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{{quote|-''An obstacle stands in your way! There doesn't seem to be anything obvious...''|''[[Guide Dang It|guide]]''}}
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* The grand-daddy of them all: In a time in which there was no internet, it was considered a good thing that most Atari 2600 games were rather simple. When the ''[[
** Most Atari 2600 adventure games had a certain amount of [[Read the Freaking Manual|RTFM]], which is one reason modern gamers on emulators often get frustrated. The king of RTFM (and also this trope), was ''[[Raiders of the Lost Ark (
* ''Manhunter: New York'' and ''San Francisco'' are the worst. [[Fission Mailed|You have to get a game over a specific way]], and then you are given a name to search for later in the game. Normally, a game over in these games are something you try and ''avoid''. Especially since they would often either say "rest in peace" or a silly message. Meaning you probably would not think to take these as a hint - ''especially'' since a lot of those snarky death endings often say "That wasn't a good move!" or "Here's a hint: Don't do what you just did!"
* Too many to count in the original ''[[Alone in The Dark]]'' trilogy, as well as ''The New Nightmare'', but some examples from the first game:
** Pregzt, the final boss. What in the game hints at [[Kill It
*** Nothing in the game, but the [[All There in the Manual|instruction manual]] has specific directions for what to do, only written backwards, i.e. ''eert eht fo retnec eht ta ti worht dna pmal eht thgiL''. Guide Dang It, indeed, because most people ignore PC game instruction manuals outright, if they got one with the game at all.
*** But there is a painting in the gallery that hints this.
* In [[
** Better, you do get what can only be described as the opposite of a hint: {{spoiler|the brochure mentions such fine imported materials as "Madagascar ebony". Ebony is black. The wood you use is NOT BLACK.}}
*** To be fair, there is a picture of the correct wood in the brochure. But it's very easy to overlook.
* The creators of ''[[Kingdom of Loathing]]'' have stated that they would be surprised if anyone has beaten the game without resorting to spoiler information.
** There's a strict rule that any time anyone gives out a spoiler to a secret word for the Strange Leaflet Quest, that word becomes invalid. The only hint (on the wiki, not in the actual game) is that the words you're looking for are [[Shout
** The ''[[Ninja Pirate Zombie Robot]]'' familiar, the recipe for which was supposed to be a fun spading project, but which was reportedly discovered by the player Bashy buying eight of every item in the game and seeing what got consumed upon making it.
** The Misshapen animal skeleton can only be acquired by combining 100 unique bones found during combat in Spookyraven Manor. Without a guide, it's impossible to know what bones do what, and how many are needed in total. Even better, the bones that drop from enemies in the Manor are random, necessitating either trial-and-error combat for days to get all the pieces, or by buying them all separately in the Mall and figuring out which pieces you're still missing.
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* The second ''[[Simon the Sorcerer]]'' game also features a crowning moment of Guide Dang It near the end of the game. You need to be able to sneak past a monstrous guard. The solution to muffling Simon's footsteps? ''Wear a dog''. This command makes Simon magically transform the dog into a pair of fuzzy slippers and wear them. It should also be noted that a recurring source of humor is Simon's near total inability to use actual magic, so him being able to do this trick comes out of nowhere.
** [[Rule of Funny|Hush puppies.]]
* Obscure Sierra adventure game [[Gold Rush
* [[
* In ''[[The Labyrinth of Time]]'', most of the game is standard point and click adventure, but at one point in the game in order to progress you need to move through a "Surreal Maze," which was a repeating room that could only be escaped by going through the exact right path. Very much like the Wind Fish's Egg in Link's Awakening. The only problem? Unlike Link's Awakening, there is NO point in the game in which you told this path. Even worse is the fact that there's no pattern to the solution either that you could conceivably guess; it's a COMPLETELY random sequence of paths, and there is NO WAY to finish the game without doing this maze.
* ''[[Myst]]'': One example of this: Getting out of the Mechanical Age requires you to rotate the main area of the age to get to two small islands that have part of the password leading out. The problem? There was a bug in the game when it was first released that prevented the area from rotating towards one of the islands. A patch was later released to fix this, but until then players had to use the guide to find out what the solution was.
