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* ''Film/TheAdmiral2014''. Admiral Yi Sun-Sin is able to defeat the Japanese navy despite being vastly outnumbered because the Japanese take a shortcut around the Korean peninsula through the Myeongnyang Strait.



** [[https://gameofthrones.fandom.com/wiki/The_Twins The Twins]] is the only crossing point over the Green Fork river for hundreds of miles. It's controlled by House Frey, who never fail to exact their toll from travelers.

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** [[https://gameofthrones.fandom.com/wiki/The_Twins The Twins]] is the only crossing point over the Green Fork river for hundreds of miles. It's controlled by House Frey, who never fail to exact their toll from travelers.
travelers. The toll they demand from Robb Stark's army is an ArrangedMarriage between Robb and a Frey daughter. While this gains the Freys as allies, it has serious consequences when Robb backs out of the deal later on.
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* In ''Series/GameOfThrones'' (and its source material ''Literature/ASongOfIceAndFire''), the Neck is a narrow strip of swampland between the North and the rest of Westeros, impassable except for a single road guarded by the (ruined) castle Moat Cailin. Whoever controls Moat Cailin therefore controls all land traffic between the North and the South, very useful in wartime. This is similar to the [[https://en.wikipedia.org/wiki/Dari%C3%A9n_Gap Darien Gap]], a similarly impassable area in Panama.

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* In ''Series/GameOfThrones'' (and its source material ''Literature/ASongOfIceAndFire''), the Neck is a narrow strip of swampland between the North and the rest of Westeros, impassable except for a single road guarded by the (ruined) castle Moat Cailin. Whoever controls Moat Cailin therefore controls all land traffic between the North and the South, very useful in wartime. This is similar to the [[https://en.wikipedia.org/wiki/Dari%C3%A9n_Gap Darien org/wiki/Darién_Gap Darién Gap]], a similarly impassable area in Panama.
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** ''VideoGame/DragonQuestVI'':
*** The Hero cannot leave Weaver's Peak -the starting town- and begin exploring the first overworld without fighting his way through the Pass to Haggleton.
*** In order to reach Murdaw's Underkeep, you need persuade the King of Somnia to open the checkpoint closing the southern mountain pass. In order to persuade the King, you need the Ra's Mirror. In order to undertake the quest for the Ra's Mirror, you need to cross the north-eastern mountain pass, which is blocked by yet another checkpoint until the Hero and Carver fulfill several previous missions.
*** The heroes need to descend into a cavern called the Lucid Grotto and obtain some Dream Dew to be able interact with the Phantom World. The only way to reach that surrounded-by-mountains cavern is via a narrow bridge.

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* This trope occasionally pops up in the ''VideoGame/NintendoWars'' series, where a one-tile pass can be completely choked off by placing a ''fighter jet'' on the open tile. If the enemy force has no units which can attack a fighter, you've effectively created an unassailable buttplug that breaks the map in your favor.

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* This trope occasionally pops up in In the ''VideoGame/NintendoWars'' series, where a one-tile pass can be completely choked off by placing a ''fighter jet'' on the open tile. If the enemy force has no units which can attack a fighter, you've effectively created an unassailable buttplug that breaks the map in your favor.


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** ''VideoGame/DragonQuestV'': Nadiria is comprised of three large landmasses linked by narrow bridges. As soon as the party set foot on the second continent, they are forced to walk down a narrow gorge so the player cannot possibly miss the town of Precaria.
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** Experienced players will also know how to exploit these chokepoints to make them even more effective. FTL Inhibitors can be researched and automatically installed at stations, which makes it impossible for enemy ships to leave the system through other lanes than the one they arrived through, requiring them to capture the station first. Stations at chokepoints can also be outfitted with the finest defenses energy credits can buy, as well as a variety of subsystems that make enemy ships less effective. If you're really lucky, there'll be an inhabitable planet in the system. Since planets also get FTL Inihibitors once the tech is researched, you can build a perfectly servicable Shieldworld with a single planetary shield and more fortresses than you can shake a stick at. Congratulations, your chokepoint is officially undefeatable.
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* ''VideoGame/LastScenario'' has a bunch of those as a way to let the player build on their teams. Unlike most [=RPGs=], the game doesn't feature random encounters on the world map.

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* ''VideoGame/PerfectWorld'': Subverted. Usually, the only thing leading you to your next destination is a small path and a yellow arrow. This has led to certain new players ending up in places inhabited by [[BeefGate level 50 or higher enemies]].

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* ''VideoGame/PerfectWorld'': ''VideoGame/PerfectWorld'':
**
Subverted. Usually, the only thing leading you to your next destination is a small path and a yellow arrow. This has led to certain new players ending up in places inhabited by [[BeefGate level 50 or higher enemies]].
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* ''VideoGame/GoldenSun2001'' has this; in fact, one the few occasions were it doesn't have it, it's common for players to miss the town/dungeon that they were meant to go to first (for example, [[SequenceBreaking people attempting to go to Kolima and instead going north and fighting Saturos -- who is a very hard early-game boss with 2000HP -- and then fighting the first real boss, Tret -- who has 500HP)]].

