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** In the first ''VideoGame/{{Metroid}}'', the "normal" path to Kraid has you descend the leftmost shaft of his hideout, through the false acid pool, bomb the floor in the purple hallway to reach the green hallway with the fake Kraid, then drop through a false floor to the antechamber of the real Kraid's room. To exit, you climb the rightmost shaft via a column of respawning blocks, which leads you through a missile door to an out of reach ledge back in the central shaft. With the Ice Beam, however, you can use frozen Rippers [[DungeonBypass to reach the door from the opposite side for a shortcut]]. The hideout also has two one-way Morph Ball passages exiting from the lower halls.

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** In the first ''VideoGame/{{Metroid}}'', ''VideoGame/Metroid1'', the "normal" path to Kraid has you descend the leftmost shaft of his hideout, through the false acid pool, bomb the floor in the purple hallway to reach the green hallway with the fake Kraid, then drop through a false floor to the antechamber of the real Kraid's room. To exit, you climb the rightmost shaft via a column of respawning blocks, which leads you through a missile door to an out of reach ledge back in the central shaft. With the Ice Beam, however, you can use frozen Rippers [[DungeonBypass to reach the door from the opposite side for a shortcut]]. The hideout also has two one-way Morph Ball passages exiting from the lower halls.
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not what this trope is about


** ''Fallout 3'' and ''New Vegas'' also allow you to "fast-travel" to any location, skipping traveling around the world -- as long as you've been to said location at least once.
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Added "Uncle from Another World" example.

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[[folder:Anime and Manga]]
* ''Manga/UncleFromAnotherWorld'': The dungeon with the Wand of Salvation has a secret door like this, leading from the final chamber with the Wand to the entrance. When Alicia's party enters the dungeon along with Uncle, he figures it out immediately, being a GenreSavvy video game fan. He promptly uses a spell to find and open the door, [[DungeonBypass bypassing the entire dungeon]] much to Alicia's disappointment. He feels so bad about this, he erases the party's memory and drags them back to the start so they can clear the dungeon properly.
[[/folder]]
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* ''VideoGame/{{ICO}}'' starts out deep within a castle's catacombs, then works its way into an EscortMission that takes [[KidHero Ico]] and [[FallenPrincess Yorda]] through a game-long flight across a full-scale island fortress. They navigate [[BrokenBridge inconveniently gaping chasms]], [[DeathTrap death-rigged rooms]], [[BlockPuzzle puzzle-based chambers]] and basically tour the whole building - ramparts, gardens, cemeteries - to [[LockedDoor unlock the one escape door]]. When you finally open the doors, [[spoiler: [[SavethePrincess she gets kidnapped]]]], so you have to climb your way back to where you started out at the catacombs for [[FinalBoss one last fight]].

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* ''VideoGame/{{ICO}}'' starts out deep within a castle's catacombs, then works its way into an EscortMission that takes [[KidHero Ico]] and [[FallenPrincess Yorda]] through a game-long flight across a full-scale island fortress. They navigate [[BrokenBridge inconveniently gaping chasms]], [[DeathTrap death-rigged rooms]], [[BlockPuzzle puzzle-based chambers]] and basically tour the whole building - -- ramparts, gardens, cemeteries - -- to [[LockedDoor unlock the one escape door]]. When you finally open the doors, [[spoiler: [[SavethePrincess she gets kidnapped]]]], so you have to climb your way back to where you started out at the catacombs for [[FinalBoss one last fight]].



** Many levels in the ''VideoGame/SpyroTheDragon'' trilogy, particularly ''[[VideoGame/SpyroYearOfTheDragon Year of the Dragon]]'', are structured like giant circles; there's always a wall you can now smash, or an elevator that can only be activated from the far side of the level, or a Whirlwind that's now active at the start of the level.

