The Impossible Quiz 2
The Impossible Quiz 2
The sequel had a difficult job. The joke of the original was that you could not trust the question, and once players know that, the joke stops working. So the second game had to find new ways to be unfair.
It mostly does. There are more questions, a hundred and twenty rather than a hundred and ten, and the tricks have widened out. Some questions now reference the first game, which is either a reward for having played it or a wall if you have not. Some require actions the interface has never asked for before. Some are simply jokes with an answer attached.
The structure is unchanged and unforgiving: three lives, no checkpoints, and skips that you will want later.
How to play The Impossible Quiz 2
A question, four boxes, and no guarantee that the answer is in any of them.
- Read everything on screen, not just the question.
- Click the answer, or perform whatever the question is actually asking for.
- Wrong answers cost a life. Three lost lives ends the run at question one.
- Skips let you bypass a question, and you have very few.
- Some questions are timed. Some need dragging, holding or moving rather than clicking.
What changed from the first game
The trick vocabulary is wider. The original leaned heavily on puns and misdirection in the wording. This one adds questions that depend on where things are on screen, questions that react to the mouse rather than the click, and callbacks to specific answers from the first quiz.
The difficulty curve is also less even. There are stretches of easy questions followed by three brutal ones in a row, which makes the run feel less steady than the original.
The skips, again
Same rule as before and it still catches people. Certain late questions have no answer and can only be skipped. Spending a skip early because a question annoyed you means the run ends there, no matter how well you played the rest.
Tips and strategy
Treat it as a memory game
You will not solve these questions by being clever. Nobody does. The intended experience is failing, remembering, and getting further next time, and accepting that early makes the whole thing more enjoyable.
Every death teaches you exactly one thing. That knowledge is permanent and the run gets longer whether or not you improve at anything else.
Protect the first quarter
The opening questions are the ones you should eventually be getting free. A life lost at question 15 is a life you will want at question 100.
Slow down where it is easy. Speed up nowhere.
Reading a trick question
- If none of the four options can possibly be correct, the answer is somewhere else on screen.
- If one option is oddly specific or reads like nonsense, it is often right.
- If the question references something from the first game, the answer is that thing, not a logical deduction.
- If a word in the question is capitalised strangely or spelled oddly, that is the clue.
The difficulty is not smooth
The original quiz got harder in a reasonably straight line. This one does not.
You will get five easy questions in a row and then three that each take a run to learn. That unevenness is worth expecting, because the frustrating part is not the hard questions themselves, it is hitting them right after a stretch that made you feel like you had it figured out.
Practically: when a run has been going well for a while, slow down rather than speed up. The spikes tend to arrive exactly when you have stopped being careful.
When the interface is the puzzle
Several questions cannot be answered by clicking a box at all. If clicking does nothing, try in this order: move the mouse somewhere unusual, hold the button down, drag something, click something in the border or the question number.
The game will not tell you that a question works differently. Working that out is the question.
Timed questions
They arrive without warning and they are where most late runs die. The rule that helps: answer timed questions with your first instinct and never re-read them. There is not enough time to reconsider, and the attempt to is what runs the clock out.
Why people still play a Flash sequel
The quiz games from this era survive for a reason that has little to do with nostalgia.
They are short, they are free, they demand nothing but attention, and they fail you honestly. There is no energy meter, no purchase that makes it easier, and no way to be beaten by somebody who paid. You either learn the questions or you do not.
That structure has almost disappeared from browser games, which is why a fifteen year old quiz still gets played daily by people who were not born when it came out.
Where to start
If you have not played The Impossible Quiz Classic, start there. Several questions here assume you have. For quizzes that ask real questions rather than jokes, Yes or No Challenge and the rest of quiz are the alternative.
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Developer
The Impossible Quiz 2 is made in house, and this is its home. It is not licensed from anyone else.
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Frequently asked questions
How many questions are in The Impossible Quiz 2?
A hundred and twenty, ten more than the original, and they have to be completed in a single run.
Do I need to play the first game first?
It helps. Several questions reference specific answers from the original quiz, and those are close to unanswerable without having seen them.
How many lives do I get?
Three, for the whole quiz. There are no checkpoints, so any third mistake sends you back to question one.
Why should I save my skips?
Because some late questions have no answer at all and can only be skipped. A skip spent early can make the run impossible to finish.
What do I do when clicking does nothing?
The question is probably not asking for a click. Try moving the mouse, holding the button, dragging something, or interacting with the border or question number.
Is it free to play?
Yes, free in the browser with nothing to install.