History Main / ClingyMacGuffin

12th Dec '17 7:39:47 AM Eddy1215
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** And then there is the episode that parodied ''Film/TheWizardOfOz''. When the Wicked Witch (played by Dr. Doofenshmirtz) demands that Candace hand over the magic red-rubber boots, she replies that she would, but they've grown on her. By that, she means that ''thorned vines have literally grown onto her legs and they won't come off.'' It's only after Phineas and Ferb give her a red-rubber shoehorn that she's finally able to remove them.

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** And then there is the episode that parodied ''Film/TheWizardOfOz''. When the Wicked Witch (played by Dr. Doofenshmirtz) demands that Candace hand over the magic red-rubber boots, she replies that she would, but they've grown on her. By that, she means that ''thorned ''[[LiteralMetaphor thorned vines have literally grown onto her legs and they won't come off.off]].'' It's only after Phineas and Ferb give her a red-rubber shoehorn that she's finally able to remove them.
29th Nov '17 8:32:43 PM Amahn
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* The key to the ''Series/{{Lexx}}'' can only be removed from its owner through death, or late in the series as things get even more silly, at the peak of sexual ecstasy.


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** Similarly, the church refuses to destroy baptism records even if you renounce your religion.
3rd Nov '17 9:06:21 AM BeerBaron
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** Bethesda appears to have fallen in love with this trope as of ''VideoGame/TheElderScrollsIVOblivion''. Any item marked with a hidden "quest item" flag is undroppable without console commands. Even trivial notes and useless doodads can become perpetual inventory clutter if a bug causes the quest flag to not be removed when the quest ends. Although there was a mod for ''Oblivion'' that let you toss quest items. Amulet that you need to beat the game? Nope, tossing that in the river!
** There was a minor sidequest that dealt with a staff that had an actual magical reason that it couldn't be gotten rid of. This woman found the staff that, when she tried to cast a spell with it, ended up causing a whole bunch of non-hostile scamps to appear and start following her around (the staff was an artifact of [[{{Cloudcuckoolander}} Sheograth]]) She couldn't bring herself to get rid of the staff due to the enchantment, but her friend learns that if someone willingly takes the staff from her, then the curse would transfer to them. That's where you come in... (Don't worry, the end of the quest is you finding a way to permanently get rid of it.)
** This occurs again in ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', only this time with an artifact of the Daedric Lord [[EgomaniacHunter Hircine]]. Sinding, a [[OurWerewolvesAreDifferent werewolf]], had stolen a ring of Hircine's in the hopes that it could help him control his transformations. However, Hircine, angered by this, cursed the ring such that it made Sinding's transformations even less predictable, and also bonding it to him unless he can find one willing to take the ring from him. The player character finds him in the jail of Falkreath town, and, if they take the ring from him, it becomes permanently equipped to them unless they can appease Hircine with a ritualistic hunt, [[spoiler:culminating in the player either killing Sinding or the hunters that now pursue him. Sparing Sinding results in the ring's curse being lifted, and can be equipped by the player anytime to transform into a werewolf multiple times day.]]
*** Before being lifted, the curse of the ring also affects the player. If they are not introduced to lycanthropy beforehand[[note]]Ergo, have advanced enough into the [[spoiler: Companions']] questline enough to become werewolves themselves.[[/note]] then all it does is to hog your ring slot for no effect whatsoever. If they ''are'', then they get a rather high chance to transform into a werewolf against their will, multiple times a day instead of the customary once-every-sunrise. And it happens even more frequently when neutral or friendly {{Non Player Character}}s are around, who'll instantly want you dead.
** ''VideoGame/{{Fallout 3}}'', being made in the same engine, carries on the convention of undroppable quest items. Although most don't have a weight value, a few do, which makes them a permanent burden if they don't get used during the quest.
*** The series iconic Pipboy 3000 is also a canon form of this. This wrist mounted computer is nigh indestructible and can't be separated from its host (voluntarily or involuntarily in most cases). This is taken to ridiculous extremes at times: the Brotherhood outcast sawed a vault dweller's arm off to try to get his Pipboy, but the device wouldn't work afterwards. This is a little inconsistent, however--at least three games in the series (''VideoGame/{{Fallout 2}}'', ''VideoGame/{{Fallout New Vegas}}'', and ''VideoGame/{{Fallout 4}}'') start with your character receiving a Pipboy which explicitly belonged to someone else.
*** It is inconsistent within the game itself as well. The very same Pipboy 3000 that your player character received at their 10-year birthday was refurbished from some undisclosed origin (either a previous owner or a cargo crate, hinted to be the former), which was [[MadeOfIndestructium bombed point blank!]] [[NotHyperbole And you thought the technician who gave you it was exaggerating...]]

