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* ''VideoGame/{{Afterimage}}'': Entering specific areas may trigger battles against waves of ambushing enemies. Exit points will be covered by indestructible walls such as pillars until you defeat all enemies inside.
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Subtrope to UnableToRetreat.
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* Happens regarding a certain random event in ''VideoGame/Fallout3'' depending on your karma. Talon Company mercenaries or Regulator vigilantes will be sent to kill you, and once you first encounter one of their parties, they will attack you the moment they find you. Worst still, they frequently appear right outside of an interior you just exited.
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* ''VideoGame/{{Sonic Rush|Series}}'' has several of these in three of its zones.

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* ''VideoGame/{{Sonic Rush|Series}}'' ''VideoGame/SonicRush'' has several of these in three of its zones.
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* In the ''Film/{{Total Recall|1990}}'' LicensedGame for the UsefulNotes/NintendoEntertainmentSystem, you could be pulled into alleys and forced to fight midgets in purple suits.

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* In the ''Film/{{Total Recall|1990}}'' ''Film/TotalRecall1990'' LicensedGame for the UsefulNotes/NintendoEntertainmentSystem, you could can be pulled into alleys and forced to fight midgets in purple suits.

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A specific type of enemy tactic common in a variety of video game genres and also depicted in action shows, movies and stories and a subtrope of LuredIntoATrap. When the player enters a specific area, some type of barrier is closed around the player character (even one as simple as a [[GhostButler door that mysteriously shuts and locks itself]]), and they cannot leave these narrow confines until all the available enemies are defeated.

This is commonly used as a way to set up a BossBattle (though not all Boss Battles are Inescapable Ambushes).

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A specific type of enemy tactic common in a variety of video game genres and also depicted in action shows, movies and stories and a subtrope of LuredIntoATrap. When the player enters a specific area, some type of barrier is closed around the player character (even one as simple as a [[GhostButler door that mysteriously shuts and locks itself]]), and they cannot leave these narrow confines until all the available enemies are defeated.

defeated. This is commonly used as a way to set up a BossBattle (though not all Boss Battles are Inescapable Ambushes).
Ambushes).
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A specific type of enemy tactic common in a variety of video game genres and also depicted in action shows, movies and stories and a subtrope of LuredInto ATrap. When the player enters a specific area, some type of barrier is closed around the player character (even one as simple as a [[GhostButler door that mysteriously shuts and locks itself]]), and they cannot leave these narrow confines until all the available enemies are defeated.

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A specific type of enemy tactic common in a variety of video game genres and also depicted in action shows, movies and stories and a subtrope of LuredInto ATrap.LuredIntoATrap. When the player enters a specific area, some type of barrier is closed around the player character (even one as simple as a [[GhostButler door that mysteriously shuts and locks itself]]), and they cannot leave these narrow confines until all the available enemies are defeated.
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A specific type of enemy encounter common in a variety of video game genres and also depicted in action shows, movies and stories. When the player enters a specific area, some type of barrier is closed around the player character (even one as simple as a [[GhostButler door that mysteriously shuts and locks itself]]), and they cannot leave these narrow confines until all the available enemies are defeated.

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A specific type of enemy encounter tactic common in a variety of video game genres and also depicted in action shows, movies and stories.stories and a subtrope of LuredInto ATrap. When the player enters a specific area, some type of barrier is closed around the player character (even one as simple as a [[GhostButler door that mysteriously shuts and locks itself]]), and they cannot leave these narrow confines until all the available enemies are defeated.
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In stories, shows and films about the military, soldiers will be shown concealing themselves and laying an inescapable surprise trap for enemy soldiers and vehicles. Well-planned, well-executed ambushes are typically depicted as inescapable, since the enemies are surprised and in a vulnerable, trapped position, with ambushers directing enfilade fire from machine guns at them while also blocking the flanks to prevent escape. The ambushing soldiers hide in dense bushes or behind the protection of rocks in a place that advantages the ambushers, such as a mountain pass. While ambushes are mostly shown in military stories, intelligence agencies and well-organized criminal gangs may use them.

