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* In ''VideoGame/TheJourneymanProject'', NORAD VI is chronologically the first Temporal Rip zone, but you won't survive the DeadlyGas there unless you have the Oxygen Mask from the Mars Colony, and to get past the retinal scanner, you need the Retinal Biochip from the World Science Center.

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* In ''VideoGame/TheJourneymanProject'', NORAD VI is chronologically the first Temporal Rip zone, but you won't survive the DeadlyGas there unless you have the Oxygen Mask from the Mars Colony, and to get past the retinal scanner, you need the Retinal Biochip from the World Science Center.Center, [[DoubleUnlock which itself requires an item from Mars to complete]].
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* In ''VideoGame/TheJourneymanProject'', NORAD VI is chronologically the first time zone, but you won't survive the DeadlyGas there unless you have the Oxygen Mask from the Mars Colony, and to get past the retinal scanner, you need the Retinal Biochip from the World Science Center.

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* In ''VideoGame/TheJourneymanProject'', NORAD VI is chronologically the first time Temporal Rip zone, but you won't survive the DeadlyGas there unless you have the Oxygen Mask from the Mars Colony, and to get past the retinal scanner, you need the Retinal Biochip from the World Science Center.
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* In ''VideoGame/TheJourneymanProject'', NORAD VI is chronologically the first time zone, but you won't survive the DeadlyGas there unless you have the Oxygen Mask from the Mars Colony, and to get past the retinal scanner, you need the Retinal Biochip from the World Science Center.
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*** Gerudo Valley you can reach has soon as you finish the first dungeon... but due to BrokenBridge in the form of a guard not letting the player enter as a child, you can't enter it for real until much later as an adult, after which there's a literal BrokenBridge that can be easily crossed after getting a horse to jump over the gap (which can be done before setting foot in the first adult dungeon).

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*** You can reach Gerudo Valley you can reach has as soon as you finish the first dungeon... but due to BrokenBridge in the form of a guard not letting the player enter as a child, you can't enter it for real until much later as an adult, after which there's a literal BrokenBridge that can be easily crossed after getting a horse to jump over the gap (which can be done before setting foot in the first adult dungeon).
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* In ''VideoGame/SuperMarioBros3'', a hidden doorway in the second fortress of World 4 leads to a secret area that looks like it could be part of one of the pipe levels in World 7, with [[WrapAround wrap-around screen edges]], curved pipes, and arrow lifts. The music even switches to the Underground theme, and the ''[[UpdatedReRelease All Stars]]'' version takes it even further with the same pipe-maze background the actual World 7 levels have.

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* ''VideoGame/TheLegendOfZelda'': Level 9. NightmareFuel music. Can't go more than 2 rooms in without the full triforce.

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* ''VideoGame/TheLegendOfZelda'': ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaI'':
Level 9. NightmareFuel music. Can't go more than 2 rooms in without the full triforce.



** Same for Norfair in the original ''VideoGame/{{Metroid}}'', whose entrance is just beyond the first Missile Pack you find, but you can't make much progress there until you have the Bombs and preferably the Long Beam and Ice Beam, and the enemies there will likely [[BeefGate lay the smackdown on low-level players]].

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** Same for Norfair in the original ''VideoGame/{{Metroid}}'', whose ''VideoGame/Metroid1'':
*** The
entrance to Kraid's Lair is just beyond the first Missile Pack second room you find, enter in the game, but you can't make much progress there access it until you get the Morph Ball Bombs. Likewise, only a small section of Norfair is accessible without bombs.
*** The room leading to Tourian is accessible early on, but Kraid and Ridley
have to be killed to activate the Bombs and preferably the Long Beam and Ice Beam, and the enemies there will likely [[BeefGate lay the smackdown on low-level players]].bridge allowing access to its entrance.



** ''[[VideoGame/MetroidFusion Metroid Fusion]]'' has Sector 5, which unlocks after opening Lvl 2 Locks in Sector 3 and acquiring the Super Missiles. While Adam warns you against going to Sector 5 due to the metroid vaccine causing Samus to take extreme damage from cold until she gets the Varia Suit, there's nothing stopping you from going there. You can only go through a few uninteresting rooms with a couple enemies before entering the sector proper...which will see Samus's energy plummet like standing in superheated rooms in Sector 3.

