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* ''Manga/DeliciousInDungeon'': Return spells are a subtype of teleportation magic which use enchanted scrolls or paintings to allow adventurers inside a dungeon to step through them and walk out of another pre-prepared scroll/painting on the surface. It's extremely convenient, as expeditions into dungeons regularly last weeks, but the spell is complicated to perform, and has some risk involved (namely, if the immediate surroundings of the aboveground scroll/painting are disturbed while a person is halfway through, the spell will break and a PortalCut will ensue).

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* Both of the ''VideoGame/{{Diablo}}'' games feature the spell "Town Portal", which does ExactlyWhatItSaysOnTheTin, but leaves the door open for a return trip to the combat zone.
** In the first game, it takes you to a specific spot in Tristram (sensible as it's the only town) and is a fairly low level spell that has the same effect no matter what your stats are, so even non magic-focused character builds could learn it. Scrolls would also drop fairly regularly. The third party expansion ''Hellfire'' added the Warp spell, which teleported you towards the nearest stairs. At best, it was a free escape from whatever battle you were in, at least unless the game was killing you [[StunLock the way it usually did]] or a free ride across half of the map. At worst, you were back where you started and had to walk across half of the map again.
** In ''VideoGame/DiabloII'':
*** It's no longer available as a learnable skill since the skill trees are now strictly segregated by class, but the game does include a compact storage system for carrying a large number of spell scrolls for this purpose. It always leads to the town of the current act. If you used one in the final battle vs. Diablo, he'd cast bone prison on it while you were gone, and you'd teleport into a trap.
*** A common multiplayer strategy was to use the portals of a party member instead of yours, as the portal would only disappear after its creator took it; teammates could use it back and forth as many times as needed. Thus one could make a semi-permanent teleport to an area with just two party members and two scrolls - and since portals are labeled by player, its rather easy to perform.

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* Both of the The ''VideoGame/{{Diablo}}'' games feature the spell "Town Portal", which does ExactlyWhatItSaysOnTheTin, opens up a portal to the main town, but leaves the door open for a return trip to the combat zone.
** In the first game, ''VideoGame/Diablo1997'', it takes you to a specific spot in Tristram (sensible as it's the only town) and is a fairly low level spell that has the same effect no matter what your stats are, so even non magic-focused character builds could learn it. Scrolls would also drop fairly regularly. The third party expansion ''Hellfire'' added the Warp spell, which teleported you towards the nearest stairs. At best, it was a free escape from whatever battle you were in, at least unless the game was killing you [[StunLock the way it usually did]] or a free ride across half of the map. At worst, you were back where you started and had to walk across half of the map again.
** In ''VideoGame/DiabloII'':
*** It's
''VideoGame/DiabloII'', it's no longer available as a learnable skill skill, since the skill trees are now strictly segregated by class, but the game does include a compact storage system for carrying a large number of spell scrolls for this purpose. It always leads to the town of the current act. If you used one in the final battle vs. Diablo, he'd battle, [[spoiler:Diablo would cast bone prison on it while you were gone, and you'd teleport into a trap.
***
trap]]. A common multiplayer strategy was to use the portals of a party member instead of yours, as the portal would only disappear after its creator took it; teammates could use it back and forth as many times as needed. Thus one could make a semi-permanent teleport to an area with just two party members and two scrolls - and since portals are labeled by player, its rather easy to perform.
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When lost, see UnableToRetreat.
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->''Begin an enchantment that, after 20 rounds, will gracefully and certainly deposit you in the Overworld outside of this area.''
->''Use these 20 rounds to catch your breath or, perhaps, desperately kite whatever is about to devour you.''
-->-- '''Scroll of Carefully Escape Dungeon''', ''Videogame/{{Dungeonmans}}''
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* In 'VideoGame/KlonoaHeroesDensetsuNoStarMedal'', Moo Wings let you leave levels if you have a reason to.

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* In 'VideoGame/KlonoaHeroesDensetsuNoStarMedal'', ''VideoGame/KlonoaHeroesDensetsuNoStarMedal'', Moo Wings let you leave levels if you have a reason to.
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* In 'VideoGame/KlonoaHeroesDensetsuNoStarMedal'', Moo Wings let you leave levels if you have a reason to.
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** ''VideoGame/TheLegendOfZeldaLinksAwakening'': Playing Manbo's Mambo on the Ocarina teleports the player to the entrance of a dungeon. Outside of those, it teleports the player to a tiny pond right next to the Mysterious Woods (it's upgraded to a full-blown WarpWhistle in the ''Switch'' remake).

