So, you've just made it through the latest [[RuinsForRuinsSake ancient ruins]] or abandoned mansion, filled with rooms of oddly-present furniture at every turn. Along the way, you've killed monsters, triggered a {{cutscene}} or two, and [[KleptomaniacHero picked open every treasure chest you could find]]. You ''could'' call it finished and head back home—or, you could turn those [[EmptyRoomPsych seemingly empty]] bedrooms upside down in your search for more loot. ([[EasterEgg And]] [[KleptomaniacHeroFoundUnderwear whatever else]] [[ChestMonster is there.]])

Always Check Behind the Chair is the process of examining inconspicuous objects, such as furniture or walls, in case the developers placed something there. When this trope is applied kindly, there will be some sort of general oddity or [[NoticeThis subtle deviation]] to show a secret's presence. Used in a more cruel manner, however, and it tends to dive into FakeDifficulty and/or GuideDangIt, especially when the item is plot-important or has literally no business being there. Such an example is placing the InfinityPlusOneSword by a common bush.

What's behind the chair can be a number of things, but items, paths, monsters, switches and {{Easter Egg}}s are common. How they ''react'' to being discovered, however, is less concrete: switches may turn something on or off, but they're just as likely to unleash the BrutalBonusLevel's [[BonusBoss boss]] ramped UpToEleven, start a [[MiniGame mini-game]], or provide some snark on particularly WillingSuspensionOfDisbelief-breaking events.

Some games feature a set of reusable locations for housing secrets, such as garbage cans and dressers, with the frequency of their placement capable of being a dead giveaway.

If the area becomes inaccessible after some point, the treasure may be an example of PermanentlyMissableContent.

Though primarily a VideoGame trope, it can occur in other media, usually invoked by TheKlutz or someone GenreSavvy.

The inverse of NoticeThis, where the game gives a clear, well-defined meaning to specific things to draw you in. Related to PixelHunt, which is the equivalent of this in point-and-click games. Often a case of GottaCatchThemAll. May overlap with GoodiesInTheToilets, if the definition of "chair" is broadened to include ''that'' type of seat.

May become "DieChairDie" if you have to destroy said chair to look behind it.



[[folder: Literature ]]

* ''Literature/TheMunchkinsGuideToPowerGaming'' notes, in explicit detail, that the munchkin method of searching a dungeon does not only restrict itself to looking behind chairs, but actually breaking apart the chair to search for loot and/or magical items inside. As well as destroying all other furniture, breaking open the floor, walls and ceiling, as well as searching each monster corpse to the point of running their corpse through a sieve. After looting potentially valuable organs, of course.


[[folder: Video Games ]]

