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Always Check Behind the Chair: Difference between revisions

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== [[Video Games]] ==
* You can and should check trash cans for items in ''[[Earthbound]]''. The fact that the protagonist picks up food items such as hamburgers and sandwiches from them has become something of a running gag among the game's fandom.
* ''[[An Untitled Story]]'': Very, very, ''very'' present. If you're aiming for [[Hundred-Percent Completion|100% Completion]], it's smart to check every corner big enough to hide a [[Heart Container]]. {{spoiler|1=[[Averted Trope|Averted]] once you find the crystal ball in SkyLands: it will give you vague hints for an ever-increasing cost.}}
* ''[[Avalon Code]]''. ''Every'' aspect of the game revolves around recording data into the Book of Prophecy, apparently to influence the 'new world' (as the current one is due to end). Whether it's simply exploring 100% of a map for completion's sake, or scanning that flower which gives you the code to upgrade your sword, this isn't a optional extra so much as a necessity for survival. Particularly as you can never tell which map/item will net you a crucial bonus, and some are really obscure (Rocks, grass, the ground, etc...)
* ''[[A Vampyre Story]]'': You have to check ''under your bed'' for an item in order to proceed. No one prompts you.
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* ''[[Disgaea]]'': There are three locations inside the Overlord's Castle that must be examined to unlock Etna's diary—two switches and a corner. One switch is hidden behind the Overlord's throne; another is the skull on the RosenQueen shops' counter; finally, there's the corner of the pit in the room with the music merchant. In ''[[Updated Rerelease|DS]]'', the corner is made somewhat more obvious by a Prinny who comments that he “feels a breeze, dood.”
* In the ''[[Doom]]'' games and their [[Game Mod|many, many custom levels]], hidden switches frequently lead to secret areas and goodies. A favorite location for such switches is on the easily overlooked backs of chairs, columns, freestanding switch panels, etc.
* ''[[The Elder Scrolls III: Morrowind]]'' loved this trope. Easily the best gauntlets in the whole game were only attainable by searching behind a few giant coffins. They were easy to miss if you weren't a compulsive klepto, as there's nothing of note by the coffins themselves.
** A trend continued to some extent by the later sequel, [[The Elder Scrolls V: Skyrim]] - but not as much with items, as with where to find that lever to open a dungeon gate, or the symbols to solve a typical puzzle. In at least one case, the lever to open a door is LITERALLY 'behind the chair'.
*** As well, player mods for pretty much all of the moddable [[The Elder Scrolls|Elder Scrolls]] games play this as maddeningly straight as possible in many, many cases - such as one that puts a gold retexture of the Ebony Armor on a follower you can legally slaughter right outside the first town you get to after the tutorial. And what is said follower doing there? Camping. Ten feet from the town gate. For the entire game, if you never do pick him up.
* ''[[Fallout 3]]'' can become this if you're low on health items, ammo, guns or certain quest items. Not helped by almost every item that isn't nailed down being potentially collectable, and getting in the way of an item you actually want to pick up.
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** In ''[[Suikoden IV]]'', one of the recruitable characters is behind a chair, and thanks to the camera angle when you enter the room, you won't realize it until you actually go behind said chair.
* ''[[Super Metroid]]'': until you find the X-Ray Scope, at least.
* ''[[Tales of Symphonia]]'' has some treasure chests completely hidden behind furniture or terrain features, particularly in the final dungeon; there's nothing plot-relevant about any of them, but they're necessary for [[Hundred-Percent100% Completion]]. Fortunately, the "examine" command still pops up when you stand next to one.
* The ''[[Thief]]'' series was all about this. Finding every last piece of valuable loot in each level involved thoroughly checking every nook and cranny, and that's when there were no weird secret passages involved. The very first level of ''Thief 2'' for example included 3 gold coins left on a shelf that could only be seen by looking up while going down the back stairs to the mansion's kitchen (or turning around midway while climbing up the stairs).
* ''[[Snailiad]]'', being a [[Metroidvania]], obviously has this to some extent.
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