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* For a place that's trying to torment you constantly, ''SilentHill'' is awfully generous with ammo and health boosters lying strewn randomly through the empty streets. This is not to mention what sort of mental hospital or prison would leave guns or ammo lying around. A player can sometimes finish a playthrough of the game with ammo for all weapons clocking in at over 100, and enough health drinks, medkits and tourniquets to [[TakeThat keep the series alive]] after Silent Hill: Homecoming.
** Possible bit of ''FridgeBrilliance'' there; the Town, in its infinite, mind-raping evil, wants you to stay alive as long as you possibly can, in order to prolong your suffering. It's giving you a sporting chance, because nobody falls as hard as the man elevated by hope.

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* For a place that's trying to torment you constantly, ''SilentHill'' ''VideoGame/SilentHill'' is awfully generous with ammo and health boosters lying strewn randomly through the empty streets. This is not to mention what sort of mental hospital or prison would leave guns or ammo lying around. A player can sometimes finish a playthrough of the game with ammo for all weapons clocking in at over 100, and enough health drinks, medkits and tourniquets to [[TakeThat keep the series alive]] after Silent Hill: Homecoming.
the canceling of ''VideoGame/SilentHills''.
** Possible bit of ''FridgeBrilliance'' there; there: the Town, in its infinite, mind-raping evil, wants you to stay alive as long as you possibly can, in order to prolong your suffering. It's giving you a sporting chance, because nobody falls as hard as the man elevated by hope.



** Lampshaded in Silent Hill 3, where the Shotgun is found wrapped up in a birthday present.
* ''FatalFrame'' games can contend for the most egregious example of this trope. Basically, your heroines must survive their way through horde of ghosts, armed with an obscure camera that can spiritually bind ghosts in magical films. Rolls of magical films are everywhere in the games, even though the only one with the know-how to make them is the occult professor who also invented said camera. To make it worse, the majority of the games take places in house/village that are "[[DarkWorld devoured by darkness]]" long time ago, before camera were even invented.

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** Lampshaded in Silent Hill 3, ''VideoGame/SilentHill3'', where the Shotgun is found wrapped up in a birthday present.
* ''FatalFrame'' ''VideoGame/FatalFrame'' games can contend for the most egregious example of this trope. Basically, your heroines must survive their way through horde of ghosts, armed with an obscure camera that can spiritually bind ghosts in magical films. Rolls of magical films are everywhere in the games, even though the only one with the know-how to make them is the occult professor who also invented said camera. To make it worse, the majority of the games take places in house/village houses/villages that are "[[DarkWorld devoured by darkness]]" so long time ago, before ago that the camera were hadn't even been invented.



* ''Franchise/DeadSpace'' is kind enough to, generally speaking, only drop ammo for the weapons you have on you at the time. For this reason, combined with the high cost of upgrading weapons, it's generally recommended to only carry two or three guns at a time, rather than the maximum of four. Items in general are stored in containers or on the bodies of the dead necromorphs, who were likely trying to horde supplies to stay alive, the same as Isaac. However, there still manages to be some fairly inexplicable examples. For example, why is there a storage crate containing saw blades at an elementary school?
** Check out aversions as ''Franchise/DeadSpace'' manages to land in that category as well.

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* ''Franchise/DeadSpace'' is kind enough to, generally speaking, only drop ammo for the weapons you have on you at the time. For this reason, combined with the high cost of upgrading weapons, it's generally recommended to only carry two or three guns at a time, rather than the maximum of four. Items in general are stored in containers or on the bodies of the dead necromorphs, who were likely trying to horde hoard supplies to stay alive, the same as Isaac. However, there still manages to be some fairly inexplicable examples. For example, why is there a storage crate containing saw blades at an elementary school?
** Check
school? (Check out aversions the Aversions folder, as ''Franchise/DeadSpace'' manages to land in that category as well.
well.)
* Camcorder batteries in ''VideoGame/{{Outlast}}'' are scattered everywhere in the asylum for no explained reason.



* ''VideoGame/{{Doom 3}}'' is much more logical than its predecessors. Much of the stuff you find is in storage areas or other logical locations with e-mail messages saying why somebody has put it there.

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* ''VideoGame/{{Doom 3}}'' is much more logical than its predecessors. Much of the stuff you find is in storage areas or other logical locations with e-mail messages and audio logs saying why somebody has put it there.



