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6* In just about every [[UnusualEuphemism gorram]] racing game if you get too far ahead of the AI opponents, they'll [[RubberBandAI magically teleport]] to just behind your tail.
7** ''VideoGame/FZero'' for the SNES provides a particularly blatant example of OffscreenTeleportation. If 2nd place is far enough behind you to be off screen (ie not by much), it will literally be just BehindTheBlack no matter what.
8* ''VideoGame/AlienIsolation'': There are at least two instances in which the xenomorph will teleport for a cutscene, in mission 5 (when [[spoiler:Kulman activates the door and goes to retrieve his items only to find the alien in fron of him]]) and mission 6 ([[spoiler:when you activate the evac procedure and go into the new room where the trap explodes]]). In both cases it's even possible for you to lure the alien and see it despawn after triggering the cutscene. For the first case, [[https://www.youtube.com/watch?v=uHW-x3sisPQ&ab_channel=SomewhatExtant here's]] an example.
9* ''VideoGame/{{Antichamber}}'': Assume the environment around you will do this to you, and it becomes a lot easier to progress.
10* In ''VideoGame/AssassinsCreedBrotherhood'', if you call your horse, it will appear somewhere nearby just out of sight and gallop to Ezio, even if you had left it behind far away. The Assassin recruits are also very good at this; if they are not running in from just out of sight, they are leaping out of hiding spots that they probably should not have been able to reach before you call for them.
11* Randomly placed enemies in ''VideoGame/BaldursGate'' pop up practically anywhere the "fog of war" covers, never appearing in areas you can see (unless you load a saved game, in which case some can even appear out of nowhere when it loads!). A particularly absurd example is the horde of Kobold Commandos that seem to pour out of the walls in the Firewine Ruins.
12* ''VideoGame/BatmanArkhamKnight'': As long as you're in a Batmobile-summonable location and the camera is not facing it, the Batmobile usually spawns right around the corner. Utilizing this tactic can be immensely-useful when you're in need of the Batmobile in a pinch.
13* ''VideoGame/BendyAndTheInkMachine'':
14** The cardboard cutout Bendy is very fond of this. In the second chapter, he can even regenerate if you chop him off with the axe and reappear as soon as you take your sight off it, though this is only if the cutout is positioned in front of a Pentagram.
15** In Sammy Lawrence's first appearance, he walks off-screen into a dead end but is nowhere to be found when Henry goes to investigate. Henry even remarks in open bafflement as to how the hell that's possible.
16** ''VideoGame/BendyInNightmareRun'': No matter how far Bendy and his friends run through the gauntlet sections, the boss always drops down right behind them when they get out.
17* ''VideoGame/BioShock'':
18** Used regularly in th first game, where Splicers will suddenly appear in areas that had been cleared out minutes before, even if that area was a dead end that should have required passing you to reach. There's also the Houdini Splicers. Justified in that they also have ''on''-screen teleportation.
19** The Luteces from ''Videogame/BioshockInfinite'' used this at first to pop in and out all over Columbia offering random choices and clues to Booker and Elizabeth, [[spoiler: until [[UsefulNotes/SchrodingersCat their true nature it's revealed]], when [[StealthHiBye they don't even bother waiting for you to turn your back before they just vanish into thin air]].]]
20* ''VideoGame/{{Boogeyman}}'': The boogeyman can do this in this and [[VideoGame/Boogeyman2 its sequel]]. It can be in the hallway, the closet, outside the window, and in the vents (and in the tent in the second game) at any time, with no visible way for it to be able to get to those places without the PlayerCharacter seeing them.
21* ''VideoGame/CarnEvil'': Unlike most {{Light Gun Game}}s that feature a bunch of generic innocent civilians to [[HostageSpiritLink avoid shooting,]] this game features your girlfriend Betty as the recurring DamselInDistress. However, sometimes her appearances in the stage can defy explanation, such as appearing only a few feet in front of you, only to show up on a high ledge a good distance away right when you turn around.
22* ''VideoGame/ClockTower'': Seconds after Jennifer leaves the foyer to search for Ms. Mary, she hears a scream, and returns to find Lotte, Laura and Ann have disappeared. [[spoiler:Somehow, Laura and Ann manage to turn up in rooms ''ahead'' of Jennifer to be killed by Scissorman]].
