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Chokepoint Geography

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The hero's journey is a long, winding road, fraught with dangerous monster battles, maybe a princess to save, and the inevitable dungeon. Many game designers (mainly console RPGs) have a story to tell, which involves you and your party going from Town A to Dungeon B to see NPC C, and occasionally going back to Town A to stock up on supplies for the next encounter.
With that principle in mind, the Video Game Geography of the game's world map will be designed in such a way that one or more dungeons will lead to parts inaccessible by travel on foot. You may have to bypass a Beef Gate at the end by defeating it in a Boss Battle, at which point you can travel freely through the dungeon at your leisure (provided you can still handle the monsters that lurk within). The Bonus Dungeon is almost always exempt from this trope, since those are often placed in far out-of-reach locations, presumably to dissuade newbie adventurers from getting themselves killed after wiping their feet on the welcome mat.
A Truth in Television: geography sometimes conspires to put up natural traffic barriers that can only be conveniently bypassed at a few locations, mountain passes and bridges over gorges being the classic examples. As a result, governments and rulers tend to put up border guard posts, fortresses, and other types of traffic control points on them to keep out unwelcome visitors.
Compare Convenient Questing and Insurmountable Waist-Height Fence. Can be circumvented completely once you Get on the Boat or acquire a Global Airship.
 Chokepoint Geography
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The map of Shining the Holy Ark is split down the middle by a mountain range. The only way to get through is by a going through a series of caves, that are of course invested with monsters. The top of the map is covered with Frictionless Ice which seemed to be designed to waste the players time.
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The overworld maps in Guild Wars 2 aren't technically connected to each other, so geography is used to funnel the players to the portals that are used to travel to different areas.
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Dragon Quest VIII:
The bridge between Trodain and Farebury is broken before the events of the story, so the kingdom of Trodain can only be approached from the west.
Subverted with the door to Moonshadow Land; the official (but legendary) doorway is atop Wisher's Peak, but the technical requirements are met by a window in Trodain Castle's library.
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Wild ARMs featured a number of these as levels. You need to go through the Mountain Pass to reach Milama and the Guardian Shrine, Sand River to reach Ship Graveyard and climbing Ka Dingle is necessary to reach Malduke. Wandering Isle had to be traversed to reach the Dead/Fallen Sanctuary in the original but it was removed in the remake.
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Dragon Quest III: Chokepoints are constantly used. For example, the only way to reach the lake where the Shrine Prison is located -which you need to do in order to progress- is to sail up two very narrow rivers. Though, your ship will always be pushed backwards by the Shrine's guardian's song until you gain the Lovely Memories item.
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Golden Sun has this; in fact, one the few occasions were it doesn't have it, it's common for players to miss the town/dungeon that they were meant to go to first (for example, people attempting to go to Kolima and instead going north and fighting Saturos -- who is a very hard early-game boss with 2000HP -- and then fighting the first real boss, Tret -- who has 500HP).
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In order to not break the game's sequence, in Baldur's Gate II you start in Waukeen's Promenade and have to go to the Slums next, where you meet a representative of the Shadow Thieves who offers to help you and gives you a goal to shoot for this chapter. From the Slums, no matter which way you exit, you can suddenly go anywhere in the city.
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In Tales of Vesperia, you have to go through a cave called the Weasand of Cados to get to the desert from Nordopolica.
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The roads between each nation in Hyperdimension Neptunia Victory are infested with monsters and capped with a Beef Gate that must be cleared once to allow the party to fast-travel past them. When Plutia asks why they have to do this when the previous game had no such mechanic, Neptune shrugs and comments it's a Retcon.
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Shows up in Oblivion in the Planes of Oblivion, where getting to the central towers often requires going through a series of caves filled with monsters or in a looping path around the rocks at the edge of the map. note In theory: these areas are incredibly breakable though. Mankind is not privy to the details of how you'd actually launch an invasion from these supposed military installations.
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In Legend of Legaia, several such blockades exist:
Drake Castle (blocking Drake Kingdom from Mt. Rikuroa and Noa's cave; bypassable once Zeto's Dungeon is beaten), Mt. Rikuroa (blocking Drake Kingdom from Noa's cave; bypassable once Zeto's Dungeon is beaten), the Biron Monastery (blocking Drake Kingdom from the East and West Voz Forests and Genesis Trees and the Ancient Wind Cave), the Ancient Wind Cave (blocking Drake Kingdom from the Sebucus Islands; the Witch who runs the inn here explains that there haven't been travelers since the mist came, so travel between Drake and the Sebecus Islands before then presumably had to travel through the narrow caverns and consisted only of people on foot or traveling with Seru), and Zeto's Dungeon (the mist from which blocks a passage to Noa's cave). The Sebucus Islands go on to prove this game is filled with the cliche. Almost all of these literally follow the Mountain Passage premise, and those that do not operate in a similar fashion. Biron Monastery is a near-perfect example in that you must enter through narrow doors (multiple sets), proceed through the training/entrance hall, through a shrine room (close enough to a throne room), up stairs, past the sleeping quarters (barracks), and through another hall and up the stairs in the hall (multiple sets) and then out two more sets of narrow doors.
