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* ''Film/GhostbustersII'' has a door shut and lock itself so Ray and Egon would be trapped in a room on fire.
* ''Disney's Film/TheHauntedMansion2003'':

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* ''Franchise/{{Ghostbusters}}'':
** ''Film/{{Ghostbusters|1984}}'': The least of the poltergeist activities all around, but it happens.
*** Notably, the door to Dana's kitchen open when she's dragged on a possessed armchair toward Zul, and closes behind her.
*** Vinz Clortho in Louis Tully's body doesn't bother touching the door, it opens and closes behind him.
**
''Film/GhostbustersII'' has a door shut and lock itself so Ray and Egon would be trapped in a room on fire.
* ''Disney's Film/TheHauntedMansion2003'':Film/{{The Haunted Mansion|2003}}'' (2003):



* ''Film/HauntedMansion2023'': Not only does the door close behind Ben, Kent, and Travis, the windows shrink to prevent them from escaping.

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* ''Film/HauntedMansion2023'': ''Film/{{Haunted Mansion|2023}}'' (2023): Not only does the door close behind Ben, Kent, and Travis, the windows shrink to prevent them from escaping.

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* Franchise/MarvelCinematicUniverse: In ''Film/SpiderManNoWayHome'', just as Peter is about to ring the bell of the Sanctum Sanctorum, the doors open up by themselves. And then they close behind him as he enters. It is the dwelling of the Sorcerer Supreme, after all.



* In ''Film/SpiderManNoWayHome'', just as Peter is about to ring the bell of the Sanctum Sanctorum, the doors open up by themselves. And then they close behind him as he enters. It is the dwelling of the Sorcerer Supreme, after all.



* [[InvertedTrope Inverted]] in the first episode of ''Series/HouseOfAnubis'': When Nina arrives at the house for the first time, the door opens to let her in without her touching it.
* Franchise/MarvelCinematicUniverse: In ''Series/{{Loki|2021}}'' episode 6, "[[Recap/LokiEpisode6ForAllTimeAlways For All Time. Always.]]", the doors to the Citadel at the End of Time open by themselves just as Sylvie is hesitating to push them. And then, they close behind Loki and Sylvie once inside, just adding to the spooky atmosphere.

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* [[InvertedTrope Inverted]] in the first episode of ''Series/HouseOfAnubis'': ''Series/HouseOfAnubis''. When Nina arrives at the house for the first time, the door opens to let her in without her touching it.
* Franchise/MarvelCinematicUniverse: In ''Series/{{Loki|2021}}'' episode 6, "[[Recap/LokiEpisode6ForAllTimeAlways For All Time. Always.]]", the doors to the Citadel at the End of Time open by themselves just as Sylvie is hesitating to push them. And then, they close behind Loki and Sylvie once inside, just adding to the spooky atmosphere.



* Happens in the beginning of ''VideoGame/{{Alone in the Dark|1992}}'' in the Derceto mansion.
* Occurs a few times in ''VideoGame/AmnesiaTheDarkDescent'', mostly towards the beginning of the game.

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%% Needs Context * Happens in the beginning of ''VideoGame/{{Alone in the Dark|1992}}'' in the Derceto mansion.
%% Needs Context * Occurs a few times in ''VideoGame/AmnesiaTheDarkDescent'', mostly towards the beginning of the game.game.
* ''VideoGame/ANNOMutationem'': In the final area at The Consortium's underground facility, after Ann has stepped through the PointOfNoReturn, the security door shuts itself behind her and locks the way back.



* ''VideoGame/FearEffect'': In some areas when the team enters a new room, the passage shuts from behind as enemies pop in.



[[folder:Webcomics]]

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[[folder:Webcomics]][[folder:Web Comics]]



* WesternAnimation/ClassicDisneyShorts:

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* WesternAnimation/ClassicDisneyShorts:''WesternAnimation/ClassicDisneyShorts'':


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* ''WesternAnimation/StevenUniverse'': In "Horror Club", the door to the upper area of the lighthouse slams on Ronaldo and won't open. Everyone smashes it down and goes across, then the pieces reform in place.
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Subtrope to UnableToRetreat.
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* ''VideoGame/PizzaTower'' sees this occur at the start of each stage, with the entry door dramatically slamming shut on its own behind Peppino. It only reopens after reaching the level's end and activating [[EscapeSequence Pizza Time]].
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Added example from Haunted Mansion 2023

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* ''Film/HauntedMansion2023'': Not only does the door close behind Ben, Kent, and Travis, the windows shrink to prevent them from escaping.
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* The first ''VideoGame/NightmareCreatures'' have this occasionally happening, where doors behind you will slam shut on their own and you can't open it to backtrack, regardless what happens. The eighth level notably starts with you exiting a mansion, into a garden with opened gates and some health pickups. The gates closes the moment you walk through, and if you didn't collect any of the pickups they're lost forever (or, you know, quit and reload your last save).