* ''VideoGame/AnUntitledStory'': Very, very, ''very'' present. If you're aiming for [[HundredPercentCompletion 100% Completion]], it's smart to check every corner big enough to hide a HeartContainer. [[spoiler:[[AvertedTrope Averted]] once you find the crystal ball in [=SkyLands=]: it will give you vague hints for an ever-increasing cost.]]
* ''VideoGame/AvalonCode''. ''Every'' aspect of the game revolves around recording data into the Book of Prophecy, apparently to influence the 'new world' (as the current one is due to end). Whether it's simply exploring 100% of a map for completion's sake, or scanning that flower which gives you the code to upgrade your sword, this isn't an optional extra so much as a necessity for survival. Particularly as you can never tell which map/item will net you a crucial bonus, and some are really obscure (Rocks, grass, the ground, etc...)
* ''VideoGame/AVampyreStory'': You have to check ''under your bed'' for an item in order to proceed. No one prompts you.
** Fortunately, the developers decided to include a command (the tab key, specifically) to make a mark appear over everything you could examine. A couple puzzles, including the one mentioned here, appear to have been designed with the expectation that you're going to use this.
* ''VideoGame/BarkleyShutUpAndJamGaiden'' has this throughout the game, and it's specifically lampshaded with [[GrailInTheGarbage the trash bins]] in the Spalding Building.
-->"Found 0 nothings!"
* ''VideoGame/BlueDragon'': Not only do some objects contain items you can take, but many more hold “Nothing,” which is apparently ''not'' the same as actually having nothing inside. Finding enough Nothings will let you get items from a certain {{NPC}}, including unique items not available anywhere else. The “Six Treasures” DownloadableContent includes a pair of glasses that [[BribingYourWayToVictory places markers on top of things that are hiding Nothing]].
* ''Videogame/BreathOfFire'' series:
** Chests or drawers, on more than one occasion. The first two installments also had some treasure hidden in statues and pillars, under pushable objects, and even some random sections of wall, propelling this right into GuideDangIt territory.
** In the first installment you get several {{Infinity Plus One Sword}}s this way. The Life Armor? In a dragon statue at the top floor of Agua. Don't forget the Ice Dagger in the other statue. The Tri-Rang? Search behind Pagoda either before it is activated or after it is ruined. The Empire Sword? Search the left side of Jade's throne. Oh, and check for the Star Hammer behind the right pillar in the same room while you're at it. If you know where to look, some of these become {{Disk One Nuke}}s.
* ''VideoGame/ChronoTrigger'' has tabs, inconspicuous objects hidden throughout the landscape that occasionally glint to announce their presence. Other secrets are usually [[NoticeThis obvious]].
* ''VideoGame/CobraMission'' has this in spades. You can find some loot almost anywhere, even on the floor.
* ''VisualNovel/DanganRonpa'' often hides Monobear Coins in or behind furniture in the background.
* ''VideoGame/DarkSouls'' has useful things behind containers, furniture, walls, and even illusory walls. In fact, two entire areas and a Covenant are hidden behind an illusory wall, behind a chest, behind another illusory wall.
* ''Videogame/DeadRising'' and its sequel tend to love to hide useful, rare weapons in just-out-of-sight areas, like the roof of a magazine stand in the center of a mall, or a katana on the awning of a bookstore.
* The ''VideoGame/DragonQuest'' series has hidden items in barrels, pots, hanging bags, drawers, coffins, crosses, just lying on the floor... Most of the games after ''VideoGame/DragonQuestIII'' let you potentially learn a spell that lets you sniff out how many treasures are hidden in an area (while another reveals their whereabouts with a telltale sparkle).
** More directly, the first and third games feature a hint on how to avoid an endless hallway: you must search behind the throne in the final dungeon, or you'll never reach the endgame. Making it this trope quite literally.
** ''VideoGame/DragonQuestVII'' [[GuideDangIt hid plot-critical items in inconspicuous locations]].
* ''VideoGame/DisgaeaHourOfDarkness'': There are three locations inside the Overlord's Castle that must be examined to unlock Etna's diary—two switches and a corner. One switch is hidden behind the Overlord's throne; another is the skull on the [=RosenQueen=] shops' counter; finally, there's the corner of the pit in the room with the music merchant. In the [[UsefulNotes/PlayStationPortable PSP]] and UsefulNotes/NintendoDS {{Updated Rerelease}}s, the corner is made somewhat more obvious by a Prinny who comments that he "feel[s] a breeze, dood."
* ''Doki Doki Universe'' has many presents hidden behind background objects, and picking up these objects forces these presents to pop out.
* In the ''VideoGame/{{Doom}}'' games and their [[GameMod many, many custom levels]], hidden switches frequently lead to secret areas and goodies. A favorite location for such switches is on the easily overlooked backs of chairs, columns, freestanding switch panels, etc.
* ''VideoGame/DragonBallOrigins 2'' takes this to a literal example, to where the last mandatory level in chapter 3 has a room where you literaly have to push a chair to open a section in a wall which reveals an upgrade for Goku's Kamehameha.
