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* ''VideoGame/NobodySavesTheWorld'':
** The guards won't let you leave the very first area of the game until a messenger arrives. You need to unlock the Ranger form and talk to them while transformed to be able to pass.
** Only small forms, like Rat or Slug, can squeeze through narrow openings. Fortunately, Rat is the very first transformation you unlock.
** To cross over water, you must be in either aquatic (Turtle, Mermaid) or flying (Ghost, Killer Bee, Dragon) form.
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[[folder:MMORPG]]
* ''VideoGame/LEGOLegendsOfChimaOnline'': Various overworld obstacles require the usage of special tools in order to overcome them.
** Disassembled bridges need to have the Builder used on them so they can be rebuilt.
** Blocker gates can be destroyed with the Sonic Boomer.
** Zapplers can shut off the power sources keeping large walls up.
** The Grappling Hook is used to traverse elevated terrain by either pulling the player to a different terrain level or moving across platforms.
** Some obstacles are deactivated by using a ranged weapon to shoot a nearby target board.
** Plants in the Outlands can be repulsed by launching stink bombs at them.
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* In ''Hellfire'' (an expansion pack to the original ''VideoGame/{{Diablo}}''), you cannot reach the insect hive until the farmer character knows you well enough to talk to you about his problems (and then to give you the explosives you need to create an entrance to the hive).

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* In ''Hellfire'' (an expansion pack to the original ''VideoGame/{{Diablo}}''), ''VideoGame/{{Diablo|1997}}''[='=]s ExpansionPack ''Hellfire'', you cannot reach the insect hive until the farmer character knows you well enough to talk to you about his problems (and then to give you the explosives you need to create an entrance to the hive).
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* ''VideoGame/{{Afterimage}}'':
** Typical for a {{Metroidvania}}, you need to acquire new movement upgrades to reach new platforms or places you couldn't do so at first.
** Some Afterimage abilities lean more on the lore or story than a gameplay perspective, but still help you reach new areas, either directly or indirectly. For example, Renee can learn the ability to "invade Soulfields" of people or entities, which are then presented as additional stages, or even boss arenas.
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* Zigzagged in ''{{VideoGame/Valheim}}'': Most items dropped by bosses aren't needed to progress so much as to attain the materials for the next tier of gear, greatly reducing the time and randomness in obtaining them. Actually getting those materials involves foraying into new biomes and slowly crafting better gear until you can not just survive the biome but thrive in it:
** Killing Eikthyr lets you craft a pickaxe with which to start mining copper and stone in the Black Forest biome, leading to bronze gear. It's possible, if time-consuming, to get trolls to destroy rocky outcrops, letting you collect the ore.
** Killing the Elder gets you the Swamp Key, which gives you access to the main source of iron in the game. Iron can be found outside the crypts in much lower quantities and entirely based on luck as the deposits are few, far between and only occasionally above ground.
** Killing Bonemass gives you the Wishbone, which makes a noise when near buried treasure. Silver veins in the mountains can be detected by whacking the ground with a Stagbreaker, but once again is entirely dependent on luck. Silver is also necessary to craft cold-resistant gear, which leaves the player dependent on temporary potions to explore the mountains.
** Killing Moder gives you access to the next tier of material refining stations, without which most of the Plains' resources cannot be refined.
** Killing Yagluth lets you find wisps to partially clear away the otherwise ever-present fog in the Mistlands. Going in the Mists without a wisp is technically possible but very much a SelfImposedChallenge.