23* Necromorphs in ''VideoGame/DeadSpace'' have Air Vent Teleportation. Particularly noticeable with [[MightyGlacier the Hunter Necromorph]], and especially in the scene where you [[ImplacableMan finally]] get rid of it: you can clearly see the thing slowly crawl into the vent a good ten meters away from you, then ''instantly'' move to the vent right next to you, then slowly crawl out.
24* In ''[[VideoGame/DejaVu1985 Déjà Vu II: Lost in Las Vegas]]'', TheDragon Stogie takes this to completely absurd levels, appearing out of nowhere no matter WHERE you happen to be at the time. Doesn't matter if you're on a train well on its way to Chicago, or out in the middle of the Vegas desert...
25* In ''VideoGame/DementiumTheWard'', you acquire your first gun by taking it from the body of some poor schmuck who fell prey to this. The first living person you come across has closed himself off in a tiny boiler room, which only has one door, and has been shooting the undead creatures as they come in. While he's busy threatening you with his gun, a zombie impossibly appears ''behind'' him, and kills him.
26* ''VideoGame/DragonAgeInquisition'' has this. You can summon a mount by whistling, and it'll appear offscreen. Oddly, if you're fast enough, you can turn the camera around and see the mount has already appeared [[FridgeLogic before the character is even done whistling.]] In addition, actually getting on the animal causes your party members to vanish right in front of you. Of course, this is done so that you won't have to worry about leaving them behind, but it's still rather jarring.
27* King Trode from ''VideoGame/DragonQuestVIII'' has a tendency to appear out of nowhere whenever it's convenient to the plot for him to be present, prompting a stunned "COR BLIMEY!!" from Yangus. One time Yangus shouts "COR BLIMEY!!" even though Trode had been on-screen for the entire scene, prompting an annoyed reaction from Trode, so yes, Trode knows he's doing it.
28* The gargoyles in the horror dungeon game ''VideoGame/{{Dreadhalls}}'' follow similar rules - they sometimes turn their heads on camera, but only seem to move when you're not looking.
29* [[LampShadeHanging Lampshaded]] in ''VideoGame/EdnaAndHarveyTheBreakout'':
30--> Aluman: "Go head to the car. I’ll be waiting there."
31--> Edna: "You mean you will follow."
32--> Aluman: "No, I’m already there."
33--> Edna: "You’re also able to teleport?"
34--> Aluman: "Yes, it's either that… or Poki was too lazy to draw an animation."
35* Just like in the film it's based on, the game for ''VideoGame/TheEmperorsNewGroove'' lampshades this during the City and Catacomb levels, where Pacha appears at the beginning and end of each, despite Kuzco (the player character) having to do many difficult tasks to get to the same spot. Pacha explains that he just takes shortcuts, causing Kuzco to ask him to tell him about the shortcuts next time.
36* The murderer in ''VideoGame/EnigmaAnIllusionNamedFamily'' can do this. Say you spot them pacing through the hall and duck through the nearest doorway to evade them. If the RNG doesn't favor you, you might find them waiting inside.
37* ''VideoGame/Fallout4'': Your companions will helpfully teleport nearby if they get stuck or get too far away from you. This can get weird when they end up teleporting on top of nearby buildings though.
38* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' makes use of this with Alma and Fettel sometimes appearing without warning when the Point man turns around. In their case, though, its quite justified in that both of them are using psychic projections or hallucinations.
39* ''Franchise/FinalFantasy''
40** This trope is a common means of news conveyance in classic games. Journey long distances over treacherous terrain from Town A to Town B, and somehow the residents of Town B have already heard the news about Town A, even though no one could have possibly made the journey faster than your party did. (Perhaps someone TookAShortcut? Or your party just got bogged down in all those RandomEncounters?)
41** There is also Aerith in ''VideoGame/FinalFantasyVII'', in the part where Cloud is trying to sneak out of her house and continue on without her. He manages this (provided you didn't make the floorboards creak or alert her in some other way - and you can see her in her bedroom sitting on the bed), but after progressing a few screens he finds that Aerith has somehow got ahead of him and is waiting for him at an exit.
42** ''VideoGame/FinalFantasyTactics'':
43*** Played absurdly straight to the point of ''on-screen'' teleportation in the first game, where upon being defeated in battle important {{NPC}}s will literally teleport away from the battle whenever convenient, even if such a power makes no sense for them, or you acquire them later, at which point they lose their plot-driven abilities.
