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** ''VideoGame/TheLegendOfZeldaOracleGames'' fix this by having music instruments damage Pols Voice, in addition to [[StuffBlowingUp bombs]]. ''VideoGame/TheLegendOfZeldaPhantomHourglass'' returns to having the real-world microphone being the only way to defeat Pols Voice, however.

to:

** ''VideoGame/TheLegendOfZeldaOracleGames'' fix this by having music instruments damage Pols Voice, in addition to [[StuffBlowingUp bombs]]. ''VideoGame/TheLegendOfZeldaPhantomHourglass'' returns to having the real-world microphone being the only way to defeat Pols Voice, however.however; at least ''all'' versions of the UsefulNotes/NintendoDS have microphones.

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* You will die in the Tutorial level of ''AdventureBarLabyrinth'' a lot- Since Mushrooms casts Sleep, which doesn't function like [[Franchise/{{Pokemon}} other]] [[Franchise/FinalFantasy Sleep attacks]], and the Mushroom can spam it consecutively, effectively disabling your character. Oh, and if you pass them, there's Hellhounds in which deals you damage in the 10s -- which your HP is already low to begin with.
** You can, technically use Gems to revive yourself, but [[BribingYourWayToVictory They cost PSN credits,]] and you only start out with 50 free gems.
* Good luck finding your way through the desert in ''VideoGame/BreathOfFireIII'' following the in-game instructions: the initial instructions to get through it are correct, but the ones given in your camp are wrong, and due to the sheer length of the segment, it's almost guaranteed you'll have to quit the game at some point during it and end up reading the wrong set of instructions when you come back later. Made worse by the penalty for failure; mess around in the desert too much and your party's max HP will be reduced ''permanently'' with every step.
** However, if you follow the ''wrong'' directions, you are led to one of the best armor suits in the game. It's not really a case of tutorial failure, but rather someone ''writing east instead of west'', which is entirely legitimate (and he ''tells'' you the right directions at the beginning of the segment and whenever you talk to him afterwards). And if you look around a bit, there's actually a way to skip all of it (albeit by [[GuideDangIt aligning yourself with a seemingly pointless star]]).
* ''VideoGame/DarkSoulsI'' is far from a hand-holdy sort of game, but the opening stage in the Northern Asylum does do a good job of walking you through the basics of how to play through developer messages left on the floor to read as you pass. However one thing that was inexplicably left out was how to jump.[[note]]tap the dodge button again while running, which is done by holding down the dodge button itself[[/note]] which is mentioned ''nowhere'' in the game. Admittedly there are no points where jumping is actually ''essential'' to complete the game, but there is a lot of optional stuff you need it to get, including a Ring of Sacrifice in the very first area after you leave the Northern Asylum (and a special merchant also moves to the same place later on).
* The tutorial for Tetra Master in ''VideoGame/FinalFantasyIX'' covers the basics: you put your cards on a grid, if an arrow on your freshly-placed card points at an enemy card that doesn't point back, the enemy card flips to your color. If the enemy card ''does'' point back, your cards enter a card battle, and loser not only flips to the winner's color, but also flips every friendly card it's pointing at. The one thing not properly explained: the mechanics of the card battle, which can seem random (and, admittedly, partially ''are'' random) to someone who doesn't know. The character giving the tutorial even states that he doesn't understand what the numbers and letters on the cards mean (they're related to the card battle mechanic, of course.) After the initial tutorial, small bread crumbs for the card battle mechanics are dropped in random places, but you'll still never quite get the full story without [[GuideDangIt some outside help]], and due to the cards' extremely limited use outside of the minigame itself, you have little to no incentive to bother looking for it.
* Many, many players struggled to perform Sabin's Blitzes from ''VideoGame/FinalFantasyVI''. The in-game tutorial says "Choose Blitz, press the Control Pad left, right, left, then press the A button!" While technically correct, the game fails to mention that you're supposed to input the command while an otherwise innocuous arrow is pointing at Sabin. Most new players will try instead to press A while the arrow's up (since the arrow is usually the means to select the target character of a given action), ''then'' hastily input the Blitz, which is already way too late. The game will never try to correct your timing even after dozens of failed attempts, so naturally, many players just think they haven't inputted the button combination fast enough. It doesn't help that the first time you have to use a Blitz is in a boss battle you can only win by using a Blitz...while the boss puts a countdown-to-instant-death condition on your only character ''and'' hits you with regular attacks.
* ''VideoGame/FinalFantasyVII'' gives the player some infamously poor advice in its very first boss fight, owing to the game's poor translation: When the boss goes into a defensive stance, the game will tell you to "Attack while it's[sic] tail's up!" "It's going to counterattack with its laser!" This is ''supposed'' to be an if-then statement (as in, "if you attack while its tail's up, it will counterattack with its laser"), but thanks to each sentence being in a separate text box, it's very easy to misinterpret it as advice followed by an explanation (as in "start attacking while its tail's up, because it's about to use its laser"), which is the exact opposite thing. This is meant to be the game's tutorial on how the battle system moves in real-time; what you're supposed to do is delay your actions or heal until the boss lowers its tail, then start attacking it again, which will make the fight pretty trivial. Instead, many players rush into the boss and endure its highly powerful counterattacks, making the fight much harder than it's supposed to be.
* This is something speedrunners often bemoan about ''VideoGame/KingdomHeartsII''. It has a very deep, complex and well-balanced battle system once you know how everything works... the problem is the game's tutorials are more focused on telling you how to navigate the menus and ''find'' new commands, as opposed to teaching you what the game's many combo abilities, spells, summons and transformations ''actually do''. As a result, many first time players and reviewers come out of the game seeing it as "mash X (and occasionally triangle) to win."
* The in-game instructions for the FishingMinigame in ''VideoGame/NieR'' are flat-out wrong -- and even some of the player-written online guides replicate this incorrect instruction. Interestingly, the correct method is actually a lot simpler than the awful tutorial would have you believe.
-->'''[[http://lparchive.org/NIER/Update%2014/ The Dark Id]]''': You know how the instructions said to press X (or A on the UsefulNotes/XBox360)? IGNORE THAT CRAP! It's lying to you. Forget there is even the X/A button. You will never EVER need to press X.



* Many, many players struggled to perform Sabin's Blitzes from ''VideoGame/FinalFantasyVI''. The in-game tutorial says "Choose Blitz, press the Control Pad left, right, left, then press the A button!" While technically correct, the game fails to mention that you're supposed to input the command while an otherwise innocuous arrow is pointing at Sabin. Most new players will try instead to press A while the arrow's up (since the arrow is usually the means to select the target character of a given action), ''then'' hastily input the Blitz, which is already way too late. The game will never try to correct your timing even after dozens of failed attempts, so naturally, many players just think they haven't inputted the button combination fast enough. It doesn't help that the first time you have to use a Blitz is in a boss battle you can only win by using a Blitz...while the boss puts a countdown-to-instant-death condition on your only character ''and'' hits you with regular attacks.
* ''VideoGame/FinalFantasyVII'' gives the player some infamously poor advice in its very first boss fight, owing to the game's poor translation: When the boss goes into a defensive stance, the game will tell you to "Attack while it's[sic] tail's up!" "It's going to counterattack with its laser!" This is ''supposed'' to be an if-then statement (as in, "if you attack while its tail's up, it will counterattack with its laser"), but thanks to each sentence being in a separate text box, it's very easy to misinterpret it as advice followed by an explanation (as in "start attacking while its tail's up, because it's about to use its laser"), which is the exact opposite thing. This is meant to be the game's tutorial on how the battle system moves in real-time; what you're supposed to do is delay your actions or heal until the boss lowers its tail, then start attacking it again, which will make the fight pretty trivial. Instead, many players rush into the boss and endure its highly powerful counterattacks, making the fight much harder than it's supposed to be.
* This is something speedrunners often bemoan about ''VideoGame/KingdomHeartsII''. It has a very deep, complex and well-balanced battle system once you know how everything works... the problem is the game's tutorials are more focused on telling you how to navigate the menus and ''find'' new commands, as opposed to teaching you what the game's many combo abilities, spells, summons and transformations ''actually do''. As a result, many first time players and reviewers come out of the game seeing it as "mash X (and occasionally triangle) to win."



