In 1982, the British games designer Steve Jackson co-writes the first Fighting Fantasy gamebook, The Warlock of Firetop Mountain. His masterstroke is a puzzle requiring three numbered keys you have to find to unlock the Warlock's treasure chest; use the wrong keys and unlocking the chest is impossible, or even fatal!
Jackson has an interesting -- not to mention highly ambitious -- tactic of cheat-proofing his gamebooks like this by requiring the player to take options that are not directly given by the text. He went on to use a not dissimilar puzzle, but with intergalactic coordinates, in Starship Traveller. He put a secret room in House of Hell. Appointment with F.E.A.R. has multiple possible solutions depending on which superpower you choose to play with. He throws the literal kitchen sink at Creature of Havoc, with multiple examples of reference modifiers to allow the reader to take a nonstandard action, and even going so far as to make up a cipher which all English language directed at the player is initially given in, which the player can't decode at first.
Without really meaning to, I have written about nearly all these elaborate puzzles Jackson came up with to ensure that only someone playing the book fairly could beat it.
Except for one.