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Crosswicking

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* ''VideoGame/DevilMayCry'': Depending on the game and the level design, the player may arrive at forks or crossroads, with one path leading to the actual "objective" that helps progress the game, while the other is an optional path that may lead to collectibes such as Blue Orb Fragments. How "obvious" the sidepaths are compared to the main paths may also vary, and {{backtracking}} may also be involved. Specific examples include:
** Mission 17 of ''VideoGame/DevilMayCry3DantesAwakening'' has a platforming puzzle where you have to jump into floating cubes to reach a door in a ledge, but it's obvious that this room has two ledges; one is an optional path that contains a Blue Orb Fragment.
** The [[TheLostWoods "Lost Woods"]] area of ''VideoGame/DevilMayCry4'' is a series of crossroads where you need to [[OneOfTheseDoorsIsNotLikeTheOther figure out the correct path]] using light and shadows as your guide. Going into the wrong path however takes you to the "Hidden Pit" where you are forced to fight a group of enemies, though you'll also find a Blue Orb Fragment there for your efforts.
** ''VideoGame/DevilMayCry5'' is abundant with sidepaths, the game even has a button that can be held to show you the path to the main objective and differentiate them instead. Many of them (such as in Missions 4, 10, 15, and 16) are of the usual kind that rewards Blue Orb Fragments, Purple Orb Fragments, or Gold Orbs, though there are also unique cases where you can be rewarded more than these; you can find Lady's original Kalina Ann rocket launcher in an optional area of Mission 11, and you can [[BossAlteringConsequence pre-emptively make the Nightmare boss fight easier]] in Mission 18 by exploring the optional paths. In some of the missions mentioned above (such as 4 and 10), there are also [[DevelopersForesight situational dialogue lines]] that play only when you explore these optional paths.
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Bonus Boss was renamed by TRS


* In ''VideoGame/SagaFrontier'', during the quest for the Shield card, exploring the caverns in Mosperiburg a bit leads to a BonusBoss fight with a red and black dragon duo, guarding a hoard of treasures and items.

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* In ''VideoGame/SagaFrontier'', during the quest for the Shield card, exploring the caverns in Mosperiburg a bit leads to a BonusBoss an OptionalBoss fight with a red and black dragon duo, guarding a hoard of treasures and items.

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* ''VideoGame/{{Borderlands}}'' featured a LOT of this. In one area, there were literally even some giant neon arrows pointing you through certain doorways. And yes, these doors usually led to the next story-advancement area. But if you zigged when the game was trying to get you to zag? Your payoff was often gun chests, items and/or ammo.

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* ''VideoGame/{{Borderlands}}'' featured a LOT of this. In one area, there were literally even some giant neon arrows pointing you through certain doorways. And yes, these doors series has usually led an ammo chest awaiting at the end of a non-story path. There are portions of the map that may not be related to the story path but are an integral part of one or more side missions. However, sidetracking to non-mission areas may reward players with some other interesting stuff:
** In ''VideoGame/Borderlands1'', level transition doors and caves may feature a sidepath leading to a chest and some ammo.
** Every game features an area near the NoobCave with a boss ten or more levels above your PlayerCharacter, usually being there to tell the player how to identify a dangerous overlevelled foe (Level 10 Bone Head in ''1'' and Level 30 Iwo Jira in ''The Pre-Sequel'').
** In ''VideoGame/Borderlands2'', you can take a detour to the right in Tundra Express and fall into a risc. This area contains a chest.
** In ''1'' there's a Claptrap as an Easter Egg above the Marcus' Munitions abandoned shop. [[spoiler:When you return to this area in ''2'' as part of the main story's climax, you can spot this same Claptrap, now dead, and there'll be a chest
next story-advancement area. But to it]].
** The Tartarus Station HubLevel in ''1''[='=]s ''Claptrap's New Robot Revolution'' has ''many'' hidden chests in zones you'll have to actually look for. For example, climbing atop of the tower will net you a Red chest halfway and two at the top, the entrance to Sander's Gorge has one at one of the cliffs walling it, there's another
if you zigged when carefully walk a pathway around Tannis's lab (near the game was trying entrance to get you Hyperion Dump) near the beginning of the level, and "helping" [[spoiler:and defeating]] a Claptrap near the entrance to zag? Your payoff was often gun chests, items and/or ammo.Dividing Faults unlock ''another'' chest.
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* Because of its randomised dungeons, moving forward in the ''VideoGame/{{Diablo}}'' series is largely a matter of luck, with the player as likely to find an empty dead end as anything else, but exploring a whole area before going on will naturally yield some treasure and some unique monsters. ''VideoGame/DiabloIII'' seems to have taken this trope to heart, as every nook and cranny is almost guaranteed to have a little something at the end, if only a pittance of gold or VendorTrash weapons and armor. And that's not speaking of the optional dungeons dotted about at random, each of which has a huge, glowing chest at the bottom.

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* Because of its randomised dungeons, moving forward in the ''VideoGame/{{Diablo}}'' series is largely a matter of luck, with the player as likely to find an empty dead end as anything else, but exploring a whole area before going on will naturally yield some treasure and some unique monsters. ''VideoGame/DiabloIII'' seems to have taken this trope to heart, as every nook and cranny is almost guaranteed to have a little something at the end, if only a pittance of gold or VendorTrash weapons and armor. And that's not speaking of the optional dungeons dotted about at random, each of which has a huge, glowing chest at the bottom.