44*** ''VideoGame/TacticsOgreTheKnightOfLodis'' does something similar, but explicitly equips plot-critical characters with "Teleportation stones" that are noted to move the holder away from danger should they face mortal peril. Naturally, these can never be obtained by the player.
45** Depending on the camera angles during battle, [[VideoGame/FinalFantasyV Exdeath]] can do this in ''[[VideoGame/DissidiaFinalFantasy Dissidia 012: Final Fantasy]]'' with his teleportation move "Reverse Polarity".
46* ''VideoGame/FiveNightsAtFreddys'': The animatronic puppets that stalk you seem to have been taught by [[Series/DoctorWho Weeping Angels]], with them even standing right outside your room and yet not attacking you. Just don't peek at the camera with them still there. [[spoiler:And don't think the fourth, Foxy, will follow these rules; he'll just ''blatantly'' charge your door in full view of your camera, giving you only few seconds to shut the door if you spot him running.]] This was mostly done as a limitation of the Clickteam Fusion engine.
47** What's more, [[TheComputerIsACheatingBastard the 'bots can "cheat".]] Trying to immobilize them by keeping the camera on them will just lead to the camera shorting out for ten seconds.
48** [[spoiler: One of the animatronics, Bonnie, takes this a step further than the others. While the other animatronics can only move to rooms adjacent to their current position, Bonnie can instantly move to any room on his side of the building. Don't think you can breathe easy just because you spotted Bonnie three rooms away.]]
49** [[spoiler: Freddy doesn't usually do this, but as soon as the power goes out, he'll be standing right outside your door, no matter how far away he was moments ago.]]
50** In the second game, this can lead to rare instances where two Golden Freddies appear next to each other.
51* The robots in the fanmod ''VideoGame/FiveNightsAtVault5'' utilize this at times, primarily if you shut a door in their face.
52* There's an add-on for ''VideoGame/GarrysMod'' called the "[[SuspiciouslySpecificDenial Harmless]] Companion Cube." Don't turn your back on it...
53* ''VideoGame/GhostMaster'' lets you benefit from this--unlike humans, the ghosts you control don't take any time to move from room to room.
54* ''VideoGame/GodOfWarPS4'': When Kratos uses an item that requires Atreus like the boat or a climbing rope, Atreus will sprint to him to not delay the player. If he's too far, the [[TheOner unbroken camera]] quickly moves to hide him so he can teleport closer. [[IntrepidMerchant Sindri and Brok]] also do this, demonstrating it and even abusing it from time to time while directly talking with the two, but this is noted as an actual ability dwarves have that lets them travel quickly and unseen. In ''Videogame/GodOfWarRagnarok'' it's considered [[OOCIsSeriousBusiness a sign of extreme emotional turmoil]] when Sindri stops bothering with the "offscreen" part.
55* The ''VideoGame/GrandTheftAuto'' games do this with the police and other authorities once you get above a two-star warning level. Essentially, there is no hiding spot inconvenient enough that the authorities can't magically appear to shoot at you, even when it should be impossible for them to even know where you are. IE, if you run out of their line of their sight for a long time and are holed up in say a small shack, they will still spawn close to you just out of your LOS.
56** Vice City was the worst offender, with the "supercop" that could spawn anywhere, even in an empty pool you were hiding in.
57** Game past IV averted it somewhat with the HUD showing the cops' line of sight. Still, you will often see a cop line of sight appear on your HUD in areas that it would make no logical sense for them to suddenly appear (any event triggered wanted level will do this as well).
58* In ''VideoGame/HalfLife1'' this is the first major hint that the mysterious man in the suit is much more than just a regular [[TheMenInBlack Man In Black]] overseeing the military opperation at Black Mesa. He often is seen in the distance during firefights with aliens or soldiers, calmly going his way, often into rooms or side passages that turn out to be dead ends without any doors when you try to catch up with him.
59** [[spoiler:The ending and particuarly ''VideoGame/HalfLife2'' make it clear that he is some kind of [[MonsterSuit Alien in a Human Suit]] who does in fact have the ability to teleport between dimensions. Either by a device in his briefcase or as a natural ability.]]
60* In the final level of ''VideoGame/Halo3'', it doesn't matter if Arbiter was still inside fighting in the cliffside passage, when Master Chief seats on the Warthog, Arbiter will appear operating its turret.