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In stories, shows and films about the military, soldiers will be shown concealing themselves and laying an inescapable surprise trap for enemy soldiers and vehicles. Well-planned, well-executed ambushes are typically depicted as inescapable, since the enemies are surprised and in a vulnerable, trapped position, with ambushers directing enfilade fire from machine guns at them while also blocking the flanks to prevent escape. The ambushing soldiers hide in dense bushes or behind the protection of rocks in a place that advantages the ambushers, such as a mountain pass. While ambushes are mostly shown in military stories, intelligence agencies and well-organized criminal gangs may use them.them, especially if [[FromCamouflageToCriminal some of the criminals are ex-military]].
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This trope is not any use of an ambush; it has to be well-planned and strategically organized and executed. For example, an untrained, amateurish ambush by a [[RagtagBunchOfMisfits ragtag group of teenage partisans]] who try to take out a well-armed column of elite enemy soldiers is not this trope; instead that's more like a doomed, heroic LastStand.

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This trope is not any ''any'' use of an ambush; it has to be well-planned and strategically organized and executed. For example, an untrained, amateurish ambush by a [[RagtagBunchOfMisfits ragtag group of teenage partisans]] who try to take out a well-armed column of elite enemy soldiers is not this trope; instead that's more like a doomed, heroic LastStand.
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This trope is not any use of am ambush. For example, an untrained, amateurish ambush by a RagtagBunchOfMisfits who try to take out a well-armed column of elite enemy soldiers is not this trope; instead. That's more like a doomed, heroic LastStand.

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This trope is not any use of am ambush. an ambush; it has to be well-planned and strategically organized and executed. For example, an untrained, amateurish ambush by a RagtagBunchOfMisfits [[RagtagBunchOfMisfits ragtag group of teenage partisans]] who try to take out a well-armed column of elite enemy soldiers is not this trope; instead. That's instead that's more like a doomed, heroic LastStand.
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A RagtagBunchOfMisfits, such as group of ill-equipped 13-year-old partisans trying to do an amateurish ambush of elite enemy soldiers is not this trope; instead, that's a doomed, heroic LastStand.

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A RagtagBunchOfMisfits, such as group This trope is not any use of ill-equipped 13-year-old partisans trying to do am ambush. For example, an untrained, amateurish ambush by a RagtagBunchOfMisfits who try to take out a well-armed column of elite enemy soldiers is not this trope; instead, that's instead. That's more like a doomed, heroic LastStand.
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A RagtagBunchOfMisfits, such as group of ill-equipped 13-year-old partisans trying to do an amateurish ambush of elite enemy soldiers is not this trope; instead, that's a doomed, heroic LastStand.
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In RealLife, ambushes are an ancient tactic. While favored by LaResistance, as the surprise element can enable even an irregular guerrilla band to get the upper hand against a better-equipped enemy patrol, they are also used by major armies to this day. In RealLife, some types of armored car robberies are based on the ambush tactic.

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In RealLife, ambushes are an ancient tactic. While favored by LaResistance, as the surprise element can enable even an irregular guerrilla band of partisans to get the upper hand against a better-equipped enemy conventional army's patrol, they are also used by major armies to this day. In RealLife, some types of armored car robberies robberies, such as blocking in the armored car between several dump trucks in a choke point are based on the inescapable ambush tactic.
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In stories, shows and films about the military, soldiers will be shown concealing themselves and laying an inescapable surprise trap for enemy soldiers and vehicles. Well-planned, well-executed ambushes are typically depicted as inescapable, since the enemies are surprised and in a vulnerable, trapped position, with ambushers directing enfilade fire at them while also blockimg the flanks to prevent escape. The ambushing soldiers hide in dense bushes or behind the protection of rocks in a place that advantages the ambushers, such as a mountain pass. While ambushes are mostly shown in military stories, intelligence agencies and well-organized criminal gangs may use them.

to:

In stories, shows and films about the military, soldiers will be shown concealing themselves and laying an inescapable surprise trap for enemy soldiers and vehicles. Well-planned, well-executed ambushes are typically depicted as inescapable, since the enemies are surprised and in a vulnerable, trapped position, with ambushers directing enfilade fire from machine guns at them while also blockimg blocking the flanks to prevent escape. The ambushing soldiers hide in dense bushes or behind the protection of rocks in a place that advantages the ambushers, such as a mountain pass. While ambushes are mostly shown in military stories, intelligence agencies and well-organized criminal gangs may use them.

