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[[quoteright:256:[[VideoGame/Rockman4MinusInfinity http://static.tvtropes.org/pmwiki/pub/images/holy_6817.png]]]]
[[caption-width-right:256:Wow, look at all those bonuses! ''[[http://www.youtube.com/watch?v=jAc8xrCbP-E#t=9m44s You're gonna need 'em.]]'']]

->''Well, what have we got here? A pile o' bones, and a pile o' guns. Subtle they ain't.''
-->-- ''[[http://lparchive.org/LetsPlay/Trespasser/ Let's Play]] [[VideoGame/JurassicParkTrespasser Trespasser]]: [[http://www.youtube.com/watch?v=-uyVDBKnzls Level 8]]''

In a well-paced game, health packs and ammo cartridges can feel like gifts from the Heavens. They're granted with care, and by the time you come across a little box with a red cross painted on its side, you are likely to make good use of it.

So why does an experienced gamer start sweating when they come across a room full of medical supplies, armor, ammo and weapons? Why are they suspicious of this bounty? Because the gamer's quite GenreSavvy, and knows what this generosity entails. In the [[BossRoom next room]], they're going to need all of this, as they're about to get their ass kicked by a horrific EldritchAbomination with [[DamageSpongeBoss twenty thousand hit points]] and whose very existence [[BrownNote will cause the player's optic nerves to shrivel and die.]] Have fun!

The game designers are being nice and giving you a chance to gear up and heal up before [[TheUnpronounceable The Unpronounceable One]] eviscerates you and sticks your head over its mantle. Also prevents the player from having to backtrack through the dungeon to heal themselves up to full. {{Bonus Dungeon}}s tend not to feature these before the BonusBoss, as they're intended to be [[FakeDifficulty extra-challenging]]. It's not necessarily limited to {{Boss Battle}}s; Suspicious Videogame Generosity may occur before the DeathCourse or any other noticeably difficult segment. If a [[DeathIsASlapOnTheWrist free, re-spawning extra life appears right after a checkpoint]], chances are the next segment isn't going to be pretty.

More concisely coined by [[WebVideo/HeyAshWhatchaPlayin Anthony Burch]] as "goreshadowing." Sometimes referred to as a "boss fountain" when directly preceding a boss fight.

An [[AcceptableBreaksFromReality Acceptable Break From Reality]] and [[AntiFrustrationFeatures Anti-Frustration Feature]]. Compare AfterBossRecovery, where the stash is found after the fight's over, and ForebodingArchitecture, where you can predict the extra difficuly based on the level design. Often overlaps with HealingCheckpoint when a SavePoint is included; these same genre savvy gamers treat such a Save Point as an OminousSavePrompt.

Subtrope of BlatantItemPlacement. See also IntrepidMerchant, where a merchant or store in a video game is in an unlikely location, but one where you'd need it.



[[folder:Action Adventure]]
* The surprisingly decent game ''Buffy the Vampire Slayer: Chaos Bleeds'' has the run up to a boss level when playing as Faith in an abandoned mine guiding the player through an area with a suspicious amount of pickups.
* Loved by the ''Zelda'' games
** In various games, there are generally small chambers full to the brim of pots containing healing/revival items or even fairies located right next to boss rooms. Other than healing items, the pots might also hold something useful for defeating the boss--if you see Bombchus, you're gonna have to use 'em. Since boss rooms are marked on the map (and have huge, ominous doors), this isn't so much "suspicious" as "getting you ready for a fair fight"--however, ''mini-bosses'' aren't so marked, so if you find a fairy next to an otherwise nondescript door, get ready for a tussle.
** ''VideoGame/TheLegendOfZeldaSkywardSword'' contains a particularly {{egregious}} example: In the Shipyard, an area with just 2 enemies, after going through what basically amounts to a minigame, you suddenly find a SavePoint in front of seemingly nondescript room. So naturally, you get suspicious. So you go through the door and surprise! [[spoiler: [[DegradedBoss Moldarach's back!]]]]
** Later 3D ''Zelda'' games gave you a fairy just before the Boss Room. In ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', this is the only place where you can find fairies until you've completed a SideQuest. Fortunately, the [[DownTheDrain Water Temple's]] boss room is relatively easy to access once you've beat the dungeon.
** The weather vanes (save points) in ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' are like this, they're always conveniently placed right before a dungeon entrance or a particularly tough section of the game. So every time you see one, expect the worst.
** Inverted in the first game: the tougher the room is, the likelier it is that an item (or a plain secret passage) is in there.
* The ''Franchise/{{Onimusha}}'' games have a tendency to throw herbs and medicine at you just before pitting you up against a boss.
* ''Franchise/{{Castlevania}}''
** In the 2D games, the map is very blatant about this -- a dead end with a Save Room on one side, and... a giant glowing boss door on the other.
** The older games did this, too: you'd usually find a pot roast along with a subweapon useful for the upcoming encounter. The most extreme example is before the final boss fight in ''VideoGame/SuperCastlevaniaIV'': if you jump off into space before ascending the steps to Dracula's room, you'll find an invisible platform that gives you two whip upgrades, 99 hearts, the cross (the best subweapon, bar none), and the two items that let you throw more than one item in a row. Considering how difficult Drac is, you'll need it.
* ''VideoGame/LuigisMansion'' will often have a powerful healing item before the boss of each chapter.
* In ''VideoGame/CaveStory'', a secret room [[spoiler: right above the entrance]] is available right before fighting the final bosses. They also had the healing machines and save points before some bosses.
* ''VideoGame/UnchartedDrakesFortune'' is pretty generous with ammo placement and cover to hide behind throughout the game, but uses this trope a few times:
** In Chapter 17 (the chapter where [[spoiler:you first fight the zombie Spaniards]]), you're standing in a [[ForebodingArchitecture large, empty room]] that is stuffed to the gills with guns and ammo...because you're ''really'' gonna need it.
** The same thing happens in Chapter 20 in the Nazi base.
** A minor case in the sequel: at one point you're trapped in an ice chamber and find a WWII-era Nazi pistol on a long dead corpse during a mission where the game told the player they had no combat to worry about. Ostensibly, it's to shoot out some icicles blocking your way. However, as anyone who's played the first game would know, you're about to deal with something nasty.
* ''VideoGame/{{Alundra}}'' and [[VideoGame/{{Alundra 2}} its sequel]] also make very heavy use of this trope. Save point, magic recharge and health recharge all in one place? Oh boy, you better get ready for some nightmare-spawned horror from out of this world. (Quite literally too, more often than not!)
* In the final arc of ''VideoGame/EccoTheDolphin,'' the eponymous player character receives a major power-up: his sonar is now a lethal weapon, and in auto-scrolling areas (the majority of the arc), his health regenerates on its own rather quickly (and that's in a game renowned for being NintendoHard!). In any previous level, this would be a massive overkill. ''Not in these ones.''
* After killing what you assume to be the boss of the final dungeon in ''VideoGame/StarTropics 2'', you're thrown into a series of rooms filled with health powerups and medicine. Directly following is a [[BossRush marathon fight]] against every single boss in the game, directly followed by the final boss, who has two forms to boot. Ow.
* ''VideoGame/SeveranceBladeOfDarkness'' does this in the final area of the game. One of the countless Dark Knights you'll be slaughtering will drop a key to the castle's armory. The armory contains the best weapons and armor for all four characters. However, all of these items can be found in earlier levels with the exception of the Barbarian who can ONLY find his ultimate weapon in the final stage.
* The [[VideoGame/TombRaider2013 2013 Tomb Raider reboot]] likes this. You'll be carefully exploring a new area, then: "Oooh, an ammo box! Ooh, another ammo box! ...and a quiver of arrows... in fact this whole room seems to be full of ammo boxes carefully stacked next to all those crates and low walls that are scattered around the floor and look suspiciously convenient for taking cover behind.... OhCrap." "There she is! Get her!!" Cue siege event in which a couple of dozen enemies assault your position.
** Happens in the original. Near the end of the level 'Sanctuary of the Scion', you ascend a massively long staircase littered with ammo and pickups, and at the top you open a gate to expose yourself to attacks from four Atlanteans. Most will probably stay in the corridor and just fire at the ones that come near, but if they come down the corridor then there's really little room to maneuver. Going out means taking on all four at once.
* Right in front of the sauna in ''VideoGame/RiverCityRansom'', early DualBoss Bennie and Clyde show up again, looking for revenge. However, they are the exact same strength they were at the beginning of the game, while you've had multiple opportunities to get much stronger. Plus, they use basic and easy-to-handle strategies still, while still giving out decent cash upon defeat. The fight against them essentially combines DegradedBoss with PinataEnemy. Not surprisingly, what's immediately after them? River City High, the final area of the game.

