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* The exploration gameplay of ''{{Aquaria}}'' is wholly built upon this. You spend most of the game collecting abilities and shapeshift forms that let you explore previously inaccessible areas, most of which are linked to the starting zone. This actually forces your progression into a more or less linear path. For example, near the beginning, you get a telekinesis-like ability, allowing you to explore passages blocked by boulders -- by pulling them away. In some other passages, your path is blocked by currents streaming towards you; you move on to explore them after learning a form in which you can swim against currents

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* The exploration gameplay of ''{{Aquaria}}'' is wholly built upon this. You spend most of the game collecting abilities and shapeshift forms that let you explore previously inaccessible areas, most of which are linked to the starting zone. This actually forces your progression into a more or less linear path. For example, near the beginning, you get a telekinesis-like ability, allowing you to explore passages blocked by boulders -- by pulling them away. In some other passages, your path is blocked by currents streaming towards you; you move on to explore them after learning a form in which you can swim against currentscurrents.
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* The exploration gameplay of ''{{Aquaria}}'' is wholly built upon this. You spend most of the game collecting abilities and shapeshift forms that let you explore previously inaccessible areas, most of which are linked to the starting zone. This actually forces your progression into a more or less linear path. For example, near the beginning, you get a telekinesis-like ability, allowing you to explore passages blocked by boulders -- by pulling them away. In some other passages, your path is blocked by currents streaming towards you; you move on to explore them after learning a form in which you can swim against currents
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* ChronoTrigger requires you to get the Epoch, a time machine that allows you to travel to a time period that has been otherwise sealed off from you. Once you have it, and especially after it is later upgraded, it allows you to clean up the remaining {{Side Quest}}s and {{Bonus Dungeon}}s much more quickly.
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* To enter the ''VideoGame/FalloutNewVegas'' DLC ''Honest Hearts'', you need to be carrying an inventory load of 75 pounds or less, 100 if you have Speech and Barter skills of 50 or more.
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* {{Metroidvania}} games are built on this trope. High jumps (You Must Jump This High To Enter), narrow passages (You Must Be This Small To Enter), and especially the color-coded doors of most {{Metroid}} games.

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* {{Metroidvania}} games are built on this trope. High jumps (You Must Jump This High To Enter), narrow passages (You Must Be This Small To Enter), and especially the color-coded doors of most {{Metroid}} VideoGame/{{Metroid}} games.
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Many means to obtain said ability doesn\'t make it a subversion.


* Earlier versions of ''NetHack'' had an endgame set in Hell, and if you entered it without Fire Resistance you were instantly burnt to a crisp. (These days, getting anywhere near the endgame without a bucketload of resistances is merely ''mostly'' suicidal.) Somewhat subverted in that there are plenty of ways to get fire resistance before this point.

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* Earlier versions of ''NetHack'' had an endgame set in Hell, and if you entered it without Fire Resistance you were instantly burnt to a crisp. There are many ways to obtain said fire resistance, but any means will work. (These days, getting anywhere near the endgame without a bucketload of resistances is merely ''mostly'' suicidal.) Somewhat subverted in that there are plenty of ways to get fire resistance before this point.)
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** ''VideoGame/FinalFantasyThe4HeroesOfLight'' has a similar routine using the Transform Staff.
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* Seen in the ''{{Onimusha}}'' series: the second and third games have certain doors protected by a colored, tumor-like Genma called Mozun. In order to unlock said areas, you have to find the right Oni Weapon and use it (examining the Mozun will always tell you what kind of elemental Oni Weapon you need). The fourth game, ''Dawn of Dreams'' has certain levels containing special locks or iron doors or walkways that can only be used by one of your party members.
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This isn\'t an RPG-specific trope.


One way to control the plot of an RPG is to place [[BrokenBridge barriers]] in the hero's path. A destination may be unreachable without access to water transport because the main character has SuperDrowningSkills. You may need to become immune to fire before moving on because the next level is set in a FireAndBrimstoneHell environment. Perhaps you need to enlist the help of a specific NPC, or acquire a specific item, in order to get past the annoying guard.

Sometimes, the item or ability, or skill isn't needed again. But in other cases, it becomes a key part of the main character's inventory, and gets used all the time. Another Example: You can't get to the other island without a ship, so any plot event that happens on the other island can ''assume'' you have a ship. Thus, the game developers suddenly start throwing quests at you that require you to hop back and forth between islands like a bored tourist, and continue to do so for the rest of the game. In extreme cases, the entire game dynamic may change after you obtain this one critical item or ability, because you are now well-equipped/powerful enough to handle challenges that would have been insurmountable before.