61* ''VideoGame/HauntingGround'', arguably. Although the BigBad gains ''genuine'' teleportation after going OneWingedAngel with some AppliedPhlebotinum, the other antagonists (particularly [[PsychoLesbian the maid]] [[AxCrazy Daniella]]) already teleport almost constantly. For example, when [[MysteriousWaif Fiona]] finds Daniella tending the fire in one room, the player can go into the opposite identical room and ''find her hiding in the closet.'' Given how there is ''no way'' she could have gotten there without first passing Fiona in the corridor... yeah.
62** Then there's Riccardo after he [[spoiler: turns invisible...]]
63** Then again, Belli Castle [[MobileMaze during the latter stages of the game]] borders on AlienGeometries, so you never can tell anyway...
64* Used by Flying Fox in ''VideoGame/HeavenlySword'', though he uses it on another villain and is played for laughs due to Bohan's confusion.
65* ''VideoGame/HeavyRain'' abuses this quite a bit. In a typical version of the warehouse scene, [[spoiler: it will show the empty warehouse, you walk up to save Shaun, and the killer appears right behind you. Then another character runs out of nowhere to save you. Also Manfred's killing, done without Lauren noticing, even though she's in the same room. Also Norman's ghost, although that one's justified by it being inside virtual reality.]]
66* Friendly example, though still incredibly creepy: In ''VideoGame/KingdomHeartsII'', your party members will warp inexplicably. Normally, they will just try to follow the path you took to reach any given spot. But, sometimes, you can get to areas that are plain and simply impossible for them to reach (some of the stores in Twilight Town, for example). Now they'll jump around like idiots so long as you're looking at them...but turn away...and they're ''right behind you''.
67* The bronze man of ''VideoGame/KravenManor'' moves about whenever you're not looking at it, and will try to strangle you if it gets close enough. [[spoiler: He eventually foregos any and all subtlety, and demonstrates the ability to move whether you look at him or not.]]
68* The SerialKiller in ''Part V'' of ''VideoGame/LakeviewCabinCollection'' loves doing this, usually appearing out of nowhere when you switch to a different character and then chasing them in a similar fashion.
69* In ''VideoGame/LaMulana'', when the FacelessEye chases after Lemeza, no matter how quickly he gets to the next screen the eye is only a few seconds behind. Averted in the Wiiware/PC remake. The eye thing now stays where it is when you go across screens, and needs to catch up to you.
70* Used as part of a game mechanic in ''VideoGame/Left4Dead'' - the Infected team in Versus can spawn ''anywhere'', as long as there's no Survivor within 10 feet and with a line of sight to the spot. Also, if the Survivor team gets too far away, the Infected can Offscreen Teleport closer to their location.
71** The AI Director uses line of sight for all infected spawning, which can lead to hilarious instances where a [[ClownCarGrave massive horde of zombies pile out of a small bathroom]]. This can happen even if you had previously cleared the room, and in some instances, you can manage to be in an area when the infected begin spawning around you.
72** The Survivor bots do this if they get far enough behind you.
73* All Link's Animal Companions do this in ''Franchise/TheLegendOfZelda'' series. In the 3D ones when calling your horse, Epona, the camera usually makes an effort to pan in the direction you couldn't see only for her to be there running towards you. She can't teleport to places she can't naturally reach however. Maybe she's just faster than she lets on.
74* In ''VideoGame/MarkOfTheNinja'', Ora is always right behind you, even when it's logically impossible for her to take the same route as you. At one point, she says she'll find another route and catch up with you, (and while there are two routes after she says this, both become inaccessible when you collapse the grapple platforms before them) but it's usually ignored. This is justified by the fact that [[spoiler:she doesn't actually exist.]]
75* In some of the ''VideoGame/MedalOfHonor'' games, there are certain randomly-spawned enemies that can appear right behind you, as well as {{Teleporting Keycard Squad}}s and RespawningEnemies from around corners ala ''VideoGame/CallOfDuty''.
76* ''VideoGame/MetalGear'':
77** In ''VideoGame/MetalGearSolid3SnakeEater'', during your fight with The End, he can immediately appear right next to Snake if the player spends too long in first-person mode.
78** ''VideoGame/MetalGearSolidVThePhantomPain'': Whenever you whistle-call for D-Horse some distance away and the camera isn't looking in D-Horse's direction, this happens without fail, further proving D-Horse's usefulness in speedy, flexible transportation most of the time.