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* ''[[Shadow of Memories]]'' (''Shadow of Destiny'' in the US) has a bunch of them in the course of normal play, especially if you want to get the best endings: two or three conversation choices at different points in the game send you down different branches, which not only affects which ending you get, but also the backgrounds of the various characters! The game makes reference to the specific conversation choices being "important", but beyond that makes no mention as to WHY they're important. Then, of course, there's the problem of actually proceeding through the game, which, in later chapters, requires travelling to multiple time periods... Between that and trying to reconcile the various endings, a guide is definitely needed!!
* Speaking of obscure endings, the computer role-playing game Planescape Torment has an alternate ending that is so annoyingly well-hidden that it might as well be an easter egg! To get this ending, you must backtrack after a certain point in the game to get a bronze sphere (a key item). Then you must go through the entire game with that sphere until you reach the room before the final boss. There, you somehow "use" the sphere, letting you get an alternate ending by talking to the final boss. HOWEVER, the game gives absolutely NO indication that you need the bronze sphere, or that you need to use it in this one specific area - if you use it anywhere else, it just does nothing. In addition, you have to be a mage - if you're any other class, the sphere does nothing even in that area. Not to mention that the game doesn't make it clear how to become a mage - you might play through the entire game without knowing. Altogether, this is worse than just cryptic - it isn't explained at all!
* [[Infocom]]'s ''[[The
** One of the most egregious examples is the {{spoiler|toothbrush}} in your room on starting the game, which has a good chance of being required ''at the very end of the game''. Even the {{spoiler|junk mail}} that is required to get the {{spoiler|babel fish}} is hardly comparable.
** Or how about the fact that, to open a case that contains an item that you need, you need to find out which word of the second verse of the Vogon's poem is the password (which changes every game), which can be figured out by pushing a button on the case itself. However, what it doesn't tell you is that the Vogon won't even ''say'' the second verse of his poem unless you enter the command ENJOY POETRY after the poem has started. You do get a small hint towards this (the Vogon reading the poem says you didn't look like you enjoyed it if you fail to input the command), but not many people would think that "enjoy" would be a verb that the game would recognise.
* ''[[Runaway A Road Adventure]]''. The game had it's puzzles mostly grounded in realism up until a moment about halfway through: you need to use a [[WW 2]] machine gun, but it's out of ammo. Solution? Load it with ''tubes of lipstick'' mixed with gunpowder. That's just the developers being ''mean''.
* The ''[[
* The interactive fiction game ''[http://www.wurb.com/if/game/117 Jigsaw]'' gives you plenty of opportunities to completely screw yourself out of victory without even knowing it. Most of them are about failing to collect all the jigsaw pieces in a time period before doing something that renders them [[Lost Forever]] (an in-game device does tell you if there are pieces you haven't discovered in that time yet, but it won't warn you when you're about to inadvertently make it impossible to get them), but the biggest one by a mile has to be the drawing competition at the very end of the game. To win it, you need to have collected a sketchbook and pencil hidden in a stool at the beginning of the game and sketched at least four animals over the course of the game. There's little indication in the game that this will become vital later on, and if you don't do it, you fail to get the competition prize ''and'' can't complete the game without it, even after you've spent hours slogging through all these [[Lost Forever]]-riddled historical [[Timed Mission|Timed Missions]] beforehand. ''Guide dang it!''
** What makes this ''especially'', ah, interesting is that the author of ''Jigsaw'', Graham Nelson, is also the author of "The Craft of Adventure", an essay on interactive fiction design whose "Player's Bill of Rights" basically warns designers ''not to do this sort of thing''. As Graham admitted, "like any good dictator, I prefer drafting constitutions to abiding by them."
** The worst part is how the first part of the game, the prologue, is not only timed, but incredibly hard as well. (if anyone knows how to avoid the party, I'm Serperoth, feel free to contact me). Plus, with older/obscure games like that walkthroughs are rare, hard-to-access or both.
* Speaking of [[Interactive Fiction]], anything and everything designed by Andy Phillips. For some of the puzzles, not only do you have to think in a very unconventional manner, but you also have to solve them in a very specific way. Even if you know what you're supposed to do, the game may appear like that's not going to work, fooling you into thinking that's not the solution - simply because you're not going about it the exact right way.
