Follow TV Tropes


Interface Spoiler

Go To

Wizards: What makes you think we're Wizards?
Simon: When I move my mouse pointer over you, it says "Wizards".

This is when the way an in-game menu or other interface element is constructed gives away details about the rest of the game. It may be some unexplained question marks instead of a menu item, a few suspiciously blank spots in a circle menu, or any number of other forms.


Like many meta-expectations, this is an interesting form of spoiler, because it generally gives something closer to hints or foreshadowing rather than actual details. You can see the Your Princess Is in Another Castle! moment coming when you've got half your equipment missing, but you still won't know exactly when or why it happens.

This is common in the tutorial and early sections, where the game is still gradually introducing new mechanics, and the player shouldn't be messing with them beforehand.

Some game companies have a deliberate policy of this, so that people who have rented the game can imagine all the "wonderful prizes" yet to be unlocked and buy the game.

Many "Achievement" lists will give things away about the game to come; for example, the names of certain bosses, levels, etc. However, others may avert this by leaving any story-related achievements hidden until they're achieved or only giving them vague descriptions like "Defeat the Final Boss."


In games where characters' names (or lack thereof) are revealed in the dialog box or by selecting them, the player can learn people's names before the player's character does, and the player can use this to determine which characters will be important. This, too is sometimes averted by hiding the name or showing a generic description until your character learns who the person is.

Nintendo Hard variations of this spoiler may indicate entire unlockable worlds and characters with multiple rows of question marks against an empty template throughout the majority of gameplay. If there's one persistent '?' blank spoiler page that just doesn't seem to want to reveal its' secrets and stays hidden throughout practically the entire game to the point of frustration, it's the menu interface version of Empty Room Psych, and that Your Princess Is in Another Castle! moment for players just might escalate into a case of Guide Dang It!!.


See also Equipment Spoiler, Missing Secret, Disc-One Final Dungeon and Spoiled by the Format. Can easily lead to Your Princess Is in Another Castle!. A Tech Tree can be especially prone to this. Occasionally overlaps with Spoiled by the Manual. 100% Completion and Sidequests can actually create subversions or aversions of this, by making it so that finishing the main game/storyline doesn't also fill up a mission roster or what-have-you.

Because this trope deals with spoilers, reader beware!


    open/close all folders 

  • In Zombies Ate My Neighbors, most of the enemies are well-known classic movie monsters, with their well-known weaknesses (as well as a Logical Weakness where applicable). The thing is that you can scroll through all of the possible items and weapons right from the start, revealing whom you might be fighting later. Most notable is the crucifix, which, naturally, is quite handy against vampires, but they don't start appearing until about halfway through the game.

  • The Legend of Zelda series typically has inventory screens with each slot reserved for a specific item, and by the end of the game the player will have acquired most of them.
    • The player will be nowhere near filling up The Legend of Zelda: A Link to the Past's 4x5 inventory screen when the Master Sword is obtained and up to the supposed showdown with Agahnim.
    • The Legend of Zelda: Ocarina of Time had the outlines of the sage's medallions already in the inventory-screen, long before the player even learned about them. The exception is the Triforce's outline, as the Triforce itself is unobtainable.
    • This trend drove fans nuts in Oracle of Ages and Seasons. With every item found, there were still two empty item slots. It was actually because equipping an item moves it from your inventory to the equip slot, so these two empty spaces were for whatever two items you had equipped.note 
    • The Legend of Zelda: Phantom Hourglass has you pursuing the Ghost Ship after Tetra is kidnapped. When you finally catch up to it, you may be quick to realize that only half of the sea map had been revealed up to that point.
    • The Legend of Zelda: Phantom Hourglass has the Sand Temple show up on your Rail Map from the first time you visit the Ocean Realm, making it mighty suspicious you haven’t gone there even after “supposedly” stopping Malladus’s resurrection.
    • The Legend of Zelda: Twilight Princess avoided this by using a Ring Menu for Link's inventory items, while keeping key items (including sword and armor) displayed on a more traditional "Quest Status" screen.
    • Averted in The Legend of Zelda: Skyward Sword: You actually do get the Triforce this time, but its slot on the Quest Status screen doesn't show up until you find the first piece. And it actually replaces the slot for another MacGuffin that has long since served its purpose.
    • The Legend of Zelda: Breath of the Wild
      • Every single NPC in the game is named in their dialogue window, except for disguised Yiga Clan enemies, who are always just "Traveler."
      • Once you get the Camera rune, you can tell beforehand which Decayed Guardians are just background scenery and which will try to shoot you by pointing the camera at it. The ones that will attack are labeled. As well as this, the upgraded Stasis rune will also highlight Decayed Guardians from a distance when used, as they're just as susceptible to being frozen by it as any other enemy.
      • The Stasis rune can be used to detect which flower is just a generic flower versus a collectible material.
    • Hyrule Warriors: During Cia's Tale, in her efforts to recruit Volga, she ends up being joined by Wizzro. The moment he appears on the map, you get his character intro cutscene, which only happens for enemy commanders; sure enough, Cia is "betrayed by evil jewelry" as soon as she's in position to fight Volga himself.
  • Avoided in Kid Icarus: Uprising with Palutena's Treasure Hunt, styled in a similar way to the challenges in Super Smash Bros. Brawl. The 120 individual challenges censor the names of potential spoilers until you've reached that point. (e.g. Defeat ??? using the ???) And then it goes one further: It only features challenges related to the first 9 chapters, supposedly the entirety of the game , so it will seem to be near completion by the time you reach the "final boss". There's actually a second batch of challenges called Viridi's Treasure Hunt, which doesn't even appear until you meet her in the story. There's also a third set that won't appear until you've beaten the game, but there are no spoilers to hide at that point.
  • You can tell the Disc-One Final Dungeon of Ōkami just from the fact that you don't have all the brush techniques yet, but if that didn't tip you off, the fact that your equipment screen looks so empty is likely to. For reference, there are three types of weapon available: reflectors, rosaries, and glaives. Completing said Disc-One Final Dungeon nets you your first glaive... out of five.
  • Cave Story: One level requires you to find and return Jenka's five missing dogs. But the space between Jenka and the door, where the dogs sit once you return them, only has room for four dogs. Sure enough, when you return with the fifth dog, you find something bad has happened in your absence, and the other dogs are missing again.
  • By the point in Bastion where you are told there is one last core to collect, the map is barely half full.
  • In Ys Origin, Toal goes through generally the same sequence of bosses as Yunica and Hugo, but when you reach the final boss there's still a slot left in the bestiary.
  • La-Mulana spoils the existence of the Hell Temple's treasure, the Skimpy Swimsuit, in its Steam achievement list.
  • Metroid:
    • Metroid: Zero Mission flubs on a major spoiler point when it states the certain power-ups are incompatible with your current suit. A simple one-word omission would have defeated an otherwise dead give-away, though they could never have completely taken away from the fact that they wouldn't give you powerups that you could never use...
    • Metroid: Samus Returns also has suspicious expansions and a very suspicious Teleport Station on the escape route you're expected to leave the game with. Also, some expansions are behind crystalline barriers that none of Samus' weapons can breach. Isn't the Metroid Queen supposed to be the final boss? Nope; this time it's Ridley!
  • In Beyond Good & Evil, you can see Pey'j's Jet Boots in his inventory before he introduces them to Jade.
  • In Bloodstained: Ritual of the Night, after fighting the Abyssal Guardian, a quick look at his bestiary page makes it obvious that he will return as a Degraded Boss.
  • Star Wars Jedi: Fallen Order:
    • As soon as you meet BD-1, going into the character customization menu shows the droid hanging on Cal's back, spoiling that he will become a permanent companion long before you find out at the end of the first proper mission on Bogano.
    • Walking into the tunnel right below the Mantis as soon as you land on Bogano for the first time has Cal exclaim that a sphere located inside a locked room has "the exact same sphere and socket from Zeffo". You don't find out that you need to head to the planet Zeffo in the first place until you find the Vault on Bogano and learn where you need to go next from Cordova.
    • The image of the Full House achievement not only spoils the fact that you recruit a companion who looks suspiciously like the Nightsister you encounter just after arriving on Dathomir, but that there is an additional animal companion you can also acquire. Both of these companions require you to get further into the game (and in one case, get a required Force upgrade) before you can get either of them.
    • If you duly scan all the enemies you encounter, halfway through the game you will realize that there is a final unused spot in the Imperial enemy databank, beyond even the Ninth and Second Sister. Given that bosses are usually placed at the end and given that they seem to be ranked in terms of power, this missing entry forbodes ill. It is reserved for none other than Darth Vader, whom you encounter during the final mission.

    Adventure Games 
  • In Another Code, four of the (otherwise unlabeled) icons on your menu become selectable very early on in the game. However, the final icon's purpose only becomes clear at the climax.
  • In the NES/GBC version of Déjà Vu, the game-over screen displayed when the player character dies note  is a picture of the character's gravestone, which has his name written on it. However, the player character doesn't know his name at the beginning of the game, and the player isn't supposed to know what it is before the character remembers it.
  • Harnessed to great effect by Gravity Bone. As you make your way through the second mission, you obtain several items which are set to keys 1, 2, and 4 on your keyboard. There is no item 3. Your character is killed before the end of the second mission.
  • Invoked in the first Simon the Sorcerer game. You can locate a group of wizards at a bar using this method, and address them by their title. When they ask you how you knew they were wizards... see the page quote.
  • Amnesia: The Dark Descent pops up instructional messages at appropriate times during the game. Some involve how to avoid getting attacked by monsters, which most players take as a sign that a confrontation is mere moments away. Sometimes, they're even correct. This game is known for milking anticipation for all it's worth, and this trope is no exception.
  • In Dragon Ball Z: The Legacy of Goku II, using the Scouter on characters shows their stats and information about them. Characters you can play as get question marks for their stats, revealing to the player that alongside Gohan, Piccolo, Vegeta, Trunks, Goku, and Hercule are all playable.
    • Buu's Fury has the scouter commit an even more amusing mistake by spoiling the Supreme Kai and Kibito's identities before they're actually revealed.
  • Minecraft: Story Mode: The image on the episode select screen for Episode 4 gives away the notion that in Episode 3, the Formidi-Bomb doesn't defeat the Wither Storm.

    Card Games 
  • Shadowverse: When you face Eris in many of the other characters' storylines in the Steam version, you may notice that her portrait isn't animating. This indicates that the player is facing a doppelganger instead of the "real" Eris.

    Fighting Games 
  • SoulCalibur IV was released for the Xbox 360 and PlayStation 3, and, like SCII, each platform had its own Guest Fighter, this time from the Star Wars universe: Darth Vader for PS3 and Yoda for the Xbox (and Starkiller for both). Many people figured that they would release the other system's character as DLC, but Namco didn't confirm nor deny. The suspense (if there was any) was ruined when the game had a single suspiciously empty square on the character select screen once everything was unlocked.
  • In Super Smash Bros. Ultimate's "World of Light" adventure mode, the story is presented as having to defeat Galeem, who is posted at the very top of the map. After exploring the world and winning the many battles around, you're finally able to reach and challenge the being to battle. ...Now, if only you weren't still missing nearly half of the fighters...

    First-Person Shooters 
  • Half-Life 2 and its episodes show some of their story achievements but hide others - for instance, in Episode 2, "obtain the Muscle Car" is shown, but "survive the White Forest Inn ambush" is hidden.
  • BioShock:
    • The Bathysphere menu spoils the number of levels, and the fact that you have more tonic slots than you can actually unlock before the confrontation with Ryan may tip one off as well. On the other hand, your wallet displays 4 digits, which seems to imply that there is some way to increase the maximum amount of money you can hold from $500. This is not the case, however. The extra digit seems to just be a UI relic. Also, ammo descriptions at vending machines tell you that certain ammo types are good for certain enemies, even before you've encountered those enemies.
    • After you kill Ryan, Atlas will start a dramatic monologue where he reveals that he's actually the thought-to-be dead Frank Fontaine. It's all very suspenseful... unless you have subtitles turned on in which case an entire paragraph of dialogue will be displayed before he's finished talking, spoiling his big reveal several moments before he actually says it.
  • BioShock 2:
    • More linearity/no train menu prevents that from spoiling, but every train station has a little chart of the route, with each stop clearly denoted by a dot. (Even the prison Persephone, whose very existence is supposed to be known to just a handful of Rapture's citizens and which doesn't even have a train station). Also, Persephone's name is spoiled if you look at the enemy profile of the Alpha Series, which are first encountered in the area immediately before it.
    • As Delta and Eleanor head up the elevator right after the final battle, the achievement "Heading To The Surface" pops up on-screen. Players can immediately pause the game and read the achievement, which reads, "Head to the surface on the side of Sinclair's escape pod", thus spoiling the surprise a few seconds later when the explosives detonate.
  • BioShock Infinite: later in the game, Elizabeth gets kidnapped, and nothing can tell you for sure that this character is gonna survive and come back into the story. Nothing except an ill-placed on-screen hint: when walking before a locked door, the game outright tells you: "Elizabeth Busy - Can't Lockpick.
  • In Halo 3: ODST, "Data leak on sub-level 9" (from the loading screen) hints towards the ending.
  • The weapon menus in Red Faction: Guerrilla and Wolfenstein.
  • Borderlands spoils the existence of Eridian weaponry, which is supposed to be late game equipment because it has its separate skill on your character's stat window.
  • Borderlands 2:
    • There's a subtle example based on mission postings: for the sake of none of the sidequests being Permanently Missable from advancing the main quest, Roland, who dies during the main storyline is the only NPC in Sanctuary who never gives you a sidequest in person (the one he does give you is a recording). It's also a tip-off that you'll get Lilith back safe and sound from Handsome Jack, and Brick and Mordecai don't end up dying after their ship goes down in the final mission.
    • This one requires a little digging into the menu for Badass Ranks, effectively completing optional challenges to acquire points that can be spent for stat increases. A common recurring challenge is Cult of the Vault, where you are tasked to find a variety of usually well-hidden symbols, and because it is a running tally challenge, you can go back various areas to look for them at your leisure. It's quite telling that Control Core Angel has no Cult of the Vault challenges listed, but no surprise either given what happens there.
      • Similarly, the fact that enemies don't drop gear in Control Core Angel is probably a sign that you won't have a chance to sort through loot or come back later.
  • Borderlands: The Pre-Sequel! has a pretty subtle example in the Claptastic Voyage DLC. So you've chased down 5H4D0W-TP to The Cortex and defeated him for good, reclaiming the H-Source once and for all. With 5H4D0W-TP's interference gone, Handsome Jack is finally able to contact you again and extract you from Claptrap's code, bringing you back to Deck 13.5. There's just one problem: didn't the game render the area name as Deck 13 1/2 before? Of course, the twist gets revealed almost immediately, so it's only Five-Second Foreshadowing, unlike most examples on this page.
  • Far Cry 2 has an in-game map with most towns being labelled with vaguely African names and other buildings labelled as "cattle ranch." Except for twisting path through impassable mountains leading to a valley named The Heart of Darkness. Considering that the game was widely known before release as a kind of video game Spiritual Successor to Heart of Darkness and/or Apocalypse Now it's not as much of a spoiler as one might imagine.
  • The mission update tips in Far Cry 3 contain more information than Jason Brody could conceivably know, such as tips that tell you to find a hidden entrance in a location you have just entered. After Keith tells Jason that Riley is dead, the Handbook doesn't add Riley's entry into it.
  • Very common in PC First Person Shooters with remappable controls and the standard 1-9 weapon switching system. Chances are if you start a new game and go to the settings, it'll tell you the names of every weapon you'll get over the course of the game. Escape Velocity has an especially egregious example in the form of a dedicated control for the Invisibility Cloak, a ship outfit from a secret Side Quest.
  • Metroid Prime Trilogy:
    • Metroid Prime accidentally does this a lot. On the map of the first game, the legend outright stated the names of the weapons, as certain weapons were required to open certain doors. For example, the key on the map outright stated that red doors, which you don't even see in the game until very late, are opened by the Plasma Beam. The sequels (and remake) fix this slightly, by having the legend say that certain colors are "???," but that still gives a hint at what the later weapons are.
    • Metroid Prime 2: Echoes:
      • The HUD's bar-shaped meters for the Light and Dark Beams each have four dimmed-out sections when those weapons are first acquired, hinting at the existence of Beam Ammo Expansions.
      • The game's Scan Data also calls a certain boss "Dark Samus 1", indicating further encounters. It also plays with this trope a bit, since the scans have changed a bit. Enemies in the same group will share a group percent, which shows how many scans there are in the group. Scanning Dark Samus 1 gives you 25% of the Dark Samus scans, which suggests that you fight Dark Samus 4 times, except that you only fight Dark Samus three times; "Dark Samus 3" and "Dark Samus 4" come from the same battle, with the later scan being a certain special attack.
      • The game's world map also has the Dark World function grayed out but not fully invisible, which spoils the player early that they are going to travel to another dimension. Granted, it's less than an hour before the player gets to go there.
  • The Jurassic Park arcade Rail Shooter game concludes with a battle against two T. rexes while the player is riding on the back of a vehicle. When you beat the final T. rex down to a third of his health, the creature flees and the vehicle continues driving towards the gate, leading people to assume the game is finished... but the T. rex's health bar is still present on-screen, spoiling his eventual reappearance.
  • In S.T.A.L.K.E.R.: Shadow of Chernobyl, your PDA will list "contact" who you can talk to nearby. Near the end of the game, in the part of the Chernobyl Nuclear Power Plant you can only enter if you find the decoder, this list will include someone called "C-Consciousness representative" before you're introduced to said character.
  • In The Darkness, the pause menu shows the eponymous evil twizzlers three chapters before you get them.
  • In Killer7, Channels 9, 10, and 11 are just added as a reference to a certain type of TV. However, this leads to a very hard to figure out one: Whenever you can select Harman while on his channel, he says, "Ah, Garcian... how long has it been?" If you go to the Blood channel quickly, he still says it since no sub menus or voices can be shown there. Same goes for Channel 11 and Channel 10... but it stops at Channel 9. This foreshadows killer8, where there is someone who takes Channel 9 as his own.
  • The PC version of Unreal Tournament 3. If you're watching the installer, it shows you the names of the files being copied to your system. Now this includes the cinematics of the campaign. The name of one particular cinematic? Malcom Betrayal.
  • ZDoom, a source port for Doom, includes an option to mark the exit on the automap with a different colour. This, among other things, allows the player to easily tell whether or not the "exit" switch he's seeing is the real deal or if he's still in for a surprise.
    • ZDoom's minimap also shows teleporters, which reveals hidden teleporter traps and also inadvertently shows the correct route across the torch platform puzzle in Map30 of TNT: Evilution (where before, you have to memorise the line of coloured torches in the previous corridor and walk the platforms in the same order).
  • The Original Strife: Veteran Edition, a Steam re-release of Strife, includes some spoilerish achievements—most notably "Trust No One", where the description says "Defeat Macil" (who is your ally for most of the game).

