Lost Forever: Difference between revisions

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{{quote|''...[[Averted Trope|we're not]] [[Killed Off for Real|killing off any of the companions]] because [[Player Preferred Pattern|everybody did]]. [[My God, What Have I Done?|And then everybody cried]]... People test as they're playing the system and they go... '[[Tempting Fate|I wonder if they're going to let me do this.]] [[Oh Crap|Oh no]]! My healer is gone forever'!''|[[Word of God|Daniel Erickson]] [http://darthhater.com/2011/09/24/egxp-interview-with-daniel-erickson/page/2 on] why ''[[Star Wars: The Old Republic]]'' is going to [[Averted Trope|Avert]] this.}}
 
Also frequently referred to as being "missable," the dreaded Lost Forever is a game play component (such as an item, weapon, [[Sidequest]], [[Secret Character|character]], or plot event) that can become permanently inaccessible after a certain point in the game, therefore being "lost forever" if you miss them during the period in which they are available. A close relative and often an example of [[Guide Dang It]]. The bane of gamers everywhere, especially those shooting for [[Hundred-Percent100% Completion]], as it often forces them to start the entire game anew if they're not willing to accept a less-than-perfect run.
 
Lost Forevers frequently appear in areas that can only be accessed once, or are rendered unavailable after a certain plot event occurs. [[Doomed Hometown|The early town that is destroyed]], the mountainous area that caves in once you leave it, the village that you're banished from, the [[Load-Bearing Boss]]'s [[Collapsing Lair|hideout that goes boom]] after you beat it, the one-shot place that you're never given the option to return to, and so forth.
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** Meanwhile, in [[The Legend of Zelda (video game)|the original Legend of Zelda]] a couple of old men would give you your choice of either a Heart Container or a Red Potion. If you choose the Potion, the Heart Container becomes Lost Forever.
*** Similarly, the [[Nintendo Hard]] second quest has rooms in certain dungeons that require you to leave 50 Rupees or one of your Heart Containers to proceed. If you don't have the cash, one of your Hearts is gone for good.
** Although ''[[The Wind Waker]]'' didn't have any permanently missable items that ''mattered'', if you wanted to achieve [[Hundred-Percent100% Completion]] on your [[First-Person Snapshooter|pictography]] you needed to take a pictograph of everyone alive within the game; enemy, ally, NPC and boss alike. This is alleviated somewhat by the [[New Game+]] and the [[Boss Rush]] near Ganon's Tower near the end of the game, but it's difficult to get a photo op of certain subjects (like a random Rito NPC that [[Guide Dang It|inexplicably disappears after a plot event]]), so they can eventually become Lost Forever anyway.
** ''[[The Minish Cap]]'' features this trope for the Light Arrows, which can only be found if the player "kinfuses" with a [[Guide Dang It|seemingly random, arbitrary person]] to unlock a teleporter that leads to a location later in the game, where they must {{spoiler|save an NPC named Gregal from an evil spirit by using the Gust Jar}}, who gives you the arrows. Otherwise, by the time you can reach said location normally {{spoiler|Gregal is dead}} and the item is lost.
** In ''[[Twilight Princess]]'', you must collect the wooden Ordon Shield before Midna will take you back into the Twilight-covered Faron Woods. Should the shield gets burned up by fire, you can only replace it with the plain Wooden Shield from shops, which is functionally identical but lacks the Ordon Shield's unique goat-horns design.
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** This is also true of the PC version of ''Philosopher's Stone''; treasure chests containing certain cards or other items are available only at certain times and cannot be recovered later. ''Chamber of Secrets'' was much more forgiving in this regard.
*** The PC version of ''Philosopher's Stone'' primarily had this as a symptom of its extreme linearity; the game progressed one-way in levels, and you couldn't go back to previous levels (in many cases, you couldn't even go back one room within the same level) leaving absolutely no margin for error regarding things like house points or wizard cards. The cards you care about; the points don't even do anything in-game. Chamber of Secrets allowed you to replay any spell challenges for more house points or to obtain wizard cards, and essentially had much of the game take place in a massive hub, where most wizard cards were in the hub itself; quidditch matches were also replayable to increase house points gained, and any time you went through an area you couldn't go back to, any wizard cards you missed went into shopkeeper circulation, allowing you to purchase them at your leisure. Granted, quidditch matches were more fun in Philosopher's Stone, when you could fly anywhere you wanted to on the pitch; Chamber of Secrets stuck you on a rail where you had to maintain speed while smacking around the opposing Seeker.
