Yuji Naka ''[[http://www.youtube.com/watch?v=3XeBgeN5uG8 publicly apologized for it]]'' in 2011 at Summer of Sonic in London.
** While the down key is used frequently in gameplay, the up key has little to no use in the game elsewhere. The up and down keys also appear to be non-functional while standing on a barrel. Pressing up or down does not make Sonic look up or duck down like he does elsewhere. If the barrel is stationary, pressing the up or down keys will do nothing. If you tap the up and down keys randomly, you're not likely to notice a change in the barrel's velocity.
** Jumping on a barrel makes it move. In fact, it is the only thing a player can do to a barrel that is guaranteed to give instantaneous feedback. It doesn't help that carefully timed jumps on any other barrel in the zone ''will'' be enough to pass them.
*** It is only ''just'' possible to get past the Barrel of Doom by jumping on it until it falls low enough that you can spin-dash under it when it pops back up. Players that could ''almost'' make it would believe they were doing the right thing, just not well enough. Plus, this method would often leave you with not enough time to reach the next checkpoint.
** That barrel is the only barrel in the zone that cannot be skipped. You ''will'' run into it, unless you're playing as Knuckles.
*** And [[GoodBadBugs you can easily get into Sonic and Tails' area with Knuckles if you feel like having Knuckles face the barrel]].
** If you read the manual, and saw the tip about how Sonic would sometimes run into "diabolical traps" set by Dr. Robotnik that were completely inescapable except by waiting for time to run out or resetting the game, chances are you wouldn't realize that it was actually [[HandWave handwaving]] the rather large number of glitches that the player might encounter, and instead think it was referring to That F-ing Barrel.
** ''At first, this wasn't even in the guides.''
*** They seem to be hoping that pressing down and up like that would feel natural to the player, like how most people pressed A when they wanted to catch a Pokémon, or pressing B to run.
** Finally, the fact that merely standing on the barrel makes Sonic spin around vertically, which in any other situation would imply that he can't be controlled beyond making him jump off it, discourages people from actively trying to figure out what they need to do.
** The barrel's many frustrating features can all be chalked up to one thing -- it's ''not actually a puzzle''. It was simply intended as yet another of the myriad obstacles in Carnival Night Zone Act 2 that [[MarathonLevel eat up your precious time]], and the devs failed to consider that figuring out how to move the barrel would ever be an issue.
* To reach the Robotizer in Zone 1 of Wacky Workbench in ''VideoGame/SonicTheHedgehogCD'', you must stand on a block that looks like a [[SmashingHallwayTrapsOfDoom crusher]] and let it slam you against the ceiling. Rather than crush you, it drops you into a secret area (although it looks very similar to the ''real'' SmashingHallwayTrapsOfDoom found later in Metallic Madness).
* ''VideoGame/SonicTheHedgehog2006'' had many omissions in the game manual; the game was [[ChristmasRushed severely rushed]], so several of the things in the manual weren't actually in the game. In Shadow's Kingdom Valley, in one section you play as Rouge, and have to find 3 keys, 2 of which are relatively easy to find. One of them, however, is in a tower, which you can only get into by climbing the tower and breaking one of the stained glass windows by planting a bomb on it. Sounds simple, right? The problem is, Rouge's bomb-planting move isn't listed anywhere in the game manual, and the game itself doesn't even mention that specific move. Before this point, you most likely won't even realize that you even ''have'' that bomb-planting move, let alone know how to execute it.
* Like most Sonic games, ''VideoGame/{{Sonic Advance|Trilogy}} 2'''s true ending can only be seen if you collect all 7 Chaos Emeralds. However, to get to the Special Stage to even attempt to get a Chaos Emerald, you had to collect all 7 of the Special Rings hidden through a level. Unfortunately, as a later Sonic game, it wasn't really known for its exploration and most players would end up running right past them. It doesn't help that backtracking is pretty much impossible and players would either have to memorize an entire level to get them or get the game guide with the detailed maps. And you lose the rings you got if you die. GuideDangIt indeed...
* ''VideoGame/{{Sonic Rush|Series}} Adventure'': As opposed to nearly every other hidden island that is hinted at where there is shallow water, there are two that you may have to scour the entire sea map for, as there is no sign that they're at the very top of the map, far away from any other island. Also, ThatOneBoss Ghost Titan has one of the most absurd strategies behind it ''ever''.
* In ''VideoGame/SonicHeroes'', there is at least one point (Extra Mission for BINGO Highway) with Team Chaotix where you have to use Leaf Swirl to turn Espio invisible so he can pass some lasers. At no point in the game is it mentioned that turning Espio invisible makes him able to pass through lasers.
* ''VideoGame/ShadowTheHedgehog'' doesn't have many moments like this, with one notable exception. The Hero mission for Space Gadget is just the Neutral mission on a time limit. If you want to get to Cosmic Fall from this level (by clearing the Neutral mission), you have to run out the clock on the Hero mission first, otherwise the game will count it as you passing the Hero mission and instead send you to Final Haunt. This is the only stage where something like this happens.
* ''VideoGame/SonicAdventure'' has a few Adventure Field emblems that can be tricky to find. One of them requires flying over a large, seemingly empty space as Knuckles -- and the emblem itself ''won't show up because of the draw distance'' until you're actually close to it. Another requires you to know that Tails' tail-swipe attack that he performs when standing still, and ''only'' that attack, has the power to cut certain specific types of grass down, which you must then use in an out-of-the-way area of Station Square to reveal the Emblem.
** [[VideoGame/SonicAdventure Both]] ''[[VideoGame/SonicAdventure2 Sonic Adventure]]'' games featured Chao, cute little critters that you could breed and raise. One mini-game included racing the Chao, and if you won, you unlocked an emblem. Along with their regular stats (Swim, Fly, Run, Power and Stamina) you also had two invisible stats, Luck and Intelligence. Nothing in the game tells you how to increase these stats, or what they do, leaving many gamers baffled. Turns out luck prevents Chao from tripping, and intelligence determines how well they solve puzzles. Good luck figuring that out on your own. Without a guide, you wouldn't even know they existed.

