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Inaccurate : Feral Ghouls show up near the Mesquite Mountains Crater, the Old Nuclear Test site, Vault 34, the sewers and many other locations in New Vegas.


** Feral Ghouls, basically [[OurZombiesAreDifferent zombies]] created by the degenerative effects of FEV and radiation on prewar humans, are unusually common in the subway tunnels. You kill about 30 in one specific sidequest (Tenpenny Towers) alone, and the antagonist of that sidequest ''still'' has a small army of them to unleash if you side with him at the end instead of killing him and his two (sapient) followers. How so many people in the subways ended up infested with FEV, and how exactly they've been surviving for the past 200 years in an area with no food, is never explained. ''New Vegas'' averts this: Feral Ghouls only show up at the Repconn Test Site (having been brought there by Jason Bright's group) and Camp Searchlight (which was very recently dirty bombed).

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** Feral Ghouls, basically [[OurZombiesAreDifferent zombies]] created by the degenerative effects of FEV and radiation on prewar humans, are unusually common in the subway tunnels. You kill about 30 in one specific sidequest (Tenpenny Towers) alone, and the antagonist of that sidequest ''still'' has a small army of them to unleash if you side with him at the end instead of killing him and his two (sapient) followers. How so many people in the subways ended up infested with FEV, and how exactly they've been surviving for the past 200 years in an area with no food, is never explained. ''New Vegas'' averts this: Feral Ghouls only show up at the Repconn Test Site (having been brought there by Jason Bright's group) and Camp Searchlight (which was very recently dirty bombed).
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* ''VideoGame/HollowKnight'' has a very noteworthy atmosphere, every enemies live in specific areas with explanations for their presence. However the Trial of the Fool is a survival challenge where the player has to fight waves of ennemies from various areas and who don't fit alongside eachothers.

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* ''VideoGame/HollowKnight'' has a very noteworthy atmosphere, every enemies live in specific areas with explanations for their presence. However the Trial of the Fool is a survival challenge where the player has to fight waves of ennemies enemies from various areas areas, and who don't fit alongside eachothers.each other.

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Inappropiate


* This applies to a lot of the gangs in the ''VideoGame/GrandTheftAuto'' series. The story missions could have you killing hundreds of their members, murdering all of their bosses and destroying all of their businesses, but they'll still be walking around the map ready to come after you if you cross their paths. The exceptions to this are the Ballas and Vegos in ''San Andreas'', who will stop spawning if you take over all of their territories, and the Purple Nines in ''III'', who through a glitch are hit so hard that they stop spawning even in a new save file if you don't take the right precautions.
** A big mention goes to the altruist cult, who are only found in the Chiliad Mountain State Wilderness.

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* This applies to a lot of the gangs in the ''VideoGame/GrandTheftAuto'' series. The story missions could have you killing hundreds of their members, murdering all of their bosses and destroying all of their businesses, but they'll still be walking around the map ready to come after you if you cross their paths. The exceptions to this are the Ballas and Vegos in ''San Andreas'', who will stop spawning if you take over all of their territories, and the Purple Nines in ''III'', who through a glitch are hit so hard that they stop spawning even in a new save file if you don't take the right precautions.
**
precautions. A big mention goes to the altruist cult, who are only found in the Chiliad Mountain State Wilderness.
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** A big mention goes to the altruist cult, who are only found in the Chiliad Mountain State Wilderness.
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* ''VideoGame/HollowKniight'' has a very noteworthy atmosphere, every enemies live in specific areas with explanations for their presence. However the Trial of the Fool is a survival challenge where the player has to fight waves of ennemies from various areas and who don't fit alongside eachothers.

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* ''VideoGame/HollowKniight'' ''VideoGame/HollowKnight'' has a very noteworthy atmosphere, every enemies live in specific areas with explanations for their presence. However the Trial of the Fool is a survival challenge where the player has to fight waves of ennemies from various areas and who don't fit alongside eachothers. \n\n[[Folder]]\n
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* ''VideoGame/HollowKniight'' has a very noteworthy atmosphere, every enemies live in specific areas with explanations for their presence. However the Trial of the Fool is a survival challenge where the player has to fight waves of ennemies from various areas and who don't fit alongside eachothers.