* In the NSTC version of ''[[Sphinx and the Cursed Mummy]],'' one of the monsters necessary for the [[Collection Sidequest]], the Smiling Burble, can easily become Lost Forever. It only appears twice: The first time, it's part of a [[Multi Mook Melee]] that you can't replay, although three of them appear at once. The second time, it's in a tiny nook in one portion of a late-game dungeon, and if defeated, the monster that appears there does ''not'' respawn. If you don't catch it during one of these appearances, you won't be able to, and thus can't get [[Hundred-Percent100% Completion]]. The PAL version, however, has the monster in the late dungeon respawn.
* In ''[[Brave Fencer Musashi]]'', a longevity berry can be missed if you didn't talk to the mayor after saving Steamwood. You won't receive the berry from the mayor after chapter 2 preventing you from getting max hp.
* You are given only one shot at obtaining either of the two whip upgrades in ''[[La-Mulana]]''. The upgrade in the Inferno Cavern can be sealed off by two rising stone pillars, and the entrance to the upgrade in the Tower of the Goddess permanently seals off behind you once you enter it. Additionally, the penultimate area, the Shrine of the Mother, will disappear forever along with any items you missed in there (most notably the final life upgrade) after all eight bosses are defeated.
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*** Brought up again in two mutation modes, Last Gnome on Earth and Healing Gnome. Both modes require you to carry the gnome from start to finish (on any map, not just Dark Carnival this time) and you can't advance to the next level without the gnome in your hands. If the gnome gets tossed over a fence or left behind a [[Point of No Return]], the game is then [[Unwinnable]]
** This might be a shout out to ''[[System Shock 2]]''. In the training mission (before you pick your class etc.) you can find a basketball. If you pick it up, it will stay with in your inventory to the actual game (in between of which there is a three year training period, mind you :)). If you keep it with you all the way up to the recreational sector of the ship (very far into the game), you can throw it into a hoop. You then recieve a secret prize.
* There are five audio diaries in ''[[BioshockBioShock (series)]]'' in two areas that you cannot backtrack to.
** ''Bioshock 2'' has you collecting research information on enemies in exchange for unique character abilities. The early [[Mook]] enemies [[Sorting Algorithm of Evil|stop spawning once you're strong enough]], so if you haven't maxed out their Research Track, say goodbye to their bonus and the [[One Hundred Percent Completion]] achievement for Research.
** Given the finite amount of ADAM one can receive in any given playthrough, certain Plasmids, Gene Tonics and Upgrades can be Lost Forever if you did not purchase them before your ADAM ran out. Likewise, there are only a limited number of Power to the People Vending Machines in the game, which is less than how many times you can upgrade each weapon in total (each Power to the People will be permanently deactivated when you use them). On top of that, if you Kill Sander Cohen, one of these limited machines will also be Lost Forever, further limiting your upgrades.
** Considering you can't backtrack between levels at all in ''[[BioshockBioShock (series)]] 2'', any audio diaries you haven't collected when you advance to the next level become this.
* In [[Quake]], it's a given that you can't backtrack to previous levels. However, maps E4M4 and E4M5 have a message saying you forgot something important if you didn't pickup a certain weapon on that level. This would imply that it would be lost forever, but the following levels contains the weapons you skipped past. To trigger those message, you're likely going out of your way to skip them.
* ''[[Team Fortress 2]]'' gave users the ability to permanently delete unlocked weapons. For a brief period, players were panicking over the prospects of not being able to re-unlock these weapons, because they were tied to achievements whose records were stored on Valve's servers--in other words, those achievements could not be manually cleared. Then Valve introduced their new [[Randomly Drops]] system of attaining unlockables, and not only could players breathe easily, but suddenly being able to delete duplicate items became VERY important.