[[folder:Super Mario Bros.]]
* A strategy guide for ''VideoGame/SuperMarioBros3'' mentioned that one could get a Warp Whistle by dropping through a floating white block in stage 1-3 and then running behind the ending curtain. Only one problem: The guide didn't specify ''how'' to drop down... and holding down the 'down' button for several seconds isn't something that's immediately obvious.
** ...unless you saw (or knew someone who saw) the movie ''Film/{{The Wizard}}'', which is basically a marketing movie for the game ([[http://youtu.be/AacoxHFYvZw?t=2m9s and the Power Glove... it's so bad]]).
** All three of the whistles are like this, really. One in the first fortress has to be obtained by flying up, over, and around the ceiling, then finding a door in the dark (the camera doesn't follow you over the ceiling, so you have to grope around with the up button). The last whistle is on world two, the desert, and you have to break a rock that was delicately placed to blend into the background; without seeing something like ''The Wizard'', your only clue is to TryEverything (because up until that point you aren't told what the Hammer actually ''does'', and there's no penalty for trying the Hammer on every square).
* ''VideoGame/SuperMarioWorld'':
** Unless you have incredibly-good skills with the cape, the only way to access the Secret Exit in the Cheese Bridge Area is to have a cape and Yoshi, [[TemptingFate float ''underneath'' the Level Gate]], then dismount and jump upwards on the ''other'' side just as you go off the screen.
** There is a unique example in the form of Chocolate Island 2. Unlike any other level in the game, there is a point in which the layout changes ''based on the time left when the player enters a pipe''. Most players who've gone through the game and weren't going for OneHundredPercentCompletion probably didn't know that there were alternate sections of the level. While the Secret Exit requires you to speed through the first two sections as quickly as possible and get into a pipe with 250 seconds or more on the clock, there are several other rarely-seen sections (like the final one, which has DynamicDifficulty based on how many Dragon Coins were collected in the sections prior to this) that can also trip players up. Nothing else in the game references this level mechanic.
*** Though the level's message box ''does'' mention it, just not exactly how it works.
* Some stars in ''VideoGame/SuperMario64'' involve hunting for five "secrets". These secrets include hitting a random ! Block, standing in a specific spot and pushing a box. These things did nothing in any other mission in the level and only by selecting the "Five Secrets" mission will they do anything.
* ''VideoGame/SuperMarioSunshine'':
** Blue Coins, 10 of which equal 1 Shine Sprite in an exchange with an NPC, are this. While they are not needed to beat the game, they will drive 100% completionists batty as they will search every nook and cranny, squirt water at anything that moves or doesn't move, and do all this for '''EVERY EPISODE IN EVERY LEVEL'''.
** To get one of the Shines, you have to stand at a certain point in one of the levels, look straight up, and ''spray water at the sun''. After you spray it, a Shine will pop out.
** In another mission in the same area, you need to find a certain point and spray water at the ''moon'' for a Blue Coin. Both of these are hinted at by a villager, but who talks to them? The villager mentions exactly what you have to do with the moon in Episode 5 (and only in episode 5) but the only hint about what to do with the sun would be the same person mentioning the sun in the same manner; she only does this in Episode 8.
** At least two secret Shines can only be found by spraying normal looking SAND in random places with water.
** Shines are acquired by collecting 100 coins in each level, including the hub. The game fails to say that not all episodes in a level have 100 coins.
** A few secret Shines involve going into places with yellow birds, and spraying them until they transform into Shines. There is absolutely NO indication that you ever need to do this.
*** Once you've figured out the general pattern (spraying blue birds with water gets you Blue Coins, spraying yellow birds gets you Shines, and in one level, spraying a red bird gets you a Red Coin), you can find all of the related secrets pretty easily. It still counts as a GuideDangIt, however, because nowhere in the game is it ever indicated that spraying birds with water has any kind of point to it.
** Other Blue Coin Guide Dang Its: Yoshi can eat the bees that emerge from the beehives in certain levels. This in itself is something that a player is likely to discover. However, to get a Blue Coin, you have to knock down the beehive with Yoshi juice and then have him eat all ''those'' bees as well, which is ''not'' something that's likely to occur to the average player (in part because [[ViolationOfCommonSense knocking down a beehive would seem to be a bad idea]]).
** In Ricco Harbor, you have to spray a normal-looking solid wall in order to make a blue shine sprite symbol appear, which then yields a blue coin. It is not hinted at, and the only way to likely find it without a guide is by spraying said wall entirely on accident or while messing around.
** Sirena Beach’s third shine, Mysterious Hotel Delfino. The goal involves getting Yoshi so you can get past enemies Mario can’t defeat. Problem is, he only wants pineapples, which the fruit stand (in)conveniently doesn’t have. In order to find some pineapples, you have to navigate this maze of a hotel by doing some very counterintuitive actions that the guests only give you the vaguest clues about. Just finding the first step in this mission can be hell for a first-timer.
* ''VideoGame/SuperMarioGalaxy'' has a few levels where you race against a clone of Mario. The game never hints that there is a speed boost you can get at the start of the races by holding forward, holding Z after 2 appears and then press A as soon as the countdown finishes. This is practically required in the races against Cosmic Luigi.
* ''VideoGame/SuperMarioGalaxy2''
** They barely mention Grandmaster Galaxy or how to unlock it. They also never hint at where any of the Green Stars are. For the ones that aren't sort of hidden in plain sight or just out of vision but still audible, good luck finding them.
** Here's a fun example from the fifth boss galaxy. The second Green Star can only be found by [[spoiler:shooting out of the cannon on the blue and purple sphere planet not toward the next planet, but really far and up to the left]].
** Getting the first episode of Grandmaster Galaxy simply requires getting all the other stars in the game, which is intuitive enough. Getting the second episode requires putting 9999 Star Bits in the bank, which is hardly hinted at all.
* Many ''VideoGaame/SuperMarioWorld'' ROM hacks have secret exits that have no hints at all as to where they are, sometimes forcing you to look in Lunar Magic for the secret exit.