* ''Franchise/ResidentEvil'' plays the trope straight until the 4th game later:

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* ''Franchise/ResidentEvil'' plays the trope straight until the 4th game and later:



** ''VideoGame/ResidentEvil3Nemesis'' has most of its munitions on the bodies of the dead or inside a locker.

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** ''VideoGame/ResidentEvil3Nemesis'' has most of its munitions on the bodies of the dead or inside a locker.
lockers.
* Unlike [[VideoGame/{{Outlast}} its predecessor]], ''VideoGame/OutlastII'' places most of the batteries near flashlights. Bandages are also found on homes and camps in metal trays on easily-accessible places, conveniently easy to reach is somebody gets hurt.



* ''VideoGame/SplinterCell'': Checking computers will give away the location of some medkits, along with an explanation of why it is there (i.e. someone has frequent bloody noses or a medical condition)

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* ''VideoGame/SplinterCell'': Checking computers will give away the location of some medkits, along with an explanation of why it is there (i.e. someone has frequent bloody noses or a medical condition)
condition).
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* ''EternalDarkness'' mostly averts this trope - while the odd bunch of crossbow bolts may be found lying around, most characters have all their available gear from the start or loot it off newly-dead bodies. One insanity effect has the floor of the next area littered with dozens of boxes of shotgun shells. Finally, the [[{{BFG}} Elephant Gun]] is located in ''a locked gun cabinet!''

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* ''EternalDarkness'' ''VideoGame/EternalDarkness'' mostly averts this trope - while the odd bunch of crossbow bolts may be found lying around, most characters have all their available gear from the start or loot it off newly-dead bodies. One insanity effect has the floor of the next area littered with dozens of boxes of shotgun shells. Finally, the [[{{BFG}} Elephant Gun]] is located in ''a locked gun cabinet!''
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* In ''VideoGame/PAYDAY2'', this is mostly averted. The game treats random medical supplies and ammo bags as "Dead Drops" or, if the heist allows for it, "Pre-planning". Both of these allow for, er, dead drops of the ammo bag and medic supplies done by an inside man that Bain or a Contact for the Dentist has to place.
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[[folder:Non-Video Game Examples]]
[[AC:Literature]]
* In ''Discworld/TheLastHero'' of the ''Literature/{{Discworld}}'' series, Cohen the Barbarian makes a reference to the mysteriously-well-placed caches of supplies, spare weapons, keys, and such inside the dungeons he and his Silver Horde have visited over the years; it is heavily implied that The Lady and some of the other Gods playing games with the lives of mortals have placed some of these prizes around to support them when they served as their pawns.
[[/folder]]
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* As a general rule, any game from Spiderweb Software (particularly ''{{Avernum}}'') will completely avert this and mostly avert MoneySpider, while still finding ways to reward you for major victories. If the boss you just killed is a human bandit, help yourself to his cash. If the boss is a giant spider, odds are that somebody two towns back wanted spider fangs to make a potion.

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* As a general rule, any game from Spiderweb Software (particularly ''{{Avernum}}'') ''VideoGame/{{Avernum}}'') will completely avert this and mostly avert MoneySpider, while still finding ways to reward you for major victories. If the boss you just killed is a human bandit, help yourself to his cash. If the boss is a giant spider, odds are that somebody two towns back wanted spider fangs to make a potion.

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Actually, you can also find FGCs and hammers which aren't being wielded by anyone.


* ''{{Franchise/Halo}}'', when human weapons are found in hostile areas, usually has the design sense to put them into shipping crates near crashed escape pods, or some other grasp for plausibility. Played straight in some areas of the first ''Halo'', where you would find marine corpses (and handy ammo stashes) where they ''couldn't possibly'' have reached. But then justified in at least some of these cases; 343 Guilty Spark in [[Literature/HaloTheFlood the novelization of the first game]] shows the Master Chief another human he brought to the Library who died in combat against the flood, which was never mentioned or explored in the game.
** Before very difficult sections a friendly dropship will often supply vehicles and heavy weapons.
** Somewhat averted by being able to use any weapon your enemy was carrying. On one hand, getting a [[{{BFG}} Fuel Rod Cannon]] or [[DropTheHammer Gravity Hammer]] wielder probably means you're expected to use those items to plow through the next area. On the other hand, you have to fight whoever's currently toting them.

