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[[folder:Adventure Game]]


* ''Franchise/SherlockHolmes'' adventure games tend to fall into this trope, as they try to recreate Holmes' ability to make deductions from tiny clues. In one example, you can't move on until you click a specific footprint to take a closer look, then hold your magnifying glass over just the right spot on just the right clump of grass near the footprint, to find a nearly invisible fish scale.

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* ''Franchise/SherlockHolmes'' adventure games tend to fall into this trope, as they try to recreate Holmes' ability to make deductions from tiny clues. In one example, example (the first crime scene in ''VideoGame/SherlockHolmesTheAwakened''), you can't move on until you click a specific footprint to take a closer look, then hold your magnifying glass over just the right spot on just the right clump of grass near the footprint, to find a nearly invisible fish scale.


* The home page of the ''Franchise/ArchieComics'' website has such a puzzle, changed often to reflect the season or an upcoming holiday.

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* The home page of the ''Franchise/ArchieComics'' ''ComicBook/ArchieComics'' website has such a puzzle, changed often to reflect the season or an upcoming holiday.


** In ''VideoGame/PokemonDiamondAndPearl Diamond, Pearl, and Platinum]]'', Feebas can only be found by fishing in ''four'' tiles of the pond in Floor [=B1F=] of Mt. Coronet (the floor with the fog) that also change randomly and that can also spit out other Pokémon. But, unlike ''Ruby'' and ''Sapphire'' which has a hint towards the fact that they change at all with the trends in Dewford Town, [[GuideDangIt you have no way of knowing of the tiles changing in any way or form]]. It doesn't help that there are times where the Feebas tiles can only be accessed by a Pokémon that knows [[AbilityRequiredToProceed Surf]], meaning you could just as easily waste your time looking for a tile along the shore that's not even there.

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** In ''VideoGame/PokemonDiamondAndPearl ''[[VideoGame/PokemonDiamondAndPearl Diamond, Pearl, and Platinum]]'', Feebas can only be found by fishing in ''four'' tiles of the pond in Floor [=B1F=] of Mt. Coronet (the floor with the fog) that also change randomly and that can also spit out other Pokémon. But, unlike ''Ruby'' and ''Sapphire'' which has a hint towards the fact that they change at all with the trends in Dewford Town, [[GuideDangIt you have no way of knowing of the tiles changing in any way or form]]. It doesn't help that there are times where the Feebas tiles can only be accessed by a Pokémon that knows [[AbilityRequiredToProceed Surf]], meaning you could just as easily waste your time looking for a tile along the shore that's not even there.there.
** ''VideoGame/PokemonSwordAndShield'' has the Alolan Diglett retrieval sidequest in the Isle of Armor, in which said Diglett have buried themselves all over the island and nearby islands, and you have to find them. The problem is that they're buried in the ground except for the tops of their heads. They are absolutely minuscule, blend in with the ground, and are indistinguishable from the numerous normal rocks except for the three hairs sticking out of their heads, which is near impossible to see at a distance. Many of them are also tucked within bushes and scrubs, which camouflage those hairs. There are also 151 of them tucked away all over the area, and there is no radar to find them nor any set pattern to follow other than that they're not in the water or within artificial structures.


* In ''VideoGame/SuperMarioRPG'', there are 39 chests distributed all over the world. They are completely invisible. You don't have to find them to beat the game, but it's still a huge GuideDangIt quest. You do get an item that lets you know that there's a hidden chest nearby, but you still have to hunt it down yourself.
** One of these chests, found early in the game, cannot be collected except that one time in a game, because you have to ride on a Toad's head to jump to a ledge that even Super Mario cannot reach without adding that Toad's height to his jump height. This is long before you get the item that alerts you to hidden chests, meaning that if you missed it that first time, every time you walk through that hallway the thing goes off, and you can literally jump in every square you can reach and not find the chest. GuideDangIt

