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'''Ben:''' Yeah, well, make sure I back get by teatime Doctor. I've gotta get back to my ship by tonight.\\

to:

'''Ben:''' Yeah, well, make sure I get back get by teatime Doctor. I've gotta get back to my ship by tonight.\\
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* In the original ''VideoGame/{{Diablo}}'', the "Phasing" spell teleports the user to a random location within a short radius. It's a cheaper version of the much more useful Teleport spell, and only really good for escaping being cornered by monsters. One of the random shrine effects does the same on a larger scale, sending you to a random point within the level, with the flavor text "Wherever you go, there you are."
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* ''Wiki/SCPFoundation'': [[http://www.scp-wiki.net/scp-507 SCP-507 ("Reluctant Dimension Hopper")]], one of the human [[SCPFoundation SCPs]] has this power, achieving teleportation by going through different dimensions with approximately the same landscape (moving from point A to B there will put him at B in the real world), but can't control when or where or how long he goes. Dimensions visited include one where there is complete darkness until you turn on a light and find yourself staring eye-to-eye with, basically, the Joker (twice), a GenderFlip dimension, one where plants scream telepathically if you eat them, one where the U.S. presidency is decided by KlingonPromotion, and another where he came back and refused to say anything but "So many spiders..."

to:

* ''Wiki/SCPFoundation'': [[http://www.scp-wiki.net/scp-507 SCP-507 ("Reluctant Dimension Hopper")]], one of the human [[SCPFoundation [[Wiki/SCPFoundation SCPs]] has this power, achieving teleportation by going through different dimensions with approximately the same landscape (moving from point A to B there will put him at B in the real world), but can't control when or where or how long he goes. Dimensions visited include one where there is complete darkness until you turn on a light and find yourself staring eye-to-eye with, basically, the Joker (twice), a GenderFlip dimension, one where plants scream telepathically if you eat them, one where the U.S. presidency is decided by KlingonPromotion, and another where he came back and refused to say anything but "So many spiders..."

Added: 230

Removed: 185

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* In ''Webcomic/OnePieceGrandLine3Point5'', Zoro's NoSenseOfDirection is played in this manner. If Zoro needs to somewhere without a guide to help, his player has to roll a ''hundred-sided die'' to determine if he even gets there.



* ''WesternAnimation/MegasXLR'' "Coop D'Etat" Coop accidentally sends Megas into a teleportation loop, causing them to transport to random place all over the universe one after another.
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* ''WesternAnimation/MegasXLR'' "Coop D'Etat" Coop accidentally sends Megas into a teleportation loop, causing them to transport to random place all over the universe one after another.

Added: 2394

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Some examples moved from Teleportation Misfire, others moved to it.


-->--'''''Series/DoctorWho''', "[[Recap/DoctorWhoS4E1TheSmugglers The Smugglers]]"''

to:

-->--'''''Series/DoctorWho''', "[[Recap/DoctorWhoS4E1TheSmugglers The Smugglers]]"''
-->-- ''Series/DoctorWho'', [[Recap/DoctorWhoS4E1TheSmugglers "The Smugglers"]]



* ''[[Anime/AbenobashiMahouShoutengai Magical Shopping Arcade Abenobashi]]'' features the characters jumping to various versions of their hometown's marketplace.

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* ''[[Anime/AbenobashiMahouShoutengai Magical Shopping Arcade Abenobashi]]'' ''Anime/MagicalShoppingArcadeAbenobashi'' features the characters jumping to various versions of their hometown's marketplace.



* In ''Literature/TheTimeTravelersWife'', Henry's time travel works like this. Under stress or seemingly just randomly he'll teleport to a random place in time and space, though the range is normally within his, his wife's, and his daughter's lifetimes. It does eventually go very badly wrong.
* In ''[[http://en.wikipedia.org/wiki/The_Infinitive_of_Go The Infinitive of Go]]'' by [[http://en.wikipedia.org/wiki/John_Brunner_%28novelist%29 John Brunner]], some college students invent a teleportation machine that allows people to teleport from one Portal to another. However, it is eventually revealed that teleporting also [[spoiler:teleports you to an alternate universe. The greater the physical distance between source and destination, the greater the differences between your origin and destination universes.]]



* ''Literature/TheHitchhikersGuideToTheGalaxy:''
** The Infinite Improbability Drive causes the ship to "pass through every conceivable point in every conceivable universe almost simultaneously," meaning that you are "never sure where you'll end up or even what species you'll be when they get there" and "it's therefore important to dress accordingly".
** At one point, the space hitchhikers are stuck in a stunt-ship about to plunge into a sun (or, in the original radio version, a warship owned by an angry Haggunenon shape-shifter), and they discover a half-built teleporter which will allow them to leave but not to control where they go. (It sends Ford and Arthur back to prehistoric Earth.)
* In Gateway, the first novel of the ''Literature/HeecheeSaga'' humans have discovered an asteroid filled with small alien spaceships which may travel to an unknown destination when activated. While many never return, or take long enough that travellers have run out of supplies and died, the riches and fame to be gained from discovering important resources or alien technology mean there is no shortage of volunteers to fly them. Later in the series, it's revealed that they were placed with the intention of humans studying and learning from the technology, the Heechee never thought humans would be stupid enough to blindly launch themselves around the galaxy [[spoiler: and now we've alerted the aliens the Heechee were hiding from that we're here]].

to:

* ''Literature/TheHitchhikersGuideToTheGalaxy:''
** The Infinite Improbability Drive causes the ship to "pass through every conceivable point in every conceivable universe almost simultaneously," meaning that you are "never sure where you'll end up or even what species you'll be when they get there" and "it's therefore important to dress accordingly".
** At one point, the space hitchhikers are stuck in a stunt-ship about to plunge into a sun (or, in the original radio version, a warship owned by an angry Haggunenon shape-shifter), and they discover a half-built teleporter which will allow them to leave but not to control where they go. (It sends Ford and Arthur back to prehistoric Earth.)
* In Gateway, ''Gateway'', the first novel of the ''Literature/HeecheeSaga'' humans have discovered an asteroid filled with small alien spaceships which may travel to an unknown destination when activated. While many never return, or take long enough that travellers have run out of supplies and died, the riches and fame to be gained from discovering important resources or alien technology mean there is no shortage of volunteers to fly them. Later in the series, it's revealed that they were placed with the intention of humans studying and learning from the technology, the Heechee never thought humans would be stupid enough to blindly launch themselves around the galaxy [[spoiler: and [[spoiler:and now we've alerted the aliens the Heechee were hiding from that we're here]].



[[folder: Live-Action TV]]
* ''Series/QuantumLeap'' featured Sam Beckett leaping at various points in history to SetRightWhatOnceWentWrong. He never knows what time period or into which person he'll Leap into next. A hint of this is almost always TheStinger for a given episode. The leaps generally occurred within the U.S. and stayed within Sam's lifetime. Though special circumstances have seen these rules broken at least once.

