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Portal Door

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This is a door that opens to a location other than the one behind it; in time, space, and even outside of it! This door may be a Cool Gate, but it can be of much more mundane make and manufacture.

How does this door bend space and time like a Dali painting? It may be a technological teleportation device, a Time Machine (or both). It could also be made through magic (which usually justifies it being otherwise mundane looking), and may lead to the Magic Land, Spirit World or Dark World. Lastly, it may be some form of "naturally" occurring gateway of Eldritch origin that leads to an Alternate Dimension.

See also The Lonely Door (which often overlaps, but 1) need to be a standard door, not just any kind of gate, and 2) leads to a room that looks as if it were inside a building even though there is no building in sight), Cool Gate, Portal Network, Portal Book and Portal Pool. Sub-Trope of Teleporters and Transporters.



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    Anime and Manga 
  • Bleach:
    • The Gate To Hell.
    • The senkaimon (a gate that looked like a big sliding door) that Soul Reapers could create to travel from the world of the living to the Soul Society (Captain Kuchiki uses one early in the series to return himself, Rukia and Renji).
  • Done interestingly in Blue Exorcist, where the doors are completely mundane- it's the key that is used to open it which changes the location. This is a necessary system to get around True Cross Academy due to all the anti-demon traps.
  • One of Doraemon's recurring tools is the "Anywhere Door", which when walked through brings you to any location you tell it, as long as you made sure you worded your request carefully.

    Card Games 

    Comic Books 
  • The Authority can call The Carrier for a Door to anywhere in the world, or back to the Carrier, and at least once to parallel universes.
  • New Gods: One of mother box's powers is open spatial portals named "Boom Tubes" leading to any place in the universe. The "science" of boom tubes has never been explained (as is normal for the New Gods, though Orion, in the first issue, says that a tube "stems from the waves of the mind") but they allow people to quickly travel interstellar distances, and between dimensions, by creating an apparent tube between two points through which people can travel.
  • Dimensional portals show up quite frequently in Supergirl stories:
    • In Demon Spawn, villainous sorceress Nightflame opens a dimensional rift to travel from her universe to the physical world.
      Suddenly, it appears — hanging in mid-air... Here, on a street in San Francisco... Shimmering, crackling and growing... a crack, a rip in the very fabric of the universe! And out of it comes a figure... humanoid, yet huge... an Amazon... brandishing a fiery sword!
    • The Supergirl from Krypton: Supergirl's rescue party use a mother box to reach Apokolips, and later Superman uses another to go from the Sun to the Wall Source.
    • In Supergirl (Volume 1) issue #5 a villain uses a dimensional gate resembling a normal door to drag the Girl of Steel in another dimension.
    • In Good-Looking Corpse, a group of villains use portals to find and harass heroes.
    • In the beginning of Supergirl: Cosmic Adventures in the 8th Grade's Grand Finale, a glowing space-time vortex opens in Linda and Lena's dorm, and an alternate Supergirl flies out of it.
  • In Superman storyline Kryptonite Nevermore, Quarrm's life-forms slip in Earth through several translucent "holes" in the air.

