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* ''VideoGame/LaMulana'', among other disconnected side areas, has a side area of the Chamber of Extinction leading to a side area of the Surface leading to a side area of the Inferno Cavern.

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* ''VideoGame/LaMulana'', among other disconnected side areas, has a side area of the Chamber of Extinction leading to a side area of the Surface leading to a side area of the Inferno Cavern. It also has a walkway that connects the Temple of Moonlight with the Graveyard of the Giants, which crosses through exactly one room of the Tower of the Goddess but does not provide access to that area.
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* Houses with in-law apartments or with suites that are meant to be rentable to guests/tenants sometimes use this design idea. For example, an in-law apartment might be structurally part of the same house but only accessible from an outdoor entrance, giving both sides privacy by isolating them. A similar result happens when a "cabana bathroom" is built without an indoor connection to the house that it's part of.
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*** The Dark World's Death Mountain, where Turtle Rock and Ganon's Tower are located, is cut off from the rest of the Dark World; the only access to it is through warp tiles in Hyrule's Death Mountain.
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Duplicate entry


* ''VideoGame/MilonsSecretCastle'' has the infamous 'money room' seen in the very first stage. The AVGN himself lampshades this trope (You want this money, well [[PrecisionFStrike FUCK YOU!]] You can't have it!). To get to the side area, a door from the upper most level of the titular castle will lead there.
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* ''VideoGame/MilonsSecretCastle'' has the infamous 'money room' seen in the very first stage. The AVGN himself lampshades this trope (You want this money, well [[PrecisionFStrike FUCK YOU!]] You can't have it!). To get to the side area, a door from the upper most level of the titular castle will lead there.
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** The 2D ''Metroid'' titles have this sometimes too. The first ''VideoGame/{{Metroid}}'' has a rather large hidden side area in Norfair only reachable through a bombable wall in the High Jump Boots room, which contains the Screw Attack and Wave Beam, and ''VideoGame/SuperMetroid'' has a few areas partially visible before you can fully access them.

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** The 2D ''Metroid'' titles have this sometimes too. The first ''VideoGame/{{Metroid}}'' ''VideoGame/Metroid1'' has a rather large hidden side area in Norfair only reachable through a bombable wall in the High Jump Boots room, which contains the Screw Attack and Wave Beam, and ''VideoGame/SuperMetroid'' has a few areas partially visible before you can fully access them.
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* Woodland Park in Seattle was bisected by the construction of US Highway 99 (Aurora Avenue) in 1932, cutting off Woodland Park Zoo from the eastern half of the park adjacent to Green Lake. Footbridges over the highway alleviated this, but once the Zoo began charging admission fees in the 1980's, direct access from the east was once again closed off (the 1976 Long Range Master Plan proposed an eastern admission gate, but it was never implemented), though there is a path leading up to the South Entrance from the bridges. Within the zoo itself, the Rainforest Loop trail passes behind the African Savanna exhibits and even has a small overlook onto them, but there is no connection to those exhibits' pathways from here(once again, the Master Plan showed a bridge linking the two areas that remains unbuilt).

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* Woodland Park in Seattle was bisected by the construction of US Highway 99 (Aurora Avenue) in 1932, cutting off Woodland Park Zoo from the eastern half of the park adjacent to Green Lake. Footbridges over the highway alleviated this, but once the Zoo began charging admission fees in the 1980's, direct access from the east was once again closed off (the 1976 Long Range Master Plan proposed an eastern admission gate, but it was never implemented), though there is a path leading up to the South Entrance from the bridges. Within the zoo itself, the Rainforest Loop trail passes behind the African Savanna exhibits and even has a small overlook onto them, but there is presently no connection public access to those exhibits' pathways from here(once again, here, the Master Plan showed a bridge linking connecting path along the two areas that remains unbuilt).south end of the bear grotto building being long since closed.
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* Likewise, near the Dutch/Belgian border there are a few small areas that are considered Belgian but are completely cut of from the rest of Belgium by Dutch territory.

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* Likewise, near the Dutch/Belgian border there are a few small areas that are considered Belgian but are completely cut of from the rest of Belgium by Dutch territory.territory, although given that both countries are EU member states within the borderless Schengen area, this is purely academic.
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* Woodland Park in Seattle was bisected by the construction of US Highway 99 (Aurora Avenue) in 1932, cutting off Woodland Park Zoo from the eastern half of the park adjacent to Green Lake. Footbridges over the highway alleviated this, but once the Zoo began charging admission fees in the 1980's, direct access from the east was once again closed off (the 1976 Long Range Master Plan proposed an eastern admission gate, but it was never implemented), though there is a path leading up to the South Entrance from the bridges. Within the zoo itself, the Rainforest Loop trail passes behind the African Savanna exhibits and even has a small overlook onto them, but there is no connection to those exhibits' pathways from here(once again, the Master Plan showed a bridge linking the two areas that remains unbuilt).
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[[folder:Gamebooks]]
* In the third ''Literature/GrailQuest'' book, ''Gateway of Doom'', the [[https://gamebooks.org/scans/GrailQuest/gq3map4.gif Level III map]] conspicuously has a massive room numbered '''200'''... which has no doors leading in or out of it.[[note]]Room '''164''' suggests that the Zone of Darkness might be hiding a door into it, but it isn't, just a very nasty fight that's all the harder because you can't see your opponent.[[/note]]
[[/folder]]
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* In ''VideoGame/EarthBound'', there's a cave in the Lost Underworld leading to [[http://www.rcveeder.net/blog/wp-content/uploads/2014/08/zlCfzSPkeLI3kVFWs6.jpg a single small ledge]] separated from a larger path containing a silver tentacle-like structure and a destroyed machine (later revealed to be the Phase Distorter I), with [[https://www.youtube.com/watch?v=fy3s4Yaabfs an eerie fanfare]] (specifically the first few notes of the French national anthem) constantly playing. Once Ness and co. complete the Phase Distorter II, they can travel to this larger path and interact with the destroyed Phase Distorter I to obtain a Horn of Life and speak with a Mr. Saturn. Sadly, aside from that, there's nothing much to do in this area save for learning PSI Starstorm Ω and entering the Phase Distorter '''III''' to travel to the BigBad's lair.

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* In ''VideoGame/EarthBound'', ''VideoGame/EarthBound1994'', there's a cave in the Lost Underworld leading to [[http://www.rcveeder.net/blog/wp-content/uploads/2014/08/zlCfzSPkeLI3kVFWs6.jpg a single small ledge]] separated from a larger path containing a silver tentacle-like structure and a destroyed machine (later revealed to be the Phase Distorter I), with [[https://www.youtube.com/watch?v=fy3s4Yaabfs an eerie fanfare]] (specifically the first few notes of the French national anthem) constantly playing. Once Ness and co. complete the Phase Distorter II, they can travel to this larger path and interact with the destroyed Phase Distorter I to obtain a Horn of Life and speak with a Mr. Saturn. Sadly, aside from that, there's nothing much to do in this area save for learning PSI Starstorm Ω and entering the Phase Distorter '''III''' to travel to the BigBad's lair.

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** ''VideoGame/FinalFantasyX2'' takes advantage of this phenomenon by giving Yuna the ability to jump, allowing her to surmount certain waist-high fences to explore new parts of areas from the first game.



** And some places in the [[DownTheDrain Garamscythe Waterway]] can't be reached because there's some inch-deep water [[InsurmountableWaistHighFence separating two platforms which are, at best, a foot away from each other]]. It is sufficient to say that this occurs frequently.

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** *** And some places in the [[DownTheDrain Garamscythe Waterway]] can't be reached because there's some inch-deep water [[InsurmountableWaistHighFence separating two platforms which are, at best, a foot away from each other]]. It is sufficient to say that this occurs frequently.



** ''VideoGame/FinalFantasyX2'' takes advantage of this phenomenon by giving Yuna the ability to jump, allowing her to surmount certain waist-high fences to explore new parts of areas from the first game.



