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** Perhaps what makes this more notorious than anything, though, is that while the layout and puzzles in the Temple were updated constantly throughout the show's run, the Shrine was the only room that ''never'' changed. Unlike any other challenge, the specter of this nightmare of a trial loomed over every contestant since day one.


** PlayedForLaughs by Mettaton's tile puzzle. [[LoadsAndLoadsOfRules Each tile has a different function]], Mettaton skips the explanation because Papyrus presented you with the rules earlier (about ''a hundred screens'' earlier, and if you asked him to repeat himself, he totally screwed up the second explanation), and the [[TimedMission time limit]] is so strict you can fail even if you have the solution written down in front of you. You're clearly not expected to solve it, and all possible outcomes[[note]]Try to solve but fail, successfully solve, or don't even try[[/note]] result in slightly different dialogue, but lead to the same conclusion -- Mettaton fights you.

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** PlayedForLaughs by Mettaton's tile puzzle. [[LoadsAndLoadsOfRules Each tile has a different function]], Mettaton skips the explanation because Papyrus presented you with the rules earlier (about ''a hundred screens'' earlier, as part of a scene where [[ChekhovsGag the whole setup of the puzzle was treated as a joke]], and if you asked him to repeat himself, he totally screwed up the second explanation), and the [[TimedMission time limit]] is so strict you can fail even if you have the solution written down in front of you. You're clearly not expected to solve it, and all possible outcomes[[note]]Try to solve but fail, successfully solve, or don't even try[[/note]] result in slightly different dialogue, but lead to the same conclusion -- Mettaton fights you.


* Night 4 of ''Videogame/FiveNightsAtFreddysSisterLocation'' features the "Wiggle" puzzle, a point where a lot of players got stuck. The player is stuck in a springlock suit, with eight springlocks quickly coming loose. If any of them come completely loose, you die, so you have to repeatedly click on the springs to re-tighten them. There are also loads of small, spider-like mini-robots climbing all over you, and if they reach the top of the mask, you die. The only way to get them off is to wiggle... Which causes the springlocks to come loose. And you have to keep this up for three minutes; fail, and you start over, including with an unskippable bit of narration beforehand. A patch released shortly after the game's launch made the puzzle easier after complaints about how unfairly hard it was.


[[caption-width-right:349:Hope you can reconstruct this skeleton perfectly. ''And [[NintendoHard there aren't any hints]].'']]

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[[caption-width-right:349:Hope you can reconstruct this skeleton perfectly. \\
''And [[NintendoHard there aren't any hints]].'']]


* ''VideoGame/CubeEscape'''s puzzles are [[MoonLogicPuzzle not particularly easy]] at even the best of times, but the fourth chapter of the ''Case 23'' installment takes the cake. It's the only point in the series where you have to complete a puzzle (in this case, fixing an elevator) [[TimedMission within a time limit]] and the time limit is ''extremely'' unforgiving, slapping you with a NonstandardGameOver if you don't find all the hidden elevator parts quickly enough.

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* ''VideoGame/CubeEscape'''s puzzles are [[MoonLogicPuzzle not particularly easy]] at even the best of times, but the fourth chapter of the ''Case 23'' installment takes the cake. It's the only point in the series where you have to complete a puzzle (in this case, fixing an elevator) [[TimedMission within a time limit]] and the time limit is ''extremely'' unforgiving, slapping you with a NonstandardGameOver NonStandardGameOver if you don't find all the hidden elevator parts quickly enough.



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[[caption-width-right:349:Hope you can reconstruct this skeleton perfectly. ''And [[NintendoHard there aren't any hints]].'']]



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[[quoteright:350:[[VideoGame/TheDig https://static.tvtropes.org/pmwiki/pub/images/bone_puzzle_5938.png]]]]
[[caption-width-right:350:Hope you can [[MoonLogicPuzzle reconstruct this]] skeleton perfectly. ''And [[NintendoHard there aren't any hints]].'']]