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* ''{{Franchise/Halo}}'', when ''{{Franchise/Halo}}'':
** When
human weapons are found in hostile areas, the series usually has the design sense to put them into shipping crates near crashed escape pods, on the corpses of dead soldiers, or some other grasp for plausibility. Played at least semi-plausible scenario.
** It's seemingly played
straight in some areas of the first ''Halo'', ''VideoGame/HaloCombatEvolved'', where you would find marine Marine corpses (and handy ammo stashes) where they ''couldn't possibly'' have reached. But then justified in at least some of these cases; 343 Guilty Spark in However, [[Literature/HaloTheFlood the novelization novelization]] justifies at least some of the first game]] shows this, by having 343 Guilty Spark show the Master Chief another the corpse of the previous human he brought had teleported to the Library Library, who had died in combat against the flood, which Flood (though this was never even mentioned or explored in the game.
original game).
** Before very difficult sections sections, a friendly dropship will often supply vehicles and heavy weapons.
** Somewhat averted by being able Part of the reason why the series can avert this is because you're encouraged to use any weapon your enemy was carrying. On one hand, enemies' weapons (with several levels ''requiring'' you to do so). That said, sometimes getting a that [[{{BFG}} Fuel Rod Cannon]] or [[DropTheHammer Gravity Hammer]] wielder probably means you're expected to use those items to plow through that you'll need in the next area. On the other hand, area will require you have to fight kill whoever's currently toting wielding them.
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* ''VideoGame/{{Doom}}'', due to its (intentional) aversion to realistic architecture, has no places where one might logically find weapons or medical supplies (i.e. no armories or medical facilities), thus you will freely find guns on pedestals and first-aid kits tucked away on ledges right next to pools of toxic waste.

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* ''VideoGame/{{Doom}}'', due to its (intentional) aversion to realistic architecture, has no places where one might logically find weapons or medical supplies (i.e. no armories or medical facilities), thus you will freely find guns on pedestals and first-aid kits kits: Some are tucked away on ledges ledges, others are right next to (or even sitting directly in the middle of) pools of toxic waste.
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** ''ShadowTheHedgehog'' implies during the Egg Dealer boss fight that Dr. Eggman uses them as currency. When Shadow stops the slot reels on "Ring," the Doc cries out, "Noooo! My beautiful Rings!"
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* ''Skyrim'' does this to an extreme, you can find money and ammo in anything. Evidently Nords think burial urns are piggy banks.

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* ''Skyrim'' ''VideoGame/TheElderScrollsVSkyrim'' does this to an extreme, you can find money and ammo in anything. Evidently Nords think burial urns are piggy banks.
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* The protagonist of ''VideoGame/{{Condemned}} 2: Bloodshot'' must drink alcohol to keep his aim steady when firing guns. So when you see a bottle of booze laying around, it's a good sign that a firefight is imminent.

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* The protagonist of ''VideoGame/{{Condemned}} 2: Bloodshot'' ''VideoGame/Condemned2Bloodshot'' must drink alcohol to keep his aim steady when firing guns. So when you see a bottle of booze laying around, it's a good sign that a firefight is imminent.



* In ''[[FiftyCentBloodOnTheSand 50 Cent: Blood on the Sand]]'', you buy guns from an arms dealer by contacting him on pay phones strewn throughout the levels. This despite the fact that some of the levels are set in [[strike:Ancient]] Napoleonic desert castles, or even in one memorable instance, ''inside a burning building.''

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* In ''[[FiftyCentBloodOnTheSand ''[[VideoGame/FiftyCentBloodOnTheSand 50 Cent: Blood on the Sand]]'', you buy guns from an arms dealer by contacting him on pay phones strewn throughout the levels. This despite the fact that some of the levels are set in [[strike:Ancient]] Napoleonic desert castles, or even in one memorable instance, ''inside a burning building.''
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* In the original SuperMarioBros powerups be they mushrooms, flowers, or even the horsetails are Toads transformed by Bowser. [[FridgeHorror So that mushroom that you just ate to become large....]]

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* In the original SuperMarioBros ''VideoGame/SuperMarioBros1'', powerups be they mushrooms, flowers, or even the horsetails are Toads transformed by Bowser. [[FridgeHorror So that mushroom that you just ate to become large....]]
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* Done with all the items, gear and power ups in the SuperMarioBros series. Why are there ? blocks in the BigBad's base? Clothing that just happens to fit people quite near where it'd be useful (in the [=RPGs=])? Even the equivalents of {{Mordor}} have money and items lying around all over the place...

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* Done with all the items, gear and power ups in the SuperMarioBros ''Franchise/SuperMarioBros'' series. Why are there ? blocks in the BigBad's base? Clothing that just happens to fit people quite near where it'd be useful (in the [=RPGs=])? Even the equivalents of {{Mordor}} have money and items lying around all over the place...
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* Dr. Robotnik seems to love keeping rings around, even though they're the only thing keeping his [[SonicTheHedgehog main enemy]] from being a OneHitPointWonder.