[[Folder]]
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* ''VideoGame/SuperMarioKart'' has Monty Moles leaping out of the water in the Special Cup's first track. They probably didn't have enough processing power to use a more fitting enemy like a Cheep Cheep, so they had to reuse the Monty Moles you already find on-road.

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* ''VideoGame/SuperMarioKart'' has Monty Moles leaping out of the water in the Special Cup's first track. They probably didn't have enough processing power to use a more fitting enemy like a Cheep Cheep, so they had to reuse the Monty Moles you already find on-road.on-road.
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* ''VideoGame/SuperMarioKart'' has Monty Moles leaping out of the water in the Special Cup's first track. They probably didn't have enough processing power to use a more fitting enemy like a Cheep Cheep, so they had to reuse the Monty Moles you already find on-road.

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* The Mites in ''VideoGame/Area51FPS'' are this. You first encounter a large swarm of them. After that, you'll often come across them in ventilation shafts and otherwise isolated areas, feasting on corpses.



* ''Videogame/WorldOfWarcraft'': Rockflayers are creatures natives of Draenor, but somehow, they can also be found in Deepholm, the ElementalPlane of another world. In a bizarre reversal of this trope, they can't be found on past/alternate timeline Draenor players can visit, only on the present day/main timeline world of Outland. The game even pokes fun at this discrepancy with a Garrison Mission to Rockflayer Island. All your followers find is a rock.

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* ''Videogame/WorldOfWarcraft'': Rockflayers are creatures natives of Draenor, but somehow, they can also be found in Deepholm, the ElementalPlane of another world. In a bizarre reversal of this trope, they can't be found on past/alternate timeline Draenor players can visit, only on the present day/main present-day/main timeline world of Outland. The game even pokes fun at this discrepancy with a Garrison Mission to Rockflayer Island. All your followers find is a rock.
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not an example


* In ''VideoGame/PaperMarioTheThousandYearDoor'', Goombas, as per the norm, are the [[TheGoomba earliest and weakest enemies in the game]]. Yet for some reason, they reappear in Riverside Station, a late-game dungeon. This is purely a game play instance, as there isn't really any reason in the story for them not to be around.

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* In ''VideoGame/HalfLife2'', Headcrabs appear at first mostly in places where the Combine have specifically used them as a biological weapon, and they're usually accompanied by the remains of their artillery shell cages. After the Ravenholm level however, they become more-or-less just GoddamnedBats ready to pop out of any vaguely abandoned area.

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* In ''VideoGame/HalfLife2'', Headcrabs appear at first mostly in places where the Combine have specifically used them as a biological weapon, and they're usually accompanied by the remains of their artillery shell cages. After the Ravenholm level level, however, they become more-or-less just GoddamnedBats ready to pop out of any vaguely abandoned area.area. The same goes for zombies.



* In ''VideoGame/{{Unreal}}, the Tentacles are found quite frequently throughout the world. They appear on the ceilings of huts, temples, Skaarj facilities and more.



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* This applies to a lot of the gangs in the ''VideoGame/GrandTheftAuto'' series. The story missions could have you killing hundreds of their members, murdering all of their bosses and destroying all of their businesses, but they'll still be walking around the map ready to come after you if you cross their paths. The exceptions to this are the Ballas and Vegos in ''San Andreas'', who will stop spawning if you take over all of their territories, and the Purple Nines in ''III'' (Though a glitch about that will prevent them from spawning in future games if you don't take the right precautions).

to:

* This applies to a lot of the gangs in the ''VideoGame/GrandTheftAuto'' series. The story missions could have you killing hundreds of their members, murdering all of their bosses and destroying all of their businesses, but they'll still be walking around the map ready to come after you if you cross their paths. The exceptions to this are the Ballas and Vegos in ''San Andreas'', who will stop spawning if you take over all of their territories, and the Purple Nines in ''III'' (Though ''III'', who through a glitch about are hit so hard that will prevent them from they stop spawning even in future games a new save file if you don't take the right precautions).
precautions.



* {{Inverted|Trope}} in ''VideoGame/MetroidFusion'' - seemingly misplaced cold-based X start showing up ''before'' you reach the icy area they're native to... because Samus is now part-Metroid and the X are migrating in an attempt to exploit her vulnerability to freezing. Their behaviour changes once Samus acquires temperature shielding and is able to absorb them safely.