    Fan Works 
  • A Crown of Stars: Several portal doors leading to other dimensions show up as soon as the first chapter when Daniel opens one inside Shinji and Asuka's tent to pick them up and take them to Avalon. During their stay in Avalon, both teenagers found out that magic and technology capable to create or build inter-dimensional gates or time doors are commomnplace. Also, bad things happen when a portal collapses, leaving the main characters cut off and stuck on other dimension.
    Asuka’s rest did not last long undisturbed. Shinji was just rising from replacing his cello in its padded trunk when the sun rose in their tent.
    Shinji whirled around. “What?” He blinked his eyes repeatedly against the sudden blaze of gold. A perfect seven-foot circle of seeming daylight stood on the far side of the tent, filling the tent with noontime brightness. Shading his eyes with his hand allowed Shinji a slightly better look at it. Almost too bright to look at directly, it seemed for all the world like a floodlit pool stood on its side. Shinji had only a moment to stare in confusion when the light dimmed as a man stepped out of it. This did not diminish his puzzlement.
    “Pilot Ikari Shinji-san?” The man inquired in Japanese.
    “Third, what’s th—-” Asuka blinked awake in her suddenly brightly lit sleeping bag, then bolted upright. “Who the hell are you?! What is that?”
    “Fräulein Pilot Asuka Langley Sohryu? I’m sorry to interrupt your rest, but this is the earliest I could arrive.” Shinji still could hardly see the backlit figure, just a caped silhouette. The figure noted his squint. “Ah, my apologies for the brightness of the portal. Rather a large energy differential between here and home. Let me get that.” He snapped his fingers and the glowing mini-sun shrank to a point and vanished. The near-daylight illumination dropped to just the solitary camp lantern hanging at the tent’s entryway.
  • Weird Incident Shit has a portal window stuck on Problem Sleuth's door. It leads to Gensokyo.
  • Several of these appear in Adventures on the Friendship Express in the form of mirrors. Events and worlds shown on these mirrors include the ones from Sonic 3 & Knuckles, Sonic Spinball, My Little Pony 'n Friends, Sonic Lost World, Sonic Boom and My Little Pony: Equestria Girls.
  • In the Magical Girl Crisis Crossover Shattered Skies: The Morning Lights, the Stranger uses these to take survivors of the five magical girl universes to the Lighthouse, a Place Beyond Time designed as a sanctuary (and a fallout shelter) for those who have lost their worlds.
  • A.A. Pessimal's Discworld and The Big Bang Theory crossover The Many Worlds Interpretation has a scenario where, after contact is established between Unseen University of Ankh-Morpork and a fellow institution called Caltech in Pasadena, a theoretical physicist called Doctor Sheldon Cooper re-opens such a portal door between the two colleges. Hilarity Ensues.
  • In the Buffy the Vampire Slayer/Supergirl crossover The Vampire of Steel a group of vampires opens a dimensional rift on top of the Sears Tower to summon M'Nagaleh, an otherwordly cosmic horror.
    An aperture was opening in the very air above them, and something was tumbling out.
  • In RWBY Destiny Of Remnant:
    • Salem was shown to have this ability, and so does Raven at times.
    • In Chapter 51, Argentius and Ruby travel throughout the different places within the mindscape through portals.
    • Jaune and Pyrrha, being the current Guardians of the Aura Crystal, travel around the mindscape within the Crystal by using portals as well.
  • In Fusion Fic A Man of Iron, a portal suddenly appears in Winterfell's crypt... and swallows Rickon in.
  • In Hellsister Trilogy, Legionnaires Supergirl and Colossal Boy use a dimensional gate to travel to Hell and back to Reality.
  • Lampshaded by Martha Kent in Sorrowful and Immaculate Hearts when Superman, Batman and Wonder Woman use one to go back in time.
    Wonder Woman: Clark, we need to leave soon—before the portal closes.
    Martha: There's a portal?
    Batman: There usually is.
  • In crossover The Institute Saga, a dimensional portal is developed with the aid of Asgard and used to link the two realms as well as several Super-team bases.
  • A Certain Magical Friendship: A hole in the ground, where falling into it takes people into another world, is what changes the story, from it's source works.

    Films — Animated 
  • The door leading out of Howl's Moving Castle.
  • Done in Monsters, Inc. with the doors that serve as portals from the monsters' office building to the bedrooms of children they're supposed to scare.

    Films — Live-Action 
  • The Matrix Reloaded. The doors that can open to different locations depending on which person or key opens them.
  • Beetlejuice. Following the instructions in a book, the ghostly protagonists use chalk to draw a door on a wall, open it and walk through it into the afterlife bureaucracy.
  • Likewise in Pan's Labyrinth, in which Ofelia uses a piece of magical chalk to create a door to the Pale Man's realm.
  • In The Adjustment Bureau, the Adjustors use any door to travel to any other door.
  • The Rift from Pacific Rim.
  • Blink from X-Men: Days of Future Past has the mutant power to create these at will.
  • The Return (1980) has the portal in the back of The Prospector's mine which may lead back to the alien homeworld.
  • WarCraft has the appropriately-named Portal, which is a gate through which Mass Teleportation can be conducted.
  • A Nightmare on Elm Street 3: Dream Warriors: Nancy and the teenagers are ready to confront Freddy Krueger when a floating door appears in front of them. There's nothing behind it, but the door itself is a portal to Freddy's hell-like lair.