* Good luck finding your way through the desert in ''VideoGame/BreathOfFireIII'' following the in-game instructions: the initial instructions to get through it are correct, but the ones given in your camp are wrong, and due to the sheer length of the segment, it's almost guaranteed you'll have to quit the game at some point during it and end up reading the wrong set of instructions when you come back later. Made worse by the penalty for failure; mess around in the desert too much and your party's max HP will be reduced ''permanently'' with every step.
** However, if you follow the ''wrong'' directions, you are led to one of the best armor suits in the game. It's not really a case of tutorial failure, but rather someone ''writing east instead of west'', which is entirely legitimate (and he ''tells'' you the right directions at the beginning of the segment and whenever you talk to him afterwards). And if you look around a bit, there's actually a way to skip all of it (albeit by [[GuideDangIt aligning yourself with a seemingly pointless star]]).
* The in-game instructions for the FishingMinigame in ''VideoGame/NieR'' are flat-out wrong -- and even some of the player-written online guides replicate this incorrect instruction. Interestingly, the correct method is actually a lot simpler than the awful tutorial would have you believe.
-->'''[[http://lparchive.org/NIER/Update%2014/ The Dark Id]]''': You know how the instructions said to press X (or A on the UsefulNotes/XBox360)? IGNORE THAT CRAP! It's lying to you. Forget there is even the X/A button. You will never EVER need to press X.
* You will die in the Tutorial level of ''AdventureBarLabyrinth'' a lot- Since Mushrooms casts Sleep, which doesn't function like [[Franchise/{{Pokemon}} other]] [[Franchise/FinalFantasy Sleep attacks]], and the Mushroom can spam it consecutively, effectively disabling your character. Oh, and if you pass them, there's Hellhounds in which deals you damage in the 10s -- which your HP is already low to begin with.
** You can, technically use Gems to revive yourself, but [[BribingYourWayToVictory They cost PSN credits,]] and you only start out with 50 free gems.

to:

* Good luck finding your way through ''VideoGame/XenobladeChronicles2'' has tutorials that fail to explain many of the desert in ''VideoGame/BreathOfFireIII'' following more complicated mechanics (such as Driver Combos multiplying most other sources of damage while they're active, to a significant degree) and give false or misleading information about the in-game instructions: the initial instructions to simpler ones. (Such as claiming higher levels of Field Skills get through it are correct, you better items from gather spots. They don't, they just get you ''more'' items but the ones given in your camp types of items and their odds are wrong, and due to the sheer length of the segment, it's almost guaranteed you'll have to quit the game at some point during it and end up reading the wrong set of instructions when you come back later. Made worse by the penalty for failure; mess around in the desert too much and your party's max HP will be reduced ''permanently'' with every step.
** However, if you follow the ''wrong'' directions, you are led to one of the best armor suits in the game.
same) It's not really a case of tutorial failure, but rather someone ''writing east instead of west'', which is entirely legitimate (and he ''tells'' you to the right directions at point where the beginning of the segment and whenever you talk to him afterwards). And if you look around a bit, there's actually a way to skip all of it (albeit by [[GuideDangIt aligning yourself with a seemingly pointless star]]).
* The in-game instructions for the FishingMinigame in ''VideoGame/NieR'' are flat-out wrong -- and even some of the player-written online guides replicate this incorrect instruction. Interestingly, the correct method is actually a lot simpler than the awful tutorial would
tutorials have you believe.
-->'''[[http://lparchive.org/NIER/Update%2014/ The Dark Id]]''': You know how
driven many potential players away from the instructions said to press X (or A on the UsefulNotes/XBox360)? IGNORE THAT CRAP! It's lying to you. Forget there is even the X/A button. You will never EVER need to press X.
* You will die in the Tutorial level of ''AdventureBarLabyrinth'' a lot- Since Mushrooms casts Sleep, which doesn't function like [[Franchise/{{Pokemon}} other]] [[Franchise/FinalFantasy Sleep attacks]], and the Mushroom can spam it consecutively, effectively disabling your character. Oh, and if you pass them, there's Hellhounds in which deals you damage in the 10s -- which your HP is already low to begin with.
** You can, technically use Gems to revive yourself, but [[BribingYourWayToVictory They cost PSN credits,]] and you only start out with 50 free gems.
game.



* ''VideoGame/XenobladeChronicles2'' has tutorials that fail to explain many of the more complicated mechanics (such as Driver Combos multiplying most other sources of damage while they're active, to a significant degree) and give false or misleading information about the simpler ones. (Such as claiming higher levels of Field Skills get you better items from gather spots. They don't, they just get you ''more'' items but the types of items and their odds are the same) It's to the point where the tutorials have driven many potential players away from the game.
* The tutorial for Tetra Master in ''VideoGame/FinalFantasyIX'' covers the basics: you put your cards on a grid, if an arrow on your freshly-placed card points at an enemy card that doesn't point back, the enemy card flips to your color. If the enemy card ''does'' point back, your cards enter a card battle, and loser not only flips to the winner's color, but also flips every friendly card it's pointing at. The one thing not properly explained: the mechanics of the card battle, which can seem random (and, admittedly, partially ''are'' random) to someone who doesn't know. The character giving the tutorial even states that he doesn't understand what the numbers and letters on the cards mean (they're related to the card battle mechanic, of course.) After the initial tutorial, small bread crumbs for the card battle mechanics are dropped in random places, but you'll still never quite get the full story without [[GuideDangIt some outside help]], and due to the cards' extremely limited use outside of the minigame itself, you have little to no incentive to bother looking for it.
* ''VideoGame/DarkSoulsI'' is far from a hand-holdy sort of game, but the opening stage in the Northern Asylum does do a good job of walking you through the basics of how to play through developer messages left on the floor to read as you pass. However one thing that was inexplicably left out was how to jump.[[note]]tap the dodge button again while running, which is done by holding down the dodge button itself[[/note]] which is mentioned ''nowhere'' in the game. Admittedly there are no points where jumping is actually ''essential'' to complete the game, but there is a lot of optional stuff you need it to get, including a Ring of Sacrifice in the very first area after you leave the Northern Asylum (and a special merchant also moves to the same place later on).



* Many reviews of ''VideoGame/CodedArms Contagion'' criticized the game's upgrade system, stating that the reviewer had accumulated ton of upgrade points and had nothing to spend them on. This is because while the ingame tutorial does explain how to upgrade weapons, it completely obmits to explain you have to "level up" a weapon to upgrade its attributes after the first round of upgrades and how to do so (either by getting A ranks in the trial missions, themselves not mentioned in the tutorial, or pick up a redundant weapon plugin in the later levels).



* ''VideoGame/Left4Dead'' has its tutorial done on the fly when playing for the first time. As you play, you'll get pop up tips like learning to crouch so teammates can shoot over you, giving other players healing items if their health is low, avoid shooting alarmed cars, and so on. When it comes to playing as the special infected in versus mode, your only pop up "tips" are "Left click to use main skill" and "Right click to swipe at the survivors." You're left to figure out how to play as the infected on your own, which can cause a ton of grief from other players who know how to play properly since a newbie who doesn't know how to play can easily drag the team down. Players always recommend watching video guides on how to play as the infected properly before jumping into versus.



* Many reviews of ''VideoGame/CodedArms Contagion'' criticized the game's upgrade system, stating that the reviewer had accumulated ton of upgrade points and had nothing to spend them on. This is because while the ingame tutorial does explain how to upgrade weapons, it completely obmits to explain you have to "level up" a weapon to upgrade its attributes after the first round of upgrades and how to do so (either by getting A ranks in the trial missions, themselves not mentioned in the tutorial, or pick up a redundant weapon plugin in the later levels).
* ''VideoGame/Left4Dead'' has its tutorial done on the fly when playing for the first time. As you play, you'll get pop up tips like learning to crouch so teammates can shoot over you, giving other players healing items if their health is low, avoid shooting alarmed cars, and so on. When it comes to playing as the special infected in versus mode, your only pop up "tips" are "Left click to use main skill" and "Right click to swipe at the survivors." You're left to figure out how to play as the infected on your own, which can cause a ton of grief from other players who know how to play properly since a newbie who doesn't know how to play can easily drag the team down. Players always recommend watching video guides on how to play as the infected properly before jumping into versus.



* The ''VideoGame/MonsterHunter'' series is already a big victim of the GuideDangIt trope, so Creator/{{Capcom}} tried to rectify this in [=MH4U=] with the inclusion of optional tutorials missions. They're... not that helpful actually. While some of them (especially the [[{{BFS}} Greatsword tutorial]]) actually manage to explain some of the finer tactical elements of the game, most of them are pretty basic, and the Gunner tutorials (Bow and Bowgun) are particularly useless, failing to explain even the most basic mechanics like "criticial distance" (the range at which different ammunition types do the most damage). Which is especially ironic considering that Bowguns are [[DifficultButAwesome extremely nuanced and demanding weapons]] and therefore would benefit the most from a complete and thorough tutorial.



* The ''VideoGame/MonsterHunter'' series is already a big victim of the GuideDangIt trope, so Creator/{{Capcom}} tried to rectify this in [=MH4U=] with the inclusion of optional tutorials missions. They're... not that helpful actually. While some of them (especially the [[{{BFS}} Greatsword tutorial]]) actually manage to explain some of the finer tactical elements of the game, most of them are pretty basic, and the Gunner tutorials (Bow and Bowgun) are particularly useless, failing to explain even the most basic mechanics like "criticial distance" (the range at which different ammunition types do the most damage). Which is especially ironic considering that Bowguns are [[DifficultButAwesome extremely nuanced and demanding weapons]] and therefore would benefit the most from a complete and thorough tutorial.