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One way to control the plot of an RPG a video game is to place [[BrokenBridge barriers]] in the hero's path. A destination may be unreachable without access to water transport because the main character has SuperDrowningSkills. You may need to become immune to fire before moving on because the next level is set in a FireAndBrimstoneHell environment. Perhaps you need to enlist the help of a specific NPC, or acquire a specific item, in order to get past the annoying guard.

Sometimes, the item or item, ability, or skill isn't needed again. But But, in other cases, it becomes a key part of the main character's inventory, and gets used all the time. Another Example: You example: you can't get to the other island without a ship, so any plot event that happens on the other island can ''assume'' you have a ship. Thus, the game developers suddenly start throwing quests at you that require you to hop back and forth between islands like a bored tourist, and continue to do so for the rest of the game. In extreme cases, the entire game dynamic may change after you obtain this one critical item or ability, because you are now well-equipped/powerful enough to handle challenges that would have been insurmountable before.



See also: ButThouMust. For something that requires you to be at a certain level to proceed before it kills you, see BeefGate. When used carelessly, this can result in {{Cardboard Obstacle}}s. When this is combined with an offensive ability it's a UtilityWeapon.

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See also: also ButThouMust. For something that requires you to be at a certain level to proceed before it kills you, see BeefGate. When used carelessly, this can result in {{Cardboard Obstacle}}s. When this is combined with an offensive ability it's a UtilityWeapon.



* Different obstacles in the Dreaming in ''DragonAge'' each require different [[VoluntaryShapeshifting alternate forms]], obtained from lost souls somewhere in the dreamscape. The rat can go through rat holes, the spirit can go through portals, the golem can smash large doors, and the, er, burning corpse can walk through fire.

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* Different obstacles in the Dreaming Fade in ''DragonAge'' ''VideoGame/DragonAgeOrigins'' each require different [[VoluntaryShapeshifting alternate forms]], obtained from lost souls somewhere in the dreamscape. The rat can go through rat holes, the spirit can go through portals, the golem can smash large doors, and the, er, burning corpse can walk through fire.
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* Played to some degree in ''TheElderScrolls III: Morrowind'', where You Must Levitate To Enter a Telvanni mage tower. You can find, however, plenty of levitation potions around, you can make your own if you need to, and the main quest also gives you an enchanted item with a Levitate spell burned on it.

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* Played to some degree in ''TheElderScrolls III: Morrowind'', ''VideoGame/TheElderScrollsIIIMorrowind'', where You Must Levitate To Enter a Telvanni mage tower. You can find, however, plenty of levitation potions around, you can make your own if you need to, and the main quest also gives you an enchanted item with a Levitate spell burned on it.
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* Constantly in ''VideoGame/RadiantHistoria''. Need to defuse magically-hidden bombs? Swap timelines and learn to see invisible things. Need to sneak into a heavily-guarded area unnoticed? Swap timelines and trick a villain into showing off his TeleportSpam so you can [[MegaManning copy it]]. Need to find a way to bypass an enemy's ability to paralyze you? Swap timelines again and talk someone who's beaten him into teaching you how they did it.

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* Constantly in ''VideoGame/RadiantHistoria''. Need to defuse magically-hidden bombs? Swap timelines and learn to see invisible things. Need to sneak into a heavily-guarded area unnoticed? Swap timelines and trick a villain into showing off his TeleportSpam so you can [[MegaManning [[PowerCopying copy it]]. Need to find a way to bypass an enemy's ability to paralyze you? Swap timelines again and talk someone who's beaten him into teaching you how they did it.
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* To descend into the deepest parts of the main dungeon in ''{{Ancient Domains of Mystery}}'', the player needs to pass a wall of fire blocking the down staircase, which requires an artifact called the Chaos Orb of Elemental Fire that is also required in the endgame. And it's just as well that the wall forces the player to [[strike: be that tall]] get the Orb, because otherwise no sane person would enter the Tower of Eternal Flames where the Orb, massive equipment destruction, and rapid immolation for the newbie player resides.

