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"The whole game is based around secrets, but there's a difference between 'secret' and just fucking impossible!"

Cousin to the Soup Cans, a Guide Dang It is any part of a video game in which that correct action or set of actions is so difficult to figure out that effectively the only way to know what to do is via a Strategy Guide or an online Walkthrough. Particularly necessary when dealing with random maze sections, determining Relationship Values, or trying to achieve Hundred Percent Completion.

Combine this with a Lost Forever, and you have something that gamers gnash their teeth over, as it is viewed as extremely cheap on the part of the game designers. It is Fake Difficulty created either through carelessness or it is a more diabolical move to make calling a tip line (conveniently promoted in your game's packaging) or purchasing a Strategy Guide necessary. The fact that most strategy guides are not made by the game companies makes this last one less likely, though. It might be possible that due to the recent proliferation of walkthrough-based websites such as GameFAQs, game designers are actually expecting gamers to be using guides.

Though it should be noted that more and more often, "Officially Licensed" guides are showing up on shelves, up to and including guide-producing companies that obviously have exclusivity deals with game companies. (Ex.: Brady Games and Square Enix.) Meanwhile, "Unofficial" guidebooks have almost disappeared, either litigated out of existence or simply replaced by free fan-made guides online. Considering that at least some guidebook companies are now paying for official licensing, it no longer seems all that far-fetched to believe the game programmers are asked to slip in a few "incentives" to get people to buy the guide.

Of course, one might notice that obviously, it has to be possible to solve it on your own, otherwise the walkthrough couldn't tell you how to get it. This is true in several cases, but other times the solutions might have been found through hacking, or a message board (or a wiki!) of hundreds of people trying different things reporting their findings, or through info gotten straight from the game company, or through someone actually buying the Strategy Guide and posting the tricky bits online.

Especially frustrating if you get stuck because of an Unwinnable scenario; nothing incites rage quite like being told you can't win because of a mistake you made three hours ago.

In any case, this can cause "hardcore gamers" who swear to never use a guide to pull their hair out.

Sometimes Copy Protection could result in this - notably with many of Sierra's games.

Compare See The Sailboat, where the game does provide the information you need, but most players will still require a walkthrough to put it all together.

Examples:

    open/close all folders 

    Action 

    Adventure 

    Racing 

    Strategy 

    Puzzle Games 

    Simulation Games 

    Visual Novels 

    Game Guides 

    Other 

    CRPG 

[[folder:JRPG]]
  • Pretty much every Final Fantasy game is guilty of this.
  • In the recent Final Fantasy III remake for the Nintendo DS, the only way to unlock the Onion Knight class in the game is to use the game's letter sending system to send a certain number of letters to another player over wifi. Not only is this never mentioned in the game, Square seems not to have realized it might not even be possible for some people. Don't have easy access to a wifi hotspot? Don't have any friends who also have this game? TOO BAD.
  • In the DS release of Final Fantasy IV has, among other things, an "Augment" system wherein you can teach characters certain helpful abilities. These items are one-of-a-kind, and said character will know them permanently. The catch is, if you teach Augments to temporary party members, you are rewarded with more (better) Augments. This little fact is nowhere to be found in the manual, or in-game. What fun.
    • What makes this worse is how anyone who played the original game would naturally feel inclined to AVOID giving augments to any character who they knew was going to leave their party soon. Of course, doing this results in the player missing out on some of the most useful augments in the game.
  • Final Fantasy IV The After Years provides the player with a way to avoid the Player Punch where Calca and Brina must be scrapped for parts, requiring them to get three items, left completely unmentioned by the game. One of the items is in an obvious treasure box the player is unlikely to miss. Fair enough. The other two, however? Random drops from a monster that only appears in one out-of-the-way room during one specific lunar cycle (which is the worst lunar cycle for a party with a black mage and no white mages, as the chapter in question is), and the drop rate is absolutely inexcusably low in this game. And you need two different items from this. Yet any player who knows about this will do it, because who could really allow Calca and Brina to die?
  • Final Fantasy V has an interesting variation on the premise. The main important information which the game doesn't tell you is what skills each class teaches, what they learn, and that the Freelancer and Mimic classes retain all passive skills learned from mastered classes. However, once a player has this information, it is to their detriment to figure out how to win fights from a strategy guide. Why? Because for any given encounter there's about a dozen different ways to win the battle, often more depending on how creative you get with skill combinations. All of a sudden a guide that says "learn Dual Wielding and master Dragoon" isn't so helpful when, alternatively, you can take advantage of the Bard's status-inflicting songs, use the "Mix" skill to give everyone in your party Giant potions, "Catch" a dangerous wild monster to deliver a mighty blow at the start of a boss fight...and it goes on from there.
  • Final Fantasy VI has a "Cursed Shield" that inflicts nearly every status ailment in the game on the wearer. But if they survive 256 battles wearing the shield, it becomes uncursed and is now the best shield in the game
    • You can also bet the shield at the Colosseum for a "Cursed Ring". Despite what logic tells you, the ring doesn't uncurse, and is plain useless.
      • Speaking of the Colosseum, that's another Guide Dang It! The betting list is a total mystery, you have no idea what you can win by betting what. A lot of rare items can be won here, but they in turn require long chains of complex betting no one could figure out alone.
  • The skill "Chocobuckle" in Final Fantasy VII. To get Hundred Percent Completion of enemy skills, you needed to feed a wild Chocobo a particular green and then reduce it to 1 hit point. This was typically done using the Useless Useful Spell L4 Suicide. Needless to say there was no way to guess this in game, while the occasional player got it by pure chance and puzzled everyone else.
  • Getting the PuPu card in Final Fantasy VIII. Hints about some parts of the process are given in the game, but not all of it, and these hints are fairly obscure themselves. The player has to fight random battles at several small, nondescript, arbitrary patches of the world map in order to see a UFO each time. They then have to go to another arbitrary, unexceptional, and inaccessible area of land in order to encounter PuPu. Once they've done so they have to feed him five of a certain item. The only way to have five of this item is to have synthesized them ahead of time, by using another fairly obscure game mechanic. If the party misses the chance to feed PuPu five of the item, or they kill him, the card is Lost Forever.
  • Receiving the most powerful weapon in Final Fantasy IX, the Excalibur 2, requires that one must complete the game within the very difficult time limit of 12 hours. Not only is this information not given to the player at any point in the game, but the location of the weapon is just as difficult to find. What's worse, once the time limit has been reached, the weapon is Lost Forever. The guide also doesn't tell you that there is a technique that allows you to skip the cutscenes completely, which certainly makes the time limit easier to cope with. (In fairness, the makers of the guide may not have realised this.)
    • The game also pulls a Guide Dang It on you in the inverted castle. All of your strongest weapons in that area do minimal damage while the weakest weapons do the most damage. There is a place in the castle that gives a hint, but it's rather confusing, going on about how "up is down, strong is weak, and heaven is earth." Fortunately, the weak weapons that can be found in chests are a small hint. Fortunately, by that time you'll also have various other means of dealing damage, as this only affects the Fight command, not Jump, Throw, Thievery or any other special attack.
    • Hell, getting the first Excalibur is no picnic either. There's nothing at all that even hints at how you're supposed to find the MacGuffin a certain NPC wants (you have to buy four other Mac Guffins and then sell them around town for it to even appear), and then you have to bid a king's ransom at the Auction House to buy it. Not fun.
    • The most absolutely frustrating thing in Final Fantasy IX, though, is that you're never told at any time what items you need to synthesize the very best weapons and armor in Disks 3 and 4. On your first playthrough, be prepared to pull out some of your hair in frustration as you realize that, in order to forge the Grand Armor, you needed to keep those Mythril Swords and suits of Mythril Armor you got all the way back in Disk 2. Oh, and the Mythril Swords become Lost Forevers after you leave Treno for the first time. That's just one example, mind you...
    • There's one scene in which you can perform a certain action, and it does nothing. You have to do it thirteen times in succession to reveal one of the secret items. Needless to say, there are no hints for this.
  • In Final Fantasy X, players can input one-word destination passwords in the Global Airship that lead to hidden locations each containing a treasure chest. While perhaps not technically a Guide Dang It, virtually all players learned of these passwords via a guide, as the method for discovering the passwords the normal way is so incredibly obscure that most players don't even know it exists (it involves deciphering deeply-hidden, nonsensical messages left throughout the game world).
    • Finding the all 26 Al Bhed Primers without a guide is nigh impossible. About half of them is easy to find or get from NP Cs, but the other half is either lost forever in a location you can't go back to, blend into the scenery so well your only hope finding them is smashing the 'X' button while you walk or hidden in an optional location you can only find if you, again, keep hitting the 'X' on the airship map in hopes of finding something, without any in-game hint to it's existence.
    • Also the ultimate weapons and the ridiculous hoops we had to jump through. The biggest example would probably be having to dodge 200 lightning bolts in a row. There is no in-game hint about how many you have to dodge, or even that there will be a reward; without a guide, many players would probably stop around 50-60 and assume the item they were given was the final prize. The Chocobo race also deserves a mention.
  • To get Hundred Percent Completion in Final Fantasy X-2 one has to take a detour from chasing a villain in order to talk to someone hidden in a Moogle costume, early in the game. The game is riddled with one-time, easily missable scenes like this, and despite the fact you get fully healed from touching a save point, you have to use the bed in the airship at least once a chapter. And that isn't even the worst part. The game allows you to skip cutscenes, but what it doesn't tell you is that skipped cutscenes doesn't count towards the Hundred Percent Completion.
    • There's one bit even worse than that. At one point you can have a long sit down for a Maechen Period from the original Maechen himself. Periodically, you'll get a text box where you can either interrupt him to leave, or urge him to continue his story. But what you're supposed to do for this to count toward completion is NEITHER, and let him just keep rambling without you pressing a single button on your controller. If Maechen wasn't voiced by Dwight Schultz, this would be nearly as tedius and unbearable as the legendary hot-springs webcam sequence.
    • And let's not forget that to get the best ending, you have to wait until Yuna says "I'm all alone..." then press X to hear a whistle. Then after that, you just keep pressing X until she runs out of the Farplane. The second part is much worse, as you need to press X at a specific point during what is essentially the last cutscene of the game, in order to get the Perfect Ending.
    • And how, when at that point of the game, the Youth League and New Yevon are portrayed as being both basically good except for their conflict with each other, If you choose to help New Yevon and not the Youth League (instead of vice versa), you can't get 100% completion on that playthrough.
    • Don't forget you have to watch all the spherecam clips until a certain point, even though it doesn't tell you this or for that matter tell how long you need to watch them for it to count...
  • Final Fantasy XI is probably the king of this trope in MMORPGs, if only for the fact that noone knew how to make Goblin Drinks, which pop a Notorious Monster for a very useful Paladin and Dark Knight gorget, until the developers told them about it, and there's an endgame NM that no one knows how to beat even though Square Enix has started dropping hints about it. Add quests where you are not really told what exactly you are doing and can't find out from NP Cs, and the fact that the in-game reminder text for quests is vague and doesn't update with gathered information — even if you don't know the point of the quest until step three or so — and you can see it gets kinda stupid. Thank god for around 500,000 people playing, or we'd probably never figure a lot of stuff out.
    • Let's not even get into the stuff that would be way too obtuse to find if the game files weren't so heavily picked apart for information...
  • In Final Fantasy XII, obtaining a certain ultimate weapon requires not opening four specific unmarked chests which are not mentioned anywhere in the game. This would be a prime example. Granted, if you got greedy and opened the "unlucky" chests, there is another chest that can cough it up, roughly .1% of the time (that is to say, 1/1000 chance)... but the said existence of that chest is in and of itself an example of Guide Dang It.
    • 1/1000? I have 6 thanks to a little thing called the RNG.
    • There is also the case of the Bazaar system, by which selling loot is the only way to unlock some of the high end items. The loot items needed for these are not only very difficult to acquire, but are also used to unlock other, more easily unlocked, items. And once an item of loot has unlocked one item for sale, it must be acquired all over again and sold once more.
    • Don't forget that if you want to get all eighty rare game, you have to either be the luckiest gamer in the world or have a guide by your side. Many of these monsters just have a high-percentage random chance to show up, but many more have an inexplicable list of criteria that need to be filled before they might rear their ugly heads. Some appear for only a ten-minute window once an hour. Some require you to chain-kill a certain number of a certain kind of monster. Some have time limits on top of this criteria. Some require you not to kill any monsters at all. Some appear in tiny, tiny areas, again, randomly. Some have chances of appearance at just 5%. Some only appear if you sit around doing nothing for five minutes or more. Sure, the average gamer stumbles across at least a few of them by accident across the game, but all eighty? Forget it.
    • The game also riddles players with the Limit Break of the Espers. While a good portion of the creatures will use their last attack when time is about to expire, low on HP, or the summoner has low HP. However, some of the other Espers will never use their final attack unless certain conditions are met, such as casting Immobilize on the Esper, having the summoner AND the Esper with low HP, or casting Petrify on the Esper! There is NOTHING in the game that hints at these conditions.
