History Main / DoorToBefore

19th Jul '17 2:00:25 PM RockRaider
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* The elevators in ''VideoGame/{{Skyhill}}'' act as this, allowing you to bypass several floors to keep your hunger down.
2nd Jul '17 8:42:28 AM Kalaong
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* In ''VideoGame/BreathOfFireIII'', [[spoiler: after going across the ocean and stepping into a teleporter on the other half of the world, you wind up back at Steel Beach in the Freighter; the door was locked on the other side when you first entered when retrieving the parts to fix the boat.]]

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* In ''VideoGame/BreathOfFireIII'', [[spoiler: after ''VideoGame/BreathOfFireIII'' has a normal version; [[spoiler:after going across the ocean and stepping into a teleporter on the other half of the world, you wind up back at Steel Beach in the Freighter; the door was locked on the other side when you first entered when retrieving the parts to fix the boat.]]]]
**...and an inversion of this combined with PeninsulaOfPowerLeveling; One of the destinations in the above PortalNetwork is a room in a container yard full of nasty monsters, the exit blocked by a giant crate. After CrossingTheDesert of Death, you enter the container yard from the outside, where Garr can easily push the crate aside.
2nd Jul '17 12:33:54 AM wolftickets1969
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Added DiffLines:

** In ''VideoGame/ResidentEvil2'', after you place the gear in the police station's clock tower and retrieve the final [[PlotCoupon chess key]] for unlocking the sewer entrance, a dust shoot (garbage chute) leading back to the basement is revealed.
24th Jun '17 8:13:12 AM Gosicrystal
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* ''''VideoGame/HalfLife'':

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* ''''VideoGame/HalfLife'':''VideoGame/HalfLife'':
14th Jun '17 12:24:44 PM MCanter89
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/900px_sr_map_dead_mens_respite.jpg]]

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[[quoteright:350:http://static.[[quoteright:350:[[VideoGame/TheElderScrollsVSkyrim http://static.tvtropes.org/pmwiki/pub/images/900px_sr_map_dead_mens_respite.jpg]]
jpg]]]]



The only question is... how? There's no way the game designers will make you [[{{Backtracking}} backtrack through all the corridors you've cleansed all the way to the entrance]], right? And sometimes, it may even be impossible, as the original route has been blocked.

Luckily, there's a conveniently placed door, right there in the final room, just waiting for you to open it. [[CoolGate You go through it and, voila, you're at the entrance]], right where you started, saving you the trouble of returning here the long way. That's the Door to Before: an [[AntiFrustrationFeatures Anti-Frustration Feature]] that keeps you from having to waste time going back through a dungeon you've already cleared.

More often than not, you may even recognize the door as a LockedDoor from before, which would be very convenient if you had a way to open it from the other side ''before'' you went the long route, saving you all the trouble. Of course, it's initially always {{i|nsurmountableWaistHeightFence}}mpossible even with a {{BFG}} in your arsenal, but once you easily open the door from the other side, it will usually remain open, giving you quick access to the area that once used to be so hard to reach. If a bug allows you to open a Door to Before from the "wrong" side, it's a DungeonBypass and can lead to SequenceBreaking.

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The only question is... how? There's no way the game designers will make you [[{{Backtracking}} backtrack through all the corridors you've cleansed all the way to the entrance]], right? And sometimes, sometimes it may even be impossible, as the original route has been blocked.

Luckily, there's a conveniently placed door, right there in the final room, just waiting for you to open it. [[CoolGate You go through it and, it, and voila, you're at the entrance]], right where you started, saving you the trouble of returning here the long way. That's the Door to Before: an [[AntiFrustrationFeatures Anti-Frustration Feature]] that keeps you from having to waste time going back through a dungeon you've already cleared.

More often than not, you may even recognize the door as a LockedDoor from before, which would be very convenient if you had a way to open it from the other side ''before'' you went the long route, saving you all the trouble. Of course, it's initially always {{i|nsurmountableWaistHeightFence}}mpossible [[InsurmountableWaistHeightFence impossible]] even with a {{BFG}} in your arsenal, but once you easily open the door from the other side, it will usually remain open, giving you quick access to the area that once used to be so hard to reach. If a bug allows you to open a Door to Before from the "wrong" side, it's a DungeonBypass and can lead to SequenceBreaking.



