History Main / EmptyRoomPsych

6th Jul '17 8:44:58 AM Scorntex
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* ''VideoGame/MassEffectAndromeda:'' In the first Vault in the game, there exists a side-corridor filled entirely with inactive [[AttackDrone Remnant]] machines. As the player walks through it, their team comments how creepy it feels, wondering if the machines are going to activate and attack. On seeing there's nothing there, the player turns to leave, and one of the machines [[spoiler:falls over, spooking the crap out of the player's team. But that's all.]]
28th Jun '17 11:39:53 AM KingLyger
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* [[ThatOneLevel The Sealed Cavern]] in ''VideoGame/FinalFantasyIV'' was full of these. Throughout the dungeon, you had to face [[BossInMooksClothing Trap Doors]] to see what was in the room behind them. Some of the time, these rooms would contain treasure chests with fantastic loot; most of the time, they contained nothing. A first-time player would either have to try every room or rely on luck to beat down the Trap Doors and get all of the goodies within the dungeon.
8th Apr '17 3:43:59 PM nombretomado
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** There's also two ''incredibly'' hard to access rooms that don't give you anything (possibly something was intended to be there; DummiedOut?) First, there's the prison level. You're given a code that will open the door of the guy you're trying to rescue. However, there's a cell that opens with a code that isn't written ''anywhere.'' Should you stumble onto it by trying different combinations, the door will open, giving you... nothing! Later, on Jabba's ship, there's a chute you drop through with a switch on the wall. With inhuman split-second timing, you can trigger a door to open... in the lower area you end up in if you fall into a hole in a certain part of the room (it's filled Gamorrean guards, the [[PigMan pig guys]] from ''ReturnOfTheJedi.'' In this game, they're big-time DemonicSpiders material, very durable and their [[AnAxeToGrind axes]] deal a lot of damage. Close quarters with a zillion of them? YOU WILL DIE.) Fight your way through what was intended to be ''certain death'' for the player, and you can get to a room... that has nothing.

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** There's also two ''incredibly'' hard to access rooms that don't give you anything (possibly something was intended to be there; DummiedOut?) First, there's the prison level. You're given a code that will open the door of the guy you're trying to rescue. However, there's a cell that opens with a code that isn't written ''anywhere.'' Should you stumble onto it by trying different combinations, the door will open, giving you... nothing! Later, on Jabba's ship, there's a chute you drop through with a switch on the wall. With inhuman split-second timing, you can trigger a door to open... in the lower area you end up in if you fall into a hole in a certain part of the room (it's filled Gamorrean guards, the [[PigMan pig guys]] from ''ReturnOfTheJedi.''Film/ReturnOfTheJedi.'' In this game, they're big-time DemonicSpiders material, very durable and their [[AnAxeToGrind axes]] deal a lot of damage. Close quarters with a zillion of them? YOU WILL DIE.) Fight your way through what was intended to be ''certain death'' for the player, and you can get to a room... that has nothing.
9th Mar '17 12:51:49 AM GastonRabbit
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** ''Videogame/TheLegendOfZeldaI'' rarely does this in the main game, but the [[NewGamePlus second quest]] goes absolutely buck wild with it. You think the game would never force you to clear out a room filled with 12 [[DemonicSpiders blue Darknuts]], only to find no hidden items, pushable blocks, bombable walls or invisible passages? If so, then you have another, 12 blue Darknut-shaped think coming.

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** ''Videogame/TheLegendOfZeldaI'' rarely does this in the main game, but the [[NewGamePlus second quest]] goes absolutely buck wild with it. You think the game would never force you to clear out a room filled with 12 [[DemonicSpiders blue Darknuts]], only to find no hidden items, pushable blocks, bombable walls or invisible passages? If so, then you have another, 12 blue Darknut-shaped think thing coming.



*** A seemingly empty room in the fourth dungeon of the Dark World [[ChekhovsGun turns out to be important later]]. After bombing the cracked floor in the room above it, making light shine down into it, and bringing a girl you rescued into it, and having her [[GlamourFailure stand in the light]], she [[spoiler: freaks out and reveals herself to be the boss, [[DecoyDamsel Blind The Thief]]]].

