A [[StandardRPGItems standard RPG item]] which allows the player to immediately exit the current dungeon with no questions asked, returning them to a safe harbor so they can treat their party's injuries (and [[SavePoint save]] their game) before attempting another [[DungeonCrawling crawl]].

Of course, the downside is that it may be a long trip to get back to that point in the dungeon, but this can still be preferable to [[GameOver getting killed outright]]. Many seasoned adventurers will keep one or two on hand (even if it encroaches on their InventoryManagementPuzzle) just in case they run afoul of DemonicSpiders or the BossInMookClothing.

The exact details and restrictions on an Escape Rope will vary depending on the system, but common specifications include:
* The "safe harbor" is a predetermined location, usually with access to a SavePoint and/or TraumaInn -- common destinations include the entrance of a dungeon, a nearby town, a HubLevel or the world map.
* It only works from inside "dungeon" areas: [[TheLostWoods Creepy forests]], [[BubblegloopSwamp marshlands]], [[UndergroundLevel underground caverns]], [[TempleOfDoom decrepit ancient temples]], etc., which the player explores from the outside inwards. "Overworld" locations such as towns, connecting fields/roads between towns/areas, the HubLevel or the world map itself, usually favor the WarpWhistle instead.
** Note that if the dungeon is inverted, where the player starts in the middle and traverses ''outwards'', the Escape Rope will probably return them to the middle where they started, or it may not even work at all.
* It generally won't allow the player to flee from RandomEncounters or {{Boss Battle}}s in progress -- ''especially'' if a FightWoosh is used to transition from field movement into battle. (That is usually the job for an EscapeBattleTechnique.)

Compare and contrast WarpWhistle, which allows instantaneous travel to previously visited locations but generally only works from "overworld" areas like towns; and EscapeBattleTechnique, which is similar but in battle.

See also DoorToBefore, where the trip "back" from a dungeon conveniently unlocks a shortcut through the area so the player can make a return trip (and possibly future excursions) without as much hassle.


[[AC:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons'' had the cleric/priest spell "Word of Recall", which returned the user to a specifically (previously) designated sanctuary. The "Succor" spell created an object which allowed anyone breaking it to be teleported the caster's sanctuary.
* In ''TabletopGame/{{Exalted}}'', most gods have the charm "Hurry Home", which takes them quickly to their sanctum.

[[AC:Video games]]
* ''VideoGame/DragonQuest'' has the "Evac" spell used for exiting dungeons. It is distinct from the "Zoom" spell, which serves as a WarpWhistle between towns. Humorously, in ''VideoGame/DragonQuestIV'', in one dungeon your party encounters a Gremlin who tries to flee from you and warn the BigBad. Unfortunately for him, he casts "Zoom" instead of "Evac" and slams right into the ceiling, knocking himself out cold.
* ''Franchise/TheElderScrolls''
** All adult Sload, "slugmen" native to the archipelago of Thras to the southwest of Tamriel, have knowledge of the Recall spell, which they instinctively use to flee danger when greatly stressed.
** The Divine Intervention and Almsivi Intervention ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' which teleport the player to the closest Nine Divines shrine (though in practice "nearest Imperial Fort", as they house the only ones recognized by the spell) or Almsivi temple (respectively). The most common use? [[BoringButPractical Hauling more loot than you can carry by foot back to town]].
* The ''VideoGame/EtrianOdyssey'' games have these, called "Warp Wire" in the first two games and "Ariadne Thread" since. Considering how deep the dungeons are and how unforgiving they can be, keeping one on hand is a ''must''. There is also a skill which can do the same, but it's not guaranteed to work. It's useful to save money, but you'll want to carry another wire/string in case the caster faints or runs out of TP. More modern games in the series introduce cheaper, lesser variants of this trope: Silver Whistles carry you back to the beginning of the current maze so you can board your airship, while Pole Stones take you to the most recently-used stairs, entrance, or [[DoorToBefore geomagnetic pole]].
* "Warp"/"Teleport"/"Exit" spells in the earlier ''Franchise/FinalFantasy'' games. A very important skill to have considering that in-dungeon {{Save Point}}s weren't introduced until installment number four. Depending on the game, they may also work as a quick escape from random battles.
** In the first game, TheVeryDefinitelyFinalDungeon also doubled as a PointOfNoReturn, so the "Warp"/"Exit" spell was the ''only'' way to leave the dungeon at all.
* Because most ''Franchise/TheLegendOfZelda'' games have a save-anywhere system, if the player saves and quits while inside a dungeon, they will pick up from the dungeon's entrance.
** In ''VideoGame/TheLegendOfZeldaALinkToThePast'', using the Magic Mirror inside a dungeon returned the player to the entrance. (Using it outside allowed the player to teleport from the Dark to the Light World.)
** In ''VideoGame/TheLegendOfZeldaLinksAwakening'', playing Manbo's Mambo on the Ocarina teleports the player to the entrance of a dungeon. Outside of those, it teleports the player to a tiny pond right next to the Mysterious Woods.
** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', Farore's Wind is a quasi-example, because the first time you use it in a dungeon it merely establishes a warp point at that location, and a second usage returns you to that point. Using your WarpWhistle inside a dungeon also allows you to escape the dungeon in the process.
** In ''VideoGame/TheLegendOfZeldaMajorasMask'', playing the "Song of Soaring" inside a dungeon returns the player to the entrance. (Outside, it functions as a WarpWhistle.)
** In ''VideoGame/TheLegendOfZeldaTwilightPrincess'', the birdlike Ooccoo can be found inside every dungeon, and allows the player to teleport out at any time--her son would even allow the player to teleport back in again to the same room they left.
** ''VideoGame/TheLegendOfZeldaSkywardSword'': In dungeons, [[SavePoint bird statues]] have the secondary function of returning Link to the entrance if desired.
** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' has the Scoot Fruit, a straighter example of the trope--it's a one-use item that returns you to the dungeon entrance.
** ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' lets you teleport from absolutely anywhere at anytime with the Sheikah Slate, meaning that you can exit the Divine Beasts, the [[MiniDungeon Shrines]], and [[TheVeryDefinitelyFinalDungeon Hyrule Castle]] from the get-go without needing to obtain anything extra.
* ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'' have the "Traesto" spell, which returns you to the entrance of the current dungeon; ''Persona 4'' also features the consumable item "[[StealthPun Goho-M]]" which provides the same purpose.
** In the spinoff game ''Persona Q'' the game will actually warn you if you try to enter a dungeon without any Goho-Ms in your inventory. Leaving dungeons in that game is very difficult without them!
* Most shops in the ''Franchise/{{Pokemon}}'' series stock [[TropeNamer Escape Ropes]], and the field move "Dig" provides this function if used in an underground area. The move "Teleport" can both flee from wild Pokemon battles as well as return the player to the nearest [[TraumaInn Pokémon Center]], though like [[WarpWhistle "Fly"]], it only works outdoors.
** Similarly, in the ''VideoGame/PokemonRanger'' spinoff series, Pokémon with the "Teleport" field move can return the player to the entrance of an area.
** The {{Roguelike}} ''VideoGame/PokemonMysteryDungeon'' spin-offs substitute Escape Orbs, which provide the same function. The lack of [[FightWoosh division]] between field movement and combat meant Escape orbs could be used even while fighting hostile Pokemon (except for {{Boss Battle}}s).
* Some ''VideoGame/WorldOfMana'' games allow the player to purchase Escape Ropes from shops, while in ''VideoGame/SecretOfMana'', it was a reusable item called the "Magic Rope".
* The "Hearthstone" in ''VideoGame/WorldOfWarcraft'' allows the user to teleport to a previously designated "home" (usually an inn), but requires a cooldown time of 30 minutes after use. (Or 15, if your guild uses that perk.) Usually, it cannot be used in combat because it has a fairly long cast time that enemies would interrupt... however, paladins also have a spell that protects them from all damage for a few seconds, letting them use hearthstones or items with a teleportation effect in combat. Many classes also receive special abilities which mimic the effect. Shamans have astral recall which is like having a second hearthstone linked to the same place, druids can teleport to Moonglade, and death knights can send themselves directly back to the Ebon Hand HQ (handy since, unlike everyone else, [=DKs=] don't have trainers in other cities or towns).
* In ''VideoGame/{{Angband}}'', the Word of Recall spell (which can be obtained from various magical items) allows you to teleport to and from the top of the dungeon. The catch is that it doesn't take effect instantaneously, but on a timer which functions as an innocuous StatusEffect that you can cancel out of by using Word of Recall again.
* Mr. Gency's Exit in the ''Franchise/{{Disgaea}}'' series and ''VideoGame/MakaiKingdom''. In ''VideoGame/PhantomBrave'', there's a job class with an innate "escape from this dungeon by spending X amount of money" spell.
* Both of the ''VideoGame/{{Diablo}}'' games feature the spell "Town Portal", which does ExactlyWhatItSaysOnTheTin, but leaves the door open for a return trip to the combat zone.
** In the first game, it takes you to a specific spot in Tristram (sensible as it's the only town) and is a fairly low level spell that has the same effect no matter what your stats are, so even non magic-focused character builds could learn it. Scrolls would also drop fairly regularly.
*** The third party expansion ''Hellfire'' added the Warp spell, which teleported you towards the nearest stairs. At best, it was a free escape from whatever battle you were in, at least unless the game was killing you [[StunLock the way it usually did]] or a free ride across half of the map. At worst, you were back where you started and had to walk across half of the map again.
** In ''VideoGame/DiabloII'', it's no longer available as a learnable skill since the skill trees are now strictly segregated by class, but the game does include a compact storage system for carrying a large number of spell scrolls for this purpose. It always leads to the town of the current act. If you used one in the final battle vs. Diablo, he'd cast bone prison on it while you were gone, and you'd teleport into a trap.
*** A common multiplayer strategy was to use the portals of a party member instead of yours, as the portal would only disappear after its creator took it; teammates could use it back and forth as many times as needed. Thus one could make a semi-permanent teleport to an area with just two party members and two scrolls - and since portals are labeled by player, its rather easy to perform.
** ''VideoGame/WarcraftIII'' resurrected the scroll of town portal as an item for heroes that allows a hero and his/her retinue of nearby units to teleport to a friendly base.
** In ''VideoGame/DiabloIII'', the Town Portal is back to being a learnable skill, but now with a cast time.
* The "Retreat" Psynergy from the ''VideoGame/GoldenSun'' series, while technically a spell instead of an item, has this function -When cast inside a dungeon, it will return you to the dungeon's entrance. It is known by Isaac, Felix and Matthew, the three player characters.
* ''VideoGame/PhantasyStarI'' has the "Exit" spell to return to the entrance of a dungeon, and the "Fly" spell to return to the last church visited. The latter can make the game {{Unwinnable}} if the last church visited was in a town that becomes inaccessible for a period after certain plot events. The second and fourth games have the "Hinas" and "Ryuka" spells which have similar effects, although in the fourth game the latter is more a WarpWhistle. Items that copy these spells, such as the escapipe, are available as well. The third game had an odd case in the "Grantz" spell which does this but cannot be used normally; it is only used in a CutScene at the end of the game.
* The "Escape Hex" in ''VideoGame/ResonanceOfFate'' returns you to the world map from anywhere in a dungeon except an InescapableAmbush battle (mostly bosses). It quickly becomes the standard way of exiting dungeons after finishing them, because you can't save in a dungeon and it would really suck to beat the boss only to die from the RespawningEnemies on your way out.
* ''VideoGame/FinalFantasyVIII'': While in the [[DungeonCrawling Tomb of the Unknown King]], the player can warp to the entrance by accessing the map and pressing the Δ button. However, this causes the player to lose a [[PrivateMilitaryContractors SeeD]] rank. Which may or may not matter to you [[TheMaze depending on how long you've been wandering in circles]].
* ''VideoGame/{{MOTHER}}''
** In ''VideoGame/{{MOTHER|1}}'', the Bread Crumbs function as this where you lay down the crumbs where you want to come back to, wander around, then use them to come back where you placed them.
** ''[[VideoGame/CognitiveDissonance MOTHER: Cognitive Dissonance]]'' has the Starman Larice use a warp ability to teleport you right back to your spaceship from wherever you are on the map or in a dungeon.
** ''VideoGame/EarthBound'' has the Exit Mouse, which instantly returns you out of an inside level. It's a good idea to have one on hand if you've lost your way in a dungeon where the enemies are overwhelming you.
* ''VideoGame/DigimonWorld'' and ''VideoGame/DigimonWorld2'' have the Auto-Pilot to take the player back to their base. In the former, it's a one-use item you should keep a stock of in your inventory; in the latter, it's an option in your dungeon vehicle, but it can be jammed by traps, so you might still need a stock of repairs on hand.
* ''VideoGame/MetalWalker'' has several of these, including Crane and Get Blown, all of which return you to the last camp you entered.
* In ''VideoGame/LegacyOfTheWizard'', using a Crystal item will instantly warp you back to the surface.
** The original ''VideoGame/DragonSlayer'' had a RETURN spell that transported the player back to the home.
* The "Escape Twine" from ''VideoGame/SlimeForestAdventure''.
* In ''VideoGame/DarkSouls'', the Homeward miracle and the [[StealthPun Homeward Bone]] items allow you to instantly warp to the last bonfire rested with all your belongings intact. If you're out of those, you can also touch your Darksign to give up all your souls and humanity in exchange for a warp to the last bonfire, but that's mostly the same as dying (in fact it's slightly worse since dying gives you one chance of recovering your souls and humanity but the Darksign permanently loses both)--it mostly exists as a failsafe in case you're somehow stuck.
* ''VideoGame/SuperPaperMario'' has the Return Pipe, which lets you return to [[HubLevel Flipside]] at any time, with a few exceptions.
* ''VideoGame/ShiningInTheDarkness'' has the Egress spell, which ''can'' be used during battle (unless Pyra's running low on MP), and the Angel Wings, which can't.
* ''VideoGame/DeadlyTowers'' had orange scrolls to warp you back to the holy flame (the natural destination after defeating a boss) and green scrolls to warp you back to the starting area.
* ''VideoGame/{{Okage}}'': Shadow King has Guidance Jewels which warp you to the entrance of a dungeon.
* ''[[VideoGame/CastlevaniaOrderOfEcclesia Castlevania: Order of Ecclesia]]'' has an item called Magical Ticket, either found in treasure chests or cheaply bought from the shop, which immediately warps you back to the central village to heal and save, replenish your hearts, turn in sidequests and/or stock up on supplies. You can use them anywhere, anytime, except during boss fights. You will probably use them a lot, given the [[NintendoHard general difficulty]] of the game.
* The ''VideoGame/MonsterHunter'' series has the Farcaster, a special kind of smoke bomb that warps you back to the base camp during a quest...as long as you aren't knocked out of the cloud it makes before it actually warps you. The troublesome part is that you can only hold 1 Farcaster at a time, despite being able to carry multiple of the ingredients that are used to make them.
* ''VideoGame/NeverwinterNights'': The Stone of Recall allows you to teleport back to the Halls of Justice (or a local temple of Tyr) for healing, then teleport right back. It will also automatically teleport you to get resurrected when you die.
** ''Hordes of the Underdark'' has the Relic of the Reaper, which teleports you back to the [[EldritchLocation Reaper's Realm]] from where you can use one of the five doors you've bound to a specific location.
* In ''[[{{VideoGame/Atelier}} Atelier Viorate]]'', the eponymous alchemist can synthesize a FlyingBroom, which returns her to the overworld from a dungeon. It really saves on the days backtracking the dungeon.
* ''Film/{{Willow}}'' for the UsefulNotes/NintendoEntertainmentSystem has the Fleet spell to get out of caves.
* In ''VideoGame/{{Faria}}'', the Flash Ball gets you out of any tower or cave.
* ''VideoGame/{{Terraria}}'' offers two escape ropes in the form of a single-use recall potion and a multiple-use magic mirror. Both teleport the player back to their spawning point.
* In ''VideoGame/HolyUmbrella'', the first item you acquire other than the titular umbrella is a jewel that can whisk you back to the world map.
* ''VideoGame/YumeNikki'' has the Medamaude ("Eye Palm") effect, which lets Madotsuki return to [[HubLevel the Nexus]] at any time, allowing her to escape otherwise inescapable areas of the DreamWorld what would normally require waking up.