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* {{Inverted|Trope}} in ''VideoGame/MetroidFusion'' - seemingly misplaced cold-based X start showing up ''before'' you reach the icy area they're native to... because Samus is now part-Metroid and the X are migrating in an attempt to exploit her vulnerability to freezing. Their behaviour changes once shortly after Samus acquires temperature shielding and is able to absorb them safely.
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They appeared across the continent because FEV was present on the west coast FIRST dummy, and before you start talking about "continuity" & "unique circumstances" maybe you should consider that fallout 3 just has bad writing that doesn't really properly explain itself


** [[KillItWithFire Fire]] [[BigCreepyCrawlies ants]] will show up at Eldorado Dry Lake in New Vegas. In Fallout 3 they were only found at Grayditch and Marigold Metro Station, where a MadScientist had accidentally created them while tinkering with FEV, but there is no explanation for why Fire Ants showed up on the opposite side of the continent in Nevada.
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* In ''VideoGame/DarkSoulsII'', you encounter a lone, moss-covered Ironclad in the Forest of Fallen Giants, which isn't even on the same path as their home in the Iron Keep. Item descriptions indicate that some Ironclads just happened to wander into Drangleic and get involved in the giant war.
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** Feral Ghouls, basically [[OurZombiesAreDifferent zombies]] created by the degenerative effects of FEV and radiation on prewar humans, are unusually common in the subway tunnels. You kill about 30 in one specific sidequest (Tenpenny Towers) alone, and the antagonist of that sidequest ''still'' has a small army of them to unleash if you side with him at the end instead of killing him and his two (sapient) followers. How so many people in the subways ended up infested with FEV, and how exactly they've been surviving for the past 200 years in an area with no food, is never explained.

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** Feral Ghouls, basically [[OurZombiesAreDifferent zombies]] created by the degenerative effects of FEV and radiation on prewar humans, are unusually common in the subway tunnels. You kill about 30 in one specific sidequest (Tenpenny Towers) alone, and the antagonist of that sidequest ''still'' has a small army of them to unleash if you side with him at the end instead of killing him and his two (sapient) followers. How so many people in the subways ended up infested with FEV, and how exactly they've been surviving for the past 200 years in an area with no food, is never explained. ''New Vegas'' averts this: Feral Ghouls only show up at the Repconn Test Site (having been brought there by Jason Bright's group) and Camp Searchlight (which was very recently dirty bombed).

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* VideoGame/MassEffectAndromeda has the Outlaws, one of the three main enemy factions along with the [[MechaMooks Remnant]] and [[ScaryDogmaticAliens Kett]]. While the latter two factions having nigh-infinite numbers is more than justified, the Outlaws (an umbrella term for a bunch of different criminal gangs) really don't. To wit, there were only 20,000 people on the Nexus, many of whom died during the Nexus Uprising and the subsequent Kett attacks; a ''small minority'' of the survivors then fanned out to become the Outlaws. So, presumably, there can't be more than a few thousand of them at the absolute most. These numbers make sense just sticking to the main story and bigger side missions, as you and your team only kill a few hundred there, but thanks to infinite spawn points in the overworld single player and the ZergRush of repeatable multiplayer games, the player can easily kill more Outlaws than ever should have existed before they're even finished with the first playthrough.
* ''VideoGame/Fallout3'' has Super Mutants, which appear far more numerous than their origins would suggest. [[MoreCriminalsThanTargets Likewise, Raiders often seem to outnumber townspeople and wastelanders]]. Enclave Soldiers can also be encountered before they officially enter the plot, and after their bases are wiped out in ''Broken Steel''. Aliens sometimes respawn on Mothership Zeta if you return, even though you cleared out the ship.
** In ''VideoGame/FalloutNewVegas'', Fiends and Powder Gangers continue to randomly spawn after you have killed their leaders and exterminated their strongholds. And even if you've killed Caesar, Vulpes, and the rest of his fort, and driven the Legion from their strongholds on the west side of the Colorado, leaving only the Legate's camp on the opposite end of Hoover Dam, Legionary Assassins keep spawning throughout the Wasteland every few days.