* One of the first tutorials in ''VideoGame/ShogunTotalWar'' pits your Archers against spearmen, on a hill. Due to the game system, most of the time you'll fail against the marching spearmen.
** Another example happens later on the tutorial, in which is the reverse; You driving off ranged units off the hill. It doesn't matter as, A. The enemy units are Peasants, which are prone to fleeing and are weak otherwise, B. You command a group of Heavy Cavalry, one of Shogun's Elite units. It doesn't help that you can just rush in and rout them by charging at them.



* One of the first tutorials in ''VideoGame/ShogunTotalWar'' pits your Archers against spearmen, on a hill. Due to the game system, most of the time you'll fail against the marching spearmen.
** Another example happens later on the tutorial, in which is the reverse; You driving off ranged units off the hill. It doesn't matter as, A. The enemy units are Peasants, which are prone to fleeing and are weak otherwise, B. You command a group of Heavy Cavalry, one of Shogun's Elite units. It doesn't help that you can just rush in and rout them by charging at them.



* ''VideoGame/DwarfFortress'''s in-game manual, while very detailed and not outright ''wrong'' anywhere, somehow manages to be really poorly written and unhelpful. The best information it contains is on its front page, where it tells you the URL to the wiki.



* ''VideoGame/DwarfFortress'''s in-game manual, while very detailed and not outright ''wrong'' anywhere, somehow manages to be really poorly written and unhelpful. The best information it contains is on its front page, where it tells you the URL to the wiki.



* The first ''VideoGame/RollercoasterTycoon'' surprisingly falls into this category despite essentially giving all of the right information. The tutorial involves the computer playing through the first scenario. Clicking the mouse or making any keyboard input aborts the tutorial and dumps you into the game. There's no way to skip ahead or speed up the tutorial, so if you accidentally hit a button five minutes in, prepare to wait through another five minutes restarting the tutorial...



* The first ''VideoGame/RollercoasterTycoon'' surprisingly falls into this category despite essentially giving all of the right information. The tutorial involves the computer playing through the first scenario. Clicking the mouse or making any keyboard input aborts the tutorial and dumps you into the game. There's no way to skip ahead or speed up the tutorial, so if you accidentally hit a button five minutes in, prepare to wait through another five minutes restarting the tutorial...



* The tutorial of the Cyanide ''TabletopGame/BloodBowl'' video games explains exactly bugger-all about the underlying mechanics of the game, instead just teaching you (in the most bare-bones way possible) how to use the basic interface.



* The tutorial of the Cyanide ''TabletopGame/BloodBowl'' video games explains exactly bugger-all about the underlying mechanics of the game, instead just teaching you (in the most bare-bones way possible) how to use the basic interface.



* Due to a clumsy and incomplete fan translation, the chapter that introduces the Escape mechanic in ''VideoGame/FireEmblemThracia776'' notoriously ended up giving players the exact opposite impression. Leif claims "When I escape, everyone else does!", which sounds like you only need to have Leif escape the chapter. What he was actually saying (which future translations fixed) was basically "I'll only escape when everyone else has!" This is because in Escape chapters, any unit who hasn't escaped before Leif is treated as having been captured by the enemy, removing them from the army for most of the game. Needless to say, many blind players of that particular translation ended up being surprised when they started the next chapter and discovered that Leif was now the only unit they had left.

to:

* Due Thanks to causing a clumsy and incomplete fan translation, big NewbieBoom, ''VideoGame/FireEmblemAwakening'' was many people's first ''Fire Emblem'' game. Since this was largely unexpected by the chapter developers, its tutorial isn't very newcomer-friendly in a few respects.
** While the game does explain
that introduces [[TacticalRockPaperScissors flying units are weak against bows]], it doesn't explain just ''how'' deadly that weakness is. Unlike elemental weaknesses in most Eastern [=RPGs=], weakness in Fire Emblem ''triples'' the Escape mechanic in ''VideoGame/FireEmblemThracia776'' notoriously ended up giving players the exact opposite impression. Leif claims "When I escape, everyone else does!", which sounds like you only need to have Leif escape the chapter. What he was actually saying (which future translations fixed) was basically "I'll only escape when everyone else has!" This is because in Escape chapters, any unit who hasn't escaped weapon's attack power before Leif is treated calculating Defense, and on a class as having been captured by the enemy, removing them from the army for fragile as Pegasus Knights this means bows are a OneHitKill most of the game. Needless to say, time. As a result, many blind new players of that particular translation ended up get Sumia killed in her debut map.
** While the game does give a recruitment tutorial in Chapter 3, it only covers allied "green units". The tutorial says nothing about enemy units
being surprised when they started recruitable, which trips many new players up with Gaius in Chapter 6 and Tharja in Chapter 9. While the next chapter and discovered game does hint that Leif was now these characters could join your side (Chapter 6 begins with Gaius having a monologue about how this is NotWhatISignedOnFor), the fact that you have to talk to them with Chrom isn't obvious to a new player, and both Gaius and Tharja will attack like any other enemy and possibly get themselves killed before you can talk to them. Compare this to the recruitment tutorial in ''VideoGame/FireEmblemTheBlazingBlade'', which not only unit they had left.explained that enemies can be recruited, it outright forces you to talk to Dorcas with Lyn.
** The game gives a basic tutorial on [[RelationshipValues Support conversations]], but fails to explain how important [[RelationshipUpgrade S Supports]] are. In particular, the marriage and children system is never explained at all despite it being one of the game's core mechanics. Nothing tells you that the last skill in both parents' skill list is passed down to their child, or that male children can inherit normally female-exclusive skills and vice-versa. It also doesn't tell you that [[spoiler: Chrom ''must'' be married by Chapter 12. If he doesn't have an S Support by then, he will automatically marry the love interest he has the highest support rank with, and if he has no support ranks with any of them by that point, he'll instead marry a faceless NPC, depriving his child out of any potential skills and class change options from her mother.]]
* The tutorial messages of ''VideoGame/FireEmblemNewMysteryOfTheEmblem'' are notorious for being overly loaded with information, with one of the first trying to explain every part of the combat window rather than just the most immediately necessary parts. Ironically, some players have judged it as a pretty good tutorial once the messages are turned off; it even tends to show the player things like the importance of enemy ranges and the way the AI works.



* The tutorial messages of ''VideoGame/FireEmblemNewMysteryOfTheEmblem'' are notorious for being overly loaded with information, with one of the first trying to explain every part of the combat window rather than just the most immediately necessary parts. Ironically, some players have judged it as a pretty good tutorial once the messages are turned off; it even tends to show the player things like the importance of enemy ranges and the way the AI works.
* Thanks to causing a big NewbieBoom, ''VideoGame/FireEmblemAwakening'' was many people's first ''Fire Emblem'' game. Since this was largely unexpected by the developers, its tutorial isn't very newcomer-friendly in a few respects.
** While the game does explain that [[TacticalRockPaperScissors flying units are weak against bows]], it doesn't explain just ''how'' deadly that weakness is. Unlike elemental weaknesses in most Eastern [=RPGs=], weakness in Fire Emblem ''triples'' the weapon's attack power before calculating Defense, and on a class as fragile as Pegasus Knights this means bows are a OneHitKill most of the time. As a result, many new players get Sumia killed in her debut map.
** While the game does give a recruitment tutorial in Chapter 3, it only covers allied "green units". The tutorial says nothing about enemy units being recruitable, which trips many new players up with Gaius in Chapter 6 and Tharja in Chapter 9. While the game does hint that these characters could join your side (Chapter 6 begins with Gaius having a monologue about how this is NotWhatISignedOnFor), the fact that you have to talk to them with Chrom isn't obvious to a new player, and both Gaius and Tharja will attack like any other enemy and possibly get themselves killed before you can talk to them. Compare this to the recruitment tutorial in ''VideoGame/FireEmblemTheBlazingBlade'', which not only explained that enemies can be recruited, it outright forces you to talk to Dorcas with Lyn.
** The game gives a basic tutorial on [[RelationshipValues Support conversations]], but fails to explain how important [[RelationshipUpgrade S Supports]] are. In particular, the marriage and children system is never explained at all despite it being one of the game's core mechanics. Nothing tells you that the last skill in both parents' skill list is passed down to their child, or that male children can inherit normally female-exclusive skills and vice-versa. It also doesn't tell you that [[spoiler: Chrom ''must'' be married by Chapter 12. If he doesn't have an S Support by then, he will automatically marry the love interest he has the highest support rank with, and if he has no support ranks with any of them by that point, he'll instead marry a faceless NPC, depriving his child out of any potential skills and class change options from her mother.]]

to:

* The tutorial messages of ''VideoGame/FireEmblemNewMysteryOfTheEmblem'' are notorious for being overly loaded with information, with one of Due to a clumsy and incomplete fan translation, the first trying to explain every part of chapter that introduces the combat window rather than just the most immediately necessary parts. Ironically, some Escape mechanic in ''VideoGame/FireEmblemThracia776'' notoriously ended up giving players the exact opposite impression. Leif claims "When I escape, everyone else does!", which sounds like you only need to have judged it as a pretty good tutorial once Leif escape the messages are turned off; it even tends to show the player things like the importance of enemy ranges and the way the AI works.
* Thanks to causing a big NewbieBoom, ''VideoGame/FireEmblemAwakening''
chapter. What he was many people's first ''Fire Emblem'' game. Since this actually saying (which future translations fixed) was largely unexpected basically "I'll only escape when everyone else has!" This is because in Escape chapters, any unit who hasn't escaped before Leif is treated as having been captured by the developers, its tutorial isn't very newcomer-friendly in a few respects.
** While
enemy, removing them from the game does explain that [[TacticalRockPaperScissors flying units are weak against bows]], it doesn't explain just ''how'' deadly that weakness is. Unlike elemental weaknesses in most Eastern [=RPGs=], weakness in Fire Emblem ''triples'' the weapon's attack power before calculating Defense, and on a class as fragile as Pegasus Knights this means bows are a OneHitKill army for most of the time. As a result, game. Needless to say, many new blind players get Sumia killed in her debut map.
** While the game does give a recruitment tutorial in Chapter 3, it only covers allied "green units". The tutorial says nothing about enemy units
of that particular translation ended up being recruitable, which trips many new players up with Gaius in Chapter 6 surprised when they started the next chapter and Tharja in Chapter 9. While the game does hint discovered that these characters could join your side (Chapter 6 begins with Gaius having a monologue about how this is NotWhatISignedOnFor), Leif was now the fact that you have to talk to them with Chrom isn't obvious to a new player, and both Gaius and Tharja will attack like any other enemy and possibly get themselves killed before you can talk to them. Compare this to the recruitment tutorial in ''VideoGame/FireEmblemTheBlazingBlade'', which not only explained that enemies can be recruited, it outright forces you to talk to Dorcas with Lyn.
** The game gives a basic tutorial on [[RelationshipValues Support conversations]], but fails to explain how important [[RelationshipUpgrade S Supports]] are. In particular, the marriage and children system is never explained at all despite it being one of the game's core mechanics. Nothing tells you that the last skill in both parents' skill list is passed down to their child, or that male children can inherit normally female-exclusive skills and vice-versa. It also doesn't tell you that [[spoiler: Chrom ''must'' be married by Chapter 12. If he doesn't have an S Support by then, he will automatically marry the love interest he has the highest support rank with, and if he has no support ranks with any of them by that point, he'll instead marry a faceless NPC, depriving his child out of any potential skills and class change options from her mother.]]
unit they had left.



* As evidenced by the page quote, a major complaint of ''[[VideoGame/TheWitcher2AssassinsOfKings The Witcher II: Assassins of Kings]]'' is the fact that the tutorial simply dumps you into a battle with limited explanation of the mechanics involved in combat, thus leading it to be accused of being a GuideDangIt by others.
** The game does come with an unusually thorough instructions manual which makes a tutorial largely unnecessary. Of course most people today are not accustomed to using manuals.
** Improved in patch 2.0, which includes a mini-adventure that explains things like alchemy, the quick menu, targeting, signs and a few combat tactics - though this in itself was an issue for some people, as in a few cases the tutorial would not trigger abilities you needed to continue, locking the player.

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* As evidenced by the page quote, a major complaint of ''[[VideoGame/TheWitcher2AssassinsOfKings The Witcher II: Assassins of Kings]]'' is the fact that the ''VideoGame/DarkestDungeon'''s tutorial simply dumps has some bits where they apparently changed the game interface and forgot to update the instructions.
** The most obvious one is where it tells
you into a battle with limited explanation to "click the crest" to return to the Hamlet, which has had many first-time players trying to click on either the big crest that appears in the middle of the mechanics involved screen or the crests you acquire as loot; you're actually supposed to click the "Quest Complete" seal in combat, thus leading the upper left corner, which is ''not'' crest-shaped.
** Another example is the tutorial's description of Resolve Level -
it to makes it sound like high Resolve reduces Stress. It doesn't; high level heroes suffer Stress at the same rate as everyone else, faster even because high-level enemies have stronger Stress attacks. (Low level heroes suffer extra Stress in high level quests, but they shouldn't be accused of being going into high level quests anyway so that's largely a GuideDangIt by others.
moot point.)
** The game does come with an unusually thorough instructions manual which makes a tutorial largely unnecessary. Of course most people today are not accustomed to using manuals.
** Improved in patch 2.0, which includes
also has a mini-adventure bad habit of withholding information that explains things like alchemy, the quick menu, targeting, signs and a few combat tactics - though this in itself was an issue for some people, as in a few cases the tutorial would not trigger abilities have been useful earlier - e.g. it won't tell you needed to continue, locking the player.that you can flee from combats until after ''one of your heroes gets killed'', in a game where you can't just reload a save and try again.



* The tutorial of ''VideoGame/TheElderScrollsIIDaggerfall'' fails primarily by psyching you out. The last three 'lessons' never actually appear, due to a bug. What they tell you isn't ''that'' necessary (it's not all that hard to figure out on your own), but the lesson before the bug kicks in explicitly tells you there's another lesson coming up...



* ''VideoGame/Fallout2'' starts off with the infamous Temple of Trials, which was slapped together in a few days after the publishers demanded a tutorial at the eleventh hour of the dev cycle. First of all, if you're not a melee weapon or unarmed character, you're in trouble; the only weapon you get is a spear, and if you aren't built for melee combat, you'll miss most of your strikes. Adding to this, the only healing item you get is Healing Powder, which lowers your perception (and thus accuracy) when you use it. As for the temple itself, you have to fight your way through ants and scorpions, evade traps, pick a lock, blow up a door, and get a key from a local tough guy (either by winning a fistfight, stealing the key, or talking him down). The problem is, the game ''doesn't tell you how to do any of this'', leaving many first-time players fumbling with the interface until they find the solution by blind luck. While the Temple is significantly more bearable if you know what you're doing, it's also unskippable, making it loathed by veterans for being a dull slog.



* The tutorial of ''VideoGame/TheElderScrollsIIDaggerfall'' fails primarily by psyching you out. The last three 'lessons' never actually appear, due to a bug. What they tell you isn't ''that'' necessary (it's not all that hard to figure out on your own), but the lesson before the bug kicks in explicitly tells you there's another lesson coming up...
* ''VideoGame/Fallout2'' starts off with the infamous Temple of Trials, which was slapped together in a few days after the publishers demanded a tutorial at the eleventh hour of the dev cycle. First of all, if you're not a melee weapon or unarmed character, you're in trouble; the only weapon you get is a spear, and if you aren't built for melee combat, you'll miss most of your strikes. Adding to this, the only healing item you get is Healing Powder, which lowers your perception (and thus accuracy) when you use it. As for the temple itself, you have to fight your way through ants and scorpions, evade traps, pick a lock, blow up a door, and get a key from a local tough guy (either by winning a fistfight, stealing the key, or talking him down). The problem is, the game ''doesn't tell you how to do any of this'', leaving many first-time players fumbling with the interface until they find the solution by blind luck. While the Temple is significantly more bearable if you know what you're doing, it's also unskippable, making it loathed by veterans for being a dull slog.
* ''VideoGame/DarkestDungeon'''s tutorial has some bits where they apparently changed the game interface and forgot to update the instructions.
** The most obvious one is where it tells you to "click the crest" to return to the Hamlet, which has had many first-time players trying to click on either the big crest that appears in the middle of the screen or the crests you acquire as loot; you're actually supposed to click the "Quest Complete" seal in the upper left corner, which is ''not'' crest-shaped.
** Another example is the tutorial's description of Resolve Level - it makes it sound like high Resolve reduces Stress. It doesn't; high level heroes suffer Stress at the same rate as everyone else, faster even because high-level enemies have stronger Stress attacks. (Low level heroes suffer extra Stress in high level quests, but they shouldn't be going into high level quests anyway so that's largely a moot point.)
** The tutorial also has a bad habit of withholding information that would have been useful earlier - e.g. it won't tell you that you can flee from combats until after ''one of your heroes gets killed'', in a game where you can't just reload a save and try again.