*** Also, at the bottom of Pallet Town is a small lake that leads off the bottom of the screen. If you remember to come back after getting Surf (and the corresponding badge), the lake opens up into the ocean, leading to a small patch of grass (the only place where you can catch a Tangela) and Cinnabar Island (the second-to-last gym battle).

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*** Also, at the bottom of Pallet Town is a small lake body of water that leads off the bottom of the screen. If you remember to come back after getting Surf (and the corresponding badge), the lake path opens up into the ocean, leading to a small patch of grass (the only place where you can catch a Tangela) and Cinnabar Island (the second-to-last gym battle).gym).
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** In ''VideoGame/BlasterMasterZeroII'', there are multiple planetoids that require items to reveal its location and they consist of a few rooms which contain about half the game's collectables.

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** In ''VideoGame/FinalFantasyMysticQuest'', after you open the third locked door in the Focus Tower and are on your way to Windia, you have an opportunity to [[FinalDungeonPreview take a detour into a closed-off section]] of [[TheVeryDefinitelyFinalDungeon Doom Castle]], where you can fight a group of enemies and open a chest that contains the Aero spell.



* In ''VideoGame/LunarTheSilverStar'', there is an area full of tantalizing treasure chests that can only be accessed from a seperate entrance. Later, the Black Dragon Cave is divided into two parts explicitly stated to be sealed off from each other.

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* In ''VideoGame/LunarTheSilverStar'', there is an area full of tantalizing treasure chests that can only be accessed from a seperate separate entrance. Later, the Black Dragon Cave is divided into two parts explicitly stated to be sealed off from each other.
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* ''VideoGame/DukeNukem3D'' has a few in its third episode, usually as previews of the next level. Using cheats to get through will reveal messages from "levellord", saying you shoulnd't be there.
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** Done primarily through the Teleportals in ''VideoGame/MetroidDread''. With them, Samus can visit certain areas earlier than intended (or revisit previous ones), but she's usually confined to a specific, walled off portion of said areas.
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*** Johto has no less than three caves that are completely optional to fully explore but require [=HMs=] should you choose to do so: Dark Cave (which can only be explored incrementally with as the player collects new field moves), Union Cave (which connects to the normally untouchable regions of the Ruins of Alph), and Mt. Mortar (which has an upper region only possible to reach via Waterfall).

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Example Indentation. Also removed an unclear pothole


* In ''VideoGame/ForzaMotorsport 3'' and ''4'', the three Montserrat circuits (Camino Viejo de Montserrat, Iberian International Circuit, and Ladera Test Track) have roads connecting them, but these are only used for the [[AllTheWorldsAreAStage Camino Viejo Extreme Circuit]], otherwise they are inaccessible. Similarly, on the Amalfi Coast, you can see several barricaded roads that are part of the much longer Rally di Positano course, which unfortunately was DummiedOut in ''Forza 4'' ([[ArtifactTitle although the short Amalfi course somehow acquired its name]]).

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* In ''VideoGame/ForzaMotorsport 3'' and ''4'', the three Montserrat circuits (Camino Viejo de Montserrat, Iberian International Circuit, and Ladera Test Track) have roads connecting them, but these are only used for the [[AllTheWorldsAreAStage Camino Viejo Extreme Circuit]], Circuit, otherwise they are inaccessible. Similarly, on the Amalfi Coast, you can see several barricaded roads that are part of the much longer Rally di Positano course, which unfortunately was DummiedOut in ''Forza 4'' ([[ArtifactTitle although the short Amalfi course somehow acquired its name]]).



* In ''VideoGame/DigimonWorld3'', there are several disconnected side area in some instances only accessible via the Underground Circuit Board (obtained halfway through the game) in the Wind Prairie, the Kicking Forest. Also, to a less extent, the whole North Sector is only accessible this same way.

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* In ''VideoGame/DigimonWorld3'', there ''VideoGame/DigimonWorld3'':
** There
are several disconnected side area in some instances only accessible via the Underground Circuit Board (obtained halfway through the game) in the Wind Prairie, the Kicking Forest. Also, to a less extent, the whole North Sector is only accessible this same way.
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* Several examples in ''VideoGame/DiscoElysium'':
** The dock area is visible and accessible via a shack in the hostel backyard, very close to the game's starting point. However, unless you pass a semi-difficult Motorics check, you have to use a much longer way to get in.
** The hostel's rooftop (and Klaasje enjoying her smoke there) are visible from many early locations, but you can only get there later in-game.
** Kim's room, which is right next door to yours, can only be entered late in the game — and only via the joint bathroom, not from the hallway.
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* The passage that leads to the Core of Ys in ''VideoGame/{{Ys}} II'' is walled off from the rest of the Canals, and can only be warped into by using the Gold Pendant at the warp statues. The later parts of the Solomon Palace are also disconnected and must be reached either by the Canals or teleportation. Earlier, the final priest's shrine in the Divine Area is rendered inaccessible by a mine cave-in, and can only be reached by ringing the Evil Bell in the basement of Jira's house to open a secret passage. In the first game, to pass the "Devil's Wind Corridor", you have to break a pillar on the other side of the outer gallery, which must be reached via a separate stairway.

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* The passage that leads to the Core of Ys in ''VideoGame/{{Ys}} II'' ''VideoGame/YsIIAncientYsVanishedTheFinalChapter'' is walled off from the rest of the Canals, and can only be warped into by using the Gold Pendant at the warp statues. The later parts of the Solomon Palace are also disconnected and must be reached either by the Canals or teleportation. Earlier, the final priest's shrine in the Divine Area is rendered inaccessible by a mine cave-in, and can only be reached by ringing the Evil Bell in the basement of Jira's house to open a secret passage. In the first game, to pass the "Devil's Wind Corridor", you have to break a pillar on the other side of the outer gallery, which must be reached via a separate stairway.
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* In ''VideoGame/Haven2020'', some of the Islets are fractured into two or more pieces, requiring Yu and Kay to find an alternate flow bridge to access the other parts. Notably, the segment of Chogeko you can first access, where the Gyro Stabilizer is located, is only a small fraction of the Islet; to reach the rest, you have to take a much longer path. Similarly, the first cluster of islets that you visit in the swamp zone lacks flow bridge connections to the rest; the only way in and out is by hitching a ride on the pacified Katefulai, an UndergroundMonkey version of [[WarpWhistle Birble]]. The FinalDungeon is completely out of reach until you fully repair the Nest and fly it there, which marks the PointOfNoReturn.

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* In ''VideoGame/Haven2020'', some of the Islets are fractured into two or more pieces, requiring Yu and Kay to find an alternate flow bridge to access the other parts. Notably, the segment of Chogeko you can first access, where the Gyro Stabilizer is located, is only a small fraction of the Islet; to reach the rest, you have to take a much longer path. Similarly, the first cluster of islets that you visit in the swamp zone lacks flow bridge connections to the rest; the only way in and out is by hitching a ride on the pacified Katefulai, an UndergroundMonkey version of [[WarpWhistle Birble]]. The FinalDungeon is completely out of reach until you fully repair the Nest and fly it there, which marks the PointOfNoReturn.
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* In ''VideoGame/Haven2020'', some of the Islets are fractured into two or more pieces, requiring Yu and Kay to find an alternate flow bridge to access the other parts. Notably, the segment of Chogeko you can first access, where the Gyro Stabilizer is located, is only a small fraction of the Islet; to reach the rest, you have to take a much longer path. Similarly, the first cluster of islets that you visit in the swamp zone lacks flow bridge connections to the rest; the only way in and out is by hitching a ride on the pacified Katefulai, an UndergroundMonkey version of [[WarpWhistle Birble]]. The FinalDungeon is completely out of reach until you fully repair the Best and fly it there, which marks the PointOfNoReturn.