  • Final Fantasy: Crystal Chronicles is no exception, either. If you chose blacksmith as your family's job background, you won't be able to get some of the best weapons or items in the game unless you actually create more players with different family jobs. While you don't have to switch players, you're clueless until you look online for help. Also, when it comes to the Final Boss in his final form, the spheres of your family members, which are memories, are actually ultimate magicite displayed as ????, allowing you to cast Blizzaga, Thundaga, Firaga, Curaga, and Invincibility (they are randomized) without any charge time. However, to change the spheres into those spells before Raem eats them, you have to cast Cure on them and there's nothing in the game that hints you this. While it can be possible to beat him without those items, it can be harder and having most of your memories eaten results in a Game Over.
  • Many a gamer had their journey come to an end shortly after getting the boat in Dragon Quest II. Finding almost a dozen plot-essential items scattered across a humongous world is almost impossible without some sort of help (on top of that, some of the most evil dungeon designs in video game history - namely, the Sea Cave, which requires you to walk through damaging lava in order to look for staircases that may or may not lead you to the item you're looking for, and the Road to Rhone, which has several pitfalls that send you to a lower level and repeating rooms that look exactly the same, some of which indistinguishably loop around). While the NP Cs generally do give useful advice, they don't point out everything. On top of that, the NPC that tells you where to find the Golden Key is locked inside a jail cell; to open his cell, you need the Jailer's Key, which you need the Golden Key to acquire!
  • In Legend of Mana, obtaining the best weapon that can be obtained without crafting (which ITSELF is a Guide Dang It) requires you to have a save file of Sa Ga Frontier 2 (another Square game), go to a save point, highlight the save file in the list, and then go to a particular location (whose purpose at this point is solely to get some fairly crappy pets) and fight a fairly difficult boss fight. The "highlight a save file from another game" mechanic? Never referenced anywhere, despite the fact that it is also used to obtain a particular pet early in the game, using a Final Fantasy VIII save file.
    • This file is a description of the tempering (Item Crafting) system in Legend of Mana. It's 160 kilobytes in size, and if your head doesn't explode before you grasp the basics, this troper salutes you.
    • Lo M is a Guide Dang It in more ways than that. Its crafting system and pet raising are very deep. The game is a collection of 67 side quests. Some of these quests are dependent on the placement of artifacts on a carefully selected piece of the map, with a specific order, and the quests have to be done in the correct order. Some quests require that another quest is not completed or active. In other words, if you want to be able to do all 67 quests in one run, you're going to need a guide. It's next to impossible for a gamer to figure out a structure for the game without prior experience playing it and a lot of mathematics and brain wracking.
  • An infamous example occurs in Star Ocean: The Second Story, where one can affect the Relationship Values of characters via battling or items in order to get a number of variations on the generic ending — the box art famously advertises multiple endings. However, these values are never shown or alluded to in the game and are not known to the player until the end of the long game.
    • Though there is an in-game way to guess at Relationship Values using the Art skill, characters will tend to paint pictures of the character they have the highest Romance or Friendship Value with. Of course no-one tells you that....
      • There is in-fact a way to look at the Relationship Values in game using the Fortune Teller during the GoldenSaucer area of the game.
  • Star Ocean: Till the End of Time was full of this. The best example was perhaps the list of 300 "Battle Trophies" that the player must acquire by completing certain tasks in battle. If some of them are instinctive and/or will be earned sooner or later anyway (doing a certain number of battles, for example), others will require you to beat the final boss with a party of level 1 characters, or to stay in battle for 2 whole hours.
    • Another one worth mentioning: the best available weapons in the game (without using the nonsensical crafting system, in itself another Guide Dang It, or going to the bonus dungeon that only unlocks after beating the game once)is to go into a house you never need to enter otherwise, and give two people directions to the previous town. This happens very early on in the game, and once missed is Lost Forever. Then, you have to do it twice more, and if you give them the wrong directions, guess what? No weapons for you.
      • Not to mention the whole business about your last 2 party members...
  • While we're on the topic of Star Ocean, some of the character recruitment methods are obscure to this point. The original and its PSP remake were the worst about this — for two particularly egregious examples, to get Pericci/Perisie, after getting a decent way into the game, you have to return to the first town in the past, for no obvious reason, while getting Erys requires you to recruit a very specific set of characters... including one that has no visible connection to her.
    • In fact, acquiring certain characters to be added to your party itself really affects the outcome of character recruitment throughout the game. Keeping Ashlay means a few certain characters will not join because some events won't occur and keeping Joshua guarantees the recruitment of Mavelle. So obviously, you don't know that getting some characters bars recruitment to the others. Guide, Dang it!
    • Another character called T'Nique was and is still a secret character in Star Ocean, but compared to unlocking most "secret characters" in some games, this is actually rather easy...if you have a guide that is. You have to manipulate which events will happen so that you will have six characters or less by the time you are on a quest for the emblems. Then you have to return to the town with the arena for no obvious reason and then fight in there until you are challenged by T'Nique.
      • And if you wanted the remake-exclusive character, Welch, then you had to be quite a ways into the game and have seven or less characters, so you really had to practically be trying FROM THE START with a guide (dang it!) if you wanted to recruit Welch in the remake.
  • To acquire one advanced attack in Chrono Trigger the player has to obtain one character's ultimate weapon (which is, fortunately, not really Guide Dang It material in and of itself), re-enter a dungeon from far earlier in the game, put that character in the lead position of the party, go to a particular room within the dungeon, then let an enemy hit the party (i.e., the first member) with a thrown rock. That character will then examine the rock and declare it is actually a magical stone. Nothing hints toward this in-game, and no other items are gained in a similar manner.
    • The "Slide Show"/"Memory Lane" ending (original/DS names) has a very specific time in which you can see it. You must defeat Lavos after seeing Schala open the door to the queen's chambers in Zeal, but before walking through that door yourself. If you wait too long, you get the normal ending after defeating Lavos. This is especially offputting since the ending usually only changes after the game's milestone events. To put it in perspective, the ending last changed after the destruction of Tyranno Lair and changes again only after Crono dies.
    • As for Chrono Cross, a big chunk of the characters rely on this, to say nothing of their level 7 techs...
  • A room in Lunar: Silver Star Story Complete required you to enter 4 doors in the correct order. The game itself gave no indication of progress until the final door is entered, making it hard to know what the puzzle actually is. There was a nearby sign meant to explain the puzzle; unfortunately, that sign was replaced with one that provided no insight to the puzzle at all.
    • The puzzle was so obtuse, Working Designs ended up just posting the solution to it on the top page of their website for several months.
  • The good ending of Valkyrie Profile requires one to view a certain order of cutscenes at time specific periods in the storyline, in addition to making certain decisions and actually getting rid of a plot-important character before a certain chapter of the game. This involves actually acting counter to your ostensible objective. There's almost no indication in the game itself that this is possible.
    • No. At least not by much. This is a common misconception: this troper may be mistaken, but pretty much the only things needed to unlock the best ending are merely to lower the Seal Rating and to send Lucian to Asgard before chapter 6. The whole "do not view this event before chapter x" and "send arbitrary character y to Asgard before chapter z" thing scattered in game guides are but a mathematical effort needed to tweak the aforementioned Seal Rating — and there are more than one way to do so. Granted, the two prerequisites are not so much intuitive, yet it is nowhere near as arbitrary as many players have been suggesting.
    • This still is in effect somewhat in Valkyrie Profile: Covenant of the Plume. While the ending is based solely off of how many times you used the plume, not everyone would think to not use it period if they wanted to get the "A" ending...and it's really not advisable to try to get the "A" ending on your first playthrough. You could wind up with an unwinnable boss battle.
      • Also, the game branches into three paths very early on. One is relatively easy, the other is average and one leads to a difficult Escort Mission where you have to save a character with low defense. Unless you looked up Gamefaqs, you will not know that picking the village will lead you to the hard version of chapter 2, and that you will miss the Creepy Twins by not going to the keep. On the plus side, how will you know when it's a good time to get maximum sin?
      • Duh. It's always a good time to max out your Sin meter, since it gets you the best items, and helps avoid having to deal with Hel's servants.
  • In the Suikoden series of video games, the only way to get the best ending is to collect all members of the hero's army (108 fighters and support characters.) Some characters are only recruitable during or after certain plot events, and others can only be recruited when the hero performs certain tasks in a certain order. Some characters will outright reject the hero if you happen to say the wrong thing to them, (or, in at least one case, if you press the "advance text" button while they're talking to you.) If that wasn't bad enough, some characters can be killed during major battles, if you're not careful with them. You can't revive any characters who have fallen in major battles, so once they're gone, they're gone forever. As such, getting the best ending the first time out is all but impossible with these games unless you have a walkthrough handy.
    • Suikoden II was even worse in this regard; you had to have all 108 characters before you launch the invasion of Rockaxe castle. If you did then during the cutscene when Gorudo orders his crossbowmen to open fire on your party and Jowy you're given an extra choice. You have to choose to shout "Nanami!" rather than "Look out!" causing you to step forward to protect Nanami from the arrows. Not only are you offered this conversation choice for less than a second in which time you have to read both options and choose the second, this does not actually affect the outcome of the scene and you get no clues that anything has changed. Then at the very end of the game after beating the final boss you have to choose to leave the new city state you founded and go to Tenzan Pass to meet Jowy, only unlike the normal version of this ending you have to persistantly refuse to fight him until Jowy collapses and Leknaat shows up and tells you what's going on. Trying to work that out without a FAQ is enough to break your mind.
      • Not quite as bad as all that, but still pretty terrible: getting all 108 characters, for example, is usually the hardest part. You're not required to say "Nanami!" instead of "Look out!", you just have to choose one before the window disappears, and then, after the battle, there's is a one-line variation in one of the scenes that lets you know you succeeded. And then, at the end of the game, if you don't go to the specific place, you'll be reminded during the ending you get, and if you don't take the above-mentioned specific action, you weren't paying attention to what was said/have no soul.
      • Even worse in Suikoden II was Clive's subquest. This was timed from the start of the game and ran on an absurdly fast timer, requiring you start by meeting Clive in Muse City less than 2 hours, 6 minutes and 28 seconds into the game, recruiting him less than 4 hours, 48 minutes and 38 seconds in and then catching another 6 cutscenes each triggered by going to a specific place within a specific time wth Clive in your party. The entire sequence has to be done within 15 hours, 42 minutes and 11 seconds of starting the game.
  • Unlocking the ???? skill for a level 3 Fusion Soul in Shadow Hearts is a particularly egregious Guide Dang It, as although there is a clue in-game, it's at best so vague as to be useless, and at worst misleading. Compounding matters, what is actually required to unlock it - letting Yuri berserk - is something you want to try your hardest to avoid in all other circumstances, making it unlikely that the player would discover it on their own.
    • However, there's an even worse one earlier, combined with a Lost Forever. At one point, there's a series of conversation choices. To unlock a sidequest and bonus dungeon, you need to pick the first option three times in a row—however, there's no indication that which one you pick actually matters at the time... or, indeed, at any other point in the game.
