Empty Room Psych: Difference between revisions

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* While there are more than a few rooms empty of enemies or treasure in ''[[Vagrant Story]]'', they all at least lead somewhere, except for one room early in the game which contains only a few enemies and nothing else, leaving you to simply leave the way you came in.
* In ''[[Tales of Symphonia]]'', there's a tall building in Welgaia with two identical rooms on each identical floor. Most of them are empty. One potentially contains Regal's [[Infinity+1 Sword|Infinity Plus One Greave]].
** Also in "[[Tales of Symphonia]]". In Palmacosta there is a lighthouse that you can't enter because the guy in front of it says that everyone who goes up there gets sick. As soon as the first people to enter Palmacosta saw this they swarmed the internet with questions about it. Some presented theories that a secret item/weapon/character/boss/ability was up there. Eventually people did some searching and found out that it was part of a mini-game (that didn't give you anything in the Gamecube version and a Title in the [[Play StationPlayStation 2]] version).
** A popular theory was that Raine's [[Evil Weapon|Devil Arm]] was inside the lighthouse, as it can be found {{spoiler|among the city's ruins}} after {{spoiler|Palmacosta gets destroyed mid-to-late game}}.
* In the first ''[[Paper Mario (franchise)|Paper Mario]]'' game, there's a room in Bowser's Castle (the very last dungeon) that contains absolutely nothing. To get to it, you have to push a block and expose a hidden doorway, fight your way through a horde of tough enemies, and descend down countless stairs, all for...well, nothing. As it turns out, pushing the block in the ''opposite'' direction leads you to the room you really need.
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* In ''[[Seiken Densetsu]] III'', in the town of Astoria, there is a house in the top-right corner of the map. Inside the house is... nothing. Just a single room. No treasure, no NPCs, no character monologues, nothing. It serves absolutely no purpose whatsoever and is the only house in the entire game not to feature at least a token NPC. This is somewhat vindicated by {{spoiler|a minor battle occurring in the house during an eerie revisit of Astoria, in one of the game's three final gauntlets.}}
* Most of ''[[Crisis Core]]'''s mission dungeons are made of this. Most would only contain 2 or 3 treasure boxes. Some of the missions on the large plains even contain none.
* ''[[Sailor Moon: Another Story]]'' does this massively, and often in no-encounter settings. The hospital, elementary school and university in Tokyo have many repeated identical rooms with nothing but background objects. Later in the game you come across towns and ruins with whole buildings that contain nothing. Even worse, there are many barrels and similarly-inviting background objects, and only three of these in the whole game have items (necessary for [[Hundred-Percent Completion]] of course).
 
== Action RPG ==