Interface Spoiler

Wizards: What makes you think we're Wizards?
Simon: When I move my mouse pointer over you, it says "Wizards."

This is when the way an in-game menu or other interface element is constructed gives away details about the rest of the game. It may be some unexplained question marks instead of a menu item, a few suspiciously blank spots in a circle menu, or any number of other forms.

Like many meta-expectations, this is an interesting form of spoiler, because it generally gives something closer to hints or foreshadowing rather than actual details. You can see the Your Princess Is in Another Castle moment coming when you've got half your equipment missing, but you still won't know exactly when or why it happens.

This is common in the tutorial and early sections, where the game is still gradually introducing new mechanics, and the player shouldn't be messing with them beforehand.

Some game companies have a deliberate policy of this, so that people who have rented the game can imagine all the "wonderful prizes" yet to be unlocked and buy the game.

Many "Achievement" lists will give things away about the game to come; for example, the names of certain bosses, levels, etc. However, others may avert this by leaving any story-related achievements hidden until they're achieved or only giving them vague descriptions like "Defeat the Final Boss."

In games where characters' names (or lack thereof) are revealed in the dialog box or by selecting them, the player can learn people's names before the player's character does, and the player can use this to determine which characters will be important. This, too is sometimes averted by hiding the name or showing a generic description until your character learns who the person is.

See also Equipment Spoiler, Missing Secret, Disc One Final Dungeon and Spoiled by the Format. Can easily lead to Your Princess Is in Another Castle. A Tech Tree can be especially prone to this. Occasionally overlaps with Spoiled by the Manual. 100% Completion and Sidequests can actually create subversions or aversions of this, by making it so that finishing the main game/storyline doesn't also fill up a mission roster or what-have-you.


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  • Games with a Monster Compendium that show the grand list with question marks in unfound entries or number the entries, particularly if they're roughly in the order that they appear. It becomes obvious that the end of the game is approaching when the entries near the end of the list start filling up.
  • Games with equipment encyclopediae will typically list equipment in order of strength... so when swords near the end of the list start appearing, the Final Boss fight is likely nigh.
  • In games with both Multiple Endings (or multiple separate storylines) and voice acting, the voice cast in the credits might spoil crucial details about the characters you didn't get a chance to meet on that path. It may also spoil the existence of a Secret Character you missed.

  • Hotline Miami: The "final" chapter... isn't. As you could probably already glean from the chapter selection screen, which, from the very beginning, includes four additional chapters after the "final" one.

     Action Adventure 
  • The Zelda series typically has inventory screens with each slot reserved for a specific item, and by the end of the game the player will have acquired most of them.
    • The Legend of Zelda: Ocarina of Time had the outlines of the sage's medallions already in the inventory-screen, long before the player even learned about them. The exception is the Triforce's outline, as the Triforce itself is unobtainable.
    • This trend drove fans nuts in Oracle of Ages and Seasons. With every item found, there were still two empty item slots. It was actually because equipping an item moves it from your inventory to the equip slot, so these two empty spaces were for whatever two items you had equipped.
    • In The Legend of Zelda: The Wind Waker, after getting through the first three dungeons, you get the Master Sword and are sent off to defeat Ganondorf. One would think this would be the final dungeon in an oddly short Zelda game, except that you're missing half your inventory.
    • The Legend of Zelda: Twilight Princess avoided this by using a Ring Menu for Link's inventory items, while keeping key items (including sword and armor) displayed on a more traditional "Quest Status" screen.
    • Avoided in The Legend of Zelda: Skyward Sword: You actually do get the Triforce this time, but its slot on the Quest Status screen doesn't show up until you find the first piece. And it actually replaces the slot for another MacGuffin that has long since served its purpose.
  • Avoided in Kid Icarus: Uprising with Palutena's Treasure Hunt, styled in a similar way to the challenges in Super Smash Bros. Brawl. The 120 individual challenges censor the names of potential spoilers until you've reached that point. (e.g. Defeat ??? using the ???) And then it goes one further: It only features challenges related to the first 9 chapters, supposedly the entirety of the game , so it will seem to be near completion by the time you reach the "final boss". There's actually a second batch of challenges called Viridi's Treasure Hunt, which doesn't even appear until you meet her in the story. There's also a third set that won't appear until you've beaten the game, but there are no spoilers to hide at that point.
  • You can tell the Disc One Final Dungeon of Ōkami just from the fact that you don't have all the brush techniques yet, but if that didn't tip you off, the fact that your equipment screen looks so empty is likely to.
  • Cave Story - The number of puppies you bring back is one more than the number that would fit between Jenka and the door.
  • By the point in Bastion where you are told there is one last core to collect, the map is barely half full.
  • In Ys Origin, Toal goes through generally the same sequence of bosses as Yunica and Hugo, but when you reach the final boss there's still a slot left in the bestiary.
  • La-Mulana spoils the existence of the Hell Temple's treasure, the Skimpy Swimsuit, in its Steam achievement list.

     Adventure Game 
  • In Another Code, four of the (otherwise unlabeled) icons on your menu become selectable very early on in the game. However, the final icon's purpose only becomes clear at the climax.
  • In the NES version of Déjà Vu, the game-over screen displayed when the player character dies note  is a picture of the character's gravestone, which has his name written on it. However, the player character doesn't know his name at the beginning of the game, and the player isn't supposed to know what it is before the character remembers it.
  • Harnessed to great effect by Gravity Bone. As you make your way through the second mission, you obtain several items which are set to keys 1, 2, and 4 on your keyboard. There is no item 3. Your character is killed before the end of the second mission.
  • Invoked in the first Simon the Sorcerer game. You can locate a group of wizards at a bar using this method, and address them by their title. When they ask you how you knew they were wizards... see the page quote.
  • Amnesia: The Dark Descent pops up instructional messages at appropriate times during the game. Some involve how to avoid getting attacked by monsters, which most players take as a sign that a confrontation is mere moments away. Sometimes, they're even correct. This game is known for milking anticipation for all it's worth, and this trope is no exception.
  • In the Game Boy Advance game Dragon Ball Z: The Legacy of Goku 2, using the Scouter on characters reaveals their stats. Characters you can play as get question marks for their stats. Wait, so that means Hercule is a playable character?

     Fighting Game 
  • In general, going online in any fighting game before unlocking everyone and facing someone using a secret character.
    • Many games are still fond of displaying these characters' portraits shadowed out and unselectable for first timers. Question marks optional.
  • Soul Calibur IV was released for the Xbox 360 and PS3, and, like SCII, each platform had its own Guest Fighter, this time from the Star Wars universe: Darth Vader for PS3 and Yoda for the Xbox (and Starkiller for both). Many people figured that they would release the other system's character as DLC, but Namco didn't confirm nor deny. The suspense (if there was any) was ruined when the game had a single suspiciously empty square on the character select screen once everything was unlocked.