  • Dan Simmon's Hyperion Cantos overcomes the problem of space travel and communication with two different systems. The space travel system is essentially portals. Some very wealthy homes consist of rooms on different planets connected by these portals.
  • In Neil Gaiman's Neverwhere (book and show), Door and her family can open up doors anywhere. Their home is a bunch of unconnected rooms.
  • The door in Dan Abnett's Ravenor, a plain wooden door that opens through space and time. Originally, it used by special trained operators, to let the questions of those who came to them direct it; when the house was broken, Ravenor operated it to put his powerful psionic abilities into play.
  • Susan Cooper's The Dark Is Rising series. Powerful Old Ones (such as Merriman Lyon) are able to summon a magical gate (which looks like a pair of doors) that allows travel through time and space.
  • John DeChancie likes this trope; his Castle Perilous has 144,000 doors, each leading to an Alternate Universe, and they don't just wait for you to walk through—the portals wander, and actively seek out those who want to travel or get away. His Skyway series has "Tollbooths" (no doubt named as a Shout-Out to The Phantom Tollbooth) which use miles-tall columns of virtual particles to create wormholes linking a vast Road across thousands of planetary surfaces.
  • In The Redemption of Althalus by David Eddings, the protagonists live in a house with as many rooms as they like, as large as they like (they occasionally have armies on the march through the corridors) and can open doors to literally anywhere on command. One of the protagonists attempt, out of curiosity, to open a door to "nowhere"—although they avert the attempt before they succeed, the concept is enough to freak out their patron goddess something fierce.
  • The door leading out of the title castle in Diana Wynne Jones' Howl's Moving Castle.
  • The redstone doorways in The Wheel of Time look like empty doorframes, but walking through one will transport you to a dimension populated by weird aliens who see the future or grant wishes.
    • The Wheel of Time has them in at least three flavors: the aforesaid redstone doorways, the Waygates built of finely carved white stone and having nice reflection visual effect, and the One Power-created Gateways for Skimming (travel via subspace) and Traveling (instant teleportation).
      • There are also Portal Stones, which are Exactly What It Says on the Tin. They link not only to other portal stones in the world, but also to Portal Stones in Parallel worlds. Very handy, if not well understood at all.
  • The title tollbooth of Norman Juster's The Phantom Tollbooth.
  • The Forgotten Door by Alexander Key. An inter-dimensional machine/gate.
  • The appropriately-named Gates in Mercedes Lackey's Heralds of Valdemar series. They have a number of important limitations, in that they are single-use constructions created by a powerful mage using his own life force, and can only go somewhere said mage has been to and knows well. The ancient Adepts of the Mage Wars, as well as the mysterious Eastern Empire, on the other hand, knew/know the secrets of Permanent Gates, which once created are simple to activate and use.
  • In Patricia A. McKillip's The Bell at Sealey Head, Emma keeps opening doors and finding Princess Ysabo. She never dares go in for fear that she can't come back. And one day when she opens the door to her grandmother's room, it shows the princess in a different room. She closes it, reopens it, and finds her grandmother's room.
  • The aptly-named Gate, which was opened by a goddess of a Low Fantasy world, straight into the heart of Ginza, Tokyo.
  • The Green Door in H. G. Wells' short story of the same name.
  • One means of getting around in the endless world of The Neverending Story is The Temple of a Thousand Doors (Der Tausend-Türen-Tempel), which contains an infinite number of five-sided rooms with three doors each. Every door different in colour, shape, material etc. To get to the place you wish to go, you only need to pass through the rooms until you find the door that reminds you strongest of the thing/place/person you're looking for. This may take some time.
  • The portable door in The Portable Door by Tom Holt. A door-shaped sheet of something that can be rolled up, but when put against a wall will open to the desired location.
  • In Stephen King's The Dark Tower, Roland discovers a series of doors which allow him to look into other worlds, possess a specific individual on the other side when he steps through the door, and pull that person back through the door into his own world. This is how he eventually gathers his three traveling companions who follow him in the later books.
  • Doors that open to distant locations, times, and/or realities are a dime a dozen in the Nightside series, and one minor character even operates a business where people can pay to pass through any of the hundreds of Cool Gate doorways he's stocked his shop with.
  • In the last volume of Labyrinths of Echo, Max and Melifaro end up in a magical reality where all doors are this for them: stepping through any kind of portal or door (even self-constructed) transports them to another world (seemingly) at random. When they finally make it back to Echo, Max discovers all doors still continue to function like portals to random universes for him, so he has to condition himself to check every doorway he passes through for this effect.
  • In Harry Potter and the Order of the Phoenix during the battle in the Department of Mysteries, Sirius Black gets pulled into an ominous veiled archway after being cursed by Bellatrix. And he hasn't been back since...
  • Two and a half examples in The Chronicles of Narnia:
    • In Prince Caspian when Aslan sends the four Pevensies home and some of the Telmarines to the deserted island their ancestors came from through a door made of 2 vertical sticks and a horizontal one on top.
    • In The Last Battle, the door to the stable, which turns out to lead to Aslan's country (ie heaven) and not the inside of a stable that the Calormens are about to set fire to.
    • Finally, the eponymous wardrobe in The Lion, the Witch, and the Wardrobe may qualify. It's a bit of an edge case, since the actual "portal" (when it's there at all) appears to be near the back of the wardrobe - rather than through the actual doorway.
  • Professor Chronitis's time-traveling study in Dirk Gently's Holistic Detective Agency appears as a door in a convenient wall, or cliff face.
  • In Rebecca Lickiss's Eccentric Circles, Grandma Dickerson's house leads to a Magical Land.
  • In Sergey Lukyanenko's The Boy and the Darkness, each world has three such doors that link it to a parallel world. In the novel, the Sunny Kitten takes Danny through one such door to a world perpetually covered in darkness. The door promptly gets destroyed by the Flyings. Danny manages to find the other two doors, but they get destroyed as well, leaving him stranded in this world. He has a final chance to return to his own world but sacrifices it to save his friend. Finally, the Sunny Kitten explains that the doors directly to Danny's world are gone, but there are other doors leading to other parallel worlds. Thus, they may be able to find a door to Danny's world there.
    • In Lukyanenko's Rough Draft duology, the protagonist is put in charge of a Warp Zone with several doors, each one leading to a different world. Throughout the duology, he meets several other "customs officers", whose places of residence feature doors to different worlds.
  • In Chronicles of the Kencyrath, within The Master's house, there are portals to all of the worlds that the Kencyrath had to abandon in their flight.
  • The world of The Traitor Son Cycle has seven interdimensional gates on it. The two we've seen so far both look like large and ornate doors.
  • The door to Brimstone's shop in Daughter of Smoke and Bone. If you enter it from the outside, it leads to a nondescript laundry room. If someone inside opens the door and lets you in, it leads to the shop. If you're going from inside to outside, you can choose to come out in any of several dozen cities around the world.
  • What The Hell Did I Just Read: A Novel of Cosmic Horror: NON has a door to alternate dimensions. The first time we see it, they use it to bring John, Dave and Amy into a world that has been doomed with a planet-wide plague. The next time, a NON office-worker uses it to throw his coffee cup away. The third time, one of the Fuckroach larvae is thrown in there right before it hatches. The dimension wasn't empty, and all the humans there are retroactively turned into naked, mutilated slaves of a Draconic humanoid race.
  • In the Chaos Gods series, the Four Realms are connected by the Gates, large portals which transport people from one Realm to another.