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* In ''VideoGame/Haven2020'', some of the Islets are fractured into two or more pieces, requiring Yu and Kay to find an alternate flow bridge to access the other parts. Notably, the segment of Chogeko you can first access, where the Gyro Stabilizer is located, is only a small fraction of the Islet; to reach the rest, you have to take a much longer path. Similarly, the first cluster of islets that you visit in the swamp zone lacks flow bridge connections to the rest; the only way in and out is by hitching a ride on the pacified Katefulai, an UndergroundMonkey version of [[WarpWhistle Birble]]. The FinalDungeon is completely out of reach until you fully repair the Best Nest and fly it there, which marks the PointOfNoReturn.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/Haven2020'', some of the Islets are fractured into two or more pieces, requiring Yu and Kay to find an alternate flow bridge to access the other parts. Notably, the segment of Chogeko you can first access, where the Gyro Stabilizer is located, is only a small fraction of the Islet; to reach the rest, you have to take a much longer path. Similarly, the first cluster of islets that you visit in the swamp zone lacks flow bridge connections to the rest; the only way in and out is by hitching a ride on the pacified Katefulai, an UndergroundMonkey version of [[WarpWhistle Birble]].

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* In ''VideoGame/Haven2020'', some of the Islets are fractured into two or more pieces, requiring Yu and Kay to find an alternate flow bridge to access the other parts. Notably, the segment of Chogeko you can first access, where the Gyro Stabilizer is located, is only a small fraction of the Islet; to reach the rest, you have to take a much longer path. Similarly, the first cluster of islets that you visit in the swamp zone lacks flow bridge connections to the rest; the only way in and out is by hitching a ride on the pacified Katefulai, an UndergroundMonkey version of [[WarpWhistle Birble]]. The FinalDungeon is completely out of reach until you fully repair the Best and fly it there, which marks the PointOfNoReturn.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/Haven2020'', some of the Islets are fractured into two or more pieces, requiring Yu and Kay to find an alternate flow bridge to access the other parts.

to:

* In ''VideoGame/Haven2020'', some of the Islets are fractured into two or more pieces, requiring Yu and Kay to find an alternate flow bridge to access the other parts. Notably, the segment of Chogeko you can first access, where the Gyro Stabilizer is located, is only a small fraction of the Islet; to reach the rest, you have to take a much longer path. Similarly, the first cluster of islets that you visit in the swamp zone lacks flow bridge connections to the rest; the only way in and out is by hitching a ride on the pacified Katefulai, an UndergroundMonkey version of [[WarpWhistle Birble]].
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None

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* In ''VideoGame/Haven2020'', some of the Islets are fractured into two or more pieces, requiring Yu and Kay to find an alternate flow bridge to access the other parts.
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None


* The upside-down ice city of Glacia in ''VideoGame/SkiesOfArcadia'' has a small section just off to the side from the entrance that can't be reached when you first visit. Shortly after completing the dungeon, your [[CoolShip Cool]] [[GlobalAirship Airship]] gets an upgrade that lets you fly ''under'' [[FloatingContinent the continent]] and enter the city from below.
* ''VideoGame/{{Xenoblade}}'' has this in spades. The areas are humongous, with fully visible side-areas which you only get to visit later in the game.

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* The upside-down ice city of Glacia in ''VideoGame/SkiesOfArcadia'' has a small section just off to the side from the entrance that can't be reached when you first visit. Shortly after completing the dungeon, your [[CoolShip Cool]] {{Cool|Ship}} [[GlobalAirship Airship]] gets an upgrade that lets you fly ''under'' [[FloatingContinent the continent]] and enter the city from below.
* ''VideoGame/{{Xenoblade}}'' ''VideoGame/XenobladeChronicles1'' has this in spades. The areas are humongous, with fully visible side-areas which you only get to visit later in the game.

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* Some levels of ''VideoGame/BlasterMaster'' have one-way passages by way of respawning block floors that you can't destroy from above, forcing you to take a different route back.
* ''VideoGame/CaveStory'''s Labyrinth camp area has a room with a treasure chest in it. The only way to get there is to go through the hidden passage outside blocked with a breakable block.



* ''VideoGame/CaveStory'''s Labyrinth camp area has a room with a treasure chest in it. The only way to get there is to go through the hidden passage outside blocked with a breakable block.
* Some levels of ''VideoGame/BlasterMaster'' have one-way passages by way of respawning block floors that you can't destroy from above, forcing you to take a different route back.



* ''VideoGame/{{Rygar}}'' for the NES has an [[InsurmountableWaistHeightFence impenetrable wall]] at the beginning, beyond which you can see a much later part of the game.
* In ''VideoGame/SpaceQuest II'', you can see the second floor walkway from the moment you enter Vohaul's asteroid fortress, but there's [[MissingFloor no elevator button for that floor]]. You'll be taking a long side path to it, solving many puzzles along the way.

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* ''VideoGame/{{Rygar}}'' for the NES ''VideoGame/AlidaTheEnigmaticGiant'' has an [[InsurmountableWaistHeightFence impenetrable wall]] at the beginning, beyond which you can see a much later part of the game.
* In ''VideoGame/SpaceQuest II'', you can see the second floor walkway
small island with a greenhouse, separate from the moment you enter Vohaul's asteroid fortress, but there's [[MissingFloor main one where the giant guitar is. It has no elevator button for entrances anywhere, and the way in requires using a vehicle that floor]]. You'll be taking a long side path to it, solving many puzzles along can teleport from the way.guitar to inside the greenhouse. Similarly, a tower has a LockedDoor that has to be opened from inside, and getting into the tower involves the same type of vehicle.



* ''VideoGame/{{Obsidian}}'' has a couple of these, both justified by being in dream worlds. One of them, set in a cube-shaped office building has one side that you can't walk onto using the ramps that change your gravity. You have to call the boss' phone for him to give you access to a WarpZone. And in the second dream realm, a control room in an oil tower has to be reached by [[ItMakesJustAsMuchSenseInContext flying through space]] after solving an elemental puzzle, with an elevator that takes you down to the hub that leaves without you once you get off, and without any way to call it.



* ''VideoGame/{{Rygar}}'' for the NES has an [[InsurmountableWaistHeightFence impenetrable wall]] at the beginning, beyond which you can see a much later part of the game.



* ''VideoGame/{{Obsidian}}'' has a couple of these, both justified by being in dream worlds. One of them, set in a cube-shaped office building has one side that you can't walk onto using the ramps that change your gravity. You have to call the boss' phone for him to give you access to a WarpZone. And in the second dream realm, a control room in an oil tower has to be reached by [[ItMakesJustAsMuchSenseInContext flying through space]] after solving an elemental puzzle, with an elevator that takes you down to the hub that leaves without you once you get off, and without any way to call it.
* ''VideoGame/AlidaTheEnigmaticGiant'' has a small island with a greenhouse, separate from the main one where the giant guitar is. It has no entrances anywhere, and the way in requires using a vehicle that can teleport from the guitar to inside the greenhouse. Similarly, a tower has a LockedDoor that has to be opened from inside, and getting into the tower involves the same type of vehicle.

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* ''VideoGame/{{Obsidian}}'' has a couple of these, both justified by being in dream worlds. One of them, set in a cube-shaped office building has one side that In ''VideoGame/SpaceQuest II'', you can't walk onto using the ramps that change your gravity. You have to call the boss' phone for him to give you access to a WarpZone. And in can see the second dream realm, a control room in an oil tower has to be reached by [[ItMakesJustAsMuchSenseInContext flying through space]] after solving an elemental puzzle, with an floor walkway from the moment you enter Vohaul's asteroid fortress, but there's [[MissingFloor no elevator button for that takes you down floor]]. You'll be taking a long side path to it, solving many puzzles along the hub that leaves without you once you get off, and without any way to call it.
* ''VideoGame/AlidaTheEnigmaticGiant'' has a small island with a greenhouse, separate from the main one where the giant guitar is. It has no entrances anywhere, and the way in requires using a vehicle that can teleport from the guitar to inside the greenhouse. Similarly, a tower has a LockedDoor that has to be opened from inside, and getting into the tower involves the same type of vehicle.
way.



