History Main / SequenceBreaking

4th May '16 5:07:34 PM pinkdalek
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* In ''VideoGame/FinalFantasyVI'' it was possible thanks to a glitch to skip the meeting with Celes entirely. The highly amusing result was that the game replaced her character with Kutan (Moghan in the GBA version), a moogle from the beginning. This was more funny than useful, of course, as Kutan is extremely weak, has very bad equipment until the opera scene, after which he has none at all, cannot learn magic, and cannot have his stats boosted. This is especially a problem at the start of the second half of the game, in which you have to play him solo until you reach the first town.

to:

* ''VideoGame/FinalFantasyVI'':
**
In ''VideoGame/FinalFantasyVI'' the very unlikely event that the player saves on the world map at the beginning of the game after leaving Narshe, then plays through the entire game without saving until they reach the Floating Continent, jump onto the ship from the continent, fly around for half a minute, get back on the continent and then die, the player can continue with all their levels ''and the airship''. This happens because, since you access the Floating Continent from the ship without leaving it, the game assumes the player is still on it when you continue - although the airship will disappear once you land, since the player hasn't named Setzer yet (the trigger for getting to keep an airship). All sorts of chaos can be caused - take Banon to the World of Ruin or have him sing at the opera (with a sprite that explodes when he sings!) Get General Leo in your party! Have Terra take Maduin's place in the flashback, have GRatedSex with her own mother, and father herself!
** It
was possible thanks to a glitch to skip the meeting with Celes entirely. The highly amusing result was that the game replaced her character with Kutan (Moghan in the GBA version), a moogle from the beginning. This was more funny than useful, of course, as Kutan is extremely weak, has very bad equipment until the opera scene, after which he has none at all, cannot learn magic, and cannot have his stats boosted. This is especially a problem at the start of the second half of the game, in which you have to play him solo until you reach the first town.
4th May '16 4:50:09 PM pinkdalek
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* In ''VideoGame/FinalFantasyI'', it is possible to reach the Castle of Ordeals far sooner than the developers intended. At any point after defeating the Lich and winning the canoe, instead of taking the canoe up to the volcano as the OmniscientCouncilOfVagueness suggests, you can simply take your ship, sail down to the southern continent, and canoe inland onto the river just north of the Castle of Ordeals. As there is nothing keeping the party from going to every dungeon but the last and get every treasure but the [[InfinityPlusOneSword Masamune]] before defeating the second fiend. [[TheDevTeamThinksOfEverything The programmers may have had that in mind]], as fighting the fiends out of order changes their pre-fight dialogue (at least in the more recent versions).
* In ''VideoGame/FinalFantasyII'', the town of Mysidia can be accessed earlier than you're expected to go there in the story, allowing you to purchase equipment and spells above what would otherwise be available. The land route is populated with {{Beef Gate}}s ''stronger'' than the encounters around Mysidia that will absolutely destroy you if you're not prepared...or, once you have the ship, you can dock in a nearby bay and make only a short walk to Mysidia. If you can reach the Cave of Mysidia, you can also claim the Black Garb, one of the best armours in the game[[labelnote:*]]high Defense, low weight, boosts [[OneStatToRuleThemAll Agility]], and provides Matter resistance—that last one is invaluable in a SoloCharacterRun[[/labelnote]].
** It's also possible to enter the Tropical Island dungeon to claim the Black Mask as soon as you get the ship, long before you even know about the Masks. Unlike Mysidia, the enemies within are only slightly above Deist's encounters.
* The "Crystal Room Warp Trick" in the SNES and PS1 releases of ''VideoGame/FinalFantasyIV''. Casting Warp in King Giott's throne room, immediately after the [[spoiler:Calbrena/Golbez]] boss fight, will send you back into the Crystal Room, with an Underground Crystal still there for you to pick up. This Crystal will register as a valid event flag when you step on a tile just outside the Sealed Cave and [[spoiler:Kain steals the Crystal]], letting you [[DungeonBypass skip]] [[ScrappyLevel the Sealed Cave]] entirely.
* In ''VideoGame/FinalFantasyVI'' it was possible thanks to a glitch to skip the meeting with Celes entirely. The highly amusing result was that the game replaced her character with Kutan (Moghan in the GBA version), a moogle from the beginning. This was more funny than useful, of course, as Kutan is extremely weak, has very bad equipment until the opera scene, after which he has none at all, cannot learn magic, and cannot have his stats boosted. This is especially a problem at the start of the second half of the game, in which you have to play him solo until you reach the first town.
** The second half of the game is a WideOpenSandbox where you spend much of your time PuttingTheBandBackTogether. Since all but three characters are optional, the ending sequences were set up so that each character's vignette only had the three mandatory characters as supporting cast (or has an alternate version where one of those three can replace a character you didn't recruit). Since Terra is also essential to the ending, but is optional to recruit, she awkwardly arrives at TheVeryDefinitelyFinalDungeon on her own if you don't recruit her.
* ''VideoGame/FinalFantasyVII'':
** A glitch was recently discovered in the game that allows you to 'run' sideways into a different screen at a different time in the game. This is caused by the game using the same memory address to move the player from one map to another as to move the player to battle and back to the map, and the fact that all maps in the game contain an invisible Cloud who normally cannot move but can move briefly between transitions. All one needs to do is to access the menu at the exact frame in which a battle will be triggered, at which point the game will freak out, re-open the menu multiple times, and then, if the player holds down X and a direction on the D-pad, allow the player to emerge in an entirely different screen. Doing this allows you to skip bosses, dungeons, party members and more.
** You can't skip the extended sequence in Kalm by hiking over the swamp to the Mythril Mines on a Chocobo - Cloud will complain that there's something he's forgotten to do and [[AntiFrustrationFeatures ask the Chocobo to wait for him outside]] before the other party members block his path. However, it is possible to outrun the Midgar Zolom in the swamp without a Chocobo by repeatedly saving and reloading. Doing so skips the Chocobo catching at the Chocobo farm. Alternatively, if your party is powerful enough, [[BeefGate you can kill it instead]].
** It is also possible to bypass the sequence where Cloud sees the [[DeadGuyOnDisplay Zolom corpse on the tree]] through beginning to take a step and then summoning the menu repeatedly to inch through the trigger zone. This is useless, but it can be fun to come back and trigger the scene later with Yuffie in your party, as she has dialogue written for the scene despite it not being possible to have her as a party member at the time you're supposed to see it.
* In one of the first towns of ''VideoGame/FinalFantasyIX'', it is possible to view certain cutscenes out of sequence merely by going to part of the town in the wrong order. This will cause Zidane to already know about things he shouldn't, only to be clueless later.
** It's easy to exploit a bug in disc three by getting a gold Chocobo early, then skipping nearly to the end of the disc while skipping a few {{Scrappy Level}}s and messing your plot up. This results in the resident WhiteMagicianGirl staying in a state where she [[FakeDifficulty randomly fails to use her commands]] for the rest of the game unless you hack it back to how it should be at that point.
* ''VideoGame/FinalFantasyXII'' absolutely ''breathes'' this trope, and is one of the reasons why a "[[LowLevelRun 122333]]" game is possible. As a simple example, one can fight (and defeat) Cuchulain before even leaving Dalmasca for Jahara. There are countless other examples of sequence breaking into high-level areas or gaining endgame equipment as well.



[[folder:SciFiFantasyGames]]
* In ''VideoGame/FinalFantasyI'', it is possible to reach the Castle of Ordeals far sooner than the developers intended. At any point after defeating the Lich and winning the canoe, instead of taking the canoe up to the volcano as the OmniscientCouncilOfVagueness suggests, you can simply take your ship, sail down to the southern continent, and canoe inland onto the river just north of the Castle of Ordeals. As there is nothing keeping the party from going to every dungeon but the last and get every treasure but the [[InfinityPlusOneSword Masamune]] before defeating the second fiend. [[TheDevTeamThinksOfEverything The programmers may have had that in mind]], as fighting the fiends out of order changes their pre-fight dialogue (at least in the more recent versions).
* In ''VideoGame/FinalFantasyII'', the town of Mysidia can be accessed earlier than you're expected to go there in the story, allowing you to purchase equipment and spells above what would otherwise be available. The land route is populated with {{Beef Gate}}s ''stronger'' than the encounters around Mysidia that will absolutely destroy you if you're not prepared...or, once you have the ship, you can dock in a nearby bay and make only a short walk to Mysidia. If you can reach the Cave of Mysidia, you can also claim the Black Garb, one of the best armours in the game[[labelnote:*]]high Defense, low weight, boosts [[OneStatToRuleThemAll Agility]], and provides Matter resistance—that last one is invaluable in a SoloCharacterRun[[/labelnote]].
** It's also possible to enter the Tropical Island dungeon to claim the Black Mask as soon as you get the ship, long before you even know about the Masks. Unlike Mysidia, the enemies within are only slightly above Deist's encounters.
* The "Crystal Room Warp Trick" in the SNES and PS1 releases of ''VideoGame/FinalFantasyIV''. Casting Warp in King Giott's throne room, immediately after the [[spoiler:Calbrena/Golbez]] boss fight, will send you back into the Crystal Room, with an Underground Crystal still there for you to pick up. This Crystal will register as a valid event flag when you step on a tile just outside the Sealed Cave and [[spoiler:Kain steals the Crystal]], letting you [[DungeonBypass skip]] [[ScrappyLevel the Sealed Cave]] entirely.
* In ''VideoGame/FinalFantasyVI'' it was possible thanks to a glitch to skip the meeting with Celes entirely. The highly amusing result was that the game replaced her character with Kutan (Moghan in the GBA version), a moogle from the beginning. This was more funny than useful, of course, as Kutan is extremely weak, has very bad equipment until the opera scene, after which he has none at all, cannot learn magic, and cannot have his stats boosted. This is especially a problem at the start of the second half of the game, in which you have to play him solo until you reach the first town.
** The second half of the game is a WideOpenSandbox where you spend much of your time PuttingTheBandBackTogether. Since all but three characters are optional, the ending sequences were set up so that each character's vignette only had the three mandatory characters as supporting cast (or has an alternate version where one of those three can replace a character you didn't recruit). Since Terra is also essential to the ending, but is optional to recruit, she awkwardly arrives at TheVeryDefinitelyFinalDungeon on her own if you don't recruit her.
* ''VideoGame/FinalFantasyVII'':
** A glitch was recently discovered in the game that allows you to 'run' sideways into a different screen at a different time in the game. This is caused by the game using the same memory address to move the player from one map to another as to move the player to battle and back to the map, and the fact that all maps in the game contain an invisible Cloud who normally cannot move but can move briefly between transitions. All one needs to do is to access the menu at the exact frame in which a battle will be triggered, at which point the game will freak out, re-open the menu multiple times, and then, if the player holds down X and a direction on the D-pad, allow the player to emerge in an entirely different screen. Doing this allows you to skip bosses, dungeons, party members and more.
** You can't skip the extended sequence in Kalm by hiking over the swamp to the Mythril Mines on a Chocobo - Cloud will complain that there's something he's forgotten to do and [[AntiFrustrationFeatures ask the Chocobo to wait for him outside]] before the other party members block his path. However, it is possible to outrun the Midgar Zolom in the swamp without a Chocobo by repeatedly saving and reloading. Doing so skips the Chocobo catching at the Chocobo farm. Alternatively, if your party is powerful enough, [[BeefGate you can kill it instead]].
** It is also possible to bypass the sequence where Cloud sees the [[DeadGuyOnDisplay Zolom corpse on the tree]] through beginning to take a step and then summoning the menu repeatedly to inch through the trigger zone. This is useless, but it can be fun to come back and trigger the scene later with Yuffie in your party, as she has dialogue written for the scene despite it not being possible to have her as a party member at the time you're supposed to see it.
* In one of the first towns of ''VideoGame/FinalFantasyIX'', it is possible to view certain cutscenes out of sequence merely by going to part of the town in the wrong order. This will cause Zidane to already know about things he shouldn't, only to be clueless later.
** It's easy to exploit a bug in disc three by getting a gold Chocobo early, then skipping nearly to the end of the disc while skipping a few {{Scrappy Level}}s and messing your plot up. This results in the resident WhiteMagicianGirl staying in a state where she [[FakeDifficulty randomly fails to use her commands]] for the rest of the game unless you hack it back to how it should be at that point.
* ''VideoGame/FinalFantasyXII'' absolutely ''breathes'' this trope, and is one of the reasons why a "[[LowLevelRun 122333]]" game is possible. As a simple example, one can fight (and defeat) Cuchulain before even leaving Dalmasca for Jahara. There are countless other examples of sequence breaking into high-level areas or gaining endgame equipment as well.
[[/folder]]
4th May '16 4:47:45 PM pinkdalek
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4th May '16 4:44:56 PM pinkdalek
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* In ''VideoGame/FinalFantasyVII'', it is possible to outrun the Midgar Zolom in the swamp without a chocobo. Doing so skips the chocobo catching at the chocobo farm. If your party is powerful enough, [[BeefGate you can kill it instead]]. It also has an attack that knocks a character out of battle, which prevents the game from ending if you lose that battle.

to:

* In ''VideoGame/FinalFantasyVII'', ''VideoGame/FinalFantasyVII'':
** A glitch was recently discovered in the game that allows you to 'run' sideways into a different screen at a different time in the game. This is caused by the game using the same memory address to move the player from one map to another as to move the player to battle and back to the map, and the fact that all maps in the game contain an invisible Cloud who normally cannot move but can move briefly between transitions. All one needs to do is to access the menu at the exact frame in which a battle will be triggered, at which point the game will freak out, re-open the menu multiple times, and then, if the player holds down X and a direction on the D-pad, allow the player to emerge in an entirely different screen. Doing this allows you to skip bosses, dungeons, party members and more.
**You can't skip the extended sequence in Kalm by hiking over the swamp to the Mythril Mines on a Chocobo - Cloud will complain that there's something he's forgotten to do and [[AntiFrustrationFeatures ask the Chocobo to wait for him outside]] before the other party members block his path. However,
it is possible to outrun the Midgar Zolom in the swamp without a chocobo. Chocobo by repeatedly saving and reloading. Doing so skips the chocobo Chocobo catching at the chocobo Chocobo farm. If Alternatively, if your party is powerful enough, [[BeefGate you can kill it instead]]. instead]].
**
It is also possible to bypass the sequence where Cloud sees the [[DeadGuyOnDisplay Zolom corpse on the tree]] through beginning to take a step and then summoning the menu repeatedly to inch through the trigger zone. This is useless, but it can be fun to come back and trigger the scene later with Yuffie in your party, as she has an attack that knocks a character out of battle, which prevents dialogue written for the game from ending if you lose that battle.scene despite it not being possible to have her as a party member at the time you're supposed to see it.
4th May '16 11:54:50 AM mrponeis
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[[//folder]]

to:

[[//folder]][[/folder]]
2nd May '16 4:32:47 PM supergod
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* In ''VideoGame/ArcanumOfSteamworksAndMagickObscura'', it is possible to skip the annoying plot to find the location of dark elf village by simply going to where the book with the location is [[spoiler:and digging it up from the grave in Rosebougrh]].

to:

* In ''VideoGame/ArcanumOfSteamworksAndMagickObscura'', it ''VideoGame/ArcanumOfSteamworksAndMagickObscura'':
** It
is possible to skip the annoying plot to find the location of dark elf village by simply going to where the book with the location is [[spoiler:and digging it up from the grave in Rosebougrh]].
29th Apr '16 2:51:43 PM BreadBull
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* ''VideoGame/{{Aquaria}}'', an independent {{Metroidvania}}, has this in a few different spots: first, the Beast form allows the protagonist to swim through heavy currents, providing access to other zones. A combination of food and wall-swimming, however, made it possible to get to the upper part of the ocean (the Veil) before even acquiring said form. Second, in earlier versions of the game it was possible to head to the penultimate area of the game before Li was trapped there; freeing him before this happened resulted in the story becoming completely broken from that point on, as he was subsequently sealed away forever. ([[RomanticPlotTumor Not that some tropers would care.]])
** In earlier versions of the game, it was possible to skip the [[ThatOneLevel Sun Temple]] by simply wall-jumping up the mountain it's contained within, breaking into the boss chamber. Doing so wouldn't let you get the best ending, though.
* Not only can you sequence break in ''VideoGame/BatmanArkhamAsylum'' if you know what you're doing, but the Joker NOTICES you doing it and calls you out in a spectacular bit of fourth wall breakage.
* In ''VideoGame/BunnyMustDie'', you can beat the game without the Gears. Without the Gears, you cannot ''walk to the right.'' Seriously. And [[spoiler:Chelsea]] can get the Green Orb in the final area in a very early point of the game. In fact, Chelsea can get almost every item in the game before her third boss fight.
** The first boss fight can be skipped. If you fight her later, she'll be very upset at your sequence breaking and fight you much more viciously, with stronger and faster attacks.
* ‘’Franchise/{{Castlevania}}’’:
** In ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', it is possible, using the New Game Plus and a few glitches, to skip almost the ENTIRE game and beat the final boss just a few minutes after the beginning. This results in some bizarre events in cutscenes, even more so if you decide to go and explore around the Castle after beating the game.
*** One of the special attacks involves teleporting a short distance, backstabbing an enemy, and teleporting back. This works through walls, so it can be used to press switches which normally must be reached from the other side. [[spoiler:Alucard]] gets this power tool in Julius Mode. Combining this with the Succubus Soul can further increase the prospects for breaking sequence, as activating the soul during the teleport will stop you from teleporting back.
** ''Castlevania: Aria of Sorrow'':
*** The Flying Armor soul slows you down as you fall through the air, letting you cross large gaps. It has other uses as well, such as giving you access to the walk-on-water soul ''without'' having to fight the boss before it.
*** Speaking of walking on water, you're not supposed to be able to reach the Floating Gardens OR the Clocktower without this soul as you need it ''and'' the double jump to reach the ledge. In actuality it ''is'' possible to reach with just the double-jump, giving you early access to powerful weapons and a buttload of experience provided you can handle the nastily overpowered enemies.
** In ''VideoGame/CastlevaniaPortraitOfRuin'', it is also possible to completely skip at least one cutscene using a jumping glitch. Also, using the Suspend Mode Glitch will allow you to skip all the way to the Throne Room, if you properly execute things. Granted unless you get the right equipment, it's REALLY hard.
*** There's also the partner double jump glitch that lets you get to places that you normally need the double jump for early.
** In ''VideoGame/CastlevaniaCircleOfTheMoon'', the 7th level is the Underground Waterway, which has poisoned water. That can be avoided with a purifier obtained in the previous level. However, you can access the Waterway as early as the 4th level and complete it, as long as you have plenty of potions.
** In ''VideoGame/CastlevaniaHarmonyOfDissonance'', The Sacred Fist + Ice Book combo gives you a few extra pixels of height if you activate it at the height of a jump. This will allow you to get access to several items early, and access to the entrance gateway between Castle A and B, although you can't use the gate until you meet Death in the Clock Tower gateway. At that point, however, you can warp to the entrance and get the lure key much easier, allowing for early access to the Castle A versions of the treasury, in addition to experience point-rich sections of Castle B.
** Even in the original NES ''VideoGame/{{Castlevania|I}}'' game, it was possible to jump into enemies and use the collision kickback to throw you over obstacles or onto platforms that you shouldn't be able to reach, allowing you to skip entire rooms' worth of platforming.
*** This type of sequence breaking is still present in later games in the series, though not to the same extent as they're more about exploration.
** An example in ''VideoGame/CastlevaniaSymphonyOfTheNight'' that may possibly have been intended: Once you get the Soul Of Wolf in the Outer Wall, you can use it to get across the crumbling platforms in the Clock Tower and and then traverse it normally, albeit in reverse, to get to what would normally be the final area of the castle. The timing is VERY strict, however, and likely takes multiple tries. You still, however, need to explore the rest of the castle to actually fight the boss, as the stairs are out.
** ''VideoGame/CastlevaniaHarmonyOfDespair'' has a couple of these. Levels have an intended order that you'll rarely see followed perfectly. Raised platforms can be reached by drop kicking off of other people, enemies, or a Yorick skull (which can let you get absurdly high with proper timing.) The DLC mission that takes place in the original 8-bit castle can also be skipped pretty much entirely with a glitch.



* ‘’Franchise/Castlevania’’:
** In ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', it is possible, using the New Game Plus and a few glitches, to skip almost the ENTIRE game and beat the final boss just a few minutes after the beginning. This results in some bizarre events in cutscenes, even more so if you decide to go and explore around the Castle after beating the game.
*** One of the special attacks involves teleporting a short distance, backstabbing an enemy, and teleporting back. This works through walls, so it can be used to press switches which normally must be reached from the other side. [[spoiler:Alucard]] gets this power tool in Julius Mode. Combining this with the Succubus Soul can further increase the prospects for breaking sequence, as activating the soul during the teleport will stop you from teleporting back.
** ''Castlevania: Aria of Sorrow'':
*** The Flying Armor soul slows you down as you fall through the air, letting you cross large gaps. It has other uses as well, such as giving you access to the walk-on-water soul ''without'' having to fight the boss before it.
*** Speaking of walking on water, you're not supposed to be able to reach the Floating Gardens OR the Clocktower without this soul as you need it ''and'' the double jump to reach the ledge. In actuality it ''is'' possible to reach with just the double-jump, giving you early access to powerful weapons and a buttload of experience provided you can handle the nastily overpowered enemies.
** In ''VideoGame/CastlevaniaPortraitOfRuin'', it is also possible to completely skip at least one cutscene using a jumping glitch. Also, using the Suspend Mode Glitch will allow you to skip all the way to the Throne Room, if you properly execute things. Granted unless you get the right equipment, it's REALLY hard.
*** There's also the partner double jump glitch that lets you get to places that you normally need the double jump for early.
** In ''VideoGame/CastlevaniaCircleOfTheMoon'', the 7th level is the Underground Waterway, which has poisoned water. That can be avoided with a purifier obtained in the previous level. However, you can access the Waterway as early as the 4th level and complete it, as long as you have plenty of potions.
** In ''VideoGame/CastlevaniaHarmonyOfDissonance'', The Sacred Fist + Ice Book combo gives you a few extra pixels of height if you activate it at the height of a jump. This will allow you to get access to several items early, and access to the entrance gateway between Castle A and B, although you can't use the gate until you meet Death in the Clock Tower gateway. At that point, however, you can warp to the entrance and get the lure key much easier, allowing for early access to the Castle A versions of the treasury, in addition to experience point-rich sections of Castle B.
** Even in the original NES ''VideoGame/{{Castlevania|I}}'' game, it was possible to jump into enemies and use the collision kickback to throw you over obstacles or onto platforms that you shouldn't be able to reach, allowing you to skip entire rooms' worth of platforming.
*** This type of sequence breaking is still present in later games in the series, though not to the same extent as they're more about exploration.
** An example in ''VideoGame/CastlevaniaSymphonyOfTheNight'' that may possibly have been intended: Once you get the Soul Of Wolf in the Outer Wall, you can use it to get across the crumbling platforms in the Clock Tower and and then traverse it normally, albeit in reverse, to get to what would normally be the final area of the castle. The timing is VERY strict, however, and likely takes multiple tries. You still, however, need to explore the rest of the castle to actually fight the boss, as the stairs are out.
** ''VideoGame/CastlevaniaHarmonyOfDespair'' has a couple of these. Levels have an intended order that you'll rarely see followed perfectly. Raised platforms can be reached by drop kicking off of other people, enemies, or a Yorick skull (which can let you get absurdly high with proper timing.) The DLC mission that takes place in the original 8-bit castle can also be skipped pretty much entirely with a glitch.

to:

* ‘’Franchise/Castlevania’’:
** In ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', it is possible, using
''VideoGame/OriAndTheBlindForest'' has many sequence breaks to be exploited by speedrunners. Notably, an early one involving a tricky WallJump near the New Game Plus and a few glitches, Map Stone in Hollow Grove allows you to skip almost to the ENTIRE Moon Grotto and bypass the first half of Thornfelt Swamp. Oddly, you still get the cutscene of Gumo stealing the Water Vein from the Ginso Tree despite you already having it. Even better, with some fancy Bash maneuvers, you can get up the shaft to Sorrow Pass without the aid of wind currents, bypassing the Misty Woods and Forlorn Ruins completely. The winds in Sorrow Pass itself will still be active despite you having never visited the Ruins, but you'll miss out on the WallCrawl skill learned in the Woods, making some jumping puzzles more difficult. Exploiting a saved game and beat glitch at the summit of Sorrow Pass allows you to skip to the final boss just a few minutes after the beginning. This results in some bizarre events in cutscenes, even more so if EscapeSequence.
* In ''VideoGame/StarControl 2'',
you decide to go and can explore around the Castle after beating the game.
*** One of the special attacks involves teleporting a short distance, backstabbing an enemy,
galaxy, meeting new aliens, doing quests for them, and teleporting back. This works through walls, so it can be used to press switches [[PlotCoupon collect important artifacts from them]], which normally must be reached from you need to defeat the other side. [[spoiler:Alucard]] gets this power tool in Julius Mode. Combining this {{Big Bad}}s. Or you can wait until the [[OmnicidalManiac Kohr-Ah]] start killing everyone and just loot the deserted homeworlds. This was probably intentional.
** Another, much more difficult sequence break: you are ''supposed'' to ally
with the Succubus Soul can further increase Earth Starbase first thing in the prospects for breaking sequence, as activating the soul during the teleport will stop game. The creators' way of enforcing this was to spawn a Slylandro Probe ''every day'' you from teleporting back.
** ''Castlevania: Aria of Sorrow'':
*** The Flying Armor soul slows you down as you fall through the air, letting you cross large gaps. It has other uses as well, such as giving you access to the walk-on-water soul ''without'' having to fight the boss
spend in Hyperspace before it.
*** Speaking of walking on water,
you do. If you're not supposed to be able to reach the Floating Gardens OR the Clocktower without this soul as you need it ''and'' the double jump to reach the ledge. In actuality it ''is'' possible to reach with just the double-jump, giving you early access to powerful weapons and a buttload of experience provided good enough, though, you can handle pick up Fwiffo, use him to kill Probes, fly over to the nastily overpowered enemies.
** In ''VideoGame/CastlevaniaPortraitOfRuin'', it is also possible to completely skip at least one cutscene using a jumping glitch. Also, using
Pkunk for their gift of ships, and spend the Suspend Mode Glitch will allow you to skip rest of the game relying on gifted ships and milking the Pkunk's resurrection for crew, all while your flagship has the speed and maneuerability of a one-legged cow. You can play all the way up to freeing the Chmmr, at which point the game crashes because it automatically brings you to the Throne Room, if you properly execute things. Granted unless you get Starbase. The Ur-Quan Masters rerelease fixes the right equipment, it's REALLY hard.
*** There's also the partner double jump glitch that lets you get to places that you normally need the double jump for early.
** In ''VideoGame/CastlevaniaCircleOfTheMoon'', the 7th level is the Underground Waterway, which has poisoned water. That can be avoided with a purifier obtained in the previous level. However, you can access the Waterway as early as the 4th level and complete it, as long as you have plenty of potions.
** In ''VideoGame/CastlevaniaHarmonyOfDissonance'', The Sacred Fist + Ice Book combo gives you a few extra pixels of height if you activate it
crash at the height of a jump. This will allow you to get access to several items early, and access to the entrance gateway between Castle A and B, although you can't use the gate until you meet Death in the Clock Tower gateway. At that this point, however, you can warp to the entrance and get the lure key much easier, allowing for early access to the Castle A versions of the treasury, in addition to experience point-rich sections of Castle B.
** Even in the original NES ''VideoGame/{{Castlevania|I}}'' game, it was possible to jump into enemies and use the collision kickback to throw you over obstacles or onto platforms that you shouldn't be able to reach,
allowing you to skip entire rooms' worth of platforming.
win the game this way.
*** This type of sequence breaking is still present in later games in the series, though not To elaborate on how hard this is: Not only are you limited to the same extent slowest possible speed with no ship upgrades (meaning it is impossible to outrun anything, so you have to fight every single probe and enemy, and that if your only planetary lander gets destroyed you're screwed up big time), you also have no ability to escape a fight. This has further side effects, such as they're more forcing you to find about exploration.
** An example in ''VideoGame/CastlevaniaSymphonyOfTheNight'' that may possibly have been intended: Once you get
the Soul Of Wolf in the Outer Wall, you can use it to get across the crumbling platforms in the Clock Tower and and Deep Children from someone other then traverse it normally, albeit the Mycon, since they will attack you in reverse, an inescapable and unwinnable fight every time you visit.
* ''VideoGame/TailsAdventure'' can be finished without the Wrench. But then you won't be able
to get to what would normally be backtrack through the final area of the castle. The timing is VERY strict, however, and likely takes multiple tries. You still, however, need to explore the rest of the castle to actually fight the boss, as the stairs are out.
** ''VideoGame/CastlevaniaHarmonyOfDespair'' has a couple of these. Levels
stage, unless you have an intended order that you'll rarely see followed perfectly. Raised platforms can be reached by drop kicking off of other people, enemies, or a Yorick skull (which can let you get absurdly high with proper timing.) The DLC mission that takes place in the original 8-bit castle can also be skipped pretty much entirely with a glitch.Teleport item.



[[folder:BeatemUps]]
* In the final battle of the arcade version of ''VideoGame/DoubleDragon'', Willy sits on top of a wall and sends {{Mooks}} after you, only attacking when they're all defeated. However, if you lure Abobo to the wall and let him suplex you, you'll end up on ''top'' of the wall and can launch a preempative attack on Willy - he can't attack until he falls off the wall. Defeating him while he still has mooks [[WeCannotGoOnWithoutYou makes them run away]]. [[http://www.youtube.com/watch?v=WrYLIkky9xQ&feature=related Have some proof.]]

to:

[[folder:BeatemUps]]
[[folder:ActionRPGs]]
* In ''[[VideoGame/{{Boktai}} Boktai 2]]'' has the final battle of Dream Avenue BonusDungeon which normally can't be accessed until you defeat the arcade version of ''VideoGame/DoubleDragon'', Willy sits on top of a wall Spiral Tower and sends {{Mooks}} after you, only attacking reaquire a projectile weapon to open the gate. However the Devs forgot that Coffin Monster Elephan has a weak projectile and can be purchased as early as beating the ''second dungeon''. Provided you can survive Dream Avenue's brutally overlevelled enemies (which are overlevelled even when they're all defeated. However, if you lure Abobo you're ''supposed'' to the wall and let him suplex you, be there), you'll end up come out with a metric buttload of EXP and powerful weaponry and [[DiskOneNuke tear effortlessly through the next few dungeons]].
* ''VideoGame/DustAnElysianTail'', an indie {{Metroidvania}} ActionRPG, doesn't let the player [[AbilityRequiredToProceed progress through the plot ahead of time]], but certain treasures that would normally require abilities from later areas to be reached can be collected much earlier than intended by design. In particular, the Aerial Dust Storm ability from the first area, if used
on ''top'' airborne enemies, can let Dust propel towards some very high platforms long before obtaining Double Jump or Boost Jump. Certain melee combos also allow Dust to stay in the air for a few moments after a jump, which can be used to bypass some of the wall Double Jump-requiring puzzles that have no enemies nearby.
* While ''KingdomHearts'' doesn't require you to go the worlds in the order recommended by the game, it's actually a little less linear than it would appear. When you get the Gummi ship, you can start the events at the Coliseum or go to Wonderland
and can launch do the events there, and the game recommends that you go to Wonderland first judging by its one star battle level. But then the third world shows up, and it's Deep Jungle, so naturally the game recommends that you complete it after the Coliseum. But fans of the game will tell you that it's actually ''easier'' to do Deep Jungle ''before'' the initial events at the Coliseum, despite Deep Jungle being labeled as a preempative attack on Willy - he can't attack higher battle level. After that, you need to go to Traverse Town again and seal its keyhole while Cid upgrades the ship as the DiscOneFinalDungeon. After that you are only really required to beat Agrabah and Neverland before Hollow Bastion, where the game sort of railroads you until he falls off the wall. Defeating him while he still has mooks [[WeCannotGoOnWithoutYou makes end. (Unless, that is, you stop and do sidequests or complete the worlds you didn't complete.) So yes, it is fully possible to skip Monstro, and then bypass either Halloween Town or Atlantica ''completely'' (the guide even says you can skip Monstro), or decide to just not initiate the boss battles; it's just not ''recommended'' because skipping them run away]]. means you lose potentially valuable experience and it would make Neverland ''much'' harder to complete.
** If Sora visits Hollow Bastion if a certain order is done, he will see a certain room near the library that he will comment about how "this place seems familiar" with no further explanation. Changing the order, shows instead [[spoiler:
[[http://www.youtube.com/watch?v=WrYLIkky9xQ&feature=related Have some proof.]]com/watch?v=Cam3qk5awLc Kairi being told at one point by her grandma a story about how the worlds were formed]], which is similar to [[http://mangafox.me/manga/kingdom_hearts/v01/c001/4.html the manga prologue]]. Sora remembers it through her.]] Also, the meeting with Kairi in this case appears to be extended.
** Square-Enix and Disney [[TheDevTeamThinksOfEverything even]] ''[[TheDevTeamThinksOfEverything thought]]'' [[TheDevTeamThinksOfEverything of what could happen]] if one sequence broke, mainly pertaining to Hollow Bastion. For the earliest example (and one of two that doesn't involve Hollow Bastion), if one completes Wonderland before Deep Jungle, you see Alice wandering into Maleficent's chamber, but if one completes Deep Jungle ''before'' Wonderland, instead of Alice, you see ''Snow White'' doing the same. The only one that doesn't make much sense is completing Monstro after Hollow Bastion, in which case [[spoiler:Maleficent is still dead, yet you run into an unexplained evil Riku and Sora already knows that this Riku is an enemy. Of course it also means this Riku is picking on Pinnochio for no reason.]]
*** There is still a small glitch though if you do the Jungle before Wonderland. When Sora defeats the Trickmaster at Wonderland, the keyblade pretty much just automatically locks the keyhole by itself, leaving Sora wondering what the heck just happened. If you lock the Deep Jungle first, the keyhole-locking sequence at Wonderland does not change, so Sora is still confused by it, despite the fact that he's already locked the Deep Jungle so he should know what's going on.
** ''VideoGame/KingdomHeartsBirthBySleep'', however, most likely is the only game in which you aren't specifically told to play the episodes in any order, but if you play them in a specific order, you won't be asking yourself "...when did that happen?". [[WordOfGod The series director]] even recommends the Terra-Ventus-Aqua order, to get a better understanding of the story, because [[spoiler:Ventus's campaign refers to stuff that happened before in Terra's, Aqua's campaign refers to stuff that happened before in Ventus ''and'' Terra's campaigns, and the final chapter is played as Aqua.]]
** ''VideoGame/KingdomHeartsII'' features the return of an early sequence break - despite being harder (on Proud mode, at least), it's recommended by fans that you go straight to Beast's castle after the first Twilight Town because you gain Cure - whereas you don't in the Land of Dragons (which is recommended as the next world.)
* ''VideoGame/{{Overlord}}'' has a minor example, in that the entire middle three areas of the game can be taken out of sequence. Difficulty curve and powerup distribution show the player is intended to complete half of Everwood (getting the green minions), half of Heaven's Peak (getting the blue minions and access to mid-game equipment), complete Everwood, complete Heaven's Peak, then move on to the Dwarven Lands. However, the game's [[BrokenBridge Broken Bridges]] require the right minion type to beat - and ''only'' the right minion type. Thus, a player can complete up to a quarter of the way through Heaven's peak (thus getting the blue minions), then go through the rest of Evernight and the Dwarven Lands on skill alone before making Heaven's Peak an absolute cakewalk with the late-game spells and equipment the player can find.
* In ''VideoGame/{{Ys}} VI'', it may be possible to do Limewater Cave before the Ruins, if you're leveled up enough, never tried this myself. You need to really be leveled up to defeat [[BeefGate Piana-Pius]], who guards the object needed to defeat the GoddamnedBats in the second half of the dungeon. There's also the shadow creatures, which you need the Rainbow Fragment to defeat, although they can be avoided (except on [[HarderThanHard Nightmare]], where the boss generates them).
** In ''I and II'', once you get the Treasure Box Key from the first half of the Shrine, you can unlock the chests in the Mine, if you're brave enough, and if you get the level 3 equipment early(by Money Grinding), {the monsters may still be too strong), and maybe complete the dungeon before the rest of the Shrine.
* Early in ''VideoGame/SecretOfMana'', you can get to Gaia's Navel before you visit the water palace by using Cannon Travel twice. From there you can continue on or travel from Gaia's Navel to Pandora. Doing the latter can lead to a slightly different sequence of events where the girl joins your party later than she normally does. However, you must return to the OneTrueSequence before you defeat Spikey Tiger, or Undine's cave will never become unsealed and you will have to restart your game.



[[folder:AdventureGames]]
* ''Videogame/GoneHome'' can be completed in under two minutes with prior knowledge or blind luck, and probably under ten by a very thorough player; the key to the final room is hidden behind a fake wall in [[spoiler: the home's parlor, almost directly opposite of the front door]] which prompts players to open when looked at. The ease of which players could inadvertently beat the game and skip the entire story led to a [[https://www.youtube.com/watch?v=IjyrxNteLyw parody game]].
* In ''{{Rhem 2}}'', when you first find the artifact, it is locked in place with a special pattern lock. Entering the wrong pattern dumps you in a cell, where a mysterious woman takes your swipe card. However, since the pattern doesn't change, if you enter the pattern correctly the first time, the artifact will be released, and you can actually leave ''with the artifact'', which is not supposed to be possible. (The goal is only to get a photo of the artifact, which is what your employer claims, even if you have the artifact itself.)
[[/folder]]
[[folder:Beat’EmUps]]
* In the final battle of the arcade version of ''VideoGame/DoubleDragon'', Willy sits on top of a wall and sends {{Mooks}} after you, only attacking when they're all defeated. However, if you lure Abobo to the wall and let him suplex you, you'll end up on ''top'' of the wall and can launch a preempative attack on Willy - he can't attack until he falls off the wall. Defeating him while he still has mooks [[WeCannotGoOnWithoutYou makes them run away]]. [[http://www.youtube.com/watch?v=WrYLIkky9xQ&feature=related Have some proof.]]
* In ''VideoGame/{{Battletoads}}'', level 10, "Rat Race," can be skipped almost entirely by dash-ramming the rat two times after getting rid of the bomb, but before the rat leaves.
[[/folder]]
[[folder:Edutainment]]
* In the UsefulNotes/AppleII and UsefulNotes/{{Commodore 64}} game ''SnooperTroops'', the clues never change, so it is possible to collect all of the appropriate clues, start a fresh game, and accuse the correct suspect as fast as you can type in the clue numbers. Allowing for loading times, this should take literally about a minute.
* The first leg of ''VideoGame/{{Cluefinders}} 4th Grade'' required a FetchQuest; twelve cairoglyphs in exchange for translating a clue on a scroll. The scroll contained five clues in rhymed couplets; the first four would always be the same and lead you to the statue adjacent to the antique shop where the scroll is being translated. The fifth clue would tell you how to open the secret chamber behind the statue, and it would be different each time. But once you realize the patterns the final clue tends to take (X, Y, then X once more, or X, Y then Ear, or X, then twice knee), you can skip all of Cairo's fetch quests, mess around with the statue and solve the secret chamber puzzle early. The antique dealer will still demand cairoglyphs, but it won't matter because solving the secret chamber's puzzle opens up the boat rental shop, allowing the Cluefinders to advance to the Nile Kingdom without bothering with the scroll at all.
[[/folder]]



* It is possible to play through ''VideoGame/{{Bioshock|1}}'' without getting the Incinerate! plasmid. If you're very fast and lucky, you can hit a flaming trashcan downstairs and use it to melt the ice in the basement of the Medical Pavilion before it stops burning. The ice in Fountain Fisheries can be solved by telekinesising along a corpse with exploding buck, and then looting it after your weapons are confiscated.
* The player is able to skip nearly the entirety of ''VideoGame/{{Blood}}'''s [=E3M3=] by simply saving up jump boots from the previous map and using them to climb a ledge near the beginning of the map.
* In ''{{VideoGame/Borderlands 2}}'' you can, with some creativity, kill certain bosses before their introductory cutscene happens, as this video [[https://www.youtube.com/watch?v=uOz0ySckKnU will show]], but the game may take offense to [[NiceJobBreakingItHero your shenanigans]] if [[HaveYouTriedRebooting you do]].
* One of the easier ways to beat the ''VideoGame/ModernWarfare2'' spec ops level "Wetwork" is through a speed run where you throw flashbangs to disorient the enemy while you sprint past. When you reach the end, in the room where you need to breach the final room, the game will have reached its limit of enemies and so won't spawn any. As soon as you blow the door open, you win.
* Most of the levels in ''VideoGame/SeriousSam - The First Encounter'' and ''The Second Encounter'' are out in the open. It's often possible to RocketJump over walls and triggers, leaving you little to fight. In City of the Gods in ''Second Encounter'', player can even ram into one of the walls and fly to the exit of the level through interlevelic medium. Many of these glitches are very often used in multiplayer and it's not considered very entertaining by others.
* The ''VideoGame/{{Doom}} II'' level Dead Simple required you to kill every enemy to exit. One notable speedrunner (Drew "stx-Vile" [=DeVore=]) proved that you could use the rocket launcher to propel yourself onto the exit switch, meaning you could complete the level with 0 kills.
** In the original games, the player was unable to jump normally, and maps were designed with this in mind. Source ports that add jumping therefore allow you to skip large parts of multiple maps (in the case of the above Dead Simple, ''the entire map'') just by jumping.
** Similarly, any source port that adds vertical mouselook makes it possible to defeat the final boss in a matter of seconds, as the only thing making it difficult was the inability to aim vertically.
** Some maps require you to find all three colored keys in sequence to open up the path to the exit, but in some of these cases, the obstacles you need the keys for are set up in such a way that you can walk past one of them without its key.
** Famously, the original Doom engine doesn't deal elegantly with heights and switch surfaces. In several levels this can be abused by hitting switches way before you're meant to, and in one level it allows you to start, turn around, and activate the exit switch by "using" the air.



* ''[[VideoGame/{{STALKER}} STALKER: Shadow of Chernobyl]]'' can hand this to you. If you're not paying much attention after getting to the Bar (and you might not, it's a major hub), you can completely miss the prompt to head to the bandit-loaded Dark Valley and wind up going to Rostok instead (west, instead of southeast). This means you'll wind up fighting a large group of mercenaries that, while far more heavily armed and armored than you probably will be at the time, can't hit the broad side of a barn, and taking part in the game's only EscortMission. Following that chain of missions to its conclusion will end with you loaded with cash from hocking artifacts, carrying mid-level NATO weaponry that punches far above its weight class, and possibly wearing an Ecologist suit that you got for free, which isn't great against bullets but can put off most environmental hazards, which are common in that area. Heading to the Dark Valley after this and butchering an abandoned warehouse full of bandits (who mainly wear leather jackets and carry low-end weaponry) can be incredibly satisfying considering how difficult the game has been up to that point. After slogging through countless gunfights, you finally get to have a one-sided battle in your favor.
** A similar effect can be accomplished by going north to the army warehouses, where 3 freedom members, also carrying mid-level NATO weaponry, are gunned down the instant you enter the area. Also in this area the player can accompany the freedom faction against the monolith faction, potentially gaining even more powerful weapons. If the player continues north they can get to the early parts of the Red Forest and get late game weapons and armor that make a huge portion of the game exceptionally one-sided.
** The Bar can be accessed before the player completes the objective to let them go through by killing the guards. The player can do this without angering the duty faction by using a noiseless pistol, which is found on a bandit that attacks you the instant enter the preceding area. This means that the player can get late game equipment before even starting the main story.
*** An unexpected consequence of this is that some characters in the bar area will move around strangely when you first get there. Most notably, a duty member named Barin, who has a unique GameBreaker weapon, will often wander [[TooDumbToLive straight into a pack of wild dogs just outside the bar]], leaving his weapon for the player.
** There are several times during the game where the military acts as a BeefGate, and the player is supposed to avoid them by going another way. However, if the player has a powerful enough weapon (most likely acquired by one of the above methods), then they can most likely take down the entire military force. This can result in an UnwinnableByMistake scenario, as the player can get past the point where they can attain a crucial item, or having an irreplaceable NPC simply fail to appear.
* Pretty much the entire tutorial section of ''VideoGame/SystemShock2'', a good 10-15 minutes of gameplay, can be skipped simply by knowing the passcode to the Engineering Bay ([[spoiler: 12451]]) beforehand.
** By carefully placing a wrench on the floor in ''VideoGame/SystemShock 2'', you can keep an area from sealing. This does not only make a lot of dialogue make no sense, it also allows you to bypass a mission that resolves around finding a recharge station (since the one behind the doors is supposedly in hard vacuum). This confuses the game a bit.
* In ''VideoGame/{{Turok}} 2'', you get both the level 2 and level 3 keys in the first level. This means you can play levels 3 and 5 before 2 and 4, a more challenging path, and get the Firestorm Cannon and Missile Launcher earlier.



* It's possible to skip an entire branch of the story in ''VideoGame/{{Marathon}} Infinity'' with some well-timed jumps in one of the "Electric Sheep" levels.
* ''VideoGame/GoldenEye1997'': While not exactly easy to pull off, it's possible to beat Aztec level without killing Jaws and without even operating the open/close exhausting bay terminal. If the player attracts the yellow jump-suited guards in the corridor between the room with the terminal behind the glass doors and the exhaust bay and returns to the room and hides in the back, it's possible that the guards will open the glass doors and Bond can use the guidance data and recover the launch protocol and finish the mission in any place within the level (even in the exhaust bay), as the level has no defined exit. It's not quite clear if this is a glitch or not as the level normally has no exit too. This trick is very popular among speed run players.



[[folder:HackAndSlash]]
* In VideoGame/{{Dark Souls}}, there's an item called Master Key which you can get from the very beginning. This item lets you skip several annoying parts of the game.
** You can also sequence break by entering Valley of Drakes and [[BeefGate defeating the drakes in the region]], [[IndyEscape or by just running past them if you're good at dodging their attacks.]][[note]]You don't even need to go near the drakes to get to Blighttown if you have the master key and go in through New Londo Ruins[[/note]] This lets you skip the entirety of The Depths (including the [[ThatOneBoss infamous Capra Demon]]) and [[ThatOneLevel most of Blighttown]]. It also lets you get the [[TurningRed Red]] [[LimitBreak Tearstone]] [[CriticalStatusBuff Ring]] earlier, which is incredibly useful against most bosses, again, [[DifficultButAwesome if you're good at dodging.]]
** You can skip most of Lost Izalith by donating 30 humanity to Quelaag's Sister.
** Finally, there are several areas that can be skipped with some really precise jumping - Painted World of Ariamis, for example, can be cleared in minutes.
* When playing online in ''VideoGame/DiabloII'' it is rare to spend more than 20 minutes in act three, as everyone simply fights the council and Mephisto right away due to rushing and waypoint abuse.
[[/folder]]
[[folder:InteractiveFiction]]
* In ''Suspect'' by Creator/{{Infocom}}, if you go immediately to the garage, you can catch the murderer in the act of disposing of evidence and win the game immediately. The game is played in "real time", so it's a case of TheDevTeamThinksOfEverything.
[[/folder]]



* In ''VideoGame/GuildWars'''': Factions'', the Gyala Hatchery mission has the players defend a band of turtles against mauraders. However, the players may avoid the turtles and trigger the majority of the battles without endangering the turtles. Upon escorting the turtles, the group will stop at the battle locations and warn of incoming attackers even though they have already been defeated. This method is often used to achieve the Master's reward of keeping all the hatchlings alive.
** The original ''Prophecies'' campaign had many routes to skip chunks of the main quest, not least of which was the Lornar's Pass run. This allows the player to reach Droknar's Forge and craft maximum level armor while skipping half of the story missions.
** In the Nolani Academy mission after passing through the Great Wall the player is supposed to follow Rurik. The easier option is to immediately go the opposite direction from Rurik and head straight to the boss. This requires fighting only two or three groups of Charr, whereas following Rurik requires fighting most of their army and a number of other mob packs.



* Occurs in ''VideoGame/TheLordOfTheRingsOnline''. You can bypass a number of questlines, but the game will assume you did them if a NPC brings it up. For example, when meeting [[spoiler: the Fellowship in Lothlórien]] they will react as if they knew you, even if you never did any quests related to them. However, the game seems to be steering away from it: in the latest update, a few returning characters will react differently if you never finished their earlier questline.
* In ''VideoGame/StarWarsTheOldRepublic'', the designers put an open, [=PvP=] area in the middle of the Ilum Gree event. The intent was a full-blown free-for-all where people might make small (4-man maximum) teams, but it would be every player for themselves. But then the players realized there were ''no'' rewards for attacking other players aside from sending them back to base and forcing them to use a teleport to put them right back at the [=PvP=] area. Furthermore, many of the tasks needed to complete the [=PvE=] dailies could be done in the [=PvP=] area with about half the difficulty (a 2 or 3 player team doing the 4-man heroic would get crushed in the [=PvE=] area, but it was very fast and easy to do in the [=PvP=] area). Queue ''massive'' truces across the servers, Imperial and Republic players ''cooperating'' on daily tasks, orderly lines formed at an orb drop-off puzzle, and gankers from both factions being scolded ''by their own faction.'' Veteran MMO players reported they'd never seen anything like it.



* At one point in ''VideoGame/{{Scratches}}'', the player must solve a puzzle in the crypt in an attempt to find another character's name, which is the key to a puzzle involving a combination lock. If you know the name ahead of time, however (because you've played before or just guessed correctly), you can simply open the combination lock without completing the puzzle. But the in-game time only advances when a puzzle is completed, and certain events can only be completed at certain times, so you still must complete the crypt puzzle, even though the only reason the character ''goes'' to the crypt is to find the name.