79* Used extensively in both ''VideoGame/MiddleEarthShadowOfMordor'' and ''VideoGame/MiddleEarthShadowOfWar''. If a Humiliator captain decides you're NotWorthKilling, they taunt a kneeling Talion before walking off-camera and promptly vanishing. And if a newly [[MindControl Dominated]] captain is given orders, Talion shoves them behind him, causing them to stumble out of frame before de-spawning. In both cases it's so the captain in question can exit the scene properly without being chased down by the player or killed by the environment.
80* ''VideoGame/TheMidnightSanctuary'': When Hamomoru first opens the door to her room in her lodgings, a "girl in red" appears, but in-between closing the door and reopening it to show her lodgekeeper, the girl has disappeared.
81* Scorpion from the video game series ''Franchise/MortalKombat'' can ''literally'' do this -- jumping off the screen in one direction results in him [[WrapAroundBackground instantly appearing, fist-first]], from the ''other'' side of the screen.
82** Scorpion is justified in that he is an [[NinjaPirateZombieRobot angry ninja ghost]]. However, most of the cast can teleport in ''VideoGame/MortalKombat9''.
83* In the fangame ''VideoGame/MyLittlePonyFightingIsMagic'', [[FightingClown Pinkie Pie]] can teleport by running out of the screen and coming back on the other side, dropping from the top of the screen [[SubvertedTrope or the same side she left the screen]]. This carries over to her {{Expy}}, Paprika, in VideoGame/ThemsFightinHerds.
84* In the game ''VideoGame/{{Myth}} 2'', the Deceiver can travel much faster if he is unobserved.
85* ''VideoGame/NetHack'' won't randomly spawn monsters in line-of-sight (unless there's no other option). If the player is unable to see monsters can spawn anywhere, even right next to the player. This occasionally surprises players who are blinded for a single turn.
86* PlayedForLaughs with Emil from ''VideoGame/NierAutomata'', who despite being a disembodied head attached to a loud, noisy (but admittedly ''very'' fast) tuk-tuk, is really good at appearing right behind the protagonists. This is exemplified in his Lunar Tear sidequest, where the player has to track down Lunar Tears to report to Emil, who pops up right behind them within seconds of them calling him, and at one point appearing before he's even called. [[spoiler: He does the same thing right before his boss fight when he catches the player red-handed stealing from his house, despite the fact that there's no possible way he could've gotten behind you without you noticing.]]
87* In ''VideoGame/NoUmbrellasAllowed'', Guylian can sometimes be seen resting on the railing on the right side of the 1st Floor of Singsing Side, but when you move to the other side, she's suddenly there for no reason and she runs away from you.
88* Chronos from ''VideoGame/OneMustFall 2097'' has a similar power, with the in-game explanation being that it's a HumongousMecha designed for time-critical spaceship rescues.
89* While it's not really pointed out, Chris Walker in ''VideoGame/{{Outlast}}'' can seemingly do this. Just as the player has evaded Chris from one area, a couple more Chris shows up again, but there's no clear pathway Chris could've used to get there.
90* How exactly do the villains in ''Franchise/{{Pokemon}}'' get away when the game decides to turn the lights out?
91%%** [[GameplayAndStorySegregation Team ___ [Name] is out of usable Pokemon!]] [[FinalSpeech Team ____ [Name] made a Final Speech!]] [[GameplayAndStorySegregation Team ___ [Name] ]][[ZigZaggingTrope [Blacked/Whited] Out!]]
92** The Pokemon Trainer himself in ''VideoGame/SuperSmashBrosBrawl''. He usually runs around in the background, along with his Pokemon. In stages where this isn't possible, he turns into a small ball of light and warps to the next available spot farther ahead when you're about halfway there. This is very easy to miss, especially in the middle of a fight.
93* Ran with in ''VideoGame/RainbowSix: Vegas'' with the terrorists. In some rooms, you can call in the thermal scan and see a squad of terrorists appear out of thin air.
94** Same with ''VideoGame/GhostRecon: Advanced Warfighter'' and ''Future Soldier'', the latter even giving you handy magnetic goggles to let you see the new enemies spawn in.
95* ''VideoGame/RedDeadRedemption'':
96** In the first game, you can be anywhere, even another country, where with one simple whistle your horse will be there.