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** ''[[VideoGame/MetroidFusion Metroid Fusion]]'' ''VideoGame/MetroidFusion'' has Sector 5, which unlocks after opening Lvl 2 Locks in Sector 3 and acquiring the Super Missiles. While Adam warns you against going to Sector 5 due to the metroid vaccine causing Samus to take extreme damage from cold until she gets the Varia Suit, there's nothing stopping you from going there. You can only go through a few uninteresting rooms with a couple enemies before entering the sector proper...which will see Samus's energy plummet like standing in superheated rooms in Sector 3.
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** ''VideoGame/TheLegendOfZeldaALinkToThePast'': Your first glimpse of the Dark World is as a bunny on the dark DeathMountain. Just open the map.

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** ''VideoGame/TheLegendOfZeldaALinkToThePast'': Your first glimpse of the Dark World is as a bunny on the dark DeathMountain.DeathMountain, just before entering the Tower of Hera. Just open the map.
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Not an example. An Insurmountable Waist High Fence is an obstacle that should be easy to get past, but the game won't let you.


*** Goron City may first be discovered via a side path in TheLostWoods, which is blocked by a [[InsurmountableWaistHeightFence boulder barricade]] that you need Bombs to clear.

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*** Goron City may first be discovered via a side path in TheLostWoods, which is blocked by a [[InsurmountableWaistHeightFence boulder barricade]] barricade that you need Bombs to clear.
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** The entrances to Baur's Reach and Mouldwood Depths can be found during Act I, but are closed off until Act II. Likewise, you can get a brief glimpse of Luma Pools from the Wellspring area, as well as find the back side of a DoorToBefore from the former to Inkwater Marsh after learning Bash. There is an exploit to get into Luma Pools proper early, but doing so can [[GameBreakingBug]] break the game and render it {{unwinnable}}.
** Upon completing Act I, you can visit the Windswept Wastes from Silent Woods, but can't enter the Windtorn Ruins until after clearing the other three middle-act dungeons.

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** The entrances to Baur's Reach and Mouldwood Depths can be found during Act I, but are closed off until Act II. Likewise, you can get a brief glimpse of Luma Pools from after activating the Wellspring area, Wellspring, as well as find the back side of a DoorToBefore from the former to Inkwater Marsh after learning Bash. There is [[SequenceBreaking an exploit to get into Luma Pools proper early, early]], but doing so can [[GameBreakingBug]] break the game and render it {{unwinnable}}.
** Upon completing Act I, you can visit the Windswept Wastes from Silent Woods, learn the Burrow ability, and acquire a few upgrades there, but can't enter the Windtorn Ruins until after clearing the other three middle-act dungeons.
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** The entrances to Baur's Reach and Mouldwood Depths can be found during Act I, but are closed off until Act II. Likewise, you can get a brief glimpse of Luma Pools from the Wellspring area, as well as find the back side of a DoorToBefore from the former to Inkwater Marsh after learning Bash.

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** The entrances to Baur's Reach and Mouldwood Depths can be found during Act I, but are closed off until Act II. Likewise, you can get a brief glimpse of Luma Pools from the Wellspring area, as well as find the back side of a DoorToBefore from the former to Inkwater Marsh after learning Bash. There is an exploit to get into Luma Pools proper early, but doing so can [[GameBreakingBug]] break the game and render it {{unwinnable}}.
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** The entrances to Baur's Reach and Mouldwood Depths can be found during Act I, but are closed off until Act II. Likewise, you can get a brief glimpse of Luma Pools from the Wellspring area.

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** The entrances to Baur's Reach and Mouldwood Depths can be found during Act I, but are closed off until Act II. Likewise, you can get a brief glimpse of Luma Pools from the Wellspring area.area, as well as find the back side of a DoorToBefore from the former to Inkwater Marsh after learning Bash.

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** The first time you see the map of Kanto in ''[[VideoGame/PokemonGoldAndSilver Pokémon Gold/Silver/Crystal]]'', which you can do early enough in the game, might qualify. Not only you can't explore this second region in its entirety yet, you can't even select much on your map, as the cursor only goes through routes 26, 27, and 28 (the last of which is actually at the very end of the game), the Victory Road and the League HQ (leading the gamer to think that the other areas are on the map just for the show). It's only after you beat the league that you can travel there. On the side note, the Silver Cave is visible on your map from the start, without any discernible paths leading to it, though this is simply because Mt. Silver is part of the game's main region of Johto despite being directly connected to Kanto. The remakes, which allow the map screen's cursor to be moved freely, mention Kanto before it's even visited if the cursor is moved to the eastern side of the map (such as the part of the map close to Mt. Silver, which the map still initially displays no path to) because the map screen displays the region the selected area is in. In addition, the first visit to Kanto only has the map display the pre-league part of Kanto and Route 28 (which, again, is at the end of the game, but at least shows how to get to Mt. Silver) until after the rest is unlocked, after which the whole region is displayed.