[[folder:PuzzlePlatformingGames]]
* There's a small bit of sequence breaking in the first level of ''VideoGame/SpyroTheDragon 2''. One of the three orbs is only accessible from the top of a high ledge that can be climbed. The player is supposed to reach the second world and buy the climb ability from Moneybags, but some careful gliding and skilled use of the superfly powerup placed in the last area of the level give you just enough distance to reach the ledge early.
** There are several instances where you can use the extra height you get from charging and jumping at the same time to sequence break. In Colossus, for instance, it is possible to skip the last two gates and still get 100% on the level by using this trick to get on top of a pillar.
** In ''VideoGame/SpyroYearOfTheDragon'', it's possible to exploit collision detection bugs to get into 'portals' which you shouldn't have access to yet, or to access them from a direction you're not supposed to, exit and skip most of a level as a result.
** Also, when you find yourself having to chase a thief to get eggs, it is often possible to jump onto the thief from a ledge instead of running after him.
** In ''VideoGame/SpyroEnterTheDragonfly'', you can phase through the second gate in the Dragon Realms (the one that requires you to have the ice breath to unlock it) if you charge into it at a certain angle, allowing you to reach the last three levels early, though considering the game is so [[ObviousBeta buggy]] the fact this is possible isn't a surprise.
* In ''VideoGame/YoshisIsland'', it was possible to shoot an egg at the lone Piranha Plant at the end of Level 3-8, before triggering the cutscene where Kamek turns the Piranha Plant into Naval Piranha, the stage boss. Doing so would kill the Piranha Plant in one hit, resulting in an [[TheDevTeamThinksOfEverything alternate cutscene]] where Kamek flies in, screams "OH MY!!" in surprise and flies off, and you win the boss battle automatically.

to:

[[folder:PuzzlePlatformingGames]]
[[folder:PuzzleGames]]
* There's a small bit of sequence breaking in the first level of ''VideoGame/SpyroTheDragon 2''. One of the three orbs is only accessible from the top of a high ledge that can be climbed. The player is In Metroidvania ''[[VideoGame/OneThousandAmps 1000 Amps]]'', you are supposed to reach get upgrades in the second world following order: teleport, mapping, aura, defense, and buy finally the climb ability from Moneybags, but some careful gliding and skilled double jump. However, persistence (or strategic use of the superfly powerup placed seeds) in the last area of section you're supposed to navigate with the level give defense upgrade enables you just to light enough distance rooms to reach make your way through to the ledge early.
** There are several instances
double jump upgrade station without it. From there, the game breaks wide open (though you still have to get the defense upgrade to be able to connect to where you can use the extra height you get from charging and jumping at the same time to intruder's hiding).
* ''VideoGame/{{Antichamber}}'': While there isn't an exact singular
sequence break. In Colossus, for instance, of puzzles that must be followed (the green and yellow block guns have multiple puzzles that lead directly to them), it is possible to skip reach the last ending without getting the red block gun through clever manipulation and careful management of blocks.
* One level of ''SuperScribblenauts'' has the starite stuck above
two gates sliding platforms. To move these and still get 100% the starite, Maxwell needs to get to two switches, requiring the player to shift around a sequence of rocks to make sure certain doors don't open. Or you can just click on the level by using this trick switches directly, even though Maxwell's nowhere near them, and the starite drops with no effort at all.
* ''VideoGame/TheWitness'': Due
to get on top of being able to [[spoiler:activate a pillar.
** In ''VideoGame/SpyroYearOfTheDragon'', it's
puzzle panel from any distance]] and the fact that the puzzles in the main game are not randomized, it is possible to exploit collision detection bugs to get into 'portals' which you shouldn't have access to yet, or to access them from [[spoiler:complete the swamp area in under a direction you're not supposed to, exit and skip most of a level as a result.
** Also, when you find yourself having to chase a thief to get eggs, it
minute. It is often also possible to jump onto directly complete the thief from a ledge last puzzle in the autumn forest without doing anything else (if you know the solution beforehand!), and the keep with only three puzzles instead of running after him.
** In ''VideoGame/SpyroEnterTheDragonfly'', you can phase through the second gate
five.]] Needless to say, these skips are used heavily in the Dragon Realms (the one that requires you to have the ice breath to unlock it) if you charge into it at a certain angle, allowing you to reach the last three levels early, though considering the game is so [[ObviousBeta buggy]] the fact this is possible isn't a surprise.
* In ''VideoGame/YoshisIsland'', it was possible to shoot an egg at the lone Piranha Plant at the end of Level 3-8, before triggering the cutscene where Kamek turns the Piranha Plant into Naval Piranha, the stage boss. Doing so would kill the Piranha Plant in one hit, resulting in an [[TheDevTeamThinksOfEverything alternate cutscene]] where Kamek flies in, screams "OH MY!!" in surprise and flies off, and you win the boss battle automatically.
speedruns.
[[/folder]]
[[folder:PuzzlePlatforming]]



* There are several points in ''VideoGame/{{Bugdom}}'' (but especially in level 2), where one can go out of the game. In level two, it requires walking forward while pressing against the grass until you break through. there you find a land of endless sand. Sometimes an ant can follow you through and kill you (but it's rare.)
* In ''VideoGame/TheCave'' if you take a second hot dog from the vending machine at the start, get it all the way to the zoo and avoid getting the character holding it eaten by the monster, you can skip most of that level.
* In ''VideoGame/CaveStory'', the fireplace in Chaco's house can be skipped (saving one more trip to collect Jellyfish Juice) by abusing knockback from the enemies outside.
* A few of the Achievements in ''VideoGame/FreedomPlanet'' involves the player to use their characters' abilities and bypass certain obstacles that would normally take up time to get through.
* In ''TheIncredibleMachine'' (aka TIM) series of games you can break many puzzles of the game using only few accurately placed items from the tool pool instead of creating the complex machine the creators - more or less - intended.
* In ''VideoGame/LaMulana'' (original version):
** You can jump right at the point where the Endless Corridor loops around and [[http://www.youtube.com/watch?v=h30jR6WpDpo go straight from the first level to the fifth level.]] You don't even need the Endless Key for this.
** The Mini Doll FetchQuest can be bypassed by jumping into the Sacrificial Pit and killing Shu with spears.
** To obtain the Ocarina, you don't need a pregnant Woman Statue if you just damage-boost through the walls in the sanctum in the Temple of Moonlight.
* There's a small bit of sequence breaking in the first level of ''VideoGame/SpyroTheDragon 2''. One of the three orbs is only accessible from the top of a high ledge that can be climbed. The player is supposed to reach the second world and buy the climb ability from Moneybags, but some careful gliding and skilled use of the superfly powerup placed in the last area of the level give you just enough distance to reach the ledge early.
** There are several instances where you can use the extra height you get from charging and jumping at the same time to sequence break. In Colossus, for instance, it is possible to skip the last two gates and still get 100% on the level by using this trick to get on top of a pillar.
* A speedrun video of ''VideoGame/{{Oddworld}}: Abe's Exoddus'' extensively uses a bug that allows Abe to climb through floors that he shouldn't be able to; in several instances, this allows a puzzle to be completed quicker than it should, but at about the halfway point, it is possible to use this bug in combination with a secret area to skip two large portions of the game.
* ''VideoGame/NewSuperMarisaLand'' has two secret exits that allow the player to skip entire worlds. 1-4 will take you to World 3, while 3-5 will take you to World 7. You can even [[spoiler: beat the World 7 boss, which takes you to the final area, without having collected a single mushroom!]]
*’’Franchise/SonicTheHedgehog’’:
** In ''VideoGame/Sonic3AndKnuckles'', the midboss of Ice Cap can be skipped if you're using Tails and fly above the midboss area. This causes a few glitches in Act 2, though. The Mecha Sonic "Nostalgia Boss" fights in Sky Sanctuary can also be skipped this way.
*** You can also glitch-dash through certain walls as Hyper Sonic, allowing you to reach areas normally reserved for Knuckles. Be warned, [[{{Unwinnable}} you may get stuck]], and encounter artifacts of the [[WebVideo/TheAngryVideoGameNerd Glitch Gremlin]].
**** You can also glitch-dash through the Flying Battery Act 2 boss so you end up on the other side of the barrier looking at Robotnik/Eggman. You can go almost to the top of the level but the clouds and boxes are glitched.
** While the actual game sequence generally isn't broken that often, 3D ''[[Franchise/SonicTheHedgehog Sonic]]'' games tend to have some acts that can be rather easily broken with glitches or a boost. This is particularly notable in ''VideoGame/SonicUnleashed'' (the HD version), which has a lot of individual speedrunning shortcuts (on each stage) that involve usage of the Sonic Boost at the right place/time to go past large portions of a stage.
*** The Night stages have a glitch that lets you attack your way through walls, and attacking a certain way allows you to extend your jump height slightly. Doing such tricks allows you to access shortcuts and even entire beta areas, although some require usage of barrels to gain extra height. One actually leads to an unfinished puzzle and an alternate goal ring!
** ''VideoGame/SonicColors'', a spiritual successor to ''Unleashed'''s daytime gameplay with the addition of powerups, has it even worse in some acts; in addition to the boost (which is still rather useful for speedruns, just less so,) the Cyan Laser Wisp is amazingly good at invoking this trope in the right hands; one guy got a time of less than 15 seconds on one of the Sweet Mountain acts using the Laser and some tricky jumping. For a notable non-laser example, it's possible to get normal Sonic through Asteroid Coaster Act 3 in less than five seconds by abusing enemy bounce physics you get from jumping on an enemy without releasing the A button. You can get into a WallJump position and combine it with the airdash to get onto a ledge you would normally need the Pink Spikes wisp to reach.
** ''VideoGame/SonicAdventure'' has plenty of glitches of its own, enough for sequence breaks to be prevalent. Casinopolis can be beaten within 15 seconds if you jump the right way and glitch through a wall.
*** Final Egg with Sonic can be finished in under a minute. The first section of the game has no real glitches, however the second section can be bypassed by getting inside the rotating fan which will not deactivate the death box allowing you to finish it stupid early. The third and final section is the worst. You can spin dash through a nearby wall behind the spider elevator, sending you into complete darkness, however if you steer correctly, you'll send Sonic falling down onto the end platform and finishing the stage.
*** Red Mountain has a large portion that can be skipped by less than 30 seconds in, Sonic can Spin Dash towards a rock on what appears to be a false wall which turns out to be real, then Spin Dash around this wall after landing on said rock and you'll put yourself near the entrance of the mountain. This can be broken further by activating the event lava rise box by glitching Sonic high enough to get the lava to rise to its highest height, bypassing the entire stage.
*** If you glitch correctly in Ice Cap with Sonic, the first section can be finished nearly in 5 seconds, the second section can be glitched right away through the large wooden door you have to find a way to open by running around, and you can glitch through a wall near the snowboarding section, allowing Sonic to run down the mountain instead, but he'll never activate the timer again, meaning that whatever time it said at the end of the second section of this stage is the time that'll finish when you reach the end of the stage regardless of how long it took.
*** Twinkle Park can be glitched as well with Sonic to allow for heavy sequence breaking. If you maneuver Sonic right, you'll skip the roller coaster. Go a step further and you can put yourself with a good Spin Dash jump right near the end of the stage.
*** A correct Spin Dash jump on Speed Highway can skip the last 30% of the first section. Another Spin Dash jump on the final section can throw you over the buildings to the exit, meaning Sonic doesn't have to run around them and waste any time.
*** If one does a good Spin Dash jump, they can skip the majority of the tornado simply by jumping in the right direction and landing on a spring, skipping the bridge and the trampoline.
*** Another good Spin Dash jump can bypass the entire final section of Sky Deck where the ship turns sideways. The player can put themselves right at the spring. If you can hit it before the ship flips entirely, you can actually finish the stage without having to monkey-bar around, then flip the ship back to a normal gravity.
*** Lost World can also be glitched with Sonic. A correct Spin Dash jump can throw Sonic through the door at the snake pool, bypassing the switch pressing section. The player has to perform this while standing on the stone snake head outside the snake pool.
** In ''VideoGame/SpyroYearOfTheDragon'', it's possible to exploit collision detection bugs to get into 'portals' which you shouldn't have access to yet, or to access them from a direction you're not supposed to, exit and skip most of a level as a result.
** Also, when you find yourself having to chase a thief to get eggs, it is often possible to jump onto the thief from a ledge instead of running after him.
** In ''VideoGame/SpyroEnterTheDragonfly'', you can phase through the second gate in the Dragon Realms (the one that requires you to have the ice breath to unlock it) if you charge into it at a certain angle, allowing you to reach the last three levels early, though considering the game is so [[ObviousBeta buggy]] the fact this is possible isn't a surprise.
* Some of the early ''VideoGame/TombRaider'' games have enemies already spawned in the level, but they aren't "alive" until you pass a certain trigger that turns them on. If you approach certain parts of the level wrong via glitches, you can see enemies that are frozen and won't attack, but you can't hit them.
* In ''VideoGame/YoshisIsland'', it was possible to shoot an egg at the lone Piranha Plant at the end of Level 3-8, before triggering the cutscene where Kamek turns the Piranha Plant into Naval Piranha, the stage boss. Doing so would kill the Piranha Plant in one hit, resulting in an [[TheDevTeamThinksOfEverything alternate cutscene]] where Kamek flies in, screams "OH MY!!" in surprise and flies off, and you win the boss battle automatically.



* In ''VideoGame/ArcanumOfSteamworksAndMagickObscura'', it is possible to skip the annoying plot to find the location of dark elf village by simply going to where the book with the location is [[spoiler:and digging it up from the grave in Rosebougrh]].
** More than 90% of the main questline can be skipped entirely by [[spoiler: going to Stringy Pete at your earliest convenience, killing him and using his ship to get to the Isle of Thanatos(his ship always has this destination available) to meet with Nasrudin. If Nasrudin is killed the player will automatically be banished to the Void where he can proceed to fight Kerghan. Killing Kerghan without the Vendigroth device requires Kryggird's Falchion, a unique sword that is, conveniently enough, also found in the void.]]



* ''VideoGame/{{Earthbound}}'' has a set order for My Sanctuary spots, but you can skip some. Naturally, this leads to [[TheDevTeamThinksOfEverything the dev team forseeing this]] and coding the final My Sanctuary cutscene, but only in the spots you could possibly do last.
** One can also glitch through certain cliffs, especially in Peaceful Rest valley, saving you some time.
** One bizarre example is the Summers Museum. The exhibit you're required to visit to proceed through the game has two enemies to fight. The enemies only move when you do, and you will collide with both of them if you talk to the NPC and then try to leave, unless you are VERY careful with your steps, in which case you can exit the room having only fought one. It might save you some time. The enemy also stays there for the rest of the game, so if you beat the game and decide to enter that room in the PlayableEpilogue you get to have the only Post-Game fight. Get a game over, and the game glitches out.



* In ''VideoGame/LandsOfLore 2'', the path to the Savage Jungle is closed off by an InsurmountableWaistHeightFence until the player has fulfilled the Old Caves quest. However, it is possible to get past that fence by jumping around in lizard form. When you get to the Savage Jungle, the game will treat you as if you had gotten there properly. You will, however, not possess a crucial item, meaning that the good path is not open to you - you'll have to play evil to ever see the end of the game. It is also possible to explore the ruins in the caves without getting the flute you need to summon the elevator by jumping down, taking some damage in the process.
* ‘’Franchise/{{Lufia}}’’:
** Once you get the ship in ''VideoGame/LufiaAndTheFortressOfDoom'', it's possible to reach areas you're not meant to visit until later in the game, allowing you to purchase much stronger equipment and grind against tougher enemies. One particular dungeon can be completed before the game requires you to—[[TheDevTeamThinksOfEverything if you do]], the boss at the top won't be present and you can obtain the otherwise-RareRandomDrop Might Helm from the chest that will later contain a needed key.
** In ''VideoGame/LufiaTheLegendReturns'', visiting the Monster Track before the plot requires you to will earn you a [[LethalJokeItem Bunny Blade]].
* In ''Metal Saga'' while it's a sandbox game without a particular order to follow it's strongly expected of you to fight and level up until you can safely reach the last town, as the monsters become increasingly more powerful and if you are weak enough you can't even do scratch damage to them while they do a one-hit kill. However, with you can fleeing the random battles and go to the town with the train. The train can bypass most of the towns and you can also gamble enough to have tons of cash for the powerhouse weapons you can buy at the last town. When you're at the last town, you can buy rail guns and other cutting edge equipment before returning to whatever town you want to. With your new kit, your dune buggy and whatever tank you managed to find will have early enemy attacks bouncing off for no damage. After at, everything except but the final stages becomes a cake walk.
* ''VideoGame/{{Mother}}'' allows for massive sequence breaking. It's possible skip Ana and Teddy entirely, because they're not needed in order to finish the game. However, Loid is needed to clear the path to the train station and to reach EVE. Simply don't go to Snowman or Ellay, however most enemies will be harder to kill due to playing with less party members. When the ending is shown, it will show what happened to Ana and Teddy, even though you never met them.
** In the seventh chapter of ''VideoGame/{{Mother 3}}'', there are several needles that are able to be done in any order; for example, you can do the volcano dungeon before getting Kumatora. Of course, this can make some bosses annoyingly difficult, because you don't have the experience that the game expects you to have.
* ''VideoGame/PaperMarioTheThousandYearDoor'' deals with squence breaking a quite a clever way: At one point there's a character who, if you know their real name, you can defeat them. The game pulls up a naming screen so you can guess the name exactly. Naturally you get it wrong, and so go on a quest to find his real name. What's stopping a person who played the game before or looked the name up from putting it in from the start? Well, he ALSO stole one of the letters from the naming screen, and the quest that ends with you finding out his real name also rewards you with the missing letter, which is part of his name.



* In ''VideoGame/SuikodenII'', walking into a specific gate will push it right off its hinges and allow you to skip far ahead in the story, encountering monsters many times your current level and recruiting characters with no good reason to join your army just yet. Alas, move too far forward and you risk glitching the game beyond repair, but if you can survive just one fight, you'll gain enough experience to breeze through the game for a long while.



[[/folder]]

to:

* In ''VideoGame/{{WildARMs1}}'', you're given the opportunity to choose to do a quest chain in Saint Centour or bypass it and do Port Timney first. The idea is that you will eventually do both because there is one magic key in each town, and you need both to make it past two locked doors to progress with the game. However, you can use the [[GoodBadBugs 255 item glitch]] to simply copy the key from Port Timney and completely bypass Saint Centour and its area dungeon, Cage Tower. This makes visiting the town later on a little odd as certain characters act and speak as if the town is completely empty when it... isn't.
[[/folder]]



* The player in [[http://www.youtube.com/watch?v=TwoNHqjn08M&feature=channel this video]] beat ThatOneLevel in ''VideoGame/BattalionWars 2'' by sending his Infantry directly to the enemy Airbase - normally you're supposed to defend your own Airbase first.
** In the first game, you could beat the mission "Black Gold" with one unit (and the required bomber at the end) using some clever combat rolls and dodging tank fire.



* In ''VideoGame/CreeperWorld''[='=]s final level, you're supposed to build up your defences to keep the Creeper from climbing over the wall or through the narrow pass, long enough for the tech for [[ForgottenSuperweapon The Thor]] to appear outside the walls. You then need to establish a few weapons outside the walls to keep the area clear long enough to grab the needed tech. However, there's nothing keeping you from continuing to build outside the walls, pushing the creeper back, capping all eight Creeper emitters, and activating the totems to finish the level without ever building Thor. This used to result in the game crashing, but was patched in later editions to take the feat into account.
* In ''VideoGame/DawnOfWar: Dark Crusade'' when you assault the home region of the Space Marines, your sole objective is to destroy their HQ. If you play as Tau, and have upgraded your Commander sufficiently, which includes euqipping him with a JetPack, stealth gear and a metric Frakton of firepower, he'll be perfectly capable to bypass all the enemy defences, tuck away in the corner of the enemy base and gradually pick off at the HQ untill it's gone. Whereupon you will be treated to a cutscene where your army advances against the valiant defenders of the base and overwhelmes their resistance, none of which actually happened.
** Similarly, when attacking the SpaceMarine base as [[RedShirtArmy Imperial Guard]], you can capture the enemy's [[KillSat Orbital Strike]], use your [[EnemyScan Auspex]] to find the enemy HQ and then drop the orbital strike on it.
** As Necrons you can do the same against the Imperial Guard in their stronghold. Rather than bother with multiple units of guardsmen, artillery, Leman Russ tanks etc, just upgrade your Necron Lord with Essence of the Nightbringer, then teleport along the river which has multiple small islands. Since your only objective is to destroy the enemy HQ, teleport there, use the essence and rip it down. Doing this however prevents the chance to capture and use the absolutely awesome Titan cannon for the mission.
** In Soulstorm, the Dark Eldar stronghold starts as a BaselessMission where you rescue units held in torture cages. The final units are builders, which you're supposed to use to build an HQ building and then a base, and from there destroy the Soul Cages and the Dais of Destruction. However, it turns out they can also build basic production buildings (but not generators), and the Dark Eldar won't attack until you've completed your HQ building. It is entirely possible to beat the map in less than half an hour by overwhelming the Dais of Destruction with your cheapest infantry.
*** Flying and jump-capable units as a whole can do this. Nearly every map that has hard-to-reach objectives that must be destroyed to continue (Eldar, Chaos, Sisters...) can be taken out by sufficient application of airborne firepower, leaving your main force to defend the base.
** Any objective in Dark Crusade or Soulstorm can be completely broken by the guardsmen using a combination of the Auspex and Basilisks to destroy them. Most stronghold missions will devolve into "how fast can I build up 3 basilisks and get close enough to their base" rather than completing objectives.
** The Eldar stronghold in Soulstorm is protected by a series of holographic cliffs, requiring you to destroy their projectors to reveal the path. However, since you know the actual location of the base, if playing as the Necrons you can simply teleport an upgraded Monolith into their base after destroying only one of them. Then, because it still counts as a building, it can be used to teleport in the entire rest of the army.
** The mission "Sacrifice" in the original ''VideoGame/DawnOfWar'' is a difficult battle where you are expected to first clear your side of the map out, and then cross the river that divides it before fighting through heavy Eldar defences. If you're not feeling up to doing the gauntlet with an attack force, however, a large force of Assault Marines and Land Speeders jumped across the river can clear the north side out fairly easily.



* In ''VideoGame/TotalAnnihilation'', there are many missions in which sequence breaking can be applied. Most notably in Arm Campaign mission 3, "Spider Technology". The briefing tells you to clear a path for 4 spiders, and then get them to your starting area. However, the enemy defense is so weak that sending the spiders off first thing will win you the mission.
** Similarly, in some missions where your objective is to destroy or capture a specific building, you can simply have your commander immediately walk to the objective, and with some luck, accomplish the objective before they kill you.



[[folder:StealthyGames]]
* One of the reasons the NES port of ''VideoGame/MetalGear'' was hated so much was because it replaced a linear sequence where your CO would start lying to you and trying to trick you with an irritating puzzle involving trucks, which meant you could end up places you really shouldn't be in yet. And, thanks to bad programming, you can actually ''walk past'' any boss which doesn't drop an item (Machinegun Kid, the Twin Shot, and the Tank) allowing you to skip most of the game, including rescuing the MadScientist and [[MadScientistsBeautifulDaughter his daughter]]. When you reach the Super Computer at the end, the programmers actually made it impossible to blow it up without having done everything. That said, a glitch made it possible to skip the Super Computer as well.
* The [=GameCube=] remake of ''VideoGame/MetalGearSolid'' allows for some skips by way of the expanded hanging mechanics from [=MGS2=] -- in particular, there are now a pair of steam and nitrogen pipes in REX's hangar that one can drop down to to skip the whole freezing and warming the PAL key sequence.
* In ''VideoGame/ThiefTheDarkProject'' you can skip most of the "Return To The Cathedral" level by simply using a skull as a door-stop. If you prevent the entrance door from closing, then when the intelligent gem you have to steal locks the doors on you it doesn't do anything and you don't have to appease a priest ghost to get the explosives needed to blow open the side door. This lowers the difficulty of the level from much harder than the rest of the game to simply very hard.
** You have to be careful about sequence breaking in this game. In an earlier level "The Lost City", you can get the water talisman early by jumping across a moat of lava without the bridge extended. Doing so leaves you in an unwinnable situation, since you cannot jump back. This is not an issue in the gold version, where the water talisman isn't in the lost city.

to:

[[folder:StealthyGames]]
[[folder:ShootingGames]]
* One A level in ''Franchise/StarWars: VideoGame/RogueSquadron II'' requires the player to take down an [[CoresAndTurretsBoss Imperial Star Destroyer]]. You're supposed to do this after defending a Rebel frigate from a squad of TIE fighters (which conveniently gives the Empire craft time to attack another Rebel ship and therefore set up the next level), but the boss can be attacked at the start of the reasons the NES port of ''VideoGame/MetalGear'' was hated so much was because it replaced a linear sequence where your CO would start lying to you level and trying to trick you with an irritating puzzle involving trucks, which meant you could end up places you really shouldn't be in yet. And, thanks to bad programming, you can it's actually ''walk past'' any boss which doesn't drop an item (Machinegun Kid, easier to attack it first, because this skips the Twin Shot, and need to fight the Tank) allowing others. In fact, you more or less have to skip most of do this to obtain the game, including rescuing medal for the MadScientist and [[MadScientistsBeautifulDaughter his daughter]]. When mission.
** In fact,
you reach the Super Computer at the end, the programmers don't even have to actually made it impossible to blow it up without having done everything. That said, a glitch made it possible to skip fight the Super Computer as well.
* The [=GameCube=] remake of ''VideoGame/MetalGearSolid'' allows for some skips by way of
Star Destroyer--just find the expanded hanging mechanics from [=MGS2=] -- in particular, there are now a pair of steam bridge with your targeting computer and nitrogen pipes in REX's hangar that one can drop down to to skip the whole freezing and warming the PAL key sequence.
* In ''VideoGame/ThiefTheDarkProject'' you can skip most of the "Return To The Cathedral" level by simply using a skull as a door-stop. If you prevent the entrance door from closing, then when the intelligent gem you have to steal locks the doors on you it doesn't do anything
[[SuicideAttack crash into it]]. End cutscene immediately starts, and you don't have to appease lose a priest ghost to get life.
** In
the explosives needed to blow open the side door. This lowers the difficulty of the level from much harder than the rest of the game to simply very hard.
** You have to be careful about sequence breaking in this game. In an earlier level "The Lost City",
original ''Rogue Squadron'', one mission requires you can get the water talisman early by jumping across to kill a moat number of lava radar towers in a canyon without being detected. It's possible to skip this section by glitching through the bridge extended. Doing so canyon wall, but it leaves you in an unwinnable situation, since you cannot jump back. This is not an issue in your speeder badly damaged. Good luck taking on the gold version, where the water talisman isn't in the lost city.Imperial base.