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* To descend into the deepest parts of the main dungeon in ''{{Ancient Domains of Mystery}}'', ''VideoGame/AncientDomainsOfMystery'', the player needs to pass a wall of fire blocking the down staircase, which requires an artifact called the Chaos Orb of Elemental Fire that is also required in the endgame. And it's just as well that the wall forces the player to [[strike: be that tall]] get the Orb, because otherwise no sane person would enter the Tower of Eternal Flames where the Orb, massive equipment destruction, and rapid immolation for the newbie player resides.
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This is a subtrope of BrokenBridge. While Broken Bridges railroad you to the plot by requiring that you complete certain tasks before new areas open up, this trope is about railroading you to the plot by requiring that you have the necessary skills and abilities to move forward and open up new areas. This trope is a staple of the MetroidVania genre of video games, though it shows up in other genres as well.

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This is a subtrope of BrokenBridge. While Broken Bridges railroad you to the plot by requiring that you complete certain tasks before new areas open up, this trope is about railroading you to the plot by requiring that you have the necessary skills and abilities to move forward and open up new areas. This trope is a staple of the MetroidVania {{Metroidvania}} genre of video games, though it shows up in other genres as well.



* In ''BeyondGoodAndEvil'' there are locked doors and other obstacles that require a certain tool (or hovercraft equipment, or sidekick) to overcome.

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* In ''BeyondGoodAndEvil'' there are locked doors and other obstacles that require a certain tool (or hovercraft equipment, or sidekick) to overcome. Sometimes, the item needed to escape from a room can be conveniently found in the same room.

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* Certain {{Metroidvania}}-style games have areas that must be entered by double-jumping. Usually, those areas are full of ledges (and {{Bottomless Pit}}s) that can only be travelled by double-jumping.

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* ** Certain {{Metroidvania}}-style games have areas that must be entered by double-jumping. Usually, those areas are full of ledges (and {{Bottomless Pit}}s) that can only be travelled by double-jumping.double-jumping.
* ''Franchise/{{Castlevania}}'' games generally tend to give you the double jump fairly early - you'll need it constantly for the rest of the game. However, many of the upgrades are also used only once or twice.
* In ''BeyondGoodAndEvil'' there are locked doors and other obstacles that require a certain tool (or hovercraft equipment, or sidekick) to overcome.



* ''Franchise/{{Castlevania}}'' games generally tend to give you the double jump fairly early - you'll need it constantly for the rest of the game. However, many of the upgrades are also used only once or twice.
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* This happens all the time in various ResidentEvil games, often with either a crank or valve handle.

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* This happens all the time in various ResidentEvil Franchise/ResidentEvil games, often with either a crank or valve handle.
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* In the ''DragonBall Z Legacy of Goku 2'' and ''Buu's Fury'' games for the GameBoyAdvance, certain areas can only be entered by certain characters having reached certain levels. This is evidenced by the number they must be at, bearing a color associated with the proper character (blue for Vegeta, green for Piccolo, orange for Goku, etc.).

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* In the ''DragonBall ''Manga/DragonBall Z Legacy of Goku 2'' and ''Buu's Fury'' games for the GameBoyAdvance, certain areas can only be entered by certain characters having reached certain levels. This is evidenced by the number they must be at, bearing a color associated with the proper character (blue for Vegeta, green for Piccolo, orange for Goku, etc.).
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* ''{{Castlevania}}'' games generally tend to give you the double jump fairly early - you'll need it constantly for the rest of the game. However, many of the upgrades are also used only once or twice.

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* ''{{Castlevania}}'' ''Franchise/{{Castlevania}}'' games generally tend to give you the double jump fairly early - you'll need it constantly for the rest of the game. However, many of the upgrades are also used only once or twice.

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* In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', there are several items without which you cannot proceed. For example, you can't get into the Forest Temple without a Hookshot. As soon as you get inside the Forest Temple, and for the rest of the game thereafter, you will see Hookshot targets ''all over the place''. Many important puzzles are insoluble without the Hookshot. Good thing you never ran into one of those as a kid, before you got the Hookshot, huh? Let's not forget that You Must Be This Tall To Wield The Master Sword...[[PlotRelevantAgeUp Literally]].
** And as a series hallmark, every dungeon in the series will have puzzles that can't be solved without the item found in the respective dungeon.
** It's worth mentioning that in the original ''VideoGame/TheLegendOfZelda'', Link needed a minimum number of [[HeartContainer Heart Containers]] to get the stronger swords.
** In ''VideoGame/TheLegendOfZeldaALinkToThePast'', rocks, stakes, and similar barriers exist all over the world. Most dungeons require you to use the treasure to pass some puzzle or barrier within it. And of course swimming skills are required to visit places all over the series.
** Let's just call this like it is - the entire Zelda series is ''littered'' with this.
** ''Nearly every single boss'' is an example of this trope in the ''Zelda'' series. Any time you find a new item in a dungeon that could ''possibly'' be used in combat, expect to use it against that dungeon's boss.