* ''VideoGame/QuakeII'' has several of these. The second half of Installation is only accessible via DoorToBefore from the Comm Center, and the Drilling Area has an isolated area only found through a secret door in the Borehole. Same for ''VideoGame/QuakeIV'', which sometimes uses the "later level preview" type.

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* ''VideoGame/QuakeII'' has several ''VideoGame/{{Dishonored}}'':
** High Overseer Campbell's Secret Chamber is visible from a drainage culvert just off the courtyard
of these. The second half of Installation is the Overseer's Office building, and the game even displays the TitleIn there, but the only entrance is through a BookcasePassage in the basement.
** In "Return to the Tower", Burrows' rooftop safe room is on the same sub-map as the courtyard, and you can detect a Rune there with the Heart, but there is no direct way to reach it from the main exterior, instead you have to take a stairway from the piano room inside.
* The ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' series is full of rooms that can be seen through windows or grates, but are not
accessible via DoorToBefore from the Comm Center, and the Drilling Area has an isolated area only found through a secret door in the Borehole. Same for ''VideoGame/QuakeIV'', which until much later, sometimes uses the "later level preview" type.through secret passages.



* In the 1998 FPS ''VideoGame/SiN'', the "preview" of later levels is played in a very interesting fashion. In certain levels, exploring long enough will yield access to rooms that can be seen (but not accessed) in later levels. In addition, most of these disconnected side areas have a feature that you can use (whether it's pulling a switch or disabling an object) that will benefit the player when they reach the later level. For instance, climbing through the ventilation system in the [=SinTEK=] Office level will net you access to a control panel located just above the building's main vents; destroying this panel makes the section where you have to climb down through spinning fans in an underground laboratory '''much''' easier.



* In ''[[VideoGame/{{Turok}} Turok 2]]'''s Death Marshes, the first ammo storage facility is on a ledge right above the starting point, but is only reachable by a hidden side path much later in the level. One of the prison cages can be previewed on the far side of an insurmountable quicksand pit. The other levels have many examples of this too.

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* In ''[[VideoGame/{{Turok}} Turok 2]]'''s Death Marshes, the first ammo storage facility is on a ledge right above the starting point, but ''VideoGame/QuakeII'' has several of these. The second half of Installation is only reachable by accessible via DoorToBefore from the Comm Center, and the Drilling Area has an isolated area only found through a hidden side path much later secret door in the level. One of Borehole. Same for ''VideoGame/QuakeIV'', which sometimes uses the prison cages can be previewed on the far side of an insurmountable quicksand pit. The other levels have many examples of this too."later level preview" type.



* The ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' series is full of rooms that can be seen through windows or grates, but are not accessible until much later, sometimes through secret passages.
* ''VideoGame/{{Dishonored}}'':
** High Overseer Campbell's Secret Chamber is visible from a drainage culvert just off the courtyard of the Overseer's Office building, and the game even displays the TitleIn there, but the only entrance is through a BookcasePassage in the basement.
** In "Return to the Tower", Burrows' rooftop safe room is on the same sub-map as the courtyard, and you can detect a Rune there with the Heart, but there is no direct way to reach it from the main exterior, instead you have to take a stairway from the piano room inside.

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* The ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' series In the 1998 FPS ''VideoGame/SiN'', the "preview" of later levels is full of played in a very interesting fashion. In certain levels, exploring long enough will yield access to rooms that can be seen (but not accessed) in later levels. In addition, most of these disconnected side areas have a feature that you can use (whether it's pulling a switch or disabling an object) that will benefit the player when they reach the later level. For instance, climbing through windows or grates, but are not accessible until much later, sometimes through secret passages.
* ''VideoGame/{{Dishonored}}'':
** High Overseer Campbell's Secret Chamber is visible from a drainage culvert just off
the courtyard of ventilation system in the Overseer's [=SinTEK=] Office building, and level will net you access to a control panel located just above the game even displays the TitleIn there, but the only entrance is through a BookcasePassage in the basement.
** In "Return to the Tower", Burrows' rooftop safe room is on the same sub-map as the courtyard, and you can detect a Rune there with the Heart, but there is no direct way to reach it from the
building's main exterior, instead vents; destroying this panel makes the section where you have to take a stairway from climb down through spinning fans in an underground laboratory '''much''' easier.
* In ''[[VideoGame/{{Turok}} Turok 2]]'''s Death Marshes,
the piano room inside.first ammo storage facility is on a ledge right above the starting point, but is only reachable by a hidden side path much later in the level. One of the prison cages can be previewed on the far side of an insurmountable quicksand pit. The other levels have many examples of this too.



* In ''VideoGame/BioShock1'''s Neptune's Bounty stage, the immediate path from the Upper Wharf to the Fighting [=McDonagh's/Jet=] Postal area is sealed with a locked gate (which later becomes a DoorToBefore), so you have to go upstairs, in a circle, and through the Wharfmaster's Office before jumping down on the other side.
* Variation in ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', also a {{Metroidvania}}. One of the "maps" you can acquire reveals all the rooms in the Wizardry Lab. Most of the rooms are accessible the first time through, or are clear [[DoorToBefore Doors to Before]]. But, wait... what's this one section marked out below everything else? Of course, you don't get to ''that'' part until much later, if you do at all.
* ''VideoGame/{{Fe}}'', as is usual with Metroidvania and collect-a-thon games, hides several of its collectibles in out-of-reach side areas, for example, two of the Crystals in the Swamp are only reachable via a high path from the BirdPeople zone after you learn the Tree song, which activates the otherwise intangible jellyfish-like FloatingPlatforms, and a shoreline area visible from the LizardFolk zone has to be reached via the cave between the HubLevel and the Bird area, using the springboard flowers activated with the Lizard song.
* The brick section of ''VideoGame/TheGooniesII'' is the very first in the game. There are several areas of it that don't seem to be accessible; they're even shown to be part of separate buildings, blocked off from the player's location by exterior walls. That's the path to the endgame, requiring the Ladder (one of the very last Magic Implements) to reach.
* ''VideoGame/HollowKnight'' has numerous examples:
** The bottom-most room of the Howling Cliffs, where the Baldur Shell charm resides, [[NewWorldTease can be reached from Greenpath early on]], but you can't access the rest of the zone until you have the Mantis Claw.
** The first shaft of the Fungal Wastes puzzlingly has a passage beyond an {{acid pool}} that is uncrossable due to an [[InsurmountableWaistHeightFence Impassable Head High Hole]], while on the other side, in Fog Canyon, you can hear Cornifer the cartographer humming, but your paths to him there are blocked by a [[ForceFieldDoor Shade Gate]] and a [[DoorToBefore one-way breakable wall]]. To pass the former, you need Isma's Tear, itself found in a side area of the Royal Waterways only accessible with the Crystal Heart Dash, while the latter requires the Shade Cloak, found in the Abyss near the end of the game. There is, however, [[SequenceBreaking a hidden alternate entrance]] to this area from Forgotten Crossroads that can be reached with the aforementioned Crystal Dash before the player has acquired Isma's Tear or the Shade Cloak.
** At the beginning of Deepnest, there's a walled-off Mask Shard only accessible from the Fungal Wastes Core, which you need the [[DoubleJump Monarch Wings]] to get to.
** The City of Tears' eastern sector is initially locked up and can only be reached from other areas such as the Royal Waterways and Resting Grounds. In turn, Eternal Emilitia's room and the Tower of Love are disconnected side areas of ''that'' area, reached via a door from the aforementioned Isma's Grove and the Love Key-locked door from Kingdom's Edge, respectively.
** [[HornetHole The Hive]] shares a map with Kingdom's Edge, but is in its own secluded area, separated from the main map by another breakable DoorToBefore and initially only accessible by the Tram from the aforementioned Deepnest. In turn, the Hive has a side area containing a Grub that must be reached from a separate entrance, and another passage from this sub-region leads to a side area of the aforementioned Isma's Grove, where another Grub is hidden.