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* ''VideoGame/GoldenSun2001'' ''VideoGame/GoldenSun1'' has this; in fact, one the few occasions were it doesn't have it, it's common for players to miss the town/dungeon that they were meant to go to first (for example, [[SequenceBreaking people attempting to go to Kolima and instead going north and fighting Saturos -- who is a very hard early-game boss with 2000HP -- and then fighting the first real boss, Tret -- who has 500HP)]].

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* ''VideoGame/DragonQuestI'' utilized this with the swamp cave leading to the town of Rimuldar, the first of only a few places in Alefgard where you can purchase [[InterchangeableAntimatterKeys Magic Keys]].
* ''VideoGame/DragonQuestIV'': The FinalBoss is in the Overworld behind the FinalDungeon, since you can only take your active party into a dungeon. This way, you can use a magical horn to summon the wagon with your inactive party members, who can then swap in and out during the big showdown. You remembered to give the horn to one of your active party members, right?

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* ''VideoGame/DragonQuestI'' utilized this with the swamp cave leading ''VideoGame/DragonQuest'':
** ''VideoGame/DragonQuestI'': Appears twice: The only way
to the town of Rimuldar, the reach Rimuldar (the first of only a few places in Alefgard where you can purchase [[InterchangeableAntimatterKeys Magic Keys]].
*
Keys]]) and the Southern Shrine is via the Marsh Cave and the only way to reach Charlock Castle is via a narrow channel with the bridge created by the Rainbow Drop.
** ''VideoGame/DragonQuestII'': You cannot access a second continent until you get the Prince of Cannock. Then you cannot access a third continent without the Princess of Moonbrooke. Once you get to the third continent, you can get a ship that opens up the rest of the world except for the final area. Then you need the Eye of Malroth in order to reach Rhone Plateau which is surrounded by impassable mountains.
** ''VideoGame/DragonQuestIII'': Chokepoints are constantly used. For example, the only way to reach the lake where the Shrine Prison is located -which you need to do in order to progress- is to sail up two very narrow rivers. Though, your ship will always be pushed backwards by the Shrine's guardian's song until you gain the Lovely Memories item.
**
''VideoGame/DragonQuestIV'': The FinalBoss is in the Overworld behind the FinalDungeon, since you can only take your active party into a dungeon. This way, you can use a magical horn to summon the wagon with your inactive party members, who can then swap in and out during the big showdown. You remembered to give the horn to one of your active party members, right?right?
** ''VideoGame/DragonQuestVIII'':
*** The bridge between Trodain and Farebury is broken before the events of the story, so the kingdom of Trodain can only be approached from the west.
*** Subverted with the door to Moonshadow Land; the official (but legendary) doorway is atop Wisher's Peak, but the technical requirements are met by a window in Trodain Castle's library.
** ''VideoGame/DragonQuestIX'': Grotto hallways have rocks or other obstacles every few feet, making it impossible to pass by larger monsters when they're sitting in the narrower areas.
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* ''VideoGame/GoldenSunTheBrokenSeal'' has this; in fact, one the few occasions were it doesn't have it, it's common for players to miss the town/dungeon that they were meant to go to first (for example, [[SequenceBreaking people attempting to go to Kolima and instead going north and fighting Saturos -- who is a very hard early-game boss with 2000HP -- and then fighting the first real boss, Tret -- who has 500HP)]].

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* ''VideoGame/GoldenSunTheBrokenSeal'' ''VideoGame/GoldenSun2001'' has this; in fact, one the few occasions were it doesn't have it, it's common for players to miss the town/dungeon that they were meant to go to first (for example, [[SequenceBreaking people attempting to go to Kolima and instead going north and fighting Saturos -- who is a very hard early-game boss with 2000HP -- and then fighting the first real boss, Tret -- who has 500HP)]].
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* ''VideoGame/GoldenSun'' has this; in fact, one the few occasions were it doesn't have it, it's common for players to miss the town/dungeon that they were meant to go to first (for example, [[SequenceBreaking people attempting to go to Kolima and instead going north and fighting Saturos -- who is a very hard early-game boss with 2000HP -- and then fighting the first real boss, Tret -- who has 500HP)]].

