Created By: StevenT on April 4, 2013 Last Edited By: StevenT on April 7, 2013

Inventory Clutter

Items that are useless and just take up space.

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There are some items in video games you can't get rid of.

Once this item has served its purpose, it's stuck in your inventory. You can't even sell it.

Sometimes the item has no purpose other than to take up inventory space.


  • Several items in Ocarina of Time, such as the Claim Check. But some players use the bottle glitch to turn them into bottles once they're done with them.
Community Feedback Replies: 13
  • April 4, 2013
    Sam And Max Hit The Road had a bucket of golf balls that you could collect from the Gator Golf area. It had no other purpose.

    Shining Force 1 for Sega Genesis had a secret item called the Kenji that could be found in one battle. It had no use, other than being sold for 150 coins.

    Compare Red Herring.
  • April 4, 2013
    The White Chamber has a can of soda and a fire extinguisher that do nothing.
  • April 4, 2013
    • In The Elder Scrolls series, there's often a glitch which causes a quest item to not be removed from the player's inventory (quest items are weightless and can't be dropped as long as they're marked as such; as a result the player's stuck with them in the case of this glitch, or if they don't bother with the quest related to it, although the PC version allows players to remove them with console cheats).
  • April 5, 2013
    So where's the trope?
  • April 5, 2013
    Compare Vendor Trash, where the item is already useless when you pick it up.
  • April 5, 2013
    Zelda games aren't really applicable; plot-related items, such as the Claim Check mentioned, have their own dedicated spot in the inventory screen, so they didn't take up space needed by something else.
  • April 5, 2013
    Quite a few in Earthbound, such as the Backstage Pass, Bad Key Machine, the Jar of Fly Honey. After their part in the plot is no longer useful, they cannot be sold or dropped. The player's only recourse is to put it into storage for the remainder of the game.
  • April 6, 2013
    This is not really a trope, more of a trivia, and while I've seen a ton of examples, I don't see why we would need a separate page for this, since this is rarely an intentional thing but usually a bug.
  • April 6, 2013
    Having the game internally check the player's inventory for a specific item is a very common type of Event Flag; thus, plot-related items are given separate entries so the flags that rely on them don't overlap. The fact that they remain in your inventory after use may be to prevent other flags (in particular, ones related to not having it) from misfiring.

    So I agree that it's probably just trivia. Not A Trope per se.
  • April 7, 2013
    To expand on Generality's comment, one inventory slot is dedicated to the child-specific and adult-specific subquest items. These objects don't interfere with normal item inventory slots, and they can only be replaced after they are used and rendered obsolete. (Aside from various glitches, that is).
    • Child: Zelda's Letter->Happy Mask Shop masks (Keaton, Skull, Spooky, Bunny, Gerudo, Goron, Zora)->Mask of Truth
    • Adult: Cucco Egg->Cojiro->Odd Mushroom->Potion->Poacher's Saw->Broken Sword->Eyedrop Perscription->Eyeball Frog->Eyedrops->Claim Check
  • April 7, 2013
    Both of which happen to be separate Chain Of Deals items.
  • April 7, 2013
    On the other hand, Neverwinter Nights 2 has no excuse for forcing you to lug around several quest items well after you've completed their associated quest. And at least one of Oblivion's quest items (it's a ring; can't remember the name) has a glitch that can cause it to be treated as a quest item permanently. I also disagree that it isn't a trope: this is tropable as an inventory mechanic. Move to table the motion to discard.
  • April 7, 2013
    But it's not an inventory mechanic (especially where there's no Inventory Management Puzzle for you to worry about). Quite frankly, it's something that happens normally or coincidentally during the progress of the game - the item stays there, inertially, until and unless affected otherwise.