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** Likewise, several Wrath of the Lich King dungeons were either largely circular in design (leaving the final boss room right next to the entrance) or went upwards for the most part and let players jump down into SoftWater to reach the entrance. Later expansions did away with the shortcuts as most people used the Looking For Group function.

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** Likewise, several Aeveral Wrath of the Lich King dungeons were either largely circular in design (leaving the final boss room right next to the entrance) or went upwards for the most part and let players jump down into SoftWater to reach the entrance. Later expansions did away with the shortcuts as most people used the Looking For Group function.



* ''VideoGame/XenobladeChroniclesX'': PlayedForLaughs during Chapter 11 when Rook and their team storm the facility of the Ganglion and notice an energy barrier requiring a key to be dispelled. They take an alternate route to find the key and access the whereabouts of [[spoiler:Lao and the Ganglion mecha he stole]]. After a roundabout and several enemies defeated along the way, they find the key... and then see the barrier that blocked their original entry, now from the other side. On the positive side, they've not only opened a shortcut, but the big size of the now-open entrance will allow them to bring the Skells with them to the boss battle that lies ahead.



* In an example that either inspired or was inspired by this trope, Conan and [[FiveManBand his party]] end up right where they started in ''Film/ConanTheDestroyer'' by smashing through a wall.

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* In an example that either inspired or was inspired by this trope, * Conan and [[FiveManBand his party]] end up right where they started in ''Film/ConanTheDestroyer'' by smashing through a wall.
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* In ''VideoGame/ChicoryAColorfulTale'', some areas have shortcuts that immediately take you back to the entrance after you go through them at least once. For example, there's a paintable wall in Grub Caverns that takes you back outside, but it's only accessible right after you unlock the ability to swim through paint up them.

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* In ''VideoGame/ChicoryAColorfulTale'', some areas have shortcuts that immediately take you back to the entrance after you go through them at least once. For example, there's a paintable wall in Grub Caverns that takes you back outside, but it's only accessible right after you unlock the ability to swim through paint up them.it.
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Crosswicking

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* In ''VideoGame/ChicoryAColorfulTale'', some areas have shortcuts that immediately take you back to the entrance after you go through them at least once. For example, there's a paintable wall in Grub Caverns that takes you back outside, but it's only accessible right after you unlock the ability to swim through paint up them.
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* ''VideoGame/{{Tunic}}'' is rife with these, in overworld and dungeons alike. They come in many forms: Barred doors, lever-controlled doors/ladders, ropes and folding ladders to let down...
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Fixing indentation


** ''VideoGame/DiabloII'' has the Waypoints which act just like this, but are explicitly magic, justifying the trope some.
** ''VideoGame/DiabloIII'' also features the waypoints, and has small waypoint stones at the end of optional dungeons that send you straight back to the entrance.

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** * ''VideoGame/DiabloII'' has the Waypoints which act just like this, but are explicitly magic, justifying the trope some.
** * ''VideoGame/DiabloIII'' also features the waypoints, and has small waypoint stones at the end of optional dungeons that send you straight back to the entrance.

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** One way Waystones at the ends of a few dungeons in ''VideoGame/FinalFantasyXII'', except without the easy return option: ''"By this, return ye to [wherever you came from]. By other means, return ye here."''



** ''VideoGame/FinalFantasyXII'': Raithwal's Tomb and Giruvegan have teleporters at the end that warp you back to the beginning. They have warnings on them saying that if you want to get to the end of the dungeon again, you'll still have to go the long way.

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** ''VideoGame/FinalFantasyXII'': Raithwal's Tomb and Giruvegan have teleporters at the end that warp you back to the beginning. They have warnings on them saying that if you want to get to the end of the dungeon again, you'll still have to go the long way. The Pharos at Ridorana has them at the beginning of the second and third ascents instead of the end of the dungeon.
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** ''VideoGame/FinalFantasyXII'': Raithwal's Tomb and Giruvegan have teleporters at the end that warp you back to the beginning. They have warnings on them saying that if you want to get to the end of the dungeon again, you'll still have to go the long way.