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** Bethesda appears to have fallen The series' in love general plays this straight on a meta-level starting with this trope as of ''VideoGame/TheElderScrollsIVOblivion''. Any item marked with a hidden "quest item" flag is undroppable without console commands. Even trivial notes and useless doodads can become perpetual inventory clutter if a bug causes the quest flag to not be removed when the quest ends. Although there was a mod for ''Oblivion'' that let you toss having "Quest Items". These items are flagged as essential and cannot be dropped until the associated quest items. Amulet is completed. Unfortunately, quite a few of them are bugged so that they remain undroppable even after the quest is completed, leaving you need to beat stuck with these items as eternal inventory clutter. Popular [[GameMod mods]] for both ''Oblivion'' and ''Skyrim'' removes the game? Nope, tossing that quest item tag altogether, which means being careful not to lose the items, just like the earlier games in the river!
series.
** There was a minor sidequest that dealt with a staff that had In ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'', the Staff of the Everscamp is an actual magical reason that it couldn't be gotten rid of. This woman found in-universe example. Cursed by [[MadGod Sheogorath]], the staff that, when cannot be discarded by the owner. When the quest giver acquired the Staff, she tried to cast a spell with it, it but ended up causing a whole bunch of non-hostile scamps [[OurDemonsAreDifferent Scamps]] to appear and start following her around (the staff was an artifact of [[{{Cloudcuckoolander}} Sheograth]]) around. She couldn't bring herself to get rid of the staff due to the enchantment, but her friend learns that if someone willingly takes the staff from her, then the curse would transfer to them. That's where you come in... (Don't worry, the end of the quest is you finding a way to permanently get rid of it.)
** This occurs again in ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', only this time Skyrim]]'' has an in-universe example with an artifact of the Daedric Lord [[EgomaniacHunter Hircine]].Hircine's Ring. Sinding, a [[OurWerewolvesAreDifferent werewolf]], had stolen a ring of Hircine's in the hopes that it could help him control his transformations. However, Hircine, angered by this, cursed the ring such that it made Sinding's transformations even less predictable, and also bonding it to him unless he can find one willing to take the ring from him. The player character finds him in the jail of Falkreath town, and, if they take the ring from him, it becomes permanently equipped to them unless they can appease Hircine with a ritualistic hunt, [[spoiler:culminating in the player either killing Sinding or the hunters that now pursue him. Sparing Sinding results in the ring's curse being lifted, and can be equipped by the player anytime to transform into a werewolf multiple times day.]]
***
day]]. Before being lifted, the curse of the ring also affects the player. If they are not introduced to lycanthropy beforehand[[note]]Ergo, have advanced enough into the [[spoiler: Companions']] questline enough to become werewolves themselves.[[/note]] then all it does is to hog your ring slot for no effect whatsoever. If they ''are'', then they get a rather high chance to transform into a werewolf against their will, multiple times a day instead of the customary once-every-sunrise. And it happens even more frequently when neutral or friendly {{Non Player Character}}s are around, who'll instantly want you dead.
* ''VideoGame/{{Fallout}}'':
** The {{Creator/Bethesda}}-era ''Fallout'' games (''VideoGame/{{Fallout 3}}'', ''VideoGame/{{Fallout 3}}'', being made in New Vegas}}'', and ''VideoGame/{{Fallout 4}}'') inherit their ''Elder Scrolls'' sister series' idea of Quest Items. And just like the same engine, carries on the convention of undroppable quest items. Although most don't have a weight value, a few do, ''Elder Scrolls'', there are several mods available for each which makes them a permanent burden if they don't get used during remove the quest.
***
"quest item" tag so that the items can be discarded.
**
The series iconic Pipboy 3000 is also a canon form of this. This wrist mounted computer is nigh indestructible and can't be separated from its host (voluntarily or involuntarily in most cases). This is taken to ridiculous extremes at times: the Brotherhood outcast sawed a vault dweller's arm off to try to get his Pipboy, but the device wouldn't work afterwards. This is a little inconsistent, however--at least three games in the series (''VideoGame/{{Fallout 2}}'', ''VideoGame/{{Fallout New Vegas}}'', ''New Vegas'', and ''VideoGame/{{Fallout 4}}'') ''Fallout 4'') start with your character receiving a Pipboy which explicitly belonged to someone else.
*** It
else. In ''Fallout 3'', it is inconsistent within the game itself as well. The very same Pipboy 3000 that your player character received at their 10-year birthday was refurbished from some undisclosed origin (either a previous owner or a cargo crate, hinted to be the former), which was [[MadeOfIndestructium bombed point blank!]] [[NotHyperbole And you thought the technician who gave you it was exaggerating...]]
15th Oct '17 8:05:22 PM PaulA
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* In Creator/LarryNiven's short story "Not Long Before the End", from ''Literature/TheMagicGoesAway'' series, the barbarian warrior [[OverlyLongName Belhap Sattlestone Wirldess ag Miracloat roo Cononson]] (his friends, who tend to only be temporarily so, call him "Hap") is rightly proud of his magical sword, Glirendree, and the fact that he cannot put it down or let it go doesn't really bother him... until the Warlock informs him that Glirendree is actually a demon forced into sword-form, and the reason he cannot put it down (or even transfer it from his right hand to his left) is that the demon has already sunk its fangs into his hand.