* The NES version of ''Manga/{{Strider}}'', being a {{Metroidvania}}-type game, has a number of these, including some only accessible from other levels (e.g., a tube in Australia warps you to a previously inaccessable part of Africa).
* Variation in ''[[VideoGame/CastlevaniaChroniclesOfSorrow Castlevania: Dawn of Sorrow]]'', also a {{Metroidvania}}. One of the "maps" you can acquire reveals all the rooms in the Wizardry Lab. Most of the rooms are accessible the first time through, or are clear [[DoorToBefore Doors to Before]]. But, wait... what's this one section marked out below everything else? Of course, you don't get to ''that'' part until much later, if you do at all.
* In ''VideoGame/BioShock1'''s Neptune's Bounty stage, the immediate path from the Upper Wharf to the Fighting [=McDonagh's/Jet=] Postal area is sealed with a locked gate (which later becomes a DoorToBefore), so you have to go upstairs, in a circle, and through the Wharfmaster's Office before jumping down on the other side.



* ''VideoGame/{{Fe}}'', as is usual with Metroidvania and collect-a-thon games, hides several of its collectibles in out-of-reach side areas, for example, two of the Crystals in the Swamp are only reachable via a high path from the BirdPeople zone after you learn the Tree song, which activates the otherwise intangible jellyfish-like FloatingPlatforms, and a shoreline area visible from the LizardFolk zone has to be reached via the cave between the HubLevel and the Bird area, using the springboard flowers activated with the Lizard song.
* ''VideoGame/HollowKnight'' has numerous examples:
** The bottom-most room of the Howling Cliffs, where the Baldur Shell charm resides, [[NewWorldTease can be reached from Greenpath early on]], but you can't access the rest of the zone until you have the Mantis Claw.
** The first shaft of the Fungal Wastes puzzlingly has a passage beyond an {{acid pool}} that is uncrossable due to an [[InsurmountableWaistHeightFence Impassable Head High Hole]], while on the other side, in Fog Canyon, you can hear Cornifer the cartographer humming, but your paths to him there are blocked by a [[ForceFieldDoor Shade Gate]] and a [[DoorToBefore one-way breakable wall]]. To pass the former, you need Isma's Tear, itself found in a side area of the Royal Waterways only accessible with the Crystal Heart Dash, while the latter requires the Shade Cloak, found in the Abyss near the end of the game. There is, however, [[SequenceBreaking a hidden alternate entrance]] to this area from Forgotten Crossroads that can be reached with the aforementioned Crystal Dash before the player has acquired Isma's Tear or the Shade Cloak.
** At the beginning of Deepnest, there's a walled-off Mask Shard only accessible from the Fungal Wastes Core, which you need the [[DoubleJump Monarch Wings]] to get to.
** The City of Tears' eastern sector is initially locked up and can only be reached from other areas such as the Royal Waterways and Resting Grounds. In turn, Eternal Emilitia's room and the Tower of Love are disconnected side areas of ''that'' area, reached via a door from the aforementioned Isma's Grove and the Love Key-locked door from Kingdom's Edge, respectively.
** [[HornetHole The Hive]] shares a map with Kingdom's Edge, but is in its own secluded area, separated from the main map by another breakable DoorToBefore and initially only accessible by the Tram from the aforementioned Deepnest. In turn, the Hive has a side area containing a Grub that must be reached from a separate entrance, and another passage from this sub-region leads to a side area of the aforementioned Isma's Grove, where another Grub is hidden.
* The brick section of ''VideoGame/TheGooniesII'' is the very first in the game. There are several areas of it that don't seem to be accessible; they're even shown to be part of separate buildings, blocked off from the player's location by exterior walls. That's the path to the endgame, requiring the Ladder (one of the very last Magic Implements) to reach.

to:

* ''VideoGame/{{Fe}}'', as is usual with Metroidvania and collect-a-thon games, hides several of its collectibles in out-of-reach side areas, for example, two of the Crystals in the Swamp are only reachable via a high path from the BirdPeople zone after you learn the Tree song, which activates the otherwise intangible jellyfish-like FloatingPlatforms, and a shoreline area visible from the LizardFolk zone has to be reached via the cave between the HubLevel and the Bird area, using the springboard flowers activated with the Lizard song.
* ''VideoGame/HollowKnight'' has numerous examples:
**
The bottom-most room NES version of the Howling Cliffs, where the Baldur Shell charm resides, [[NewWorldTease can be reached from Greenpath early on]], but you can't access the rest of the zone until you have the Mantis Claw.
** The first shaft of the Fungal Wastes puzzlingly
''Manga/{{Strider}}'', being a {{Metroidvania}}-type game, has a passage beyond an {{acid pool}} that is uncrossable due to an [[InsurmountableWaistHeightFence Impassable Head High Hole]], while on the other side, in Fog Canyon, you can hear Cornifer the cartographer humming, but your paths to him there are blocked by a [[ForceFieldDoor Shade Gate]] and a [[DoorToBefore one-way breakable wall]]. To pass the former, you need Isma's Tear, itself found in a side area number of the Royal Waterways only accessible with the Crystal Heart Dash, while the latter requires the Shade Cloak, found in the Abyss near the end of the game. There is, however, [[SequenceBreaking a hidden alternate entrance]] to this area from Forgotten Crossroads that can be reached with the aforementioned Crystal Dash before the player has acquired Isma's Tear or the Shade Cloak.
** At the beginning of Deepnest, there's a walled-off Mask Shard
these, including some only accessible from the Fungal Wastes Core, which you need the [[DoubleJump Monarch Wings]] to get to.
** The City of Tears' eastern sector is initially locked up and can only be reached from
other areas such as the Royal Waterways and Resting Grounds. In turn, Eternal Emilitia's room and the Tower of Love are disconnected side areas of ''that'' area, reached via levels (e.g., a door from the aforementioned Isma's Grove and the Love Key-locked door from Kingdom's Edge, respectively.
** [[HornetHole The Hive]] shares a map with Kingdom's Edge, but is
tube in its own secluded area, separated from the main map by another breakable DoorToBefore and initially only accessible by the Tram from the aforementioned Deepnest. In turn, the Hive has a side area containing a Grub that must be reached from a separate entrance, and another passage from this sub-region leads Australia warps you to a side area of the aforementioned Isma's Grove, where another Grub is hidden.
* The brick section of ''VideoGame/TheGooniesII'' is the very first in the game. There are several areas of it that don't seem to be accessible; they're even shown to be
previously inaccessible part of separate buildings, blocked off from the player's location by exterior walls. That's the path to the endgame, requiring the Ladder (one of the very last Magic Implements) to reach.Africa).



* ''VideoGame/FinalFantasyXI'' loved doing this. Many zones had areas that were only accessible by taking long routes through other zones. Most of which had quests or long spawning Notorious Monsters, and a few had doors that required multiple people to open. King among them would have to be Jugner Forest, which contained a small fenced off area around a pond on its northern edge. You could see in but there was no way around the fence, and every 21-24 hours a level 55 NM that dropped a very desirable belt would spawn inside. To get there you had to travel through King Ranperre's Tomb, a tunnel crawling with level 80 mobs, but the entrance to the Tomb was in East Ronfaure - a full 4 zones away.

to:

* ''VideoGame/FinalFantasyXI'' loved doing this. Many zones had areas that were only accessible by taking long routes through other zones. Most of which had quests or long spawning Notorious Monsters, and a few had doors that required multiple people to open. King among them would have to be Jugner Forest, which contained a small fenced off area around a pond on its northern edge. You could see in but there was no way around the fence, and every 21-24 hours a level 55 NM that dropped a very desirable belt would spawn inside. To get there you had to travel through King Ranperre's Tomb, a tunnel crawling with level 80 mobs, but the entrance to the Tomb was in East Ronfaure - -- a full 4 zones away.