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** Many levels in the ''VideoGame/SpyroTheDragon'' ''Franchise/SpyroTheDragon'' trilogy, particularly ''[[VideoGame/SpyroYearOfTheDragon Year of the Dragon]]'', are structured like giant circles; there's always a wall you can now smash, or an elevator that can only be activated from the far side of the level, or a Whirlwind that's now active at the start of the level.
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[[folder:Film]]

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[[folder:Film]][[folder:Films -- Live-Action]]
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** The most blatant comes early in the original, where you're forced to do the 'We've Got Hostiles' chapter just because one security guard who could have opened a door didn't think to grab a shotgun while being attacked. Oh, and there is a scientist near this shotgun who could've helped, or at least pushed a button while his buddy scientist screamed at him to do it. [[SpeedRun Speedrunners]] have managed to skip the chapter entirely just by glitching themselves into the room with the button.

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** The most blatant comes early in the original, where you're forced to do the 'We've Got Hostiles' chapter just because one security guard who could have opened a door didn't think to grab a shotgun while being attacked. Oh, and there is a scientist near this shotgun who could've helped, or at least pushed a button while his buddy scientist screamed at him to do it. [[SpeedRun Speedrunners]] have managed to skip the chapter entirely just by glitching themselves into the room with the button.
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* The ''VideoGame/EtrianOdyssey'' series has made it a staple to include hidden shortcuts in dungeons that can't be entered when you first come across them, but, when after a lot of exploration you look at your map and see you ended up on the other side of the wall, you can "break open" the shortcut, not only offering a much faster way back but more importantly giving a much quicker way forward the next time you enter the dungeon. These conditional 2-way shortcuts were fairly uncommon in the first game, but by the third game, having a shortcut between the entrance and exit of a dungeon floor is almost guaranteed and most floors have 3 or 4 other shortcuts. The first game also has a shortcut right before the TrueFinalBoss all the way back to the entrance of the dungeon, giving the player a chance to save the game before plunging in.

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* The ''VideoGame/EtrianOdyssey'' series has made it a staple to include hidden shortcuts in dungeons that can't be entered when you first come across them, but, when after a lot of exploration you look at your map and see you ended up on the other side of the wall, you can "break open" the shortcut, not only offering a much faster way back but more importantly giving a much quicker way forward the next time you enter the dungeon. These conditional 2-way shortcuts were fairly uncommon in the first game, but by the third game, having a shortcut between the entrance and exit of a dungeon floor is almost guaranteed and most floors have 3 or 4 other shortcuts. [[VideoGame/EtrianOdysseyI The first game game]] also has a shortcut right before the TrueFinalBoss all the way back to the entrance of the dungeon, giving the player a chance to save the game before plunging in.
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* ''Literature/AscendanceOfABookworm'': At the start of Part 4, Rozemyne has to acquire her Divine Will feystone for her ''schtappe''. The entrance is a cave, but her Divine Will is very far inside, which exhausts her DelicateAndSickly body so much that she collapses after getting it. As she later learns in Part 5, [[spoiler:there is a door that leads directly to the location in which she acquired her Divine Will, that opens specifically for those who would otherwise have to make a very long trip to said location, and it's right near the cave's entrance. She could have avoided walking all the way there if the curriculum had not change to prioritize students getting their Divine Will as early as possible]].
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** ''VideoGame/AssassinsCreedBlackFlag'': A couple of the pirate dens which can only be entered through underwater caverns have this. The exit is clearly visible from outside but can't initially be reached due to its higher elevation.

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** ''VideoGame/AssassinsCreedBlackFlag'': ''VideoGame/AssassinsCreedIVBlackFlag'': A couple of the pirate dens which can only be entered through underwater caverns have this. The exit is clearly visible from outside but can't initially be reached due to its higher elevation.
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Added an example from Stray.

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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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Crosswicking

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** ''VideoGame/AssassinsCreedBlackFlag'': A couple of the pirate dens which can only be entered through underwater caverns have this. The exit is clearly visible from outside but can't initially be reached due to its higher elevation.
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->''"Oh no. Not THIS room again! I don't understand! Why do we make rooms that can't be accessed connect to OTHER rooms that can't be accessed?"''
-->-- ''Machinima/FreemansMind''