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* ''[[Doom]] II'' has a level (''[[MAP 27]]: Monster Condo'') with an area which sneakily seals itself off 30 seconds after the level starts, and is thereafter totally inaccessible (it can be opened only from the inside). It's not too far away from the start point, but unless you know about this sector beforehand there's absolutely no way you'd find it in a normal play through the level. What's worse is that it's a marked Secret Area, so it affects the score on the intermission screen; if you get to the area too slow, you're not getting 100% secrets.
* In ''[[Descent]] II'', some secrets are only accessible by one-shot timed doors or become blocked off by [[Mobile Maze]] barriers. If the door closes, fugeddaboudit.
* In ''[[Call of Cthulhu (tabletop game)]]: [[Dark Corners of the Earth]]'', the refinery contains a sniper rifle, but it's hidden behind a door in an office you pass through. If you do not close the door behind yourself and take the rifle when you first enter the room, it will be [[Lost Forever]], as you cannot return to the office once you leave it. What's worse, getting this rifle is necessary for a [[Hundred-Percent100% Completion]]... which is the only way to see the proper ending and make sense of the plot.
* In ''[[Red Faction]]: Guerrilla'', the most useful vehicles are the Walker mechs. Because they're so perfect for destroying things, you will almost never see them outside of the specific missions where you use one. There are a few places where you can find a Walker, unless you destroyed the building that was there. In the unlikely event that you either just happened not to destroy the building where one of the Walkers might spawn, or you knew beforehand not to destroy that building, you could very well see a Walker there. Most of these buildings are EDF property which you are encouraged to demolish, and if the building is gone, you can't get a Walker from there anymore.
* ''[[Killing Floor]]'' has added a few promotional playermodels, only obtainable by preordering another game (such as the protagonist of ''The Ball'') or unlocking a specific number of achievements during an event (10 of 13 summer achievements to unlock a [[Steampunk]] version of [[Ensemble Darkhorse|Mr. Foster]]); when the game is released or the event ends, you can no longer get the models.
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** There is also the "Efficiency Expert" badge in ''[[City of Villains]]''. To get it you must successfully complete all but one of Pither's [[Timed Mission|timed missions]], if you fail more than one then you'll never get the badge. Not even if you have a friend get the missions and do them with him. None of the missions are available via the flashback system either.
*** If you fail any number of missions, you can still get the badge by ''abandoning the completed mission''. When you abandon a mission (not to be confused with auto-completing it), it drops from your list of missions, and talking to the contact gives the mission you just abandoned for another try. But of course, you can't abandon a completed mission... ''unless you're a Rogue and go to any of the Paragon City zones'', which will automatically abandon all your missions, no matter what state they're in.
* The Gold Magnate ship in MMORPG ''[[EveEVE Online]]'' is an extreme case. Only one such ship was given out as an event prize. It was eventually destroyed in [[PvP]] combat, making it well and truly Lost Forever.
** While the Gold Magnate is the only ''unique'' ship in ''[[EveEVE Online]]'', there are a number of other ships produced in such limited numbers that they are close to being [[Lost Forever]]. The Silver Magnates, the Guardian-Vexors and the ultra-faction battleships are not in production and are therefore ultra-rare collectors items, several of which have fallen into the hands of a certain famous collector. Pirates in EVE leap at the chance to destroy anything unique.
* ''[[World of Warcraft]]'' has a variation of this: Some specific quest rewards are items that you can only get this one way. Use it or sell it, and it's [[Lost Forever]] for that character. And some of these quests are only available to one faction... Of course, those limitations also make them [[Too Awesome to Use]].
** And of course, when you choose a reward for a non-repeatable quest the other possible rewards for that quest are Lost Forever for the character.
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** With the Cataclysm expansion, many NPCs and landmarks from the original [[WoW]] were wiped off the map by the expansion's [[Big Bad]], along with their associated quests. In a variation of this trope, new quests dealing with the aftermath were added.