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[[quoteright:350:[[VideoGame/TheDig %% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1549521704032960700
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[[quoteright:349:[[VideoGame/TheDig
https://static.tvtropes.org/pmwiki/pub/images/bone_puzzle_5938.org/pmwiki/pub/images/thedigskeletonpuzzle.png]]]]
[[caption-width-right:350:Hope you can [[MoonLogicPuzzle reconstruct this]] skeleton perfectly. ''And [[NintendoHard there aren't any hints]].'']]





** That one part with the Triti virus that kept reproducing itself again and again. Actually occurs more than once in the game, and is almost unbeatable each time. The key (which makes Triti the easiest GUILT, except for the LuckBasedMission Deftera on a good run) is to extract thorns so that none of them are next to each other on their edges before treating the affected area, and always extract Triti in pairs. Naturally, all Angie will bother telling you is that there's a pattern.

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** That one part with the Triti virus that kept reproducing itself again and again. Actually occurs more than once in the game, and is almost unbeatable each time.time, even after ''Second Opinion'' nerfed it so you don't need to cut it before removing it. The key (which makes Triti the easiest GUILT, except for the LuckBasedMission Deftera on a good run) is to extract thorns so that none of them are next to each other on their edges before treating the affected area, and always extract Triti in pairs. Naturally, all Angie will bother telling you is that there's a pattern.



** Fortunately there's a trick that allows you to pretty much bypass the puzzle aspect of Triti, namely 'as soon as it appears, use your Healing Touch and scribble like hell all over the screen, aiming to take out all scalpel points before the HT runs out.' It doesn't work if you're trying to get XS rank on ''[[VideoGameRemake Second Opinion]]''[='=]s operation X-3, the final Triti mission, as one of the end-of-operation bonuses is "No Healing Touch" and you need that alongside three other bonuses or it's no XS for you.

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** Fortunately there's a trick that allows you to pretty much bypass the puzzle aspect of Triti, namely 'as soon as it appears, use your Healing Touch and scribble like hell all over the screen, aiming to take out all scalpel points before the HT runs out.' It doesn't work if you're trying to get an S in the original's operations[[note]]using the Healing Touch in this game grants an automatic C rank regardless of how well you did[[/note]] or an XS rank on ''[[VideoGameRemake Second Opinion]]''[='=]s operation X-3, the final Triti mission, as one of the end-of-operation bonuses is "No Healing Touch" and you need that alongside three other bonuses or it's no XS for you.


** The entry into the vault on the shipwreck. Blow revealed in an [=AMA=] for Reddit that this was the puzzle he was thinking of when he off-handedly stated that "only 1% of players" would be able to solve it. [[spoiler:It's a multi-layered, well hidden audio puzzle. One of the main reasons it's so difficult is because the puzzles you need to have at least met before ever understand what you need to do in the ship, symmetry and audio puzzles, are to be found elsewhere on the island. However symmetry puzzles are initially locked behind a door (tho you can easily open it by solving a couple of puzzles nearby), while audio puzzles are easily missed because the jungle area they are in is rather small and not really eye-catching. If one starts the game and decide to immediatly gun for the shipwreck because, arguably, it looks so interesting when compared with everything else, it's 100% guarantee that the puzzle will appear to be completely incomprehensible and unsolvable]].

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** The entry into the vault on the shipwreck. Blow revealed in an [=AMA=] for Reddit that this was the puzzle he was thinking of when he off-handedly stated that "only 1% of players" would be able to solve it. [[spoiler:It's a multi-layered, well hidden audio puzzle. One of the main reasons it's so difficult is because the puzzles you need to have at least met before ever understand what you need to do in the ship, symmetry and audio puzzles, are to be found elsewhere on the island. However symmetry puzzles are initially locked behind a door (tho you can easily open it by solving a couple of puzzles nearby), while audio puzzles are easily missed because the jungle area they are in is rather small and not really eye-catching. If one starts the game and decide decides to immediatly gun for the shipwreck because, arguably, it looks so interesting when compared with everything else, it's 100% guarantee that the puzzle will appear to be completely incomprehensible and unsolvable]].