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Para rejig


In stories, shows and films about the military, soldiers will be shown concealing themselves and laying an inescapable surprise trap for enemy soldiers and vehicles. Well-planned, well-executed ambushes are typically depicted as inescapable, since the enemies are surprised and in a vulnerable, trapped position, with ambushers directing enfilade fire at them while also blockimg the flanks to prevent escape. The ambushing soldiers hide in dense bushes or behind the protection of rocks in a place that advantages the ambushers, such as a mountain pass. While ambushes are mostly shown in military stories, intelligence agencies and well-organized criminal gangs may use them. In RealLife, ambushes are an ancient tactic. While favored by LaResistance, as the surprise element can enable even an irregular guerrilla band to get the upper hand against a better-equipped enemy patrol, they are also used by major armies to this day. In RealLife, some types of armored car robberies are based on the ambush tactic.

to:

In stories, shows and films about the military, soldiers will be shown concealing themselves and laying an inescapable surprise trap for enemy soldiers and vehicles. Well-planned, well-executed ambushes are typically depicted as inescapable, since the enemies are surprised and in a vulnerable, trapped position, with ambushers directing enfilade fire at them while also blockimg the flanks to prevent escape. The ambushing soldiers hide in dense bushes or behind the protection of rocks in a place that advantages the ambushers, such as a mountain pass. While ambushes are mostly shown in military stories, intelligence agencies and well-organized criminal gangs may use them.

In RealLife, ambushes are an ancient tactic. While favored by LaResistance, as the surprise element can enable even an irregular guerrilla band to get the upper hand against a better-equipped enemy patrol, they are also used by major armies to this day. In RealLife, some types of armored car robberies are based on the ambush tactic.
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Add details


In stories, shows and films about the military, soldiers will be shown concealing themselves and laying a surprise trap for enemy soldiers and vehicles. The ambushing soldiers hide in dense bushes or behind the protection of rocks in a place that advantages the ambushers, such as a mountain pass. They are typically depicted as inescapable, since the enemies are surprised and in a vulnerable, trapped position, with ambushers directing enfilade fire at them while also blockimg the flanks to prevent escape. While ambushes are mostly shown in military stories, intelligence agencies and well-organized criminal gangs may use them. In RealLife, ambushes are an ancient tactic. While favored by LaResistance, as the surprise element can enable even an irregular guerrilla band to get the upper hand against a better-equipped enemy patrol, they are also used by major armies to this day. In RealLife, some types of armored car robberies are based on the ambush tactic.

to:

In stories, shows and films about the military, soldiers will be shown concealing themselves and laying a an inescapable surprise trap for enemy soldiers and vehicles.vehicles. Well-planned, well-executed ambushes are typically depicted as inescapable, since the enemies are surprised and in a vulnerable, trapped position, with ambushers directing enfilade fire at them while also blockimg the flanks to prevent escape. The ambushing soldiers hide in dense bushes or behind the protection of rocks in a place that advantages the ambushers, such as a mountain pass. They are typically depicted as inescapable, since the enemies are surprised and in a vulnerable, trapped position, with ambushers directing enfilade fire at them while also blockimg the flanks to prevent escape. While ambushes are mostly shown in military stories, intelligence agencies and well-organized criminal gangs may use them. In RealLife, ambushes are an ancient tactic. While favored by LaResistance, as the surprise element can enable even an irregular guerrilla band to get the upper hand against a better-equipped enemy patrol, they are also used by major armies to this day. In RealLife, some types of armored car robberies are based on the ambush tactic.
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Add details

