History Main / DoorToBefore

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.
27th Feb '17 12:00:34 AM DastardlyDemolition
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* ''VideoGame/SpongebobSquarepantsBattleForBikiniBottom'' would have cardboard boxes at the end of each stage that would take you back to the beginning. They would also appear at various points throughout the stage.

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* ''VideoGame/SpongebobSquarepantsBattleForBikiniBottom'' would have cardboard boxes at the end of each stage that would take you back to the beginning. They would also appear at various points throughout the stage. ''VideoGame/TheSpongeBobMovieGame'', which came out a year or so later, uses the same boxes for end of the level sections and for the puzzles hidden around the levels themselves.
26th Feb '17 11:42:15 PM DastardlyDemolition
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* Happens quite a bit in the later games ''Franchise/TheEnlderScrolls'':

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* Happens quite a bit in the later games ''Franchise/TheEnlderScrolls'':of ''Franchise/TheElderScrolls'':
26th Feb '17 11:41:30 PM DastardlyDemolition
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* Found in many dungeons and caves (especially quest-related ones and Ayleid Ruins) in ''VideoGame/TheElderScrollsIVOblivion''. Sometimes the door can be easily traversed from either side, but is hidden in such a way that you would have to be especially observant, or know exactly where to look, to bypass the level.
** A particularly extreme example is with the Mehrune's Razor DLC. After going through a load of ruins, caves and dungeons, fighting your way through a small army plus a few other foes, you finally reach Mehrune's Razor. After taking the weapon, a secret door will open and it leads right to the outside through a hidden underwater passage. It takes about 30 seconds to leave the dungeon but it takes about an hour to get there.

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* Found Happens quite a bit in the later games ''Franchise/TheEnlderScrolls'':
** Doors to Before are found
in many dungeons and caves (especially quest-related ones and Ayleid Ruins) in ''VideoGame/TheElderScrollsIVOblivion''. Sometimes the door can be easily traversed from either side, but is hidden in such a way that you would have to be especially observant, or know exactly where to look, to bypass the level.
** *** A particularly extreme example is with the Mehrune's Razor DLC. After going through a load of ruins, caves and dungeons, fighting your way through a small army plus a few other foes, you finally reach Mehrune's Razor. After taking the weapon, a secret door will open and it leads right to the outside through a hidden underwater passage. It takes about 30 seconds to leave the dungeon but it takes about an hour to get there.



** One such overlook built into a Dwarven ruin seems to be made solely so you can fast travel afterwards, as it leads directly to a balcony overlooking the side of a ''mountain''. Unless the devs expected you to slide down the side of the mountain (in which one slip could very likely kill you), there is no way to actually "exit" the balcony without going back inside and walking to the entrance.
** A notable example is in Swindler's Den, where the "door" to before is actually an open, normally unreachable passage from the last room. However, [[SequenceBreaking one can abuse the rock wall beneath it to jump up]], which makes the quest involving this dungeon a much simpler affair.

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** *** One such overlook built into a Dwarven ruin seems to be made solely so you can fast travel afterwards, as it leads directly to a balcony overlooking the side of a ''mountain''. Unless the devs expected you to slide down the side of the mountain (in which one slip could very likely kill you), there is no way to actually "exit" the balcony without going back inside and walking to the entrance.
** *** A notable example is in Swindler's Den, where the "door" to before is actually an open, normally unreachable passage from the last room. However, [[SequenceBreaking one can abuse the rock wall beneath it to jump up]], which makes the quest involving this dungeon a much simpler affair.
12th Feb '17 4:47:54 PM Prfnoff
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* In ''VideoGame/{{Undertale}}'', these generally take the form of elevators which are "in use" and inaccessible until you reach the point where they lead to.
30th Jan '17 12:11:08 PM HeraldAlberich
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* A good number of ''Zelda'' games have made use of this, which happens when Link grabs the Triforce piece, instrument, or whatever other quest item he beat the dungeon's boss to get.