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* In ''VideoGame/SuperMarioRPG'', there are 39 chests distributed all over the world. They are completely invisible. You don't have to find them to beat the game, but it's still a huge GuideDangIt quest. You do get an item that lets you know that there's a hidden chest nearby, but you still have to hunt it down yourself.
**
yourself. One of these chests, found early in the game, cannot be collected except that one time in a game, because you have to ride on a Toad's head to jump to a ledge that even Super Mario cannot reach without adding that Toad's height to his jump height. This is long before you get the item that alerts you to hidden chests, meaning that if you missed it that first time, every time you walk through that hallway the thing goes off, and you can literally jump in every square you can reach and not find the chest. GuideDangIt



* ''VideoGame/PokemonRubyAndSapphire'' introduces two more additions to its MagikarpPower roster with Feebas and Milotic, which is basically what you'd get if Gyarados was a special attacker instead of a physical attacker. What qualifies Feebas for this trope is that it can only be found by fishing in six randomly changing tiles that can just as easily spit out other Pokémon, so even if you found one of the tiles, you wouldn't know you found it since you're more likely to fish up a Magikarp. [[AntiFrustrationFeatures This was mitigated in]] [[VideoGame/PokemonOmegaRubyAndAlphaSapphire the remakes]], where you can also fish under the bridge near the Weather Institute in the day or by fishing northwest of an [=NPC=] at night to guarantee a Feebas all the time, making Shiny hunts so much easier.
** ''[[VideoGame/PokemonDiamondAndPearl Diamond, Pearl, and Platinum]]'', on the other hand, can only be found by fishing in ''four'' tiles of the pond in Floor [=B1F=] of Mt. Coronet (the floor with the fog) that also change randomly and that can also spit out other Pokémon. But, unlike ''Ruby'' and ''Sapphire'' which has a hint towards the fact that they change at all with the trends in Dewford Town, [[GuideDangIt you have no way of knowing of the tiles changing in any way or form]]. It doesn't help that there are times where the Feebas tiles can only be accessed by a Pokémon that knows [[AbilityRequiredToProceed Surf]], meaning you could just as easily waste your time looking for a tile along the shore that's not even there.

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* ''Franchise/{{Pokemon}}'':
**
''VideoGame/PokemonRubyAndSapphire'' introduces two more additions to its MagikarpPower roster with Feebas and Milotic, which is basically what you'd get if Gyarados was a special attacker instead of a physical attacker. What qualifies Feebas for this trope is that it can only be found by fishing in six randomly changing tiles that can just as easily spit out other Pokémon, so even if you found one of the tiles, you wouldn't know you found it since you're more likely to fish up a Magikarp. [[AntiFrustrationFeatures This was mitigated in]] [[VideoGame/PokemonOmegaRubyAndAlphaSapphire the remakes]], where you can also fish under the bridge near the Weather Institute in the day or by fishing northwest of an [=NPC=] at night to guarantee a Feebas all the time, making Shiny hunts so much easier.
** ''[[VideoGame/PokemonDiamondAndPearl In ''VideoGame/PokemonDiamondAndPearl Diamond, Pearl, and Platinum]]'', on the other hand, Feebas can only be found by fishing in ''four'' tiles of the pond in Floor [=B1F=] of Mt. Coronet (the floor with the fog) that also change randomly and that can also spit out other Pokémon. But, unlike ''Ruby'' and ''Sapphire'' which has a hint towards the fact that they change at all with the trends in Dewford Town, [[GuideDangIt you have no way of knowing of the tiles changing in any way or form]]. It doesn't help that there are times where the Feebas tiles can only be accessed by a Pokémon that knows [[AbilityRequiredToProceed Surf]], meaning you could just as easily waste your time looking for a tile along the shore that's not even there.


* ''{{The Dig}}'' is plagued with these. One puzzle in particular requires picking up FOUR objects that are indistinguishable from the background art (a ribcage, a dowel, a metal rod, and some kind of heavy hooked polearm), and there are several entire areas that you won't even realize exist, much less be able to visit, unless you accidentally mouse over the right spot in the background.