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** ''VideoGame/TheLegendOfZeldaLinksAwakening'': Playing Manbo's Mambo on the Ocarina teleports the player to the entrance of a dungeon. Outside of those, it teleports the player to a tiny pond right next to the Mysterious Woods (it's upgraded to a full-blown WarpWhistle in the ''Switch'' UsefulNotes/NintendoSwitch remake).



** ''VideoGame/TheLegendOfZeldaTwilightPrincess'': The birdlike Ooccoo can be found inside every dungeon, and allows the player to teleport out at any time--her son would even allow the player to teleport back in again to the same room they left.

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** ''VideoGame/TheLegendOfZeldaTwilightPrincess'': The birdlike Ooccoo can be found inside every dungeon, and allows the player to teleport out at any time--her son would even allow allows the player to teleport back in again to the same room they left.
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* In ''VideoGame/DemonsSouls'', the Shard of Archstone and the Evacuate miracle allow you to instantly warp back to the Nexus. If you're out of those, you can also touch your Nexial Binding to give up all your souls in exchange for a warp to the Nexus, but that's mostly the same as dying (in fact it's slightly worse since dying would have left your souls behind to potentially retrieve on the next attempt)--it mostly exists as a failsafe in case you're somehow stuck.
* All of these options return in ''VideoGame/DarkSouls'', but renamed to the Homeward Bone (with some lore about how, if used by a living person, this would literally take them back home, but undead have no home as such), the Homeward miracle, and the Darksign respectively. Since ''Dark Souls'' has no equivalent of the Nexus, they instead warp you to the last bonfire you sat at. The sequels, which ''do'' have equivalent locations (Majula and the new Firelink Shrine), you're asked whether to warp there or back to the bonfire. They also added late-game items (the Aged Feather and the Coiled Sword Fragment, respectively) that function as infinite-use Homeward Bones.
* And in ''VideoGame/{{Bloodborne}}'', you get the Bold Hunter's Mark.

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* In ''VideoGame/DemonsSouls'', the Shard Shards of Archstone and the Evacuate miracle allow you to instantly warp back to the Nexus. If you're out of those, you can also touch your Nexial Binding to give up all your souls in exchange for a warp to the Nexus, but that's mostly the same as dying (in fact it's slightly worse since dying would have left your souls behind to potentially retrieve on the next attempt)--it mostly exists as a failsafe in case you're somehow stuck.
* All of these options return in ''VideoGame/DarkSouls'', but renamed to the Homeward Bone Bones (with some lore about how, if used by a living person, this these would literally take them back home, but undead have no home as such), the Homeward miracle, and the Darksign respectively. Since ''Dark Souls'' has no equivalent of the Nexus, they instead warp you to the last bonfire you sat at. The sequels, which ''do'' have equivalent locations (Majula and the new Firelink Shrine), you're asked ask you whether to warp there or back to the bonfire. They also added late-game items (the Aged Feather and the Coiled Sword Fragment, respectively) that function as infinite-use Homeward Bones.
* And in ''VideoGame/{{Bloodborne}}'', you get ''VideoGame/{{Bloodborne}}'' has its own version of the Homeward Bone, the Bold Hunter's Mark.

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* In ''VideoGame/DarkSouls'', the Homeward miracle and the [[StealthPun Homeward Bone]] items allow you to instantly warp to the last bonfire rested with all your belongings intact. If you're out of those, you can also touch your Darksign to give up all your souls and humanity in exchange for a warp to the last bonfire, but that's mostly the same as dying (in fact it's slightly worse since dying gives you one chance of recovering your souls and humanity but the Darksign permanently loses both)--it mostly exists as a failsafe in case you're somehow stuck.

