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* ''VideoGame/Fallout3'':
** After you retrieve the medicine from the Super-Duper Mart in the Wasteland Survival Guide quest, a new group of Raiders enters the building, discovering what you did to their comrades.
** One of the Super Mutant Behemoth encounters is set up like this. You run across a wrecked train containing a cart cage with a teddy bear. Open the cage, and the bear waves its arms, then the Behemoth appears on the eastern horizon.
** In ''Point Lookout'', after installing the Cogwave Jammer on the Ferris wheel, about ten hostile Tribals immediately materialize in plain view.



** ''VideoGame/Fallout3'' has this for one of the Super Mutant Behemoth encounters; you run across a wrecked train containing a cart cage with a teddy bear. Open the cage, and the bear waves its arms, then the Behemoth appears on the eastern horizon.
** After you retrieve the medicine from the Super-Duper Mart in the Wasteland Survival Guide quest, a new group of Raiders enters the building, discovering what you did to their comrades.
** In ''Point Lookout'', after installing the Cogwave Jammer on the Ferris wheel, about ten hostile Tribals immediately materialize in plain view.
** ''VideoGame/{{Fallout 4}}'' is also very blatant with this trope.
*** One cruel example is on Spectacle Island, where activating the wrecked boat's generator instantly spawns a [[GiantMook Mirelurk Queen]] a few meters away. Then when you activate the radio beacon powered by said generator, three [[DemonicSpiders Mirelurk Hunters]] emerge from the ground, one of which may be a [[EliteMook Legendary variant]].
*** In the basement of the Mass Fusion Building, which you have to visit if working for the Institute or Brotherhood, taking the [[MacGuffin Beryllium Agitator]] summons two [[DemonicSpiders Assaultrons]], a [[BossInMookClothing Sentry Bot]], and [[ArsonMurderAndJaywalking a Protectron]].
*** "Special Delivery" has this when you kill the Raider boss in Parsons Creamery and retrieve the Cabot family's stolen SuperSerum, whence three [[EliteMooks elite Raiders]] equipped with Combat Armor and Combat Rifles immediately spawn.
*** In the Boston Public Library, once you enter the control room, you hear a "Security Breach" alert and a horde of Super Mutants enters the building. Luckily, if you entered posing as an employee, the Protectrons and turrets will assist you.
*** The Sentry Bot at the National Guard Training Yard will activate without fail if you enter the Armory, even if you are stealthy and disarm the laser tripwires inside without setting them off.

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** ''VideoGame/Fallout3'' has this for one of the Super Mutant Behemoth encounters; you run across a wrecked train containing a cart cage with a teddy bear. Open the cage, and the bear waves its arms, then the Behemoth appears on the eastern horizon.
** After you retrieve the medicine from the Super-Duper Mart in the Wasteland Survival Guide quest, a new group of Raiders enters the building, discovering what you did to their comrades.
** In ''Point Lookout'', after installing the Cogwave Jammer on the Ferris wheel, about ten hostile Tribals immediately materialize in plain view.
**
* ''VideoGame/{{Fallout 4}}'' is also very blatant with this trope.
*** ** One cruel example is on Spectacle Island, where activating the wrecked boat's generator instantly spawns a [[GiantMook Mirelurk Queen]] a few meters away. Then when you activate the radio beacon powered by said generator, three [[DemonicSpiders Mirelurk Hunters]] emerge from the ground, one of which may be a [[EliteMook Legendary variant]].
*** ** In the basement of the Mass Fusion Building, which you have to visit if working for the Institute or Brotherhood, taking the [[MacGuffin Beryllium Agitator]] summons two [[DemonicSpiders Assaultrons]], a [[BossInMookClothing Sentry Bot]], and [[ArsonMurderAndJaywalking a Protectron]].
*** ** "Special Delivery" has this when you kill the Raider boss in Parsons Creamery and retrieve the Cabot family's stolen SuperSerum, whence three [[EliteMooks elite Raiders]] equipped with Combat Armor and Combat Rifles immediately spawn.
*** ** In the Boston Public Library, once you enter the control room, you hear a "Security Breach" alert and a horde of Super Mutants enters the building. Luckily, if you entered posing as an employee, the Protectrons and turrets will assist you.
*** ** The Sentry Bot at the National Guard Training Yard will activate without fail if you enter the Armory, even if you are stealthy and disarm the laser tripwires inside without setting them off.