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** The first time you see the map of Kanto in ''[[VideoGame/PokemonGoldAndSilver Pokémon Gold/Silver/Crystal]]'', ''VideoGame/PokemonGoldAndSilver'', which you can do early enough in the game, might qualify. Not only you can't explore this second region in its entirety yet, you can't even select much on your map, as the cursor only goes through routes 26, 27, and 28 (the last of which is actually at the very end of the game), the Victory Road and the League HQ (leading the gamer to think that the other areas are on the map just for the show). It's only after you beat the league that you can travel there. On the side note, the Silver Cave is visible on your map from the start, without any discernible paths leading to it, though this is simply because Mt. Silver is part of the game's main region of Johto despite being directly connected to Kanto. The remakes, which allow the map screen's cursor to be moved freely, mention Kanto before it's even visited if the cursor is moved to the eastern side of the map (such as the part of the map close to Mt. Silver, which the map still initially displays no path to) because the map screen displays the region the selected area is in. In addition, the first visit to Kanto only has the map display the pre-league part of Kanto and Route 28 (which, again, is at the end of the game, but at least shows how to get to Mt. Silver) until after the rest is unlocked, after which the whole region is displayed.


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* ''VideoGame/FinalFantasyX''
** You get a brief glimpse of the setting for the final battle when Tidus gets eaten by Sin at the very beginning of the game. [[spoiler: And Jecht is waiting for Tidus in both cases.]]
** The very first area Tidus will explore once he wakes up on Spira is a sunk and derelict temple, which the player can only return to much, much later in the game, and optionally even.


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* ''VideoGame/OriAndTheWillOfTheWisps'':
** The entrances to Baur's Reach and Mouldwood Depths can be found during Act I, but are closed off until Act II. Likewise, you can get a brief glimpse of Luma Pools from the Wellspring area.
** Upon completing Act I, you can visit the Windswept Wastes from Silent Woods, but can't enter the Windtorn Ruins until after clearing the other three middle-act dungeons.
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* ''VideoGame/{{Strider}}'' (NES): The first level has an impassable red wall, for which you need the Magnetic Boots from China, and doors marked S2 and S3, which require keys from later still levels. Better yet, one of the first data files you acquire grants access to Australia, but the way forward is blocked by an insurmountable spike pit until your jumping ability is upgraded much later in the game. In turn, there's a whole DisconnectedSideArea of Africa that can only reached through a tube found in Australia.

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* ''VideoGame/{{Strider}}'' ''Manga/{{Strider}}'' (NES): The first level has an impassable red wall, for which you need the Magnetic Boots from China, and doors marked S2 and S3, which require keys from later still levels. Better yet, one of the first data files you acquire grants access to Australia, but the way forward is blocked by an insurmountable spike pit until your jumping ability is upgraded much later in the game. In turn, there's a whole DisconnectedSideArea of Africa that can only reached through a tube found in Australia.
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** Sorrow Pass proper can only be accessed by gliding with Kuro's Feather once you have restored the Element of Winds in the Forlorn Ruins, for which you need the Gumon Seal and Climb ability from the Misty Woods.

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** Sorrow Pass proper can only be accessed by gliding with Kuro's Feather once you have restored the Element of Winds in the Forlorn Ruins, for which you need the Gumon Seal and Climb ability from the Misty Woods. Unless you utilize a certain SequenceBreaking technique.
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This trope was renamed a long time ago...