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*** A seemingly empty room in the fourth dungeon of the Dark World [[ChekhovsGun turns out to be important later]]. After bombing the cracked floor in the room above it, making light shine down into it, and bringing a girl you rescued into it, and having her [[GlamourFailure stand in the light]], she [[spoiler: freaks [[spoiler:freaks out and reveals herself to be the boss, [[DecoyDamsel Blind The Thief]]]].



*** Relating to a TON of fan theories, there's a "hallway" in Zora's Domain. It can be seen as both child Link and Adult Link, but it is too far to reach with diving as a child, and as an adult, Zora's Domain is frozen. A certain glitch can get you under the ice and down through the hallway, only to find that it's empty. Before the glitch was common knowledge, many said you could [[UrbanLegendOfZelda obtain the Triforce through this hallway, or access the Unicorn Fountain and get the]] SwordBeam, or achieve some other sort of goal.

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*** Relating to a TON of fan theories, there's a "hallway" in the water in Zora's Domain. It can be seen as both child Link and Adult Link, but it is too far deep to reach with diving as a child, and as an adult, Zora's Domain is frozen.frozen, so using the Iron Boots to sink to the bottom is out of the question. A certain glitch can get you under the ice and down through the hallway, only to find that it's empty. Before the glitch was common knowledge, many said you could [[UrbanLegendOfZelda obtain the Triforce through this hallway, or access the Unicorn Fountain and get the]] SwordBeam, or achieve some other sort of goal.



*** In Gerudo Valley, on the cliff ledge there's rupees in the formation of an arrow pointing at a wall that does absolutely nothing.

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*** In Gerudo Valley, on the cliff ledge there's rupees there are Rupees in the formation of an arrow pointing at a wall that does absolutely nothing.



** ''VideoGame/CastlevaniaPortraitOfRuin'''s empty rooms actually serve a purpose: to distract the player. Completing at least one quest requires the player to find a dead-end, seemingly empty room...and wait. Nothing else needs to be done, just...wait.

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** ''VideoGame/CastlevaniaPortraitOfRuin'''s empty rooms actually serve a purpose: to To distract the player. Completing at least one quest requires the player to find a dead-end, seemingly empty room... and wait. Nothing else needs to be done, just... wait.



** One of the World 7 fortresses consists of a few very large, empty rooms (though there is a boss at the end). There is, however, a time limit--and no obvious way out. And one room in this fortress is styled like a large hall full of white platforms for Stretches, the circular blocks that Roto-discs usually orbit, and the candle props for Hot Foots ... [[NothingIsScarier even though none of these respective enemies are actually there]].

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** One of the World 7 fortresses consists of a few very large, empty rooms (though there is a boss at the end). There is, however, a time limit--and no obvious way out. And one room in this fortress is styled like a large hall full of white platforms for Stretches, the circular blocks that Roto-discs usually orbit, and the candle props for Hot Foots ...Foots... [[NothingIsScarier even though none of these respective enemies are actually there]].



** Most players have been searching the answer to the following question, ever since ''VideoGame/PokemonRedAndBlue'' versions came out: "What-the-hell IS in the inaccessible grass next to Pallet Town?!" The wildest theories have found their way to the internet, from wild Celebi (a Pokemon that didn't even exist in that game) over rare items to near invincible Pokémon on level 100...however, if you use a hacking device to cross the barrier in front of the grass, you'll find that inside there is just one thing: An Instant-Game-Over. Once you set foot in the grass your game crashes.
** There's a singular truck in the game by the S.S. Anne, that's only reachable if you learn Surf before having the SS go away. Since decoration in the game was rare, there were loads of rumours about it holding a Mew. The remakes [=FireRed=] and [=LeafGreen=] gave a ShoutOut to this by placing a rare Lava Cookie there instead.
** In ''VideoGame/PokemonGoldAndSilver'', you have the Ruins of Alph. There was [[UrbanLegendOfZelda quite a story about those caves]], a whole special type of Pokémon & Pokédex associated to it ([=Unown & UnownDex=]) and even an odd radio-station playing. Yet, the players who spent their time exploring it and capturing all Unowns would eventually discover they had been wasting their time, since there is nothing special about it. This was changed in ''[[VideoGame/PokemonGoldAndSilver Pokémon Crystal]]'', and even further in Pokémon [=SoulSilver=] and [=HeartGold=]. There's also the blocked staircases in Silph Co. and the Kanto Radio Tower, and the reference to hidden rooms in the Soul House[=/=]House of Memories, a building which can have weird effects on your Pokemon in Generation IV.