* Uruk captains with the "Sneaky" trait in ''VideoGame/MiddleEarthShadowOfMordor''. The description reads "May show up unexpectedly". What this actually means is anytime you're dropped into freeroam after a mission or activity, said captain mayappear nearby and instantly spot and attack you.

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* Uruk captains with the "Sneaky" trait in ''VideoGame/MiddleEarthShadowOfMordor''. The description reads "May show up unexpectedly". What this actually means is anytime you're dropped into freeroam after a mission or activity, said captain mayappear may appear nearby and instantly spot and attack you.
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* ''VideoGame/{{BioShock|1}}''

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* ''VideoGame/{{BioShock|1}}''''VideoGame/{{BioShock|1}}'':

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* ''VideoGame/DukeNukem3D'' does pretty much like ''Doom'', with aliens instead of demons (including examples where they really spawn in response to picking up a keycard, in addition to revealing laser tripbombs in the room). Also, enemies spawn as punishment for killing humans.

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* ''VideoGame/DukeNukem3D'' does pretty much like ''Doom'', with has aliens instead of demons (including examples where they really which spawn in response to picking up a keycard, in addition to revealing laser tripbombs in the room).room. Also, enemies spawn as punishment for killing humans.



* ''VideoGame/WorldOfWarcraft'' is prone to doing this during quests, to the point where you often actually ''see'' the enemies spawn in front of you once you grab the PlotCoupon or reach the appropriate trigger point. Only rarely is this justified by the creature being a ghost or having a teleport power. Also, in {{Escort Mission}}s, you can pretty much guarantee that you'll be ambushed by magically spawning enemies at least once on the NPC's scripted path. It's such a standard element of the game that most players are used to it by the time they reach mid levels. Spawning {{Mooks}} are also a common feature of boss encounters, even when your group has completely cleared any part of the dungeon that they could reasonably have come from.
** The Worgen starting zone prevents the visible spawns of [[spoiler:Forsaken assassins]] by having several around three spawn points - no matter which way your camera faces, one of them is always '''just''' out of frame.

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* ''VideoGame/WorldOfWarcraft'' is prone to doing this during quests, to the point where you often actually ''see'' the enemies spawn in front of you once you grab the PlotCoupon or reach the appropriate trigger point. Only rarely is this justified by the creature being a ghost or having a teleport power. Also, in {{Escort Mission}}s, you can pretty much guarantee that you'll be ambushed by magically spawning enemies at least once on the NPC's scripted path. It's such a standard element of the game that most players are used to it by the time they reach mid levels. Spawning {{Mooks}} are also a common feature of boss encounters, even when your group has completely cleared any part of the dungeon that they could reasonably have come from.
**
from. The Worgen starting zone prevents the visible spawns of [[spoiler:Forsaken assassins]] by having several around three spawn points - no matter which way your camera faces, one of them is always '''just''' out of frame.
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* Keys in ''VideoGame/TurboOverkill'' are always trapped, causing enemies to spawn, as long as they are not in cramped areas.
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* In ''VideoGame/SensoryOverload'', some levels have security cameras that trigger enemies to come out of locked rooms or [[MonsterCloset compartments in the walls]]. The door leading to TheDragon's lair at the end of the game is equipped with a silent alarm that causes a dozen security droids to come out of the walls. "Warning! Intruder!"

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* In ''VideoGame/SensoryOverload'', some levels have security cameras that trigger enemies to come out of locked rooms or [[MonsterCloset compartments in the walls]]. The door leading to TheDragon's lair at the end of the game is equipped with a silent alarm that causes a dozen security droids [[AttackDrone tankbots]] to come out of the walls. "Warning! Intruder!"walls.

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Word Cruft. Also added a new example


* In ''VideoGame/TheLegendOfZeldaSpiritTracks'', every time you get a big key in the central dungeon, giant disembodied hands appear out of the floor. They will move towards the Phantom carrying the key on sight, can force the Phantom to drop the key in one hit (they will then return it to its original location), and are positioned in the most inconvenient places possible for the player. Kill them? They'll just respawn.

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* In ''VideoGame/TheLegendOfZeldaSpiritTracks'', every ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaTheWindWaker'': Getting the Boss Key in Forbidden Woods brings in two Moblins to the room where it was guarded, courtesy of some Kargaroks that drop them right in front of Link. And getting the one in Tower of the Gods activates the previously-inanimate Armos.
** ''VideoGame/TheLegendOfZeldaSpiritTracks'': Every
time you get a big key in the central dungeon, giant disembodied hands appear out of the floor. They will move towards the Phantom carrying the key on sight, can force the Phantom to drop the key in one hit (they will then return it to its original location), and are positioned in the most inconvenient places possible for the player. Kill them? They'll just respawn.