* In ''VideoGame/SuperMarioRPG'', there is a warp pipe that connects Land's End to Kero Sewers. You are meant to travel through this pipe from the Land's End side, as it is too high to jump up to in Kero Sewers. However, by engaging in a battle with a nearby Boo, then running away, it is possible to stand on the Boo during its MercyInvincibility, allowing you to use it as a makeshift platform, from which you can jump up to the pipe. Upon warping to Land's End, you will not get very far, as the section only functions as an exit, and a Shy Away will tell you to turn back. There is another Shy Away here you can actually fight, although his party will likely be able to make short work of yours if you came here early and unprepared. The intended use of this pipe is to reach a block in Kero Sewers that contains Cricket Jam (a {{sidequest}} item). However, [[TheDevTeamThinksOfEverything the block will only contain a Frog Coin if accessed via the Boo method]]; the Cricket Jam will only appear in the block if you came through the sewers via Land's End, regardless of whether or not you already got the Frog Coin earlier on.

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* In ''VideoGame/SuperMarioRPG'', there is a warp pipe that connects Land's End to Kero Sewers. You are meant to travel through this pipe from the Land's End side, as it is too high to jump up to in Kero Sewers. However, by engaging in a battle with a nearby Boo, then running away, it is possible to stand on the Boo during its MercyInvincibility, allowing you to use it as a makeshift platform, from which you can jump up to the pipe. Upon warping to Land's End, you will not get very far, as the section only functions as an exit, and a Shy Away will tell you to turn back. There is another Shy Away here you can actually fight, although his party will likely be able to make short work of yours if you came here early and unprepared. The intended use of this pipe is to reach a block in Kero Sewers that contains Cricket Jam (a {{sidequest}} item). However, [[TheDevTeamThinksOfEverything [[DevelopersForesight the block will only contain a Frog Coin if accessed via the Boo method]]; the Cricket Jam will only appear in the block if you came through the sewers via Land's End, regardless of whether or not you already got the Frog Coin earlier on.
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** In the first half of Thornfelt Swamp, you can catch a brief glimpse of [[DisconnectedSideArea the second half]] that you can't access until after the Ginso Tree, along with an Energy Cell that can't be collected until much later still.
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* At some point in ''VideoGame/MegamiTenseiII'', you can run around a statue to teleport to a small island in Makai where you can get a new sword and recruit Naga. It's only much later that you can access any other part of Makai.
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* ''{{VideoGame/Marathon}}: Infinity'' has three alternate paths along the storyline leading to BadFuture versions of "Aye Mak Sicur", the final level, in which only a small section of the Jjaro space station is accessible.
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* In ''VideoGame/SuperMarioRPG'', there is a warp pipe that connects Land's End to Kero Sewers. You are meant to travel through this pipe from the Land's End side, as it is too high to jump up to in Kero Sewers. However, by engaging in a battle with a nearby Boo, then running away, it is possible to stand on the Boo during its MercyInvincibility, allowing you to use it as a makeshift platform, from which you can jump up to the pipe. Upon warping to Land's End, you will not get very far, as the section only functions as an exit, and a Shy Away will tell you to turn back. There is another Shy Away here you can actually fight, although his party will likely be able to make short work of yours if you came here early and unprepared. The intended use of this pipe is to reach a block in Kero Sewers that contains Cricket Jam (a {{sidequest}} item). However, [[TheDevTeamThinksOfEverything the block will only contain a Frog Coin if accessed via the Boo method]]; the Cricket Jam will only appear in the block if you came through the sewers via Land's End, regardless of whether or not you got the Frog Coin.