      • Worse still is getting the good ending, which requires you to defeat four optional boss enemies before you reach a certain point in the story. The problem here being that if you want them to start appearing you have to let your Malice Gauge hit red, something you're generally trying to avoid. To make matters worse, the only indication the game gives you that you actually need to do this is an incredibly vague hint in one of item descriptions about what order the enemies should be beaten in. As if that wasn't enough, these bosses produce status effects that make them much more difficult to defeat except in one specific order and appear as random encounters, forcing you to do a lot of running away should the one of them arrive out of order. To add insult to injury, the game gives no indication whatsoever that this all must be done before a certain event is reached nor that defeating the enemies beforehand will affect the event.
      • Hell, getting the good ending to Covenant and From The New World counts as well. In Covenant, you have to give a certain answer to a certain question asked by Yuri's Spirit Advisor, when none of her previous questions had any impact on the plot. And in From The New World, you have to get Shania's Tirawa form and max out all the statues. Neither game gives any hints to either of these.
      • on the subject of the conversation, in its sequels Covenant and From the New world, you are placed in a conversational scene (Be it torture or interrogation) where your character is either shocked or stabbed with knives. Now obviously, do you want to pick all the "wrong" options that result in getting your character stabbed in From the New world or shocked in Covenant? You sick bastard. ...oh wait a sec you did it because it gives you a more powerful weapon for torturing the character afterward? Guide, Dang it!
  • In the Pokémon video games, there exist hidden stats called Individual Values (the statistical variations between Pokémon of the same type; basically, the higher Individual Values the better), and Effort Values (a hidden mechanism that makes it so your stats are directly affected by which Pokémon you battle). The existence of these stats is only vaguely alluded to in-game, and fully understanding the process and its various formulas by oneself without hacking and digging deep into the game files is likely an impossible task. Knowing these stats and understanding them is essential for breeding Pokémon for competitive battling. In fact, this is specifically an Internet Guide Dang It, as even Nintendo's official guides include no information on IVs or EVs. Nintendo seems intent on disavowing their existence and making the games' level-up systems seem more like a standard RPG. It's worth noting that being aware of the EV and IV systems isn't required to beat the core game and even achieve Hundred Percent Completion, but considering that the game constantly alludes to and references the hidden stat systems, it would appear that Nintendo expected some players to know about them at some point.
    • Something that is required for Hundred Percent Completion, however, is Shedinja (In Ruby/Sapphire/Emerald as well as the National Dex in every game past Ruby/Sapphire). Shedinja cannot be found in the wild and despite appearing in the Pokédex after Nincada and Ninjask and obviously being from the same evolution line, doesn't evolve from anything. To get it, the player must raise a Nincada to level 20 and let it evolve with at least one empty slot in their party and at least one Pokéball of any variety with them. Having the Pokéball is one thing, but most players go around with a full party for the entire game as soon as they are able to do so. Shedinja is also never mentioned in any of the games or used by anyone outside of the Battle Tower (where opponents are randomly-generated).
    • Getting a Milotic is probably more frustrating. First, you need to get yourself a Feebas, catching it isn't so difficult, finding it though is another matter entirely. They are usually in a single area, such as a lake or river, but get this, the blasted fish are only found on a few tiles of that area: six in Ruby and Sapphire (on a route that has a huge river) and four in Diamond and Pearl (in a big underground lake that's difficult to get to). Did I mention that the tiles are randomly generated? In the advanced games, this is determined by "trendy sayings" in a far off town while in DP, it changes each day. Once you got your ugly fish, you need to evolve it, with Pokéblocks/Poffins, specifically blue ones that raise beauty. So you need to know how to make top quality Pokéblocks/Poffins and your Feebas needs to be the right nature (a stat modifier that's determined upon encounter) to get the maximum effects. However, getting a Milotic is all worth it since it's one of the best tanks in the metagame.
    • And to be honest, Pokémon evolutions in general have become Guide Dang It during the more recent generations and especially in the fourth one, with what things like happiness (based on a stat you can only get a basic idea of using a certain Pokétch app), certain stat values, time of day, gender or even location affecting pokémon evolutions these days.
      • And moves known. To get Mamoswine, you have to level up Piloswine while it knows Ancientpower, a move it will have already forgotten by the time you get it. The only way to evolve it is to raise a new one from an egg or go to the man who returns forgotten moves to your Pokémon. How the developers expected anyone to work that out themselves is an excellent question.
      • Eevee has seven different evolutions. Three require an Elemental Stone, which is easy (using a stone on an incompatible Pokémon won't waste it, so the player can just try all the stones). Two require you to pamper Eevee and level it up either during the day or at night (made borderline cruel in the third generation, where Eevee was only obtainable in the games lacking a day/night system, which is probably why Collosseum hands both to you right off the bat). The last two evolutions require Eevee to level up in a specific area, designated only by a stone.
      • Magneton and Nosepass only evolve if leveled up in Mt. Coronet, which apparently exudes a magnetic field that affects the two magnet-based Pokémon. Tragically, nowhere in the game is it mentioned that Mt. Coronet is magnetic!
      • To be fair, an NPC in Platinum tells you that certain Pokemon level up at Mt. Coronet, but they never hint as to which Pokemon or that Mt. Coronet is magnetic.
      • Baby Pokémon might count as this: you can only find some Pokémon by breeding their parents. This then requires a female evolution of the baby. Which Pokémon are only obtainable therein isn't really explained.
      • Using a Ditto will also work for breeding when you only have a male, but if you're trying to get certain egg moves (another aspect that isn't exactly mentioned in the games) you need the father to know the moves you want inherited, while the mother is the Pokémon you want it to be born as. Then there's also Volt Tackle, which can only be learned as an egg move if bred with a female Pikachu or Raichu carrying a Light Ball.
      • Certain Pokémon only evolve if traded while holding a certain item, or if leveled up holding a certain item. These items aren't labeled as influencing evolution, and many of them have a beneficial effect, so one might never realize they have a second use.
      • Tyrogue will evolve into one of three Pokémon based on whether its Attack and Defense are higher than each other or equal. Strangely, all three evolutions have similar stats and are all offensively-based. Wurmple evolves into one of two Pokémon based on a stat that's never eluded to in the game called personality values. While its evolutions can be caught in the wild, they won't know any offensive moves and will never learn any until their final evolution.
      • In the first generation, Eevee was the only one to have alternate evolved forms. So when generation two came out, bringing with it new evolved forms for old Pokémon such as Scyther and Onix, it was fair to assume that Slowking would evolve from Slowbro, right? After many hours spent trading a Slowbro holding a Kign's Rock back and forth (at one point causing a glitch that deleted this troper's carefully raised Crobat from existence and replacing it with a clone of that damned Slowbro), this troper finally consulted a guide and learned that Slowking was actually an alternate evolution for Slowpoke.
    • The ins and outs of breeding for movesets is a Guide Dang It all on its own. Breeding can result in babies that know moves from their parents, which results in expanded move pools for most Pokemon. However, which moves can be inherited aren't told anywhere in the game. Some of them can be inferred (it's easy to figure out that you can breed Thunderbolt onto anything that can learn it via TM), some of them aren't that surprising (Mud Shot can be learned by an awful lot - but throwing mud around isn't the most mindblowing technique), but some are positively mind-boggling (Aron, a Rock/Steel type that weighs over a hundred pounds and eventually evolves into something weighing nearly 800 pounds, can inherit a move called Aerial Ace). On top of that, there's the rule that many guides overlook, in that a baby will inherit a level-up move if both parents know it. Valuable for Pokemon with wildly divergent movelists upon level-up (like Seedot) or anyone looking to breed for Tournament Play (which sometimes imposes level restrictions, preventing you from acquiring moves via Level Grinding).
    • Anyone who got the three legendary golems in Ruby/Sapphire/Emerald without a guide is also a flat-out liar. Each beast occupies its own inconspicuous cave; these caves are scattered throughout Hoenn. However, to even get into the caves, they need to be unlocked. To unlock them, you need to use Dive in a tiny patch of deep water on a route at the end of some very fast currents; simply getting to the spot is a result of either trial and error or pure chance. Once you Dive and get into the cavern, you need to be able to read Braille. With your eyes. The Braille writing tells you to how to progress - these clues include using Dig on a wall instead of using it to try to leave the cave like you normally would, as well as putting a Wailord and a Relicanth (two relatively hard-to-get Pokémon that most trainers never have in their parties, especially not simultaneously) in specific spots in your party. Then you have to FIND the now-open caves. What's even more annoying, each cave as their own little Braille test before you can even get to the Pokémon; one requires you to stand in place, not touching your Game Boy, for several minutes. After all that, battling the monsters (who all have mammoth Defense & Special Defense stats) feels like a piece of cake.
      • There is actually a Braille alphabet at the very back of the game's manual. Of course, there's still no indication ingame that that's where you should look at all.
    • Also from Pokemon was Gold&Silver, where the HM waterfall is required to beat the game. HM Waterfall is found on the ground in one cave in the whole game. Now this wouldn't be too bad, except that there is no indication that it is found in that particular cave, you can get from one end of the cave to the other without even seeing the HM, and every other HM in the game has been given out by somebody in a town.
  • Tales Of Symphonia was quite sneaky with this. Throughout the game, the player is given choices between two lines for the main character, Lloyd, to say in dialogue during cutscenes. Most assumed that the choices were just for fun and to enjoy the amusing reactions. But what the game does not even hint at, EVEN ONCE, is that every choice you make in dialogue raises or lowers your Relationship Values with the other eight party members, affecting the ending of the game. Without knowing this, nearly everyone would get Lloyd's ending with his default love interest, Colette. When really, if you made the right choices, you could have Lloyd end up any of the characters. (Even the guys. Yaoi fans are people too.)
    • Not to mention that if you like a specific character, say, Zelos, but you don't like him enough in the game... he'll die. Yup. You just killed Zelos of neglect. I always found it a lose-lose situation anyways. If you wanted Kratos to join your party later, Zelos would have to die, and many times, you'd have to manipulate it to be so. Buuuut, if you wanted Zelos, there would be no Kratos.
    • Thankfully much easier in FFVII. It was calculated by how many times you chose to speak to the other characters, and when forced to speak, what answers you gave. Avoiding as many conversations as possible with the female characters (including optional Yuffie) left you with Barret...for the one scene in the entire game that this affected. Completely pointless but for some dialog.
    • The game does have a certain place where one can determine the current relationship values of all the characters. With some experimentation, it is probably possible to figure out for yourself how the changes happen- and since New Game Plus is required for Hundred Percent Completion of the game, after several playthroughs you will probably be able to figure out how to get the character you want to like you. Certain areas in the game will also let you know who is in the lead. For example, one stage where Lloyd has to go through a hole in a dungeon will separate that sequence with a short scene with whoever likes him most whenever you do it.
    • The Hi-Ougis. These super-attacks have no hint that you are even able to use them, let alone how to.
      • Especially Lloyd's (at least in the GCN version). Colette's especially and to some extent Genis' are relatively easy to stumble on accidentally. Lloyd's is such a Guide Dang It there's no way you'll be seeing it unless you know exactly which hoops to jump through to get it.
