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* The "safe harbor" is a predetermined location such as the dungeon's entrance, a nearby town, a HubLevel or the WorldMap -- i.e, something that includes access to a TraumaInn and/or SavePoint.

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* The "safe harbor" is a predetermined location such as that generally provides access to a SavePoint and/or TraumaInn -- common destinations include the dungeon's entrance, a nearby town, a HubLevel or the WorldMap -- i.e, something that includes access to a TraumaInn and/or SavePoint.WorldMap.
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** In ''OcarinaOfTime'', Farore's Wind is a quasi-example, because using it in a dungeon doesn't necessarily warp you back to the entrance. Instead, the first time you use it in a dungeon, you can set a warp point. The next time you use it, you can warp to that point. As a result, most players who use Farore's Wind form a warp point at the entrance, allowing them to use this as a makeshift form of an EscapeRope.

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** In ''OcarinaOfTime'', Farore's Wind is a quasi-example, because using it in a dungeon doesn't necessarily warp you back to the entrance. Instead, the first time you use it in a dungeon, you can set dungeon it merely establishes a warp point. The next time point, and a second usage returns you use it, you can warp to that point. As point. Using your WarpWhistle inside a result, most players who use Farore's Wind form a warp point at dungeon also allows you to escape the entrance, allowing them to use this as a makeshift form of an EscapeRope.dungeon in the process.
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** Similarly, in the ''PokemonRanger'' spinoff series, Pokemon with the "Teleport" field move can return the player to the entrance of an area.
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* The "Escape Twine" from ''SlimeForestAdventure''.
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* The "safe harbor" is a predetermined location such as the dungeon's entrance, a nearby town or [[HubLevel Hub]], a TraumaInn or SavePoint, or the WorldMap.

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* The "safe harbor" is a predetermined location such as the dungeon's entrance, a nearby town town, a HubLevel or [[HubLevel Hub]], the WorldMap -- i.e, something that includes access to a TraumaInn or SavePoint, or the WorldMap.and/or SavePoint.
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Renaming The Hub to Hub Level.


* The "safe harbor" is a predetermined location such as the dungeon's entrance, a nearby town or [[TheHub Hub]], a TraumaInn or SavePoint, or the WorldMap.
* It only works from inside designated "dungeon" areas like [[TheLostWoods creepy forests]], [[BubblegloopSwamp marshlands]], [[UndergroundLevel underground caverns]], and [[TempleOfDoom decrepit ancient temples]] which the player explores from the outside inwards. It doesn't work in "overworld" locations such as towns, connecting fields/roads between towns/areas, on TheHub or WorldMap itself.

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* The "safe harbor" is a predetermined location such as the dungeon's entrance, a nearby town or [[TheHub [[HubLevel Hub]], a TraumaInn or SavePoint, or the WorldMap.
* It only works from inside designated "dungeon" areas like [[TheLostWoods creepy forests]], [[BubblegloopSwamp marshlands]], [[UndergroundLevel underground caverns]], and [[TempleOfDoom decrepit ancient temples]] which the player explores from the outside inwards. It doesn't work in "overworld" locations such as towns, connecting fields/roads between towns/areas, on TheHub the HubLevel or WorldMap itself.
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** The original ''VideoGame/DragonSlayer'' had a RETURN spell that did this.
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* In ''LegacyOfTheWizard'', using a Crystal item will instantly warp you back to the surface.

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added the two items I know of from metal walker. (expect more to be added later as I find them)


* '''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]].

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* '''FinalFantasyVIII'': ''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]].


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* ''MetalWalker'' has several of these including Crane and Get Blown, all of which return you to the last camp you entered.
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** Many classes also receive special abilities which mimic the effect. Shamans have astral recall which is like having a second hearthstone linked to the same place and Death Knights can send themselves directly back to the Ebon Hand HQ (handy since, unlike everyone else, DKs don't have trainers in other cities or towns).
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* ''DigimonWorld'' and ''DigimonWorld2'' have the Auto-Pilot to take the player back to their base. In the former, it's a one-use item you should keep a stock of in your inventory; in the latter, it's an option in your dungeon vehicle, but it can be jammed by traps, so you might still need a stock of repairs on hand.
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* ''{{Earthbound}}'' has the Exit Mouse, which instantly returns you out of a inside level.
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* '''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]].
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* "Warp"/"Teleport"/"Exit" in the earlier ''FinalFantasy'' games. Typically also works as a quick exit 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.

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* "Warp"/"Teleport"/"Exit" spells in the earlier ''FinalFantasy'' games. Typically 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 works work as a quick exit 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.dungeon at all.
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* The "Escape Hex" in ''ResonanceOfFate'' returns you to the world map from anywhere in a dungeon except an InescapableAmbush battle (mostly bosses). It quickly becomes the standard way of exiting dungeons after finishing them, because you can't save in a dungeon and it would really suck to beat the boss only to die from the RespawningEnemies on your way out.
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Whoops.


** In ''LinksAwakening'', 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 which.

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** In ''LinksAwakening'', 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 which.Woods.
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** In ''LinksAwakening'', 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 which.
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** In ''OcarinaOfTime'', Farore's Wind is a quasi-example, because using it in a dungeon doesn't necessarily warp you back to the entrance. Instead, the first time you use it in a dungeon, you can set a warp point. The next time you use it, you can warp to that point. As a result, most players who use Farore's Wind form a warp point at the entrance, allowing them to use this as a makeshift form of an EscapeRope.
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* The first ''PhantasyStar'' 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 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.
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* The "Retreat" Psynergy from the ''GoldenSun'' series, while technically a spell instead of an item, has this function -When cast inside a dungeon, it will return you to the dungeon's entrance. It is known by Isaac, Felix and Matthew, the three player characters.
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* Both of the ''{{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.
** In ''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.
** WarcraftIII resurrected the scroll of town portal as an item for heroes that allows a hero and his/her retinue of nearby units to teleport to a friendly base.
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* The Divine Intervention and Almsivi Intervention ''TheElderScrolls:{{Morrowind}}'' which teleport the player to the closest Nine Divines or Almsivi temple (respectively). The most common use? [[BoringButPractical Hauling more loot than you can carry by foot back to town]].

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* The Divine Intervention and Almsivi Intervention ''TheElderScrolls:{{Morrowind}}'' which teleport the player to the closest Nine Divines shrine (though in practice "nearest Imperial Fort", as they house the only ones recognized by the spell) or Almsivi temple (respectively). The most common use? [[BoringButPractical Hauling more loot than you can carry by foot back to town]].
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* The Divine Intervention and Almsivi Intervention ''TheElderScrolls:{{Morrowind}}'' which teleport the player to the closest Nine Divines or Almsivi temple (respectively). The most common use? [[BoringButPractical hauling more loot than you can carry by foot back to town]].

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* The Divine Intervention and Almsivi Intervention ''TheElderScrolls:{{Morrowind}}'' which teleport the player to the closest Nine Divines or Almsivi temple (respectively). The most common use? [[BoringButPractical hauling Hauling more loot than you can carry by foot back to town]].
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Mark/Recall is more of a warp whistle


* A few teleportation spells in ''TheElderScrolls'',like the "Mark" and "Recall" combination, allow the caster to designate a target area and then immediately return to it later.

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* A few teleportation spells in ''TheElderScrolls'',like The Divine Intervention and Almsivi Intervention ''TheElderScrolls:{{Morrowind}}'' which teleport the "Mark" and "Recall" combination, allow player to the caster closest Nine Divines or Almsivi temple (respectively). The most common use? [[BoringButPractical hauling more loot than you can carry by foot back to designate a target area and then immediately return to it later.town]].
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Compare and contrast WarpWhistle, which allows instantaneous travel to previously visited locations but generally only works from "overworld" areas like towns.

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Compare and contrast WarpWhistle, which allows instantaneous travel to previously visited locations but generally only works from "overworld" areas like towns.
towns, and EscapeBattleTechnique, which is similar but in battle.
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* Mr. Gency's Exit in the ''{{Disgaea}}'' series.

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* Mr. Gency's Exit in the ''{{Disgaea}}'' series.series and MakaiKingdom. In PhantomBrave, there's a job class with an innate "escape from this dungeon by spending X amount of money" spell.
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* Mr. Gency's Exit in the ''{{Disgaea}}'' series.
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* In the {{Roguelike}} game ''{{Angband}}'', the "Word of Recall" spell (which can be obtained from various magical items) allows you to teleport to and from the top of the dungeon. The catch is that it doesn't take effect instantaneously.
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* Dungeons And Dragons had the cleric/priest spell "Word of Recall", which returned the user to a specifically (previously) designated sanctuary. The "Succor" spell created an object which allowed anyone breaking it to be teleported the caster's sanctuary.

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* Dungeons And Dragons ''DungeonsAndDragons'' had the cleric/priest spell "Word of Recall", which returned the user to a specifically (previously) designated sanctuary. The "Succor" spell created an object which allowed anyone breaking it to be teleported the caster's sanctuary.



* ''EtrinOdyssey'' called theirs "Warp Wires", and considering just how NintendoHard the dungeons were,difficult the game was Warp Wires in Etrian Odyssey. Considering how deep the dungeon floors tend to go and how difficult it is to slog through them, it's a good idea to always have a few on hand.
* Most ''FinalFantasy'' feature a "Warp" spell that returns the player to the WorldMap. In some games, this also allows immediate escape from RandomEncounters.

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* ''EtrinOdyssey'' ''EtrianOdyssey'' called theirs "Warp Wires", and considering just how NintendoHard the dungeons were,difficult the game was Warp Wires in Etrian Odyssey.Wires". Considering how deep the dungeon floors tend to go and how difficult it is to slog through them, it's a good idea to always have a few on hand.
* Most "Warp"/"Teleport"/"Exit" in the earlier ''FinalFantasy'' feature a "Warp" spell that returns the player to the WorldMap. In some games, this games. Typically also allows immediate escape works as a quick exit from RandomEncounters.random battles.

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HowDidWeMissThisOne / NeedsABetterDescription (maybe).
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* The "Hearth Stone" in ''WorldOfWarcraft'' allows the user to teleport to a previously designated "home" (e.g. TraumaInn), but requires a cooldown time of 30 minutes after use.

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* The "Hearth Stone" in ''WorldOfWarcraft'' allows the user to teleport to a previously designated "home" (e.g. TraumaInn), but requires a cooldown time of 30 minutes after use.use.
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