     First Person Shooter 
  • Half-Life 2 and its episodes show some of their story achievements but hide others - for instance, in Episode 2, "obtain the Muscle Car" is shown, but "survive the White Forest Inn ambush" is hidden.
  • Bio Shock 1: The Bathysphere menu spoils the number of levels, and the fact that you have more tonic slots than you can actually unlock before the confrontation with Ryan may tip one off as well. On the other hand, your wallet displays 4 digits, which seems to imply that there is some way to increase the maximum amount of money you can hold from $500. This is not the case, however. The extra digit is probably just a programming relic. Also, ammo descriptions at vending machines tell you that certain ammo types are good for certain enemies, even before you've encountered those enemies.
  • BioShock 2:
    • More linearity/no train menu prevents that from spoiling, but every train station has a little chart of the route, with each stop clearly denoted by a dot. (Even the prison Persephone, whose very existence is supposed to be known to just a handful of Rapture's citizens and which doesn't even have a train station). Also, Persephone's name is spoiled if you look at the enemy profile of the Alpha Series, which are first encountered in the area immediately before it.
    • As Delta and Eleanor head up the elevator right after the final battle, the achievement "Heading To The Surface" pops up on-screen. Players can immediately pause the game and read the achievement, which reads, "Head to the surface on the side of Sinclair's escape pod", thus spoiling the surprise a few seconds later when the explosives detonate.
  • BioShock Infinite: later in the game, Elizabeth gets kidnapped, and nothing can tell you for sure that this character is gonna survive and come back into the story. Nothing except an ill-placed on-screen hint: when walking before a locked door, the game outright tells you: "Elizabeth Busy - Can't Lockpick.
  • In Halo 3: ODST, "Data leak on sub-level 9" (from the loading screen) hints towards the ending.
  • The weapon menus in Red Faction Guerrilla and Wolfenstein.
  • Borderlands spoils the existence of Eridian weaponry, which is supposed to be late game equipment because it has its separate skill on your character's stat window.
    • Borderlands 2 has a subtle example based on mission postings: For the sake of none of the sidequests becoming Lost Forever from advancing the main quest, Roland, who dies during the main storyline is the only NPC in Sanctuary who never gives you a sidequest in person (the one he does give you is a recording).
    • Another one for Borderlands 2 requires a little digging into the menu for Badass Ranks, effectively completing optional challenges to acquire points that can be spent for stat increases. A common recurring challenge is Cult of the Vault, where you are tasked to find a variety of usually well-hidden symbols, and because it is a running tally challenge, you can go back various areas to look for them at your leisure. It's quite telling that Control Core Angel has no Cult of the Vault challenges listed, but no surprise either given what happens there.
  • Far Cry 2 has an in-game map with most towns being labelled with vaguely African names and other buildings labelled as "cattle ranch." Except for twisting path through impassable mountains leading to a valley named The Heart of Darkness. Considering that the game was widely known before release as a kind of video game Spiritual Successor to Heart of Darkness and/or Apocalypse Now it's not as much of a spoiler as one might imagine.
  • The mission update tips in Far Cry 3 contain more information than Jason Brody could conceivably know, such as tips that tell you to find a hidden entrance in a location you have just entered. After Keith tells Jason that Riley is dead, the Handbook doesn't add Riley's entry into it.
  • Very common in PC First Person Shooters with remappable controls and the standard 1-9 weapon switching system. Chances are if you start a new game and go to the settings, it'll tell you the names of every weapon you'll get over the course of the game. Escape Velocity has an especially egregious example in the form of a dedicated control for the Invisibility Cloak, a ship outfit from a secret Side Quest.
  • Metroid:
    • Metroid Prime accidentally does this a lot. On the map of the first game, the legend outright stated the names of the weapons, as certain weapons were required to open certain doors. For example, the key on the map outright stated that red doors, which you don't even see in the game until very late, are opened by the Plasma Beam. The sequels (and remake) fix this slightly, by having the legend say that certain colors are "???," but that still gives a hint at what the later weapons are.
    • Metroid: Zero Mission also flubs on a major spoiler point when it states the certain power-ups are incompatible with your current suit. A simple one-word omission would have defeated an otherwise dead give-away, though they could never have completely taken away from the fact that they wouldn't give you powerups that you could never use...
    • Metroid Prime 2:
      • The HUD's bar-shaped meters for the Light and Dark Beams each have four dimmed-out sections when those weapons are first acquired, hinting at the existence of Beam Ammo Expansions.
      • The game's Scan Data also calls a certain boss "Dark Samus 1", indicating further encounters.
      • The game's world map also has the Dark World function grayed out but not fully invisible, which spoils the player early that they are going to travel to another dimension.
  • The Jurassic Park arcade Rail Shooter game concludes with a battle against two T. rexes while the player is riding on the back of a vehicle. When you beat the final T. rex down to a third of his health, the creature flees and the vehicle continues driving towards the gate, leading people to assume the game is finished... but the T. rex's health bar is still present on-screen, spoiling his eventual reappearance.
  • In S.T.A.L.K.E.R.: Shadow of Chernobyl, your PDA will list "contact" who you can talk to nearby. Near the end of the game, in the part of the Chernobyl Nuclear Power Plant you can only enter if you find the decoder, this list will include someone called "C-Consciousness representative" before you're introduced to said character.
  • In "The Darkness" the pause menu shows the eponymous evil twizzlers three chapters before you get them.
  • In Killer7, Channels 9, 10, and 11 are just added as a reference to a certain type of TV. However, this leads to a very hard to figure out one: Whenever you can select Harman while on his channel, he says, "Ah, Garcian... how long has it been?" If you go to the Blood channel quickly, he still says it since no sub menus or voices can be shown there. Same goes for Channel 11 and Channel 10... but it stops at Channel 9. This foreshadows killer8, where there is someone who takes Channel 9 as his own.
  • The PC version of Unreal Tournament 3. If you're watching the installer, it shows you the names of the files being copied to your system. Now this includes the cinematics of the campaign. The name of one particular cinematic? Malcom Betrayal.
  • ZDoom, a source port for Doom, includes an option to mark the exit on the automap with a different colour. This, among other things, allows the player to easily tell whether or not the "exit" switch he's seeing is the real deal or if he's still in for a surprise.
    • ZDoom's minimap also shows teleporters, which reveals hidden teleporter traps and also inadvertently shows the correct route across the torch platform puzzle in Map30 of TNT: Evilution (where before, you have to memorise the line of coloured torches in the previous corridor and walk the platforms in the same order).
  • The Original Strife: Veteran Edition, a Steam re-release of Strife, includes some spoilerish achievements—most notably "Trust No One", where the description says "Defeat Macil" (who is your ally for most of the game).

  • Most World of Warcraft achievements are fairly spoileriffic, but the achievement for the Trial of the Crusader raid hides the name of the final boss, only showing it as "Complete the Trial of the Crusader". The final boss is Anub'arak, after the Lich King breaks the floor of the Coliseum and makes you fall into the Nerubian tunnels below it.
    • Later, even the name was spoiled by the raid-lock system, which limits players to killing each boss once per week and names the bosses that have and have not been defeated this week. By then, though, raid leaders generally insisted on either giving all first-timers a Walkthrough or having them watch one on YouTube, making a Late-Arrival Spoiler inevitable anyway.
    • Since Cataclysm all players now have access to a dungeon journal which gives a name, portrait, short section of biography text, ability list and some tactical information for every boss in a new dungeon or raid as soon as it is released. The betrayal of Archbishop Benedictus in the Hour of Twilight dungeon is not exactly hard to predict when you already have a screen full of information up to and including a list of all the spells that he is going to zap you with.
    • A simpler example would be one quest of Sven's Revenge, when you are given clues to a person's identity. The person, obviously, then shows up on your minimap as a quest complete icon. In fact, this happens with a decent number of quests, where you're sent to find someone who has gone missing, and the quest objective will show "<character's> corpse found 0/1", showing that he's dead before you even find the corpse.
    • In "Dagger in the Dark", which, like other scenarios, has a series of objectives you need to complete, displays the final objective- killing the Kor'kron assassins even before Rak'gor Bloodrazor tries to kill Vol'jin.
  • In EverQuest, every zone of the last few expansions has a "Hunter" achievement which basically lists every "named" or boss mob in the zone. Is "Lord Bob" a quest person, normal trash mob or named (special loot dropping) monster? If he's on the "Hunter" list, you have the answer.

     Platform Game 
  • The later Jak and Daxter games have your health in the form of little green dots around a circle. Starting with Jak 3, you can calculate how much more health you're likely to get based on how much of the circle it covers. Similarly, even if you were just handed a Jak 3 disc without a case and had missed the entire second game, you could easily guess that you eventually access Light Eco powers when you see that only half the Yin Yang symbol in your HUD fills up with purple when you collect the dark stuff.
  • The Ratchet & Clank games tend to do this too, if you look deeply enough into the menus. The Skill Point lists tell you which planet each is found on, effectively spoiling every level in the game and making it easy to see Your Princess Is in Another Castle moments coming. A particularly egregious example from Up Your Arsenal: It's pretty obvious a certain character isn't really dead when you know you'll later visit a place called Qwark's Hideout. Another possible one from that game is "Crash Site." Although what exactly crashed may not be immediately obvious.
    • There's also arena challenges such as "Defeat all enemies using only the Rift Inducer", which appear long before said weapons are available.
    • The Monstropedia in the second game lists the home planet of each enemy; when it's not the world you first encounter them on, you know you'll probably be visiting it later on. Examples include all the Thugs 4 Less members being from Snivelak which you go to when you storm their base to rescue someone very late in the game, and all Mega Corp. robots listing Yeedil, it's the location of Mega Corp.'s headquarters and The Very Definitely Final Dungeon. Subverted with some though, such as the B2-Brawler's home planet Cerebella, which has yet to make an appearance in the series.
  • The challenge achievement for beating the game in both Mega Man 9 and 10 say "Whomp Wily!", despite the plotlines of both leading you to believe otherwise. Of course, anyone familiar with the previous games in the series already knows that the its always Wily behind the plot in the end even without the spoiler.
    • Throughout the franchise, the menu screens almost always have exactly enough room for every weapon and item in the game. When you get one Sub-Tank, for instance, you can see where the Sub-Tanks appear on the menu, how much more room there is, and therefore how many more Sub-Tanks are in the game (generally a total of four).
  • Iji spoils the existence of the Komato from level one as their weapons are an upgradable stat.
  • In New Super Mario Bros.. for the DS, you can scroll through and view the entirety of the current world, no matter which levels you've unlocked.note 
  • There are more than 6 worlds in New Super Mario Bros. 2, but this too is spoiled by the world map screen.
  • In Sly Cooper and the Thievius Raccoonus, in the controls menu the 3rd option you can change is for the jet pack. Take 3 guesses as to how you beat Clockwerk.
  • Jumper Two's unlockables menu blatantly spoils the existence of "secret" levels. Chances are that you will see said menu long before finishing the last sector (one requirement for secret stage 1. The other is getting total record time below certain threshold).
  • Psychonauts presents all the minds you can enter as doors. Already from the start, you can see how many minds you get to enter over the course of the game.
    • It becomes especially egregious when you factor in the Meat Circus: just before you unlock it, you've passed the Point of No Return and you're fighting the Big Bad in an epic, presumably final battle... with the nagging thought of "Wait... wasn't there an extra door?"
    • From the start of the game there's a silhouette of a brain jar with a question mark in it on the inventory screen. You don't find out you have to collect the campers' brains until you get to the asylum.
  • Kirbys Return To Dreamland: I beat the Grand Doomer! Yay, I fixed the Lor and beat the ga- wait, why don't I have all of the Energy Spheres? And why does it have to say "Planet Popstar" on the world map? And why is a dragon attacking the Lor?