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* This happens in ''VideoGame/NinjaShadowOfDarkness'', when you face the first boss. Walking through a pair of double doors into a courtyard, suddenly the doors slams close behind you (even though you didn't leave any enemies alive in the prior area) and in front of you, the boss drops in. Cue boss battle.
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* ''Disney's Film/TheHauntedMansion'':

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* ''Disney's Film/TheHauntedMansion'':Film/TheHauntedMansion2003'':
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Forgot the last folder tag, woops

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[[/folder]]
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[[folder:Real Life]]
* A downplayed variation occurs via different methods:
** A strong enough gust of wind can close doors.
** Changes in air pressure can also result in doors left ajar closing themselves.
** Parts of the door are actually starting to fail, causing it to close on its own.
** The door and frame have mismatched alignment.
** Hinges aren't lined up properly.
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* Taking the elevator to the suddenly-materialized 4th floor of Alchemilla Hospital in ''VideoGame/SilentHill1'' triggers another visit to the town's hellish DarkWorld. The floor consists of nothing but rooms you can't enter and doors that lock themselves behind you the moment you pass through them until you end up back on the 3rd floor to being exploring the place. After that, the 4th floor itself disappears from the elevator panel again and a wall materializes to block access to it from the stairwell, as if its only purpose was to shunt you into this otherworldly version of the hospital.

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* Taking the elevator to the suddenly-materialized 4th floor of Alchemilla Hospital in ''VideoGame/SilentHill1'' triggers another visit to the town's hellish DarkWorld. The floor consists of nothing but rooms you can't enter and doors that lock themselves behind you the moment you pass through them until you end up back on the 3rd floor to being begin exploring the place. After that, the 4th floor itself disappears from the elevator panel again and a wall materializes to block access to it from the stairwell, as if its only purpose was to shunt you into this otherworldly version of the hospital.
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* Taking the elevator to the suddenly-materialized 4th floor of Alchemilla Hospital in ''VideoGame/SilentHill1'' triggers another visit to the town's hellish DarkWorld. The floor consists of nothing but rooms you can't enter and doors that lock themselves behind you the moment you pass through them until you end up back on the 3rd floor to being exploring the place; the 4th floor itself disappears from the elevator panel again after that, as if its only purpose was to shunt you into this otherworldly version of the hospital.

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* Taking the elevator to the suddenly-materialized 4th floor of Alchemilla Hospital in ''VideoGame/SilentHill1'' triggers another visit to the town's hellish DarkWorld. The floor consists of nothing but rooms you can't enter and doors that lock themselves behind you the moment you pass through them until you end up back on the 3rd floor to being exploring the place; place. After that, the 4th floor itself disappears from the elevator panel again after that, and a wall materializes to block access to it from the stairwell, as if its only purpose was to shunt you into this otherworldly version of the hospital.
Is there an issue? Send a MessageReason:
None


* Taking the elevator to the suddenly-materialized 4th floor of Alchemilla Hospital in ''VideoGame/SilentHill'' triggers another visit to the town's hellish DarkWorld. The floor consists of nothing but rooms you can't enter and doors that lock themselves behind you the moment you pass through them until you end up back on the 3rd floor to being exploring the place; the 4th floor itself disappears from the elevator panel again after that, as if its only purpose was to shunt you into this otherworldly version of the hospital.

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* Taking the elevator to the suddenly-materialized 4th floor of Alchemilla Hospital in ''VideoGame/SilentHill'' ''VideoGame/SilentHill1'' triggers another visit to the town's hellish DarkWorld. The floor consists of nothing but rooms you can't enter and doors that lock themselves behind you the moment you pass through them until you end up back on the 3rd floor to being exploring the place; the 4th floor itself disappears from the elevator panel again after that, as if its only purpose was to shunt you into this otherworldly version of the hospital.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Taking the elevator to the suddenly-materialized 4th floor of Alchemilla Hospital in ''VideoGame/SilentHill'' triggers another visit to the town's hellish DarkWorld. The floor consists of nothing but rooms you can't enter and doors that lock themselves behind you the moment you pass through them until you end up back on the 3rd floor to being exploring the place; the 4th floor itself disappears from the elevator panel again after that, as if its only purpose was to shunt you into this otherworldly version of the hospital.