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* As evidenced by the page quote, a major complaint of ''[[VideoGame/TheWitcher2AssassinsOfKings The Witcher II: Assassins of Kings]]'' is the fact that the tutorial of ''VideoGame/TheElderScrollsIIDaggerfall'' fails primarily by psyching simply dumps you out. The last three 'lessons' never actually appear, due to into a bug. What they tell you isn't ''that'' necessary (it's not all that hard to figure out on your own), but the lesson before the bug kicks in explicitly tells you there's another lesson coming up...
* ''VideoGame/Fallout2'' starts off
battle with limited explanation of the infamous Temple mechanics involved in combat, thus leading it to be accused of Trials, being a GuideDangIt by others.
** The game does come with an unusually thorough instructions manual
which was slapped together in a few days after the publishers demanded makes a tutorial at the eleventh hour of the dev cycle. First of all, if you're not a melee weapon or unarmed character, you're in trouble; the only weapon you get is a spear, and if you aren't built for melee combat, you'll miss largely unnecessary. Of course most of your strikes. Adding people today are not accustomed to this, the only healing item you get is Healing Powder, using manuals.
** Improved in patch 2.0,
which lowers your perception (and thus accuracy) when you use it. As includes a mini-adventure that explains things like alchemy, the quick menu, targeting, signs and a few combat tactics - though this in itself was an issue for some people, as in a few cases the temple itself, you have to fight your way through ants and scorpions, evade traps, pick a lock, blow up a door, and get a key from a local tough guy (either by winning a fistfight, stealing the key, or talking him down). The problem is, the game ''doesn't tell you how to do any of this'', leaving many first-time players fumbling with the interface until they find the solution by blind luck. While the Temple is significantly more bearable if you know what you're doing, it's also unskippable, making it loathed by veterans for being a dull slog.
* ''VideoGame/DarkestDungeon'''s
tutorial has some bits where they apparently changed the game interface and forgot to update the instructions.
** The most obvious one is where it tells you to "click the crest" to return to the Hamlet, which has had many first-time players trying to click on either the big crest that appears in the middle of the screen or the crests you acquire as loot; you're actually supposed to click the "Quest Complete" seal in the upper left corner, which is ''not'' crest-shaped.
** Another example is the tutorial's description of Resolve Level - it makes it sound like high Resolve reduces Stress. It doesn't; high level heroes suffer Stress at the same rate as everyone else, faster even because high-level enemies have stronger Stress attacks. (Low level heroes suffer extra Stress in high level quests, but they shouldn't be going into high level quests anyway so that's largely a moot point.)
** The tutorial also has a bad habit of withholding information that
would have been useful earlier - e.g. it won't tell not trigger abilities you that you can flee from combats until after ''one of your heroes gets killed'', in a game where you can't just reload a save and try again.needed to continue, locking the player.
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[[folder:Edutainment]]
* ''VideoGame/{{Duolingo}}:'' When it comes to smaller courses that lack Tips, a commonly-cited problem is that, while the course does try to explain some things, it often relies on explaining the "how", but rarely the "why" of translations — in other words, it tries to make you learn the grammar of your new language through brute force repetition until you get it. At worst, it may demand one sentence structure in one question before demanding another structure in the next, all without giving any indication it needs to change or why the previous one is now unacceptable. Certain courses are so notorious that users have seen the need to write multi-part guides into the forum because Duo just is ''that'' vague about why you got it wrong. A couple of specific examples:
** The Indonesian course tells you that ''aku'' and ''saya'' mean I, and ''kamu'' and ''anda'' mean you, but does not say which ones are formal or informal, and where one should use which.
** In Welsh, you learn that both ''bwyta'' and ''fwyta'' mean eat, but it's never explained which one is used in which context, and the course will ding you for using the wrong one.
[[/folder]]
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* ''VideoGame/Fallout2'' starts off with an infamously bad tutorial level, made worse by being unskippable. To begin with, you start off with only melee weapons and you can't acquire any firearms in the dungeon. If you don't have a melee/unarmed-based character, tough luck; you're either going to have to run from every encounter or resign yourself to missing a lot. Even worse, the game gives you ''absolutely no explanation'' on how to use any of the various game mechanics it requires you to use throughout the dungeon. This lack of communication to the player is especially bad at the end of the dungeon when you meet a person called Cameron, who orders you to fight him to complete the trial, resulting in an extremely tough hand-to-hand fight. At no point does the game tell you that you also have the option to either talk him out of the fight or use your pickpocket or lockpicking skills to open the door behind him. Even if you manage to figure this out somehow, chances are that your stats in these skills are too low for you to succeed on your first attempt, forcing you to use SaveScumming to proceed, or if you forgot to save, start the game all over again.

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* ''VideoGame/Fallout2'' starts off with an infamously bad the infamous Temple of Trials, which was slapped together in a few days after the publishers demanded a tutorial level, made worse by being unskippable. To begin with, you start off with only melee weapons and you can't acquire any firearms in at the dungeon. If you don't have a melee/unarmed-based character, tough luck; eleventh hour of the dev cycle. First of all, if you're either going not a melee weapon or unarmed character, you're in trouble; the only weapon you get is a spear, and if you aren't built for melee combat, you'll miss most of your strikes. Adding to this, the only healing item you get is Healing Powder, which lowers your perception (and thus accuracy) when you use it. As for the temple itself, you have to run fight your way through ants and scorpions, evade traps, pick a lock, blow up a door, and get a key from every encounter a local tough guy (either by winning a fistfight, stealing the key, or resign yourself to missing a lot. Even worse, talking him down). The problem is, the game gives you ''absolutely no explanation'' on how to use any of the various game mechanics it requires you to use throughout the dungeon. This lack of communication to the player is especially bad at the end of the dungeon when you meet a person called Cameron, who orders you to fight him to complete the trial, resulting in an extremely tough hand-to-hand fight. At no point does the game ''doesn't tell you that you also have how to do any of this'', leaving many first-time players fumbling with the option to either talk him out of interface until they find the fight or use your pickpocket or lockpicking skills to open solution by blind luck. While the door behind him. Even Temple is significantly more bearable if you manage to figure this out somehow, chances are that your stats in these skills are too low know what you're doing, it's also unskippable, making it loathed by veterans for you to succeed on your first attempt, forcing you to use SaveScumming to proceed, or if you forgot to save, start the game all over again.being a dull slog.

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* ''VideoGame/ProjectZomboid''[='=]s first tutorial was almost legendary in how bad it was, actively failing to teach several of the basics while also passive-aggressively mocking the player for even placing their trust in a tutorial. The new tutorial later added to the game was much better at actually teaching the player the basics, but hasn't been updated all that much to keep up with all the ''new'' basics added since it was implemented, so the player is completely on their own for things like proper looting and storage or learning how to work with vehicles.



* ''VideoGame/{{Dishonored}}'' has a heavy emphasis on stealth (including near perfect use being required for the GoodEnding), as well as heavy on tutorials, but very light only teaching the players how to do stealth.

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* ''VideoGame/{{Dishonored}}'' has a heavy emphasis on stealth (including near perfect use being required for the GoodEnding), as well as heavy on tutorials, but it's very light only teaching the players on tutorials on how to do stealth.be stealthy.

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not true, at least for going to the codec screen TTS actually told you what buttons to hit


* ''VideoGame/MetalGearSolidTheTwinSnakes'' was fairly light on {{Forced Tutorial}}s. Thankfully so because all the tutorials were absolutely worthless. Rather than tell you which buttons to actually press to perform actions, Snake would simply be told things like "to shoot, press the shoot button" or "to use the codec press the codec button". In other words, "[[BuffySpeak to do a thing, do the thing]]". Of course you could pop open the manual to find out which button was which, but if you were referencing the manual you [[Catch22Dilemma wouldn't need the tutorials]]. Note that this only applied to the UsefulNotes/GameCube remaster; the original ''VideoGame/MetalGearSolid'' would tell you "press square to shoot" or "press select for the codec".



** ''Player's Handbook II'' recommends Duskblades use Twilight armor (which reduces an armor's possibility of causing a spell to fail). Duskblades ignore ASF entirely as long as its of the right class of armor (Light, medium, heavy).

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** ''Player's Handbook II'' recommends Duskblades use Twilight armor (which reduces an armor's possibility of causing a spell to fail). Duskblades ignore ASF entirely as long as its it's of the right class of armor (Light, medium, heavy).
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* ''VideoGame/FinalFantasyVII'' gives the player some infamously poor advice in its very first boss fight, owing to the game's poor translation: When the boss goes into a defensive stance, the game will tell you to "Attack while it's[[YouMakeMeSic [=[sic]=]]] tail's up!" "It's going to counterattack with its laser!" This is ''supposed'' to be an if-then statement (as in, "if you attack while its tail's up, it will counterattack with its laser"), but thanks to each sentence being in a separate text box, it's very easy to misinterpret it as advice followed by an explanation (as in "start attacking while its tail's up, because it's about to use its laser"), which is the exact opposite thing. This is meant to be the game's tutorial on how the battle system moves in real-time; what you're supposed to do is delay your actions or heal until the boss lowers its tail, then start attacking it again, which will make the fight pretty trivial. Instead, many players rush into the boss and endure its highly powerful counterattacks, making the fight much harder than it's supposed to be.