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* In Creator/LarryNiven's short story "Not Long Before the End", from ''Literature/TheMagicGoesAway'' series, "Literature/NotLongBeforeTheEnd", the barbarian warrior [[OverlyLongName Belhap Sattlestone Wirldess ag Miracloat roo Cononson]] (his friends, who tend to only be temporarily so, call him "Hap") is rightly proud of his magical sword, Glirendree, and the fact that he cannot put it down or let it go doesn't really bother him... until the Warlock informs him that Glirendree is actually a demon forced into sword-form, and the reason he cannot put it down (or even transfer it from his right hand to his left) is that the demon has already sunk its fangs into his hand.
10th Oct '17 10:28:29 AM darkemyst
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* Similarly to the blinker stones below, the amulets from ''Webcomic/AgentsOfTheRealm'' always return to the MagicalGirl of their choosing, even if she gives it away. Good thing for Norah, [[BearsAreBadNews seeing what she got herself into]]...
* ''Webcomic/TheGodsOfArrKelaan'' has a pink rubber mallet which always returns to the main character.
* Blinker Stones from ''Webcomic/GunnerkriggCourt'' are a rather benign variety. They can be retrieved from anywhere with a thought, even if you don't own the stone, though it's not clear whether one can be taken from its owner using this method.
* In ''Webcomic/{{Hemlock}}'' the band Sindri slapped on Lumi can only be removed by him and it can harm her if she annoys Sindri enough.



* Blinker Stones from ''Webcomic/GunnerkriggCourt'' are a rather benign variety. They can be retrieved from anywhere with a thought, even if you don't own the stone, though it's not clear whether one can be taken from its owner using this method.
* Similarly to the above, the amulets from ''Webcomic/AgentsOfTheRealm'' always return to the MagicalGirl of their choosing, even if she gives it away. Good thing for Norah, [[BearsAreBadNews seeing what she got herself into]]...
* ''Webcomic/TheGodsOfArrKelaan'' has a pink rubber mallet which always returns to the main character.
8th Oct '17 8:56:50 PM PaulA
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* In Creator/LarryNiven's short story "Not Long Before the End", from ''Literature/TheMagicGoesAwaySeries'', the barbarian warrior [[OverlyLongName Belhap Sattlestone Wirldess ag Miracloat roo Cononson]] (his friends, who tend to only be temporarily so, call him "Hap") is rightly proud of his magical sword, Glirendree, and the fact that he cannot put it down or let it go doesn't really bother him... until the Warlock informs him that Glirendree is actually a demon forced into sword-form, and the reason he cannot put it down (or even transfer it from his right hand to his left) is that the demon has already sunk its fangs into his hand.

to:

* In Creator/LarryNiven's short story "Not Long Before the End", from ''Literature/TheMagicGoesAwaySeries'', ''Literature/TheMagicGoesAway'' series, the barbarian warrior [[OverlyLongName Belhap Sattlestone Wirldess ag Miracloat roo Cononson]] (his friends, who tend to only be temporarily so, call him "Hap") is rightly proud of his magical sword, Glirendree, and the fact that he cannot put it down or let it go doesn't really bother him... until the Warlock informs him that Glirendree is actually a demon forced into sword-form, and the reason he cannot put it down (or even transfer it from his right hand to his left) is that the demon has already sunk its fangs into his hand.
8th Oct '17 8:56:34 PM PaulA
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* In Creator/LarryNiven's short story "Not Long Before the End", the barbarian warrior [[OverlyLongName Belhap Sattlestone Wirldess ag Miracloat roo Cononson]] (his friends, who tend to only be temporarily so, call him "Hap") is rightly proud of his magical sword, Glirendree, and the fact that he cannot put it down or let it go doesn't really bother him... until the Warlock informs him that Glirendree is actually a demon forced into sword-form, and the reason he cannot put it down (or even transfer it from his right hand to his left) is that the demon has already sunk its fangs into his hand.