  • Most World of Warcraft achievements don't bother with obscuring spoiler objectives. One exception is the achievement for the Trial of the Crusader raid, which hides the name of the final boss, only showing it as "Complete the Trial of the Crusader". The final boss is Anub'arak, after the Lich King breaks the floor of the Coliseum and makes you fall into the Nerubian tunnels below it. Later, even this was spoiled by the raid-lock system, which names the bosses that have and have not been defeated this week. By then, though, raid leaders generally insisted on either giving all first-timers a Walkthrough or having them watch one on YouTube, making a Late-Arrival Spoiler inevitable anyway.
    • When you start a new worgen character in Gilneas, you can immediately zoom out the world map to the Eastern Kingdoms and notice that the hover text for the Gilneas zone says "Ruins of Gilneas" instead. This points to two things: one, that your homeland isn't going to survive intact very long; and two, for the more tech-savvy players, it shows that the version of Gilneas you start in is actually an instance isolated from the main world. Even worse, when inspecting the Ruins of Gilneas map, you can immediately notice that a significant chunk of land in the southwest is missing, foreshadowing that it will be sunk by the Cataclysm during the worgen intro storyline.
    • Since Cataclysm all players now have access to a dungeon journal which gives a name, portrait, short section of biography text, ability list and some tactical information for every boss in a new dungeon or raid as soon as it is released. The betrayal of Archbishop Benedictus in the Hour of Twilight dungeon is not exactly hard to predict when you already have a screen full of information up to and including a list of all the spells that he is going to zap you with.
    • Quests used to be bad about this because they followed a very rigid format. If the quest text told you to kill an NPC, but the quest objective said "confronted 0/1" instead of "killed 0/1", you knew they would get away. Quests might tell you find someone missing but the objective would tell you it was a corpse you would find. One quest of Sven's Revenge gave you clues to a person's identity, but that person showed up on the map as a quest completed icon. Since Legion, this has improved, with a more flexible format: new objectives can come up that were not visible before, so you may find an NPC, only for them to become hostile, and the quest changes to "kill NPC".
    • In "Dagger in the Dark", which, like other scenarios, has a series of objectives you need to complete, displays the final objective- killing the Kor'kron assassins even before Rak'gor Bloodrazor tries to kill Vol'jin.
    • In Legion, the "Followers" tab on your scouting map shows all of the Champions you can recruit for your Order Hall, not just the ones you already have. This makes it practically impossible to be surprised by who you recruit, even though some of these characters were very obviously intended to be twists.
    • Sometimes even the exploration achievements can spoil. In Highmountain, one of the areas players have to find is called "Feltotem". Given that one of the tribes in Highmountain are the Bloodtotem, no one is surprised when they join the Burning Legion.
  • In EverQuest, every zone of the last few expansions has a "Hunter" achievement which basically lists every "named" or boss mob in the zone. Is "Lord Bob" a quest person, normal trash mob or named (special loot dropping) monster? If he's on the "Hunter" list, you have the answer.
  • Star Wars: The Old Republic has a lot of this.
    • Get a codex entry for a character in your storyline and it has likes/dislikes? They're going to join you. See a level-capped character going around with a certain title? Tells you flat out the end results of certain plot-points.
    • Targeting Darth Zash when you meet up with her at the end of Chapter One of the Inquisitor story shows her true face in her portrait, spoiling The Reveal.
    • A codex entry for the Smuggler near the end of Act 1 spoils The Reveal that Nok Drayen is still alive, and his treasure is more than it seems.
  • In RuneScape, most quest-specific equipment can't be traded or purchased on the Grand Exchange specifically to prevent this happening, or the players cheating their way through the quests by buying Mac Guffins. However, you can still find Barrows equipment on the Exchange for the quest-specific Barrows wights Akrisae and Linza, and get spoiled that those characters will die.
  • Final Fantasy XIV:
    • A major player in one of the side quest chains (specifically, Fray of the Dark Knight job quests) is eventually Revealed to be your Enemy Without. Accordingly, this character's gender is "coincidentally" the same as yours — even if you use a Fantasia potion to change genders mid-questline, or go through it on a different-gender alt. Luckily, this probably won't happen by accident, since Fantasias cost real money and the game's mechanics discourage Alt-itis. But it's still possible.
    • In the A Realm Reborn chapters of the game, you can't progress any further beyond patch 2.4 content until you defeated the hard mode versions of Ifrit, Titan, and Garuda. Now why would you be forced to tackle content that has almost no bearing on the main story? This is due to the NPC that gives the quest vanishes by the time you gain the ability to enter Ishgard (the start of the 3.0 Heavensward content). Since the primals you have to fight again are also linked to the relic quest lines, losing out on the whole thing due to the quest giver vanishing would screw the player over. Ergo, you have to do the side content anyway so that you are not screwing yourself over by making other content gone forever. This later gets subverted, however, in patch 4.4: A Realm Reborn's extreme trials aren't required for the main quest, and Urianger will still be in the Waking Sands to hand them out even after his soul gets transported to a parallel dimension.
    • At the end of the main story in 4.3's "Under the Moonlight", some cut scenes play out with one of them showing the supporting protagonist inside a ship that gets shot down while the other shows the player character having a conversation with the other characters. After the cut scene with the ship crash, the screen fades to black and then you get a pop up text telling you to get ready for an instanced battle. This caught many players off guard since the duty pop up always occur when something is going on with their character. It turns out that the battle involves Alphinaud and you get to control him as an actual playable character.
    • In patch 4.2's "Rise of a New Sun" story, it reveals that Zenos is Not Quite Dead. His text box gives away a very subtle hint that something is not quite right where the game only shows his first name rather than his entire name. 4.3 reveals that Zenos's body was taken over by an Ascian while Zenos himself took over someone else's body.
    • The menu that displays all of your job's abilities will show you everything you will learn as you level up and complete job quests, ruining the surprise of what new skills you will obtain. The skills learned in Heavensward were hidden until you actually learned them, but by the next expansion, it was changed to be displayed with everything else. Quest rewards (which can also include job skills) will also reveal what you can earn upon completion of the quest. Certain quests avoid the trope by having the item icon as a gift box with only "???" appearing if you try to see what the item is.
    • Shadowbringers takes great strides to hide various parts of its map. For one, the map of Norvrandt can't be viewed at all until the player first makes their way there, and even after arriving there the sixth zone, The Tempest, has every point of interest replaced by question marks, including the zone's aetheryte. Furthermore, most references to the sixth zone elsewhere (such as achievements, where to acquire the orchestrion roll for that zone, hunt locations, and so on) are similarly obscured. The latter half of the zone, Amaurot, goes even further - its points of interest and aetheryte don't even appear on the map at all until you get there for the first time.
    • This trope is played straight, however, with the final dungeon of Shadowbringers' Main Quest, Amaurot; the dungeon drops the orchestrion roll for the song that plays within, and thus the dungeon is listed by name in the orchestrion log.
  • In Guild Wars 2, players are free to enter any map regardless of their story progress, so this can happen a lot from talking to scouts, reading the descriptions of renown hearts or events, or simply listening to NPC chatter. So, for example, in the core game, every level 60 or so area reveals that the three Orders of Tyria eventually join to become the Pact; in the Heart of Thorns expansion, you can explore Tarir before meeting the Exalted or head to Rata Novus before ever hearing its name; and in the recent Path of Fire expansion, exploring the Elon Riverlands spoils that Vlast, Aurene's brother and Glint's first son, dies. There's one particular instance that tries to avoid this: in Bloodtide Coast, a Risen Commander spawns and taunts you over the death of your Order mentor only if you've completed the Battle for Claw Island on that character. However, it's still possible to see another player trigger their appearance, and the event's name spells out that it's a fight to avenge your mentor's death. Achievement names and descriptions are a mixed bag - some are as vague as possible, or even outright hidden until you complete them - though again, one attempt to hide a spoiler in a Living World episode still ironically ends up doing the opposite. To wit, it is described only as "Follow your foe's tracks deeper into the volcano", but the associated story step is named In Pursuit of a God, revealing just who was impersonating Lazarus the Dire.

    Platform Games 
  • The later Jak and Daxter games have your health in the form of little green dots around a circle. Starting with Jak 3, once the existence of Heart Containers is established you can calculate how many more you're likely to get based on how much of the circle it covers. Similarly, even if you were just handed a Jak 3 disc without a case and had missed the entire second game, you could easily guess that you eventually access Light Eco powers when you see that only half the Yin Yang symbol in your HUD fills up with purple when you collect the dark stuff.
  • The Ratchet & Clank games tend to do this too, if you look deeply enough into the menus.
    • The Skill Point lists tell you which planet each is found on, effectively spoiling every level in the game and making it easy to see Your Princess Is in Another Castle! moments coming.
    • A particularly egregious example from Up Your Arsenal: It's pretty obvious a certain character isn't really dead when you know you'll later visit a place called Qwark's Hideout. Another possible one from that game is "Crash Site," even if exactly what crashed may not be immediately obvious.
    • There's also arena challenges such as "Defeat all enemies using only the Rift Inducer", which appear long before said weapons are available.
    • In the Aquatos Sewers, there are icons for Gadgetron vendors floating out in the middle of nowhere, making it clear that there's more of the sewers to explore than you can see. Well, at least until you get the Map-O-Matic.
    • The Monsterpedia in Going Commando lists the home planet of each enemy; when it's not the world you first encounter them on, you know you'll probably be visiting it later on. Examples include all the Thugs-4-Less members being from Snivelak which you go to when you storm their base to rescue someone very late in the game, and all Mega-Corp robots listing Yeedil, it's the location of Mega-Corp's headquarters and The Very Definitely Final Dungeon. Subverted with some though, such as the B2-Brawler's home planet Cerebella, which has yet to make an appearance in the series.
    • In Ratchet: Deadlocked, the stats menu gives you information about what you've done in the game. This includes kills with weapons (which are named in the menu, which means you know you'll get an Epic Flail, a shield launcher, and a gun that deploys turrets) and enemies killed (which spoils that you'll be fighting robot ghosts and robot zombie ghosts at some point).
    • In Ratchet & Clank (2016), the loading screen sometimes gives hints for weapons that aren't available yet.
  • The challenge achievement for beating the game in both Mega Man 9 and Mega Man 10 say "Whomp Wily!", despite the plotlines of both leading you to believe otherwise.
    • Throughout the franchise, the menu screens almost always have exactly enough room for every weapon and item in the game. When you get one Sub-Tank, for instance, you can see where the Sub-Tanks appear on the menu, how much more room there is, and therefore how many more Sub-Tanks are in the game (generally a total of four).
    • The Navi Mode included in Rockman Complete Works and Mega Man Anniversary Collection doesn't even try to hide the fact that Cossack isn't the true Big Bad of Mega Man 4.
  • Iji spoils the existence of the Komato from level one as their weapons are an upgradable stat.
  • Super Mario Bros.:
    • In New Super Mario Bros., you can scroll through and view the entirety of the current world, no matter which levels you've unlocked.note 
    • There are more than 6 worlds in New Super Mario Bros. 2, but this too is spoiled by the world map screen.
    • In Super Mario Galaxy 2, one can see how many galaxies there are in a world from the grand world map. If one looks at World S before getting 240 stars, they might be confused by the world still having a locked galaxy left...
    • Super Mario 3D World has a few of these.
      • When Miiverse was still active, you could replay a level with Ghost Miis. You may notice some of them spinning in midair. This spoils the fact that Rosalina is a playable character.
      • Similarly, even non-spoiler labeled Miiverse messages could serve as this thanks to the stamps. Not only can people use them freely without spoiler warnings, but you can see the outlines of the stamps, and a lot of them are really easy to make out. A lot of them depict Rosalina, and then you have the fact that Meowser, the Final Boss, is a stamp. Yeah, they really should've auto-spoilered that one.
      • The list of levels will show exactly how many levels there are in a world that you haven't completed yet.
  • In Sly Cooper and the Thievius Raccoonus, in the controls menu the 3rd option you can change is for the jet pack. Take 3 guesses as to how you beat Clockwerk.
  • Jumper Two's unlockables menu blatantly spoils the existence of "secret" levels. Chances are that you will see said menu long before finishing the last sector (one requirement for secret stage 1. The other is getting total record time below certain threshold).
  • Psychonauts:
    • The game presents all the minds you can enter as doors. Already from the start, you can see how many minds you get to enter over the course of the game. It becomes especially egregious when you factor in the Meat Circus: just before you unlock it, you've passed the Point of No Return and you're fighting the Big Bad in an epic, presumably final battle... with the nagging thought of "Wait... wasn't there an extra door?"
    • From the start of the game there's a silhouette of a brain jar with a question mark in it on the inventory screen. You don't find out you have to collect the campers' brains until you get to the asylum.
  • Kirby:
    • The most ridiculous case of this probably comes from Kirby 64: The Crystal Shards. Beating a level will allow the player the chance to play a minigame where they can collect randomized enemy info cards for the game's Monster Compendium. This includes even enemies and bosses you haven't met yet, and it's entirely possible for one to end up knowing about the spoiler-tastic True Final Boss as early as the first level, if they get (un)lucky enough.
    • Kirby's Return to Dream Land: After beating the Grand Doomer, Kirby would have collected all five of the Lor Starcutter's parts. People who go for 100% Completion would noticed that only 84 of the 120 Energy Spheres have been collected- suggesting that there are more worlds. Even people on a casual run might be tipped off by the fact that the world select screen takes the time to specify that Kirby lives on Planet Popstar. Although this one is diffused a bit since Magalor often mentions wanting to take you to visit his home once the Lor Starcutter is repaired, implying that said home contains more levels.
    • In Kirby: Triple Deluxe, obtaining all of the Sun Stones rewards you with a keychain depicting the Big Bad, who is kept a big secret until the very end. It is possible to obtain said keychain before encountering the character in question. note  Kirby: Planet Robobot does something similar, but more competently; you can get a sticker of the game's main villain by collecting all the Code Cubes, but you'll already know what he looks like (his face is plastered on walls throughout the final world), and his existence is made clear beforehand. Meanwhile, Star Dream, the actual final boss, does not make any appearance until you defeat the aforementioned big bad.
    • Starting with Kirby's Return to Dream Land, all future games will hide the timer in The Arena and The True Arena when fighting the Final Boss's last phase. During The True Arena in Kirby: Triple Deluxe and Kirby: Planet Robobot, this hints that there's an extra phase exclusive to the mode.
  • Sonic Rush Adventure is one of those games where the conditions for fighting the True Final Boss involves beating the game. As such, the end credits will flat-out tell you who the secret main villain is.
  • When you save your game in Blender Bros, it shows you which planets you've beaten and which you haven't. The fact that your Player Headquarters planet is listed as one of the planets you have or haven't beaten, it sort of gives away the twist that your base is the final world.
  • Completing the Kong Temple levels with all Puzzle Pieces in Donkey Kong Country: Tropical Freeze will unlock its own image gallery separate from the worlds they're placed in. By going into the gallery early on in the game, You'll see that the gallery is represented by the Mysterious Relics all placed together, each with a symbol representing a world. This will give you a hint that there will be a total of seven worlds in the game to beat even though you haven't collected all the Mysterious Relics yet.

    Puzzle Games 
  • In Bendy and the Ink Machine, there's an audio log that uses subtitles instead of the normal transcript. This is because the tape is blank. What Henry hears is really Bertrum Piedmont speaking.
  • A minor example in the English version of Catherine. The two main female characters, Catherine and Katherine, have the same name with different spellings. At one point, Vincent gets a call from someone named Steve who accuses him of stealing Catherine from him. Vincent spends some time trying to puzzle out exactly what he meant, since Steve only says the name out loud and both girls claim not to know anyone by that name, but the subtitles make it clear that he's talking about Catherine.
  • In Portal, the new game menu appears to spoil the number of levels. Then you find out that the entire second half of the game doesn't show up on said menu.
  • Portal 2 truncates the name of the last chapter ("The Part Where He Kills You") in the New Game menu for spoiler reasons. The achievements reveal the full title, but are worded vaguely enough that if you haven't reached a certain point in the game, you won't know who "he" refers to. Used to be played straight in earlier Source games like Half-Life 2, as described above.
  • In Portal Stories: Mel this is downplayed in the subtitles when Virgil is pretending to be Cave Johnson. They say "Cave Johnson" until he comes clean so that you don't know who it really is; but they are also a different colour from the real Cave's subtitles.
  • Subverted in Professor Layton and the Unwound Future. The mysteries panel gradually fills up with "SOLVED" markers as the game reaches a climax... only for three of the mysteries that were thought "solved" early on in the game to be re-solved, this time with "The Whole Story". The game series mostly plays this straight, as while a few mysteries of secondary importance might be solved early on, most are solved near the end. Professor Layton and the Azran Legacy uses this trick too.
  • The Witness: After a while you figure out that if a mechanism moves verrrry slowly, it means there's an environmental puzzle nearby that can only be solved while the mechanism is in motion (which would be difficult to solve if the mechanism was moving at a more normal speed).
  • The Talos Principle: A great many puzzles have names that directly hint at the respective puzzle's solution. Actually facilitating said solution is another matter, but paying attention to the name when entering a new area is never a bad idea regardless.

