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In a party-based game or even multi-unit strategy game, a level or mission in which the player controls only one character - often the main hero on a solo escapade. Many RPGs will start in this mode before the hero meets other party members, so starting sequences don't count - but all further "one person left alone" sequences do. Doesn't count if the rest of the team isn't player-controlled but is AI-controlled and helps the player automatically, the character has to be really alone. Single duel-type fights have their own tropes
, this is about a whole longer level to be completed with a single character.
Might be because the hero performed a Sneaky Departure
; maybe This Is Something He's Got to Do Himself
or In the End, You Are on Your Own
; might be as a result of the whole team being involuntarily split
, scattered across the world
or even dying as a scenario requirement; might be a side character completing a quest/mission of their own.
Might lead to a Duel Boss
a solo fight, without a solo lead-in, wouldn't qualify for this trope).
See Solo-Character Run
when it's the player that decides to play with only a single character, for the added challenge.
- Command & Conquer: Red Alert 3's Uprising expansion has a whole minicampaign tailored around Yuriko Omega, Japan's hero unit.
- When Cecil's ship in Final Fantasy IV is attacked, he ends up alone on a beach.
- Early on in Final Fantasy V act 2, Galuf goes solo to rescue his imprisoned comrades.
- Final Fantasy VI - Locke doing a solo investigation in South Figaro.
- In Final Fantasy VII, Barret temporarily leaves the party to fight his Forgotten Friend, New Foe Dyne in Corel Prison.
- Several sections in Mario & Luigi: Superstar Saga take one brother out of picture and have you go solo for a while.
- Paper Mario: The Thousand-Year Door has a sequence in Chapter 4 where Mario gets his identity stolen and loses all his partners due to Doopliss stealing Mario's body and turning Mario into an unknown purple entity.
- In Pokémon Mystery Dungeon: Gates to Infinity, an ambush by the villains ends up separating you from your partner, forcing you to endure both a short dungeon and a potentially tough Wolfpack Boss solo before some unexpected help arrives.
- StarCraft II - one mission has the player turn the tide of an AI-controlled battle using a single Ghost unit
- Mass Effect 2 has a few Shepard-only side missions available as DLC: "Normandy Crash Site", where Shepard has to wander the eponymous location alone, contemplating the deaths of the soldiers under his/her command; "Overlord", where Shepard has to fight the Final Boss alone after being thrown into Cyberspace while the rest of the squad are trapped; and "Arrival," where Shepard performs an espionage mission that ends in the destruction of a solar system. Also, a short genre-shift plot mission where you play as Joker.
- Both Knights of the Old Republic games have plenty of moments where you control either one party member or the main character alone. This includes the final battle in each game.
- The Tihark Orchard and Augury rock missions in Guild Wars.
- A few missions in Warcraft III, using an individual hero. Most notably, Defense of the Ancients: All-Stars.
- World of Warcraft uses this trope as well, with solo scenarios introduced in Mists of Pandaria.
- Some dungeons in Exile and Avernum have you choose a single party member to send in.
- In Planescape: Torment on a couple occasions. In one instance, it's because navigation of the area involves being repeatedly struck dead by lightning traps. The Nameless One is immortal (or rather, can come back to life indefinitely), so he can get past this, but is kind enough to tell his less-than-immortal teammates to not follow him in.
- Dragon Age: Origins has the Scrappy Level Fade, which the Warden has to navigate on their own, optionally freeing the rest of the party for the Final Battle of the level.
- Ace Combat 5: The Unsung War has a single level that you have to complete without your three wingmen (and any weapons). Justified by the nature of the mission, namely, high-speed stealth recon.
- Ace Combat Zero: The Belkan War has two sequences where you have to fly without a wingman: after Pixy deserts you in mission 12 and after he kills PJ in mission 18 and you have to duke it out with him in the most epic Duel Boss battle of the series.
- Earthbound has Jeff's journey to Threed to break Ness and Paula out of prison, Poo completing his training, and Ness' trip to Magicant.
- Happens in Final Fantasy Tactics Advance, where Marche has to run away from Llendar until Cid rescues you.
- Fire Emblem: Radiant Dawn has Ike fighting one on one against the Black Knight.
- In Tales of Phantasia, if you fall into an early trap of the final dungeon, Cress wakes up alone in a dark dungeon and has to run around the area filled with monsters in attempt to get his teammates back.
- This is what you are left with after Tales of Symphonia has presented you with a Face-Heel Turn, a Distressed Damsel, and five successive Heroic Sacrifices in the span of one lengthy dungeon - and there's still a couple of floors for Lloyd to traverse solo. There's a Z-skit on those floors where he mentions that it's tougher being alone.
- Opoona has a segment right after the Disc One Final Dungeon, where you suddenly have to solo your way through a desert as Poleena. Thankfully, you are soon joined by a Guest Star Party Member, but you still spend a significant amount of time alone.
- Annoyingly for a game based on tactically positioning your squadmates, Rainbow Six Vegas 2 has a segment where your squad goes off to join the first game's protagonist, leaving your character to complete a level which has more in common with Splinter Cell then anything else, made more difficult by the game's (relative) lack of stealth mechanics. This is the Scrappy Level for a reason.
- Subverted by the ability to do this mission in co-op, making the level a lot easier.
- Ryu's Journey to the Center of the Mind in Breath of Fire III.
- In Lunar: The Silver Star, the party is reduced at several points in the story to just Alex and one companion (not counting Nall), and twice Alex gets left alone. The first is when Alex has to go through the Cave of Trial before entering Vane for the first time. The second is after Ghaleon pulls a dramatic betrayal.
- Bowish Island in Dubloon, thanks to the high concentration of the Navy, can be explored only by Ricky without drawing suspicion from guards (and drawing stupidity from them instead). All enemies that are present there can be quickly took out with Ricky if you know their weaknesses.
- In Scenario 34 of the Earth Route of Shin Super Robot Wars, Domon has to pursue Master Asia all by himself.
- Star Wars: Republic Commando generally has a Solo Sequence in every level (i.e. a proud total of three): on Geonosis, you start off alone but rendezvous with the rest of the Delta Squad shortly thereafter; the proper solo sequence on Geonosis comes when your squad boards the droid control center and has to disable four key systems simultaneously; in the second level, you spend almost the entire first half of it alone before reuniting with other Deltas; and in the final level, you have to go solo against a Geonosian nest because the other Deltas are already manning turbolaser turrets.
- The World Ends with You puts a twist on this at the beginning of the 3rd week: Since Neku cannot find a partner due to Kitaniji taking the entirety of the player base as Neku's entry fee for the week, he is incapable of fighting, so when he does get into battle, it's represented by all of his pins being disabled, so all he can do is escape battle.
- Beyond the Beyond forces Finn to go solo when it comes time for him to complete a plot-important Prestige Class quest.