** The entry into the vault on the shipwreck. Blow revealed in an [=AMA=] for Reddit that this was the puzzle he was thinking of when he off-handedly stated that "only 1% of players" would be able to solve it. [[spoiler:It's a multi-layered, well hidden audio puzzle.]]

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** The entry into the vault on the shipwreck. Blow revealed in an [=AMA=] for Reddit that this was the puzzle he was thinking of when he off-handedly stated that "only 1% of players" would be able to solve it. [[spoiler:It's a multi-layered, well hidden audio puzzle.]] One of the main reasons it's so difficult is because the puzzles you need to have at least met before ever understand what you need to do in the ship, symmetry and audio puzzles, are to be found elsewhere on the island. However symmetry puzzles are initially locked behind a door (tho you can easily open it by solving a couple of puzzles nearby), while audio puzzles are easily missed because the jungle area they are in is rather small and not really eye-catching. If one starts the game and decide to immediatly gun for the shipwreck because, arguably, it looks so interesting when compared with everything else, it's 100% guarantee that the puzzle will appear to be completely incomprehensible and unsolvable]].


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** There's a similar puzzle to the Endless corridor puzzle one in the [[EternalEngine Tower of Ruin]], specifically in the remake. You're given 6 glyphs instead of 10, and you only need to enter two of them. In the original, they're English letters, but in the remake, they're glyphs that correspond to letters (which never show up even as background decoration, unlike the letters). It's easy enough to figure out that you're meant to type [[spoiler: Mu]] thanks to a pair of signs talking about a 'Nameless one' elsewhere in the ruins, but good luck figuring out how you spell it with the glyphs. What you're meant to do is [[spoiler:go to the sign that says the name you're meant to type, take note of where the name is on the sign, unequip the glyph reader (which is something that's required to read every sign in the game and is generally unwise to unequip) and take note of the glyphs that correspond to m and u, then enter those glyphs, unlocking a chest.]] You're much more likely to find the solution through trial-and-error, or if you played the original game, which has the same solution. It's one of the only situations where the remake made the puzzle harder.

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** There's a similar puzzle to the Endless corridor puzzle one in the [[EternalEngine Tower of Ruin]], specifically in the remake. You're given 6 glyphs instead of 10, and you only need to enter two of them. In the original, they're English letters, but in the remake, they're glyphs that correspond to letters (which never show up even as background decoration, unlike the letters). It's easy enough to figure out that you're meant to type [[spoiler: Mu]] [[spoiler:Mu]] thanks to a pair of signs talking about a 'Nameless one' elsewhere in the ruins, but good luck figuring out how you spell it with the glyphs. What you're meant to do is [[spoiler:go to the sign that says the name you're meant to type, take note of where the name is on the sign, unequip the glyph reader (which is something that's required to read every sign in the game and is generally unwise to unequip) and take note of the glyphs that correspond to m and u, then enter those glyphs, unlocking a chest.]] You're much more likely to find the solution through trial-and-error, or if you played the original game, which has the same solution. It's one of the only situations where the remake made the puzzle harder.



* ''VideoGame/LaMulana2'', while a little more forgiving than the first game, is no slouch in this department either. A standout is the puzzle required to access the Ancient Cog. While opening the chest isn't particularly difficult, getting to the chest definitely is this. Throughout the game, there are tablets hinting about an Infernal Fiend biting into the neck of a Colossal Dragon, with one even giving you a mantra combination to use at the dragon's neck, but with no indication of where the dragon or the fiend actually are. While the save tablet in Heaven's Labyrinth (where the cog is located) makes reference to the Infernal Fiend, almost nothing is said about the Colossal Dragon. The solution? [[spoiler: You need to work out that the Infernal Fiend that the area references is the weird blob-like creature that appears on all of the tablets in the area, ''and'' that the shape of that creature roughly corresponds with the shape of the area, with the mouth the Fiend being the room where the Ancient Cog is, ''and'' remember that the image appearing on Takamagahara Shrine's tablets is a dragon, and realise that that's the Colossal Dragon it's making reference too, and use the mantra on the room corresponding to the dragon's neck, which opens a path that drops down to the Ancient Cog chest in Heaven's Labyrinth. Luckily, there is a secondary hint for the location where the mantras are needed: a tablet in that room is written by the Olympians (who live in Heaven's Labyrinth) simply states "Where is this?". Most players end up solving this puzzle through trial and error on this tablet rather than through the intended method]].

