Myth II, Soulblighter
On the first level, your party’s job is to purge a village of zombies — or “Thrall”, I think they’re called — who are making quick work of the hapless villagers as you arrive on the scene. If you proceed into the village you might have your hands full, with Thrall coming at you from all directions. It can be very difficult to kill them off fast enough, without losses, especially in the harder difficulty settings.
Fortunately, it isn’t your job to save any of the villagers. You can leave them to themselves. To win the level you just have to kill all the Thrall.
Anyway, there’s a weasel solution to the level. Along the southern edge of the map, running west to east, is a narrow river with steep banks. The village lies to the north. For much of that river’s eastern length, no one, including the Thrall, can cross it. So what I do is move my party to the south bank of the river, clustered together in a place that can’t be reached by a direct crossing from the north. (A place near the guy who’s fishing, if you’ve seen him.) Then, I have one of my warriors go wandering all around the village, teasing out Thrall. In the higher difficulty levels, there will eventually be hundreds of them.
After my warrior has attracted all the Thrall, I either (1) stop him and sacrifice him to the hordes, or (2) scurry him over to the south bank of the river, to join the rest of the party. Then, I wait.
The Thrall know where my party is, so they descend on my position. However, they’re too dumb to go to a point in the river that they can cross, to reach the south bank, and so to reach me. Instead, they all arrive at a point on the north bank across from my party, and bumble around helplessly. Eventually the entire horde is gathered together in a huge mass, right across from my archers.
Then I let my archers start firing.
It can take a while to kill all those Thrall, but eventually the job gets done. A few fire-arrows help speed things along, especially with the Thrall all maneuvering to be in the same place. And in the end, not a single good guy needs to risk any danger — aside from the “bait” warrior of course.
The Prisoner (on the Apple II, circa 1980).
The game is ultimately won by entering Number Two’s house and getting him (or it?) to put a “[=]” on the screen. This is the “plug” that you’re supposed to “pull”, and thus defeat the machine. (I hope that doesn’t count as a game spoiler, at this late date. Some of you might still have been working on it.)
When you move the input cursor over these three characters, the game accepts them as an input string, and recognizes this event as a win. That input behavior was actually a general feature of the Apple II: moving the cursor rightward over on-screen characters was equivalent to typing them, assuming anyway that you were calling the built-in functions in firmware. Which, the authors were.
As it turned out, you could cheat, at least in theory, by inputting “[=]” as soon as you arrived on the Island, made your way to Number Two’s, and answered one of his questions. However, the Apple II and II Plus had no way of producing “[” characters from the keyboard, even though they could display them. Hence the normal course of the game was to solve all the many other puzzles first, before you could get to the final showdown at Number Two’s. You had to do a lot of work to get that little “[=]” on the screen, just so that you could copy it.
But then, the Apple //e and //c came out, with full ASCII keyboards. On these machines it was then possible to enter “[=]” right away, win the game, and bypass all the puzzles entirely. Not a very satisfying win, but a win nonetheless.
Obviously the authors hadn’t anticipated the amazing advancements in keyboard technology that were coming down the pike. (And more importantly, they forgot to write a rule requiring the player to solve the rest of the game first, before final victory was even a possibility.)