* ''[[Kingdom of Loathing]]'' has many items and rewards that cannot be acquired anymore. It's not a game for completists.
** It's also notable that they give consolation prizes constantly to the most dedicated completists, if only because they frequently give away special items to extremely helpful players or members of the dev team as well. Two such members dismantled their Completist status by DESTROYING their unique items to find out what they became, as the prize for doing so to ultra-rares is an Ultimate Wad, an instant level up. They became useless powders instead. Furthermore, when a third player who currently had the pulverize ability was awarded a special unique reward item (for being the first to pulverize an ultra-rare), they lampshaded and averted this by making said item pulverize...right back into its original state. Yes, that's right, the urge to break things actually wins out over [[Hundred-Percent100% Completion]] in this game a lot of the time, even with Completists, meaning numerous gift items shall never return, unless the admins wish it so. Also some trophies are awarded on a lark, such as the infamous 2006 pantsless trophy. If you had pants on at rollover on New Year's, you didn't get it. Furthermore, if you weren't watching the in-game chat at the time, you had no forewarning.
* In the original ''[[Guild Wars]]'', the beautiful tutorial area is irreversibly destroyed in an event called the Searing, turning it into a desolate wasteland. Thus, once your character goes through the searing, you can never return to the tutorial (which has become known as presearing, and the rise of "permapre" characters who choose never to sear). Getting to max level in presearing awards a special title.
** Another fun thing from the tutorial was a special item that the little girl Gwen gave you. It didn't do anything. Even if you finished the game, there was no use for it, as Gwen was never found, and it was taking up space in your inventory. After some 3 real-life years, the 3rd expansion came out, and Gwen was there. Anyone who had saved the item could now use it for a bonus quest/item. For everyone else: Make a new character.
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*** Lastly, the first game has a door to Ciel's room that will only open if your rank is A or S. Inside is a Cyber-Elf. Screwed up the ranking to the point of no return- well, then- that Elf's LOST FOREVER!!
* A glitch in the first few copies of ''[[Spyro the Dragon]]: Year of the Dragon'' makes the second egg for the first world's speedway level [[Lost Forever]] if you leave the level the first time you visit it without winning the event for it; afterwards, even if you ''do'' win the event, you won't get credited with the egg.
* By definition, any game with a [[Point of No Return]] is going to have some items end up being [[Lost Forever]], but ''[[Psychonauts]]'' is especially irritating. Once you {{spoiler|defeat Coach Oleander's psychic tank and end up in the [[Circus of Fear|Meat Circus]]}}, you can't return to the camp or Cruller's lab. You can still collect anything left in the mental worlds and redeem stuff in the final level, but if you missed any Psi-Cards, Scavenger Hunt items, or other collectibles found in the real world, too bad! You're prevented from getting to [[Hundred-Percent100% Completion|Rank 100]] and getting the [[Multiple Endings|secret ending movie]].
** You are however warned explicitly when you reach the point of no return and given the option to turn back.
** You also face this problem in Basic Braining. If you don't complete all six rounds of the punch game the first time you meet the level the game will disappear and you'll never get that PSI Cadet Rank, which makes it impossible to make the [[Hundred-Percent100% Completion]].
*** 100% yes, but Level 100 no. It's worth pointing out that the game's bonus level is actually the secret 101st level. There's no reward for getting to level 101, as opposed to 100, so the only real payoff beyond completionism is an early start.
** Actually, there is a Steam achievement for reaching level 101. There's also an achievement for several other things that can be missed. For example, immediately after completing Sasha's Shooting Gallery, you ''can'' go to the parking lot and look in the corners for Maloof, to have a conversation that results in an achievement. Or you could do what the story tells you to do, which is go back to the Brain Tumbler, not leaving Sasha's room. This is one of many conversations that ''can'' be had after receiving each badge, but require you to track down everyone else.
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** The Jolly's Jukebox song "Sad Jinjo Houses" can only be unlocked by walking into a Jinjo house ''before'' the family is reunited. However, if you have saved all the Jinjos, the track is Lost Forever. Strangely, the tracks "In The Hall of the Zombie King" (heard in the Zombified Throne Room) and "Party at Bottles'" (heard by approaching Bottles' house after beating Tower of Tragedy but before beating the final boss) can be unlocked in the jukebox without even having to hear them.