* The [[VideoGame/TombRaider2013 rebooted]] ''[[VideoGame/RiseOfTheTombRaider Tomb Raider]]'' [[VideoGame/ShadowOfTheTombRaider trilogy]] is madly in love with this trope. Generally speaking, entering seemingly empty areas is largely assured to trigger an ambush with huge numbers of enemies from just out of sight. It might not happen immediately, but happen it will as sure as the sun sets at the end of the day.

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* The [[VideoGame/TombRaider2013 rebooted]] ''[[VideoGame/RiseOfTheTombRaider Tomb Raider]]'' [[VideoGame/ShadowOfTheTombRaider trilogy]] is madly in love with this trope. Generally speaking, entering trilogy]]. Gntering seemingly empty areas is largely assured to trigger an ambush with huge numbers of enemies from just out of sight. It might not happen immediately, but happen it will as sure as the sun sets at the end of the day.



** ''VideoGame/Doom3'': This was one of the biggest complaints about the game. It happens constantly throughout the game, though sometimes the enemies are just hiding behind doors that spring open whenever you grab the item(s); other times, waves of them literally teleport in.

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** ''VideoGame/Doom3'': This was one of the biggest complaints about the game. It happens constantly throughout the game, though sometimes the enemies are just hiding behind doors that spring open whenever you grab the item(s); other times, waves of them literally teleport in.
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** In the level "Two Betrayals", every time you disable one of the generators, it immediately causes hordes of Flood or Sentinels to come pouring in through ducts in the ceiling, as well as the door you just came in through.
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Per TRS, Bonus Boss is to be sorted between Optional Boss and Superboss.


* ''VideoGame/XenobladeChronicles1'' does this with certain quest items, but it's less often mooks and more frequently a hideously overlevelled BonusBoss you'll have to game back half the game later to stand a chance against.

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* ''VideoGame/XenobladeChronicles1'' does this with certain quest items, but it's less often mooks and more frequently a hideously overlevelled BonusBoss {{Superboss}} you'll have to game come back to half the game later to stand a chance against.
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Please explain this example in the context of the game proper, not in comparison to another


** Something similar happens in Hooktail's castle in VideoGame/PaperMarioTheThousandYearDoor, except skeletons, Dry Bones.

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** Something similar %%* This happens in Hooktail's castle in VideoGame/PaperMarioTheThousandYearDoor, except skeletons, Dry Bones.
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* ''VideoGame/DeepRockGalactic'' has the alien bugs spawn near you (and sometimes a whole horde of them) the moment you take one of their eggs during the alien egg extraction missions. Justified due to the bugs being able to sense that you're messing with their eggs.

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* At least one of the ''VideoGame/CallOfDuty'' games had a shed-load of enemy soldiers teleport in if the player took control of a machine gun. In most games, enemies will constantly spawn out of view until the player advances to the spawn point or beyond, meaning that endless streams of enemies were the ''norm'' rather than the ''exception''.
** In some cases the game actually complains about it in the console. The first game will note that it can't spawn because the 'player can see spawn point'.

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* At least one of the ''VideoGame/CallOfDuty'' games had a shed-load of enemy soldiers teleport in if the player took control of a machine gun. In most games, enemies will constantly spawn out of view until the player advances to the spawn point or beyond, meaning that endless streams of enemies were the ''norm'' rather than the ''exception''.
**
''exception''. In some cases the game actually complains about it in the console. The first game will note that it can't spawn because the 'player can see spawn point'.



* You can't grab a keycard in ''VideoGame/{{Doom}}'' without unleashing demons from hell.
** The secret level Warrens takes you through an entire copy of [=E3M1,=] before forcing you to make all the way ''back'' with new enemies spawned in every area.
** [=MAP16:=] Suburbs in ''VideoGame/DoomII'' has the biggest squad in either game - grabbing the first key brings in a stream of imps and pinky demons, spawning once every second or two, for nearly a full minute.
** This was one of the biggest complaints about ''VideoGame/Doom3''. It happens constantly throughout the game, though sometimes the enemies are just hiding behind doors that spring open whenever you grab the item(s); other times, waves of them literally teleport in.