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** Most players have been searching the answer to the following question, ever since ''VideoGame/PokemonRedAndBlue'' versions came out: "What-the-hell "What the hell IS in the inaccessible grass next to Pallet Town?!" The wildest theories have found their way to the internet, Internet, from wild Celebi (a Pokemon Pokémon that didn't even exist in that game) over rare items to near invincible near-invincible Pokémon on level 100...100... however, if you use a hacking device to cross the barrier in front of the grass, you'll find that inside there is just one thing: An Instant-Game-Over.instant Game Over. Once you set foot in the grass your game crashes.
** There's a singular truck in the game by the S.S. Anne, that's only reachable if you learn Surf before having the SS go away. Since decoration in the game was rare, there were loads of rumours about it holding a Mew. The remakes [=FireRed=] ''[=FireRed=]'' and [=LeafGreen=] ''[=LeafGreen=]'' gave a ShoutOut to this by placing a rare Lava Cookie (which can normally only be transferred from ''Ruby'', ''Sapphire'', and ''Emerald'') there instead.
** In ''VideoGame/PokemonGoldAndSilver'', you have the Ruins of Alph. There was [[UrbanLegendOfZelda quite a story about those caves]], a whole special type of Pokémon & Pokédex associated to it ([=Unown & UnownDex=]) (Unown and [=UnownDex=]) and even an odd radio-station radio station playing. Yet, the players who spent their time exploring it and capturing all Unowns Unown would eventually discover they had been wasting their time, since there is nothing special about it. This was changed in ''[[VideoGame/PokemonGoldAndSilver Pokémon Crystal]]'', and even further in Pokémon [=SoulSilver=] ''Pokémon [=HeartGold=]'' and [=HeartGold=]. There's ''[=SoulSilver=]''. There are also the blocked staircases in Silph Co. and the Kanto Radio Tower, and the reference to hidden rooms in the Soul House[=/=]House of Memories, a building which can have weird effects on your Pokemon in Generation IV.



** ''VideoGame/PokemonRubyAndSapphire'': There's a similar, tiny cave right next to Fortree City in Ruby and Sapphire called the "Scorched Slab" that only exists to house a single TM. Hatching Pokémon in it will list it as a separate birth location, à la the above cathedral. While even the tiniest bodies of water elsewhere will contain Pokémon who attack when surfing or fishing, you cannot catch ANYTHING in the relatively large body of water you enter this cave in. It was widely believed that this cave would gain significance in ''Pokémon Emerald'', but it remained as useless as ever. It was given significance in Omega Ruby and Alpha Sapphire, as it was expanded into a multi-floor dungeon, and while most of the Pokémon are lackluster (Zubat, Golbat, Magikarp, and Goldeen), there are two very significant finds here, though both can only be found after defeating or capturing the version mascot. One is a Mega Stone (specifically, Charizardite Y), and the other…well, what else? A Legendary Pokémon. It should be easy to guess for those familiar with Legendary Pokémon; besides Groudon, there's only one that would find a home in a fire-themed subterranean cavern: [[spoiler:Heatran]].
** A rom hack of the Generation 3 games had a similar truck, which would reference the original rumor if examined. There was also a patch of grass in ''Gold and Silver'', similar to the one near Pallet, only accessible by wallhacking; there ''were'' actually Celebi in there.