[[folder:Action Game]]
* ''Franchise/{{Metroid}}'' examples:
** It's fairly easy to pinpoint the locations of the bosses in any ''VideoGame/{{Metroid Prime|Trilogy}}'' game by just looking on the map and finding save stations (which in some games also recharge your health) that are next to unusually large rooms. The 2D games (the ones with maps, anyway) get to the point and just label where bosses are on the map.
** ''VideoGame/MetroidOtherM'' features one hell of an example in the room immediately preceding the Ridley battle. This room gives you an Energy Tank and an Accel Charge. It's the only room during the main run of the game where you can find multiple power ups, and it's a small room and both power ups are very easy to find. Not suspicious at all...
*** Not as "suspicious" (since it happens only after it's clear what you're up against), but the cutscene preceding the fight gives you access to both the Super Missiles ''and'' the Plasma Beam.
** From [[http://telebunny.net/talkingtime/showpost.php?p=494544&postcount=57 this Let's Play thread]] for the hack ''Super Metroid Redesign'': "Plus, if you take the bottom route, you find the most obvious missile expansion in the history of gaming, which gives you +10 missiles for some inexplicable reason. I feel like I'm being fattened up before the slaughter." Naturally, Kraid is a few rooms away. The same hack will mysteriously give you two Energy Tanks in an elevator room if you missed them earlier; this is because the next section ("Hell's Run", a trip through Norfair without the Varia Suit) is ''outright impossible'' without them.
* In the ''VideoGame/NinjaGaiden'' remake on the Xbox, if there is a crate of infinite arrows, there is at best a situation that requires you to use them, and at worst, a boss that can only be defeated by them. Interestingly, one of the reasons this game is NintendoHard is that they ''don't'' leave save points or items lying around right outside the boss room. True, the path to the fight is typically fairly easy, and you'll come to know it well, but count how many times you actually expect it when a boss fight to happen on your first playthrough.
* In ''[[http://www.crazymonkeygames.com/Crazy-Flasher-2.html Crazy Flasher 2]]'', you enter a small room with ammo all over the ground and several boxes containing health packs... and in the next room, you enter a pitched battle with a LOT of tough enemies.
* ''VideoGame/{{Prototype}}'' has this in a mission where you have to hold off waves of infected mobs for a few minutes while [[spoiler:Dr. Ragland does his work in a room protected only by reinforced glass and]] Alex lacks most of his powers. A rocket launcher, grenade launcher, machine gun, and assault rifle are conveniently laid in front of you once you resume control of Alex.
** There are also a couple of missions in which you have to escort special plot-related military hardware in order to, well, advance the plot. Abandoned military vehicles, which are in tip-top operating status, are conveniently placed within reach so as to offer you a chance of less grief throughout the mission.
* ''VideoGame/Rayman3HoodlumHavoc's'' final Tower of Leptys stage is literally nothing but a long, long spiral staircase full of health and score pickups, all punctuated by the occasional monstrous groan from the top of the tower.

[[folder:Adventure Game]]
* The final Rite in ''VideoGame/QuestForGloryV'' culminates in a battle right in the villain's storeroom, and wouldn't you know it, he succeeds in lifting the seal on the [[FinalBoss Dragon]] [[SealedEvilInACan of Doom]] before you can stop him. Played with in that everything is locked behind a row of booby-trapped doors, requiring the player to work for it.
* After needing to complete difficult puzzles in ''VideoGame/AnotherCode'' to get anywhere, one of the last rooms is full of goodies, and only two very simple puzzles. Enough to tense this player up for a GenreShift.

