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Compare UselessItem, when an item apparently has a use for something; too bad the developers forgot to add that "something". Contrast {{Zonk}}, a prize or reward that isn't worth anything.
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Irrelevant to the trope at hand.


See also YouHaveOutlivedYourUsefulness, the villainous, non-interactive version. May be related to UnintentionallyUnwinnable, when the game has a design flaw that prevents it from being won.
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Not enough context (ZCE)


[[AC:Video Games -- Strategy]]
* ''VideoGame/StarWolves'': The Ancient skull in the first game.
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Not true, you can give the bones to the dog every time you enter/exit the area.


* ''VideoGame/GoldenSun1'': One of the items you can get in Vault is a bone that you give to a dog, who'll then move to a secret passageway and jump over it to mark its location then move out of the way. [[UnintentionallyUnwinnable It's possible to keep getting bones that can't be thrown away or sold until your inventory is full]] (and adding insult to injury, you don't even need the dog to show you in the first place as the entrance is surrounded by six rocks [[NoticeThis in the same pattern as all the Reveal circles you've encountered so far]]).

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* ''VideoGame/GoldenSun1'': One of the items you can get in Vault is a bone that you give to a dog, who'll then move to a secret passageway and jump over it to mark its location then move out of the way. [[UnintentionallyUnwinnable It's possible to keep getting You can get an endless amount of bones that can't be thrown away or sold until your inventory is full]] despite it only being needed for this one instance (and adding insult to injury, you don't even need the dog to show you in the first place as the entrance is surrounded by six rocks [[NoticeThis in the same pattern as all the Reveal circles you've encountered so far]]).
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See also YouHaveOutlivedYourUsefulness, the villainous, non-interactive version. May be related to UnintentionallyUnwinnable.

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See also YouHaveOutlivedYourUsefulness, the villainous, non-interactive version. May be related to UnintentionallyUnwinnable.
UnintentionallyUnwinnable, when the game has a design flaw that prevents it from being won.



!!Examples

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!!Examples
!!Examples:
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* ''Franchise/TheElderScrolls''

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* ''Franchise/TheElderScrolls''''Franchise/TheElderScrolls'':

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Crosswicking.


%%* ''VideoGame/OmikronTheNomadSoul''



[[AC:Video Games -- Shooters]]
* ''VideoGame/GoldenEye1997'':
** In the Statue Park level, you can feel free to gun down Valentin after he's arranged your meeting with Janus, but he'll still be there, two levels later, if you're playing at the right difficulty level.
** That's not the only example, either. In fact, it is possible with proper timing to gun down BigBad [[spoiler:Alec Trevelyan]] virtually ''every time'' he appears, only for him to be there to taunt you next level.
** The Control level is an exception to the above rule. Your main objective is to [[HoldTheLine defend Natalya]] as she hacks the Goldeneye satellite in what is probably the most infamously difficult scene in the game. After a long and difficult fight, you still can't relax even after you've receive the message stating the satellite has been reprogrammed: In the few seconds between finishing her work and escaping to safety, Natalya can still be targeted by enemy guards, and her death will result in mission failure, despite the fact that--though it's pretty cold logic--she's outlived her usefulness. Then again, what's James Bond without his woman?
* ''VideoGame/HalfLife2'': The buggy is required to clear a certain jump (unless you glitch past that point.) If you continue with the buggy and it gets hit by the train, you get a NonStandardGameOver for failing to protect vital assets. However, you can abandon the buggy there, and proceed to the lighthouse on foot (and not worry about barriers that only stop the vehicle).
* ''VideoGame/MaxPayne'':
** Max grabs a junkie and forces him to tell his criminal friends to open the freaking [[LockedDoor locked, wooden door]]. If he dies before that, the mission is failed. The moment the door opens, the junkie grabs a convenient gun and starts shooting at Max, leading to his untimely demise. But if he gets shot (by Max or his friends) after the door is opened but before he grabs the gun... you've guessed it.
** It's actually even smaller a margin than that: the goon says the password to open the door, and the door unlocks. You can't shoot the guy then, as it's game over. As soon as the door opens, he screams "It's a trap!" and runs into the room: gun him down. Better yet, stand right behind him and the goons in the room will gun him down ''for'' you. He never actually gets to a gun.
* ''VideoGame/PerfectDark'': {{Inverted}}. One level requires you to carry a crate of bullet-sensitive explosives for a while to blow a hole in a wall. If they blew up while still relevant, you got the "Mission Failed" message, but it turns out they were never really relevant to begin with; there were other ways to blow the hole in the wall, and doing so would give you a "Mission Incomplete" message as the game realized you still had a chance.
* ''VideoGame/RainbowSixRogueSpear'': There is a mission in which you must reach a computer and download some files from it. If one triggers the alarm too early a guard will press a button that sets off a charge that destroys the computer, resulting in mission failure. Said button can also be pressed by the player. If one finishes downloading the files and decides to use this button to destroy the now unimportant computer (to, again, deny the enemy further use of it), the mission will fail, even though the primary objective was accomplished and protecting the computer is no longer relevant.



* ''VideoGame/BrainLord'': {{Subverted}} in that a lot of exclusive/rare items that have gone obsolete CAN be sold off, but since you'll never see them again

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* ''VideoGame/BrainLord'': {{Subverted}} in that a lot of exclusive/rare items that have gone obsolete CAN be sold off, but since you'll never see them againagain.
* ''VideoGame/BreathOfFireI'': You can't really dispose of any "key" item, even if those are totally useless afterwards. You can deposit some of them in the bank, however, if you need to free some inventory space.