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[[folder: Live-Action [[folder:Live-Action TV]]
* ''Series/QuantumLeap'' featured features Sam Beckett leaping at various points in history to SetRightWhatOnceWentWrong. He never knows what time period or into which person he'll Leap into next. A hint of this is almost always TheStinger for a given episode. The leaps generally occurred occur within the U.S. and stayed stay within Sam's lifetime. Though special circumstances have seen these rules broken at least once.



* ''Series/{{Sliders}}''
** The show has wormholes the characters can use to go from one alternate Earth to another. The catch is that they have no control over ''which'' worlds they go to. Their timer does gain a small upgrade to allow some control, enabling them to visit any world they have previously been to and track other wormhole users.
** Originally, the Sliders' timer worked within a specific radius so that no matter which alternate Earth they visited, they were always in the San Francisco area. One of their antagonists made an adjustment to the timer, increasing this radius to 400 miles; meaning the Sliders could now potentially wind up in San Francisco, Los Angeles, or anyplace in between.

to:

* ''Series/{{Sliders}}''
**
''Series/{{Sliders}}'': The show has wormholes the characters can use to go from one alternate Earth to another. The catch is that they have no control over ''which'' worlds they go to. Their timer does gain a small upgrade to allow some control, enabling them to visit any world they have previously been to and track other wormhole users. \n** Originally, the Sliders' timer worked within a specific radius so that no matter which alternate Earth they visited, they were always in the San Francisco area. One of their antagonists made an adjustment to the timer, increasing this radius to 400 miles; meaning the Sliders could now potentially wind up in San Francisco, Los Angeles, or anyplace in between.



** The First and Second Doctors had little to no control over where the TARDIS went in any given serial. Even later, when the Doctor did gain better control, it was often difficult to wind up exactly where he wanted to go. This was particularly troublesome for companions who wanted to go home (Ian & Barbara, Ben & Polly, Tegan).
** It's been stated in "[[Recap/DoctorWhoS32E4TheDoctorsWife The Doctor's Wife]]" that the TARDIS itself chooses where to go based on where the Doctor is needed.
** The Fourth Doctor invoked this trope by installing a randomizer into the TARDIS in order to evade the Black Guardian following the Key to Time arc.
** The Tenth Doctor invoked the randomizer for fun in "[[Recap/DoctorWhoS30E3PlanetOfTheOod Planet of the Ood]]."
* This was the critical downside to a Leviathan's 'Starbrust' in ''Series/{{Farscape}}.'' For this reason it's most often used as an emergency escape rather than a regular mode of travel.
* In the ''Franchise/StarTrek'' {{Verse}} wormholes can be used ''in principle'' for very long distance interstellar travel, but in practice aren't because they're unstable and can land you at any random location in the galaxy with no guarantee that they'll open up again to bring you back.
** The wormhole in ''Series/StarTrekDeepSpaceNine'' is notably stable, taking you from point X in the Alpha Quadrant to point Y in the Gamma Quadrant and back again every time; but that's because it was artificially created by the Prophets/wormhole aliens instead of being a natural phenomenon.
* ''{{Series/Battlestar Galactica|2003}}:'' as evidenced by the final episode, the jump drives could theoretically take you ''anywhere'' but the problem is one of navigation: beyond comparatively short distances the jump equations become "non-linear" and it becomes impossible to calculate an intended destination.
* In ''Series/{{Rentaghost}}'', Nadia Popov would randomly teleport whenever she sneezed, and suffered from allergies. In the novels, her powers (like those of many other ghosts) were actually activated by touching her own nose - but every time she sneezed she covered her nose and ended up triggering her power.

to:

** The First and Second Doctors had little to no control over where the TARDIS went in any given serial. Even later, when the Doctor did gain better control, it was often difficult to wind up exactly where he wanted to go. This was particularly troublesome for companions who wanted to go home (Ian & Barbara, Ben & Polly, Tegan). This is most consistent in the earliest serials, in which the First and Second Doctors rarely, if ever, were able to get the TARDIS to land where they intended. In fact, two of the First Doctor's companions returned to their own time (give or take 3 years) not because of the TARDIS, but by procuring an entirely different and more reliable time machine. The TARDIS is effectively unsteerable until the Time Lords pardon the Third Doctor in [[Recap/DoctorWhoS10E1TheThreeDoctors "The Three Doctors"]]. Not only do they restore his [[LaserGuidedAmnesia stolen memories]] of time travel theory, but they replace a core component of the TARDIS they had taken. Presumably, the replacement bit works better than the old one did. ExpandedUniverse (and even [[Recap/DoctorWho20thASTheFiveDoctors In-]][[http://tvtropes.org/pmwiki/pmwiki.php/Recap/DoctorWhoS22E4TheTwoDoctors Universe)]] stories set back during the First and Second Doctor eras often forget that the Doctor never went anywhere on ''purpose'' in those days.
** Even later, when the Doctor does gain better control, it is often difficult to wind up exactly where he wants to go. It doesn't help that the TARDIS is, essentially, [[TheAllegedCar a piece of junk]] in most incarnations. Note it isn't so much a matter of the Doctor being bad at piloting it, more so that it was designed to have six people control it at once. Although River Song seems to manage a smooth ride just peachily on her own, while simultaneously implying the Doctor is a crap driver who "leaves the brake on".

** It's been stated in "[[Recap/DoctorWhoS32E4TheDoctorsWife The Doctor's Wife]]" that the TARDIS itself chooses where to go based on where the Doctor is needed.
** The Fourth Doctor invoked this trope by installing a randomizer into the TARDIS in order to evade the Black Guardian following the Key "Key to Time arc.
**
Time" arc. The Tenth Doctor invoked used the randomizer for fun in "[[Recap/DoctorWhoS30E3PlanetOfTheOod Planet [[Recap/DoctorWhoS30E3PlanetOfTheOod "Planet of the Ood]].Ood"]]."
* This ** The Eleventh Doctor episode "The Doctor's Wife" further suggests that the teleportation was the critical downside to a Leviathan's 'Starbrust' in ''Series/{{Farscape}}.'' For this reason it's most often used never as an emergency escape rather than a regular mode of travel.
* In the ''Franchise/StarTrek'' {{Verse}} wormholes can be used ''in principle'' for very long distance interstellar travel, but in practice aren't because they're unstable and can land you at any
random location as it always appeared as [[spoiler:the TARDIS in human form]] tells the galaxy with no guarantee Doctor that they'll open up again he didn't always get where he wanted to bring you back.
** The wormhole in ''Series/StarTrekDeepSpaceNine'' is notably stable, taking you from point X in the Alpha Quadrant to point Y in the Gamma Quadrant and back again every time;
go, but that's because it was artificially created by the Prophets/wormhole aliens instead of being a natural phenomenon.
* ''{{Series/Battlestar Galactica|2003}}:'' as evidenced by the final episode, the jump drives could theoretically take you ''anywhere'' but the problem is one of navigation: beyond comparatively short distances the jump equations become "non-linear" and it becomes impossible
he always arrived where he needed to calculate an intended destination.
* In ''Series/{{Rentaghost}}'', Nadia Popov would randomly teleport whenever she sneezed, and suffered from allergies. In the novels, her powers (like those of many other ghosts) were actually activated by touching her own nose - but every time she sneezed she covered her nose and ended up triggering her power.
be.