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* In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', there are several items without which you cannot proceed. For example, you can't get into the Forest Temple without a Hookshot. As soon as you get inside the Forest Temple, and for the rest of the game thereafter, you will see Hookshot targets ''all over the place''. Many important puzzles are insoluble without the Hookshot. Good thing you never ran into one of those as a kid, before you got found the Hookshot, huh? Let's not forget that You Must Be This Tall To Wield The Master Sword...[[PlotRelevantAgeUp Literally]].
** And as a series hallmark, every dungeon in the series will have puzzles that can't be solved without the item found in the respective dungeon.
** It's worth mentioning
dungeon, and bosses that in the original ''VideoGame/TheLegendOfZelda'', Link needed a minimum number of [[HeartContainer Heart Containers]] to get the stronger swords.
** In ''VideoGame/TheLegendOfZeldaALinkToThePast'', rocks, stakes, and similar barriers exist all over the world. Most dungeons require you to use the treasure to pass some puzzle or barrier within it. And of course swimming skills are required to visit places all over the series.
** Let's just call this like it is - the entire Zelda series is ''littered'' with this.
** ''Nearly every single boss'' is an example of this trope in the ''Zelda'' series. Any time you find a new
that item in a dungeon that could ''possibly'' to be used in combat, expect to use it against that dungeon's boss.beaten.
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* ''HalfLife 2: Episode One'' used this relatively early. To make sure you have a gun, the door has a padlock just out of reach. Mainly done to ensure people picked up the gun right by the door, since it is a bit dark in there, and it could go unseen. The commentary reveals that the dev team calls this a "gate".

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* ''HalfLife 2: ''VideoGame/{{Half-Life 2}}: Episode One'' used this relatively early. To make sure you have a gun, the door has a padlock just out of reach. Mainly done to ensure people picked up the gun right by the door, since it is a bit dark in there, and it could go unseen. The commentary reveals that the dev team calls this a "gate".

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* In each of the ''Franchise/{{Pokemon}}'' games, there are certain cities and localities you can only reach once you have a Pokémon that knows the move Surf...and once you have the Gym badge that allows you to use it outside of battle.
** {{Fridge Logic}} prevails when you wonder, for example, how Blaine (who was born on Cinnabar Island) ever managed to leave.
** The HM moves in general qualify for this, though Surf is the most obvious. While the other HM moves ''usually'' are only needed to get extra items and such, occasionally you do need them to reach plot-specific areas, Cut and Rock Smash being the two main offenders after Surf.

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* In each of the ''Franchise/{{Pokemon}}'' games, there occasionally HM moves are necessary to reach plot-specific areas. Each game has certain cities and localities you can only reach once you have a taught one of your Pokémon that knows the move Surf...a certain HM and once you have the Gym badge that allows you to use it outside of battle.
** {{Fridge Logic}} prevails when you wonder, for example, how Blaine (who was born on Cinnabar Island) ever managed to leave.
** The HM moves in general qualify for this, though
battle. Surf is the most obvious. While the other HM moves ''usually'' are only needed to get extra items and such, occasionally you do need them to reach plot-specific areas, obvious, with Cut and Rock Smash being the other two main offenders after Surf.offenders.



* ''PhantasyStar [[PhantasyStarIII III]]'' makes use of caverns to transport your party between various worlds. To keep you from [[SequenceBreaking advancing too far too soon]], several of them are locked and require specific gemstones to enter; you acquire those either from InexplicableTreasureChests or from recruited party members.

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* ''PhantasyStar [[PhantasyStarIII III]]'' ''VideoGame/PhantasyStarIII'' makes use of caverns to transport your party between various worlds. To keep you from [[SequenceBreaking advancing too far too soon]], several of them are locked and require specific gemstones to enter; you acquire those either from InexplicableTreasureChests or from recruited party members.
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* Applies not to you, but to your minions, in ''{{Overlord}}''. Can't pass fire without red minions, or poison without green ones! You can go through water, but only blue minions can safely follow you, and if there's a gate-opening wheel on the other side you're just too lazy to turn it yourself.

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* Applies not to you, but to your minions, in ''{{Overlord}}''.''VideoGame/{{Overlord}}''. Can't pass fire without red minions, or poison without green ones! You can go through water, but only blue minions can safely follow you, and if there's a gate-opening wheel on the other side you're just too lazy to turn it yourself.