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* VideoGame/MassEffectAndromeda ''VideoGame/MassEffectAndromeda'' has the Outlaws, one of the three main enemy factions along with the [[MechaMooks Remnant]] and [[ScaryDogmaticAliens Kett]]. While the latter two factions having nigh-infinite numbers is more than justified, the Outlaws (an umbrella term for a bunch of different criminal gangs) really don't.have no excuse for appearing so frequently. To wit, there were only 20,000 people on the Nexus, many of whom died during the Nexus Uprising and the subsequent Kett attacks; a ''small minority'' of the survivors then fanned out to become the Outlaws. So, presumably, there can't be more than a few thousand of them at the absolute most. These numbers make sense just sticking to the main story and bigger side missions, as you and your team only kill a few hundred there, there and this is implied to be significant, but thanks to infinite spawn points in the overworld single player and the ZergRush of repeatable multiplayer games, the player can easily kill more Outlaws than ever should have existed before they're even finished with the first playthrough.
* ''VideoGame/Fallout3'' has Super Mutants, which appear far more numerous than their origins would suggest. [[MoreCriminalsThanTargets Likewise, Raiders often seem to outnumber townspeople and wastelanders]].wastelanders]], with there being gangs of them in every single vaguely abandoned area that's not already infested by another enemy type. Enclave Soldiers can also be encountered before they officially enter the plot, and after their bases are wiped out in ''Broken Steel''. Aliens sometimes respawn on Mothership Zeta if you return, even though you cleared out the ship.
** Feral Ghouls, basically [[OurZombiesAreDifferent zombies]] created by the degenerative effects of FEV and radiation on prewar humans, are unusually common in the subway tunnels. You kill about 30 in one specific sidequest (Tenpenny Towers) alone, and the antagonist of that sidequest ''still'' has a small army of them to unleash if you side with him at the end instead of killing him and his two (sapient) followers. How so many people in the subways ended up infested with FEV, and how exactly they've been surviving for the past 200 years in an area with no food, is never explained.
** In ''VideoGame/FalloutNewVegas'', Fiends and Powder Gangers continue to randomly spawn after you have killed their leaders and exterminated their strongholds. This could be justified as splinter groups; it's not like you got all of them. And even if you've killed Caesar, Vulpes, and the rest of his fort, and driven the Legion from their strongholds on the west side of the Colorado, leaving only the Legate's camp on the opposite end of Hoover Dam, Legionary Assassins keep spawning throughout the Wasteland every few days.days.
*** It's generally averted though. While small scattered groups of Fiends and Powder Gangers are still around, they stop spawning in significant numbers once you've cleared out their strongholds. Meanwhile other raider factions, like the Great Khans, the Vipers, the Jackals, and the Scorpions don't respawn at all after being wiped out. Nor do the Legion soldiers west of the Colorado River, bar the aforementioned Legionary Assassins, who can be rationalized as small special forces teams dispatched directly from the Legate's Camp. This extends to the DLC: if you opt to side with Joshua Graham, the Sorrows, and the Dead Horses to wipe out the White Legs in ''Honest Hearts'', they stay gone. From then on Zion is entirely devoid of enemies bar the occasional hostile animal.
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* VideoGame/MassEffectAndromeda has the Outlaws, one of the three main enemy factions along with the [[MechaMooks Remnant]] and [[ScaryDogmaticAliens Kett]]. While the latter two factions having nigh-infinite numbers is more than justified, the Outlaws (an umbrella term for a bunch of different criminal gangs) really don't. To wit, there were only 20,000 people on the Nexus, many of whom died during the Nexus Uprising and the subsequent Kett attacks; a ''small minority'' of the survivors then fanned out to become the Outlaws. So, presumably, there can't be more than a few thousand of them at the absolute most. These numbers make sense just sticking to the main story and bigger side missions, as you and your team only kill a few hundred there, but thanks to infinite spawn points in the overworld single player and the ZergRush of repeatable multiplayer games, the player can easily kill more Outlaws than ever should have existed before they're even finished with the first playthrough.

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** Pyramid Head is explicitly made from part of James' damaged psyche. Doesn't stop him from showing up in later games that have absolutely nothing to do with James.
** The Abstract Daddy is sprung from Angela's psyche. When it reappears as a DegradedBoss, Angela is nowhere to be found.