     Puzzle Game 
  • In Portal, the new game menu appears to spoil the number of levels. Then you find out that the entire second half of the game doesn't show up on said menu.
    • The sequel truncates the name of the last chapter ("The Part Where He Kills You") in the New Game menu for spoiler reasons. The achievements reveal the full title, but are worded vaguely enough that if you haven't reached a certain point in the game, you won't know who "he" refers to. Used to be played straight in earlier Source games like Half-Life 2, as described above.
  • Subverted in Professor Layton and the Unwound Future. The mysteries panel gradually fills up with "SOLVED" markers as the game reaches a climax... only for three of the mysteries that were thought "solved" early on in the game to be re-solved, this time with "The Whole Story". The game series mostly plays this straight, as while a few mysteries of secondary importance might be solved early on, most are solved near the end.

     Racing Game 
  • Not so much a spoiler as a slightly premature reveal, Sonic & All-Stars Racing Transformed informs you of the "stickers" (achievements) you've just unlocked in an event after telling you how many XP you earned for your character and such. But the achievements themselves are triggered the second the race is finished, complete with pop-ups in the corner of the screen. Apparently there's no way to delay them.

     Real Time Strategy 
  • StarCraft II:
    • The game has achievements for each set of missions: the Mar Sara missions, the Hanson missions, the Tosh missions, the Horner missions, the Artifact missions, the Zeratul missions - and the Final missions, so named to avoid revealing that the last missions take place on Char. Also, the achievements don't mention that you can betray both Hanson and Tosh (separately) in their storylines or the nature of Zeratul's missions. They kind of blew it on hiding whose side Warfield and Valerian end up on, though.
    • You could look at the achievements before the game came out, and stuff like "Kill the Odin before it gets sent at Raynor" is very unsubtle. There's also achievements mentioning the Hyperion. Stukov too, and some might not even understand how he could show up, but in the actual game does have a Stop Poking Me to explain that.
  • In Brütal Legend, entering the multiplayer menu plays a tutorial cutscene which spoils Ophelia turning villainous. Less blatantly, there's the empty unit and solo slots.
  • Played with in Warhammer 40,000: Dawn of War II. You can get armor plating equipment that is listed as only able to be equipped by "Dreadnought," well before you gain access to a Dreadnought. Unlike the other squads, it doesn't tell the Dreadnought's name, Davian Thule, your commanding officer and Player Character of the Space Marines in Dawn of War: Dark Crusade.
  • In Age of Mythology's campaign, during one of the earlier scenarios, Gargarensis is visible in an inaccessible portion of the map. Clicking on him, as with everything else in the game, brings up a description, which includes a description of his and Poseidon's plans, which are not revealed until about the halfway point of the campaign.
    • Age of Empires III had a similar case with Crazy Horse, while you can click on him and view his description in the fourth mission of The Warchiefs Expansion's Act II, his description is actually for his role in the final mission, spoiling not only that mission but the biggest twist of the campaign. (Namely what side you'll be taking in the end)
  • In Ground Control 2, you have to salvage the remains of a convoy transporting something apparently valuable, with briefing featuring lines about nobody knowing what it contains. Selecting "cargo" shows you "Prisoner Transport", making its content quite obvious.
  • Downplayed in Pikmin 2, where the total number of treasures available in the game (201) is not revealed in any way until after you pay the debt of 10000 Pokos, by then you may have collected about half of them already.
  • In the first Warlords Battlecry, in one mission the little girl you're supposed to protect runs off on her own into a valley swarming with monsters. The first part of the mission tasks you with finding her, except the mission objective actually tells you to "discover" her. Hint: In English the word "discover" is very rarely used in reference to living people.

  • Gem identification in NetHack boils down to collecting all available gems. For each color, the game will inexplicably split your gems automatically into two or more separate inventory slots of otherwise identical gems. Statistically, the largest pile is the one with worthless coloured glass.
  • When used, three particular scrolls in Dungeon Crawl Stone Soup bring up an item select submenu. If the player has not yet identified these scrolls, it will be obvious that it is one of those three.
  • The Binding of Isaac: Rebirth features a secret character. Said character has an extremely difficult, trial-and-error way to unlock him, and was obviously intended by Edmund McMillen to remain secret for months, if not years. Needless to say, he was mightly pissed off at the dataminers who discovered and unearthed it within weeks of the game's release, despite the fanbase being almost as fast to discover the secret in its entirely through brute force. How did both dataminers and legitimate players know that there is at all a character who is hard to unlock and whose existence is kept secret ingame? Unlocking him gets you a Steam achievement, which is not hidden in any way.
  • Rogue Legacy spoils one of its big twists in one of the Steam achievement descriptions: "Mock the traitor." Now you know that somebody's not quite right.