* In ''[[Prince of Persia]]: Warrior Within'' there are nine secret life upgrades. You must find all to get the [[Infinity+1 Sword|Water Sword]], which enables you to fight the [[Recurring Boss|Dahaka]] and get the [[Multiple Endings|alternate canon ending]]. Fortunately, the game allows for plenty of [[Door to Before|backtracking]] from the Central Hall, so most of the upgrades can be picked just before the [[True Final Boss]]. However, two of them are located in a [[One-Time Dungeon]]. Miss either and kiss the good ending goodbye.
** All Sands ot Time trilogy games contain missable life upgrades; however, you're only penalized with a different kind of ending in ''Warrior Within'' for missing any. The upgrades have no bearing on the plot of the preceding ''Sands of time'', nor in the third instalment, ''The Two Thrones''. This last game also packs missable Sand Credits. Miss enough and you won't be able to pay for all the unlockable artwork. Not a big deal, unless you're after [[Hundred-Percent100% Completion]].
* In ''[[Iji]]'', if you miss one ribbon, the following ones will disappear. But the sector 7 ribbon fits the trope more: After the ship, there is a teleporter accessible by using the Nuke weapon's recoil. It's actually a shortcut, and using it causes the sector's ribbon to be [[Lost Forever]].
* Due to [[Real Life]] getting in the way, World ''e'' in the GBA ''[[Super Mario Bros 3]]'', IN AMERICA! Due to the e-Reader being discontinued before the release of all the cards, only 10 of the World-e levels can be accessed, and only then if you can find the appropriate cards (tough enough as it is). [http://www.mariowiki.com/Super_Mario_Advance_4_e-Cards The Super Mario Wiki] has details. <ref>This would be a great release for the [[D Si]] shop; a mini Super Mario 3 that consists of all the World e levels!</ref>
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** A pair of oddball items that are a result of a programming mistake are missable; namely, the weapon with No Encounters (dropped by Geosgaeno) and the shield with Magic Counter (sold by the hovercraft on your first visit to the Calm Lands). However, these aren't exactly crucial to the game and merely serve as collector's items.
** A better example of this trope is the Master Sphere item. In the NA and original versions, you're limited to 10 (which can't be missed). In the International release, they are rare drops from the dark aeons and Penance (and his arms). This lets you get 99 (by killing Penance's arms and then running away), but once you kill Penance for good, this opportunity is gone.
* ''[[Final Fantasy X-2]]'' ups the ante and features numerous examples of one-time [[Guide Dang It]] [[Lost Forever|Lost Forevers]] - especially completion percentage points, which can be [[Lost Forever]] if you ''ever use the scene skip feature during a plot scene''. All the more frustrating, they are required in order to achieve [[Hundred-Percent100% Completion|100% completion]], which has a reward beyond [[Bragging Rights Reward|bragging rights]].
* ''[[Final Fantasy XII]]'' has the Zodiac Spear, which, unless you ''avoid'' [[Guide Dang It|opening four arbitrary chests]] earlier in the game, can only be acquired from a chest that's only there 10% of the time and only has the dang spear 1% of the time. (That's nearly 700 reloads, on average.) Also, some items, such as Slime Oil, are only available en mass from spam-stealing from a certain gone-after-you-defeat-it-once enemy (Though you can obtain the only one that is actually required by completing 90 tiers of racing, much later in the game).
** The chest holding the Demonsbane sword, obtained from the Tomb of Raithwall, will only appear if you defeat the ''first'' Demon Wall, --[[Guide Dang It|the one you're]] ''[[Guide Dang It|supposed]]'' [[Guide Dang It|to run away from]], since its stats and abilities are far beyond what [[Level Grinding|normal progression]] would allow your party. Even if you do defeat it, prepare to run back and forth from the entrance to the chamber where the chest appears, as there's a random chance of the chest containing Knots of Rust instead... and that's if the chest even ''appears at all''.