[[folder: Magazines]]

to:

[[folder: Magazines]] [[folder:Print Media]]



[[folder: Tabletop Games]]
* ''TabletopGame/{{Warhammer 40000}}'' and Warp travel (a demon-infested alternate dimension that allows FTL travel, sped up or hampered by Warp currents). While ships have a Navigator that allows them to navigate the Warp currents, all too often they end up adrift, and when (if) they do return to realspace, it's only occasionally on target, when not in deep space. And then there's the fact that sometimes you don't even come back at the right ''time'', as one ork Waaaagh found when they ran into their future selves (that one ended in considerable confusion, as the future!warboss killed past!warboss in order to have two sets of his favorite gun).

to:

[[folder: Tabletop [[folder:Tabletop Games]]
* ''TabletopGame/{{Warhammer 40000}}'' and Warp travel (a demon-infested alternate dimension that allows FTL travel, sped up or hampered by Warp currents). While ships have a Navigator that allows them to navigate the Warp currents, all too often they end up adrift, and when (if) they do return to realspace, it's only occasionally on target, when not in deep space. And then there's the fact that sometimes you don't even come back at the right ''time'', as one ork Waaaagh found when they ran into their future selves (that one ended in considerable confusion, as the future!warboss killed past!warboss in order to have two sets of his favorite gun).



* ''VideoGame/WorldOfWarcraft:''
** The item "Scroll of Recall" could potentially have this effect. Normally it acts similar to a Hearthstone, sending you back to a previously set home point. If your level is too high for that particular level of scroll, however, the effect becomes more random.
** Also, the archeology artifact, The Last Relic of Argus, is a highly sought after item, because it is a teleporter that you can use during combat, with no casting time. The downside: ''it picks your destination point at random.'' At least the Last Relic takes three seconds to activate, so it's not instant, but it's a whole lot faster than a hearthstone/Astral Recall exit. Also, the destination is selected at random from a large list but you'll always end up at one of the locations. The benefit is that all possible destinations are safe.
** There is a Druid-only spell called One With Nature that functions a lot like the Last Relic of Argus, sending the Druid using it to a random location. In this case, they are all natural locations ([[ExactlyWhatItSaysOnTheTin as the name implies]]) such as forests, glades, or jungles.
** Later engineer-built items open a wormhole that will take you to a zone you choose. The catch is that it'll send you to one of several places in the zone, and it's not uncommon to end up materializing 100 yards above the ground. Hope you have a Goblin Glider Kit or other slow-fall ability....
* In ''VideoGame/BioShockInfinite'', Elizabeth and Booker make use of Elizabeth's ability to open "tears" between alternate universes first as a means to an end; they regularly open tears to universes where there are supplies stored in the immediate area when they need supplies, to universes with doors or platforms, etc. This trope comes into play because they insist on [[WhenAllYouHaveIsAHammer using it as a cure-all]]; when they discover an essential contact has been tortured to death, they deliberately choose to do the ''opposite'' - travel to an alternate universe where the contact has ''not'' been executed... only to discover that ''every other aspect of that universe'' is up for grabs, resulting in an entirely different set of problems. And despite that, they do it again to ''move some machinery'', dropping them into a universe where those problems have become even worse. Only at the very end of the game does Elizabeth gain the ability to choose exactly which reality they enter. [[spoiler:They ultimately attempt to use it as a ResetButton - and [[GainaxEnding are left uncertain if it worked]]]].
* The old DOS game ''Laser Chess'' has one Hypercube piece on each side, plus the center square is also a Hypersquare. Moving one's piece onto the Hypercube or Hypersquare would cause it to reappear on a random empty square on the 9 by 9 board. The Hypercubes could also be moved to achieve the same effect.
* ''[[VideoGame/EscapeVelocity Escape Velocity: Nova]]'' has 20[[note]]Actually 21 but one doesn't work.[[/note]] [[OurWormholesAreDifferent wormhole]] ends that send ships instantly[[note]]In zero days just like Hypergates.[[/note]], but randomly, to other ends. By re-entering the wormholes it's possible to randomly cycle through them and end up the where you want.
* In {{Roguelike}}s teleportation is random by default. In some games the player can gain an item or ability to control the destination.
* In the Tanks game of [[Creator/MidwayGames Bally/Midway's]] arcade game {{VideoGame/TRON}}, a pink diamond in the middle of the maze is used to teleport the player's tank to a random location.
* In ''{{VideoGame/Asteroids}}'', hyperspace is used as an emergency escape, sometimes dropping you right in front of another asteroid.
* ''VideoGame/BaldursGate'' 2 had a spell called Teleportation Field. When cast, it created a zone that would cause every enemy within it to be randomly teleported to another location within the zone each round. There was no saving throw and it ignored magic resistance. The spell was useless most of the time, except in a couple of duels, since you could cast the spell so that half the zone was inside the arena and half was out. If the enemy stayed in the zone long enough, they'd eventually be teleported outside the arena and you could turn the 1 on 1 fight into a 5 on 1 [[CurbStompBattle beatdown]].

to:

