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** There is a very significant difference between the level at which you ''can'' {{spoiler|wake the dragon in [[Magicant]] and fight it}} and the level at which you ''should''.
** Another example that's half this and half [[Broken Bridge]]: you ''can'' try to simply walk through the tunnel from Merryville to the next area without clearing the path for the train. You just ''[[Demonic Spiders|really]]'' don't want to. (It's even [[Lampshaded]] by a talking skeleton you find halfway through the tunnel.)
* In the sequel, ''[[EarthboundEarthBound]]'', after you get Poo and visit the museum in Summers, Poo declares that the gang needs to head to Scaraba. On the way out, you overhear a call from a curator at the Fourside museum declaring he's found something extraordinary. You're supposed to go back to Fourside first, which results in you collecting two [[Plot Coupons]], then to Scaraba. If you say 'screw it' and try to head to Scaraba first, the [[That One Boss|Kraken]] shows up to give you a not-so-subtle hint to go the other way. (It's possible to beat it at this point, but it takes a lot of luck or level grinding. Really, it's just easier to go back to Fourside.)
* In ''[[Mother 3]]'', arriving on Tanetane Island places one of these guys in your way. You ''can'' attempt to fight the Zombieshroom (and in fact, it's [[Failure Is the Only Option|the only way]] to get this miniboss in your [[Monster Compendium]]), but you're at the brink of death (HP to 1, [[Mana|PP]] to 0 and [[No-Gear Level|all items not equipped have been washed away]]<ref>Don't worry; you'll get them back later</ref>), its speed is maxed, and always starts with an attack that hurts AND poisons the party, so you have to enter the [[Mushroom Samba]] nearby that restores the party to full health. It will still be there even if you use cheats to last the fight.
* ''[[Etrian Odyssey]]'' is madly in love with this trope. For one thing, it's the ''entire point'' of the FOEs. Beyond that, certain special cases that are even mentioned ''in game'' (usually in the form of a "you get the feeling that the monsters in this area are much too powerful to fight" message or a quest all about having to get something from its lair while absolutely not drawing its direct attention) include {{spoiler|Wyvern}} in Etrian Odyssey, {{spoiler|Salamox}} in Heroes of Lagaard, and {{spoiler|the Stalkers}} in both games (The last has a suspiciously high vulnerability to fire though).
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** In ''Battle Network 6'', you can access a very dangerous part of the Undernet from a secret entrance about halfway through the game. There is even a [[Bonus Boss]] there, one whose stats are so high that he (and the enemies in the entire area he resides in) might as well be considered post-game material. It is very possible to defeat him as soon as you gain access to the area, but you will need very good reflexes (his attacks consist of [[Stuff Blowing Up]] almost everywhere).
** In ''Battle Network 2'', the Undernet has these stone things. Later ones get up around 500 HP at least. To kill them, you have to hit them with at least as much damage as their HP. If you leave one standing, the others come back. They also have a countdown from 10. When they hit 0, they go boom and rock your world, and two hits will delete you.
* In the Playstation game ''[[SagaSaGa Frontier]]'' if you are playing as Asellus, you are required early on to fight low-level monsters on certain nearby mountain path. Strangely enough, if you go just a little bit further up the path than necessary, you will find a huge monster guarding a door. This monster is a big time [[Bonus Boss]] that guards a small area that contains [[Bonus Bossan|even bigger boss]] and ending-altering potential. If you can pass the two guardians, you {{spoiler|rescue a human girl. Without rescuing this girl you cannot get the fully human ending.}} As you are ending Asellus' story you climb this path again, but with infinite luck you could take on these bosses early...
* ''Geneforge 5'' had these on almost every single map, usually guarding alcoves of treasure and upgrades. These creatures so spiked in difficulty for the area even combat oriented characters would have to progress elsewhere, then backtrack (if they remember) just to see what could be hidden there, and by then the XP rewards were insultingly meager. There were a few early areas prowled or populated by the terrors of the world so overpowered it would take half the game before the characters could feasibly quest there.
 
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=== Turn Based Strategy ===
* ''[[Final Fantasy Tactics A2]]'s'' Cinquleur missions. You can take the first one ("{{spoiler|The Red King of Cinquleur}}") as soon as you reach the second town, which should be around level ten ''if'' you avoid the plot and do every sidequest you can first, but the actual mission is to take down a level 44 enemy. Should you pull this off, it proves to be {{spoiler|the first in a series of missions against all of Cinquleur's colored kings, each 11 levels stronger than the one before. Thus, the second mission in the chain, "The Blue King of Cinquleur", pits you against a level 55 enemy, and so on.}} If you can pull ''that'' off, all you need to know about the final mission in the chain is that it's called "{{spoiler|[[Exactly What It Says on the Tin|The Five Kings]]}}", and that {{spoiler|the titular five kings have all been promoted to '''level 99'''}}. Every mission in the chain can be accessed the ''second'' you complete the mission before it, meaning that the only thing stopping you from doing the entire chain as of the second town in the game is your ability to not die trying.
** The worst part isn't even the levels of the Cinquleur clan; it's the fact that each one of them makes use of an ''extremely'' powerful combo of abilities and items, ranging from the Black King (a Moogle Black Mage who absorbs fire, ice, and lightning damage, can heal himself with his spells, and is immune to regular attacks) to the White King (a Nu Mou White Mage who has access to the [[Cast Fromfrom Hit Points|Blood Price]] passive, which Nu Mou ordinarily can't get, and who can freely spam the most powerful spells in the game)!
* Starting from the second game, the ''[[Disgaea]]'' series features alternate versions of almost all of the storyline maps (Referred to as the Dark World in 2, and X-Dimension in 3 and 4) that feature enemies far stronger then the ones normally there, even earliest maps having enemies of levels comparable to those of the endgame chapters. These can be accessed very early in the game, but with proper tactics (Generally involving the application of [[Standard Status Effects]] and fusing monsters together via throwing), some of the maps can be cleared, and the equipment and EXP rewards they grant will allow one to breeze through the main storyline, and give them a fighting chance against the maps where tactics alone aren't enough.
* Beef Gates are very common in ''[[Heroes of Might and Magic]]'' series. The very first map in the first game, the Claw, specifically says "The griffons will protect you until you're ready to move on". The other three players (controlled by the computer) will never attack the griffons until you take them out, at which point they will freely attack and control your settlements. You can even get messages about two of your three opponents being knocked out of the game before you fight the griffons.
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{{reflist}}
[[Category:This Index Is in The Way]]
[[Category:Beef Gate]]
[[Category:CRPG Tropes]]
[[Category:Beef Gate{{PAGENAME}}]]