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* The original ''VideoGame/{{Diablo}}'' has these for each of the three latter areas: the Catacombs, the Caves, and Hell. ''VideoGame/DiabloII'' has the Waypoints which act just like this, but are explicitly magic, justifying the trope some. ''VideoGame/DiabloIII'' also features the waypoints, and has small waypoint stones at the end of optional dungeons that send you straight back to the entrance.

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* The original ''VideoGame/{{Diablo}}'' ''VideoGame/Diablo1997'' has these for each of the three latter areas: the Catacombs, the Caves, and Hell. Hell.
**
''VideoGame/DiabloII'' has the Waypoints which act just like this, but are explicitly magic, justifying the trope some. some.
**
''VideoGame/DiabloIII'' also features the waypoints, and has small waypoint stones at the end of optional dungeons that send you straight back to the entrance.
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Not actually a part of the Gold Box series.


* ''VideoGame/GoldBox'': In ''Pool of Radiance: Ruins of Myth Drannor'', there is an interesting example: Early on, when you visit the elve's hideaway, there is a tunnel in the cliff-side, however when you first investigate it its completely walled off. Later, as you progress through the ruined city you find passages that lead to the surface, all out through that tunnel, which is an incredibly useful tool compared to traversing the immense dungeon in order to leave and sell your junk. Oddly, the tunnel is on the opposite side of the surface map from the dungeon entrance, and many of the passageways are on the far end of the dungeon (so it becomes something like so: Surface Passageway -> Entrance -> Inside Passageway). However, the passageways are two-way, so once you find them, you rarely have to go back to the main door unless you have to explore more of the main halls on that side.

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* ''VideoGame/GoldBox'': In ''Pool of Radiance: Ruins of Myth Drannor'', there is an interesting example: Early on, when you visit the elve's hideaway, there is a tunnel in the cliff-side, however when you first investigate it its completely walled off. Later, as you progress through the ruined city you find passages that lead to the surface, all out through that tunnel, which is an incredibly useful tool compared to traversing the immense dungeon in order to leave and sell your junk. Oddly, the tunnel is on the opposite side of the surface map from the dungeon entrance, and many of the passageways are on the far end of the dungeon (so it becomes something like so: Surface Passageway -> Entrance -> Inside Passageway). However, the passageways are two-way, so once you find them, you rarely have to go back to the main door unless you have to explore more of the main halls on that side.
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* ''VideoGame/{{Stray}}'': Several spots that must be reached by long climbing sequences have a shortcut back down, such as a bucket lift or a series of drops that are too tall for a jump.

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* ''VideoGame/{{Stray}}'': ''VideoGame/{{Stray|2022}}'': Several spots that must be reached by long climbing sequences have a shortcut back down, such as a bucket lift or a series of drops that are too tall for a jump.
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typo fix


* Many puzzles in ''VideoGame/TheTalosPrinciple'' have either a wall that retracts the moment you pick up a sigil, a ladder or a fligth of stairs leading to a one-way drop near the puzzle entrance.

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* Many puzzles in ''VideoGame/TheTalosPrinciple'' have either a wall that retracts the moment you pick up a sigil, a ladder or a fligth flight of stairs leading to a one-way drop near the puzzle entrance.
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* ''VideoGame/RiverCityGirls'': Getting the gold item needed to see Hibari involves travelling down to a pawn shop, where the elevator up and down is out-of-order until the gold item has been acquired.

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%%(Preserved for future indentations)* ''Franchise/{{Castlevania}}'':
* In ''VideoGame/CastlevaniaSymphonyOfTheNight'', after exploring a large portion of the castle, you find yourself on the far side of a wall you passed very early in the game. There is a conveniently placed ''cannon'' that you can use to blast the wall down. There is no reason or use for the cannon other than blasting down this wall.

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%%(Preserved for future indentations)* ''Franchise/{{Castlevania}}'':
* ''Franchise/{{Castlevania}}'' franchise:
** ''VideoGame/CastlevaniaCircleOfTheMoon'': Getting Tackle after beating Necromancer allows the destrution of a blocking block in a hallway that connects the room right before Necromancer, and somewhere you were before, so you can go back and forth directly, instead of having to detour onto the roof to get to places inside the same castle.
**
In ''VideoGame/CastlevaniaSymphonyOfTheNight'', after exploring a large portion of the castle, you find yourself on the far side of a wall you passed very early in the game. There is a conveniently placed ''cannon'' that you can use to blast the wall down. There is no reason or use for the cannon other than blasting down this wall.

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* ''VideoGame/GoldBox'': In ''Pool of Radiance: Ruins of Myth Drannor'', there is an interesting example: Early on, when you visit the elve's hideaway, there is a tunnel in the cliff-side, however when you first investigate it its completely walled off. Later, as you progress through the ruined city you find passages that lead to the surface, all out through that tunnel, which is an incredibly useful tool compared to traversing the immense dungeon in order to leave and sell your junk. Oddly, the tunnel is on the opposite side of the surface map from the dungeon entrance, and many of the passageways are on the far end of the dungeon (so it becomes something like so: Surface Passageway -> Entrance -> Inside Passageway). However, the passageways are two-way, so once you find them, you rarely have to go back to the main door unless you have to explore more of the main halls on that side.



* In ''VideoGame/{{Killer7}}'', there are doors that would normally lead to later areas more quickly, but are locked from the other side, so the Smiths have to go through the long route. Upon reaching that other side, the door can be opened by Coyote.

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* In ''VideoGame/{{Killer7}}'', ''VideoGame/Killer7'', there are doors that would normally lead to later areas more quickly, but are locked from the other side, so the Smiths have to go through the long route. Upon reaching that other side, the door can be opened by Coyote.



* In ''VideoGame/PoolOfRadiance: Ruins of Myth Drannor'' there is an interesting example: Early on, when you visit the elve's hideaway, there is a tunnel in the cliff-side, however when you first investigate it its completely walled off. Later, as you progress through the ruined city you find passages that lead to the surface, all out through that tunnel, which is an incredibly useful tool compared to traversing the immense dungeon in order to leave and sell your junk. Oddly, the tunnel is on the opposite side of the surface map from the dungeon entrance, and many of the passage ways are on the far end of the dungeon (So it becomes something like so: Surface Passageway -> Entrance -> Inside Passageway). The passageways, are however two-way, so once you find them, you rarely have to go back to the main door unless you have to explore more of the main halls on that side.

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crosswicking


* After clearing "Hall to the Heart" in ''VideoGame/SaveTheLight'', the stairs past the final treasure room leads back to [[spoiler:outside Bismuth's Forge]]. However, due to the steep ledges, it's a one-way trip back down, so you have to take the Warp Pad and go through "Hall to the Heart" again to go back up.

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* ''VideoGame/SaveTheLight'':
**
After clearing "Hall to the Heart" in ''VideoGame/SaveTheLight'', Heart", the stairs past the final treasure room leads back to [[spoiler:outside Bismuth's Forge]]. However, due to the steep ledges, it's a one-way trip back down, so you have to take the Warp Pad and go through "Hall to the Heart" again to go back up.up.
** "Volcanic Venture" has two Warp Pads: one at the beginning and one at the end of a single path full of strong enemies.

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crosswicking


* In ''VideoGame/{{Portal 1}}'', shortly after Chell escapes being dropped into a horrible pit made of fire, she slides through a tube into a test chamber she had already completed somewhat early on in the game and must go through it again to move on -- solving it in a different, unintended way.

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* In ''VideoGame/{{Portal 1}}'', ''VideoGame/Portal1'', shortly after Chell escapes being dropped into a horrible pit made of fire, she slides through a tube into a test chamber she had already completed somewhat early on in the game and must go through it again to move on -- solving it in a different, unintended way.


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* After clearing "Hall to the Heart" in ''VideoGame/SaveTheLight'', the stairs past the final treasure room leads back to [[spoiler:outside Bismuth's Forge]]. However, due to the steep ledges, it's a one-way trip back down, so you have to take the Warp Pad and go through "Hall to the Heart" again to go back up.
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* ''VideoGame/NappleTale'' is entirely literal with the trope. Levels that end with boss fights incorporate a door that, should the player chose to open it, leads back to the level select screen. This serves two functions. First, it marks a point-of-no-return and gives players who don't want to challenge the boss a way to continue playing. Second, while players are encouraged to visit levels multiple times, the bosses are only fought once, so the door becomes the new level exit.

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* ''VideoGame/NappleTale'' ''VideoGame/NappleTaleArsiaInDaydream'' is entirely literal with the trope. Levels that end with boss fights incorporate a door that, should the player chose to open it, leads back to the level select screen. This serves two functions. First, it marks a point-of-no-return and gives players who don't want to challenge the boss a way to continue playing. Second, while players are encouraged to visit levels multiple times, the bosses are only fought once, so the door becomes the new level exit.
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* This is basically the entire plot of ''VideoGame/SacrificeGirl''. Miyo is thrown into a watery tunnel, the entrance sealed off with rocks. [[spoiler:After she resurrects the Water Dragon, it's able to smash through a number of rocks, making a shorter route back to the entrance... and conveniently enough, the rocks it can destroy are ''the type of rocks used to seal off the entrance'', allowing Miyo to get back to the surface.]]
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* ''VideoGame/NappleTale'' is entirely literal with the trope. Levels that end with boss fights incorporate a door that, should the player chose to open it, leads back the the level select screen. This serves two functions. First, it marks a point-of-no-return and gives players who don't want to challenge the boss a way to continue playing. Second, while players are encouraged to visit levels multiple times, the bosses are only fought once, so the door becomes the new level exit.

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* ''VideoGame/NappleTale'' is entirely literal with the trope. Levels that end with boss fights incorporate a door that, should the player chose to open it, leads back the to the level select screen. This serves two functions. First, it marks a point-of-no-return and gives players who don't want to challenge the boss a way to continue playing. Second, while players are encouraged to visit levels multiple times, the bosses are only fought once, so the door becomes the new level exit.

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* In ''VideoGame/ThreeDDotGameHeroes'', each of the six dungeons has a portal right before the BossRoom that will take you back to the entrance when activated. The final dungeon (a combination of MarathonLevel and BossRush), has one on each floor.



* ''VideoGame/ANNOMutationem'': At [[DownTheDrain Freeway 42]], after Ann travels through the entire facility to reach the control center, she enters an elevator that takes her to the back exit located on the opposite side of the main entrance.



%%** The Watcher's Keep in ''VideoGame/BaldursGateIIThroneOfBhaal'' is a pretty straight playing of this trope.

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%%** ** ''VideoGame/BaldursGateII'': The Watcher's Keep in ''VideoGame/BaldursGateIIThroneOfBhaal'' is a pretty straight playing of this trope.exit from the Underdark conveniently drops the party off back at the mainland.



* ''VideoGame/DevilMayCry3DantesAwakening'': In Mission 8, obtaining a key item opens one of Leviathan's intestines that leads you back to its stomach, the starting point of the mission.
* ''VideoGame/DevilMayCry5'': This is one of the level design's ways to minimize {{backtracking}}. When you're exploring a crossroad or an alternate path to discover some Secret Missions and collectibles, there might be a shortcut or tunnel somewhere near the end which lets you return to the main path without retracing all your previous steps. In Mission 10, Dante will even {{lampshade}} this trope after you go to the spot where Secret Mission 7 is located and jump off the ledge, pointing out that he returned to a familiar spot, and that the Qliphoth has bizarre paths.
* The original ''{{VideoGame/Diablo}}'' has these for each of the three latter areas: the Catacombs, the Caves, and Hell. ''VideoGame/DiabloII'' has the Waypoints which act just like this, but are explicitly magic, justifying the trope some. ''VideoGame/DiabloIII'' also features the waypoints, and has small waypoint stones at the end of optional dungeons that send you straight back to the entrance.