* ''VideoGame/WorldOfWarcraft:''
** The item "Scroll of Recall" could potentially have this effect. Normally it acts similar to a Hearthstone, sending you back to a previously set home point. If your level is too high for that particular level of scroll, however, the effect becomes more random.
** Also, the archeology artifact, The Last Relic of Argus, is a highly sought after item, because it is a teleporter that you can use during combat, with no casting time. The downside: ''it picks your destination point at random.'' At least the Last Relic takes three seconds to activate, so it's not instant, but it's a whole lot faster than a hearthstone/Astral Recall exit. Also, the destination is selected at random from a large list but you'll always end up at one of the locations. The benefit is that all possible destinations are safe.
** There is a Druid-only spell called One With Nature that functions a lot like the Last Relic of Argus, sending the Druid using it to a random location. In this case, they are all natural locations ([[ExactlyWhatItSaysOnTheTin as the name implies]]) such as forests, glades, or jungles.
** Later engineer-built items open a wormhole that will take you to a zone you choose. The catch is that it'll send you to one of several places in the zone, and it's not uncommon to end up materializing 100 yards above the ground. Hope you have a Goblin Glider Kit or other slow-fall ability....
* In ''VideoGame/BioShockInfinite'', Elizabeth and Booker make use of Elizabeth's ability to open "tears" between alternate universes first as a means to an end; they regularly open tears to universes where there are supplies stored in the immediate area when they need supplies, to universes with doors or platforms, etc. This trope comes into play because they insist on [[WhenAllYouHaveIsAHammer using it as a cure-all]]; when they discover an essential contact has been tortured to death, they deliberately choose to do the ''opposite'' - -- travel to an alternate universe where the contact has ''not'' been executed... only to discover that ''every other aspect of that universe'' is up for grabs, resulting in an entirely different set of problems. And despite that, they do it again to ''move some machinery'', dropping them into a universe where those problems have become even worse. Only at the very end of the game does Elizabeth gain the ability to choose exactly which reality they enter. [[spoiler:They ultimately attempt to use it as a ResetButton - -- and [[GainaxEnding are left uncertain if it worked]]]].
* The old DOS game ''Laser Chess'' has one Hypercube piece on each side, plus the center square is also a Hypersquare. Moving one's piece onto the Hypercube or Hypersquare would cause it to reappear on a random empty square on the 9 by 9 board. The Hypercubes could also be moved to achieve the same effect.
* ''[[VideoGame/EscapeVelocity Escape Velocity: Nova]]'' has 20[[note]]Actually 21 but one doesn't work.[[/note]] [[OurWormholesAreDifferent wormhole]] ends that send ships instantly[[note]]In zero days just like Hypergates.[[/note]], but randomly, to other ends. By re-entering the wormholes it's possible to randomly cycle through them and end up the where you want.
* In {{Roguelike}}s teleportation is random by default. In some games the player can gain an item or ability to control the destination.
*
In the Tanks game of [[Creator/MidwayGames Bally/Midway's]] arcade game {{VideoGame/TRON}}, a pink diamond in ''VideoGame/{{Myst}}'' games, dropping into the middle of the maze is used to teleport the player's tank Star Fissure transports people or objects to a random location.
* In ''{{VideoGame/Asteroids}}'', hyperspace
location, albeit one on Earth. Both the original Myst Linking Book and the telescope from ''VideoGame/{{Riven}}'' got to Earth this way, and the Stranger is used as an emergency escape, sometimes dropping you right in front of another asteroid.
* ''VideoGame/BaldursGate'' 2 had a spell called Teleportation Field. When cast, it created a zone
presumed to have returned home by that would cause every enemy within it to be randomly teleported to another location within the zone each round. There was no saving throw and it ignored magic resistance. The spell was useless most of the time, except in a couple of duels, since you could cast the spell so that half the zone was inside the arena and half was out. If the enemy stayed in the zone long enough, they'd eventually be teleported outside the arena and you could turn the 1 on 1 fight into a 5 on 1 [[CurbStompBattle beatdown]].method also.



* In ''Webcomic/EmergencyExit'', the main characters have a portal which transports them to random dimensions. Frequently used to start crossovers by having them transport to that comics dimension.
* In ''Webcomic/OnePieceGrandLine3Point5'', Zoro's NoSenseOfDirection is played in this manner. If Zoro needs to somewhere without a guide to help, his player has to roll a ''hundred-sided die'' to determine if he even gets there.

to:

* In ''Webcomic/EmergencyExit'', the main characters have a portal which transports them to random dimensions. Frequently used to start crossovers by having them transport to that comics dimension.
* In ''Webcomic/OnePieceGrandLine3Point5'', Zoro's NoSenseOfDirection is played in this manner. If Zoro needs to somewhere without a guide to help, his player has to roll a ''hundred-sided die'' to determine if he even gets there.
comic's dimension.



* In ''Webcomic/SluggyFreelance'' the whole premise behind Riff's Dimensional Flux Agitator is that it teleports people into [[AnotherDimension random dimensions]]. They're sometimes able to teleport themselves back or reopen old portals, but the mostly the device is just one giant crapshoot.
* This happens to the cast of ''Webcomic/DubiousCompany''. After getting stranded in a random dimension, the brains develop a spell to hop them to the next dimension in the hopes it gets them closer to home. However, they have no clue what that dimension is like until they arrive.



[[folder:Web Original]]
* ''Wiki/SCPFoundation'': [[http://www.scp-wiki.net/scp-507 SCP-507 ("Reluctant Dimension Hopper")]], one of the human [[SCPFoundation SCPs]] has this power, achieving teleportation by going through different dimensions with approximately the same landscape (moving from point A to B there will put him at B in the real world), but can't control when or where or how long he goes. Dimensions visited include one where there is complete darkness until you turn on a light and find yourself staring eye-to-eye with, basically, the Joker (twice), a GenderFlip dimension, one where plants scream telepathically if you eat them, one where the U.S. presidency is decided by KlingonPromotion, and another where he came back and refused to say anything but "So many spiders..."
[[/folder]]



* ''WesternAnimation/TheSmurfs'' had a time travel story arc where they lost the correct configuration for the crystal sculpture thingy and had to do this until they got back home, [[CutShort which unfortunately they never did]].

to:

* ''WesternAnimation/TheSmurfs'' had has a time travel story arc where they lost lose the correct configuration for the crystal sculpture thingy and had have to do this until they got get back home, [[CutShort which unfortunately they never did]]. do]].
* ''WesternAnimation/TransformersAnimated'' Season 3's "Transwarped" starts a story line about Omega Supreme being endlessly transported to random points in the universe before transporting yet again.

Added: 1389

Changed: 262

Is there an issue? Send a MessageReason:
Migrating some entries from Teleportation Misfire


* The ''VideoGame/WorldOfWarcraft'' item "Scroll of Recall" could potentially have this effect. Normally it acts similar to a Hearthstone, sending you back to a previously set home point. If your level is too high for that particular level of scroll, however, the effect becomes more random.

to:

* ''VideoGame/WorldOfWarcraft:''
**
The ''VideoGame/WorldOfWarcraft'' item "Scroll of Recall" could potentially have this effect. Normally it acts similar to a Hearthstone, sending you back to a previously set home point. If your level is too high for that particular level of scroll, however, the effect becomes more random.
** Also, the archeology artifact, The Last Relic of Argus, is a highly sought after item, because it is a teleporter that you can use during combat, with no casting time. The downside: ''it picks your destination point at random.'' At least the Last Relic takes three seconds to activate, so it's not instant, but it's a whole lot faster than a hearthstone/Astral Recall exit. Also, the destination is selected at random from a large list but you'll always end up at one of the locations. The benefit is that all possible destinations are safe.
** There is a Druid-only spell called One With Nature that functions a lot like the Last Relic of Argus, sending the Druid using it to a random location. In this case, they are all natural locations ([[ExactlyWhatItSaysOnTheTin as the name implies]]) such as forests, glades, or jungles.
** Later engineer-built items open a wormhole that will take you to a zone you choose. The catch is that it'll send you to one of several places in the zone, and it's not uncommon to end up materializing 100 yards above the ground. Hope you have a Goblin Glider Kit or other slow-fall ability....
Is there an issue? Send a MessageReason:
None