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* ''VideoGame/GoldenSun'' ''VideoGame/GoldenSunTheBrokenSeal'' has this; in fact, one the few occasions were it doesn't have it, it's common for players to miss the town/dungeon that they were meant to go to first (for example, [[SequenceBreaking people attempting to go to Kolima and instead going north and fighting Saturos -- who is a very hard early-game boss with 2000HP -- and then fighting the first real boss, Tret -- who has 500HP)]].
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* ''VideoGame/{{Stellaris}}'' Invokes this by default in the galactic maps of hyperspace lanes that are randomly drawn up at the start of the game, as the algorithm that draws up the network will tend to have clusters of stars that are all connected to each other with only a few other hyperspace lanes leading out to other clusters. This leads to some systems naturally becoming chokepoints that are easier for the defender to place their fleets in to block invaders. This can be either Exaggerated or Defied in the game creation options by sliding the ruler for Hyperspace Lane Density back and forth (x0.25 makes for fewer hyperspace lanes on average per system, making chokepoints more frequent, while x5 would add so many lanes per system there probably won't be any chokepoints to speak of).
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* Even in the age of long-distance air travel chokepoints have developed in airlines' flight networks, especially those in the long-haul business. Most major airlines use a hub-and-spoke model of route-planning where most if not all of an airline's flights fly either to or from a short list of a few major airports, or even just one, as this allows them to serve more destinations using fewer planes by using the hubs as a connecting airport and timing their arrivals carefully. Emirates uses Dubai International like this in order to connect many different cities in Europe with many different cities in the Asia-Pacific region without running into the ExponentialPotential logistical nightmare of needing that many planes to serve them all.

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* Even in the age of long-distance air travel chokepoints have developed in airlines' flight networks, especially those in the long-haul business. Most major airlines use a hub-and-spoke model of route-planning where most if not all of an airline's flights fly either to or from a short list of a few major airports, or even just one, as this allows them to serve more destinations using fewer planes by using the hubs as a connecting airport and timing their arrivals carefully. For a large-scale example, Emirates uses Dubai International like this in order to connect many different cities in Europe with many different cities in the Asia-Pacific region without running into the ExponentialPotential logistical nightmare of needing that many planes to serve them all.

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* Even in the age of long-distance air travel chokepoints have developed in airlines' flight networks, especially those in the long-haul business. Most major airlines use a hub-and-spoke model of route-planning where most if not all of an airline's flights fly either to or from a short list of a few major airports, or even just one, as this allows them to serve more destinations using fewer planes by using the hubs as a connecting airport and timing their arrivals carefully. Emirates uses Dubai International like this in order to connect many different cities in Europe with many different cities in the Asia-Pacific region without running into the ExponentialPotential logistical nightmare of needing that many planes to serve them all.
* The dawn of the jet age opened up passenger air travel from Western Europe to East Asia, but the jets of the time period would have needed to make several takeoffs and landings to get all the way from, say, London to Tokyo going east across Eurasia because throughout the Cold War the Soviet Union refused to allow foreign airlines to transit its airspace to get between two other countries. However, they discovered that going west the other way around through the Arctic and Alaska was doable on one fuel tank, and from there they could fly on to the rapidly-growing cities in East Asia; it also had the benefit of avoiding the need to fly over politically-unstable regions like the Middle East. Anchorage's airport became far busier of an airport in terms of takeoffs and landings than what its city's own population (less than 50,000 in 1970) would have merited if it hadn't become such an important stopover for such flights from the 1960's into the 1990's. The end of the Cold War (and Russia allowing overflight rights to foreign airlines, albeit at a sizable fee) and newer longer-range planes allowing nonstop flights across the whole ocean has brought passenger air traffic at ANC crashing down to a fraction of what it once was as evidenced by ANC's new expanded terminals now sitting mostly empty; it still serves as an important stop for planes flying ''cargo'', though (turns out sending all your shipments to be sent across the Pacific into one location makes it a good place to sort them onto which exact plane they need to go on).
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[[folder:Live-Action TV]]

* In ''Series/GameOfThrones'' (and its source material ''Literature/ASongOfIceAndFire''), the Neck is a narrow strip of swampland between the North and the rest of Westeros, impassable except for a single road guarded by the (ruined) castle Moat Cailin. Whoever controls Moat Cailin therefore controls all land traffic between the North and the South, very useful in wartime. This is similar to the [[https://en.wikipedia.org/wiki/Dari%C3%A9n_Gap Darien Gap]], a similarly impassable area in Panama.
** [[https://gameofthrones.fandom.com/wiki/The_Twins The Twins]] is the only crossing point over the Green Fork river for hundreds of miles. It's controlled by House Frey, who never fail to exact their toll from travelers.

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[[folder:Western Animation]]

* In ''WesternAnimation/AvatarTheLastAirbender'', the Serpent's Pass is one of the few direct routes across a lake to Ba Sing Se. Of course, it's guarded by a giant [[SeaMonster sea serpent]], and later by the Fire Nation.

[[/folder]]
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* On a more tactical level, Thermopylae Pass was what allowed a severely outnumbered Greek army to hold up and inflict severe losses on the invading Persians during the second invasion of Greece before being overrun, buying enough time for Athens to be evacuated before the Persians could capture it. The pass being so narrow in an era where most combat was hand-to-hand meant that the Persians could not capitalize on their superior numbers. This tactic was repeated a few meters away and about 2400 years later by ANZAC troops in UsefulNotes/WorldWarII during the Nazi invasion of Greece, buying enough time for Allied units to withdraw.