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* In ''VideoGame/SuperMarioRPG'', there is a warp pipe that connects Land's End to Kero Sewers. You are meant to travel through this pipe from the Land's End side, as it is too high to jump up to in Kero Sewers. However, by engaging in a battle with a nearby Boo, then running away, it is possible to stand on the Boo during its MercyInvincibility, allowing you to use it as a makeshift platform, from which you can jump up to the pipe. Upon warping to Land's End, you will not get very far, as the section only functions as an exit, and a Shy Away will tell you to turn back. There is another Shy Away here you can actually fight, although his party will likely be able to make short work of yours if you came here early and unprepared. The intended use of this pipe is to reach a block in Kero Sewers that contains Cricket Jam (a {{sidequest}} item). However, [[TheDevTeamThinksOfEverything the block will only contain a Frog Coin if accessed via the Boo method]]; the Cricket Jam will only appear in the block if you came through the sewers via Land's End, regardless of whether or not you already got the Frog Coin.Coin earlier on.
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* In ''VideoGame/SuperMarioRPG'', there is a warp pipe that connects Land's End to Kero Sewers. You are meant to travel through this pipe from the Land's End side, as it is too high to jump up to in Kero Sewers. However, by engaging in a battle with a nearby Boo, then running away, it is possible to stand on the Boo during its MercyInvincibility, allowing you to use it as a makeshift platform, from which you can jump up to the pipe. Upon warping to Land's End, you will not get very far, as the section only functions as an exit, and a Shy Away will tell you to turn back. There is another Shy Away here you can actually fight, although his party will likely be able to make short work of yours if you came here early and unprepared. The intended use of this pipe is to reach a block in Kero Sewers that contains Cricket Jam (a {{sidequest}} item). However, [[TheDevTeamThinksOfEverything the block will only contain a Frog Coin if accessed via the Boo method]]; the Cricket Jam will only appear in the block if you came through the sewers via Land's End, regardless of whether or not you got the Frog Coin.
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* In ''VideoGame/SuperMarioOdyssey'', many kingdoms are linked together via warp paintings. In some instances, a painting can lead you to a kingdom that you otherwise wouldn't yet have access to. However, visits to future kingdoms are typically restricted to a remote section of the level containing only a single Power Moon, meaning that you'll have no choice but to go back from where you came. That said, these paintings allow you to get an early glimpse of the Metro, Luncheon and Mushroom Kingdoms.

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* In ''VideoGame/SuperMarioOdyssey'', many kingdoms are linked together via warp paintings. In some instances, a painting can lead you to a kingdom that you otherwise wouldn't yet have access to. However, visits to future kingdoms are typically restricted to a [[DisconnectedSideArea remote section of the level level]] containing only a single Power Moon, meaning that you'll have no choice but to go back from where you came. That said, these paintings allow you to get an early glimpse of the Metro, Luncheon and Mushroom Kingdoms.
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* In ''VideoGame/SuperMarioOdyssey'', many kingdoms are linked together via warp paintings. In some instances, a painting can lead you to a kingdom that you otherwise wouldn't yet have access to. However, visits to future kingdoms are typically restricted to a remote section of the level which contains only a single Power Moon. That said, allow you to get an early glimpse of the Metro, Luncheon and Mushroom Kingdoms.

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* In ''VideoGame/SuperMarioOdyssey'', many kingdoms are linked together via warp paintings. In some instances, a painting can lead you to a kingdom that you otherwise wouldn't yet have access to. However, visits to future kingdoms are typically restricted to a remote section of the level which contains containing only a single Power Moon. Moon, meaning that you'll have no choice but to go back from where you came. That said, these paintings allow you to get an early glimpse of the Metro, Luncheon and Mushroom Kingdoms.
Is there an issue? Send a MessageReason:
None


** In ''VideoGame/SuperMarioOdyssey'', many kingdoms are linked together via warp paintings. In some instances, a painting can lead you to a kingdom that you otherwise wouldn't yet have access to. However, visits to future kingdoms are typically restricted to a remote section of the level which contains only a single Power Moon. That said, allow you to get an early glimpse of the Metro, Luncheon and Mushroom Kingdoms.

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** * In ''VideoGame/SuperMarioOdyssey'', many kingdoms are linked together via warp paintings. In some instances, a painting can lead you to a kingdom that you otherwise wouldn't yet have access to. However, visits to future kingdoms are typically restricted to a remote section of the level which contains only a single Power Moon. That said, allow you to get an early glimpse of the Metro, Luncheon and Mushroom Kingdoms.
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None

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** In ''VideoGame/SuperMarioOdyssey'', many kingdoms are linked together via warp paintings. In some instances, a painting can lead you to a kingdom that you otherwise wouldn't yet have access to. However, visits to future kingdoms are typically restricted to a remote section of the level which contains only a single Power Moon. That said, allow you to get an early glimpse of the Metro, Luncheon and Mushroom Kingdoms.
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Added Baldur's Gate Example to RP Gs

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* The first ''VideoGame/BaldursGate'' is an interesting example as the prologue of the game starts in Candlekeep, the Ward's home. Most everywhere is available to the player to explore with exception of the castle in the center of the map. Later on, in Chapter 6, Gorion's Ward and their party will pursue after the leaders of the Iron Throne here and finally be able to explore the castle in full, as well as the catacombs beneath Candlekeep during their escape.
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Added Castlevania Harmony of Dissonance

