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* Older Than The Internet. Have you ever tried playing the original text-based adventure game? It's called ''[[VideoGame/ColossalCave Adventure]]'', it invented the genre, and it's bloody difficulty to figure out.

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* Older Than The Internet. Have you ever tried playing the original text-based adventure game? It's called ''[[VideoGame/ColossalCave Adventure]]'', it invented the genre, and it's bloody difficulty difficult to figure out.
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[[quoteright:350:[[VideoGame/LeisureSuitLarry2 https://static.tvtropes.org/pmwiki/pub/images/deathscrn.png]]]]

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[[quoteright:350:[[VideoGame/LeisureSuitLarry2 [[quoteright:350:[[VideoGame/LeisureSuitLarry2LookingForLoveInSeveralWrongPlaces https://static.tvtropes.org/pmwiki/pub/images/deathscrn.png]]]]
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* ''VideoGame/TheMysteryOfTheDruids'': One section has a maze puzzle, the kind where you travel between several barely distinguishable rooms, each containing several doorways, which are inexplicably linked together. Normally such a puzzle would have some kind of rule you need to follow in order to navigate it. This one ''probably'' does, maybe something to do with the lanterns and runes on the walls, but, to date, ''it doesn't seem like anyone's managed to figure it out''. What is known is the shortest path through, which is 10 steps long and requires you to go back the way you came ''four'' times. This was only learned through trial and error, so the only way to figure it out yourself is to do trial and error of your own.

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alphabetisation


* Creator/DouglasAdams's ''VideoGame/{{Bureaucracy}}'', in some very bizarre manner, makes some amount of sense with most if its puzzles to start with (a parrot missing its left wing will become very excited upon seeing a painting of Ronald Reagan-- think about it). However, when you get to the airport, the game requires you to climb one of the structure poles and crawl into the air ducts, and what happens when you leave the air ducts is bizarre, to say the very least. There is no indication at any point that you can do this, no sane person ever would, and this only marks the beginning of the puzzles making no lick of sense.



* Creator/DouglasAdams's ''VideoGame/{{Bureaucracy}}'', in some very bizarre manner, makes some amount of sense with most if its puzzles to start with (a parrot missing its left wing will become very excited upon seeing a painting of Ronald Reagan-- think about it). However, when you get to the airport, the game requires you to climb one of the structure poles and crawl into the air ducts, and what happens when you leave the air ducts is bizarre, to say the very least. There is no indication at any point that you can do this, no sane person ever would, and this only marks the beginning of the puzzles making no lick of sense.
* English adventure game ''The Guild Of Thieves'' used this in the worst way: at one point, the player is asked to cross a path of coloured squares in a pattern. While the player gets the correct path, the game will '''not''' tell you how the squares are laid out. The solution: consult a paper map that was included with the game.



* English adventure game ''The Guild Of Thieves'' used this in the worst way: at one point, the player is asked to cross a path of coloured squares in a pattern. While the player gets the correct path, the game will '''not''' tell you how the squares are laid out. The solution: consult a paper map that was included with the game.



* ''VideoGame/PhantasmagoriaAPuzzleOfFlesh'' is pretty bad with this too. Along with having to show everything to everyone, the puzzles are somewhere betweeun unintuitive (getting your wallet by [[spoiler: putting your rat under the couch, then luring him back with a granola bar]]) and ridiculous (opening a toolbox with hammer and screwdriver, using a 'combo' process not explained even in the manual.)

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* ''VideoGame/PhantasmagoriaAPuzzleOfFlesh'' is pretty bad with this too. Along with having to show everything to everyone, the puzzles are somewhere betweeun between unintuitive (getting your wallet by [[spoiler: putting your rat under the couch, then luring him back with a granola bar]]) and ridiculous (opening a toolbox with hammer and screwdriver, using a 'combo' process not explained even in the manual.)
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Natter


** Isn't the circuitous, nonsensical, and oftentimes entirely irrelevant shenanigans your average [[TitleDrop bureaucracy]] tends to put one through the entire point of the game?