* To descend into the deepest parts of the main dungeon in ''Ancient Domains of Mystery'', the player needs to pass a wall of fire blocking the down staircase, which requires an artifact called the Chaos Orb of Elemental Fire that is also required in the endgame. And it's just as well that the wall forces the player to [[strike: be that tall]] get the Orb, because otherwise no sane person would enter the Tower of Eternal Flames where the Orb, massive equipment destruction, and rapid immolation for the newbie player resides.

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* To descend into the deepest parts of the main dungeon in ''Ancient ''{{Ancient Domains of Mystery'', Mystery}}'', the player needs to pass a wall of fire blocking the down staircase, which requires an artifact called the Chaos Orb of Elemental Fire that is also required in the endgame. And it's just as well that the wall forces the player to [[strike: be that tall]] get the Orb, because otherwise no sane person would enter the Tower of Eternal Flames where the Orb, massive equipment destruction, and rapid immolation for the newbie player resides.

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See also: ButThouMust. For something that requires you to be at a certain level to proceed before it kills you, see BeefGate. When used carelessly, this can result in {{Cardboard Obstacle}}s.

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See also: ButThouMust. For something that requires you to be at a certain level to proceed before it kills you, see BeefGate. When used carelessly, this can result in {{Cardboard Obstacle}}s.
Obstacle}}s. When this is combined with an offensive ability it's a UtilityWeapon.
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** The HM moves in general qualify for this, though Surf is the most obvious. While the other HM moves ''usually'' are only needed to get extra items and such, occasionally you do need them to reach plot-specific areas, Cut and Rock Smash being the two main offenders after Surf.
Is there an issue? Send a MessageReason:
I am enjoying this game way too much.

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* Constantly in ''VideoGame/RadiantHistoria''. Need to defuse magically-hidden bombs? Swap timelines and learn to see invisible things. Need to sneak into a heavily-guarded area unnoticed? Swap timelines and trick a villain into showing off his TeleportSpam so you can [[MegaManning copy it]]. Need to find a way to bypass an enemy's ability to paralyze you? Swap timelines again and talk someone who's beaten him into teaching you how they did it.
Is there an issue? Send a MessageReason:
None


* ''PhantasyStar [[PhantasyStarIII III]]'' makes use of caverns to transport your party between various worlds. To keep you from advancing too far too soon, several of them are locked and require specific gemstones to enter; you acquire those either from InexplicableTreasureChests or from recruited party members.

to:

* ''PhantasyStar [[PhantasyStarIII III]]'' makes use of caverns to transport your party between various worlds. To keep you from [[SequenceBreaking advancing too far too soon, soon]], several of them are locked and require specific gemstones to enter; you acquire those either from InexplicableTreasureChests or from recruited party members.
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** Sounds suspiciously identical to {{Pikmin}}.

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** Sounds suspiciously identical The same principle is used with the pikmin in {{Pikmin}}. Blue pikmin can swim, red pikmin are fireproof, yellow pikmin are immune to {{Pikmin}}.electricity, and white pikmin can breathe poison. The ability barriers go further in some cases; one boss in the game can only be damaged after getting hit by a purple pikmin.
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** {{Fridge Logic}} prevails when you wonder, for example, how exactly anyone from Cinnabar Island ever leaves and how Blaine (who was born on the island) ever managed to leave.

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** {{Fridge Logic}} prevails when you wonder, for example, how exactly anyone from Cinnabar Island ever leaves and how Blaine (who was born on the island) Cinnabar Island) ever managed to leave.
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**{{Fridge Logic}} prevails when you wonder, for example, how exactly anyone from Cinnabar Island ever leaves and how Blaine (who was born on the island) ever managed to leave.

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Fixing trope description due to new name.


Sometimes, the item or ability or whatever isn't needed again. But in other cases, it becomes a key part of the main character's inventory, and gets used all the time. When this happens, the rest of the game effectively has a You Must Be This Tall to Enter sign attached to it.

In real life, these signs are used on amusement park rides and suchlike, because it's easier to design safety restraints for a ride if you know everyone on the ride is big enough to wear them safely. Almost everything else about the riders is irrelevant, as long as they are tall enough.

In many games, something similar happens. You can't get to the other island without a ship, so any plot event that happens on the other island can ''assume'' you have a ship. Thus, the game developers suddenly start throwing quests at you that require you to hop back and forth between islands like a bored tourist, and continue to do so for the rest of the game. In extreme cases, the entire game dynamic may change after you obtain this one critical item or ability, because you are now well-equipped/powerful enough to handle challenges that would have been insurmountable before.

