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* FinalFantasyIV has a sequence where you regain the healer character (Rosa) and then almost immediately descend into the underworld, to the Kingdom of the Dwarves, where you fight Calbrena (the [[ThatOneBoss combining dolls]]) and Golbez in quick succession. (That's the battle where you [[spoiler:get Rydia back]].) When Rosa reappears in your party, she has the bare minimum of equipment - and once you've descended to the underworld, you can't return to the surface without completing the entire sequence, and the dwarven vendors won't talk to you. It's therefore possible to make the fight against Calbrena and Golbez unwinnable by forgetting to equip Rosa - she can't heal very well and is easily killed without gear. This was the incident that led this troper to start saving in multiple slots for each game - that way there's always a backup.

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* FinalFantasyIV has a sequence where you regain the healer character (Rosa) character, Rosa, and then almost immediately descend into the underworld, underworld to the Kingdom of the Dwarves, where you fight Calbrena (the [[ThatOneBoss combining dolls]]) and Golbez in quick succession. (That's the battle where you [[spoiler:get Rydia back]].) succession. When Rosa reappears in your party, she has the bare minimum of equipment - and once equipment. Once you've descended to the underworld, you can't return to the surface without completing the entire sequence, and nor will the dwarven vendors won't talk to you. It's therefore possible If you forget to make equip Rosa before going to the fight underworld, then the fights against Calbrena and Golbez will be practically unwinnable by forgetting to equip Rosa - -- she can't heal very well and is easily killed without gear. This was the incident that led this troper to start saving in multiple slots for each game - that way there's always a backup.gear.
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** Also in {{BioShock}} 2 if you die during a particular boss fight you respawn at a different spot on the level and when you return to the site of the boss fight, the door is locked shut. With the boss on the other side.
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* FinalFantasyIV has a sequence where you regain the healer character (Rosa) and then almost immediately descend into the underworld, to the Kingdom of the Dwarves, where you fight Calbrena (the [[ThatOneBoss combining dolls) and Golbez in quick succession. (That's the battle where you [[spoiler:get Rydia back]].) When Rosa reappears in your party, she has the bare minimum of equipment - and once you've descended to the underworld, you can't return to the surface without completing the entire sequence, and the dwarven vendors won't talk to you. It's therefore possible to make the fight against Calbrena and Golbez unwinnable by forgetting to equip Rosa - she can't heal very well and is easily killed without gear. This was the incident that led this troper to start saving in multiple slots for each game - that way there's always a backup.

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* FinalFantasyIV has a sequence where you regain the healer character (Rosa) and then almost immediately descend into the underworld, to the Kingdom of the Dwarves, where you fight Calbrena (the [[ThatOneBoss combining dolls) dolls]]) and Golbez in quick succession. (That's the battle where you [[spoiler:get Rydia back]].) When Rosa reappears in your party, she has the bare minimum of equipment - and once you've descended to the underworld, you can't return to the surface without completing the entire sequence, and the dwarven vendors won't talk to you. It's therefore possible to make the fight against Calbrena and Golbez unwinnable by forgetting to equip Rosa - she can't heal very well and is easily killed without gear. This was the incident that led this troper to start saving in multiple slots for each game - that way there's always a backup.
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* FinalFantasyIV has a sequence where you regain the healer character (Rosa) and then almost immediately descend into the underworld, to the Kingdom of the Dwarves, where you fight Calbrena (the [[ThatOneBoss combining dolls) and Golbez in quick succession. (That's the battle where you [[spoiler:get Rydia back]].) When Rosa reappears in your party, she has the bare minimum of equipment - and once you've descended to the underworld, you can't return to the surface without completing the entire sequence, and the dwarven vendors won't talk to you. It's therefore possible to make the fight against Calbrena and Golbez unwinnable by forgetting to equip Rosa - she can't heal very well and is easily killed without gear. This was the incident that led this troper to start saving in multiple slots for each game - that way there's always a backup.
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** Another autosave glitch is on the water planet. When you try to leave the Sith Base, you get arrested for tresspassing. If you didn't play the entire base, you dont' acquire evidence that the Sith are doing very nasty things. If you don't acquire the evidence, you are put on trial and executed. Also, it's very likely that the game will autosave as you are leaving the base.
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* [=MDickie's=] now-legendary biblical-era [[WideOpenSandbox sandbox game]] ''The You Testament'' is very easy to make unwinnable, as discovered during a [=~Let's Play~=] by SomethingAwful regulars Chip Cheezum and General Ironicus: If you create a very, very short character and step into a pool, you can not climb out, and have to start all over again. [[http://chipandironicus.com/video/testament/5.html You can see the effect in action in this video, towards the end.]]
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Paper Mario 2 unwinnable scenario