    Racing Games 
  • Not so much a spoiler as a slightly premature reveal, Sonic & All-Stars Racing Transformed informs you of the "stickers" (achievements) you've just unlocked in an event after telling you how many XP you earned for your character and such. But the achievements themselves are triggered the second the race is finished, complete with pop-ups in the corner of the screen. Apparently there's no way to delay them.

    Real-Time Strategy 
  • StarCraft II:
    • The game has achievements for each set of missions: the Mar Sara missions, the Hanson missions, the Tosh missions, the Horner missions, the Artifact missions, the Zeratul missions - and the Final missions, so named to avoid revealing that the last missions take place on Char. Also, the achievements don't mention that you can betray both Hanson and Tosh (separately) in their storylines or the nature of Zeratul's missions. They kind of blew it on hiding whose side Warfield and Valerian end up on, though.
    • You could look at the achievements before the game came out, and stuff like "Kill the Odin before it gets sent at Raynor" is very unsubtle. There's also achievements mentioning the Hyperion. Stukov too, and some might not even understand how he could show up, but in the actual game does have a Stop Poking Me! to explain that.note 
    • In Legacy of the Void, you can view the mission acievements on the launch screen. As a result, for example, on a mission where you send Artanis alone into a temple, you can see an achievement for killing a certain number of units with banelings. Combined with the trailers, it is easy to guess that you are going to fight alongside Kerrigan. The army assembly panel also shows three buttons for every unit you have available when you unlock it, thus spoiling that you'll have more variants for your units than just Aiur or Nerazim (even if what those other options are, or even that there's two additional Protoss factions that'll help Artanis, with every tier lacking an option from one of the four factions, is obscured).
  • In Brütal Legend, entering the multiplayer menu plays a tutorial cutscene which spoils Ophelia turning villainous. Less blatantly, there's the empty unit and solo slots.
  • Played with in Warhammer 40,000: Dawn of War II. You can get armor plating equipment that is listed as only able to be equipped by "Dreadnought," well before you gain access to a Dreadnought. Unlike the other squads, it doesn't tell the Dreadnought's name, Davian Thule, your commanding officer and Player Character of the Space Marines in Dawn of War: Dark Crusade.
  • In Age of Mythology's campaign, during one of the earlier scenarios, Gargarensis is visible in an inaccessible portion of the map. Clicking on him, as with everything else in the game, brings up a description, which includes a description of his and Poseidon's plans, which are not revealed until about the halfway point of the campaign.
    • Age of Empires III had a similar case with Crazy Horse, while you can click on him and view his description in the fourth mission of The Warchiefs Expansion's Act II, his description is actually for his role in the final mission, spoiling not only that mission but the biggest twist of the campaign. (Namely what side you'll be taking in the end)
  • In Ground Control 2, you have to salvage the remains of a convoy transporting something apparently valuable, with briefing featuring lines about nobody knowing what it contains. Selecting "cargo" shows you "Prisoner Transport", making its content quite obvious.
  • Downplayed in Pikmin 2, where the total number of treasures available in the game (201) is not revealed in any way until after you pay the debt of 10000 Pokos, by then you may have collected about half of them already.
  • In the first Warlords Battlecry, in one mission the little girl you're supposed to protect runs off on her own into a valley swarming with monsters. The first part of the mission tasks you with finding her, except the mission objective actually tells you to "discover" her. Hint: In English the word "discover" is very rarely used in reference to living people.
  • During the events of the first Halo Wars, Sergeant Forge sacrifices himself so that the Spirit of Fire can escape the Forerunner Shield World, thus a logical absence in the sequel. That is, until you see some of the cards usable during the Blitz mode Beta which have the Leader Restriction set to Forge himself, like his trademark Grizzly tank.
  • Treasure Planet: Battle at Procyon, allows you to play as the Ironclads in the skirmish mode, if you do this before completing the mission 10 in the campaign it will spoil The Reveal that the Ironclads are Procyon ships.
  • In Colobot, the game comes with an in-game encyclopedia concerning all objects, units and programming functions you can find in the game - including ones that you aren't going to encounter until the very last levels.

  • Gem identification in NetHack boils down to collecting all available gems. For each color, the game will inexplicably split your gems automatically into two or more separate inventory slots of otherwise identical gems. Statistically, the largest pile is the one with worthless coloured glass.
  • When used, three particular scrolls in Dungeon Crawl Stone Soup bring up an item select submenu. If the player has not yet identified these scrolls, it will be obvious that it is one of those three.
  • The Binding of Isaac: Rebirth features a secret character. Said character has an extremely difficult, trial-and-error way to unlock him, and was obviously intended by Edmund McMillen to remain secret for months, if not years. Needless to say, he was mightly pissed off at the dataminers who discovered and unearthed it within weeks of the game's release, despite the fanbase being almost as fast to discover the secret in its entirely through brute force. How did both dataminers and legitimate players know that there is at all a character who is hard to unlock and whose existence is kept secret ingame? Unlocking him gets you a Steam achievement, which is not hidden in any way.
  • Rogue Legacy spoils one of its big twists in one of the Steam achievement descriptions: "Mock the traitor." Now you know that somebody's not quite right. (Although just finishing the tutorial explains as much and more.)
  • Elona
    • Uncursed items are much more common than blessed or cursed items. If you pick up many food items of the same type (usually from a fruit tree), they'll split up among three separate spaces in your inventory. The one with the largest number of items is almost certainly the uncursed one.
    • By default, you lack any information about newly-found equipment, including its material. However, pressing 'e' to open the "eat" menu can potentially tell you the equipment's material: if the equipment shows up in the list of food, its material is Raw. Unfortunately, Raw is the weakest material, and having the Sense Quality skill gives you a chance to automatically know an item's material, so this isn't that useful.
  • Sunless Sea's system to determine which actions you can take and which cannot be done can quickly turn into this. Sure, telling you you need at least one candle to explore the darkness or one Strange Catch to actually cook it is good, but telling you you should have more than three crewmembers to attempt some seemingly innocuous action? Yeah, that'll go well, no deaths involved at all. It also occasionally spoils certain Officer stories and their routes, telling you you shouldn't have any of the possible variants of the same officer to proceed, when you didn't even know those variants existed.
  • In the Darkest Dungeon's DLC Crimson Court, there is a boss known as the Fanatic that will randomly appear in the dungeon if one of your heroes in the team is infected with the Crimson Curse. If he decides to appear in the dungeon that you are going on an expedition, the loading screen will shows an illustration of him like other bosses, instead of the background of the dungeon.