If you utillize your newfound MacGuffin to create a new exit, it counts as a {{Metroidvania}}.

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If you utillize utilize your newfound MacGuffin to create a new exit, it counts as a {{Metroidvania}}.



** The novelizations subvert this trope, as the characters have no compunctions about blowing open a door with a shotgun, though it does take a few shells to do so. And in the remake of VideoGame/ResidentEvil for the [=GameCube=], Barry Burton does blast open a locked door during the (no-longer-dreadful) Jill Sandwich sequence, making it an example of CutscenePowerToTheMax, since you can ''never'' do that yourself.

to:

** The novelizations subvert this trope, as the characters have no compunctions about blowing open a door with a shotgun, though it does take a few shells to do so. And in the remake of VideoGame/ResidentEvil ''VideoGame/ResidentEvil'' for the [=GameCube=], Barry Burton does blast open a locked door during the (no-longer-dreadful) Jill Sandwich sequence, making it an example of CutscenePowerToTheMax, since you can ''never'' do that yourself.



* The ''Franchise/SilentHill'' games have these in spades. In ''VideoGame/{{S|ilentHill2}}H2''s hotel, to get behind the door to before, you have to first use a service elevator that requires you to leave all your items on the shelf, then to unlock it, you must use a lightbulb obtained from a tin can so you can see the lock.

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* The ''Franchise/SilentHill'' games have these in spades. In ''VideoGame/{{S|ilentHill2}}H2''s ''[[VideoGame/SilentHill2 SH2]]'''s hotel, to get behind the door to before, you have to first use a service elevator that requires you to leave all your items on the shelf, then to unlock it, you must use a lightbulb obtained from a tin can so you can see the lock.



* ''VideoGame/{{Fallout 3}}'' has quite a lot of these, but the most jarring example is in the Broken Steel DLC where after going through the Satellite Relay Station, which is on a separate map west of the Capital Wasteland, you return to the latter through a door...up a friggin' mountain, at an incredibly small niche in the rocks that you cannot get back up to after jumping off it. Later, to reach Old Olney Powerworks, you have to go through a series of Deathclaw-infested utility tunnels followed by a ruined building, but the exit leads out of a previously locked manhole near where you started. The Powerworks itself has a backdoor to the Tesla Coil room that can be hacked if you've maxed out your Science skill.
** ''VideoGame/{{Fallout 3}}'' and ''New Vegas'' also allow you to "fast-travel" to any location, skipping traveling around the world - as long as you've been to said location at least once.

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* ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' has quite a lot of these, but the most jarring example is in the Broken Steel DLC where after going through the Satellite Relay Station, which is on a separate map west of the Capital Wasteland, you return to the latter through a door...door... up a friggin' mountain, at an incredibly small niche in the rocks that you cannot get back up to after jumping off it. Later, to reach Old Olney Powerworks, you have to go through a series of Deathclaw-infested utility tunnels followed by a ruined building, but the exit leads out of a previously locked manhole near where you started. The Powerworks itself has a backdoor to the Tesla Coil room that can be hacked if you've maxed out your Science skill.
** ''VideoGame/{{Fallout 3}}'' ''Fallout 3'' and ''New Vegas'' also allow you to "fast-travel" to any location, skipping traveling around the world - as long as you've been to said location at least once.



** Another example in ''Fallout New Vegas'' is vault 22. You have to go through four floors, unlock a door and wander through a cave to reach the computer terminal. At which point a NPC appears to fix the elevator so you can easily travel across all the floors. However if you have a high repair skill you can fix it yourself, happily take it down to the lowest level, then only go through 1 room and a corridor to get to the terminal.

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** Another example in ''Fallout New Vegas'' is vault Vault 22. You have to go through four floors, unlock a door and wander through a cave to reach the computer terminal. At which point a NPC appears to fix the elevator so you can easily travel across all the floors. However if you have a high repair skill you can fix it yourself, happily take it down to the lowest level, then only go through 1 room and a corridor to get to the terminal.



** ''VideoGame/{{Fallout 4}}'':

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** ''VideoGame/{{Fallout 4}}'':''VideoGame/Fallout4'':



* ''VideoGame/{{Borderlands}}'' does this constantly with ledges that you can jump off of, but not climb up to. Finished all the quests in a dungeon? Just look for the 8 foot ledge you can drop from to be back at the starting point.