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* The Music/{{Vocaloid}} fan game VideoGame/SingularStone has certain areas that required a specific character's ability or a copy of the Air Ball item for a specific character :

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* ''VideoGame/ShantaeRiskysRevenge'': After the second Magic Seal, the jug lady at the top of the second layer of Scuttle Town implies that the shop's wares, what are usually optional in most games, are needed to win the game:
--> Make sure you have the three basic magic types. You never know when they will come in handy!
* The Music/{{Vocaloid}} fan game VideoGame/SingularStone ''VideoGame/SingularStone'' has certain areas that required a specific character's ability or a copy of the Air Ball item for a specific character :character:
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* The Music/{{Vocaloid}} fan game VideoGame/SingularStone has certain areas thate required a specific character's ability or a copy of the Air Ball item for a specific character :

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* The Music/{{Vocaloid}} fan game VideoGame/SingularStone has certain areas thate that required a specific character's ability or a copy of the Air Ball item for a specific character :
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* The Music/{{Vocaloid}} fan game VideoGame/SingularStone has certain areas thate required a specific character's ability or a copy of the Air Ball item for a specific character :
** Most of South Coast requires Rin's flight to access, her ability which unlocked at Level 9 and requires her Level 2 Skill Stone.
** Luka's Level 3 Skill Stone is only reachable from a blocked gate that's located underwater in North Lake, which only accessible to Len to bomb after finding a copy of Air Ball for him.
** To fight the [[EldritchAbomination D.O.P.E]], the Old Relics must be in snowing mode, but the platform where Miku can transform into Snow Miku to [[WeatherManipulation change the weather]] is accessed via an underwater portal, which requires her copy of the Air Ball item. She also must be at least Level 16 to create the ice platform required to access one of the portals.
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I know it doesn't have a page yet, but still

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[[folder:Simulation]]
* In ''VideoGame/RootsOfPacha'', some rooms in the cave system are blocked off until you receive the totem powers or acquire the tools needed to enter them.
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[[folder: Tabletop Game]]

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[[folder: Tabletop [[folder:Tabletop Game]]
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* ''VideoGame/SporeCreatures'': At regular intervals, the player will be stopped by a long stretch of hazardous ground that cannot be crossed until the player obtains a certain pair of legs that will provide immunity to the given hazard. The earliest example of this is in the third region of Tapti, where the Bushley legs are required to cross a path of thorns.
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** ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'' averts this trope by having all key items in a store waiting to be purchased, while ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' averts it by giving you every essential puzzle-solving ability in the introductory area.

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** ''[[VideoGame/TheLegendOfZeldaALinkBetweenWorlds A Link Between Worlds]]'' averts this trope by having all key items in a store waiting to be purchased, while ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'' averts it by giving you every essential puzzle-solving ability in the introductory area. The only exception in the latter is the Paraglider, which is needed to get off of said introduction area, as it is surrounded in all directions by a steep drop.
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** The Master Sword in ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' is absolutely required for [[spoiler: fighting Ganondorf's dragon form]]. In the event that you managed to go that far without getting the sword, [[spoiler: Zelda in her Light Dragon form will have it for you and let you pull it out without a struggle]]. This is a big contrast to ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' where the Master Sword was completely optional to obtain.
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* Certain stages of ''VideoGame/PhineasAndFerbQuestForCoolStuff'' have areas that cannot be accessed until Phineas and Ferb have obtained a specific upgrade for their A.T.T. If the player tries to enter these areas without the right upgrade, Phineas will refuse to go any further and turn around. If a stage requires an upgrade they don't have, the player won't even be allowed to enter the stage at all until they've built it.
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** The trope is prominent in the remake, ''VideoGame/TheLegendOfZeldaISatellaview'', where it interestingly combines with BrokenBridge. Certain obstacle-clearing items or events only appear or occur during certain broadcast weeks (for example, the Candle is needed in order to access the western portion of the map, but is only sold after the first week). One could wait until a later week and try to sequence break, but this defeats the purpose anyways, and the player only having one hour a week, or certain items becoming [[PermanentlyMissableContent unobtainable]].

