MichaelFassbender
Member
This thing from Phantasmagoria 2:
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I don't know if I was too young or dumb but this took me like a month to solve.
No, it's a genuinely hard thing to get done, even with the solution. So pat yourself on the back!
This thing from Phantasmagoria 2:
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I don't know if I was too young or dumb but this took me like a month to solve.
I had way more trouble on that puzzle than the final one.
Ugh, that thing. I believe that is the only puzzle in the game where you can interact with the background like that.Came here for BS Goat and Fossil from The Dig, wasn't disappointed. I had a spot of bother with the following puzzles:
Normality; one of the first puzzles involving a toy and a remote (can't remember specifics)
Broken Sword 5; the seagull
The Dig; getting the lens
Kingdom O' Magic; using a caged child to consume gingerbread men.
Curse of Monkey Island; clicking on the banjo case.
And while not technically an Adventure game, no discussion on bullshit puzzles would be complete without this monstrosity from Professor Layton:
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This stupid thing from Monkey Island 2.
That mofo puzzle me costed hours of my life time.... >_>you have to fucking close the door and take the keys that are in the lock..
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The germ game from the 7th guest.
The game didn't really have items, just puzzles.
This one was basically othello, but against an unbeatable A.I. I think they eventually nerfed it, but holy hell.
Megaman battle network 5 for me, that puzzle where you have to figure out a numerical code based on his sentence. I remember asking my entire family for help and none of us solved it.
Edit:
Oops not adventure
I like this one. Classic "think outside the box" puzzle. (if i'm remembering correctly... you have to move the flags, no? not actually spit far?)
On second thought, now I'm remembering drinking something to thicken up spit and also wind speed. I'm confused, haha
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That mofo puzzle me costed hours of my life time.... >_>you have to fucking close the door and take the keys that are in the lock..
Infocom's Hitchhiker's Guide to the Galaxy.
The fucking Babelfish vending machine at the start, goddamned cockblocked me for a damn sight longer than I'll ever fully admit to myself.
Grrrr.
I like this one. Classic "think outside the box" puzzle. (if i'm remembering correctly... you have to move the flags, no? not actually spit far?)
On second thought, now I'm remembering drinking something to thicken up spit and also wind speed. I'm confused, haha
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That mofo puzzle me costed hours of my life time.... >_>you have to fucking close the door and take the keys that are in the lock..
The monkey wrench one in Monkey Island was pretty bad.
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the goat of bullshit adventure game puzzles
Why did I ever like Adventure Games in the first place....
I like this one. Classic "think outside the box" puzzle. (if i'm remembering correctly... you have to move the flags, no? not actually spit far?)
On second thought, now I'm remembering drinking something to thicken up spit and also wind speed. I'm confused, haha
Never got that far myself but apparently there was a puzzle in the first diskworld game involving catching a butterfly that was way obscure.
Anyone remember that one?
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Cat hair moustache from Gabriel Knight 3.
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The germ game from the 7th guest.
The game didn't really have items, just puzzles.
This one was basically othello, but against an unbeatable A.I. I think they eventually nerfed it, but holy hell.
For a similar culprit, there's a nasty puzzle in Zork II that's a bit too American; the "Oddly-angled room"
Code:Oddly-Angled Room: This is a room with oddly angled walls and passages in all directions. The walls are made of some glassy substance. On the floor is a very small diamond shaped window which is flickering dimly. A long wooden club lies on the ground near the diamond-shaped window. The club is curiously burned at the thick end. >Examine club The words "Babe Flathead" are burned into the wood.
(As a little context, the "Flathead" family are the ruling family in Zork, and the name crops up all over the place. That aspect is not relevant to the puzzle.)
Now, this is a maze; in text adventure terms, that's a series of locations which look fundamentally identical, with non-euclidean connections between them - i.e., going east then west does not necessarily place you back at the first location. For a traditional text adventure maze you'd want to find some means of distinguishing between the locations and then map the non-euclidean connections by constructing a connection table *or* you find a clue in the room that indicates the next direction you should travel.
I have given you all the information the game gives you to determine the means of solving the maze, other than any feedback you get from experimentation. One nasty tweak of this one: Not only are the connections non-euclidean, they are also inconsistent. Going East from one room at one point will not necessarily put you in the same location if you do it at a later point.
Infocom created their invisiclues hintbooks which have been variously ported to more modern sources. Here's the Invisiclues page for the Oddly-angled room. Note that two of the clues on the page are not relevant - the one about the convention of wizards is a red herring, and the one about the glowing sword is more about the game in general rather than this room in particular.
This thing from Phantasmagoria 2:
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I don't know if I was too young or dumb but this took me like a month to solve.
Monkey Kombat... the worst ever.
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In my experience, puzzles in video games only tend to fall apart when the rules and boundaries of the game aren't clearly defined. Things that would be seen to be obvious aren't so, because you can't possibly know how much you're able to interact with the world.
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Monkey Kombat... the worst ever.
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Megaman battle network 5 for me, that puzzle where you have to figure out a numerical code based on his sentence. I remember asking my entire family for help and none of us solved it.
Edit:
Oops not adventure
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Cat hair moustache from Gabriel Knight 3.
damn, I almost want to play that game now.
WHAT? That's the solution?ugh, even though I play the game once a year I keep forgetting one of the pieces of this puzzle.you have to blow the horn, move the flags, take a sip of both the yellow and blue drink and then spit when the wind's blowing. I hate that puzzle...
It was bad because to win at it you had to memorize/write down a lot of abstract things and they were randomized on each playthrough, whereas in previous games anything you needed to memorize would be written down for you (making the puzzle about how to use the information you have rather than just memorizing it) and the insults were designed as both entertaining and intuitive.It would have been better with fewer stances to learn,but I didn't think it was that bad...
I rank this one as one of the top game puzzles, actually. It's just up to you to investigate and use all the available clues to figure it out. Unlike the puzzles of the first game there's nothing abstract about it, you're "simply" required to operate a machine without having the manual, and to do that you have to understand the whole island surrounding it.![]()
I mean, WTH
Discworld stuff
Yes, it was alright. The blurb on the back cover by Pratchett specifically mentions making the puzzles less convoluted.I found a lot of Discworld to be impenetrable, but I really liked the setting and characters (I played it before I read any of the books). So I just played through the whole game with a walkthrough to enjoy the dialog and story and it was worth it, except for the brutal PS1 loading times.
You are right, though, even after finishing it with the answers in hand, I didn't understand how some of the solutions actually solved puzzles.
Was the second game any better as an actual game?
Monkey Kombat... the worst ever.
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And while not technically an Adventure game, no discussion on bullshit puzzles would be complete without this monstrosity from Professor Layton:
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