History Main / BrokenBridge

8th Jul '17 2:32:15 PM eowynjedi
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* In ''VideoGame/BravelyDefault'', the intrepid heroes steal an airship quite early on... but it can only land in water, and there's just one inland sea that hasn't been turned into a festering corrosive, so you have to go there first. And then an enemy comes aboard to break the flying part, so they're stuck sailing around that area until they fix the Water Crystal and can traverse the ocean without ruining their ride.

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* In ''VideoGame/BravelyDefault'', the ''VideoGame/BravelyDefault''
** The
intrepid heroes steal an airship quite early on... but it can only land in water, and there's just one inland sea that hasn't been turned into a festering corrosive, so you have to go there first. And then an enemy comes aboard to break the flying part, so they're stuck sailing around that area until they fix the Water Crystal and can traverse the ocean without ruining their ride.ride.
** There are several caves which you can bring your party to, only for them to ''refuse to enter'' because they don't see the point--i.e., it's not important to the plot yet.
25th Jun '17 3:49:36 AM Kadorhal
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If you're lucky, the removal of the BrokenBridge will logically follow from solving the FetchQuest (i.e., the person who removes it will be the one you helped in the FetchQuest), but many game designers aren't that devoted. Often the FetchQuest is just a SolveTheSoupCans puzzle, and the BrokenBridge just happens to be solved independently while you're off retrieving the girl's necklace or whatever. Another logical solution is to use TheGreatRepair on a damaged transport.

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If you're lucky, the removal of the BrokenBridge broken bridge will logically follow from solving the FetchQuest (i.e., the person who removes it will be the one you helped in the FetchQuest), fetch quest), but many game designers aren't that devoted. Often the FetchQuest fetch quest is just a SolveTheSoupCans puzzle, and the BrokenBridge broken bridge just happens to be solved independently while you're off retrieving the girl's necklace or whatever. Another logical solution is to use TheGreatRepair on a damaged transport.



Tool used by designers to keep you on the OneTrueSequence. {{Event Flag}}s are how they implement this. A poorly-designed BrokenBridge (from a mechanical standpoint) will often be the [[SequenceBreaking victim of clever gamers]]. Don't go crying if there's an EmptyRoomPsych on the other side though.

May overlap with InsurmountableWaistHeightFence, if the characters should logically be able to bypass or remove the obstacle but can't because the plot says so. BorderPatrol is a variant on the "impossibly strong enemy" idea mentioned above. In mythology, a similar concept is called ThresholdGuardians and finally the BeefGate for when the [[BrokenBridge threshold]] in question can be overcome if your character(s) have become strong/skilled enough to overcome the aforementioned threshold.

While they both use monsters, {{Beef Gate}}s are different in that a BeefGate could be beaten by LevelGrinding, skilled play, or exploits. If the monster is made of invincibility until the plot says otherwise, it's a BrokenBridge.

If something ''appears'' to be a BrokenBridge, but never actually lets you by at any point in the game, see MissingSecret. AbilityRequiredToProceed is a subtrope of Broken Bridge. In this case, gaining new powers serves as a way to "repair" the bridges and move forward in the game.

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Tool used by designers to keep you on the OneTrueSequence. {{Event Flag}}s are how they implement this. A poorly-designed BrokenBridge broken bridge (from a mechanical standpoint) will often be the [[SequenceBreaking victim of clever gamers]]. Don't go crying if there's an EmptyRoomPsych on the other side though.

May overlap with InsurmountableWaistHeightFence, if the characters should logically be able to bypass or remove the obstacle but can't because the plot says so. BorderPatrol is a variant on the "impossibly strong enemy" idea mentioned above. In mythology, a similar concept is called ThresholdGuardians and finally the BeefGate for when the [[BrokenBridge threshold]] threshold in question can be overcome if your character(s) have become strong/skilled enough to overcome the aforementioned threshold.

While they both use monsters, {{Beef Gate}}s are different in that a BeefGate could be beaten by LevelGrinding, skilled play, or exploits. If the monster is made of invincibility until the plot says otherwise, it's a BrokenBridge.

broken bridge.

If something ''appears'' to be a BrokenBridge, broken bridge, but never actually lets you by at any point in the game, see MissingSecret. AbilityRequiredToProceed is a subtrope of Broken Bridge. In this case, gaining new powers serves as a way to "repair" the bridges and move forward in the game.



** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has a couple of interesting subversions, such as a literal Broken Bridge that will not be fixed until ''after'' you figure out how to cross over it anyway, and an NPC who can be commissioned to do something for you that, when he tells you to wait a few days for it to be done, ''actually means it''. No plot advancement necessary. Just wait a few days, really. And you can speed this up with your ocarina. That said, the game does have some classic BrokenBridge scenarios, such as King Zora being directly in the way of getting to the third Spiritual Stone dungeon until you bring him a note from his daughter that convinces him to move out of the way, Sheik standing directly in front of the Master Sword's pedestal to prevent you from returning to the past until after you've got the Forest Medallion, various Kokiri boxing you in during the beginning of the game until plot points are fulfilled, etc.
** The {{Groundhog Day Loop}}ing ''VideoGame/TheLegendOfZeldaMajorasMask'' had a variation where a pass blocked by an rock would, if you waited for workers to clear it, only be opened after it was far too late. You had to show up with a huge bomb once you unlocked it and blast it open ahead of time.

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** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' has a couple of interesting subversions, such as a literal Broken Bridge that will not be fixed until ''after'' you figure out how to cross over it anyway, and an NPC who can be commissioned to do something for you that, when he tells you to wait a few days for it to be done, ''actually means it''. No plot advancement necessary. Just wait a few days, really. And you can speed this up with your ocarina. That said, the game does have some classic BrokenBridge broken bridge scenarios, such as King Zora being directly in the way of getting to the third Spiritual Stone dungeon until you bring him a note from his daughter that convinces him to move out of the way, Sheik standing directly in front of the Master Sword's pedestal to prevent you from returning to the past until after you've got the Forest Medallion, various Kokiri boxing you in during the beginning of the game until plot points are fulfilled, etc.
** The {{Groundhog Day Loop}}ing ''VideoGame/TheLegendOfZeldaMajorasMask'' had a variation where a pass blocked by an a rock would, if you waited for workers to clear it, only be opened after it was far too late. You had to show up with a huge bomb once you unlocked it and blast it open ahead of time.



* In ''Rhiannon: Curse of the Four Branches'', there are a ''lot'' of BrokenBridge obstacles that limit where you can go. Some can be circumvented by the player directly; others (a locked gate, a fallen tree) are resolved automatically once you progress far enough in the game (a key delivered, distant chainsaw-sounds of road crews at work).

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* In ''Rhiannon: Curse of the Four Branches'', there are a ''lot'' of BrokenBridge these sorts of obstacles that limit where you can go. Some can be circumvented by the player directly; others (a locked gate, a fallen tree) are resolved automatically once you progress far enough in the game (a key delivered, distant chainsaw-sounds of road crews at work).



** ''VideoGame/NeedForSpeedUnderground 2'', ''[[VideoGame/NeedForSpeedMostWanted Most Wanted]]'' 2005, and ''Carbon'' do it by blatantly plopping a "holo-barrier" with glowing padlocks in the roads that connect the boroughs.[[note]]Explained in ''Underground 2'' as [[BlatantLies "construction"]].[[/note]] Once you clear one of the campaign tiers, you get a message that simply says the next borough is open. Sort of makes sense, since the game also uses holo-barriers to define the corners at road intersections. ''[[VideoGame/NeedForSpeedMostWanted Most Wanted]]'' [[Creator/CriterionGames 2012]] doesn't have this, unless you did not buy the ''Terminal Velocity Pack'' DLC (which contains the Hughes International Airport area), in which case it will be blocked by a holo-barrier and a prompt telling you to press a button to buy the DLC will appear on the screen if you get near it.
** Ironically, a broken bridge at the end of ''Most Wanted'' 2005 is what allows you to escape the police at the game's final climax as you jump over it. Even so, the road with the broken bridge (the only one leading out of the city) has its own figurative BrokenBridge: being ''blocked off by boulders'' until you get a call about the bridge three minutes into the final chase.

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** ''VideoGame/NeedForSpeedUnderground 2'', ''[[VideoGame/NeedForSpeedMostWanted Most Wanted]]'' 2005, and ''Carbon'' do it by blatantly plopping a "holo-barrier" with glowing padlocks in the roads that connect the boroughs.[[note]]Explained in ''Underground 2'' as [[BlatantLies "construction"]].[[/note]] Once you clear one of the campaign tiers, you get a message that simply says the next borough is open. Sort of makes sense, since the game also uses holo-barriers to define the corners at road intersections. ''[[VideoGame/NeedForSpeedMostWanted Most Wanted]]'' [[Creator/CriterionGames 2012]] The 2012 ''Most Wanted'' doesn't have this, unless you did not buy the ''Terminal Velocity Pack'' DLC (which contains the Hughes International Airport area), in which case it will be blocked by a holo-barrier and a prompt telling you to press a button to buy the DLC will appear on the screen if you get near it.
** Ironically, a broken bridge at the end of ''Most Wanted'' 2005 is what allows you to escape the police at the game's final climax as you jump over it. Even so, the road with the broken bridge (the only one leading out of the city) has its own figurative BrokenBridge: broken bridge: being ''blocked off by boulders'' until you get a call about the bridge three minutes into the final chase.