     Role Playing Game 
  • At the beginning of Baldur's Gate II: Shadows of Amn, you meet a clone of Irenicus' former love. If you right-click her, she says the same phrase as the original, giving a hint about their origins.
  • The French translation of Final Fantasy VII did a Translation Spoiler by mistake: when you first arrive in Nibelheim with Sephiroth, Cloud asks him about his family. During Sephiroth's Mind Rape of Cloud in the Whirlwind Maze, Sephiroth answers "Ma mère s'appelait Jenova" (my mother's name was Jenova). But in the flashback in Kalm, he says "Ma mère était Jenova" (My mother was Jenova). Cue many players scratching theirs heads when he started to go psycho about the whole Jenova thing.
  • In Rune Factory 4, the Fan-Art exposition is presented by Ventuswill in her human form, which you can normally only see once you have completed pretty much everything else in the game.
  • Lunar: Dragon Song lets you find a chest (in a room that is mandatory to clear, no less) with Gideon3's card inside. This happens even before you fight Gideon2 at the end of the game, quite the giveaway...
    • Also, you'll find claws for Gabi on sale long before you even meet her. And equipment for Rufus is available in only one town (Although by then you've already met him, and he offered to join your party more than once), but unless you backtrack immediately after he joins he gets killed by Gideon before you ever get the chance to shop for his equipment.
  • Children Of Mana has a similar situation: there are slots in your equipment screen for several weapons that you don't start with, and the gem inventory screen can rather taunt you with its emptiness.
  • Shows up in Seiken Densetsu 3: The game leads you to believe that opening the gate to the Mana Holyland and acquiring the Sword of Mana will be the game's big finish. It's somewhat undermined by the fact that unless you've spent an inordinate amount of time Level Grinding, you're nowhere near the level needed for your second class change, and at that point in the game, have no obvious way of getting the MacGuffins needed for it anyways. (They can be obtained early, but it is unlikely to the point of Guide Dang It; they're plentiful later.)
  • Super Mario RPG: The game's subtitle ("Legend of the Seven Stars") is already a clue in and of itself, but the Star Piece screen nonetheless displays seven specific slots, one for each piece you collect.
  • Final Fantasy IV:
    • Not so much an Interface Spoiler as Interface Foreshadowing, but Tellah is seeking out the spell Meteor for purposes of revenge. He finally gets it, and supposedly even has access to it in Random Encounters, but a quick check of the menu reveals that he does not and will never have enough magic power to actually cast it. Another comes when Baigan joins the party. That brings the party total to six, which is more than can even physically fit in the menu screen, so it's no surprise when he turns out to be lying.
    • In The After Years, checking the Hooded Man's equipment shows he uses his left hand to hold his sword, which is a huge hint on who he really is.
  • In Albion, shops sell weapons none of the party can wield (in the early game), though it is justified and otherwise would be plenty of Fridge Logic. The weapons, themselves, are described with a list of character classes which can wield them, revealing whom you can expect in the party later. And equipment in Summoner actually lists the name of everyone who can use it, including equipment solely for characters you haven't yet recruited.
  • Final Fantasy VI:
    • You can always go to the (empty) "esper" menu. Even though it's about a third of the way through before you properly find out what espers are and how they work.
    • Also, the battle menu, specifically the discrepancy between Terra and every other party member. At first, she can only use magic, and there's a gap where her special ability would be. Similarly, characters like Locke and Edgar have their special abilities, and a gap where the magic would be. Think people will eventually be able to cast spells, or that Terra will develop a secret power?
    • A lesser example is that none of the permanent playable characters are ever mentioned by name until you are given a chance to choose what that name is. This means that if you see a character mentioned by name and you are not given the chance to name them, you know for certain they will never join your party. It also means that, when the name entry screen comes up for a certain ninja before he joins, or a certain airship-owning gambler even before you meet him, you know that they are going to be part of your crew eventually.
  • Averted on Final Fantasy VIII, where there's a certain character that enters your party long after you've met. You even get the chance to rename this character, odd as it might seem.
  • In Final Fantasy V:
    • Faris is Bifauxnen. You learn it early, but it's spoilered even earlier when you change jobs first: Faris uses female sprites (especially noticeable in the White Mage and Black Mage jobs). It's even more noticeable in the GBA port, where Faris has a clearly female face portrait.
    • Exdeath's Castle, as climactic as it is, is not the final level. How do we know this? We're still missing all of the level 6 spells, and almost half of the Summon Magic. Granted, this game has a tendency toward the Guide Dang It, so a player without a guide could think they simply missed all of that...but there's no reasoning away the gaping holes in the game's bestiary for the GBA version.
  • Final Fantasy XIII has a fairly subtle one; four of your starting characters have two ATB slots and get a third when they become l'Cie. Vanille, however, already has three slots before this happens, because she already was a l'Cie before supposedly getting transformed alongside the rest of them, a fact also hinted at by her relatively high starting stats compared to the normal humans.
  • In Shin Megami Tensei III: Nocturne, the Cathedral of Shadows has 12 slots demons for use in fusion when you can only have 8 in your party at a time (the size expands by 2 twice before midgame).
    • Persona 3:
      • The game does get around the "list expansion" business - there are no individual slots, just blank space. (Then again, in that game, your Persona headcount is set by your level, not the plot.)
      • The game pulls a fakeout at one point where the stairs to the next area of Tartarus don't appear until a certain plot event, so it looks like you hit the top of the tower. Thing is, if you've been keeping up with Elizabeth's requests to defeat the various Hand enemies, you'll see a quest available to get Gold Medals from the Hands in a block you haven't been to yet...
      • Averted for Fukka though, where she plays a purely supporting role but if you go into your party menu you'll find she has a full set of combat stats like everyone else despite never actually entering battle like Mitsuru does.
      • There are a ton of these around Arcana Hanged Man. Despite all of your party members talking about how it's the final battle, it's pretty hard to miss that the Fool social link goes up to level 6 of 10 immediately before it.
    • Also, in Persona 4, you are still at Level 9 for the Fool social link when you get to a point which pretends to be the ending, giving away that it's a Bad Ending and there's still more plot to go. The link doesn't reach level 10 until you've found the path to the real ending. Plus, you haven't even unlocked the Judgement link until then, and it won't max out until you've beaten the "Final Boss".
    • Rule of thumb for Megami games: If the game presents what appears to be the final dungeon or the final boss, experiment with some fusions. If the level of the demons or personae that come up are significantly higher than your current level—we're talking about a level difference of at least 40—you're not nearly close to finished yet.
  • Chrono Trigger has a major one during a flashback, if you're paying attention: When Frog is recalling Cyrus's demise at the hands of Magus, Ozzie's dialogue is prefixed with OZZIE's name in all-caps, as you'd expect of an NPC, but Magus's dialogue is prefixed with a very PC-looking 'Magus'. The DS version rectifies the problem.
    • The worst offender is the DS version's "Dojo", which shows Magus in tech screenshots and it shows his two techs. Before you get him. The Item Encyclopaedia also shows weapons, which includes a portion of the list with scythes. Now who do we know that uses that type of weapon?
    • As Two Best Friends Play points out, the Hero Medal's description is "Ups critical hit rate of Masamune," and Frog is the only one able to use it.
  • In Chrono Cross, before you even leave the first town, you get to talk to a vendor, who offers the game's blacksmithy screen. On the blacksmithy screen you can see a huge box, mostly blank, reserved for characters who can equip the particular weapon, spoiling very early on that this game will have tons upon tons of player characters. Pointed out many times. Later in the game, when you encounter the disc one final boss, the fact that your character box is not even half full yet is another tip that this is not nearly the end of the game yet.
  • Rogue Galaxy has a few examples of this. The "SP" folder on the inventory screen blatantly spoils two key item collection quests, and Jaster's Tech Tree unlocks the dual tech "Fated Passion", whose description (and animation) detail a romantic subplot that comes almost completely out of left field. (I say almost because the game is already so Troperiffic it's pretty freaking obvious in any case. Still?)
  • In Shadow Hearts: Covenant, you can quickly see how many characters will join your party at the end by looking at the vertical spaces left in the main menu. That's assuming you didn't read the manual, of course.
    • The game also tries to trick you into thinking Nicolai is a main character. He's listed alongside the rest in the booklet, he's in your party at the very beginning, and is even the first character you control outside of combat. But checking his bio not only reveals that he is not what he claims to be, but is a bad guy as well!
  • You can tell how many characters you'll get in Tales of Innocence and Tales of Hearts because the menu has six slots for them.
  • In the Dragon Age series:
    • In Dragon Age: Origins, you can tell if a companion will join your group permanently because their character and inventory screens have an approval bar, while those of temporary followers do not. Temporary followers also don't gain any experience. Also, characters from the various origin stories that will show up later in the game have a background to their character portrait, but ones that will be gone forever have a plain black background.
    • They try to avert this in the Awakening Expansion Pack. Mhairi will never survive her Joining, but she will acquire experience and gain/lose approval in the brief time she's with you. But it's revealed anyway: if you check the character info screen, you'll notice her contribution to party damage stays at 0% no matter how much damage she's done to enemies.
    • In Dragon Age II, every companion has a special skill tree unique to that character (i.e., Anders gets a tree that gives him sustained modes based on his role as both ordinary mage and host to Justice/Vengeance, Varric gets one that gives him special skills involving his storytelling abilities and Bianca, etc.). The only companions who don't get a special skill tree are Bethany/Carver, who leave no matter what after Act I, either dying in the Deep Roads, becoming a Gray Warden, or joining their respective organization (Carver joins the Templars, Bethany is forced into the Circle of Magi.)
    • In Dragon Age: Inquisition, if you get First Enchanter Vivienne to like you enough prior to the Elder One's attack on Haven, one of the lines she can greet you with when you speak to her is "Inquisitor! What can I do for you, darling?" - Inquisitor being the title you're given later in the game due to some extreme circumstances that have yet to occur.
      • Not much of a spoiler, though, given that leading the Inquisition is a big part of the game that was discussed by Bioware constantly before release.
  • Subverted in Neverwinter Nights 2: Shandra dies a plot related death a while before the end of the game, but functions in all ways like a normal party member, including an approval rating and even what seems to be a romance option... which can never be completed.
  • Averted in NieR, where the menu screen interface actually changes completely once you gain access to Grimoire Weiss shortly into the game. Before that, pretty much the only thing you could see was a list of your consumable items; these menu items get changed into completely different and much more comprehensive menus once you pick up Weiss.
  • Lufia & The Fortress of Doom has a rare case of a sprite spoiler, although it's rather subtle: Lufia's in-battle and menu sprite shows her wielding a polearm, though it's not actual weapon of choice in gameplay. Female, blue-haired and using a polearm—think back to the beginning of the game. Who else meets that criteria?
  • Ultima VII's Dialogue Tree, as noted in this Let's Play:
    It's important to note here that Klog is lying. Characters normally don't tell you they know nothing about a topic; you usually just don't get the topic to ask them about. Since Klog does have these topics, it means he does know something, but it will be quite some time before we can coax the truth out of him.
  • The World Ends with You's save stats shows your current partner. Towards the beginning of the game this will spoil that you get more than one party member.
  • In Paper Mario: The Thousand-Year Door, the fact that enemies you don't use Tattle on have their entries given to you for the log if you can't fight them again supplies some spoilers. In particular, there's the fact that while Marilyn and Beldam are refought, Vivian is not.
    • Each time you get a Crystal Star, the game will tell you about its special powers in battle and what they do. So when you get the Ruby Star in Chapter 4 only to move on without learning about its abilities, you know something's up.
  • The pause menu for Super Paper Mario has a "Chapters" tab that shows descriptions of the chapters you've visited so far in the game. When Dimentio "ends your game" and sends you to the Underwhere, you unlock the description for Chapter 7-1, even though you aren't supposed to know that the Underwhere is Chapter 7-1 yet!
  • In Yggdra Union, you can pick up various equippable items that can only be used by Russell and Elena as early as chapter 2. They don't even show signs of wanting to join forces with you until chapter 4.
  • In Tales of the Abyss, the records screen shows the names of all your party members, including a guest, right from the beginning. Especially noteworthy for giving away that Asch will be fighting on your side later on in the game, who early on is portrayed as an antagonist.
    • In Baticul, one of the citizens mentions that Princess Natalia is a master of the bow. The store in Baticul sells bows. None of your other party members can equip bows.
  • The Disgaea series does this as new menu items are added. Especially in the remakes, where new ones that weren't in the original are added — in the PSP version of Disgaea 2, you have to play through the bonus mode to unlock an option.
    • The Disgaea character creation/reincarnation screen also "spoils" the existence of class tiers once you start unlocking them, though the levels needed for each tier to unlock varies with each class, and there are certain classes that don't unlock unless you meet special requirements. Same with Makai Kingdom.
    • In Phantom Brave, however, character creation occurs on a Ring Menu where new choices expand the ring.
  • In Planescape: Torment, the first time the player meets a future member of the party, an entry about him/her appears in the journal, in the "Party members" section. It is a kind of spoiler, because some of them join the player's party late after the first meeting.
  • In Tales of Symphonia when you reach the Tower of Salvation, Remiel tells you the reason Colette was brought there was to die and become the new body for Martel. Colette then proceeds to complete the transformation into a lifeless being. This would be an emotional scene if not for the fact that right after Colette completes the transformation and is supposedly dead you get a message that says "Colette Learned Judgement!"
  • In Neverwinter Nights 2, in the first area you visit outside of your Doomed Hometown — the road to some seemingly-unimportant swamp ruins — the minimap reads "The Mere of Dead Men". Now, the player character knows the apt name of the creepy swamp their home village is built on, but the player isn't supposed to know that yet. Also, one of the initially greyed-out prestige classes is Neverwinter Nine, potentially spoiling the offer Lord Nasher makes to you much later in the game.
    • Also, since the developers didn't bother to change the names of NPCs on-the-fly and weren't willing to outright lie to the player, you can tell that someone's going to try and deceive you about their identity if the overhead label that appears when you mouse over them says something vague, like "Man", instead of their actual name. Mask of the Betrayer demonstrates a plot-scripted character name change (Kaelyn the Dove can append a similar animal moniker to the end of your name), so we can put this down to Obsidian not caring enough.
    • The identity of the main enemy of act one, the Githyanki, is revealed to the player by the interface almost immediately, but it takes most of the act for the characters to learn.
  • Mass Effect:
    • In both this game and its sequel, the squad selection screen has silhouettes of unrecruited party members.
    • A minor one: when Shepard, Anderson and Nihlus view the transmission from Eden Prime, the subtitles identify the name of one of the soldiers under fire as Ashley, a good 10-15 minutes before she's properly introduced, while giving the other soldier a generic rank.
    • The moment you gain control of Shepard in the first game, you can go to the Squad screen with three points to give to your character. When you check out the Charm and Intimidate skills, it cheerfully informs you that you'll be allowed more points for them once you become a Spectre. This despite the fact that you're still a whole cutscene away from even knowing you're up for it.
    • During the Noveria mission, the player comes across some bugs which, when aimed at, are identified as "Rachni". Naturally your party cannot see this, and will wonder what those bugs were until The Reveal.
    • The target of Garrus's personal mission claims he's someone else. The subtitles don't agree.
    • Right at the beginning, on the ship, there's a greyed out option to open the galaxy map. If you try, it tells you that only the captain can do that, which is a pretty strong indicator that you will soon be in charge of the ship.
  • Mass Effect 2:
    • The silhouettes are replaced with datacards with information about your future party members, since the point of the main quests is to recruit them. However, others that Cerberus wouldn't have been aware of (or would they?) like Legion also have a datacard on your squad menu.
    • In the prologue, the identity of your rescuers is initially unknown and Jacob makes a big point of telling you that it's Cerberus. Except that each of the five or so computers that you can interact with prior to that point are all named 'Cerberus Laptop'.
    • Legion is addressed by the names in the subtitles upon your first meeting, then reverts to "geth" the next time you speak.
    • Legion is also partially spoiled by one of the upgrades you can pickup in the levels unlocked after Horizon being "Geth Shield Strength"
    • When you go into the Collector ship and find out the truth about them, the dialogue wheel, as usual, pops up before The Reveal has actually been said, and one of the dialogue options reads "The Collectors are Protheans!"
    • If you go and customize your armor after the first mission (post-resurrection), you're allowed to pick what clothes you wear on the Normandy, which at this point is totally illogical given that the ship was destroyed in the tutorial level. Thus, the appearance of the second Normandy is somewhat less surprising.
    • One of the DLC packs available on the Cerberus Network explicitly notes that it is an alternate costume for Garrus.
  • In Mass Effect 3, if you import your character from Mass Effect 2, the game gives you a quick review of all the decisions you've made thus far. Most of them are expected, but one of them is the choice of whether or not you saved Maelon's data, which is treated as a fairly minor decision when you make it. This makes it clear that the data is going to have an impact later on regarding the genophage cure.
    • This is also averted in the same game during the mission on Palaven. When Garrus talks off screen they are listed as Turian Soldier in the subtitles. It's not until Shepard and the player actually see them that they are then listed under their own name.
  • The "fill-in-the-blanks" party menu also appears in Knights of the Old Republic and Jade Empire. Basically, BioWare is very fond of this.
    • The "Force Sight" ability in Knights of the Old Republic II is not learned until you get Visas Marr in the party, unless you use first-person view with Kreia. If you happen to do that in the Polar Academy you will see that Atris is shaded slightly red, revealing that she is gradually falling to the dark side.
    • In Jade Empire, Wild Flower has two portraits, one for each spirit possessing her. When Ya Zhen (the evil spirit) reveals that he may aid you in return for your support, it comes as little surprise.
    • Some of the portraits are obscured with a big ol' "?" (and they're only silhouettes of heads) so it can be hard to tell who you can end up with. Even if you were expecting there to be another party member during the Siege of Dirge since there was an open spot, you might not have expected it to be The Dragon. (You might have, if you were paying enough attention to the dialogue, but that's legitimate Foreshadowing and not this trope.)
  • Sands of Destruction features a Quip mechanic, where sometimes lines that characters say in cutscenes become equippable. They can gain these lines before they join your party, however, highlighting your incoming members.
  • Checking the achievement list in Xenoblade will more or less make clear Fiora rejoins you at some point. To be fair, it's the most telegraphed spoiler in the game and bigger reveals are much better covered, but there you go.
    • The fact that the quests you get in some places, such as Alcamoth or Mechonis are ALL "timed", meaning you can't do them after a certain point, will also spoil for you that some large scale event is likely to occur in (or to) these places, and that the quests present will become Lost Forever.
    • There's also the fact there are no Heart-to-Hearts anywhere on Mechonis...
    • And then there's the fact that the Bionis' Interior and Prison Island have a collectibles list, but seemingly no collectibles to find...
    • An early point in the game features a notable Aversion that practically qualifies as an Interface Red Herring. During the attack on your Doomed Hometown, Dunban temporarily joins your party. If you go to his equipment screen, you'll notice his current gear can't be removed. Naturally the player would suspect he'd either be Killed Off for Real (heck, he pretty much has all the qualities of a Sacrificial Lion) or at least would never join your party again. In fact... he does rejoin you later as a fully customisable, playable character. It's his sister, the protagonist's Childhood Friend / Love Interest, who's killed in the attack, and she did have fully customisable equipment at the time.
    • Played straight with Dickson, who's temporarily controlable but has fixed equipment, lacks a Skill trait and only has two very basic Arts. It's pretty clear he'll never be a permenant party member.
  • Suikoden has a somewhat subtle one in that Sanchez, who you go to to change your team, is not listed on the Tablet of Stars, which reveals which of the 108 Stars of Destiny you've recruited. It's because he's not on your side; he's The Mole.
  • Suikoden V avoids this by taking a while before it gives you the Tablet of Stars. In doing so, it hides that one of your allies, Sialeeds, is set to betray you.
  • The Legend of Dragoon's pause screen includes a section devoted to Dragoon Spirits (enough to hold 8 of them) and the Addition section has a column devoted to SP gain (the meter built up that allows Dragoon transformations). Furthermore, the status section lists Magic Attack and Magic Hit (accuracy) on each profile, a stat that can only be useful to Dragoons. It's quite clear early on (after Lavitz gains his) that everyone in your party will eventually become a Dragoon.
  • Star Ocean:
    • In Star Ocean The Last Hope, in the weapon compendium, while the actual weapons are not revealed until you get them, it is staggered by playable characters. As soon as you get Lymle, you'll see that Faize's total amount of weapons is significantly smaller than Edge and Reimi's, revealing how he'll leave the party eventually.
    • In the remake of Star Ocean: The Second Story, each playable character's name is rendered in ALL CAPS, so it's easy to determine who will (Or has the potential to) join the team.
    • Star Ocean: Till the End of Time's Encyclopedia Exposita has the party members listed at the top of the Peoples section. Harmless enough with most characters joining as soon as you meet them, yet problematic for Albel and Mirage, the former starting out as a vicious enemy soldier and the latter spending over 3/4ths of the game on the sidelines due to not originally being in the party at all. If you're the kind of person who looks through the Encyclopedia thoroughly, you can find some spoilerific details on Maria a couple of dozen hours before you even meet her.
  • In The Elder Scrolls V: Skyrim, in the quest journal, there is decorative knotwork surrounding the name of the quest. This varies depending on the type of quest (main quests, guild quests, Daedric quests, etc.) For many quests this isn't a problem, but for some of the Daedric quests, A Night to Remember being a perfect example, it may not be obvious at first. Finding this out can be a major twist.example 
  • The game Live A Live uses static sprites for its enemies, which are usually larger than your characters (that is to say, they occupy 2x2 squares at least, while party members occupy 1x2). So when you encounter an enemy that has animation and is the same size as your party members, you know they'll be fighting alongside you at some point (unless that enemy was already playable, like Oersted or Straybow). This happens no less than three times.
  • Pokémon Black and White introduces a seemingly random Trainer who challenges you to a Pokemon battle... and gets a close-up for his challenge like your rivals and the Gym Leaders. Hey, think this "N" guy might be important?
    • Pokémon Red and Blue reveals the eighth Gym Leader's identity if you check the statues at the Gym's entrance. Hilariously, the Gym guide didn't know and he's stationed right next to them.
    • FireRed and LeafGreen have a "Braille Code Check" heading in the credits displayed upon beating the Elite Four. Unlike Ruby and Sapphire, Braille doesn't appear anywhere in these games until after the Elite Four, so the credits spoil its inclusion in a postgame quest. (As does the braille guide packaged with the game.)
  • There is a minor case in Ar tonelico 1. It's easy to tell from the Reyvateils' status screen that exactly three of them will join the party at some point.
  • The Area Jump menu in Inazuma Eleven GO 2 has an icon for each area, with the areas you can't visit yet displaying static. There are 6 icons, which would imply that there are 6 areas in all... except this trope is subverted when you gain access to a 7th area, and the original 6 icons move over to make room for 7 more (6 of which initially display static). This is subverted again in the Endgame Plus, where on two more occasions several icons scoot over to make room for another, eventually ending up with 15 icons that take up every last bit of real estate on the screen.
  • The digital re-release of Final Fantasy VII has an interface spoiler through its achievements notification. When you get to the absolute final battle against Sephiroth with only Cloud, you get to use Cloud's ultimate Limit Break Omnislash and there's an achievement for it. However, the achievement for Omnislash pops up as soon as the cut scene leading to the one on one battle starts. This can cause new players to immediately know the game isn't quite done yet.
    • It also pops up if the player loses the battle against his One-Winged Angel form.
    • There's an subversion in the achievements as well. There's an achievement for every character using their Level 4 Limit Break, including Aeris/Aerith's. Unless you're specifically going for it, she won't have enough kills through normal play before she's killed, and you won't be able to get the acheivement on that playthrough. It also caused a variation on the old "Aerith comes back" rumors with the achievement cited as proof you can get her back.
  • Radiant Historia has a "Story" section on the menu in case you lose track of where you should be headed that shows a diagram of events. Given the game's mechanics and plot, this is pretty much required. However, any event where you can do something more will have a line trailing off where another event connects later. Following up on the mysterious loose ends is a good way to figure out when you need to go to solve plot-related problems. Whoever decided to name certain skills has some explaining to do. Was it really necessary to name half the Dead All Along guy's skills things relating to ghosts and/or death?
  • Do not examine the achievements of Diablo III too closely if you don't want to know that Adria ends up betraying the heroes, since one achievement is for defeating her as a boss, with a demonic portrait. Or who dies early in the game (Deckard Cain has no conversation achievements outside of the act in which you met him). Or who the Stranger is (it's less obvious, but several of the Stranger's conversations are listed for the archangel Tyrael's conversation achievement).
  • Subverted in Betrayal at Krondor rather cleverly. The different armor types in the game have "racial mods" (i.e. bonuses) for three races: human, elven, and dwarven. Despite this, you never actually recruit a dwarf in the entire game.
  • The Bonfire travel menu in Dark Souls II expands to fit only the areas you've uncovered for most of the game. However, once you reach Drangleic Castle, the menu shows how many locations are in the game, blacking out the ones you've not been to. There will still be about a half-dozen blank spots after Drangleic Castle, indicating that it's not the final dungeon as you've been led to believe. It will also show the bonfires in each location in order, showing if you missed one by there being a blank spot between two usable ones.
  • In Child of Light, there are blank, greyed out squares in the skills menu blocking the ultimate skills for every character, which only open up after you complete Chapter 8. However, at the end of Chapter 7, one of your allies reveals themselves to be The Mole, betrays you to the Big Bad, and leaves the party. While you may think they will have a change of heart and rejoin later so that they can learn those skills, they do not, ultimately subverting the trope. Oddly enough, the interface does not lie. The traitor can learn their ultimate skills, but only on a New Game+.
  • Bravely Default: You're at the end of chapter 4, you've apparently defeated the Big Bad and you're going into the Very Definitely Final Dungeon to activate the Earth Crystal. But wait... there's still two more empty slots in the Job screen!
  • Fantasy Life:
    • The game makes new areas available via progression of a storyline divided in several chapters. Another mechanic lets you unlock new game features as a reward for certain in-game accomplishments. One set of these makes new items available in shops and works in such a way that the possibility to get extra items in the shops from the second town only becomes visible once it has been unlocked for the First Town. The story initially gives the impression that there are only three places that qualify as towns in the game and that unlocking the option for the third town is the only way to buy some of the crafting materials. Hey, what do you mean "choose this for extra items from travelling merchants and the store in Elderwood." ? What store in Elderwood? That place is just a forest full of monsters with no settlement of any kind. Well, it does have a strange statue and a bridge that can't be crossed...
    • The challenges needed to rank up in some classes will also mention the locations meant to be secret until a certain point of the story by name.
    • The existence of some job ranks is initially hidden, but there are two blank spaces between each set of job+rank combinations in the achievement list.
  • Arcanum: Of Steamworks & Magick Obscura displays race icons in the status window when you mouse over an NPC. This can ruin a bit of a surprise if the character's race wasn't intended to be obvious, as in the case of Gar the "World's Smartest Orc", who is revealed to be a human before you even talk to him, despite the fact that figuring out his secret requires decent conversation skills. The Mysterious Apparition is an even worse example, being a projection of the Big Bad: his icon is that of a human, but at that point of the story everyone still considers the main villain to be Arronax, who is an elf, and the truth isn't revealed until the final dungeon.
    • Averted with Stennar RockCutter, a dwarf posing as gnome, whose icon matches his physical appearance rather than his actual race.
  • The in-game map in Wild ARMs 3 lets you view the (empty) sections for Telepath Towers and Millennium Puzzles long before you'll come across — or even learn about — either of these types of locations.