    • That entire GAME is a living Guide Dang It. Have fun getting stuck when the solution to your puzzle is at the other end of the world and not the slightest bit intuitive. Furthermore, both the first game and the sequel are packed with sidequests that are Lost Forever past certain events.
    • Plus, in the first game, most of the side quests only unlocked when the player unlocks the final door to the final boss, but does not take that path. There is also no indication at all that random minigames on the other side of the world have been unlocked.
    • Sheena gets a title in the first game from opening every single chest in one game (including the ones before she even joins your party). Some of the chests end up Lost Forever. And you cannot miss a single one if you want that title. There are NP Cs around the world that are supposed to know if you've gotten all the chests in specific areas, but they're really bad at math and often wrong. So if you get to the end and find out you've got 98% of the chests or something like that, you might as well just give up on getting the title until your next game, because you'll have no idea where in the two worlds those missed chests might be and if you can even access them at that point.
  • Terranigma's final boss hits you with an unavoidable beam that cuts your life in half twice every second for about 8 seconds. If you block, however, it will only cause ten damage or so every few seconds. Problem: You haven't had to use Block the entire game. In fact, you haven't used block since the first level... of the game that came before it!
  • Skies Of Arcadia sometimes gave you options of what dialogue to use during conversations. Choosing the right option would be heralded by a cheerful sound and would advance your "pirate title" a little bit. The correct options are usually courageous, loyal, and all around hero-like, and you get a little tune when you get it right, so you know to reload if you don't. More ambiguous is the fact that running from battles lowers your 'pirate title'. This is only alluded too in that it's one of the stats that a hermit tells you. This hermit can only be reached after you've made it about 2/3rds of the way into the game. Did we mention that you have to have the highest rating possible to get to the game's best weapons and secret boss?
    • Many of the Discoveries peppered throughout the game also qualify, as many are hidden in out of the way portions of the map. Some even move around, or require you to have completed certain sidequests.
    • The Prima guide for the Updated Rerelease Legends wasn't very helpful. Granted, it did have lists of where to find the bounty Bonus Boss fights, the Moonfish, and the Chams. In completely random places scattered throughout the main story walkthrough instead of, say, in the "optional stuff" appendix at the end. They didn't even provide strategies for any Bonus Boss fight that wasn't Piastol, and even then acted as though her stats were fixed, apparently not figuring out that the Bonus Boss fights made use of Dynamic Difficulty and scaled their stats based on your level, and never touched on the fact that you can fight her multiple times. Even the main story walkthrough wasn't all that great, frequently recommending strategies or items that were grossly inefficient (they never seemed to figure out that magic is heavily outclassed by special moves and items in this game) and got some facts straight-out wrong (such as spamming Gilder's Aura of Denial against Galcian to avoid instant-death attacks, claiming that Aika's 2 SP-cost Delta Shield was more expensive than Gilder's 3 SP-cost Aura of Denial [?!]). Finally, they called the final boss Ramirez Thing. Granted, they provided boss HP numbers and their Discovery map was okay.
  • Xenogears had a few of these, with hidden items in odd places that you'd essentially have to be climbing over every bit of game scenery hitting the "examine" button repeatedly to find, with little to no clue that you should actually be looking for these things.
    • Trader's Card. This item greatly increases the chance of rare items being dropped. The only way to get it is to beat a certain boss before he can self-destruct, and the only way to do THAT is to know the fight is coming and get all your characters' up to maximum Limit Break level. Even then, defeating the boss is a feat in and of itself.
    • Learning the Deathblows for the characters might count for a bit of this. It's not clued at much at all early in the game, so you'll likely only learn one or two randomly. Once you figure out the pattern, you might think just doing the combos will learn them...but it's more complex than that. The game actually counts the animations for each move of the combos you perform, and each deathblow requires each animation to be used a certain number of times. And the animations could be in different orders depending on how you input your combos, and some moves didn't require the same animations that led up to them...and while you could brute-force your way through most of the game if you didn't figure any of this out, it will be ridiculously difficult and practically every boss fight will end up being near-impossible...suffice to say: Guide Dang It!
    • Near the end of the game you can obtain a great item (the Hercules Ring) by talking to Midori, but she won't give it to you unless you trade her her own ring, which you get by digging thru the bushes outside her house at the very beginning of the game.
  • Xenosaga Episode I also did, with the e-mails. These were random e-mails - sometimes plot-relevant, sometimes just fluff, and sometimes shameless plugs for other Namco games - that could be collected, usually by being at exactly the right spot at exactly the right time. Often, there was no reason the player would ever suspect they should be in that spot, like, say, running between two aisles of chairs in the dock clinic after hearing the Commander Cherenkov was being attacked in an alley but before actually running the fifty feet to go to his aid. Of course, to add to it, many of the e-mails were chained, and if you missed one, you could never get the later ones. Miss the wrong ones, and you miss several items and a ton of money.
  • At the beginning of Kingdom Hearts, the character is asked a few questions by some of his friends during a dream sequence. The game doesn't tell you that your answers to these questions affect the rate at which you level up during the game. Pick the bottom answers to each question? Congratulations, you now level up slowly. Fortunately, it actually makes the game easier in the long run, because after around level 40 you start levelling up faster.
    • After finding all of the 99 Dalmatian puppies and then visiting their house in Traverse Town, you will receive a complete gummi set, which is great if you've opened all the treasure chests in the game. However, if you haven't, you're screwed because Cid will only buy the common gummis and not the rarer ones like Holy-G and Ultima-G. And once you're gifted with the Dalmatians' gummis, you can never run out of them. Ever. For 100% completionists, this can totally wreck your game.
    • What about a certain Trinity mark in Halloween Town that is Lost Forever unless you read up on it before hand?
    • Zero Gear in 358/2 Days. Put it on and Roxas' Kingdom Chain becomes Kingdom Chain +. Fair enough, this is implied in the part description. What isn't is that piling Ability Units onto the weapon, rather than merely unlock new abilities like with every other weapon change tile, actually changes the weapon itself, first to Oathkeeper, then to Chance Two. This isn't a problem quite yet - Ability Units are generally the best use of Gear space, so you'll discover the new weapons quickly enough. No, the Guide Dang It is the third Ability Unit, which simply turns the weapon back into a perfectly normal Kingdom Chain +... unless you're Roxas in Mission Mode, and only in Mission Mode, when that Kingdom Chain + suddenly becomes Dual Wielding Oathkeeper and Oblivion.
      • According to the guide in story mode he can only dual wield in mission 93.
  • In Star Tropics on the NES, the game comes with an in-character letter addressed to the player. It contains a code (which doesn't appear anywhere in the game itself) that becomes visible when you submerge it in water. You will be required to enter this. Of course, the problem is that a majority of the people that played this game either lost the letter or didn't get it with the game. The Wii Virtual Console release of the game included the letter as part of the instruction screens, making the game always beatable at the expense of making it quite obvious that the letter is part of a puzzle.
    • There was also an obtuse dungeon early on in a graveyard. You would enter a dungeon by examining one of the gravestones, then go through a couple screens to find an exit. This would lead you back into the graveyard, where nothing has changed. You were supposed to find a very well hidden secret passageway (ignoring several more false exits along the way) before those stairs to continue that dungeon.
  • In Persona 3, fulfilling Elizabeth's requests for certain Personae with certain moves is nigh-on impossible for some of the later ones unless you either have a guide or are willing to spend hours experimenting.
    • Also, most, if not all, personae have "inheritance types". Physical personae cannot learn magic, death/darkness personae cannot learn healing spells, Status Buff, or Light-based skills such as Hama, and so on. Igor only vaguely mentions this in the help menu, so you might blow hours and hours only to realize that your persona only likes bad status spells. Would it have been really hard to display the persona's inheritance type in its status menu? Guide Dang It. While some are easy to figure out (persona that start with mostly ice magic are usually ice inheritance type), some are just bizarre (there is at least one persona that starts with healing, ice, and wind skills, and you would think it's more aligned to magic, when in actuality its inheritance type is Pierce (which is physical).
      • Persona 3: FES brings us "Orpheus Telos", a super-powered version of the protagonist's default persona. It's pretty much tailor-made for fighting the Bonus Boss, as it resists everything, has absurdly high stats and can be outfitted with any skill you want. The problem? You need to max every single Social Link in ONE playthrough. Every single one. Which pretty much screams "You DID print out that guide from GameFAQs, right?"
    • Let's not forget the Shadow Shard and Shadow Crystal requests in the original P3. Not only is there only a ~10% of a treasure chest containing one appearing - and then only on certain floors - Elizabeth gives you false information on which floors they appear on. And of course she doesn't tell you any of this. So if you're planning on finding these items without a guide, all I can say is... Have fun.
      • Fortunately, this one was yanked in FES. Its replacements? The Elizabeth Dates. Can be Lost Forever if you put one off too long, but otherwise, this is a positive change in all respects.
  • To get the good ending of Persona 4, you are given a Dialogue Tree when you confront Namatame in the hospital. Even if you already know who is the real culprit, you still must divine the game's logic and give the exact responses to calm Yosuke's anger, AND convince him that Namatame wasn't the real culprit, otherwise you'll end up with the bad ending. Even if you get it right, for the next couple days you're bombarded with more choices of who is the true killer (out of a lot of characters you've met) which will give you ANOTHER bad ending if you make the smallest mistake.
    • Don't forget that all of that takes place after lengthy cutscenes. (Fortunately, though, your first response choice is pretty obvious, and you can save between the first and second events mentioned.) Oh, but you did know that you can press the Triangle button to immediately make all text in a text box appear, so you can skip through quicker, right? Even though the manual says nothing about it?
    • And even if you make it to the end of the game, you probably won't figure out how to get the True ending unless you've maxed the majority of your Social Links. After you've talked to everyone on the last day, the game...strongly suggests that you to go home and watch the ending sequence. Instead, you're supposed to fight the game at every turn in its attempt to end itself and go back to the food court at Junes, which will trigger the scenes to unlock the Bonus Dungeon and the game's real final boss. Of course, if you do all this, you get the ability to fuse the Protagonist's Eleventh Hour Superpower next playthrough...
    • Don't forget activating some of the S-links. Naoto's requires maxed Knowledge and Courage to start...