97** Lampshaded and handwaved by the Trapper, a merchant in ''Videogame/RedDeadRedemption2'', who boasts that he can disassemble his stall, carry it on foot, and set it up in a new location faster than you can cover the same distance on a horse. Apparently it's not about speed, but about knowing the land.
98* ''VideoGame/RedFactionGuerrilla'' - no matter how fast you drive between safehouses, Sam will be there to exchange salvage for goodies.
99* One commentator described the appearance of this tendency in video games as "{{NPC}} powers", noting the ability of minor characters in ''Franchise/ResidentEvil'' to appear on the other side of locked doors, survive alone with only a handgun for defense, and mysteriously beat you to any location you're traveling towards.
100** Somewhat justified in ''VideoGame/ResidentEvil2'', with Sherry. A close examination of the rooms you see her disappear into or from will show some [[AirVentPassageway vent or opening]] that the character will note is "too small for an adult."
101*** Doesn't quite explain how she got into the chief's quarters when the corridor was blocked by the helicopter debris.
102** Although the first game put some effort into ensuring zombie locations were consistent, ''VideoGame/ResidentEvilRemake'' happily spawns them in places they couldn't possibly access. For instance, the West Balcony has no zombies (nor does the adjacent Main Hall) but after a certain point a zombie will break through the door from there into the West Staircase, ''even if you were on the empty balcony seconds ago.'' Likewise, using the dog whistle on the balcony will cause dogs to run in from off-screen even though there's no nearby rooms with them and you're on the second floor.
103** Technically averted in the ''VideoGame/ResidentEvil2'' remake with [[ImplacableMan Mr. X]]; he doesn't actually teleport but he ''does'' move at SuperSpeed whenever he isn't within a certain distance from the player. The end result is that while he does have to actually find you with his sight and hearing, [[ParanoiaFuel he's never as far away as you think]], and can still pop up in areas that shouldn't be possible with his leisurely walk. It's played completely straight in The Fourth Survivor where he'll teleport to certain locations even if he was just only a few yards behind the player.
104** Bitores Mendez in ''VideoGame/ResidentEvil4'' pulls this just before his boss fight, when the camera shifts to face Leon.
105** In ''VideoGame/ResidentEvil3Nemesis'', Nikolai is sometimes present, depending on the player's path, at the gas station when it catches fire and explodes, yet still shows up unscathed later.
106** In ''Resident Evil 4'', the Merchant at one point appears in a room adjacent to one he was already in, despite not passing Leon.
107** ''VideoGame/ResidentEvilTheUmbrellaChronicles'' and its sequel ''VideoGame/ResidentEvilTheDarksideChronicles'' feature many scenes in which you look away from an empty room for a few seconds, only to look back and see that it has become overrun by slow-moving, loud, unintelligent, but apparently very sneaky zombies.
108* In ''VideoGame/Road96'', [[SerialKiller Jarod]] has a habit of this, usually reappearing unexpectedly close with a ScareChord. This is usually helped by forcing the player to either walk around an obstacle, look a certain direction, or perform an animation that breaks line of sight with him.
109* The Director in ''VideoGame/SamAndMaxFreelancePolice: Situation: Comedy!'' always manages to appear in each part of the TV studio before the duo can get there. When Sam asks how she does it, the Director explains that it's an industry secret.
110* In the epilogue "The Last Visit" from ''VideoGame/{{Scratches}}: The Director's Cut'', [[spoiler: Robin Blackwood]] somehow appears in the dead-end confines of the [[spoiler: bathroom]] while your back is turned.
111* PlayedForLaughs in ''VideoGame/TheSecretOfMonkeyIsland''. After talking to Stan at the shipyard and walking off, he'll spontaneously and inexplicably appear in front of you to give you his business card.
112** ''VideoGame/DayOfTheTentacle'' from the same developers features a similar gag; early on, Dr. Fred runs upstairs to find his missing plans. After you find them down in the basement, Fred suddenly pops up from behind you.
113--->'''Bernard''': [[LampShadeHanging How'd you get over there?]]
114* [[https://www.youtube.com/watch?v=13YlEPwOfmk Played perfectly straight]] in ''VideoGame/SherlockHolmesTheAwakened'' and ''VideoGame/SherlockHolmesVersusArseneLupin'', possibly as way to avoid programming pathfinding AI, but results in Watson seemingly channeling a Weeping Angel from ''Series/DoctorWho''. As long as you are looking at Watson, he never moves. You can walk as far away from him as you want, and he will stay in that spot. As soon as you turn around and turn back, however, he will be right next to you immediately. This leads to some cases where you can walk up to a door, turn away from Watson, open the door, and find him in the room, despite it having no other entrances.