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** ''VideoGame/CastlevaniaHarmonyOfDissonance'' is a bit of an unusual example in that the player isn't exactly aware of entering anyplace significantly different. After acquiring the ability to slide in the Shrine of Apostates, Juste will return to the Corridor of Marble and find a teleport room. After using it, the player only gets a cryptic "This room looks the same, but its aura is different..." After exploring the Castle Treasury, the Skeleton Cave, and the Luminous Cavern, Juste will find another teleport room much like the first. When finding the REAL warp rooms that teleport you to other places in the castle, Juste will meet up with Death who explains that there's not just one, but TWO castles to explore. At this point, the maps for castle A and B become available and the player learns that the first transportation took them to Castle B, where they explored the Treasury, Cave, and Caverns before. The only clue of this being anyplace different from before is that it appears to be daytime in the background there as opposed to night and the fact that the difficulty seems to spike a bit.

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Made a section for Castlevania examples, and added Sympony of the Night and Aria of Sorrow examples


* In ''VideoGame/CastlevaniaCircleOfTheMoon'', it's actually pretty likely for players to enter the sewers pretty early on. However, this entry is the exit, and a gigantic wall blocks them from making any progress beyond the door.
* In ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', Soma can enter the first room of the Silenced Ruins, a level that's a [[ContinuityNod call-back]] to the first level of the very first game in the series, from the Subterranean Hell while exploring. However, as Soma enters, a cannon fires at the pillars in the way...and time freezes. The second pillar contains an image of a rabbit, recognizable to those who played ''Aria'' as the Chronomage. You won't get any further than this until you find a soul with powers over time itself.

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* ''Franchise/{{Castlevania}}''
** ''VideoGame/CastlevaniaSymphonyOfTheNight'' has Alucard come to the Castle Keep from the Cathedral towers. You can only explore the lower area of it to get the Leap Stone. Later, you'll enter from the Clock Tower higher up and should have the ability to explore the higher areas due to either having the bat form, a longer lasting mist form, or the high jump.
**
In ''VideoGame/CastlevaniaCircleOfTheMoon'', it's actually pretty likely for players to enter the sewers pretty early on. However, this entry is the exit, and a gigantic wall blocks them from making any progress beyond the door.
* ** ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Aria of Sorrow]]'', Soma can enter the bottom-most room of the Top Floor from the Living Quarters. As you don't have the Giant Bat soul to fly yet, you can't progress any higher. You'll have to come back at the end of the game after defeating Balore in the Arena.
**
In ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', Soma can enter the first room of the Silenced Ruins, a level that's a [[ContinuityNod call-back]] to the first level of the very first game in the series, from the Subterranean Hell while exploring. However, as Soma enters, a cannon fires at the pillars in the way...and time freezes. The second pillar contains an image of a rabbit, recognizable to those who played ''Aria'' as the Chronomage. You won't get any further than this until you find a soul with powers over time itself.
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Added an example from Castlevania Dawn of Sorrow to the Action-Adventure

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* In ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', Soma can enter the first room of the Silenced Ruins, a level that's a [[ContinuityNod call-back]] to the first level of the very first game in the series, from the Subterranean Hell while exploring. However, as Soma enters, a cannon fires at the pillars in the way...and time freezes. The second pillar contains an image of a rabbit, recognizable to those who played ''Aria'' as the Chronomage. You won't get any further than this until you find a soul with powers over time itself.
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Added Metroid Fusion example to the Metroid section in Action-Adventure and The Evil Within 2 to Survival Horror

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** ''[[VideoGame/MetroidFusion Metroid Fusion]]'' has Sector 5, which unlocks after opening Lvl 2 Locks in Sector 3 and acquiring the Super Missiles. While Adam warns you against going to Sector 5 due to the metroid vaccine causing Samus to take extreme damage from cold until she gets the Varia Suit, there's nothing stopping you from going there. You can only go through a few uninteresting rooms with a couple enemies before entering the sector proper...which will see Samus's energy plummet like standing in superheated rooms in Sector 3.


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* If you're following one of the early sidequests in ''VideoGame/TheEvilWithin2'', you'll access The Marrow earlier than normal, before Sebastian is even introduced to what it is and how it works. You'll only access a small area of it, the Armory, however, finding your first shotgun here. Later, after completing everything in Union and needing to get to the City Hall, you'll return to The Marrow for real and explore it more in depth throughout the rest of the game.

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