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->''"Oh ->''"Oh, no. Not THIS ''this'' room again! I don't understand! Why do we make rooms that can't be accessed connect to OTHER ''other'' rooms that can't be accessed?"''
-->-- ''Machinima/FreemansMind''
'''Gordon Freeman''', ''WebVideo/FreemansMind''
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* The Hampton Court Maze has a one-way door allowing people to exit the maze more quickly once they've reached the center.
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* ''VideoGame/AlbaAWildlifeAdventure'': Around the nature reserve and (to a lesser degree) the castle, Alba can often open a door or build a bridge or ramp that gives her access to an area that she had to walk around the long way to get to.
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* Many dungeons in ''VideoGame/{{Outward}}'' end with a treasure chamber that contains a door or other blockade that can be opened, allowing the player to quickly return to the overworld. This is especially useful because treasure chests restock periodically, and some dungeons act as shortcuts between overworld locations that would otherwise be difficult to traverse, so there's actually a reason to keep using these doors once they're opened.
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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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Crosswicking

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* ''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.
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* ''VideoGame/SplinterCell: Double Agent''

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* ''VideoGame/SplinterCell: Double Agent''''VideoGame/SplinterCellDoubleAgent''
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[[folder: Live-Action TV]]

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[[folder: Live-Action [[folder:Live-Action TV]]
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* ''VideoGame/DensetsuNoStafy4'' has one in each level in the form of the Warp Monks and Warp King, [[{{Youkai}} Jizō statues]] whose main function is to let you return to the level's entrance once you've completed the objective. The Warp Monks are small gray statues that are dressed differently depending on the area, and are usually found in rooms with level-important objectives. Talking to them will allow Starfy or Starly to warp to the Warp King, a large, golden statue that is found near the entrance of each level. Levels with multiple objectives or collectables spread across various rooms will often have multiple Warp Monks for convenience.
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** Many levels in the ''VideoGame/SpyroTheDragon'' trilogy, particularly ''[[VideoGame/SpyroYearOfTheDragon Year of the Dragon]], are giant circles; there's always a wall you can now smash, or an elevator that can only be activated from the far side of the level, or a Whirlwind that's now active at the start of the level.
** Every level in ''Franchise/RatchetAndClank'' is designed similarly. If there isn't a door, there's a teleporter, or a taxi, or some elaborate underground pod system. The large variety of ways the player can get back to the start is part of the fun in the earlier games, even when you know full well why it exists in the first place.

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** Many levels in the ''VideoGame/SpyroTheDragon'' trilogy, particularly ''[[VideoGame/SpyroYearOfTheDragon Year of the Dragon]], Dragon]]'', are structured like giant circles; there's always a wall you can now smash, or an elevator that can only be activated from the far side of the level, or a Whirlwind that's now active at the start of the level.
** Every level in ''Franchise/RatchetAndClank'' is designed similarly. If there isn't a door, there's a teleporter, or a taxi, or some elaborate underground pod system. The large variety of ways the player can get back to the start is part of the fun in the earlier games, even when you know full well why it exists in the first place.place (in the case of the taxis, they also show off the level). This was actually a point of praise when the series started out, since platformers were infamous at the time for forcing the player to backtrack, so having convenient ways to return to the start was considered a luxury, let alone relying on them to always be there in every level.
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* In the ''VideoGame/DeusEx'' trilogy you can usually destroy, lockpick and/or hack a door but if you don't have the firepower, resources, skills or it's simply inadvisable to do, there's usually a secondary path to the objective and when you backtrack to the door it is commonly unlocked from the other side.

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* In the ''VideoGame/DeusEx'' trilogy trilogy, you can usually destroy, lockpick and/or hack a door door, but if you don't have the firepower, resources, skills firepower/resources/skills or it's simply inadvisable to do, there's usually a secondary path to the objective objective, and when you backtrack to the door door, it is commonly unlocked from the other side.
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Oops


* In ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', 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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* In ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', ''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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Indenting the SOTN example as a first-degree bullet because it's bad indentation to have a single example as a sub-bullet. Once someone fixes the OOE Zero Context Example or adds one from another game, then SOTN goes back to being a sub-bullet.