[[folder:First Person Shooter]]
* ''VideoGame/{{BioShock|1}}''
** Right before the last boss, you find a room with one of every kind of vending machine/powerup station in the game. It's almost like the city planners knew there would someday be an epic confrontation one room over.
** At one point in the Medical Pavilion, you'll come across a room in which a you find your first shotgun. And, oh look, the game was generous enough to sprinkle some ammo around it. That was nice. So, of course, you pick up your new found weapon with enough ammo to last a frugal player a while. [[spoiler: [[NightmareFuel Then the lights go out...]]]]
** It's also amusingly subverted when you confront [[spoiler: Andrew Ryan--the rooms leading up to him are filled with ammo, health kits, and EVE, but he ends up ordering you to beat him to death without a fight.]]
** And in [[VideoGame/BioShock2 the sequel]], if there's a corpse for your Little Sister to harvest from, you can bet it will have at least one handy security or environmental measure in the area to help you fend off the Splicer hordes.
** In ''VideoGame/BioshockInfinite'', look around for tears that change the scenery. If you can count more than three and at least one contains some sort of weapon, be prepared for a showdown.
* ''VideoGame/SeriousSam'' plays it straight, and exaggerates it with a single health pill creating a swarm of monsters. There is also the occasional LampshadeHanging, such as Sam [[GenreSavvy expecting an immediate ambush]] upon reaching a dead end full of good items. [[spoiler:He's right.]]
** Made even more blatant in ''VideoGame/SeriousSam 3: BFE''. Whenever the player encounters a crate of C4, it's usually a sign there will be Khnum nearby, as they only take damage from high explosives.
* ''{{Franchise/Halo}}'' follows this trope throughout the series.
** Right before the final conflict in the ''Autumn''[='s=] engine room in ''VideoGame/HaloCombatEvolved'', Cortana reminds you that there's a huge, well-stocked armory station right down the hallway. What she ''doesn't'' mention is the [[NightmareFuel active camouflaged Flood Warriors lurking inside]].
** Finding a rocket launcher or a fuel rod gun generally indicates an encounter with either enemy vehicles or Hunters up ahead.
** ''{{VideoGame/Halo 2}}'' has a level in which you are confronted by Wraiths on both sides. Immediately after that you have a run with: One [[ShoulderCannon Fuel Rod Gun,]] one [[BigFreakingGun Rocket Launcher,]] ''four'' [[GrenadeLauncher Brute Shots,]] about twenty grenades, two super-powered [[WaveMotionTuningFork Plasma Rifles]], two super-powered [[SniperRifle Beam Rifles,]] two [[SawedOffShotgun Shotguns,]] and those [[MyFriendsandZoidberg Carbine things]]... in ''one room.'' With all the damn generosity, you'd think you're taking on ''Death.'' Or a ''god''. Or a ''death god.'' Logically, all of these should be utilized against the Wraiths in the area before it. [[SarcasmMode Thanks for that, Bungie.]]
** Same for ''VideoGame/HaloReach'' in some levels. Right before you encounter your first Wraiths in the second mission, you are given a [[KillSat Target Locator]]. At the beginning of the level, there's a sniper rifle that you will definitely need on Legendary, and the comms array building has a rocket launcher that can be used to take out the nearby Revenant. In "Tip of the Spear", otherwise a DroughtLevelOfDoom, you get a Revenant and a Plasma Launcher shortly before facing a pair of Hunters and a pair of Wraiths. On "The Package", you are given a large stockpile of ammo and heavy weapons, including a {{BFG}}, for the lengthy HoldTheLine episode at the end.
* Subverted in ''VideoGame/JediKnightIIJediOutcast''. One level later in the game begins with four rooms filled with rocket launchers, {{EMP}} guns and various other heavy duty weapons, as well as grenades and proximity mines (and a shield recharger and some [[HealThyself Bacta tanks]]), making you expect an army of [[WalkingTank AT-ST]]:s or something. Instead, it's a lightsaber battle against a couple of [[EliteMook Elite Mooks]], rendering all other weapons more or less useless (you do need the [[HealThyself bacta tanks]] and shields though), followed by a ''[[StealthBasedMission stealth section]]''.
* Another {{Creator/Bungie}} example is ''VideoGame/{{Marathon}}'', which will do this often with health upgrades and ammo. A new gun, lots of refills, ''AND'' a triple boost to your health? SWEET! Thanks so much, man! ...why are the doors locked?[[note]]You hear a Pfhor's screech, followed by another, and another, and another...[[/note]]
* ''[[VideoGame/HalfLife Half-Life 2]]''
** If you see rockets, there ''will'' be a gunship (or worse, a strider). Lampshaded in ''{{Concerned}}''. This may be linked to the fact that you physically can't destroy the gunship if there are no rockets around: They need at least three direct hits on easy, five on normal and seven(!) on hard, and you can only carry three.
** Similarly, if you are ever given auto-turrets to set up, it means you are about to be ''swarmed'' by Combine or antlions.
** After you defeat the hunter-chopper, you encounter a Combine base manned by a few metrocops, but packed to the brim with grenades, ammo, and health. Of course, after this the next combat situation you encounter is Ravenholm, where ammo is scarce and zombies are everywhere.
*** There's generosity of a different kind at work there, too: between the hunter-chopper battle and Ravenholm you get the Gravity Gun. Not only is it possible to complete Ravenholm using nothing but the Gravity Gun, you get an achievement for doing so. [[NightmareFuel Two achievements, if you count being able to go without sleep for the next few days]].
** Your protective suit has 100 points of armour when fully charged, and the wall chargers can give you 75 points (on easy). When you make it into the Citadel at the end of the game, the wall chargers not only charge the HEV suit up to 200 points, they also refill your health, and they have a ''big'' charge reserve as well. Uh-oh.
* ''VideoGame/{{Doom}}'':
** ''2'' plays it straight. In the last level, you start in a room filled with a Mega Sphere and every single weapon available in the game.
*** Also played straight in ''TNT: Evilution'', where the final map does the same thing.
** ''Doom'''s [=E2M8=], too, giving you four Soul Spheres and a massive amount of every ammo type you're certain to have at that point. Not so much "generous", though, as, unless if you're really fast, you can only safely grab items from one of the four rooms they're placed in without alerting the [[TheDragon Cyberdemon]].
** Cyberdemon battles are almost always preceded by you finding a massive supply of [[BeatThemAtTheirOwnGame rockets and a rocket launcher]], even though they take less damage from rockets than expected.[[note]]Cyberdemons and Spider Masterminds take no blast damage - the only damage a rocket deals is that of a direct hit.[[/note]]
* ''VideoGame/{{Heretic}}'''s [[ExpansionPack Shadow of the Serpent Riders]] ends with [=E5M8=], Field of Judgement, where you're given all the weapons (other than the Firemace), a good load of ammo, one of pretty much every item in the game and a full load of big Phoenix Rod spheres at the center of the arena. Now why would they give you this generous loadout? You're going to need it all against the ''eight fucking Maulotaurs'' that the game throws at you for the final battle.
* ''VideoGame/{{Doom}} 3'' got absurd with it.
** Every time you spotted ammo or health just laying somewhere, you could bet that somewhere behind you a door would slide open and something horrifying would shamble out and make you waste that newly-acquired health or ammo. Often, the monsters were scripted to show up if and ''only if'' you get the goods. The best strategy for saving ammo is ''not picking it up''.
** The last level of the game starts you off in a room with more gear than you could possibly carry! Unfortunately, it's mostly useless, because the only enemies these things will work on in the level are Maggots and Imps, handled easily enough with either the Shotgun or Chainsaw, and which you need to kill in order to charge up the Soul Cube, the only weapon that will work against the final boss.
** One level (unsure if in the retail game or in ''Resurrection of Evil'', or in a mod...) played with this trope; you'd find a whole lot of goodies, and of course you'd tense up and expect the very gates to hell to open once you picked up all the stuff. Instead... nothing. So you gingerly keep going on, and after you turn a corner, ''then'' eleventy million monsters come forth and attack you. ''VideoGame/{{Doom}}'' was never as scary as in that point.
** In the final room of Ressurection of Evil, before the final boss, you are treated with a lot of items and powerups. Randomly throughout the game you can use the souls of corpses to give yourself invulnerability/damage buff/speed increase, and you find these corpses littering most of the stages, however you find almost six in one place, which is three more than you could possibly hold.
* Whenever you see large amounts of ammo, healthpacks, armor and treasure in ''VideoGame/WillRock'', prepare for a fierce battle.
* ''VideoGame/MedalOfHonor'' has a rather laughable variant. If you see a mounted machine gun, you would expect a horde of enemies to come pouring out and attack when you use it. They do. But they're scripted to only come out when you use the gun... so if you walk past it, ''nothing''.
** ''[[VideoGame/DarkForcesSaga Jedi Academy]]'' did this as well. There are blaster turrets set up twice on Hoth and once on Vjun. If you take control of them, the game spawns a horde of snowtroopers, an AT-ST, or 8 Hazard Troopers, depending on the turret. If you ignore them (especially likely on Vjun, given the only enemies in that area were trying to use that turret on you a second before), nothing happens.
** ''VideoGame/{{Blood}} 2'' also did this one time: the first invisibility pickup in the game is in a small room. If you go in and pick it up, a soul drudge spawns in the doorway (and promptly ignores you because of said invisibility). Leave the pickup alone and he won't spawn.
* After you finish storming the house in the ''VideoGame/ModernWarfare 2'' level "Loose Ends", you find the house is stocked with claymores and about forty different kinds of guns. [[HoldTheLine You can guess what happens next.]]
* Most of the bosses in ''VideoGame/Wolfenstein3D'' had a nearby room or rooms (usually secret, but not always) packed to the gills with health and ammo. And some of the individual levels. This caused most fun when the rooms were ''too'' packed, because the game's engine could only render so many objects at a time - and if there were too many in view, some would disappear. Including, potentially, ''the boss''. ([=E4M10=] and [=E6M9=] are the best places to go to see this in action.)
* In the original ''FarCry'' Jack gets access to an armory right after he defeats the supposed "final" boss and is heading to kill his actual target. Right after you visit this armory you get locked into an arena with several armor-plated mutated creatures who all wield rocket and grenade launchers. Notably, the game trolls you pretty hard: the enemies you find are ''very'' tough and more than enough to exhaust even your newly-replenished resources - and you can't go back to the armory because the doors are locked. There's a reason this area is seen as a notable example of FakeDifficulty; in fact, the best way to beat it without enormous amounts of frustration is widely acknowledged to be pre-emptively glitching the doors open with a dropped object, so you can go back to the armory when your weapons start clicking empty.
* ''VideoGame/Left4Dead'':
** HoldTheLine sequences feature health, ammo, and sometimes a minigun. [[JustifiedTrope Justified]] in that the areas you hold off at are previously barricaded up by other survivors trying to hold out, or used as military extraction points, and thus were intentionally fortified and stocked with supplies at some point before you got there.
*** The miniguns are of limited use, though: they are fixed in place with limited field of view that often doesn't cover more than half the entry points, and are in highly exposed places. Usually takes the cooperation and cover of the entire team to give the minigun any tactical significance. It's often a more sound idea for the team to just back into a corner together.
** The game does, however, manage to avert this trope for the most part. Since everything in the game (hordes, tanks, other specials, weapons, health items, explosives, even the "inbetween hordes" regular infected) is somewhat randomized and somewhat based on how well the player is doing (i.e., if you're doing good, you get less items, and have a greater chance of encountering Tanks and other Special Infected), large caches of weapons or items can just as often be indicative of a boss as they can an empty room. Even the "preset" HoldTheLine hordes have extreme variability from one play to the next, making gauging the pacing of the game based on item handout all but impossible.
** ''VideoGame/Left4Dead2'' plays this trope a bit more straight for the finale in "The Parish." Instead of the usual 4 med kits and 3 tier 2 weapons, you get 8 med kits and every possible tier 2 weapon, along with (randomized) pain pills, adrenaline shots, pipe bombs, molotovs, and sometimes even more first aid--in addition to several spots along the way with pills, new guns, and so on. The survivors ''need'' this because the finale involves dashing across a half-destroyed bridge jammed by abandoned cars. And infinite zombies.
*** One of the reasons the "Cold Stream" finale is hard is because it ''doesn't'' provide generous amounts of gear before its finale, which is an even harder uphill dash. Hopefully this will be amended before the map leaves beta-testing.
*** And let's not even ''talk'' about user-made campaigns. The first time most players walk into the supply room in the finale of "Questionable Ethics," you can the thunk over [=VoIP=] of their jaws hitting their desks: they've just seen a room that has four of ''everything'', from pills to chainsaws. Then you hear the gears start spinning in their heads: "I've just survived MalevolentArchitecture and [[EverythingTryingToKillYou Everything Trying To Kill Me]], with [[WallMaster infected literally falling from the ceiling]]. So far they've been doling out items--we're lucky to get a third of the health items we need, and we've found maybe five Tier 2 weapons ''total''. But if they're giving us ''this'' room, what the hell's in the finale...?" [[YouCanPanicNow Then you hear them scream]].
* ''VideoGame/TeamFortress2'': In the Mann Vs. Machine mission [[BrutalBonusLevel "Caliginous Caper"]], you and your teammates start out with 5000 credits to spend on upgrades (as opposed to the 400-1200 you normally start off with). You're gonna need them, because what follows is the hardest MVM mission in the game, which is also a ZombieApocalypse.
* ''VideoGame/QuakeIV'' plays this trope dead straight. In the final level there is a long walkway going from the elevator where you start to the chamber with the boss and it is laden with health, armour and ammo for every gun you have.
** Towards the end of the Nexus Hub level, there is a large room with a ridiculously large amount of ammo and health pick-ups in one corner. Enough to fully replenish your health and weapons, in fact. Shortly after, you discover some more pickups, including armour. In the very next room, you have to fight not just one, but two Stream Protectors (aka giant cybernetic spider-like monsters of doom) who not only pack flamethrowers, but homing rocket launchers as well. It gets worse when, upon their defeat, [[spoiler:the [[BigBad Makron]] suddenly bursts through the door and [[HopelessBossFight kicks your ass]]]].
** One of the later stages also feature a big room with health, armour, and ammo scattered all over it. Right when you lick your lips and charge forth to loot the place, the doors lock and hard-to-kill monsters (Stream Protectors are only the first wave in this room) start spawning in waves. Lots of them.
* ''{{Vivisector}}: Beast Inside'' - Found a large cache of health and ammo out in the middle of a clearing where you can't possibly ''not'' see the enemy coming a mile away? Expect to not only be ambushed by a bunch of Mooks teleporting in from nowhere, but also to be ''sealed up in the clearing by a convenient cage'' the moment you step near the bounty.
* ''VideoGame/{{Turok}}'' and ''Turok 2'' push this trope to its logical extreme: the final boss in the first game and the penultimate boss in the second game is heralded by a long, narrow hallway containing a laundry-list of every weapon in the game and full ammo for each (in ascending order of power; the final piece of the Macguffin weapon, the Chronoscepter, is in the first game's [[BossCorridor final corridor]]), plus an increased ammo backpack and armor for game 1 and the rare "more-than-maximum health" health pickup for game 2. The kicker? You literally ''cannot avoid these items''.
* ''VideoGame/{{Borderlands}}'' is usually pretty good about not doing this, but in one case it was made so obvious as to border on a lampshade. Directly before a large, perfectly circular room according to your map (in an area that has up until then been entirely cave), they give you two red chests (filled with ammo, grenades, and new weapons), and put an ammo vendor right there as well. Guess what's in the next room.
** The closest [[CheckPoint New-U station]] to a boss will nearly always have an ammo vendor, and slightly less often a health vendor alongside it. Though that's more because you don't get ammo back when you die. [[CaptainObvious And trying to beat a boss to death with melee attacks is generally a very bad idea.]]
** Then Subverted in the Pre-Sequel, where a (slightly anticlimactic) boss fight is *followed* by a room with boxes and boxes of ammunition, suggesting that it has another phase to it. [[spoiler: It doesn't.]]
* ''VideoGame/AlphaPrime'' has a room stocked full of ammunition and supplies in a mine right before the FinalBoss. It's especially jarring here not only because the game had never done it before, but because you had been to an armory, and it wasn't anywhere near as well stocked (granted, much of the stuff in the armory was behind locked cabinets, though it still didn't have as much variety).
* In ''[[VideoGame/StarTrekEliteForce Star Trek Voyager: Elite Force]]'', right before you face the final boss there is a terminal that not only maxes out both kinds of ammunition, but raises them to 999 each, as opposed to the usual maximum of 200.
* The final level of ''VideoGame/{{Descent}}'' has a large supply of Invincibility Spheres and {{Invisibility Cloak}}s. You're gonna need them for the FinalBoss.
** The game may also precede a room full of DemonicSpiders with one filled with smaller, weaker robots that drop more shield orbs and ammo refills than you need to max out your shields and refill your ammo supply.
* In the final level of the 1998 FirstPersonShooter ''VideoGame/SiN'', the player (who was tricked into a trap in the previous level) begins in a meat cart riding out into what looks like an empty cavern. You are then dropped into a pool of water, which leads to a massive cache of ammo, all the weapons in the game and a generous supply of health packs. Great, you say!...then you walk outside and see that the several-foot tall mutated father of the main antagonist is walking towards you with a tri-projectile rocket launcher. ''[[OhCrap And the door to the supply room just closed behind you]]''.
* ''VideoGame/MedalOfHonor: Frontline'' grants you a Gewehr, BAR and Bazooka, along with generous ammo, at the beginning of Clipping Their Wings. You're going to need it for the rest of the level.
* In ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'', you find a rocket launcher shortly before encountering the deadly {{Sentry Gun}}s for the first time. Said level also marks the debut of the REV 6 PoweredArmor.
* ''VideoGame/NosferatuTheWrathOfMalachi'': Any time you find a whole load of health and ammunition in a single room, be afraid of what's coming next.