* Occurs a few times in ''[[Website/GaiaOnline zOMG]]''. For example, the entrance to the TheVeryDefinitelyFinalDungeon is sealed off for most of the game because [[spoiler:It's a whirlpool, and you'd drown without the Water-breathing blessing you get from the ruins]]. Most {{Broken Bridge}}s can be avoided by crewing with a player who already has completed the requirements to pass it.

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* Occurs a few times in ''[[Website/GaiaOnline zOMG]]''. For example, the entrance to the TheVeryDefinitelyFinalDungeon is sealed off for most of the game because [[spoiler:It's a whirlpool, and you'd drown without the Water-breathing blessing you get from the ruins]]. Most {{Broken Bridge}}s broken bridges can be avoided by crewing with a player who already has completed the requirements to pass it.



* ''VideoGame/{{Psychonauts}}'' has a literal BrokenBridge before the first level. In order to prevent you from wandering around camp before you even enter the first level, the bridge that connects the rest of camp with the kid's cabins area is broken, and Ford will always be "fixing it" until you happen to complete Basic Braining. There's also the lake--you need to get to one of the docks out in the water for one of the levels, but since Raz [[SuperDrowningSkills can't swim]], you need to find an Oarsman's Badge in order to use a boat...\\

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* ''VideoGame/{{Psychonauts}}'' has a literal BrokenBridge broken bridge before the first level. In order to prevent you from wandering around camp before you even enter the first level, the bridge that connects the rest of camp with the kid's cabins area is broken, and Ford will always be "fixing it" until you happen to complete Basic Braining. There's also the lake--you need to get to one of the docks out in the water for one of the levels, but since Raz [[SuperDrowningSkills can't swim]], you need to find an Oarsman's Badge in order to use a boat...\\



** A recurring theme in the Myst series, in fact; the only way to fix a BrokenBridge is by circumventing it, and the only ''reason'' to fix a broken bridge is that you're going to be backtracking once or twice and it's nice to have a shortcut.

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** A recurring theme in the Myst series, in fact; the only way to fix a BrokenBridge broken bridge is by circumventing it, and the only ''reason'' to fix a broken bridge is that you're going to be backtracking once or twice and it's nice to have a shortcut.



** In a weird and inventive version of this trope, ''VideoGame/DragonQuestVII'' had a BrokenBridge that would be fixed "tomorrow". Of course, the world is stuck in a GroundhogDayLoop, so "tomorrow" doesn't come until you fix that little problem.

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** In a weird and inventive version of this trope, ''VideoGame/DragonQuestVII'' had a BrokenBridge broken bridge that would be fixed "tomorrow". Of course, the world is stuck in a GroundhogDayLoop, so "tomorrow" doesn't come until you fix that little problem.



** There's a BrokenBridge done differently -- a drawbridge is raised, and the guy who would gladly lower it for you...is [[TakenForGranite cursed so now he's...a tree]]. Not like you were going that way anyways, because the villains you were chasing were at the place you need to go to cure the guy's curse anyways.

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** There's a BrokenBridge broken bridge done differently -- a drawbridge is raised, and the guy who would gladly lower it for you...is [[TakenForGranite cursed so now he's...a tree]]. Not like you were going that way anyways, because the villains you were chasing were at the place you need to go to cure the guy's curse anyways.



* ''VideoGame/EnchantedArms'' is a notable subversion: Early in the quest, a general blows the hell out of a bridge which you need to cross. In a CrowningMomentOfAwesome for the game's designers, the epic quest you have to undertake to bypass this obstacle is ''walking down to the riverbank and swimming across''. The game does feature legitimate BrokenBridge-type scenarios, but this one subversion makes them all worth it.