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** Pyramid Head is explicitly made from part of James' damaged psyche. Doesn't stop him from showing up enemies with a similar design and purpose appear in later other games that across the series to menace different characters:
*** Homecoming has the very similarly appearing Bogeyman, with just a few minor design differences between the two. In this case, Bogeyman is instead a manifestation of [[spoiler: Adam's guilt]].
*** Also, in Origins we
have absolutely nothing the Butcher, who is visually somewhat similar to do with James.
ol' Pyramid but has different symbolism. Whereas Pyramid Head is about the guilt of James, the Butcher is either the cruelty and sacrifice of the Order, or is some manifestation of Travis' psyche, possibly fear and anger.
** Subverted in one case. The Abstract Daddy is sprung from Angela's psyche. When it reappears as a DegradedBoss, Angela is initially nowhere to be found.
found, [[spoiler: but is nearby preparing to kill herself via SelfImmolation]].
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After checking the game's instruction manual, I've remembered that ALL enemies are part of the "8 bits", a club of evil dreams. Which means all enemies from SMB 2 that appeared in later games count as Artifact Mooks


* ''VideoGame/SuperMarioBros2'' revolves around Mario dreaming of Subcon. Some of the enemies he and his friends face there are described in relation to the dream's nature (Ninjis are devils that haunt the dreams of NES players, Snifits shoot projectiles that have concentrated nightmarish energy); yet they appeared in later ''Mario'' games (in fact, Snifits can be found in ''VideoGame/SuperMarioWorld2YoshisIsland'', which chronologically takes place before ''all'' other games in the ''Mario'' series, including ''[=SMB2=]'').

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* ''VideoGame/SuperMarioBros2'' revolves around Mario dreaming of Subcon. Some of the The enemies he and his friends face there are part of the "8 bits", a club of evil dreams; subsequently, they're described in relation to the dream's nature (Ninjis are devils that haunt the dreams of NES players, Snifits shoot projectiles that have concentrated nightmarish energy); energy, Pidgits are bringers of evil dreams); yet they many of them appeared in later ''Mario'' games (in fact, Shy Guys and Snifits can be found in ''VideoGame/SuperMarioWorld2YoshisIsland'', which chronologically takes place before ''all'' other games in the ''Mario'' series, including ''[=SMB2=]'').
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** Wily's Gear Fortress from ''Mega Man 11'' reuses many enemies from the previous levels, although most are series mainstays (Sniper Joes and the aforementioned Mettools) or generic enough (the Drones from Fuse Man's stage) to not look out of place there. However, you still get to occasionally face the cooking pot tanks from Torch Man's stage and the exploding Sentai bots from Blast Man's stages, who are all goofily misplaced.
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** The Mole Playing Rough. They first appear in the Lilliput Steps, an underground cave, where they're a decent foe (oh, and the boss there is a giant mole, so there's a mole theme in that cave). However, for same reason, the designers put some specific points (to be exact, in the Dusty Dunes Desert, Summers Beach and the Deep Darkness) around the game where one of them always spawns if you walk around there. Not only are they incredibly weak by that point, but those are places you wouldn't expect to find a mole. It has been [[https://m.youtube.com/watch?v=nwQmwT1ULMU suggested]] that these three moles were intentionally put there by the developers in order to ensure that overworked status effects are enabled again after earlier being disabled.

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** The Mole Playing Rough. They first appear in the Lilliput Steps, an underground cave, where they're a decent foe (oh, and the boss there is a giant mole, so there's a mole theme in that cave). However, for same reason, the designers put some specific points (to be exact, in the Dusty Dunes Desert, Summers Beach and the Deep Darkness) around the game where one of them always spawns if you walk around there. Not only are they incredibly weak by that point, but those are places you wouldn't expect to find a mole. It has been [[https://m.youtube.com/watch?v=nwQmwT1ULMU suggested]] that these three moles were intentionally put there by the developers in order to ensure that overworked overworld status effects are enabled again after earlier being disabled.
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Somebody has finally come up with an explanation.