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** ''VideoGame/PokemonRubyAndSapphire'': There's a similar, tiny cave right next to Fortree City in Ruby and Sapphire called the "Scorched Slab" that only exists to house a single TM. Hatching Pokémon in it will list it as a separate birth location, à la the above cathedral. While even the tiniest bodies of water elsewhere will contain Pokémon who attack when surfing or fishing, you cannot catch ANYTHING in the relatively large body of water you enter this cave in. It was widely believed that this cave would gain significance in ''Pokémon Emerald'', but it remained as useless as ever. It was given significance in Omega Ruby ''Omega Ruby'' and Alpha Sapphire, ''Alpha Sapphire'', as it was expanded into a multi-floor dungeon, and while most of the Pokémon are lackluster (Zubat, Golbat, Magikarp, and Goldeen), there are two very significant finds here, though both can only be found after defeating or capturing the version mascot. One is a Mega Stone (specifically, Charizardite Y), and the other…well, other... well, what else? A Legendary Pokémon. It should be easy to guess for those familiar with Legendary Pokémon; besides Groudon, there's only one that would find a home in a fire-themed subterranean cavern: [[spoiler:Heatran]].
** A rom ROM hack of the Generation 3 III games had a similar truck, which would reference the original rumor if examined. There was also a patch of grass in ''Gold ''Gold'' and Silver'', ''Silver'', similar to the one near Pallet, only accessible by wallhacking; there ''were'' actually Celebi in there.



** There is an area that appears in both Hoenn and the Sevii Islands called Altering Cave. The only Pokémon you'll find here is [[GoddamnedBats Zubat]]. There was plans for mystery gift to change what Pokémon you could catch here, however in ''Emerald'', all of the Pokémon (Mareep, Pineco, Aipom, Smeargle, Stantler, Houndour, Shuckle, and Teddiursa) can be caught elsewhere in Emerald and can be traded over to ''FR/LG''. Many of the areas in the Sevii Islands don't really serve any purpose. The ending areas usually hold a somewhat rare item or move tutor at best. The only exception is Mt. Ember which has Moltres.

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** There is an area that appears in both Hoenn and the Sevii Islands called Altering Cave. The only Pokémon you'll find here is [[GoddamnedBats Zubat]]. There was plans for mystery gift Mystery Gift to change what Pokémon you could catch here, however in ''Emerald'', all of the Pokémon (Mareep, Pineco, Aipom, Smeargle, Stantler, Houndour, Shuckle, and Teddiursa) can be caught elsewhere in Emerald and can be traded over to ''FR/LG''. Many of the areas in the Sevii Islands don't really serve any purpose. The ending areas usually hold a somewhat rare item or move tutor at best. The only exception is Mt. Ember which has Moltres.



** Players of other games will find the rooms in ''VideoGame/FinalFantasyII'''s dungeons strange -- most of them are red herrings, not just empty but rigged with very high encounter rates. You almost always have to fight to leave the room. ''VideoGame/FinalFantasyI'' also has lots of empty rooms, but doesn't rig them this way. Savvy players will abuse these rooms to do the game's equivalent of LevelGrinding. In the remakes, where stat increases are much harder to come by, these rooms take on a whole new meaning as ''training'' rooms instead of ''trap'' rooms.

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** Players of other games will find the rooms in ''VideoGame/FinalFantasyII'''s ''VideoGame/FinalFantasyII''[='=]s dungeons strange -- most of them are red herrings, not just empty but rigged with very high encounter rates. You almost always have to fight to leave the room. ''VideoGame/FinalFantasyI'' also has lots of empty rooms, but doesn't rig them this way. Savvy players will abuse these rooms to do the game's equivalent of LevelGrinding. In the remakes, where stat increases are much harder to come by, these rooms take on a whole new meaning as ''training'' rooms instead of ''trap'' rooms.



* While there are more than a few rooms empty of enemies or treasure in ''VagrantStory'', they all at least lead somewhere, except for one room early in the game which contains only a few enemies and nothing else, leaving you to simply leave the way you came in.

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* While there are more than a few rooms empty of enemies or treasure in ''VagrantStory'', ''VideoGame/VagrantStory'', they all at least lead somewhere, except for one room early in the game which contains only a few enemies and nothing else, leaving you to simply leave the way you came in.



