Endless Corridor: Difference between revisions

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{{trope}}
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{{quote|''"This is the Endless Corridor. A path that goes on forever."''
|'''''[[La-Mulana]]''''', grail tablet for the Endless Corridor.}}
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** ''[[Halo]]'' has a similar endless ocean on The Silent Cartographer. In the latter two games, going into the ocean will generally [[Super Drowning Skills|kill you]], or you'll run into an [[Invisible Wall]] while flying.
** And after going out a certain distance, you can't get back to land except by crashing or restoring the game.
* Towards the end of the official multiplayer map for the first ''[[Dungeon Siege]]'' the players find themselves in an oasis at the edge of a desert that just goes on, and on, and on... Made even more frustrating by the fact that one of the NPC'sNPCs met in the oasis gives a hint about crossing the desert to find [[The Very Definitely Final Dungeon]]. It's possible reach it after an approximately 5-minute run, but if you get your heading wrong by just a few degrees... you end up at a very dull-looking wall of cliffs.
* All outdoor environments outside the city walls in ''[[The Elder Scrolls]] Chapter I: Arena'' extend infinitely. They are procedurally generated on-the-spot, but are surprisingly detailed.
* The second region of ''[[Secret of Evermore]]'' contained the Desert of Doom, a textbook wasteland dotted with spiders, rocks, and the occasional tumbleweed. You could fork over a rare Amulet of Annihilation for a quick ride across, but it was an awful long trip on foot.
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* The Desert of Death in ''[[Breath of Fire]] 3'' was literally endless, and you could only get anywhere by carefully looking at the stars and following directions. Get it wrong and you'll just run out of water and have to start over.
** Made particularly evil by the fact that a) there are ''false stars'', and b) you're given the directions verbally, and then given a note with the directions to take with you. ''The written directions are wrong'', and unless you're paying attention, you'll ''never'' notice. Finally, the desert is not an enemy-free zone, and every battle screws up your direction.
* Used in [http://xkcd.com/505/ this] ''XKCD[[xkcd]]'' strip.
* ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' contains two areas which constantly repeat: The Lost Woods and the Lost Hills. You can only get out of them by going in the correct directions (typically something like up, left, up, right, up). The Lost Woods have become somewhat of a series staple and appear in subsequent games as well.
** The final dungeon in ''[[The Legend of Zelda: Link's Awakening|The Legend of Zelda Links Awakening]]'' was like this. You needed to complete the [[Chain of Deals]] to get a magnifying glass to read a book that would tell you the proper route to the final boss.
** The final dungeon in ''[[The Legend of Zelda: Oracle of Seasons and Oracle of Ages|The Legend of Zelda Oracle Games]]'' is sort of like this. Avoiding the enemies and running straight through the room will cause you to re enter the same room. To advance you must kill every enemy ineach room (there are only 3 or so rooms).
** The dungeon you unlock by beating a Oracle of Seasons/Ages linked game is also like this. If you don't know what you're doing you'll end up wandering the halls forever (unless you're damn lucky). To proceed you need to go through the door that none of the eyes look at (it makes sense when you actually see it).
** The desert in ''[[The Legend of Zelda: Ocarina of Time|The Legend of Zelda Ocarina of Time]]'' keeps sending you back to the start unless you follow the path of the Phantom Guide. Same for the murky Great Bay in ''[[The Legend of Zelda: Majora's Mask|The Legend of Zelda Majoras Mask]]''.
* The forest mazes in the NES ''[[Metal Gear]]''. And there are no hints anywhere in the game for the correct paths, [[Guide Dang It]]!
* In ''[[Silent Hill 4]]'''s Forest World, if you try to go back through the gate after digging up the key, the same room keeps repeating. You have to leave the key in the apartment, then come back for it through a different hole in the level.
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