* All the ''[[Clock Tower (
* ''[[Star Trek: 25th Anniversary (video game)|Star Trek: 25th Anniversary]]'', during the level That Old Devil Moon you are faced with a door locked with a 5 digit security code. Your only hint is that the owners were a "superstitious" people. Even going through Player Guides now, none but one mention how you were supposed to figure out the code, they just tell you what the code is. Apparently you were supposed to look up the planet's information in the computer before beaming down, then look up information on the races who live there and making note of their special numbers. The code is the result of rendering one of the numbers in the Base of another of those numbers.
** But the worst part is that there is no way to return to the ship after you land on the planet. So If you saved over your only save game after landing on the planet, without getting the answer from the ship's computer, without a guide it becomes [[Unwinnable]]
*** Star Trek: Judgement Rites fixed this by allowing you to access the ships computer during missions by using the communicator, at least in one mission.
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** Needless to say, [[Retsupurae]] did a great job tearing the games' puzzles apart.
* ''[[Time Hollow]]'' is pretty good about avoiding this for the main path... but there's a few optional tasks you can perform that fall squarely into this. All but one of them, you have no reason to suspect are even ''possible'' without checking a guide, in fact.
* ''[[
* Every game in the ''[[
** The game hints at both of these; the message you get if you hang around him or give him something indicates that he's hungry, and the Odysseus thing comes from mythology. If you don't know mythology, there's also a hint in the black book that you obtain during the course of the game. (The first letters of each line of the commandment in the black book spell out ODYSSEUS.) Incidentally, "Ulysses", the Roman version, also works.
** There's also the Loud Room, which [[Interface Screw|screws with your commands]] by making the last word echo echo echo ... and ignoring it. You can leave the room, but you literally can't do anything else else else ... including seeing the room description again again again ... taking inventory inventory inventory ... and so on on on ... There are actually two solutions. One makes sense and involves {{spoiler|draining the nearby lake through the dam which is the source of the noise}}. Unfortunately, it takes a while and only works for a few turns at a time. The permanent solution is to {{spoiler|stand in the room and '''type "ECHO", which magically STOPS the echo''' (or at least makes it so you're no longer bothered by it)!}}
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* It would seem that most of the mystery in the 1990 puzzle/adventure game ''Theme Park Mystery'' is figuring out what the object of the game is. The puzzles range from the frustratingly obscure (the Zoltan fortune-telling machine, which {{spoiler|does tell you what the game objective is. Eventually.}}) to the downright surreal (the chess board in Dreamland). What makes the game particularly Guide Dang It is that it comes with a booklet that turns out not to be a manual, but a guide to theme parks and amusement parks throughout history.
* Those flipping pictures frames in ''[[Ty the Tasmanian Tiger]]'', which are not only in ''invisible crates'' and need a particular 'rang to find (forcing you to search through every nook and cranny of ''every. Single. Level.''), but are ''required'' if you want to [[One Hundred Percent Completion|access]] [[Secret Level|the Secret Level]]. Oh, and the best part? Once you've accessed the Secret Level, ''123 more pictures frames become avaliable to find''. Krome sure can be a bitch.
* ''[[The Goonies (
* In one of the ''Scooby-Doo'' CD-ROM games, you have to click a random torch on a wall to trigger an encounter necessary to the plot. Why click that specific spot?
* In ''Detective Barbie'', you have to specifically walk INTO the wall with the funny footprints at the base to open the secret passage.
* Some of the Lost and Found items in ''[[Flower, Sun, and Rain]]'' are pretty straightforward. Some of them... not so much. For instance, the third one in Scenario 4 has the hint that the guest in room 407 drank all the cocktails from the restaurant, and they're worried because that's a lot of alcohol. No, you're not supposed to add together all the alcoholic ingredients listed for the cocktails. No, you're not supposed to add together all the ingredients, alcoholic or otherwise, either. You're supposed to add together the the alcoholic concentration of the drink, that for someone without enough chemistry knowledge would be indistinguishable from temperature. Try guessing ''that'' without looking it up.
* In ''[[Indiana Jones and
** That's not quite true. The actual branching point comes later, once you've found the Lost Dialogue. The path Sophia suggests depends on how you got past the bouncer, but you can still pick any of the three paths at that point. However, it's not apparent that that conversation is so vital.