* ''{{Series/Battlestar Galactica|Reimagined}}:'' as evidenced by the final episode, the jump drives could theoretically take you ''anywhere'' but the problem is one of navigation: beyond comparatively short distances the jump equations become "non-linear" and it becomes impossible to calculate an intended destination.

to:

* ''{{Series/Battlestar Galactica|Reimagined}}:'' Galactica|2003}}:'' as evidenced by the final episode, the jump drives could theoretically take you ''anywhere'' but the problem is one of navigation: beyond comparatively short distances the jump equations become "non-linear" and it becomes impossible to calculate an intended destination.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In Gateway, the first novel of the ''Literature/HeecheeSaga'' humans have discovered an asteroid filled with small alien spaceships which may travel to an unknown destination when activated. While many never return, or take long enough that travellers have run out of supplies and died, the riches and fame to be gained from discovering important resources or alien technology mean there is no shortage of volunteers to fly them. Later in the series, it's revealed that they were placed with the intention of humans studying and learning from the technology, the Heechee never thought humans would be stupid enough to blindly launch themselves around the galaxy [[spoiler: and now we've alerted the aliens the Heechee were hiding from that we're here]].
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/BioShockInfinite'', Elizabeth and Booker make use of Elizabeth's ability to open "tears" between alternate universes first as a means to an end; they regularly open tears to universes where there are supplies stored in the immediate area when they need supplies, to universes with doors or platforms, etc. This trope comes into play because they insist on [[WhenAllYouHaveIsAHammer using it as a cure-all]]; when they discover an essential contact has been tortured to death, they deliberately choose to do the ''opposite' - travel to an alternate universe where the contact has ''not'' been executed... only to discover that ''every other aspect of that universe'' is up for grabs, resulting in an entirely different set of problems. And despite that, they do it again to ''move some machinery'', dropping them into a universe where those problems have become even worse. Only at the very end of the game does Elizabeth gain the ability to choose exactly which reality they enter. [[spoiler:They ultimately attempt to use it as a ResetButton - and [[GainaxEnding are left uncertain if it worked]]]].

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* In ''VideoGame/BioShockInfinite'', Elizabeth and Booker make use of Elizabeth's ability to open "tears" between alternate universes first as a means to an end; they regularly open tears to universes where there are supplies stored in the immediate area when they need supplies, to universes with doors or platforms, etc. This trope comes into play because they insist on [[WhenAllYouHaveIsAHammer using it as a cure-all]]; when they discover an essential contact has been tortured to death, they deliberately choose to do the ''opposite' ''opposite'' - travel to an alternate universe where the contact has ''not'' been executed... only to discover that ''every other aspect of that universe'' is up for grabs, resulting in an entirely different set of problems. And despite that, they do it again to ''move some machinery'', dropping them into a universe where those problems have become even worse. Only at the very end of the game does Elizabeth gain the ability to choose exactly which reality they enter. [[spoiler:They ultimately attempt to use it as a ResetButton - and [[GainaxEnding are left uncertain if it worked]]]].
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* In ''VideoGame/BioShockInfinite'', Elizabeth and Booker travel to alternate realities during the course of the story due to Elizabeth's ability to open "tears". This trope comes into play because they insist on [[WhenAllYouHaveIsAHammer using it as a cure-all]]; they open a tear to a universe where there are supplies stored in the area when they need supplies, to universes with doors or platforms where they need them, etc. Then they deliberately choose to cross to a universe where an essential contact has ''not'' been executed... and it turns out ''every other aspect of that universe'' is up for grabs. And despite that, they do it again to ''move some machinery''. Only at the very end of the game does she gain the ability to choose exactly which reality they enter.

to:

* In ''VideoGame/BioShockInfinite'', Elizabeth and Booker travel to alternate realities during the course make use of the story due to Elizabeth's ability to open "tears". "tears" between alternate universes first as a means to an end; they regularly open tears to universes where there are supplies stored in the immediate area when they need supplies, to universes with doors or platforms, etc. This trope comes into play because they insist on [[WhenAllYouHaveIsAHammer using it as a cure-all]]; they open a tear to a universe where there are supplies stored in the area when they need supplies, discover an essential contact has been tortured to universes with doors or platforms where they need them, etc. Then death, they deliberately choose to cross do the ''opposite' - travel to a an alternate universe where an essential the contact has ''not'' been executed... and it turns out only to discover that ''every other aspect of that universe'' is up for grabs. grabs, resulting in an entirely different set of problems. And despite that, they do it again to ''move some machinery''. machinery'', dropping them into a universe where those problems have become even worse. Only at the very end of the game does she Elizabeth gain the ability to choose exactly which reality they enter.enter. [[spoiler:They ultimately attempt to use it as a ResetButton - and [[GainaxEnding are left uncertain if it worked]]]].
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* In ''Series/{{Rentaghost}}'', Nadia Popov would randomly teleport whenever she sneezed, and suffered from allergies. In the novels, her powers (like those of many other ghosts) were actually activated by touching her own nose - but every time she sneezed she covered her nose and ended up triggering her power.

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* ''Film/ThorTheDarkWorld'': Toward the climax of the movie, the thinning of the boundaries between the dimensions caused by [[WhenThePlanetsAlign the Nine Worlds aligning]] causes several random teleportations for Thor and Malekith, sending them through different Worlds before bringing them back at several spots around London.

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* ''Film/ThorTheDarkWorld'': Toward In the climax of final battle, the movie, the thinning of the boundaries convergence has turned reality into Swiss cheese, so Thor and Malekith (and various other things) end up teleporting between the dimensions caused by [[WhenThePlanetsAlign the Nine Worlds aligning]] causes several random teleportations for Thor and Malekith, realms constantly during their slugfest, sending them through different Worlds worlds before bringing them back at several spots around London.London. For added trouble, Thor's attempts to recall his hammer keep failing because they keep ending up in different realms.

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* In ''Webcomic/OnePieceGrandLine3Point5'', Zoro's NoSenseOfDirection is played in this manner. If Zoro needs to somewhere without a guide to help, his player has to roll a ''hundred-sided die'' to determine if he even gets there.

