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*** 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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A huge cause of UselessUsefulStealth. Longer or more plot-involved examples may extend into an InvoluntaryGroupSplit.

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A huge cause of UselessUsefulStealth. Longer or more plot-involved examples may extend into an InvoluntaryGroupSplit.
InvoluntaryGroupSplit. SubTrope of KillEnemiesToOpen.
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* ''VideoGame/GranblueFantasy'': The "Do or Die" scenarios in Arcarum – A set of enemies may suddenly pop up from an unvisited node, and the only way to progress further is to defeat them (preventing the player from clicking other nodes). If you lose, they will still remain in that node, waiting to be defeated.
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* Of course, the ''{{Metroid}}'' series, which erected grey barriers in front of the doors during any major boss battle.

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* Of course, the ''{{Metroid}}'' ''Franchise/{{Metroid}}'' series, which erected grey barriers in front of the doors during any major boss battle.
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* Happens in ''VideoGame/{{Half-Life 2}}'', Episode 2, during the "White Forest Inn Siege". While the player and sidekick are driving down a seemingly deserted street, force-fields activate at either end of the road and Combine soldiers pour out of the woodwork. The player is forced to retreat into a hotel in which, for some reason, all the exits are locked except for those inside the force-fields.

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* Happens in ''VideoGame/{{Half-Life 2}}'', ''VideoGame/HalfLife2'', Episode 2, during the "White Forest Inn Siege". While the player and sidekick are driving down a seemingly deserted street, force-fields activate at either end of the road and Combine soldiers pour out of the woodwork. The player is forced to retreat into a hotel in which, for some reason, all the exits are locked except for those inside the force-fields.
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* In the ''Film/{{Total Recall|1990}}'' LicensedGame for the 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}}'' LicensedGame for the NintendoEntertainmentSystem, UsefulNotes/NintendoEntertainmentSystem, you could be pulled into alleys and forced to fight midgets in purple suits.
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I want to cut the Main redirect.


* In ''[[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 ''[[AdventuresOfLolo ''[[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/EagleIsland'', some rooms will have all exits locked upon entering them, at which point the player has to kill all the enemies inside to be allowed to leave.
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* ''HenryHatsworthInThePuzzlingAdventure'' uses these ''viciously'', with nearly every level having one or two of these. The game usually uses these to introduce new types of enemies, or to just make the stages that much harder.

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* ''HenryHatsworthInThePuzzlingAdventure'' ''VideoGame/HenryHatsworthInThePuzzlingAdventure'' uses these ''viciously'', with nearly every level having one or two of these. The game usually uses these to introduce new types of enemies, or to just make the stages that much harder.
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* Done all the time in ''LuigisMansion'' and ''LuigisMansionDarkMoon'', with areas that immediately have ghosts show up, then lock Luigi in until all of them are caught. Or in the case of latter, it's not a door being blocked, but a magical gate popping out the floor and barricading anything from an opening to a set of stairs until all nearby ghosts are caught. In the latter, this is also marked by the lights immediately going off whenever an ambush occurs.

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* Done all the time in ''LuigisMansion'' ''VideoGame/LuigisMansion'' and ''LuigisMansionDarkMoon'', ''VideoGame/LuigisMansionDarkMoon'', with areas that immediately have ghosts show up, then lock Luigi in until all of them are caught. Or in the case of latter, it's not a door being blocked, but a magical gate popping out the floor and barricading anything from an opening to a set of stairs until all nearby ghosts are caught. In the latter, this is also marked by the lights immediately going off whenever an ambush occurs.
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[[caption-width-right:350: Two men enter, one man leaves!]]

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[[caption-width-right:350: [[Film/MadMaxBeyondThunderdome Two men enter, one man leaves!]]
leaves!]]]]
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[[caption-width-right:350: Two men enter, one man leaves!]]
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* Done all the time in LuigisMansion and LuigisMansionDarkMoon, with areas that immediately have ghosts show up, then lock Luigi in until all of them are caught. Or in the case of latter, it's not a door being blocked, but a magical gate popping out the floor and barricading anything from an opening to a set of stairs until all nearby ghosts are caught. In the latter, this is also marked by the lights immediately going off whenever an ambush occurs.

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* Done all the time in LuigisMansion ''LuigisMansion'' and LuigisMansionDarkMoon, ''LuigisMansionDarkMoon'', with areas that immediately have ghosts show up, then lock Luigi in until all of them are caught. Or in the case of latter, it's not a door being blocked, but a magical gate popping out the floor and barricading anything from an opening to a set of stairs until all nearby ghosts are caught. In the latter, this is also marked by the lights immediately going off whenever an ambush occurs.
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** ''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 the defending it are dead: the ''exact opposite'' would be more secure.

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** ''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 the defending it are dead: the ''exact opposite'' would be more secure.
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** 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]].

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** 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]].barely.]]
Willbyr MOD

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A huge cause of UselessUsefulStealth.

Longer or more plot-involved examples may extend into an InvoluntaryGroupSplit.

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A huge cause of UselessUsefulStealth.

UselessUsefulStealth. Longer or more plot-involved examples may extend into an InvoluntaryGroupSplit.InvoluntaryGroupSplit.



* In all the ''{{Pokemon}}'' [=RPGs=], when the main character enters the Elite Four's rooms, s/he cannot go outside until s/he defeats or is defeated by the Elite Four and the Champion.