    Role-Playing Games 
  • At the beginning of Baldur's Gate II: Shadows of Amn, you meet a clone of Irenicus' former love. If you right-click her, she says the same phrase as the original, giving a hint about their origins.
  • In the Game Boy Color, Super Famicom, and mobile phone versions of Dragon Quest III, defeating Baramos yields 65536 experience points for the party, indicating that he is not the final boss.
  • Dragon Quest VIII has a Disc-One Final Dungeon that does very convincing impression of The Very Definitely Final Dungeon...if not for the fact that half of the world map isn't accessible yet.
  • The existence of secret playable classes may start to become obvious in Dragon Quest IX when weapon types no member of your party can equip start appearing.
  • Dragon Quest XI has a couple. There being multiple different weapon categories spoils that you don't have everyone yet when you have the seven characters featured in the intro movie and nobody has the ability to use Axes (nor have you found any yet). The other one is within the Bestiary, as sorting it alphabetically before the Disc-One Final Dungeon shows that there are pages and pages of ????? between "Very Devil" and "Vince", an alarmingly small portion of the alphabet for so many enemies ( they're "Vicious" enemies).
  • Final Fantasy I has this by the nature of its Vancian Magic system. The player can pretty much immediately see that there are eight levels of magic, even when they only have access to the first-level spells at the beginning of the game. It also spoils that there are Prestige Classes by the fact that even the dedicated white/black mages cannot learn the highest levels of magic in their non-prestige form.
  • In the GBA remake of Final Fantasy II, major non-party NPCs have portraits...and the Dark Knight's portrait is obviously Leon's portrait, darkened. The PSP remake improves this somewhat: the Dark Knight wears a helmet, but the rest of his armor and his stare are still identical to Leon's.
  • Final Fantasy IV:
    • While only in the DS version at least, when you unlock the Music box from Jammingway, some of the song titles actually reveal characters and texts that you won't meet until later in the game. There is also additional descriptions courtesy of Edward. Some of his descriptions actually outright state where they actually play. For example. Red Wings - Short Version, while it plays for the fight against the Dark Knight, Edward mentions that it plays in the final dungeon.
    • Not so much an Interface Spoiler as Interface Foreshadowing, but Tellah is seeking out the spell Meteor for purposes of revenge. He finally gets it, and supposedly even has access to it in Random Encounters, but a quick check of the menu reveals that he does not and will never have enough magic power to actually cast it, thus explaining why, when he eventually does cast it later on, it's at the cost of his own life.
    • Another comes when Baigan joins the party. That brings the party total to six, which is more than can even physically fit in the menu screen, so it's no surprise when he turns out to be lying. This is even more obvious in later versions of the game: in the Game Boy Advance version, every playable character has their Character Portrait appear onscreen when they speak. The fact that Baigan lacks a portrait is a dead giveaway that he's not playable. In the Nintendo DS remake, Baigan uses a palette-swapped generic soldier model, in contrast to the rather distinct-looking (though still a palette swap, but not as obvious) helmetless sprite he had in prior versions of the game, which gives away that he's not a very important character, and certainly not playable.
    • In The After Years, checking the Hooded Man's equipment shows he uses his left hand to hold his sword, which is a huge hint on who he really is.
  • In Final Fantasy V:
    • Faris is Bifauxnen. You learn it early, but it's spoilered even earlier when you change jobs first: Faris uses female sprites (especially noticeable in the White Mage and Black Mage jobs). It's even more noticeable in the GBA port, where Faris has a clearly female face portrait.
    • Exdeath's Castle, as climactic as it is, is not the final level. How do we know this? We're still missing all of the level 6 spells, and almost half of the Summon Magic. Granted, this game has a tendency toward the Guide Dang It!, so a player without a guide could think they simply missed all of that...but there's no reasoning away the gaping holes in the game's bestiary for the GBA version.
  • Final Fantasy VI:
    • You can always go to the (empty) "esper" menu. Even though it's about a third of the way through before you properly find out what espers are and how they work.
    • Also, the battle menu, specifically the discrepancy between Terra and every other party member. At first, she can only use magic, and there's a gap where her special ability would be. Similarly, characters like Locke and Edgar have their special abilities, and a gap where the magic would be. Think people will eventually be able to cast spells, or that Terra will develop a secret power? And if you still had any doubts, once Celes is recruited she has both a special ability and magic on her battle menu, verifying that it's not just weird formatting of Terra's menu.
    • A lesser example is that none of the permanent playable characters are ever mentioned by name until you are given a chance to choose what that name is. This means that if you see a character mentioned by name and you are not given the chance to name them, you know for certain they will never join your party. It also means that, when the name entry screen comes up for a certain ninja before he joins, or a certain airship-owning gambler even before you meet him, you know that they are going to be part of your crew eventually.
    • In the scenario where you have to save Terra from The Empire, you get to command Locke and a gang of moogles. All but one of them won't allow you to change their equipment. The moogle whose gear can be changed freely will play a role later on.
  • The French translation of Final Fantasy VII did a Translation Spoiler by mistake: when you first arrive in Nibelheim with Sephiroth, Cloud asks him about his family. During Sephiroth's Mind Rape of Cloud in the Whirlwind Maze, Sephiroth answers "Ma mère s'appelait Jenova" (my mother's name was Jenova). But in the flashback in Kalm, he says "Ma mère était Jenova" (My mother was Jenova). Cue many players scratching theirs heads when he started to go psycho about the whole Jenova thing.
  • The digital re-release of Final Fantasy VII has an interface spoiler through its achievements notification. When you get to the absolute final battle against Sephiroth with only Cloud, you get to use Cloud's ultimate Limit Break Omnislash and there's an achievement for it. However, the achievement for Omnislash pops up as soon as the cut scene leading to the one on one battle starts. This can cause new players to immediately know the game isn't quite done yet.
    • It also pops up if the player loses the battle against his One-Winged Angel form.
    • There's an subversion in the achievements as well. There's an achievement for every character using their Level 4 Limit Break, including Aeris/Aerith's. Unless you're specifically going for it, she won't have enough kills through normal play before she's killed, and you won't be able to get the achievement on that playthrough. It also caused a variation on the old "Aerith comes back" rumors with the achievement cited as proof you can get her back.
  • Averted in Final Fantasy VIII, where there's a certain character that enters your party long after you've met. You even get the chance to rename this character, odd as it might seem.
  • Final Fantasy IX:
    • It's pretty obvious that one can tell that Marcus, Blank, and Beatrix aren't permanent party members simply because they have no "Trance" bar.
    • Unlike the other members of your party, Zidane has Trance abilities that have nothing to do with his character class. Whereas everyone else's abilities augment their job-specific skills (Steiner the Knight does more damage; Garnet the Summoner casts stronger spells...), Zidane the Thief inexplicably gains access to a set of appallingly powerful offensive spells that will always do maximum damage. Even though Zidane's backstory isn't explored until Disc 3, this is a strong hint that there's more to him than meets the eye.
    • If you play the Chocobo Hot and Cold mini-game as soon as you're able to on disc 1, you can obtain Chocographs that show areas that don't match the geography of the current continent, such as barren lands and icy fields compared to the mostly grassy lands you been traveling through. Looking up the "help" info for one of the graphs reveals that there's other continents you will explore besides the Mist Continent.
    • Garnet being a summoner is spoiled as soon as you get control of her at the start of the game due to her Summon command already being available as well as her summons being listed in her ability list. Her summoning abilities isn't brought up until later when her mother extracts her summoning magic from her.
  • Final Fantasy XIII has a fairly subtle one; four of your starting characters have two ATB slots and get a third when they become l'Cie. Vanille, however, already has three slots before this happens, because she already was a l'Cie before supposedly getting transformed alongside the rest of them, a fact also hinted at by her relatively high starting stats compared to the normal humans.
  • In Kingdom Hearts: 358/2 Days, the final boss is referred to as a "mystery man" on the mission screen while you fight him, as if to conceal his identity, yet when you fight him, the boss's health bar clearly says that his name is Riku.
  • In Kingdom Hearts II, you may notice when Roxas levels up, the notice has a yellow border. You may remember from the first game that yellow borders on level-up notices mean this person is a guest party member, foreshadowing the fact that Roxas is the Decoy Protagonist.
  • In Rune Factory 4, the Fan-Art exposition is presented by Ventuswill in her human form, which you can normally only see once you have completed pretty much everything else in the game.
  • Lunar: Dragon Song lets you find a chest (in a room that is mandatory to clear, no less) with Gideon3's card inside. This happens even before you fight Gideon2 at the end of the game, quite the giveaway...
    • Also, you'll find claws for Gabi on sale long before you even meet her. And equipment for Rufus is available in only one town (Although by then you've already met him, and he offered to join your party more than once), but unless you backtrack immediately after he joins he gets killed by Gideon before you ever get the chance to shop for his equipment.
  • Children of Mana has a similar situation: there are slots in your equipment screen for several weapons that you don't start with, and the gem inventory screen can rather taunt you with its emptiness.
  • Odin Sphere: The skill tree in Leifthrasir reveals what locations your Player Character will be going to at least one chapter ahead of time.
  • Shows up in Trials of Mana: The game leads you to believe that opening the gate to the Sanctuary of Mana and acquiring the Sword of Mana will be the game's big finish. It's somewhat undermined by the fact that unless you've spent an inordinate amount of time Level Grinding, you're nowhere near the level needed for your second class change, and at that point in the game, have no obvious way of getting the MacGuffins needed for it anyways. (They can be obtained early, but it is unlikely to the point of Guide Dang It!; they're plentiful later.)
  • Super Mario RPG: The game's subtitle ("Legend of the Seven Stars") is already a clue in and of itself, but the Star Piece screen nonetheless displays seven specific slots, one for each piece you collect. Although, this could be seen as an inversion, especially to those familiar with the first three Paper Mario titles: the seventh Star Piece is taken from the Final Boss, while the seventh Plot Coupons from the Paper Mario titles are not (in fact, only one is taken from a boss with any story relevance).
  • In Albion, shops sell weapons none of the party can wield (in the early game), though it is justified and otherwise would be plenty of Fridge Logic. The weapons, themselves, are described with a list of character classes which can wield them, revealing whom you can expect in the party later. And equipment in Summoner actually lists the name of everyone who can use it, including equipment solely for characters you haven't yet recruited.
  • Shin Megami Tensei
    • In Shin Megami Tensei III: Nocturne, the Cathedral of Shadows has 12 slots demons for use in fusion when you can only have 8 in your party at a time (the size expands by 2 twice before midgame).
    • Persona 3:
      • The game does get around the "list expansion" business - there are no individual slots, just blank space. (Then again, in that game, your Persona headcount is set by your level, not the plot.)
      • The game pulls a fakeout at one point where the stairs to the next area of Tartarus don't appear until a certain plot event, so it looks like you hit the top of the tower. Thing is, if you've been keeping up with Elizabeth's requests to defeat the various Hand enemies, you'll see a quest available to get Gold Medals from the Hands in a block you haven't been to yet...
      • Averted for Fuuka though, where she plays a purely supporting role but if you go into your party menu you'll find she has a full set of combat stats like everyone else despite never actually entering battle like Mitsuru does.
      • Also averted in that the member of your party who suffers a Plotline Death has a full set of learnable skills all the way into the Lv 70's, just like every other party member.
      • There are a ton of these around Arcana Hanged Man. Despite all of your party members talking about how it's the final battle, it's pretty hard to miss that the Fool social link goes up to level 6 of 10 immediately before it. The Social Link only maxes out after you make the choice that sets you on the path to the good ending.
    • Comes back in Persona 4:
      • After defeating the Disc-One Final Boss and reaching what appears to be an ending, you're still at Level 9 for the Fool social link, giving away that it's a Bad Ending and there's still more plot to go. The Link doesn't reach level 10 until you've found the path to the real ending. The same goes for the Star Social Link, since it only reaches Rank 10 after you speak to Teddie again after identifying the real killer, and he only gains his ultimate Persona just before rejoining the party.
      • After that, the Judgement Social Link is unlocked and maxes out after apprehending the killer and defeating the "final" boss - but it's noticeable that there seems to be no more dungeon crawling after defeating said boss and, thus, no way to actually put to use the Ultimate Persona unlocked from the Link. This may have been intentional, at it's pretty much the only hint that there's still one more dungeon to go through for the true ending.
      • The true killer might stand out in the original version as the only major character to not have a Social Link. In the Golden remake, this was changed and he's given a Social Link, but at that point the killer's identity was largely a Late-Arrival Spoiler anyway. Still, if you did manage to go in unspoiled, you'd definitely raise an eyebrow upon seeing his Arcana is the Jester — another 0, like your Fool. Or that his Link will only raise during plot events once it's past a certain level. His Social Link only maxes out after you reach the path to the true ending.
    • In Persona 5, it's easy to narrow down who The Mole in the party is because his Social Link doesn't give you any bonuses past Rank 6 when everyone else gives them up to Rank 10, and the bonuses he does get are all generic ones that are common to all party members like Baton Pass and Harison Recovery. Other subtle touches include him not appearing in the opening animation, and once he joins your party, he is referred to in the UI only by his family name, as opposed to every other member of the team.
    • Devil Survivor 2 Record Breaker claims that Yamato Hotsuin does not exist in the Triangulum Arc, and that the Anguished One cannot be found. The Fate Level menu shows two empty spots for them.
    • In Persona Q2: New Cinema Labyrinth, around the time you get to the end of the fourth labyrinth, you get Ticket Request #33, but the requests for each labyrinth's Bonus Boss are numbered 40 or higher, so that's at least seven missing ticket requests. As you can probably tell, the fourth labyrinth is not actually the last dungeon.
    • Rule of thumb for Megami games: If the game presents what appears to be the final dungeon or the final boss, experiment with some fusions. If the level of the demons or personae that come up are significantly higher than your current level—we're talking about a level difference of at least 40—you're not nearly close to finished yet.
  • Chrono Trigger
    • During a flashback, when Frog is recalling Cyrus's demise at the hands of Magus, Ozzie's dialogue is prefixed with OZZIE's name in all-caps, as you'd expect of an NPC, but Magus's dialogue is prefixed with a very PC-looking 'Magus'. The DS version rectifies the problem.
    • The worst offender is the DS version's "Dojo", which shows Magus in tech screenshots and it shows his two techs. Before you get him. The Item Encyclopaedia also shows weapons, which includes a portion of the list with scythes. Now who do we know that uses that type of weapon?
    • As Two Best Friends Play points out, the Hero Medal's description is "Ups critical hit rate of Masamune," and Frog is the only one able to use it.
  • In Chrono Cross:
    • Before you even leave the first town, you get to talk to a vendor, who offers the game's blacksmithy screen. On the blacksmithy screen you can see a huge box, mostly blank, reserved for characters who can equip the particular weapon, spoiling very early on that this game will have tons upon tons of player characters. Pointed out many times.
    • Later in the game, when you encounter the disc one final boss, the fact that your character box is not even half full yet is another tip that this is not nearly the end of the game yet.
    • When you confront the completed Dragon God, the battle menu calls the boss the "TimeDevourer", even though the real Time Devourer is a different entity who isn't fought until a bit later as the Final Boss. However, dialogue after the battle reveals that the Dragon God was consumed by the Time Devourer and acting as its mouthpiece, so the mislabeling might have been intentional.
  • Rogue Galaxy has a few examples of this. The "SP" folder on the inventory screen blatantly spoils two key item collection quests, and Jaster's Tech Tree unlocks the dual tech "Fated Passion", whose description (and animation) detail a romantic subplot that comes almost completely out of left field. (I say almost because the game is already so Troperiffic it's pretty freaking obvious in any case. Still?)
  • In Shadow Hearts: Covenant, you can quickly see how many characters will join your party at the end by looking at the vertical spaces left in the main menu. That's assuming you didn't read the manual, of course.
    • The game also tries to trick you into thinking Nicolai is a main character. He's listed alongside the rest in the booklet, he's in your party at the very beginning, and is even the first character you control outside of combat. But checking his bio not only reveals that he is not what he claims to be, but is a bad guy as well!
  • You can tell how many characters you'll get in Tales of Innocence and Tales of Hearts because the menu has six slots for them.
  • In Tales of Berseria looking at the costume options for Malak Number Two, or even just playing as him and reading the tutorial for his controls, will reveal he'll eventually be called Laphicet.
  • In the Dragon Age series:
    • In Dragon Age: Origins, you can tell if a companion will join your group permanently because their character and inventory screens have an approval bar, while those of temporary followers do not. Temporary followers also don't gain any experience. Also, characters from the various origin stories that will show up later in the game have a background to their character portrait, but ones that will be gone forever have a plain black background.
    • They try to avert this in the Awakening Expansion Pack. Mhairi will never survive her Joining, but she will acquire experience and gain/lose approval in the brief time she's with you. But it's revealed anyway: if you check the character info screen, you'll notice her contribution to party damage stays at 0% no matter how much damage she's done to enemies.
    • In Dragon Age II, every companion has a special skill tree unique to that character (i.e., Anders gets a tree that gives him sustained modes based on his role as both ordinary mage and host to Justice/Vengeance, Varric gets one that gives him special skills involving his storytelling abilities and Bianca, etc.). The only companions who don't get a special skill tree are Bethany/Carver, who leave no matter what after Act I, either dying in the Deep Roads, becoming a Grey Warden, or joining their respective organization (Carver joins the Templars, Bethany is forced into the Circle of Magi). However, if they do not die, they can be brought back for the two DLC expansions (Mark of the Assassin and Legacy); if this is the case, they do have specialization trees and you can unlock new abilities for them. Even as a Grey Warden, Carver has the Templar specialization, and Bethany is a Force mage.
    • In Dragon Age: Inquisition, if you get First Enchanter Vivienne to like you enough prior to the Elder One's attack on Haven, one of the lines she can greet you with when you speak to her is "Inquisitor! What can I do for you, darling?" - Inquisitor being the title you're given later in the game due to some extreme circumstances that have yet to occur.
      • Not much of a spoiler, though, given that leading the Inquisition is a big part of the game that was discussed by Bioware constantly before release.
      • This is also seen with some of the merchants in Redcliffe Village, who may greet you as "Inquisitor" even before that is officially your character's title.
  • Subverted in Neverwinter Nights 2: Shandra dies a plot related death a while before the end of the game, but functions in all ways like a normal party member, including an approval rating and even what seems to be a romance option... which can never be completed.
  • Averted in NieR, where the menu screen interface actually changes completely once you gain access to Grimoire Weiss shortly into the game. Before that, pretty much the only thing you could see was a list of your consumable items; these menu items get changed into completely different and much more comprehensive menus once you pick up Weiss.
  • One of the access points in NieR: Automata is labeled "Near the Tower" in the fast travel menu, even before the Tower actually appears.
  • Lufia & The Fortress of Doom has a rare case of a sprite spoiler, although it's rather subtle: Lufia's in-battle and menu sprite shows her wielding a polearm, though it's not her actual weapon of choice in gameplay. Female, blue-haired and using a polearm—think back to the beginning of the game. Who else meets that criteria? Averted in Lufia: The Legend Returns for the Secret Character. The Equip Menu has only enough space for the twelve main party members, but that's because the Egg Dragon can't equip any gear.
  • Ultima VII's Dialogue Tree, as noted in this Let's Play:
    It's important to note here that Klog is lying. Characters normally don't tell you they know nothing about a topic; you usually just don't get the topic to ask them about. Since Klog does have these topics, it means he does know something, but it will be quite some time before we can coax the truth out of him.
  • The World Ends with You's save stats show your current partner. Towards the beginning of the game this will spoil that you get more than one party member. This is actually a fix to the even worse Interface Spoiler in the original Japanese version, where your save stats showed the week number instead of your partner's name, explicitly revealing that the game doesn't end at the end of the first week. If you save your game immediately after defeating the boss of Week 2, your save will show "Beat Day 1". This spoils Beat doing a Heel–Face Turn and becoming Neku's partner, a twist so unexpected that the Big Bad never saw it coming.
  • Paper Mario:
    • Paper Mario: The Thousand-Year Door
      • The fact that enemies you don't use Tattle on have their entries given to you for the log(by searching in Professor Frankly's trash) if you can't fight them again supplies some spoilers. In particular, there's the fact that while Marilyn and Beldam are fought again, Vivian is not.
      • Each time you get a Crystal Star, the game will tell you about its special powers in battle and what they do. So when you get the Ruby Star in Chapter 4 only to move on without learning about its abilities, you know something's up. Another big hint is the fact that if you happened to have been using the W badge at the time Mario suddenly changes to his default clothes out of the blue after the fight.
    • Super Paper Mario
      • The pause menu has a "Chapters" tab that shows descriptions of the chapters you've visited so far in the game. When Dimentio "ends your game" and sends you to the Underwhere, you unlock the description for Chapter 7-1, even though you aren't supposed to know that the Underwhere is Chapter 7-1 yet!
      • You can obtain Tippi's card rather early in the game by completing part of the Pit of 100 Trials. The card contains a major plot twist in its description, namely that she became a Pixl through an Emergency Transformation, long before this gets revealed officially.
  • In Yggdra Union, you can pick up various equippable items that can only be used by Russell and Elena as early as chapter 2. They don't even show signs of wanting to join forces with you until chapter 4.
  • In Tales of the Abyss:
    • The records screen shows the names of all your party members, including a guest, right from the beginning. Especially noteworthy for giving away that Asch will be fighting on your side later on in the game, who early on is portrayed as an antagonist.
    • In Baticul, one of the citizens mentions that Princess Natalia is a master of the bow. The store in Baticul sells bows. None of your other party members can equip bows. Granted, since Natalia is shown in the opening, this could count as Foreshadowing.
  • In Tales of Zestiria, the game gives you battle tips after winning fights early in the story. It's possible to receive a tip on using Princess Alisha, which mentions her by name before she even gives Sorey her name in a cutscene.
  • The Disgaea series does this as new menu items are added. Especially in the remakes, where new ones that weren't in the original are added — in the PSP version of Disgaea 2, you have to play through the bonus mode to unlock an option.
    • The Disgaea character creation/reincarnation screen also "spoils" the existence of class tiers once you start unlocking them, though the levels needed for each tier to unlock varies with each class, and there are certain classes that don't unlock unless you meet special requirements. Same with Makai Kingdom.
    • In Phantom Brave, however, character creation occurs on a Ring Menu where new choices expand the ring.
  • In Planescape: Torment, the first time the player meets a future member of the party, an entry about him/her appears in the journal, in the "Party members" section. It is a kind of spoiler, because some of them join the player's party late after the first meeting.
  • In Tales of Symphonia when you reach the Tower of Salvation, Remiel tells you the reason Colette was brought there was to die and become the new body for Martel. Colette then proceeds to complete the transformation into a lifeless being. This would be an emotional scene if not for the fact that right after Colette completes the transformation and is supposedly dead you get a message that says "Colette Learned Judgement!"
  • In Neverwinter Nights 2:
    • In the first area you visit outside of your Doomed Hometown — the road to some seemingly-unimportant swamp ruins — the minimap reads "The Mere of Dead Men". Now, the player character knows the apt name of the creepy swamp their home village is built on, but the player isn't supposed to know that yet. Also, one of the initially greyed-out prestige classes is Neverwinter Nine, potentially spoiling the offer Lord Nasher makes to you much later in the game.
    • Since the developers didn't bother to change the names of NPCs on-the-fly and weren't willing to outright lie to the player, you can tell that someone's going to try and deceive you about their identity if the overhead label that appears when you mouse over them says something vague, like "Man", instead of their actual name. Mask of the Betrayer demonstrates a plot-scripted character name change (Kaelyn the Dove can append a similar animal moniker to the end of your name), so we can put this down to Obsidian not caring enough.
    • The identity of the main enemy of act one, the Githyanki, is revealed to the player by the interface almost immediately, but it takes most of the act for the characters to learn.
  • Mass Effect:
    • In both this game and its sequel, the squad selection screen has silhouettes of unrecruited party members.
    • A minor one: when Shepard, Anderson and Nihlus view the transmission from Eden Prime, the subtitles identify the name of one of the soldiers under fire as Ashley, a good 10-15 minutes before she's properly introduced, while giving the other soldier a generic rank.
    • The moment you gain control of Shepard in the first game, you can go to the Squad screen with three points to give to your character. When you check out the Charm and Intimidate skills, it cheerfully informs you that you'll be allowed more points for them once you become a Spectre. This despite the fact that you're still a whole cutscene away from even knowing you're up for it.
    • During the Noveria mission, the player comes across some bugs which, when aimed at, are identified as "Rachni". Naturally your party cannot see this, and will wonder what those bugs were until The Reveal.
    • The target of Garrus's personal mission claims he's someone else. The subtitles don't agree.
    • Right at the beginning, on the ship, there's a greyed out option to open the galaxy map. If you try, it tells you that only the captain can do that, which is a pretty strong indicator that you will soon be in charge of the ship.
  • Mass Effect 2:
    • The silhouettes are replaced with datacards with information about your future party members, since the point of the main quests is to recruit them. However, others that Cerberus wouldn't have been aware of (or would they?) like Legion also have a datacard on your squad menu.
    • In the prologue, the identity of your rescuers is initially unknown and Jacob makes a big point of telling you that it's Cerberus. Except that each of the five or so computers that you can interact with prior to that point are all named 'Cerberus Laptop'.
    • Legion is addressed by the names in the subtitles upon your first meeting, then reverts to "geth" the next time you speak.
    • Legion is also partially spoiled by one of the upgrades you can pickup in the levels unlocked after Horizon being "Geth Shield Strength". However, they try to disguise it by having its description refer to "squad members who use Geth shield technology",
    • When you go into the Collector ship and find out the truth about them, the dialogue wheel, as usual, pops up before The Reveal has actually been said, and one of the dialogue options reads "The Collectors are Protheans!"
    • If you go and customize your armor after the first mission (post-resurrection), you're allowed to pick what clothes you wear on the Normandy, which at this point is totally illogical given that the ship was destroyed in the tutorial level. Thus, the appearance of the second Normandy is somewhat less surprising.
    • One of the DLC packs available on the Cerberus Network explicitly notes that it is an alternate costume for Garrus.
  • Mass Effect 3:
    • If you import your character from Mass Effect 2, the game gives you a quick review of all the decisions you've made thus far. Most of them are expected, but one of them is the choice of whether or not you saved Maelon's data, which is treated as a fairly minor decision when you make it. This makes it clear that the data is going to have an impact later on regarding the genophage cure.
    • Scanning all of the systems for Search-and-Rescue assets as soon as possible makes searching for similar assets later in the game a breeze. Each system has a percentage marker (up to 100%) located next to it that dials down after some main missions. Thus, it's easy to see at a glance what systems need to be visited (even for side missions that may have popped up), taking a lot of the guesswork out of the supposedly-sprawling galaxy.
    • This is also averted in the same game during the mission on Palaven. When Garrus talks off screen they are listed as Turian Soldier in the subtitles. It's not until Shepard and the player actually see them that they are then listed under their own name.
  • Averted in Mass Effect: Andromeda. When first encountering the Kett and Remnant on Habitat 7 at the start of the game, they are simply identified as "Unknown". They only get their proper names after you learn their names.
  • The "fill-in-the-blanks" party menu also appears in Knights of the Old Republic and Jade Empire. Basically, BioWare is very fond of this.
    • The "Force Sight" ability in Knights of the Old Republic II: The Sith Lords is not learned until you get Visas Marr in the party, unless you use first-person view with Kreia. If you happen to do that in the Polar Academy you will see that Atris is shaded slightly red, revealing that she is gradually falling to the dark side.
    • In Jade Empire, Wild Flower has two portraits, one for each spirit possessing her. When Ya Zhen (the evil spirit) reveals that he may aid you in return for your support, it comes as little surprise.
    • Some of the portraits are obscured with a big ol' "?" (and they're only silhouettes of heads) so it can be hard to tell who you can end up with. Even if you were expecting there to be another party member during the Siege of Dirge since there was an open spot, you might not have expected it to be The Dragon. (You might have, if you were paying enough attention to the dialogue, but that's legitimate Foreshadowing and not this trope.)
  • Sands of Destruction features a Quip mechanic, where sometimes lines that characters say in cutscenes become equippable. They can gain these lines before they join your party, however, highlighting your incoming members.
  • Xenoblade:
    • Checking the achievement list in will more or less make clear Fiora rejoins you at some point. To be fair, it's the most telegraphed spoiler in the game and bigger reveals are much better covered, but there you go. There's also one empty space in the affinity chart artwork for the party...
    • The fact that the quests you get in some places, such as Alcamoth or Mechonis are ALL "timed", meaning you can't do them after a certain point, will also spoil for you that some large scale event is likely to occur in (or to) these places, and that the quests present will become lost forever.
    • There's also the fact there are no Heart-to-Hearts anywhere on Mechonis...
    • And then there's the fact that the Bionis' Interior and Prison Island have a collectibles list, but seemingly no collectibles to find...
    • An early point in the game features a notable Aversion that practically qualifies as an Interface Red Herring. During the attack on your Doomed Hometown, Dunban temporarily joins your party. If you go to his equipment screen, you'll notice his current gear can't be removed. Naturally the player would suspect he'd either be Killed Off for Real (heck, he pretty much has all the qualities of a Sacrificial Lion) or at least would never join your party again. In fact... he does rejoin you later as a fully customisable, playable character. It's his sister, the protagonist's Childhood Friend / Love Interest, who's killed in the attack, and she did have fully customisable equipment at the time.
    • Played straight with Dickson, Mumkhar, and Alvis, who are temporarily controllable but have fixed equipment, lack a Skill trait, and only have two very basic Arts. It's pretty clear they'll never be permanent party members.
    • The Strange class of collectables are "named" by certain party members. The Rumble Box collectable, which was named by Riki, can be found before you first meet him.
  • Xenoblade Chronicles X
    • There's an area in NLA called the Mimeosome Maintenance Center.
    • The first time you have a Heart-to-Heart with each of your different party members, you'll receive an achievement for it. Not so much for characters that are Downloadable Content for Japan and The Master Sniper though... Heart-to-Hearts are also recorded on the map when they're found out and/or completed, and there's also an achievement for maxing out a party member's affinity, unless they're once again for said DLC characters in Japan and for Lao.
    • During character creation, you can pick from a rather wild variety of skin, hair and eye colors, as well as some extremely non-human eyes. Moreover, nobody feels moved to comment about it if you do. This is because you're customizing your mimeosome, rather than a biological human body. Nobody comments because they all know you're a tricked-out robot, even if you don't at first. For that matter, in character creation none of the eye designs look all that natural.
    • Chapter 3 introduces you to the Prone race with the implication that they were behind the destruction of Earth, and the base you encounter them in also has Puge and Pugilith support. Chapter 4 then formally introduces the Ganglion coalition as a whole, which the Prone are just one race in. However, the enemy index entries on the Prone, Puges and Pugiliths (accessible as soon as you engage any of them in combat) mention the Ganglion before you even hear of them in-story. On another note, the entry for the Prone lists them with "Cavern Clan" in parentheses, indicating that not only are the Prone divided into two races/clans, there are a few mission-exclusive fights with Tree Clan Prone, the aforementioned second Prone clan that becomes one of your allies. On a further note, there's an Achievement called Cavern Clan Immigration, implying the seemingly Always Chaotic Evil clan of Prone will become allies too.
    • The "[Race] Immigration" achievements usually don't spoil much seeing as the race names won't mean much until you meet them, with two exceptions: the one listed above is one, but you get "Definian Immigration" for completing a quest that involves the Heel–Face Turn of one of their race, and it isn't until the post game that only a couple more join in.
    • It might seem a little odd that the Enforcer healing skill is called "Repair". It removes debuffs as well as heals, so maybe it's just named a little thematically for the high-tech setting of Xenoblade X? Well, yes, but there's a bit more to it than that. This even ties in to Irina mentioning getting repaired during an early affinity mission and she herself having the art.
    • Ever wonder why the empty bottom left section of NLA has a survey percentage number like the rest of the districts?
    • Irina and Gwin of Team Irina can join you on missions, despite technically being part of another BLADE team, with Irina even leading it as Team Irina. They have another member, Marcus, who curiously never actually becomes playable. There's a fairly good reason for that, and it involves a lot of Ganglion missiles.
    • One of the categories in the Enemy Index is Chimeroids, and a category of Criticals Up and Slayer augments exist for this enemy type, all of which can be seen long before you encounter them.
    • After you defeat Luxaar for good and go through the cutscene, you earn a story achievement. But because the progress says 4/5, you know there's still more...
    • Subverted before proceeding to Chapter 11. Both of Gwin's Affinity Missions need to be completed to begin, but nothing happens to Gwin at all.
  • Xenoblade Chronicles 2
    • You gain access to the Blade Library, which keeps track of all the unique Blades you've summoned/obtained. It also shows the silhouettes of every single Blade you haven't obtained yet. Some of them will look rather familiar and they also appear at the top of list alongside those of Rex, Nia, and Tora's, which makes it evident that both Morag and Zeke become party members eventually.
    • The fact that Mòrag will join the party is practically given away if the party decides to do a sidequest in Mor Ardain the second it becomes available. The sidequest in question leads to a murder investigation, but you are blocked from proceeding until you get the help of someone familiar with Mor Ardain. At that point, there's really only one candidate for this: Mòrag.
    • Similarly, while the game tries to avert this by giving a Guest-Star Party Member a full skill tree, exp gain, customizable moves, and favored consumables, the fact that they can't bond with any Blades besides their starting one, and that said starting Blade's affinity level never increases, should raise some eyebrows.
    • Some items will list the names of locations you haven't actually been to yet in their "Obtained at" description.
    • Done with Floren in the Mercenary Missions menu. Assigning Floren to a job that requires a Blade of a specific gender reveals that Floren's a guy, but the boy himself never tells the party this until the end of his sidequest, in which they all react with complete surprise.
    • During chapter 1, Nia, Jin, and Malos all join Rex's party. The fact that Nia is the only one of the three whose party artwork is in the same style as Rex's should make it clear which of the three will end up being a permanent party member.
    • The Indoline Praetorium doesn't have any Heart-to-Hearts, there are no quests after the initial ones, and there aren't any Merc Missions to increase its stores' inventories, a clue that something major will happen to the place later on.
  • Suikoden has a somewhat subtle one in that Sanchez, who you go to to change your team, is not listed on the Tablet of Stars, which reveals which of the 108 Stars of Destiny you've recruited. It's because he's not on your side; he's The Mole.
    • Also, you know if any character you talk to is important to the story: Their face appears in the text box if they're important.
  • Suikoden V avoids this by taking a while before it gives you the Tablet of Stars. In doing so, it hides that one of your allies, Sialeeds, is set to betray you. However, there is another interface-based hint that Sialeeds isn't actually a Star of Destiny liked you'd expect her to be from her role in the early story. Specifically, her rune slots. She's a mage who's stuck a permanently-attached Wind Rune on her right hand, unable to upgrade to the more powerful Cyclone Rune (something that's decidedly less common in Suikoden V than it was in earlier games of the series), and more tellingly she never unlocks a left hand slot (let alone a head slot) no matter how hard you Level Grind her, which ever since multiple rune slots were introduced in Suikoden II has been practically unheard of for mage characters.
  • The Legend of Dragoon's pause screen includes a section devoted to Dragoon Spirits (enough to hold 8 of them) and the Addition section has a column devoted to SP gain (the meter built up that allows Dragoon transformations). Furthermore, the status section lists Magic Attack and Magic Hit (accuracy) on each profile, a stat that can only be useful to Dragoons. It's quite clear early on (after Lavitz gains his) that everyone in your party will eventually become a Dragoon.
  • Star Ocean:
    • In Star Ocean: The Last Hope, in the weapon compendium, while the actual weapons are not revealed until you get them, it is staggered by playable characters. As soon as you get Lymle, you'll see that Faize's total amount of weapons is significantly smaller than Edge and Reimi's, revealing how he'll leave the party eventually.
    • In the remake of Star Ocean: The Second Story, each playable character's name is rendered in ALL CAPS, so it's easy to determine who will (Or has the potential to) join the team.
    • Star Ocean: Till the End of Time's Encyclopedia Exposita has the party members listed at the top of the Peoples section. Harmless enough with most characters joining as soon as you meet them, yet problematic for Albel and Mirage, the former starting out as a vicious enemy soldier and the latter spending over 3/4ths of the game on the sidelines due to not originally being in the party at all. If you're the kind of person who looks through the Encyclopedia thoroughly, you can find some spoilerific details on Maria a couple of dozen hours before you even meet her.
  • The Elder Scrolls
    • In Morrowind, if you find an NPC with unusual dialogue options, even if they don't cause anything to happen at that time, odds are they will be involved with a quest at some point in the future. The same is also true if the NPC simply lacks the usual dialogue options (latest rumors, little advice, little secret, etc.) This example can also apply to most of the other games in the series as well.
    • In Skyrim, in the quest journal, there is decorative knotwork surrounding the name of the quest. This varies depending on the type of quest (main quests, guild quests, Daedric quests, etc.) For many quests this isn't a problem, but for some of the Daedric quests, "A Night to Remember" being a perfect example, it may not be obvious at first. Finding this out can be a major twist.example 
  • The game Live A Live uses static sprites for its enemies, which are usually larger than your characters (that is to say, they occupy 2x2 squares at least, while party members occupy 1x2). So when you encounter an enemy that has animation and is the same size as your party members, you know they'll be fighting alongside you at some point (unless that enemy was already playable, like Oersted or Straybow). This happens no less than three times.
  • Pokémon:
    • Pokémon Red and Blue reveals the eighth Gym Leader's identity if you check the statues at the Gym's entrance. Hilariously, the Gym guide didn't know and he's stationed right next to them.
    • FireRed and LeafGreen have a "Braille Code Check" heading in the credits displayed upon beating the Elite Four. Unlike Ruby and Sapphire, Braille doesn't appear anywhere in these games until after the Elite Four, so the credits spoil its inclusion in a postgame quest. (As does the braille guide packaged with the game.)
    • In Pokémon Gold and Silver, the fact that you get to explore Kanto after beating the Johto League was meant to be a surprise. The remakes make no secret of the fact that they contain two regions instead of just one.
    • Pokémon Black and White introduces the seemingly random (though rather strange) N, who challenges you to a Pokemon battle... and gets an animated sprite, an honour reserved for significant characters only. He also shares similar views to Team Plasma, wholeheartedly believing in their Pokémon liberation goals, and constantly guilt-trips the player character into not battling. Sure enough, that's the Big Bad... until Ghetsis is introduced.
    • Can be invoked through the miracle of Wonder Trade in Pokémon X and Y, Pokémon Omega Ruby and Alpha Sapphire, and Pokémon Sun and Moon. It's possible (but very unlikely) to wonder trade one of your Com Mons and receive a Pokémon that you normally cannot obtain until the post-game. Bonus points for if you happen to get one of the Ultra Beasts in Sun and Moon, or a Solgaleo/Lunala and you wonder why it's named "Nebby."
    • In Pokémon Sword and Shield, the eight gyms' emblems being available for your profile by default gives away the relatively minor spoiler that Team Yell and the Dark Gym are one and the same organisation.
  • There is a minor case in Ar tonelico: Melody of Elemia. It's easy to tell from the Reyvateils' status screen that exactly three of them will join the party at some point.
  • Inazuma Eleven:
    • The Area Jump menu in GO 2 has an icon for each area, with the areas you can't visit yet displaying static. There are 6 icons, which would imply that there are 6 areas in all... except this trope is subverted when you gain access to a 7th area, and the original 6 icons move over to make room for 7 more (6 of which initially display static). This is subverted again in the Endgame+, where on two more occasions several icons scoot over to make room for another, eventually ending up with 15 icons that take up every last bit of real estate on the screen.
    • In the first game, looking up one of your starting team members in the Player Binder lists his recruitment method as "other", while everyone else who joins during the storyline is listed as "story". So it comes as no surprise when this player leaves the team early on, and shows up as an opponent later.
  • Radiant Historia has a "Story" section on the menu in case you lose track of where you should be headed that shows a diagram of events. Given the game's mechanics and plot, this is pretty much required. However, any event where you can do something more will have a line trailing off where another event connects later. Following up on the mysterious loose ends is a good way to figure out when you need to go to solve plot-related problems. Whoever decided to name certain skills has some explaining to do. Was it really necessary to name half the Dead All Along guy's skills things relating to ghosts and/or death?
  • Do not examine the achievements of Diablo III too closely if you don't want to know that Adria ends up betraying the heroes, since one achievement is for defeating her as a boss, with a demonic portrait. Or who dies early in the game (Deckard Cain has no conversation achievements outside of the act in which you met him). Or who the Stranger is (it's less obvious, but several of the Stranger's conversations are listed for the archangel Tyrael's conversation achievement).
  • Subverted in Betrayal at Krondor rather cleverly. The different armor types in the game have "racial mods" (i.e. bonuses) for three races: human, elven, and dwarven. Despite this, you never actually recruit a dwarf in the entire game.
  • The Bonfire travel menu in Dark Souls II expands to fit only the areas you've uncovered for most of the game. However, once you reach Drangleic Castle, the menu shows how many locations are in the game, blacking out the ones you've not been to. There will still be about a half-dozen blank spots after Drangleic Castle, indicating that it's not the final dungeon as you've been led to believe. It will also show the bonfires in each location in order, showing if you missed one by there being a blank spot between two usable ones.
  • In Child of Light, there are blank, greyed out squares in the skills menu blocking the ultimate skills for every character, which only open up after you complete Chapter 8. However, at the end of Chapter 7, one of your allies reveals themselves to be The Mole, betrays you to the Big Bad, and leaves the party. While you may think they will have a change of heart and rejoin later so that they can learn those skills, they do not, ultimately subverting the trope. Oddly enough, the interface does not lie. The traitor can learn their ultimate skills, but only on a New Game+.
  • Bravely Default: You're at the end of chapter 4, you've apparently defeated the Big Bad and you're going into the Very Definitely Final Dungeon to activate the Earth Crystal. But wait... there's still two more empty slots in the Job screen!
  • Fantasy Life:
    • The game makes new areas available via progression of a storyline divided in several chapters. Another mechanic lets you unlock new game features as a reward for certain in-game accomplishments. One set of these makes new items available in shops and works in such a way that the possibility to get extra items in the shops from the second town only becomes visible once it has been unlocked for the First Town. The story initially gives the impression that there are only three places that qualify as towns in the game and that unlocking the option for the third town is the only way to buy some of the crafting materials. Hey, what do you mean "choose this for extra items from travelling merchants and the store in Elderwood." ? What store in Elderwood? That place is just a forest full of monsters with no settlement of any kind. Well, it does have a strange statue and a bridge that can't be crossed...
    • The challenges needed to rank up in some classes will also mention the locations meant to be secret until a certain point of the story by name.
    • The existence of some job ranks is initially hidden, but there are two blank spaces between each set of job+rank combinations in the achievement list.
  • Arcanum: Of Steamworks & Magick Obscura displays race icons in the status window when you mouse over an NPC. This can ruin a bit of a surprise if the character's race wasn't intended to be obvious, as in the case of Gar the "World's Smartest Orc", who is revealed to be a human before you even talk to him, despite the fact that figuring out his secret requires decent conversation skills. The Mysterious Apparition is an even worse example, being a projection of the Big Bad: his icon is that of a human, but at that point of the story everyone still considers the main villain to be Arronax, who is an elf, and the truth isn't revealed until the final dungeon. Averted with Stennar RockCutter, a dwarf posing as gnome, whose icon matches his physical appearance rather than his actual race.
  • The in-game map in Wild Arms 3 lets you view the (empty) sections for Telepath Towers and Millennium Puzzles long before you'll come across — or even learn about — either of these types of locations.
  • The Witcher includes a tab for every act in the game in the quest log, so you'll know just how long the story will last and that you're not going to be killing the Big Bad whenever you face him, or who you think is him.
  • The Witcher 3: Wild Hunt:
    • Reading up on the Bestiary will often reveal what kind of monster you'll be facing in a side quest, even when it's supposed to be a mystery. Also, creatures that you fight will have their weaknesses displayed for you, so you'll know that you won't be killing any Godlings, but will eventually face the Crones.
    • In Hearts of Stone, just seeing the new Gwent cards for Gaunter O'Dimm will be your first clue that he's not just some powerful mage as you're initially led to believe, but something more insidious.
    • Another Gwent related one. The Mysterious Elf, whose identity remains a secret for much of the game has Gwent card of his own. When playing against opponents who use this card it is simply labeled "Mysterious Elf". However, it's possible to get a copy of your own before learning the Elf's identity in story, and the 'new card' notification practically blurts out his real name: Avallac'h.
  • In Vampire: The Masquerade – Bloodlines, sometimes the game's loading screen tooltips (which change with each chapter) actually hint at events in that chapter. For example, the one in the endgame that tells you what fearsome and lethal creatures werewolves are - one of the game's last bosses is a werewolf, and it's an unkillable Puzzle Boss. It's also not exactly a great idea to play as a Malkavian on the first playthrough, partly because the jokes are funnier once you understand the subtext, but mostly because a Malkavian Player Character will pre-empt big plot reveals and reference them in dialogue. For instance, when playing as a Malkavian and meeting Jeanette for the first time, the Malkavian will flat-out tell her that s/he knows that her and her sister are actually just different sides to an individual with multiple personality disorder, though in a roundabout way that uses a metaphor about Roman gods.
  • In Hyperdimension Neptunia Re;Birth1:
    • The party learn at one point that an arms deal between Avenir and the fake Blanc is about to go down at Avenir Storage No.2. The dungeon that's unlocked a couple of cutscenes later, and which you travel to to try and bust the deal, is named "Avenir Storage No.4". This is a pretty big giveaway that the party have been fed some fake info: the arms deal is actually going on elsewhere while Ganache keeps the party occupied.
    • The Steam achievements for the Re;Birth remakes also spoil the existence of certain playable characters, such as the ability to unlock the CPU candidates in Re;Birth 1.
  • Undertale:
    • Played with during the friendship event with Undyne; when she asks you what you want to drink, each option has a little text for its description; the one for tea says that it is the "blatantly correct choice."
    • Averted with the soundtrack, which only lets you preview the first 77 tracks on the Bandcamp app and website; the spoiler-tastic remainder of the tracks require you to purchase the soundtrack.
    • The soundtrack has a track named "Song that might play when you fight sans" that plays with expectations. It's never played in the game and is in fact not even in the game files. Additionally, you normally don't fight sans. And when you do, it's to the tune of Megalovania.
    • Napstablook and Sans "speak" in all lowercase letters, and Papyrus always speaks in Caps Lock. When quoting these characaters, a common act of courtesy to other fans to avoid invoking this trope is to quote them without those quirks if giving away who is saying the quote would constitute a spoiler.
    • The PS4 and Vita rerelease avoids the trappings of Achievements/Trophies spoiling the plot by having them either be jokes or related to the port-exclusive Dog Shrine.
  • Grandia II:
    • In the Steam version, one of the achievements spoils the name of the Final Boss. This is especially bad since said boss' name contains the name of another character, who is initially presented as good but turns out to be evil.
    • Two playable characters die: Millenia and Mareg. You gain an item that refunds all of the Special Coins you spent of the latter's moves, but no such thing is done for the former, implying a Disney Death.
  • The skill tree of Path of Exile consists of a gigantic web of attributes and bonuses, with each of the 6 character classes beginning in the area of the web best suited to their core stat. An astute player will notice that there exists a 7th slot in the middle of the tree, and will be tipped off to the existence of a secret 7th class.
  • X-Men Legends II: Rise of Apocalypse has three characters (in the console versions, at least) marked with a question mark at all times in the selection, making clear some unlockables are there. And the identity of one is spoiled by the Review Computer, where one of the collectible items listed is "Iron Man armor".
  • In Pillars of Eternity, potential party members are clearly marked on the map by name, the only thing on the map to be so highlighted, even if they're not yet ready to join you. Particularly noteworthy in the case of Grieving Mother, who, shrouded in her Perception Filter, looks and acts like a generic village NPC and would otherwise be easily mistaken for a minor quest giver until the player starts a conversation.
  • In Fate/EXTRA, looking at the playable Caster's information can spoiler her true identity as Tamano-no-Mae.
  • Miitopia: By the time you reach the castle of The Dark Lord you may notice that the journal sections for Monsters, Grub, Armor and Weapons are halfway full at most, spoiling that there's still plenty of stuff happening after it.
  • The Legend of Heroes: Trails in the Sky is bad for this.
    • Though absent from the original PSP releases in Japan, the English PC releases featured voice acting for party members, even those who didn't joint until the sequel games. This is rather notable when you face the bracers in Grancel, as two of them are voiced and two of them are not. Guess which two become party members in future games.
    • In the series's second title, you briefly get a seemingly-innocent 11-year-old girl named Renne to join your party as a non-combatant NPC. However, if you happen to look at her health, you'll notice that it's far higher than your party members, and far, far higher than any allied NPC you have ever encountered. It's a pretty big giveaway that she's actually an Ouroboros Enforcer in disguise.
    • The third title features a guide-book that lists off the benefits provided by "support" characters. This includes a comprehensive list of all the party members you get over the course of the game, including spoiler characters like Renne and Richard.
  • In The Legend of Heroes: Trails of Cold Steel III, if nothing else tips you off to the fact that Ash Carbide and Musse Egret are eventually going to join your party as members of Class VII, the fact that you get bonding events with them and not any of the other members of the Thors Branch Campus outside of Class VII should.
  • Possibly the biggest hook of Advent Dark Force, an updated re-release of Fairy Fencer F, is that you get to play two new gameplay routes with new stories. These are the Vile God Story and Evil Goddess Story and the fact that there even exists an Evil Goddess is intended as a pretty major plot revelation in the Evil Goddess Story as there is nothing in the other two stories that even hints at this. However, the trophies/achievements for these are named "Vile God Story Cleared" and "Evil Goddess Story Cleared" and trophy guides for Advent Dark Force don't generally go to any effort to hide the names of these story modes.
  • A minor one in Deltarune. At one point, Lancer joins your party after having been an Affably Evil villain for most of the game up to that point. If you open the menu, he clearly isn't listed among your party members, spoiling that he will leave very shortly after, before you get any chance to use him in a battle.
  • In Octopath Traveler, as you go around the world you can unlock the eight character's jobs as sub-jobs for the others in special shrines, but once you unlock all of them, you will see their is a big gap between them in the job menu. This spoils there are 4 additional jobs, each guarded by a powerful Bonus Boss.
    • Averted in Primrose's route. At the end of Chapter 3, when Simeon is revealed as the leader of the Obsidians and the man behind the murder of Primrose's father, his name is changed to Simeon the Puppet Master.
  • BoxxyQuest: The Gathering Storm:
    • A non-menu example. At each of the inns you visit, your room will contain exactly eight beds. No points for guessing how many people end up joining your party. (Granted, this doesn’t spoil the Guest-Star Party Member in Chapter 7, who doesn’t stick around long enough to use any of these inns).
    • The music credits list every song in the game, roughly in the order that you hear them. They reach the ending, where you’re at… and then keep going for quite a while, spoiling much of the extensive post-game content. The last few tracks are missing the contextual subtitles, which at least preserves the surprise of how they’re used.
  • Parasite Eve takes place over several days with each new day acting as a chapter for the game. You fight the Big Bad at the end of day five, but then the game transitions to day six, hinting that Eve's defeat isn't the true end of the game. You're also given the opportunity to collect and sort items you had Wayne hold onto as well as getting several healing items for free without being told why. Moments later, you're fighting the True Final Boss.

