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Videogame Places You're Not Supposed To Go

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?

26 of 261 comments (clear)

  1. Two Words! by KneelBeforeZod · · Score: 5, Funny

    Hot Coffee

    1. Re:Two Words! by La+Gris · · Score: 4, Funny

      Earl Gray! Hot!

      --
      Léa Gris
  2. Obvious reply by feufeu · · Score: 4, Funny

    >What odd, interesting, or funny game locations have you wandered into? Slashdot ?! Oh wait, that's not a game...

    1. Re:Obvious reply by La+Gris · · Score: 5, Informative

      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.

      --
      Léa Gris
    2. Re:Obvious reply by fractoid · · Score: 4, Interesting

      There's also the caverns under Karazhan, which you can only get into via mild exploiting (sit in a corner and get another player to duel you and cast a 'fear' spell on you, you have a chance for the 'run around like a headless chicken' code to actually run you through a closed gate). It's surprisingly creepy down there.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  3. GTA 3 Lighthouse by TheLink · · Score: 4, Interesting

    Years ago, I got up to the lighthouse on the island in Portland beach in the first GTA3 by getting a boat to it, and then jumping _backwards_ all the way up to the lighthouse.

    If you face the slope, the game slides you down. Not sure why it doesn't when you're facing backwards - maybe they designed it that way for people like me.

    Apparently there are plenty of other "easter egg spots" in GTA3.

    --
    1. Re:GTA 3 Lighthouse by iamhassi · · Score: 4, Funny

      "n there is a sign saying "you're not supposed to be able to get here" or something similar."

      quick google search results:
      "Go to Staunton Island. Head for Bedford Point, and bring a tall vehicle with you, like an Ambulance. Go to the parking lot that is behind some buildings in the projects (it was used in the "Kingdom Come" mission you do for King Courtney). Park your Ambulance next to the wall where the Kuruma is parked. Climb up on top of the ambulance and jump over the wall. On the other side, you'll see a sign that says "You weren't supposed to be able to get here you know". "

      --
      my karma will be here long after I'm gone
  4. Stalker by dunkelfalke · · Score: 4, Interesting

    When you turn no-clipping on and try to explore the levels, you can very often see (especially at the wild territories and at the brain scorcher) that the levels were originally meant much larger and the story was meant larger, too (what's with the helicopter behind the fence at the radar site?)

    --
    "It's such a fine line between stupid and clever" -- David St. Hubbins, Spinal Tap
  5. Oh... so not real locations then by interkin3tic · · Score: 4, Funny

    I read the title and thought it was talking about places in real life. When I was living in Tokyo, I went to Squaresoft's headquarters. Totally could have stolen some videogame award trophies right off their front desk, assuming I completed some sidequest to distract the guard first. On the next floor there was a taped up piece of paper with a moggle on it pointing to the left and saying something in japanese, probably something like "That way to accounting."

    Pretty boring, plus I felt like a huge nerd. Then again, it was only 3 blocks out of my way.

    Anyway, I'm not sure how many other real videogame related places you aren't supposed to go there are.

  6. WoW Exploration by sunami · · Score: 4, Interesting

    For anyone who's been doing exploration in World of Warcraft for a long time, the name Dopefish has additional meaning. Wall walking to places was amazing, and 1.9 was a sad sad day, except wall jumping took it's place! Hyjal, above/under Orgrimmar, on top of zeppelins, epic levitate jump from Hyjal to Orgrimmar, above and 2nd floor of Undercity, under Stormwind and behind the gated instance portal, Ironforge airport, Wetlands farm, Elwyn house/retreat/pond, the Dragon-Dwarf fight on the flight to Searing Gorge, Troll village, half-existing Gadgetzan from ZF, outter edges of the BE starting zones, middle part of Eastern Kingdoms, smiley face under Karazhan, and the Crypts next to it, outside the Karazhan instance, most especially the large area where you fight Prince, underneath all of Outlands (except for Netherstorm, damn bridge) especially behind Black Temple, outside the playing parts of CoT: Hyjal, inside CoT pre-BC, top of CoT, on the hourglass (old and new), behind AQ (which allowed zoning in before the Wall opened), North Plaguelands, behind the Greymane Wall. So much amazing exploration over such a long time.

    Only 2 things I've never done that I really want to is get to Old Ironforge on my guy, and outside of Deadmines.

    1. Re:WoW Exploration by Anonymous Coward · · Score: 5, Funny

      I know of a huge forgotten area, but it's too difficult to get to for most WoW players.

      It's called real life.

    2. Re:WoW Exploration by Kjella · · Score: 5, Funny

      I know of a huge forgotten area, but it's too difficult to get to for most WoW players. It's called real life.

      It's all real life. But I've heard of this mysterious land AFK, haven't explored that yet...

      --
      Live today, because you never know what tomorrow brings
  7. Wow has a few places... by UnknownSoldier · · Score: 4, Informative

    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 lets you explore the world (& zones) offline.

  8. OBlivion by Anonymous Coward · · Score: 5, Interesting

    Oblivion has a nice place you can teleport to.
    Its a room full of doors.