[[folder:Hack And Slash]]
* In ''VideoGame/NoMoreHeroes'', a health pack, [[SavePoint toilet]], and sword-energy refill are awaiting Travis before every BossBattle. Since the boss fights are pre-arranged duels, this is arguably justified.
** Not to mention, his informant, Sylvia, will always call him on his phone (with her voice even heard on the mic if you're playing the Wii version), telling him to get ready (like going to the bathroom, which is game's save point) for upcoming boss.
* Witch Trials in ''VideoGame/Bayonetta2'' usually give you only one health item after completing a room. The last Witch Trial V gives you FOUR health items after each encounter (enough to go from zero to full health even with fully upgraded two healthbars). Why? Most of the verses in Witch Trial V is you against two bosses that in regular game are only fought by themselves.

[[folder:Light Gun Games]]
* ''The VideoGame/HouseOfTheDead'' games grant you access to a bonus room if you've fulfilled certain conditions: rescuing all civilians in ''1'' and ''2'', rescuing your partner at every chance in ''III'', and averaging a B or higher in prior chapters in ''4''. All of these rooms are right before their respective games' {{Final Boss}}es.

* Variant show up in ''VideoGame/WorldOfWarcraft'' occasionally.
** When an ally shows up to help you in boss battles, it's usually because you're ''really'' going to need them. For example, a chunk of the [[OurDragonsAreDifferent Blue Dragonflight]] shows up to help you against Kil'jaeden. Their main use is blocking Kil'jaeden's [[TotalPartyKill Darkness of a Thousand Souls]] ability, and they can only do it three times before everyone dies.
** In the Heroic re-release of Zul'Gurub, there are often cauldrons lying around that give their users buffs. One type makes you mostly immune to nature damage, and it's used to go through a field of poison gas and fight two enemies with deadly poison breath (although they can also remove your immunity). Another type enables you to freeze enemies and take off most of their health, and it's used in areas with enemies that are stronger than most trash. Both types and a third, which causes players to cause AOE damage to enemies near them, are used in the fight against Zanzil; if he uses gas, you have to take the cauldron that makes you immune to it, if he summons a berserker, you have to freeze it, and if he summons zombies, you have to use the AOE damage cauldron against them.
** Shortly before the end of the Warlock's Fel-fire questline, you are prompted to spend a bit of time ransacking the Black Temple's pleasure palace for everything it's worth, after which point you can redeem the items you stole for hard cash. You can easily make two or three hundred gold doing this. But don't think the game is just giving you that gold for no reason. That gold will help offset the ''[[ContinuingIsPainful enormous repair bills]]'' you are likely to incur from the questline's ''brutal'' final boss.
* You do not normally see a lot of this in ''VideoGame/{{Runescape}}''; however, there is one glorious exception inside the God Wars Dungeon. Namely, right before the toughest boss in the entire game (upon writing), there's a bank that allows you to restock on items. The boss beyond has a combat level of 1001. In perspective, the highest combat level you, as a player, can get is 138. [[OhCrap It really does speak for itself.]]
** In the "Death of Chivalry" quest, after infiltrating the Black Knights' fortress, there is a bank chest right next to a deactivated portal. When you activate the portal, your ally for that quest plainly tells you to use the bank chest and get your best combat equipment before continuing.
* In ''VideoGame/DungeonsAndDragonsOnline'', one of the first quests (possibly a JustifiedTutorial) has you investigating disturbances in [[http://ddowiki.com/page/Heyton%27s_Rest Heyton's Rest]], the family tomb of [[EccentricMentor Lars]] [[BigHam Heyton]]. At the beginning, you need to deal with cultists of the Devourer, who are busy disinterring corpses from the tomb, and are easily dispatchable with any weapon. About a third of the way into the tomb, you encounter [[spoiler:a chest with a longsword and mace]]. Why? Because they're very useful for [[spoiler:fighting skeletons (who are vulnerable to blunt damage) and zombies (who are vulnerable to slashing damage). Zombies and Skeletons take reduced damage from most weapon types and you will be fighting them shortly]].
** When you complete the intro quest earlier in the game, Celimas rewards you with a selection of Ember weapons; enough that there's bound to be at least one that your character is proficient in. Ice Spiders and Ice Mephits start to ambush you after the first leg of the Korthos story arc, both of whom are weak to the Fire damage dealt by those weapons.

[[folder:Platform Game]]
* ''VideoGame/HaloZero'' loves this trope. Here's a rocket launcher. Here's a Hunter or Sword Elite to use all of those rockets on. Here's a shotgun. Here's a clusterfuck.
* {{Eg|opolis}}gmanland in ''VideoGame/SonicUnleashed'' has extra lives everywhere.[[note]]At least for PS3 and 360 players. Wii players have a fixed number of lives.[[/note]] This is because the level itself is a [[CircusOfFear sprawling monstrosity of an amusement park]] that will [[NintendoHard kill you again and again]] [[ThatOneLevel and again]] until you're ready to break the controller.
* Certain ''Franchise/{{Kirby}}'' games (''[[VideoGame/KirbySuperStar Super Star]], Amazing Mirror, Squeak Squad, Return to Dreamland'') have a habit of placing three "[[PowerUp ability trophies]]" in the room before a boss encounter -- though only occasionally are health powerups included. One game features a room with nothing but a sword ability trophy -- and sure enough, the very next room contains Meta Knight, ready to duel you.
* In ''VideoGame/SuperMarioBros3'', Level 5-5 has a ton of bumpy blocks with raccoon power-ups. Too bad they are placed conveniently after the pipe with the superior Tanooki Suit, making it very difficult to leave the level with it.
* In ''VideoGame/SuperMarioGalaxy'', there is almost always a Life Mushroom shortly before the boss arena, either lying around or from a nearby shop.
** If a Life Mushroom appears near the ''start'' of a level ... OhCrap.
* The ''VideoGame/KidChameleon'' level "Frosty Doom" is extremely generous with extra lives, including a guaranteed one for beating the level, knowing that a certain ThatOneLevel immediately follows: [[spoiler: Bloody Swamp]].
* ''VideoGame/{{Iji}}''
** The last three bosses are preceded by large piles of weapons and ammo (and in one case health - in the other two your health is refilled automatically). In [[spoiler:Iosa's]] case it merely confirms your [[ItsQuietTooQuiet suspicions]], in [[spoiler:Asha's]] case it's not at all surprising seeing as there's a logbook from him telling you he's waiting to kill you right before you enter the goodie room, and in [[spoiler:Tor's case, it completely spoils the surprise that he is actually going to fight you, given that all the instructions up to that point are along the lines of "hopefully he'll be reasonable, if not you're screwed".]]
*** Ironically, [[spoiler: the easiest way to defeat Tor is with the Resonance Reflector, which doesn't ''use'' ammo.]]
** The room before fighting [[BonusBoss Yukabacera]] contains enough red nano to refill you from near-dead to full health about five times over. He drops even more when you kill him.
** There's also plenty of powerups right before the elevator that leads to a [[DroughtLevelOfDoom Komato ship]].
* Beware Power Up potions in the game ''Hocus Pocus'', the Monster is just about to show up (out of thin air)
* The level Tree Tops in ''VideoGame/{{Spyro the Dragon|1998}}'' features a suspicious amount of extra lives...probably because after that area you have to engage in tons of huge leaps across death-inducing falls, all while charging through rooms full of enemies that can gang up on you and kill you easily. Hence the ScrappyLevel status.
* For the entire ''Franchise/RatchetAndClank'' series, before every BossBattle/difficult section, there'll be a weapons vendor, for you to replenish ammo (and in some games, regenerate health, for some reason). Sometimes, they'll even pop out of thin air.
* The BonusDungeon in ''VideoGame/{{Klonoa}},'' Balue's Tower, hands you ''nine extra lives right at the beginning.'' While not a "boss," per se, consider that fair warning for [[PlatformHell what you're getting yourself into.]] 9-packs of lives occur at regular intervals throughout the level as well, usually just before long sections of horrible jumping puzzles.
* ''VideoGame/JettRocket'' is usually quite stingy with its health-restoring items... except right before bosses. Then, you'll usually get a full top-up right before you fight them.
* If you are playing a ''Franchise/MegaMan'' game and you see an extra life and/or an E-Tank without a bottomless pit or a horde of instant death spikes around, you can pretty much know for sure that you'll find an insane platforming segment right in the following screen. Or a boss that will kill you in less than 30 seconds. Or both.
** The ''{{VideoGame/Mega Man 4}}'' fangame, ''VideoGame/Rockman4MinusInfinity'' has somewhat fair, if hard levels. Around the final boss, you're given an ''amazing'' amount of 1-Ups, E-Tanks, health, and ammo (pictured above). Then you fight the [[spoiler: [[BulletHell Wily Capsule]]]]. Which has [[spoiler:28 health bars. And a second form]]. Trust us when we say that ''you will need it all''.
** At the end of the second Wily (Shadaloo?) stage of ''{{VideoGame/Street Fighter x MegaMan}}'', you are given a 1-up, some health, and weapon energy right before the boss door. You'll be needing it for [[spoiler: [[ThatOneBoss Vega]]]].
** In ''VideoGame/MegaManX4'' Sigma has ''four'' different forms in the 3-phase final boss battle. That isn't bad math, 'cause in the last phase Sigma will alternate between two of those forms (and each comes with a separate health bar). The game warns you just how difficult this battle is going to be when it provides a free health pickup just as the player drops down to the final room.
* ''Manga/{{Bleach}}: Soul Carnival 2'' has health packs and SP items before boss fights or hard areas. Later stages also refill your BP.
* In ''VideoGame/YoshisIsland'', the midway rings are always very conveniently placed before difficult sections or boss fights to act as a checkpoint. Some examples where this is apparent include the rings placed just before the skiing sections in the ice levels, the ring placed just before the killer drop past instant kill spikes in the BrutalBonusLevel Endless World of Yoshis, and the ones placed in every single room of the borderline PlatformHell Yoshis Island Easter Eggs level in the DS games.
* A shutter rains down rings just before the final boss of ''VideoGame/SonicErazor''.
* In ''VideoGame/BanjoKazooie'', the top of Gruntilda's Lair contains music note doors leading to items that completely refill your red and gold feathers, eggs and, if you have enough jiggies, an upgrade that doubles your total hit points. This is a warning that Gruntilda herself will not be an easy final boss.
* In ''VideoGame/FreedomPlanet'', extra lives are usually only found in hidden areas, but right before one of the boss fights in [[TheVeryDefinitelyFinalDungeon Final Dreadnought]], you're presented with four extra lives in plain sight, giving a not-so-subtle hint of things to come.