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* ''VideoGame/EnchantedArms'' is a notable subversion: Early in the quest, a general blows the hell out of a bridge which you need to cross. In a CrowningMomentOfAwesome for the game's designers, the epic quest you have to undertake to bypass this obstacle is ''walking down to the riverbank and swimming across''. The game does feature legitimate BrokenBridge-type broken bridge-type scenarios, but this one subversion makes them all worth it.



* ''VideoGame/FinalFantasyTacticsA2'' opens up new areas as you progress through the story missions. While the mission in question is fair deal (for instance dealing with the bandits blocking the way), you can only get the mission after you got far enough in the story. Additionally, most regions also contain hidden subzones that only become accessible after you do the right mission, often also spawning a sudden surge of new quests that involve the area. Oh, and there is a literal BrokenBridge, too, but it's just a shortcut and not mandatory.

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* ''VideoGame/FinalFantasyTacticsA2'' opens up new areas as you progress through the story missions. While the mission in question is fair deal (for instance dealing with the bandits blocking the way), you can only get the mission after you got far enough in the story. Additionally, most regions also contain hidden subzones that only become accessible after you do the right mission, often also spawning a sudden surge of new quests that involve the area. Oh, and there is a literal BrokenBridge, broken bridge, too, but it's just a shortcut and not mandatory.



** ''VideoGame/GrandTheftAutoIII'' prevents you from heading to the other boroughs of the city before you're supposed to with the oh-so-popular BrokenBridge (the first is blown up by your starting escape, but the subway is out, too.). Of course, once you complete the required missions, it's fixed. There are ways to circumvent this, but since the other boroughs aren't "activated" until the bridge (and later the subway) is fixed, they're empty save for traffic and thus completely pointless.

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** ''VideoGame/GrandTheftAutoIII'' prevents you from heading to the other boroughs of the city before you're supposed to with the oh-so-popular BrokenBridge broken bridge (the first is blown up by your starting escape, but the subway is out, too.). Of course, once you complete the required missions, it's fixed. There are ways to circumvent this, but since the other boroughs aren't "activated" until the bridge (and later the subway) is fixed, they're empty save for traffic and thus completely pointless.



** ''VideoGame/GrandTheftAutoSanAndreas'' has a series of broken (or closed) bridges that block you from the rest of the state, initially from an earthquake warning. The in-game explanation is that the police told you to not leave town, you appararently becomes fugitives at that point. It is possible to cross over by swimming (and in one case by executing a particularly spectacular stunt jump), but your wanted meter immediately shoots up to four stars, and won't go down until you're dead. Or, alternatively, get back to territory you can legitimately access, and lower your wanted rating normally; getting out is just as hard as getting in.

to:

** ''VideoGame/GrandTheftAutoSanAndreas'' has a series of broken (or closed) bridges that block you from the rest of the state, initially from an earthquake warning. The in-game explanation is that the police told you to not leave town, you appararently becomes fugitives become fugitive at that point. It is possible to cross over by swimming (and in one case by executing a particularly spectacular stunt jump), but your wanted meter immediately shoots up to four stars, and won't go down until as long as you're dead. Or, alternatively, get back to territory you can legitimately access, and lower your wanted rating normally; getting out is just as hard as getting in. in the restricted area.



** ''VideoGame/GrandTheftAuto 4'' handles this very simply; at the beginning of the game, the Mayor has raised the terror alert to "Magenta", or some such colour, and the bridges are closed as a result. You ''can'' run the blockade (or simply walk across one bridge that remains open to pedestrians), but you get an instant 6 star rating for your trouble. This is (slightly) {{handwave}}d in-story as Niko is an illegal immigrant. Johnny and Luis, the stars of the DLC, are Americans and are under no restriction even though Niko is at the same canonical point in time.

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** ''VideoGame/GrandTheftAuto 4'' ''VideoGame/GrandTheftAutoIV'' handles this very simply; at the beginning of the game, the Mayor has raised the terror alert to "Magenta", or some such colour, and the bridges are closed as a result. You ''can'' run the blockade (or simply walk across one bridge that remains open to pedestrians), but you get an instant 6 star rating for your trouble. This is (slightly) {{handwave}}d in-story as Niko is an illegal immigrant. Johnny and Luis, the stars of the DLC, are Americans and are under no restriction even though Niko is at the same canonical point in time.
12th May '17 6:29:08 PM Pinokio
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Added DiffLines:

* In ''VideoGame/UltimaIX'', a boulder blocks the way to Yew until completing a quest, when Lord British magically makes it disappear. The rest of the world map must be accessed by completing dungeons and gaining a ship, due to the Avatar's SuperDrowningSkills.
30th Apr '17 12:44:02 PM nombretomado
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* ''Franchise/HarvestMoon'' has a few. For example, ''VideoGame/HarvestMoonANewBeginning'' has two giant spaces left and right of your farm blocked off. Half of the town itself is blocked off until you progress far enough in the game. And those are only a few examples.