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* In all the ''{{Pokemon}}'' ''Franchise/{{Pokemon}}'' [=RPGs=], when the main character enters the Elite Four's rooms, s/he cannot go outside until s/he defeats or is defeated by the Elite Four and the Champion.

Removed: 91

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*** [[AWizardDidIt Because their boss wants them to and doesn't want Link to, of course.]]
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Typo.


* [[https://youtu.be/mAvdJnekJpg?t=18s Here's]] the hammer brothers pulling one of these in ''VideoGame/DistoredTravesty 3''. This game, and the series in general, are fond of this trope.

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* [[https://youtu.be/mAvdJnekJpg?t=18s Here's]] the hammer brothers pulling one of these in ''VideoGame/DistoredTravesty ''VideoGame/DistortedTravesty 3''. This game, and the series in general, are fond of this trope.
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* [[https://youtu.be/mAvdJnekJpg?t=18s Here's]] the hammer brothers pulling one of these in DT3.

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* [[https://youtu.be/mAvdJnekJpg?t=18s Here's]] the hammer brothers pulling one of these in DT3.''VideoGame/DistoredTravesty 3''. This game, and the series in general, are fond of this trope.
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* In ''[[SeikenDensetsu3 Seiken Densetsu 3]]'', there are certain rooms in dungeons that will trap the player until all of the enemies are defeated. Of course, every single boss battle is like this as well.

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* In ''[[SeikenDensetsu3 ''[[VideoGame/SeikenDensetsu3 Seiken Densetsu 3]]'', there are certain rooms in dungeons that will trap the player until all of the enemies are defeated. Of course, every single boss battle is like this as well.
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* Happens constantly in ''VideoGame/{{Implosion}}'', where each new area you enter is sealed by doors or laser fences. The in-game explanation is that during the early parts of the invasion of Earth by the XADA, security barriers were set up to let humans pass through, but lock down if any aliens approached. Your [=WarMech=] has no human body inside, so the barriers won't open until all the XADA attackers locked in with you are dead.
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* [[https://youtu.be/mAvdJnekJpg?t=18s Here's]] the hammer brothers pulling one of these in DT3.
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grammar


*** some bosses however avert this trope in the first game. In neverland the bossfight against Captain hook can be left via the captains quarters. and in the second fight against Oogie Boogie you can leave via the area you're standing on after the cutscene plays or by the cave in the side of the wall of the area.

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*** some bosses however avert this trope This is averted by several boss encounters in the first game. In neverland Neverland, you can leave the bossfight fight against Captain hook can be left Hook via the captains quarters. Captain's Quarters, and in the second fight against Oogie Boogie you can leave via the area you're standing on after the cutscene plays or by the a cave in the side of the wall of the area.wall.
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* A regular occurence in the modern ''VideoGame/NinjaGaiden'' games.
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* Near the end of the first level in the first mission of ''MedalOfHonor: Allied Assault'', the ambush in question loops endlessly until you accomplish your given objectives. You could waste your ammo on German soldiers, hide near the locked exit door, etc. until you pick up that machinegun and shoot!

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* Near the end of the first level in the first mission of ''MedalOfHonor: ''VideoGame/MedalOfHonor: Allied Assault'', the ambush in question loops endlessly until you accomplish your given objectives. You could waste your ammo on German soldiers, hide near the locked exit door, etc. until you pick up that machinegun and shoot!
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* ''[[LegacyOfKain Soul Reaver 2]]'' had similar forcefields generated by certain types of time demons when you faced them. You didn't have to kill all the monsters, just the one casting the barrier.

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* ''[[LegacyOfKain ''[[VideoGame/LegacyOfKain Soul Reaver 2]]'' had similar forcefields generated by certain types of time demons when you faced them. You didn't have to kill all the monsters, just the one casting the barrier.
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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.]]

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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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* ''DevilMayCry'' has barriers that flare into life when you walk into certain rooms, whereupon the enemies usually arrive via {{Cutscene}}. Interestingly, if you get too close to a barrier, it briefly forms into a hand and takes a swipe at you.

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* ''DevilMayCry'' ''Franchise/DevilMayCry'' has barriers that flare into life when you walk into certain rooms, whereupon the enemies usually arrive via {{Cutscene}}. Interestingly, if you get too close to a barrier, it briefly forms into a hand and takes a swipe at you.



* ''VideoGame/GodOfWar'' essentially swiped the barriers from ''DevilMayCry''; the only difference is that the barriers in this game turn into a fate's head instead of a hand.

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* ''VideoGame/GodOfWar'' essentially swiped the barriers from ''DevilMayCry''; ''Franchise/DevilMayCry''; the only difference is that the barriers in this game turn into a fate's head instead of a hand.
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Really? Just assuming all gamers are male? Shameful.


* In all the ''{{Pokemon}}'' [=RPGs=], when the main character enters the Elite Four's rooms, he cannot go outside until he defeats or is defeated by the Elite Four and the Champion.

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* In all the ''{{Pokemon}}'' [=RPGs=], when the main character enters the Elite Four's rooms, he s/he cannot go outside until he s/he defeats or is defeated by the Elite Four and the Champion.
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* In ''VideoGame/{{Faria}}'', some rooms in the first three towers have doors that [[GhostButler slam shut]] until all the enemies are defeated.

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* In ''VideoGame/{{Faria}}'', some tower rooms in the first three towers have doors that [[GhostButler slam shut]] until all the enemies are defeated.

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