    Live Action TV 
  • The Key in The Lost Room can turn any door with a tumble lock into this, which is why Karl Kreutzfeld made sure all the doors in his home were of the sliding variety (he forgets about the door in his son's fake castle and another one covered by drywall). Technically, though, each door opened by the Key leads to the titular room, at which point the holder of the Key can open the room's rood to whatever location he can envision.
  • Star Trek: The Original Series:
    • The episode, "All Our Yesterdays" has the Atavachron, a machine that creates a portal door/wall to a time in that planet's past.
    • There is also the Guardian of Forever (a sentient time portal) in "The City on the Edge of Forever". Goes pretty much anywhere and anywhen, has a mind of its own.
  • The Iconian doorway from Star Trek: The Next Generation. It has no apparent limitation to range, and at times opened to the Enterprise-D and the Romulan ship also in orbit.
  • Another appeared in Star Trek: Deep Space Nine under control of a rogue Jem'Hadar faction.
  • In The Librarians 2014, Jenkins uses the few magical artifacts he has in the Annex to build a "back door", a portal that connects a broom closet door to another door anywhere in the world. However, navigation is not easy and requires the use of sympathetic magic. Jenkins claims that it's a good thing he can even hit the target city. This allows the titular characters to travel the world without spending hours flying or driving. Unfortunately, it also leaves the Annex open to anyone who might stumble on the door from the other end (such as Morgan le Fay). Also, the pilot episode showed the Library itself having multiple doors leading to other parts of the world. In fact, the elevator that led to the Library was itself a portal, since the Library doesn't exist in our dimension. Later on, Jenkins manages to come up with a single-shot portable version, although that one appears to be used more as a link to the regular "back door".
  • Doctor Who:
    • "Terminus" reveals that the Doctor's TARDIS can, in emergencies, materialise as a two-dimensional door in a wall instead of a three-dimensional object.
    • The set design and low lighting make it hard to tell, but in "Arc of Infinity" Omega's TARDIS, once it has taken off, appears to have existed as an extra tomb doorway in the wall of a crypt.
  • The Good Place has had three to date:
    • The portal door between The Bad Place and Earth.
    • The portal between The Bad Place and the Judge's chambers.
    • The portal between The Bad Place and Earth that Sean builds.