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* In [[SuperMarioBros Paper Mario 2]], it's possible to go to the moon with pitiful HP (sometimes down to 1) with no recovery items. Oops! There's no health-recovery block on the moon, but there is a [[SavePoint Save Point]]! Oh, and did I mention the two mini-bosses you have to fight RIGHT BEFORE GETTING TO THE RECOVERY BLOCK? Sure, they're [[AIRoulette AI Roulette]]-based enemies, but the chances that they'll use absolutely no attack moves before you beat them is right about [[YouHaveNoChanceToSurvive none]].
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** This is hardly unique to LegendofLegaia. This could be true for any game that locks you in a dungeon for the duration of your business there.

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** This is hardly unique to LegendofLegaia.[[LegendofLegaia Legend of Legaia]]. This could be true for any game that locks you in a dungeon for the duration of your business there.
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Not an example. Now I feel like an idiot.


* The 'Special Edition' of the original MonkeyIsland has a point where Guybrush has to bring a mug of grog to the prison to melt the bars of a prison cell. However, the hidden timer goes too quickly, and the mug always melts before reaching the prison.
** Though really, some people just grab ''multiple'' mugs and juggle the contents around on their way to the prison as need be.
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** In the fourth level, there's a switch above a collapsing floor at one point. If you fall through the floor but fail to pull the switch, you're stuck.
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I'm not sure the person who posted this Monkey Island thing was aware you can pour grog from one mug to another. I've been doing it since the original CD-ROM version!

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** Though really, some people just grab ''multiple'' mugs and juggle the contents around on their way to the prison as need be.

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If it's wrong, cut it!


* ''SpaceQuest I'': In the second room in the game, it is possible to obtain a cartridge -- but you'll only know which one if you enter this room, which you never need to be in otherwise, often enough to trigger the random event that tells you its name. Using the cartridge here will kill you for no reason. Much, much later in the game, the lair of four-armed aliens contains an easily-missed cartridge slot. Using it here gives you an {{infodump}} with an easily-missed four-letter code. Much, much later than that, in the final scene, you need this four-letter code to start a self-destruct sequence.
** This is not true. The event will always be triggered when you enter the room for the second time. And you do need to pass the room twice in order to get a cartridge you need to leave the ship. And if anything, this would be unwinnable by ''design''.

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* ''SpaceQuest I'': In the second room in the game, it is possible to obtain a cartridge -- but you'll only know which one if you enter this room, which you never need to be in otherwise, often enough to trigger the random event that tells you its name. Using the cartridge here will kill you for no reason. Much, much later in the game, the lair of four-armed aliens contains an easily-missed cartridge slot. Using it here gives you an {{infodump}} with an easily-missed four-letter code. Much, much later than that, in the final scene, you need this four-letter code to start a self-destruct sequence.
** This is not true. The event will always be triggered when you enter the room for the second time. And you do need to pass the room twice in order to get a cartridge you need to leave the ship. And if anything, this would be unwinnable by ''design''.



* Final Fantasy VIII.

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* Final Fantasy VIII. VIII:
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* The 'Special Edition' of the original MonkeyIsland has a point where Guybrush has to bring a mug of grog to the prison to melt the bars of a prison cell. However, the hidden timer goes too quickly, and the mug always melts before reaching the prison.
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* Similar to the {{MegaManStarforce}} example, you can get stuck between an NPC and a wall in Chapter 5 of [[{{Mother3}} Mother 3.]] Unfortunately, this game doesn't have the walk through NPCs workaround to get you out of there, so the only thing you can do is revert to an old save if this happens. The killer? The NPC you managed to get stuck behind is a Save Frog, meaning the last time you probably saved was ''right after getting stuck behind it,'' and due to a programming oversight, it will never move out of your way, effectively ending the game and forcing you to start over. The fan made strategy guide for the game advises that you avoid that save point completely and tough it out until you get to the next one.
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* The {{Shadowrun}} game on the [[{{OtherSegaSystems}} Sega CD]] can end up being unwinnable as a combination of three factors: the game has only scripted battles, set points where the player characters gain experience and a highly customizable character building system. The end result of this is that it is entirely possible to build up your characters in such a way that they cannot win a mandatory battle, and the game offers no possibility of straying from the main storyline to grind.
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* Though it doesn't make the game truly unwinnable, the ''OcarinaOfTime'' ice arrows can be impossible to acquire, depending on how you use the keys in the Gerudo Training Area.