115** Partially averted, however, in the remastered version of ''The Awakened''. This time, you can see Watson running to keep up with Holmes.
116** The developer was completely aware of the amusing creepiness of it, and [[https://www.youtube.com/watch?v=8IWQk8zmpOs ran with it]] in an April Fools video for ''Crimes and Punishments''.
117** This was reportedly part of the inspiration for Slenderman's teleportation powers.
118* ''Franchise/SilentHill'' much like Resi above has multiple examples of [=NPCs=] appearing in one place and then off-screen somehow appearing to another completely different location sometimes all the way across town (which is usually crawling with monsters) without any explanation. Though given how much EldritchLocation and AlienGeometries the series features, it isn’t too hard to believe characters are transported to one place or another [[JustifiedTrope by the power of Silent Hill itself]]. Or that doors that are completely impassible to the protagonist aren't impassible to others.
119** ''VideoGame/SilentHill2'' has a particularly unsettling example of this when [[EscortMission traveling with Maria]]. She has a bad habit of appearing at odd places like when James leaves Heaven’s Night with her by the staircase, she’s inexplicably waiting at the bottom despite being right behind James when he went through the door. This gets [[https://m.youtube.com/watch?v=BonXYLB0svs infinitely scarier]] when exploring the Brookhaven Hospital with her as in this ill lit, cramped, creepy-as-hell envoirment, Maria will appear randomly in rooms sometimes tucked away in corners — often giving the player a [[JumpScare nasty fright]] when the flashlight reveals her presence. Considering Maria’s nature, the fact she appears to James alone with none of the other characters meeting her once as well as her creepy mannerisms in cutscenes [[spoiler: before TheReveal that she’s a creation of the town]], this phantom-like behaviour is in all likelihood intentional.
120** ''[[VideoGame/SilentHill1 Silent Hill]] 1'' has a inverted example of this, when at one point the PlayerCharacter Harry Mason disappears completely when entering another room — to the utter confusion Cybil the other main character. She was [[AgentScully unbelieving]] of the supernatural goings-on up until that point and unlike the player doesn’t know Harry just got transported to the Otherworld.
121* True to form, the eponymous monster of ''VideoGame/{{Slender}}'' only moves when you're not looking. Unfortunately, staring at him for any length of time will [[BrownNote drive your character mad]], so it's hard to use this against him - especially late in the game when he can JumpScare right in front of you. If you're ''facing'' him but can't actually see him due to an obstacle, you can keep him in place by walking backwards.
122* Enemies in the ''VideoGame/SoldierOfFortune'' games frequently "[[TeleportingKeycardSquad teleport in]]" [[BehindTheBlack behind walls]], behind your back, or even more blatantly, ''in plain sight''.
123* In Amy's levels of ''VideoGame/SonicAdventure'', Zero will sometimes suddenly reappear by smashing through a wall that he had no apparent means of getting behind.
124* Ally Example: Tricky from ''VideoGame/StarFoxAdventures''. Run too far ahead of him? He's around the next corner. Had to climb to proceed? He'll catch up. He cannot teleport across large pits with flame jets and moving platforms for some reason, however.
125* In the first episode of ''VideoGame/StrongBadsCoolGameForAttractivePeople'', ''Homestar Ruiner'', [[WebAnimation/HomestarRunner Homestar]] will move into Strong Bad's house and lament the three problems that have crept into his life. As he does so, there are effectively three Homestars at once, implying that he's teleporting around when Strong Bad isn't looking. This gets a reaction shot when Strong Bad first notices.
126* ''Franchise/SuperMarioBros'':
127** Luigi in ''VideoGame/SuperMarioGalaxy2'' takes this to somewhat extreme levels. He teleports from galaxy to galaxy when you aren't looking, and he doesn't have a spaceship of his own. He also reaches Starship Mario either this way, or he can [[InASingleBound jump even higher than he shows us]].
128** In ''Videogame/SuperMarioRPG'', [[GoldfishPoopGang Croco]] breaks into Bowser's Keep even with all access cut off. Toad makes it farther to the Final BossCorridor despite being captured every few minutes by low-level enemies in one of the first areas of the game.