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* Dr. Robotnik seems to love keeping rings around, even though they're the only thing keeping his [[SonicTheHedgehog main enemy]] [[Franchise/SonicTheHedgehog Sonic]] from being a OneHitPointWonder.
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[[AC:Stealth Based Game]]
* ''VideoGame/SplinterCell'': Checking computers will give away the location of some medkits, along with an explanation of why it is there (i.e. someone has frequent bloody noses or a medical condition)
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* ''Franchise/BioShock''
** ''VideoGame/{{BioShock|1}}'' generally had the biggest stashes of items in places where it would make sense, such as splicer hideouts or an important person's office. Occasionally things have been laid in your path as traps.

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* ''Franchise/BioShock''
''VideoGame/BioShock''
** ''VideoGame/{{BioShock|1}}'' ''VideoGame/BioShock1'' generally had the biggest stashes of items in places where it would make sense, such as splicer hideouts or an important person's office. Occasionally things have been laid in your path as traps.

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* ''VideoGame/{{BioShock|1}}'' generally had the biggest stashes of items in places where it would make sense, such as splicer hideouts or an important person's office. Occasionally things have been laid in your path as traps.

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* ''Franchise/BioShock''
**
''VideoGame/{{BioShock|1}}'' generally had the biggest stashes of items in places where it would make sense, such as splicer hideouts or an important person's office. Occasionally things have been laid in your path as traps.



** BioshockInfinite has a problem in that while vigors are found in their appropriate places, ammo and weapons (as well as weapon ugrade machines) are far too common and found everywhere, not fitting the tight Religious Theocracy of Columbia.

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** BioshockInfinite ''VideoGame/BioShockInfinite'' has a problem in that while vigors are found in their appropriate places, ammo and weapons (as well as weapon ugrade machines) are far too common and found everywhere, not fitting the tight Religious Theocracy of Columbia.



* ''FarCry'' is pretty good about this, as all the weapons you find are either in armories, mercenary camps or other logical places, or directly from their late owners.
** ''FarCry 2'' (not a direct sequel to the first, but a SpiritualSuccessor) is even more consistent about it, since the vast majority of supplies are in guarded enemy camps; they are enemy supplies (the problem is that enemies can shoot forever and so don't need to use those supplies, but whatever). Also, everyone uses the same standard ammo types and guns because their direct suppliers all have the same supplier (the guy you've been hired to kill). Enemies don't drop ammo, either; they drop guns, and you can remove the ammo from them for your own use provided your guns use the same ammo type. Even though the AI never runs out of ammo, the quicker you kill enemies, the more ammo you get to loot from their guns, and the higher the chance that they'll have unused grenades on them.

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* ''FarCry'' ''Far Cry''
** First ''VideoGame/FarCry''
is pretty good about this, as all the weapons you find are either in armories, mercenary camps or other logical places, or directly from their late owners.
** ''FarCry 2'' ''VideoGame/FarCry2'' (not a direct sequel to the first, but a SpiritualSuccessor) is even more consistent about it, since the vast majority of supplies are in guarded enemy camps; they are enemy supplies (the problem is that enemies can shoot forever and so don't need to use those supplies, but whatever). Also, everyone uses the same standard ammo types and guns because their direct suppliers all have the same supplier (the guy you've been hired to kill). Enemies don't drop ammo, either; they drop guns, and you can remove the ammo from them for your own use provided your guns use the same ammo type. Even though the AI never runs out of ammo, the quicker you kill enemies, the more ammo you get to loot from their guns, and the higher the chance that they'll have unused grenades on them.



* The third ''VideoGame/{{Doom}}'' game is much more logical than the first two. Much of the stuff you find is in storage areas or other logical locations with e-mail messages saying why somebody has put it there.

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* The third ''VideoGame/{{Doom}}'' game ''VideoGame/{{Doom 3}}'' is much more logical than the first two.its predecessors. Much of the stuff you find is in storage areas or other logical locations with e-mail messages saying why somebody has put it there.
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* The Minish race in ''TheLegendOfZeldaMinishCap'' is described in an encyclopedia that they have a habit of hiding goods in bushes and rocks.