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* ''{{The Dig}}'' ''VideoGame/TheDig'' is plagued with these. One puzzle in particular requires picking up FOUR objects that are indistinguishable from the background art (a ribcage, a dowel, a metal rod, and some kind of heavy hooked polearm), and there are several entire areas that you won't even realize exist, much less be able to visit, unless you accidentally mouse over the right spot in the background.


** ''[[VideoGame/PokemonDiamondAndPearl Diamond, Pearl, and Platinum]]'', on the other hand, can only be found by fishing in ''four'' tiles of the pond in Floor [=B1F=] of Mt. Coronet (the floor with the fog) that also change randomly and that can also spit out other Pokémon. But, unlike ''Ruby'' and ''Sapphire'' which has a hint towards the fact that they change at all with the trends in Dewford Town, [[GuideDangIt you have no way of knowing of the tiles changing in any way or form]]. It doesn't help that there are times where the Feebas tiles can only be accessed by a Pok;eacute&mon that knows [[AbilityRequiredToProceed Surf]], meaning you could just as easily waste your time looking for a tile along the shore that's not even there.

to:

** ''[[VideoGame/PokemonDiamondAndPearl Diamond, Pearl, and Platinum]]'', on the other hand, can only be found by fishing in ''four'' tiles of the pond in Floor [=B1F=] of Mt. Coronet (the floor with the fog) that also change randomly and that can also spit out other Pokémon. But, unlike ''Ruby'' and ''Sapphire'' which has a hint towards the fact that they change at all with the trends in Dewford Town, [[GuideDangIt you have no way of knowing of the tiles changing in any way or form]]. It doesn't help that there are times where the Feebas tiles can only be accessed by a Pok;eacute&mon Pokémon that knows [[AbilityRequiredToProceed Surf]], meaning you could just as easily waste your time looking for a tile along the shore that's not even there.

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* ''VideoGame/PokemonRubyAndSapphire'' introduces two more additions to its MagikarpPower roster with Feebas and Milotic, which is basically what you'd get if Gyarados was a special attacker instead of a physical attacker. What qualifies Feebas for this trope is that it can only be found by fishing in six randomly changing tiles that can just as easily spit out other Pokémon, so even if you found one of the tiles, you wouldn't know you found it since you're more likely to fish up a Magikarp. [[AntiFrustrationFeatures This was mitigated in]] [[VideoGame/PokemonOmegaRubyAndAlphaSapphire the remakes]], where you can also fish under the bridge near the Weather Institute in the day or by fishing northwest of an [=NPC=] at night to guarantee a Feebas all the time, making Shiny hunts so much easier.
** ''[[VideoGame/PokemonDiamondAndPearl Diamond, Pearl, and Platinum]]'', on the other hand, can only be found by fishing in ''four'' tiles of the pond in Floor [=B1F=] of Mt. Coronet (the floor with the fog) that also change randomly and that can also spit out other Pokémon. But, unlike ''Ruby'' and ''Sapphire'' which has a hint towards the fact that they change at all with the trends in Dewford Town, [[GuideDangIt you have no way of knowing of the tiles changing in any way or form]]. It doesn't help that there are times where the Feebas tiles can only be accessed by a Pok;eacute&mon that knows [[AbilityRequiredToProceed Surf]], meaning you could just as easily waste your time looking for a tile along the shore that's not even there.


* Locating Diamond Island during the Purple Streamer portion of ''VideoGame/PaperMarioTheOrigamiKing'' is hands down the most frustrating exploration part of the game. The game provides an easily interpreted clue -- that it lies at the conjunction between the other three card suite-themed islands on the map. The problem is that the precise spot is just empty ocean, with no visible markers on the surface, and the player has to be absolutely ''spot on'' when they try to dive in the submarine, or else the game treats them as having missed and Olly just offers to show them the useless clues again.

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* Locating Diamond Island during the Purple Streamer portion of ''VideoGame/PaperMarioTheOrigamiKing'' is hands down the most frustrating exploration part has definite shades of the game.this. The game provides an easily interpreted clue -- that it lies at the conjunction between the other three card suite-themed islands on the map. The problem is that the precise spot is just empty ocean, with no visible markers on the surface, and so it can be very hard to find without constantly referring back to the player has to be absolutely ''spot on'' when they try to dive in the submarine, or else the game treats them as having missed and Olly just offers to show them the useless clues again.map.