[[folder:Real Time Strategy]]
* In the ''VideoGame/{{Homeworld}}'' single-player campaign, several missions, especially missions 7 and 8, feature very large amounts of resources. Coincidentally, each of those missions also features large enemy fleets which will likely do large amounts of damage to your fleet, requiring you to replace or rebuild much of it. The sequels don't have this so much, due to having much larger amounts of resources in general.
* Any mission in a RealTimeStrategy game where you start with large amounts of resources. Even (''especially'') if there is no enemy in the immediate vicinity, you ''will'' need those resources.
** Related, if the mission begins with only basic structures, or with you having to build your first base by hand, expect the enemies to go easy on you for a while, not rushing your base or using the time to get a head start on an unstoppably huge army. If it begins with a full base or, even worse, an army, expect to use it ''immediately''.
** A common way of doing early in-game cutscenes would be to give you a vast amount of units and structures, then promptly nuke (sometimes literally) everything. Frequently happens in no-base scenarios where your powerful base is destroyed and you have to use a ragtag "escapee" force to finish the mission. Other ones involve spawning just enough units to kill the "heavy defended border" then give you your starting credits and base construction needs.
* An incredibly painful example of this occurs in one Soviet mission during ''VideoGame/RedAlert3''. You're given 100,000 credits for you and your ally to build an army - enough to build five in fact - but just as the full extent of the enemy becomes clear, those credits are "shared" with a third general who shows up [[spoiler: who you then have to fight shortly afterwards]]. So you have one enemy to deal with, then two, then three, then four...with no credits whatsoever. Ouch.
* ''VideoGame/{{Pikmin}}'':
** Most of the later caves in the second game have a sublevel just before the cave's boss (or at least a very difficult section) with no enemies, lots of nectar, and lots of Candypop Buds.
** The arena for the third game's FinalBoss happens to be placed right next to the Onion. If you don't know what you're up against, you'll likely make plenty of trips to the Onion, as the boss can ''very quickly'' wipe out your army.
* Awfully nice of ''VideoGame/MechCommander'' to leave all these repair gantries around for you to repair your [[HumongousMecha BattleMechs]] with, isn't it? Normally you have to blow some resource points to bring a repair truck with you, costing you a deployment slot...and that's an incoming swarm of [[DemonicSpiders heavy Clan OmniMechs]] isn't it. Hope you have enough 'Mechs for those gantries to put back together between waves, Commander.

* While not a true BossBattle, in ''VideoGame/PokemonMysteryDungeon'', the presence of many loose items in a room usually (but not always) signals a "monster house" (a horde of enemies that teleport into the room, which you must kill or be killed).
* ''VideoGame/TheBindingOfIsaac'':
** The first room of [[BrutalBonusLevel The Chest]] has ''four'' items/upgrades in it. For context, beating a boss or reaching the treasure room got you one.
** Entering the Blue Womb in ''Afterbirth'' treats you to two double item rooms, a shop, and four golden chests. You ''will'' need these goods to stand a chance against the BonusBoss found there.
* ''VideoGame/NetHack'' has the castle. Packed with various types of equipment including the almost game breaking wand of wishes. Unfortunately it's directly above the entrance to Gehennom and the monsters are about to get much tougher.

