So you have this princess
/whatever of great importance that you totally need to keep hidden or protected from the bad guys (or maybe even the good guys). Or maybe you need to go into hiding for a while and bide your time before you kick your enemy's big, flabby tushy. Well, no problem! There's supposed to be this place down the street that's said to be very safe from outsiders. Granted, it is
only a few dozen meters
from where enemy Mooks
go on coffee break
, but come on, no one will suspect a thing. Perfectly safe!
You can't argue with that, you say to yourself, so you put your undying trust into this safe haven of sorts, perfectly relieved to know that there isn't a snowball's chance in Hell
that anything's gonna happen to OHWAITNO
the Big Bad broke in and ruined everything.
Unfortunately, this "safe haven" was really a... well, unsafe haven
— a supposedly "safe place" that is either glaringly penetrable
or right in plain sight (or even both)
that the Big Bad
or the hero wouldn't even have a problem finding it or breaking in if he were blind.
Or had his hands tied. Or if he were blind and had his hands tied.
One may wonder why
anyone would bother using such terrible places for hiding/protection, but it is, nevertheless, quite an effective device to take advantage of to move the plot along, and it is also a commonly-used trope in fiction. It's likely to be of greater effect in lulling the audience into a false sense of security if the work in question is electronic or live-action — perhaps the heroes really have made it to safety — but, of course, there's no accounting
for the savvy fans who look at their watch
or the inventory screen
, or the 500 pages left to go!
Contrast Cardboard Prison
, where instead of the place of detention being laughably easy to storm
or find, it's laughably easy to escape
. Compare Neon Sign Hideout
, when this trope is played for laughs and fails even more as a hide
-out. See also Hidden in Plain Sight
and Right Under Their Noses
for when the heroes attempt to hide as close to the bad guys as possible, Swiss Cheese Security
for when it's laughably easy to enter the villain's lair, and Ditch The Bodyguards
for when the haven is safe, but the protectee refuses to stay.
open/close all folders
- In Harry Potter, Hogwarts is supposed to be the safest place in the world despite the fact that there is apparently revolving door of evil. It's infiltrated every single year by the bad guys.
- Gringotts. It may be harder to break into than Hogwarts, but it's certainly not as infalliable as the goblins would have you believe.
- The Death Eaters' meeting in chapter 1 of Deathly Hallows basically consists of Voldemort saying "I think I'd like to infiltrate and take over the headquarters of the magical government." He succeeds almost immediately after, on his first attempt.
- Considering the fact that Voldemort was able to easily and quickly take over any location he wanted, except Hogwarts, it might really be the safest place in the wizarding world. Let's not forget it was guarded by one of the few wizards powerful enough to fight Voldemort. It just wasn't 100% safe.
Live Action Television
- This is a very common trope in any Police Procedural involving a witness, to the point of enforcing No Good Deed Goes Unpunished throughout TV-land and implying that no witness in police protective custody is safe.
- LOST has the Temple. It's a mysterious location alluded to throughout the early seasons; Ben Linus tells his daughter to go there because it will act as a safe place, in S4. But when the time comes for the Smoke Monster to get in, he manages this feat in less than an episode.
- Bones: A villain who took great please in needling Booth set up his sanctuary on land he'd purchased in Booth's name, taunting him that he can't come onto private land without a search warrant. The idiot forgot that Booth wouldn't need a warrant to enter his own property.
- In The Legend of Zelda: A Link to the Past, we have the aptly-called Sanctuary, where Princess Zelda takes refuge after Link saves her from confinement in Hyrule Castle. It's supposed to be a safe place, even though it's kind of in the open and that enemy knights are kind of on patrol outside. Why Ganon didn't find it and capture Zelda sooner, like before Link got the Master Sword, is anybody's guess.
- Hyrule Castle itself is also this in The Legend of Zelda: The Wind Waker. After the truth of Tetra being the successor to the Hyrulian Royal Family's bloodline is revealed, Zelda is kept in the same chamber that the Master Sword was kept. Of course, considering that Link cleansed the place of Ganon's forces only a few hours or so before, it was no surprise that Ganon found her.
- Guild Wars: In the Nightfall campaign, two of the three Vabbian princes try to retreat to such a sanctuary. The players break in to get them involved in the war again, before the bad guys have a chance to reach it.
- Any time a game forces you, the hero, to give up a Macguffin or Princess you've rescued, they're as good as re-kidnapped. Such is the case of the Divine Rods in Ōkami. In this case you gave them to The Dragon while she was in disguise.
- The Half-Life games are a series of getting yourself to these... the surface, Lambda Complex, Kleiner's Lab, Black Mesa East, and White Forest are all places you are striving to reach for their relative safety... until you get there.
- Unlike everywhere else, White Forest is still in-tact when you're leaving it at the end of the Half-Life 2: Episode Two.
- Princess Ariana's Castle in HarmoKnight. There are literally OPENED WINDOWS EVERYWHERE, so it wouldn't be hard for Gargan to break in and scoop up the princess.
- City of Heroes: The vault of the Modern Arcane Guild of Investigation (MAGI) is so prone to having supposedly safe macguffins recaptured after being locked in it that it has become a running gag among players.
- New players in EVE Online occasionally start with the impression that high security space is safe. They learn very fast that it isn't.
- The safe havens in Alan Wake are generally, well, safe, being cones of light that drive off the Taken. Except that the havens are powered, and if the power goes out while you're standing there...
- In Resident Evil 2, the owner of Kendo's Guns assures your character that he/she will be safe in his store, given that he's keeping a close eye on things. Unfortunately, the huge glass windows of his shop weren't part of those aforementioned things, and so zombies quickly crash through them while he's not looking (Fridge Logic: wouldn't a gun store have security shutters to keep that sort of thing from happening?) and munch him down like a baked chicken, at which point you can either haul ass from your now-compromised shelter or fight off the horde and claim poor Mr. Kendo's weapon for your own.
- In any Escort Mission, if the idiot you have to protect doesn't do something else, it'll be this.
- Left 4 Dead is based on the group moving from one temporary safe haven to another in the hope that one location will be a permanent safe haven. And yes, the infected WILL break in if you stay in these temporary havens for too long.
- A villainous example in Pokémon Black and White: One of the Seven Sages thought it would be a laugh riot to put a Team Plasma hideout right across the street from the Castelia City Pokemon Gym, and was surprised when Trainers led by the Gym Leader started storming the place looking for their friends' "liberated" Pokemon.
- In Mario & Luigi: Dream Team, the bros hide Peach in the Dream World as a way to keep her safe from Bowser and Antasma. Turns out the place isn't so safe from Bowser's forces, with Piranha Plants, Lakitus and other Koopa Troop monsters having invaded somehow and her being in danger after all. Because Peach isn't the real deal. She's actually Kamek in diguise and he's deliberately let Bowser's troops and the Elite Trio in to sabotage the 'mission'.
- In World of Warcraft Mists of Pandaria, the Golden Lotus find the three treasures of Lei Shen before the Mogu can, then they lock them up in the same place the last one was found and add a few guards. Considering it was the Mogu who hid them there in the first place, putting all three in a Mogu tomb was not the brightest idea.
- Dungeons & Dragons adventure I12 Egg of the Phoenix. After the Forces of Evil steal the Egg from Doc's Island, the PCs manage to retrieve it. The Council of Northending has them take the Egg back to Doc's Island, where it is put in exactly the same place and with the same security as it had before. Not surprisingly, the Forces of Evil manage to steal it again almost immediately.