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* ''Franchise/{{Doom}}'':
** ''VideoGame/{{Doom}}'':
You can't grab a keycard in ''VideoGame/{{Doom}}'' without unleashing demons from hell.
**
hell. The secret level Warrens takes you through an entire copy of [=E3M1,=] before forcing you to make all the way ''back'' with new enemies spawned in every area.
** ''VideoGame/DoomII'': [=MAP16:=] Suburbs in ''VideoGame/DoomII'' has the biggest squad in either game - grabbing the first key brings in a stream of imps and pinky demons, spawning once every second or two, for nearly a full minute.
** ''VideoGame/Doom3'': This was one of the biggest complaints about ''VideoGame/Doom3''.the game. It happens constantly throughout the game, though sometimes the enemies are just hiding behind doors that spring open whenever you grab the item(s); other times, waves of them literally teleport in.
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Added example to Bioshock entry.

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** A room in the medical center combines this with a JumpScare, leading the player to turn toward a medicine cabinet to grab the loot inside, at which point a Splicer appears mere ''inches'' behind you. Fortunately, he appears to be just as surprised as you are, and is easy to dispatch, but his sudden appearance in a game where enemies getting to melee range is ''very bad news'' is a delightfully nasty shock.
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* ''VideoGame/GhostRecon: Advanced Warfighter'' and ''Future Soldier'' are as blatant as ''Rainbow Six: Vegas''; most enemy groups don't appear on the map (and therefore cannot be seen with a UAV) until the script calls for them to to be there. Sometimes, you can see them materialize in plain sight.

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* ''VideoGame/GhostRecon: Advanced Warfighter'' ''VideoGame/GhostReconAdvancedWarfighter'' and ''Future Soldier'' ''VideoGame/GhostReconFutureSoldier'' are as blatant as ''Rainbow Six: Vegas''; most enemy groups don't appear on the map (and therefore cannot be seen with a UAV) until the script calls for them to to be there. Sometimes, you can see them materialize in plain sight.
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* Inverted in ''VideoGame/ChaosHeat'': The only exit in several areas is an electronically locked door, which you need to obtain a keycard to open, but said keycard will not appear until you've killed every single onscreen enemy the game throws at you. Once every mutant monstrosity is destroyed, a keycard suddenly pops out from nowhere for you to collect.
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** This was one of the biggest complaints about ''Doom 3''. It happens constantly throughout the game, though sometimes the enemies are just hiding behind doors that spring open whenever you grab the item(s); other times, waves of them literally teleport in.

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** This was one of the biggest complaints about ''Doom 3''.''VideoGame/Doom3''. It happens constantly throughout the game, though sometimes the enemies are just hiding behind doors that spring open whenever you grab the item(s); other times, waves of them literally teleport in.
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* Happens regularly in ''VideoGame/{{DUSK}}, where packs of enemies will literally teleport in right in front of you. It is a ''Quake'' clone, after all.

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* Happens regularly in ''VideoGame/{{DUSK}}, ''VideoGame/{{DUSK}}'', where packs of enemies will literally teleport in right in front of you. It is a ''Quake'' clone, after all.
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* Happens regularly in ''VideoGame/{{DUSK}}, where packs of enemies will literally teleport in right in front of you. It is a ''Quake'' clone, after all.
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Up To Eleven is a defunct trope


** ''Honest Hearts'' has an inversion, where after you've collected all the items necessary to help the tribals leave Zion Canyon, all of the wildlife in the canyon ''de''-spawns, leaving you to face nothing but White Legs and their mongrels. Very fortunate, since the wildlife consisted of [[DemonicSpiders everything you dreaded in the Mojave]] but now [[UpToEleven giant-sized and even deadlier]], especially since for the final stretch you're allowed to neither fast-travel nor dump off any excess loot holding you down into the last companion's inventory.
** ''VideoGame/{{Fallout 3}}'' has this for one of the Super Mutant Behemoth encounters; you run across a wrecked train containing a cart cage with a teddy bear. Open the cage, and the bear waves its arms, then the Behemoth appears on the eastern horizon.

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** ''Honest Hearts'' has an inversion, where after you've collected all the items necessary to help the tribals leave Zion Canyon, all of the wildlife in the canyon ''de''-spawns, leaving you to face nothing but White Legs and their mongrels. Very fortunate, since the wildlife consisted of [[DemonicSpiders everything you dreaded in the Mojave]] but now [[UpToEleven giant-sized and even deadlier]], deadlier, especially since for the final stretch you're allowed to neither fast-travel nor dump off any excess loot holding you down into the last companion's inventory.
** ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' has this for one of the Super Mutant Behemoth encounters; you run across a wrecked train containing a cart cage with a teddy bear. Open the cage, and the bear waves its arms, then the Behemoth appears on the eastern horizon.
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YMMV


* As [[WebAnimation/ZeroPunctuation Yahtzee]] noted, in ''VideoGame/AmnesiaTheDarkDescent'', no matter how good a job you've done staying hidden, solving a puzzle usually means you'd better start running from [[FanNickname Mr. Face and Mr. Tall]].

