History Main / DoorToBefore

29th Nov '16 2:05:35 PM BreadBull
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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.tvtropes.org/pmwiki/pub/images/900px_sr_map_dead_mens_respite.jpg]]
29th Nov '16 2:04:57 PM BreadBull
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/900px_sr_map_dead_mens_respite.jpg]]
2nd Nov '16 7:47:31 PM wolftickets1969
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*** In The ''Vault-Tec Workshop'' DLC, the Northeast Sector of Vault 88 has stairway blocked by a wooden barricade. Once you activate the Workshop in that area and clear the barrier, the path leads to a secret above-ground exit via a pharmacy at University Point.

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*** In The ''Vault-Tec Workshop'' DLC, the Northeast Sector of Vault 88 has stairway blocked by a wooden barricade. Once you activate the Workshop in that area and clear the barrier, the path leads to a secret above-ground exit via a pharmacy at University Point. The North Sector also has a back door from the subway area to a manhole near Milton General Hospital.
2nd Nov '16 7:27:35 PM wolftickets1969
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*** In The ''Vault-Tec Workshop'' DLC, the Northeast Sector of Vault 88 has stairway blocked by a wooden barricade. Once you activate the Workshop in that area and clear the barrier, the path leads to a secret above-ground exit via a pharmacy at University Point.
29th Oct '16 1:38:31 PM nombretomado
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* All 4 campaigns in ''GuildWars'' end with the character winning the final mission, going to a "victory celebration area", than leaving that area to an earlier outpost. The most fitting example is probably the Nightfall campaign, where the last few missions involve the character getting taken to a realm in another dimension, fighting through several missions to finally kill the BigBad, than leaving through a portal to the big city on the starter island.

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* All 4 campaigns in ''GuildWars'' ''VideoGame/GuildWars'' end with the character winning the final mission, going to a "victory celebration area", than leaving that area to an earlier outpost. The most fitting example is probably the Nightfall campaign, where the last few missions involve the character getting taken to a realm in another dimension, fighting through several missions to finally kill the BigBad, than leaving through a portal to the big city on the starter island.
12th Aug '16 8:00:14 PM nombretomado
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* 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 shorcut to the last room, but to basically any large area in the dungeon which is worth being searched for secrets.
* Averted in {{Albion}}. If you aren't teleported back to the entrance once you reach the end of the dungeon, you have to walk all the way back. Thankfully, this only happens in smaller dungeons.
* The ''Franchise/SilentHill'' games have these in spades. In ''{{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 [[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 shorcut shortcut to the last room, but to basically any large area in the dungeon which is worth being searched for secrets.
* Averted in {{Albion}}.''VideoGame/{{Albion}}''. If you aren't teleported back to the entrance once you reach the end of the dungeon, you have to walk all the way back. Thankfully, this only happens in smaller dungeons.
* The ''Franchise/SilentHill'' games have these in spades. In ''{{S|ilentHill2}}H2''s ''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.
29th Jun '16 5:56:29 PM nombretomado
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* The Deadmines in ''WorldOfWarcraft'' are a weird example. Even though you enter them through a house in the town of Moonbrook and keep going downwards all the way through, the one-way exit from the final cave takes you to a hill ''above'' Moonbrook.
** Several Instances in World of Warcraft (Well, most of the Burning Crusade instances) have shortcut exits after the final boss, sometimes leading to an exit portal (Botanica, Deadmines), others lead to shortcuts leading back to the entrance portals (Blood Furnace, Underbog)
** Now totally bypassed by the new Looking For Group functionality which will teleport you into an instance, and then return you when finished no matter where you are.
** A number of the newer dungeons, and being refitting in some of the larger old dungeons, have portals available so that if you get killed in one of the latter parts of the dungeon and have to reenter the main entrance, you can at least partly teleport past all the stuff you have already cleared.

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* ''VideoGame/WorldOfWarcraft'':
**
The Deadmines in ''WorldOfWarcraft'' are a weird example. Even though you enter them through a house in the town of Moonbrook and keep going downwards all the way through, the one-way exit from the final cave takes you to a hill ''above'' Moonbrook.
** Several Instances in World of Warcraft (Well, most of the Burning Crusade instances) instances have shortcut exits after the final boss, sometimes leading to an exit portal (Botanica, Deadmines), others lead to shortcuts leading back to the entrance portals (Blood Furnace, Underbog)
** Now totally Totally bypassed by the new Looking For Group functionality which will teleport you into an instance, and then return you when finished no matter where you are.
** A number of the newer later dungeons, and being refitting in some of the larger old dungeons, have portals available so that if you get killed in one of the latter parts of the dungeon and have to reenter the main entrance, you can at least partly teleport past all the stuff you have already cleared.
20th Jun '16 4:21:35 PM Gosicrystal
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*In ''VisualNovel/NineHoursNinePersonsNineDoors'', there are literal doors and elevators that grant the players access to previously explored areas. These doors to before are locked the first time around, but, once unlocked with a key or keycard, they can be used in whichever direction the characters want, serving as a usfeul shortcut. [[LoopholeAbuse An improvised variation includes the players jamming one-way doors (like the one without a number in the hospital room) so they can backtrack.]]
12th Jun '16 1:05:47 AM wolftickets1969
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*** Many other Fallout locations have chained doors. You can't bust through from one side but on the other...just remove the chain and voila. Time saved backtracking.

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*** Many other Fallout ''Fallout 4'' locations have chained or barred doors. You can't bust through from one side but on the other...just remove the chain or unlatch the bar and voila. Time saved backtracking.
12th Jun '16 12:52:28 AM wolftickets1969
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*** The Railroad HQ has an exit tunnel locked from inside with both a terminal mag-locked door and a chained door.
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