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* ''VideoGame/FinalFantasyVII'' gives the player some infamously poor advice in its very first boss fight, owing to the game's poor translation: When the boss goes into a defensive stance, the game will tell you to "Attack while it's[[YouMakeMeSic [=[sic]=]]] it's[sic] tail's up!" "It's going to counterattack with its laser!" This is ''supposed'' to be an if-then statement (as in, "if you attack while its tail's up, it will counterattack with its laser"), but thanks to each sentence being in a separate text box, it's very easy to misinterpret it as advice followed by an explanation (as in "start attacking while its tail's up, because it's about to use its laser"), which is the exact opposite thing. This is meant to be the game's tutorial on how the battle system moves in real-time; what you're supposed to do is delay your actions or heal until the boss lowers its tail, then start attacking it again, which will make the fight pretty trivial. Instead, many players rush into the boss and endure its highly powerful counterattacks, making the fight much harder than it's supposed to be.
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Note that not every case of not explaining everything is a Tutorial Failure; in many games figuring out what you're supposed to do is part of the gameplay. This is about those cases where the game ''tried'' to explain things, but did a poor job of it.

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Note that not every case of not explaining everything is a Tutorial Failure; in many games figuring out what you're supposed to do is part of the gameplay. This is about those cases where the game ''tried'' to explain things, but did a poor job of it.
it. As well, the ability to lose the game during a tutorial does not necessarily constitute a Tutorial Failure.

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** One notable disaster of a pre-built example character is the sample Malconvoker in ''Complete Scoundrel''. Rather than wearing the heavy armor that clerics are known for, he wears heavily magically-enhanced leather armor that is far less protective ''and'' far more expensive. Despite being in a summoning-focused prestige class and having [[SquishyWizard mediocre Strength, bad Constitution, and no strong buff spells prepared]], he seems to have spent most of his money on an expensive melee weapon. He maxes out Charisma (the stat used for Turn Undead) enough to memorize Eagle's Splendor, and then enters a class that doesn't advance Turn Undead--in exchange, his Wisdom (the stat he uses to cast his summoning spells) is a paltry 14, meaning he can't even cast his higher-level spells. He also apparently took eight levels in cleric before entering, when the class can be entered with only five, and took the Iron Will feat, a feat designed to boost his best save.

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** One notable disaster of a pre-built example character is the sample Malconvoker in ''Complete Scoundrel''. Rather than wearing the heavy armor that clerics are known for, he wears heavily magically-enhanced leather armor that is far less protective ''and'' far more expensive. Despite being in a summoning-focused prestige class and having [[SquishyWizard mediocre Strength, bad Constitution, and no strong buff spells prepared]], he seems to have spent most of his money on an expensive melee weapon. He maxes out Charisma (the stat used for Turn Undead) enough to memorize Eagle's Splendor, and then enters a class that doesn't advance Turn Undead--in exchange, his Wisdom (the stat he uses to cast his summoning spells) is a paltry 14, meaning he can't even cast his higher-level spells. He also apparently took eight levels in cleric before entering, when the class can be entered with only five, and took the Iron Will feat, which does nothing but provide a feat designed small bonus to boost what's already his best save.
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* ''VideoGame/DarkSoulsI'' is far from a hand-holdy sort of game, but the opening stage in the Northern Asylum does do a good job of walking you through the basics of how to play through developer messages left on the floor to read as you pass. However one thing that was inexplicably left out was how to jump[[note]]tap the dodge button again while running, which is done by holding down the dodge button itself[[/note]], which is mentioned ''nowhere'' in the game. Admittedly there are no points where jumping is actually ''essential'' to complete the game, but there is a lot of optional stuff you need it to get, including a Ring of Sacrifice in the very first area after you leave the Northern Asylum (and a special merchant also moves to the same place later on).

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* ''VideoGame/DarkSoulsI'' is far from a hand-holdy sort of game, but the opening stage in the Northern Asylum does do a good job of walking you through the basics of how to play through developer messages left on the floor to read as you pass. However one thing that was inexplicably left out was how to jump[[note]]tap jump.[[note]]tap the dodge button again while running, which is done by holding down the dodge button itself[[/note]], itself[[/note]] which is mentioned ''nowhere'' in the game. Admittedly there are no points where jumping is actually ''essential'' to complete the game, but there is a lot of optional stuff you need it to get, including a Ring of Sacrifice in the very first area after you leave the Northern Asylum (and a special merchant also moves to the same place later on).

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** There are more than a few cases of pre-built model [=NPCs=] for prestige classes that outright cannot qualify for the prestige class in question. For instance, the book ''Complete Psionic'' gives an example Anarchic Initiate who apparently qualified for the class through five levels in Wilder. While the Initiate was clearly designed with Wilder in mind, the class requires decent ranks in Knowledge (the planes), which is not a Wilder class skill; a pure-class Wilder with no other tricks can't qualify until after 13th level. (This is, admittedly, mostly poor design on the part of the Initiate.)
** One notable disaster of a pre-built example character is the sample Malconvoker in ''Complete Scoundrel''. Rather than wearing the heavy armor that clerics are known for, he wears heavily magically-enhanced leather armor that is far less protective ''and'' far more expensive. Despite being in a summoning-focused prestige class and having [[SquishyWizard mediocre Strength, bad Constitution, and no strong buff spells prepared]], he seems to have spent most of his money on an expensive melee weapon. He maxes out Charisma (the stat used for Turn Undead) enough to memorize Eagle's Splendor, and then enters a class that doesn't advance Turn Undead--in exchange, his Wisdom (the stat he uses to cast his summoning spells) is a paltry 14, meaning he can't even cast his higher-level spells. He also apparently took eight levels in cleric before entering, when the class can be entered with only five, and took the Iron Will feat, a feat designed to boost his best save.

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{{Video game tutorial}}s are meant to quickly and easily improve the player's comprehension of the game he or she is playing. Ideally, they should explain everything the player needs to know to play the game without hand-holding. They should be succinct and easy to follow. But what happens when a tutorial fails to do its job?

Then you've got a Tutorial Failure.

This trope is for those tutorials which do a completely inadequate job of what they're supposed to do -- the kind that leave the player frustrated that they can't perform that seemingly-simple move, or wrap their heads around a gameplay system which seems straightforward. Either this tutorial contains misleading or false information or fails to mention some vital aspect of gameplay. Perhaps it's because of a BlindIdiotTranslation; perhaps it's because the game swamps the player with [[InfoDump mounds of text]] right out of the gate and expects them to remember everything immediately; or, maybe, the tutorial tries to simplify a complex game mechanic into a "rule of thumb" which ends up being more of a hindrance than a help. Perhaps the tutorial gives advice that is no longer valid after a game patch. Or maybe the tutorial is useful, but a GameBreakingBug exclusive to the tutorial itself prevents you from completing it. Whatever the case, this tutorial just doesn't work. Think of this as a tutorial-induced GuideDangIt. Related to ManualMisprint. If an important gameplay element ought to be in the tutorial but is not, that might result in a NoobBridge.

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{{Video game tutorial}}s are meant to quickly and easily improve the player's comprehension of the game he or she is they're playing. Ideally, they the tutorial should explain everything the player needs about to know to play the game without hand-holding. They The tutorial should be succinct and succinct, easy to follow. follow, and have little risk in getting it wrong until the player is ready to move on.

But what happens when a tutorial fails to do its job?

job? Then you've got a Tutorial Failure.

This trope is for those tutorials which do a completely an inadequate job of what they're supposed to do -- the kind that leave the player frustrated that they can't perform that seemingly-simple seemingly simple move, or wrap their heads around a gameplay system which seems straightforward. Either Perhaps this tutorial contains misleading or false information information, or fails to mention some vital aspect of gameplay. Perhaps it's because of a BlindIdiotTranslation; perhaps it's because the game swamps the player with [[InfoDump mounds of text]] right out of the gate and expects them to remember everything immediately; or, maybe, the tutorial tries to simplify a complex game mechanic into a "rule of thumb" which ends up being more of a hindrance than a help. Perhaps the tutorial gives advice that is no longer valid after a game patch. Or maybe the tutorial is useful, but a GameBreakingBug exclusive to the tutorial itself prevents you from completing it. Whatever the case, this tutorial just doesn't work. do what it's supposed to do, and ends up making the player needlessly frustrated.

Think of this as a tutorial-induced GuideDangIt. Related to ManualMisprint. If an important gameplay element ought to be in the tutorial but is not, that might result in a NoobBridge.

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** The tutorial for the chapter that introduces Florina, your first flying unit, repeatedly brings up how Florina should never, ever, ever be put in range of a bow-user. While this certainly isn't the best idea, it seems to be much less accurate in the English version, which lowered the multiplier of effective weapons from x3 to x2--meaning that Florina honestly doesn't take much more damage from most archers than she does from other enemies. In the Japanese version, an archer with an iron bow and 3 Strength could kill a base-level Florina in a single shot; in the English version, she avoids that threshold with room to spare. It's not a great idea to expose her to damage, but it has more to do with her being somewhat frail at base level than archers being her kryptonite.