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* In ''Webcomic/OnePieceGrandLine3Point5'', Zoro's NoSenseOfDirection is played in this manner. If Zoro needs to somewhere without a guide to help, his player has to roll a ''hundred-sided die'' to determine if he even gets there. there.
* After the great [[CosmicRetcon arm retcon]] in ''Webcomic/{{Homestuck}}'', [[spoiler:John begins teleporting and [[TimeTravel time-travelling]] throughout the entire comic (scenes without John are [[CosmicRetcon retconned]] so that John's teleportation can be seen). Later on, his [[CosmicRetcon retconning]] in the new game session begins to have discernible effects.]]

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!Examples

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\n!Examples \n!!Examples:



[[folder: Anime & Manga]]

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[[folder: Anime [[folder:Anime & Manga]]



* The protagonists of ''Manga/TsubasaReservoirChronicle'' travel the multiverse in search of Princess Sakura's scattered memories--however, they rarely know what kind of world they will end up in next, just that there is a "memory feather" in it somewhere.

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* The protagonists of ''Manga/TsubasaReservoirChronicle'' travel the multiverse in search of Princess Sakura's scattered memories--however, memories -- however, they rarely know what kind of world they will end up in next, just that there is a "memory feather" in it somewhere.



[[folder: Literature]]

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[[folder: Literature]] [[folder:Films -- Live-Action]]
* ''Film/ThorTheDarkWorld'': Toward the climax of the movie, the thinning of the boundaries between the dimensions caused by [[WhenThePlanetsAlign the Nine Worlds aligning]] causes several random teleportations for Thor and Malekith, sending them through different Worlds before bringing them back at several spots around London.
[[/folder]]

[[folder:Literature]]



[[folder: Video Games]]

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[[folder: Video [[folder:Video Games]]



[[folder: Webcomics]]

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



[[folder:WesternAnimation]]

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[[folder:WesternAnimation]] [[folder:Western Animation]]


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* ''VideoGame/BaldursGate'' 2 had a spell called Teleportation Field. When cast, it created a zone that would cause every enemy within it to be randomly teleported to another location within the zone each round. There was no saving throw and it ignored magic resistance. The spell was useless most of the time, except in a couple of duels, since you could cast the spell so that half the zone was inside the arena and half was out. If the enemy stayed in the zone long enough, they'd eventually be teleported outside the arena and you could turn the 1 on 1 fight into a 5 on 1 [[CurbStompBattle beatdown]].
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This is exactly the sort of misuse that let It Got Worse to be perma-redlinked. A LONG time ago.


* In ''VideoGame/BioShockInfinite'', Elizabeth and Booker travel to alternate realities during the course of the story due to Elizabeth's ability to open "tears". This trope comes into play because they insist on [[WhenAllYouHaveIsAHammer using it as a cure-all]]; they open a tear to a universe where there are supplies stored in the area when they need supplies, to universes with doors or platforms where they need them, etc. Then they deliberately choose to cross to a universe where an essential contact has ''not'' been executed... and it turns out ''every other aspect of that universe'' is up for grabs. And despite that, they do it again to ''move some machinery'' and of course ItGotWorse. Only at the very end of the game does she gain the ability to choose exactly which reality they enter.

to:

* In ''VideoGame/BioShockInfinite'', Elizabeth and Booker travel to alternate realities during the course of the story due to Elizabeth's ability to open "tears". This trope comes into play because they insist on [[WhenAllYouHaveIsAHammer using it as a cure-all]]; they open a tear to a universe where there are supplies stored in the area when they need supplies, to universes with doors or platforms where they need them, etc. Then they deliberately choose to cross to a universe where an essential contact has ''not'' been executed... and it turns out ''every other aspect of that universe'' is up for grabs. And despite that, they do it again to ''move some machinery'' and of course ItGotWorse.machinery''. Only at the very end of the game does she gain the ability to choose exactly which reality they enter.
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* In ''VideoGame/BioShockInfinite'', Elizabeth and Booker travel to alternate realities during the course of the story due to Elizabeth's ability to open tears. It's implied, however, that she has no control over ''which'' reality the pair enters until near the end of the game.

to:

* In ''VideoGame/BioShockInfinite'', Elizabeth and Booker travel to alternate realities during the course of the story due to Elizabeth's ability to open tears. It's implied, however, "tears". This trope comes into play because they insist on [[WhenAllYouHaveIsAHammer using it as a cure-all]]; they open a tear to a universe where there are supplies stored in the area when they need supplies, to universes with doors or platforms where they need them, etc. Then they deliberately choose to cross to a universe where an essential contact has ''not'' been executed... and it turns out ''every other aspect of that she has no control over ''which'' reality universe'' is up for grabs. And despite that, they do it again to ''move some machinery'' and of course ItGotWorse. Only at the pair enters until near the very end of the game. game does she gain the ability to choose exactly which reality they enter.
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* ''WesternAnimation/TheSmurfs'' had a time travel story arc where they lost the correct configuration for the crystal sculpture thingy and had to do this until they got back home.

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* ''WesternAnimation/TheSmurfs'' had a time travel story arc where they lost the correct configuration for the crystal sculpture thingy and had to do this until they got back home.home, [[CutShort which unfortunately they never did]].
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* In ''{{VideoGame/Asteroids}}'', hyperspace is used as an emergency escape, sometimes dropping you right in front of another asteroid.
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* In the Tanks game of [[Creator/MidwayGames Bally/Midway's]] arcade game {{VideoGame/TRON}}, a pink diamond in the middle of the maze is used to teleport the player's tank to a random location.
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* In {{Roguelike}}s teleportation is random by default. In some games the player can gain an item or ability to control the destination.
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* ''WesternAnimatioin/TheSmurfs'' had a time travel story arc where they lost the correct configuration for the crystal sculpture thingy and had to do this until they got back home.

