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- In The Battle For Endor of Star Wars: Ewok Adventures, Cindel and Wicket encounter a creature named Teek who takes them into an apparently empty house. Cindel and Wicket soon learn that the house does have an owner, who expels them when he returns.
- The first Back to the Future has Doc Brown and Marty simply walking into Hill Valley High School to locate Marty's future parents and fix the damage Marty unwittingly caused earlier. Nobody seems to say or do anything about these obvious trespassers in the school.
- In WarCraft, Khadgar and Lothar first meet when the former is arrested for breaking into the garrison morgue, which he's entered to examine bodies he's smelled fel on.
- Aragorn, Legolas and Gimli are viewed as being trespassers in Rohan around the start of "The Two Towers" in The Lord of the Rings (as well as in the movie), upon encountering Eomer and his patrol. This is justified as orcs are active in the lands and both of Aragorn's companions are obviously not native to Rohan.
- In "Flame of the Inquisition" from the Time Machine Series, if you made a wrong choice, you were arrested by knights during your travels for unknowingly trespassing on their duke's land.
- In Shaman Blues, Witkacy breaks into Tadeusz's house to search it, as he suspects him to be the killer but his investigation is off the books. Konstancja has the same idea, but she tells Tadeusz's neighbor that he's sent her to get something and thus obtains the keys.
Live Action TV
- Uncle Traveling Matt of Fraggle Rock became a perfect example of this trope when exploring "Outer Space", the world of the "silly creatures" (humans). A number of postcard segments show Matt inside of office buildings, schools and even inside private houses. He observes people in kitchens, living rooms, and bedrooms and then reports it back to Gobo through postcards. Matt's intrusions into these homes makes you wonder if Fraggle society doesn't have established protocol on privacy and personal space.
- The Elder Scrolls
- Daggerfall allows you to enter locked houses if you wish by picking the lock or simply breaking the door down. Both options may attract the attention of the guards though, with the latter moreso than the first.
- Morrowind removes the "break down the door" option, but still allows you to enter any location you can get into. The only way to get in trouble is to be seen by a guard while picking the lock. There are also a few "forbidden" areas which, if you enter before you are supposed to as part of a quest, you will be told to leave. (Vivec's palace is one such example.)
- Oblivion and Skyrim finally avert the trope. While you can still pick locks to break into places, any residents who are inside will threaten to call the guards or attack if you don't get out. Additionally, these games added considerably more locations where a key is required to open certain doors in order to prevent Sequence Breaking with associated quests.
- Baldur's Gate has one of four things happen if you enter someone else's house in the big cities like Beregost and Baldur's Gate. The inhabitants may have a quest for you to do and completely ignore your trespass; may state clearly that they frown upon you barging in (but don't do anything); some call the guards on you; and some will even outright attack you.
- Lampshaded in Robopon when a townsman actually says "You can even go into someone's house without permission and take things!"
- Averted in King's Quest I: Quest For The Crown with Rumpelstilkin. After he helps you on your quest, he goes back inside his home. If you try to have Graham enter the home (at least in the official and fan remake), the game will call you out and say that it's impolite to enter someone's house uninvited.
- Subverted in the first Leisure Suit Larry game. Larry can walk into just about anywhere, but is barred from entering the dance club or the penthouse of the casino/hotel...unless he use the correct item.
- In Ultima VIII, the Avatar can't walk into houses that are locked unless you have lockpicks, find another way in or use explosives to blow open the door. Be warned that if you're caught, you will suffer terrible consequences for breaking and entering someone's house.
- The castle at Eginbear in Dragon Quest III requires your to trespass in order to gain a crucial item. The guards won't let you in; you'll need to use either the Invisibility Herb or Invisibility spell to get past the guards. For some reason, none of the castle's inhabitants seem to object to your presence inside.
- Bioshock Infinite. Several times during the game you can go into private residences and ransack the place without any repurcussions. In one case you can steal money and food from a house while the people are still in it and know you're there.
- Zig-zagged in Robotrek. In your character's new hometown of Rococo, when he approaches a house he rings the doorbell before the door opens for him. But the homeowners never object to him rummaging around their cabinets for items. Plus there are other places like the sewers where kids are expressly forbidden, yet his quest takes him there anyway. And then the houses in the tropical village have no doors, so there's nothing to keep him from walking in unannounced.
- In Dragon's Dogma, the Arisen has no qualms about going into people's homes in his hometown. Perhaps it's justified, as the Arisen was a fisherman before he was called to action, and most of the houses he randomly enters and steals greenwarish from are Fisherman's Houses.
- In Final Fantasy X, Tidus enters people's homes in every town he goes to. The people usually don't care and chat with him as if he's a guest. Even while Seymour's gone, Tidus still goes through his mansion if there are no guards about.
- Link from The Legend of Zelda. No one cares when he trots in, breaks people's pots, and steals their valuables. But at least one guy in the ENTIRE series questions this. In Skyward Sword, he can even sleep in their beds to trigger the In-Universe Game Clock, and no one says a word of complaint.
- The character in Animal Crossing is able to visit his neighbours by simply knocking before immediately barging in if they're present. In the first game, he could enter even if they weren't home, but now they must be there first.
- Lampshaded in Dink Smallwood mod Quel. When the local wizard objects to Dink walking into his home without an invitation the following exchange takes place.
Dink: I always walk into people's houses. It's what I do. Only it doesn't work up north for some reason. You've got to help me!
Wizard: You've got issues.
- A staple in all games of the Thief series.
- In chapter one of Spandex Force 2: Superhero U missing student Ms. Supreme attacks you for fighting with her father. When you object that he started it:
Infinitorax Supreme: Well, it might be a quaint concept, but I really don't approve of strangers invading my home!
- Lampshaded in Kingdoms of Amalur: Reckoning by a hermit named Derfel, who asks if waltzing into other people's houses uninvited ever ends poorly for you.
- Averted in Neverwinter Nights mod A Time for Heroes. If you break down a locked house door and enter, the irate occupants call for the guards, who will show up if you wait around long enough.
- Averted in, of all places, a Gameboy adaptation of Hercules: The Legendary Journeys, as JonTron found out upon being told "Get out of our home" while thinking this trope was in effect.
- Lampshaded in Escalia when Fayhe attempts to open a locked door.
Lumia: Maybe we should stop breaking into people's houses like this?
Fayhe: What? We're visiting our neighbors.
Lumia: That's one way to put it.