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* In ''Film/TheBluesBrothers'', when Jake and Elwood go to visit the Penguin in their old orphanage, the door to her office opens of itself as they approach. Of course, the only Ghost in play here would be the Holy one.

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* In ''Film/TheBluesBrothers'', when Jake and Elwood go to visit the Penguin in their old orphanage, the door to her office opens of itself as they approach.approach, and then closes by itself behind them. Of course, the only Ghost in play here would be the Holy one.



* In ''Series/AmericanGothic1995'', [[EvilSorceror Lucas Buck]] really likes telekinetically slamming doors to intimidate people.

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* In ''Series/AmericanGothic1995'', ''Series/{{American Gothic|1995}}'', [[EvilSorceror Lucas Buck]] really likes telekinetically slamming doors to intimidate people.



* Franchise/MarvelCinematicUniverse: In ''Series/{{Loki|2021}}'' episode 6, "[[Recap/LokiEpisode6ForAllTimeAlways For All Time. Always.]]", the doors to the Citadel at the End of Time open by themselves just as Sylvie was hesitating to push them. And then, they close behind Loki and Sylvie once inside, just adding to the spooky atmosphere.

to:

* Franchise/MarvelCinematicUniverse: In ''Series/{{Loki|2021}}'' episode 6, "[[Recap/LokiEpisode6ForAllTimeAlways For All Time. Always.]]", the doors to the Citadel at the End of Time open by themselves just as Sylvie was is hesitating to push them. And then, they close behind Loki and Sylvie once inside, just adding to the spooky atmosphere.



* In the ''Series/{{Thunderbirds}}'' episode ''The Uninvited'', a pyramid has a door which suddenly opens to let the visitors in, and then closes behind them, trapping them inside.



[[folder:Puppet Shows]]
* In the ''Series/{{Thunderbirds}}'' episode "The Uninvited", a pyramid has a door which suddenly opens to let the visitors in, and then closes behind them, trapping them inside.
[[/folder]]



* Happens in the beginning of ''VideoGame/AloneInTheDark1992'' in the Derceto mansion.

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* Happens in the beginning of ''VideoGame/AloneInTheDark1992'' ''VideoGame/{{Alone in the Dark|1992}}'' in the Derceto mansion.



* ''Franchise/TheLegendOfZelda''

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* ''Franchise/TheLegendOfZelda''''Franchise/TheLegendOfZelda'':



* ''{{VideoGame/Which}}'': The semi-last door in the game will close and lock behind you during the ending.

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* ''{{VideoGame/Which}}'': ''VideoGame/{{Which}}'': The semi-last door in the game will close and lock behind you during the ending.



[[folder:Web Comics]]

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[[folder:Web Comics]][[folder:Webcomics]]



** Although the front door is knocked down off its hinges, this still happens to Mickey, Donald and Goofy in ''WesternAnimation/LonesomeGhosts''... except that the door is picked up from underneath them and then slammed ''up''.
** Played straight in ''The Haunted House''.
** In ''The Gorilla Mystery'', it really is the wind... but Mickey freaks so badly that he initially runs away and hides.

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** Although the front door is knocked down off its hinges, this still happens to Mickey, Donald and Goofy in ''WesternAnimation/LonesomeGhosts''..."WesternAnimation/LonesomeGhosts"... except that the door is picked up from underneath them and then slammed ''up''.
** Played straight in ''The "The Haunted House''.
House".
** In ''The "The Gorilla Mystery'', Mystery", it really is the wind... but Mickey freaks so badly that he initially runs away and hides.



* ''Franchise/ScoobyDoo'' and his friends have had their fair share of these.