* While most of the ''VideoGame/NewSuperMarioBros'' games are generally easy, there's always one or two Star Coins per game placed in extremely counterintuitive places that pretty much either require the player to be psychic or use a walkthrough to figure out. Some of the worst ones included:
** Any levels with invisible blocks leading to secret areas. The worst one is probably world 5-1 in [[VideoGame/NewSuperMarioBros2 the second game]] and its invisible block hidden in a bonus room, which in turn leads to the secret exit and two additional levels.
** Anything hidden behind a fake wall which vanishes when you touch it. To find the ones in a certain underwater level and Wendy's Tower in world 3 of ''VideoGame/NewSuperMarioBrosWii'' is basically down to luck/trial and error. Bonus points if they're hidden behind a fake wall with breakable blocks in the way, [[FakeDifficulty which make the wall seem solid even when it's not]].
** The second Star Coin of World 1 Tower in ''VideoGame/NewSuperMarioBros2'', where the coin only appears when a switch pressed in a far lower part of the screen is active. Made worse by the fact an obvious reward in the form of temporary coins is located in the same room as the switch, causing some people not to even bother thinking to climb/fly upwards.
** The second Star Coin in 6-5 of ''VideoGame/NewSuperMarioBrosU'' is hidden ''above'' the level; you must swing on a chain and jump into the sky in a place where there is no ceiling, which warps you to a bonus room.
*** And the second one in 2-4 is one of the aforementioned invisible block secrets. There is absolutely ''nothing'' to suggest that there might be an invisible block above that particular sand spout.
*** The World 4 Ghost House, meanwhile, could be an example of this trope in its entirety. Secret exit? Star Coins? Heck, this is possibly the only level in a ''VideoGame/NewSuperMarioBros'' game where the NORMAL exit is hard to find.
** In one of the ghost houses in the first game, there's a star coin in a hidden room but you can only get to that room if you stand on a certain block and jump while crouching to hit an invisible block.
** Finding secret exits in the Mario series can be a challenge on its own, but in ''VideoGame/NewSuperLuigiU'', at least 2 of them are found by ground pounding completely normal looking spots on the ground, because it turns out that ground is actually made of brick blocks (not that you can see that).
* Due to the large number of Power Moons in the game and the open world setup of ''VideoGame/SuperMarioOdyssey'', there are tons of examples of Power Moon placements which are insanely tricky to find or get. Some of the most over the top include:
** The Moon at the start of the cave section in the Moon Kingdom. It's really high up on the wall above the pipe, with no obvious way of getting there. How is the player supposed to get it? Take a Banzai Bill all the way from the end of the level back to the start, hoping it doesn't run out before that ledge (and there's basically no room for error here at all).
** Quite a few Moons found by the dogs in the game come into this category too. That's because the locations aren't marked at all until the dog starts digging, and the one with a Moon (rather than a few coins or a heart) can be a completely nondescript patch of land miles from where the dog initially appears.
** A few more Moons are found on platforms covered by fog in bonus areas, like the one accessed by having Yoshi eat a fruit blocking a pipe in the Mushroom Kingdom. Some give off a tiny glow that's easy to miss, but others are literally 'drop down, trust there's ground there'.
** There's also the second Goombette Moon in the Sand Kingdom. Normally she'd be on a platform the player has to reach with a Goomba stack, but in this case she's literally at the very edge of the level hundreds of metres away from anything else. This means that not only is she easy to miss herself, but once they find her location, they have to bring a Goomba all the way from the other side of the level to actually get said Power Moon.
** But the trickiest one to find in the entire game has to be the Moon hidden in the Cap Kingdom's pushing blocks bonus level. [[https://twitter.com/ThAshleyChannel/status/924363444744216576 That's because it's inside a compartment in the back of one of the blocks you'll jump across]], and unless you decide to randomly turn back at just the right point, it's incredibly easy to miss.
** An entire section of the Wooded Kingdom known as the Deep Woods requires jumping off a cliff, which would normally kill you. You can't teleport while in the section, suggesting that it serves as a kind of penalty area, but several moons and transformations are only available there.
** Speaking of the Deep Woods, one of the Moons found there involves Capturing the nearby coin coffer and using it to fire 500 coins at a non-descript sapling. It will likely take even more because of the precision required. There is nothing hinting why you would want to do this besides five fossilized coins near it and (if you're lucky to buy a marker from the Hint Toad) a marker in the Deep Woods.
** One of Mario's Idle Animations involves sitting on a bench if left standing on one. Doing this on one bench in the Metro Kingdom with a depressed person on it gives a Moon.
** Piranha Plants can be Captured by throwing a rock at them so they can't eat Cappy. The only real hint for this is there is often rocks near were Piranha Plants are.
** Good luck finding all the regional coins. The various hint systems can help with Power Moons but so such system exists for the regional coins.

[[folder:Mega Man]]
* ''VideoGame/MegaManClassic'':
** In ''VideoGame/MegaMan5'', the letter plate in Stone Man's stage is hidden in a secret room behind a destructible piece of wall. Unfortunately, that piece looks only slightly different, so you are very unlikely to notice it unless you're actively looking for a secret room already. There are more secret rooms in this stage with generic items, one of them being a rare Mystery Tank. Finally, there is an extra life in plain sight within a wall, but no part of the wall is destructible; there is an invisible passage, but it's too high up to reach it simply by jumping – you have to use Rush Coil to reach something you don't even know is there.
** In ''VideoGame/MegaMan7'', the locations of every important item you can get with Rush Search can qualify. But the Energy Equalizer takes the cake. While the rest of the items can be found by just using Rush Search on every different ladder, to get the Energy Equalizer you need to defeat the Shade Man miniboss in a specific way (by attacking the outher shell). There's no indication to make it appear you're making any damage other than the eyes of the pumpkin flashing. Once you defeat it, without touching the inner core, the boss will explode on the right side of the screen revealing an entire new section for the level. Once there you will need to scan the entire new section to find the Energy Equalizer... or you can use Rush Search under Dr Wily portrait to find it.