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* A good number of ''Zelda'' ''Franchise/TheLegendOfZelda'' games have made use of this, which happens when Link grabs the Triforce piece, instrument, or whatever other quest item he beat the dungeon's boss to get.



* The ''VideoGame/{{Metroid}}'' games thrive on this trope. In the ''Prime'' sub-series, especially, it's common for players to traverse the same area 4 or 5 different times, with new paths to/from it available to them each time.
** Example: In ''Super Metroid'', the escape sequence takes you behind Mother Brain's room and through the rest of Tourian as it's exploding, then give you a flat path to run down and inadvertently charge up your speed booster. Speed booster blocks allow you to charge through without knowing it--leading you right back to [[spoiler:the escape shaft from ''Metroid 1'', which you came back down through at the beginning of the game, allowing you to enter the former location of the Tourian base from the wrong side]].

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* The ''VideoGame/{{Metroid}}'' ''Franchise/{{Metroid}}'' games thrive on this trope. In the ''Prime'' sub-series, ''VideoGame/MetroidPrimeTrilogy'', especially, it's common for players to traverse the same area 4 or 5 different times, with new paths to/from it available to them each time.
** Example: In ''Super Metroid'', the ''VideoGame/SuperMetroid'':
*** The
escape sequence takes you behind Mother Brain's room and through the rest of Tourian as it's exploding, then give you a flat path to run down and inadvertently charge up your speed booster. Speed booster blocks allow you to charge through without knowing it--leading you right back to [[spoiler:the escape shaft from ''Metroid 1'', ''VideoGame/{{Metroid 1}}'', which you came back down through at the beginning of the game, allowing you to enter the former location of the Tourian base from the wrong side]].



** Another random example in ''[[MetroidPrime Echoes]]'' - After going up an elevator in the Ing Hive and transporting back to Sanctuary Fortress you go through this dynamo area, letting you save the game. You continue onward to the temple, then backtrack slightly and go a different way. Then you fight the Spider Guardian, and once you've beaten it, you find there is another exit at the top of the battle arena, which leads to a morph ball tube which suddenly ends and drops you - right back at the room just after that first elevator. You don't have to use the portals to get back, as you have the Spider Ball (the lack of which is what made you go into Dark Aether in the first place.)
* The ''Pokémon'' games have those ubiquitous ledges. You can hop down them, but not up, and they're often used as one-way shortcuts. Also, the one-way teleporter on the 7th gym in ''VideoGame/PokemonRubyAndSapphire/Emerald'', Tate and Liza's gym. After a rather annoying puzzle where you have to ride one-way floor panels and flip switches to get to the gym leaders, they leave you a teleporter pad that leads to the front. A similar thing happens in Sabrina's gym, but it is full of teleport pads - and the only different one in Sabrina's chamber leads back to the gym's entrance.
** Also, in ''[[VideoGame/PokemonGoldAndSilver Pokémon HeartGold and SoulSilver]]'', defeating or catching Mewtwo in Cerulean Cave reveals a ladder behind Mewtwo, which leads to an island on the first floor behind one of the aforementioned ledges, not too far from the entrance.
** One doorway in the deepest part of the Seafloor Cavern inexplicably takes you through another doorway back to the entrance room, but only if you're going in that one direction.
*** ''Omega Ruby and Alpha Sapphire'' re-arrange the room such that you no longer get shoved through it by a water current. Yes, you often got to it by accident. Instead you now access it on a small area of land that it outside the currents on one side of the room.
** The power plant in Kanto has a second exit at the back, right next to Zapdos, which somehow takes you directly to the entrance door. No explanation is given for why you can't go straight from the entrance to Zapdos. In ''[=FireRed=] & [=LeafGreen=]'', this is changed to lead to a small alleyway on the side of the plant, which is blocked off from the main entrance via a ledge.