See also: BrokenBridge, ButThouMust. For something that requires you to be at a certain level to proceed before it kills you, see BeefGate. When used carelessly, this can result in {{Cardboard Obstacle}}s.

to:

Sometimes, the item or ability ability, or whatever skill isn't needed again. But in other cases, it becomes a key part of the main character's inventory, and gets used all the time. When this happens, the rest of the game effectively has a You Must Be This Tall to Enter sign attached to it.

In real life, these signs are used on amusement park rides and suchlike, because it's easier to design safety restraints for a ride if you know everyone on the ride is big enough to wear them safely. Almost everything else about the riders is irrelevant, as long as they are tall enough.

In many games, something similar happens.
Another Example: You can't get to the other island without a ship, so any plot event that happens on the other island can ''assume'' you have a ship. Thus, the game developers suddenly start throwing quests at you that require you to hop back and forth between islands like a bored tourist, and continue to do so for the rest of the game. In extreme cases, the entire game dynamic may change after you obtain this one critical item or ability, because you are now well-equipped/powerful enough to handle challenges that would have been insurmountable before.

This is a subtrope of BrokenBridge. While Broken Bridges railroad you to the plot by requiring that you complete certain tasks before new areas open up, this trope is about railroading you to the plot by requiring that you have the necessary skills and abilities to move forward and open up new areas. This trope is a staple of the MetroidVania genre of video games, though it shows up in other genres as well.

See also: BrokenBridge, ButThouMust. For something that requires you to be at a certain level to proceed before it kills you, see BeefGate. When used carelessly, this can result in {{Cardboard Obstacle}}s.



* In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', there are several items that act as YouMustBeThisTallToEnter signs. For example, you can't get into the Forest Temple without a Hookshot. As soon as you get inside the Forest Temple, and for the rest of the game thereafter, you will see Hookshot targets ''all over the place''. Many important puzzles are insoluble without the Hookshot. Good thing you never ran into one of those as a kid, before you got the Hookshot, huh? Let's not forget that You Must Be This Tall To Wield The Master Sword...[[PlotRelevantAgeUp Literally]].

to:

* In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', there are several items that act as YouMustBeThisTallToEnter signs.without which you cannot proceed. For example, you can't get into the Forest Temple without a Hookshot. As soon as you get inside the Forest Temple, and for the rest of the game thereafter, you will see Hookshot targets ''all over the place''. Many important puzzles are insoluble without the Hookshot. Good thing you never ran into one of those as a kid, before you got the Hookshot, huh? Let's not forget that You Must Be This Tall To Wield The Master Sword...[[PlotRelevantAgeUp Literally]].
Is there an issue? Send a MessageReason:
Trope Transplant per TRS crowner.

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One way to control the plot of an RPG is to place [[BrokenBridge barriers]] in the hero's path. A destination may be unreachable without access to water transport because the main character has SuperDrowningSkills. You may need to become immune to fire before moving on because the next level is set in a FireAndBrimstoneHell environment. Perhaps you need to enlist the help of a specific NPC, or acquire a specific item, in order to get past the annoying guard.

Sometimes, the item or ability or whatever isn't needed again. But in other cases, it becomes a key part of the main character's inventory, and gets used all the time. When this happens, the rest of the game effectively has a You Must Be This Tall to Enter sign attached to it.

In real life, these signs are used on amusement park rides and suchlike, because it's easier to design safety restraints for a ride if you know everyone on the ride is big enough to wear them safely. Almost everything else about the riders is irrelevant, as long as they are tall enough.

In many games, something similar happens. You can't get to the other island without a ship, so any plot event that happens on the other island can ''assume'' you have a ship. Thus, the game developers suddenly start throwing quests at you that require you to hop back and forth between islands like a bored tourist, and continue to do so for the rest of the game. In extreme cases, the entire game dynamic may change after you obtain this one critical item or ability, because you are now well-equipped/powerful enough to handle challenges that would have been insurmountable before.

See also: BrokenBridge, ButThouMust. For something that requires you to be at a certain level to proceed before it kills you, see BeefGate. When used carelessly, this can result in {{Cardboard Obstacle}}s.