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* %%* ''Franchise/ScoobyDoo'' and his friends have had their fair share of these.
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** Whenever Link enters [[BossRoom a room in a dungeon with a mini-boss or boss fight]], the door often closes and locks itself behind him. In ''VideoGame/TwilightPrincess'' he does indeed look surprised ''every single time'' this happens.
** Lampshaded in ''VideoGame/TheLegendOfZeldaTheWindWaker''. The first time Link climbs the tower, the door slams and locks and he is captured and thrown into the sea. The next time he's more cautious and waits for the door to lock. He gives a relieved sigh when it doesn't. Then after a little cutscene, the boss shows up and the door magically locks and the fight/deathcourse starts!
* In ''VideoGame/LunarEternalBlue'', the doors slam shut behind the party upon exiting any of the trial sections of the HauntedHouse.
* In ''VideoGame/{{Myst}}'', every door, drawer, or other manipulable object immediately returns to its initial state as soon as you're not looking for it, heralded by an appropriate sound effect. This saved the creators from having to render multiple variations of each scene to account for their different configurations. The sequel, ''VideoGame/{{Riven}}'', intentionally averts this, as the position of various doors is important to several puzzles.
* The ''VideoGame/{{Rhem}}'' games use a similar mechanic to the above. Most doors close automatically behind the player, but those that avert this usually have a clue on the other side, often requiring the player to close a door and circle around the level to see the clue from another angle.
* ''VideoGame/NinjaGaiden Black'' does this during {{inescapable ambush}}es.
* In ''VideoGame/RuneScape'', Draynor Manor's front door will automatically close itself when you walk in, and can't be opened from the inside, leaving the player stuck with a mad scientist, ghosts, a ghoul, and a vampire... until they manage to find the back door.

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** Whenever Link enters [[BossRoom a room in a dungeon with a mini-boss or boss fight]], the door often closes and locks itself behind him. In ''VideoGame/TwilightPrincess'' ''VideoGame/TheLegendOfZeldaTwilightPrincess'' he does indeed look surprised ''every single time'' this happens.
** Lampshaded in ''VideoGame/TheLegendOfZeldaTheWindWaker''.''VideoGame/TheLegendOfZeldaTheWindWaker'': Lampshaded. The first time Link climbs the tower, the door slams and locks and he is captured and thrown into the sea. The next time he's more cautious and waits for the door to lock. He gives a relieved sigh when it doesn't. Then after a little cutscene, the boss shows up and the door magically locks and the fight/deathcourse starts!
* In ''VideoGame/LunarEternalBlue'', the ''VideoGame/LunarEternalBlue'': The doors slam shut behind the party upon exiting any of the trial sections of the HauntedHouse.
* In ''VideoGame/{{Myst}}'', every ''VideoGame/{{Myst}}'': Every door, drawer, or other manipulable object immediately returns to its initial state as soon as you're not looking for it, heralded by an appropriate sound effect. This saved the creators from having to render multiple variations of each scene to account for their different configurations. The sequel, ''VideoGame/{{Riven}}'', intentionally averts this, as the position of various doors is important to several puzzles.
* ''VideoGame/{{Rhem}}'': The ''VideoGame/{{Rhem}}'' games use a similar mechanic to the above. Most doors close automatically behind the player, but those that avert this usually have a clue on the other side, often requiring the player to close a door and circle around the level to see the clue from another angle.
* ''VideoGame/NinjaGaiden Black'' %%* ''VideoGame/NinjaGaidenBlack'' does this during {{inescapable ambush}}es.
* In ''VideoGame/RuneScape'', ''VideoGame/RuneScape'': Draynor Manor's front door will automatically close itself when you walk in, and can't be opened from the inside, leaving the player stuck with a mad scientist, ghosts, a ghoul, and a vampire... until they manage to find the back door.
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** Whenever Link enters [[BossRoom a room in a dungeon with a mini-boss or boss fight]], the door often closes and locks itself behind him.

to:

** Whenever Link enters [[BossRoom a room in a dungeon with a mini-boss or boss fight]], the door often closes and locks itself behind him. In ''VideoGame/TwilightPrincess'' he does indeed look surprised ''every single time'' this happens.
Is there an issue? Send a MessageReason:
None


* In ''Series/AmericanGothic'', [[EvilSorceror Lucas Buck]] really likes telekinetically slamming doors to intimidate people.

to:

* In ''Series/AmericanGothic'', ''Series/AmericanGothic1995'', [[EvilSorceror Lucas Buck]] really likes telekinetically slamming doors to intimidate people.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''Series/AmericanGothic'', [[EvilSorceror Lucas Buck]] really likes telekinetically slamming doors to intimidate people.

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* The Egyptian tomb in ''Franchise/{{Tintin}}'', ''[[Recap/TintinCigarsOfThePharaoh Cigars of the Pharaoh]]''.

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* The Egyptian tomb in ''Franchise/{{Tintin}}'', ''Franchise/{{Tintin}}'': In ''[[Recap/TintinCigarsOfThePharaoh Cigars of the Pharaoh]]''.Pharaoh]]'', the opening to the Egyptian tomb slams shut behind Tintin.

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