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* ''WesternAnimatioin/TheSmurfs'' ''WesternAnimation/TheSmurfs'' had a time travel story arc where they lost the correct configuration for the crystal sculpture thingy and had to do this until they got back home.
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* In ''Webcomic/OnePieceGrandLine3point5'', Zoro's NoSenseOfDirection is played in this manner. If Zoro needs to somewhere without a guide to help, his player has to roll a ''hundred-sided die'' to determine if he even gets there.

to:

* In ''Webcomic/OnePieceGrandLine3point5'', ''Webcomic/OnePieceGrandLine3Point5'', Zoro's NoSenseOfDirection is played in this manner. If Zoro needs to somewhere without a guide to help, his player has to roll a ''hundred-sided die'' to determine if he even gets there.
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** The Tenth Doctor invoked the randomizer for fun in "[[Recap/DoctorWhoS30E3PlanetOfTheOod Planet of the Ood]]."
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** Also in ''Franchise/TheHitchhikersGuideToTheGalaxy'', depending on the medium, the space hitchhikers are either stuck in a stunt-ship meant to plunge into the Kakrafoon sun as a stage pyrotechnic for a Disaster Area gig. (novelisation and LP record), or they are escaping from angry Haggunenon shape-shifters (radio). They discover a half-built teleporter which will allow them to leave but not to control where they go. (It sends Ford and Arthur back to prehistoric Earth)

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** Also in ''Franchise/TheHitchhikersGuideToTheGalaxy'', depending on the medium, At one point, the space hitchhikers are either stuck in a stunt-ship meant about to plunge into a sun (or, in the Kakrafoon sun as original radio version, a stage pyrotechnic for a Disaster Area gig. (novelisation and LP record), or they are escaping from warship owned by an angry Haggunenon shape-shifters (radio). They shape-shifter), and they discover a half-built teleporter which will allow them to leave but not to control where they go. (It sends Ford and Arthur back to prehistoric Earth) Earth.)
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* The protagonists of ''Manga/TsubasaChronicle'' travel the multiverse in search of Princess Sakura's scattered memories--however, they rarely know what kind of world they will end up in next, just that there is a "memory feather" in it somewhere.

to:

* The protagonists of ''Manga/TsubasaChronicle'' ''Manga/TsubasaReservoirChronicle'' travel the multiverse in search of Princess Sakura's scattered memories--however, they rarely know what kind of world they will end up in next, just that there is a "memory feather" in it somewhere.

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* ''[[Videogame/EscapeVelocity Escape Velocity: Nova]]'' has 20[[note]]Actually 21 but one doesn't work.[[/note]] [[OurWormholesAreDifferent wormhole]] ends that send ships instantly[[note]]In zero days just like Hypergates.[[/note]], but randomly, to other ends. By re-entering the wormholes it's possible to randomly cycle through them and end up the where you want.

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* ''[[Videogame/EscapeVelocity ''[[VideoGame/EscapeVelocity Escape Velocity: Nova]]'' has 20[[note]]Actually 21 but one doesn't work.[[/note]] [[OurWormholesAreDifferent wormhole]] ends that send ships instantly[[note]]In zero days just like Hypergates.[[/note]], but randomly, to other ends. By re-entering the wormholes it's possible to randomly cycle through them and end up the where you want.



[[/folder]]

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[[/folder]][[/folder]]
----
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->'''The Doctor:''' You are now traveling through time and space.\\
'''Ben:''' Yeah, well, make sure I back get by teatime Doctor. I've gotta get back to my ship by tonight.\\
'''The Doctor:''' Young man, it's going to be a long time before you see your ship again!\\
'''Ben:''' Aye?\\
'''Polly:''' Why? When are we going to land?\\
'''The Doctor:''' I don't know, and that's the cause of half my trouble through my journeys. I never know.\\
'''Polly:''' Why not?\\

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->'''The Doctor:''' You are now traveling through time and space.\\
\\
'''Ben:''' Yeah, well, make sure I back get by teatime Doctor. I've gotta get back to my ship by tonight.\\
\\
'''The Doctor:''' Young man, it's going to be a long time before you see your ship again!\\
again!\\
'''Ben:''' Aye?\\
Aye?\\
'''Polly:''' Why? When are we going to land?\\
land?\\
'''The Doctor:''' I don't know, and that's the cause of half my trouble through my journeys. I never know.\\
\\
'''Polly:''' Why not?\\ not?\\



-->'''''Series/DoctorWho''', "[[Recap/DoctorWhoS4E1TheSmugglers The Smugglers]]"''

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-->'''''Series/DoctorWho''', -->--'''''Series/DoctorWho''', "[[Recap/DoctorWhoS4E1TheSmugglers The Smugglers]]"''
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->'''The Doctor:''' You are now traveling through time and space.\\
'''Ben:''' Yeah, well, make sure I back get by teatime Doctor. I've gotta get back to my ship by tonight.\\
'''The Doctor:''' Young man, it's going to be a long time before you see your ship again!\\
'''Ben:''' Aye?\\
'''Polly:''' Why? When are we going to land?\\
'''The Doctor:''' I don't know, and that's the cause of half my trouble through my journeys. I never know.\\
'''Polly:''' Why not?\\
'''The Doctor:''' I have no control over where I land. Neither can I choose the period in which I land in.
-->'''''Series/DoctorWho''', "[[Recap/DoctorWhoS4E1TheSmugglers The Smugglers]]"''

A {{Speculative Fiction Trope|s}} in which our heroes have the means to go just about anywhere they want, with the catch that they have absolutely no control over just where they will end up. Whether it is because their method of transportation is damaged, not properly understood, or just inherently random, the protagonists will have no way of knowing where they're going until they actually arrive.

The end result is that any attempt to use their fantastic mode of travel is a BlindJump. This forces the characters to go through a series of random AdventureTowns until arriving at their intended destination (assuming they ever do).

The characters may work out what rules govern their travel, such as staying within a certain range of their point of origin. If an outside power is controlling their travel, they may also frequently be sent to where they're most ''needed'', rather than where they desire. A degree of limited control may even be gained over time.

A form of WalkingTheEarth. Frequently overlaps with TheHomewardJourney, as the intended destination is almost always just getting back home. Compare UnstuckInTime.
----

!Examples

[[foldercontrol]]

[[folder: Anime & Manga]]
* ''[[Anime/AbenobashiMahouShoutengai Magical Shopping Arcade Abenobashi]]'' features the characters jumping to various versions of their hometown's marketplace.
* The protagonists of ''Manga/TsubasaChronicle'' travel the multiverse in search of Princess Sakura's scattered memories--however, they rarely know what kind of world they will end up in next, just that there is a "memory feather" in it somewhere.
[[/folder]]

[[folder:Fan Works]]
* The ''WesternAnimation/MyLittlePonyFriendshipIsMagic'' RecursiveFanfiction, ''Fanfic/TheSweetieChroniclesFragments'' features Sweetie Belle traveling to various alternate universes. She has no way of knowing what kind of world she'll find herself in, only that a Twilight Fragment will be found near where she appears.
[[/folder]]

[[folder: Literature]]
* Bobby Pendragon of ''Literature/ThePendragonAdventure'', like all other Travelers, moves from dimension to dimension wherever the flumes take him. Getting where you want to go isn't usually an issue. ''When'' you get there is another story; it appears that while the traveller doesn't have absolute control over this, the flume takes the traveller to when he needs to be there.
* ''Literature/TheHitchhikersGuideToTheGalaxy:''
** The Infinite Improbability Drive causes the ship to "pass through every conceivable point in every conceivable universe almost simultaneously," meaning that you are "never sure where you'll end up or even what species you'll be when they get there" and "it's therefore important to dress accordingly".
** Also in ''Franchise/TheHitchhikersGuideToTheGalaxy'', depending on the medium, the space hitchhikers are either stuck in a stunt-ship meant to plunge into the Kakrafoon sun as a stage pyrotechnic for a Disaster Area gig. (novelisation and LP record), or they are escaping from angry Haggunenon shape-shifters (radio). They discover a half-built teleporter which will allow them to leave but not to control where they go. (It sends Ford and Arthur back to prehistoric Earth)
[[/folder]]