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* ''Franchise/HarvestMoon'' ''VideoGame/HarvestMoon'' has a few. For example, ''VideoGame/HarvestMoonANewBeginning'' has two giant spaces left and right of your farm blocked off. Half of the town itself is blocked off until you progress far enough in the game. And those are only a few examples.
14th Mar '17 5:54:20 PM GoblinCipher
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* ''[[ComicStrip/{{Peanuts}} Snoopy's Street Fair]]'' for the iPad has two of these. The player has to get rid of a wasp nest before expanding his fair to the east, and then dispose of a fallen tree before expanding to the west. Each of these actions requires the player to reach a certain level, spend several thousand Snoopy Coins and either wait a few days or (for a faster expansion) spend a few Snoopy Dollars.

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* ''[[ComicStrip/{{Peanuts}} Snoopy's Street Fair]]'' for the iPad has two of these. The player has to get rid of a wasp nest before expanding his the fair to the east, and then dispose of a fallen tree before expanding to the west. Each of these actions requires the player to reach a certain level, spend several thousand Snoopy Coins and either wait a few days or (for a faster expansion) spend a few Snoopy Dollars.
5th Mar '17 5:01:02 PM nombretomado
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* ''[[ThePhantomMenace StarWars Episode I: The Phantom Menace]]'' has a literal one: In the fourth level, Qui-Gon, Obi-Wan and Jar Jar are only a bridge away from Theed Palace. It promptly gets blown by a Trade Federation Tank, and Obi-Wan is forced to find a way around through the Theed Gardens, where the droids are landing. The following level has this as well, when Obi-Wan and Amidala are immediately seperated from the others and are forced to take a longer route to the hanger.

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* ''[[ThePhantomMenace StarWars Star Wars Episode I: The Phantom Menace]]'' has a literal one: In the fourth level, Qui-Gon, Obi-Wan and Jar Jar are only a bridge away from Theed Palace. It promptly gets blown by a Trade Federation Tank, and Obi-Wan is forced to find a way around through the Theed Gardens, where the droids are landing. The following level has this as well, when Obi-Wan and Amidala are immediately seperated from the others and are forced to take a longer route to the hanger.



* ''DungeonSiege 2'' has several broken bridges (in some instances literal bridges) that either stay broken, forcing you to go the long way around, or send you on a quest to figure out how to repair the mechanism that extends them over the chasm.
* Villages in ''StarTropics'' will typically feature somebody guarding the exit so that you can't leave until some requirement is met. In the first village on C-Island, for example, the guard prevents you from entering the cave until you speak to everybody in town (even the ones who have nothing helpful to say), after which he suddenly recognizes you and allows you through.

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* ''DungeonSiege 2'' ''VideoGame/DungeonSiegeII'' has several broken bridges (in some instances literal bridges) that either stay broken, forcing you to go the long way around, or send you on a quest to figure out how to repair the mechanism that extends them over the chasm.
* Villages in ''StarTropics'' ''VideoGame/StarTropics'' will typically feature somebody guarding the exit so that you can't leave until some requirement is met. In the first village on C-Island, for example, the guard prevents you from entering the cave until you speak to everybody in town (even the ones who have nothing helpful to say), after which he suddenly recognizes you and allows you through.
5th Mar '17 4:35:35 PM nombretomado
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* ''{{Crackdown}}'' and its sequel, unusually for sandbox games, subvert this. All three islands are accessible from the start and the player is free to complete any of the game's main objectives in any order they choose. The restriction comes from the fact that the enemies are tougher on the second island and even tougher on the third, and the player will not have the skills or the weapons to take them on. In addition, the buildings get higher on each island, so lower level players won't be able to climb them.