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* As [[WebAnimation/ZeroPunctuation Yahtzee]] noted, in ''VideoGame/AmnesiaTheDarkDescent'', no matter how good a job you've done staying hidden, solving a puzzle usually means you'd better start running from [[FanNickname Mr. Face and Mr. Tall]].Tall.
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* ''VideoGame/{{Xenoblade}} Chronicles'' does this with certain quest items, but it's less often mooks and more frequently a hideously overlevelled BonusBoss you'll have to game back half the game later to stand a chance against.

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* ''VideoGame/{{Xenoblade}} Chronicles'' ''VideoGame/XenobladeChronicles1'' does this with certain quest items, but it's less often mooks and more frequently a hideously overlevelled BonusBoss you'll have to game back half the game later to stand a chance against.
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no linking to the same page


* Occasionally happens in ''VideoGame/StarTrekOnline''. Justified, however, in that the enemy can simply use the Transporters to beam in additional troops as needed. Conversely, there are a number of missions where it's possible for the player to beam out without fighting the reinforcements, making the TeleportingKeycardSquad optional in those cases.

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* Occasionally happens in ''VideoGame/StarTrekOnline''. Justified, however, in that the enemy can simply use the Transporters to beam in additional troops as needed. Conversely, there are a number of missions where it's possible for the player to beam out without fighting the reinforcements, making the TeleportingKeycardSquad Teleporting Keycard Squad optional in those cases.



* ''VideoGame/MetalGearSolid'', for example, has a bit where you get on an elevator and the weight limit warning light goes off, even though Snake is by no means heavy enough (well, except maybe for the HyperspaceArsenal he's carrying around in his pockets). When you tell Otacon about this, he mentions that some optic camouflage units have gone missing. Oh no! It's a trap! The enemy soldiers decloak (actually, they just become slightly more visible, Predator-style, and you can use the Infrared Goggles to see them clearly) and you have to kill them. However, on subsequent playthroughs you can't just clear the elevator beforehand with, say, grenades or C4, or see them with the goggles, because as it turns out they technically aren't there until the game spawns them in specifically for the event. That's the very definition of TeleportingKeycardSquad, even though the game attempts to HandWave it with the aforementioned stealth unit business.

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* ''VideoGame/MetalGearSolid'', for example, has a bit where you get on an elevator and the weight limit warning light goes off, even though Snake is by no means heavy enough (well, except maybe for the HyperspaceArsenal he's carrying around in his pockets). When you tell Otacon about this, he mentions that some optic camouflage units have gone missing. Oh no! It's a trap! The enemy soldiers decloak (actually, they just become slightly more visible, Predator-style, and you can use the Infrared Goggles to see them clearly) and you have to kill them. However, on subsequent playthroughs you can't just clear the elevator beforehand with, say, grenades or C4, or see them with the goggles, because as it turns out they technically aren't there until the game spawns them in specifically for the event. That's the very definition of TeleportingKeycardSquad, Teleporting Keycard Squad, even though the game attempts to HandWave it with the aforementioned stealth unit business.
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Anything useful tends to be SchmuckBait, especially any PlotCoupon. You have to get it and the writers know it, so they might as well punish you for doing the only thing possible. This veers into StupidityIsTheOnlyOption if you get no chance for at least taking sensible precautions. Like planting proximity explosives that don't trigger because the enemies spawn with their jaws already sunken firmly into your buttcheeks. Even worse is if planting those explosives makes the game UnwinnableByMistake because the game is waiting for an EventFlag that will never happen ''because'' it was waiting for those monsters to bite you.

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Anything useful tends to be SchmuckBait, especially any PlotCoupon. You have to get it and the writers know it, so they might as well punish you for doing the only thing possible. This veers into StupidityIsTheOnlyOption if you get no chance for at least taking sensible precautions. Like planting proximity explosives that don't trigger because the enemies spawn with their jaws already sunken firmly into your buttcheeks. Even worse is if planting those explosives makes the game UnwinnableByMistake UnintentionallyUnwinnable because the game is waiting for an EventFlag that will never happen ''because'' it was waiting for those monsters to bite you.

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