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* DifficultySpike: The post-game puzzles are much harder than the previous ones you encounter. Fairly justified as they're meant for more experienced players.

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* DifficultySpike: The post-game puzzles are much harder than the previous ones you encounter. Fairly justified as they're meant for more experienced players.And hidden well enough you may not know they exist without a guide.



* EmptyRoomPsych: A few rooms serve no real purpose, despite being packed with [[RedHerring many intriguing things to see]]. (No, there's no way to safely get the apple from the cage in the mosaic room, or play the broken harp in the harp chamber.) There are also a couple of doors that can't be opened, no matter what you do. Unlike many examples in the genre, this is done intentionally, and [[TropesAreNotBad only adds to the mystery of the game.]]

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* EmptyRoomPsych: A few rooms serve no real purpose, despite being packed with [[RedHerring many intriguing things to see]]. (No, there's no way to safely get the apple from the cage in the mosaic room, or play the broken harp in the harp chamber.) There are also a couple of doors that can't be opened, no matter what you do. Unlike many examples in the genre, this is done intentionally, and [[TropesAreNotBad only adds to the mystery of the game.]]



* FeaturelessProtagonist: A rare [[JustifiedTrope justified example]], [[spoiler:as you have to gather your memories before you can recall what you look like. This is averted after that point.]]

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* FeaturelessProtagonist: A rare [[JustifiedTrope justified example]], [[spoiler:as [[spoiler:As you have to gather your memories before you can recall what you look like. This is averted after that point.reflect in the mirror.]]



* GottaCatchEmAll: The masks. [[spoiler:Alchemy materials also.]]

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* GottaCatchEmAll: The masks. [[spoiler:Alchemy materials also.And the mask shred. [[spoiler:And the celestial objects.]]



* AnIcePerson: The white berries can be used to freeze things.



* NintendoHard: The Tutorial Mode, and in general the first half of the game are very easy by IF standards. The post-game sequences return the genre to its routes, with very tricky platforming, hidden functions of rooms that are only teased at by paying careful attention to their descriptions, and finding the six secret objects of power to receive access to the secret endings. The rotating planet platform puzzle is particularly challenging and requires precise timing. And just in case that wasn't enough for you, there's also a Hard Mode that can be triggered at the beginning of the game, that makes the puzzles even more complicated.

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* NintendoHard: The Tutorial Mode, and in general the first half of the game are very easy by IF standards. The post-game sequences return the genre to its routes, with very tricky platforming, hidden functions of rooms that are only teased at by paying careful attention to their descriptions, and finding the six secret objects of power to receive access to the secret endings. The rotating planet platform puzzle is particularly challenging and requires precise timing. And just in case that wasn't enough for you, there's also a Hard Mode that can be triggered at rearranges the beginning locations of the game, that makes objects to make the puzzles even more complicated.


''The Dreamhold'' is an InteractiveFiction game specifically designed by Andrew Plotkin to [[GatewaySeries introduce new players to the genre]] by providing a "tutorial voice" to guide them through the general mechanisms and gist of the game and making the puzzles relatively basic for people unfamiliar with IF tropes.

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''The Dreamhold'' is an InteractiveFiction game specifically designed by Andrew Plotkin Creator/AndrewPlotkin to [[GatewaySeries introduce new players to the genre]] by providing a "tutorial voice" to guide them through the general mechanisms and gist of the game and making the puzzles relatively basic for people unfamiliar with IF tropes.


* AnIcePerson: Once you get the white berries.


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* AnIcePerson: The white berries can be used to freeze things.


* EndlessCorridor: A spell has been placed on one hallway to go on forever unless the right dispell is known. The stairs in the dim shed are [[AbsurdlyLongStaircase a different example]], as there are far more stairs when going up when going down, but they do eventually end.

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* EndlessCorridor: A spell has been placed on one hallway to go on forever unless the right dispell is known. The stairs in the dim shed are [[AbsurdlyLongStaircase [[AbsurdlyLongStairway a different example]], as there are far more stairs when going up when going down, but they do eventually end.


* EndlessCorridor: A spell has been placed on one hallway to go on forever unless the right dispell is known. The stairs in the dim shed are a different example, as there are far more stairs when going up when going down, but do eventually end.

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* EndlessCorridor: A spell has been placed on one hallway to go on forever unless the right dispell is known. The stairs in the dim shed are [[AbsurdlyLongStaircase a different example, example]], as there are far more stairs when going up when going down, but they do eventually end.


* ChekovsGun: The room you wake up in, and the hole you exit from.

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* ChekovsGun: ChekhovsGun: The room you wake up in, and the hole you exit from.

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* WhereItAllBegan: One ending brings the player to the same cell the player began.

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* GottaCatchEmAll: The masks. [[spoiler:Alchemy materials also.]]

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* MysticalWhiteHair: A flashback shows that the wizard had silver hair even as a child.


* ArchMage: The Grey Wizard is strongly implied to be one of these.

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* ArchMage: TheArchmage: The Grey Wizard is strongly implied to be one of these.

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* BlackoutBasement: Everything north of the Natural Passageway is too dark without a torch.


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* EndlessCorridor: A spell has been placed on one hallway to go on forever unless the right dispell is known. The stairs in the dim shed are a different example, as there are far more stairs when going up when going down, but do eventually end.


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* IncredibleShrinkingMan: A golden flower will cause the player to shrink and go under the tub in which the flower sits.


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* SchmuckBait: The pit in which the player is allowed to descend is repeatedly stated to be dangerous, with sides and are [[spoiler: usually]] either very hot or very wet or very slick. Indeed, if you descend until the walls are nearly vertical, you will die, wit the narrator saying "we're both at fault here." [[spoiler: However, an optional item to get the second ending requires you to brave it.]]


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* ViolationOfCommonSense: You are lost in the dark, without a torch. The only way to exit is to search for light and head towards it. [[spoiler: However, what happens when you go opposite the light?]]


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* YouWakeUpInARoom: It's unabashed about using this cliche, but accepts it as a useful part of world building.

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* AnIcePerson: Once you get the white berries.


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* ChekovsGun: The room you wake up in, and the hole you exit from.


* HowDoYouLikeThemApples: The mosaic room has a "single perfect red apple" in a cage. The apple has no real function and is mainly just there for the tutorial voice to explain the undo command when the PC opens the cage only to see the apple instantly become a withered husk.

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