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* On a more tactical level, Thermopylae Pass was what allowed a severely outnumbered Greek army to hold up and inflict severe losses on the invading Persians during the second invasion of Greece before being overrun, buying enough time for Athens to be evacuated before the Persians could capture it. The pass being so narrow in an era where most combat was hand-to-hand meant that the Persians could not capitalize on their superior numbers. This tactic was repeated a few meters away and about 2400 years later by ANZAC troops in UsefulNotes/WorldWarII during the Nazi invasion of Greece, buying enough time for Allied units to withdraw.Greece (though sedimentary disposition had increased the size of the pass, making it less effective as a defensive barrier).

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[[folder: Video Games ]]

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* Subverted in ''VideoGame/PerfectWorld''. Usually, the only thing leading you to your next destination is a small path and a yellow arrow. This has led to certain new players ending up in places inhabited by [[BeefGate level 50 or higher enemies.]]

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* Subverted in ''VideoGame/PerfectWorld''.''VideoGame/PerfectWorld'': Subverted. Usually, the only thing leading you to your next destination is a small path and a yellow arrow. This has led to certain new players ending up in places inhabited by [[BeefGate level 50 or higher enemies.]]enemies]].



*** A new(ish) patch allows you to set an icon on your map that signals where you have to go (provided you check your quest log frequently), complete with an auto-walk/fly feature that makes a beeline to it; however, if you're not flying or paying attention you can easily fall down mountains, run right into walls or end up in higher level areas.
* In ''[[VideoGame/{{Diablo}} Diablo II]]'', the only way out of Khanduras (Act I) to the Desert of Aranoch (Act II) is through the Rogue's Pass, a narrow monastery pass through the mountains defended previously by the Sisters of the Sightless Eye and presently by the hordes of hell.
** Instead of having to go all the way through the monastery, there is a set of portculli that wagon caravans like Warriv's presumably take. The REAL mystery is how they got through The Underground Passage, a network of narrow, twisting caves just before the monastery.

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*** ** A new(ish) patch allows you to set an icon on your map that signals where you have to go (provided you check your quest log frequently), complete with an auto-walk/fly feature that makes a beeline to it; however, if you're not flying or paying attention you can easily fall down mountains, run right into walls or end up in higher level areas.
* In ''[[VideoGame/{{Diablo}} Diablo II]]'', ''VideoGame/{{Diablo}} II'', the only way out of Khanduras (Act I) to the Desert of Aranoch (Act II) is through the Rogue's Pass, a narrow monastery pass through the mountains defended previously by the Sisters of the Sightless Eye and presently by the hordes of hell.
**
hell. Instead of having to go all the way through the monastery, there is a set of portculli that wagon caravans like Warriv's presumably take. The REAL mystery is how they got through The the Underground Passage, a network of narrow, twisting caves just before the monastery.



** In ''VideoGame/FinalFantasyXII'', thanks to an MMORPG-like overworld, it takes very long time to reach your ''real'' destinations marked on the map. Most dungeons - whether they are plains, mountains, beaches, forests, or caves - are just there [[FakeLongevity to extend the amounts of running, fighting and minor cutscenes]].
* In ''VideoGame/LegendOfLegaia'', several such blockades exist: Drake Castle (blocking Drake Kingdom from Mt. Rikuroa and [[spoiler: Noa's]] cave; bypass-able [[spoiler:once Zeto's Dungeon is beaten]]), Mt. Rikuroa (blocking Drake Kingdom from [[spoiler: Noa's]] cave; bypass-able [[spoiler: once Zeto's Dungeon is beaten]]), the Biron Monastery (blocking Drake Kingdom from the East and West Voz Forests [[spoiler: and Genesis Trees]] and the Ancient Wind Cave), the Ancient Wind Cave (blocking Drake Kingdom from the Sebucus Islands; [[spoiler:the Witch who runs the inn here]] explains that there haven't been travelers since the mist came, so travel between Drake and the Sebecus Islands before then presumably had to travel through the narrow caverns and consisted only of people on foot or [[spoiler:traveling with Seru]]), and [[spoiler:Zeto's Dungeon (the mist from which blocks a passage to Noa's cave)]]. The Sebucus Islands go on to prove this game is filled with the cliche. Almost all of these literally follow the Mountain Passage premise, and those that do not operate in a similar fashion. Biron Monastery is a near-perfect example in that you must enter through narrow doors (multiple sets), proceed through the training/entrance hall, through a shrine room (close enough to a throne room), up stairs, past the sleeping quarters (barracks), and through another hall and up the stairs in the hall (multiple sets) and then out two more sets of narrow doors.

