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** The sequel (''Jedi Knight'') had two similar puzzles involving systems where you have two blocks or two containers of liquid, and you can adjust the level of one (which adjusts the other). Both are quite simple if you know which button to push, but getting it right without a guide means a lot of running around while getting shot at.
* The ''[[Myst]]'' series is practically built on this, although without the possibility of getting killed. And, thankfully, trial and error, or extensive trekking. ''This does '''not''' prevent them from being mind-bogglingly hard''.
* ''[[
* ''[[Mario and Luigi Superstar Saga
* ''[[Zork: Grand Inquisitor]]'' had one of those when you were escaping from jail, where you have the ability to open or close any cell block in the prison. As one of the last major puzzles before the end of the game, the solution is quite obtuse, and requires reading a map, watching camera footage , tracing air vents, and realizing {{spoiler|the map is a side view instead of a top-down}}. Any wrong answer leads to death.
* ''[[Knights of the Old Republic]]'' has this on the Mannan Sith base, and an NPC remarks on what a pain in the ass these puzzles are.
* The hidden summons in ''[[
* ''[[Castlevania Dawn of Sorrow]]'' has a Control Room [[Fifteen Puzzle]]: fifteen rooms in a 4X4 grid, each with exits in certain parts, which you had to shuffle around to reach various paths that led out from the puzzle. Luckily, there wasn't just one "correct" solution, and the paths were easy to make with a bit of thought; it also came with a handy [[Puzzle Reset]] button in the control room.
* ''[[Marathon
** Or you can [[Take a Third Option]] and [http://marathon.bungie.org/vidmaster/films/Colony_Ship_no_pillars.sit bypass it].
* ''[[Fallout]] 2'' has an area where a "switches opens doors" puzzle is taken to its logical extreme - a surprise door maze. There are nine connected rooms in the Oil Rig area, and the whole setup has four exits. Each room has a console and using different consoles toggles the state of different doors. The objective is to move through the rooms, using different consoles to open different doors, to get to the four exits. The floor is frequently electrified.
** Worth noting that its possible with appropriate character skills to untrap and unlock the doors as well as shutting the floor electricity, thus brute-forcing your way through.
* The ''[[Glider]] PRO'' scenario "SpacePods" had four control rooms with eight switches each. In each one, you had to toggle the correct four switches, with only cryptic clues to guide you. Players of the scenario "Sky Links" by the same author were relieved when, in the part recalling the environment of "SpacePods", they were directed to just hit all the switches on the control panel.
* ''[[The Legend of Zelda: Phantom Hourglass
* ''[[Secret of Evermore]]'' had small one of these to get to a hidden boss.
* The real-life puzzler: There are three light switches. One controls a lightbulb in the next room, which you cannot see from the switches and can only enter to check once. How can you tell which switch controls the light? {{spoiler|Turn the first switch on and leave it on for ten minutes. Then turn it off, and turn on the second switch before entering the room. If the bulb is off but warm, is #1. If it's on, it's #2. And if it's off and cold, it's #3.}}
* The Altador Plot in ''[[Neopets]]'' did this near the end. If you failed, Altador would be flooded, and you had to restart.
* Subverted in ''[[
* The medicine puzzle in ''[[La-Mulana]]'' is a [[Control Room Puzzle]] in disguise: here, the room is actually a corridor, and toggling switches is replaced by casting spells at fairies. If you get it wrong, you have to go all the way back to the sage before trying again. Another [[Control Room Puzzle]], lying in the second level of the Endless Corridor, is so cleverly disguised it doesn't even look like a puzzle at first.
* ''[[System Shock]]'' has one puzzle with a force-bridge that must be extended section by section, by hitting the right combination of buttons on a control board. This is not very difficult, since there is no penalty for getting the wrong combination, and the player can see the bridge from the board. Throughout ''System Shock'' there are also many doors opened by controlling the flow of power through little stylized circuit boards, where switching each of the elements the power passes through also changes other elements, making it easy to undo your progress. These puzzles range from very easy to quite difficult by the end, but a few single-use "logic probes" that can solve them instantly are scattered throughout the game.
* ''[[
* Appropriately enough, the Shrine of Control in ''[[Ultima VI]]''.
* ''[[Mass Effect]]'' has one where you need to set a bunch of switches to get a door to crush a geth ship's landing claw. This one is relatively sensible as a control panel, the switches are properly labeled and it's really a matter of simple addition to figure which switches to press for the right pressure. There's even a pressure gauge as such a control panel should. Needless to say it isn't much of a challenge as a puzzle.
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