  • Daniel Amos's Doppelgänger has a story in the liner notes which ends with the narrator stepping through a mysterious door that leads who-knows-where. The story picks up in Vox Humana, as the door drops the narrator off on desolate landscape with a storm-wave bearing down on him. And that installment ends with the narrator stepping through another mysterious door.

  • Varkon features a stone gate through which Varkon can be seen. Playing well on the main table allows players to attack Varkon on the other side.
  • The "transphazers" of TX-Sector, which are used to teleport pinballs across the playfield.


    Tabletop RPG 
  • Planescape has Sigil, the City of Doors, which is pretty much made of this trope, though all "bounded spaces" can be portals, so not all the portals in Sigil are actual doors.
  • The Lords of Gossamer and Shadow RPG is even more focused on this trope than Sigil. All the Doors in the game are actual doors, connected to an endless staircase called the Grand Stair.
  • A Pyramid magazine detailing spells for d20 Modern, many of which were modernised versions of classic D&D spells, had John Q's Hole in the Wall, a version of Leomund's Secure Shelter which, instead of creating a freestanding building, enchanted a door to lead into an extradimensional apartment.

    Video Games 
  • Distorted Travesty 3 is structured around six 'gates' and eight 'nightmare gates' which take you into various video game worlds. Such as Castlevania, The Legend of Zelda, and Mario, just to name a few.
  • Disgaea's dimensional gates warps the user to the selected location.
  • In Spyro the Dragon, archways are how Spyro gets from a homeworld to one of its levels. Spyro exits through them after reaching an exit platform.
  • Kingdom Hearts has lots of them. Most notably the door to the heart of all worlds. It's a game in which the main character wields a gigantic key. Doors tend to be prominent.
  • The Legend of Zelda: Twilight Princess features accessing The Temple of Time through a door with a black-and-white entry. This is extremely out-of-place, because the only other time the black-and-white happens in the series is in The Wind Waker when initially traveling to Hyrule.
  • Star Ocean: Till the End of Time features the main hero Fayt Leingod's high level move, Dimension Door. This attack not only allows the player to teleport behind the enemy and strike, but holding the attack button can damage and potentially stun opponents.
  • The room doors in Silent Hill 2's nightmare hotel.
  • Portal and Portal 2 give you a gun that makes these. Pretty much the whole premise of the games.
    • Portal 2 maps can also include "world portals", which work just like the portals you use but are placed within the map and can be any size. These were used in the game to create a Bigger on the Inside scenario.
  • Antichamber has various variations of this, usually entire hallways that connect in strange ways.
  • Persona 3 FES during "The Answer" there is a door in the dorm which opens to what ever they truly need/desire at that time. so for most of the game it opens to the mall because they needed supplies but later in the game they use it to travel to the moment when the Silent Protagonist makes his Heroic Sacrifice so that they can understand it and hopefully come to terms with it.
  • The Matrix: Path of Neo has this as a main component of a The Three Trials, Another Dimension, Bizarrchitecture maze, the key is finding the right doors to escape from it.
  • Scribblenauts has a portal as an object you can create. You can't go in it, although seconds after you create it, it will disintegrate and release a random monster.
  • Mystery Of Mortlake Mansion has several small Portal Doors hidden all over the real-world mansion, each requiring a specifically-coloured crystal to unlock. Once unlocked, a colour/sequence/shape-matching puzzle must be completed in order to open a Swirly Energy Thingy leading to the "shadowy" version of the room in which the door is found.
  • The Dark Portal in the Warcraft franchise that was created by Medivh is used to connect Azeroth to Draenor.
    • In Heroes of the Storm, Medivh gains the ability to create two-way portals for several seconds, which he and his team can go back and forth while the portal lasts.
  • In Gems of War, the jewel that Tyri spends her quest looking for turns out to be on the other side of one — and it's the anchor for that portal, meaning that taking it will collapse the portal and leave the taker trapped.
  • The Conduit from Nexus Clash is a Reality Warper specializing in creating portals. Early dabbling with Conduit powers is limited to cleaving portals only from a Place of Power, but more powerful Conduits can connect portals to and from anywhere.
  • The Big Fun in Furbyland minigame In the Clouds features floating, gem-encrusted doors that will teleport the flying Furby into a pocket dimension filled with gems and jewels.
  • In The Elder Scrolls series, the Psijic Order, a powerful Magical Society and the oldest monastic order in Tamriel, has the "Dreaming Cave" on their home island of Artaeum. The Dreaming Cave is a portal to Oblivion and allows for communicating with the Daedric Princes.
  • Kyle & Lucy: Wonderworld: The main characters fell through a portal into a Magical Land at the start of the game. Portals are also used to enter and exit stages.
  • Psycho-Portals in Psychonauts are small, door-shaped objects that, when attached to someone's head, allows psychics to enter their Mental World.
  • The Vanishing of Ethan Carter has a puzzle where you enter a house, and a portal appears on each door which lead you to a room in another house. There, each door is substituted by a similar portal, where you can change the destination. Your task is to reconstruct the correct layout.