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** The tutorial for the chapter that introduces Florina, your first flying unit, repeatedly brings up how Florina should never, ever, ever be put in range of a bow-user. While this certainly isn't the best idea, it seems to be much less accurate in the English version, which lowered the multiplier of effective weapons from x3 to x2--meaning that Florina honestly doesn't take much more damage from most archers than she does from other enemies. In the Japanese version, an archer with an iron bow and 3 Strength could kill a base-level Florina in a single shot; in the English version, she avoids that threshold with room to spare. It's not a great idea to expose her to damage, but it has more to do with her being somewhat frail at base level than archers being her kryptonite. Also, much like Sain, it gives players the impression that Florina is bad, when she's actually one of the strongest characters in the game, especially if she has access to Lyn Mode XP to let her snowball out of control.
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** When the game was announced for a Remaster in 2020, fans had hoped they would fix this. They did not.
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*''VideoGame/TeamFortress2'''s oft-forgotten Training Mode is notorious for how useless it is. It doesn't give any ''bad'' information per se, but what it does tell you is woefully inadequate for actually playing the game. Only four of the game's nine classes are included, and even then the game makes no attempt to teach you about important mechanics like how to RocketJump as Soldier and Demoman, the importance of Engineer's Dispenser and Teleporters, or ''any'' of [[MechanicallyUnusualFighter Spy's]] nuances. It also hasn't been updated to keep up with the decade's worth of new content and mechanics that have since been added, giving the impression that Valve forgot about the tutorial mode just as fast as the players did.
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* Good luck finding your way through the desert in ''VideoGame/BreathOfFire3'' following the in-game instructions: the initial instructions to get through it are correct, but the ones given in your camp are wrong, and due to the sheer length of the segment, it's almost guaranteed you'll have to quit the game at some point during it and end up reading the wrong set of instructions when you come back later. Made worse by the penalty for failure; mess around in the desert too much and your party's max HP will be reduced ''permanently'' with every step.
** However, if you follow the ''wrong'' directions, you are lead to one of the best armor suits in the game. It's not really a case of tutorial failure, but rather someone ''writing east instead of west'', which is entirely legitimate (and he ''tells'' you the right directions at the beginning of the segment and whenever you talk to him afterwards). And if you look around a bit, there's actually a way to skip all of it (albeit by [[GuideDangIt aligning yourself with a seemingly pointless star]]).

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* Good luck finding your way through the desert in ''VideoGame/BreathOfFire3'' ''VideoGame/BreathOfFireIII'' following the in-game instructions: the initial instructions to get through it are correct, but the ones given in your camp are wrong, and due to the sheer length of the segment, it's almost guaranteed you'll have to quit the game at some point during it and end up reading the wrong set of instructions when you come back later. Made worse by the penalty for failure; mess around in the desert too much and your party's max HP will be reduced ''permanently'' with every step.
** However, if you follow the ''wrong'' directions, you are lead led to one of the best armor suits in the game. It's not really a case of tutorial failure, but rather someone ''writing east instead of west'', which is entirely legitimate (and he ''tells'' you the right directions at the beginning of the segment and whenever you talk to him afterwards). And if you look around a bit, there's actually a way to skip all of it (albeit by [[GuideDangIt aligning yourself with a seemingly pointless star]]).
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Added an example of Destiny's tutorial, which teaches you how to destroy mines that do not appear in the rest of the campaign.

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* ''VideoGame/{{Destiny}}'' has a fairly thorough tutorial that oddly includes a section in which you must disarm a hallway full of mines by shooting them without getting too close. These mines do not appear anywhere else in the game except as a grenade thrown by Hunters, which is only a concern in PVP, and even then you'd never find enough to fill a hallway, especially since experienced Hunters tend to simply throw them directly at their opponents.
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* ''VideoGame/FinalFantasyVII'' gives the player some infamously poor advice in its very first boss fight, owing to the game's poor translation: When the boss goes into a defensive stance, the game will tell you to "Attack while it's[[YouMakeMeSic [=[sic]=]]] tail's up! It's going to counterattack with its laser!" This is ''supposed'' to be an if-then statement (as in, "if you attack while its tail's up, it will counterattack with its laser"), but thanks to each sentence being in a separate text box, it's very easy to misinterpret it as advice followed by an explanation (as in "start attacking while its tail's up, because it's about to use its laser"), which is the exact opposite thing. This is meant to be the game's tutorial on how the battle system moves in real-time; what you're supposed to do is delay your actions or heal until the boss lowers its tail, then start attacking it again, which will make the fight pretty trivial. Instead, many players rush into the boss and endure its highly powerful counterattacks, making the fight much harder than it's supposed to be.

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* ''VideoGame/FinalFantasyVII'' gives the player some infamously poor advice in its very first boss fight, owing to the game's poor translation: When the boss goes into a defensive stance, the game will tell you to "Attack while it's[[YouMakeMeSic [=[sic]=]]] tail's up! It's up!" "It's going to counterattack with its laser!" This is ''supposed'' to be an if-then statement (as in, "if you attack while its tail's up, it will counterattack with its laser"), but thanks to each sentence being in a separate text box, it's very easy to misinterpret it as advice followed by an explanation (as in "start attacking while its tail's up, because it's about to use its laser"), which is the exact opposite thing. This is meant to be the game's tutorial on how the battle system moves in real-time; what you're supposed to do is delay your actions or heal until the boss lowers its tail, then start attacking it again, which will make the fight pretty trivial. Instead, many players rush into the boss and endure its highly powerful counterattacks, making the fight much harder than it's supposed to be.

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* ''VideoGame/FinalFantasyVII'' gives the player some infamously poor advice in its very first boss fight, owing to the game's poor translation: When the boss goes into a defensive stance, the game will tell you to "Attack while it's[[YouMakeMeSic [=[sic]=]]] tail's up! It's going to counterattack with its laser!" This is ''supposed'' to be an if-then statement (as in, "if you attack while its tail's up, it will counterattack with its laser"), but thanks to each sentence being in a separate text box, it's generally interpreted as advice followed by an explanation, which is the exact opposite thing.
* This is something speedrunners often bemoan about ''VideoGame/KingdomHeartsII''. It has a very deep, complex and well-balanced battle system once you know how everything works... the problem is the game's tutorials are more focused on telling you how to navigate the menus and ''find'' new commands, as opposed to teaching you what the game's many combo abilities, spells, summons and transformations ''actually do''. As a result, many first time players and reviewers come out of the game seeing it as "mash X (and occasionally triangle) to win".

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* ''VideoGame/FinalFantasyVII'' gives the player some infamously poor advice in its very first boss fight, owing to the game's poor translation: When the boss goes into a defensive stance, the game will tell you to "Attack while it's[[YouMakeMeSic [=[sic]=]]] tail's up! It's going to counterattack with its laser!" This is ''supposed'' to be an if-then statement (as in, "if you attack while its tail's up, it will counterattack with its laser"), but thanks to each sentence being in a separate text box, it's generally interpreted very easy to misinterpret it as advice followed by an explanation, explanation (as in "start attacking while its tail's up, because it's about to use its laser"), which is the exact opposite thing.
thing. This is meant to be the game's tutorial on how the battle system moves in real-time; what you're supposed to do is delay your actions or heal until the boss lowers its tail, then start attacking it again, which will make the fight pretty trivial. Instead, many players rush into the boss and endure its highly powerful counterattacks, making the fight much harder than it's supposed to be.
* This is something speedrunners often bemoan about ''VideoGame/KingdomHeartsII''. It has a very deep, complex and well-balanced battle system once you know how everything works... the problem is the game's tutorials are more focused on telling you how to navigate the menus and ''find'' new commands, as opposed to teaching you what the game's many combo abilities, spells, summons and transformations ''actually do''. As a result, many first time players and reviewers come out of the game seeing it as "mash X (and occasionally triangle) to win".win."
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* In the ''VideoGame/{{Kuukiyomi}}'' series, the game only tells the player to control the red object, but not how to control the object/which button controls the object. This is averted in the [[CoOpMultiplayer Considerate It Together Mode]], however.

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* In the ''VideoGame/{{Kuukiyomi}}'' series, the game only tells the player to control the red object, but not how to control the object/which button controls the object. This is averted in the [[CoOpMultiplayer Considerate Consider It Together Mode]], however.
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[[folder:Minigame Game]]
* In the ''VideoGame/{{Kuukiyomi}}'' series, the game only tells the player to control the red object, but not how to control the object/which button controls the object. This is averted in the [[CoOpMultiplayer Considerate It Together Mode]], however.
[[/folder]]
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* ''VideoGame/FinalFantasyVII'' gives the player some infamously poor advice in its very first boss fight, owing to the game's poor translation: When the boss goes into a defensive stance, the game will tell you to "Attack while it's[[MakesMeSic [sic]]] tail's up! It's going to counterattack with its laser!" This is ''supposed'' to be an if-then statement (as in, "if you attack while its tail's up, it will counterattack with its laser"), but thanks to each sentence being in a separate text box, it's generally interpreted as advice followed by an explanation, which is the exact opposite thing.