** In Palmacosta, there is a lighthouse that you can't enter because the guy in front of it says that everyone who goes up there gets sick. As soon as the first people to enter Palmacosta saw this they swarmed the internet with questions about it. Some presented theories that a secret item/weapon/character/boss/ability was up there. Eventually people did some searching and found out that it was part of a mini-game (that didn't give you anything in the Gamecube version and a Title in the [=PS2=] version).

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** In Palmacosta, there is a lighthouse that you can't enter because the guy in front of it says that everyone who goes up there gets sick. As soon as the first people to enter Palmacosta saw this they swarmed the internet Internet with questions about it. Some presented theories that a secret item/weapon/character/boss/ability was up there. Eventually people did some searching and found out that it was part of a mini-game (that didn't give you anything in the Gamecube [=GameCube=] version and a Title in the [=PS2=] version).



** In ''VideoGame/PaperMario64'', there's a room in Bowser's Castle (the very last dungeon) that contains absolutely nothing. To get to it, you have to push a block and expose a hidden doorway, fight your way through a horde of tough enemies, and descend down countless stairs, all for...well, nothing. As it turns out, pushing the block in the ''opposite'' direction leads you to the room you really need.

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** In ''VideoGame/PaperMario64'', there's a room in Bowser's Castle (the very last dungeon) that contains absolutely nothing. To get to it, you have to push a block and expose a hidden doorway, fight your way through a horde of tough enemies, and descend down countless stairs, all for... well, nothing. As it turns out, pushing the block in the ''opposite'' direction leads you to the room you really need.



** There are a couple places in Rogueport that serve no important purpose. The house in the background of the flooded sewer area contains a single Star Piece and nothing else. The weird little enclave next to the harbor contains a single Star Piece and a badge. Nobody seems to live in either of these places and, but there's evidence that somebody does and they just sort of went missing or something.
** There's another one in the Glitz Pit in Chapter 3. Late in the chapter, the player has to pass through several abandoned locker rooms. There's a small, dimly-lit den-like area hidden in the walls between two rooms, with a TV, coffee table, and lamp. Goombella briefly mentions it in her area tattle, just to lampshade how mysterious and pointless it is.
* In ''VideoGame/SeikenDensetsu3'', in the town of Astoria, there is a house in the top-right corner of the map. Inside the house is... nothing. Just a single room. No treasure, no [=NPCs=], no character monologues, nothing. It serves absolutely no purpose whatsoever and is the only house in the entire game not to feature at least a token NPC. This is somewhat vindicated by [[spoiler: a minor battle occurring in the house during an eerie revisit of Astoria, in one of the game's three final gauntlets.]]

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** There are a couple of places in Rogueport that serve no important purpose. The house in the background of the flooded sewer area contains a single Star Piece and nothing else. The weird little enclave next to the harbor contains a single Star Piece and a badge. Nobody seems to live in either of these places and, but there's evidence that somebody does and they just sort of went missing or something.
** There's another one in the Glitz Pit in Chapter 3. Late in the chapter, the player has to pass through several abandoned locker rooms. There's a small, dimly-lit dimly lit den-like area hidden in the walls between two rooms, with a TV, coffee table, and lamp. Goombella briefly mentions it in her area tattle, just to lampshade how mysterious and pointless it is.
* In ''VideoGame/SeikenDensetsu3'', in the town of Astoria, there is a house in the top-right corner of the map. Inside the house is... nothing. Just a single room. No treasure, no [=NPCs=], no character monologues, nothing. It serves absolutely no purpose whatsoever and is the only house in the entire game not to feature at least a token NPC. This is somewhat vindicated by [[spoiler: a [[spoiler:a minor battle occurring in the house during an eerie revisit of Astoria, in one of the game's three final gauntlets.]]gauntlets]].