    Simulation Games 
  • In most Ace Combat games, 2 being one of the exceptions, you can see in the hangar and plane select screens boxes either unselectable or empty that give away how many more planes can be bought.
  • Dwarf Fortress attempted to avert this but couldn't fully. While in development, it was realized that vampires would be unable to infiltrate the player's fortress without the UI giving them away. So, the UI and a few game mechanics were changed to accommodate vampire infiltration, including:
    • Dwarves disappearing and anonymous crimes. In the old system, you are informed when a dwarf is attacked or killed and told who the culprit is. Now, you are only informed if there is a witness to notice the deed. Dwarves who haven't been seen recently are quietly added to a list of missing units, crimes will likewise be silently added to the justice screen if there are no witnesses. So dwarves can turn up dead and you won't know who killed them, but if you're attentive you'll know they vanished. Vampires can also frame other dwarves for their crimes.
    • Migrant skills. Vampires were given old, unused skills before other migrants were. So, the vampire was the only newcomer with a half-forgotten trade. All migrants can have old skills now.
    • Fake identities. Previously, you knew almost everything to know about a dwarf by reading his bio. Now they can assume false identities to hide their real age and potentially lengthy kill records. Their relationships can hint at their identity: a spouse not present in the fortress or armies of relatives suggest a vampire. This is where the aversion of the trope fails: if the dwarf worships a god then that deity will be listed as a relationship. The deity's history can be viewed, providing a list of worshipers and curse victims, and listing a vampire's original identity. If you assign a nickname to a dwarf, the list will display the nickname rather then the assumed and real names. Thus, vampires can be spotted via the UI by nicknaming all newcomers, because giving Urist McCheesemaker the nickname "Doofus" results in the god's history reading "Cursed 'Doofus' McStonecrafter to prowl the night in search of blood".
    • With the advent of messages in dwarf thoughts expressing horror at the death of other dwarfs, vampires can now be outed by their own bios - if a dwarf is horrified at the death of Urist McDrainedOfBlood, it's pretty good odds they're the vampire, especially if you hadn't actually found out that Urist McDrainedOfBlood was dead yet since nobody had stumbled on the body.
    • One that has nothing to do with vampires: Setting up a lever and trying to link it to a weapon or spike trap can be used to detect early on whether or not your fortress's territory includes an upright masterwork adamantine sword, the kind used to seal a Demonic Fortress.
  • The ledger keeping track of the population in Hometown Story gives a couple of things away:
    • The golden watch necklace can be seen on Carl's sprite before he actually acquires it.
    • By default, it lists members of the same family one after the other. This includes a family tie that is only revealed long after the involved characters are introduced.