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In stories, shows and films about the military, soldiers will be shown concealing themselves and laying a surprise trap for enemy soldiers and vehicles. The ambushing soldiers hide in dense bushes or behind the protection of rocks in a place that advantages the ambushers, such as a mountain pass. They are typically depicted as inescapable, since the enemies are surprised and in a vulnerable, trapped position, with ambushers directing enfilade fire at them while also blockimg the flanks to prevent escape. While ambushes are mostly shown in military stories, intelligence agencies and well-organized criminal gangs may use them. In RealLife, ambushes are an ancient tactic. While favored by LaResistance, as the surprise element can enable even an irregular guerrilla band to get the upper hand against a better-equipped enemy patrol, they are also used by major armies to this day. In RealLife, some types of armored car robberies are based on the ambush tactic.
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A specific type of enemy encounter common in a variety of video game genres. When the player enters a specific area, some type of barrier is closed around the player character (even one as simple as a [[GhostButler door that mysteriously shuts and locks itself]]), and they cannot leave these narrow confines until all the available enemies are defeated.

to:

A specific type of enemy encounter common in a variety of video game genres.genres and also depicted in action shows, movies and stories. When the player enters a specific area, some type of barrier is closed around the player character (even one as simple as a [[GhostButler door that mysteriously shuts and locks itself]]), and they cannot leave these narrow confines until all the available enemies are defeated.
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* ''VideoGame/LuigisMansionSeries'': Done all the time in the games, with areas that immediately have ghosts show up, then lock Luigi in until all of them are caught. In the case of ''VideoGame/LuigisMansionDarkMoon'' and ''VideoGame/LuigisMansion3'', it's not a door being blocked, but a magical gate popping out of the floor and barricading anything from an opening to a set of stairs until all nearby ghosts are caught. In these games, this is also marked by the lights immediately going off whenever an ambush occurs.

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* ''VideoGame/LuigisMansionSeries'': ''VideoGame/LuigisMansion'': Done all the time in the games, with areas that immediately have ghosts show up, then lock Luigi in until all of them are caught. In the case of ''VideoGame/LuigisMansionDarkMoon'' and ''VideoGame/LuigisMansion3'', it's not a door being blocked, but a magical gate popping out of the floor and barricading anything from an opening to a set of stairs until all nearby ghosts are caught. In these games, this is also marked by the lights immediately going off whenever an ambush occurs.
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** ''VideoGame/MetroidDread'': During the game's second half, Samus will be frequently locked in a room (whether wide-open or cramped) where one or two MiniBoss robot soldiers appear to confront her. Samus has to defeat them to resume her progress.

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* A side quest in ''VideoGame/FalloutNewVegas'' has [[PlayerCharacter the Courier]] exploring a Vault that had a "sacrificial chamber." Upon activating it, numerous robots literally come out of the walls and seal the chamber until they're all defeated.

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* ''VideoGame/FalloutNewVegas'':
**
A side quest in ''VideoGame/FalloutNewVegas'' has [[PlayerCharacter the Courier]] exploring a Vault that had a "sacrificial chamber." Upon activating it, numerous robots literally come out of the walls and seal the chamber until they're all defeated.



** In a humorous aversion of GameplayAndStorySegregation, Goofy slams right into one of the invisible walls, and Donald is [[PunchedAcrossTheRoom knocked out]] of the area by the boss, leaving Sora to fight him alone.
*** This is averted by several boss encounters in the first game. In Neverland, you can leave the fight against Captain Hook via the Captain's Quarters, and in the second fight against Oogie Boogie you can leave via a cave in the side of the wall.
** Some boss fights in ''358/2 Days'' avert this trope by creating no barriers after you enter the area where the boss resides. This is oftentimes ''more'' annoying than if the game had prevented you from exiting, as it is painfully easy to accidentally exit and when you re-enter, ''the boss is at full HP again.''
*** And that's just regular gameplay. Mission Mode, which is meant for up to four players but can be played solo, has "gathering gates" meant to move all players to another area at once and have a wider area of effect than regular exits to accommodate everyone. They activate instantly if you're playing Mission Mode solo, leading to an UnstableEquilibrium where you restart the boss fight without the spells and items you used last time.