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** In ''VideoGame/FinalFantasyXII'', thanks to an MMORPG-like overworld, it takes very long time to reach your ''real'' destinations marked on the map. Most dungeons - -- whether they are plains, mountains, beaches, forests, or caves - -- are just there [[FakeLongevity to extend the amounts of running, fighting and minor cutscenes]].
* In ''VideoGame/LegendOfLegaia'', several such blockades exist: exist:
**
Drake Castle (blocking Drake Kingdom from Mt. Rikuroa and [[spoiler: Noa's]] cave; bypass-able bypassable [[spoiler:once Zeto's Dungeon is beaten]]), Mt. Rikuroa (blocking Drake Kingdom from [[spoiler: Noa's]] cave; bypass-able [[spoiler: once bypassable [[spoiler:once Zeto's Dungeon is beaten]]), the Biron Monastery (blocking Drake Kingdom from the East and West Voz Forests [[spoiler: and Genesis Trees]] and the Ancient Wind Cave), the Ancient Wind Cave (blocking Drake Kingdom from the Sebucus Islands; [[spoiler:the Witch who runs the inn here]] explains that there haven't been travelers since the mist came, so travel between Drake and the Sebecus Islands before then presumably had to travel through the narrow caverns and consisted only of people on foot or [[spoiler:traveling with Seru]]), and [[spoiler:Zeto's Dungeon (the mist from which blocks a passage to Noa's cave)]]. The Sebucus Islands go on to prove this game is filled with the cliche. Almost all of these literally follow the Mountain Passage premise, and those that do not operate in a similar fashion. Biron Monastery is a near-perfect example in that you must enter through narrow doors (multiple sets), proceed through the training/entrance hall, through a shrine room (close enough to a throne room), up stairs, past the sleeping quarters (barracks), and through another hall and up the stairs in the hall (multiple sets) and then out two more sets of narrow doors.



* The first ''[[VideoGame/StarOcean1 Star Ocean]]'' featured the city of Coule sitting right smack in the middle of a mountain blocking travel between Kraat and Portmith.

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* The first ''[[VideoGame/StarOcean1 Star Ocean]]'' featured features the city of Coule sitting right smack in the middle of a mountain blocking travel between Kraat and Portmith.



* ''VideoGame/GoldenSun'' has this; in fact, one the few occasions were it doesn't have it, it's common for players to miss the town/dungeon that they were meant to go to first (for example, [[SequenceBreaking people attempting to go to Kolima and instead going north and fighting Saturos - who is a very hard early-game boss with 2000HP - and then fighting the first real boss, Tret - who has 500HP)]].
* Especially annoying in ''VideoGame/PhantasyStarIII'', even if you're a Layan. Throughout the earlier generations, the only way to get to other worlds is by traveling through caves.

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* ''VideoGame/GoldenSun'' has this; in fact, one the few occasions were it doesn't have it, it's common for players to miss the town/dungeon that they were meant to go to first (for example, [[SequenceBreaking people attempting to go to Kolima and instead going north and fighting Saturos - -- who is a very hard early-game boss with 2000HP - -- and then fighting the first real boss, Tret - -- who has 500HP)]].
* ''VideoGame/PhantasyStarIII'': Especially annoying in ''VideoGame/PhantasyStarIII'', annoying, even if you're a Layan. Throughout the earlier generations, the only way to get to other worlds is by traveling through caves.



* TotalWarWarhammer: Has obstructions like rivers and mountains on the campaign map although certain factions (Dwarfs, Greenskins, Beastmen, Wood Elves, and Skaven) have the ability to bypass them. The second game adds chokepoint battle maps where passing to the opposite side is only possible at one or two points.

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* TotalWarWarhammer: Has ''VideoGame/TotalWarWarhammer'' has obstructions like rivers and mountains on the campaign map map, although certain factions (Dwarfs, Greenskins, Beastmen, Wood Elves, and Skaven) have the ability to bypass them. The second game adds chokepoint battle maps where passing to the opposite side is only possible at one or two points.



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** The Strait of Hormuz, which separate the Indian Ocean from the Persian Gulf (with major oil fields) - sink a couple of vessels (or toss some mines) in there and you seriously damage the global economy as 20% of the world's oil passes through it annually.

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** The Strait of Hormuz, which separate the Indian Ocean from the Persian Gulf (with major oil fields) - -- sink a couple of vessels (or toss some mines) in there and you seriously damage the global economy as 20% of the world's oil passes through it annually.



** [[UsefulNotes/{{Panama}} The Panama Canal]] - its construction saves several thousand miles and several months' worth of sailing around a notoriously treacherous Cape Horn around the southern tip of South America. Very useful historically for the United States, as with it naval ships could be transferred much more easily between the Atlantic and Pacific Oceans as needed.

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** [[UsefulNotes/{{Panama}} The Panama Canal]] - -- its construction saves several thousand miles and several months' worth of sailing around a notoriously treacherous Cape Horn around the southern tip of South America. Very useful historically for the United States, as with it naval ships could be transferred much more easily between the Atlantic and Pacific Oceans as needed.



** The Bosporus and Dardenelles. [[IstanbulNotConstantinople Byzantium/Constantinople/Istanbul]]'s location as a crossroads of trade both over land and by sea made it a very lucrative trading destination through history. Militarily, it also allowed its owner to severely restrict other countries' power projection. The current [[http://en.wikipedia.org/wiki/Montreaux_Convention Montreaux Convention]] governs what Turkey can and cannot do in regards to other nations' ships passing through - during the UsefulNotes/ColdWar the US-allied government often used those terms to largely keep the Soviet Black Sea fleet within the Black Sea and not out in the eastern Mediterranean.
*** The Soviets, in turn, got around these legal restrictions with some [[LoopholeAbuse very creative totally-not-an-aircraft-carrier designs]].[[note]]The obstacle of being unable to get significant numbers of ships into the Mediterranean remained, though.[[/note]] They also turned the legal blockage back on the US on occasion - since the treaty stipulates a limit on the total amount of tonnage that can traverse the strait at a given moment, the Soviets would often just leave a ship there in mid-transit to prevent the US or other NATO ships from using it to get a ship into the Black Sea, effectively turning it into a Warsaw Pact lake.