** It is possible to miss the Omega Badge and therefore screw yourself out of the [[Infinity+1 Sword|Wyrmhero Blade]]. Granted, you pretty much have to be doing it on purpose, because no gamer in his/her right mind wouldn't pick up loot dropped by a [[Bonus Boss]].
* In ''[[MARDEK]]'' RPG, once you enter Moric's battle-saucer in chapter 2, you've permanently sealed off the catacombs, lost your chance to unlock Cambria, and boosted the [[Hitchhiker Heroes|hire price]] of Zach by 1000%. Also, when you go into the throne room in chapter 3, EVERYTHING is closed off until the chapter 4 release, and some stuff will probably remain lost even then.
* In ''[[Kingdom Hearts]]'', finding and using multicolored marks called Trinities was one of the requirements for [[Hundred-Percent100% Completion]]. In [[The Nightmare Before Christmas|Halloween Town]], a Red Trinity can be found in the base of Oogie's Manor, and you must use that Trinity before fighting Oogie Boogie for the first time. After you beat Oogie, he ''merges with his manor'', and beating him makes him collapse to the ground, thus rendering the Trinity Lost Forever. Another catch is that to use the Trinities, you ''have'' to have Donald and Goofy in your party for them to work. Many players who couldn't be bothered to switch Jack Skellington out of their party at the [[Save Point]] at the top of the manor and backtrack to the Trinity with Donald and Goofy ended up tearing their hair out in frustration.
** The Final Mix version moved the location of that trinity, preventing it from being lost forever. However, it introduces [[No Export for You|a different problem...]]
*** At least the game still has the treasure in a little ...um... thing where Oogie's manor used to be.
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* In yet another ''[[Tales (series)]]'' example, ''[[Tales of the Abyss]]'' is prone to a great deal of [[Sequence Breaking]] that will render many skits, titles, costumes, items, weapons and sidequests utterly [[Lost Forever]]. Events need to be triggered during a very small window and chained with secondary and tertiary events that happen well into the game. Miss one step or take the wrong one and it's goodbye [[Infinity+1 Sword]]. This is particularly frustrating because 1) events are activated and deactivated seemingly at random, [[Guide Dang It|providing no heads-up whatsoever]] as to their importance, and 2) you're stuck for the most part in a linear quest that allows for very little roaming.
* ''[[Skies of Arcadia]]'' averts this for every collectible... except treasure chests. And finding all of them is part of getting Vyse's [[Infinity+1 Sword|Infinity Plus One Title]].
* The king of this trope, however, is likely the first ''[[Baten Kaitos]]'' game. As if getting [[Hundred-Percent100% Completion]] wasn't hard enough (there are 1,000 distinct items to collect), many of the items are one-shots, and some can only be acquired by letting other items age, in real time, over days or weeks, and you have to [[First-Person Snapshooter|take a picture]] of every single enemy in the game, including one-shot bosses.
** Here's just one heinous example. To explain: in order to get 100% completion, you must take pictures of every character in your party. Every time you do so, there is a small chance that said character's photo will have a particular feature; this is called a rare shot, and naturally, you must also take rare shots of every character in your party. It so happens that in ONE particular boss battle, one character's appearance will notably change. Not only must you take a picture of that character in that state, but you must ALSO get the rare shot, and the only chance you have to get both of these pictures is in that one boss battle!
** Diadem. Within a relatively short time frame, you have four bosses to photograph, six Auras obtained during a plot event through [[Guide Dang It|counter-intuitive means]], each of which transforms 5 times over the course of the game and a merchant who sells a unique item and disappears after a plot event. Said merchant also [[Behind the Black|blends in]] to the [[Scenery Porn|stylised background]]. Thats 41 items total.
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** Also, upon completion of the game, {{spoiler|all of the random Oblivion gates in the world disappear, forever.}} To be fair, this makes perfect sense, but since the items you receive from in game drops and the enchantments you get from the Sigil Stones are based on player level, anyone who runs through the main quest quickly before doing any side quests will lose the best enchantments in the game.