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* ''VideoGame/FinalFantasyVII'' gives the player some infamously poor advice in its very first boss fight, owing to the game's poor translation: When the boss goes into a defensive stance, the game will tell you to "Attack while it's[[MakesMeSic [sic]]] it's[[YouMakeMeSic [=[sic]=]]] tail's up! It's going to counterattack with its laser!" This is ''supposed'' to be an if-then statement (as in, "if you attack while its tail's up, it will counterattack with its laser"), but thanks to each sentence being in a separate text box, it's generally interpreted as advice followed by an explanation, which is the exact opposite thing.



* Good luck finding your way through the desert in ''VideoGame/BreathOfFire3'' following the in-game instructions: the initial instructions to get through it are correct, but the ones given in your camp are wrong, and due to the sheer length of the segment, it's almost guaranteed you'll have to quit the game at some point during it and end up reading the wrong set of instructions when you come back later. Made worse by the penalty for failure; mess around in the desert too much and your partys' max HP will be reduced ''permanently'' with every step.

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* Good luck finding your way through the desert in ''VideoGame/BreathOfFire3'' following the in-game instructions: the initial instructions to get through it are correct, but the ones given in your camp are wrong, and due to the sheer length of the segment, it's almost guaranteed you'll have to quit the game at some point during it and end up reading the wrong set of instructions when you come back later. Made worse by the penalty for failure; mess around in the desert too much and your partys' party's max HP will be reduced ''permanently'' with every step.

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* ''VideoGame/FinalFantasyVII'' gives the player some infamously poor advice in its very first boss fight, owing to the game's poor translation: When the boss goes into a defensive stance, the game will tell you to "Attack while its tail is up! It's going to counterattack with its laser!" This is ''supposed'' to be an if-then statement, but thanks to each sentence being in a separate text box, it's generally interpreted as advice followed by an explanation, which is the exact opposite thing.

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* ''VideoGame/FinalFantasyVII'' gives the player some infamously poor advice in its very first boss fight, owing to the game's poor translation: When the boss goes into a defensive stance, the game will tell you to "Attack while its tail is it's[[MakesMeSic [sic]]] tail's up! It's going to counterattack with its laser!" This is ''supposed'' to be an if-then statement, statement (as in, "if you attack while its tail's up, it will counterattack with its laser"), but thanks to each sentence being in a separate text box, it's generally interpreted as advice followed by an explanation, which is the exact opposite thing.


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* Due to a clumsy and incomplete fan translation, the chapter that introduces the Escape mechanic in ''VideoGame/FireEmblemThracia776'' notoriously ended up giving players the exact opposite impression. Leif claims "When I escape, everyone else does!", which sounds like you only need to have Leif escape the chapter. What he was actually saying (which future translations fixed) was basically "I'll only escape when everyone else has!" This is because in Escape chapters, any unit who hasn't escaped before Leif is treated as having been captured by the enemy, removing them from the army for most of the game. Needless to say, many blind players of that particular translation ended up being surprised when they started the next chapter and discovered that Leif was now the only unit they had left.

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** The initial fight with Batta, the tutorial WarmUpBoss, demands that you attack him, therefore weathering one attack from him on your turn and opening yourself up to his next attack on his turn, when he can kill Lyn in two hits (he has mediocre accuracy, but that's still about a 10% chance of Lyn dying). Needless to say, without the RNG rigged in your favor as in the tutorial (Lyn only survives due to a forced CriticalHit she'd normally have a very low chance of), this is a good way to start losing units. The smarter strategy would be to wait next to him, let him attack you, and then spend the next turn healing the damage from his attack.

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** The initial fight with Batta, the tutorial WarmUpBoss, demands that you attack him, therefore weathering one attack from him on your turn and opening yourself up to his next attack on his turn, when he can kill Lyn in two hits (he hits. He has mediocre accuracy, but that's still about a 10% chance of Lyn dying). dying on that turn, and that's not counting the fact that he's nearly guaranteed to survive Lyn's attacks. Needless to say, without the RNG rigged in your favor as in the tutorial (Lyn only survives beats him due to a forced CriticalHit she'd normally have a very low chance of), this is a good way to start losing units. The smarter strategy would be to wait next to him, let him attack you, and then spend the next turn healing the damage from his attack.
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* ''VideoGame/Left4Dead'' has its tutorial done on the fly when playing for the first time. As you play, you'll get pop up tips like learning to crouch so teammates can shoot over you, giving other players healing items if their health is low, avoid shooting alarmed cars, and so on. When it comes to playing as the special infected in versus mode, your only pop up "tips" are "Left click to use main skill" and "Right click to swipe at the survivors." You're left to figure out how to play as the infected on your own, which can cause a ton of grief from other players who know how to play properly since a newbie who doesn't know how to play can easily drag the team down. Players always recommend watching video guides on how to play as the infected properly before jumping into versus.

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** The tutorial for the chapter that introduces Florina repeatedly brings up how Florina should never, ever, ever be put in range of a bow-user. While this certainly isn't the best idea, it seems to be much less accurate in the English version, which lowered the multiplier of effective weapons from x3 to x2--meaning that Florina honestly doesn't take much more damage from most archers than she does from other enemies. In the Japanese version, an archer with an iron bow and 3 Strength could kill a base-level Florina in a single shot; in the English version, she avoids that threshold with room to spare. It's not a great idea to expose her to damage, but it has more to do with her being somewhat frail at base level than archers being her kryptonite.
** The game tells you to promote Wallace, a level 12 Knight, into a General. This deprives you of an expensive item that could also be used on two much better units in your army, to pump up the stats of an already overleveled unit who is terribly slow and has a good chance of being unusable in the main campaign.

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** The tutorial for the chapter that introduces Florina Florina, your first flying unit, repeatedly brings up how Florina should never, ever, ever be put in range of a bow-user. While this certainly isn't the best idea, it seems to be much less accurate in the English version, which lowered the multiplier of effective weapons from x3 to x2--meaning that Florina honestly doesn't take much more damage from most archers than she does from other enemies. In the Japanese version, an archer with an iron bow and 3 Strength could kill a base-level Florina in a single shot; in the English version, she avoids that threshold with room to spare. It's not a great idea to expose her to damage, but it has more to do with her being somewhat frail at base level than archers being her kryptonite.
** The game tells you to use the Knight Crest to promote Wallace, a level 12 Knight, into a General. This deprives you of an expensive sellable item that could also be used on two much better units in your army, to pump up the stats of an already overleveled unit who is terribly slow and and, under certain circumstances, has a good chance of being unusable in the main campaign.campaign.
* The tutorial messages of ''VideoGame/FireEmblemNewMysteryOfTheEmblem'' are notorious for being overly loaded with information, with one of the first trying to explain every part of the combat window rather than just the most immediately necessary parts. Ironically, some players have judged it as a pretty good tutorial once the messages are turned off; it even tends to show the player things like the importance of enemy ranges and the way the AI works.
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[[quoteright:349:[[VideoGame/{{Cuphead}} https://static.tvtropes.org/pmwiki/pub/images/cuphead_fixed_tutorial.png]]]]
[[caption-width-right:349: Top: The in-game tutorial.\\
Bottom: Stuff that should've been in the in-game tutorial.]]
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[[quoteright:350:[[VideoGame/{{Cuphead}} https://static.tvtropes.org/pmwiki/pub/images/cuphead_fixed_tutorial.png]]]]
[[caption-width-right:350: Top: The in-game tutorial.\\

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[[quoteright:350:[[VideoGame/{{Cuphead}} [[quoteright:349:[[VideoGame/{{Cuphead}} https://static.tvtropes.org/pmwiki/pub/images/cuphead_fixed_tutorial.png]]]]
[[caption-width-right:350: [[caption-width-right:349: Top: The in-game tutorial.\\
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[[quoteright:350:[[VideoGame/{{Cuphead}} https://static.tvtropes.org/pmwiki/pub/images/cuphead_fixed_tutorial.png]]]]
[[caption-width-right:350: Top: The in-game tutorial.\\
Bottom: Stuff that should've been in the in-game tutorial.]]
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* ''VideoGame/XenobladeChronicles2'' has tutorials that fail to explain many of the more complicated mechanics (such as Driver Combos multiplying most other sources of damage while they're active, to a significant degree) and give false or misleading information about the simpler ones. (Such as claiming higher levels of Field Skills get you better items from gather spots. They don't, they just get you ''more'' items but the types of items and their odds are the same) It's to the point where the tutorials have driven many potential players away from the game.

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