     Simulation Game 
  • In most Ace Combat games, 2 being one of the exceptions, you can see in the hangar and plane select screens boxes either unselectable or empty that give away how many more planes can be bought.
  • Dwarf Fortress attempted to avert this but couldn't fully. While in development, it was realized that vampires would be unable to infiltrate the player's fortress without the UI giving them away. So, the UI and a few game mechanics were changed to accommodate vampire infiltration, including:
    • Dwarves disappearing and anonymous crimes. In the old system, you are informed when a dwarf is attacked or killed and told who the culprit is. Now, you are only informed if there is a witness to notice the deed. Dwarves who haven't been seen recently are quietly added to a list of missing units, crimes will likewise be silently added to the justice screen if there are no witnesses. So dwarves can turn up dead and you won't know who killed them, but if you're attentive you'll know they vanished. Vampires can also frame other dwarves for their crimes.
    • Migrant skills. Vampires were given old, unused skills before other migrants were. So, the vampire was the only newcomer with a half-forgotten trade. All migrants can have old skills now.
    • Fake identities. Previously, you knew almost everything to know about a dwarf by reading his bio. Now they can assume false identities to hide their real age and potentially lengthy kill records. Their relationships can hint at their identity: a spouse not present in the fortress or armies of relatives suggest a vampire. This is where the aversion of the trope fails: if the dwarf worships a god then that deity will be listed as a relationship. The deity's history can be viewed, providing a list of worshipers and curse victims, and listing a vampire's original identity. If you assign a nickname to a dwarf, the list will display the nickname rather then the assumed and real names. Thus, vampires can be spotted via the UI by nicknaming all newcomers, because giving Urist McCheesemaker the nickname "Doofus" results in the god's history reading "Cursed 'Doofus' McStonecrafter to prowl the night in search of blood".
    • One that has nothing to do with vampires: Setting up a lever and trying to link it to a weapon or spike trap can be used to detect early on whether or not your fortress's territory includes an upright masterwork adamantine sword, the kind used to seal a Demonic Fortress.

     Stealth Based Game 
  • The weapon upgrade interface in Hitman: Blood Money does this. Unavailable upgrades lack name and description, but the icon still informs the player that he can look forward to two more silencer upgrades, three additional types of ammo etc.
    • Also, in Agent 47's hideout in said game, customizable weapons are mounted on the wall with silhouettes behind them depicting their fully upgraded forms.
    • Subverted in the version of Blood Money for the original Xbox, which has a space in the hideout for a Dummied Out weapon.
  • In Assassin's Creed - at least the second game - you have a circle menu for your weapons which starts almost empty, and achievements such as Feather collection and Capes are to be found in the menu. In the Villa Auditore, there are rooms for all the weapons and armour you can collect, as well as galleries for purchased paintings and pictures of bested rivals. Needless to say, the walls are blank when you initially get there
    • Worse — in Brotherhood you have a circle weapons menu which also starts out nearly empty. If you've played the second game, you already are aware of most weapons you will get. One prominent spot remains open until the end — it's for the Apple of Eden.
    • In Assassins Creed III, the subtitles spoil The Reveal at the end of Sequence 3.
      • Additionally, the in-game manual and instructions didn't at all take into account the fact that Haytham is a Decoy Protagonist, as the player character is always referred to in the text as "Connor", who wasn't mentioned or even born yet during the first few sections of the game.

     Turn Based Strategy 
  • About halfway through Chapter 3 of Final Fantasy Tactics, rumors begin appearing in bars stating Marquis Elmdor recently died in battle. His biography still lists his age, which is only removed from anyone who dies, which means? Easy to miss, but he was undead the next time you saw him.
    • Avoided with the class system: the available classes are in a circle that expands as you unlock more (unlocking classes is done by getting class levels in other classes, per character), so you never know which classes you haven't unlocked yet, or which specific classes you need to level up in for the next class.
  • Final Fantasy Tactics Advance shows every class available while providing information on the equipment (and the abilities they teach). And given the player builds the world map by positioning the towns and such, they have a clue the plot is far from over from the number of blank spaces.
  • In Super Robot Wars, the games mark which units will you be forced to deploy next chapter. It gives away which series will be the focus next chapter, though sometimes this means they might just get a new robot or will appear midway the fight to save the day. This is a good thing, since if they're low in upgrades that's your chance to not get stuck in an unwinnable situation, but still. The Z2 games feature another one in that every unit's map sprite faces either to the left (if it's a protagonist) or to the right (if it's an antagonist). If someone joins up but they're facing right, expect a betrayal (though this part is averted in Z3).
  • The Support menu in most Fire Emblem games show a full list of every character that can have a conversation with your currently selected one. This includes anyone you haven't unlocked yet.
    • In later games the sprites of the locked characters are blacked out, which is normally enough to avoid spoilers. However, in Awakening a savvy player can find one blacked out sprite that is clearly wearing Emmeryn's headdress, as well as Gangrel's crown and Walhart's very distinctive unique class.
    • Also from Awakening, two of the villains, Gangrel and Aversa, briefly appear on the map in Chapter 9. While Gangrel is ostensibly the Big Bad, her stats are much higher than his, hinting that he's a Disc One Final Boss and she's a Dragon with an Agenda. Also, it's probably unadvisable to view Gangrel's description at the time, since it's meant for his appearence later in the game and so refers to him as the former king of Plegia.
    • In Rekka no Ken and Sacred Stones, only the names are missing. This means players can easily predict the joining of aforeseen characters such as Nino, Jaffar and Vaida in Rekka no Ken, as all of them are seen before they're available to recruit. The list is even longer for 8: characters such as Ewan even having a unique sprite to be unequivocal. Others include whichever Lord you're not playing as, L'Arachel and co., Innes, Duessel, Cormag, and even Myrrh.
  • Advance Wars: Dual Strike gives you a unique character select screen in the Campaign Mode, with an empty slot for each character from each country you can control. Not only does this spoil how many characters you will get, but they are also categorized by country. The two empty slots at the bottom are a dead giveaway that two Black Hole characters, Lash and Hawke to be precise, will have a Heel-Face Turn and join the Allies.
  • In the Shining Force series, the Egress spell is often reserved for the hero of each game to allow the team to make a quick escape when things go bad. However, in Shining Force: The Sword of Hajya, the mage Natasha is the only non-hero character in the series who can also learn Egress. In Chapter 3, the party is forcibly split up, with the hero leading one team, while Natasha assumes the leadership role for the other.
  • In Project X Zone, there are quite a few instances between chapters when it seems like a character, for some reason or other, has left the party, but one quick look at the party setup on the intermission screen will tell you that that's not the case. This is especially jarring with Arthur's Disney Death.

     Visual Novel 
  • A general example: due to Conservation of Detail and Effort, Visual Novels usually only give portraits to important characters. So if you're meeting someone new and a portrait shows up for them, you can safely assume that you'll be seeing them again.
  • Similarly, games with voices tend to have the option to disable them per character. Don't expect people who fall in the "others" category to be important.
  • The character bio section of the Legend arc in Umineko no Naku Koro ni tells you that Maria shares her fascination of the occult with Kinzo and has strange behavior before she started mentioning magic to her family.
  • In the Ace Attorney series, if you don't get a profile entry for a major character who is mentioned more than once, you can bet it's because they're already listed in there under another name.
  • In Princess Waltz, shutting off the female voices prior to the reveal doesn't stop Chris' vocal tracks.
  • The secret files in Virtue's Last Reward very often contain rather blatant spoilers for things that will come up in a cutscene after leaving the room they were acquired in. This wouldn't be so bad if it wasn't for the fact that most people would view said files the minute they get them...which is before the cutscenes happen. Some of the files even spoil big game plot points like it's practically nothing. Woe betide the unfortunate soul who decides to go for the files on their first playthrough and read them all, especially if they're playing on Hard (which gives you more files).
  • If you see all of Chihiro's Free Time events in Dangan Ronpa, you'll notice that the sheets in Chihiro's room are blue as opposed to pink, cluing you in to his actual biological sex. You're also allowed to select dead characters when it comes time to pick the culprit, which doesn't make any sense until you reach Sakura's murder, and discover that her killer was Sakura herself.
  • In G-Senjou no Maou, this trope is both played straight and actually used to mislead the player. For scenes not viewed through the eyes of the protagonist, the text interface expands and is printed on a translucent background sporting the temporary point-of-view character's silhouette. But when the point-of-view shifts to 'Maou', who is heavily implied to be Kyousuke himself, there is no change. The fact that they actually end up being two different characters is effectively hidden by this trope.

     Wide Open Sandbox 
  • The powers menu spoils the number (and distribution) of powers in Prototype.
  • inFAMOUS shows you the number of powers in the upgrades menu, but not what they are called or how you get them. Also, some of these are passive bonuses or upgrades such as damage boosts, health boosts and upgrades to your lightning bolt power.
    • In a scene in the last third of the sequel, Cole, Zeke and Kuo have a serious discussion in a train car about whether Cole is physically and mentally ready to use the RFI, having found "the last Blast Core". The scene probably would have had a lot of impact - if the player wasn't already aware from the on-screen text interludes between plot missions that show he still has two more Blast Cores to collect after this, as well as several locked abilities that haven't opened up yet.
    • There's also a mission that has you firing a nuke at The Beast. It's quite clearly made to seem like this is the ending of the game, except A. that would be a hell of an Anticlimax Boss and B. it's still showing that you need to find two more blast cores, which would be pointless if this mission succeeded.
  • In Batman: Arkham Asylum once you gather all the Spirit of Arkham messages, you're supposed to deduce his identity. While you can in fact do so via the messages alone there's a more "meta" way to figure it out. If you look at the Spirit's character bio, it lists his/her "Debut" as being in the game itself. There are only three other characters in the game that have that same element in their bios: Dr. Young, Frank Boles and Quincy Sharp. The former two are dead by the time you have all the messages, which leaves Quincy Sharp and lo and behold, it's him.
  • Batman: Arkham City has deliberately cryptic and vague trophy descriptions to avoid spoiling the plot. Defeat Grundy? "Stop the unstoppable - Wrecking Ball". Defeat Ra's al Ghul? "We are legion - Sandstorm". Defeat the Final Boss? "All the world is a stage - Exit Stage Right".
    • Astute players and fans of the comics might have picked up on the last achievement being a reference to Clayface, considering his past life as an actor.
  • When the protagonist of Grand Theft Auto IV: The Lost and Damned was revealed to be Johnny Klebitz, players noticed that completing a mission featuring him and Niko unlocked the "Impossible Trinity" achievement, a blatant hint that the protagonist for the then upcoming second expansion also appeared in said mission. They quickly came to the conclusion that it had to be Luis Lopez, since he was the only character in that mission whose fate was ambiguous. Much later, Luis was confirmed to be the protagonist of Grand Theft Auto IV: The Ballad of Gay Tony.
  • The screen that notifies you of when you have enough respect to do a mission in Saints Row 2 shows the signs of the four gangs in the game—and the Ultor logo, foreshadowing the missions you'll eventually go against the Ultor Corporation.
  • Lampshaded in Saints Row IV, where the Boss says that they have to stand and fight a particularly powerful enemy rather than running away because their interface screen still has an empty power slot and they want to fill it by beating them. Saints Row IV also plays it straight in that the achievements and challenges reveal all the activated powers and most of the special weapons long before you get them; each activated power also lists all its elements, even the ones you haven't found yet.