** The player can invoke this trope deliberately with the Dark Brotherhood initiation quest. If you murder someone ingame (whether deliberately or not), the next time you sleep you'll be visited by Lucien Lachance of the game's assassins guild. He'll give you a dagger called the Blade of Woe and instruct you to kill a man named Rufio to be welcomed to the Dark Brotherhood. You don't have to do it, but the dagger he gives you counts as a quest item - meaning it's stuck in your inventory - until the end of the Dark Brotherhood questline. If you have no intention of joining the Brotherhood, and you don't want to carry the Blade of Woe around indefinitely, you can kill Lucien as soon as he gives you the quest. On the plus side, you can now drop the Blade. On the negative side, you can NEVER join the Dark Brotherhood at any point in the game, making the guild and all its related quests lost forever.
** Trope invoked in another offshoot Daedric prince quest where, in a realized case of having one's cake or eating it, [[Consummate Liar|Clavicus Vile]] offers to give you his amazing [[Vendor Trash|Masque of Clavicus Vile]] -- headgear that increases social prowess (very) slightly -- in exchange for the Umbra Sword, one of the game's (two?) optional [[Infinity+1 Sword|Infinity Plus One Swords]], which you must retrieve from a woman (named [[Generation Xerox|Umbra]]) whom is under the direct influence of the sword's former wielder... Umbra (a difficult fight, unless you're a [[The Archmage|powerful Mage]]). Incidentally, Clavicus Vile gives you an artifact (actually, it just sort of appears in your inventory), styled after his faithful, demonic companion, [[Living Lie Detector|that advises you to abscond with the sword]], both because he's clearly ripping you off, and because the sword may tip the [[Story-Breaker Power|overall greater balance of power]] (in both Oblivion and the Aedric Realms) in his favor, which would naturally result in a war that would [[The End of the World as We Know It|destroy the world]]. In combination with Azura's Star, it is unarguably one of the most useful items ingame, as the sword -- in addition to high attack power -- is enchanted with a potent [[Your Soul Is Mine|60-second Soul Trap]] that will trap the soul of anything previously struck by the sword itself that is either felled or dies. Taking the sword effectively leaves the quest open indefinitely, and the demon-dog-statue-thing will remain in your inventory and can't be removed. Arbitrarily, if the player chooses to take the Masque, the sword is, of course, [[Tears of Remorse|Lost Forever]]. This quest [[You Can't Fight Fate|entirely subverts]] the concept of absolute, [[Hundred-Percent100% Completion]] for the entire game.
** Most of the better quest rewards are levelled to your character (as well as gold rewards, but [[Money for Nothing|this isn't much of a problem]]), unfortunately these reward items ''do not scale'' with you as you level; the item you get is the one you're stuck with throughout the game. Higher-level versions of these items are completely unobtainable if you complete them at lower levels.
* In ''[[The Elder Scrolls]] III: [[Morrowind]]'', the unique artifact Spell Breaker can ''only'' be obtained if the player is a vampire, meaning that if the player was a vampire but has been cured OR has become immune to disease via the Main Quest, and has not yet obtained Spell Breaker, it's gone. You don't lose it just by getting cured of corprus in the main quest and being therefore immune to common disease, because you can make a custom spell with "weakness to common disease on self" effect and cast it.
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** Near the end of the Awakening expansion, the Darkspawn lead two seperate attacks against the player, one on the city on Amaranthine and one the Warden's base, Vigil's Keep. The player has to choose which to save, and if you choose Amaranthine any party members currently stationed at Vigil's Keep will die in the attack. It is possible to save both Amaranthine and your soldiers at Vigil's Keep (though the keep itself is still rendered unusable for the rest of the game) but doing so requires the player to complete a lengthy sidequest that involves, among other things, collecting ore deposits. Said deposits happen to be located in places you can't return to after leaving, which means if you don't get them the first time you're there you can't finish the sidequest (and by extension, save your party members).
* ''[[Dragon Age II]]'' is full of this. The game is split into three acts, and any quests, treasures, party members, etc. that you don't get in one act will be unobtainable in the next. It's also possible to miss or lose every party member except {{spoiler|Varric}}, depending on your choices. Finally, certain areas and dungeons are inaccessible as soon as you leave them.