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** In a humorous aversion of GameplayAndStorySegregation, Goofy slams right into one of the invisible walls, and Donald is [[PunchedAcrossTheRoom knocked out]] of the area by the boss, leaving Sora to fight him alone.
***
alone. This is averted by several boss encounters in the first game. In Neverland, you can leave the fight against Captain Hook via the Captain's Quarters, and in the second fight against Oogie Boogie you can leave via a cave in the side of the wall.
** Some boss fights in ''358/2 Days'' avert this trope by creating no barriers after you enter the area where the boss resides. This is oftentimes ''more'' annoying than if the game had prevented you from exiting, as it is painfully easy to accidentally exit and when you re-enter, ''the boss is at full HP again.''
*** And that's just regular gameplay.
'' Mission Mode, which is meant for up to four players but can be played solo, has "gathering gates" meant to move all players to another area at once and have a wider area of effect than regular exits to accommodate everyone. They activate instantly if you're playing Mission Mode solo, leading to an UnstableEquilibrium where you restart the boss fight without the spells and items you used last time.
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* Taken to the point of parody in ''VideoGame/{{Yakuza}} Kiwami'' with the Majima Everywhere System. From chapter 2 onwards, Goro Majima can and will suddenly ambush you at random if you fulfill certain conditions, and/or even if you're just doing something completely ordinary like ordering food/takeout or playing mini-games. Most of these encounters result in you fending him off while surrounded by cheering civilians, so he won't leave you alone until you win or lose (as per series standard).

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* Taken to the point of parody in ''VideoGame/{{Yakuza}} ''VideoGame/Yakuza1 Kiwami'' with the Majima Everywhere System. From chapter 2 onwards, Goro Majima can and will suddenly ambush you at random if you fulfill certain conditions, and/or even if you're just doing something completely ordinary like ordering food/takeout or playing mini-games. Most of these encounters result in you fending him off while surrounded by cheering civilians, so he won't leave you alone until you win or lose (as per series standard).

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* It's not a bad idea to save often in the ''VideoGame/MegaManBattleNetwork'' series, lest you accidentally stumble across an inescapable boss rematch (They're invisible PreExistingEncounters) while you're not prepared for it.
** This is exemplified in the fourth game of the series, where if you manage to win said rematch, you'll unleash the ridiculously strong Omega version of the boss upon that part of the net as an inescapable random encounter. It's possible to eventually have ''every single area'' on the net occupied by one of them, which makes getting around interesting to say in the least.

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* It's not a bad idea to save often in the ''VideoGame/MegaManBattleNetwork'' series, lest you accidentally stumble across an inescapable boss rematch (They're invisible PreExistingEncounters) while you're not prepared for it. \n** This is exemplified in the fourth game of the series, where if you manage to win said rematch, you'll unleash the ridiculously strong Omega version of the boss upon that part of the net as an inescapable random encounter. It's possible to eventually have ''every single area'' on the net occupied by one of them, which makes getting around interesting to say in the least.



** An interesting variation happens early in Super Metroid where one obtains the bomb ability. In this case, the door locks ''after'' obtaining it, contrary to all other such rooms. This has provided a way for tool-assisted speedrunners to [[SequenceBreaking skip the fight]], though [[http://tasvideos.org/1073M.html just barely.]]
** ''VideoGame/SuperMetroid'' has an interesting variation, in that the door to Tourian only opens when you defeat the main bosses. One wonders why they would set up the door to their main computer system only when those charged with defending it are dead: the ''exact opposite'' would be more secure.