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* In ''VideoGame/DarkSouls'', ''VideoGame/DemonsSouls'', the Homeward Shard of Archstone and the Evacuate miracle and the [[StealthPun Homeward Bone]] items allow you to instantly warp back to the last bonfire rested with all your belongings intact. Nexus. If you're out of those, you can also touch your Darksign Nexial Binding to give up all your souls and humanity in exchange for a warp to the last bonfire, Nexus, but that's mostly the same as dying (in fact it's slightly worse since dying gives you one chance of recovering would have left your souls and humanity but behind to potentially retrieve on the Darksign permanently loses both)--it next attempt)--it mostly exists as a failsafe in case you're somehow stuck.stuck.
* All of these options return in ''VideoGame/DarkSouls'', but renamed to the Homeward Bone (with some lore about how, if used by a living person, this would literally take them back home, but undead have no home as such), the Homeward miracle, and the Darksign respectively. Since ''Dark Souls'' has no equivalent of the Nexus, they instead warp you to the last bonfire you sat at. The sequels, which ''do'' have equivalent locations (Majula and the new Firelink Shrine), you're asked whether to warp there or back to the bonfire. They also added late-game items (the Aged Feather and the Coiled Sword Fragment, respectively) that function as infinite-use Homeward Bones.
* And in ''VideoGame/{{Bloodborne}}'', you get the Bold Hunter's Mark.
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* The ''VideoGame/EtrianOdyssey'' games have these, called "Warp Wire" in the first two games and "Ariadne Thread" since. Considering how deep the dungeons are and how unforgiving they can be, keeping one on hand is a ''must''. There is also a skill which can do the same, but it's not guaranteed to work. It's useful to save money, but you'll want to carry another wire/string in case the caster faints or runs out of TP. More modern games in the series introduce cheaper, lesser variants of this trope: Silver Whistles carry you back to the beginning of the current maze so you can board your airship, while Pole Stones take you to the most recently-used stairs, entrance, or [[DoorToBefore geomagnetic pole]].

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* The ''VideoGame/EtrianOdyssey'' games have these, called "Warp Wire" in the first two games and "Ariadne Thread" since. Considering how deep the dungeons are and how unforgiving they can be, keeping one on hand is a ''must''. There is also a skill which can do the same, but it's not guaranteed to work. It's work; it's useful to save money, but you'll want to carry another wire/string in case the caster faints or runs out of TP. More modern Later games in the series introduce cheaper, lesser variants of this trope: Silver Whistles carry you back to the beginning of the current maze so you can board your airship, while Pole Stones take you to the most recently-used stairs, entrance, or [[DoorToBefore geomagnetic pole]].
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* The Merchant's Pendant in ''VideoGame/Moonlighter'' functions as precisely this, allowing you a one-way trip out of the Dungeons to the safety of the town. Its upgraded version makes this trip reversible.
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* Early ''Franchise/ShinMegamiTensei'' games have two versions: Traesto transports the party to the dungeon entrance, and Traport sends them to the last save point. The Heroine in ''VideoGame/ShinMegamiTenseiI'' casts Traport to send the rest of the party to safety right before [[spoiler:the nukes hit Tokyo]].
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** In ''VideoGame/TheLegendOfZeldaALinkToThePast'', using the Magic Mirror inside a dungeon returned the player to the entrance. (Using it outside allowed the player to teleport from the Dark to the Light World.)
** In ''VideoGame/TheLegendOfZeldaLinksAwakening'', playing Manbo's Mambo on the Ocarina teleports the player to the entrance of a dungeon. Outside of those, it teleports the player to a tiny pond right next to the Mysterious Woods (it's upgraded to a full-blown WarpWhistle in the ''Switch'' remake).
** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', Farore's Wind is a quasi-example, because the first time you use it in a dungeon it merely establishes a warp point at that location, and a second usage returns you to that point. Using your WarpWhistle inside a dungeon also allows you to escape the dungeon in the process.
** In ''VideoGame/TheLegendOfZeldaMajorasMask'', playing the "Song of Soaring" inside a dungeon returns the player to the entrance. (Outside, it functions as a WarpWhistle.)
** In ''VideoGame/TheLegendOfZeldaTwilightPrincess'', the birdlike Ooccoo can be found inside every dungeon, and allows the player to teleport out at any time--her son would even allow the player to teleport back in again to the same room they left.