* ''VideoGame/EarthBound'' generally uses conspicuous gift-wrapped presents in lieu of treasure chests, but items can also be found in coffins and trash cans.
** "Ness dug around in the trash can. Well, let's see here... There is a Hamburger inside! Ness takes it."
*** [[MundaneObjectAmazement WHOAAAAAAAAAAH!]] [[ There's a Bottle of water inside!]]
* ''Franchise/TheElderScrolls'':
** For the series in general, starting with its [[VideoGame3DLeap 3D Leap]] and transition to hand-crafted environments in ''Morrowind'', the developers ''adore'' this trope. Thorough players can find everything from helpful stashes of items like gold and potions to flat out {{Disc One Nuke}}s by checking every little nook, cranny, ledge, tree stump, and [[CaveBehindTheFalls waterfall]] they come across. Some specific examples:
*** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'': In the starting village alone you can find a (minor) enchanted axe hidden in a hollow tree stump, and it goes on from there. In addition to treestump and hollow log stashes all over the island, you can pick up a [[DiscOneNuke Sword of White Woe]] tucked under a bunkbed, the legendary Fists of Randagulf (the best heavy armor gauntlets in the game) shoved behind a sarcophagus, an enchanted tanto that the last guest at a particular inn tucked behind the bed, coins that have rolled into the cracks of a shack floor, a magic ring underneath a mushroom in a cave, skill-boosting books hidden on a shelf lined with regular books, five OneHitKill arrows tucked in another treestump in the ''Bloodmoon'' expansion - not to mention various "Propylon Chamber" keys that can be found dotted around the world as paperweights. And people tend to misplace their normal keys a lot, too.
*** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'': In addition to items, levers to open dungeon gates and the symbols needed to solve runic puzzles are now often hidden as well. In at least one case, the lever to open a door is LITERALLY 'behind the chair'.
** [[GameMod Game Mods]] for pretty much all of the moddable ''ES'' games play this as maddeningly straight as possible in many, many cases - such as one that puts a gold retexture of Ebony Armor on a follower you can legally slaughter right outside the first town you get to after the tutorial. And what is said follower doing there? Camping. Ten feet from the town gate. For the entire game (if you never bother to pick him up).
* While ''VideoGame/EnigmaAnIllusionNamedFamily'' lets you [[NoticeThis locate important items easily]] with matches, items that ''aren't'' plot-important -- like [[ResourcesManagementGameplay other matches]] -- don't benefit from this, and can be hidden in all kinds of objects. However, you never know which things might randomly break or make noise when you investigate them, which can attract the murderer's attention...
* ''VideoGame/{{Fallout 3}}'' can become this if you're low on health items, ammo, guns or certain quest items. Not helped by almost every item that isn't nailed down being potentially collectable, and getting in the way of an item you actually want to pick up.
** Bathrooms often also hide valuable loot (often chems) in the bowl or water tank of toilets. This means that each time you find a bathroom, you throw open each stall, run in and jump onto the toilet seat to get a better look. ''Each time''.
* ''VideoGame/FinalFantasyIII'' dances between Always Check Behind the Chair and NoticeThis: the [[UsefulNotes/NintendoDS DS]] [[VideoGameRemake remake]] lets you zoom-in using L/R, with spots hiding objects giving off a [[EverythingsBetterWithSparkles yellow-gold sparkle]].
* ''VideoGame/FinalFantasyIV'': Many areas have hidden goods or passageways, but [[GratuitousNinja Eblan]] Castle deserves special mention due to the sheer prevalence of such things. In summary: secret corridors on basically every floor; a Sutra hidden behind the throne; a pit that you have to edge your way across to reach a chest; and then, just to confuse you, a ''different'' and ''uncrossable'' pit. That's '''before''' [[TheVeryDefinitelyFinalDungeon The Very Definitely Final Dungeon's]] obsession with paths under paths [[RuleOfThree under paths]], all obscured by the top-view. [[spoiler: Not to mention the invisible bridge leading to the InfinityPlusOneSword.]]
* ''VideoGame/FinalFantasyVI'': There are Elixirs in ''almost every'' grandfather clock.
** [[ShownTheirWork Clocks are/were believed by alchemists to be optimum storage places for immortality potions.]]
*** There was also a very useful sword, the "Soul Sabre" hidden behind a statue in a castle mid-to-late game. Soul Sabres are fairly rare. Finding one is kind of a big deal since attacking with it refills your magic points, essentially giving magic-heavy characters an infinite mana pool.
* ''VideoGame/TheGodfather'': Missions in the UsefulNotes/{{Wii}} version (and possibly others) have money bags hidden with varying degrees of visibility. If you don't get them while you can, they're {{Permanently Missable|Content}}.
* ''VideoGame/GoldenSun'' did this, as well as its sequel. The items were mostly small, HP healing items or a few coins. But occasionally you lucked into a Lucky Medal, a rare item used to win other rare items later on. For the first half of the game you just have to stumble through and hope, but at a certain point you learn a skill that lets you examine an area. Pots, etc., with items in them sparkle. You still have no way of knowing what it is, and it takes forever if you want to check every pot, but it's better than nothing.