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** An interesting variation ''VideoGame/SuperMetroid'' has two variations:
*** One
happens early in Super Metroid where one obtains the bomb ability. In this case, the door locks ''after'' obtaining it, contrary to all other such rooms. This has provided a way for tool-assisted speedrunners to [[SequenceBreaking skip the fight]], though [[http://tasvideos.org/1073M.html just barely.]]
** ''VideoGame/SuperMetroid'' has an interesting variation, in that the *** The door to Tourian only opens when you defeat the main bosses. One wonders why they would set up the door to their main computer system only when those charged with defending it are dead: the ''exact opposite'' would be more secure.



* ''VideoGame/{{Bayonetta}}'' has this in spades. Almost every fight in the game is inescapable due to a magical barrier. When you are done with a battle, Bayonetta destroys the magical barrier... [[MundaneMadeAwesome by blowing a kiss at it.]] In ''VideoGame/Bayonetta2'', there are barriers she breaks by shooting a heart-shaped bullet pattern into.

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* ''VideoGame/{{Bayonetta}}'' has this in spades. ''VideoGame/{{Bayonetta}}'': Almost every fight in the game is inescapable due to a magical barrier. When you are done with a battle, Bayonetta destroys the magical barrier... [[MundaneMadeAwesome by blowing a kiss at it.]] In ''VideoGame/Bayonetta2'', there are barriers she breaks by shooting a heart-shaped bullet pattern into.
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* ''VideoGame/{{Bayonetta}}'' has this in spades. Almost every fight in the game is inescapable due to a magical barrier. When you are done with a battle, Bayonetta destroys the magical barrier... [[MundaneMadeAwesome by blowing a kiss at it.]] In the sequel, there are barriers she breaks by shooting a heart-shaped bullet pattern into.

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* ''VideoGame/{{Bayonetta}}'' has this in spades. Almost every fight in the game is inescapable due to a magical barrier. When you are done with a battle, Bayonetta destroys the magical barrier... [[MundaneMadeAwesome by blowing a kiss at it.]] In the sequel, ''VideoGame/Bayonetta2'', there are barriers she breaks by shooting a heart-shaped bullet pattern into.

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Minor fix.


* In ''[[VideoGame/AdventuresOfLolo The Adventures Of Lolo III]]'', Level 13's boss battle plays like this. It's the Eggerland King, and at first it looks like a normal boss battle...until you realize that he won't die no matter how many times you hit him. Thus, your character is forced to die, leaving the other one outside of the castle. This then takes you to the Underworld Level 14, where the remaining character must trudge through four levels to rescue the
character lost in Level 13.

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* In ''[[VideoGame/AdventuresOfLolo The Adventures Of Lolo III]]'', Level 13's boss battle plays like this. It's the Eggerland King, and at first it looks like a normal boss battle...until you realize that he won't die no matter how many times you hit him. Thus, your character is forced to die, leaving the other one outside of the castle. This then takes you to the Underworld Level 14, where the remaining character must trudge through four levels to rescue the
the character lost in Level 13.
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None


* Done all the time in the ''VideoGame/LuigisMansion'' series, with areas that immediately have ghosts show up, then lock Luigi in until all of them are caught. In the case of ''VideoGame/LuigisMansionDarkMoon'' and ''VideoGame/LuigisMansion3'', it's not a door being blocked, but a magical gate popping out of the floor and barricading anything from an opening to a set of stairs until all nearby ghosts are caught. In these games, this is also marked by the lights immediately going off whenever an ambush occurs.

to:

* ''VideoGame/LuigisMansionSeries'': Done all the time in the ''VideoGame/LuigisMansion'' series, games, with areas that immediately have ghosts show up, then lock Luigi in until all of them are caught. In the case of ''VideoGame/LuigisMansionDarkMoon'' and ''VideoGame/LuigisMansion3'', it's not a door being blocked, but a magical gate popping out of the floor and barricading anything from an opening to a set of stairs until all nearby ghosts are caught. In these games, this is also marked by the lights immediately going off whenever an ambush occurs.

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