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** The Bosporus and Dardenelles. [[IstanbulNotConstantinople Byzantium/Constantinople/Istanbul]]'s location as a crossroads of trade both over land and by sea made it a very lucrative trading destination through history. Militarily, it also allowed its owner to severely restrict other countries' power projection. The current [[http://en.wikipedia.org/wiki/Montreaux_Convention Montreaux Convention]] governs what Turkey can and cannot do in regards to other nations' ships passing through - -- during the UsefulNotes/ColdWar the US-allied government often used those terms to largely keep the Soviet Black Sea fleet within the Black Sea and not out in the eastern Mediterranean.
*** The Soviets, in turn, got around these legal restrictions with some [[LoopholeAbuse very creative totally-not-an-aircraft-carrier designs]].[[note]]The obstacle of being unable to get significant numbers of ships into the Mediterranean remained, though.[[/note]] They also turned the legal blockage back on the US on occasion - -- since the treaty stipulates a limit on the total amount of tonnage that can traverse the strait at a given moment, the Soviets would often just leave a ship there in mid-transit to prevent the US or other NATO ships from using it to get a ship into the Black Sea, effectively turning it into a Warsaw Pact lake.



* The GIUK ('''G'''reenland, '''I'''celand, '''U'''nited '''K'''ingdom) gap in the North Atlantic was a key consideration in warplanning for both UsefulNotes/WorldWarII and a speculative WorldWarIII for the British and later the Americans. Control of this gap (combined with British control of Gibraltar) meant that supplies and manpower from the US could traverse the Atlantic relatively safely to the UK or Western Europe - they could still be harrassed (as happened in World War Two) but large-scale interdiction by hostile powers would be nigh-impossible.
* The "Fulda Gap" of valleys in Hesse-Thuringen gained strategic relevance during the UsefulNotes/ColdWar. Thanks to geography, NATO planners saw three plausible avenues of attack for a Warsaw Pact offensive against NATO: Hesse/the North German Plain, the Fulda Gap cutting through central-southern West Germany, and up the Danube River through Austria. The USA drew two conclusions about their enemy's intentions: one was that the Soviets would naturally focus on defeating them by attacking through the Fulda gap so they could take the Rhein-Main Air Base and the West German capital. The other possibility was that the Warsaw Pact would launch a pincer attack with two thrusts, one on the north German plain and one through the Fulda Gap, and attempt to trap NATO forces in a pocket between them. Naturally, Warsaw Pact force deployments in East Germany encouraged these impressions as this would make the opening gambit of the actual offensive - on the north German plain, to trap NATO forces in a pocket against the sea - come as a surprise. The Soviets abandoned the idea of responding to NATO aggression with such an offensive under Gorbachev (having made no plans for starting an aggressive war, in accordance with Soviet ideological claims that there was no need to do so as Capitalism would crumble from within), and upon TheGreatPoliticsMessUp withdrew from East Germany entirely.

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* The GIUK ('''G'''reenland, '''I'''celand, '''U'''nited '''K'''ingdom) gap in the North Atlantic was a key consideration in warplanning for both UsefulNotes/WorldWarII and a speculative WorldWarIII for the British and later the Americans. Control of this gap (combined with British control of Gibraltar) meant that supplies and manpower from the US could traverse the Atlantic relatively safely to the UK or Western Europe - -- they could still be harrassed (as happened in World War Two) but large-scale interdiction by hostile powers would be nigh-impossible.
* The "Fulda Gap" of valleys in Hesse-Thuringen gained strategic relevance during the UsefulNotes/ColdWar. Thanks to geography, NATO planners saw three plausible avenues of attack for a Warsaw Pact offensive against NATO: Hesse/the North German Plain, the Fulda Gap cutting through central-southern West Germany, and up the Danube River through Austria. The USA drew two conclusions about their enemy's intentions: one was that the Soviets would naturally focus on defeating them by attacking through the Fulda gap so they could take the Rhein-Main Air Base and the West German capital. The other possibility was that the Warsaw Pact would launch a pincer attack with two thrusts, one on the north German plain and one through the Fulda Gap, and attempt to trap NATO forces in a pocket between them. Naturally, Warsaw Pact force deployments in East Germany encouraged these impressions as this would make the opening gambit of the actual offensive - -- on the north German plain, to trap NATO forces in a pocket against the sea - -- come as a surprise. The Soviets abandoned the idea of responding to NATO aggression with such an offensive under Gorbachev (having made no plans for starting an aggressive war, in accordance with Soviet ideological claims that there was no need to do so as Capitalism would crumble from within), and upon TheGreatPoliticsMessUp withdrew from East Germany entirely.