  • ''The first Persona game, for the Play Station, had one(if not a couple) of these, too. In this game, you had a set party of 4 characters, and could take a different 5th member. You could only have one, however. There were three other characters to choose from (normally, but see later) , but the game didn't tell you to get the others you had to refuse the character before them; you couldn't take them, meet the other character, and then DITCH them to take the other one. This was only the start, however, and was actually minor and eventually understandable by a prudent gamer, unlike the next instance. There was yet another character who redefines 'hidden.' You see this character at a few points in the story, and there's even a point (if you have five characters by a certain point), where he helps you in a battle, and the game drops a SMALL hint that 'maybe this guy is playable.' However, the hints VERY MUCH stop there. To get this character, one had to first do several steps, involving some that were pretty out there in even GUESSING what they were(go here, do this, meet with character once, go back here, meet him again). One step involved meeting with the characters mother, answering a question, and then NOT TALKING TO HER AGAIN after this, because it would ruin your chances to get said character. Then, you have to refuse all three of the other characters (after even more steps), and THEN proceed with the game as normal, actually being a rather difficult dungeon with only 4 characters. THEN, after one particular plot point, said hidden character joins your party. However, this 12+ step program IS worth it in this troper's opinion; the character adds a lot to the storyline, is a bruiser of a physical attacker and can utilize Personas that no one else can, including the highest-level Persona of the game. It was very difficult to figure out, due to the mixture of A. steps that had to be done, B. the order of said steps, C. the fact that no one usually thinks to NOT take a full party with them into the rather difficult dungeon, D. the fact you can mess it up by accidentally speaking to said character's mother twice, and E. a whole crapload of other stuff. In fact, this troper and her friends, before the advent of TV tropes, used to call Guide Dang It 'Chris Syndrome.'
    • The Snow Queen quest also requires you to follow a fairly odd sequence of events at a time when you have no particular reason to follow them, but at least the chain of events is hinted at and generally makes logical sense.
  • In Breath Of Fire II, avoiding the Downer Ending requires picking out a certain NPC to live in your new village, saving the old man strapped to the Eye Machine boss, and finding the hidden control room under the village. Miss the first, you'll never see the third. Miss the second, you'll never get the third to work. You'll not get a single hint as to what it does until you've already got it working.
    • Let's not forget finding the Elemental Dragon upgrade. Miss your first chance, and Wildcat, a boss who would be a total pushover with said upgrade, instead becomes That One Boss and you have no way of going back for the upgrade. Your second chance lasts pretty much the whole game after a certain point, but it's still quite well hidden. And you don't get the Gold Dragon upgrade, which surpasses it, until very late in the game. Up to that point pretty much every boss is That One Boss because they are all designed expecting you to be using the Elemental Dragons and therefore dealing far more damage than you're capable of with your pathetic Elemental Puppies.
  • Chrono Cross: in order to get the best ending you have to use your spells in a specific order against the Time Devourer, the Final Boss. Each spell has a color (purity is white, fire is red, water is blue, etc.), and each color of spell emits a different tone when cast. During the final battle with the Time Devourer, you have to play a SONG with these tones in order to rescue Schala from within the boss. Nowhere in the game or out of it is this stated or alluded to, and could only be found via either incredible luck or a strategy guide. It's not even made clear in the game that your spells make tones, let alone could be chained together to make a song. The tones aren't even all different. Listen to the second and fifth ones. (And yet they still have to be played in the "right" order.)
    • It's mentioned very vaguely by a couple of characters if (and only if) you have the titular Chrono Cross with you when you meet them, which is hardly guaranteed. The Chrono Cross itself is a fair example of this, as the location where it is acquired is mentioned once in reference to something else, not marked on the World Map, and you have to be in the right Alternate Continuity. And it's required for more of an ending than some lovely credits. And the Cross itself comes up as a subject of conversation once, by the same couple of characters, only if you don't have it the one time you meet them. So if you use that hint to go and get it, you'll never get any in-game indication of what it does. Yay.
    • The riddle of the Criosphinx does hint at it, except finding the Criosphinx is itself nearly impossible without a guide.
    • And there is a room in the final dungeon where the song the Chrono Cross needs plays, with colored lights flashing in time with the tones. Now, realizing this is important is the hard part.
    • All of the level 7 Summon elements fall into this, being that you have to set a trap specifically for that particular spell in order to steal it. Exactly one out of the six is held by an enemy that makes any sense having the spell, and for several you have to set the stage specifically for that summon. In fact, getting decent use out of any of your Traps tends to take a Walkthrough, since they mostly require foreknowledge of boss patterns.
  • Ephemeral Fantasia. Half of the game. The game had a Groundhog Day Loop format where you had a limited amount of time per game "week" to figure out how to progress the story before everything gets reset to the "starting point". You had to prove to many people that the world is constantly repeating, thus "awakening" them. Some were relatively simple, but others were just obtuse. A particularly egregious solution was that a character would smash his quill pen during a cutscene, thus you have to prove that you know this by making a duplicate of it (an arcane multi-step process by itself). There is almost no indication that is what you have to do and even the actual process of making the pen itself doesn't suggest this until you're finished.
  • Wild ARMs. In order to get to the Bonus Dungeon, The Abyss, to fight the Bonus Boss Ragu Ragola and obtain the obscenely powerful Sheriff Star as well as other top level accessories, you must have progressed up to a certain level in the game in order to get a necessary tool for a character to trigger the event. Then go to an Elw pyramid, use the tool to hit the ground near the green teleport pad, and walk onto the pad. Instead of beaming up to the satellite and ricocheting off, there's a good chance of getting stuck inside the satellite (so be prepared to try this several times). This is actually hinted in dialogue with some town characters but never explained in detail.
    • In any of the games with Puzzle Boxs, finding all of them is a Guide Dang It moment. This is taken to extremes in Wild ARMs 3 and Wild ARMs 5, where not only puzzle boxes but items are hidden all over the world map. Apparently, you're just supposed to seach every square inch of the planet.
    • And in Wild ARMs XF during the final boss battle, you'll suddenly stop doing any damage whatsoever to the final boss. If she took a turn before this happened, the game will tell you she's entering "defensive mode," but if not you'll just be baffled. The only way to start dealing damage again is to hit her with 7 combination attacks. The only way to figure this out is trial and error. What's worse is that combination attacks aren't particularly useful and many players hadn't even used them before this battle and so wouldn't think of them.
  • Many of the rare monsters in Monster Rancher have long, complicated methods of unlocking. Some of them can be stumbled into by accident, but some of them are Guide Dang It to the extreme:
    • Unlocking the Serket (a special sub-species of Arrowhead) in Monster Rancher Advance 2 requires you to create a "purebred" Arrowhead with a fully Arrowhead family tree, in which each Arrowhead was A-level or higher, and combine it with a Joker at B-level or higher.
    • Unlocking the Doodle species in the same game required you to raise a Garu-type monster to a specific level, with certain stats, and have it look in a very specific place in one of the ruins, after having unlocked all the other monster species.
    • Getting both the Niton and the Undine species in Monster Rancher 2 required you to raise a monster of the Hopper species to Rank B, then have it on your farm during December—it had a random chance of digging up hot springs. Of course, just about the only way to figure this out is via pure chance. To make things even worse, while getting the hot springs automatically nets you an item that you can use to fuse and make an Undine, nowhere does it say that you've now unlocked Niton—the only way to find that out is by trying to regenerate a disk with a Niton on it.
    • Perhaps the "best" example: Unlocking the Beaklon in Monster Rancher 2 requires you to raise a monster of the Worm species to be four years old. Over the course of its life, it must be raised in a perfectly "even" fashion (never "strict" or "pampered"), it must never get stressed, and it must consume 30 Cup Jelly items over the course of its life. On the fourth week in June, if all of the above conditions are met, it has a chance of metamorphosing into a Beaklon. If you screwed up somewhere—and it's hard to tell—it only turns into a Worm hybrid monster. Guide Dang It!
    • Monster Rancher also has a mountain of hidden stats, much like Pokémon—such as monster lifespan, fatigue, and stress. While these are all numerical values, you can never see said numbers, and the game doesn't bother to tell you how they affect your monster—or how various items affect those stats. Because you almost have to micromanage your monster's stats, this can get extremely frustrating.
  • Baten Kaitos. That's really all that needs to be said, but if you insist... Hundred Percent Completion in both games refers to collecting all 1000+ of the magnus, a task designed only for the utterly insane truly dedicated player. Ideally, such a player carries a camera everywhere, in everyone's deck, and references the internet frequently, so as not to miss that one card dropped by that one enemy in the Trail of Souls, which you visit once. Add this to the fact that magnus actually change over time (one in particular taking fifty hours to do so), and you have a frustrating task. The prequel even adds in the lovely option of combining magnus, which makes the task all the more fun.
  • A particularly annoying Pig Noise from The World Ends With You starts off asleep, and runs away as soon as you hit it. No matter how hard you hit it, it never dies. The only way to kill this Noise is to close over the DS and open it up again. It dies instantly. The only clue is that this action puts the DS into "Sleep Mode".
    • This troper found two other infuriating Guide Dang It moments. First, is the Trend system. After a little while playing the game, you find out that wearing specific brands in specific areas gets you bonuses or penalties to your attack. Threads (armor and accessories) and Pins (attack items) both have brands. But here's the kicker: the Trend system is just for the Pins, not the Threads. Which means two things: you'll be wearing inferior armor into battle thinking it will give you a bonus, and that you'll be blowing huge amounts of money hoarding every possible brand so you can be prepared. Second is the pin leveling system. There are three ways to level up a pin; combat experience, the standby experience and 'mingling' (contacting other people using the wireless function of DS) and some pins will evolve into a more powerful form once their level is maxed. However, pins that evolve will evolve only if the majority of experience is one of types (the type needed isn't stated anywhere). Which means you can have your favorite pin almost evolved, then something comes up and you don't play the game for a few days, you can come back and your pin now has too much standby experience to evolve. If you want it to evolve, tough. You'll just have to sell it, buy a new one and start over. This is only revealed in the game by somewhat hard to find way; this troper just found out on a message board and is quite peeved.
      • It's even worse than that: some pins can evolve into TWO different pins, based on the type of experience. Oh, and did we mention that for 'mingling' experience, you basically have to keep the system on (although you can close it) for days on end?
    • Concerning the evolving of pins: Shutdown and mingle experience are actually more 'potent' than battle experience i.e. getting one point of battle experience counts less towards the pin evolving than getting that point from shutdown or mingle. THIS isn't mentioned anywhere in the game.
  • An obscure Game Boy RPG called Li'l Monster.: Many of the game's puzzles were extreme Guide Dang Its, as they generally involved either A) using items in almost completely arbitrary places, B) or giving equally arbitrary items to monsters in certain areas. One part involved using the largely useless Paper Airplane item in a completely unremarkable area to find four pieces of fruit, one of which had about a 30% chance of being an item that would permanently increase your monster's HP. No guide for this game seems to exist (due to the extreme obscurity of the title).
  • In Phantasy Star Online, there was a very rare random drop called the Sealed J-Sword. The thing is, under a certain circumstance, the sword can become unsealed to become the Infinity Plus One Sword Tsumikiri J-Sword. The thing is, during this tropers entire time spent playing that game, NO-ONE knew how you unlocked it. In addition, because item-duping was very common, the Tsumikiri J-Sword was actually quite common, resulting in the occasion where all four randomly selected players in a game were all equiped with a sword that was so rare, no-one actually knew how to get it.
    • Ironically, the sword couldn't be changed until eps. 1 & 2, which is when Sonic Team acutally added a way to change it (you have to kill 23,000 enemies with it).