    Web Original 
  • The SCP Foundation has several.
    • SCP-004 ("The 12 Rusty Keys and the Door"). SCP-004 is a door and set of twelve keys. The door opens to a different place depending on the key used to unlock it. One key leads to a room of seemingly infinite size, one leads to an Eldritch Abomination which destroys the mind of anyone who sees it, while the other ten lead to Alien Geometries which are instantly fatal to human life.
    • SCP-167 ("Infinite Labyrinth"). SCP-167 is a white cube with a door on one side. When the door is entered, the interior room has two doors. When either one of them is passed through, it leads to another room with two doors. This can be continued as long as desired. The rooms that the doors lead to remain consistent between explorations.
    • SCP-249 ("The Random Door"), which connects to a different random nearby door every time it's used.
    • SCP-432 ("Cabinet Maze"). SCP-432 is a steel storage cabinet. When its door is opened it leads to a large underground labyrinth of steel-lined corridors.
    • SCP-616 ("The Vessel and the Gate"). Once every month the center-left emergency door of a jetliner opens and becomes a portal to Hell, allowing demonic creatures to enter the Foundation's universe.
    • SCP-1130 ("A Handy Shortcut"). SCP-1130-1 is a severely weathered metal door that appears when someone uses an interactive kiosk that provides free directions. The person using the kiosk is told to go through "'Maintenance Portal 26-Sigma". When they do, they end up in a confusing maze of rooms designated SCP-1130-2.
    • SCP-1557 ("Giraffe Hell"). SCP-1557 can only be reached by passing through a free-standing door in Greenland. The door is 2.5 meters wide and 3 meters high, and has a surface temperature of over 2700 °C.
    • SCP-2400 ("Temporal Dilation Facility"). SCP-2400 is a steel door set in a fragment of a concrete wall. When opened it leads to an apparently infinite plane of existence with ground similar to concrete and a star similar to the Sun overhead.
    • SCP-2503 ("Estimated Distance: 9,216 Years"). The door of the master bedroom of a house in Canada leads to a Bigger on the Inside alternate reality consisting of a concrete path under a dark sky.
  • In The Series, it is revealed that all the "PERSONNEL ONLY" doors in bars connect to Ian's bar in the Hub.

    Western Animation 
  • The Simpsons: In a Treehouse of Horror episode Homer finds a portal to the "third dimension" behind the bookcase.
    That's weird, it's like something out of that twilighty show about that zone.
  • The title character of Mot has the power to turn any door into a Portal Door that leads to any other door he chooses.
  • The entrance to the Crystal Temple in Steven Universe acts as this. The door can be magically augmented to lead to any room in the temple by the Gems.
  • The "Doors" series of animations (1 2 3 4) features a long series of these as a framing device for a collaborative animation, wherein the black protagonist must overcome whatever each particular animator chooses to be their obstacle to reach the door to the next stretch of his journey. Ranging from elaborate fight sequences, strange spatial effects, others in need of aid, the avoidance of dragons, awkward social interactions, to even his own past self, each segment lasts from a few seconds to no more than two minutes.
  • Kaeloo: The place is full of doors, and some of them lead to other dimensions.
  • The Killahead Bridge from Trollhunters.


Example of: