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Videogame Places You're Not Supposed To Go 261

Posted by Soulskill
from the is-second-life-one-of-them dept.
Ssquared22 writes "The eight far-off realms in this article exist for different reasons. They could be developer test areas, or forgotten pieces of landscape that somehow made their way into the final code. Whatever their reason for being, they all have one thing in common: they weren't meant to be explored by the likes of you and me. But through persistence, hacks or some combination of the two, you can take in these rare delights for yourself. Pack your bags." What odd, interesting, or funny game locations have you wandered into?
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Videogame Places You're Not Supposed To Go

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  • Re:Obvious reply (Score:5, Informative)

    by La Gris (531858) <lea,gris&noiraude,net> on Thursday June 11, 2009 @04:11AM (#28290533) Homepage

    Regarding WoW secret areas (there are several) the obviously omitted the most significant Mont Hyjal as an entire zone area you had to join by trick jumping. The place had nice project site marking and barrier at the end of the long coiling road.
    It was only opened to playable content with the Caverns of Time.

  • by UnknownSoldier (67820) on Thursday June 11, 2009 @04:17AM (#28290557)

    From "Old Iron Forge", to the top of Iron Forge Mountain where the airplanes are, to _under_ Stormwind, and before BC, you could actually travel N along the shore from Hinterlands and see "behind" Stratholme.

    Thankfully the WoW Map Viewer [wowmodelviewer.org] lets you explore the world (& zones) offline.

  • by UnknownSoldier (67820) on Thursday June 11, 2009 @04:38AM (#28290653)

    Using the Alt-214 cheat in Savage Empire lets you explore the "top-most" part of the world.

    Us old school gamers will remember stacking crates in Trinsic to climb on the roof in order to access the teleporter room in Ultima 7. :-)
    I remember being giddy when I saw the debug menu (and warp map) in Ultima 7 and figured out how to access it. i.e. ultima7 abcd

    For Monkey Island 1, Zak McKracken , Maniac Mansion, Loom, Last Crusade, Monkey Island 2, Fate of Atlantis, Day of the Tentacle
    Enter Debug Mode [lucasforums.com] to use the Goto-Room.

    My brother used to use the (PS2) Baldur's Gate built-in warp menu cheat to run the Gauntlet. (Warp In, Warp Out :)

    Hell, just check gamefaqs for your favorite game.

    --
    Dark Energy by any other name is still the Aether.

  • by Anonymous Coward on Thursday June 11, 2009 @05:06AM (#28290747)

    There's a very interesting technique you can use to move pretty much anywhere you like in Thief 1 & 2 due to a physics bug or feature. Until it was discovered by Luthien, fans of the games (at www.ttlg.com) stacked enormous amounts of crates on top of each other to explore different places in levels but one player discovered a trivial method to move like that (crate stacking is somewhat difficult). For those interested, here's how to move through flare elevatoring (the same can be done with keys in Thief 1 but note that you must always have one object of the kind you use, in your inventory all the time so you need at least three). It's easier if you have very low mouse senisitivity so adjust it before trying this.

    1. look straight up and drop a flare in the air so that it lands on your head (note: do not throw it but drop it, check your key configuration, if necessary)
    2. look straight down and jump, the flare you threw will become "stuck inside you"
    3. you can jump once or twice more to gain more height
    4. again look straight up and drop a flare in the air like in 1.
    5. look straight down, you should see the flare you dropped in 1. below you
    6. jump and when doing so also pick up the flare below you
    7. jump once or twice more to gain more height
    8. goto 4.

    You can climb as high as you like but if you're close to the edge of a wall, you'd better not face it since the result of jumping might become an attempt to climb (mantle) it instead. It's better if you wait until you're high enough to mantle it easily.

    This technique can also be used to move horizontally in the air but it's quite difficult (at least for me).

    A first suggestion of a place to visit is of course the roof of Angelwatch. In the demo they have even placed some AI there but it's not there in the full game version (in neither one are you supposed to actually get there). And in case you didn't know it: The Thief 2 demo is quite a nice playing experience otherwise too, it is a version of "Life of The Party" but with quite a lot of modifications. Very much worth playing, if you liked the full game. You can also try climbing the lighthouse in "Kidnapped" from the outside.

    Beware that when you visit locations that you're not supposed to, the game might crash because the polygon limit might be exceeded. In the editor, it's possible to have more polygons on screen than in the actual game and thus some places like that have been possible to design and the level designers have only taken into account from what directions you should be able to see them.

    More about the technique here [ttlg.com].

    Another location: In case you didn't know it, there's an easter egg in "Framed" in Thief 2: If you throw a scouting orb over the fence to your left in the beginning of the level, you'll see something funny (a couple of dancing zombies) and you can even visit them (without flare elevatoring). One of the buildings in front of you has a roof object instead of a real roof and that object has no physics properties so you can climb onto it even though it looks too steep and high to allow it. I don't remember exactly which building it is, probably the tavern you can enter. From its roof you can then jump over the fence. I don't remember if the zombies will care about you or not.

    And one more: In Thief 1 (and Thief 1 Gold), you can enter the cathedral during your first visit to it too. If you go behind the cathedral to the window (which isn't even there when you visit it again in "Return to The Cathedral"), you can enter the cathedral through it like this: Jump up to it so that you're "in it" but can't squeeze through since you're not meant to. Turn 180 degrees and jump. You'll fly straight into the cathedral. This jumping backwards with higher force feature, is probably meant to stop you from getting stuck somewhere but you can exploit it like this. The haunts inside won't see you since the level has their vision off to reduce CPU load but they will hear you

  • by WWWWolf (2428) <wwwwolf@iki.fi> on Thursday June 11, 2009 @05:17AM (#28290781) Homepage

    Most of my favourites are the stuff that is left in some Nintendo games (Zeldas in particular) - debug or beta versions of some levels that the developers somehow left in. Not that I've seen them personally, and the website I was about to point people to is dead. *sigh*

    As for the rest, I really recommend people to check out this guy's anti-walkthroughs and findings [it-he.org]. A lot of this stuff is absolutely brilliant.

  • Re:GTA 3 Lighthouse (Score:3, Informative)

    by Nursie (632944) on Thursday June 11, 2009 @06:07AM (#28290951)

    Pretty sure that somewhere on the middle island there's a little place you can get to by flipping a car a certain way, and by no other means. In there is a sign saying "you're not supposed to be able to get here" or something similar.

  • by Airw0lf (795770) on Thursday June 11, 2009 @06:12AM (#28290971)
    There was an even better one in one of the Quake II mission packs. In one of the levels you can barely glimpse an invulnerability power up high up in the ramparts...naturally an experienced player would identify that a rocket jump or two will enable you to get up there. But as you approach the power up after rocket jumping onto the ledge, it suddenly vanishes and the message "no prize for you, rocket man" pops up! If the developers had a sicker sense of humour they might have made a badass enemy or two suddenly teleport in too!
  • Re:Obvious reply (Score:1, Informative)

    by Mephistro (1248898) on Thursday June 11, 2009 @09:05AM (#28292061)
    Don't forget the 'unfinished dungeon?" under Ironforge. Like the trick for the Kz caves, you have to duel a mage and have him cast 'sheep' on you while in a specific point. There are lots of videos of this in youtube.
  • Metroid (Score:2, Informative)

    by nerd65536 (692353) on Thursday June 11, 2009 @10:08AM (#28293173) Homepage
    I'm surprised nobody has mentioned the Metroid secret worlds. By exploiting a glitch involving the doors, you could get past some walls and ceilings. Fans discovered some very strange areas. There was discussion years ago whether the secret worlds were inserted intentionally, but disassembling the game revealed that it was just non-map data being loaded by the game in areas outside the intended path.
    http://mdb.classicgaming.gamespy.com/?g=m1&p=secretworlds [gamespy.com]

    A similar glitch was found for Metroid 2. http://m2sw.zophar.net/ [zophar.net]
  • by Myria (562655) on Thursday June 11, 2009 @11:20AM (#28294305)

    It wasn't meant to be found - it's actually a bug in the game. It's related to a space optimization used in the programming: rather than having a special type of Warp Zone for 4-2's warp to world 5, which unlike the other warps had only one pipe, they did a trick to make the world 5 warp still be a three-pipe warp zone. The trick they did was give the left and right pipes, which don't exist in the map data part, world targets of 36. 36 is the number of the blank display tile, which hides the number for you.

    The bug essentially just causes the 36/5/36 Warp Zone data to be used in 1-2. Taking the left or right pipe causes the game to send you to world 36-1. As mentioned above, 36 is the tile index for blank, so you end up in " -1", giving rise to the name "Minus World".

    The world number 36 overflows the index into the world table. In the cartridge version, it ends up mapping world 36 to the water area used by 2-2 and 7-2. Because 36 is greater than 4, it spawns the extra enemies used in 7-2's version of the level.

    The world repeats forever because of how the "set pipe target" command in the object data works. The object data script says, "if world number is X, the next usable pipe sends the player to level Y". The object data only has such commands for worlds 2 and 7 of course, so nothing happens in 36-1. The particular RAM variable set by the command starts off a level set to the ID of that level. Thus when entering a pipe without such a command setting the variable, it reloads the same level.

    The Famicom Disk System version of the game acts differently because the data past the end of the world table is different. It ends up loading a different level as a result. That sequence is a series of glitched levels that eventually lead to "beating the game".

    Japan had both an FDS and cartridge version of SMB. The cartridge version is bitwise identical to the American version, thus containing our Minus World. In fact, early American versions of the game have the Japanese version inside along with a pinout adapter.

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