    Stealth-Based Games 
  • Hitman: Blood Money:
    • The weapon upgrade interface does this. Unavailable upgrades lack name and description, but the icon still informs the player that he can look forward to two more silencer upgrades, three additional types of ammo etc.
    • In Agent 47's hideout in said game, customizable weapons are mounted on the wall with silhouettes behind them depicting their fully upgraded forms.
    • Subverted in the version of Blood Money for the original Xbox, which has a space in the hideout for a Dummied Out weapon.
  • In Assassin's Creed II, you have a circle menu for your weapons which starts almost empty, and achievements such as Feather collection and Capes are to be found in the menu. In the Villa Auditore, there are rooms for all the weapons and armour you can collect, as well as galleries for purchased paintings and pictures of bested rivals. Needless to say, the walls are blank when you initially get there.
    • In Assassin's Creed: Brotherhood you have a circle weapons menu which also starts out nearly empty. If you've played the second game, you already are aware of most weapons you will get. One prominent spot remains open until the end — it's for the Apple of Eden.
    • In Assassin's Creed III, the subtitles spoil The Reveal at the end of Sequence 3. Additionally, the in-game manual and instructions didn't at all take into account the fact that Haytham is a Decoy Protagonist, as the player character is always referred to in the text as "Connor", who wasn't mentioned or even born yet during the first few sections of the game.
    • Assassin's Creed Origins and Assassin's Creed: Odyssey have a world map with recommended levels due to the level scaling and beef gate mechanics. While not every area is required to be visited per the storyline, just looking at the map can give you a pretty good idea on what order you'll be traversing the world.
  • During the first mission of Dishonored, it is possible to encounter a scene where your target is about to kill a character you're intended to save mid-sentence, with the subtitles showing an appropriate break in the victim's sentence.
  • In Dishonored 2, one audio log has an old friend of yours being interrupted and abducted by a voice you've already heard in the game, namely Delilah. However, the transcript labels this voice "Crown Killer", thus spoiling an important plot point, albeit one you likely already guessed.
  • In the prologue of Metal Gear Solid V: The Phantom Pain, if Venom Snake is killed, a normal game over screen appears. If Ishmael dies, however, it still causes a game over, with the screen stating that you've created a time paradox, something that only happens in the prequel games when a plot significant character who must appear in installments that chronologically take place after it die by mistake. This is an incredibly big hint as to the twist that Ishmael is the real Big Boss, but also overlooks the fact that Venom Snake was the "Big Boss" of the original Metal Gear, whose death should also cause a time paradox...
  • The UPlay rewards screen and achievements for Splinter Cell: Blacklist list a bonus that's given if one set of 4th Echelon missions are completed, including a set of missions given by Andriy Kobin, the apparent antagonist of Splinter Cell: Conviction. Not only is this a Late-Arrival Spoiler for anyone who hasn't played the previous game, but also spoils that the character in question pulls a Heel–Face Turn midway through the game and becomes a part of Sam Fisher's team.
  • Desperados has a mission, where you need to capture a bandit leader and escort him so he can face justice, despite claiming innocence in that particular case. Now the way this game works, it shows different outlines for different people. Red for enemies, blue for civilians and green for the protagonists. And guess which outline the bandit leader had. Sanchez was indeed innocent and joins your crew after you liberate him from prison.
    • Disregarding ingame spoilers, his face is prominently featured in the boxart.

    Turn-Based Strategy 
  • Advance Wars: Dual Strike gives you a unique character select screen in the Campaign Mode, with an empty slot for each character from each country you can control. Not only does this spoil how many characters you will get, but they are also categorized by country. The two empty slots at the bottom are a dead giveaway that two Black Hole characters, Lash and Hawke to be precise, will have a Heel–Face Turn and join the Allies.
  • Civilization can get into this regarding religion. In Civ V the Celts' special ability lets them generate faith from unimproved forest tiles, without having to build religious structures like Shrines, so if you see a notification that a religion has been founded almost immediately after a game's start, Boudica is on the map with you somewhere. And this can also come into play when the game announces a specific religion has been founded, since each civ has their own favored faith that they'll try to claim if they're fast enough: who do you think just founded Zoroastrianism, or Shinto?
  • About halfway through Chapter 3 of Final Fantasy Tactics, rumors begin appearing in bars stating Marquis Elmdor recently died in battle. His biography still lists his age, which is only removed from anyone who dies, which should be your first clue that he's Not Quite Dead. Easy to miss, but he is undead the next time you see him. Avoided with the class system: the available classes are in a circle that expands as you unlock more (unlocking classes is done by getting class levels in other classes, per character), so you never know which classes you haven't unlocked yet, or which specific classes you need to level up in for the next class.
  • Final Fantasy Tactics Advance shows every class available while providing information on the equipment (and the abilities they teach). And given the player builds the world map by positioning the towns and such, they have a clue the plot is far from over from the number of blank spaces.
  • In the Fire Emblem series:
    • The Support menu in most games shows a full list of every character that can have a conversation with your currently selected one. This includes anyone you haven't unlocked yet, spoiling the playability of characters such as Nino, Jaffar and Vaida in The Blazing Blade or Gangrel, Walhart, Emmeryn, and Yen'fay in Awakening. Fire Emblem: Three Houses hints at spoilers for the exact opposite reason: most of the teachers at Garreg Mach Monastery are listed in the support menu and thus will be playable in the future, so the few who aren't listed there stick out like sore thumbs.
    • In some games in the series, all enemies have a Luck Stat of 0. This means that any character with a portrait who has even 1 Luck is definitely recruitable, and any character who seems sympathetic but has 0 Luck is likely to remain an enemy.
    • In Genealogy of the Holy War, you meet a mysterious white haired girl with amnesia named Julia. Assuming players don't immediately figure out who she is, a quick glance at the screen showing her Holy Blood reveals Major Naga Blood and Minor Fala Blood. Anyone who paid attention to the previous five chapters will realize that she is the daughter of Arvis and Deirdre, and Seliph's half-sister.
    • The Blazing Blade:
      • The prologue leads the player to believe that Lyn is a normal girl living alone in Sacae. However, if you check her stat screen or pay attention when she levels up at the end of the map, you'll see that her class is "Lord," which is generally reserved for royalty. Naturally, the end of the very next chapter reveals that Lyn is, in fact, a long-lost noble.
      • There is a pair of siblings named Lloyd and Linus Reed. You fight against one of them depending on your Lords' level and the other one much later. When you check their status screen, they are shown to have A support with each other despite fought separately and both dying after their respective maps. This is the first clue that you are going to fight both of them again after their death in one same map. Chapter 28 gives you an idea how that will play out.
      • A downplayed example can be found in the stat spread of the late-arrival character Renault (or 'Renaud' in the PAL region). For a level 16 Bishop class unit, his Magic stat of 12 is practically worthless. However, his Speed and Skill stats are both abnormally high (just four points off of their respective caps), and seem as though they'd fit better on a more melee-oriented class (such as a Hero or a Swordmaster). It's revealed in his support conversations with other units that he was once a mercenary, and had only taken the cloth not that long ago.
      Renault: I’m sorry, but... I don’t think I’m worthy of being called a bishop. Long ago, I was a mercenary. I led a bloody, thoughtless life, unconnected to the holy teachings.
      Isadora: Is that so? And then...what brought you to the light of Elimine?
      Renault: I...lost a friend. A man I could have called brother. But when he died, I knew nothing of prayers, of forgiveness. I only knew how to bash another man’s skull... So I cast aside my weapons and knelt for the first time... to mourn my fallen friend.
    • Radiant Dawn and Echoes: Shadows of Valentia have cutscenes that play before the round of combat in which the final boss dies (for Radiant Dawn, it's to show how the death happens plot-wise, while it's merely a touch of power to the moment in Shadows of Valentia). However, because rounds of combat have random features, this cutscene playing or not playing can tell you just what is about to happen before it does. Order Genny to attack Duma with two 9 damage hits while Duma has 33 HP and the cutscene plays? Genny's going to get a crit.
    • In Fire Emblem Awakening, two of the villains, Gangrel and Aversa, briefly appear on the map in Chapter 9. They leave before you can attack them, but you can take a look at their stat screens. While Gangrel is ostensibly the Big Bad, her stats are much higher than his, hinting that he's a Disc-One Final Boss and she's a Dragon with an Agenda. Also, it's probably inadvisable to view Gangrel's description at the time, since it's meant for his appearance later in the game and so refers to him as the former king of Plegia.
    • Fire Emblem Fates:
      • The game plays with this a bit in regards to Kaze on the Birthright route. Despite potentially suffering a Plotline Death, this character can still S-Support with any of the Hoshidan women; not allowing him to do so would have been a dead giveaway. However, at the same time, if you pay close attention, you might notice that the sidequest housing Kaze's daughter does not immediately unlock after he gets married, like it does for all the other men. While it doesn't hint at what you need to do to save him, it does somewhat give away that something important can happen to him.
      • Also played with regarding Gunter. This character appears to have an unavoidable Plotline Death early on, but if you had them fight alongside the Avatar or Jakob, the heart animation that indicates gaining support points appears. Guest Star Party Members in Fire Emblem rarely have supports, so this seems like a dead giveaway that it's a Disney Death and they'll rejoin eventually. On Conquest, this is true. On Birthright, they really are gone for good, and on Revelation, they rejoin but can't support with anyone, hinting that this trope is in play again. But it's ultimately subverted there, as despite Gunter being The Mole via Demonic Possession, he's technically still playable throughout the entire route apart from the chapter he's fought in.
  • In Heroes of Might and Magic V: Hammers of Fate, reading the hero Laszlo's biography immediately spoils the later reveal that "Saint Isabel" is really Biara. That's quite a Captain Obvious Reveal, but it has a heavy impact on the plot regardless.
  • In Mercs of Boom, you can immediately see all your possible research items, including things that have to do with aliens. Except you have no idea that aliens even exist for about a third of the game. Their appearance is supposed to be a complete surprise. It's not clear why the developers chose not to hide the unavailable research options.
  • In Project X Zone, there are quite a few instances between chapters when it seems like a character, for some reason or other, has left the party, but one quick look at the party setup on the intermission screen will tell you that that's not the case. This is especially jarring with Arthur's Disney Death.
  • In the Shining Force series, the Egress spell is often reserved for the hero of each game to allow the team to make a quick escape when things go bad. However, in Shining Force: The Sword of Hajya, the mage Natasha is the only non-hero character in the series who can also learn Egress. In Chapter 3, the party is forcibly split up, with the hero leading one team, while Natasha assumes the leadership role for the other.
  • Stella Glow has a few examples as well as one aversion:
    • Klaus becomes unavailable for support conversations prior to maxing out, suggesting there's more than meets the eye there. He reveals he was Evil All Along and leaves the party late in the game, although getting his Affinity as high as you're allowed to unlocks a character needed for the Golden Ending.
    • Niki introduces herself to the party as the Earth Witch, but has no attacks or magic when seen in battle. (Also, the real Earth Witch is on the game's cover, so this isn't really meant to fool the players at all. That the real Niki has been Dead All Along and this Niki was a mud doll created by the real Earth Witch, her younger sister Mordimort...that's still meant to be surprising.
    • In Chapters 6 and 8, you often fight all the Harbingers at once. You might notice that Hrodulf has a full complement of passives, whereas the other three still have room for more...yeah, that's because he makes a Heroic Sacrifice at the end of Chapter 8 while still an NPC while the rest of them officially become playable characters in Chapter 9.
    • If you took on the job quests at the Red Bear Inn, you might notice that they become unavailable if you get their mastery level to 3 stars before Chapter 8. Franz is killed during the angelic invasion of Lambert and is replaced as shopkeeper by his daughter Rena, meaning she'll always be the one you're helping for the final leg of the Franz Atelier quest. The others get put on hold at the same point to disguise this, causing the aversion. Though the fact that the limit exists in the first place might still count as a spoiler that something's up.
  • In Super Robot Wars, the games mark which units will you be forced to deploy next chapter. It gives away which series will be the focus next chapter, though sometimes this means they might just get a new robot or will appear midway the fight to save the day. This is a good thing, since if they're low in upgrades that's your chance to not get stuck in an unwinnable situation, but still. The Z2 games feature another one in that every unit's map sprite faces either to the left (if it's a protagonist) or to the right (if it's an antagonist). If someone joins up but they're facing right, expect a betrayal (though this part is averted in Z3). The fact that the crashed ship on Enceladus was the Yukikaze was a plot point that wasn't revealed until the end of a scenario in Super Robot Wars V. However, if you move your cursor over the ship, the map data flat out tells you its name.
  • Whether or not a soldier manages to land a lethal hit on an alien in XCOM: Enemy Unknown is spoiled if the camera pans over them as they take the shot. Conversely, if the camera pans over an alien, you can rest assured that the next scene will consist of one of your soldiers dying.
    • Averted by XCOM 2. Now the camera has a chance of panning for any shot taken, even if it's non-lethal - hell, even if it misses.
    • On the other hand, in XCOM 2: War of the Chosen, the Assassin is an alien Stealth Expert who darts across the map in Concealment before springing an ambush on your squad. But if she rolls the "Watchful" trait as one of her special abilities, she'll enter Overwatch at the end of her double move, and the little icon will appear over her exact location. She won't be officially revealed and targetable by normal shooting, but if you have a grenade launcher or other AoE attack...
    • Though it's only a one-time occurrence, you'll get the achievement pop-up when the game calculates that you've gotten it (e.g. mind-controlling an Ethereal in Enemy Unknown), which means you get the award for doing the thing as soon as you've told a soldier to do the thing instead of after your soldier did the thing.