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* Locating Diamond Island during the Purple Streamer portion of ''VideoGame/PaperMarioTheOrigamiKing'' is hands down the most frustrating exploration part of the game. The game provides an easily interpreted clue -- that it lies at the conjunction between the other three card suite-themed islands on the map. The problem is that the precise spot is just empty ocean, with no visible markers on the surface, and the player has to be absolutely ''spot on'' when they try to dive in the submarine, or else the game treats them as having missed and Olly just offers to show them the useless clues again.


[[folder:Visual Novel]]

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[[folder:Visual Novel]]Novels]]



* While ''VisualNovel/NineHoursNinePersonsNineDoors'' is usually very good about avoiding this, with only important objects reacting to clicks, one room is a big exception to this -- the Library. Nearly every section of the enormous bookshelves is interactable, but only a tiny handful serve any purpose and there are no visual clues at all. Worse, the game's navigation is similar to ''VideoGame/{{Myst}}'', so even with a walkthrough it can be hard to understand what section of the room you're being directed towards. Adding insult to injury is that the room's central puzzle is childishly simple ... once you've pixel hunted up the six pieces to it.
* The dark setting of ''VisualNovel/VirtuesLastReward'' makes some items in puzzle rooms go unnoticeable or plain invisible, which will drag on the investigation and create much frustration because one of the features of [[VisualNovel/NineHoursNinePersonsNineDoors its predecessor]] yields a yellow outline whenever you click something examinable, and in this installment it's gone. One of the major offenders of this trope in VLR is the binder in GAULEM Bay, which is dark grey in a black area next to a ''blatantly noticeable white'' coat, making it impossible to see if your console screen is obscured by a bright light in whatever place you're playing at. There's also the shelf in the Laboratory, which has ''tons'' of bottles and beakers and only half of them are useful, yet you can't tell which is which until you click in every one of them.
* In ''VisualNovel/ZeroTimeDilemma'', the bio-lab holds a bookshelf that- if the protagonists take a closer look at it- takes up about two-thirds of the screen. All of its books are dully colored, have no visible titles, and have several nondescript cardboard boxes scattered among them. Clicking on any of those things will not help. You are supposed to click on the one sheaf of paper, lying atop one box, in this giant bookshelf. And may God help you, because the game's actual controls will not.

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* ''VisualNovel/ZeroEscape'':
**
While ''VisualNovel/NineHoursNinePersonsNineDoors'' is usually very good about avoiding this, with only important objects reacting to clicks, one room is a big exception to this -- the Library. Nearly every section of the enormous bookshelves is interactable, but only a tiny handful serve any purpose and there are no visual clues at all. Worse, the game's navigation is similar to ''VideoGame/{{Myst}}'', so even with a walkthrough it can be hard to understand what section of the room you're being directed towards. Adding insult to injury is that the room's central puzzle is childishly simple ... once you've pixel hunted up the six pieces to it.
* ** The dark setting of ''VisualNovel/VirtuesLastReward'' makes some items in puzzle rooms go unnoticeable or plain invisible, which will drag on the investigation and create much frustration because one of the features of [[VisualNovel/NineHoursNinePersonsNineDoors its predecessor]] predecessor yields a yellow outline whenever you click something examinable, and in this installment it's gone. One of the major offenders of this trope in VLR ''VLR'' is the binder in GAULEM Bay, which is dark grey in a black area next to a ''blatantly noticeable white'' noticeable'' white coat, making it impossible to see if your console screen is obscured by a bright light in whatever place you're playing at. There's also the shelf in the Laboratory, which has ''tons'' of bottles and beakers and only half of them are useful, yet you can't tell which is which until you click in on every one of them.
* ** In ''VisualNovel/ZeroTimeDilemma'', the bio-lab holds a bookshelf that- if the protagonists take a closer look at it- takes up about two-thirds of the screen. All of its books are dully colored, have no visible titles, and have several nondescript cardboard boxes scattered among them. Clicking on any of those things will not help. You are supposed to click on the one sheaf piece of paper, lying atop one box, in this giant bookshelf. And may God help you, because the game's actual controls will not.