  • The Mahjong client Tenhou contains a minor one. The window showing the winning hand will show the yaku one by one, and then the not-immediately-visible ura-dora (if applicable) and reveal the hand's total score afterward. You can tell immediately whether the hand is valuable enough to cause a Nonstandard Game Over (like someone getting bankrupted, or the dealer on the last hand pulling ahead of everyone else) if the button at the bottom says "END" instead of "OK". Conversely you can tell when the game will continue past its normal endpoint (due to no one having the minimum 30,000 points needed to win) by the button saying "OK" on the last hand.
  • In Story of the Blanks, once Applebloom enters Sunny Town, the text boxes' border design changes, possibly hinting that something isn't quite right about the place. The borders go back to normal after Applebloom and Twilight Sparkle leave the forest, but the narration at the end still uses the alternate design.
  • In Mario Golf, when your putt has been lined up perfectly and will go in, the camera switches to show the hole.

     Non-Video Game Examples 
  • This actually occurs in one of the Fire Emblem mangas, "Hasha No Tsurugi". Each chapter begins with a recap page telling the story so far and giving profiles of each of the main characters and others who are relevant to the current story arc. That's all well and good... until the final chapter gives a recap profile for a character who hasn't appeared for around 5 issues and who it'd have no good reason to recap. It was foreshadowed that they were a Chekhov's Gunman earlier on, but this kills any remaining subtlety.
  • The Huffington Post loves to tease readers with grabber lines such as "You'll Never Guess This Celebrity!", but the URL for the page frequently includes the article's headline (kevin-bacon-shift-your-shopping-for-good), so hovering your mouse over the link reveals the answer 99% of the time and saves you from having to actually read the article.
  • If you are watching Double Rainboom for the first time, do so on YouTube and not on the official website, as the disclaimer on the bottom of the page spoils the fact that the story's actually a crossover.
    • Youtube spoils it too, thanks to the "related video" list.
    • The description on YouTube, which is where most people will go to first, and what will be mostly visible on a recommended videos list, clearly starts with "SPOILERS BELOW" (and on the recommended videos, that's all that is displayed), implying that you may not want to check it yet.
  • Chapter 10 of Sonic Generations: Friendship Is Timeless corresponds to the rival battle between Sonic and Shadow from the original game. However, Shadow's name in the chapter title has a question mark next to it, spoiling the fact that the rival battle against Shadow is a Bait-and-Switch Boss.
  • Completely averted during Chuggaaconroy's Let's Play of Kid Icarus: Uprising. Part 2 of chapter 9 is set up to be the final video of the LP, and as such the navigation at the top of the video does not show a "next" button. This navigation shows up again during the "credits", again no next button. After Hades interrupts the credits and gives his speech to Pit and Lady Palutena, the final shot now shows a next button on the navigation.
    • He does it again in chapter 23.
  • In TV Tropes, spoiler placement can give away what they're trying to hide:
    • If there's a completely spoilered-out entry in the "D" sectionnote , don't count on a happy ending.
    • If Infant Immortality or Always Save the Girl has a spoilered out description, the child/love interest most likely died.
    • If you're on the character page for any work with a mystery central to the plot and you see someone whose description is 90% spoiler-taggednote , congrats, you have probably just found the villain.
    • Even if the work tries to avoid this by having a separate "Antagonists" section and warning of unmarked spoilers in there, it's still very easy to find the villain. If a character has a desceptively small list of tropes in the normal characters section, and a one-line spoiler underneath their profile, said spoiler will almost always be "For tropes pertaining to them after The Reveal, see the Antagonists section."
    • In works that have voice acting involved, if a mysterious character's voice actor is spoilered out, chances are whoever voices the character already voices someone in the current cast.
    • If said Walking Spoiler suddenly dies half-way through the first episode, then even the sheer number of tropes associated with them, spoilered out or not, can spoil that they're Not Quite Dead and will come back at some point.
    • If part of someone's name is spoilered out, you've probably got a Tomato in the Mirror on your hands.
    • Entries on a work's Tear Jerker page which simply say "Charname's death." Not to hard to figure that out...
    • It's common to see a trope description take some form of "Looks like it's going to be subverted, but then its played straight. The spoiler tag isn't really hiding anything in such cases.
    • If a work seems cheerful and bright, but has a Darth Wiki or Nightmare Fuel tab, chances are there will be much more to the work than meets the eye. Examples include Eversion, Ai To Yuuki To Kashi Wa Mochi, and Irisu Syndrome!. The same could apply to the existence of Tear Jerker tabs, to a lesser extent. For that matter, a work's entry in Surprise Creepy is in and of itself a spoiler, so do not visit that page if you hate being spoiled.
    • Any mention of a villain that mentions he's The Dragon, and then a short spoiler in parantheses. In most cases this will be (and later Big Bad).
    • A similar case to the Ace Attorney example can occur on TV Tropes character pages too. If a named character from a work is built up as important, but doesn't have an entry at all on the characters page, chances are it's because they're an alias for someone who does have an entry. The same happens if the character has a character page entry, but no image to go with it. In that case it's a safe bet that their appearance is the same as someone else's.
    • The generally frowned-upon format of dedicating spoiler tags just to a character's gender, either because of a reveal involving them, or because it isn't their true gender, will usually be very obvious no matter how the spoilers are added. In the former case, either the gender distribution of the work is even enough that simply their gender isn't enough to reveal anything, or the gender ratio is heavily skewed in one direction and their gender only has any need to be spoilered at all if they are in the minority gender, which would stick out like a sore thumb anyway. In the latter case, it still sticks out like a sore thumb and hints at a reveal the reader probably wouldn't be suspecting if the spoiler tags weren't there or applied differently.
    • Death Tropes as listed on a character page is sort of a damned-if-you-do, damned-if-you-don't situation. One one hand, spoiling the name of the trope will give the reader nothing to go on, so curiosity may entice them to highlight it anyway. On the other hand, leaving the name of a trope like Killed Off for Real or Dead All Along ends up covering up approximately nothing.
    • If you wish to edit a page that has spoiler tropes on it, there's nothing you can do except try to avoid the very visible spoilers.
  • Choose-Your-Own-Adventures videos on Youtube, or videos with heavy use of the Annotations, fall for this if they use repeated clips for their bad endings, as viewers can look at the url of the video in question and turns the video into a game of Guess Who.
  • When talking about Death Note on a forum that allows spoiler tags, if you mention the death of L, you should probably pad the spoiler out a little so it's not immediately apparent who you're talking about. To a lesser extent, this applies to any character with an unusually short (re: around 3 characters or fewer) name.
  • This is essentially the reason for the existence of Polsy, which lets you display Youtube videos on a seperate screen; so Somethingawful lets players can host their videos on YouTube without the Related Videos spoiling the story.
  • NFL Sunday Ticket's online streaming app will pop up alerts for scoring plays. However, since the video is often a play or two behind, you often get the score alert before seeing the ball snapped.
  • Worm, a Web Serial Novel, is published as a series of blog posts, with each post tagged with the characters appearing in it. However, the character tags sometimes include minor spoilers, such as revealing Atlas's name before he's named in story, or revealing the identity of Golem early. Subverted with the Echidna clones, which each have their own, named character tags despite only appearing briefly and never being named in story.
  • Discovering a Walking Spoiler can go both ways in IMDB: either the actor is credited as a too-revealing name, or clicking the character page reveals an awful truth.
  • If you type certain search terms into a search engine, such as Google, you can get somewhat spoileriffic results from even the suggested search terms. For an example from Attack on Titan, "Reiner Braun is a Titan."
  • In Continuity Reboot Sailor Moon Crystal, the To Be Continued card depicts Princess Serenity holding a staff-length version of the Cutie Moon Rod as a sceptre, well before the story arc that introduces the weapon itself.
  • 24 has made a habit of silencing its signature beeping clock whenever a major character has been killed, to the point that when Tony Almeida returned in season 7 after having seemingly been given a silent clock in season 5, the producers pointed out that unlike most of those other times, there were still other sounds audible while the clock was onscreen. Come Live Another Day, and despite absolutely no indication that he wasn't about to die, the episode which ended with President Heller acquiescing to Margot Al-Harazi's demands, allowing her to kill him with a missile from the stolen drones had a normal, beeping clock. Sure enough, the following week's episode revealed that Jack had found a way to save him.
  • The episode of The Fairly OddParents in which Poof is introduced is sometimes broadcasted as a two-parter and not in a single episode. Poof only gets his name at the end of the second part (a Running Gag in the episode is several characters coming up with various names for Poof). The first part, however (which ends shortly after Poof is born) clearly has Poof's name written in the end credits (and just to drive the point across, it's written as "Baby Poof", making absolutely sure people know who this is referring to).