** The Mole Playing Rough. They first appear in the Lilliput Steps, an underground cave, where they're a decent foe (oh, and the boss there is a giant mole, so there's a mole theme in that cave). However, for same reason, the designers put some specific points (to be exact, in the Dusty Dunes Desert, Summers Beach and the Deep Darkness) around the game where one of them always spawns if you walk around there. Not only are they incredibly weak by that point, but those are places you wouldn't expect to find a mole.

to:

** The Mole Playing Rough. They first appear in the Lilliput Steps, an underground cave, where they're a decent foe (oh, and the boss there is a giant mole, so there's a mole theme in that cave). However, for same reason, the designers put some specific points (to be exact, in the Dusty Dunes Desert, Summers Beach and the Deep Darkness) around the game where one of them always spawns if you walk around there. Not only are they incredibly weak by that point, but those are places you wouldn't expect to find a mole. It has been [[https://m.youtube.com/watch?v=nwQmwT1ULMU suggested]] that these three moles were intentionally put there by the developers in order to ensure that overworked status effects are enabled again after earlier being disabled.
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* Can happen in ''[[VideoGame/MonsterHunter Monster Hunter 3 Ultimate]]''. Each area has their own monsters, and variants made to fit other areas, and otherwise the areas they appear in fit their habitat. Later in the game however, almost every enemy can appear on the tropical Deserted Island though free hunting at night, even if it doesn't make sense. One example would be Brachydios, a volcanic monster who typically avoids water since it dilutes its blast slime walking around near the beach, which makes it easy to get rid of Blastblight by rolling around in water, something that normally can't be done in the areas you normally fight him in.

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* Can happen in ''[[VideoGame/MonsterHunter Monster Hunter 3 Ultimate]]''. Each area has their own monsters, and variants made to fit other areas, and otherwise the areas they appear in fit their habitat. Later in the game however, almost every enemy can appear on the tropical Deserted Island though free hunting at night, even if it doesn't make sense. One example would be Brachydios, a volcanic monster who typically avoids water since it dilutes its blast slime walking around near the beach, which makes it easy to get rid of Blastblight by rolling around in water, something that normally can't be done in the areas you normally fight him in.
in. To a lesser extent, this also occurs in ''4 Ultimate'' with the Everwood (also tailored for free hunting), where monsters like Berserk Tetsucabra (which inhabits underground and volcanic areas), Shrouded Nerscylla (which inhabits deserts) and Tidal Najarala (which inhabits icy lakes) appear in the lush, temperate and open-air forest.



* ''Videogame/WorldOfWarcraft'': Rockflayers are creatures natives of Draenor, but somehow, they can also be found in Deepholm, the ElementalPlane of another world.
** In a bizarre reversal of this trope, they can't be found on past/alternate timeline Draenor players can visit, only on the present day/main timeline world of Outland. The game even pokes fun at this discrepancy with a Garrison Mission to Rockflayer Island. All your followers find is a rock.
*** Though this could have to do with Neltharion the Earth-Warder, who is connected to both. Neltharion's flight from Deepholm Outland in the old/regular timeline would have potentially brought rock flayers with him, but in the new timeline Neltharion never visited Draenor and thus would not bring rock flayers with him.

to:

* ''Videogame/WorldOfWarcraft'': Rockflayers are creatures natives of Draenor, but somehow, they can also be found in Deepholm, the ElementalPlane of another world.
**
world. In a bizarre reversal of this trope, they can't be found on past/alternate timeline Draenor players can visit, only on the present day/main timeline world of Outland. The game even pokes fun at this discrepancy with a Garrison Mission to Rockflayer Island. All your followers find is a rock.
*** Though this could have to do with Neltharion the Earth-Warder, who is connected to both. Neltharion's flight from Deepholm Outland in the old/regular timeline would have potentially brought rock flayers with him, but in the new timeline Neltharion never visited Draenor and thus would not bring rock flayers with him.
rock.