[[folder:Web Comics]]

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[[folder:Web Comics]][[folder:Webcomics]]


* Speaking of LucasArts games, the ''goddamn miniature golf mini-game'' in VideoGame/SamAndMaxHitTheRoad.
** Until you eventually GuideDangIt and find out that you're not supposed to be hitting the target at all. [[MoonLogicPuzzle You're supposed to be hitting the gators]]. And you're not supposed to be hitting them with golf balls, but [[InsaneTrollLogic with fish, because both the golf balls and the fish come in buckets]].


* The ''VideoGame/VirtualVillagers'' series of casual games is very prone to this trope. The player has to pick up a sprite and drop it on a hotspot to get a particular reaction, such as starting a villager working on a task. This is even harder than clicking on the hotspot, since when clicking, the cursor gives a more accurate indication of screen position. The hotspots in the ports to UsefulNotes/IOSGames and AndroidGames are possibly even more difficult to find than in games played on desktop or laptop computers because of the smaller touch screens.

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* The ''VideoGame/VirtualVillagers'' series of casual games is very prone to this trope. The player has to pick up a sprite and drop it on a hotspot to get a particular reaction, such as starting a villager working on a task. This is even harder than clicking on the hotspot, since when clicking, the cursor gives a more accurate indication of screen position. The hotspots in the ports to UsefulNotes/IOSGames and AndroidGames UsefulNotes/AndroidGames are possibly even more difficult to find than in games played on desktop or laptop computers because of the smaller touch screens.


* ''VideoGame/FinalFantasyVI'' has the OptionalBoss Deathgaze. He's hidden in random locations on the world map, but is notorious to find due to being invisible. He doesn't have an overworld model, so your best chance of finding him is flying around and hoping that you get lucky. There are over 4000 tiles on the map. Deathgaze is on ''one'' of them. As if to rub salt in the wound, he runs away after each battle, meaning you have to relocate him all over again, slowly whittling down his HP until he's weak enough to kill.

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* ''VideoGame/FinalFantasyVI'' has the OptionalBoss Deathgaze. He's hidden in random locations on the world map, but is notorious to find due to being invisible. He doesn't have an overworld model, so your best chance of finding him is flying around and hoping that you get lucky. There are over 4000 tiles on the map. Deathgaze is on ''one'' of them. As if to rub salt in the wound, he runs away after each battle, meaning you have to relocate him all over again, slowly whittling down his HP until he's weak enough to kill. Note that the recommended method of finding him is to turn the ship exactly 100% facing North, and pushing the bare minimum left or right just once, and then moving straight ahead along that path. The very slightest deviation towards the East or West will cause the ship to gradually shift its course over a matter of time. A matter of time meaning doing nothing else for maybe 10-15 minutes while searching for him, and if you somehow get off track, starting over again. You have to do this each time you want to fight him, and it will probably take 3-4 fights to [[MarathonBoss finally whittle down his HP]].


* The ''VideoGame/VirtualVillagers'' series of casual games is very prone to this trope. The player has to pick up a sprite and drop it on a hotspot to get a particular reaction, such as starting a villager working on a task. This is even harder than clicking on the hotspot, since when clicking, the cursor gives a more accurate indication of screen position. The hotspots in the ports to IOSGames and AndroidGames are possibly even more difficult to find than in games played on desktop or laptop computers because of the smaller touch screens.

to:

* The ''VideoGame/VirtualVillagers'' series of casual games is very prone to this trope. The player has to pick up a sprite and drop it on a hotspot to get a particular reaction, such as starting a villager working on a task. This is even harder than clicking on the hotspot, since when clicking, the cursor gives a more accurate indication of screen position. The hotspots in the ports to IOSGames UsefulNotes/IOSGames and AndroidGames are possibly even more difficult to find than in games played on desktop or laptop computers because of the smaller touch screens.

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