* In ''VideoGame/MarioAndLuigiDreamTeam'', there are quite a few areas like this, which at best have random near worthless items and at worst have literally nothing. Such as the odd cave area in the north west of Somnom Woods. It's got a few blocks littered around with common items... and absolutely nothing of value to the storyline or 100% completion. Jarring considering that most other such areas have a real purpose in the main adventure. Same with that weird shrine like room to the north east of Pi'illo Castle.

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* In ''VideoGame/MarioAndLuigiDreamTeam'', there are quite a few areas like this, which at best have random near worthless near-worthless items and at worst have literally nothing. Such as the odd cave area in the north west of Somnom Woods. It's got a few blocks littered around with common items... and absolutely nothing of value to the storyline or 100% completion. Jarring considering that most other such areas have a real purpose in the main adventure. Same with that weird shrine like room to the north east of Pi'illo Castle.



* This is one of the biggest complaints about ''{{Quest 64}}''. Don't expect most rooms to have anything, lest you be driven to madness; the ''whole gameworld'' is mostly empty. [[spoiler:Just don't get frustrated and ignore the conspicuously large patch of desert in the Barrens...]]

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* This is one of the biggest complaints about ''{{Quest ''VideoGame/{{Quest 64}}''. Don't expect most rooms to have anything, lest you be driven to madness; the ''whole gameworld'' is mostly empty. [[spoiler:Just don't get frustrated and ignore the conspicuously large patch of desert in the Barrens...]]
10th Feb '17 3:12:02 AM BaronVonClop
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* ''VideoGame/TheElderScrollsOnline'' initially suffered from this. Many NPCs had homes which could be entered, but served no purpose, or did nothing but have a single NPC to talk to once for a quest. Somewhat fixed when the Justice system was added, as these homes now all have at least a few items that can be stolen, so they aren't ''completely'' useless.
9th Dec '16 4:02:52 PM Generality
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Not to be be confused with the psychological study of [[GoMadFromTheIsolation being left alone in an empty room]]. When played for terror, see NothingIsScarier. See CowTools for a non-video game sister trope.

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Not to be be confused with the psychological study of [[GoMadFromTheIsolation being left alone in an empty room]]. When played for terror, see NothingIsScarier. See CowTools for a non-video game sister trope.
trope. Contrast SidetrackBonus.
24th Nov '16 1:40:48 PM Sark0TAG
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* Subverted in ''Safecracker'', where what initially looks like a dead-end laundry room actually does contain [[spoiler: the ceiling trapdoor that leads to the house's attic]]. Your character at first assumes that this trope is being invoked as a joke by the mansion's late owner.

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* Subverted in ''Safecracker'', ''VideoGame/{{Safecracker}}'', where what initially looks like a dead-end laundry room actually does contain [[spoiler: the ceiling trapdoor that leads to the house's attic]]. Your character at first assumes that this trope is being invoked as a joke by the mansion's late owner.
2nd Nov '16 10:38:16 PM LucaEarlgrey
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* ''VideoGame/ShinMegamiTenseiIVApocalypse'' reuses a lot of geography from ''VideoGame/ShinMegamiTenseiIV'', but some of the reused areas have since been stripped of purpose and [=NPCs=]; many rooms will simply remain empty for the duration of the game.
8th Oct '16 8:29:11 PM Mullon
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** There were many [[UrbanLegendofZelda weird theories]] about Dark Caves and what happens if you walk through them without using Flash. As with many similar Website/{{imageboard}} {{creepypasta}}s, they were made up from start to finish.

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** There were many [[UrbanLegendofZelda weird theories]] about Dark Caves and what happens if you walk through them without using Flash. As with many similar Website/{{imageboard}} {{imageboard}} {{creepypasta}}s, they were made up from start to finish.
8th Oct '16 5:32:52 PM Mullon
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** There were many [[UrbanLegendofZelda weird theories]] about Dark Caves and what happens if you walk through them without using Flash. As with many similar {{imageboard}} {{creepypasta}}s, they were made up from start to finish.

to:

** There were many [[UrbanLegendofZelda weird theories]] about Dark Caves and what happens if you walk through them without using Flash. As with many similar {{imageboard}} Website/{{imageboard}} {{creepypasta}}s, they were made up from start to finish.
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