    Visual Novels 
  • The character bio section of the Legend arc in Umineko: When They Cry tells you that Maria shares her fascination of the occult with Kinzo and has strange behavior before she started mentioning magic to her family.
  • In the Ace Attorney series, if you don't get a profile entry for a major character who is mentioned more than once, you can bet it's because they're already listed in there under another name. The Law of Conservation of Detail being heavily in play also creates a lot of these, as you know any piece of evidence will always be used at some point. This can make some later deductions in cases a lot easier than they're supposed to be, because if you're right at the end of a case and have a piece of evidence you haven't used yet, it's very likely to be the solution.
    • The last witness of any given trial is nearly always the true killer. This can cause related videos on YouTube to inadvertently spoil the killer if they're the last or so part of the case. However, the series sometimes shakes this up in the final trial, where is several games the last witness is not the killer, and sometimes the game's true Big Bad is never even cross-examined in person.
    • In some of the games, the protagonist will rearrange their evidence, which removes evidence that is no longer related to the case. If something seems irrelevant but stays in your inventory, you can guarantee it will end up important later in the case.
    • While the autopsy report won't be presented in the case, if something is missing or is worded in a particularly odd way, it will likely end up being an important part of the trial.
    • In the second case of the third game, Phoenix Wright has his own profile in the Court Record, even though the current Player Character normally doesn't have a profile, hinting that you need to present his profile at some point.
  • In Princess Waltz, shutting off the female voices prior to the reveal doesn't stop Chris' vocal tracks.
  • Though Fragment's Note averts the Conservation of Detail point above by giving art to all the named characters, the fact that one of the side characters, Eri, has two entire pages of CGs in the gallery clues her in as a possible Love Interest for Yukiha.
  • Virtue's Last Reward:
    • The secret files very often contain rather blatant spoilers for things that will come up in a cutscene after leaving the room they were acquired in. This wouldn't be so bad if it wasn't for the fact that most people would view said files the minute they get them...which is before the cutscenes happen. Some of the files even spoil big game plot points like it's practically nothing. Woe betide the unfortunate soul who decides to go for the files on their first playthrough and read them all, especially if they're playing on Hard (which gives you more files).
    • The flowchart is also a big source of spoilers. By taking a look at the branches, you can tell how much story it will provide. So you'd probably think that the longest one is the Golden Ending... and that's exactly the case. It doesn't stop there, though: because the "Ally" option is always the left one at a junction and the "Betray" one is always the one going right, you can tell if it's better to ally or to betray in most cases. On a side note, the trope is subverted with Tenmyouji's ending, because its branch gets suddenly expanded when you reach its apparent tip. And it's necessary to get it before attempting to reach the True ending.
  • Danganronpa: Trigger Happy Havoc:
    • If you see all of Chihiro's Free Time events, you'll notice that the sheets in Chihiro's room are blue as opposed to pink, cluing you in to his actual biological sex.
    • You're allowed to select dead characters when it comes time to pick the culprit, which doesn't seem to make any sense. This comes into play in Sakura's murder, where her killer turns out to be Sakura herself and the final trial where the culprit is the thought to be dead Junko Enoshima.
    • In text boxes, all of the characters are labelled with their full names, regardless of nicknames, except Celestia Ludenberg, who is labelled "Celeste" in text boxes, implying that Celestia Ludenberg is not her real name in the first place. This is a pivotal point of proving her guilt in the third case. That said, Makoto is suspicious of this from the start given that she's Japanese, the interface just makes it more obvious.
  • In Danganronpa V3: Killing Harmony:
    • You can now manually vote on who the culprit is at the end of the class trial unlike the past games (although the second game forces you to vote for the culprit at the end of the fifth trial). You don't have to actually vote for the culprit because everyone else will do so, but you do need to vote for somebody or you get a game over. The significance of this comes at the very end of the final case, where the remaining survivors perform a suicide pact by all refusing to vote for hope or despair.
    • In the first chapter, you may notice that you're unable to progress past the second rank of classmates' Free Time Events, despite having four opportunities to spend time with people. This is because Kaede turns out to be the first murderer, and Shuichi replaces her midway through the trial.
    • Similar to the above, in the first chapter, you may get various music-related presents from the Monomono machine, or the "Gun of Man's Passion" and other masculine-themed items. The former spoils that Kaede will be the recipient of said presents, as well as the existence of a mode in which she can be given them, while the latter further proves that Shuichi is the main character.
    • Speaking of the collectable items, there are a handful of marked items that trigger special scenes if you have them when talking to a specific character at a certain point in the story. For a couple of them, it's pretty obvious who's going to be triggering the scene, so you know the character isn't going to die if you haven't activated the sequence yet.
    • While you can collect Monokumas in the first chapter, the shelf showing the Monokumas you've gathered doesn't appear until Chapter 2, since it's actually in Shuichi's room.
    • If you're familiar with the previous two games, you may recall that if your Influence bar empties, the rest of the survivors erroneously conclude that your Player Character is the culprit (even if said character isn't a suspect), and vote him guilty, thus resulting in an incorrect verdict that will get everyone besides the killer executed. The third game's game over sequence cuts off just before the vote. In the first trial, because Kaede is the supposed culprit, convicting her would actually be the "correct" choice.
  • In Nicole, the Gallery menu that holds the images of each of the romantic endings in it, is available from the start. And while the mystery plot of the game is to figure out which of the four available guys to date is the kidnapper behind the previous three cases and is targeting Nicole now... the Gallery option makes it somewhat obvious which of the guys the kidnapper is. So don't look at the Gallery until you have completed everything, okay?
  • In G-Senjou no Maou, this trope is both played straight and actually used to mislead the player. For scenes not viewed through the eyes of the protagonist, the text interface expands and is printed on a translucent background sporting the temporary point-of-view character's silhouette. But when the point-of-view shifts to 'Maou', who is heavily implied to be Kyousuke himself, there is no change. The fact that they actually end up being two different characters is effectively hidden by this trope.
  • In Fleuret Blanc, one of the duelists is Put on a Bus before you're given the opportunity to bout him. However, Amara will still give you tips on how to fight him, spoiling that he comes Back for the Finale.
  • Subverted by Seven Kingdoms: The Princess Problem. The game's Relationship Status screen shows where your Relationship Values stand with each of a broad array of the game's characters, some reflecting all four possible values (Friendship, Romance, Rivalry, and Respect) while other characters have only two or three. While the presence or absence of a character profile with a Romance slider would seem to indicate in advance who is and isn't a viable romance option, there are several secret romances available, and at least one case in which a character has a Romance slider but can't actually form a romantic relationship with the Player Character. One possible love interest doesn't even appear on the menu at all.
  • In Shinrai: Broken Beyond Despair, the CG collection menu shows every single CG image in the game. There are two pictures showing Kotoba on fire, titled "Conflagration A" and "Conflagration B," with the former for him surviving, and the latter for him dying. Naturally, the fact that there's two of them, and that players are more likely to get the latter on the first playthrough, spoils the fact that it's possible to save him.

    Wide-Open Sandboxes 
  • The powers menu spoils the number (and distribution) of powers in [PROTOTYPE].
  • inFAMOUS shows you the number of powers in the upgrades menu, but not what they are called or how you get them. Also, some of these are passive bonuses or upgrades such as damage boosts, health boosts and upgrades to your lightning bolt power.
    • In a scene in the last third of the sequel, Cole, Zeke and Kuo have a serious discussion in a train car about whether Cole is physically and mentally ready to use the RFI, having found "the last Blast Core". The scene probably would have had a lot of impact - if the player wasn't already aware from the on-screen text interludes between plot missions that show he still has two more Blast Cores to collect after this, as well as several locked abilities that haven't opened up yet.
    • There's also a mission that has you firing a nuke at The Beast. It's quite clearly made to seem like this is the ending of the game, except A. that would be a hell of an Anticlimax Boss and B. it's still showing that you need to find two more blast cores, which would be pointless if this mission succeeded.
  • In Batman: Arkham Asylum once you gather all the Spirit of Arkham messages, you're supposed to deduce their identity. While you can in fact do so via the messages alone there's a more "meta" way to figure it out. If you look at the Spirit's character bio, it lists their "Debut" as being in the game itself. There are only three other characters in the game that have that same element in their bios: Dr. Young, Frank Boles and Quincy Sharp. The former two are dead by the time you have all the messages, which leaves Quincy Sharp and lo and behold, it's him.
  • Batman: Arkham City has deliberately cryptic and vague trophy descriptions to avoid spoiling the plot. Defeat Grundy? "Stop the unstoppable - Wrecking Ball". Defeat Ra's al Ghul? "We are legion - Sandstorm". Defeat the Final Boss? "All the world is a stage - Exit Stage Right".
    • Astute players and fans of the comics might have picked up on the last achievement being a reference to Clayface, considering his past life as an actor.
    • The actual interface is a spoiler if the player looks at The Joker when he's cured with Detective Vision, showing he has no bones or internal organs - which gives away that "The Joker" is actually Clayface.
    • In the upgrade menu, there's a spot to put your experience points into Catwoman's abilities,. Pretty much spoiling that near the end of the game, you get to play a section as Catwoman.
  • In Batman: Arkham Knight the identity of the Arkham Knight is only revealed near the very end of the game. However, viewing the Showcase models for Jason Todd after buying his DLC will show the Arkham Knight outfit as an alternate outfit for him, thus revealing the twist to any curious player.
    • In the Mad Hatter Season of Infamy mission, the subtitles give away the play on words that leads to the main twist of the mission (i.e. they show that Hatter keeps saying "you're Alice" as opposed to "your Alice"
  • When the protagonist of Grand Theft Auto IV: The Lost and Damned was revealed to be Johnny Klebitz, players noticed that completing the "Museum Piece" mission where both he and Niko appeared unlocked the "Impossible Trinity" achievement, a blatant hint that the protagonist for the then-upcoming second expansion also appeared in said mission. They quickly came to the conclusion that it had to be Luis Lopez, since he was the only character in that mission whose fate was left ambiguous at its conclusion. Much later, Luis was confirmed to be the protagonist of Grand Theft Auto IV: The Ballad of Gay Tony.
  • Trevor's reappearance after the prologue in Grand Theft Auto V is the most poorly-kept secret in the game, as numerous visual elements spoil it before he's properly (re)introduced in "Mr. Philips". Aside from the fact that the character select menu still has a third available slot besides Michael and Franklin, Trevor is spoiled by in-game menus that show his current stats and skills, and numerous images on the loading screen that depict him in various disguises and poses with the rest of the crew.
  • The screen that notifies you of when you have enough respect to do a mission in Saints Row 2 shows the signs of the four gangs in the game—and the Ultor logo, foreshadowing the missions you'll eventually go against the Ultor Corporation.
  • Lampshaded in Saints Row IV, where the Boss says that they have to stand and fight a particularly powerful enemy rather than running away because their interface screen still has an empty power slot and they want to fill it by beating them. Saints Row IV also plays it straight in that the achievements and challenges reveal all the activated powers and most of the special weapons long before you get them; each activated power also lists all its elements, even the ones you haven't found yet.
  • Cole's notebook in L.A. Noire lists all four divisions that he'll be working in, in order (reading down). Since Arson is less prestigious than Vice, you can guess that he'll be demoted.
  • In Horizon Zero Dawn, certain Machine items list all of the Machines that drop that particular item, long before you actually encounter them.

  • The Mahjong client Tenhou contains a minor one. The window showing the winning hand will show the yaku one by one, and then the not-immediately-visible ura-dora (if applicable) and reveal the hand's total score afterward. You can tell immediately whether the hand is valuable enough to cause a Nonstandard Game Over (like someone getting bankrupted, or the dealer on the last hand pulling ahead of everyone else) if the button at the bottom says "END" instead of "OK". Conversely you can tell when the game will continue past its normal endpoint (due to no one having the minimum 30,000 points needed to win) by the button saying "OK" on the last hand.
  • In Story of the Blanks, once Applebloom enters Sunny Town, the text boxes' border design changes, possibly hinting that something isn't quite right about the place. The borders go back to normal after Applebloom and Twilight Sparkle leave the forest, but the narration at the end still uses the alternate design.
  • In Mario Golf, when your putt has been lined up perfectly and will go in, the camera switches to show the hole.
  • In the 1990s, the Sega CD version of Night Trap and the other four console versions had the room icons that were static images, and you could only see what was going on in one room by selecting it. In the 2017 remaster, the room icons now have dynamic, real-time thumbnails, meaning that if you see movement in one room while being in another, you know that something's going on. For example, you can watch the girls rock out in the living room and impress Sarah Martin, while you witness the Augers kidnap S.C.A.T. member Jason and drain his blood in the downstairs hallway before taking him to the basement without even going to said hallway! Oh, and beating the game now unlocks Theater Mode, where you'll see some super-spoileriffic scenes that occur while you are busy trapping Augers.
  • In any game that uses subtitles, you know something is going to happen if a character's subtitles on screen has its sentence end abruptly.
  • Extermination doesn't reveal the story and mechanics behind the infection until a little bit later in the game after starting out. Opening the menu as soon as the game starts shows an infection meter, which spoils the mechanic related to it.
  • The "Super Melee Mode" in Star Control 2 (accessed separately from the main game) allows you to play any of the ships appearing in the main game — including those of alien races that would otherwise only be discovered for the first time during the story. The game's original manual also lists those ships and races, so it is doubly difficult to avoid any spoilers.

    Non-Video Game Examples 
Anime and Manga
  • When talking about Death Note on a forum that allows spoiler tags, if you mention the death of L, you should probably pad the spoiler out a little so it's not immediately apparent who you're talking about. This applies to any character with an unusually short (re: around 3 characters or fewer) name.
  • This actually occurs in Fire Emblem: Champion's Sword. Each chapter begins with a recap page telling the story so far and giving profiles of each of the main characters and others who are relevant to the current chapter. That's all well and good... until the final chapter gives a recap profile for a character who hasn't appeared for around 5 issues and who it'd have no good reason to recap. It was foreshadowed that they were a Chekhov's Gunman earlier on, but this kills any remaining subtlety.
  • In Continuity Reboot Sailor Moon Crystal, the To Be Continued card depicts Princess Serenity holding a staff-length version of the Cutie Moon Rod as a sceptre, well before the story arc that introduces the weapon itself.