* ''VideoGame/HarvestMoon''
** ''VideoGame/HarvestMoonAnimalParade'': You can often find recipes around people's kitchens, if you're willing to walk around pressing the A button for a bout two minutes.
** ''VideoGame/ANewBeginning'': Music sheets get hidden in similar way, sometimes literally behind a chair.
* ''{{VideoGame/Jed}}'': Several robots are hidden past where the world seems to end, usually separated by a concealed passage or a low roof that can be walked on. Some of these are hinted at by inexplicable empty blocks inside the wall.
* ''VideoGame/KingsQuestIV'': There's an [[FarSideIsland island]] where you have to check behind a ship's detached front, which is lying in the sand. Rearward of the wreckage is a golden bridle that: 1) has no business being there; 2) is [[{{Unwinnable}} completely necessary to win the game]]. The island [[PermanentlyMissableContent is only accessible at one point during play, and after leaving, you can't go back]]. Oh, and using “look” on the shipwreck only works when you're standing in exactly the right spot.
* ''VideoGame/LaMulana'' likes to hide [=ROMs=] this way.
* ''VideoGame/TheLegendOfDragoon'' and its notorious GuideDangIt Stardust sidequest. Notable in that they're the ''only'' items that work like this; others are either stowed away in treasure chests or are otherwise [[NoticeThis incredibly easy to spot]].
* It is wise to do this in any VideoGame/LEGOAdaptationGame if you want to get True Adventurer status, minikit pieces or red power bricks, although it's not so much checking behind the chair as it is [[RewardingVandalism destroying it with your fists]].
* ''VideoGame/LuigisMansion'': Played straight. In several rooms, including the Study, there are hidden lumps of cheese behind or under chairs. Examining them will cause a golden mouse to appear, and catching it will reward the player with lots of treasure. If the room is cleared and the Mansion blackout has already occurred, [[PermanentlyMissableContent you will never be able to get the treasures again]].
** ''VideoGame/LuigisMansionDarkMoon'' has this too, with lots and lots of treasure and [[MoneySpider Gold Greenies]] hidden in things like furniture, walls and other random decorations. Oh, and once you've done that, get out the Dark Light Device, because it turns out a lot of treasure is invisible unless you shine the light on it for a while and then vacuum the Spirit Balls that appear. It's especially true of the [=ScareScraper=], in which every room has at least two invisible objects, a whole bunch of hidden money and goodies and likely a key or two in completely random locations.
* ''VideoGame/MegaManBattleNetwork'': multiple ports and chips are hidden in the over-world.
** Most of the bosses throughout the series can only be rematched for a chance to get their battle chip by walking to a specific, unmarked part of an area (Usually a dead end) which will initiate a battle against them.
* ''VideoGame/MegaManStarForce'' mostly follows in the footsteps of ''Network'' in its application of this trope.
* The ''VideoGame/MetalSlug'' series will often hide items and hostages in the ''damndest'' places. Often places you wouldn't know there was anything there unless you shot it (like in the smoke coming from a Train's smokestack) or [[GuideDangIt read a FAQ]].
* ''VideoGame/MonsterRacers'' loves to hide Star Crystals in such places, like in front of [=TV=]s or between cushions in a race lobby. Although most of them will, if you wait around, give off a [[NoticeThis telltale twinkle.]]
* The ''VideoGame/{{Myst}}'' series revels in this. Especially ''VideoGame/{{Riven}}'' brings it up to GuideDangIt levels. ALWAYS check behind the door you just opened.
* ''VideoGame/NiNoKuni'' has hidden treasure chests. Although they can be revealed with the Seek Fortune spell, you can sometimes figure out where some of them are located due to conspicuous object placement in the overworld. They're also often hidden at the very ends of pathways or beside cliffs.
* ''Franchise/{{Pokemon}}'': Standards of the series are patches of grass with a darker shade than others, inexplicable patches of ''no'' grass in the middle of a grassy area, trash cans, the centers of plateaus, dead-ends, and rocks; later games also add little hills of sand/dirt (although these can also be [[{{Ninja}} hidden trainers]]). Thank [[OlympusMons Arceus]] for the Item Finder when they're anywhere else.
** And in the third generation games, accessing the Trick House challenges requires you to find where the Trick Master is hiding in a room. The first few times, his position [[NoticeThis is made obvious by a glint]] just as you enter the house.
** The Item Finder only detects invisible items hidden in the overworld. Sometimes items can be tucked away behind trees, buildings, etc. and remain out of sight for the player because of the fixed perspective camera, but because they technically have a visible sprite, the Item Finder won't detect them.
** [[VideoGame/PokemonBlackandwhite In Black and White]] ''all'' of the trash cans are empty. Except ''one''.
* ''VideoGame/{{Seiklus}}'': Though there's usually an eye-like marker along walls with hidden goodies, the haunted crypt notably ''doesn't'' for a couple places.