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!!Examples:
[[foldercontrol]]

[[folder: Action Adventure Game]]
* In the PC version of ''VideoGame/HarryPotter and the Chamber of Secrets'', you cannot get into some game areas until you are taught specific spells in class.
** You cannot use Spongify pads to jump until you are taught the Spongify spell, but various Spongify pads outside the castle are visible throughout the game.
* A literal example of this trope is the arcade game ''Bubbles''. In this game you control a scrubbing bubble in a sink, and advance to the next level by sending your bubble down the drain. But you have to grow your bubble big enough before you can go down the drain; if the bubble is too small, it'll pop.
* In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', there are several items that act as YouMustBeThisTallToEnter signs. For example, you can't get into the Forest Temple without a Hookshot. As soon as you get inside the Forest Temple, and for the rest of the game thereafter, you will see Hookshot targets ''all over the place''. Many important puzzles are insoluble without the Hookshot. Good thing you never ran into one of those as a kid, before you got the Hookshot, huh? Let's not forget that You Must Be This Tall To Wield The Master Sword...[[PlotRelevantAgeUp Literally]].
** And as a series hallmark, every dungeon in the series will have puzzles that can't be solved without the item found in the respective dungeon.
** It's worth mentioning that in the original ''VideoGame/TheLegendOfZelda'', Link needed a minimum number of [[HeartContainer Heart Containers]] to get the stronger swords.
** In ''VideoGame/TheLegendOfZeldaALinkToThePast'', rocks, stakes, and similar barriers exist all over the world. Most dungeons require you to use the treasure to pass some puzzle or barrier within it. And of course swimming skills are required to visit places all over the series.
** Let's just call this like it is - the entire Zelda series is ''littered'' with this.
** ''Nearly every single boss'' is an example of this trope in the ''Zelda'' series. Any time you find a new item in a dungeon that could ''possibly'' be used in combat, expect to use it against that dungeon's boss.
* Used very frequently in {{Okami}}. There are places very early on in the game that require some of the final Brush Techniques to enter.
* {{Metroidvania}} games are built on this trope. High jumps (You Must Jump This High To Enter), narrow passages (You Must Be This Small To Enter), and especially the color-coded doors of most {{Metroid}} games.
** In a LampshadeHanging fashion, said games also force you to use the item/powerup you ''just'' got, merely ''to escape that room''. Just got the High Jump? Why, look there. You can only get out of the room by ''using'' the High-Jump. Unless you do some SequenceBreaking techniques, that is.
* Certain {{Metroidvania}}-style games have areas that must be entered by double-jumping. Usually, those areas are full of ledges (and {{Bottomless Pit}}s) that can only be travelled by double-jumping.
* Applies not to you, but to your minions, in ''{{Overlord}}''. Can't pass fire without red minions, or poison without green ones! You can go through water, but only blue minions can safely follow you, and if there's a gate-opening wheel on the other side you're just too lazy to turn it yourself.
** Sounds suspiciously identical to {{Pikmin}}.
* ''{{Castlevania}}'' games generally tend to give you the double jump fairly early - you'll need it constantly for the rest of the game. However, many of the upgrades are also used only once or twice.
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[[folder: Eastern RPG]]
* In the ''DragonBall Z Legacy of Goku 2'' and ''Buu's Fury'' games for the GameBoyAdvance, certain areas can only be entered by certain characters having reached certain levels. This is evidenced by the number they must be at, bearing a color associated with the proper character (blue for Vegeta, green for Piccolo, orange for Goku, etc.).
* ''VideoGame/FinalFantasyIII'' has a `you must be this short to enter' feature -- certain areas are accessibly only through tiny doorways, only available once a member of the party has the `mini' spell.
* ''[[VideoGame/MarioAndLuigiSuperstarSaga Mario & Luigi: Superstar Saga]]'' also has some areas that are blocked off or otherwise inaccessible until the brothers have learned some ability.
** This gets particularly annoying in later game ''[[VideoGame/MarioAndLuigiBowsersInsideStory Mario & Luigi: Bowser's Inside Story]]'', where the Bros are simply [[BagOfSpilling remembering moves they knew in previous games but mysteriously forgot]]. They don't remember the first time you find an appropriate obstacle, oh no; you have to wait until the plot gets to the right point, and then backtrack later.
** In Toad Town there's a ''shop'' which won't sell the Bros gear until their rank (based on experience level) is high enough. Leaving aside the usual question of [[NoHeroDiscount why you're being charged for equipment when you're on a mission to save the Princess]], let's think about that for a second. If Mario and Luigi aren't high enough level to shop here, ''who the hell in the Mushroom Kingdom is''?
* ''VideoGame/PaperMario'' has this with the obstacles cleared by partners' abilities.
* In each of the ''Franchise/{{Pokemon}}'' games, there are certain cities and localities you can only reach once you have a Pokémon that knows the move Surf...and once you have the Gym badge that allows you to use it outside of battle.
* A mainstay of the ''WildArms'' series where characters use tools to pass certain obstacles. The location where they are introduced often requires extensive use of the tool which was never required before that point.
* ''PhantasyStar [[PhantasyStarIII III]]'' makes use of caverns to transport your party between various worlds. To keep you from advancing too far too soon, several of them are locked and require specific gemstones to enter; you acquire those either from InexplicableTreasureChests or from recruited party members.
[[/folder]]