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** In ''VideoGame/TheLegendOfZeldaALinkToThePast'', using ''VideoGame/TheLegendOfZeldaALinkToThePast'': Using the Magic Mirror inside a dungeon returned returns the player to the entrance. (Using Using it outside allowed allows the player to teleport from the Dark to the Light World.)
World.
** In ''VideoGame/TheLegendOfZeldaLinksAwakening'', playing ''VideoGame/TheLegendOfZeldaLinksAwakening'': Playing Manbo's Mambo on the Ocarina teleports the player to the entrance of a dungeon. Outside of those, it teleports the player to a tiny pond right next to the Mysterious Woods (it's upgraded to a full-blown WarpWhistle in the ''Switch'' remake).
** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': Farore's Wind is a quasi-example, because the first time you use it in a dungeon it merely establishes a warp point at that location, and a second usage returns you to that point. Using your WarpWhistle inside a dungeon also allows you to escape the dungeon in the process.
** In ''VideoGame/TheLegendOfZeldaMajorasMask'', playing ''VideoGame/TheLegendOfZeldaMajorasMask'': Playing the "Song of Soaring" inside a dungeon returns the player to the entrance. (Outside, Outside, it functions as a WarpWhistle.)
WarpWhistle.
** In ''VideoGame/TheLegendOfZeldaTwilightPrincess'', the ''VideoGame/TheLegendOfZeldaTwilightPrincess'': The birdlike Ooccoo can be found inside every dungeon, and allows the player to teleport out at any time--her son would even allow the player to teleport back in again to the same room they left.



** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' has the Scoot Fruit, a straighter example of the trope--it's a one-use item that returns you to the dungeon entrance.

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** ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'' has the Scoot Fruit, a straighter example of the trope--it's Fruit; it's a one-use item that returns you to the dungeon entrance.
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** ''VideoGame/Persona1'' has the "Traesto" spell, which returns you to the entrance of the current dungeon. ''VideoGame/Persona4'' onward also features the consumable item "[[StealthPun Goho-M]]" which provides the same purpose.
** ''VideoGame/PersonaQShadowOfTheLabyrinth'' will actually warn you if you try to enter a dungeon without any Goho-Ms in your inventory. Leaving dungeons in that game is very difficult without them! By doing a sidequest, you can get the Goho-M More, an instant return to the entrance of a dungeon that never runs out. ''Q'' and ''[[VideoGame/PersonaQ2NewCinemaLabyrinth Q2]]'' also have the Goba-K, which takes you to the entrance of just the floor you're on.

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** ''VideoGame/Persona1'' has the "Traesto" spell, which returns you to the entrance of the current dungeon. ''VideoGame/Persona4'' onward also features the consumable item "[[StealthPun Goho-M]]" which provides the same purpose.
purpose. They can be bought in stores in the fourth game, and can be made in the fifth game.
** ''VideoGame/PersonaQShadowOfTheLabyrinth'' will actually warn you if you try to enter a dungeon without any Goho-Ms in your inventory. Leaving dungeons in that game is very difficult without them! By doing a sidequest, you can get the Goho-M More, an instant return to the entrance of a dungeon that never runs out. ''Q'' and ''[[VideoGame/PersonaQ2NewCinemaLabyrinth Q2]]'' also have the Goba-K, Goba-K(along with the Goba-K More, which has unlimited uses), which takes you to the entrance of just the floor you're on.

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[[folder:Anime and Manga]]

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[[folder:Anime and & Manga]]



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[[folder:Video games]]Games]]
* ''VideoGame/BugFables'': The Ant Compass allows the party to return to the Ant Mines, the central travel hub of the game.



* "Warp"/"Teleport"/"Exit" spells in the earlier ''Franchise/FinalFantasy'' games. A very important skill to have considering that in-dungeon {{Save Point}}s weren't introduced until installment number four. Depending on the game, they may also work as a quick escape from random battles. And in the first game, TheVeryDefinitelyFinalDungeon also doubled as a PointOfNoReturn, so the "Warp"/"Exit" spell was the ''only'' way to leave the dungeon at all.

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* ''Franchise/FinalFantasy'':
**
"Warp"/"Teleport"/"Exit" spells in the earlier ''Franchise/FinalFantasy'' games. A very important skill to have considering that in-dungeon {{Save Point}}s weren't introduced until installment number four. Depending on the game, they may also work as a quick escape from random battles. And in the first game, TheVeryDefinitelyFinalDungeon also doubled as a PointOfNoReturn, so the "Warp"/"Exit" spell was the ''only'' way to leave the dungeon at all.all.
** ''VideoGame/FinalFantasyVIII'': While in the [[DungeonCrawling Tomb of the Unknown King]], the player can warp to the entrance by accessing the map and pressing the triangle button. However, this causes the player to lose a [[PrivateMilitaryContractors SeeD]] rank. Which may or may not matter to you [[TheMaze depending on how long you've been wandering in circles]].



* The ''Franchise/{{Persona}}'' games have the "Traesto" spell, which returns you to the entrance of the current dungeon; ''VideoGame/Persona4'' onward also features the consumable item "[[StealthPun Goho-M]]" which provides the same purpose.
* ''VideoGame/PersonaQShadowOfTheLabyrinth'' will actually warn you if you try to enter a dungeon without any Goho-Ms in your inventory. Leaving dungeons in that game is very difficult without them! By doing a sidequest, you can get the Goho-M More, an instant return to the entrance of a dungeon that never runs out. ''Q'' and ''[[VideoGame/PersonaQ2NewCinemaLabyrinth Q2]]'' also have the Goba-K, which takes you to the entrance of just the floor you're on.

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* The ''Franchise/{{Persona}}'' games have ''Franchise/{{Persona}}'':
** ''VideoGame/Persona1'' has
the "Traesto" spell, which returns you to the entrance of the current dungeon; dungeon. ''VideoGame/Persona4'' onward also features the consumable item "[[StealthPun Goho-M]]" which provides the same purpose.
* ** ''VideoGame/PersonaQShadowOfTheLabyrinth'' will actually warn you if you try to enter a dungeon without any Goho-Ms in your inventory. Leaving dungeons in that game is very difficult without them! By doing a sidequest, you can get the Goho-M More, an instant return to the entrance of a dungeon that never runs out. ''Q'' and ''[[VideoGame/PersonaQ2NewCinemaLabyrinth Q2]]'' also have the Goba-K, which takes you to the entrance of just the floor you're on.



* ''VideoGame/CognitiveDissonance'' has the Starman Larice use a warp ability to teleport you right back to your spaceship from wherever you are on the map or in a dungeon.



* ''VideoGame/PhantasyStarI'' has the "Exit" spell to return to the entrance of a dungeon, and the "Fly" spell to return to the last church visited. The latter can make the game {{Unwinnable}} if the last church visited was in a town that becomes inaccessible for a period after certain plot events. The second and fourth games have the "Hinas" and "Ryuka" spells which have similar effects, although in the fourth game the latter is more a WarpWhistle. Items that copy these spells, such as the escapipe, are available as well. The third game had an odd case in the "Grantz" spell which does this but cannot be used normally; it is only used in a CutScene at the end of the game.
* ''VideoGame/PhantasyStarOnline'' simplifies matters from the original RPG series by reducing the Escape Rope options to two: via items with Telepipes, or via spells with Ryuker. Both create a portal that leads back to the hub area where players can restock and recover, then return through the portal to where it was placed. When a player travels back to the dungeon through a portal they created, it disappears; but not when using another player's portal, allowing two players to set up portals near each other and use the other's portal to return to a dungeon while keeping both portals active, if need be.

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* ''VideoGame/PhantasyStar'':
**
''VideoGame/PhantasyStarI'' has the "Exit" spell to return to the entrance of a dungeon, and the "Fly" spell to return to the last church visited. The latter can make the game {{Unwinnable}} if the last church visited was in a town that becomes inaccessible for a period after certain plot events. The second and fourth games have the "Hinas" and "Ryuka" spells which have similar effects, although in the fourth game the latter is more a WarpWhistle. Items that copy these spells, such as the escapipe, are available as well. The third game had an odd case in the "Grantz" spell which does this but cannot be used normally; it is only used in a CutScene at the end of the game.
* ** ''VideoGame/PhantasyStarOnline'' simplifies matters from the original RPG series by reducing the Escape Rope options to two: via items with Telepipes, or via spells with Ryuker. Both create a portal that leads back to the hub area where players can restock and recover, then return through the portal to where it was placed. When a player travels back to the dungeon through a portal they created, it disappears; but not when using another player's portal, allowing two players to set up portals near each other and use the other's portal to return to a dungeon while keeping both portals active, if need be.



* ''VideoGame/FinalFantasyVIII'': While in the [[DungeonCrawling Tomb of the Unknown King]], the player can warp to the entrance by accessing the map and pressing the Δ button. However, this causes the player to lose a [[PrivateMilitaryContractors SeeD]] rank. Which may or may not matter to you [[TheMaze depending on how long you've been wandering in circles]].
* ''VideoGame/{{Mother}}''

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* ''VideoGame/FinalFantasyVIII'': While in the [[DungeonCrawling Tomb of the Unknown King]], the player can warp to the entrance by accessing the map and pressing the Δ button. However, this causes the player to lose a [[PrivateMilitaryContractors SeeD]] rank. Which may or may not matter to you [[TheMaze depending on how long you've been wandering in circles]].
* ''VideoGame/{{Mother}}''
''VideoGame/{{Mother}}'':



** ''[[VideoGame/CognitiveDissonance Mother: Cognitive Dissonance]]'' has the Starman Larice use a warp ability to teleport you right back to your spaceship from wherever you are on the map or in a dungeon.
** ''VideoGame/{{Earthbound}}'' has the Exit Mouse, which instantly returns you out of an inside level. It's a good idea to have one on hand if you've lost your way in a dungeon where the enemies are overwhelming you.

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** ''[[VideoGame/CognitiveDissonance Mother: Cognitive Dissonance]]'' has the Starman Larice use a warp ability to teleport you right back to your spaceship from wherever you are on the map or in a dungeon.
** ''VideoGame/{{Earthbound}}''
''VideoGame/EarthBound1994'' has the Exit Mouse, which instantly returns you out of an inside level. It's a good idea to have one on hand if you've lost your way in a dungeon where the enemies are overwhelming you.



* ''VideoGame/CastlevaniaOrderOfEcclesia'' has an item called Magical Ticket, either found in treasure chests or cheaply bought from the shop, which immediately warps you back to the central village to heal and save, replenish your hearts, turn in sidequests and/or stock up on supplies. You can use them anywhere, anytime, except during boss fights. You will probably use them a lot, given the [[NintendoHard general difficulty]] of the game.

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* ''Franchise/{{Castlevania}}'':
** ''VideoGame/CastlevaniaSymphonyOfTheNight'': The Library Card warps Alucard back to the Master Librarian's room at any time, even during the final boss fights (which is needed for the game to record you've visited the final boss room and fought it for the bestiary).
**
''VideoGame/CastlevaniaOrderOfEcclesia'' has an item called Magical Ticket, either found in treasure chests or cheaply bought from the shop, which immediately warps you back to the central village to heal and save, replenish your hearts, turn in sidequests and/or stock up on supplies. You can use them anywhere, anytime, except during boss fights. You will probably use them a lot, given the [[NintendoHard general difficulty]] of the game.game.
* ''VideoGame/DoctorLautrecAndTheForgottenKnights'' has The Aller Simple item that immediately sends Lautrec out of the current dungeon.



* In ''[[{{VideoGame/Atelier}} Atelier Viorate]]'', the eponymous alchemist can synthesize a FlyingBroom, which returns her to the overworld from a dungeon. It really saves on the days backtracking the dungeon.
* ''Film/{{Willow}}'' for the UsefulNotes/NintendoEntertainmentSystem has the Fleet spell to get out of caves.

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* In ''[[{{VideoGame/Atelier}} Atelier Viorate]]'', ''VideoGame/AtelierVioletTheAlchemistOfGramnad2'', the eponymous alchemist can synthesize a FlyingBroom, FlyingBroomstick, which returns her to the overworld from a dungeon. It really saves on the days backtracking the dungeon.
* ''Film/{{Willow}}'' ''VideoGame/{{Willow}}'' for the UsefulNotes/NintendoEntertainmentSystem has the Fleet spell to get out of caves.

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Sigh...





* "Warp"/"Teleport"/"Exit" spells in the earlier ''Franchise/FinalFantasy'' games. A very important skill to have considering that in-dungeon {{Save Point}}s weren't introduced until installment number four. Depending on the game, they may also work as a quick escape from random battles.
** In the first game, TheVeryDefinitelyFinalDungeon also doubled as a PointOfNoReturn, so the "Warp"/"Exit" spell was the ''only'' way to leave the dungeon at all.

to:

* "Warp"/"Teleport"/"Exit" spells in the earlier ''Franchise/FinalFantasy'' games. A very important skill to have considering that in-dungeon {{Save Point}}s weren't introduced until installment number four. Depending on the game, they may also work as a quick escape from random battles.
** In
battles. And in the first game, TheVeryDefinitelyFinalDungeon also doubled as a PointOfNoReturn, so the "Warp"/"Exit" spell was the ''only'' way to leave the dungeon at all.



** ''VideoGame/PersonaQShadowOfTheLabyrinth'' will actually warn you if you try to enter a dungeon without any Goho-Ms in your inventory. Leaving dungeons in that game is very difficult without them! By doing a sidequest, you can get the Goho-M More, an instant return to the entrance of a dungeon that never runs out. ''Q'' and ''[[VideoGame/PersonaQ2NewCinemaLabyrinth Q2]]'' also have the Goba-K, which takes you to the entrance of just the floor you're on.
* The recurring [[TropeNamers Escape Rope]] item in the ''Franchise/{{Pokemon}}'' series, commonly stocked in countless shops in most games and featured as an unlimited-use Key Item in ''VideoGame/PokemonSwordAndShield'', allows the user to instantly warp to a dungeon's entrance when used. Similarly, the field move "Dig" provides this function if used in an underground area. The move "Teleport" can both flee from wild Pokemon battles as well as return the player to the nearest [[TraumaInn Pokémon Center]], though like [[WarpWhistle "Fly"]], it only works outdoors.

to:

** * ''VideoGame/PersonaQShadowOfTheLabyrinth'' will actually warn you if you try to enter a dungeon without any Goho-Ms in your inventory. Leaving dungeons in that game is very difficult without them! By doing a sidequest, you can get the Goho-M More, an instant return to the entrance of a dungeon that never runs out. ''Q'' and ''[[VideoGame/PersonaQ2NewCinemaLabyrinth Q2]]'' also have the Goba-K, which takes you to the entrance of just the floor you're on.
* ''Franchise/{{Pokemon}}'':
**
The recurring [[TropeNamers Escape Rope]] item in the ''Franchise/{{Pokemon}}'' series, commonly stocked in countless shops in most games and featured as an unlimited-use Key Item in ''VideoGame/PokemonSwordAndShield'', allows the user to instantly warp to a dungeon's entrance when used. Similarly, the field move "Dig" provides this function if used in an underground area. The move "Teleport" can both flee from wild Pokemon battles as well as return the player to the nearest [[TraumaInn Pokémon Center]], though like [[WarpWhistle "Fly"]], it only works outdoors.



** In the first game, it takes you to a specific spot in Tristram (sensible as it's the only town) and is a fairly low level spell that has the same effect no matter what your stats are, so even non magic-focused character builds could learn it. Scrolls would also drop fairly regularly.
*** The third party expansion ''Hellfire'' added the Warp spell, which teleported you towards the nearest stairs. At best, it was a free escape from whatever battle you were in, at least unless the game was killing you [[StunLock the way it usually did]] or a free ride across half of the map. At worst, you were back where you started and had to walk across half of the map again.
** In ''VideoGame/DiabloII'', it's no longer available as a learnable skill since the skill trees are now strictly segregated by class, but the game does include a compact storage system for carrying a large number of spell scrolls for this purpose. It always leads to the town of the current act. If you used one in the final battle vs. Diablo, he'd cast bone prison on it while you were gone, and you'd teleport into a trap.

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** In the first game, it takes you to a specific spot in Tristram (sensible as it's the only town) and is a fairly low level spell that has the same effect no matter what your stats are, so even non magic-focused character builds could learn it. Scrolls would also drop fairly regularly.
***
regularly. The third party expansion ''Hellfire'' added the Warp spell, which teleported you towards the nearest stairs. At best, it was a free escape from whatever battle you were in, at least unless the game was killing you [[StunLock the way it usually did]] or a free ride across half of the map. At worst, you were back where you started and had to walk across half of the map again.
** In ''VideoGame/DiabloII'', it's ''VideoGame/DiabloII'':
*** It's
no longer available as a learnable skill since the skill trees are now strictly segregated by class, but the game does include a compact storage system for carrying a large number of spell scrolls for this purpose. It always leads to the town of the current act. If you used one in the final battle vs. Diablo, he'd cast bone prison on it while you were gone, and you'd teleport into a trap.



* ''VideoGame/NeverwinterNights'': The Stone of Recall allows you to teleport back to the Halls of Justice (or a local temple of Tyr) for healing, then teleport right back. It will also automatically teleport you to get resurrected when you die.

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* ''VideoGame/NeverwinterNights'': ''VideoGame/NeverwinterNights'':
**
The Stone of Recall allows you to teleport back to the Halls of Justice (or a local temple of Tyr) for healing, then teleport right back. It will also automatically teleport you to get resurrected when you die.
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* The ''Franchise/{{Persona}}'' games have the "Traesto" spell, which returns you to the entrance of the current dungeon; ''Persona 4'' onward also features the consumable item "[[StealthPun Goho-M]]" which provides the same purpose.
** In the spinoff game ''Persona Q'' the game will actually warn you if you try to enter a dungeon without any Goho-Ms in your inventory. Leaving dungeons in that game is very difficult without them!

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* The ''Franchise/{{Persona}}'' games have the "Traesto" spell, which returns you to the entrance of the current dungeon; ''Persona 4'' ''VideoGame/Persona4'' onward also features the consumable item "[[StealthPun Goho-M]]" which provides the same purpose.
** In the spinoff game ''Persona Q'' the game ''VideoGame/PersonaQShadowOfTheLabyrinth'' will actually warn you if you try to enter a dungeon without any Goho-Ms in your inventory. Leaving dungeons in that game is very difficult without them! By doing a sidequest, you can get the Goho-M More, an instant return to the entrance of a dungeon that never runs out. ''Q'' and ''[[VideoGame/PersonaQ2NewCinemaLabyrinth Q2]]'' also have the Goba-K, which takes you to the entrance of just the floor you're on.

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[[AC:Tabletop Games]]

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\n[[AC:Tabletop [[folder:Anime and Manga]]
* ''Manga/FrierenBeyondJourneysEnd'': During the mage exam each mage is given a jar with a miniature golem inside. Breaking it will make the golem grow and carry its owner to safety out of the dungeon, being strong and fast enough to survive traps and attackers.
[[/folder]]


[[folder:Tabletop
Games]]




[[AC:Video games]]

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\n[[AC:Video [[/folder]]
[[folder:Video
games]]


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[[/folder]]
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* ''VideoGame/PhantasyStarOnline'' simplifies matters from the original RPG series by reducing the Escape Rope options to two: via items with Telepipes, or via spells with Ryuker. Both create a portal that leads back to the hub area where players can restock and recover, then return through the portal to where it was placed. When a player travels back to the dungeon through a portal they created, it disappears; but not when using another player's portal, allowing two players to set up portals near each other and use the other's portal to return to a dungeon while keeping both portals active, if need be.
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* In the [=PLATO=] computers ''VideoGame/{{dnd}}'' game, a wish from a genie is the only way to leave the dungeon if you aren't on floor 1. The problem is that a genie's lamp is really rare, can't be bought, and if you use the wish, the genie disappears, so you have to be careful when you use it.
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Huh, I thought this was in alphabetical order.


* In the ''VideoGame/MegaManBattleNetwork'' and ''[[VideoGame/MegaManStarForce Star Force]]'' series, pressing the shoulder buttons would give you the option to "jack out" of dungeons or Network or EM areas in general, with the added bonus of completely restoring Mega Man's HP.

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* In the ''VideoGame/MegaManBattleNetwork'' and ''[[VideoGame/MegaManStarForce Star Force]]'' series, pressing the R shoulder buttons button would give you the option to "jack out" of dungeons or most Network or EM areas in general, with the added bonus of completely restoring Mega Man's HP.
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* In the ''VideoGame/MegaManBattleNetwork'' and ''[[VideoGame/MegaManStarForce Star Force]]'' series, pressing the shoulder buttons would give you the option to "jack out" of dungeons or Network or EM areas in general, with the added bonus of completely restoring Mega Man's HP.
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* ''VideoGame/RealmOfTheMadGod'' has a button and hotkey that allows a player to immediately escape the overworld or a dungeon back to the Nexus hub level. Quite important, considering the permadeath nature of the game.
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** In ''VideoGame/TheLegendOfZeldaLinksAwakening'', playing Manbo's Mambo on the Ocarina teleports the player to the entrance of a dungeon. Outside of those, it teleports the player to a tiny pond right next to the Mysterious Woods.

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** In ''VideoGame/TheLegendOfZeldaLinksAwakening'', playing Manbo's Mambo on the Ocarina teleports the player to the entrance of a dungeon. Outside of those, it teleports the player to a tiny pond right next to the Mysterious Woods.Woods (it's upgraded to a full-blown WarpWhistle in the ''Switch'' remake).

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