  • The Sega Ages remake of Phantasy Star II has a severe Guide Dang It in the form of an added 'Easter Egg': it is possible to permanently and in a non-glitch manner resurrect Nei after her Killed Off For Real Heroic Sacrifice versus her dark half NeiFirst. However, in order to do this, the player needs to have a save from the remake of PhantasyStar I on their memory card, start a new game of PS II with it, beat PS II, start a new game (NOT a NewGamePlus), see EVERY SINGLE LINE of dialog to include random NPCs and party members after anything happens until you reach the fight with NeiFirst (and one thing the remake did was add a good deal of additional dialog), and engage in a series of unspecified fetch quests. After all that, the reward was the Clone Lab attendant, rather than stating that Nei cannot be cloned as usual due to being part-biomonster/losing part of her soul, just charged the party the regular rate and sent you on your merry way. No happy reuniting cutscene (especially after the one associated with her death), no extra dialog, NOTHING. On the plus side, she did get added to the ending and she is a bit of a Game Breaker, but still ...
  • So you entered the final dungeon before you got the final parts for the Albiore and get to Nebilim's island? Well it's Lost Forever....Or is it? Even in the american version, there is a bug where you can go anywhere on the world map if you open the disc tray. One problem with this...Why would you think of doing that? This troper believes this is why it wasn't fixed in the American version of the game, because who in the right mind would intentionally open the disc tray while the game's in play? Typically the game freezes and tells you to close it.
  • Tales of Destiny has a Guide Dang It moment built in by the games translators. Late in the game, in Helraois, the game asks for a password. There's hints to the 4 letters in the password given in the dungeon, unfortunately, two of the letters, both consonants, are one off their actual value. Have fun figuring out which ones are incorrect and what 2 of the other 14 letters you need without resorting to a guide. Incidentally, the password is FATE.
  • Tales of Vesperia manages to be even worse than its predecessors in that there are simply so many possible events at every single part of a game that can easily last over 100 hours if going for side quests. Worse yet, many of these completely optional, easily missable events give titles or items, and all titles and items are necessary for Hundred Percent Completion. By the time you get the Airship, there will be events in parts of the world that have absolutely nothing to do with the story. And many events can only be seen after seeing one event and then going and sleeping at an inn/completing a game event, and going back.
    • The random missable events and such that make it so easy to miss Hundred Percent Completion are one thing, but really all they do is make you miss 100% completion—they don't have much of an effect on the actual game. On the other hand, the Fell Arms quest for the Infinity Plus One Swords (which is the main "traditional" side quest in the game) is just...absurd. If you know exactly what to do, it is painfully easy; many of the Fell Arms take only a few minutes to find, and even the more difficult ones aren't that bad. If you don't, you'll probably need to go pretty much everywhere before you'll actually find them all, and you might not even find them all then. (Granted, this isn't THAT bad, but a guide makes it so much easier that it's pretty ridiculous.) And of course, the game doesn't tell you that the last boss is powered up dramatically by you having all of them, and that the Fell Arms are worthless until they transfer over into a New Game Plus, thus giving you no help in beating the ultra powerful final boss.
    • Also there is the bonus endgame dungeon. If you don't see one event by going back to Phaeroh's Crag at a specific point in the game, you can't access it.
      • While some of the Secret Missions can be beaten purely by accident, some are easy to beat (Oh I can target something else...maybe I should hit it!) while others are practically Guide Dang It. There is also That one boss named Yeager who, when you fight him, reveals something that suggests a secret mission. Now how will you do this? You have to make him stagger and then hit him with Raven's Rain or Rainsong. You not only have to have a specific party member in your fighting team at the time, but you also have to do something that is VERY hard to do thanks to Yeager not being knocked back easily and then at just the right moment, hit him with that party member's art.
      • Also, let's not forget The secret mission with Estelle, where you have to activate an event where she gives you an item called "Mother's Memento", and then use it during a specific battle. Easily, it's Lost Forever if you don't get it within the right window.
      • Even worse in that during that specific window, there's another scene activated by the exact same requirements that comes first. So you have to do it twice to get the item, something there's a pretty good chance a person wouldn't do just for the heck of it.
      • Alexei's secret mission is pretty unintuitive to continue the examples. During battle, he uses a powerful mystic arte called "Brilliant cataclysm", which can VERY easily decimate the party. Unlike most other bosses you have faced, he will use this mystic arte not once but up to six times. If you want the secret mission...you have to let him use it around three times and then hit him when he's exhausted (Which is similar to another boss you fought, but he only had to use it once). Why on earth would you think to let him use an attack that can kill the entire party unless you knew that you would get a secret mission that way?
  • Golden Sun 2. Try to find all djinns without a guide.
    • Second Golden Sun djinns appear everywhere around the world - not only on isolated isles or "obvious secrets". Also, the world is much bigger. The Guide Dang It part is also enhanced by the fact that you need all djinns from BOTH games for a special location with special boss guarding special summon.
    • The first Golden Sun has a blatant translation induced Guide Dang It; in Kolima, a man speaks about a treasure but refuses to give the location. Read his mind and the Japanese version of the game says "It's hidden deep in the forest all the way west of the village, but I can't tell him that!", which fits into one text window in Japanese, but was too long for the English version, so it was replaced with "It's hidden deep in the forest, but I can't tell him that!". The forest west of the village is a patch of forest terrain with the man's treasure in it. Directly north of the village is a full-blown story-relevant forest dungeon and to the south is another forest dungeon. Confusion ensues. Luckily the Turtle Boots you find there, while the only footware for 3/4 the game, are pretty pathetic thanks to the percentage speed penalty they have outweighing the few extra points of defence. So if you miss them, you haven't really missed much.
  • With the recent release of a new Episode 3 story mission in Phantasy Star Universe, it has become possible to obtain two particular NPC partner cards that a lot of people have been waiting for. Unfortunately, one of them requires you to go back and fulfill utterly ridiculous tasks in missions you've already cleared, just to see a few little changes to cutscenes, which will then somehow qualify you to obtain this card. Oh, and if you haven't played all twelve chapters of the Episode 2 story missions, forget it...
  • "Party RPG" Dokapon Kingdom has the "Acrobat" class, which can only be obtained by bringing a special item to the king. While it isn't the only such class to be obtained this way, it is possibly the most difficult to find—to get it, you need to go to the Casino (a place you're never required to go at story point, and which it may be downright dangerous to go to if you're playing more competitively with your friends and everyone wants to move forward) and get both all cherries on a "great" or "excellent" bonus.
  • Graffiti Kingdom. The bosses are a HUGE problem in this game, because after the first three, every single boss except Acryla [and, arguably, Deskel] becomes That One Boss; Telepin is virtually impossible no matter what you do, Palette absolutely requires you have wings and the very hidden Fly ability, Medium, the assumed final boss, has two forms, the latter of which is almost three times as hard as the first and Tablet, the REAL final boss, has FIVE, all harder than the last and with their own HP bars. You must learn this all through trial and error, or by doing things you normally wouldn't do, like hitting a certain tree in a certain stage so a certain enemy pops out that may or may not die before you get a chance to swipe it for the Fly ability.
    • Figuring out how certain parts work can even be a Guide Dang It due to the vagueness of their descriptions in-game. Legs and Arms are pretty obvious, but Knees and Ankles always give This Troper issues, because she simply has no idea how you're supposed to use them. (This may or may not actually be in the instruction manual; This Troper got her copy from Blockbuster, who decided it was a good idea to stock the game without its instruction manual.)
  • Unlocking all the characters in Dragon Ball Z: Legendary Super Warriors. The game oftentimes requires you to beat a chapter with a certain character—or in the case of team matches, characters. Sometimes, you have to lose the first match, before winning it on your second try. And two characters have to be unlocked by repeatedly pressing the Start button while the credits are rolling. At no point in the game is any of this so much hinted to you. And you're supposed to figure all this out without a strategy guide?
  • Perhaps Magi Nation should be included. The only way to get some of the most powerful dream creatures in the game were extremely hidden and required Guides. Some examples to get these creatures included running through a mountain on the world map or swimming past a dude's house you meet early on and never have to return.
    • One example of the hidden creatures is the Orathan F. In order to find it, you have to wander around between two mountains on the world map in the final overworld map...Would you at all think that you could find a dream creature on a world map? I wouldn't think so.
  • Midway through Phantasy Star III: Generations Of Doom, one of the Sages tells you you need to take care of a certain task, but he refers to the wrong place, leading the player off to nowhere. The manual attempts to hide the mistake by pleading that he's senile and offers you the right direction. Again: lose the manual and things come to a grinding halt.
    • The US localization of Dragon Warrior II does the same thing: while chasing down The Prince, the King of Middenhall may refer to the wrong city, sending you off in the entirely wrong direction.
  • Live A Live is basically one giant Guide Dang It. You've got doors that only open if you stand in a specific spot and press 'A' exactly one hundred times, Bonus Bosses and special items that only appear if you backtrack and/or walk in a very specific way, and a whole host of other counter-intuitive things that are never hinted that and are sometimes needed to either advance the plot or not get completely screwed over for the rest of the game.
  • Ys Book I and II for the Turbografx-16 CD was full of these(of course nearly all RPGs had them back in the day). Some examples: You find a Roda Tree Seed in the Mine in Book 1, this troper figured out how to use it only by accident: it is used to talk to the big trees in the field to obtain the Silver Sword (in the ''Eternal'' remake you have to eat the seed first). Near the end of Book I, the door to Dark Fact is sealed, and even the Evil Ring(also a Guide Dang It to figure out how to use without it draining your health, or worse, in other versions, killing you instantly) won't open it. In the book of Gemma, a Blue Amulet is mentioned, vaguely hinting that you're supposed to go all the way back down to where Luta was to get it, and then you can go in the boss room.
    • Halfway up Darm tower, you encounter a corridor where scary Source Music is played that drains your health. In the room halfway down, Raba/Rasta tells you that you need to break one of the pillars "on this floor" to stop the "Devil's Wind", as it is sometimes called (the name of the music piece on the soundtrack). It turns out that you're supposed to break one of the pillars on the outside of the floor where Luta Gemma resides. In the TGCD version, the hint is that the gallery on that floor is purple instead of blue, as well as having gargoyle faces on the pillars. No hints in other versions, though.
    • In Book II, in the lava village, if you talk to the mayor, he tells you that the bridge is broken. If you talk to him while in beast form, he says he promised not to let Adol through. Then you have to change back and talk to him a third time , only then does he tell you where his kidnapped son is and give you the Whisper Earings. Worse, the path to Tarf's cell is blocked by a Gas Chamber. To figure out how to get through, you have to use the Evil Bell at the entrance to the dungeon(one of the villagers tells you that Quays, the gremlin-like species the Transform magic turns you into, used to be seen there), then the Quays tell you to use a Roda Leaf, which is lying on the ground, barely visible just inside the entrance(In the PC remake, the leaf is hidden in the Quay's hideout, which you also have to use the Evil Bell to access)
      • In Rance Village, Jira tells you that he hears noises coming from his basement. When you go down there, there's apparently nothing there. A villager also says that he hears a bell when the goons are called to a meeting. This somewhat vaguely hints that you need use the Evil Bell(obtained in the Mine) in the basement to call the demons, which then break down the wall, allowing you to access the final priest's shrine.
      • Later, after the wizard Dalles turns you into a green ghoul monster(a blue or black Quay in other versions), you come upon the refugee's hideout. They block your way in, but at least in the TG-CD version they give you the hint that a room with a different wall contains the sacred cup of Dabbie who also held the Magic of Light(in the Eternal remake they give you no hints whatsoever, guide dang it).