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* Though it doesn't make It is an extremely common belief that the game truly unwinnable, the Gerudo Training Area in ''OcarinaOfTime'' ice arrows can be impossible to acquire, depending on how made Unwinnable if you use the keys in the Gerudo Training Area. wrong spots, largely because it is necessary to have the Silver Gauntlets to get one of the keys (which you almost certainly won't have when you first enter). If you ''do'' have them, all doors can be unlocked. A few keys are very much GuideDangIt, though.

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* In MetalGearSolid, if, after defeating the attack chopper on the roof, you have low health and no chaff grenades, then you cannot descend from the roof (and thus progress). The stairway is guarded by [[SentryGun sentry guns]].

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* In MetalGearSolid, if, after defeating the attack chopper on the roof, you have low health and no chaff grenades, then you cannot descend from the roof (and thus progress). The stairway is guarded by [[SentryGun sentry guns]]. guns]].
** I thought Snake ate a ration to boost his health bar after that fight, refilling it. Also, you can destroy the sets of cameras with the Stinger.
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** Rookie mistake. One thing you learn early on with adventure games is to ''never'' eat or drink ANY item you are not absolutely required to eat or drink at that moment. Some games will immediately ''kill'' you for this (which is actually a good thing, as noted in the "Polite" entry in Unwinnable By Design).
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* In the 1997 Blade Runner PC game, you encounter [[spoiler: Moraji]] handcuffed to a bomb in his workplace. Since you have a Police PKD .45 blaster, shooting off the 'cuffs is trivial. When [[spoiler: Moraji]] is free, he screams: Run, run! meh - you think - what a obvious and easy sequence. So you holster your weapon, turn around, fast walk to the street...but what, where is [[spoiler: Moraji]]? Then the bomb explodes, and you are thrown across the street. You're dead. Try again? Okay, this time you've managed to run out of the office. You're dead again. What tha f...? The pacing of this game is based on the speed of your CPU. Oops - the default speed was set on the 90's PC's. That's why [[spoiler: Moraji]] runs so fast you don't even get to see him, and the bomb's fuse is so short. This sequence is Unwinnable until you slow down your computer somehow(by running some memory-eating programs). It hasn't been fixed by any patch.
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Depersonalizing


** This troper remembers his brother, who he used to watch play, accidentally saving while sinking to his death on quicksand during the first Java level. We've both had an aversion to [[IncrediblyLamePun quicksaving]] ever since.

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** This troper remembers his brother, who he used The game has an easy quicksave, and it will allow you to watch play, accidentally saving while quicksave in the middle of certain-death situations, such as sinking to his death on quicksand during the first Java level. We've both had an aversion to [[IncrediblyLamePun quicksaving]] ever since.in quicksand.
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** This troper remembers his brother, who he used to watch play, accidentally saving while sinking to his death on quicksand during the first Java level. We've both had an aversion towards quicksand (and [[IncrediblyLamePun quicksaving]]) ever since.

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** This troper remembers his brother, who he used to watch play, accidentally saving while sinking to his death on quicksand during the first Java level. We've both had an aversion towards quicksand (and to [[IncrediblyLamePun quicksaving]]) quicksaving]] ever since.
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** This troper remembers his brother, who he used to watch play, accidentally saving while sinking to his death on quicksand during the first Java level. We've both had an aversion towards quicksand ever since.

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** This troper remembers his brother, who he used to watch play, accidentally saving while sinking to his death on quicksand during the first Java level. We've both had an aversion towards quicksand (and [[IncrediblyLamePun quicksaving]]) ever since.
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** This troper remembers his brother, who he used to watch play, accidentally saving while sinking to his death on quicksand during the first Java level. We've both had an aversion towards quicksand ever since.
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* The ''ChipNDalesRescueRangers'' game on the NES had a [[GameShark Game Genie]] code that would make you invincible, but did not prevent you from being stunned by attacks. The result was that if you got caught in certain areas that were rapidly attacked, you'd be stuck. Interestingly, the Game Genie manual specifically warns you about this in the code's description.

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* The ''ChipNDalesRescueRangers'' game on the NES had a [[GameShark Game Genie]] code that would make you invincible, but did not prevent you from being stunned by attacks. See, in the game, being stunned and being damaged were two completely different things, and the code caused you to always become stunned instead of taking damage. The result was that if you got caught in certain areas that where you were rapidly attacked, attacked or if you touched a stationary enemy, you'd be stuck. Interestingly, the Game Genie manual specifically warns you about this in the code's description.
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Did you make that mage a paladin?


** Really? Because I imported a mage from QFG2, and the prisoner appeared without even competing with Uhura. I had no throwing skill, either.

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Added a note.


** Another one from ''PhantomHourglass'': If you get the Hourglass, save right away, turn your game off, and start right again, then the hourglass is GONE. LostForever. As you can probably imagine, you cannot complete ''Phantom Hourglass'' without the Phantom Hourglass.

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** Another one from ''PhantomHourglass'': If you get the Hourglass, save right away, turn your game off, and start right again, then the hourglass is GONE. LostForever. As you can probably imagine, you cannot complete ''Phantom Hourglass'' without the Phantom Hourglass.Hourglass.
* Though it doesn't make the game truly unwinnable, the ''OcarinaOfTime'' ice arrows can be impossible to acquire, depending on how you use the keys in the Gerudo Training Area.

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* A particularly famous - albeit rare - example in the Pokemon TCG involves two primary cards to establish a perfect stalemate: Mewtwo LV.X (Legends Awakened), a Pokemon protected entirely from non-evolved Pokemon; and Uxie (Legends Awakened), a card able to return itself - and all cards attached - back to the deck via its Psychic Restore attack. So, when both players are using decks with both cards, as well as no evolved Pokemon, the game often ends perfectly tied, with no remedy per the rules in site.
**To make matters worse, this stalemate has no practical remedy in tournament play at all: if it happens, you're in for a long, drawn-out 40 minute round. When it's all over, the judges will either A) make you go to sudden death all over again, where this could repeat indefinitely, or B) simply give you and your opponent double game losses for delaying the event (ties are not allowed).

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the Pharaoh example has nothing to do with game physics, it was just an oversight. According to the archived discussion, the Pokémon example is Unwinnable By Design, to wit, a Mythology Gag.


* "Pharaoh", the first secret level of ''TNT: Evilution'' (one of the {{Expansion Pack}}s that came with ''Final {{Doom}}''), was rendered theoretically impossible to finish because a vital key was erroneously flagged to appear only in multiplayer. id Software did not fix this bug in their distribution, and never has, and never will (it's related to more general game physics); but the creators of the pack, [=TeamTNT=], quickly released a patch allowing the key to appear in any mode. Not that it's stopped people from discovering how to [[SequenceBreaking complete the level without it]].

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* "Pharaoh", the first secret level of ''TNT: Evilution'' (one of the {{Expansion Pack}}s that came with ''Final {{Doom}}''), was rendered theoretically impossible to finish because a vital key was erroneously flagged to appear only in multiplayer. id Software did not fix this bug in their distribution, and never has, and never will (it's related to more general game physics); will; but the creators of the pack, [=TeamTNT=], quickly released a patch replacement [=PWAD=] allowing the key to appear in any mode.mode, and also fixing a node-building error which prevented some enemies from appearing. Not that it's stopped people from discovering how to [[SequenceBreaking complete the level without it]].



%% Removed Pokémon example from here -- see Discussion



* ''{{Pokemon}} Diamond, Pearl,'' and ''Platinum'' has one, albeit very convoluted. There is a trade on a remote island that players can make to get a German Magikarp - if done while the traded Pokemon is the one in the team that knows Surf while nothing in the party knows Teleport or Fly, this can cause the player to become stuck. Even then, though, this is only if they are totally lacking in Rare Candies (since given the timing of the trade just one level-up could potentially evolve Magikarp into Gyarados, which can learn Surf) as well as all three of the fishing rods while with a team with nothing that can learn the needed move ''or'' Fly.
** And given that the Pokemon that needs to be traded can only be caught by fishing (or hatching an egg, but its evolved form can also only be found in the wild by fishing) and depositing Key Items in the PC is a thing of the distant past, this would also mean that the player would have had to trade with another player at some point prior to making this in-game trade.
** In Ruby and Sapphire, you'll get stuck if you fly to the end of Victory Road, go backwards through the cave without knowing Surf, and jump off one of the ledges. This was fixed in Emerald.
*** Could you potentially simply fight wild Pokémon until your own Pokémon use up all their PP and "struggle" themselves into fainting, thus forcing you to wake up at the nearest Pokémon Center, albeit with half your money gone?
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** Really? Because I imported a mage from QFG2, and the prisoner appeared without even competing with Uhura. I had no throwing skill, either.


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** {{Lampshaded}} in ''QuestForGlory 2''. You can drop the magic lamp at any point before entering Iblis' cave. You're supposed to use the lamp to light the dark interior, or you stumble down a pit and die. If you try to light the now-discarded lamp in the cave, the game will prompt you to "Pick Your Poison": either die immediately, or die a few seconds later.

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