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* ''VideoGame/LaMulana2'', while a little more forgiving than the first game, is no slouch in this department either. A standout is the puzzle required to access the Ancient Cog. While opening the chest isn't particularly difficult, getting to the chest definitely is this. Throughout the game, there are tablets hinting about an Infernal Fiend biting into the neck of a Colossal Dragon, with one even giving you a mantra combination to use at the dragon's neck, but with no indication of where the dragon or the fiend actually are. While the save tablet in Heaven's Labyrinth (where the cog is located) makes reference to the Infernal Fiend, almost nothing is said about the Colossal Dragon. The solution? [[spoiler: You [[spoiler:You need to work out that the Infernal Fiend that the area references is the weird blob-like creature that appears on all of the tablets in the area, ''and'' that the shape of that creature roughly corresponds with the shape of the area, with the mouth the Fiend being the room where the Ancient Cog is, ''and'' remember that the image appearing on Takamagahara Shrine's tablets is a dragon, and realise that that's the Colossal Dragon it's making reference too, and use the mantra on the room corresponding to the dragon's neck, which opens a path that drops down to the Ancient Cog chest in Heaven's Labyrinth. Luckily, there is a secondary hint for the location where the mantras are needed: a tablet in that room is written by the Olympians (who live in Heaven's Labyrinth) simply states "Where is this?". Most players end up solving this puzzle through trial and error on this tablet rather than through the intended method]].






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* ''VisualNovel/YuNo'': In Mio's route, [[spoiler: while underneath Triangle Mountain, you get trapped in a room with two skeletons and a dead body (which is a whole other story), and the only way out appears to be through a crazy-difficult puzzle in the center of the room. You are able to use an in-game laptop that translates the symbols in the grid puzzle to numbers, which doesn't make it any easier at all. Thus, GuideDangIt fits here well.]]

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* ''VisualNovel/YuNo'': In Mio's route, [[spoiler: while [[spoiler:while underneath Triangle Mountain, you get trapped in a room with two skeletons and a dead body (which is a whole other story), and the only way out appears to be through a crazy-difficult puzzle in the center of the room. You are able to use an in-game laptop that translates the symbols in the grid puzzle to numbers, which doesn't make it any easier at all. Thus, GuideDangIt fits here well.]]



* An infamous example occurs in ''VideoGame/MonkeyIsland2LeChucksRevenge''. The player must open a pipe with no hint as to how to do so. The solution? [[spoiler: Stick a banana on the spike of a ticking metronome, causing a piano playing monkey to become frozen and usable as a "monkey wrench".]] Even worse is that this solution often got LostInTranslation and overseas; [[spoiler:"monkey wrench"]] is a term often only used in America, which confused the living heck out of those living in other English countries. Translators had no fun working a way to make this puzzle sensible in other languages. Creator/RonGilbert made very dang sure after this fiasco not to use puns for a puzzle solution in future games.

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* An infamous example occurs in ''VideoGame/MonkeyIsland2LeChucksRevenge''. The player must open a pipe with no hint as to how to do so. The solution? [[spoiler: Stick [[spoiler:Stick a banana on the spike of a ticking metronome, causing a piano playing monkey to become frozen and usable as a "monkey wrench".]] Even worse is that this solution often got LostInTranslation and overseas; [[spoiler:"monkey wrench"]] is a term often only used in America, which confused the living heck out of those living in other English countries. Translators had no fun working a way to make this puzzle sensible in other languages. Creator/RonGilbert made very dang sure after this fiasco not to use puns for a puzzle solution in future games.






