History Main / InescapableAmbush

3rd Nov '17 10:32:22 AM SeptimusHeap
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* Happens in ''VideoGame/{{Half-Life 2}}'', Episode 2, during the "White Forest Inn Siege". While the player and sidekick are driving down a seemingly deserted street, force-fields activate at either end of the road and Combine soldiers pour out of the woodwork. The player is forced to retreat into a hotel in which, for some reason, all the exits are locked except for those inside the force-fields.

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* Happens in ''VideoGame/{{Half-Life 2}}'', ''VideoGame/HalfLife2'', Episode 2, during the "White Forest Inn Siege". While the player and sidekick are driving down a seemingly deserted street, force-fields activate at either end of the road and Combine soldiers pour out of the woodwork. The player is forced to retreat into a hotel in which, for some reason, all the exits are locked except for those inside the force-fields.
29th Jul '17 1:04:12 PM nombretomado
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* In the ''Film/{{Total Recall|1990}}'' LicensedGame for the NintendoEntertainmentSystem, you could be pulled into alleys and forced to fight midgets in purple suits.

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* In the ''Film/{{Total Recall|1990}}'' LicensedGame for the NintendoEntertainmentSystem, UsefulNotes/NintendoEntertainmentSystem, you could be pulled into alleys and forced to fight midgets in purple suits.
6th Jun '17 6:55:19 AM Piterpicher
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* In ''[[AdventuresOfLolo The Adventures Of Lolo III]]'', Level 13's boss battle plays like this. It's the Eggerland King, and at first it looks like a normal boss battle...until you realize that he won't die no matter how many times you hit him. Thus, your character is forced to die, leaving the other one outside of the castle. This then takes you to the Underworld Level 14, where the remaining character must trudge through four levels to rescue the character lost in Level 13.

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* In ''[[AdventuresOfLolo ''[[VideoGame/AdventuresOfLolo The Adventures Of Lolo III]]'', Level 13's boss battle plays like this. It's the Eggerland King, and at first it looks like a normal boss battle...until you realize that he won't die no matter how many times you hit him. Thus, your character is forced to die, leaving the other one outside of the castle. This then takes you to the Underworld Level 14, where the remaining character must trudge through four levels to rescue the character lost in Level 13.
5th May '17 10:01:26 AM Eggy0
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Added DiffLines:

* In ''VideoGame/EagleIsland'', some rooms will have all exits locked upon entering them, at which point the player has to kill all the enemies inside to be allowed to leave.
21st Jan '17 3:23:49 AM Morgenthaler
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* ''HenryHatsworthInThePuzzlingAdventure'' uses these ''viciously'', with nearly every level having one or two of these. The game usually uses these to introduce new types of enemies, or to just make the stages that much harder.

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* ''HenryHatsworthInThePuzzlingAdventure'' ''VideoGame/HenryHatsworthInThePuzzlingAdventure'' uses these ''viciously'', with nearly every level having one or two of these. The game usually uses these to introduce new types of enemies, or to just make the stages that much harder.
15th Jan '17 9:06:16 AM nombretomado
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* Done all the time in ''LuigisMansion'' and ''LuigisMansionDarkMoon'', with areas that immediately have ghosts show up, then lock Luigi in until all of them are caught. Or in the case of latter, it's not a door being blocked, but a magical gate popping out the floor and barricading anything from an opening to a set of stairs until all nearby ghosts are caught. In the latter, this is also marked by the lights immediately going off whenever an ambush occurs.

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* Done all the time in ''LuigisMansion'' ''VideoGame/LuigisMansion'' and ''LuigisMansionDarkMoon'', ''VideoGame/LuigisMansionDarkMoon'', with areas that immediately have ghosts show up, then lock Luigi in until all of them are caught. Or in the case of latter, it's not a door being blocked, but a magical gate popping out the floor and barricading anything from an opening to a set of stairs until all nearby ghosts are caught. In the latter, this is also marked by the lights immediately going off whenever an ambush occurs.
8th Sep '16 1:15:46 PM Pseudoname
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[[caption-width-right:350: Two men enter, one man leaves!]]

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[[caption-width-right:350: [[Film/MadMaxBeyondThunderdome Two men enter, one man leaves!]]
leaves!]]]]
29th Apr '16 6:38:22 PM Pseudoname
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[[caption-width-right:350: Two men enter, one man leaves!]]
20th Apr '16 3:03:09 PM WillKeaton
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* Done all the time in LuigisMansion and LuigisMansionDarkMoon, with areas that immediately have ghosts show up, then lock Luigi in until all of them are caught. Or in the case of latter, it's not a door being blocked, but a magical gate popping out the floor and barricading anything from an opening to a set of stairs until all nearby ghosts are caught. In the latter, this is also marked by the lights immediately going off whenever an ambush occurs.

to:

* Done all the time in LuigisMansion ''LuigisMansion'' and LuigisMansionDarkMoon, ''LuigisMansionDarkMoon'', with areas that immediately have ghosts show up, then lock Luigi in until all of them are caught. Or in the case of latter, it's not a door being blocked, but a magical gate popping out the floor and barricading anything from an opening to a set of stairs until all nearby ghosts are caught. In the latter, this is also marked by the lights immediately going off whenever an ambush occurs.
20th Apr '16 3:02:41 PM WillKeaton
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** ''VideoGame/SuperMetroid'' has an interesting variation, in that the door to Tourian only opens when you defeat the main bosses. One wonders why they would set up the door to their main computer system only when those charged with the defending it are dead: the ''exact opposite'' would be more secure.

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** ''VideoGame/SuperMetroid'' has an interesting variation, in that the door to Tourian only opens when you defeat the main bosses. One wonders why they would set up the door to their main computer system only when those charged with the defending it are dead: the ''exact opposite'' would be more secure.
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