* ''VideoGame/{{Bug}}'' has several of these, mostly because the game is a TwoAndAHalfD platformer. In order to get to many of them, you have to do a LeapOfFaith (usually into the foreground)- and if you're lucky, you'll land in the secret area.



* ''Franchise/SuperMarioBros''
** The Donut Secret 2 and Chocolate Secret levels in ''VideoGame/SuperMarioWorld'' are located on the Valley of Bowser map. They are not connected to any of the other levels there, and have to be reached by warp pipe.
** ''VideoGame/SuperMario64'' has a partial example in Wet-Dry World. The "town" section is isolated from the rest of the level, uses a separate set of water controls, and can only be easily accessed if you enter the level in a specific way - otherwise, you need to make a relatively difficult cannon shot. Also, although [[GiantHandsOfDoom Eyerok]] is nominally in the pyramid area of Shifting Sand Land, it is sealed off from the rest of the pyramid and has a separate hidden entrance that is used to access it.
** ''VideoGame/SuperMarioOdyssey'' has magic paintings that take you to disconnected side areas in worlds other than the one you're currently in. In a few cases, it can be a world you haven't unlocked yet. These side areas always contain a Power Moon and a checkpoint flag (allowing you to warp to and from them, which is handy if you want to return to the world you just left.)

to:

* ''Franchise/SuperMarioBros''
** The Donut Secret 2
''VideoGame/DonkeyKong64'' has a ton of apparently closed-off rooms that only Tiny Kong can access, due to her abilities to shrink and Chocolate Secret levels in ''VideoGame/SuperMarioWorld'' teleport. There are located on also a few instances where certain Kongs must go to areas they can't access through their own ability, requiring another Kong with the Valley of Bowser map. They are not connected right abilities to any open the way for them.
* Similarly, ''VideoGame/HamteDamte'', a not-particularly-subtle ''Starquake'' homage/ripoff, has a blockoff with no clues as to how to get to it -- mapping the game will show a mystery 3x3 hole. No clues for the teleporter password this time, although looking at some
of the other levels there, and have to be reached teleporters will make "SMASH" an educated (and correct) guess. There's also a single walled off room accessible only by warp pipe.
** ''VideoGame/SuperMario64''
the cyclic suction teleporters.
* Stage 2-3 in ''VideoGame/{{Purple}}''
has a partial example in Wet-Dry World. chamber with a switch to BonusStage right above a room with a CheckPoint. The "town" section only way to reach the switch is isolated somewhere in another stage.
* ''VideoGame/Rayman2TheGreatEscape'' includes a few level segments that aren't even accessible
from the rest same level: about 20% of the level, uses a separate set of water controls, and can only be easily accessed if you enter the second level in a specific way - otherwise, you need to make a relatively difficult cannon shot. Also, although [[GiantHandsOfDoom Eyerok]] is nominally in the pyramid area of Shifting Sand Land, it game is sealed off from the rest of the pyramid and has only accessible through a separate hidden entrance level that is used to access it.
** ''VideoGame/SuperMarioOdyssey'' has magic paintings that take you to disconnected side areas in worlds other than
doesn't appear until past the one you're currently in. In a few cases, it can be a world you haven't unlocked yet. These side areas always contain a Power Moon and a checkpoint flag (allowing you to warp to and from them, which is handy if you want to return to the world you just left.)halfway-point.



* ''VideoGame/Rayman2TheGreatEscape'' includes a few level segments that aren't even accessible from the same level: about 20% of the second level in the game is only accessible through a level that doesn't appear until past the halfway-point.

to:

* ''VideoGame/Rayman2TheGreatEscape'' includes ''Franchise/SuperMarioBros''
** The Donut Secret 2 and Chocolate Secret levels in ''VideoGame/SuperMarioWorld'' are located on the Valley of Bowser map. They are not connected to any of the other levels there, and have to be reached by warp pipe.
** ''VideoGame/SuperMario64'' has
a few level segments that aren't even accessible partial example in Wet-Dry World. The "town" section is isolated from the same level: about 20% rest of the second level, uses a separate set of water controls, and can only be easily accessed if you enter the level in a specific way -- otherwise, you need to make a relatively difficult cannon shot. Also, although [[GiantHandsOfDoom Eyerok]] is nominally in the game pyramid area of Shifting Sand Land, it is only accessible through sealed off from the rest of the pyramid and has a level separate hidden entrance that doesn't appear until past is used to access it.
** ''VideoGame/SuperMarioOdyssey'' has magic paintings that take you to disconnected side areas in worlds other than
the halfway-point.one you're currently in. In a few cases, it can be a world you haven't unlocked yet. These side areas always contain a Power Moon and a checkpoint flag (allowing you to warp to and from them, which is handy if you want to return to the world you just left.)



* The UsefulNotes/ColorComputer PlatformGame ''Downland'' had a lot of these.



* ''VideoGame/{{Bug}}'' has several of these, mostly because the game is a TwoAndAHalfD platformer. In order to get to many of them, you have to do a LeapOfFaith (usually into the foreground)- and if you're lucky, you'll land in the secret area.
* Stage 2-3 in ''VideoGame/{{Purple}}'' has a chamber with a switch to BonusStage right above a room with a CheckPoint. The only way to reach the switch is somewhere in another stage.



* Similarly, ''VideoGame/HamteDamte'', a not-particularly-subtle ''Starquake'' homage/ripoff, has a blockoff with no clues as to how to get to it - mapping the game will show a mystery 3x3 hole. No clues for the teleporter password this time, although looking at some of the other teleporters will make "SMASH" an educated (and correct) guess. There's also a single walled off room accessible only by the cyclic suction teleporters.
* ''VideoGame/DonkeyKong64'' has a ton of apparently closed-off rooms that only Tiny Kong can access, due to her abilities to shrink and teleport. There are also a few instances where certain Kongs must go to areas they can't access through their own ability, requiring another Kong with the right abilities to open the way for them.



* The dev team's commentary of ''VideoGame/{{Portal 2}}'' states that their game ''almost completely'' averted this, that is everything is exactly where it should be with reference to everything else, save for one single room: the room [[spoiler:Wheatley]] moves into your path during your escape where you're ambushed by faulty turrets. That one room has you actually warped elsewhere when you enter it via portal.



* ''VideoGame/{{Safecracker}}'' has a room in the Crabb & Sons headquarters that's completely walled off from the others. The only way in is to [[spoiler: complete a checkmate on the boss' chessboard upstairs, which reveals a hidden staircase leading down into the room.]]



* The dev team's commentary of ''VideoGame/{{Portal 2}}'' states that their game ''almost completely'' averted this, that is everything is exactly where it should be with reference to everything else, save for one single room: the room [[spoiler:Wheatley]] moves into your path during your escape where you're ambushed by faulty turrets. That one room has you actually warped elsewhere when you enter it via portal.



* ''VideoGame/{{Safecracker}}'' has a room in the Crabb & Sons headquarters that's completely walled off from the others. The only way in is to [[spoiler: complete a checkmate on the boss' chessboard upstairs, which reveals a hidden staircase leading down into the room.]]



* In ''VideoGame/ForzaMotorsport 3'' and ''4'', the three Montserrat circuits (Camino Viejo de Montserrat, Iberian International Circuit, and Ladera Test Track) have roads connecting them, but these are only used for the [[AllTheWorldsAreAStage Camino Viejo Extreme Circuit]], otherwise they are inaccessible. Similarly, on the Amalfi Coast, you can see several barricaded roads that are part of the much longer Rally di Positano course, which unfortunately was DummiedOut in ''Forza 4'' ([[ArtifactTitle although the short Amalfi course somehow acquired its name]]).



* In ''VideoGame/MarioKart 7'', you can see the first bridge of Wuhu Loop (the first track of the Flower Cup) from the starting line of Maka Wuhu (the final track in the Star Cup), but you can't access the bridge and the rest of Wuhu Loop's track due to barriers blocking the way.