* ''VideoGame/ShadowComplex'' does this a lot. Some expansions are hidden behind crates. Failing that, they are hidden just out of sight of the camera angle.
* The ''VideoGame/ShadowHearts'' series is very guilty of this. On the plus side, you'll get a little ? over your head when there's an item hidden nearby. If it's important to the plot, you get a !.
** And if you find [[spoiler: Roger Bacon's missing pornography]], you see a [[SayItWithHearts <3]]
* The ''VideoGame/ShiningForce'' games suffer from this on occasion. In the Japanese version of the first, OptionalPartyMember Hanzo was hiding in a shrub in the last town (the US version had a note on the correct one), while the second game had Mithril.
** The second ''Shining Force'' game on Game Gear had two {{Optional Party Member}}s that were hidden behind walls.
* In ''VideoGame/SonicAdventure'' on the SEGA Dreamcast and ''Sonic Adventure: DX'', the remake for the Gamecube, when you're on the Egg Carrier, in order to change the position of the wings you must first sit on Eggman's chair in the control room so that it moves forward, and then press the button which was hidden under the chair.
* ''VideoGame/SuikodenII'' has some items hidden in patches of grass, bonsai, and random crates.
** In ''VideoGame/SuikodenIV'', one of the recruitable characters is behind a chair, and thanks to the camera angle when you enter the room, you won't realize it until you actually go behind said chair.
* ''VideoGame/SuperMetroid'': until you find the X-Ray Scope, at least.
** Though after beating a certain boss, the only way back to the main area is through a fake wall. Examining this wall with the X-Ray Scope shows it as solid. So it's handy, but might as well check behind the chairs anyway just in case it's glitching out.
* ''VideoGame/TalesOfSymphonia'' has some treasure chests completely hidden behind furniture or terrain features, particularly in the final dungeon; there's nothing plot-relevant about any of them, but they're necessary for HundredPercentCompletion. Fortunately, the "examine" command still pops up when you stand next to one.
* The ''VideoGame/{{Thief}}'' series was all about this. Finding every last piece of valuable loot in each level involved thoroughly checking every nook and cranny, and that's when there were no weird secret passages involved. The very first level of ''VideoGame/ThiefIITheMetalAge'' for example included 3 gold coins left on a shelf that could only be seen by looking up while going down the back stairs to the mansion's kitchen (or turning around midway while climbing up the stairs).
* ''VideoGame/{{Snailiad}}'', being a {{Metroidvania}}, obviously has this to some extent.
* ''VideoGame/DungeonsAndDragonsOnline'' has lots and lots of breakable objects, but aside from a couple spare Cure Light Wounds or Resist Fire potions, you'll only find a pittance of coins.
** The are a few dungeons where the boss does, in fact, keep a gigantic treasure box behind his throne.
** Add-on content areas can have weapons and armor hidden in those same crates. In particular, Sorrowdusk Isle has one crate near the questgiver ogre that has a high chance of dropping equipment.
* ''VideoGame/{{Borderlands 2}}'' is advertised as a shoot-and-loot game; every single area is filled with barrels, boxes, lockers, and treasure chests (some of which are repurposed bathroom stalls that gush... [[{{Squick}} fluid]] at you when you open them). It's a good thing all the other bandits keep so many openable containers lying around, because they almost all contain ammo or money.
* If you find yourself playing one of the latter two ''VideoGame/{{STALKER}}'' titles, and you see a house, or a train car, or any kind of man-made structure or object, your first move should be to make sure there's nobody currently occupying it, before searching it top to bottom. There will be ''something'' at least vaguely useful in the attic or hidden in some sort of container. And you're going to need it. In the third game, every loose item in the game can be found from the word go, meaning that knowledgeable players can run around the map to areas nobody else would think to check (inside an abandoned steam shovel's cabin, next to a burnt-out house) and pick up high-end weaponry and loads of useful items. In all three titles, looking on shelves, under tables, and in vents in the many abandoned buildings and tunnels you went through could net you ammo and medkits right when you needed them most.
* ''{{VideoGame/Unturned}}'' takes place during a ZombieApocalypse, and supplies and items can be found behind or under furniture in abandoned houses.
* ''VideoGame/SecretOfTheStars'' has plenty of innocuous furniture: bedside tables, cabinets, etc. that may or may not contain valuables. And there's a lot of furniture in that game...


[[folder: Web Comics ]]

* At the beginning of ''Webcomic/DarthsAndDroids'', Jim and Ben's very first act of going OffTheRails involved searching a room for items rather than waiting for the negotiators to arrive. As punishment, [[SchrodingersGun the GM retroactively decided]] that this action was responsible for the Trade Federation attacking them.
* In [[ this]] Webcomic/{{Gunshow}} comic, you can get a dollar by finding the duck hidden behind a plant in your hotel.