  • Chapter 10 of Sonic Generations: Friendship Is Timeless corresponds to the rival battle between Sonic and Shadow from the original game. However, Shadow's name in the chapter title has a question mark next to it, spoiling the fact that the rival battle against Shadow is a Bait-and-Switch Boss.
  • An in-universe example in Sword Art Online Abridged: Rosalia's ambush of Kirito and Silica is foiled not by Kirito's Detecting skill, but because the name tag hovering over Rosalia's head is poking out on either side of the tree she's trying to hide behind.


  • With film adaptions of popular franchises, it's not uncommon to unveil a major character in The Stinger as a way of hyping the next installment (or to include an old favorite in a cameo). Of course, these scenes are often after the closing credits have included the surprise character in the cast list.
    • Finding Dory credits The Tank Gang ahead of their cameo.
    • Kong: Skull Island credits Toho as the owners of Godzilla, Mothra, Rodan and King Ghidorah. Toho's characters aren't even referenced until the post-credits scene.
    • Guardians of the Galaxy averts this by crediting the voice actor and creators of Howard The Duck immediately after his surprise reveal.
  • In the Coppola Restoration box set of The Godfather and its sequels, the backgrounds of the disc menus contain three important death scenes. The Godfather's menu shows Vito Corleone lying dead in his tomato garden. Part II's menu shows Michael Corleone standing in his study, which in the film is when his brother Fredo is murdered offscreen on his order. Part III's menu shows someone hanged; while it's easy to think that it's Michael given that it's the final film and considering the previous two discs' menus, it's actually a corrupt banker.
  • In Rogue One: A Star Wars Story, there are title cards for every planet featured, except for Mustafar from Revenge of the Sith, because it would've given away Darth Vader's presence as he has his own private base there.
  • The credits of Ralph Breaks the Internet lists "Never Gonna Give You Up" as part of the soundtrack despite not being played in the movie. Then it turns out The Stinger is a Rick Roll.


  • In almost every BattleTech Expanded Universe novel, there is a glossary of terminology and artwork of the various BattleMechs, dropships, and vehicles mentioned in the novel. This can often give away what shows up later in the story. For example, in the franchises' debut novel, Decision At Thunder Rift, a planet is attacked by a band of pirates using a small selection of dilapidated battlemechs, mostly light mechs like the 'Locust' and 'Stinger'. Yet the glossary lists heavies like the 'Rifleman' and 'Crusader'. In the book's second act, a conspiracy is revealed and a Draconis Combine dropship lands carrying a platoon that uses these mechs.
  • The Sherlock Holmes story "The Adventure of the Priory School" includes a hand-drawn map which is shown fairly early on, but immediately reveals clues that aren't found until later—including, most notably, "Heidegger's Body" long before the character's death is discovered.
  • Star Wars Legends: The X-Wing Series falls victim to this via proper formatting. Capital ship names are italicized, so anytime someone refers to Ysanne Isard's secret prison as Lusankya, it spoils the big reveal that it's actually a starship.
  • Worm, a Web Serial Novel, is published as a series of blog posts, with each post tagged with the characters appearing in it. However, the character tags sometimes include minor spoilers, such as revealing Atlas' name before he's named in story, or revealing the identity of Golem early. Subverted with the Echidna clones, which each have their own, named character tags despite only appearing briefly and never being named in story.

Live-Action TV

  • Technically, any series that features a Romantic False Lead as an element of a Love Triangle could be seen as this. You can easily tell which of the romantic rivals is going to finish in front because one's part of the main cast and the other's credited as a guest star.
  • 24
    • The show made a habit of silencing its signature beeping clock whenever a major character has been killed, to the point that when Tony Almeida returned in season 7 after having seemingly been given a silent clock in season 5, the producers pointed out that unlike most of those other times, there were still other sounds audible while the clock was onscreen. Come Live Another Day, and despite absolutely no indication that he wasn't about to die, the episode which ended with President Heller acquiescing to Margot Al-Harazi's demands, allowing her to kill him with a missile from the stolen drones had a normal, beeping clock. Sure enough, the following week's episode revealed that Jack had found a way to save him.
    • At the beginning of the fifth season's premiere, Dennis Haysbert is introduced as being a "special guest appearance", thus indicating that (like other guest stars) he won't be making any additional appearances past that episode. A few moments later, his character (David Palmer) is shot and killed by a sniper.
  • Kamen Rider:
    • Kamen Rider Ex-Aid, being a show themed around fictional video games, displays a character select screen whenever any of the heroes transform into their superpowered alter-egos. The screen includes all five main Kamen Riders even before they actually appear for the first time, as well as two portraits with question marks that are filled in over the course of the show.
    • The henshin belt from Kamen Rider Den-O has 4 buttons on it, confirming from the moment that the belt is shown that Ryotaro will be possessed by 4 different Imagin for 4 different forms (not counting his base form, Plat Form), each one Color Codedforyour Convenience so that you know that not only will he be possessed by all-Yellow and all-Purple imagin, but they'll end up joining his side. Then along comes Sieg, who not only lacks a button with his corresponding color (white), but he uses an entirely different belt to transform, although it's only a partial subversion due to how rarely it's used. There's also his Mid-Season Upgrade and Super Mode, which rely on outside devices, thus being a complete subversion. New Den-O, from the same series, subverts this trope entirely, since he can transform into his main form, Strike Form, regardless of which Imagin is possessing him (since they turn into weapons for him to wield as opposed to having him change forms), and the one exception - Deneb, who lets New Den-O transform into Vega Form - also subverts this, due to the fact that there is no green button on the belt.
  • Ozark: The pilot episode teases that Wendy, who is the wife of the main character and being played by Laura Linney, might get killed and be a case of Decoy Protagonist. Audiences might fall for it if they hadn't noticed Linney's eyes on the poster of the show in the Netflix interface.
  • Person of Interest plays fair with the Machine-eye view, so when in "Firewall" Caroline Turing is framed by a yellow boxnote , viewers who notice get an early hint she's more than just another Victim of the Week.

Video Game-related

  • It's generally not a good idea to look at the ESRB rating description of a game before playing it, as many of them are very detailed as to why the game received its rating, which often means describing a Cruel and Unusual Death in vivid detail, which can sometimes make it obvious who dies and how. Suicides and Heroic Sacrifices are also specifically mentioned. Justified, in that the point of ESRB descriptions is to inform parents who are looking to see if a game that they intend to buy for their child is going to be suitable for the child. Occasionally the sample lines of suggestive or disturbing dialogue can be major spoilers, like this example from the ratings page of Danganronpa 2: "Some of them tried to have children with Junko's dead body."
  • Speedruns (unless they are watched through some live stream). Time needed to complete the speedrun can be immediately guessed thanks to the video's length. Zig-zagged by SGDQ/AGDQ recordings on YouTube, which include huge chunks of the broadcast before and after the run as if to make it impossible to guess, then tell you directly in the title anyways.
  • When talking about Undertale, if you decide to quote one of Sans's, Napstablook's, Metaton's, or Papyrus's more spoilerrific quotes without spoiling the identity of the speaker, you should probably quote them with proper capitalization instead rather than with their capitalization quirks (all lowercase letters for Sans and Napstablook, CAPS LOCK for Metaton and Papyrus).
  • The YouTube channel for Heroes of the Storm averts this for pro matches. If two teams have a "best of 7" series, they will always post seven videos, even if the series ended in a 4-0 sweep; the unnecessary videos will simply be repeats of previous matches. They even edit the videos so that they aren't the same running time as the previous match they're duplicating.


  • Discussed in Awkward Zombie: Katie has hearing problems, so she often turns on the subtitles on video games. Unfortunately, the dialogue often doesn't keep up with the subtitles, leading to a point where Katie knew someone would die before he actually did.
    In a perfect world, I'm pretty sure we would only be given one clause at a time, it would appear on-screen while that clause was actually being spoken, and it would never end with "(death gurgle)".
  • In Dumbing of Age, Jocelyne Brown is a closeted trans woman who has mentioned this fact exactly once on-panel, a significant length after her first appearance. Shortly after this reveal, all of the old comics tagged with her birth name were updated to use her proper name, giving the reveal away to anyone who hadn't read that far yet. A later comic lampshaded this in the Alt Text.
    sooner or later [Joyce and Becky] are gonna hafta look down at the tags
  • In the print version of Girl Genius, all volumes have titles along the lines of "Agatha Heterodyne and the Beetleburg Clank". Agatha is not officially revealed to be a Heterodyne until the third volume.
  • Discussed in Irregular Webcomic!. In one strip's commentary, David Morgan-Mar discusses how hard it is for physical books to disguise how much more of the story remains, since any reader can see how many pages are left. However, an author could surprise their readers by ending the actual story much sooner than the end of the book, and filling the rest of the pages with an unrelated short story, or The Lord of the Rings-style appendices.
  • In Stand Still, Stay Silent, members of Mission Control and the crew are given a title card with their nationality, their age, their spoken languages, their job, whether they are The Immune or not and extra info during their introduction. In Chapter 1, one such card is given to Onni, who lasts only a few pages during which he's shown refusing to join the crew and ultimately getting left behind when his younger sister and cousin leave their home military base. Guess who reappears via the literal magic of dream world interactions in Chapter 7 and becomes an unexpected addition to Mission Control in Chapter 10.

Web Media

  • The Huffington Post loves to tease readers with clickbait lines such as "You'll Never Guess This Celebrity!", but the URL for the page frequently includes the article's headline (kevin-bacon-shift-your-shopping-for-good), so hovering your mouse over the link reveals the answer 99% of the time and saves you from having to actually read the article.
  • If you are watching Double Rainboom for the first time, do so on YouTube and not on the official website, as the disclaimer on the bottom of the page spoils the fact that the story's actually a crossover.
    • YouTube spoils it too, thanks to the "related video" list.
    • The description on YouTube, which is where most people will go to first, and what will be mostly visible on a recommended videos list, clearly starts with "SPOILERS BELOW" (and on the recommended videos, that's all that is displayed), implying that you may not want to check it yet.
  • Completely averted during Chuggaaconroy's Let's Play of Kid Icarus: Uprising. Part 2 of chapter 9 is set up to be the final video of the LP, and as such the navigation at the top of the video does not show a "next" button. This navigation shows up again during the "credits", again no next button. After Hades interrupts the credits and gives his speech to Pit and Lady Palutena, the final shot now shows a next button on the navigation.
  • On TV Tropes, spoiler placement can give away what they're trying to hide:note 
    • If Infant Immortality or Always Save the Girl has a spoilered out description, the child/love interest most likely died.
    • If you're on the character page for any work with a mystery central to the plot and you see someone whose description is 90% spoiler-tagged, congrats, you have probably just found the villain.
    • Even if the work tries to avoid this by having a separate "Antagonists" section and warning of unmarked spoilers in there, it's still very easy to find the villain. If a character has a deceptively small list of tropes in the normal characters section, and a one-line spoiler underneath their profile, said spoiler will almost always be "For tropes pertaining to them after The Reveal, see the Antagonists section." The opposite can also happen, which is even worse.
    • In works that have voice acting involved, if a mysterious character's voice actor is spoilered out, chances are whoever voices the character already voices someone in the current cast (and is either that character in disguise, or is otherwise closely connected to said character). If it's a character that as far as you know doesn't or can't talk, even an all-spoilered out blotch where a voice actor's name or a quote would go is a giveaway that they break their silence at some point.
    • If said Walking Spoiler suddenly dies half-way through the first episode, then even the sheer number of tropes associated with them, spoilered out or not, can spoil that they're Not Quite Dead and will come back at some point.
    • If part of someone's name is spoilered out, you've probably got a Tomato in the Mirror on your hands.
    • Entries on a work's Tear Jerker page which simply say "[Character]'s death." Not too hard to figure that out... Seriously, people, is it that difficult to put the spoiler tags on the character's name and not their death?
    • It's common to see a trope description take some form of "Looks like it's going to be subverted, but then it's played straight. The spoiler tag isn't really hiding anything in such cases. Then again, even if you don't insert the "looks like it's going to be subverted" part but just add a spoiler tag just after the unspoilered part of some trope description, you're actually strongly hinting at some kind of trope subversion.
    • If a work seems cheerful and bright, but has a Darth Wiki or Nightmare Fuel tab, chances are there will be much more to the work than meets the eye. The same could apply to the existence of Tear Jerker tabs, to a lesser extent.
    • Any mention of a villain that mentions he's The Dragon, and then a short spoiler in parentheses. In most cases you can guess that this villain will be the true Big Bad, Co-Dragons along with a second villain or not going to last long.
    • If the Big Bad entry on a page mentions a villain's name but there is a spoiler in the entry then it is a safe bet that this villain is just the Disk-One Final Boss or working with a second Hidden Villain.
    • A similar case to the Ace Attorney example can occur on TV Tropes character pages too. If a named character from a work is built up as important, but doesn't have an entry at all on the characters page, chances are it's because they're an alias for someone who does have an entry. The same happens if the character has a character page entry, but no image to go with it. In that case it's a safe bet that their appearance is the same as someone else's.
    • The generally frowned-upon format of dedicating spoiler tags just to a character's gender, either because of a reveal involving them, or because it isn't their true gender, will usually be very obvious no matter how the spoilers are added. In the former case, either the gender distribution of the work is even enough that simply their gender isn't enough to reveal anything, or the gender ratio is heavily skewed in one direction and their gender only has any need to be spoilered at all if they are in the minority gender, which would stick out like a sore thumb anyway. In the latter case, it still sticks out like a sore thumb and hints at a reveal the reader probably wouldn't be suspecting if the spoiler tags weren't there or applied differently.
    • Similarly to the above, if a character is referred to by a gender-neutral pronoun such as "they" or "their", it could be a sign that their gender is not what you're initially led to believe it is.
    • Death Tropes as listed on a character page is sort of a damned-if-you-do, damned-if-you-don't situation. One one hand, spoiling the name of the trope will give the reader nothing to go on, so curiosity may entice them to highlight it anyway. On the other hand, leaving the name of a trope like Killed Off for Real or Dead All Along ends up covering up approximately nothing.
    • If you wish to edit a page that has spoiler tropes on it, there's nothing you can do except try to avoid the very visible spoilers. Or just watch/read the work in question before you edit. Of course, there are also the pages about spoilers...
    • Similarly, if you want to avoid spoilers, don't click the "Related" tab. This subpage lists every page on the wiki that has a pothole to the page you're viewing.
    • On the Better Than It Sounds pages, it can be easy to tell what a franchise is depending on the amount of examples. For example, Super Mario Bros. has about 26 entries, and not a lot of other things have that many.
    • On pages which have different color palettes, like YMMV or Darth Wiki, a link that was hidden within a spoiler used to be faintly visible. This was fixed, though hovering the mouse over a spoiler tag and finding a hidden link will cause the cursor react to a clickable link, which on some browsers shows the URL for the link. This is why some editors frown upon hiding links in spoiler tags.
  • Choose-Your-Own-Adventures videos on YouTube, or videos with heavy use of the Annotations, fall for this if they use repeated clips for their bad endings, as viewers can look at the url of the video in question and turns the video into a game of Guess Who.
  • This is essentially the reason for the existence of Polsy, which lets you display YouTube videos on a separate screen; so Something Awful Lets Players can host their videos on YouTube without the Related Videos spoiling the story.
  • NFL Sunday Ticket's online streaming app will pop up alerts for scoring plays. However, since the video is often a play or two behind, you often get the score alert before seeing the ball snapped.
  • IMDB can reveal a Walking Spoiler if the actor is credited as a too-revealing name. Back when there were character pages, clicking one could reveal an awful truth. Though there still is a minor one when clicking the character name, given it shows images and quotes that might be revealing.
  • If you type certain search terms into a search engine, such as Google, you can get somewhat spoileriffic results from even the suggested search terms. For an example from Attack on Titan, "Reiner Braun is a Titan."
  • TheRealNinjaBoy's Nomad Adventure is an aversion of this. For context, the Nomad Adventure is a Minecraft run in Hardcore Mode. He dies in Part 15, about 17 minutes into the video, but in an example similar to Frazz's Spoiled by the Format aversion, there's about 15 minutes of a black screen in order to throw viewers off of his trail. He lampshades this in the comments section.
    TheRealNinjaBoy: It's to hide how long the episode actual is, all done on purpose...If the episode is a lot shorter than the previous ones then it'd show that I died at some point so blank space to hide the fact that I died
  • Northern Lion acknowledged in episode 4 of his The Binding of Isaac playthrough that his viewers would be able to guess whether he would succeed or fail a given boss fight based on how close to the end of the episode it was. At the time, the counter and scrub bar were constantly visible below the video instead of as an overlay that only appears when you mouse over it. This could apply to any Let's Play that always ends its episodes at a logical point such as the end of a level.

Western Animation

  • The episode of The Fairly OddParents! in which Poof is introduced is sometimes broadcasted as a two-parter and not in a single episode. Poof only gets his name at the end of the second part (a Running Gag in the episode is several characters coming up with various names for Poof). The first part, however (which ends shortly after Poof is born) clearly has Poof's name written in the end credits (and just to drive the point across, it's written as "Baby Poof", making absolutely sure people know who this is referring to).
  • Steven Universe: The Movie: Averted on the movie's official website; the mysterious Gem villain's section in the character page lists her name as a set of question marks and uses her silhouette from the original teaser instead of a proper character render. Her image is also the only unselectable one, and attempting to find the url for it by going through the source code will only grant you "gem_question" in lieu of an actual name.


How well does it match the trope?

Example of:


Media sources: