History Main / DungeonBypass

25th Sep '16 11:09:50 PM Gess
Is there an issue? Send a Message


** A Protoss mission expects you to wait until another general arrives with enough reinforcements to destroy the heavily guarded enemy base. Though it is very difficult, you can potentially destroy the base on your own without him before he arrives.
25th Sep '16 4:29:32 AM Morgenthaler
Is there an issue? Send a Message


* ''TabletopGame/MageTheAscension'' doubles down on this with cooperative spellcasting, where the players sit in a circle and add effects to a spell until it fails or becomes too difficult to add further aspects or power. This means that a single character with access to the correspondence sphere (which allows scrying) means that the party can drop the majority of its offensive power on an enemy without showing up themselves to potentially be exposed to danger. Especially dangerous since in the OldWorldOfDarkness the various types of supernatural creatures had no way to resist each others' powers, effectively making this the point where the LinearWarriorsQuadraticWizards thing became completely insurmountable in any kind of mixed campaign.

to:

* ''TabletopGame/MageTheAscension'' doubles down on this with cooperative spellcasting, where the players sit in a circle and add effects to a spell until it fails or becomes too difficult to add further aspects or power. This means that a single character with access to the correspondence sphere (which allows scrying) means that the party can drop the majority of its offensive power on an enemy without showing up themselves to potentially be exposed to danger. Especially dangerous since in the OldWorldOfDarkness TabletopGame/OldWorldOfDarkness the various types of supernatural creatures had no way to resist each others' powers, effectively making this the point where the LinearWarriorsQuadraticWizards thing became completely insurmountable in any kind of mixed campaign.
25th Sep '16 3:28:19 AM Morgenthaler
Is there an issue? Send a Message


* MageTheAscension doubles down on this with cooperative spellcasting, where the players sit in a circle and add effects to a spell until it fails or becomes too difficult to add further aspects or power. This means that a single character with access to the correspondence sphere (which allows scrying) means that the party can drop the majority of its offensive power on an enemy without showing up themselves to potentially be exposed to danger. Especially dangerous since in the OldWorldOfDarkness the various types of supernatural creatures had no way to resist each others' powers, effectively making this the point where the LinearWarriorsQuadraticWizards thing became completely insurmountable in any kind of mixed campaign.
** MageTheAwakening made major changes to no less than four fundamental mechanics solely to prevent this tactic: draconian limits on spell combination, severely reduced power when adding sympathetic magic, cripplingly specific prerequisites for scrying (to the point where you can barely scry anything you don't have regular physical access to anyhow), and scry targets have what is usually a near-unity chance of noticing the spell from their end. Joint casting was also removed entirely and replaced with an assist-boost mechanic. That's how unambiguously game-breaking and impossible to stop from the GM's end the tactic was.

to:

* MageTheAscension ''TabletopGame/MageTheAscension'' doubles down on this with cooperative spellcasting, where the players sit in a circle and add effects to a spell until it fails or becomes too difficult to add further aspects or power. This means that a single character with access to the correspondence sphere (which allows scrying) means that the party can drop the majority of its offensive power on an enemy without showing up themselves to potentially be exposed to danger. Especially dangerous since in the OldWorldOfDarkness the various types of supernatural creatures had no way to resist each others' powers, effectively making this the point where the LinearWarriorsQuadraticWizards thing became completely insurmountable in any kind of mixed campaign.
** MageTheAwakening * ''TabletopGame/MageTheAwakening'' made major changes to no less than four fundamental mechanics solely to prevent this tactic: draconian limits on spell combination, severely reduced power when adding sympathetic magic, cripplingly specific prerequisites for scrying (to the point where you can barely scry anything you don't have regular physical access to anyhow), and scry targets have what is usually a near-unity chance of noticing the spell from their end. Joint casting was also removed entirely and replaced with an assist-boost mechanic. That's how unambiguously game-breaking and impossible to stop from the GM's end the tactic was.



* ''{{Exalted}}'': Solars with the correct Charm can bypass locked doors by ''walking through them'', and more veteran ones can remove the walls by punching people through them. Meanwhile, those with dematerialization effects can just stroll through walls, and experienced Infernals can just load up Pellegrina's Fury and ''erode away everything in their path''. Of course, the point of ''Exalted'' isn't about whether the heroes ''can'' make it through the dungeon, it's about whether they ''should'', and how they intend to solve the long-term problems that led to the dungeon attack in the first place.

to:

* ''{{Exalted}}'': ''TabletopGame/{{Exalted}}'': Solars with the correct Charm can bypass locked doors by ''walking through them'', and more veteran ones can remove the walls by punching people through them. Meanwhile, those with dematerialization effects can just stroll through walls, and experienced Infernals can just load up Pellegrina's Fury and ''erode away everything in their path''. Of course, the point of ''Exalted'' isn't about whether the heroes ''can'' make it through the dungeon, it's about whether they ''should'', and how they intend to solve the long-term problems that led to the dungeon attack in the first place.
20th Sep '16 8:15:03 PM nombretomado
Is there an issue? Send a Message


* Some games with randomly generated dungeons, such as ''{{Persona 3}}'' and ''VideoGame/{{Baroque}}'', will occasionally end up generating a floor's exit right next to its entrance. You can't bypass the entire dungeon this way, but you pretty much end up bypassing that floor. One [[SpeedRun speedrunner]] takes advantage of this feature to finish ''{{VideoGame/Diablo}}'' in a matter of minutes, by [[SaveScumming reloading every time]] the next floor wasn't laid out this way.
* ''{{Avernum}}'' sets these up intentionally in the first three games. Learn the Priest spell "Move Mountains" and look for cracked walls, and you can sometimes get around the baddies (or at least find sealed-off rooms.) Sadly, as of the fourth this is no longer possible.

to:

* Some games with randomly generated dungeons, such as ''{{Persona ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Baroque}}'', will occasionally end up generating a floor's exit right next to its entrance. You can't bypass the entire dungeon this way, but you pretty much end up bypassing that floor. One [[SpeedRun speedrunner]] takes advantage of this feature to finish ''{{VideoGame/Diablo}}'' in a matter of minutes, by [[SaveScumming reloading every time]] the next floor wasn't laid out this way.
* ''{{Avernum}}'' ''VideoGame/{{Avernum}}'' sets these up intentionally in the first three games. Learn the Priest spell "Move Mountains" and look for cracked walls, and you can sometimes get around the baddies (or at least find sealed-off rooms.) Sadly, as of the fourth this is no longer possible.
5th Sep '16 11:23:22 AM RemiV
Is there an issue? Send a Message


* In ''Film/CasinoRoyale2006'', while the mook is going through a building under construction with LeParkour, Film/JamesBond just goes through walls, shoots down an elevated platform for it to fall...

to:

* In ''Film/CasinoRoyale2006'', while the mook is going through a building under construction with LeParkour, Film/JamesBond just goes through walls, shoots down an elevated platform for it to fall...fall, even smashes through several obstacles with a bulldozer...
5th Sep '16 5:24:01 AM Eyeshield
Is there an issue? Send a Message


Makes players of [[RolePlayingGame [=RPGs=]]], ActionAdventure, and other such games with dungeons wish they could do something as easy. Occasionally, they can, though it usually isn't intentional. This usually results in SequenceBreaking. Can be circumvented with a BeastInTheMaze.

to:

Makes players of [[RolePlayingGame [=RPGs=]]], ActionAdventure, and other such games with dungeons wish they could do something as easy. Occasionally, they can, though it usually isn't intentional.can. This usually results in SequenceBreaking. Recent games though have made AntiFrustrationFeatures where after you finish the dungeon, a teleporter appears teleporting you back to the beginning to save you an exhausted trip.

Can be circumvented with a BeastInTheMaze.
22nd Aug '16 4:29:23 PM nombretomado
Is there an issue? Send a Message


* In ''[[TheElenium The Sapphire Rose]]'' by Creator/DavidEddings, the heroes attempt to use captured minions to lead them through the deathtrap maze, only to realize that the minions didn't know the way either. Finally, they realize that there was no way ''through'' the maze so try going up through the ceiling. It works as they find the maintenance pathways, and funnily enough real access ways to the maintenance pathways.

to:

* In ''[[TheElenium ''[[Literature/TheElenium The Sapphire Rose]]'' by Creator/DavidEddings, the heroes attempt to use captured minions to lead them through the deathtrap maze, only to realize that the minions didn't know the way either. Finally, they realize that there was no way ''through'' the maze so try going up through the ceiling. It works as they find the maintenance pathways, and funnily enough real access ways to the maintenance pathways.
9th Aug '16 6:57:54 PM Ramidel
Is there an issue? Send a Message


* The old ''Ragnarok'' RPG had potions of phasing, which allowed you to walk through walls (except in the shop level) and even between planes, letting you skip the tedious process of looking for portals. If you walked off the map, however, you'd fall to Niflheim and take a lot of damage, usually dying.

to:

* The old ''Ragnarok'' RPG ''VideoGame/RagnarokRoguelike'' had potions of phasing, which allowed you to walk through walls (except in the shop level) and even between planes, letting you skip the tedious process of looking for portals. If you walked off the map, however, you'd fall to Niflheim and take a lot of damage, usually dying.
9th Aug '16 2:30:30 PM Ripburger
Is there an issue? Send a Message


* In the original ''{{X-COM}}'', most walls can be shot through with a powerful enough weapon. Eventually, units can be outfitted with flying armour and weapons powerful enough to punch through the hull of a U.F.O - making it possible to simply blast your way into the bridge.

to:

* In the original ''{{X-COM}}'', ''{{VideoGame/XCOM}}'' ([[VideoGame/XCOMUFODefense UFO]] and [[VideoGame/XCOMTerrorFromTheDeep TFTD]]), most walls can be shot through with a powerful enough weapon. Eventually, units can be outfitted with flying armour and weapons powerful enough to punch through the hull of a U.F.O - making it possible to simply blast your way into the bridge.
4th Aug '16 10:48:43 PM UmbrellasWereAwesome
Is there an issue? Send a Message


* In the first ''Franchise/{{Halo}}'' game, you can pull this if you're VERY lucky. In the level "Assault on the Control Room," in the last quarter of the level, you encounter a group of Covenant Grunts, Jackals, and Elites. One of the Elites is piloting a Banshee, a flying vehicle. However, until they see you, they aren't doing anything in particular. One well-aimed shot with a plasma pistol, and you can take out the pilot of the banshee, and wreck havoc on all Covenant forces between you and the final room.
** It doesn't necessarily take luck. If you hang on to your sniper rifle, you can kill him every time before he hops in. You can even kill the pilot of the second banshee further down the bridge. You could also use a rocket launcher to flip the banshee over so he can't get in it.
*** even before that, on the first bridge you cross, you can hug the cliff all the way down to the bottom. the rest of the enemies will not spawn so you skip about 95% of all the fighting in the level.
*** Actually, with a lot of practice and luck, you can get a Banshee just after you reach the first tank. A well-placed rocket launcher to the bottom of the platform high up on the chasm wall will knock off the Banshee sitting above it. You can jump in and fly your way through the rest of the level! [[spoiler:Works because the vehicle spawns with the level, but the pilot doesn't spawn until you've walked farther into the next area. You can actually fly back and find a very lonely, very angry elite waiting where his ride should be.]]
** "The Silent Cartographer" has the semi-famous "Squally's Jump." When you go back to the door you unlocked there's a ledge that triggers a cutscene showing off the near-bottomless pit. To the right, you can see the side of the complex you would be fighting through, and on the bottom floor, you can see an [[OverHeal Overcharge]]. It's possible with good aim (or the fact that the game autosaves there) to land on it and take no damage. It also lets you sneak up on and kill two Elites guarding the way you were supposed to come from.
*** The downside is, all those enemies you skipped by jumping? They stay there, and are joined by the enemies that [[EventFlag spawn in]] after reaching the titular Silent Cartographer. [[OhCrap Hope you're ready for a fight.]]
** There's another spot where a door is meant to close before you can get to it. The intention is that you are entering on foot - with a warthog, you won't be slowed down by the enemies between you and the door, and with good timing and driving skills, you can wedge the warthog in the doorway, forcing the door to stay open. If you're also lucky, it's far enough through for you to hop out on the other side, bypassing having to fight your way to and through the back door.
** There are in fact many more examples which can be found throughout the game, like hugging the wall down a huge valley, allowing you to take a ride in the Pelican dropship, straight to the Scorpion tank in the 5th level.