to:

* In Creator/LarryNiven's short story "Not Long Before the End", from ''Literature/TheMagicGoesAwaySeries'', the barbarian warrior [[OverlyLongName Belhap Sattlestone Wirldess ag Miracloat roo Cononson]] (his friends, who tend to only be temporarily so, call him "Hap") is rightly proud of his magical sword, Glirendree, and the fact that he cannot put it down or let it go doesn't really bother him... until the Warlock informs him that Glirendree is actually a demon forced into sword-form, and the reason he cannot put it down (or even transfer it from his right hand to his left) is that the demon has already sunk its fangs into his hand.
8th Oct '17 6:25:40 PM nombretomado
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* "The Thing That Your Aunt Gave You That You Don't Know What It Is", in the old {{Infocom}} text adventure version of ''VideoGame/TheHitchhikersGuideToTheGalaxy'', can be briefly thrown away, but will always return automatically to your inventory. Even if you've {{time travel}}led or [[FantasticVoyagePlot shrunk yourself and entered your own brain]]. It's mentioned in-game that you've been trying to get rid of it for years. But it's a good thing it always comes back, since it's also a [[spoiler:BagOfHolding]].

to:

* "The Thing That Your Aunt Gave You That You Don't Know What It Is", in the old {{Infocom}} Creator/{{Infocom}} text adventure version of ''VideoGame/TheHitchhikersGuideToTheGalaxy'', can be briefly thrown away, but will always return automatically to your inventory. Even if you've {{time travel}}led or [[FantasticVoyagePlot shrunk yourself and entered your own brain]]. It's mentioned in-game that you've been trying to get rid of it for years. But it's a good thing it always comes back, since it's also a [[spoiler:BagOfHolding]].
23rd Sep '17 5:50:00 PM mogryo
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* In several ''Franchise/HarryPotter'' fics, the Deathly Hallows have been portrayed as unable to be left behind, given away or permanently destroyed. Some, such as ''FanFic/{{crawlersout}}'', even going as far to have the Deathly Hallows consider Harry their master no matter what time, place, or dimension (s)he's in.

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* In several ''Franchise/HarryPotter'' fics, the Deathly Hallows have been portrayed as unable to be left behind, given away or permanently destroyed. Some, such as ''FanFic/{{crawlersout}}'', even going as far to have the Deathly Hallows consider Harry their master no matter what time, place, or dimension (s)he's they're in.



** Cursed artifacts in ''VideoGame/PlanescapeTorment'' cling to the wielder (like a toothy ring) once (s)he equips them and can only be removed via a cleansing spell. In their defense, they usually offer good buffs so you will only want to get rid of them if you find a something even better for the respective slot. This was true for most cursed weapons and equipment in Infinity Engine games. The difference about it in ''Torment'' was that relatively few of the "cursed" items had a downside other than it being impossible to remove them. The true Clingy [=MacGuffin=] of the game, however, was [[SealedEvilInACan Moridor's Box]], a quest item that can't be removed unless you give it away, open it, or leave a specific area without completing the quest.

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** Cursed artifacts in ''VideoGame/PlanescapeTorment'' cling to the wielder (like a toothy ring) once (s)he equips they equip them and can only be removed via a cleansing spell. In their defense, they usually offer good buffs so you will only want to get rid of them if you find a something even better for the respective slot. This was true for most cursed weapons and equipment in Infinity Engine games. The difference about it in ''Torment'' was that relatively few of the "cursed" items had a downside other than it being impossible to remove them. The true Clingy [=MacGuffin=] of the game, however, was [[SealedEvilInACan Moridor's Box]], a quest item that can't be removed unless you give it away, open it, or leave a specific area without completing the quest.
22nd Sep '17 9:35:30 AM GlitteringFlowers
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* In ''Manga/FushigiYuugi'' and ''especially'' the prequel ''Manga/FushigiYuugiByakkoSenki'', not only is the ''Universe of TheFourGods'' [[MadeOfIndestructium impossible to destroy]], but no matter how many times its temporary owner Takao Ohsugi stores it away to keep it from swallowing his daughter Suzuno inside, the book alway finds it way out and back to Suzuno's surroundings. [[spoiler: It even happens after the Great Kanto Earthquake, where Suzuno barely escapes from being crushed by her house's debris and finds herself with the Book in her hands... and then the wounded Takao sends her inside the Book, counting on it being indestructible enough to keep her safe in the chaos and destruction.]]
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http://tvtropes.org/pmwiki/article_history.php?article=Main.ClingyMacGuffin