* In ''VideoGame/MarioKart 7'', you can see the first bridge of Wuhu Loop (the first track of the Flower Cup) from the starting line of Maka Wuhu (the final track in the Star Cup), but you can't access the bridge and the rest of Wuhu Loop's track due to barriers blocking the way.
* In ''VideoGame/ForzaMotorsport 3'' and ''4'', the three Montserrat circuits (Camino Viejo de Montserrat, Iberian International Circuit, and Ladera Test Track) have roads connecting them, but these are only used for the [[AllTheWorldsAreAStage Camino Viejo Extreme Circuit]], otherwise they are inaccessable. Similarly, on the Amalfi Coast, you can see several barricaded roads that are part of the much longer Rally di Positano course, which unfortunately was DummiedOut in ''Forza 4'' ([[ArtifactTitle although the short Amalfi course somehow acquired its name]]).



* ''Franchise/FinalFantasy''
** ''VideoGame/FinalFantasyXII''
*** In the [[SlippySlideyIceWorld Paramina Rift]], there's a frozen lake, which at one point has a huge gap in the ice; you can see the other side, but you have to go around to get to it.
*** There's a few in the Dalmasca Westersand, too; one of them is used to hide one of the keys to a BonusBoss.
** And some places in the [[DownTheDrain Garamscythe Waterway]] can't be reached because there's some inch-deep water [[InsurmountableWaistHighFence separating two platforms which are, at best, a foot away from each other]]. It is sufficient to say that this occurs frequently.
*** There's also the section of the Ogir-Yensa Sandsea (or the Nam-Yensa Sandsea further to the west, near Raithwall's Tomb) that can only be reached via a specific path in the Zertinan Caverns. There's a very fun Mark Hunt that takes place in that area, but it can be a huge pain to figure out how to get there ({{lampshade|Hanging}}d by the hint they give you to the location of the Mark as being isolated and hard to find).
** ''VideoGame/FinalFantasyX2'' takes advantage of this phenomenon by giving Yuna the ability to jump, allowing her to surmount certain waist-high fences to explore new parts of areas from the first game.
** ''VideoGame/FinalFantasyXIII2'' plays with this trope a bit: many maps contain contain areas that are inaccessible by any means... in the current time period. Which usually means that you will discover a time gate leading to the same location at a different time, whether past or future, when whatever blocks the player's access is not there.



* The initially visible stairways in ''VideoGame/DragonQuestI'''s Charlock Castle lead to dead-ends. To find the real entrance, you must Search behind the throne.



* In ''VideoGame/KingdomHeartsI'', in Hollow Bastion, you must go through an underground part of the castle and flip a bunch of switches to maneuver a bunch of different in-room gates to reach the switch that opens the castle's main doors. In the room of many gates and switches, there are two corners that are gated off with switches behind the gates. There is no way to open those gates and reach the switches. Those particular switches are not needed to beat the game, luckily.
* ''Franchise/{{Pokemon}}''
** ''VideoGame/PokemonRedAndBlue''
*** In this game (and, naturally, ''[=FireRed=]'' and ''[=LeafGreen=]''), once you get to Route 2 you may notice an inaccessible area on the other side of the line of trees. This area is first accessible only as an extension of the Diglett Cave dungeon until you obtain the Cut HM and get the corresponding badge.
*** Also, at the bottom of Pallet Town is a small lake that leads off the bottom of the screen. If you remember to come back after getting Surf (and the corresponding badge), the lake opens up into the ocean, leading to a small patch of grass (the only place where you can catch a Tangela) and Cinnabar Island (the second-to-last gym battle).
*** There's several of these, especially in the early games. West of Viridian City is the path to the Pokémon League, but until you reach the end of the game it's just one of these.
** ''VideoGame/PokemonGoldAndSilver''
*** You can surf east of the starter town to cross the Kanto border, but without Waterfall you can go no further.
*** There's a tree blocking the way for easy access to Goldenrod City from Violet City. The solution to make the tree go away? It's in Goldenrod City, through which you have to take a long detour through caves and a forest.
*** Also, the Silver Cave is visible on the Town Map from the very beginning of the game, but without any discernible paths leading to it. It becomes reachable at the very end of the PlayableEpilogue, and requires the player to travel through a second region in order to reach it.
*** Finally, while standing at the top right of Cherrygrove City (the first town past the start point) one can see a pond and a small shore past the trees. It's entirely inaccessible and has spawned theories about what rare pokemon are available there. ''[[VideoGameRemake HeartGold and SoulSilver]]'' made it possible to access it from the route to the North, but there's still nothing important there.



* The upside-down ice city of Glacia in ''VideoGame/SkiesOfArcadia'' has a small section just off to the side from the entrance that can't be reached when you first visit. Shortly after completing the dungeon, your [[CoolShip Cool]] [[GlobalAirship Airship]] gets an upgrade that lets you fly ''under'' [[FloatingContinent the continent]] and enter the city from below.
* The initially visible stairways in ''VideoGame/DragonQuestI'''s Charlock Castle lead to dead-ends. To find the real entrance, you must Search behind the throne.
* The passage that leads to the Core of Ys in ''VideoGame/{{Ys}} II'' is walled off from the rest of the Canals, and can only be warped into by using the Gold Pendant at the warp statues. The later parts of the Solomon Palace are also disconnected and must be reached either by the Canals or teleportation. Earlier, the final priest's shrine in the Divine Area is rendered inaccessable by a mine cave-in, and can only be reached by ringing the Evil Bell in the basement of Jira's house to open a secret passage. In the first game, to pass the "Devil's Wind Corridor", you have to break a pillar on the other side of the outer gallery, which must be reached via a separate stairway.



* ''VideoGame/{{Xenoblade}}'' has this in spades. The areas are humongous, with fully visible side-areas which you only get to visit later in the game.
** Technically, because of the way the game is set up, every part of an area is accessible once you clear the plot events required to get there in the first place. The main blockade tends to be [[BeefGate overleveled enemies]] - say, aggressive level 70-ish monsters in a level 20-ish second area. Still a straight example, as some bluffs, overlooks, and other [[SceneryPorn ideal locations for a photo op]] require some much legwork and exploration the game awards a "hidden landmark" [[EasyExp bonus]].

to:

* ''VideoGame/{{Xenoblade}}'' has this in spades. The areas are humongous, with fully visible side-areas ''Franchise/FinalFantasy''
** ''VideoGame/FinalFantasyXII''
*** In the [[SlippySlideyIceWorld Paramina Rift]], there's a frozen lake,
which at one point has a huge gap in the ice; you only can see the other side, but you have to go around to get to visit later it.
*** There's a few
in the game.
Dalmasca Westersand, too; one of them is used to hide one of the keys to a BonusBoss.
** Technically, And some places in the [[DownTheDrain Garamscythe Waterway]] can't be reached because there's some inch-deep water [[InsurmountableWaistHighFence separating two platforms which are, at best, a foot away from each other]]. It is sufficient to say that this occurs frequently.
*** There's also the section
of the way Ogir-Yensa Sandsea (or the game is set up, every part of an area is accessible once you clear Nam-Yensa Sandsea further to the plot events required west, near Raithwall's Tomb) that can only be reached via a specific path in the Zertinan Caverns. There's a very fun Mark Hunt that takes place in that area, but it can be a huge pain to figure out how to get there in ({{lampshade|Hanging}}d by the hint they give you to the location of the Mark as being isolated and hard to find).
** ''VideoGame/FinalFantasyX2'' takes advantage of this phenomenon by giving Yuna the ability to jump, allowing her to surmount certain waist-high fences to explore new parts of areas from
the first place. The game.
** ''VideoGame/FinalFantasyXIII2'' plays with this trope a bit: many maps contain contain areas that are inaccessible by any means... in the current time period. Which usually means that you will discover a time gate leading to the same location at a different time, whether past or future, when whatever blocks the player's access is not there.
* In ''VideoGame/KingdomHeartsI'', in Hollow Bastion, you must go through an underground part of the castle and flip a bunch of switches to maneuver a bunch of different in-room gates to reach the switch that opens the castle's
main blockade tends to be [[BeefGate overleveled enemies]] - say, aggressive level 70-ish monsters in a level 20-ish second area. Still a straight example, as some bluffs, overlooks, doors. In the room of many gates and other [[SceneryPorn ideal locations for a photo op]] require some much legwork switches, there are two corners that are gated off with switches behind the gates. There is no way to open those gates and exploration reach the game awards a "hidden landmark" [[EasyExp bonus]].switches. Those particular switches are not needed to beat the game, luckily.


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* ''Franchise/{{Pokemon}}''
** ''VideoGame/PokemonRedAndBlue''
*** In this game (and, naturally, ''[=FireRed=]'' and ''[=LeafGreen=]''), once you get to Route 2 you may notice an inaccessible area on the other side of the line of trees. This area is first accessible only as an extension of the Diglett Cave dungeon until you obtain the Cut HM and get the corresponding badge.
*** Also, at the bottom of Pallet Town is a small lake that leads off the bottom of the screen. If you remember to come back after getting Surf (and the corresponding badge), the lake opens up into the ocean, leading to a small patch of grass (the only place where you can catch a Tangela) and Cinnabar Island (the second-to-last gym battle).
*** There's several of these, especially in the early games. West of Viridian City is the path to the Pokémon League, but until you reach the end of the game it's just one of these.
** ''VideoGame/PokemonGoldAndSilver''
*** You can surf east of the starter town to cross the Kanto border, but without Waterfall you can go no further.
*** There's a tree blocking the way for easy access to Goldenrod City from Violet City. The solution to make the tree go away? It's in Goldenrod City, through which you have to take a long detour through caves and a forest.
*** Also, the Silver Cave is visible on the Town Map from the very beginning of the game, but without any discernible paths leading to it. It becomes reachable at the very end of the PlayableEpilogue, and requires the player to travel through a second region in order to reach it.
*** Finally, while standing at the top right of Cherrygrove City (the first town past the start point) one can see a pond and a small shore past the trees. It's entirely inaccessible and has spawned theories about what rare pokemon are available there. ''[[VideoGameRemake HeartGold and SoulSilver]]'' made it possible to access it from the route to the North, but there's still nothing important there.
* The upside-down ice city of Glacia in ''VideoGame/SkiesOfArcadia'' has a small section just off to the side from the entrance that can't be reached when you first visit. Shortly after completing the dungeon, your [[CoolShip Cool]] [[GlobalAirship Airship]] gets an upgrade that lets you fly ''under'' [[FloatingContinent the continent]] and enter the city from below.
* ''VideoGame/{{Xenoblade}}'' has this in spades. The areas are humongous, with fully visible side-areas which you only get to visit later in the game.
** Technically, because of the way the game is set up, every part of an area is accessible once you clear the plot events required to get there in the first place. The main blockade tends to be [[BeefGate overleveled enemies]] - say, aggressive level 70-ish monsters in a level 20-ish second area. Still a straight example, as some bluffs, overlooks, and other [[SceneryPorn ideal locations for a photo op]] require some much legwork and exploration the game awards a "hidden landmark" [[EasyExp bonus]].
* The passage that leads to the Core of Ys in ''VideoGame/{{Ys}} II'' is walled off from the rest of the Canals, and can only be warped into by using the Gold Pendant at the warp statues. The later parts of the Solomon Palace are also disconnected and must be reached either by the Canals or teleportation. Earlier, the final priest's shrine in the Divine Area is rendered inaccessible by a mine cave-in, and can only be reached by ringing the Evil Bell in the basement of Jira's house to open a secret passage. In the first game, to pass the "Devil's Wind Corridor", you have to break a pillar on the other side of the outer gallery, which must be reached via a separate stairway.
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** The first shaft of the Fungal Wastes puzzlingly has a passage beyond an {{acid pool}} that is uncrossable due to an [[InsurmountableWaistHeightFence Impassable Head High Hole]], while on the other side, in Fog Canyon, you can hear Cornifer the cartographer humming, but your paths to him there are blocked by a [[ForceFieldDoor Shade Gate]] and a [[DoorToBefore one-way breakable wall]]. To pass the former, you need Isma's Tear, itself found in a side area of the Royal Waterways only accessible with the Crystal Heart Dash, while the latter requires the Shade Cloak, found in the Abyss near the end of the game. There is, however, [[SequenceBreaking a hidden alternate entrance]] to this area from Forgotten Crossroads that can be reached with the aforementioned Crystal Dash without the use of Isma's Tear or the Shade Cloak.

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** The first shaft of the Fungal Wastes puzzlingly has a passage beyond an {{acid pool}} that is uncrossable due to an [[InsurmountableWaistHeightFence Impassable Head High Hole]], while on the other side, in Fog Canyon, you can hear Cornifer the cartographer humming, but your paths to him there are blocked by a [[ForceFieldDoor Shade Gate]] and a [[DoorToBefore one-way breakable wall]]. To pass the former, you need Isma's Tear, itself found in a side area of the Royal Waterways only accessible with the Crystal Heart Dash, while the latter requires the Shade Cloak, found in the Abyss near the end of the game. There is, however, [[SequenceBreaking a hidden alternate entrance]] to this area from Forgotten Crossroads that can be reached with the aforementioned Crystal Dash without before the use of player has acquired Isma's Tear or the Shade Cloak.
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** The first shaft of the Fungal Wastes puzzlingly has a passage beyond an {{acid pool}} that is uncrossable due to an [[InsurmountableWaistHeightFence Impassable Head High Hole]], while on the other side, in Fog Canyon, you can hear Cornifer the cartographer humming, but your paths to him there are blocked by a [[ForceFieldDoor Shade Gate]] and a [[DoorToBefore one-way breakable wall]]. To pass the former, you need Isma's Tear, itself found in a side area of the Royal Waterways only accessible with the Crystal Heart Dash, while the latter requires the Shade Cloak, found in the Abyss near the end of the game.

to:

** The first shaft of the Fungal Wastes puzzlingly has a passage beyond an {{acid pool}} that is uncrossable due to an [[InsurmountableWaistHeightFence Impassable Head High Hole]], while on the other side, in Fog Canyon, you can hear Cornifer the cartographer humming, but your paths to him there are blocked by a [[ForceFieldDoor Shade Gate]] and a [[DoorToBefore one-way breakable wall]]. To pass the former, you need Isma's Tear, itself found in a side area of the Royal Waterways only accessible with the Crystal Heart Dash, while the latter requires the Shade Cloak, found in the Abyss near the end of the game. There is, however, [[SequenceBreaking a hidden alternate entrance]] to this area from Forgotten Crossroads that can be reached with the aforementioned Crystal Dash without the use of Isma's Tear or the Shade Cloak.
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** In ''VideoGame/OriAndTheWillOfTheWisps'', the starting zone, Inkwater Marsh, has an out-of-reach section that you can only get to via a DoorToBefore from the Luma Pools much later in the game, or with some precise Bashing and Dashing once you learn said abilities, though you still can't reach the Pools from this direction due to a one-way barrier. Baur's Reach also has a side area adjacent to Veral's soup kitchen in the upper right corner of Wellspring Glades, but it can't be used to access the main part of the Reach at first since the shaft that otherwise connects to it is blocked by ice that you can only melt from the top side.

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** In ''VideoGame/OriAndTheWillOfTheWisps'', the starting zone, Inkwater Marsh, has an out-of-reach section that you can only get to via a DoorToBefore from the Luma Pools much later in the game, or with some precise Bashing and Dashing once you learn said abilities, though you still can't reach the Pools from this direction due to a one-way barrier. Baur's Reach also has a side area adjacent to Veral's soup kitchen in the upper right corner of Wellspring Glades, but it can't be used to access the main part of the Reach at first since the shaft that otherwise connects to it is blocked by ice a trapdoor that you can only melt open from the top side.

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