* Often averted in ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas''. While you can find a lot of valuable stuff if you take the time to look around the WideOpenSandbox, most of the time locations are just stuffed with mundane items or VendorTrash, certainly nothing that could be considered particularly worthwhile to have detoured for. Played straight in major cities and other quest-heavy areas, where it's often to your benefit to look around and break into every locked room in search of equipment, since they're better-stocked than the average wasteland shack.

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* Often averted in ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas''. While you can find a lot of valuable stuff if you take the time to look around the WideOpenSandbox, most of the time locations are just stuffed with mundane items or VendorTrash, ShopFodder, certainly nothing that could be considered particularly worthwhile to have detoured for. Played straight in major cities and other quest-heavy areas, where it's often to your benefit to look around and break into every locked room in search of equipment, since they're better-stocked than the average wasteland shack.
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-->--'''[[LampshadeHanging An NPC]]''' in ''[[VideoGame/PokemonGoldAndSilver Pokémon HeartGold/SoulSilver]]''

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-->--'''[[LampshadeHanging -->-- '''[[LampshadeHanging An NPC]]''' in ''[[VideoGame/PokemonGoldAndSilver Pokémon HeartGold/SoulSilver]]''
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* ''VideoGame/GanbareGoemon'': Sometimes stages feature two goals, with the alternate route usually requiring a special ability that's acquired later in the games i.e Yae's Mermaid magic/morph that allows her to go underwater.
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[[folder: Roguelike]]

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[[folder: Roguelike]][[folder:Roguelike]]
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->"If you see a fork in the road inside a cave, most likely one way is right and the other leads to a dead end. But people can't help trying both. Do you want to go up the ladder or go down the ladder?"

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->"If ->''"If you see a fork in the road inside a cave, most likely one way is right and the other leads to a dead end. But people can't help trying both. Do you want to go up the ladder or go down the ladder?"ladder?"''
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-->-[[LampshadeHanging An NPC]] in ''[[VideoGame/PokemonGoldAndSilver Pokémon HeartGold/SoulSilver]]''

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-->-[[LampshadeHanging -->--'''[[LampshadeHanging An NPC]] NPC]]''' in ''[[VideoGame/PokemonGoldAndSilver Pokémon HeartGold/SoulSilver]]''
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* In ''VideoGame/ShadowsOfTheDamned'', this is the only way to grab Red Gems without breaking your bank, and it's made worse with the game's harsh PointOfNoReturn tendencies, especially considering it's not always obvious which way is the critical path.
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* Because of its randomised dungeons, moving forward in the ''VideoGame/{{Diablo}}'' series is largely a matter of luck, with the player as likely to find an empty dead end as anything else, but exploring a whole area before going on will naturally yield some treasure and some unique monsters. ''VideoGame/DiabloIII'' seems to have taken this trope to heart, as every nook and cranny is almost guaranteed to have a little something at the end, if only a pittance of gold or a worthless item. And that's not speaking of the optional dungeons dotted about at random, each of which has a huge, glowing chest at the bottom.

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* Because of its randomised dungeons, moving forward in the ''VideoGame/{{Diablo}}'' series is largely a matter of luck, with the player as likely to find an empty dead end as anything else, but exploring a whole area before going on will naturally yield some treasure and some unique monsters. ''VideoGame/DiabloIII'' seems to have taken this trope to heart, as every nook and cranny is almost guaranteed to have a little something at the end, if only a pittance of gold or a worthless item.VendorTrash weapons and armor. And that's not speaking of the optional dungeons dotted about at random, each of which has a huge, glowing chest at the bottom.
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-->-[[LampshadeHanging An NPC]] in ''VideoGame/{{Pokemon}} [=HeartGold=]/[=SoulSilver=]''

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-->-[[LampshadeHanging An NPC]] in ''VideoGame/{{Pokemon}} [=HeartGold=]/[=SoulSilver=]''
''[[VideoGame/PokemonGoldAndSilver Pokémon HeartGold/SoulSilver]]''
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* In the Blue Cave in ''{{Quest 64}}'', there are actual arrows pointing to the right way on most crossroads. Naturally, more often than not, the other way gets you a chest and/or a spirit.

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* In the Blue Cave in ''{{Quest ''VideoGame/{{Quest 64}}'', there are actual arrows pointing to the right way on most crossroads. Naturally, more often than not, the other way gets you a chest and/or a spirit.
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* ''VideoGame/DayOfTheTentacle'' is another Creator/LucasArts game with plenty of humor that you'll miss if you only do what you're "supposed" to do. Unlike its predecessor, ''VideoGame/ManiacMansion'', there's no way you can lose the game, so go nuts!
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** A particularly nasty example in ''VideoGame/FinalFantasyIX'': in the ice cave, an early game dungeon, go the correct way and find... the boss! And you must face him with only Zidane, the rest of your party being incapacitated, with no chance to save. Where's the savepoint? It's the sidetrack bonus on the other path. Even worse: it's frozen and Vivi has to melt it with fire for you to use it, so if you decide to backtrack after every party member has passed out, you'll find a savepoint you can't use. Better beat the boss first try.

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