[[folder:Role Playing Game]]
* Most [=RPGs=] often only provide save points right before major boss fights, so if you see one, be prepared to use it.
* The ''VideoGame/PaperMario'' games do this a lot. If you ever see a Health Block and a Save Block right next to each other in a ''Paper Mario'' game, you can bet there's a boss in the next room -- even if you're not actually supposed to fight him. Case in point: in the [[VideoGame/PaperMario64 first game]], there's a Health Block and a Save Block in Tubba Blubba's bedroom. (He'll enter after you're behind (from his perspective, not yours) his bed.) However, it's still handy; what follows is a chase back down into the Gulch, which is still littered with Hyper Clefts and Hyper Goombas. (Thankfully, the literal ghost town before your destination ''also'' has a Health Block and a Save Block...)
** In ''[[VideoGame/PaperMarioTheThousandYearDoor The Thousand-Year Door]]'', the room before the final boss not only comes with the aforementioned Save Block and Health Block, but also 1 of each of the best healing items in the game. Both of which you [[ThatOneBoss probably might need]].
* ''Franchise/FinalFantasy'' kinda has this, since you can use tents at save points, and there is usually a save point right before each boss. This practice started with ''VideoGame/FinalFantasyIV'', however. Programming limitations kept save points from being used in the NES games, and to this day, ''VideoGame/FinalFantasyIII'' is the only game whose remakes ''still'' don't let you save right before a boss. Screw up or find an unwinnable battle in the Dark World? Enjoy climbing the Syrcus Tower from the ground floor again!
** The beginning of the first TempleOfDoom in ''VideoGame/FinalFantasyXII''. When you first enter the area, you have the option to save (in a menu prompt, not a normal SavePoint) and are fully healed automatically before having to fight a flying MiniBoss that can be difficult without the proper equipment.
** Save points in ''Franchise/FinalFantasy'' games ''X'' through ''XII'' also heal and regenerate MP. It gets to the point where you start dreading the image of a save point deep within a dungeon.
** Especially in ''VideoGame/FinalFantasyXII'' when you encounter [[spoiler:Crystalbugs, which [[ChestMonster look like save points]]]]...
** There is one part of ''VideoGame/FinalFantasyX'' (Bevelle) where you run down a fairly short linear corridor with save points at both ends, which features random encounters that give tons of AP and good items. [[spoiler: Especially notable given that Yuna [[CantCatchUp has been missing for a while, and is consequently missing a lot of levels relative to the rest of the party]]. A hint, perhaps.]] There is, of course, a ThatOneBoss at the other end. (On the other hand, the game is pretty clear that you're looking at a boss battle; it's just the difficulty that's the surprise.)
*** And then we have the Omega Dungeon, who lacks the generosity. A Save Sphere at the start, have fun fighting yourself through powerful fiends, including the horrible [[DemonicSpiders Great Malboro]] who always starts with a ambush and then goes to inflict a variety of Status effects on your party.
*** Generally, ''VideoGame/FinalFantasyX'' gives the player several save points with not-so-large space in between. Not only the case in Bevelle, though that one is by far the worst offender. On the Thunder Plains, in one version, there's even a Save Sphere right outside the Travel Agency and one right inside it. And "right outside" and "right inside" means what it sounds like. You only need to walk 5 steps at most from you enter, until you reach the sphere. The outdoor one is right adjacent to the door, so it almost even blocks it.
*** When you arrive in Sanubia Desert, your party is split up. As you collect each member again, you may notice that the game is giving out a lot of healing items (of note are Al Bhed Potions, which heal statuses and restore 1000 HP to everyone; you'll reach the maximum 99 very fast if you do any sort of exploring). [[spoiler:You may also notice that your only dedicated healer, Yuna, is the last person you need to find (after the only person who can actually use the Al Bhed Potions, Rikku). Guess who ''you'' won't be seeing for a long time...]]
** One interesting example in ''VideoGame/FinalFantasyVII'' involves a point immediately after leaving Nibelheim. Traveling through an eerie passage, you get a savepoint at the very beginning of a largish room with a snakelike pathway, very innoculous, as many winding paths are common in areas throughout the game. In fact, there's a T-shaped intersection immediately after the save point. Head right, a chest and dead end. Head left, what some players consider ThatOneBoss, Materia Keeper.
*** Anothe interesting example (in fact, a subversion) in this opus is the infamous "Yuffie savepoint". Upon defeat Yuffie (a random encounter in a forest), you will be brought to a screen with her, and taking the right choices in the dialog tree when you speak with her will make her join you. Since it's very easy to get answers wrong in the dialog tree, a savepoint is generously offered on the screen before talking to her. The subversion? Taking the save point requires you to turn your back on her, which let her assault you, steal your money and flee. Damn ninja!
*** After [[SoLongAndThanksForAllTheGear Yuffie steals the party's materia]], the player would expect all the random encounters to be a nightmare since everyone is now crippled with stat changes and no abilities other than items and attack. However, the random encounters drop powerful items like X-Potions (full healing), Phoenix Downs (revive), and powerful attack items as compensation for a severely disadvantaged party.
** In ''VideoGame/FinalFantasyIX'', first had a healing spring before the first boss battle in the Evil Forest. Later, right before the first Black Waltz, there's a split path. [[spoiler: On the left is a Moogle, which can save and heal you, and on the right is the cutscene for the boss. The problem is this: you need Vivi to free the Moogle from the block of Ice it's trapped in, but if you went right and then went back, Zidane's alone and Vivi can't help him. It doesn't help that the boss has to be fought with just Zidane, so if you went right first, Good Luck!]]
* ''VideoGame/BatenKaitos'' always has a save point before every boss battle... of course, since those are the only places in the game with the red save flowers (as opposed to blue), the game isn't particularly trying to hide the fact.
* The Franchise/TalesSeries:
** ''VideoGame/TalesOfVesperia'' has two kinds of save points: red ones, which are just normal save points, and blue ones, which restore your entire party's HP and TP. Take a wild guess as to where most of the blue ones are.
** ''VideoGame/TalesOfTheAbyss'' did it too (first?), with yellow save points, and green save points that made a different sound effect.
*** The item version is played with a bit during a specific portion of the game. The mineshaft in Akzeriuth is absolutely full of loot, with InexplicableTreasureChests at the end of pretty much every one of the numerous sidepaths, and since there are no puzzles or particularly difficult enemies it's a bit unnerving. The fact that there's a save point at the bottom that looks ''red'' because of the thick miasma does not help. [[spoiler:There isn't a boss fight. What there is is one of the biggest {{Wham Episode}}s in JRPG history, which [[LostForever renders the entire area inaccessible afterward]].]]
** ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' did the same, only with yellow and green save points instead of red and blue, respectively.
** ''VideoGame/TalesOfLegendia'' was actually sort of the first (of the games released outside of Japan anyway). While save points were always the same, sometimes there'd be little circles next to them that, when checked, fully healed your party. They aren't usually as generously-placed as those in Abyss and Vesperia.
** A more specific example happens in ''VideoGame/TalesOfXillia''. While save points are usually at the ends of areas, right next to entrances to cities and dungeons, you come across one in the middle of the Lakutam Highroad. [[BossBattle What follows]] is obvious to any player even remotely GenreSavvy.
* In ''VideoGame/StarOceanTheLastHope'', purple spheres are save points and green spheres fully restore your HP/MP. If you see a green sphere, you can bet a tough fight is waiting for you ahead.
* ''VideoGame/ParasiteEve'' [[VideoGame/ParasiteEve2 and its sequel]] does this towards the end of the game where Aya meets up with the military and they give her all the items, weapons, and ammo she can hold.
* ''VideoGame/ShinMegamiTenseiI'' completely averts this. You're lucky if you get so much as a warning of the boss' location, much less anything to heal with.
** ''VideoGame/ShinMegamiTenseiII'' is nicer in this regard. After you've defeated three of the Elders/Archangels, the fourth one shows up, heals your party, and warns that there's still one enemy left. Cue fight with (false) Yahweh. Also, in the endgame, Steven will help you teleport to shops, healing garages and fusion temples to suit your needs, although you'll be sent back to the endgame area each time.
** ''VideoGame/ShinMegamiTenseiIIINocturne'' played with this. During the grueling [[ThatOneLevel Labyrinth]] [[BonusLevelOfHell of Amala]], there are two ghosts who offer to let you rest for a diminutive fee, and invite you to ASpotOfTea. [[spoiler: The tea is drugged, you will [[StickyFingers lose a lot more money than you first paid]], and you will be kicked to the entrance of the Kalpa.]]
*** On the other hand, it is a good way to easily escape to the entrance of the Kalpa should the player be running low on healing items or MP before they have Mana Drain/Meditation, so it's not a total loss if they already raided the Kalpa for it's loot and want out or just wants to save the game to prevent level progress loss.
*** It's also somewhat generous with the Mystic Chests although you have to [[GuideDangIt figure out their gimmick]] to get all the good stuff they contain since unlike the Cache Cubes, the mystic chests [[ChestMonster don't sometimes contain enemy encounters]].
** An utterly sadistic version was seen in ''VideoGame/ShinMegamiTenseiIf'', in the World of Greed. You will enter a room filled with valuable treasure, sixteen chests total. [[spoiler:The next room, the local boss demon's power is directly linked to your greed. Forfeit the treasure and you will find a diminutive fox that can be easily destroyed. Take ''all'' of the treasure and face a titanic, EldritchAbomination-level {{Kitsune}} of pure fog...]]
** ''VideoGame/ShinMegamiTenseiStrangeJourney'' typically has a heal spot and a save/teleport station together before the boss fight. You'll need it.
* ''VideoGame/{{Persona 3}}'' removed ''AntiPoopSocking'' before major boss fight so that you could grind yourself strong enough to survive, mind you that was before [[UpdatedRerelease FES]].
** Every floor on Tartarus has a teleporter on it, acting as an emergency exit to the first floor if you're getting battered too much, but forcing you to redo that chunk of the tower if you take it. There are two-way teleporters that let you return to that floor afterwards, but there's always a boss fight on the same floor. [[PlayableEpilogue The Answer]], however, not only subverts this by forcing you to fight the boss to get to the teleporter, but adds some extra asshole points by putting the teleporter ''directly behind'' said boss, in clear sight.
** There's also a variation on this, where the player can randomly stumble onto a floor crawling with nothing but [[MetalSlime Golden Shadows]]. However, this also means that [[BonusBoss The]] [[TheDreaded Reaper]] will be arriving ''much'' faster than usual.
* ''VideoGame/{{Persona 4}}'''s idea of generosity is a warning before a mini-boss and a save point/DoorToBefore just before a dungeon's main boss. Given this lets you come back again another day fully refreshed (or, if you've befriended the fox, to get your ManaMeter refilled in the dungeon at great expense), and you can skip right back to the end of the dungeon, this is (like ''Persona 3'') pretty generous for an Atlus game.
* Right next to the boss's door in any ''VideoGame/ShadowHearts'' game, you'll find a very convenient save point.
* A form of this shows up in ''VideoGame/MegaManBattleNetwork 6'', where the spot in which the pre-boss cutscene kicks in is noted by a big skull on the floor. Considering how previous games left this up to "best guess" or "chronic paranoid saving", it's pretty generous. For that matter, so is the fact that most of the chips in the game can be acquired with "*" codes, preventing the "alphabet soup" problem that plagues many players while they're working through the main story mode.
* All storyline Bosses in ''VideoGame/ManaKhemiaAlchemistsOfAlRevis'' are preceded by a save point that restores [=HP=] and [=SP=].
* ''VideoGame/{{Lufia}}'' loves this trope. Just a Save Point? Might just be a mid-point for the dungeon. Just a Health recharge? Okay, good fortune. Health and Magic recharge? Uh-oh. Health, Magic, and a Save Point? Alright, time to go fill my IP bar so this god-damned boss gets whacked a couple of times before he hurts me.
* In ''Franchise/{{Pokemon}}'', guess what's in the Pokemon League Building? A combination Pokemon Center and Mart.
** Defused a bit in ''VideoGame/PokemonBlackAndWhite'', where there's a Mart inside ''every'' Center (not just the one in the league building).
** Throughout the series, you are often given access to Pokemon effective against the next Gym's type immidiately before said Gym. Examples include the Machop trade before [[NonElemental Whitney]], the Elemental Monkeys before the [[WakeUpCallBoss Striaton Triplets]] and having to go through a route full of Ground-types before [[ShockAndAwe Clemont]]. Sometimes you'll even be given a TM effective against against them too, such as getting Rock Smash right before Lenora.
* At one point in ''VideoGame/EternalSonata'', you rescue a boy, more from his mother finding out that he was missing than from the dangers of the cliffs, and are rewarded with a free stay at the inn. If you're thinking this is leading up to InnSecurity, you'd be wrong; the night goes smoothly. Once you're done resting, however, go hit the Save Block near the entrance to Forte City; there's a boss battle ahead.
* Just in case you managed to make it all the way through ''VideoGame/{{Fable|I}}'' without using a bow, there happens to be one sitting right outside the door on your way to the final showdown. Why? Because you can't hit him without it!
* A variation on this occurs in ''VideoGame/DungeonSiege'', which has an auto-save feature. Whenever it says 'auto-saving', a big fight or a hard dungeon is coming up.
* If the ''Franchise/KingdomHearts'' series does this, it's at least more subtle than other games, as ''all'' save points regenerate health and magic, no matter where they are. The more obvious clue is your characters all walking around independently and talking to you.
** The practice is spoofed in the ''Chain of Memories'' manga where, right before the fight with Marluxia, Sora and Co. come across a ''vending machine'' full of health and mana potions. And they get several for free.
* ''VideoGame/DragonAgeOrigins'' often averts this, being quite unforgiving at certain points of the game, if the player didn't think to stock up enough healing poultices, but plays it straight in a couple of points, as well, like just before the final battle with the Archdemon, where you encounter a storage room full of useful items - in locked chests. Hopefully you remembered to take your rogue along.
** Injury Kits are generally a good indicator of an ambush ahead. Except when they come [[AfterBossRecovery one fight too late]].
** Played straight in the quest A Paragon of Her Kind, where a large supply of potions is stored just around the corner from the boss fight.
* ''VideoGame/DragonAgeII'', on the other hand, auto saves before huge battles. When walking along a path and you see the save icon appear, you become suspicious that a dragon is about to attack you...
** Single corpses and skeletons also tend to drop multiple potions and droughts before big boss battles, like the Ancient Rock Wraith.
* ''VideoGame/DragonAgeInquisition'' plays this trope straight. Once you've seen a crate with potions, brace for a boss fight.
* As you can save pretty much anywhere in ''VideoGame/SandsOfDestruction'', the game is fairly generous in providing healing points before boss battles.
* In ''VideoGame/DragonQuestVIII'', there's a spring deep inside one dungeon that fully restores all your hit points and magic points when you step into it. Sure enough, just past the spring is [[spoiler:Dhoulmagus, one of the hardest boss fights in the game]].
* ''VideoGame/{{Mother 3}}'' lampshades this, to an extent, towards the end of New Pork City. As you're told every time you clear a floor that the next room up is supposedly the 100th floor with the final boss chamber, there's always a save frog before the door to keep the player on their toes.
* In ''VideoGame/GoldenSun: The Lost Age'', the item store in Prox sells [[TooAwesomeToUse Mist Potions]] as a regular item. Prox is the last town before [[VeryDefinitelyFinalDungeon Mars Lighthouse]], the FinalBoss of which is the [[NamesToRunAwayFromReallyFast appropriately-named]] [[ThatOneBoss Doom Dragon]]. You will ''need'' those Mist Potions.
** In the last dungeon of ''VideoGame/GoldenSunDarkDawn'', [[spoiler: Tuaparang soldiers]] attack which bestow [[PeninsulaOfPowerLeveling 5-digit numbers of EXP]] and Water of Life after every battle. The final boss is [[DifficultySpike much tougher than everything else in the game]], and the post-game BonusDungeon is [[BrutalBonusLevel of the brutal kind]].
* When ''VideoGame/MassEffect2'' gives you the opportunity to switch weapons in the middle of a level, odds are there's a big fight waiting for you a few rooms away.
** Somewhat inverted in Mass Effect games. Generally, the medi-gels and the spare ammo (in 2) are actually in the room where the gigantic climactic battle of the level is. However, you rarely actually run out of medi-gel in the middle of a battle, so it's more for replenishing your depleted stores after the battle is done. Ammo, on the other hand, is a different matter.
** In full effect in ''VideoGame/MassEffect2'' on the Collector ship, where you get access to advanced weapons training about 5-10 minutes before one of the hardest battles in the game. There's also a lot of unusually high-value salvage and some research to unlock before the fighting starts, which only adds to the sense that something big is about to happen, but you can't use any of your new goodies besides the weapons training until the mission is over.
** All those flamethrowers you find laying around in the rachni hive in ''VideoGame/MassEffect3'' are bound to make you nervous. Naturally, they come in very handy against the webs, pods/sacs, and various creepy enemies.
** At several points in ''VideoGame/MassEffect3'' you'll find a Heavy Weapon that you can pick up, either the [[MacrossMissileMassacre Hydra Missile Launcher]], [[UnrealisticBlackHole Blackstar]], or [[GatlingGood Geth Spitfire]]. These will always be placed in conjunction with a particularly tough battle, though in a bit of a subversion they're frequently in the battle area and aren't always placed somewhere that's convenient or safe to get to, making it a bit risky to go for them.
* In ''VideoGame/DeusExHumanRevolution'' ammo is extremely scarce, so this trope is played straight for every boss battle, Especially for the fight against [[spoiler:Yelena Fedorova]], before which you are given a bloody minigun and about 150 ammo for it.
** Inside [[spoiler:Isaiah Sandoval's]] apartment you find a conspicuous [[RareCandy Praxis Point]] on top of a corpse. [[SchmuckBait Sounds legit, right?]] [[spoiler:Taking it triggers an EMP mine and causes any nearby mooks to gun for you.]]
** The first phase of the final dungeon is full of rare weapons and ammo, but has no enemies at all. You just know something bad's on its way.
* Zig zags in ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' where the game tells you very early on that Atton has a special ability to guess when things about to get bad. The idea is that whenever he quotes the iconic line; "I have a bad feeling about this", you are advised to save the game. The problem? Like every other non-combat-oriented special ability the player's companions get, this only happens once in the entire game.
** Also, starting from around the ''Ravager'' level and the Battle of Telos, [[HealingPotion Life Support Packs]] and [[DeflectorShields Verpine Prototype Shields]] start dropping in increasingly higher quantities.
* ''VideoGame/{{Fallout 3}}'': In the Calvert Mansion from the Point Lookout DLC, there is an abundance of stimpacks and ammo throughout. You'll use nearly all of it when fending off the [[DemonicSpiders Tribal]] attacks.
** In ''VideoGame/{{Fallout 4}}'', you're given a full suit of [[PoweredArmor power armour]] and a [[GatlingGood minigun]] with a thousand rounds of ammo within the first hour of the game seemingly just to demolish a group of low level raiders. Then, a huge [[LightningBruiser Death]][[DemonicSpiders claw]] emerges from the sewer, acting as the game's first [[WakeUpCallBoss boss battle]]. During "Taking Independence", you find a Missile Launcher in The Castle, and you will definitely need it for the Mirelurk Queen if you aren't already carrying it or a Fat Man.
* Done in all the ''VideoGame/MarioAndLuigi'' games. If there's a handy save point nearby (along with a few blocks containing useful healing items), you almost certainly know there's a difficult section or BossBattle nearby.
** ''VideoGame/MarioAndLuigiPartnersInTime'' has no less than ''three'' save points close by eachother and separated only by cutscenes just before the final boss, in addition to giving you three of every special item and multiple amounts of every healing item in the game.
** The save point placement is most notable in ''VideoGame/MarioAndLuigiDreamTeam'' though, since you don't have the SaveGameLimits of only being able to save at save points any more, hence any you do see are placed just right to act as a "save here reminder" for anyone new to the game. Along with the inevitable healing items in blocks, shops, etc.
* In ''VideoGame/ShadowrunReturns Dragonfall'' in the last stretch of the game, you enter a medical room with top-level medkits for everyone, a couple of [=BuMoNa=] Trauma Kits (revive items), and a medical station that fully heals all your party's wounds. It's harder to miss what's waiting in the next room than to realise what you're facing.
* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'':
** Sometimes averted. While most {{Healing Checkpoint}}s are in front of a boss, sometimes they're just the midpoint in a long dungeon.
** The penultimate BonusBoss drops a nice piece of armor that grants both dark resistance and instant death immunity. (This is very useful, since otherwise the only way to protect against instant death is through accessories, and the accessory that protects against all other status effects doesn't protect against death.) Guess what spells the ''ultimate'' BonusBoss loves to use?
* In ''Videogame/SouthParkTheStickOfTruth'', right before the final boss you encounter a shopkeeper that you can sell your junk to as well as buy some healing items. He even lampshades how in every videogame gives you a chance to resupply just before a major encounter and he's that guy for you.