* [[Douglas Adams]]'s ''Bureacracy'', in some very bizarre manner, makes some amount of sense with most if its puzzles to start with (a parrot missing its left wing will become very excited upon seeing a painting of Ronald Reagan-- think about it). However, when you get to the airport, the game requires you to climb one of the structure poles and crawl into the air ducts, and what happens when you leave the air ducts is bizarre, to say the very least. There is no indication at any point that you can do this, no sane person ever would, and this only marks the beginning of the puzzles making no lick of sense.
** Isn't the circuitous, nonsensical, and oftentimes entirely irrelevant shenanigans your average [[Title Drop|bureaucracy]] tends to put one through the entire point of the game?
* ''[[
** ''[[
* ''8 Eyes''. Like ''[[Castlevania|Simon's Quest]]'', [[It Got Worse|but worse]]. It doesn't have the invisible stairs and pitfalls, breakable walls, unintuitive items or nonlinearity, but makes up for it with the [[Power Copying]] swords that give you no clues to the correct order, the [[Magical Mystery Doors]] of Germany, the unintuitive stage layout of Africa, and most significantly, the final logic puzzle that you can only legitimately solve using a series of clues from earlier stages... that are hidden in random unmarked bricks. You can't return to the stages, either.
** Wrong. The manual gives you almost all the information you need. It tells you your first sword is only good against a boss "near France". This could be Italy, Germany or Spain. You do need to trial and error those, but it's not hard. After that? The order of the levels is handed to you on a silver platter. When you beat the boss, "you have earned a more powerful sword." There is a picture of said sword. The COLOR of the sword corresponds to the jewel held by the next boss! After beating the first boss, you get a red sword. Who has a red gem? Egypt! What level comes next? Egypt! As for the hidden clue scrolls, the manual tells you they exist, that you MUST collect them, and that they are hidden. It then goes on to list a half dozen more items that are hidden, and explicitly telling you "Use your sword, Cutrus, or the boomerang to find items hidden in the walls." [[Read the Freaking Manual]].
* [[Illusion of Gaia]] had plenty of these, including but not limited to a puzzle where you had to stand still on a glowing tile for about 20 seconds, a point where you could not proceed without reading a letter that a party member ''slipped into your inventory while you were sleeping'', a fair number of small, essential items lying in completely arbitrary places somewhere in enormous dungeons that you could only find by a glint of light they would give off every few seconds, and a [[Bonus Dungeon]] that you could only access by collecting ''all 50'' of the Red Jewels scattered throughout the game with no clear pattern, most of which would be [[Lost Forever]] if you missed them. Fortunately, [[All There in the Manual|the game's manual included a mini-walkthrough]] that would clue you in to the solutions of the more obscure puzzles.
* Even the thorougly nonserious ''[[Strong
* [[The Problem
* In the Point and Click game of ''[[Blazing Dragons]]'' had you stuck until a dodo delivered a message. Problem was that the dodo was being shot at by a hunter (who thankfully went to a certain [[Imperial Stormtrooper Marksmanship Academy|academy]]). The solution was to backtrack all the way back to the second room you probably visited and to stamp a dodo on the endangered species list. Afterwards the hunter is arrested.
* The ''[[Ace Ventura]]'' licensed video game has a puzzle where you need to assemble several elements into a totem. No hints are given. You're supposed to figure out by trial-and-error, apparently, that it's supposed to be [http://gfx.gaminator.tv/data/screen/3595/697/9428-2.jpg this abstract thing.]
* In ''[[
* The point-and-click DOS game ''Alien Incident'' features mostly sensible puzzles, but has one that makes hardly any sense at all. Near the beginning of the game, there's a door with flashing lights under it that can't be opened. For some reason, using the remote controller found in the mansion will open the door. Once inside, the player will learn that the remote controller actually controls a television inside. Why does it also open the door though, remains a mystery. The worst part, though, is that the puzzle isn't really necessary until quite late game, when the player has several other areas to exhaustingly search as well.
* Older Than The Internet. Have you ever tried playing the original text-based adventure game? It's called Adventure, it invented the genre, and it's bloody difficulty to figure out.
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