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** The trope is prominent in the remake, ''VideoGame/TheLegendOfZeldaISatellaview'', ''VideoGame/BSTheLegendOfZelda'', where it interestingly combines with BrokenBridge. Certain obstacle-clearing items or events only appear or occur during certain broadcast weeks (for example, the Candle is needed in order to access the western portion of the map, but is only sold after the first week). One could wait until a later week and try to sequence break, but this defeats the purpose anyways, and the player only having one hour a week, or certain items becoming [[PermanentlyMissableContent unobtainable]].
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** ''VideoGame/MegaManZX Advent'' has two instances of this, with entrance to the plot-important levels gated by acquiring the transformations of the available Pseudoroids before new ones can be unlocked. First is the Oil Field, which has a gate locked by three switches [[PlotTailoredToTheParty conveniently blocked with obstacles matching each of your forms]]. Second is the Quarry area, which is hidden behind contraptions that the forms acquired since the last gate are needed to overcome.

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** ''VideoGame/MegaManZX Advent'' has two three instances of this, with entrance to the plot-important levels gated by acquiring the transformations of the available Pseudoroids before new ones can be unlocked. First First, you need Model A's WallJump to reach the areas above the Train area. Second is the Oil Field, which has a gate locked by three switches [[PlotTailoredToTheParty conveniently blocked with obstacles matching each of your forms]]. Second Third is the Quarry area, which is hidden behind contraptions that the forms acquired since the last gate are needed to overcome.
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One way to control the plot of a video game is to place [[BrokenBridge barriers]] in the hero's path. A destination may be unreachable without access to water transport because the main character has SuperDrowningSkills. You may need to become immune to fire before moving on because the next level is set in a FireAndBrimstoneHell environment. Perhaps you need to enlist the help of a specific NPC, or acquire a specific item, in order to get past the annoying guard.

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One way to control the plot of a video game is to place [[BrokenBridge barriers]] in the hero's path. A destination may be unreachable without access to water transport because the main character has SuperDrowningSkills. You may need to become immune to fire before moving on because the next level is set in a FireAndBrimstoneHell environment. Perhaps you need to enlist the help of a specific NPC, or acquire a specific item, in order to get past the annoying guard.
guard. Or you may need to perform some special ability [[PlatformActivatedAbility while standing on a pad or marked floor]].
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[[folder:Fighting Game]]
* ''VideoGame/SuperSmashBrosUltimate'':
** Getting around the map in World of Light requires specific spirits to bypass some roadblocks, such as rocks that need to be blown up or bridges that need repairing. This can get a bit strange when you have five different spirits clearly identifiable as magicians, but not the specific one that can enlarge some mushrooms for you. Fortunately, the game automatically informs you an obstacle can be disabled once you obtain the appropriate spirit.
** Downplayed with the challenge battles themselves. Certain stage hazards and conditions can be neutralized by the right support spirits to make the fight much easier, which the party screen draws your attention to. For example, a battle in fierce winds with water you drown in almost instantly is much easier if you first get the nearby supports that grant wind resistance and immunity to drowning, but the fight is winnable without them.
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* ''VideoGame/BugFables'' locks access to areas in later chapters from abilities that are gained through the story. Most noteworthy, Snakemouth Den cannot be returned to until after learning Kabbu's Dig ability, and Vi's Fly is needed to access the Termite Capitol and a host of other areas. In the case of Fly, Vi had this skill the entire time and just refused to use it until [[spoiler:Queen Elizant II orders her to]]. It is possible to reach the spot where Fly is normally first used before advancing the story to that point, and Vi will simply refuse to fly Kabbu across the gap to continue.



** ''VideoGame/EpicBattleFantasy5'': which adds an additional number of items such as the shovel and a second type of hammer, but also the items that are necessary only for extra loot, like the Cloud Boots.