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* The Minish race in ''TheLegendOfZeldaMinishCap'' ''VideoGame/TheLegendOfZeldaTheMinishCap'' is described in an encyclopedia that they have a habit of hiding goods in bushes and rocks.
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* In ''NeverwinterNights'' (Shadows of the Undrentide), 'so old it's useless' armor and weapons can be found, but otherwise the game is a worst offender.

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* In ''NeverwinterNights'' ''VideoGame/NeverwinterNights'' (Shadows of the Undrentide), 'so old it's useless' armor and weapons can be found, but otherwise the game is a worst offender.
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** Probably the most {{egregious}} aspect of this has to be [[ComicBook/{{Doom}} The Great Communicator]], because it's really difficult to come up with any legitimate reason for why the hell there's a ''chainsaw on Mars''. The third game at least had the courtesy to [[LampshadeHanging lampshade this]] in one of the email logs, and [[HandWave handwaves]] it by explaining that an order for jackhammers got mixed up on Earth.

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** Probably the most {{egregious}} aspect of this has to be [[ComicBook/{{Doom}} The Great Communicator]], because it's really difficult to come up with any legitimate reason for why the hell there's a ''chainsaw on Mars''. The third game at least had the courtesy to [[LampshadeHanging lampshade this]] in one of the email logs, and [[HandWave handwaves]] {{handwave}}s it by explaining that an order for jackhammers got mixed up on Earth.



* ''VideoGame/SeriousSam'': Where does all the ammo and weaponry come from? After all, the games do take place in ancient Egypt, ancient Mesoamerica, and alien planets. A brief note suggests that they are transported in by the same time travel that Sam used. Despite the name, ''VideoGame/SeriousSam'' is really not meant to be taken that seriously. Rather obvious since you're running around ancient Egypt shooting headless aliens with giant uranium filled cannonballs.
** In ''Serious Sam 3'', weapons are scattered around more realistically.

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* ''VideoGame/SeriousSam'': Where does all the ammo and weaponry come from? After all, the games do take place in ancient Egypt, ancient Mesoamerica, and alien planets.planets, so finding things like Tommy Guns and boxes of rockets on pedestals is a wee bit nonsensical. A brief note suggests that they are transported in by the same time travel that Sam used. Despite the name, ''VideoGame/SeriousSam'' ''Serious Sam'' is really not meant to be taken that seriously. Rather obvious since you're running around ancient Egypt shooting headless aliens with giant uranium filled cannonballs.
** In ''Serious Sam 3'', weapons are scattered around more realistically.realistically, but ammo crates for rockets and C4 in particular are still placed in areas where they would be very helpful, such as, say, just before a boss that can only be damaged by explosives.
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* The {{VideoGame/Hitman}} series tries to avert this, with most weapons being held in armories and security rooms. However, Agency-issue equipment is often delivered to strange locations, sometimes in plain view of patrolling guards and always stored in [[SarcasmMode "inconspicuous"]] open black crates. ''[[VideoGame/HitmanAbsolution Absolution]]'' plays this trope painfully straight, with sniper rifles propped up near vantage points (exactly what is a Carcano rifle doing in the storeroom of a donut shop?) and ''bricks of C4'' just laying around on top of crates etc.

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* The {{VideoGame/Hitman}} ''{{VideoGame/Hitman}}'' series tries to avert this, with most weapons being held in armories and security rooms. However, Agency-issue equipment is often delivered to strange locations, sometimes in plain view of patrolling guards and always stored in [[SarcasmMode "inconspicuous"]] open black crates. ''[[VideoGame/HitmanAbsolution Absolution]]'' plays this trope painfully straight, with sniper rifles propped up near vantage points (exactly what is a Carcano rifle doing in the storeroom of a donut shop?) and ''bricks of C4'' just laying around on top of crates etc.
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[[AC:Adventure Game]]
* ''VideoGame/DiscworldNoir'': Discussed by Laredo Cronk.
--> '''Laredo:''' It means breaking into ancient buildings within which no man or woman has walked for thousand of years, apart from whoever it is who leaves all those medical kits, of course.



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[[AC: Action Adventure]]
* The videogame of ''Film/BatmanBegins'' is generally clever about ''where'' it puts its first aid kits. The ones in the AbsurdlySpaciousSewer are in the parts that are clearly regularly used by sewer workers, the ones on the docks are in offices and lookout posts, and obviously, there are plenty in Arkham Asylum...
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* The {{VideoGame/Hitman}} series tries to avert this, with most weapons being held in armories and security rooms. However, Agency-issue equipment is often delivered to strange locations, sometimes in plain view of patrolling guards and always stored in [[SarcasmMode "inconspicuous"]] open black crates. ''Absolution'' plays this trope painfully straight, with sniper rifles propped up near vantage points (exactly what is a Carcano rifle doing in the storeroom of a donut shop?) and ''bricks of C4'' just laying around on top of crates etc.