* ''[[Golden Sun: Dark Dawn]]'' has this with permanently missable djinn and summons, the former having an incredible ''35'' potential missable spread over three different points of no return, out of 72 total djinn. Particularly irritating in that some of these djinn and summons have ''very'' small windows of opportunity to get them, and there wasn't anything like this in the first two games. The Ninja Sandals equipment is also lost forever [[Guide Dang It|if you don't talk to a certain NPC the first time you're in Kaocho.]] Additionally, some Encyclopedia terms can be lost forever [[Guide Dang It|if you don't talk to random NPCs in the Morgal region,]] frustrating those who consider filling it out as part of [[Hundred-Percent100% Completion]]. Even more irritating, oftentimes those terms WILL appear in other characters' dialogue, but they're not highlighted in red, so it doesn't count.
* The female protagonist's route in ''[[Persona 3]] Portable'' has two Social Links that are only available for one month each. If you fail to complete the Moon link in September or the Fortune link in November, they (and the powerful Personas that they enable access to) are gone for good.
** Even back in FES, it's easy to forget to confirm that you've taken Elizabeth (or Theodore in Portable) out on a date to obtain key items to fuse certain Personas before the quest's deadline.
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== [[Wide Open Sandbox]] ==
* Entire ''missions'' in ''[[Grand Theft Auto]]'' (and its ''GTA: London'' expansion packs) are [[Lost Forever]] if you fail them. When the jobs you're offered start getting... [[Nintendo Hard|challenging]] (think assassination attempts on politicians protected by machinegun-wielding bodyguards), let's just say it's a good thing that level completion is tied to your bank account, not storyline missions.
* In ''[[Grand Theft Auto III]],'' it's incredibly difficult to complete the police vehicle missions once you leave Portland {{spoiler|because all the members of the Mafia that recently betrayed the protagonist shoot at your vehicle, usually destroying it in a matter of seconds.}} Since those missions are required for [[Hundred-Percent100% Completion]], this screwed many gamers who decided to procrastinate on doing them.
** Additionally, missions where you work for {{spoiler|Kenji}} can be lost forever, if you don't complete them before {{spoiler|doing a mission for Donald Love where you kill Kenji to start a gang war.}} However, players surprised that {{spoiler|killing somebody makes it impossible to get missions from them}} should consider the possibility that they've been playing too much Grand Theft Auto III.
** Same with Salvatore Leone, whose missions that you didn't complete are lost forever after you assassinate him.
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*** "The Lost and Damned" expansion has an even more egregious example. {{spoiler|When Brian betrays you and shacks up in an abandoned house, Jim will suggest that you bring along Terry and Clay to help you kill his faction. If you do so, they will set up behind the house and tell you to throw a grenade through the front window. If you do this, you lose the option to spare Brian and play his later missions. You essentially have to ignore the game's directions in order to see this option.}}
* [[Inverted Trope|Inverted]] in ''[[Bully (video game)|Bully]]''. Chapter 1 features "The Big Prank" side mission, available only during Halloween night. Unlike every other mission in the game, this one's gone for good if you don't do it the minute it shows up (ie. sleep during Halloween). Which isn't advisable, if you're looking for [[One Hundred Percent Completion]]. Fortunately, the game literally texts the uniqueness of the mission and [[Notice This|leaves very little margin for the player to miss it]].
* ''[[No More Heroes]]''. The collectible cards scattered around in each of the ranking matches are [[Lost Forever]] once you finish that level. The first time through is not a problem, since they're just trading cards of fake Mexican wrestlers, but in [[New Game+]], {{spoiler|you lose concept art of the assassin from the current stage, so there's no chance for [[Hundred-Percent100% Completion]]}}. Of course, you could always just start another [[New Game+]].
* In ''[[The Godfather (video game)|The Godfather]]: The Game'' there are [[Thief Bag|Thief Bags]] with cash in every mission that will disappear after the mission is over. Fortunately, it's just cash, which you can easily earn elsewhere.