129** The AI in ''VideoGame/MarioKart'' can be like this at times...you ''just'' knocked Yoshi off of the road, or you took a shortcut to skip half the course. Yet [[RubberBandAI there he is right behind you]].
130* In ''VideoGame/ATaleOfTwoKingdoms'', the barghest does this. No matter where you turn, he will be in front of you.
131* Any Turtle not keeping up with the lead Turtle(s) in VideoGame/TeenageMutantNinjaTurtles2013 in the FixedCamera will magically teleport next to you. This can lead to a bug where they WON'T due to you being in a tight space they can't fit, leaving you stuck and unable to move, or them not following you if they're blocked by a railing or other InsurmountableWaistHighFence but are still visible, leaving you unable to move forward until you go back to retrieve them.
132* In ''VideoGame/{{Tattletail}}'' Mama Tattletail can teleport to different parts of the house when you're not looking at her, as well as Yellow Baby Tattletail when you are playing hide and seek (even though you aren't closing your eyes).
133* In ''VideoGame/{{Terraria}}'', if you assign an NPC to a valid house, they'll teleport there at night or during bad weather (rain, etc) as long as there are no [=PCs=] in sight of either them or the house. It doesn't matter if their simplistic pathfinding couldn't figure out how to walk there, or it's floating thousands of blocks in the sky with no actual ground access, or it's part of an ElaborateUndergroundBase completely walled off from the surface.
134%%* ''VideoGame/TimeSplitters''. [[ExactlyWhatItSaysOnTheTin It's in the name, yo!]]
135* ''VideoGame/TinkerQuarry'': Despite being a tiny music box ballerina, Odette somehow manages to get to different places across the house. Peter asks her about this the first time it happens, and she simply says that she walked. The Repairman is able to do this too, but no one asks him how.
136* [[FrenchJerk Pierre Dupont]] was ''very'' fond of this tactic in ''VideoGame/TombRaiderI''; whenever you had to fight him, he would trade gunshots with you for a while, then disappear behind a pillar whenever his health drops to a certain point.
137* Reimu has an ability very similar to this in ''Subterranean Animism'', the eleventh ''VideoGame/{{Touhou}}'' game, when she has Yukari helping her. Minus the punching, since this is a [[ShootEmUp SHUMP]] and all that. This ability was later given to Yukari in a patch of ''Scarlet Weather Rhapsody''. Still minus the punching, since it's still a defensive tactic.
138* [[BrilliantButLazy Sans]] from ''VideoGame/{{Undertale}}'' is able to perform this. In several places he will be standing still in a room, and when you leave he will somehow already be in the room you just entered. [[https://youtu.be/L14Xr8CFKkk?t=25m27s At one point he will be in a corner of a room, and just when he gets out of sight, he appears in the other corner.]] Apparently he is using "shortcuts". Paying close attention will reveal that he is the ''only'' character in the game who does this [[spoiler:with the possible exception of Flowey]], hinting that there's more to him than is immediately apparent.
139** Subverted for once if you go for the No Mercy path. He warns you that if you keep walking that path, [[MemeticMutation "you're gonna have a bad time"]], then the screen blinks and he's gone. It makes for a ''very'' creepy moment, not helped by his delivering the line with his GameFace.
140* ''VideoGame/{{Warframe}}'':
141** Most humanoid bosses teleport, but they do it much more often if the camera is facing away from them (usually if you're running away), and usually from behind or to the sides.
142** The game usually spawns mooks only in places you aren't currently in, but it gets to this level when there's no other way they could have reached the room they appear in.
143* Geralt's horse in ''VideoGame/TheWitcher3WildHunt'' has a tendency to do this. It's particularly funny on Skellige where it's not uncommon to find Roach (the horse's name) emerging from the sea in what would otherwise be a remote location. This is lampshaded in a sidequest in the "Blood and Wine" DLC where Geralt gains the ability to temporarily understand Roach: She chalks her ability to show up whenever Geralt whistles to UndyingLoyalty.
144* This is an actual mechanic in ''VideoGame/XCOMEnemyUnknown'': groups of aliens you haven't spooked yet teleport to random locations currently covered by the FogOfWar every 4-5 turns. This means that particularly on large maps, you can zero in on their location (following the noises they make), only to find it empty and them ambushing you from an earlier room that you've already cleared.

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