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* ''VideoGame/{{Lagoon}}'': Many of the items have only one use, but stay in your inventory once you are done with them.
* ''VideoGame/MeteoChronicles'': All key items, even if all possible uses of them have been used up, can never be lost or destroyed.
%%* ''VideoGame/NeverwinterNights2''


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* ''VideoGame/XenobladeChronicles1'': You can't drop nor sell Gadolt's rifle, even though it doesn't take long before you get far more powerful weapons for Sharla. The same holds true for Melia's Imperial and Empress Staffs.

[[AC:Video Games -- Shooters]]
* ''VideoGame/GoldenEye1997'':
** In the Statue Park level, you can feel free to gun down Valentin after he's arranged your meeting with Janus, but he'll still be there, two levels later, if you're playing at the right difficulty level.
** That's not the only example, either. In fact, it is possible with proper timing to gun down BigBad [[spoiler:Alec Trevelyan]] virtually ''every time'' he appears, only for him to be there to taunt you next level.
** The Control level is an exception to the above rule. Your main objective is to [[HoldTheLine defend Natalya]] as she hacks the Goldeneye satellite in what is probably the most infamously difficult scene in the game. After a long and difficult fight, you still can't relax even after you've receive the message stating the satellite has been reprogrammed: In the few seconds between finishing her work and escaping to safety, Natalya can still be targeted by enemy guards, and her death will result in mission failure, despite the fact that--though it's pretty cold logic--she's outlived her usefulness. Then again, what's James Bond without his woman?
* ''VideoGame/HalfLife2'': The buggy is required to clear a certain jump (unless you glitch past that point.) If you continue with the buggy and it gets hit by the train, you get a NonStandardGameOver for failing to protect vital assets. However, you can abandon the buggy there, and proceed to the lighthouse on foot (and not worry about barriers that only stop the vehicle).
* ''VideoGame/MaxPayne'':
** Max grabs a junkie and forces him to tell his criminal friends to open the freaking [[LockedDoor locked, wooden door]]. If he dies before that, the mission is failed. The moment the door opens, the junkie grabs a convenient gun and starts shooting at Max, leading to his untimely demise. But if he gets shot (by Max or his friends) after the door is opened but before he grabs the gun... you've guessed it.
** It's actually even smaller a margin than that: the goon says the password to open the door, and the door unlocks. You can't shoot the guy then, as it's game over. As soon as the door opens, he screams "It's a trap!" and runs into the room: gun him down. Better yet, stand right behind him and the goons in the room will gun him down ''for'' you. He never actually gets to a gun.
* ''VideoGame/PerfectDark'': {{Inverted}}. One level requires you to carry a crate of bullet-sensitive explosives for a while to blow a hole in a wall. If they blew up while still relevant, you got the "Mission Failed" message, but it turns out they were never really relevant to begin with; there were other ways to blow the hole in the wall, and doing so would give you a "Mission Incomplete" message as the game realized you still had a chance.
* ''VideoGame/RainbowSixRogueSpear'': There is a mission in which you must reach a computer and download some files from it. If one triggers the alarm too early a guard will press a button that sets off a charge that destroys the computer, resulting in mission failure. Said button can also be pressed by the player. If one finishes downloading the files and decides to use this button to destroy the now unimportant computer (to, again, deny the enemy further use of it), the mission will fail, even though the primary objective was accomplished and protecting the computer is no longer relevant.

[[AC:Video Games -- Strategy]]
* ''VideoGame/StarWolves'': The Ancient skull in the first game.
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* ''VideoGame/BrainLord'': {{Subverted}} in that a lot of exclusive/rare items that have gone obsolete CAN be sold off, but since you'll never see them again
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* ''VideoGame/TheWitcher'': During Act I, cad luck with the random encounters code can cause the subject of an EscortMission, a barmaid named Vesna Hood, to be killed by barghests between her front yard and her door, ''after'' Geralt has finished escorting her, and also ''after'' she's thanked him in a cutscene for walking her home and possibly arranged a discreet rendezvous later on. If this happens, she never appears for said rendezvous, and you can't collect her sex card.

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* ''VideoGame/TheWitcher'': During Act I, cad bad luck with the random encounters code can cause the subject of an EscortMission, a barmaid named Vesna Hood, to be killed by barghests between her front yard and her door, ''after'' Geralt has finished escorting her, and also ''after'' she's thanked him in a cutscene for walking her home and possibly arranged a discreet rendezvous later on. If this happens, she never appears for said rendezvous, and you can't collect her sex card.
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None


** Max grabs a junkie and forces him to tell his criminal friends to open the freaking LockedWoodenDoor. If he dies before that, the mission is failed. The moment the door opens, the junkie grabs a convenient gun and starts shooting at Max, leading to his untimely demise. But if he gets shot (by Max or his friends) after the door is opened but before he grabs the gun... you've guessed it.

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** Max grabs a junkie and forces him to tell his criminal friends to open the freaking LockedWoodenDoor.[[LockedDoor locked, wooden door]]. If he dies before that, the mission is failed. The moment the door opens, the junkie grabs a convenient gun and starts shooting at Max, leading to his untimely demise. But if he gets shot (by Max or his friends) after the door is opened but before he grabs the gun... you've guessed it.

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