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* ''VideoGame/{{Borderlands}}'' does this constantly with ledges that you can jump off of, but not climb up to. Finished all the quests in a dungeon? Just look for the 8 foot 8-foot ledge you can drop from to be back at the starting point.



* ''VideoGame/{{Alundra 2}}'' does this a couple of times: In the first room of the Ox Tank dungeon, there's a conspicuous locked door that turns out to lead to the boss room, and the Demon Whale spits you back out once you complete the dungeon inside of it. In addition, each of the three ancient ruins dungeons contain warp pads to the other two.

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* ''VideoGame/{{Alundra 2}}'' ''VideoGame/Alundra2'' does this a couple of times: In the first room of the Ox Tank dungeon, there's a conspicuous locked door that turns out to lead to the boss room, and the Demon Whale spits you back out once you complete the dungeon inside of it. In addition, each of the three ancient ruins dungeons contain warp pads to the other two.



** Seattle's Children's Hospital, and probably others, has "staff only" corridors that can only be accessed from the outside with a security badge (unless it's an emergency); for others to access the area, they must take an elevator from a different floor, but the door can be opened normally from the inside.

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** Seattle's Children's Hospital, and probably others, has "staff only" "staff-only" corridors that can only be accessed from the outside with a security badge (unless it's an emergency); for others to access the area, they must take an elevator from a different floor, but the door can be opened normally from the inside.



* In Nicaragua there is a volcano that takes quite a bit of time to climb up but is easy to get down: You get a board to race through the sand like you would on a snowboard. Nobody has built a ski-lift. Yet.

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* In Nicaragua Nicaragua, there is a volcano that takes quite a bit of time to climb up but is easy to get down: You get a board to race through the sand like you would on a snowboard. Nobody has built a ski-lift. Yet.
10th May '17 8:47:41 PM Angeldeb82
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The only question is... how? There's no way the game designers will make you [[BackTracking backtrack through all the corridors you've cleansed all the way to the entrance]], right? And sometimes, it may even be impossible, as the original route has been blocked.

Luckily, there's a conveniently placed door, right there in the final room, just waiting for you to open it. [[CoolGate You go through it and, voila, you're at the entrance]], right where you started, saving you the trouble of returning here the long way. That's the Door To Before: an [[AntiFrustrationFeatures Anti-Frustration Feature]] that keeps you from having to waste time going back through a dungeon you've already cleared.

More often than not, you may even recognize the door as a LockedDoor from before, which would be very convenient if you had a way to open it from the other side ''before'' you went the long route, saving you all the trouble. Of course, it's initially always {{i|nsurmountableWaistHighFence}}mpossible even with a {{BFG}} in your arsenal, but once you easily open the door from the other side, it will usually remain open, giving you quick access to the area that once used to be so hard to reach. If a bug allows you to open a DoorToBefore from the "wrong" side, it's a DungeonBypass and can lead to SequenceBreaking.

to:

The only question is... how? There's no way the game designers will make you [[BackTracking [[{{Backtracking}} backtrack through all the corridors you've cleansed all the way to the entrance]], right? And sometimes, it may even be impossible, as the original route has been blocked.

Luckily, there's a conveniently placed door, right there in the final room, just waiting for you to open it. [[CoolGate You go through it and, voila, you're at the entrance]], right where you started, saving you the trouble of returning here the long way. That's the Door To to Before: an [[AntiFrustrationFeatures Anti-Frustration Feature]] that keeps you from having to waste time going back through a dungeon you've already cleared.

More often than not, you may even recognize the door as a LockedDoor from before, which would be very convenient if you had a way to open it from the other side ''before'' you went the long route, saving you all the trouble. Of course, it's initially always {{i|nsurmountableWaistHighFence}}mpossible {{i|nsurmountableWaistHeightFence}}mpossible even with a {{BFG}} in your arsenal, but once you easily open the door from the other side, it will usually remain open, giving you quick access to the area that once used to be so hard to reach. If a bug allows you to open a DoorToBefore Door to Before from the "wrong" side, it's a DungeonBypass and can lead to SequenceBreaking.



