13 puzzle types derived from King's Quest VI and Monkey Island I/II: Existing (KQVI): Multi-Faceted Plan, Sensory Exploitation, Metaphor-to-Literal, Information Brokerage, Timed Consequence, Environmental Storytelling Discovery, Cross-Realm Logistics, Truth Revelation New (MI1/II): Observation Replay, Pattern Learning/Knowledge Transfer, Memo Chain, Distraction Physics, Meta-Puzzle Construction Each document includes: - Information Architecture (how info is conveyed) - Player Action Pattern (what player does with info) - Core Mechanic (underlying puzzle logic) - Variations and game examples - Related types for cross-reference
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NPC Distraction Physics
Information Architecture: NPC follows patrol/behavior pattern that blocks access to location or item. Blocking condition is physical/spatial rather than dialogue-based: line-of-sight, proximity triggers, or path obstruction. Solution requires manipulating environment to break the blocking condition without direct confrontation.
Player Action Pattern: Observe NPC behavior loop. Identify environmental object/action that can exploit timing, physics, or AI limitations. Execute action to divert/obstruct/block NPC's attention or movement. Access previously blocked element during distraction window.
Core Mechanic: Spatial/temporal manipulation creates opportunity window. Unlike Sensory Exploitation (direct vulnerability attack like tickle/sleep), DNP exploits environment + NPC pathfinding/routine. Player becomes environmental engineer, creating puzzle in 3D space using standard actions.
Variations:
- Pull lever/activate object that NPC must investigate, breaking patrol pattern
- Create physical obstruction (object on tracks, blocking door)
- Redirect NPC attention via object manipulation (pull totem nose → monkey hangs there → NPC path rerouted)
- Timing puzzle: wait for patrol cycle gap + execute grab action in short window
Adventure Game Implementation:
- LOOK at environment to spot interaction point that affects NPC behavior
- Standard WALK/USE/PULL/PUSH actions on environmental objects
- Observe NPC AI pattern (patrol route, reaction triggers)
- Trigger environmental change → NPC reroutes or becomes occupied → access granted
Example Structure:
Blockage Phase:
→ Target [ITEM] protected by [NPC_GUARD] with patrol loop to [OBJECT]
→ Direct theft impossible ("Can't steal while watched!")
Solution Phase:
→ Examine [ENVIRONMENTAL_OBJECT] within guard's patrol path/range
→ Realize action will divert NPC attention or alter movement pattern:
- USE object on [TRIGGER_POINT] creates distraction
- PULL [OBJECT] physically obstructs NPC path
- TIME window when NPC is investigating/occupies alternate location
Execution Phase:
→ Activate environment while NPC distracted → Access [ITEM] during vulnerability window
→ Distraction must be sustained or timed precisely
King's Quest VI Parallel: None identified in walkthrough.
Monkey Island Example:
- Totem Pole / Monkey Blockade:
- Goal: Enter Giant Monkey Head interior (blocked)
- Problem: Monkey guards it, standing on totem pole nose
- Solution: Pull Nose down → Monkey follows and hangs from pulled-down nose → Monkey physically occupies space away from gate → Access granted
- Distraction + spatial displacement = access
Related Types
- Sensory Exploitation: Attacks NPC directly via vulnerability; DNP attacks NPC indirectly via environment
- Timed Consequence: Both use timing, but TC is about narrative urgency deadline while DNP creates player's own timing window
- Multi-Faceted Plan: DNP often uses simpler "one action breaks blockage" vs MFP's multi-requirement synthesis