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** ''VideoGame/EpicBattleFantasy5'': which This installment adds an additional number of items such as the shovel and a second type of hammer, but also the items that are necessary only for extra loot, like the Cloud Boots.
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* In each game of the ''VideoGame/UncleAlbertsAdventures'' series, you need to collect permanent tools to access some places.
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[[folder:Non-Video Game Media]]
* In ''Fanfic/AGameForTheFool'', the System locks Wei Wuxian out of going near the Burial Mounds as he is neither strong enough or near the plot to survive it.
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* ''VideoGame/ZanZarahTheHiddenPortal'': There are several types of obstacles blocking the main character's path. Getting through them requires a fairy of that element and a magic elemental card to boost its powers.
** Nature fairies can remove thorny bushes.
** Stone fairies can destroy giant boulders.
** Air fairies can use swirly air currents to let you walk on air.
** Fire fairies can protect you from burning alive in underground lava tunnels.
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* While levels that ''require'' an ability to clear always give you the ability right before you need it, ''VideoGame/{{Sonic|TheHedgehog}}'' games since ''VideoGame/SonicColors'' have generally had bonuses hidden behind gates and platforms that need clever applications of the games' various Color Powers use to breach. Since they're single-use, this often requires picking up the power and then finding a way hold onto it instead of using it when you're otherwise supposed to. In Colors, this would also mean passing by paths you can't access the first time you play a stage, and then replaying it again after unlocking that ability in a later stage.

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* While levels that ''require'' an ability to clear always give you the ability right before you need it, ''VideoGame/{{Sonic|TheHedgehog}}'' ''Franchise/SonicTheHedgehog'' games since ''VideoGame/SonicColors'' have generally had bonuses hidden behind gates and platforms that need clever applications of the games' various Color Powers use to breach. Since they're single-use, this often requires picking up the power and then finding a way hold onto it instead of using it when you're otherwise supposed to. In Colors, this would also mean passing by paths you can't access the first time you play a stage, and then replaying it again after unlocking that ability in a later stage.

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* in ''VideoGame/XenobladeChronicles2'' the field skills from blades are mostly used for side quests and hidden items , but there are a few spots in the story that require it , and may require you to upgrade the skills by doing certain tasks or get more blades

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* in ''VideoGame/XenobladeChronicles2'' the field skills from blades are mostly used for side quests and hidden items , but there are a few spots in the story that require it , and may require you to upgrade the skills by doing certain tasks or get more bladesblades.
* In ''VideoGame/XenobladeChronicles3'', there are two abilities that can only be unlocked after completing the required Hero quest that are required for story completion: climbing vined walls, rail grinding. Two others are gained during their required Hero quest, but are not necessary for story completion: walking up flowing sand dunes, and crossing poisonous areas without taking damage.
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** In ''VideoGame/MegaManZX'', the room leading to Area F is locked by a ceiling switch that you must hit with Model ZX's or HX's Saber attack or by shooting upwards with Model FX.
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Linking directly to avoid redirect


* ''VideoGame/OriAndTheBlindForest'' uses this trope in typical Metroidvania style. For sheer-walled shafts you need the WallJump or Wall Climb; to break the blue barriers you need [[ChargeAttack Charge Flame]]; other-colored barriers need to be destroyed by a like-colored enemy or their projectile, sometimes via the Bash ability; to cross large spike pits or gaps you need DoubleJump, Bash, Glide, or a combination of all three; and for the wooden post switches and certain breakable floors you need the GroundPound. Furthermore, in the UpdatedRerelease, certain secrets in the main game are locked until you have the new Dash and Light Burst abilities acquired in the BonusDungeon.

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* ''VideoGame/OriAndTheBlindForest'' uses this trope in typical Metroidvania style. For sheer-walled shafts you need the WallJump or Wall Climb; to break the blue barriers you need [[ChargeAttack [[ChargedAttack Charge Flame]]; other-colored barriers need to be destroyed by a like-colored enemy or their projectile, sometimes via the Bash ability; to cross large spike pits or gaps you need DoubleJump, Bash, Glide, or a combination of all three; and for the wooden post switches and certain breakable floors you need the GroundPound. Furthermore, in the UpdatedRerelease, certain secrets in the main game are locked until you have the new Dash and Light Burst abilities acquired in the BonusDungeon.
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* In ''VideoGame/KingdomHeartsIII'', your Gummi Ship must have a sufficient Speed Stat in order to challenge the BonusBoss battles in the first two areas. Attempting to access them with a slower Ship causes the Gummi Ship to turn around.