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** Another random example in ''[[MetroidPrime Echoes]]'' - After ''VideoGame/MetroidPrime2Echoes''--after going up an elevator in the Ing Hive and transporting back to Sanctuary Fortress you go through this dynamo area, letting you save the game. You continue onward to the temple, then backtrack slightly and go a different way. Then you fight the Spider Guardian, and once you've beaten it, you find there is another exit at the top of the battle arena, which leads to a morph ball tube which suddenly ends and drops you - right you--right back at the room just after that first elevator. You don't have to use the portals to get back, as you have the Spider Ball (the lack of which is what made you go into Dark Aether in the first place.)
* The ''Pokémon'' ''Franchise/{{Pokemon}}'' games have those ubiquitous ledges. You can hop down them, but not up, and they're often used as one-way shortcuts. Also, the shortcuts.
** ''VideoGame/PokemonRubyAndSapphire/Emerald'':
*** The
one-way teleporter on the 7th gym in ''VideoGame/PokemonRubyAndSapphire/Emerald'', gym, Tate and Liza's gym. After a rather annoying puzzle where you have to ride one-way floor panels and flip switches to get to the gym leaders, they leave you a teleporter pad that leads to the front. A similar thing happens in Sabrina's gym, gym from ''VideoGame/PokemonRedAndBlue'', but it is full of teleport pads - and pads--and the only different one in Sabrina's chamber leads back to the gym's entrance.
** Also, in ''[[VideoGame/PokemonGoldAndSilver Pokémon HeartGold and SoulSilver]]'', defeating or catching Mewtwo in Cerulean Cave reveals a ladder behind Mewtwo, which leads to an island on the first floor behind one of the aforementioned ledges, not too far from the entrance.
**
*** One doorway in the deepest part of the Seafloor Cavern inexplicably takes you through another doorway back to the entrance room, but only if you're going in that one direction.
***
direction. ''Omega Ruby and Alpha Sapphire'' re-arrange the room such that you no longer get shoved through it by a water current. Yes, you often got to it by accident. Instead you now access it on a small area of land that it outside the currents on one side of the room.
** In ''[[VideoGame/PokemonGoldAndSilver Pokémon HeartGold and SoulSilver]]'', defeating or catching Mewtwo in Cerulean Cave reveals a ladder behind Mewtwo, which leads to an island on the first floor behind one of the aforementioned ledges, not too far from the entrance.
** ''VideoGame/PokemonRedAndBlue'':
The power plant in Kanto has a second exit at the back, right next to Zapdos, which somehow takes you directly to the entrance door. No explanation is given for why you can't go straight from the entrance to Zapdos. In ''[=FireRed=] & [=LeafGreen=]'', this is changed to lead to a small alleyway on the side of the plant, which is blocked off from the main entrance via a ledge.
9th Dec '16 5:41:06 AM HawkbitAlpha
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->''"I have noticed some consistencies with all the ''VideoGame/HalfLife'' games: you always have to go through incredible odds of alien monsters and potent deathtraps and evil soldiers and treacherous jumps and taxing challenges just to get to the other side of a locked wooden door."''
-->-- '''Thomas Savage''', in the notes for ''Webcomic/{{Concerned}} [[http://www.screencuisine.net/hlcomic/?date=2006-07-17 #172]]''

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->''"I have noticed some consistencies with all the ''VideoGame/HalfLife'' games: you always have ->''"Oh no. Not THIS room again! I don't understand! Why do we make rooms that can't be accessed connect to go through incredible odds of alien monsters and potent deathtraps and evil soldiers and treacherous jumps and taxing challenges just to get to the other side of a locked wooden door."''
OTHER rooms that can't be accessed?"''
-->-- '''Thomas Savage''', in the notes for ''Webcomic/{{Concerned}} [[http://www.screencuisine.net/hlcomic/?date=2006-07-17 #172]]''
'''Machinima/FreemansMind'''
29th Nov '16 2:05:35 PM BreadBull
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