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Fleshing out and reorganizing Nancy Drew series entry


* In the ''VideoGame/NancyDrew'' game ''The Captive Curse'', you're tasked with taking a picture of a "monster" to prove to a character that the monster is still "on the loose". In order to trigger the appearance of the "monster", you have to look at a certain inventory item. Looking at it ''before'' taking the picture doesn't work, and going to the spot where you can take the picture ''before'' looking at the item doesn't work either. If you don't already know what to do, you basically have to look at every inventory item, visit every location, and talk to every character in order to figure it out, as it's not at all obvious that you must look at the required inventory item.
** There are quite a few other examples of this in the series, especially in the older games when Nancy didn't have a task list to provide her with a record of what's already happened.

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* In There are quite a few other examples of this in the ''VideoGame/NancyDrew'' game series, especially in the older games when Nancy didn't have a task list to provide her with a record of what's already happened.
** In
''The Captive Curse'', you're tasked with taking a picture of a "monster" to prove to a character that the monster is still "on the loose". In order to trigger the appearance of the "monster", you have to look at a certain inventory item. Looking at it ''before'' taking the picture doesn't work, and going to the spot where you can take the picture ''before'' looking at the item doesn't work either. If you don't already know what to do, you basically have to look at every inventory item, visit every location, and talk to every character in order to figure it out, as it's not at all obvious that you must look at the required inventory item.
** There are quite In the endgame of ''The Phantom of Venice'', you enter an underground system of tunnels with three large wells containing floating bridges. Using valves in the tunnel, you can adjust the water level from one well to another, changing how high the bridges are. Fill the wells and walk through, easy, right? Each well will only fill and empty to one specific well, and even knowing the order, attempting to fill or empty a well will not always work due to unspoken additional rules. If the player knows how to solve the puzzle, it only takes a few other examples minutes. The vast majority of players aren't so lucky.
** ''Creature of Kapu Cave'' has the frass puzzle. The rules are clearly explained - [[UnexpectedlyRealisticGameplay You just need to identify the species of six different trees, note down the species numerically instead of with words, take detritus samples from traps under each tree, individually weight the seeds, bug parts, and frass (larvae dung) found in each trap seperately, note all of the information on the provided clipboard, put the chart into an ambigous science box to receive a number, and run through the jungle back to the doctor to relay the information]]. If even one typed value is incorrect, you will not get the correct answer, and the game will not tell you what cells are incorrect. Nancy will also not indicate when the answer is correct, acting equally incredulous regardless. Mercifully, the numbers needed are identical in every playthrough.
** ''White Wolf of Icicle Creek'' has "Fox and Geese", an infamously finicky board game situation that many fans point to as one of the worst puzzles of the franchise. You need to win the game three seperate times to advance, winning each round at a specific end of the board, all while [[ItMakesSenseInContext playing with the secret radioactive pig medallion instead of the fox token]]. Bad AI makes
this a chore, and unlike many puzzles in the series, especially in you cannot simply look up an answer and effectively skip the older games when Nancy didn't have puzzle. You MUST play a task list to provide her with a record minimum of what's already happened.three rounds, every playthrough.
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* The Point and Click game of ''VideoGame/BlazingDragons'' had you stuck until a dodo delivered a message. Problem was that the dodo was being shot at by a hunter (who thankfully went to a certain [[ImperialStormtrooperMarksmanshipAcademy academy]]). The solution was to backtrack all the way back to the second room you probably visited and to stamp a dodo on [[ChekhovsGun the endangered species list]]. Afterwards, the hunter is arrested.