[[folder:Shoot Em Up]]
* Right before the FinalBoss of ''[[VideoGame/RaySeries RayForce]]'', the game pits your ship(s) against lots of harmless pods for you to [[{{Roboteching}} lock on and destroy with your homing laser]]. All of which contain powerups. Destroying most of of them will give you enough powerups to max out ''both'' players multiple times... [[NintendoHard You're so going]] [[ThatOneBoss to need them]].
** Raystorm also does this in Extra Mode of Home Editions of the game. Just before the Stage 7 boss. [[spoiler: Then Stage 8 is a [[FinalBoss boss fight]] itself.]]
* After you finish the Level 3 FinalBoss of ''VideoGame/{{Hellsinker}}'', all of the on-screen enemy Mistletoes turn into Life icons, allowing you to trivially boost your life counter to maximum...right as the TrueFinalBoss begins.
* The final stage of any given ''Videogame/{{Touhou}}'' game is likely to be short, easy, and a good way to regain any lost power and probably nab an extend. Exceptions exist, but this is the rule.

[[folder:Stealth Based Game]]
* In ''VideoGame/MetalGearSolid'', you are suddenly advised to save your progress by an ally that never suggested so before. What happens afterwards? You enter an scene where dying is permanent. (A.K.A. you can't press ''continue'')
* ''VidoGame/MetalGearSolid3SnakeEater'' continues this trend where if you try and save during a certain boss fight your ally will claim she has a bad feeling about it and advises against it. [[spoiler:This time around if you happen to go a week after saving here, the boss will ''die of old age'' and you lose your chance to beat him properly and [[LostForever snag his camo and weapon.]]]]
* In early levels of ''VideoGame/VelvetAssassin'', a shotgun always precedes a race against time throwing stealth to the wind.

[[folder:Survival Horror]]
* There's a reason ''Franchise/SilentHill'' players start thinking OhCrap when, in a town where EverythingIsTryingToKillYou, it suddenly gets very "generous" with weapons, ammunition, and/or health drinks:
** ''VideoGame/SilentHill2'' has no fewer than nine savepoints in the room immediately before the final boss battle, arranged in a square on the wall. This is more of a really heavy hint than generosity as such (since it's not actually any more effective than a single savepoint), but still. ''VideoGame/SilentHillOrigins'' does something similar in a ShoutOut.
** In ''VideoGame/SilentHillHomecoming'', unless you use your guns incredibly sparingly, you will be low on ammo for most of the game. In the sewer level, [[spoiler: you are given several boxes of ammo for both the pistol and shotgun. Guess what? Eventually you come to a small room where you have to fight three needlers, who block most of your attacks, and a siam, who takes three shotgun blasts form close range to the head to kill. Have fun.]]
** ''VideoGame/SilentHill3'' spawns additional ammo and health items when you're low on supplies. Specifically, it provides more medical supplies when you are low on ammo and more ammo when you are low on medicine. It even lampshades it in a cutscene.
** In ''VideoGame/SilentHillDownpour'', you have to rely on melee weapons and pistols until the VeryDefinitelyFinalDungeon, where you finally get a shotgun. You will need this shotgun.
* ''VideoGame/AlanWake'' does this at least a few times. Your usual pickups come from the occasional red emergency box lying around, which will have batteries for your flashlight and a little bit of ammo. So when you find multiple boxes of ammo, flares, batteries, etc. lying around an area, you know that you're about to walk into [[WeHaveReserves a massive assault]] by [[TheCorruption The Taken]]. It also manages to invert the trope: any section where Alan has lost his light and/or weapons will usually have few or no enemies, simply because he'll have no way to fight them.
** At one point Alan himself comments on how suspicious it is finding flashbang grenades amongst supplies left by the power company. [[spoiler: Of course, Alan himself probably wrote them there.]]
* In every ''The VideoGame/HouseOfTheDead'' game, you can unlock a special bonus room full of bonus-point items and life-ups just before the FinalBoss by fulfilling a hard-to-meet requirement--in the first 3 titles, this requirement is rescuing every hostage or rescuing your partner at every chance. In ''The House of the Dead 4'', you have to one-credit the game up to that point. If you're looking to clear the entire game without any continues or going for a high score, this will ''really'' help.
* The 2002 {{Remake}} of ''VideoGame/ResidentEvil'' the Residence throws an entire shelf of blue herbs at you right at the start and has more green herbs in the first couple rooms than you've seen in the entire mansion. [[TemptingFate Nice, right?]] Oh, are those giant spiders and bees...? And a giant shark? And a giant ''plant monster''? [[OhCrap Oh...]]
* ''VideoGame/TheLastOfUs'' has periods within each mission where Joel will find a workbench where he can update and improve his weapons using whatever loot he found along the way. Why are these workbenches there? Because in the next few minutes, he's about to find himself in a gigantic firefight with waves upon waves of raiders or Infected.
* ''VideoGame/ResidentEvil4'' lets on that a major encounter is ahead when you find The Merchant (and his armory) and a typewriter in the most implausible of locations.
** Hell, finding anything more than a box of handgun ammo or a green herb can make you nervous about what's ahead, especially in the earlier RE games.
** The Regenerador (the ImplacableMan of mooks) initially appears indestructible, but using a heat scope with a rifle can help hit its normally invisible weakspots. The '''only''' opportunity to get the said scope requires the player to thaw a meat freezer and [[SchmuckBait walk past a semi-frozen Regenerator into a cramped dead end to claim it.]]
*** Also done through the chapters containing the Regeneradors via means of ammo - rifle ammo not only becomes increasingly scarce, but finding any rifle ammo (which is always 3-4 bullets) becomes a sign there's a nigh-invulnerable monster that requires ~4 bullets to kill ahead.
* In ''Franchise/DeadSpace'', there are two points where you find save points: in the "safe room" where you can restock equipment and items, and right before something big is going to happen. Finding a Store or Save Point on its own isn't that bad, but finding both in the same place? You're about to have your ass firmly handed to you.
** It gets even more ridiculous when you see an oxygen recharge station placed randomly in an area. When you see one you know eventually the air will be let out of an area.
*** On the other hand, since certain levels are reused, that means the air may be let out five minutes from now, or five chapters from now.
* In ''{{VideoGame/GhostHunter}}'' there's a major ammunition cache in the final level. It's useless because [[spoiler:shortly after that Lazarus loses all his weapons. The final battle uses a new weapon with infinite ammo]].
* ''VideoGame/EternalDarkness'' subverts and plays it straight. Played straight in that the ''one time'' the game asks if you want to save, it's just before teleporting you to the final boss. Subverted in that several actions (such as diverting gas or opening a door) give you the choice of whether to go through with it or not, [[ButThouMust regardless of the fact that you need to do it to proceed]] and that [[spoiler: nothing happens on most occasions. A major exception to this is at the end of Paul Luther's chapter, where you get a warning of sorts when you reach the Black Guardian's lair, [[AntiClimaxBoss and instantly die upon crossing it.]]]]
** This is also one of the game's Sanity effects: you find mountains of ammo in a room, but before you can even collect all of it you appear in the previous room... without all the ammo you just picked up.
** The game also does this to play on the paranoia of the player, as several times through the game when controlling Alex you find weapons and ammo in her house, which is completely safe [[spoiler:until the very end of the game]]. [[NothingIsScarier But as the game goes on the feeling that the next time you enter a room it's going to have zombies in it builds]].
* ''VideoGame/{{Cryostasis}}'' is forced into this by the game mechanics--rather than having health in the proper sense, you have body heat, which is slowly depleted by your environment and rapidly depleted by monsters. If you get to warm your hands by a fire, it means you're about to get very, very cold.
* ''VideoGame/RuleOfRose'' has several cruel instances of this, when [[DemonicSpiders coming across hordes of mooks, no less!]] Needless to say, if you see a trail of [[HyperactiveMetabolism candy]], be very skeptical about following it unless you have a death wish.
* With DeathIsASlapOnTheWrist, there are plenty of beds scattered around ''VideoGame/NeverendingNightmares'' which serve as checkpoints. But if you see a room with a bed inside of it, always expect some deadly obstacle right nearby.

[[folder:Third Person Shooter]]
* ''VideoGame/JetForceGemini'' normally has no-enemy rooms with enough Five Unit Gemini's to fully heal you just about all of the time; it also has plenty of ammunition; this is a very good thing, since most of the bosses are [[EasyLevelsHardBosses incredibly difficult]].
* ''VideoGame/TerminatorSalvation'' lets your character see the green outline of any weapons in the area, even through walls, so when you see a big pile of green, or just green in the shape of a rocket launcher, you know a whole bunch of big machines are gonna be coming at you.
* In ''VideoGame/FreedomFighters,'' Rocket Launchers will only appear when you have a helicopter or a heavily fortified encampment to deal with up ahead, and Sniper Rifles are usually placed in locations where you can expect to use every single bullet before running out of enemies.
* In ''VideoGame/MegaManLegends'' Data who refilled your special weapon, restored your health, and saved your game had a weird habit of popping up JUST before a boss fight..
* In ''VideoGame/KidIcarusUprising'', if you stumble across a Drink of the Gods (fully restores your health), chances are you're going to meet the boss of the level just after. It isn't always the case, tough, but they still tend to pop-up where you're going to need a fully refilled health bar. [[spoiler: The only exception is the sudden miniboss between Dark Pit and the Base's core in chapter twelve; you don't get a drink of the gods until after you've beaten them.]]
* Usually averted in the original ''VideoGame/MaxPayne'', until you get to [[VeryDefinitelyFinalDungeon Aesir Plaza]] and suddenly discover you're starting the level with maxed out ammunition for ''every'' weapon including the borderline TooAwesomeToUse ones and the maximum number of painkillers, where previously your stock of both would carry over between levels unless there was an in-story reason not to. (And this game is not especially stingy with ammo pickups, either.) You'll need every bullet you can get!

[[folder:Turn Based Strategy]]
* Cruelly subverted in ''VideoGame/FinalFantasyTactics''. There are certain parts of the game where battles occur one after the other, and the game kindly lets you save in the intermission between each part. Unfortunately, what the game doesn't tell you is that once you've passed the first part of these multi-battle sequences you cannot leave to level up or buy items. There's one area in particular that drops two nasty boss fights on you right after a relatively easy battle. You might need to fall back to your secondary save file to raise your team up a few levels. [[OhCrap Unless you didn't make one...]]
* In ''[[VideoGame/FireEmblemElibe Fire Emblem: Blazing Sword]]'', there is a chapter where literally all there is is shopping for weapons, staves, and healing items. It comes right before the penultimate chapter, which has a huge number of enemies, including a dangerous boss, and then the final chapter where you have to fight about ten reincarnations of previous bosses, and then the "final" boss, and then the ''real'' final boss all without saving in the middle, so if you die, you have to fight every single one of them over again.
** The final chapter of ''Path of Radiance'' features two: the shop sells Physic staves for the first time (unless you're on the [[DifficultyByRegion Japan-only]] [[HarderThanHard Maniac Mode]]), which are ''incredibly'' useful for the followinmg boss fight. Secondly, the Hard Mode version of the chapter actually has ''less'' enemies than Easy/Normal. There's a very good reason for this... the final boss actually moves now, [[spoiler: and gets a new OneWingedAngel form when he goes down the first time.]]
* In ''VideoGame/HuntedTheDemonsForge'' any time you see a useable Sleg pedestal/container there will be a hugely difficult fight, often harder than the boss battles. [[SchmuckBait So why not just drink it and use the power it gives?]]

[[folder:Non-Video-Game Examples]]

[[folder: Anime and Manga ]]

* Parodied in one ''Manga/PopTeamEpic'' comic - Popuko finds a save point and [[GenreSavvy immediately checks around a corner]] to see if a BossBattle is after it. (She's right on the money.)


[[folder: Fanfiction ]]

* During a forced DungeonCrawl in ''[[https://www.fanfiction.net/s/10623866/1/ Sekirei? Is that some new species of little sister?]]'', everyone still alive is notably alarmed when all enemies despawn after Minaka rolls a 1 on a Die of Power (rolls below ten spawn enemies, rolls above ten spawn weapons to use). They realize that whatever was summoned by the die is so dangerous that the other enemies are unnecessary. Given that said boss {{No Sell}}s blasts from plasma rifles (from getting a 16 on a Die of Power), they were right.


[[folder: Live Action TV ]]

* Episodes of the docudrama series ''Series/AHaunting'' usually start with people finding their [[BigFancyHouse Big Fancy Dream House]] for sale at a very low price. Obviously, as the name of the series suggests, these houses are haunted with all kinds of nasty spirits.


[[folder: Tabletop Games ]]

* The tabletop roleplaying game ''TabletopGame/{{Shadowrun}}'' in the adventure "Queen Euphoria" has a situation where the player characters agree to assault a stronghold for a company. The company offers to outfit them. Players will doubtlessly ask for the most expensive and destructive weapons in the equipment list. They do get it. The adventure explicitly says that this should surprise the players and make them realize what type of resistance they can expect to meet.


[[folder: Real Life ]]

* Open-book/open-note exams. In principle, they sound like a breather since you don't have to memorize the material. In reality, it's often a carte blanche for the professors to make you ''wish'' you had memorized the material.
** These are more for "did you understand the material?" checks. The real world forgives you if you have to open a book, notebook, etc. What the real world doesn't forgive is if you don't understand the material well enough to create a quality product even with those aids (and especially if that product involves human lives)
** In advanced Engineering classes, these are sometimes "Open Note", "Open Book", and "Open Prior Exams that are posted on the internet with solutions". In the Professional Engineer Licensing exam, it is common to bring a suitcase full of reference materials. The rationale is that as an engineer, you will have access to your notes, your texts, and your past work. Note, these tests still have a high fail rate.
** A common justification given by teachers is that the process of writing notes and cribsheets right before an exam is an excellent form of review; and in many cases, once the notes have been written, they are not necessary (assuming the students are taking the time to write their own notes).
** Next time you have a math/calculus/physics/statistics exam, if you see the professor stand up, go to the whiteboard and write down formulas before starting, do not rejoice. ''You'll need them.''
** Subverted with electricians and carpenters when they have to do Code Tests in school where they are asked a question and made to go throught the (at least) phone book thick codebook to find not only an answer, but a code reference as well. True the codebook has all the answers, but the test is meant to guage your ability to find and interpret the code itself, not your knowledge of the subject. Most apprentices claim code tests are ''harder'' than normal tests.
* Loss leaders. A business may sell some products at prices so low they're actually losing money (or [[CMOTDibbler cutting their own throats]]) in an effort to get bodies into the store and from there sell them products with enough of a margin to cover the loss leaders. This practice was illegal for a time in Ireland, and below-cost selling of alcohol is a matter of [[SeriousBusiness no small political and social concern]] in the UK.