* This is part of the reason the Caribbean is so associated with pirates during the Age of Exploration - treasure ships heading back to Spain from the New World must pass through here in order to be able to catch the mid-latitude westerly winds to get them back to Europe.

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* This is part of the reason the Caribbean is so associated with pirates during the Age of Exploration - -- treasure ships heading back to Spain from the New World must pass through here in order to be able to catch the mid-latitude westerly winds to get them back to Europe.

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* This is justified in ''VideoGame/TheElderScrollsIIIMorrowind'' with Ghostgate. It was intentionally constructed as the only way through the Ghostfence into Red Mountain. It is full of the Temple's elite soldiers and contains an inn/temple for pilgrims making a pilgrimage inside for religious purposes. However, you can freely hover over the wall at any point if you have a levitate spell, which can be learned very early in the game. You don't even actually have to go inside the building; you just have to hit a couple of buttons to open the gate. This makes sense, however, as the Ghostfence is meant to keep things from ''getting out''. Given that most of what is contained within are deranged monstrosities, even hitting a couple of buttons is beyond their abilities.
* Shows up in ''VideoGame/TheElderScrollsIVOblivion'' in the Planes of Oblivion, where getting to the central towers often requires going through a series of caves filled with monsters or in a looping path around the rocks at the edge of the map. [[note]]In theory: these areas are [[SequenceBreaking incredibly breakable]] though.[[/note]] Mankind is not privy to the details of how you'd actually launch an invasion from these supposed military installations.

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* This is justified ''Franchise/TheElderScrolls'':
** Justified
in ''VideoGame/TheElderScrollsIIIMorrowind'' ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' with Ghostgate. It was intentionally constructed as the only way through the Ghostfence into Red Mountain. It is full of the Temple's elite soldiers and contains an inn/temple for pilgrims making a pilgrimage inside for religious purposes. However, you can freely hover over the wall at any point if you have a levitate spell, which can be learned very early in the game. You don't even actually have to go inside the building; you just have to hit a couple of buttons to open the gate. This makes sense, however, as the Ghostfence is meant to keep things from ''getting out''. Given that most of what is contained within are deranged monstrosities, even hitting a couple of buttons is beyond their abilities.
* ** Shows up in ''VideoGame/TheElderScrollsIVOblivion'' ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' in the Planes of Oblivion, where getting to the central towers often requires going through a series of caves filled with monsters or in a looping path around the rocks at the edge of the map. [[note]]In theory: these areas are [[SequenceBreaking incredibly breakable]] though.[[/note]] Mankind is not privy to the details of how you'd actually launch an invasion from these supposed military installations.
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[[folder:Non Video Game Examples]]
* Creator/{{Egoraptor}}'s ''Anime/DragonballZ In A Nutshell'' [[https://www.youtube.com/watch?v=fi3qeROYDZc video]] [[LampshadeHanging hangs a lampshade]] on this trope.
-->"We need to go to some place that's completely desolate and that would never be in real life at all and its huge and its bajillion miles wide and its nowhere to be found on Earth, but its right over there."
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* Parodied in Creator/{{Egoraptor}}'s ''Anime/DragonballZ In A Nutshell'' video.

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* Parodied in Creator/{{Egoraptor}}'s ''Anime/DragonballZ In A Nutshell'' video.[[https://www.youtube.com/watch?v=fi3qeROYDZc video]] [[LampshadeHanging hangs a lampshade]] on this trope.
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[[folder:Non Video Game Examples]]
* Parodied in Creator/{{Egoraptor}}'s ''Anime/DragonballZ In A Nutshell'' video.
-->"We need to go to some place that's completely desolate and that would never be in real life at all and its huge and its bajillion miles wide and its nowhere to be found on Earth, but its right over there."
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* TotalWarWarhammer: Has obstructions like rivers and mountains on the campaign map although certain factions (Dwarfs, Greenskins, Beastmen, Wood Elves, and Skaven) have the ability to bypass them. The second game adds chokepoint battle maps where passing to the opposite side is only possible at one or two points.
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[[quoteright:350:[[UsefulNotes/GrecoPersianWars http://static.tvtropes.org/pmwiki/pub/images/national_geographic_society_louis_s_glanzman.png]]]]

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* In ''WanderingHamster'', Bob and James have to pass through the Troll Mountains to get to Lord Broaste's castle the rest of the world.

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* In ''WanderingHamster'', ''VideoGame/WanderingHamster'', Bob and James have to pass through the Troll Mountains to get to Lord Broaste's castle the rest of the world.
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* The ''{{Lufia}}'' series uses this trope a lot. Caves feature stairs leading out (or in, depending on your perspective, but you only see the stairs once you're inside), and many caves are mandatory routes of travel from one place to another (without a ship or submarine), which would seem to make traveling with a wagon or any sort of vehicle difficult. Also, many of these caves appear to be dark and wet and leading horses or any wheeled vehicle down a slippery set of stairs in darkness is not conducive to safe travel (though there are monsters anyway, but a sword can't thwart the danger of slipping and breaking your leg). The argument could be made that the stairs are simply an abstraction, but they could have just as easily abstracted a gradual slope rather than clearly cut (and bumpy for wheeled travel) stone stairs.