to:

* In the first ''Franchise/{{Halo}}'' game, you can pull ''Franchise/{{Halo}}'', this can often be pulled off, whether legitimately or with glitches. In fact, Dungeon Bypassing is a requirement if you're VERY lucky. a speed runner.
** ''VideoGame/HaloCombatEvolved'':
***
In the level "Assault on the Control Room," Room", in the last quarter of the level, you encounter a group of Covenant Grunts, Jackals, and Elites. One of the Elites is piloting a Banshee, a flying vehicle. However, until they see you, they aren't doing anything in particular. One well-aimed shot with a plasma pistol, and you can take out the pilot of the banshee, Banshee, and wreck havoc on all Covenant forces between you and the final room.
** It doesn't necessarily take luck. If you hang
room. Other methods include either hanging on to your sniper rifle, rifle so you can kill him every time the pilot before he hops in. You in (you can even kill the pilot of the second banshee Banshee further down the bridge. You could also use bridge), or using a rocket launcher to flip the banshee Banshee over so he can't get in it.
*** even Even before that, on the first bridge you cross, cross in "[=AotCR=]", you can hug the cliff all the way down to the bottom. the The rest of the enemies will not spawn so you skip about 95% of all the fighting in the level.
*** Actually, with With a lot of practice and luck, you can even get a Banshee on "[=AotRC=]" just after you reach the first tank. A well-placed rocket launcher to the bottom of the platform high up on the chasm wall will knock off the Banshee sitting above it. You can jump in and fly your way through the rest of the level! [[spoiler:Works It works because the vehicle spawns with the level, but the pilot doesn't spawn until you've walked farther into the next area. You can actually fly back and find a very lonely, very angry elite waiting where his ride should be.]]
**
be.
***
"The Silent Cartographer" has the semi-famous "Squally's Jump." When you go back to the door you unlocked there's a ledge that triggers a cutscene showing off the near-bottomless pit. To the right, you can see the side of the complex you would be fighting through, and on the bottom floor, you can see an [[OverHeal Overcharge]]. It's possible with good aim (or the fact that the game autosaves there) to land on it and take no damage. It also lets you sneak up on and kill two Elites guarding the way you were supposed to come from.
***
from. The downside is, all those enemies you skipped by jumping? They stay there, and are joined by the enemies that [[EventFlag spawn in]] after reaching the titular Silent Cartographer. [[OhCrap Hope you're ready for a fight.]]
** *** There's another spot on "TSC" where a door is meant to close before you can get to it. The intention is that you are entering on foot - with a warthog, you won't be slowed down by the enemies between you and the door, and with good timing and driving skills, you can wedge the warthog in the doorway, forcing the door to stay open. If you're also lucky, it's far enough through for you to hop out on the other side, bypassing having to fight your way to and through the back door.
** *** There are in fact many more examples which can be found throughout the game, like hugging another one in ''Assault on the Control Room" where you hug the wall down a huge valley, allowing you to take a ride in the Pelican dropship, dropship straight to the Scorpion tank in the 5th level.tank.
This list shows the last 10 events of 242. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.DungeonBypass