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* The Point and Click game of ''VideoGame/BlazingDragons'' Another point-and-click game, ''VideoGame/BlazingDragons'', had you stuck until a dodo delivered a message. Problem was that the dodo was being shot at by a hunter (who thankfully went to a certain [[ImperialStormtrooperMarksmanshipAcademy academy]]). The solution was to backtrack all the way back to the second room you probably visited and to stamp a dodo on [[ChekhovsGun the endangered species list]]. Afterwards, the hunter is arrested.
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* In the point-and-click game ''VideoGame/BeyondTheEdgeOfOwlsgard'', in order to progress in the early game, you need to pick up [[spoiler:the ''footprint'' in front of Finn's family's house to collect some dirt from it]], then offer it to Doggomir. Though the game makes it obvious you'll need to offer Doggomir something to follow the scent of, [[spoiler:the footprint (specifically, having to try picking it up)]] is a fairly obscure choice.

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... and alphabetized by title, not put at the top for no apparent reason


* It would seem that most of the mystery in the 1990 puzzle/adventure game ''Theme Park Mystery'' is figuring out what the object of the game is. The puzzles range from the frustratingly obscure (the Zoltan fortune-telling machine, which [[spoiler:does tell you what the game objective is. Eventually.]]) to the downright surreal (the chess board in Dreamland). What makes the game particularly Guide Dang It is that it comes with a booklet that turns out not to be a manual, but a guide to theme parks and amusement parks throughout history.


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* It would seem that most of the mystery in the 1990 puzzle/adventure game ''VideoGame/ThemeParkMystery'' is figuring out what the object of the game is. The puzzles range from the frustratingly obscure (the Zoltan fortune-telling machine, which [[spoiler:does tell you what the game objective is. Eventually.]]) to the downright surreal (the chess board in Dreamland). What makes the game particularly Guide Dang It is that it comes with a booklet that turns out not to be a manual, but a guide to theme parks and amusement parks throughout history.
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let's try writing our examples in 2023, not 2007 (they should stand alone, not contain sinkholes, and actually be of the trope)


* [[RuleOfThree Another point-and-click example]] named ''Nibiru'' involves you trying to open a partially opened concrete secret door which has become stuck. You are inside a mine of sorts, and there is a box of dynamite somewhere that you can light and use. [[FlatWhat But not before you've tied it down to]] [[RandomDrops a rat that you need to catch first]].
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use the correct quotes from King's Quest I


** In ''VideoGame/KingsQuestI'', "Ifnkovhgroghprm" was the infamous solution to a puzzle where a certain old gnome challenges Graham to guess his name in three tries. The only clues were that "Rumplestiltskin" is "close, but no cigar" (which requires using up one guess), and a note from a witch's cottage advising that it is sometimes wise to "think backwards". Even if you figured out the note refers to the gnome, the solution in the original version not to simply spell "Rumplestiltskin" backwards, and instead to [[MoonLogicPuzzle use an alphabetic cipher]] with A=Z, B=Y, and so on ... which very few players -- even the hardened adventure gamers ''of the day'' -- could figure out without resorting to the [[RevenueEnhancingDevices official hint book]]. When Sierra created the game's EnhancedRemake, "Nikstlitselpmur" was added as a possible solution.

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** In ''VideoGame/KingsQuestI'', "Ifnkovhgroghprm" was the infamous solution to a puzzle where a certain old gnome challenges Graham to guess his name in three tries. The only clues were that "Rumplestiltskin" is "close, "very close but no cigar" not quite right" (which requires using up one guess), and a note from a witch's cottage advising that "sometimes it is sometimes wise to "think think backwards". Even if you figured out the note refers to the gnome, the solution in the original version is not to simply spell "Rumplestiltskin" backwards, and but instead to [[MoonLogicPuzzle use an alphabetic cipher]] with A=Z, B=Y, and so on ... which very few players -- even the hardened adventure gamers ''of the day'' -- could figure out without resorting to the [[RevenueEnhancingDevices official hint book]]. When Sierra created the game's EnhancedRemake, "Nikstlitselpmur" was added as a possible solution.

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