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* ''{{Crackdown}}'' ''VideoGame/{{Crackdown}}'' and its sequel, unusually for sandbox games, subvert this. All three islands are accessible from the start and the player is free to complete any of the game's main objectives in any order they choose. The restriction comes from the fact that the enemies are tougher on the second island and even tougher on the third, and the player will not have the skills or the weapons to take them on. In addition, the buildings get higher on each island, so lower level players won't be able to climb them.
13th Jan '17 9:32:01 PM skidoo23
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** ''VideoGame/GrandTheftAutoSanAndreas'' has a series of broken (or closed) bridges that block you from the rest of the state, initially from an earthquake warning. The in-game explanation is that the police told you to not leave town, you appararently becomes fugitives at that point. It is possible to cross over by swimming, but your wanted meter immediately shoots up to four stars, and won't go down until you're dead. Or, alternatively, get back to territory you can legitimately access, and lower your wanted rating normally; getting out is just as hard as getting in.

to:

** ''VideoGame/GrandTheftAutoSanAndreas'' has a series of broken (or closed) bridges that block you from the rest of the state, initially from an earthquake warning. The in-game explanation is that the police told you to not leave town, you appararently becomes fugitives at that point. It is possible to cross over by swimming, swimming (and in one case by executing a particularly spectacular stunt jump), but your wanted meter immediately shoots up to four stars, and won't go down until you're dead. Or, alternatively, get back to territory you can legitimately access, and lower your wanted rating normally; getting out is just as hard as getting in.



** ''VideoGame/GrandTheftAuto 4'' handles this very simply; at the beginning of the game, the Mayor has raised the terror alert to "Magenta", or some such colour, and the bridges are closed as a result. You ''can'' run the blockade, but you get an instant 6 star rating for your trouble. This is (slightly) {{handwave}}d in-story as Niko is an illegal immigrant. Johnny and Luis, the stars of the DLC, are Americans and are under no restriction even though Niko is at the same canonical point in time.

to:

** ''VideoGame/GrandTheftAuto 4'' handles this very simply; at the beginning of the game, the Mayor has raised the terror alert to "Magenta", or some such colour, and the bridges are closed as a result. You ''can'' run the blockade, blockade (or simply walk across one bridge that remains open to pedestrians), but you get an instant 6 star rating for your trouble. This is (slightly) {{handwave}}d in-story as Niko is an illegal immigrant. Johnny and Luis, the stars of the DLC, are Americans and are under no restriction even though Niko is at the same canonical point in time.



** Thankfully avoided in ''VideoGame/GrandTheftAutoChinatownWars'' - you can cross any bridge to any island at any time. (Though the cops are still called if you pass without paying a toll bridge.)
** Averted in ''VideoGame/GrandTheftAutoV'', the entire map is open from the start. [[spoiler:However Los Santos closes off for a period of time for Michael and Trevor after Trevor goes rogue and takes Martin Madrazo's wife, and Martin responds by having his underlings target both characters with heavy gunfire the moment either character enters Los Santos city limits until his wife is returned to him.]]

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** Thankfully avoided in ''VideoGame/GrandTheftAutoChinatownWars'' - you can cross any bridge to any island at any time. (Though the cops are still called if you pass without paying a toll bridge.bridge; this is the only GTA game in which there are tolls charged.)
** Averted in ''VideoGame/GrandTheftAutoV'', the entire map is open from the start. [[spoiler:However Los Santos closes off for a period of time for Michael and Trevor after Trevor goes rogue and takes Martin Madrazo's wife, and Martin responds by having his underlings target both characters with heavy gunfire the moment either character enters Los Santos city limits until his wife is returned to him.]]]] A few locations still trigger wanted levels if entered before certain parts of the game, however.
26th Dec '16 2:54:17 PM DrakeClawfang
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* ''Franchise/TheLegendOfZelda'' games are quite fond of this:

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* ''Franchise/TheLegendOfZelda'' games are quite fond of this:this. You will very often find paths blocked by boulders, pits, etc., that usually require a specific dungeon treasure to get past.
23rd Dec '16 1:54:15 PM Gosicrystal
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** In ''VideoGame/ResidentEvilCodeVeronica'', there is one room protected by a metal detector, and to enter you must place your metal items in a box that is not connected to any of the normal item boxes. Don't leave anything behind, such as the fire extinguisher, which is required to fix another (semi-optional) broken bridge later, or they will be LostForever when you pass the PointOfNoReturn. Same with any items you are carrying when you play as Claire for the last time.

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** In ''VideoGame/ResidentEvilCodeVeronica'', there is one room protected by a metal detector, and to enter you must place your metal items in a box that is not connected to any of the normal item boxes. Don't leave anything behind, such as the fire extinguisher, which is required to fix another (semi-optional) broken bridge later, or they will be LostForever [[PermanentlyMissableContent lost forever]] when you pass the PointOfNoReturn. Same with any items you are carrying when you play as Claire for the last time.
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