* ''VideoGame/{{ICO}}'' employs the DoorToBefore trope extensively. It starts out deep within a castle's catacombs, then works its way into an EscortMission that takes [[KidHero Ico]] and [[FallenPrincess Yorda]] through a game-long flight across a full-scale island fortress. They navigate [[BrokenBridge inconveniently gaping chasms]], [[DeathTrap death-rigged rooms]], [[BlockPuzzle puzzle-based chambers]] and basically tour the whole building - ramparts, gardens, cemeteries - to [[LockedDoor unlock the one escape door]]. When you finally open the doors, [[spoiler: [[SavethePrincess she gets kidnapped]]]], so you have to climb your way back to where you started out at the catacombs for [[FinalBoss one last fight]].

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* ''VideoGame/{{ICO}}'' employs the DoorToBefore Door to Before trope extensively. It starts out deep within a castle's catacombs, then works its way into an EscortMission that takes [[KidHero Ico]] and [[FallenPrincess Yorda]] through a game-long flight across a full-scale island fortress. They navigate [[BrokenBridge inconveniently gaping chasms]], [[DeathTrap death-rigged rooms]], [[BlockPuzzle puzzle-based chambers]] and basically tour the whole building - ramparts, gardens, cemeteries - to [[LockedDoor unlock the one escape door]]. When you finally open the doors, [[spoiler: [[SavethePrincess she gets kidnapped]]]], so you have to climb your way back to where you started out at the catacombs for [[FinalBoss one last fight]].



* In ''BreathOfFireIII'' [[spoiler: After going across the ocean and stepping into a teleporter on the other half of the world, you wind up back at Steel Beach in the Freighter; the door was locked on the other side when you first entered when retrieving the parts to fix the boat.]]

to:

* In ''BreathOfFireIII'' ''VideoGame/BreathOfFireIII'', [[spoiler: After after going across the ocean and stepping into a teleporter on the other half of the world, you wind up back at Steel Beach in the Freighter; the door was locked on the other side when you first entered when retrieving the parts to fix the boat.]]



*** Also, many of the game's boss chambers are located fairly close to the dungeon entrance--the rest of the dungeon revolves around acquiring the key and/or the {{MacGuffin}} that allows you access to the boss chamber.

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*** Also, many of the game's boss chambers are located fairly close to the dungeon entrance--the rest of the dungeon revolves around acquiring the key and/or the {{MacGuffin}} MacGuffin that allows you access to the boss chamber.



** The novelizations subvert this trope, as the characters have no compunctions about blowing open a door with a shotgun, though it does take a few shells to do so. And in the remake of VideoGame/ResidentEvil for the Gamecube, Barry Burton does blast open a locked door during the (no-longer-dreadful) Jill Sandwich sequence, making it an example of CutscenePowerToTheMax, since you can ''never'' do that yourself.

to:

** The novelizations subvert this trope, as the characters have no compunctions about blowing open a door with a shotgun, though it does take a few shells to do so. And in the remake of VideoGame/ResidentEvil for the Gamecube, [=GameCube=], Barry Burton does blast open a locked door during the (no-longer-dreadful) Jill Sandwich sequence, making it an example of CutscenePowerToTheMax, since you can ''never'' do that yourself.



* Many levels in the ''SpyroTheDragon'' trilogy are giant circles; there's always a wall you can now smash or an elevator that can only be activated from the far side of the level.

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* Many levels in the ''SpyroTheDragon'' ''VideoGame/SpyroTheDragon'' trilogy are giant circles; there's always a wall you can now smash or an elevator that can only be activated from the far side of the level.



* ''VampireTheMasqueradeBloodlines'' has a particularly irritating example: after slogging your way through [[ScrappyLevel the Los Angeles sewers]] in search of the Nosferatu warren, you find a tunnel in the back of the Nosferatu primogen's room leading straight out into the Los Angeles mausoleum.
* The [[VideoGame/MarioAndLuigi Mario & Luigi]] series just love putting several sets of iron bars, walls or any other kind of [[LockedDoor Locked Doors]] that can only be opened from behind all over every single dungeon in the four games of the series. They usually lead to a big room with a SavePoint or a health-recovering spot. This way, you don't have just a shortcut to the last room, but to basically any large area in the dungeon which is worth being searched for secrets.