[[folder: Live-Action TV]]
* ''Series/QuantumLeap'' featured Sam Beckett leaping at various points in history to SetRightWhatOnceWentWrong. He never knows what time period or into which person he'll Leap into next. A hint of this is almost always TheStinger for a given episode. The leaps generally occurred within the U.S. and stayed within Sam's lifetime. Though special circumstances have seen these rules broken at least once.
* ''Series/TheTimeTunnel'' has its heroes being randomly transported to various points in the past and, on occasion, the future.
* ''Series/{{Sliders}}''
** The show has wormholes the characters can use to go from one alternate Earth to another. The catch is that they have no control over ''which'' worlds they go to. Their timer does gain a small upgrade to allow some control, enabling them to visit any world they have previously been to and track other wormhole users.
** Originally, the Sliders' timer worked within a specific radius so that no matter which alternate Earth they visited, they were always in the San Francisco area. One of their antagonists made an adjustment to the timer, increasing this radius to 400 miles; meaning the Sliders could now potentially wind up in San Francisco, Los Angeles, or anyplace in between.
* ''Series/DoctorWho''
** The First and Second Doctors had little to no control over where the TARDIS went in any given serial. Even later, when the Doctor did gain better control, it was often difficult to wind up exactly where he wanted to go. This was particularly troublesome for companions who wanted to go home (Ian & Barbara, Ben & Polly, Tegan).
** It's been stated in "[[Recap/DoctorWhoS32E4TheDoctorsWife The Doctor's Wife]]" that the TARDIS itself chooses where to go based on where the Doctor is needed.
** The Fourth Doctor invoked this trope by installing a randomizer into the TARDIS in order to evade the Black Guardian following the Key to Time arc.
* This was the critical downside to a Leviathan's 'Starbrust' in ''Series/{{Farscape}}.'' For this reason it's most often used as an emergency escape rather than a regular mode of travel.
* In the ''Franchise/StarTrek'' {{Verse}} wormholes can be used ''in principle'' for very long distance interstellar travel, but in practice aren't because they're unstable and can land you at any random location in the galaxy with no guarantee that they'll open up again to bring you back.
** The wormhole in ''Series/StarTrekDeepSpaceNine'' is notably stable, taking you from point X in the Alpha Quadrant to point Y in the Gamma Quadrant and back again every time; but that's because it was artificially created by the Prophets/wormhole aliens instead of being a natural phenomenon.
* ''{{Series/Battlestar Galactica|Reimagined}}:'' as evidenced by the final episode, the jump drives could theoretically take you ''anywhere'' but the problem is one of navigation: beyond comparatively short distances the jump equations become "non-linear" and it becomes impossible to calculate an intended destination.
[[/folder]]

[[folder: Magazines]]
* A regular feature in the magazine based on the show ''Series/ThreeTwoOneContact'' was "The Time Team" stories, in which modern teenagers Sean and Jenny have a hand-held "tachyon machine" that transports them to various locations in time. However, they can't predict where the machine will take them, and it has to recharge before they can reactivate it to go back home.
[[/folder]]

[[folder: Tabletop Games]]
* ''TabletopGame/{{Warhammer 40000}}'' and Warp travel (a demon-infested alternate dimension that allows FTL travel, sped up or hampered by Warp currents). While ships have a Navigator that allows them to navigate the Warp currents, all too often they end up adrift, and when (if) they do return to realspace, it's only occasionally on target, when not in deep space. And then there's the fact that sometimes you don't even come back at the right ''time'', as one ork Waaaagh found when they ran into their future selves (that one ended in considerable confusion, as the future!warboss killed past!warboss in order to have two sets of his favorite gun).
* ''TabletopGame/DungeonsAndDragons'', Basic D&D module [=DA1=] ''Adventures in Blackmoor''. When characters trapped in the Inn Between the Worlds passed through the Gate in the cellar they ended up back in the Inn but at a random different time, either before or after they entered (possibly ''long'' before or after).
[[/folder]]

[[folder: Video Games]]
* The ''VideoGame/WorldOfWarcraft'' item "Scroll of Recall" could potentially have this effect. Normally it acts similar to a Hearthstone, sending you back to a previously set home point. If your level is too high for that particular level of scroll, however, the effect becomes more random.
* In ''VideoGame/BioShockInfinite'', Elizabeth and Booker travel to alternate realities during the course of the story due to Elizabeth's ability to open tears. It's implied, however, that she has no control over ''which'' reality the pair enters until near the end of the game.
* The old DOS game ''Laser Chess'' has one Hypercube piece on each side, plus the center square is also a Hypersquare. Moving one's piece onto the Hypercube or Hypersquare would cause it to reappear on a random empty square on the 9 by 9 board. The Hypercubes could also be moved to achieve the same effect.
* ''[[Videogame/EscapeVelocity Escape Velocity: Nova]]'' has 20[[note]]Actually 21 but one doesn't work.[[/note]] [[OurWormholesAreDifferent wormhole]] ends that send ships instantly[[note]]In zero days just like Hypergates.[[/note]], but randomly, to other ends. By re-entering the wormholes it's possible to randomly cycle through them and end up the where you want.
[[/folder]]

[[folder: Webcomics]]
* In ''Webcomic/EmergencyExit'', the main characters have a portal which transports them to random dimensions. Frequently used to start crossovers by having them transport to that comics dimension.
* In ''Webcomic/OnePieceGrandLine3point5'', Zoro's NoSenseOfDirection is played in this manner. If Zoro needs to somewhere without a guide to help, his player has to roll a ''hundred-sided die'' to determine if he even gets there.
[[/folder]]

[[folder:WesternAnimation]]
* In ''WesternAnimation/ReBoot'', when Enzo, [=AndrAIa=], and Frisket travel from system to system for years ([[YearInsideHourOutside to them]]) because the Games they use to travel go to random places. Their eventual goal is to find a system with ports they can use to go straight back to Mainframe.
* The Avalon World Tour arc of ''WesternAnimation/{{Gargoyles}}'' is a result of the magical island Avalon sending Goliath and company not where they want to go, but where they need to be. They visit quite a few places before finally returning to New York.
* ''WesternAnimatioin/TheSmurfs'' had a time travel story arc where they lost the correct configuration for the crystal sculpture thingy and had to do this until they got back home.
[[/folder]]

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