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* In ''VideoGame/KingdomHeartsIII'', your Gummi Ship must have a sufficient Speed Stat in order to challenge the BonusBoss {{superboss}} battles in the first two areas. Attempting to access them with a slower Ship causes the Gummi Ship to turn around.

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* ''VideoGame/{{Rakuen}}'': The paths to the later areas of the game are blocked by bamboo and boulders in Morizora's Forest and barricaded wooden doors in the hospital. The Axe is required to chop past the bamboo and the doors while the Pickaxe is needed to break the boulders down.



* ''VideoGame/Subnautica'' accomplishes this by making several areas impossible or at least severely impractical to access without the right equipment. For example most obviously, extensive exploration of deep underwater biomes becomes easier after you craft an air tank, then a bigger tank, then a rebreather and then finally submersibles. Another example is the wreck of the ''Aurora'', which requires a lead-lined diving suit to protect from the radiation leaking from the ship's damaged fusion reactor.

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* ''VideoGame/Subnautica'' ''VideoGame/{{Subnautica}}'' accomplishes this by making several areas impossible or at least severely impractical to access without the right equipment. For example most obviously, extensive exploration of deep underwater biomes becomes easier after you craft an air tank, then a bigger tank, then a rebreather and then finally submersibles. Another example is the wreck of the ''Aurora'', which requires a lead-lined diving suit to protect from the radiation leaking from the ship's damaged fusion reactor.
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* ''VideoGame/SweetHome'' gives each member of your party a unique item that is used to solve the many puzzles in the game: Kazuo's lighter to burn certain objects, Asuka's vacuum to restore frescoes, Taguchi's camera to reveal hidden clues on said frescoes, Akiko's first aid kit to cure status ailments, and Emi's key to unlock doors. With PermaDeath in place in this game, the loss of even one party member can make some puzzles unsolvable, forcing you to either find an item that can replicate the dead party member's function (taking up your very limited inventory space in so doing) or find another way to proceed.

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* ''VideoGame/SweetHome'' ''VideoGame/SweetHome1989'' gives each member of your party a unique item that is used to solve the many puzzles in the game: Kazuo's lighter to burn certain objects, Asuka's vacuum to restore frescoes, Taguchi's camera to reveal hidden clues on said frescoes, Akiko's first aid kit to cure status ailments, and Emi's key to unlock doors. With PermaDeath in place in this game, the loss of even one party member can make some puzzles unsolvable, forcing you to either find an item that can replicate the dead party member's function (taking up your very limited inventory space in so doing) or find another way to proceed.
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** The trope is prominent in the remake, ''BS Zelda no Densetsu'', where it interestingly combines with BrokenBridge. Certain obstacle-clearing items or events only appear or occur during certain broadcast weeks (for example, the Candle is needed in order to access the western portion of the map, but is only sold after the first week). One could wait until a later week and try to sequence break, but this defeats the purpose anyways, and the player only having one hour a week, or certain items becoming [[PermanentlyMissableContent unobtainable]].

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** The trope is prominent in the remake, ''BS Zelda no Densetsu'', ''VideoGame/TheLegendOfZeldaISatellaview'', where it interestingly combines with BrokenBridge. Certain obstacle-clearing items or events only appear or occur during certain broadcast weeks (for example, the Candle is needed in order to access the western portion of the map, but is only sold after the first week). One could wait until a later week and try to sequence break, but this defeats the purpose anyways, and the player only having one hour a week, or certain items becoming [[PermanentlyMissableContent unobtainable]].

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