      • Also a statue holding a sword is found in the canals. Hardly do you know that when you use the Dreaming Stone Idol to change the refugees back, he changes back too. And that sword he has is the Infinity Plus One Sword critical to the Final Boss fight!
    • Ys IV: Mask Of The Sun for the Super Famicom: When you first return to Minea, Pim tells you he has lost his gold pedestal. Towards the end of the game, you are told to drive the Hero's Sword into the gold pedestal at the top of the mountain after obtaining it from the "Information Booth", which doesn't actually exist in the game. You have to go back to Pim, and it turns out he didn't lose it after all.
    • In Ys VI: The Ark of Napishtim, the main quest had almost none, but many of the secret items, including the Emelas gear, were guide-dang-its to find, many of which involved going back and fighting respawned(and suped-up) mini-bosses. Biggest Guide Dang Its were the Black Tabulas and Eldian Orb in the Ruins of Amnesia, where, to see the invisible platforms, you need the Rainbow Fragment, which isn't obtained until after you complete the dungeon, and there are almost no in-game hints about its use.
  • The Dark Spire. As a tribute to the original Wizardry, this game is full of them, including:
    • The H3LLO KITTY door. Requires three apples. First of all, the apples already have another use in the game. Second, you have no way to know that you need three, making it pretty much impossible to solve just by trying everything. Third, you don't even know that you need apples unless you happen to know that Hello Kitty likes apple pie.
    • Several quest items that are lying on the ground with no message whatsoever (short of searching every square in the game): the Sun Jewel (which a FAQ claims provides a message; this troper got none) and the Dragon Drops.
    • Several quests which just claim that an unspecified NPC wants an unspecified item. In one case it's made to sound like a quest item, but the item is actually a random drop (a ring).
    • The true ending requires a nearly maxed charisma, which means grinding unless you know in advance and saved up the experience to buy it, and having a character with Balanced alignment wield Tyrung. There are no clues about this. Not to mention that even getting the Tyrung means finding a mysterious woman in an otherwise meaningless location on all other levels, in order.
    • The necromancy puzzle requires, among other things, a candle. There's another candle with a completely different use (and if you use it first, no way to know you didn't just lose the one you needed), and the correct one requires using an item, which aside from its obvious effect also puts the needed candle in your inventory without telling you.
    • Some steps in solving quests only have a percentage chance of working, such as the getting the golden axe and some of the ????? level skill-based quests.
    • The Mist Giant quest, which only appears if you enter a particular room without happening to trigger a random encounter at the door—which is pretty likely to happen.
    • The level, stat, and skill requirements for obtaining advanced classes are not documented. One stat needed for one class is not even available for raising during most of the game.
    • The game also rolls hit points using the original Wizardry method: reroll your entire hit points whenever you go up a level, so reloading to gain more hit points will be fruitless in the long run. How to figure this out? Umm, read guides for Wizardry and recognize that the hit point gain looks similar?
  • You have to be pretty darn lucky to find Grate Guy's casino on your own in Super Mario RPG, because there are no hints about its location and you have to jump at a seemingly randomly chosen, unmarked spot to find the exit that leads to the casino. You'll also need to find the ID card to get into the casino, which can only be obtained by revisiting a place that you likely have no other particular reason to revisit, though this is considerably easier to discover than the casino itself.
  • Free MMORPG Mabinogi has a few of these. Most of them are the result of bad translations, and there are usually people around who can give you the correct info. Some, however, are almost game-breaking. The worst are two specific skills. Since the game is skill-based and not class-based, the only restriction on how your character functions is based entirely on the skills you choose to learn. Skills are divided into Combat, Magic, and Life. Skill paths are not exclusive in any way, and it is technically possible to learn any and all available skills, given enough time and effort. However, the Guide Dang It part is that two of the most important skills can only be learned, or learned easily, if you work on them very early on.
    • The most frustrating one is "Windmill"; probably the most powerful combat skill in the game. Training to advance this skill is highly dependent on the comparison between the character's and monsters' "Combat Power", the overall combat ability ranting. If your CP is too high, then you won't be able to train the skill effectively. The Guide Dang It moment comes in when you realize that the game does not display your CP, only a vague "comparison" to monsters, nor is it even remotely clear how CP works. Worse yet, if you increase the level of certain other skills too high, mainly Combat Mastery (your primary combat skill) training the higher levels of Windmill becomes nearly impossible. (There are client-side mods which give more useful CP information; but these are prohibited, and are removed every time the client undergoes a major update.)
    • The second is the crafting skill Refine, which affects your Dexterity stat. This is arguable the most useful "Life" skill since Dex has a huge effect on the amount of damage you inflict in combat, especially ranged combat; and this skill has the largest effect on Dex. However, in order to train the skill, you need "failures" when attempting to use it as well as "successes". If your Dex stat and main Life skill — "Production Mastery" — are too high, it will be nearly impossible to fail; and you need at least as many failures as successes to effectively train the skills, if not more.
    • There are ways to compensate, but they're limited. There are enchanted equips that will reduce your CP or Dex; but the effects are fairly small (although cumulative); and they are typically extremely expensive and hard to get. Rebirthing will help, but again, only to a limited degree. Finally, there are items available, known as "skill reset capsules" that will enable you to reduce any skill by one level; but they're only available to those using certain paid services, at a rate of one a week, and cannot be traded.
  • Knights in Nightmare pulls this, even worse considering that you need it to recruit characters. So, you destroyed all the objects in the stage, so you got all the key items, I assume? What? You didn't destroy the objects after you force it to respawn AGAIN, which is even annoying considered you have extremely limited movement and Warriors can only face 2 directions?
  • Tactics Ogre does this. The Chaos Frame works in a very odd way that requires a guide to find out. But even more obscure is if you want all four elemental Shamans. You have to know to go through the chaos or neutral route to even get two of the sisters by chapter four (And did you pick the chapter where you have to save Seleye? God help you) and you are put against one of them named Shelley as a low-physical-defense enemy in chapter 4. While you are told in-game that you don't have to kill Shelley, it's still easy to do it by accident, especially if you are overleveled. But even if you do reduce her to about 20 health and she runs away...wait where is she? You got a tantalizing hint that she'll be playable! Well you have to go to Baramus, have Olivia, then enter training, then make it stormy somehow, then exit training, and then an event goes. Of course, this is never specified in the game, but how on earth would you discover this by accident?
  • A minor, yet dumb example occurs in Killzone 2: you get a Trophy for destroying all special Helghast symbols in the game, which the game tells you in a prompt in the first level...however said prompt appears shortly before the second symbol of the level, meaning if you didn't check the manual or otherwise know of the symbols beforehand, you just missed it. Whoops!
  • Manhunter New York and San Francisco are the worst. You have to get a game over a specific way, and then you are given a name to search for later in the game. Normally, a game over in these games are something you try and avoid. Especially since they would often either say "rest in peace" or a silly message. Meaning you probably would not think to take these as a hint.
  • In Ace Combat games, the methods for unlocking the superfighters are never spelt out clearly. For example, in Shattered Skies the X-02 Wyvern is unlocked only after beating all missions with a S rank, but you wouldn't guess unless you've played games with similar unlock systems. In Unsung War getting the ADF-01F Falken requires finding and destroying hangars in out of the way areas. Various optional enemy aces also don't appear on radar unless you fly close enough to their turf. Fortunately, most of these you can get by deliberately exploring the mission areas or trying every possible obvious option.
    • Not to mention the Wyvern in in Unsung War is only unlockable by buying one of every airplane except for the Falken (which, if you're going for 100% you'll only ever have money for one of anyway). Any casual player will probably pick out their favorite planes early and not really care about the rest.
    • Skies of Deception takes ace-finding to a new level, as some of them don't appear unless you carry out counterintuitive actions, like speeding through an area littered with Instant Death Radius radar coverage circles or ignoring a bunch of Xbox hueg Frickin Laser Beams in order to shoot down enemy planes.
  • The romhack of Earthbound known as Radiation's Halloween Hack has a bizarre subversion easily described as a Title Dang It. At one point in the game you are presented with a choice that appears to only have one option, and at that point you have to remember the actual title of the hack: Press The B Button.
  • In the Hello Kitty Online preview game Island of Fun, an optional quest requires you to clean all the statues on the island. One of them is of "Jed", who isn't an established Sanrio character, and there isn't a statue that matches with him. Turns out the "statue" is a glowing pile of rocks. Even worse, the only part of it that's actually clickable is the captain's hat on top of the pile of rocks.
  • Cross Edge for the PS 3. It takes the GuideDangIt moments of the various RP Gs it borrows all of it's elements from and cranks it Up To Eleven— And there is no tutorial on anything outside of battling, leading to an ironically NintendoHard opening segement. Between being instantly destroyed in a random battle against a pink dragon], a red bee, any of the named characters and any enemy that knows a move called A- Fear, leveling up a cast of over 14 characters within the first 3 hours of playing,dealing with enemies who can use high level, high damage combo attacks without comboing and to get the GoldenEnding? I hope you like kimonos, loin cloths, cheerleading outfits and a wedding dress, dealing with intentional GameplayAndStorySegregation and the fact that the offical strategy guide is completely useless leading you rely on GameFaqs, which is just as equally useless .It's amazing people actually enjoy this game.
    • First off, Trope Overdosed much? Second, not everyone who enjoys a game you hate is a Fanboy. Finally, this seems more like a personal example, belonging more in Troper Tales than the main Trope itself.
  • Shin Megami Tensei Devil Survivor. The game has multiple endings, determined by scenes seen and conversation choices. At the end you can pick between the endings you qualified for. This is all well and good, except that one of the endings requires you to pick one of two almost identical responses in a scene halfway through the game. Another Requires you to let a plot important character die.
    • Shining the Holy Ark had the only extra character hiding as a tree in the first town you come across. No way you could know he was there unless you checked every tree in the town, you might have done that at the start of the game to find treasure but Doyle will only appear after you’ve visited his village on the other-side of the map.
      • Shining the Holy Ark also had pixies hidden throughout the game, which could be used for extra attacks on enemies at the start of a battle. Finding a pixie is done by searching a space on a wall. Without a guide, there are no clues to where the pixies are, so you have to search every space on every wall in the whole game.
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[[folder:Non-games]]
  • Referenced in Toy Story 2, in which Rex can't figure out how to beat Emperor Zurg in the Buzz Lightyear video game until he finds a Strategy Guide when the characters infiltrate Al's Toy Barn: "They make it so you can't defeat Zurg unless you buy this book. It's extortion, that's what it is!"
    • When the group goes up against an action figure of Zurg, Rex manages to defeat it by accident. When he gets back home at the end of the film, he's uninterested in the game. "I don't have to beat it. I lived it!"
  • Spoofed in this Adventurers! strip. And also see this one.
  • Good luck getting through Knightmare without divining what you were supposed to do, the game was easily made unwinnable with the no backtracking rule.
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