[[folder:TextAdventure]]
* In an old UsefulNotes/AppleII game called ''The Alpine Encounter'', you had to find an urn with spy information in it within two days in a ski resort. The game has an incredibly elaborate sequence of how the urn is passed from enemy agent to enemy agent that remains the same each game; the trick being when you can intercept a drop-off. If you don't go ''anywhere'' until 9:45am (you can simply type "wait 2 hours") on the first day, and stay at the front desk entrance, you can steal the first spy's luggage containing the urn and call the Inspector (someone you shouldn't have met yet) and give the urn to him. This should take about ''30 seconds''.
* In ''A Change in the Weather'', Andrew Plotkin's first published text adventure, you can ''skip the entire game''. The game begins with the player character at a picnic, out of earshot of his friends, being moody. He wanders off to be alone, and then a sudden rainstorm occurs and he has to go through a series of events to avoid catching pnuemonia. Having done that, the game is then won by returning to the starting area and going back to the picnic and his friends. It was soon discovered that the same ending can be achieved by simply going back to the picnic at the start. When this was brought up, Plotkin delivered the immortal response: "Yes, it's intentional."

to:

[[folder:TextAdventure]]
[[folder: SimulationGames]]
* In an old UsefulNotes/AppleII game called ''The Alpine Encounter'', ''[[VideoGame/CityBuildingSeries Zeus: Master of Olympus]]'' the most challenging campaign was the Trojan War, which put you had to find an urn with spy information in it within two days in a ski resort. the shoes of the Greek forces. The game has an incredibly elaborate early part of the campaign was a lead-up to the actual war and Troy's military might was actually lower than once the war began. With a bit of delay and building up your forces, it was entirely possible to conquer Troy ''before the war even began''.
* In ''[[VideoGame/{{X}} X3: Terran Conflict]]'', the intended order to complete the plotlines is [[JustifiedTutorial Terran Plot]] → [[BigBadassBattleSequence Operation: Final Fury]] → Goner Plot → [[FetchQuest Hub Plot]] → [[PlayerHeadquarters HQ Plot]] → [[BigBadassBattleSequence Aldrin Expansion]] → Treasure Hunt → New Home Plot → Balance of Power. Though none of the individual plots allow for internal
sequence breaking (i.e. you can't skip missions), it is very easy to complete certain plots out of how order. Players have reported finishing the urn is passed from enemy agent to enemy agent that remains Goner Plot before the same each game; Terran Plot, and the trick being when Aldrin Expansion only requires you can intercept a drop-off. If you don't go ''anywhere'' until 9:45am (you can simply type "wait 2 hours") on to have completed the first day, and stay at half of the front desk entrance, you can steal the first spy's luggage containing the urn and call the Inspector (someone you shouldn't have met yet) and give the urn to him. This should take about ''30 seconds''.
* In ''A Change in the Weather'', Andrew Plotkin's first published text adventure, you can ''skip the entire game''. The game begins with the player character at a picnic, out of earshot of his friends, being moody. He wanders off to be alone, and then a sudden rainstorm occurs and he has to go through a series of events to avoid catching pnuemonia. Having done that, the game is then won by returning to the starting area and going back to the picnic and his friends. It was soon discovered that the same ending can be achieved by simply going back to the picnic at the start. When this was brought up, Plotkin delivered the immortal response: "Yes, it's intentional."
Hub plot.



[[folder:ThirdPersonShooters]]
* ''{{Postal}} 2'' has several of these. When the library is set on fire, the fastest way out is blocked by a wall of flames which is instant death to touch. However, if you set yourself on fire with gasoline (which is only damage over time), the game reads you as already taking fire damage and the wall of flames becomes harmless, giving you a speedy exit. Likewise, in the junkyard, the guard dogs throw you high in the air when you take a hit... letting you "jump" over a downed ladder and quickly get out.
** At one point, the Postal Dude is kidnapped by rednecks and put into a gimp outfit (part of a ''Film/PulpFiction'' parody). There's a cutscene where he realizes this and adds "Pick up laundry" to his errand list. During the escape from the redneck cabin, a ''very'' well-timed crouching jump allows the player to skip the "I'm the gimp!" cutscene, which prevents the "Pick up laundry" errand from activating and allows a quick completion of the level.

to:

[[folder:ThirdPersonShooters]]
[[folder:SportsGames]]
* ''{{Postal}} A minor one in ''WWF Smackdown 2'' has several of these. When the library is set on fire, the fastest way out to is blocked by a wall of flames which is instant death to touch. However, if you set add your character to a title division and then remove everyone but yourself on fire with gasoline (which is only damage over time), the game reads you as already taking fire damage and the wall of flames becomes harmless, giving champion. You will now be ranked #2, even after you put everyone else back in. You'll instantly have a speedy exit. Likewise, in title shot once you play Season Mode with that character. This saves many hours of having to work your way up the junkyard, the guard dogs throw you high in the air when you take a hit... letting you "jump" over a downed ladder and quickly get out.
** At one point, the Postal Dude is kidnapped by rednecks and put into a gimp outfit (part of a ''Film/PulpFiction'' parody). There's a cutscene where he realizes this and adds "Pick up laundry" to his errand list. During the escape from the redneck cabin, a ''very'' well-timed crouching jump allows the player to skip the "I'm the gimp!" cutscene, which prevents the "Pick up laundry" errand from activating and allows a quick completion of the level.
ranks.



[[folder:Other]]
* Not even {{Game Mod}}s are safe from this trope. Examples:
** "Protean Cybex," the sixteenth level of the ''VideoGame/{{Doom}} II'' [[GameMod total conversion]] ''[=HacX=]'', requires you to push a series of buttons, eventually revealing a switch in the center which ends the level when pressed. Problem is, it's located right behind where the player starts, and because of how the engine handles switches, you can end the level right after it begins just by turning around and clicking at the air.
** "[[http://numa.notdot.net/map/476 Mind Swamp That WORKS LOL]]," highlighted in the [[http://numa.notdot.net/ NUMA]] [[http://jeffkillian.com/NUMA.htm new user guide]] as one example of a bad {{N}} map, seems to be ridiculously tough to finish... unless you exploit a bug that lets you activate the exit long before you ever get there.

to:

[[folder:Other]]
[[folder:StealthyGames]]
* Not even {{Game Mod}}s are safe from this trope. Examples:
** "Protean Cybex," the sixteenth level
One of the ''VideoGame/{{Doom}} II'' [[GameMod total conversion]] ''[=HacX=]'', requires reasons the NES port of ''VideoGame/MetalGear'' was hated so much was because it replaced a linear sequence where your CO would start lying to you and trying to trick you with an irritating puzzle involving trucks, which meant you could end up places you really shouldn't be in yet. And, thanks to bad programming, you can actually ''walk past'' any boss which doesn't drop an item (Machinegun Kid, the Twin Shot, and the Tank) allowing you to push a series skip most of buttons, eventually revealing the game, including rescuing the MadScientist and [[MadScientistsBeautifulDaughter his daughter]]. When you reach the Super Computer at the end, the programmers actually made it impossible to blow it up without having done everything. That said, a switch glitch made it possible to skip the Super Computer as well.
* The [=GameCube=] remake of ''VideoGame/MetalGearSolid'' allows for some skips by way of the expanded hanging mechanics from [=MGS2=] -- in particular, there are now a pair of steam and nitrogen pipes in REX's hangar that one can drop down to to skip the whole freezing and warming the PAL key sequence.
* The "Team" objectives in ''VideoGame/SyphonFilter: The Omega Strain'' are only meant to be completed in co-op gameplay, however, some of them can be accomplished solo, such as rescuing the wounded SWAT officers
in the center third mission.
* A certain stealth mission in ''[[VideoGame/{{SyphonFilter}} Syphon Filter 2]]'' involves a mountain bridge,
which ends is rigged with bombs, and is guarded by a small army of mooks. Two minutes after level starts, their captain gives an order to blow these bombs; so you're expected to find a silent weapon, dispatch of him before that happens (without raising alarm, of course), and continue searching for bombs without any time limit. However, it's totally possible to [[{{Badass}} disarm all four bombs in these two minutes, without breaking stealth as well]]. For some reason, you still lose the mission when the timer reaches 00.
* In ''VideoGame/ThiefTheDarkProject'' you can skip most of the "Return To The Cathedral" level by simply using a skull as a door-stop. If you prevent the entrance door from closing, then when the intelligent gem you have to steal locks the doors on you it doesn't do anything and you don't have to appease a priest ghost to get the explosives needed to blow open the side door. This lowers the difficulty of
the level when pressed. Problem is, it's located right behind from much harder than the rest of the game to simply very hard.
** You have to be careful about sequence breaking in this game. In an earlier level "The Lost City", you can get the water talisman early by jumping across a moat of lava without the bridge extended. Doing so leaves you in an unwinnable situation, since you cannot jump back. This is not an issue in the gold version,
where the player starts, and because of how the engine handles switches, you can end the level right after it begins just by turning around and clicking at the air.
** "[[http://numa.notdot.net/map/476 Mind Swamp That WORKS LOL]]," highlighted
water talisman isn't in the [[http://numa.notdot.net/ NUMA]] [[http://jeffkillian.com/NUMA.htm new user guide]] as one example of a bad {{N}} map, seems to be ridiculously tough to finish... unless you exploit a bug that lets you activate the exit long before you ever get there.lost city.



* In ''VideoGame/ArcanumOfSteamworksAndMagickObscura'', it is possible to skip the annoying plot to find the location of dark elf village by simply going to where the book with the location is [[spoiler:and digging it up from the grave in Rosebougrh]].
** More than 90% of the main questline can be skipped entirely by [[spoiler: going to Stringy Pete at your earliest convenience, killing him and using his ship to get to the Isle of Thanatos(his ship always has this destination available) to meet with Nasrudin. If Nasrudin is killed the player will automatically be banished to the Void where he can proceed to fight Kerghan. Killing Kerghan without the Vendigroth device requires Kryggird's Falchion, a unique sword that is, conveniently enough, also found in the void.]]
* In ''TheIncredibleMachine'' (aka TIM) series of games you can break many puzzles of the game using only few accurately placed items from the tool pool instead of creating the complex machine the creators - more or less - intended.
* In VideoGame/{{Dark Souls}}, there's an item called Master Key which you can get from the very beginning. This item lets you skip several annoying parts of the game.
** You can also sequence break by entering Valley of Drakes and [[BeefGate defeating the drakes in the region]], [[IndyEscape or by just running past them if you're good at dodging their attacks.]][[note]]You don't even need to go near the drakes to get to Blighttown if you have the master key and go in through New Londo Ruins[[/note]] This lets you skip the entirety of The Depths (including the [[ThatOneBoss infamous Capra Demon]]) and [[ThatOneLevel most of Blighttown]]. It also lets you get the [[TurningRed Red]] [[LimitBreak Tearstone]] [[CriticalStatusBuff Ring]] earlier, which is incredibly useful against most bosses, again, [[DifficultButAwesome if you're good at dodging.]]
** You can skip most of Lost Izalith by donating 30 humanity to Quelaag's Sister.
** Finally, there are several areas that can be skipped with some really precise jumping - Painted World of Ariamis, for example, can be cleared in minutes.
* ''VideoGame/{{Mother}}'' allows for massive sequence breaking. It's possible skip Ana and Teddy entirely, because they're not needed in order to finish the game. However, Loid is needed to clear the path to the train station and to reach EVE. Simply don't go to Snowman or Ellay, however most enemies will be harder to kill due to playing with less party members. When the ending is shown, it will show what happened to Ana and Teddy, even though you never met them.
* In the seventh chapter of ''VideoGame/{{Mother 3}}'', there are several needles that are able to be done in any order; for example, you can do the volcano dungeon before getting Kumatora. Of course, this can make some bosses annoyingly difficult, because you don't have the experience that the game expects you to have.
* ''VideoGame/TailsAdventure'' can be finished without the Wrench. But then you won't be able to backtrack through the final stage, unless you have the Teleport item.
* Pretty much the entire tutorial section of ''VideoGame/SystemShock2'', a good 10-15 minutes of gameplay, can be skipped simply by knowing the passcode to the Engineering Bay ([[spoiler: 12451]]) beforehand.
** By carefully placing a wrench on the floor in ''VideoGame/SystemShock 2'', you can keep an area from sealing. This does not only make a lot of dialogue make no sense, it also allows you to bypass a mission that resolves around finding a recharge station (since the one behind the doors is supposedly in hard vacuum). This confuses the game a bit.
* In ''VideoGame/BunnyMustDie'', you can beat the game without the Gears. Without the Gears, you cannot ''walk to the right.'' Seriously. And [[spoiler:Chelsea]] can get the Green Orb in the final area in a very early point of the game. In fact, Chelsea can get almost every item in the game before her third boss fight.
** The first boss fight can be skipped. If you fight her later, she'll be very upset at your sequence breaking and fight you much more viciously, with stronger and faster attacks.

to:

[[folder:SurvivalHorror]]
* In ''VideoGame/ArcanumOfSteamworksAndMagickObscura'', it is ''VideoGame/HauntingGround'': Several of the game's puzzles can be completed early or bypassed entirely during a second run. Special mention goes to the Lorenzo Glitch, which allows the player to cut out everything between Riccardo's defeat in the Water Tower and [[spoiler:Young!]]Lorenzo's Boss Battle in the House of Truth by triggering a cutscene early using a Luminescent.
* Incredibly minor, but
possible in one instance ''VideoGame/ResidentEvil''. A puzzle requires you to grab one item, run to the other side and grab the second item before a statue spots you. Or you can stand on the edge of a table and just reach for the second item, skipping the running part.
[[/folder]]
[[folder:TabletopRPG]]
* In ''TabletopGame/DungeonsAndDragons'', one tactic that's sure to have your DM pissed at you is to scry on a dungeon's FinalBoss, then use a teleport spell to head right to its lair, bypassing the entire dungeon. Nowadays, there are official spells meant to counteract this tactic; there are spells to block certain areas from being teleported into, spells to redirect teleports into another area entirely, and still more spells to delay an incoming teleport for a number of rounds and warn the villain so that he can be ready to deal with the party. Still, "Scry and Die" maneuvers are a tactic of first resort, and if the villain isn't a magic-user, it can begin to stretch suspension of disbelief for the [=DM=] to come up with way to thwart them.
** Some D&D adventures, especially from the early days of the game, overlook SequenceBreaking opportunities because their authors assumed the game was 100% combat. In the module "Curse of Xanathon", it's expected that the heroes, discovering the villain can't be killed by their attacks, will immediately set out on a FetchQuest for his SoulJar. If they simply ''tackle'' the guy, tie him up, and gag him, they can drag the BigBad off to jail and thus foil his evil plans before they're even halfway through the module.
** The "tackle, tie and suffocate" tactic became popular enough that some interactive/convention Living Greyhawk modules assumed you could do this to an unkillable bad guy, or otherwise would come up with a creative solution. The sequence breaker became an expected tactic.
** In the D&D podcast ''Podcast/TheAdventureZone'', the players accidentally
skip a long-sounding sequence by figuring out how to operate an enchanted map through [[TryEverything trial and error]] and getting pointed straight to their intended destination.
[[//folder]]
[[folder:TacticalRPG]]
* While you can't skip levels, you can definitely skip or avoid entirely scripted events that happen in a level in ''Franchise/FireEmblem''. Most of
the annoying plot time this is expected, as they give you the tools to do it and you get lower turn counts. Fight your way through the army and activate flags for reinforcements, other characters and extra bosses to appear... or use a warp staff to teleport a powerful character to the boss and kill him and finish the level, skipping the hullabaloo.
** Other examples include the character recruitment sidequests in ''VideoGame/FireEmblemAwakening''. Most of them involve fighting your way to the unit you need to recruit and hope they survive until you make it, especially as the pretense involves those characters being in trouble and needing rescuing. Or you can use a Rescue Staff to teleport them to you from afar. With a high enough magic stat the range on the rescue staff can be such that you might not even need to move from the starting position. Then you can play through the level without worrying about making it to your distressed ally along the way. Especially notable in the level you get Nah: you're supposed to solve a puzzle involving the patterns of the constantly breaking and reconstructing walls to make it to her, as she appears to be in a completely closed off area. With the Rescue staff you can ignore that.
** There are also times when the designers DON'T expect it, leading to truly odd things. Examples can be as minor as getting a support conversation that references a supposedly past event as its happening, to GameBreakingBug status when a level is scripted to continue after the death of certain characters, and you somehow manage to save them, at which point the game doesn't know what to do.
[[/folder]]
[[folder:TextAdventure]]
* In an old UsefulNotes/AppleII game called ''The Alpine Encounter'', you had
to find an urn with spy information in it within two days in a ski resort. The game has an incredibly elaborate sequence of how the location urn is passed from enemy agent to enemy agent that remains the same each game; the trick being when you can intercept a drop-off. If you don't go ''anywhere'' until 9:45am (you can simply type "wait 2 hours") on the first day, and stay at the front desk entrance, you can steal the first spy's luggage containing the urn and call the Inspector (someone you shouldn't have met yet) and give the urn to him. This should take about ''30 seconds''.
* In ''A Change in the Weather'', Andrew Plotkin's first published text adventure, you can ''skip the entire game''. The game begins with the player character at a picnic, out
of dark elf village earshot of his friends, being moody. He wanders off to be alone, and then a sudden rainstorm occurs and he has to go through a series of events to avoid catching pnuemonia. Having done that, the game is then won by returning to the starting area and going back to the picnic and his friends. It was soon discovered that the same ending can be achieved by simply going to where the book with the location is [[spoiler:and digging it up from the grave in Rosebougrh]].
** More than 90% of the main questline can be skipped entirely by [[spoiler: going to Stringy Pete at your earliest convenience, killing him and using his ship to get
back to the Isle of Thanatos(his ship always has picnic at the start. When this destination available) to meet with Nasrudin. If Nasrudin is killed was brought up, Plotkin delivered the player will automatically be banished to the Void where he can proceed to fight Kerghan. Killing Kerghan without the Vendigroth device requires Kryggird's Falchion, a unique sword that is, conveniently enough, also found in the void.]]
* In ''TheIncredibleMachine'' (aka TIM) series of games you can break many puzzles of the game using only few accurately placed items from the tool pool instead of creating the complex machine the creators - more or less - intended.
* In VideoGame/{{Dark Souls}}, there's an item called Master Key which you can get from the very beginning. This item lets you skip several annoying parts of the game.
** You can also sequence break by entering Valley of Drakes and [[BeefGate defeating the drakes in the region]], [[IndyEscape or by just running past them if you're good at dodging their attacks.]][[note]]You don't even need to go near the drakes to get to Blighttown if you have the master key and go in through New Londo Ruins[[/note]] This lets you skip the entirety of The Depths (including the [[ThatOneBoss infamous Capra Demon]]) and [[ThatOneLevel most of Blighttown]]. It also lets you get the [[TurningRed Red]] [[LimitBreak Tearstone]] [[CriticalStatusBuff Ring]] earlier, which is incredibly useful against most bosses, again, [[DifficultButAwesome if you're good at dodging.]]
** You can skip most of Lost Izalith by donating 30 humanity to Quelaag's Sister.
** Finally, there are several areas that can be skipped with some really precise jumping - Painted World of Ariamis, for example, can be cleared in minutes.
* ''VideoGame/{{Mother}}'' allows for massive sequence breaking. It's possible skip Ana and Teddy entirely, because they're not needed in order to finish the game. However, Loid is needed to clear the path to the train station and to reach EVE. Simply don't go to Snowman or Ellay, however most enemies will be harder to kill due to playing with less party members. When the ending is shown, it will show what happened to Ana and Teddy, even though you never met them.
* In the seventh chapter of ''VideoGame/{{Mother 3}}'', there are several needles that are able to be done in any order; for example, you can do the volcano dungeon before getting Kumatora. Of course, this can make some bosses annoyingly difficult, because you don't have the experience that the game expects you to have.
* ''VideoGame/TailsAdventure'' can be finished without the Wrench. But then you won't be able to backtrack through the final stage, unless you have the Teleport item.
* Pretty much the entire tutorial section of ''VideoGame/SystemShock2'', a good 10-15 minutes of gameplay, can be skipped simply by knowing the passcode to the Engineering Bay ([[spoiler: 12451]]) beforehand.
** By carefully placing a wrench on the floor in ''VideoGame/SystemShock 2'', you can keep an area from sealing. This does not only make a lot of dialogue make no sense, it also allows you to bypass a mission that resolves around finding a recharge station (since the one behind the doors is supposedly in hard vacuum). This confuses the game a bit.
* In ''VideoGame/BunnyMustDie'', you can beat the game without the Gears. Without the Gears, you cannot ''walk to the right.'' Seriously. And [[spoiler:Chelsea]] can get the Green Orb in the final area in a very early point of the game. In fact, Chelsea can get almost every item in the game before her third boss fight.
** The first boss fight can be skipped. If you fight her later, she'll be very upset at your sequence breaking and fight you much more viciously, with stronger and faster attacks.
immortal response: "Yes, it's intentional."



* In ''VideoGame/StarControl 2'', you can explore the galaxy, meeting new aliens, doing quests for them, and [[PlotCoupon collect important artifacts from them]], which you need to defeat the {{Big Bad}}s. Or you can wait until the [[OmnicidalManiac Kohr-Ah]] start killing everyone and just loot the deserted homeworlds. This was probably intentional.
** Another, much more difficult sequence break: you are ''supposed'' to ally with the Earth Starbase first thing in the game. The creators' way of enforcing this was to spawn a Slylandro Probe ''every day'' you spend in Hyperspace before you do. If you're good enough, though, you can pick up Fwiffo, use him to kill Probes, fly over to the Pkunk for their gift of ships, and spend the rest of the game relying on gifted ships and milking the Pkunk's resurrection for crew, all while your flagship has the speed and maneuerability of a one-legged cow. You can play all the way up to freeing the Chmmr, at which point the game crashes because it automatically brings you to the Starbase. The Ur-Quan Masters rerelease fixes the crash at this point, allowing you to win the game this way.
*** To elaborate on how hard this is: Not only are you limited to the slowest possible speed with no ship upgrades (meaning it is impossible to outrun anything, so you have to fight every single probe and enemy, and that if your only planetary lander gets destroyed you're screwed up big time), you also have no ability to escape a fight. This has further side effects, such as forcing you to find about the Deep Children from someone other then the Mycon, since they will attack you in an inescapable and unwinnable fight every time you visit.
* In ''VideoGame/Sonic3AndKnuckles'', the midboss of Ice Cap can be skipped if you're using Tails and fly above the midboss area. This causes a few glitches in Act 2, though. The Mecha Sonic "Nostalgia Boss" fights in Sky Sanctuary can also be skipped this way.
** You can also glitch-dash through certain walls as Hyper Sonic, allowing you to reach areas normally reserved for Knuckles. Be warned, [[{{Unwinnable}} you may get stuck]], and encounter artifacts of the [[WebVideo/TheAngryVideoGameNerd Glitch Gremlin]].
*** You can also glitch-dash through the Flying Battery Act 2 boss so you end up on the other side of the barrier looking at Robotnik/Eggman. You can go almost to the top of the level but the clouds and boxes are glitched.
* While the actual game sequence generally isn't broken that often, 3D ''[[Franchise/SonicTheHedgehog Sonic]]'' games tend to have some acts that can be rather easily broken with glitches or a boost. This is particularly notable in ''VideoGame/SonicUnleashed'' (the HD version), which has a lot of individual speedrunning shortcuts (on each stage) that involve usage of the Sonic Boost at the right place/time to go past large portions of a stage.
** The Night stages have a glitch that lets you attack your way through walls, and attacking a certain way allows you to extend your jump height slightly. Doing such tricks allows you to access shortcuts and even entire beta areas, although some require usage of barrels to gain extra height. One actually leads to an unfinished puzzle and an alternate goal ring!
** ''VideoGame/SonicColors'', a spiritual successor to ''Unleashed'''s daytime gameplay with the addition of powerups, has it even worse in some acts; in addition to the boost (which is still rather useful for speedruns, just less so,) the Cyan Laser Wisp is amazingly good at invoking this trope in the right hands; one guy got a time of less than 15 seconds on one of the Sweet Mountain acts using the Laser and some tricky jumping. For a notable non-laser example, it's possible to get normal Sonic through Asteroid Coaster Act 3 in less than five seconds by abusing enemy bounce physics you get from jumping on an enemy without releasing the A button. You can get into a WallJump position and combine it with the airdash to get onto a ledge you would normally need the Pink Spikes wisp to reach.
** ''VideoGame/SonicAdventure'' has plenty of glitches of its own, enough for sequence breaks to be prevalent. Casinopolis can be beaten within 15 seconds if you jump the right way and glitch through a wall.
*** Final Egg with Sonic can be finished in under a minute. The first section of the game has no real glitches, however the second section can be bypassed by getting inside the rotating fan which will not deactivate the death box allowing you to finish it stupid early. The third and final section is the worst. You can spin dash through a nearby wall behind the spider elevator, sending you into complete darkness, however if you steer correctly, you'll send Sonic falling down onto the end platform and finishing the stage.
*** Red Mountain has a large portion that can be skipped by less than 30 seconds in, Sonic can Spin Dash towards a rock on what appears to be a false wall which turns out to be real, then Spin Dash around this wall after landing on said rock and you'll put yourself near the entrance of the mountain. This can be broken further by activating the event lava rise box by glitching Sonic high enough to get the lava to rise to its highest height, bypassing the entire stage.
*** If you glitch correctly in Ice Cap with Sonic, the first section can be finished nearly in 5 seconds, the second section can be glitched right away through the large wooden door you have to find a way to open by running around, and you can glitch through a wall near the snowboarding section, allowing Sonic to run down the mountain instead, but he'll never activate the timer again, meaning that whatever time it said at the end of the second section of this stage is the time that'll finish when you reach the end of the stage regardless of how long it took.
*** Twinkle Park can be glitched as well with Sonic to allow for heavy sequence breaking. If you maneuver Sonic right, you'll skip the roller coaster. Go a step further and you can put yourself with a good Spin Dash jump right near the end of the stage.
*** A correct Spin Dash jump on Speed Highway can skip the last 30% of the first section. Another Spin Dash jump on the final section can throw you over the buildings to the exit, meaning Sonic doesn't have to run around them and waste any time.
*** If one does a good Spin Dash jump, they can skip the majority of the tornado simply by jumping in the right direction and landing on a spring, skipping the bridge and the trampoline.
*** Another good Spin Dash jump can bypass the entire final section of Sky Deck where the ship turns sideways. The player can put themselves right at the spring. If you can hit it before the ship flips entirely, you can actually finish the stage without having to monkey-bar around, then flip the ship back to a normal gravity.
*** Lost World can also be glitched with Sonic. A correct Spin Dash jump can throw Sonic through the door at the snake pool, bypassing the switch pressing section. The player has to perform this while standing on the stone snake head outside the snake pool.
* Most of the levels in ''VideoGame/SeriousSam - The First Encounter'' and ''The Second Encounter'' are out in the open. It's often possible to RocketJump over walls and triggers, leaving you little to fight. In City of the Gods in ''Second Encounter'', player can even ram into one of the walls and fly to the exit of the level through interlevelic medium. Many of these glitches are very often used in multiplayer and it's not considered very entertaining by others.
* In ''VideoGame/{{Turok}} 2'', you get both the level 2 and level 3 keys in the first level. This means you can play levels 3 and 5 before 2 and 4, a more challenging path, and get the Firestorm Cannon and Missile Launcher earlier.
* While ''KingdomHearts'' doesn't require you to go the worlds in the order recommended by the game, it's actually a little less linear than it would appear. When you get the Gummi ship, you can start the events at the Coliseum or go to Wonderland and do the events there, and the game recommends that you go to Wonderland first judging by its one star battle level. But then the third world shows up, and it's Deep Jungle, so naturally the game recommends that you complete it after the Coliseum. But fans of the game will tell you that it's actually ''easier'' to do Deep Jungle ''before'' the initial events at the Coliseum, despite Deep Jungle being labeled as a higher battle level. After that, you need to go to Traverse Town again and seal its keyhole while Cid upgrades the ship as the DiscOneFinalDungeon. After that you are only really required to beat Agrabah and Neverland before Hollow Bastion, where the game sort of railroads you until the end. (Unless, that is, you stop and do sidequests or complete the worlds you didn't complete.) So yes, it is fully possible to skip Monstro, and then bypass either Halloween Town or Atlantica ''completely'' (the guide even says you can skip Monstro), or decide to just not initiate the boss battles; it's just not ''recommended'' because skipping them means you lose potentially valuable experience and it would make Neverland ''much'' harder to complete.
** If Sora visits Hollow Bastion if a certain order is done, he will see a certain room near the library that he will comment about how "this place seems familiar" with no further explanation. Changing the order, shows instead [[spoiler: [[http://www.youtube.com/watch?v=Cam3qk5awLc Kairi being told at one point by her grandma a story about how the worlds were formed]], which is similar to [[http://mangafox.me/manga/kingdom_hearts/v01/c001/4.html the manga prologue]]. Sora remembers it through her.]] Also, the meeting with Kairi in this case appears to be extended.
** Square-Enix and Disney [[TheDevTeamThinksOfEverything even]] ''[[TheDevTeamThinksOfEverything thought]]'' [[TheDevTeamThinksOfEverything of what could happen]] if one sequence broke, mainly pertaining to Hollow Bastion. For the earliest example (and one of two that doesn't involve Hollow Bastion), if one completes Wonderland before Deep Jungle, you see Alice wandering into Maleficent's chamber, but if one completes Deep Jungle ''before'' Wonderland, instead of Alice, you see ''Snow White'' doing the same. The only one that doesn't make much sense is completing Monstro after Hollow Bastion, in which case [[spoiler:Maleficent is still dead, yet you run into an unexplained evil Riku and Sora already knows that this Riku is an enemy. Of course it also means this Riku is picking on Pinnochio for no reason.]]
*** There is still a small glitch though if you do the Jungle before Wonderland. When Sora defeats the Trickmaster at Wonderland, the keyblade pretty much just automatically locks the keyhole by itself, leaving Sora wondering what the heck just happened. If you lock the Deep Jungle first, the keyhole-locking sequence at Wonderland does not change, so Sora is still confused by it, despite the fact that he's already locked the Deep Jungle so he should know what's going on.
** ''VideoGame/KingdomHeartsBirthBySleep'', however, most likely is the only game in which you aren't specifically told to play the episodes in any order, but if you play them in a specific order, you won't be asking yourself "...when did that happen?". [[WordOfGod The series director]] even recommends the Terra-Ventus-Aqua order, to get a better understanding of the story, because [[spoiler:Ventus's campaign refers to stuff that happened before in Terra's, Aqua's campaign refers to stuff that happened before in Ventus ''and'' Terra's campaigns, and the final chapter is played as Aqua.]]
** ''VideoGame/KingdomHeartsII'' features the return of an early sequence break - despite being harder (on Proud mode, at least), it's recommended by fans that you go straight to Beast's castle after the first Twilight Town because you gain Cure - whereas you don't in the Land of Dragons (which is recommended as the next world.)
* In the final Haven mission in ''VideoGame/HeroesOfMightAndMagic V'', it is possible to defeat the first Inferno hero with Godric without freeing Isabel first. This will trigger a cutscene with Isabel talking to Godric as if she's already freed. A similar situation occurs in the Academy mission 3, but that case is less innocent: trying to assault Markal's forces without freeing Godric beforehand crashes the game.
** And in ''Tribes of the East'', at least in version 3.0, it is possible to stop the supposedly-unstoppable assaults of your supporting heroes with quick button-mashing and either park them outside the Inferno towns if you absolutely can't win, or (for Kujin) take 900 cyclops from Gotai, reducing what can be the hardest fight in the entire campaign to a CurbStompBattle.
* Not only can you sequence break in ''VideoGame/BatmanArkhamAsylum'' if you know what you're doing, but the Joker NOTICES you doing it and calls you out in a spectacular bit of fourth wall breakage.
* In ''VideoGame/{{Ys}} VI'', it may be possible to do Limewater Cave before the Ruins, if you're leveled up enough, never tried this myself. You need to really be leveled up to defeat [[BeefGate Piana-Pius]], who guards the object needed to defeat the GoddamnedBats in the second half of the dungeon. There's also the shadow creatures, which you need the Rainbow Fragment to defeat, although they can be avoided (except on [[HarderThanHard Nightmare]], where the boss generates them).
** In ''I and II'', once you get the Treasure Box Key from the first half of the Shrine, you can unlock the chests in the Mine, if you're brave enough, and if you get the level 3 equipment early(by Money Grinding), {the monsters may still be too strong), and maybe complete the dungeon before the rest of the Shrine.
* In ''VideoGame/LaMulana'' (original version):
** You can jump right at the point where the Endless Corridor loops around and [[http://www.youtube.com/watch?v=h30jR6WpDpo go straight from the first level to the fifth level.]] You don't even need the Endless Key for this.
** The Mini Doll FetchQuest can be bypassed by jumping into the Sacrificial Pit and killing Shu with spears.
** To obtain the Ocarina, you don't need a pregnant Woman Statue if you just damage-boost through the walls in the sanctum in the Temple of Moonlight.
* In ''TabletopGame/DungeonsAndDragons'', one tactic that's sure to have your DM pissed at you is to scry on a dungeon's FinalBoss, then use a teleport spell to head right to its lair, bypassing the entire dungeon. Nowadays, there are official spells meant to counteract this tactic; there are spells to block certain areas from being teleported into, spells to redirect teleports into another area entirely, and still more spells to delay an incoming teleport for a number of rounds and warn the villain so that he can be ready to deal with the party. Still, "Scry and Die" maneuvers are a tactic of first resort, and if the villain isn't a magic-user, it can begin to stretch suspension of disbelief for the [=DM=] to come up with way to thwart them.
** Some D&D adventures, especially from the early days of the game, overlook SequenceBreaking opportunities because their authors assumed the game was 100% combat. In the module "Curse of Xanathon", it's expected that the heroes, discovering the villain can't be killed by their attacks, will immediately set out on a FetchQuest for his SoulJar. If they simply ''tackle'' the guy, tie him up, and gag him, they can drag the BigBad off to jail and thus foil his evil plans before they're even halfway through the module.
** The "tackle, tie and suffocate" tactic became popular enough that some interactive/convention Living Greyhawk modules assumed you could do this to an unkillable bad guy, or otherwise would come up with a creative solution. The sequence breaker became an expected tactic.
** In the D&D podcast ''Podcast/TheAdventureZone'', the players accidentally skip a long-sounding sequence by figuring out how to operate an enchanted map through [[TryEverything trial and error]] and getting pointed straight to their intended destination.
* The player in [[http://www.youtube.com/watch?v=TwoNHqjn08M&feature=channel this video]] beat ThatOneLevel in ''VideoGame/BattalionWars 2'' by sending his Infantry directly to the enemy Airbase - normally you're supposed to defend your own Airbase first.
** In the first game, you could beat the mission "Black Gold" with one unit (and the required bomber at the end) using some clever combat rolls and dodging tank fire.
* At one point in ''VideoGame/{{Scratches}}'', the player must solve a puzzle in the crypt in an attempt to find another character's name, which is the key to a puzzle involving a combination lock. If you know the name ahead of time, however (because you've played before or just guessed correctly), you can simply open the combination lock without completing the puzzle. But the in-game time only advances when a puzzle is completed, and certain events can only be completed at certain times, so you still must complete the crypt puzzle, even though the only reason the character ''goes'' to the crypt is to find the name.
* In ''VideoGame/SuikodenII'', walking into a specific gate will push it right off its hinges and allow you to skip far ahead in the story, encountering monsters many times your current level and recruiting characters with no good reason to join your army just yet. Alas, move too far forward and you risk glitching the game beyond repair, but if you can survive just one fight, you'll gain enough experience to breeze through the game for a long while.
* A level in ''Franchise/StarWars: VideoGame/RogueSquadron II'' requires the player to take down an [[CoresAndTurretsBoss Imperial Star Destroyer]]. You're supposed to do this after defending a Rebel frigate from a squad of TIE fighters (which conveniently gives the Empire craft time to attack another Rebel ship and therefore set up the next level), but the boss can be attacked at the start of the level and it's actually easier to attack it first, because this skips the need to fight the others. In fact, you more or less have to do this to obtain the medal for the mission.
** In fact, you don't even have to actually fight the Star Destroyer--just find the bridge with your targeting computer and [[SuicideAttack crash into it]]. End cutscene immediately starts, and you don't lose a life.
** In the original ''Rogue Squadron'', one mission requires you to kill a number of radar towers in a canyon without being detected. It's possible to skip this section by glitching through the canyon wall, but it leaves your speeder badly damaged. Good luck taking on the Imperial base.
* Occurs in ''VideoGame/TheLordOfTheRingsOnline''. You can bypass a number of questlines, but the game will assume you did them if a NPC brings it up. For example, when meeting [[spoiler: the Fellowship in Lothlórien]] they will react as if they knew you, even if you never did any quests related to them. However, the game seems to be steering away from it: in the latest update, a few returning characters will react differently if you never finished their earlier questline.

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* In ''VideoGame/StarControl 2'', you can explore the galaxy, meeting new aliens, doing quests for them, and [[PlotCoupon collect important artifacts from them]], which you need to defeat the {{Big Bad}}s. Or you can wait until the [[OmnicidalManiac Kohr-Ah]] start killing everyone and just loot the deserted homeworlds. This was probably intentional.
** Another, much more difficult sequence break: you are ''supposed'' to ally with the Earth Starbase first thing in the game. The creators' way of enforcing this was to spawn a Slylandro Probe ''every day'' you spend in Hyperspace before you do. If you're good enough, though, you can pick up Fwiffo, use him to kill Probes, fly over to the Pkunk for their gift of ships, and spend the rest of the game relying on gifted ships and milking the Pkunk's resurrection for crew, all while your flagship has the speed and maneuerability of a one-legged cow. You can play all the way up to freeing the Chmmr, at which point the game crashes because it automatically brings you to the Starbase. The Ur-Quan Masters rerelease fixes the crash at this point, allowing you to win the game this way.
*** To elaborate on how hard this is: Not only are you limited to the slowest possible speed with no ship upgrades (meaning it is impossible to outrun anything, so you have to fight every single probe and enemy, and that if your only planetary lander gets destroyed you're screwed up big time), you also have no ability to escape a fight. This has further side effects, such as forcing you to find about the Deep Children from someone other then the Mycon, since they will attack you in an inescapable and unwinnable fight every time you visit.
* In ''VideoGame/Sonic3AndKnuckles'', the midboss of Ice Cap can be skipped if you're using Tails and fly above the midboss area. This causes a few glitches in Act 2, though. The Mecha Sonic "Nostalgia Boss" fights in Sky Sanctuary can also be skipped this way.
** You can also glitch-dash through certain walls as Hyper Sonic, allowing you to reach areas normally reserved for Knuckles. Be warned, [[{{Unwinnable}} you may get stuck]], and encounter artifacts of the [[WebVideo/TheAngryVideoGameNerd Glitch Gremlin]].
*** You can also glitch-dash through the Flying Battery Act 2 boss so you end up on the other side of the barrier looking at Robotnik/Eggman. You can go almost to the top of the level but the clouds and boxes are glitched.
* While the actual game sequence generally isn't broken that often, 3D ''[[Franchise/SonicTheHedgehog Sonic]]'' games tend to have some acts that can be rather easily broken with glitches or a boost. This is particularly notable in ''VideoGame/SonicUnleashed'' (the HD version), which has a lot of individual speedrunning shortcuts (on each stage) that involve usage of the Sonic Boost at the right place/time to go past large portions of a stage.
** The Night stages have a glitch that lets you attack your way through walls, and attacking a certain way allows you to extend your jump height slightly. Doing such tricks allows you to access shortcuts and even entire beta areas, although some require usage of barrels to gain extra height. One actually leads to an unfinished puzzle and an alternate goal ring!
** ''VideoGame/SonicColors'', a spiritual successor to ''Unleashed'''s daytime gameplay with the addition of powerups, has it even worse in some acts; in addition to the boost (which is still rather useful for speedruns, just less so,) the Cyan Laser Wisp is amazingly good at invoking this trope in the right hands; one guy got a time of less than 15 seconds on one of the Sweet Mountain acts using the Laser and some tricky jumping. For a notable non-laser example, it's possible to get normal Sonic through Asteroid Coaster Act 3 in less than five seconds by abusing enemy bounce physics you get from jumping on an enemy without releasing the A button. You can get into a WallJump position and combine it with the airdash to get onto a ledge you would normally need the Pink Spikes wisp to reach.
** ''VideoGame/SonicAdventure'' has plenty of glitches of its own, enough for sequence breaks to be prevalent. Casinopolis can be beaten within 15 seconds if you jump the right way and glitch through a wall.
*** Final Egg with Sonic can be finished in under a minute. The first section of the game has no real glitches, however the second section can be bypassed by getting inside the rotating fan which will not deactivate the death box allowing you to finish it stupid early. The third and final section is the worst. You can spin dash through a nearby wall behind the spider elevator, sending you into complete darkness, however if you steer correctly, you'll send Sonic falling down onto the end platform and finishing the stage.
*** Red Mountain has a large portion that can be skipped by less than 30 seconds in, Sonic can Spin Dash towards a rock on what appears to be a false wall which turns out to be real, then Spin Dash around this wall after landing on said rock and you'll put yourself near the entrance of the mountain. This can be broken further by activating the event lava rise box by glitching Sonic high enough to get the lava to rise to its highest height, bypassing the entire stage.
*** If you glitch correctly in Ice Cap with Sonic, the first section can be finished nearly in 5 seconds, the second section can be glitched right away through the large wooden door you have to find a way to open by running around, and you can glitch through a wall near the snowboarding section, allowing Sonic to run down the mountain instead, but he'll never activate the timer again, meaning that whatever time it said at the end of the second section of this stage is the time that'll finish when you reach the end of the stage regardless of how long it took.
*** Twinkle Park can be glitched as well with Sonic to allow for heavy sequence breaking. If you maneuver Sonic right, you'll skip the roller coaster. Go a step further and you can put yourself with a good Spin Dash jump right near the end of the stage.
*** A correct Spin Dash jump on Speed Highway can skip the last 30% of the first section. Another Spin Dash jump on the final section can throw you over the buildings to the exit, meaning Sonic doesn't have to run around them and waste any time.
*** If one does a good Spin Dash jump, they can skip the majority of the tornado simply by jumping in the right direction and landing on a spring, skipping the bridge and the trampoline.
*** Another good Spin Dash jump can bypass the entire final section of Sky Deck where the ship turns sideways. The player can put themselves right at the spring. If you can hit it before the ship flips entirely, you can actually finish the stage without having to monkey-bar around, then flip the ship back to a normal gravity.
*** Lost World can also be glitched with Sonic. A correct Spin Dash jump can throw Sonic through the door at the snake pool, bypassing the switch pressing section. The player has to perform this while standing on the stone snake head outside the snake pool.
* Most of the levels in ''VideoGame/SeriousSam - The First Encounter'' and ''The Second Encounter'' are out in the open. It's often possible to RocketJump over walls and triggers, leaving you little to fight. In City of the Gods in ''Second Encounter'', player can even ram into one of the walls and fly to the exit of the level through interlevelic medium. Many of these glitches are very often used in multiplayer and it's not considered very entertaining by others.
* In ''VideoGame/{{Turok}} 2'', you get both the level 2 and level 3 keys in the first level. This means you can play levels 3 and 5 before 2 and 4, a more challenging path, and get the Firestorm Cannon and Missile Launcher earlier.
* While ''KingdomHearts'' doesn't require you to go the worlds in the order recommended by the game, it's actually a little less linear than it would appear. When you get the Gummi ship, you can start the events at the Coliseum or go to Wonderland and do the events there, and the game recommends that you go to Wonderland first judging by its one star battle level. But then the third world shows up, and it's Deep Jungle, so naturally the game recommends that you complete it after the Coliseum. But fans of the game will tell you that it's actually ''easier'' to do Deep Jungle ''before'' the initial events at the Coliseum, despite Deep Jungle being labeled as a higher battle level. After that, you need to go to Traverse Town again and seal its keyhole while Cid upgrades the ship as the DiscOneFinalDungeon. After that you are only really required to beat Agrabah and Neverland before Hollow Bastion, where the game sort of railroads you until the end. (Unless, that is, you stop and do sidequests or complete the worlds you didn't complete.) So yes, it is fully possible to skip Monstro, and then bypass either Halloween Town or Atlantica ''completely'' (the guide even says you can skip Monstro), or decide to just not initiate the boss battles; it's just not ''recommended'' because skipping them means you lose potentially valuable experience and it would make Neverland ''much'' harder to complete.
** If Sora visits Hollow Bastion if a certain order is done, he will see a certain room near the library that he will comment about how "this place seems familiar" with no further explanation. Changing the order, shows instead [[spoiler: [[http://www.youtube.com/watch?v=Cam3qk5awLc Kairi being told at one point by her grandma a story about how the worlds were formed]], which is similar to [[http://mangafox.me/manga/kingdom_hearts/v01/c001/4.html the manga prologue]]. Sora remembers it through her.]] Also, the meeting with Kairi in this case appears to be extended.
** Square-Enix and Disney [[TheDevTeamThinksOfEverything even]] ''[[TheDevTeamThinksOfEverything thought]]'' [[TheDevTeamThinksOfEverything of what could happen]] if one sequence broke, mainly pertaining to Hollow Bastion. For the earliest example (and one of two that doesn't involve Hollow Bastion), if one completes Wonderland before Deep Jungle, you see Alice wandering into Maleficent's chamber, but if one completes Deep Jungle ''before'' Wonderland, instead of Alice, you see ''Snow White'' doing the same. The only one that doesn't make much sense is completing Monstro after Hollow Bastion, in which case [[spoiler:Maleficent is still dead, yet you run into an unexplained evil Riku and Sora already knows that this Riku is an enemy. Of course it also means this Riku is picking on Pinnochio for no reason.]]
*** There is still a small glitch though if you do the Jungle before Wonderland. When Sora defeats the Trickmaster at Wonderland, the keyblade pretty much just automatically locks the keyhole by itself, leaving Sora wondering what the heck just happened. If you lock the Deep Jungle first, the keyhole-locking sequence at Wonderland does not change, so Sora is still confused by it, despite the fact that he's already locked the Deep Jungle so he should know what's going on.
** ''VideoGame/KingdomHeartsBirthBySleep'', however, most likely is the only game in which you aren't specifically told to play the episodes in any order, but if you play them in a specific order, you won't be asking yourself "...when did that happen?". [[WordOfGod The series director]] even recommends the Terra-Ventus-Aqua order, to get a better understanding of the story, because [[spoiler:Ventus's campaign refers to stuff that happened before in Terra's, Aqua's campaign refers to stuff that happened before in Ventus ''and'' Terra's campaigns, and the final chapter is played as Aqua.]]
** ''VideoGame/KingdomHeartsII'' features the return of an early sequence break - despite being harder (on Proud mode, at least), it's recommended by fans that you go straight to Beast's castle after the first Twilight Town because you gain Cure - whereas you don't in the Land of Dragons (which is recommended as the next world.)
* In the final Haven mission in ''VideoGame/HeroesOfMightAndMagic V'', it is possible to defeat the first Inferno hero with Godric without freeing Isabel first. This will trigger a cutscene with Isabel talking to Godric as if she's already freed. A similar situation occurs in the Academy mission 3, but that case is less innocent: trying to assault Markal's forces without freeing Godric beforehand crashes the game.
** And in ''Tribes of the East'', at least in version 3.0, it is possible to stop the supposedly-unstoppable assaults of your supporting heroes with quick button-mashing and either park them outside the Inferno towns if you absolutely can't win, or (for Kujin) take 900 cyclops from Gotai, reducing what can be the hardest fight in the entire campaign to a CurbStompBattle.
* Not only can you sequence break in ''VideoGame/BatmanArkhamAsylum'' if you know what you're doing, but the Joker NOTICES you doing it and calls you out in a spectacular bit of fourth wall breakage.
* In ''VideoGame/{{Ys}} VI'', it may be possible to do Limewater Cave before the Ruins, if you're leveled up enough, never tried this myself. You need to really be leveled up to defeat [[BeefGate Piana-Pius]], who guards the object needed to defeat the GoddamnedBats in the second half of the dungeon. There's also the shadow creatures, which you need the Rainbow Fragment to defeat, although they can be avoided (except on [[HarderThanHard Nightmare]], where the boss generates them).
** In ''I and II'', once you get the Treasure Box Key from the first half of the Shrine, you can unlock the chests in the Mine, if you're brave enough, and if you get the level 3 equipment early(by Money Grinding), {the monsters may still be too strong), and maybe complete the dungeon before the rest of the Shrine.
* In ''VideoGame/LaMulana'' (original version):
** You can jump right at the point where the Endless Corridor loops around and [[http://www.youtube.com/watch?v=h30jR6WpDpo go straight from the first level to the fifth level.]] You don't even need the Endless Key for this.
** The Mini Doll FetchQuest can be bypassed by jumping into the Sacrificial Pit and killing Shu with spears.
** To obtain the Ocarina, you don't need a pregnant Woman Statue if you just damage-boost through the walls in the sanctum in the Temple of Moonlight.
* In ''TabletopGame/DungeonsAndDragons'', one tactic that's sure to have your DM pissed at you is to scry on a dungeon's FinalBoss, then use a teleport spell to head right to its lair, bypassing the entire dungeon. Nowadays, there are official spells meant to counteract this tactic; there are spells to block certain areas from being teleported into, spells to redirect teleports into another area entirely, and still more spells to delay an incoming teleport for a number of rounds and warn the villain so that he can be ready to deal with the party. Still, "Scry and Die" maneuvers are a tactic of first resort, and if the villain isn't a magic-user, it can begin to stretch suspension of disbelief for the [=DM=] to come up with way to thwart them.
** Some D&D adventures, especially from the early days of the game, overlook SequenceBreaking opportunities because their authors assumed the game was 100% combat. In the module "Curse of Xanathon", it's expected that the heroes, discovering the villain can't be killed by their attacks, will immediately set out on a FetchQuest for his SoulJar. If they simply ''tackle'' the guy, tie him up, and gag him, they can drag the BigBad off to jail and thus foil his evil plans before they're even halfway through the module.
** The "tackle, tie and suffocate" tactic became popular enough that some interactive/convention Living Greyhawk modules assumed you could do this to an unkillable bad guy, or otherwise would come up with a creative solution. The sequence breaker became an expected tactic.
** In the D&D podcast ''Podcast/TheAdventureZone'', the players accidentally skip a long-sounding sequence by figuring out how to operate an enchanted map through [[TryEverything trial and error]] and getting pointed straight to their intended destination.
* The player in [[http://www.youtube.com/watch?v=TwoNHqjn08M&feature=channel this video]] beat ThatOneLevel in ''VideoGame/BattalionWars 2'' by sending his Infantry directly to the enemy Airbase - normally you're supposed to defend your own Airbase first.
** In the first game, you could beat the mission "Black Gold" with one unit (and the required bomber at the end) using some clever combat rolls and dodging tank fire.
* At one point in ''VideoGame/{{Scratches}}'', the player must solve a puzzle in the crypt in an attempt to find another character's name, which is the key to a puzzle involving a combination lock. If you know the name ahead of time, however (because you've played before or just guessed correctly), you can simply open the combination lock without completing the puzzle. But the in-game time only advances when a puzzle is completed, and certain events can only be completed at certain times, so you still must complete the crypt puzzle, even though the only reason the character ''goes'' to the crypt is to find the name.
* In ''VideoGame/SuikodenII'', walking into a specific gate will push it right off its hinges and allow you to skip far ahead in the story, encountering monsters many times your current level and recruiting characters with no good reason to join your army just yet. Alas, move too far forward and you risk glitching the game beyond repair, but if you can survive just one fight, you'll gain enough experience to breeze through the game for a long while.
* A level in ''Franchise/StarWars: VideoGame/RogueSquadron II'' requires the player to take down an [[CoresAndTurretsBoss Imperial Star Destroyer]]. You're supposed to do this after defending a Rebel frigate from a squad of TIE fighters (which conveniently gives the Empire craft time to attack another Rebel ship and therefore set up the next level), but the boss can be attacked at the start of the level and it's actually easier to attack it first, because this skips the need to fight the others. In fact, you more or less have to do this to obtain the medal for the mission.
** In fact, you don't even have to actually fight the Star Destroyer--just find the bridge with your targeting computer and [[SuicideAttack crash into it]]. End cutscene immediately starts, and you don't lose a life.
** In the original ''Rogue Squadron'', one mission requires you to kill a number of radar towers in a canyon without being detected. It's possible to skip this section by glitching through the canyon wall, but it leaves your speeder badly damaged. Good luck taking on the Imperial base.
* Occurs in ''VideoGame/TheLordOfTheRingsOnline''. You can bypass a number of questlines, but the game will assume you did them if a NPC brings it up. For example, when meeting [[spoiler: the Fellowship in Lothlórien]] they will react as if they knew you, even if you never did any quests related to them. However, the game seems to be steering away from it: in the latest update, a few returning characters will react differently if you never finished their earlier questline.
[[/folder]]
[[folder:ThirdPersonShooters]]



* The ''VideoGame/{{Doom}} II'' level Dead Simple required you to kill every enemy to exit. One notable speedrunner (Drew "stx-Vile" [=DeVore=]) proved that you could use the rocket launcher to propel yourself onto the exit switch, meaning you could complete the level with 0 kills.
** In the original games, the player was unable to jump normally, and maps were designed with this in mind. Source ports that add jumping therefore allow you to skip large parts of multiple maps (in the case of the above Dead Simple, ''the entire map'') just by jumping.
** Similarly, any source port that adds vertical mouselook makes it possible to defeat the final boss in a matter of seconds, as the only thing making it difficult was the inability to aim vertically.
** Some maps require you to find all three colored keys in sequence to open up the path to the exit, but in some of these cases, the obstacles you need the keys for are set up in such a way that you can walk past one of them without its key.
** Famously, the original Doom engine doesn't deal elegantly with heights and switch surfaces. In several levels this can be abused by hitting switches way before you're meant to, and in one level it allows you to start, turn around, and activate the exit switch by "using" the air.
* ''VideoGame/{{Aquaria}}'', an independent {{Metroidvania}}, has this in a few different spots: first, the Beast form allows the protagonist to swim through heavy currents, providing access to other zones. A combination of food and wall-swimming, however, made it possible to get to the upper part of the ocean (the Veil) before even acquiring said form. Second, in earlier versions of the game it was possible to head to the penultimate area of the game before Li was trapped there; freeing him before this happened resulted in the story becoming completely broken from that point on, as he was subsequently sealed away forever. ([[RomanticPlotTumor Not that some tropers would care.]])
** In earlier versions of the game, it was possible to skip the [[ThatOneLevel Sun Temple]] by simply wall-jumping up the mountain it's contained within, breaking into the boss chamber. Doing so wouldn't let you get the best ending, though.
* Ridiculously easy in ''VideoGame/SidMeiersAlphaCentauri'', so much so that players can accidentally trigger "interludes" (pages of text that tell the plot about the awakening Voice) in odd orders - the voice can casually talk to you and then three hours later, speak for the first time and you're surprised, etc. Also, the wording of some of the "lower" endings, such as military or economic, make planet seem like a bigger mystery than she should and is, depending on how far you are in the game.
* ''VideoGame/{{Overlord}}'' has a minor example, in that the entire middle three areas of the game can be taken out of sequence. Difficulty curve and powerup distribution show the player is intended to complete half of Everwood (getting the green minions), half of Heaven's Peak (getting the blue minions and access to mid-game equipment), complete Everwood, complete Heaven's Peak, then move on to the Dwarven Lands. However, the game's [[BrokenBridge Broken Bridges]] require the right minion type to beat - and ''only'' the right minion type. Thus, a player can complete up to a quarter of the way through Heaven's peak (thus getting the blue minions), then go through the rest of Evernight and the Dwarven Lands on skill alone before making Heaven's Peak an absolute cakewalk with the late-game spells and equipment the player can find.
* In ''VideoGame/LandsOfLore 2'', the path to the Savage Jungle is closed off by an InsurmountableWaistHeightFence until the player has fulfilled the Old Caves quest. However, it is possible to get past that fence by jumping around in lizard form. When you get to the Savage Jungle, the game will treat you as if you had gotten there properly. You will, however, not possess a crucial item, meaning that the good path is not open to you - you'll have to play evil to ever see the end of the game. It is also possible to explore the ruins in the caves without getting the flute you need to summon the elevator by jumping down, taking some damage in the process.



* In ''VideoGame/TotalAnnihilation'', there are many missions in which sequence breaking can be applied. Most notably in Arm Campaign mission 3, "Spider Technology". The briefing tells you to clear a path for 4 spiders, and then get them to your starting area. However, the enemy defense is so weak that sending the spiders off first thing will win you the mission.
** Similarly, in some missions where your objective is to destroy or capture a specific building, you can simply have your commander immediately walk to the objective, and with some luck, accomplish the objective before they kill you.
* One of the easier ways to beat the ''VideoGame/ModernWarfare2'' spec ops level "Wetwork" is through a speed run where you throw flashbangs to disorient the enemy while you sprint past. When you reach the end, in the room where you need to breach the final room, the game will have reached its limit of enemies and so won't spawn any. As soon as you blow the door open, you win.
* In ''VideoGame/CaveStory'', the fireplace in Chaco's house can be skipped (saving one more trip to collect Jellyfish Juice) by abusing knockback from the enemies outside.
* In ''VideoGame/{{Battletoads}}'', level 10, "Rat Race," can be skipped almost entirely by dash-ramming the rat two times after getting rid of the bomb, but before the rat leaves.
* One level of ''SuperScribblenauts'' has the starite stuck above two sliding platforms. To move these and get the starite, Maxwell needs to get to two switches, requiring the player to shift around a sequence of rocks to make sure certain doors don't open. Or you can just click on the switches directly, even though Maxwell's nowhere near them, and the starite drops with no effort at all.
* It is possible to play through ''VideoGame/{{Bioshock|1}}'' without getting the Incinerate! plasmid. If you're very fast and lucky, you can hit a flaming trashcan downstairs and use it to melt the ice in the basement of the Medical Pavilion before it stops burning. The ice in Fountain Fisheries can be solved by telekinesising along a corpse with exploding buck, and then looting it after your weapons are confiscated.
* Technically speaking, there's nothing stopping you from charging [[FinalDungeon Meduna]] directly in ''VideoGame/JaggedAlliance 2'' after landing. In practical terms, though, you ''need'' to capture and secure the cities on the way to Meduna, because while enemy weapons [[SortingAlgorithmOfWeaponEffectiveness get more and more effective the further south you go]], your weapons do not (at least, not until you capture cities). Even a modest upgrade in enemy capabilities -- like, say, going from submachine guns to rifles -- is going to be a major challenge if you're still wielding machine pistols.
** But, there is a 7 minute speed run [[http://www.youtube.com/watch?v=osQkMLquCoM here]]



* In ''VideoGame/GuildWars'''': Factions'', the Gyala Hatchery mission has the players defend a band of turtles against mauraders. However, the players may avoid the turtles and trigger the majority of the battles without endangering the turtles. Upon escorting the turtles, the group will stop at the battle locations and warn of incoming attackers even though they have already been defeated. This method is often used to achieve the Master's reward of keeping all the hatchlings alive.
** The original ''Prophecies'' campaign had many routes to skip chunks of the main quest, not least of which was the Lornar's Pass run. This allows the player to reach Droknar's Forge and craft maximum level armor while skipping half of the story missions.
** In the Nolani Academy mission after passing through the Great Wall the player is supposed to follow Rurik. The easier option is to immediately go the opposite direction from Rurik and head straight to the boss. This requires fighting only two or three groups of Charr, whereas following Rurik requires fighting most of their army and a number of other mob packs.
* ''VideoGame/NewSuperMarisaLand'' has two secret exits that allow the player to skip entire worlds. 1-4 will take you to World 3, while 3-5 will take you to World 7. You can even [[spoiler: beat the World 7 boss, which takes you to the final area, without having collected a single mushroom!]]
* A minor one in ''WWF Smackdown 2'' is to is to add your character to a title division and then remove everyone but yourself and the champion. You will now be ranked #2, even after you put everyone else back in. You'll instantly have a title shot once you play Season Mode with that character. This saves many hours of having to work your way up the ranks.
* The player is able to skip nearly the entirety of ''VideoGame/{{Blood}}'''s [=E3M3=] by simply saving up jump boots from the previous map and using them to climb a ledge near the beginning of the map.
* A speedrun video of ''VideoGame/{{Oddworld}}: Abe's Exoddus'' extensively uses a bug that allows Abe to climb through floors that he shouldn't be able to; in several instances, this allows a puzzle to be completed quicker than it should, but at about the halfway point, it is possible to use this bug in combination with a secret area to skip two large portions of the game.
* Early in ''VideoGame/SecretOfMana'', you can get to Gaia's Navel before you visit the water palace by using Cannon Travel twice. From there you can continue on or travel from Gaia's Navel to Pandora. Doing the latter can lead to a slightly different sequence of events where the girl joins your party later than she normally does. However, you must return to the OneTrueSequence before you defeat Spikey Tiger, or Undine's cave will never become unsealed and you will have to restart your game.
* In the UsefulNotes/AppleII and UsefulNotes/{{Commodore 64}} game ''SnooperTroops'', the clues never change, so it is possible to collect all of the appropriate clues, start a fresh game, and accuse the correct suspect as fast as you can type in the clue numbers. Allowing for loading times, this should take literally about a minute.
* In ''{{Rhem 2}}'', when you first find the artifact, it is locked in place with a special pattern lock. Entering the wrong pattern dumps you in a cell, where a mysterious woman takes your swipe card. However, since the pattern doesn't change, if you enter the pattern correctly the first time, the artifact will be released, and you can actually leave ''with the artifact'', which is not supposed to be possible. (The goal is only to get a photo of the artifact, which is what your employer claims, even if you have the artifact itself.)
* In ''VideoGame/DawnOfWar: Dark Crusade'' when you assault the home region of the Space Marines, your sole objective is to destroy their HQ. If you play as Tau, and have upgraded your Commander sufficiently, which includes euqipping him with a JetPack, stealth gear and a metric Frakton of firepower, he'll be perfectly capable to bypass all the enemy defences, tuck away in the corner of the enemy base and gradually pick off at the HQ untill it's gone. Whereupon you will be treated to a cutscene where your army advances against the valiant defenders of the base and overwhelmes their resistance, none of which actually happened.
** Similarly, when attacking the SpaceMarine base as [[RedShirtArmy Imperial Guard]], you can capture the enemy's [[KillSat Orbital Strike]], use your [[EnemyScan Auspex]] to find the enemy HQ and then drop the orbital strike on it.
** As Necrons you can do the same against the Imperial Guard in their stronghold. Rather than bother with multiple units of guardsmen, artillery, Leman Russ tanks etc, just upgrade your Necron Lord with Essence of the Nightbringer, then teleport along the river which has multiple small islands. Since your only objective is to destroy the enemy HQ, teleport there, use the essence and rip it down. Doing this however prevents the chance to capture and use the absolutely awesome Titan cannon for the mission.
** In Soulstorm, the Dark Eldar stronghold starts as a BaselessMission where you rescue units held in torture cages. The final units are builders, which you're supposed to use to build an HQ building and then a base, and from there destroy the Soul Cages and the Dais of Destruction. However, it turns out they can also build basic production buildings (but not generators), and the Dark Eldar won't attack until you've completed your HQ building. It is entirely possible to beat the map in less than half an hour by overwhelming the Dais of Destruction with your cheapest infantry.
*** Flying and jump-capable units as a whole can do this. Nearly every map that has hard-to-reach objectives that must be destroyed to continue (Eldar, Chaos, Sisters...) can be taken out by sufficient application of airborne firepower, leaving your main force to defend the base.
** Any objective in Dark Crusade or Soulstorm can be completely broken by the guardsmen using a combination of the Auspex and Basilisks to destroy them. Most stronghold missions will devolve into "how fast can I build up 3 basilisks and get close enough to their base" rather than completing objectives.
** The Eldar stronghold in Soulstorm is protected by a series of holographic cliffs, requiring you to destroy their projectors to reveal the path. However, since you know the actual location of the base, if playing as the Necrons you can simply teleport an upgraded Monolith into their base after destroying only one of them. Then, because it still counts as a building, it can be used to teleport in the entire rest of the army.
** The mission "Sacrifice" in the original ''VideoGame/DawnOfWar'' is a difficult battle where you are expected to first clear your side of the map out, and then cross the river that divides it before fighting through heavy Eldar defences. If you're not feeling up to doing the gauntlet with an attack force, however, a large force of Assault Marines and Land Speeders jumped across the river can clear the north side out fairly easily.
* In ''[[VideoGame/CityBuildingSeries Zeus: Master of Olympus]]'' the most challenging campaign was the Trojan War, which put you in the shoes of the Greek forces. The early part of the campaign was a lead-up to the actual war and Troy's military might was actually lower than once the war began. With a bit of delay and building up your forces, it was entirely possible to conquer Troy ''before the war even began''.
* In ''Suspect'' by Creator/{{Infocom}}, if you go immediately to the garage, you can catch the murderer in the act of disposing of evidence and win the game immediately. The game is played in "real time", so it's a case of TheDevTeamThinksOfEverything.
* In ''[[VideoGame/{{X}} X3: Terran Conflict]]'', the intended order to complete the plotlines is [[JustifiedTutorial Terran Plot]] → [[BigBadassBattleSequence Operation: Final Fury]] → Goner Plot → [[FetchQuest Hub Plot]] → [[PlayerHeadquarters HQ Plot]] → [[BigBadassBattleSequence Aldrin Expansion]] → Treasure Hunt → New Home Plot → Balance of Power. Though none of the individual plots allow for internal sequence breaking (i.e. you can't skip missions), it is very easy to complete certain plots out of order. Players have reported finishing the Goner Plot before the Terran Plot, and the Aldrin Expansion only requires you to have completed the first half of the Hub plot.

to:

* In ''VideoGame/GuildWars'''': Factions'', the Gyala Hatchery mission has the players defend a band of turtles against mauraders. However, the players may avoid the turtles and trigger the majority of the battles without endangering the turtles. Upon escorting the turtles, the group will stop at the battle locations and warn of incoming attackers even though they have already been defeated. This method is often used to achieve the Master's reward of keeping all the hatchlings alive.
** The original ''Prophecies'' campaign had many routes to skip chunks of the main quest, not least of which was the Lornar's Pass run. This
''VideoGame/MassEffect2'' allows the player you to reach Droknar's Forge and craft maximum level armor while skipping half of the story missions.
** In the Nolani Academy
complete Mordin's loyalty mission after passing through the Great Wall the player is supposed to follow Rurik. The easier option is to immediately go the opposite direction from Rurik and head straight to the boss. This requires fighting only two or three groups of Charr, whereas following Rurik requires fighting most of their army and a number of other mob packs.
* ''VideoGame/NewSuperMarisaLand'' has two secret exits that allow the player to skip entire worlds. 1-4 will take you to World 3, while 3-5 will take you to World 7. You can even [[spoiler: beat the World 7 boss, which takes you to the final area, without having collected a single mushroom!]]
* A minor one in ''WWF Smackdown 2'' is to is to add your character to a title division and then remove everyone but yourself and the champion. You will now be ranked #2, even after you put everyone else back in. You'll instantly have a title shot once you play Season Mode with that character. This saves many hours of having to work your way up the ranks.
* The player is able to skip nearly the entirety of ''VideoGame/{{Blood}}'''s [=E3M3=] by simply saving up jump boots from the previous map and using them to climb a ledge near the beginning of the map.
* A speedrun video of ''VideoGame/{{Oddworld}}: Abe's Exoddus'' extensively uses a bug that allows Abe to climb through floors that he shouldn't be able to; in several instances, this allows a puzzle to be completed quicker than it should, but at about the halfway point, it is possible to use this bug in combination with a secret area to skip two large portions of the game.
* Early in ''VideoGame/SecretOfMana'', you can get to Gaia's Navel before you visit the water palace by using Cannon Travel twice. From there you can continue on or travel from Gaia's Navel to Pandora. Doing the latter can lead to a slightly different sequence of events where the girl joins your party later than she normally does. However, you must return to the OneTrueSequence before you defeat Spikey Tiger, or Undine's cave will never become unsealed and you will have to restart your game.
* In the UsefulNotes/AppleII and UsefulNotes/{{Commodore 64}} game ''SnooperTroops'', the clues never change, so it is possible to collect all of the appropriate clues, start a fresh game, and accuse the correct suspect as fast as you can type in the clue numbers. Allowing for loading times, this should take literally about a minute.
* In ''{{Rhem 2}}'', when you first find the artifact, it is locked in place with a special pattern lock. Entering the wrong pattern dumps you in a cell, where a mysterious woman takes your swipe card. However, since the pattern doesn't change, if you enter the pattern correctly the first time, the artifact will be released, and you can actually leave ''with the artifact'', which is not supposed to be possible. (The goal is only to get a photo of the artifact, which is what your employer claims, even if you have the artifact itself.)
* In ''VideoGame/DawnOfWar: Dark Crusade'' when you assault the home region of the Space Marines, your sole objective is to destroy their HQ. If you play as Tau, and have upgraded your Commander sufficiently, which includes euqipping him with a JetPack, stealth gear and a metric Frakton of firepower, he'll be perfectly capable to bypass all the enemy defences, tuck away in the corner of the enemy base and gradually pick off at the HQ untill it's gone. Whereupon you will be treated to a cutscene where your army advances against the valiant defenders of the base and overwhelmes their resistance, none of which actually happened.
** Similarly, when attacking the SpaceMarine base as [[RedShirtArmy Imperial Guard]], you can capture the enemy's [[KillSat Orbital Strike]], use your [[EnemyScan Auspex]] to find the enemy HQ and then drop the orbital strike on it.
** As Necrons you can do the same against the Imperial Guard in their stronghold. Rather than bother with multiple units of guardsmen, artillery, Leman Russ tanks etc, just upgrade your Necron Lord with Essence of the Nightbringer, then teleport along the river which has multiple small islands. Since your only objective is to destroy the enemy HQ, teleport there, use the essence and rip it down. Doing this however prevents the chance to capture and use the absolutely awesome Titan cannon for the mission.
** In Soulstorm, the Dark Eldar stronghold starts as a BaselessMission where you rescue units held in torture cages. The final units are builders, which you're supposed to use to build an HQ building and then a base, and from there destroy the Soul Cages and the Dais of Destruction. However, it turns out they can also build basic production buildings (but not generators), and the Dark Eldar won't attack until
you've completed your HQ building. It is entirely possible to beat the map in less than half an hour by overwhelming the Dais of Destruction with your cheapest infantry.
*** Flying and jump-capable units as a whole can do this. Nearly every map that has hard-to-reach objectives that must be destroyed to continue (Eldar, Chaos, Sisters...) can be taken out by sufficient application of airborne firepower, leaving your main force to defend the base.
** Any objective in Dark Crusade or Soulstorm can be completely broken by the guardsmen using a combination of the Auspex and Basilisks to destroy them. Most stronghold missions will devolve into "how fast can I build up 3 basilisks and get close enough to their base" rather than completing objectives.
** The Eldar stronghold in Soulstorm is protected by a series of holographic cliffs, requiring you to destroy their projectors to reveal the path. However, since you know the actual location of the base, if playing as the Necrons you can simply teleport an upgraded Monolith into their base after destroying only one of them. Then, because it still counts as a building, it can be used to teleport in the entire rest of the army.
** The mission "Sacrifice" in the original ''VideoGame/DawnOfWar'' is a difficult battle where you are expected to first clear your side of the map out, and then cross the river that divides it before fighting through heavy Eldar defences. If you're
SuicideMission. That's not feeling up sequence breaking--although there's not much benefit to doing so, since you've ''[[PlayableEpilogue already beaten the gauntlet with an attack force, however, a large force of Assault Marines and Land Speeders jumped across the river can clear the north side out fairly easily.
* In ''[[VideoGame/CityBuildingSeries Zeus: Master of Olympus]]'' the most challenging campaign was the Trojan War, which put you in the shoes of the Greek forces. The early part of the campaign was a lead-up to the actual war and Troy's military might was actually lower than once the war began. With a bit of delay and building up your forces, it was entirely possible to conquer Troy ''before the war even began''.
* In ''Suspect'' by Creator/{{Infocom}}, if you go immediately to the garage,
game]]'', you can catch the murderer in the act of disposing of evidence and win the game immediately. The game is played in "real time", so it's a case of TheDevTeamThinksOfEverything.
* In ''[[VideoGame/{{X}} X3: Terran Conflict]]'', the intended order to
complete any loyalty mission after the plotlines is [[JustifiedTutorial Terran Plot]] → [[BigBadassBattleSequence Operation: Final Fury]] → Goner Plot → [[FetchQuest Hub Plot]] → [[PlayerHeadquarters HQ Plot]] → [[BigBadassBattleSequence Aldrin Expansion]] → Treasure Hunt → New Home Plot → Balance of Power. Though none of SM (in fact, one mission has an extra optional scene if you complete it after the individual plots allow for internal SM). What ''is'' sequence breaking (i.e. is that you can't skip missions), it is very easy to can complete certain plots out of order. Players Mordin's loyalty mission ''even if Mordin is dead''. He will seemingly magically come back to life just to find his missing assistant. The fact that he's the only squadmate this works with is [[CrazyAwesome oddly]] [[MadScientist appropriate]]. Anyone else would have reported finishing gotten it [[CrowningMomentofHeartwarming wrong]].
* ''{{Postal}} 2'' has several of these. When
the Goner Plot before library is set on fire, the Terran Plot, fastest way out is blocked by a wall of flames which is instant death to touch. However, if you set yourself on fire with gasoline (which is only damage over time), the game reads you as already taking fire damage and the Aldrin Expansion only requires wall of flames becomes harmless, giving you to have completed a speedy exit. Likewise, in the first half junkyard, the guard dogs throw you high in the air when you take a hit... letting you "jump" over a downed ladder and quickly get out.
** At one point, the Postal Dude is kidnapped by rednecks and put into a gimp outfit (part of a ''Film/PulpFiction'' parody). There's a cutscene where he realizes this and adds "Pick up laundry" to his errand list. During the escape from the redneck cabin, a ''very'' well-timed crouching jump allows the player to skip the "I'm the gimp!" cutscene, which prevents the "Pick up laundry" errand from activating and allows a quick completion
of the Hub plot.level.
[[/folder]]
[[folder:TurnBasedStrategy]]



* The "Team" objectives in ''VideoGame/SyphonFilter: The Omega Strain'' are only meant to be completed in co-op gameplay, however, some of them can be accomplished solo, such as rescuing the wounded SWAT officers in the third mission.
* A certain stealth mission in ''[[VideoGame/{{SyphonFilter}} Syphon Filter 2]]'' involves a mountain bridge, which is rigged with bombs, and is guarded by a small army of mooks. Two minutes after level starts, their captain gives an order to blow these bombs; so you're expected to find a silent weapon, dispatch of him before that happens (without raising alarm, of course), and continue searching for bombs without any time limit. However, it's totally possible to [[{{Badass}} disarm all four bombs in these two minutes, without breaking stealth as well]]. For some reason, you still lose the mission when the timer reaches 00.
* When playing online in ''VideoGame/DiabloII'' it is rare to spend more than 20 minutes in act three, as everyone simply fights the council and Mephisto right away due to rushing and waypoint abuse.
* In ''Metal Saga'' while it's a sandbox game without a particular order to follow it's strongly expected of you to fight and level up until you can safely reach the last town, as the monsters become increasingly more powerful and if you are weak enough you can't even do scratch damage to them while they do a one-hit kill. However, with you can fleeing the random battles and go to the town with the train. The train can bypass most of the towns and you can also gamble enough to have tons of cash for the powerhouse weapons you can buy at the last town. When you're at the last town, you can buy rail guns and other cutting edge equipment before returning to whatever town you want to. With your new kit, your dune buggy and whatever tank you managed to find will have early enemy attacks bouncing off for no damage. After at, everything except but the final stages becomes a cake walk
* There are several points in ''VideoGame/{{Bugdom}}'' (but especially in level 2), where one can go out of the game. In level two, it requires walking forward while pressing against the grass until you break through. there you find a land of endless sand. Sometimes an ant can follow you through and kill you (but it's rare.)
* In ''VideoGame/TheCave'' if you take a second hot dog from the vending machine at the start, get it all the way to the zoo and avoid getting the character holding it eaten by the monster, you can skip most of that level.
* The first leg of ''VideoGame/{{Cluefinders}} 4th Grade'' required a FetchQuest; twelve cairoglyphs in exchange for translating a clue on a scroll. The scroll contained five clues in rhymed couplets; the first four would always be the same and lead you to the statue adjacent to the antique shop where the scroll is being translated. The fifth clue would tell you how to open the secret chamber behind the statue, and it would be different each time. But once you realize the patterns the final clue tends to take (X, Y, then X once more, or X, Y then Ear, or X, then twice knee), you can skip all of Cairo's fetch quests, mess around with the statue and solve the secret chamber puzzle early. The antique dealer will still demand cairoglyphs, but it won't matter because solving the secret chamber's puzzle opens up the boat rental shop, allowing the Cluefinders to advance to the Nile Kingdom without bothering with the scroll at all.
* In ''VideoGame/StarWarsTheOldRepublic'', the designers put an open, [=PvP=] area in the middle of the Ilum Gree event. The intent was a full-blown free-for-all where people might make small (4-man maximum) teams, but it would be every player for themselves. But then the players realized there were ''no'' rewards for attacking other players aside from sending them back to base and forcing them to use a teleport to put them right back at the [=PvP=] area. Furthermore, many of the tasks needed to complete the [=PvE=] dailies could be done in the [=PvP=] area with about half the difficulty (a 2 or 3 player team doing the 4-man heroic would get crushed in the [=PvE=] area, but it was very fast and easy to do in the [=PvP=] area). Queue ''massive'' truces across the servers, Imperial and Republic players ''cooperating'' on daily tasks, orderly lines formed at an orb drop-off puzzle, and gankers from both factions being scolded ''by their own faction.'' Veteran MMO players reported they'd never seen anything like it.
* ''VideoGame/MassEffect2'' allows you to complete Mordin's loyalty mission after you've completed the SuicideMission. That's not sequence breaking--although there's not much benefit to doing so, since you've ''[[PlayableEpilogue already beaten the game]]'', you can complete any loyalty mission after the SM (in fact, one mission has an extra optional scene if you complete it after the SM). What ''is'' sequence breaking is that you can complete Mordin's loyalty mission ''even if Mordin is dead''. He will seemingly magically come back to life just to find his missing assistant. The fact that he's the only squadmate this works with is [[CrazyAwesome oddly]] [[MadScientist appropriate]]. Anyone else would have gotten it [[CrowningMomentofHeartwarming wrong]].
* ''[[VideoGame/{{STALKER}} STALKER: Shadow of Chernobyl]]'' can hand this to you. If you're not paying much attention after getting to the Bar (and you might not, it's a major hub), you can completely miss the prompt to head to the bandit-loaded Dark Valley and wind up going to Rostok instead (west, instead of southeast). This means you'll wind up fighting a large group of mercenaries that, while far more heavily armed and armored than you probably will be at the time, can't hit the broad side of a barn, and taking part in the game's only EscortMission. Following that chain of missions to its conclusion will end with you loaded with cash from hocking artifacts, carrying mid-level NATO weaponry that punches far above its weight class, and possibly wearing an Ecologist suit that you got for free, which isn't great against bullets but can put off most environmental hazards, which are common in that area. Heading to the Dark Valley after this and butchering an abandoned warehouse full of bandits (who mainly wear leather jackets and carry low-end weaponry) can be incredibly satisfying considering how difficult the game has been up to that point. After slogging through countless gunfights, you finally get to have a one-sided battle in your favor.
** A similar effect can be accomplished by going north to the army warehouses, where 3 freedom members, also carrying mid-level NATO weaponry, are gunned down the instant you enter the area. Also in this area the player can accompany the freedom faction against the monolith faction, potentially gaining even more powerful weapons. If the player continues north they can get to the early parts of the Red Forest and get late game weapons and armor that make a huge portion of the game exceptionally one-sided.
** The Bar can be accessed before the player completes the objective to let them go through by killing the guards. The player can do this without angering the duty faction by using a noiseless pistol, which is found on a bandit that attacks you the instant enter the preceding area. This means that the player can get late game equipment before even starting the main story.
*** An unexpected consequence of this is that some characters in the bar area will move around strangely when you first get there. Most notably, a duty member named Barin, who has a unique GameBreaker weapon, will often wander [[TooDumbToLive straight into a pack of wild dogs just outside the bar]], leaving his weapon for the player.
** There are several times during the game where the military acts as a BeefGate, and the player is supposed to avoid them by going another way. However, if the player has a powerful enough weapon (most likely acquired by one of the above methods), then they can most likely take down the entire military force. This can result in an UnwinnableByMistake scenario, as the player can get past the point where they can attain a crucial item, or having an irreplaceable NPC simply fail to appear.
* ''VideoGame/{{Antichamber}}'': While there isn't an exact singular sequence of puzzles that must be followed (the green and yellow block guns have multiple puzzles that lead directly to them), it is possible to reach the ending without getting the red block gun through clever manipulation and careful management of blocks.
* Some of the early ''VideoGame/TombRaider'' games have enemies already spawned in the level, but they aren't "alive" until you pass a certain trigger that turns them on. If you approach certain parts of the level wrong via glitches, you can see enemies that are frozen and won't attack, but you can't hit them.
* In ''VideoGame/{{WildARMs1}}'', you're given the opportunity to choose to do a quest chain in Saint Centour or bypass it and do Port Timney first. The idea is that you will eventually do both because there is one magic key in each town, and you need both to make it past two locked doors to progress with the game. However, you can use the [[GoodBadBugs 255 item glitch]] to simply copy the key from Port Timney and completely bypass Saint Centour and its area dungeon, Cage Tower. This makes visiting the town later on a little odd as certain characters act and speak as if the town is completely empty when it... isn't.

to:

* The "Team" objectives in ''VideoGame/SyphonFilter: The Omega Strain'' are only meant to be completed in co-op gameplay, however, some of them can be accomplished solo, such as rescuing In the wounded SWAT officers in the third mission.
* A certain stealth
final Haven mission in ''[[VideoGame/{{SyphonFilter}} Syphon Filter 2]]'' involves a mountain bridge, which is rigged with bombs, and is guarded by a small army of mooks. Two minutes after level starts, their captain gives an order to blow these bombs; so you're expected to find a silent weapon, dispatch of him before that happens (without raising alarm, of course), and continue searching for bombs without any time limit. However, it's totally possible to [[{{Badass}} disarm all four bombs in these two minutes, without breaking stealth as well]]. For some reason, you still lose the mission when the timer reaches 00.
* When playing online in ''VideoGame/DiabloII'' it is rare to spend more than 20 minutes in act three, as everyone simply fights the council and Mephisto right away due to rushing and waypoint abuse.
* In ''Metal Saga'' while it's a sandbox game without a particular order to follow it's strongly expected of you to fight and level up until you can safely reach the last town, as the monsters become increasingly more powerful and if you are weak enough you can't even do scratch damage to them while they do a one-hit kill. However, with you can fleeing the random battles and go to the town with the train. The train can bypass most of the towns and you can also gamble enough to have tons of cash for the powerhouse weapons you can buy at the last town. When you're at the last town, you can buy rail guns and other cutting edge equipment before returning to whatever town you want to. With your new kit, your dune buggy and whatever tank you managed to find will have early enemy attacks bouncing off for no damage. After at, everything except but the final stages becomes a cake walk
* There are several points in ''VideoGame/{{Bugdom}}'' (but especially in level 2), where one can go out of the game. In level two, it requires walking forward while pressing against the grass until you break through. there you find a land of endless sand. Sometimes an ant can follow you through and kill you (but it's rare.)
* In ''VideoGame/TheCave'' if you take a second hot dog from the vending machine at the start, get it all the way to the zoo and avoid getting the character holding it eaten by the monster, you can skip most of that level.
* The first leg of ''VideoGame/{{Cluefinders}} 4th Grade'' required a FetchQuest; twelve cairoglyphs in exchange for translating a clue on a scroll. The scroll contained five clues in rhymed couplets; the first four would always be the same and lead you to the statue adjacent to the antique shop where the scroll is being translated. The fifth clue would tell you how to open the secret chamber behind the statue, and it would be different each time. But once you realize the patterns the final clue tends to take (X, Y, then X once more, or X, Y then Ear, or X, then twice knee), you can skip all of Cairo's fetch quests, mess around with the statue and solve the secret chamber puzzle early. The antique dealer will still demand cairoglyphs, but it won't matter because solving the secret chamber's puzzle opens up the boat rental shop, allowing the Cluefinders to advance to the Nile Kingdom without bothering with the scroll at all.
* In ''VideoGame/StarWarsTheOldRepublic'', the designers put an open, [=PvP=] area in the middle of the Ilum Gree event. The intent was a full-blown free-for-all where people might make small (4-man maximum) teams, but it would be every player for themselves. But then the players realized there were ''no'' rewards for attacking other players aside from sending them back to base and forcing them to use a teleport to put them right back at the [=PvP=] area. Furthermore, many of the tasks needed to complete the [=PvE=] dailies could be done in the [=PvP=] area with about half the difficulty (a 2 or 3 player team doing the 4-man heroic would get crushed in the [=PvE=] area, but it was very fast and easy to do in the [=PvP=] area). Queue ''massive'' truces across the servers, Imperial and Republic players ''cooperating'' on daily tasks, orderly lines formed at an orb drop-off puzzle, and gankers from both factions being scolded ''by their own faction.'' Veteran MMO players reported they'd never seen anything like it.
* ''VideoGame/MassEffect2'' allows you to complete Mordin's loyalty mission after you've completed the SuicideMission. That's not sequence breaking--although there's not much benefit to doing so, since you've ''[[PlayableEpilogue already beaten the game]]'', you can complete any loyalty mission after the SM (in fact, one mission has an extra optional scene if you complete it after the SM). What ''is'' sequence breaking is that you can complete Mordin's loyalty mission ''even if Mordin is dead''. He will seemingly magically come back to life just to find his missing assistant. The fact that he's the only squadmate this works with is [[CrazyAwesome oddly]] [[MadScientist appropriate]]. Anyone else would have gotten it [[CrowningMomentofHeartwarming wrong]].
* ''[[VideoGame/{{STALKER}} STALKER: Shadow of Chernobyl]]'' can hand this to you. If you're not paying much attention after getting to the Bar (and you might not, it's a major hub), you can completely miss the prompt to head to the bandit-loaded Dark Valley and wind up going to Rostok instead (west, instead of southeast). This means you'll wind up fighting a large group of mercenaries that, while far more heavily armed and armored than you probably will be at the time, can't hit the broad side of a barn, and taking part in the game's only EscortMission. Following that chain of missions to its conclusion will end with you loaded with cash from hocking artifacts, carrying mid-level NATO weaponry that punches far above its weight class, and possibly wearing an Ecologist suit that you got for free, which isn't great against bullets but can put off most environmental hazards, which are common in that area. Heading to the Dark Valley after this and butchering an abandoned warehouse full of bandits (who mainly wear leather jackets and carry low-end weaponry) can be incredibly satisfying considering how difficult the game has been up to that point. After slogging through countless gunfights, you finally get to have a one-sided battle in your favor.
** A similar effect can be accomplished by going north to the army warehouses, where 3 freedom members, also carrying mid-level NATO weaponry, are gunned down the instant you enter the area. Also in this area the player can accompany the freedom faction against the monolith faction, potentially gaining even more powerful weapons. If the player continues north they can get to the early parts of the Red Forest and get late game weapons and armor that make a huge portion of the game exceptionally one-sided.
** The Bar can be accessed before the player completes the objective to let them go through by killing the guards. The player can do this without angering the duty faction by using a noiseless pistol, which is found on a bandit that attacks you the instant enter the preceding area. This means that the player can get late game equipment before even starting the main story.
*** An unexpected consequence of this is that some characters in the bar area will move around strangely when you first get there. Most notably, a duty member named Barin, who has a unique GameBreaker weapon, will often wander [[TooDumbToLive straight into a pack of wild dogs just outside the bar]], leaving his weapon for the player.
** There are several times during the game where the military acts as a BeefGate, and the player is supposed to avoid them by going another way. However, if the player has a powerful enough weapon (most likely acquired by one of the above methods), then they can most likely take down the entire military force. This can result in an UnwinnableByMistake scenario, as the player can get past the point where they can attain a crucial item, or having an irreplaceable NPC simply fail to appear.
* ''VideoGame/{{Antichamber}}'': While there isn't an exact singular sequence of puzzles that must be followed (the green and yellow block guns have multiple puzzles that lead directly to them),
''VideoGame/HeroesOfMightAndMagic V'', it is possible to reach defeat the ending first Inferno hero with Godric without getting the red block gun through clever manipulation and careful management of blocks.
* Some of the early ''VideoGame/TombRaider'' games have enemies
freeing Isabel first. This will trigger a cutscene with Isabel talking to Godric as if she's already spawned freed. A similar situation occurs in the level, Academy mission 3, but they aren't "alive" until you pass a certain trigger that turns them on. If you approach certain parts case is less innocent: trying to assault Markal's forces without freeing Godric beforehand crashes the game.
** And in ''Tribes
of the level wrong via glitches, East'', at least in version 3.0, it is possible to stop the supposedly-unstoppable assaults of your supporting heroes with quick button-mashing and either park them outside the Inferno towns if you can see enemies that are frozen and won't attack, but you absolutely can't hit them.
win, or (for Kujin) take 900 cyclops from Gotai, reducing what can be the hardest fight in the entire campaign to a CurbStompBattle.
* In ''VideoGame/{{WildARMs1}}'', Ridiculously easy in ''VideoGame/SidMeiersAlphaCentauri'', so much so that players can accidentally trigger "interludes" (pages of text that tell the plot about the awakening Voice) in odd orders - the voice can casually talk to you and then three hours later, speak for the first time and you're given surprised, etc. Also, the opportunity to choose to do a quest chain in Saint Centour wording of some of the "lower" endings, such as military or bypass it economic, make planet seem like a bigger mystery than she should and do Port Timney first. The idea is that is, depending on how far you will eventually do both are in the game.
* Technically speaking, there's nothing stopping you from charging [[FinalDungeon Meduna]] directly in ''VideoGame/JaggedAlliance 2'' after landing. In practical terms, though, you ''need'' to capture and secure the cities on the way to Meduna,
because while enemy weapons [[SortingAlgorithmOfWeaponEffectiveness get more and more effective the further south you go]], your weapons do not (at least, not until you capture cities). Even a modest upgrade in enemy capabilities -- like, say, going from submachine guns to rifles -- is going to be a major challenge if you're still wielding machine pistols.
** But,
there is one magic key in each town, and you need both to make it past two locked doors to progress with the game. However, you can use the [[GoodBadBugs 255 item glitch]] to simply copy the key from Port Timney and completely bypass Saint Centour and its area dungeon, Cage Tower. This makes visiting the town later on a little odd as certain characters act and speak as if the town is completely empty when it... isn't.7 minute speed run [[http://www.youtube.com/watch?v=osQkMLquCoM here]]
[[/folder]]
[[folder:Other]]



* In metroidvania ''[[VideoGame/OneThousandAmps 1000 Amps]]'', you are supposed to get upgrades in the following order: teleport, mapping, aura, defense, and finally the double jump. However, persistence (or strategic use of seeds) in the section you're supposed to navigate with the defense upgrade enables you to light enough rooms to make your way through to the double jump upgrade station without it. From there, the game breaks wide open (though you still have to get the defense upgrade to be able to connect to where the intruder's hiding).
* In ''VideoGame/CreeperWorld''[='=]s final level, you're supposed to build up your defences to keep the Creeper from climbing over the wall or through the narrow pass, long enough for the tech for [[ForgottenSuperweapon The Thor]] to appear outside the walls. You then need to establish a few weapons outside the walls to keep the area clear long enough to grab the needed tech. However, there's nothing keeping you from continuing to build outside the walls, pushing the creeper back, capping all eight Creeper emitters, and activating the totems to finish the level without ever building Thor. This used to result in the game crashing, but was patched in later editions to take the feat into account.
* In ''{{VideoGame/Borderlands 2}}'' you can, with some creativity, kill certain bosses before their introductory cutscene happens, as this video [[https://www.youtube.com/watch?v=uOz0ySckKnU will show]], but the game may take offense to [[NiceJobBreakingItHero your shenanigans]] if [[HaveYouTriedRebooting you do]].
* It's possible to skip an entire branch of the story in ''VideoGame/{{Marathon}} Infinity'' with some well-timed jumps in one of the "Electric Sheep" levels.
* ''VideoGame/GoldenEye1997'': While not exactly easy to pull off, it's possible to beat Aztec level without killing Jaws and without even operating the open/close exhausting bay terminal. If the player attracts the yellow jump-suited guards in the corridor between the room with the terminal behind the glass doors and the exhaust bay and returns to the room and hides in the back, it's possible that the guards will open the glass doors and Bond can use the guidance data and recover the launch protocol and finish the mission in any place within the level (even in the exhaust bay), as the level has no defined exit. It's not quite clear if this is a glitch or not as the level normally has no exit too. This trick is very popular among speed run players.
* ''Podcast/TheAdventureZone'': The DungeonMaster references a long-sounding sequence in a castle that the party manages to skip by figuring out how to use an enchanted map and getting pointed straight to Wave Echo Cave. Unlike many instances of this trope, it is ''not'' advantageous, since it puts them in an area recommended for characters of level 4-5 at level 2.
* ''Videogame/GoneHome'' can be completed in under two minutes with prior knowledge or blind luck, and probably under ten by a very thorough player; the key to the final room is hidden behind a fake wall in [[spoiler: the home's parlor, almost directly opposite of the front door]] which prompts players to open when looked at. The ease of which players could inadvertently beat the game and skip the entire story led to a [[https://www.youtube.com/watch?v=IjyrxNteLyw parody game]].
* A few of the Achievements in ''VideoGame/FreedomPlanet'' involves the player to use their characters' abilities and bypass certain obstacles that would normally take up time to get through.
* ''VideoGame/HauntingGround'': Several of the game's puzzles can be completed early or bypassed entirely during a second run. Special mention goes to the Lorenzo Glitch, which allows the player to cut out everything between Riccardo's defeat in the Water Tower and [[spoiler:Young!]]Lorenzo's Boss Battle in the House of Truth by triggering a cutscene early using a Luminescent.

to:

* In metroidvania ''[[VideoGame/OneThousandAmps 1000 Amps]]'', Not even {{Game Mod}}s are safe from this trope. Examples:
** "Protean Cybex," the sixteenth level of the ''VideoGame/{{Doom}} II'' [[GameMod total conversion]] ''[=HacX=]'', requires
you are supposed to get upgrades push a series of buttons, eventually revealing a switch in the following order: teleport, mapping, aura, defense, and finally the double jump. However, persistence (or strategic use of seeds) in the section you're supposed to navigate with the defense upgrade enables you to light enough rooms to make your way through to the double jump upgrade station without it. From there, the game breaks wide open (though you still have to get the defense upgrade to be able to connect to where the intruder's hiding).
* In ''VideoGame/CreeperWorld''[='=]s final level, you're supposed to build up your defences to keep the Creeper from climbing over the wall or through the narrow pass, long enough for the tech for [[ForgottenSuperweapon The Thor]] to appear outside the walls. You then need to establish a few weapons outside the walls to keep the area clear long enough to grab the needed tech. However, there's nothing keeping you from continuing to build outside the walls, pushing the creeper back, capping all eight Creeper emitters, and activating the totems to finish
center which ends the level without ever building Thor. This used to result in the game crashing, but was patched in later editions to take the feat into account.
* In ''{{VideoGame/Borderlands 2}}'' you can, with some creativity, kill certain bosses before their introductory cutscene happens, as this video [[https://www.youtube.com/watch?v=uOz0ySckKnU will show]], but the game may take offense to [[NiceJobBreakingItHero your shenanigans]] if [[HaveYouTriedRebooting you do]].
* It's possible to skip an entire branch of the story in ''VideoGame/{{Marathon}} Infinity'' with some well-timed jumps in one of the "Electric Sheep" levels.
* ''VideoGame/GoldenEye1997'': While not exactly easy to pull off,
when pressed. Problem is, it's possible to beat Aztec level without killing Jaws and without even operating the open/close exhausting bay terminal. If located right behind where the player attracts starts, and because of how the yellow jump-suited guards in the corridor between the room with the terminal behind the glass doors and the exhaust bay and returns to the room and hides in the back, it's possible that the guards will open the glass doors and Bond engine handles switches, you can use the guidance data and recover the launch protocol and finish the mission in any place within end the level (even right after it begins just by turning around and clicking at the air.
** "[[http://numa.notdot.net/map/476 Mind Swamp That WORKS LOL]]," highlighted
in the exhaust bay), [[http://numa.notdot.net/ NUMA]] [[http://jeffkillian.com/NUMA.htm new user guide]] as one example of a bad {{N}} map, seems to be ridiculously tough to finish... unless you exploit a bug that lets you activate the level has no defined exit. It's not quite clear if this is a glitch or not as the level normally has no exit too. This trick is very popular among speed run players.
* ''Podcast/TheAdventureZone'': The DungeonMaster references a long-sounding sequence in a castle that the party manages to skip by figuring out how to use an enchanted map and getting pointed straight to Wave Echo Cave. Unlike many instances of this trope, it is ''not'' advantageous, since it puts them in an area recommended for characters of level 4-5 at level 2.
* ''Videogame/GoneHome'' can be completed in under two minutes with prior knowledge or blind luck, and probably under ten by a very thorough player; the key to the final room is hidden behind a fake wall in [[spoiler: the home's parlor, almost directly opposite of the front door]] which prompts players to open when looked at. The ease of which players could inadvertently beat the game and skip the entire story led to a [[https://www.youtube.com/watch?v=IjyrxNteLyw parody game]].
* A few of the Achievements in ''VideoGame/FreedomPlanet'' involves the player to use their characters' abilities and bypass certain obstacles that would normally take up time to
long before you ever get through.
* ''VideoGame/HauntingGround'': Several of the game's puzzles can be completed early or bypassed entirely during a second run. Special mention goes to the Lorenzo Glitch, which allows the player to cut out everything between Riccardo's defeat in the Water Tower and [[spoiler:Young!]]Lorenzo's Boss Battle in the House of Truth by triggering a cutscene early using a Luminescent.
there.



* ''VideoGame/{{Earthbound}}'' has a set order for My Sanctuary spots, but you can skip some. Naturally, this leads to [[TheDevTeamThinksOfEverything the dev team forseeing this]] and coding the final My Sanctuary cutscene, but only in the spots you could possibly do last.
** One can also glitch through certain cliffs, especially in Peaceful Rest valley, saving you some time.
** One bizarre example is the Summers Museum. The exhibit you're required to visit to proceed through the game has two enemies to fight. The enemies only move when you do, and you will collide with both of them if you talk to the NPC and then try to leave, unless you are VERY careful with your steps, in which case you can exit the room having only fought one. It might save you some time. The enemy also stays there for the rest of the game, so if you beat the game and decide to enter that room in the PlayableEpilogue you get to have the only Post-Game fight. Get a game over, and the game glitches out.
* ''VideoGame/PaperMarioTheThousandYearDoor'' deals with squence breaking a quite a clever way: At one point there's a character who, if you know their real name, you can defeat them. The game pulls up a naming screen so you can guess the name exactly. Naturally you get it wrong, and so go on a quest to find his real name. What's stopping a person who played the game before or looked the name up from putting it in from the start? Well, he ALSO stole one of the letters from the naming screen, and the quest that ends with you finding out his real name also rewards you with the missing letter, which is part of his name.
* While you can't skip levels, you can definitely skip or avoid entirely scripted events that happen in a level in ''Franchise/FireEmblem''. Most of the time this is expected, as they give you the tools to do it and you get lower turn counts. Fight your way through the army and activate flags for reinforcements, other characters and extra bosses to appear... or use a warp staff to teleport a powerful character to the boss and kill him and finish the level, skipping the hullabaloo.
** Other examples include the character recruitment sidequests in ''VideoGame/FireEmblemAwakening''. Most of them involve fighting your way to the unit you need to recruit and hope they survive until you make it, especially as the pretense involves those characters being in trouble and needing rescuing. Or you can use a Rescue Staff to teleport them to you from afar. With a high enough magic stat the range on the rescue staff can be such that you might not even need to move from the starting position. Then you can play through the level without worrying about making it to your distressed ally along the way. Especially notable in the level you get Nah: you're supposed to solve a puzzle involving the patterns of the constantly breaking and reconstructing walls to make it to her, as she appears to be in a completely closed off area. With the Rescue staff you can ignore that.
** There are also times when the designers DON'T expect it, leading to truly odd things. Examples can be as minor as getting a support conversation that references a supposedly past event as its happening, to GameBreakingBug status when a level is scripted to continue after the death of certain characters, and you somehow manage to save them, at which point the game doesn't know what to do.
* Incredibly minor, but possible in one instance ''VideoGame/ResidentEvil''. A puzzle requires you to grab one item, run to the other side and grab the second item before a statue spots you. Or you can stand on the edge of a table and just reach for the second item, skipping the running part.
* ''[[VideoGame/{{Boktai}} Boktai 2]]'' has the Dream Avenue BonusDungeon which normally can't be accessed until you defeat the Spiral Tower and reaquire a projectile weapon to open the gate. However the Devs forgot that Coffin Monster Elephan has a weak projectile and can be purchased as early as beating the ''second dungeon''. Provided you can survive Dream Avenue's brutally overlevelled enemies (which are overlevelled even when you're ''supposed'' to be there), you'll come out with a metric buttload of EXP and powerful weaponry and [[DiskOneNuke tear effortlessly through the next few dungeons]].
* Once you get the ship in ''VideoGame/LufiaAndTheFortressOfDoom'', it's possible to reach areas you're not meant to visit until later in the game, allowing you to purchase much stronger equipment and grind against tougher enemies. One particular dungeon can be completed before the game requires you to—[[TheDevTeamThinksOfEverything if you do]], the boss at the top won't be present and you can obtain the otherwise-RareRandomDrop Might Helm from the chest that will later contain a needed key.
* In ''VideoGame/LufiaTheLegendReturns'', visiting the Monster Track before the plot requires you to will earn you a [[LethalJokeItem Bunny Blade]].
* ''VideoGame/OriAndTheBlindForest'' has many sequence breaks to be exploited by speedrunners. Notably, an early one involving a tricky WallJump near the Map Stone in Hollow Grove allows you to skip to the Moon Grotto and bypass the first half of Thornfelt Swamp. Oddly, you still get the cutscene of Gumo stealing the Water Vein from the Ginso Tree despite you already having it. Even better, with some fancy Bash maneuvers, you can get up the shaft to Sorrow Pass without the aid of wind currents, bypassing the Misty Woods and Forlorn Ruins completely. The winds in Sorrow Pass itself will still be active despite you having never visited the Ruins, but you'll miss out on the WallCrawl skill learned in the Woods, making some jumping puzzles more difficult. Exploiting a saved game glitch at the summit of Sorrow Pass allows you to skip to the final EscapeSequence.
* ''VideoGame/TheWitness'': Due to being able to [[spoiler:activate a puzzle panel from any distance]] and the fact that the puzzles in the main game are not randomized, it is possible to [[spoiler:complete the swamp area in under a minute. It is also possible to directly complete the last puzzle in the autumn forest without doing anything else (if you know the solution beforehand!), and the keep with only three puzzles instead of five.]] Needless to say, these skips are used heavily in speedruns.

to:

* ''VideoGame/{{Earthbound}}'' has a set order for My Sanctuary spots, but you can skip some. Naturally, this leads to [[TheDevTeamThinksOfEverything the dev team forseeing this]] and coding the final My Sanctuary cutscene, but only in the spots you could possibly do last.
** One can also glitch through certain cliffs, especially in Peaceful Rest valley, saving you some time.
** One bizarre example is the Summers Museum.
’’Podcast/TheAdventureZone: The exhibit you're required to visit to proceed through the game has two enemies to fight. The enemies only move when you do, and you will collide with both of them if you talk to the NPC and then try to leave, unless you are VERY careful with your steps, in which case you can exit the room having only fought one. It might save you some time. The enemy also stays there for the rest of the game, so if you beat the game and decide to enter that room in the PlayableEpilogue you get to have the only Post-Game fight. Get a game over, and the game glitches out.
* ''VideoGame/PaperMarioTheThousandYearDoor'' deals with squence breaking a quite a clever way: At one point there's a character who, if you know their real name, you can defeat them. The game pulls up a naming screen so you can guess the name exactly. Naturally you get it wrong, and so go on a quest to find his real name. What's stopping a person who played the game before or looked the name up from putting it in from the start? Well, he ALSO stole one of the letters from the naming screen, and the quest that ends with you finding out his real name also rewards you with the missing letter, which is part of his name.
* While you can't skip levels, you can definitely skip or avoid entirely scripted events that happen in a level in ''Franchise/FireEmblem''. Most of the time this is expected, as they give you the tools to do it and you get lower turn counts. Fight your way through the army and activate flags for reinforcements, other characters and extra bosses to appear... or use a warp staff to teleport a powerful character to the boss and kill him and finish the level, skipping the hullabaloo.
** Other examples include the character recruitment sidequests in ''VideoGame/FireEmblemAwakening''. Most of them involve fighting your way to the unit you need to recruit and hope they survive until you make it, especially as the pretense involves those characters being in trouble and needing rescuing. Or you can use a Rescue Staff to teleport them to you from afar. With a high enough magic stat the range on the rescue staff can be such that you might not even need to move from the starting position. Then you can play through the level without worrying about making it to your distressed ally along the way. Especially notable in the level you get Nah: you're supposed to solve a puzzle involving the patterns of the constantly breaking and reconstructing walls to make it to her, as she appears to be in a completely closed off area. With the Rescue staff you can ignore that.
** There are also times when the designers DON'T expect it, leading to truly odd things. Examples can be as minor as getting a support conversation that
DungeonMaster references a supposedly past event as its happening, to GameBreakingBug status when a level is scripted to continue after the death of certain characters, and you somehow manage to save them, at which point the game doesn't know what to do.
* Incredibly minor, but possible in one instance ''VideoGame/ResidentEvil''. A puzzle requires you to grab one item, run to the other side and grab the second item before a statue spots you. Or you can stand on the edge of a table and just reach for the second item, skipping the running part.
* ''[[VideoGame/{{Boktai}} Boktai 2]]'' has the Dream Avenue BonusDungeon which normally can't be accessed until you defeat the Spiral Tower and reaquire a projectile weapon to open the gate. However the Devs forgot that Coffin Monster Elephan has a weak projectile and can be purchased as early as beating the ''second dungeon''. Provided you can survive Dream Avenue's brutally overlevelled enemies (which are overlevelled even when you're ''supposed'' to be there), you'll come out with a metric buttload of EXP and powerful weaponry and [[DiskOneNuke tear effortlessly through the next few dungeons]].
* Once you get the ship in ''VideoGame/LufiaAndTheFortressOfDoom'', it's possible to reach areas you're not meant to visit until later in the game, allowing you to purchase much stronger equipment and grind against tougher enemies. One particular dungeon can be completed before the game requires you to—[[TheDevTeamThinksOfEverything if you do]], the boss at the top won't be present and you can obtain the otherwise-RareRandomDrop Might Helm from the chest that will later contain a needed key.
* In ''VideoGame/LufiaTheLegendReturns'', visiting the Monster Track before the plot requires you to will earn you a [[LethalJokeItem Bunny Blade]].
* ''VideoGame/OriAndTheBlindForest'' has many
long-sounding sequence breaks to be exploited by speedrunners. Notably, an early one involving a tricky WallJump near the Map Stone in Hollow Grove allows you to skip to the Moon Grotto and bypass the first half of Thornfelt Swamp. Oddly, you still get the cutscene of Gumo stealing the Water Vein from the Ginso Tree despite you already having it. Even better, with some fancy Bash maneuvers, you can get up the shaft to Sorrow Pass without the aid of wind currents, bypassing the Misty Woods and Forlorn Ruins completely. The winds in Sorrow Pass itself will still be active despite you having never visited the Ruins, but you'll miss out on the WallCrawl skill learned in the Woods, making some jumping puzzles more difficult. Exploiting a saved game glitch at the summit of Sorrow Pass allows you to skip to the final EscapeSequence.
* ''VideoGame/TheWitness'': Due to being able to [[spoiler:activate a puzzle panel from any distance]] and the fact
castle that the puzzles in the main game are not randomized, party manages to skip by figuring out how to use an enchanted map and getting pointed straight to Wave Echo Cave. Unlike many instances of this trope, it is possible to [[spoiler:complete the swamp not advantageous, since it puts them in an area in under a minute. It is also possible to directly complete the last puzzle in the autumn forest without doing anything else (if you know the solution beforehand!), and the keep with only three puzzles instead recommended for characters of five.]] Needless to say, these skips are used heavily in speedruns.level 4-5 at level 2.



* ''VideoGame/DustAnElysianTail'', an indie {{Metroidvania}} ActionRPG, doesn't let the player [[AbilityRequiredToProceed progress through the plot ahead of time]], but certain treasures that would normally require abilities from later areas to be reached can be collected much earlier than intended by design. In particular, the Aerial Dust Storm ability from the first area, if used on airborne enemies, can let Dust propel towards some very high platforms long before obtaining Double Jump or Boost Jump. Certain melee combos also allow Dust to stay in the air for a few moments after a jump, which can be used to bypass some of the Double Jump-requiring puzzles that have no enemies nearby.

to:

* ''VideoGame/DustAnElysianTail'', an indie {{Metroidvania}} ActionRPG, doesn't let the player [[AbilityRequiredToProceed progress through the plot ahead of time]], but certain treasures that would normally require abilities from later areas to be reached can be collected much earlier than intended by design. In particular, the Aerial Dust Storm ability from the first area, if used on airborne enemies, can let Dust propel towards some very high platforms long before obtaining Double Jump or Boost Jump. Certain melee combos also allow Dust to stay in the air for a few moments after a jump, which can be used to bypass some of the Double Jump-requiring puzzles that have no enemies nearby. [[/folder]]
28th Apr '16 5:35:34 PM BreadBull
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* In ''VideoGame/CommandAndConquerTiberiumWars'', the GDI Cairo mission requires the player to sabotage Nod power plants to delay their nuclear missile launch. This is done by either jump-jetting infantry or using air units to bypass a small part of the Nod base that has no air defenses, and then blowing up the power plants. However, the player can instead opt to complete the mission by ignoring the power plants completely and taking out the Nod base the tried-and-true GDI way: [[DungeonBypass full frontal assault with Mammoth Tanks.]] Another alternate is to [[ZergRush build enough Orcas (about 12) to get through the air defenses and take out the nuke itself]], then destroy the rest of the base at your leisure.
* Similarly, in ''VideoGame/CommandAndConquerTiberianSun Firestorm'', one of the GDI missions involves piercing through sizable enemy protections to reach CABAL's core. However, with judicious application of the EM Pulse and your new Mobile [=EMP=]s, it was possible to pierce through to the objective without even bothering with the technicians who could drop the laser fences or even destroy the strengthened posts themselves. Not to mention the only things that NOD had near the core that weren't affected by EMP were Engineers.
** The final mission for GDI in that game is hilariously easy. CABAL's real core is protected by the nigh impenetrable Firestorm Defense, and you must capture 3 service stations to shut it down. However, the developers likely forgot that one Ion Cannon blast can destroy the Firestorm Generator, bypassing the entire sequence. They had a failsafe for this: the Core Defender, a massive robot that had a rapid firing one-hit-KO laser and was impervious to all attacks....but it couldn't swim. Lure him onto a bridge, then blow it up, and instantly CABAL's core becomes a sitting duck.
** The computer will never attack something that's in stealth until it is brought out of stealth. Build a Stealth generator with laser fences in radius and deactivate the fences. When the Defender gets between two posts, reactivate them and insta-gib. Same can be said with the Firestorm.
** In fact, it is possible to destroy CABAL's core in both GDI and Nod final missions without shutting down the Firestorm generator and therefore without activating the Core Defender. GDI has Disruptor tanks that can use their sonic attack through ANY walls, including an active Firestorm barrier. The Brotherhood of Nod can use a more subtle approach - it is possible to deploy an MCV into a Construction Yard right in front of the core and quickly build up two-three Obelisks of Light. Their lasers completely ignore the Firestorm barrier, leaving only a single pathetic CABAL Obelisk to protect the core.
** In all of the games there are a number of "stealth" missions, where you're given a limited number of units and are expected to take a certain route, since any other route is blocked off or too heavily-defended to shoot your way through. Certain stealth missions, however, provide you with engineers and enemies with full-on bases. With some careful micromanagement, it's entirely possible to take control of the enemy's refineries and construction yard and turn what was suppose to be a stealth mission into a straight up tank rush. Later games migated this fact by forbidding the actual construction of anything, with any and all attackers being spawned by script rather than being produced and the buildings and harvesters there simply for show.

to:

* ''Franchise/CommandAndConquer'':
** In ''VideoGame/CommandAndConquer: Red Alert 2'', you can do this in the 7th Allied Mission. The actual mission is hard, forcing you to defend Pearl Harbor against waves of submarines and dreadnoughts, parachuting conscripts and terror drones and tanks coming from the north. Oh, and the Soviets have a nuclear missile silo through which they will nuke your War Factory into oblivion. Repeatedly. How to get around this? Start the mission, build a bunch of rocketeers, fly them to the island that the Soviets overrun in the opening minutes, destroy the MCV as it rolls ashore, mop up. This can be done in ten minutes, tops.
** Or, better yet, just take the ships you have at the beginning of the mission and send them to the coast west of the AI's allied base (you are able to see it at the beginning). Simply ignore anything else and concentrate on taking out the last two Soviet transports that arrive on the map (ignoring the first wave of four; these are in the second group) at the end (usually the slowest-moving one in the last wave is carrying the MCV, or it'll be the one next to that. Sink the transport, or even wait until it drops off the MCV and hose that with your ships before it can deploy, and the only Soviet structure you have to take out is a sentry gun. Total time to complete? Three and a half minutes.
*** The same thing can be done in one of the early Soviet missions, where the Koreans try to establish a base.
*** Something similar can be done in the 10th Allied mission, where you have to protect Einstein's lab, and the Soviets set up their bases in the first few minutes before producing units and attacking. If you start building tanks and infantry as soon as possible and send all your units to the place where the Soviets are supposed to build their bases, you can destroy at least two of the three bases they'd normally build, possibly even all of them. Also, the Soviet second-to-last mission, where both you and Yuri get huge forces, is normally one of the most difficult in the game. However, you get two Kirovs at the start, and while hard it's possible to manouver these along the left side of the map, all the way to the top, and then to the right. Most likely one of them will be destroyed and the other will barely make it, but there are no anti-air defenses around the target, so you can just let your Kirov destroy it at its leisure. Again, this can easily be done in five minutes.
**** Yuri's Revenge has the inverse of this in the second Soviet mission. Instead of slowly destroying all the Allied bases, you can simply rally your tanks, drive along the northern and western borders straight to Einstein's lab and shoot it to oblivion. Mission complete.
*** And in the Allied campaign, missions 3 and 4. Mission three requires either a big, slow ground assault on the Psychic Beacon - or (much easier to build) a fleet of 16+ Harrier jets; enough of them will survive the antiair defenses to blast the Beacon into oblivion. Mission 4 (except on the hardest difficulty mode) expects you to clear a beachhead with Destroyers and Rocketeers and then build a base, but it's possible to cruise right up the canal to the Psychic Amplifier, using the landing craft and rocketeers for cannon fodder, and blowing the Amplifier to pieces with just the starting Destroyers.
*** In the 6th Soviet mission you have to sink the American fleet in Pearl Harbor, which would require destroying the Allied Base and the Korean reinforcements. Turns out that the only thing you need to destroy is the actual American fleet, which can be done simply by building a group of subs and sneaking them in to the Harbor before the Koreans even arrive.
*** In some of the Allied missions, you start with or can find a small team of engineers and money. If you can take an enemy War Factory, refinery, and possibly a barracks, you can spam units and level the things you're supposed to destroy. Better yet, if you beat the mission fast enough, the report says that the soviets are impressed with your skills at "stealthy destruction".
*** In the last mission of the Empire campaign in Red Alert 3, using either Tanya or Natasha on the FutureTech lab results in the obvious instant kill, skipping the small battle sequence that would normally commence as well as some videos.
*** In one of the allied missions you have to stop a limo from reaching the enemy base before you can destroy it. You're expected to break through in a slow battle of atrrition. You'll probably just solve it by building a large group of century bombers and simply fly through, the century bomber being durable enough that most of them will get through to unload their bombs.
**
In ''VideoGame/CommandAndConquerTiberiumWars'', the GDI Cairo mission requires the player to sabotage Nod power plants to delay their nuclear missile launch. This is done by either jump-jetting infantry or using air units to bypass a small part of the Nod base that has no air defenses, and then blowing up the power plants. However, the player can instead opt to complete the mission by ignoring the power plants completely and taking out the Nod base the tried-and-true GDI way: [[DungeonBypass full frontal assault with Mammoth Tanks.]] Another alternate is to [[ZergRush build enough Orcas (about 12) to get through the air defenses and take out the nuke itself]], then destroy the rest of the base at your leisure.
* ** Similarly, in ''VideoGame/CommandAndConquerTiberianSun Firestorm'', one of the GDI missions involves piercing through sizable enemy protections to reach CABAL's core. However, with judicious application of the EM Pulse and your new Mobile [=EMP=]s, it was possible to pierce through to the objective without even bothering with the technicians who could drop the laser fences or even destroy the strengthened posts themselves. Not to mention the only things that NOD had near the core that weren't affected by EMP were Engineers.
** *** The final mission for GDI in that game is hilariously easy. CABAL's real core is protected by the nigh impenetrable Firestorm Defense, and you must capture 3 service stations to shut it down. However, the developers likely forgot that one Ion Cannon blast can destroy the Firestorm Generator, bypassing the entire sequence. They had a failsafe for this: the Core Defender, a massive robot that had a rapid firing one-hit-KO laser and was impervious to all attacks....but it couldn't swim. Lure him onto a bridge, then blow it up, and instantly CABAL's core becomes a sitting duck.
** *** The computer will never attack something that's in stealth until it is brought out of stealth. Build a Stealth generator with laser fences in radius and deactivate the fences. When the Defender gets between two posts, reactivate them and insta-gib. Same can be said with the Firestorm.
** *** In fact, it is possible to destroy CABAL's core in both GDI and Nod final missions without shutting down the Firestorm generator and therefore without activating the Core Defender. GDI has Disruptor tanks that can use their sonic attack through ANY walls, including an active Firestorm barrier. The Brotherhood of Nod can use a more subtle approach - it is possible to deploy an MCV into a Construction Yard right in front of the core and quickly build up two-three Obelisks of Light. Their lasers completely ignore the Firestorm barrier, leaving only a single pathetic CABAL Obelisk to protect the core.
** *** In all of the games there are a number of "stealth" missions, where you're given a limited number of units and are expected to take a certain route, since any other route is blocked off or too heavily-defended to shoot your way through. Certain stealth missions, however, provide you with engineers and enemies with full-on bases. With some careful micromanagement, it's entirely possible to take control of the enemy's refineries and construction yard and turn what was suppose to be a stealth mission into a straight up tank rush. Later games migated this fact by forbidding the actual construction of anything, with any and all attackers being spawned by script rather than being produced and the buildings and harvesters there simply for show.



* In ''VideoGame/CommandAndConquer: Red Alert 2'', you can do this in the 7th Allied Mission. The actual mission is hard, forcing you to defend Pearl Harbor against waves of submarines and dreadnoughts, parachuting conscripts and terror drones and tanks coming from the north. Oh, and the Soviets have a nuclear missile silo through which they will nuke your War Factory into oblivion. Repeatedly. How to get around this? Start the mission, build a bunch of rocketeers, fly them to the island that the Soviets overrun in the opening minutes, destroy the MCV as it rolls ashore, mop up. This can be done in ten minutes, tops.
** Or, better yet, just take the ships you have at the beginning of the mission and send them to the coast west of the AI's allied base (you are able to see it at the beginning). Simply ignore anything else and concentrate on taking out the last two Soviet transports that arrive on the map (ignoring the first wave of four; these are in the second group) at the end (usually the slowest-moving one in the last wave is carrying the MCV, or it'll be the one next to that. Sink the transport, or even wait until it drops off the MCV and hose that with your ships before it can deploy, and the only Soviet structure you have to take out is a sentry gun. Total time to complete? Three and a half minutes.
** The same thing can be done in one of the early Soviet missions, where the Koreans try to establish a base.
** Something similar can be done in the 10th Allied mission, where you have to protect Einstein's lab, and the Soviets set up their bases in the first few minutes before producing units and attacking. If you start building tanks and infantry as soon as possible and send all your units to the place where the Soviets are supposed to build their bases, you can destroy at least two of the three bases they'd normally build, possibly even all of them. Also, the Soviet second-to-last mission, where both you and Yuri get huge forces, is normally one of the most difficult in the game. However, you get two Kirovs at the start, and while hard it's possible to manouver these along the left side of the map, all the way to the top, and then to the right. Most likely one of them will be destroyed and the other will barely make it, but there are no anti-air defenses around the target, so you can just let your Kirov destroy it at its leisure. Again, this can easily be done in five minutes.
*** Yuri's Revenge has the inverse of this in the second Soviet mission. Instead of slowly destroying all the Allied bases, you can simply rally your tanks, drive along the northern and western borders straight to Einstein's lab and shoot it to oblivion. Mission complete.
** And in the Allied campaign, missions 3 and 4. Mission three requires either a big, slow ground assault on the Psychic Beacon - or (much easier to build) a fleet of 16+ Harrier jets; enough of them will survive the antiair defenses to blast the Beacon into oblivion. Mission 4 (except on the hardest difficulty mode) expects you to clear a beachhead with Destroyers and Rocketeers and then build a base, but it's possible to cruise right up the canal to the Psychic Amplifier, using the landing craft and rocketeers for cannon fodder, and blowing the Amplifier to pieces with just the starting Destroyers.
** In the 6th Soviet mission you have to sink the American fleet in Pearl Harbor, which would require destroying the Allied Base and the Korean reinforcements. Turns out that the only thing you need to destroy is the actual American fleet, which can be done simply by building a group of subs and sneaking them in to the Harbor before the Koreans even arrive.
** In some of the Allied missions, you start with or can find a small team of engineers and money. If you can take an enemy War Factory, refinery, and possibly a barracks, you can spam units and level the things you're supposed to destroy. Better yet, if you beat the mission fast enough, the report says that the soviets are impressed with your skills at "stealthy destruction".
** In the last mission of the Empire campaign in Red Alert 3, using either Tanya or Natasha on the FutureTech lab results in the obvious instant kill, skipping the small battle sequence that would normally commence as well as some videos.
** In one of the allied missions you have to stop a limo from reaching the enemy base before you can destroy it. You're expected to break through in a slow battle of atrrition. You'll probably just solve it by building a large group of century bombers and simply fly through, the century bomber being durable enough that most of them will get through to unload their bombs.
28th Apr '16 5:33:22 PM BreadBull
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* In the original ''VideoGame/{{Warcraft}}'' strategy game, there is a later Humans mission where you have a base and a formidable starting army, but no peasants (worker units that gather gold and construct buildings) and not enough gold to build a peasant. Your peasants are held prisoner deep inside the enemy base and you are meant to use your unusually large starting forces to rescue them, bring them back to base, restart your economy and play it like any base building mission. However, if played right, your starting forces are enough to destroy the enemy base and win the mission! We in fact found this to be easier and quicker than rescuing the peasants which is actually quite difficult to do. By the time you've freed them, most of the enemy base is crippled or destroyed already, so you may as well press on and finish them off instead of retreating back to base to build up for another attack.



* In the original ''VideoGame/{{Warcraft}}'' strategy game, there is a later Humans mission where you have a base and a formidable starting army, but no peasants (worker units that gather gold and construct buildings) and not enough gold to build a peasant. Your peasants are held prisoner deep inside the enemy base and you are meant to use your unusually large starting forces to rescue them, bring them back to base, restart your economy and play it like any base building mission. However, if played right, your starting forces are enough to destroy the enemy base and win the mission! We in fact found this to be easier and quicker than rescuing the peasants which is actually quite difficult to do. By the time you've freed them, most of the enemy base is crippled or destroyed already, so you may as well press on and finish them off instead of retreating back to base to build up for another attack.
28th Apr '16 5:32:17 PM BreadBull
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