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* ''VampireTheMasqueradeBloodlines'' ''VidoeGame/VampireTheMasqueradeBloodlines'' has a particularly irritating example: after slogging your way through [[ScrappyLevel [[ThatOneLevel the Los Angeles sewers]] in search of the Nosferatu warren, you find a tunnel in the back of the Nosferatu primogen's room leading straight out into the Los Angeles mausoleum.
* The [[VideoGame/MarioAndLuigi Mario & Luigi]] VideoGame/MarioAndLuigi series just love putting several sets of iron bars, walls or any other kind of [[LockedDoor Locked Doors]] {{Locked Door}}s that can only be opened from behind all over every single dungeon in the four games of the series. They usually lead to a big room with a SavePoint or a health-recovering spot. This way, you don't have just a shortcut to the last room, but to basically any large area in the dungeon which is worth being searched for secrets.



* In a stroke of mercy (instead of annoyance), ''DemonsSouls'' is designed with shortcuts you can activate at various points through the level so you can return to your corpse after your recent and inevitable death. Its SpiritualSuccessor ''VideoGame/DarkSouls'' continues this practice.

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* In a stroke of mercy (instead of annoyance), ''DemonsSouls'' ''VideoGame/DemonsSouls'' is designed with shortcuts you can activate at various points through the level so you can return to your corpse after your recent and inevitable death. Its SpiritualSuccessor ''VideoGame/DarkSouls'' continues this practice.



* ''TheSimpsons'' plays this for laughs when Mr. Burns decides to shut off power to Springfield. With Mr. Smithers, they enter a passage behind a bookcase through Burns' office, slide down firepoles, gain access to a vault via retinal scanner, and reach the main power room...where they then shoo off a dog who got in through the room's broken screen door.

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* ''TheSimpsons'' ''WesternAnimation/TheSimpsons'' plays this for laughs when Mr. Burns decides to shut off power to Springfield. With Mr. Smithers, they enter a passage behind a bookcase through Burns' office, slide down firepoles, gain access to a vault via retinal scanner, and reach the main power room...where they then shoo off a dog who got in through the room's broken screen door.
30th Apr '17 12:53:07 PM nombretomado
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* In ''[[Franchise/HarvestMoon Harvest Moon]]: [[VideoGame/HarvestMoonAnimalParade Animal Parade]]'' there's this. In the mines and in the forest you can go back the way you came and the game will give you the option to leave the place or just go back to the previous area.

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* In ''[[Franchise/HarvestMoon Harvest Moon]]: ''VideoGame/HarvestMoon: [[VideoGame/HarvestMoonAnimalParade Animal Parade]]'' there's this. In the mines and in the forest you can go back the way you came and the game will give you the option to leave the place or just go back to the previous area.
18th Mar '17 12:20:04 PM nombretomado
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* Used well in ''NationalTreasure'' - [[spoiler: when the BigBad leaves the heroes stranded in an underground mine shaft while he tracks down the next clue. Ben notes that the first thing the builders would have done after completing the first shaft would have been to cut a secondary shaft to promote air flow and decrease the danger of cave-ins. They quickly located the second and unguarded exit... which happens to be in the hidden Treasure Room]].

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* Used well in ''NationalTreasure'' ''Film/NationalTreasure'' - [[spoiler: when the BigBad leaves the heroes stranded in an underground mine shaft while he tracks down the next clue. Ben notes that the first thing the builders would have done after completing the first shaft would have been to cut a secondary shaft to promote air flow and decrease the danger of cave-ins. They quickly located the second and unguarded exit... which happens to be in the hidden Treasure Room]].
16th Mar '17 10:39:07 AM nombretomado
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* In the old server complex in ''TheNamelessMod'', there is a door that is just out of reach. When you go through the entire level, it is the door that will take you back to the entrance.

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* In the old server complex in ''TheNamelessMod'', ''VideoGame/TheNamelessMod'', there is a door that is just out of reach. When you go through the entire level, it is the door that will take you back to the entrance.
2nd Mar '17 11:23:49 AM Spirend
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* All over the place in ''{{VideoGame/Fairune}}'', mostly in the form of push blocks forming bridges. Mostly averted in the underground caves, though.
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