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* The final puzzle of ''VideoGame/{{Obsidian}}'' is this for many players. When you're able to use the [[MoralityChip Crossover Switch]] that can seize control from the nanobot-controlling AI, Ceres, Max tells you to hit 8 buttons to access it. Except the AI put 8 fake buttons alongside them to delay you from interfering with its plans. The fake buttons move over each other if clicked on, and they all look exactly the same as the others unless the real ones are pushed, and the location of each button is random. [[spoiler: The trick is to look where the fake buttons moved and ''not'' touch them.]]

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* The final puzzle of ''VideoGame/{{Obsidian}}'' is this for many players. When you're able to use the [[MoralityChip Crossover Switch]] that can seize control from the nanobot-controlling AI, Ceres, Max tells you to hit 8 buttons to access it. Except the AI put 8 fake buttons alongside them to delay you from interfering with its plans. The fake buttons move over each other if clicked on, and they all look exactly the same as the others unless the real ones are pushed, and the location of each button is random. [[spoiler: The [[spoiler:The trick is to look where the fake buttons moved and ''not'' touch them.]]



** The entry into the vault on the shipwreck. Blow revealed in an [=AMA=] for Reddit that this was the puzzle he was thinking of when he off-handedly stated that "only 1% of players" would be able to solve it. [[spoiler: It's a multi-layered, well hidden audio puzzle.]]

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** The entry into the vault on the shipwreck. Blow revealed in an [=AMA=] for Reddit that this was the puzzle he was thinking of when he off-handedly stated that "only 1% of players" would be able to solve it. [[spoiler: It's [[spoiler:It's a multi-layered, well hidden audio puzzle.]]



** For colorblind and/or hearing impaired players, there are two sections of the game which can be difficult, if not impossible, to complete. They can't be mentioned without spoiling the entire mechanics of the areas, but here goes, for those curious: [[spoiler: the jungle area puzzles are based entirely on the audio pitches of birdsong]], while [[spoiler: the greenhouse bunker works entirely on manipulating colours of light to find the "true" puzzle.]] One puzzle in the keep also relies on [[spoiler: audio cues]] to solve, and two additional (one in the hub/town and another on the shipwreck) run on recognizing [[spoiler: how the audio cues work when translated to a geometrical representation -- something explored in the jungle section]]. On this, Blow has said that he and his team ultimately decided to keep these puzzles intact, allowing the player to bypass them by only requiring seven of the eleven lasers to be fired the mountain in order to open it -- which is alright, until one realizes that the endgame [[spoiler:inside the mountain]] includes puzzles full of colour-based InterfaceScrew where solutions are required in order to finish the game. Color-blind players may also have trouble with [[spoiler:the walkways through the trees, which are all about the different-colored suns. At one point, as many as five different colors are in the puzzle at the same time, and since color must match with color...]]

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** For colorblind and/or hearing impaired players, there are two sections of the game which can be difficult, if not impossible, to complete. They can't be mentioned without spoiling the entire mechanics of the areas, but here goes, for those curious: [[spoiler: the [[spoiler:the jungle area puzzles are based entirely on the audio pitches of birdsong]], while [[spoiler: the [[spoiler:the greenhouse bunker works entirely on manipulating colours of light to find the "true" puzzle.]] One puzzle in the keep also relies on [[spoiler: audio [[spoiler:audio cues]] to solve, and two additional (one in the hub/town and another on the shipwreck) run on recognizing [[spoiler: how [[spoiler:how the audio cues work when translated to a geometrical representation -- something explored in the jungle section]]. On this, Blow has said that he and his team ultimately decided to keep these puzzles intact, allowing the player to bypass them by only requiring seven of the eleven lasers to be fired the mountain in order to open it -- which is alright, until one realizes that the endgame [[spoiler:inside the mountain]] includes puzzles full of colour-based InterfaceScrew where solutions are required in order to finish the game. Color-blind players may also have trouble with [[spoiler:the walkways through the trees, which are all about the different-colored suns. At one point, as many as five different colors are in the puzzle at the same time, and since color must match with color...]]



