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== [[Video Games]] ==
* You can and should check trash cans for items in ''[[
* ''[[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.
** Fortunately, the developers decided to include a command (the tab key, specifically) to make a mark appear over everything you could examine. A couple puzzles, including the one mentioned here, appear to have been designed with the expectation that you're going to use this.
* ''[[Barkley, Shut Up and Jam: Gaiden]]'' has this throughout the game, and it's specifically lampshaded with [[Grail in
** "Found 0 nothings!"
* ''[[Blue Dragon]]'': Not only do some objects contain items you can take, but many more hold “Nothing,” which is apparently ''not'' the same as actually having nothing inside. Finding enough Nothings will let you get items from a certain [[NPC]], including unique items not available anywhere else. The “Six Treasures” [[Downloadable Content]] includes a pair of glasses that [[Bribing Your Way to Victory|places markers on top of things that are hiding Nothing]].
* ''[[Breath of Fire]]'' series: Chests or drawers, on more than one occasion. The first two installments also had some treasure hidden in statues and pillars, under pushable objects, and even some random sections of wall, propelling this right into [[Guide Dang It]] territory.
** In the first installment you get several [[Infinity+1 Sword|Infinity Plus One Swords]] this way. The Life Armor? In a dragon statue at the top floor of Agua. Don't forget the Ice Dagger in the other statue. The Tri-Rang? Search behind Pagoda either before it is activated or after it is ruined. The Empire Sword? Search the left side of Jade's throne. Oh, and check for the Star Hammer behind the right pillar in the same room while you're at it. If you know where to look, some of these become [[Disk One Nuke|Disk One Nukes]].
* ''[[
* ''[[
* ''[[
* ''[[Dead Rising]]'' and its sequel tend to love to hide useful, rare weapons in just-out-of-sight areas, like the roof of a magazine stand in the center of a mall, or a katana on the awning of a bookstore.
* The ''[[
** More directly, the first and third games feature a hint on how to avoid an endless hallway: you must search behind the throne in the final dungeon, or you'll never reach the endgame. Making it this trope quite literally.
* ''[[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
** 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.
** Bathrooms often also hide valuable loot (often chems) in the bowl or water tank of toilets. This means that each time you find a bathroom, you throw open each stall, run in and jump onto the toilet seat to get a better look. ''Each time''.
* ''[[
* ''[[
* ''[[
** [[Shown Their Work|Clocks are/were believed by alchemists to be optimum storage places for immortality potions.]]
* ''[[
* ''[[
* ''[[Harvest Moon]]: Animal Parade'': you can often find recipes around people's kitchens, if you're willing to walk around pressing the A button for a bout two minutes.
* ''[[Jed]]'': Several robots are hidden past where the world seems to end, usually separated by a concealed passage or a low roof that can be walked on. Some of these are hinted at by inexplicable empty blocks inside the wall.
* ''[[King's Quest IV]]'': There's an [[Far Side Island|island]] where you have to check behind a ship's detached front, which is lying in the sand. Rearward of the wreckage is a golden bridle that: 1) has no business being there; 2) is [[Unwinnable|completely necessary to win the game]]. The island [[Lost Forever|is only accessible at one point during play, and after leaving, you can't go back]]. Oh, and using “look” on the shipwreck only works when you're standing in exactly the right spot.
* It is wise to do this in any [[Lego Adaptation Game]] if you want to get True Adventurer status, minikit pieces or red power bricks, although it's not so much checking behind the chair as it is [[Rewarding Vandalism|destroying it with your fists]].
* ''[[
* ''[[
** Most of the bosses throughout the series can only be rematched for a chance to get their battle chip by walking to a specific, unmarked part of an area (Usually a dead end) which will initiate a battle against them.
* ''[[Mega Man Star Force]]'' mostly follows in the footsteps of ''Network'' in its application of this trope.
* The ''[[Metal Slug]]'' series will often hide items and hostages in the ''damndest'' places. Often places you wouldn't know there was anything there unless you shot it (like in the smoke coming from a Train's smokestack) or [[Guide Dang It|read a FAQ]].
* ''[[
** And in the third generation games, accessing the Trick House challenges requires you to find where the Trick Master is hiding in a room.His position is made obvious by a glint just as you enter the house.
* ''[[Seiklus]]'': Though there's usually an eye-like marker along walls with hidden goodies, the haunted crypt notably ''doesn't'' for a couple places.
* ''[[Shadow Complex]]'' does this a lot. Some expansions are hidden behind crates. Failing that, they are hidden just out of sight of the camera angle.
* The ''[[Shadow Hearts]]'' series is very guilty of this. On the plus side, you'll get a little ? over your head when there's an item hidden nearby. If it's important to the plot, you get a !.
** And if you find {{spoiler|Roger Bacon's missing pornography}}, you see a [[Say It
* The ''[[Shining Force]]'' series suffers from this on occasion. In the Japanese version of the first, [[Optional Party Member]] Hanzo was hiding in a shrub in the last town (the US version had a note on the correct one), while the second game had [[Scrappy Mechanic|Mithril]].
* In ''[[
* ''[[Suikoden II]]'' has some items hidden in patches of grass, bonsai, and random crates.
** 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.
* ''[[
* 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).
* ''[[
== [[Web Comics]] ==
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== [[Role Playing Games]] ==
* ''[[The
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