*** Getting the Proto Shield is even worse. First you need to find Proto Man in Cloud Man's stage. No big deal, just use Rush Coil to get to the suspicious stair you otherwise can't reach. Proto Man will give you an entirely redundant and irrelevant hint (Use the flame weapon in the woods). Nice, I guess? Except you don't have a flame weapon... yet. Until this point, you could think it's the same as ''VideoGame/MegaMan6'' where Proto Man only gets a cameo to give you the Energy Equalizer except this time he didn't give you crap. Here comes the guide dang it part: You need to find Proto Man again on Turbo Man's stage. To find him you need to go through a fake wall at the top of the Hyper Rocket Buster room. This time, there's absolutely no indication of the fake wall existence so you kinda need to stumble there. Once again, he gives you a totally irrelevant tip (you can't slide while using the Super Adapter, something you can easily know as soon as you get the Adapter). AND YOU'RE NOT DONE YET. No, now you need to go back to Shade Man stage. Once you destroy the pumpkin mini-boss the normal way, you will get to a room with a lone Sniper Joe in there. You kill him and then you proceed through another fake wall to a new room where you will finally fight against Proto Man and once you defeat him you get the Protoshield. And unlike the Energy Equalizer and the other items in the game, you can't buy it at Auto's store. All of this for [[PowerupLetdown a quite mediocre reward that gimps your offensive skills]].
* ''VideoGame/MegaManX'':
** In ''VideoGame/MegaManX3'', who the heck was supposed to guess that you had to get the Arm upgrade and use the charged Triad Thunder in order to drop the rocks in Tunnel Rhino's stage?
** And even that's more intuitive than the ''other'' place where the charged Triad Thunder is required... the beginning of Crush Crawfish's stage, where it can destroy a floor leading to a Ride Armor capsule. There is no indication that the destroyable area is any different from the rest of the floor around it.
** To acquire the most powerful armor in ''VideoGame/MegaManX5,'' you are required to drop X down what appears to be a bottomless pit in one of the final stages; if you're on the correct side of the shaft, you'll fall through a false wall into the room with the armor in it. The kicker is that the armor won't be there at all if you played through the stage with any of X's other armors, and there's nothing in-game to suggest this is the case. To be fair, the game will allow you to collect the armor with Zero regardless (although if you complete the stage with either character and neglect to pick up the armor, it's [[PermanentlyMissableContent lost]]).
** The hidden ultimate upgrades in ''X1''-''X3'' (The Hadoken, Shoryuken, and Gold Armor) are all likewise obtuse. And except for the Hadoken, they are also [[PermanentlyMissableContent permanently lost]] once you complete that level.
** The Gold Armor is doubly bad because, while the capsule to get it is not ''terribly'' hard to find, the armor itself can be rendered unobtainable by getting any Upgrade Chips earlier, something you wouldn't know before reaching the Gold Armor without a guide.
** Getting the [[InfinityPlusOneSword Z-Saber]] in X3. You have to bring Zero into a mini-boss fight in one of the final levels and defeat it with him, causing him to get damaged and hand his Saber over to X; said Saber is an added final charge level and can swipe off half of every boss's health other than the Final Boss. Except not only does this lock you out of seeing Zero in the ending, but ''nowhere else in the game can Zero enter boss/mini-boss rooms'' -- aside from a single necessary case in the ''intro stage.'' And there's no indication for him being able to enter this one in particular, either.
*** Plus the game does a good job of making you never want to use Zero because you need him alive for the best ending, but he dies forever if you ever lose as him at all. Why would you enter the room of a miniboss you've never fought, near the end of a game, as a character who dies forever if you lose as him?
* ''VideoGame/MegaManZero 4'' had a particularly bad one in the form of the item recipes. You combine two, three, or four chips you get from enemies, and sometimes, you get a special chip that can be used to power up Zero's abilities or give him new ones. Unfortunately, there are a lot of chips in the game, and the only indication you have of whether a particular set will actually make anything is if it does after you put them all together (and use them up in the process). You can get a few recipes from [=NPCs=], and the Cyber-elf gives you (vague) hints about a few of them, but there are far more recipes in the game that you have absolutely no clues for than ones you do...including some quite useful ones, such as the double-jump chip. If you're going for a complete set, hope you like lots and lots of trial and error and farming! Oh, and at least one of the chips you need shows up in only [[PermanentlyMissableContent one stage that cannot be revisited]] and that you are immediately thrust into at a certain point in the game.

[[folder:Prince of Persia]]
* In ''VideoGame/PrinceOfPersia1'', to kill your shadow, you have to SheatheYourSword, which ''causes the shadow to do so as well''. (He's attacking you out of ''fear''; once he sees that you mean him no harm, he's happy to return the favor.) Then simply walk or run toward him until you recombine. You do have to wait for the flashing to end, but you don't have to run off the platform; it's perfectly okay to jump (which might actually be more appropriate, since this is supposed to be a "leap of faith").
** There's also a minor one at the end of Level 8, where you find yourself stuck behind a door, which can be opened only by a button on the other side. What you might think is the solution -- get in and out of that room before the door closes. The actual solution: [[spoiler:Wait for a mouse to come and press the button]]. Fun...
* In ''VideoGame/PrinceOfPersia2: The Shadow and the Flame'', the player must die in a mundane way, killed by an easy-to-defeat [[{{Mooks}} Mook]] at a specific spot, while there are several, much more extravagant ways to die around (particularly falling into BottomlessPits) in order to obtain the titular Flame. A lot of people never figure this out and skip the level using cheats. Contrary to popular belief, the sword in the ruins isn't one of these: true, touching it appears to kill you, but it also immediately fades to a cutscene explaining more backstory.
** This probably isn't any consolation, but the tipoff was supposed to be the huge sign you passed that said "He who would steal the flame must die". That was a double entendre (i.e. try to take the flame = you die, die willingly = you get the flame). If nothing else, getting burned to a crisp or falling to your death 30 times should've at least prompted you to try SOMETHING different (something a theme throughout this series).
** Lets not forget the final level, where you need to turn into the flaming shadow in order to beat Jaffar, by turning left and right repeatedly. Most, if not all players discover this by accident while playing around with the prince in one of the last levels.
*** In fairness, this ''is'' mentioned in the instructions, and it even tells you the exact requirement. The hard part is remembering it at that point in the game. Oh, and meeting the requirement. And, quite possibly, getting killed by Jaffar a dozen times.
*** Also the fact that you only survive it if you have enough life; there are potions available on one screen to increase it sufficiently, but it's not exactly obvious that you can climb down to there off one platform when the ones slightly further along are BottomlessPits.
* Some of the life upgrades in ''VideoGame/PrinceOfPersiaWarriorWithin'' were nearly impossible to find. One is found early in the game through a hole in the ceiling. The box which can be used to access it is behind a breakable gate - except that you don't have the gate-breaking sword yet, and if you haven't played the previous game, you wouldn't know this gate might be breakable. Instead, you would have to backtrack to that part of the game when you get the sword. Another life upgrade can only be accessed by descending down a very deep chasm, which seems bottomless from above.
** There's also a BlockPuzzle when you first enter the library which requires dragging one of the mirrors away from the wall to reveal a crack through which your companion can sneak to activate a lever later in the puzzle. The problem? The puzzle can be passed up to the point where the lever needs moving WITHOUT dragging the mirror out. Meaning that you get most of the way through and then can't figure out where on earth you went wrong, nor why your stupid companion is just standing there instead of pulling the damn lever. Guide Dang It. Heck, even some of the guides don't make it properly clear...

The ''VideoGame/{{Jumpman}}'' games had a large number of these. Pretty impressive, considering there were only two games:
* The Grand Puzzle levels (levels 7, 15, and 30 in the original game) nearly defined this trope. Each of these three stages would have four bonus bombs/items that were worth 5 times the normal pick-ups. However, going about getting these required a lot of experimentation to achieve. This is made worse as one mistake would likely prevent you from reaching any of the bonuses at all!
** Grand Puzzle I would place a ladder piece on your back if you grabbed any of the bombs aside from four specific ones. You are then to place the piece by climbing to the top of the central ladder. Not only are there no hints aside from the ladder piece to allude to this, but should you die while holding a piece (given the bonus bombs position), the bonus bombs instantly become [[PermanentlyMissableContent unobtainable]].
** Grand Puzzle II was even more difficult to solve, but at least it wasn't an all-or-nothing gamble. The most difficult one to figure out, though, was how to obtain the treasure at the bottom of the level. Every time you got near the treasure, the doors would slam shut in your face. Solution? Collect one of the bombs and make yourself invisible, then using only sound and minor guessing, feel your way down the ladder and walk to the lamp. Oh, and that had better be the very last item you get, otherwise the gates will close and force you to suicide to escape.
** Grand Puzzle III pushed obscure to the limit (in a way it fits, since this is the final level). Getting to the bonus bombs is simple enough. All you have to collect all but four bombs, then jump into the square that's been moving around, which teleports you to an alternate version of the level. Sounds easy enough to figure out...Until you factor in the knowledge that this square will kill you if you touch it at any other time! The only hint you are given is that the square turns yellow when you have enough bombs (hope you didn't have a black and white screen to play this on). Even then, if you don't touch the square at the right place in the level, you will fall to your death when the level restructures itself. Oh, but they saved the best tidbit for last. You have ONE life to get these four bombs with, no matter how many you saved to that point. Die at any time (including from that teleport), and you can kiss those bonuses goodbye! Oh yes, there are eight bombs in the alternate stage, with four of them being not just normal bombs, but instant death-traps...Have fun! On the plus side, when you die in the alternate stage, you instantly go to the end of the game.
* Level 20 "Figurit" from the original game is one of the largest offenders on this list. Nearly every bomb you collect will change the layout of the stage, from breaking ladders to adding platforms to creating a deadly pitfall. Should you grab any of the bombs out of the correct order, you will either make the stage harder, force the loss of a life due to you now being in an inescapable trap, or even rendering the stage completely {{Unwinnable}}. This wasn't so bad if the player chose "Advanced", allowing them to start at level 19. Otherwise...
* The sequel, Jumpman Junior, also made a sequel to Figurit on level 5, "Figurit's Revenge". While it was very hard to make the stage impossible, they increased the number of death-traps, making it very likely you'd lose any lives you had stockpiled to traps you wouldn't know existed until triggered.
** Level 25, "Mystery Maze", was a level that was completely obscured in darkness. The only way to uncover the area was to move around, which fortunately would remain permanently revealed on that playthrough. The problem that made this hard is that a few of the bombs in that level were often in areas that required leaps of faith to reach...Not that you would know if the bombs were there or not to begin with, as they too were hidden in the shadows. Also, let's add the fact that there are THREE different versions of the level in this game, with it loading a random one each time you play.
** Level 9 in the sequel, "Black Out", had the same idea. Fortunately though, there was only the one version.
** Anyone who claims to have gotten the full bonus from the eighth level in the sequel ("Spellbound") on their first couple tries AND without a guide is either incredibly lucky or an outright liar. Each of the twelve bombs in this stage puts a letter in the column at the center of the level. When all twelve are collected, you earn points for each letter placed in the correct order. There is no way to tell which bomb has which letter except with prior playthroughs, nor is there any way to tell exactly what you are spelling, likely leaving several players wondering just what the point of this level was.
** After finishing the level, one might notice that four of the bombs produce a space, a J, an X and a Y. It takes just a little anagramming to figure out the phrase is "[[spoiler:EPYX JUMPMAN]]". [[spoiler:Of course, now the trick is realizing you have to spell it ''backward''.]]

[[folder:Other Examples]]
* In order to get to Rusty Bucket Bay in ''VideoGame/BanjoKazooie'', you need to transform into a pumpkin and go under a gate in the graveyard room where you enter a building which results in other things happening, but the gate doesn't look like it has a hole.
* Speaking of Rusty Bucket Bay, you never get a clue that you can actually break some of the windows of the ship, or that there's a hole in a wall underwater in Snacker's pool leading to a warehouse with an empty honeycomb piece. The only slight hint for the windows is that some of them reflect light differently than the others, and these are the breakable ones.
** There's also the pink Jinjo in Rusty Bucket Bay, who is found deep underwater underneath a grate. Considering how the polluted water functions in Rusty Bucket Bay, many people tend to ''avoid'' the water as much as possible.
* ''Banjo-Tooie'' has several unduly annoying Jiggies. The worst and most infamous of these is Canary Mary's race in the final level, Cloud Cuckooland. It's a button-mashing race. The Guide Dang It part? ''You're not actually supposed to mash the buttons.'' Canary Mary has RubberBandAI, and if you speed up, she speeds up proportionally -- meaning that if you get too fast, she becomes impossible to beat. Making this even ''more'' fun is that you raced her before in an earlier level, where you could mash your way to victory somewhat easily.
** Although [[LetsPlay/NintendoCapriSun some]] [[LetsPlay/{{Cypheron48}} people]] have managed to beat her through sheer mashing on the last race.
** What may be worst about this is that Mary's finish line is actually before yours, meaning that if the race ends with you ahead of her, it's still entirely possible for you to have lost.
** The Xbox Live Arcade port added a new Guide Dang It: Stop 'n' Swop II. The first four objectives are simple enough: hatch all of the original Stop 'n' Swop eggs and collect the Bronze, Silver, and Gold eggs. However, for the remaining three objectives, you need to beat every boss under a total of 15 minutes, become each and every one of Humba Wumba's transformations, and finally, kill yourself 40 times during boss battles.
** Many players also have trouble with the Jinjo in Spiral Mountain under the waterfall. Most players wouldn't even think to look in Spiral Mountain for the final Jinjo.
** Also, Grunty Industries is an entire world of this trope. Just for some perspective, when you first enter the world, you find yourself outside the factory with the main door sealed shut. An uncrossable marsh surrounds you, all you can reach is a handful of pickups, an unkillable battery enemy, and a switch to add the world to the inter-level train network. That's right, not even a hint on how to get into the level proper! [[spoiler: Tip: That train station isn't outside, either.]]
* Many of the Secret Bonus Points in ''VideoGame/DynamiteHeaddy'' require you to perform extremely counterintuitive or un-obvious actions, and there are no hints anywhere.
* In ''VideoGame/{{Eversion}}'', you'll have to everse from certain points between [[LayeredWorld different dimensions]] to succeed. However, eversion points aren't visible, except the background slightly changes and other music can be heard. That caused many players to get stuck on world 2 for a while.
** It gets worse in world 8, where many players usually try to take the hardest route.
** The Steam release has since made things easier since pressing the "Everse" key will reveal nearby eversion points.
* Lampshaded in ''VideoGame/{{Donkey Kong Country 3|DixieKongsDoubleTrouble}}''. One NPC will periodically give you hints as to the location of the game's LostWorld. If you solve the riddle before he gives you ''any'' hints, however, he accuses you of using the player's guide (which is where he got his information in the first place).
** Getting the LastLousyPoint for 102% completion in ''VideoGame/{{Donkey Kong Country 2|DiddysKongQuest}}''. Made much worse when you actually play with a list of every bonus game and DK coin's location, because the last percent comes from visiting the non-level buildings at least once (This includes Swanky, Cranky, Funky, and Wrinkly -- the former two don't serve anything useful so a normal player is likely to gloss over them on a second playthrough). Most people tear their hair out trying to speedrun 102% completion because their level-by-level guides turn out to only get them 101%.
** ...and it goes all the way back to the original DKC. To get 101% completion, you must first access a well-hidden bonus room in Kremkroc Industries, beat a BonusRound in the level "Oil Drum Alley" in a specific order (get three single bananas, which is considered the worst bonus combination in the game), which will then give you a barrel. You then have to break open the right wall to unlock ''a bonus room within a bonus room''. Your only hint is an arrow sign on said wall. Besides this, many bonus rounds in the first game are found by taking leaps of faith into bottomless pits, or carrying a barrel and running into every wall in each level in the hopes of finding secret openings.
** The GBA version makes it better AND worse at the same time. Breakable walls can now be distinguished from regular walls in this port, so if you have an eye for detail you might catch the wall. However, when you get the barrel, you ''better'' jump and hug the wall with it -- if you are standing on the ground after the barrel is broken, ''the victory animation will play and you won't be able to go to the secret room''. If you jump into the wall though, you'll land on the entry and will be able to proceed as usual.
* The infamous hidden stars in ''VideoGame/{{Braid}}'', one of which specifically has to be obtained by making a star out of two of the puzzle pieces from World 3 and part of a star visible in the window above the puzzle frame in the house. And if you assemble the puzzle before finding this out, you're boned and have to start the game over. The one in World 2-2 requires you to go to a particular spot and just [[WaitingPuzzle wait nearly 2 hours]] for a particularly slow-moving platform to get to a spot where you can climb up on it so you can get to the star. And these two are actually the easiest stars to get.
** Of course, performing all the tedious, time-consuming steps to acquire the hidden stars unlocks the bad ending. Since 'Braid' is an artsy game about the nature of obsession, this is strangely appropriate.
* ''VideoGame/RatchetAndClankGoingCommando'': Damosel. At one point, the player is on a ledge and has to swing over to a large area, which has four {{Mook Maker}}s spewing Protopets. Not only do they hit like a tank and have a knockback on Ratchet, but they can actually spawn more Protopets, and have an irritating habit of approaching from the direction the player isn't hosing with high-quality death if one stays still for about a second. The door to the next area will not open, period, until the machines are destroyed. You could swing down there and fight off the Protopets while trying to destroy the machines. Or you could just shoot them with your Vaporizer. In fact, if you're in the right spot, you can even damage two with a single shot.
** Most of the [[Franchise/RatchetAndClank franchise]] has Skill Points, which are this. They're essentially certain actions you need to do like luring an enemy into a force-field or destroying all breakables on given location. In the [[VideoGame/RatchetAndClank2002 first game]], you don't even have access to the list of these Skill Points' ''names'' until [[NewGamePlus New Game+]], and even then you have only access to that and which planet Skill Point concerns.
* ''VideoGame/MilonsSecretCastle'' on the NES is so cryptic that Nintendo Power Magazine included an article for it in their cheats section (where normally, things like the famous Contra 30 lives code get published)... The title of the article? "Getting Started"! WebVideo/TheAngryVideoGameNerd made a [[http://cinemassacre.com/2009/01/27/milons-secret-castle-2/ video]] about it.
* The Chick Coins, and some of the rarer eggs in ''VideoGame/BillyHatcherAndTheGiantEgg''. For example: The "Super Recky" egg requires you to hatch either a particular item (the Booster), or a particular mount (Datch) in a particular level in [[SlippySlideyIceWorld Blizzard Castle]], and then fly to a location which would not be thought of as accessible (the second outer level of the Ice-Machine Castle). Another example would be where you have to jump ''around'' a gate, in order to get to a coin. This is never hinted at anywhere, and isn't that likely to be thought about, seeing as (a) gates are generally impassable until opened, and (b) it's in the second stage of the first level, whilst the game is still in EasingIntoTheAdventure mode.
* Some of the dolls in ''VideoGame/WonderBoy'', all of which are required to access the [[TrueFinalBoss true final area]], are well-hidden, such as in rocks, decoy enemies, or fires. One requires a certain frog to follow you until it self-destructs.
* In ''VideoGame/ChackNPop'', you can get the [[InvincibilityPowerup Super Heart]] in each stage by using the Nth bomb to destroy more than one Monsta. Here N is a function of the number of the stage, and the formula for this function is not entirely obvious.
* The [=iOS=] game ''VideoGame/{{Vector}}'' involves the PlayerCharacter running away on rooftops from the ThoughtPolice in ''ABraveNewWorld''-like setting. The player must swipe at proper moments in order to avoid obstacles in LeParkour fashion and collect bonuses for maximum points. Unfortunately, the game is very fast-paced and gets faster and more difficult in subsequent levels. Much information in later levels necessary for the right swipe can only be obtained by having already tried to reach it (i.e. there's no way to figure it out from the information on-screen). For example, certain locations feature "accelerate" moves, usually ending with a long jump. But there may be a wall in the way if you end up jumping. You won't see that wall until you actually try to jump.
* The UsefulNotes/SegaGenesis version of ''[[VideoGame/XMen1993 X-Men]]'' had a ''very'' devious example of this. In the second to last stage, Mojo's Future Crunch, you're meant to hunt down and destroy a console panel at the end of the stage. However, when you do so, ''nothing happens''. What makes this worse is that you're on a time limit, so either you sit there and die or you decide that the game is broken and shut off the game. What no one tells you is that ''you have to soft reset the game''. That's right, you have to lightly hit the reset button and continue on! To make matters worse, you can accidentally reset the game '''for real''' if you hold the reset button too long, and on at least one version of the Genesis console (the Nomad, a portable Genesis unit) the level is UnwinnableByMistake due to the Nomad having ''no reset button''.
* ''VideoGame/MetroidOtherM'' does this too. The game makes a point of notifying you when your upgrades are authorized, and trying to use chargeables before that time - even to save your life - just causes the charge meter to rubberband. A late boss fight requires you to deduce that you can now use one of them, or die in five seconds if you don't. The problem is that the notification that the item is available for use doesn't come until ''after the ending credits''!
* In ''VideoGame/CaveStory'', [[TheProfessor Professor Booster]] gets teleported into the Labyrinth by [[TheDragon Misery]]. When the player reaches a certain area, Professor Booster appears in midair and falls a dozen feet, resulting in broken glasses and apparent injury. Getting the [[MultipleEndings good ending]] hinges ''entirely'' on ''not'' talking to him. If you try to help him, he gives you the Booster v0.8 and dies. However, if you leave him to his (apparent) death, a Tow Rope will appear in the Core Room, allowing you to pick up Curly Brace after the battle with the Core and save her life; later on in the game, Professor Booster will inexplicably teleport back into Arthur's House in perfect health *and* with fixed glasses and hand you the Booster v2.0. From this, it can be inferred that talking to Professor Booster '''kills him''', ''and'' somehow causes a piece of rope found at the bottom of a room several stages away to disappear. The only clues given for this puzzle are a note found in a prefab shack right before the final boss, and a broken teleporter underneath the area Professor Booster falls in with the description "a sufficiently skilled electrician might be able to fix this". The former tells of how Professor Booster is working on a jetpack called the Booster, which is currently in version 0.8, [[DoubleUnlock but will be in version 2.0 once he finishes it]]. Of course, by the time you get to this, Professor Booster has either already died or survived and given you the finished Booster 2.0. The latter obviously explains how Professor Booster was able to teleport to Arthur's house, but the pit Professor Booster falls into is so deep that it can only be escaped with the Booster v0.8 he gives you when you talk to him. Therefore, [[UnwinnableByMistake even investigating what happens to him resigns you to the standard ending]]. The only way to avoid this is to either have the [[MoreDakka Machine Gun]] on you ''and'' to have it leveled up to 3, at which point it [[RecoilBoost propels you into the air when fired downwards]], or make the pixel-perfect jump from the one tiny red spot before the chasm. Altogether, this all [[GuideDangIt makes getting the good ending (or even knowing of its existence) without consulting a wiki nigh impossible except by accident]].
** The "Fourth Ending" GameMod that lets you [[spoiler:rescue Toroko, King, and Curly's adopted Mimigas, who [[WhatHappenedToTheMouse were forgotten]] late in the original game]] makes the process of actually ''doing'' this just as obtuse as getting the original GoldenEnding. First, you have to [[spoiler:skip Curly's boss fight by taking a shortcut through what was a MissingSecret in the original game]], then... well, [[http://www.cavestory.org/forums/threads/cave-story-with-a-fourth-ending.3832/ read the full spoiler at the mod's release thread]].
* In ''VideoGame/BattleBlockTheater'', if you get into the air through any means other than jumping, you can jump twice in midair. Touching water usually kills you instantly but if you touch it while on fire, it'll launch you instead. If you jump while pushing a block & let go in midair, the block will stay in midair. The game requires you to do all of these things but never tells you about any of 'em.
* In ''VideoGame/{{Vexx}}'', the second heart of the second world requires you to backtrack to the first world, go halfway through one mission (which requires platforming up a tower), land on a narrow platform and hit a switch, then climb the underside of the bridge to reach the opened door to access a second tower where the mission resides. Nothing in the clue tells you anything about how to get to the mission.
* When you're running the 100M Splash in ''VideoGame/TheAquaticGames'' (at least the Sega version), you have to press the A and B buttons in rapid succession in order to move. It is ''very'' difficult to hold the controller steady while doing this, but it's possible to work up a good speed. In order to get a medal, you can either spend countless hours trying to actually run the whole race in under 17 seconds and always just miss it (meanwhile rendering your hands unable to grip anything ever again) or...do absolutely nothing for something like a full minute while the penguin kicks you ever closer to the water's edge. The very second you hit the water, start running. The timer resets and you pass the Frog (who left a minute ago in a 17-second race) almost immediately. ''Duh.''
* The Metroidvania BulletHell ''Rabi-Ribi'' has it's fair share of weird achievements that can easily go unnoticed by players. Most are sequence-breaks, ranging from simply getting to the second boss before the first to [[NintendoHard doing a series of complex maneuvers in order to reach post-game content while still in the main story.]] [[spoiler:Blowing Cicini's computer room up with a Cocoa Bomb]] is a pretty good candidate for this as well.
* In the introductory cutscene to ''VideoGame/CastleOfIllusion'', Mickey makes quick work of three guards by jumping on them. Then when you try it yourself, Mickey gets hurt because you need to press the jump button ''again'' to take out an enemy.
* To beat Scar in ''VideoGame/TheLionKing'' game you need to throw him off the cliff. Nothing in the fight itself specifies this, so anyone who played the game before seeing [[Disney/TheLionKing the movie]] will likely be stumped.
* ''VideoGame/MischiefMakers''... hoo boy, was THIS one cryptic. Not essential to the game but necessary if [[spoiler:you wanted the secret full ending]] were the gold gems. Some were easy to get, some were ''[[NintendoHard hard]]'' to get but at least you knew what to do, and others...
** Some [=NPCs=] hold gems that can only be acquired by shaking them. From that, you would infer that the only possible way the gold gem can be hidden in "Clance War II" is that it's on somebody you need to pick up & shake, since there are no background objects whatsoever to interact with, but try finding which of the ''dozens upon dozens of guys'' is holding it without a game guide. Some of them get blown up, sometimes blowing ''themselves'' up, before you can get anywhere near them, making searching every single enemy in this level impossible.
* In the original ''VideoGame/{{Shantae}}'', the final dungeon is on top of Mount Pointy, which Sky tells you is to the east. Since this is a 2D side-scroller, logic would dictate that east means right. She also says it's far away, which makes sense since her home town of Oasis Town is as far west as you've explored so far. And [[FromACertainPointOfView technically, she's not wrong]], since the game world wraps around and if you do go as far to the right as you can, you'll end up at Mount Pointy... at the edge of an impassible cliff. To get to the dungeon, you actually have to go left from Oasis Town and approach the mountain from the other side. What's worse, if you try to explore further left and hit the slippery slope, you'll fall down the other side and get stuck at the far right edge of the world all over again. Hope you've been stocking up on Warp Squids and had the foresight to save four for Oasis Town!
* The Steam version of ''VideoGame/{{Psychonauts}}'' has achievements for unlocking cutscenes that are very easy to miss unless you know where to go and when.
* ''Franchise/CrashBandicoot'':
** ''VideoGame/CrashBandicoot1996'' had The Great Gate and Native Fortress, which had boxes hidden in that background that could be accessed by jumping behind the wooden wall at some points, so you could NoDeathRun the entire level only to find you missed some of these boxes (in particular since these levels don't keep a track of them). Some of the levels needed to get colored gems from other levels too, with no indication of which level contains which type of gems. Also, the FinalBoss shoots you with differently colored shots, one type of which can be spun back to him, but game doesn't tell you this.
** ''[[VideoGame/CrashBandicoot2CortexStrikesBack Crash Bandicoot 2]]'' had some secret parts in levels which included jumping into a {{Bottomless Pit}} that doesn't look any different except for three wooden planks which get destroyed once you emerge from the level on a floating platform. Jumping through a fake wall where the only hint of a clue to it is why there are so many [[HairTriggerExplosive Nitro crates]] leading up to a supposed dead end. Or ascending a Nitro staircase which doesn't look any suspicious except the boxes [[FakeTrap don't bounce]]. There were some secret entrances to certain levels, which had to be accessed by feats like bodyslamming a certain enemy on a platform or jumping across crates floating in water to reach an isolated platform.
** The [[VideoGame/CrashBandicoot3Warped Third game]] had it worse for one of its truly secret levels, where you had to run into an enemy to get transported to it. A less subtle, ''Crash 2''-esque secret entrance in the game is accessed by knocking down a peculiar road sign in a motorbike level.
** Averted for the most part in ''VideoGame/CrashBandicootNSaneTrilogy'' as hints are given about many secrets from the original series during the level load screen.
* ''VideoGame/SpongebobSquarepantsRevengeOfTheFlyingDutchman'' is infamous for its Jellyfishing fetch quest in Jellyfish Fields for this very reason. In order to obtain the Reef Blower, you need to catch 100 Jellyfish. The problem? Jellyfish Fields only has 84 Jellyfish, and the contest doesn't tell you that it takes into account the Jellyfish in other levels. This is combined with the issue that the game HUD only lists the Jellyfish you've caught in the current level you're in, and not the combined total you've caught in other levels beforehand[[note]]The grand total is only listed in the pause screen[[/note]]. As a result, many people become stumped to the point that they end up backtracking and searching Jellyfish Fields for hours just to find the remaining 16, without even knowing that they already have over 100 Jellyfish the whole time. It's such a big issue that [=YouTuber=] [=LambHoot=] points it out in full detail in his [[https://youtu.be/YQXf0OILzV4?t=11m27s review]], [[https://youtu.be/MnJWWV5KS4s?t=2m46s twice]]. The latter of which, even mentioning this trope by name.