    Behind every door, there is something developers used to test, like items, enemys, even a whole test city :D

    When talking to test npcs there can be very funny messages ^^

  9. Memory location 0xFF83E2D4 by Anonymous Coward · · Score: 5, Funny

    You're SO not supposed to go there! But if you do, a secret screen comes up with a bunch of cryptic text that nobody has yet been able to decipher.

    1. Re:Memory location 0xFF83E2D4 by Drinking+Bleach · · Score: 5, Funny

      I deciphered it, it was just a stupid ad for Ovaltine.

    2. Re:Memory location 0xFF83E2D4 by chromas · · Score: 5, Funny

      A crummy commercial? Son of a bitch!

  10. Thief 1 & 2 - movement tricks by Anonymous Coward · · Score: 5, Informative

    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.

    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

  11. "This is for you, you crazy rocket-jumpers" by Scott+Kevill · · Score: 5, Interesting

    A secret area in Quake II with a stash of ammo, that you could only get to by rocket-jumping.. acknowledging a unintended trick that started with the original Quake. The message printed on the screen was, "This is for you, you crazy rocket-jumpers."

    --
    GameRanger - multiplayer gaming service for PC and Mac games
  12. Ultima VII by RogueyWon · · Score: 4, Interesting

    I remember a great one of these in Ultima VII. Basically, there was a certain building in the first town, which had an invisible portal hidden behind its chimney. To access it, you had to either cheat (which is... well... cheating), or else build a staircase out of crates to get onto the roof. To do this, you needed to pretty much scour the entire town for crates, as you would need every last one to get up there.

    Once you went through the portal, you found yourself in a strange sci-fi type area, with the Kilrathi theme from Wing Commander 2 playing as BGM. There were chests containing multiple sets of the best equipment in the game, a huge variety of useful magical items, as well as most of the plot-related items. There were also teleporters that could take you to most of the key points of interest around Britannia.

    This one was so cool because it didn't require the use of a cheat or clipping exploit to find it. Sure, nobody was ever going to find it on their own accord without having been told about it in advance, but you could get in there without typing in any special commands or cheat codes.

  13. Ender's game (Spoiler Alert) by wisebabo · · Score: 4, Interesting

    In the book "Ender's Game" by Orson Scott Card, Ender keeps exploring the super video game the kids are given beyond what anyone else does. Since the game "engine" is very sophisticated it keeps generating new territory and challenges for him (sometimes based on his alien influenced "dreams"). Not only does he eventually successfully complete his self-driven quest but the computer creating the game becomes sentient! Of course this is just one of several important "games" in the book.

    So, maybe if you go places in your videogame that you're not supposed to go, you'll create new territory not imagined by the designers of the game and cause the game to become self-aware!

  14. Re:"No prize for you, rocket man" by Airw0lf · · Score: 4, Informative

    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!

  15. There is another undocumented area by dzfoo · · Score: 5, Interesting

    In Stonetalon Peak, slightly south-west of the Inn, my wife and I tricked-jumped on a spot of the mountain side that looked the most accessible, and we eventually reached the top. Right there, you get to a plateau on top of some of the highest mountains in the area, with a nice and beautiful view of the mountain ranges as far as your GPU will render. You can see various map areas all around.

    Anyway, that's not the coolest part. The best part is what lies beyond. There is a cliff at the edge which brings you to a "secret" area. If you jump down from the left-most edge of the cliff, you'll fall down and die; but with persistence you can then come back the same way as a spirit, jump down and reclaim your body. Et voilá, you're in!

    This area is a wide expanse of unfinished terrain between the various world sections that intersect there. It seems to be completely uninhabited and serene. It is vast and pretty, with a weird mélange of texture maps. you can explore this huge area and marvel at the beautiful collage of colors, textures, and terrain elements.

    Eventually, you'll find a rather large, rectangular pit, where various areas coincide. It is like a huge deep pool drained of water. Its floor is composed of texture tiles from the different areas that meet at that point. But be careful! If you decide to jump in, know that there is no way out of it. You'll have to use your hearthstone (or call a game master). There is plenty more beyond that point which I haven't explored yet (as you may imagine, we dropped into the pit and got stuck).

    All in all, it is one of the most strangely beautiful areas--hidden or not--of the World of Warcraft. So, be sure to pack plenty of sandwiches, your beverage of choice, and your video camera!

              -dZ.

    --
    Carol vs. Ghost
    ...Can you save Christmas?
    1. Re:There is another undocumented area by somersault · · Score: 5, Funny

      my wife and I [..] get to a plateau on top of some of the highest mountains in the area, with a nice and beautiful view of the mountain ranges as far as your GPU will render.

      For some reason that strikes me as one of the nerdiest things I've ever read. Gone are the days of "you can see x island from here on a clear day!", now it's "you can see x island from here if your graphics card can has enough memory!".

      --
      which is totally what she said
  16. Second Life by Peregr1n · · Score: 5, Funny

    I took a look at Second Life once and found all kinds of half-finished buildings and stuff!
    Oh, wait...

  17. The Minus World is a bug. by Myria · · Score: 4, Informative

    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.

    --
    "Screw Sun, cross-platform will never work. Let's move on and steal the Java language." - Visual J++ Product Manager