* ''VideoGame/SuperMarioBros2'' revolves around Mario dreaming of Subcon. Some of the enemies he and his friends face there are described in relation to the dream's nature (Ninjis are devils that haunt the dreams of NES players, Snifits shoot projectiles that have concentrated nightmarish energy); yet they appeared in later ''Mario'' games (in fact, Snifits can be found in ''VideoGame/SuperMarioWorld2YoshisIsland'', which chronologically takes place before ''all'' other games in the ''Mario'' series).

to:

* ''VideoGame/SuperMarioBros2'' revolves around Mario dreaming of Subcon. Some of the enemies he and his friends face there are described in relation to the dream's nature (Ninjis are devils that haunt the dreams of NES players, Snifits shoot projectiles that have concentrated nightmarish energy); yet they appeared in later ''Mario'' games (in fact, Snifits can be found in ''VideoGame/SuperMarioWorld2YoshisIsland'', which chronologically takes place before ''all'' other games in the ''Mario'' series).series, including ''[=SMB2=]'').
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* ''VideoGame/SuperMarioBros2'' revolves around Mario dreaming of Subcon. Some of the enemies he faces there are described in relation to the dream's nature (Ninjis are devils that haunt the dreams of NES players, Snifits shoot projectiles that have concentrated nightmarish energy); yet they appeared in later ''Mario'' games (in fact, Snifits can be found in ''VideoGame/SuperMarioWorld2YoshisIsland'', which chronologically takes place before ''all'' other games in the ''Mario'' series.

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* ''VideoGame/SuperMarioBros2'' revolves around Mario dreaming of Subcon. Some of the enemies he faces and his friends face there are described in relation to the dream's nature (Ninjis are devils that haunt the dreams of NES players, Snifits shoot projectiles that have concentrated nightmarish energy); yet they appeared in later ''Mario'' games (in fact, Snifits can be found in ''VideoGame/SuperMarioWorld2YoshisIsland'', which chronologically takes place before ''all'' other games in the ''Mario'' series.series).

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* Subverted in the Rainbow Shell quest in ''VideoGame/ChronoTrigger''. It seems really strange to be fighting Naga-ettes and Gnashers, enemies that appeared in the 600 A.D. Cathedral at the very beginning of the game. [[spoiler:That is until you fight the boss, Yakra XIII, who is the descendant of the boss of the Cathedral.]]
** There's also the enemies on the way ''to'' the Rainbow Shell. The area is filled with stronger palate-swapped versions of enemies you fought in the prehistoric era. Like above, this is justified by the area, Giant's Claw, actually being the millions years old ruins of the prehistoric Tyrano Lair.

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* Subverted in the Rainbow Shell quest in ''VideoGame/ChronoTrigger''. It seems really strange to be fighting Naga-ettes and Gnashers, enemies that appeared in the 600 A.D. Cathedral at the very beginning of the game. [[spoiler:That is until you fight the boss, Yakra XIII, who is the descendant of the boss of the Cathedral.]]
**
]] There's also the enemies on the way ''to'' the Rainbow Shell. The area is filled with stronger palate-swapped versions of enemies you fought in the prehistoric era. Like above, this is justified by the area, Giant's Claw, actually being the millions years old ruins of the prehistoric Tyrano Lair.



* ''VideoGame/SuperMarioBros2'' revolves around Mario dreaming of Subcon. Some of the enemies he faces there are described in relation to the dream's nature (Ninjis are devils that haunt the dreams of NES players, Snifits shoot projectiles that have concentrated nightmarish energy); yet they appeared in later ''Mario'' games (in fact, Snifits can be found in ''VideoGame/SuperMarioWorld2YoshisIsland'', which chronologically takes place before ''all'' other games in the ''Mario'' series.



** In ''VideoGame/TheLegendOfZeldaALinkToThePast'', the castle guards appear as enemies and are mentioned as having been brainwashed by the EvilChancellor. In several other games, their presence as enemies is {{handwave}}d or not explained at all.
*** Downplayed in ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'' where easily missed lines mention they have been brainwashed. Still no one seems at all concerned about the fate of the guards, even in the ending.
*** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' the guards appear as enemies despite regular Hyrule Guards existing and wearing a completely different uniform. There is a {{Handwave}} that the guards are [[ArtAttacker living paintings]] created by a magician from another world, but it isn't explained why the Magician created monsters based on the Hyrule Guards of the past. In a non Soldier example, ''A Link to the Past'' established the Boss character, ''Blind the Thief'' was a human who had been turned into a monster under the Dark World's curse. In Lorule's MirrorUniverse, Blind's counterpart is not only a monster, but a [[DemBones living skeleton]], despite no such curse existing in Lorule.
*** The Soldiers appear as enemies in ''VideoGame/TheLegendOfZeldaTriForceHeroes'' without any sort of explanation at all. Crossover into WhatMeasureIsAMook territory when [[spoiler: Couture ensures the BigBad survives, but no one seems to have any issue with the equally human guards [[DefeatEqualsExplosion being hit until they explode.]]]]