* ''Franchise/{{Castlevania}}'':
%%** ''VideoGame/CastlevaniaOrderOfEcclesia'' forces you to fight a giant crab to get to the other side of a lighthouse. No explanation why you can't just ''go around the lighthouse.''
** In ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', 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}}'':
%%** ''VideoGame/CastlevaniaOrderOfEcclesia'' forces you to fight a giant crab to get to the other side of a lighthouse. No explanation why you can't just ''go around the lighthouse.''
**
* In ''[[VideoGame/CastlevaniaSymphonyOfTheNight Symphony of the Night]]'', 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.wall.
%%(ZCE)** ''VideoGame/CastlevaniaOrderOfEcclesia'' forces you to fight a giant crab to get to the other side of a lighthouse. No explanation why you can't just ''go around the lighthouse.''
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The remakes clearly show a beefy deadbolt being unlocked when you open the doors in question.


* The ''Franchise/ResidentEvil'' series just ''loves'' doors apparently only held shut by a simple latch on one side.

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* The ''Franchise/ResidentEvil'' series just ''loves'' doors apparently only held shut by a simple latch or deadbolt on one side.
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* ''VideoGame/CrisTales'' has an incredibly long example of this: a large door can be seen towards the end of St. Clarity Sewers in the second chapter. You will not pass through that door until the final chapter of the game, when a secret passage is discovered where [[spoiler:Crisbell finds where Father Miguel had killed the Mother Superior and dumped her corpse.]] That large door provides easy access back to the main city area of St. Clarity.

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* The ''Franchise/SilentHill'' games have these in spades. In ''[[VideoGame/SilentHill2 SH2]]'''s hotel, to get behind the door to before, you have to first use a service elevator that requires you to leave all your items on the shelf, then to unlock it, you must use a lightbulb obtained from a tin can so you can see the lock.

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* The ''Franchise/SilentHill'' games have these in spades. spades.
** ''VideoGame/SilentHill2'':
In ''[[VideoGame/SilentHill2 SH2]]'''s the hotel, to get behind the door to before, you have to first use a service elevator that requires you to leave all your items on the shelf, then to unlock it, you must use a lightbulb obtained from a tin can so you can see the lock.



* Used well in ''Film/NationalTreasure'' -- [[spoiler: when the BigBad leaves the heroes stranded in an underground mine shaft while he tracks down the next clue. Ben notes that the first thing the builders would have done after completing the first shaft would have been to cut a secondary shaft to promote air flow and decrease the danger of cave-ins. They quickly located the second and unguarded exit... which happens to be in the hidden Treasure Room]].

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* Used well in ''Film/NationalTreasure'' -- [[spoiler: when ''Film/NationalTreasure'':
** When
the BigBad leaves [[spoiler:leaves the heroes stranded in an underground mine shaft while he tracks down the next clue. Ben notes that the first thing the builders would have done after completing the first shaft would have been to cut a secondary shaft to promote air flow and decrease the danger of cave-ins. They quickly located the second and unguarded exit... which happens to be in the hidden Treasure Room]].
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Fits better under Escape Rope


* One of the main tasks in ''Dragontorc'' is to retrieve the four crowns from various dungeons, and return them to Halgor's tomb where they can be destroyed. To make things a little easier, the ''return'' spell teleports the player to Halgor's tomb, so they don't have to navigate each dungeon in reverse. Except that ''return'' [[VancianMagic can only be cast four times]], and you have to make two visits to the last dungeon.
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Nope.


* ''VideoGame/Subnautica'' has a series of mysterious [[spoiler:alien]] arches that can teleport you around the map. Of course, the ones that connect the surface with the deep can't be activated until you reach the deep arch by another means.

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* ''VideoGame/Subnautica'' ''VideoGame/{{Subnautica}}'' has a series of mysterious [[spoiler:alien]] arches that can teleport you around the map. Of course, the ones that connect the surface with the deep can't be activated until you reach the deep arch by another means.
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* VideoGame/{{Subnautica}} has a series of mysterious [[spoiler:alien]] arches that can teleport you around the map. Of course, the ones that connect the surface with the deep can't be activated until you reach the deep arch by another means.

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* VideoGame/{{Subnautica}} ''VideoGame/Subnautica'' has a series of mysterious [[spoiler:alien]] arches that can teleport you around the map. Of course, the ones that connect the surface with the deep can't be activated until you reach the deep arch by another means.

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