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* The ''{{Lufia}}'' ''VideoGame/{{Lufia}}'' series uses this trope a lot. Caves feature stairs leading out (or in, depending on your perspective, but you only see the stairs once you're inside), and many caves are mandatory routes of travel from one place to another (without a ship or submarine), which would seem to make traveling with a wagon or any sort of vehicle difficult. Also, many of these caves appear to be dark and wet and leading horses or any wheeled vehicle down a slippery set of stairs in darkness is not conducive to safe travel (though there are monsters anyway, but a sword can't thwart the danger of slipping and breaking your leg). The argument could be made that the stairs are simply an abstraction, but they could have just as easily abstracted a gradual slope rather than clearly cut (and bumpy for wheeled travel) stone stairs.
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* This is justified in ''VideoGame/TheElderScrollsIIIMorrowind''. The only way into Red Mountain, the source of the Blight, is through an inn/barracks/base filled with soldiers. It makes sense, because it's stopping the blight getting out. However, you can freely hover over the wall at any point if you have a levitate spell, which can be learned very early in the game. You don't even actually have to go inside the building; you just have to hit a couple of buttons to open the gate.

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* This is justified in ''VideoGame/TheElderScrollsIIIMorrowind''. The ''VideoGame/TheElderScrollsIIIMorrowind'' with Ghostgate. It was intentionally constructed as the only way through the Ghostfence into Red Mountain, the source Mountain. It is full of the Blight, is through Temple's elite soldiers and contains an inn/barracks/base filled with soldiers. It makes sense, because it's stopping the blight getting out.inn/temple for pilgrims making a pilgrimage inside for religious purposes. However, you can freely hover over the wall at any point if you have a levitate spell, which can be learned very early in the game. You don't even actually have to go inside the building; you just have to hit a couple of buttons to open the gate. This makes sense, however, as the Ghostfence is meant to keep things from ''getting out''. Given that most of what is contained within are deranged monstrosities, even hitting a couple of buttons is beyond their abilities.
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* The overworld maps in ''GuildWars2'' aren't technically connected to each other, so geography is used to funnel the players to the portals that are used to travel to different areas.

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* The overworld maps in ''GuildWars2'' ''VideoGame/GuildWars2'' aren't technically connected to each other, so geography is used to funnel the players to the portals that are used to travel to different areas.
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* The GIUK ('''G'''reenland, '''I'''celand, '''U'''nited '''K'''ingdom) gap in the North Atlantic was a key consideration in warplanning for both UsefulNotes/WorldWarTwo and a speculative WorldWarThree for the British and later the Americans. Control of this gap (combined with British control of Gibraltar) meant that supplies and manpower from the US could traverse the Atlantic relatively safely to the UK or Western Europe - they could still be harrassed (as happened in World War Two) but large-scale interdiction by hostile powers would be nigh-impossible.

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* The GIUK ('''G'''reenland, '''I'''celand, '''U'''nited '''K'''ingdom) gap in the North Atlantic was a key consideration in warplanning for both UsefulNotes/WorldWarTwo UsefulNotes/WorldWarII and a speculative WorldWarThree WorldWarIII for the British and later the Americans. Control of this gap (combined with British control of Gibraltar) meant that supplies and manpower from the US could traverse the Atlantic relatively safely to the UK or Western Europe - they could still be harrassed (as happened in World War Two) but large-scale interdiction by hostile powers would be nigh-impossible.



* On a more tactical level, Thermopylae Pass was what allowed a severely outnumbered Greek army to hold up and inflict severe losses on the invading Persians during the second invasion of Greece before being overrun, buying enough time for Athens to be evacuated before the Persians could capture it. The pass being so narrow in an era where most combat was hand-to-hand meant that the Persians could not capitalize on their superior numbers. This tactic was repeated a few meters away and about 2400 years later by ANZAC troops in WorldWarII during the Nazi invasion of Greece, buying enough time for Allied units to withdraw.

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* On a more tactical level, Thermopylae Pass was what allowed a severely outnumbered Greek army to hold up and inflict severe losses on the invading Persians during the second invasion of Greece before being overrun, buying enough time for Athens to be evacuated before the Persians could capture it. The pass being so narrow in an era where most combat was hand-to-hand meant that the Persians could not capitalize on their superior numbers. This tactic was repeated a few meters away and about 2400 years later by ANZAC troops in WorldWarII UsefulNotes/WorldWarII during the Nazi invasion of Greece, buying enough time for Allied units to withdraw.
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* This is part of the reason the Caribbean is so associated with pirates during the Age of Exploration - treasure ships heading back to Spain from the New World must pass through here in order to be able to catch the mid-latitude westerly winds to get them back to Europe.

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