[[folder: First Person Shooter]]
* ''HalfLife 2: Episode One'' used this relatively early. To make sure you have a gun, the door has a padlock just out of reach. Mainly done to ensure people picked up the gun right by the door, since it is a bit dark in there, and it could go unseen. The commentary reveals that the dev team calls this a "gate".
* In ''Hellfire'' (an expansion pack to the original ''Diablo''), you cannot reach the insect hive until the farmer character knows you well enough to talk to you about his problems (and then to give you the explosives you need to create an entrance to the hive).
[[/folder]]

[[folder: Platformer]]
* ''[[{{Banjo-Kazooie}} Banjo-Tooie]]'' does this to limit progress through the HubLevel. You need to have learned Grip Grab to get into Plateau, Fire Eggs to get into Pine Grove, Split Up to get into Cliff Top, Talon Torpedo to get into Wasteland, Springy Step Shoes to get into Quagmire, and Claw Clamber Boots to enter the Cauldron Keep. Even the in-game cheats don't get around these requirements.
** The Zubba hive in Cloud Cuckooland presents a variation. You're not allowed in unless you demonstrate you can shoot a target 20 times in 10 seconds, which effectively means You Must Be A Bee To Enter.
* In the second level of ''VideoGame/LittleNemoTheDreamMaster'', Oompi says, "You're going to need the lizard's help to get through this next area." This alludes to a passage that is otherwise too narrow for Nemo to enter.
[[/folder]]

[[folder: Puzzle Game]]
* This is literally the case in the ''KatamariDamacy'' series; the larger your katamari becomes, the larger the stuff you can roll up. Levels frequently have barriers with signs on it stating a size number, which you can't roll up (or thus explore beyond them) until your katamari crosses that threshold.
[[/folder]]

[[folder: Roguelike]]
* To descend into the deepest parts of the main dungeon in ''Ancient Domains of Mystery'', the player needs to pass a wall of fire blocking the down staircase, which requires an artifact called the Chaos Orb of Elemental Fire that is also required in the endgame. And it's just as well that the wall forces the player to [[strike: be that tall]] get the Orb, because otherwise no sane person would enter the Tower of Eternal Flames where the Orb, massive equipment destruction, and rapid immolation for the newbie player resides.
* Earlier versions of ''NetHack'' had an endgame set in Hell, and if you entered it without Fire Resistance you were instantly burnt to a crisp. (These days, getting anywhere near the endgame without a bucketload of resistances is merely ''mostly'' suicidal.) Somewhat subverted in that there are plenty of ways to get fire resistance before this point.
[[/folder]]

[[folder: Survival Horror]]
* This happens all the time in various ResidentEvil games, often with either a crank or valve handle.
* The service elevator in ''SilentHill2'''s hotel only allows one person, not including baggage.
[[/folder]]

[[folder: Western RPG]]
* Different obstacles in the Dreaming in ''DragonAge'' each require different [[VoluntaryShapeshifting alternate forms]], obtained from lost souls somewhere in the dreamscape. The rat can go through rat holes, the spirit can go through portals, the golem can smash large doors, and the, er, burning corpse can walk through fire.
* In ''Dungeons & Dragons: Warriors of the Eternal Sun'', your party are unable to explore a particularly volcano-y cave without every member wearing Rings of Fire Resistance. Aside from their obvious advantages involving the resistance of fire, these items are only really necessary for this part. Take a ring off and your character will slowly burn to death.
* ''LandsOfLore 2: Guardians of Destiny'' contains lots of areas that can only be accessed if the hero is in the form of a giant beast (allowing him to shove obstacles out of his way) or a tiny lizard (allowing him to slip through cracks). The hard part about this is that, for a good chunk of the game, you have ''absolutely no control'' over when he transforms, or which form he changes into if and when he does.
* Played to some degree in ''TheElderScrolls III: Morrowind'', where You Must Levitate To Enter a Telvanni mage tower. You can find, however, plenty of levitation potions around, you can make your own if you need to, and the main quest also gives you an enchanted item with a Levitate spell burned on it.
[[/folder]]
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