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** In ''VideoGame/TheLegendOfZeldaALinkToThePast'', the castle guards appear as enemies and are mentioned as having been brainwashed by the EvilChancellor. In several other games, their presence as enemies is {{handwave}}d or not explained at all.
***
all. Downplayed in ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'' where easily missed lines mention they have been brainwashed. Still no one seems at all concerned about the fate of the guards, even in the ending.
*** ** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' the guards appear as enemies despite regular Hyrule Guards existing and wearing a completely different uniform. There is a {{Handwave}} that the guards are [[ArtAttacker living paintings]] created by a magician from another world, but it isn't explained why the Magician created monsters based on the Hyrule Guards of the past. In a non Soldier example, ''A Link to the Past'' established the Boss character, ''Blind the Thief'' was a human who had been turned into a monster under the Dark World's curse. In Lorule's MirrorUniverse, Blind's counterpart is not only a monster, but a [[DemBones living skeleton]], despite no such curse existing in Lorule.
*** ** The Soldiers appear as enemies in ''VideoGame/TheLegendOfZeldaTriForceHeroes'' without any sort of explanation at all. Crossover into WhatMeasureIsAMook territory when [[spoiler: Couture ensures the BigBad survives, but no one seems to have any issue with the equally human guards [[DefeatEqualsExplosion being hit until they explode.]]]]
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* {{Inverted|Trope}} in ''VideoGame/MetroidFusion'' - seemingly misplaced cold-based X start showing up ''before'' you reach the icy area they're native to... because Samus is now part-Metroid and the X are migrating in an attempt to exploit her vulnerability to freezing. Their behaviour changes once Samus acquires temperature shielding and is able to absorb them safely.
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* Viruses in the entire ''Videogame/SuperMarioBros'' series. In their first appearance they appear as enemies in ''VideoGame/DrMario'', which makes sense. In ''Videogame/MarioAndLuigiSuperstarSaga'', they appear in an abandoned university laboratory, which makes sense. In ''VideoGame/MarioAndLuigiDreamTeam''? They appear EVERYWHERE. Deserts, the beach, caves, in town, on an icy mountain... And in groups of 16 at a time to boot (now granted, viruses are technically omnipresent in nature, but still...).

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* Viruses in the entire ''Videogame/SuperMarioBros'' ''Franchise/SuperMarioBros'' series. In their first appearance they appear as enemies in ''VideoGame/DrMario'', which makes sense. In ''Videogame/MarioAndLuigiSuperstarSaga'', they appear in an abandoned university laboratory, which makes sense. In ''VideoGame/MarioAndLuigiDreamTeam''? They appear EVERYWHERE. Deserts, the beach, caves, in town, on an icy mountain... And in groups of 16 at a time to boot (now granted, viruses are technically omnipresent in nature, but still...).
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* ''VideoGame/KidIcarusUprising'', in its earlier chapters, puts Pit against a specific faction, fighting enemies that belong to that faction. Then it plays with this trope by justifying returning enemies in increasingly unlikely ways: first by [[spoiler:introducing an invasion of aliens that make enemies in the likeness of the ones from the enemy factions (while looking slightly different)]], then following that up with [[spoiler:the Chaos Kin who is able to make exact copies of past enemies]]. By the time [[spoiler:Dyntos is testing Pit's worthiness and decides to do so using the same enemies already encountered]], this trope is pretty much being played straight.

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* ''VideoGame/KidIcarusUprising'', in its earlier chapters, puts Pit against a specific faction, fighting enemies that belong to that faction. Then it plays with this trope by justifying returning enemies in increasingly unlikely ways: first by [[spoiler:introducing an invasion of aliens that make enemies in the likeness of the ones from the enemy factions (while looking slightly different)]], then following that up with [[spoiler:the Chaos Kin who is able to make exact copies of past enemies]]. By the time [[spoiler:Dyntos is testing Pit's worthiness and decides to do so using the same enemies already encountered]], this trope is pretty much being played straight.

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