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* The {{VideoGame/Hitman}} series tries to avert this, with most weapons being held in armories and security rooms. However, Agency-issue equipment is often delivered to strange locations, sometimes in plain view of patrolling guards and always stored in [[SarcasmMode "inconspicuous"]] open black crates. ''Absolution'' ''[[VideoGame/HitmanAbsolution Absolution]]'' plays this trope painfully straight, with sniper rifles propped up near vantage points (exactly what is a Carcano rifle doing in the storeroom of a donut shop?) and ''bricks of C4'' just laying around on top of crates etc.

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* ''VideoGame/{{Doom}}'' has you finding health, weapons and armor in Hell.

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* ''VideoGame/{{Doom}}'' ''VideoGame/{{Doom}}'', due to its (intentional) aversion to realistic architecture, has no places where one might logically find weapons or medical supplies (i.e. no armories or medical facilities), thus you will freely find guns on pedestals and first-aid kits tucked away on ledges right next to pools of toxic waste.
** The game even
has you finding health, weapons and armor in Hell.
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One quote per page. And this quote seems to have nothing to do with the trope anyway.


->''"Toilets: Guaranteed to give you happiness."''
-->-- {{Helloween4545}}: [[http://www.youtube.com/watch?v=5zHp4QGty6c#t=9m15s Let's Play Doom 3]]
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** Also, its sometime possible to find 2 of the same weapon in the same spot (Such as 2 M16s placed right next to each other)

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** Also, its it's sometime possible to find 2 of the same weapon in the same spot (Such as 2 M16s [=M16s=] placed right next to each other)
other).
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Added a note to the \"Left 4 Dead\" section on how it\'s possible to find 2 of the same weapon next to each other.



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** Also, its sometime possible to find 2 of the same weapon in the same spot (Such as 2 M16s placed right next to each other)

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* The {{VideoGame/Hitman}} series tries to avert this, with most weapons being held in armories and security rooms. However, Agency-issue equipment is often delivered to strange locations, sometimes in plain view of patrolling guards and always stored in [[SarcasmMode "inconspicuous"]] open black crates. ''Absolution'' plays this trope painfully straight, with sniper rifles propped up near vantage points (exactly what is a Carcano rifle doing in the storeroom of a donut shop?) and ''bricks of C4'' just laying around on top of crates etc.



* The {{VideoGame/Hitman}} series averts this for the most part, with weapons being stored in armories and security rooms. However, Agency-issue equipment is often delivered to strange locations, sometimes in plain view of patrolling guards and always stored in [[SarcasmMode "inconspicuous"]] open black crates. ''Absolution'' plays this trope straight, with sniper rifles propped up near vantage points and ''bricks of C4'' just laying around on top of crates etc.
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* The {{VideoGame/Hitman}} series averts this for the most part, with weapons being stored in armories and security rooms. However, 47's Agency issue equipment is often delivered to strange locations, sometimes in plain view of patrolling guards. ''Absolution'' plays the trope straight, with sniper rifles propped up near vantage points and ''bricks of C4'' just laying around on top of crates etc.

to:

* The {{VideoGame/Hitman}} series averts this for the most part, with weapons being stored in armories and security rooms. However, 47's Agency issue Agency-issue equipment is often delivered to strange locations, sometimes in plain view of patrolling guards. guards and always stored in [[SarcasmMode "inconspicuous"]] open black crates. ''Absolution'' plays the this trope straight, with sniper rifles propped up near vantage points and ''bricks of C4'' just laying around on top of crates etc.
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* The ''VideoGame/Hitman'' series averts this for the most part, with weapons being stored in armories and security rooms. However, 47's Agency issue equipment is often delivered to strange locations, sometimes in plain view of patrolling guards. ''Absolution'' plays the trope straight, with sniper rifles propped up near vantage points and ''bricks of C4'' just laying around on top of crates etc.

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* The ''VideoGame/Hitman'' {{VideoGame/Hitman}} series averts this for the most part, with weapons being stored in armories and security rooms. However, 47's Agency issue equipment is often delivered to strange locations, sometimes in plain view of patrolling guards. ''Absolution'' plays the trope straight, with sniper rifles propped up near vantage points and ''bricks of C4'' just laying around on top of crates etc.

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