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* ''VideoGame/DevilMayCry'':
**
''VideoGame/DevilMayCry3DantesAwakening'': In Mission 8, obtaining a key item opens one of Leviathan's intestines that leads you back to its stomach, the starting point of the mission.
* ** ''VideoGame/DevilMayCry5'': This is one of the level design's ways to minimize {{backtracking}}. When you're exploring a crossroad or an alternate path to discover some Secret Missions and collectibles, there might be a shortcut or tunnel somewhere near the end which lets you return to the main path without retracing all your previous steps. In Mission 10, Dante will even {{lampshade}} this trope after you go to the spot where Secret Mission 7 is located and jump off the ledge, pointing out that he returned to a familiar spot, and that the Qliphoth has bizarre paths.
* The original ''{{VideoGame/Diablo}}'' ''VideoGame/{{Diablo}}'' has these for each of the three latter areas: the Catacombs, the Caves, and Hell. ''VideoGame/DiabloII'' has the Waypoints which act just like this, but are explicitly magic, justifying the trope some. ''VideoGame/DiabloIII'' also features the waypoints, and has small waypoint stones at the end of optional dungeons that send you straight back to the entrance.



%%** ''VideoGame/PaperMario64'' has some of these, although convenient switches to other characters hide how exactly Mario got out, on his own or by help of the newly rescued Star Spirit.



* The Moria Gallery in ''VideoGame/TalesOfPhantasia'' has a switch halfway through pulling which opens a staircase straight to the first level, and another one at the end of the dungeon which goes straight to the previous, making a very convenient shortcut to the exit. When you return to this place [[TimeTravel 150 years later]], those switches are still on, meaning [[BonusDungeon the newly discovered parts of the dungeon]] are accessible straight away.



* ''VideoGame/TalesOfSymphonia'' offers this option in the last dungeon, provided that you don't go straight for the last boss right away. Upon reaching the last area, a bit of hunting will provide you with a key item called the Sacred Stone that allows you to warp between the entrance of the last dungeon and the area right before the final boss. Also, there are a couple dungeons that you must pass through to get into some towns, like the Meltokio Sewers.

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* ''VideoGame/TalesSeries'':
** The Moria Gallery in ''VideoGame/TalesOfPhantasia'' has a switch halfway through pulling which opens a staircase straight to the first level, and another one at the end of the dungeon which goes straight to the previous, making a very convenient shortcut to the exit. When you return to this place [[TimeTravel 150 years later]], those switches are still on, meaning [[BonusDungeon the newly discovered parts of the dungeon]] are accessible straight away.
**
''VideoGame/TalesOfSymphonia'' offers this option in the last dungeon, provided that you don't go straight for the last boss right away. Upon reaching the last area, a bit of hunting will provide you with a key item called the Sacred Stone that allows you to warp between the entrance of the last dungeon and the area right before the final boss. Also, there are a couple dungeons that you must pass through to get into some towns, like the Meltokio Sewers.



* In ''VideoGame/ThreeDDotGameHeroes'', each of the six dungeons has a portal right before the BossRoom that will take you back to the entrance when activated. The final dungeon (a combination of MarathonLevel and BossRush), has one on each floor.
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** ''VideoGame/MetroidDread'' has plenty of examples, but one particularly egregrious case occurs near the begining of the game where, immediately after you get your first upgrade, the charge beam, the first door you can open with it takes you right back to the very first screen of the game [[EstablishingSeriesMoment establishing that there's going to be a]] ''[[EstablishingSeriesMoment lot]]'' [[EstablishingSeriesMoment of backtracking]].
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* ''VideoGame/IWasATeenageExocolonist'': Boss events, which are typically in remote areas of the exploration maps, turn into stations from which it's possible to get transported back the colony once completed.
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** It also applies to the overworld map in ''VideoGame/TheLegendOfZeldaTheMinishCap'': picking up certain items or approaching from the other side allows one to open up shortcuts that bypass challenging enemies and puzzles.

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** It also applies to the overworld map in ''VideoGame/TheLegendOfZeldaTheMinishCap'': picking This applies to the overworld map. Picking up certain items or approaching from the other side allows one to open up shortcuts that bypass challenging enemies and puzzles.
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%%* ''VideoGame/SkiesOfArcadia'' features plenty of this.

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%%* * ''VideoGame/SkiesOfArcadia'' features plenty of this.these, among others at the end of the Temple of Pyrinn, where a secret passage opens up, and Moonstone Mountain, which let's you exit through a previously sealed door.

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