** [[spoiler: [[BrutalBonusLevel The Challenge]] in the underground cavern. Where does one even start with this monstrosity? First, almost all of them are extremely tough. Second, there's over a dozen of them. Third, they're all ''random''. Fourth, in at least two places, the ''location'' of the puzzle is random as well, one of these sections being in [[TheMaze a maze]] chock full of shifting walls and blank panels (though this one is properly foreshadowed in another puzzle in the challenge). Fifth, in one section, you're given multiple panels to solve at once, in which ''only one of them can actually be solved''; you have to figure out which one it is in addition to actually solving it. And the massive rotten cherry on top? ''[[TimedMission It's all timed]]'': if the music stops (or you [[NoFairCheating pause]]), all the panels shut down, meaning you have to go back and ''do the whole thing over again''. It goes without saying that by the time you actually manage to conquer this beast (and give yourself a huge pat on the back if you can), you will come to loathe [[https://www.youtube.com/watch?v=kLp_Hh6DKWc In the Hall of the Mountain King]] with a burning passion for the rest of your days.]]

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** [[spoiler: [[BrutalBonusLevel [[spoiler:[[BrutalBonusLevel The Challenge]] in the underground cavern. Where does one even start with this monstrosity? First, almost all of them are extremely tough. Second, there's over a dozen of them. Third, they're all ''random''. Fourth, in at least two places, the ''location'' of the puzzle is random as well, one of these sections being in [[TheMaze a maze]] chock full of shifting walls and blank panels (though this one is properly foreshadowed in another puzzle in the challenge). Fifth, in one section, you're given multiple panels to solve at once, in which ''only one of them can actually be solved''; you have to figure out which one it is in addition to actually solving it. And the massive rotten cherry on top? ''[[TimedMission It's all timed]]'': if the music stops (or you [[NoFairCheating pause]]), all the panels shut down, meaning you have to go back and ''do the whole thing over again''. It goes without saying that by the time you actually manage to conquer this beast (and give yourself a huge pat on the back if you can), you will come to loathe [[https://www.youtube.com/watch?v=kLp_Hh6DKWc In the Hall of the Mountain King]] with a burning passion for the rest of your days.]]



* ''VideoGame/TheTuringTest'': The very last room before the epilogue is ''insanely'' involved, not least of all because [[spoiler: unlike just about every single previous puzzle, you're not actually supposed to use all the components in the room - some of them are [[RedHerring just there to distract you from the real solution]].]]

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* ''VideoGame/TheTuringTest'': The very last room before the epilogue is ''insanely'' involved, not least of all because [[spoiler: unlike [[spoiler:unlike just about every single previous puzzle, you're not actually supposed to use all the components in the room - some of them are [[RedHerring just there to distract you from the real solution]].]]



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** A few moments in Investigations 2 qualify. One of the final testimonies in Case 3 has one statement that, when pressed, offers you two options, and the testimony 'branches' depending on which one you select. Except neither contains a contradiction. It turns out, the contradiction is in [[spoiler: The last statement]], but even if you know the evidence you need to present, it won't work until [[spoiler: You activate the first branch, press it, then go back and trigger the second branch and press IT.]] Then you have the Logic Chess battle against [[spoiler: Bansai Ichiyanai]] in Case 4. It requires you to go back on previous lines of questioning to discover options that weren't there before. (Something you've NEVER had to do in LC before.) And contains one dialogue option that only gets you penalized if you select it... [[spoiler:[[ChekhovsGun Unless you choose it right at the very end.]]]]

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** A few moments in Investigations 2 qualify. One of the final testimonies in Case 3 has one statement that, when pressed, offers you two options, and the testimony 'branches' depending on which one you select. Except neither contains a contradiction. It turns out, the contradiction is in [[spoiler: The [[spoiler:The last statement]], but even if you know the evidence you need to present, it won't work until [[spoiler: You [[spoiler:You activate the first branch, press it, then go back and trigger the second branch and press IT.]] Then you have the Logic Chess battle against [[spoiler: Bansai [[spoiler:Bansai Ichiyanai]] in Case 4. It requires you to go back on previous lines of questioning to discover options that weren't there before. (Something you've NEVER had to do in LC before.) And contains one dialogue option that only gets you penalized if you select it... [[spoiler:[[ChekhovsGun Unless you choose it right at the very end.]]]]



** ''[[VisualNovel/PhoenixWrightAceAttorneySpiritOfJustice Spirit of Justice]]'' has a rare out-of-court example in Case 5. You have to open a box by rotating its four segments so their pictures match the respective verses of a song. The problem is that three out of the fours verses have obvious picture matches, while the third has no clear one. [[spoiler: You have to rotate the third segment ''halfway between two different pictures'', so the end of one and the beginning of another are viewed as one picture that fits the meaning of the song's third verse.]] The only thing that might tip the player off to this is that [[spoiler: using the D-Pad to rotate the box's segments goes between full pictures and the corners in-between, rather than from one complete picture to another]], but it's still a big leap.

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** ''[[VisualNovel/PhoenixWrightAceAttorneySpiritOfJustice Spirit of Justice]]'' has a rare out-of-court example in Case 5. You have to open a box by rotating its four segments so their pictures match the respective verses of a song. The problem is that three out of the fours verses have obvious picture matches, while the third has no clear one. [[spoiler: You [[spoiler:You have to rotate the third segment ''halfway between two different pictures'', so the end of one and the beginning of another are viewed as one picture that fits the meaning of the song's third verse.]] The only thing that might tip the player off to this is that [[spoiler: using [[spoiler:using the D-Pad to rotate the box's segments goes between full pictures and the corners in-between, rather than from one complete picture to another]], but it's still a big leap.






[[folder: Live-Action TV]]

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* Several in Descent 2, notably the secret to getting the Helix Cannon in level 2, and the Omega Cannon in level 13. The former requires you to use the Phoenix Cannon to bounce shots off a wall to hit a switch you can't see, then find two secret doors, drop a smart mine near the first one, and rush back to the other one and hope the blast from the smart mine unlocks it in time for you to get inside. The latter is even more complicated, requiring using markers to hold open doors and multiple guided missile tricks to access.


* ''Franchise/AloneInTheDark'': The flashlight puzzle in the Morton family crypt in the fourth game. It's as simple as moving your flashlight to draw a M. However, the controls in the Playstation versions, while good elsewhere, are horrible for moving the flashlight, which means you'll likely mess up the drawing and spend a long time there having to restart over and over.

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* ''Franchise/AloneInTheDark'': ''VideoGame/AloneInTheDarkTheNewNightmare'': The flashlight puzzle in the Morton family crypt in the fourth game.crypt. It's as simple as moving your flashlight to draw a M. However, the controls in the Playstation versions, while good elsewhere, are horrible for moving the flashlight, which means you'll likely mess up the drawing and spend a long time there having to restart over and over.


** Hard Mode has the Shakespeare puzzle, which requires intimate knowledge of Shakespeare's plays to decipher a numeric code. Failing that, you had other subtle clues in most of them to decipher if you don't.

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** Hard Mode has the Shakespeare puzzle, which requires intimate knowledge of Shakespeare's plays to decipher a numeric code. Failing that, you had other subtle clues in most of them to decipher if you don't. For perspective, the only clue you're given that seems like an obvious slow pitch ("a game of turning white to black and black to white") does '''not''' refer to ''Theatre/{{Othello}}!''

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* The final puzzle of ''VideoGame/{{Obsidian}}'' is this for many players. When you're able to use the [[MoralityChip Crossover Switch]] that can seize control from the nanobot-controlling AI, Ceres, Max tells you to hit 8 buttons to access it. Except the AI put 8 fake buttons alongside them to delay you from interfering with its plans. The fake buttons move over each other if clicked on, and they all look exactly the same as the others unless the real ones are pushed, and the location of each button is random. [[spoiler: The trick is to look where the fake buttons moved and ''not'' touch them.]]

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