The Biron Monastery gets a pass, because the deadly mist that's been covering the world for the last ten years had to be held back somehow, and the solution to that was to make all entrances and exits in Biron airlocks. Traffic is restricted, but since there's no traffic to speak off, it's not a problem.
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In Final Fantasy XII, thanks to an MMORPG-like overworld, it takes very long time to reach your real destinations marked on the map. Most dungeons — whether they are plains, mountains, beaches, forests, or caves — are just there to extend the amounts of running, fighting and minor cutscenes.
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World of Warcraft has zones connected only at certain points, with the rest of the border blocked by impassable mountains, wide seas or gulfs, or in the case of Pandaria a huge wall. These can be skipped when you learn flying for each part of the world, though it is likely that by that time you will be done with questing there. A few chokepoints need to be opened by a quest event:
Getting to Winterspring means either fighting past the Furbolgs guarding the tunnel into it or gaining their trust, though with the expansions this has become both much easier and less important.
Most zones of the Calaclysm expansion have introductory quests that bring the player to them, though simply flying there is always an option.
The Vale of Eternal Blossoms, with the Hub City for Pandaria, is unlocked after a few quests to gain the trust of the Celestials guarding it.
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In Wandering Hamster, Bob and James have to pass through the Troll Mountains to get to Lord Broaste's castle the rest of the world.
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300 is based on the Battle of Thermopylae during the Second Greco-Persian War, making this an Enforced Trope. In order to invade Greece, the Persians have to go through the mountain pass of Thermopylae.
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Dragon Quest: Appears twice: The only way to reach Rimuldar (the first of only a few places in Alefgard where you can purchase Magic Keys) and the Southern Shrine is via the Marsh Cave and the only way to reach Charlock Castle is via a narrow channel with the bridge created by the Rainbow Drop.
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Dragon Quest V: Nadiria is comprised of three large landmasses linked by narrow bridges. As soon as the party set foot on the second continent, they are forced to walk down a narrow gorge so the player cannot possibly miss the town of Precaria.
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Dynasty Warriors and its many spinoffs tend to have the map littered with chokepoints very convenient for funneling you into confrontations with non-Red Shirt enemies. In the loosely historical entries, many of these are based on actual chokepoints, although the geography bears little to no resemblance to real life.
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StarTropics. Several times. This game perfected the implementation of the Fetch Quest, But Thou Must!, and Broken Bridge tropes.
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In Avatar: The Last Airbender, the Serpent's Pass is one of the few direct routes across a lake to Ba Sing Se. Of course, it's guarded by a giant sea serpent, and later by the Fire Nation.
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Used occasionally in Battle for Wesnoth, but downplayed or subverted as often as it's played straight thanks to Tactical Rock–Paper–Scissors. For example, "shallow water" tiles will heavily slow most units down as well as inflict a stiff penalty to their defense stat while "deep water" is largely impassible, forcing you to fight for control of single hex-wide "bridge" tiles... unless you have access to flying units or merfolk (who actually get a terrain bonus from water tiles). Some Undead-faction units like zombies or skeletons can also use "deep water" tiles to become invisible thanks to their "Submerge" trait (which is Exactly What It Says on the Tin), but this doesn't come up much in campaigns because it'd be a huge Game-Breaker.
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In the Nintendo Wars series, a one-tile pass can be completely choked off by placing a fighter jet on the open tile. If the enemy force has no units which can attack a fighter, you've effectively created an unassailable buttplug that breaks the map in your favor.
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Ossa Trail and Gaoracchia Forest in Tales of Symphonia.
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Total War: Warhammer has obstructions like rivers and mountains on the campaign map, although certain factions (Dwarfs, Greenskins, Beastmen, Wood Elves, and Skaven) have the ability to bypass them. The second game adds chokepoint battle maps where passing to the opposite side is only possible at one or two points.
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Utterly averted in Final Fantasy II. Other than various islands, there's nowhere you can't go as soon as you leave the first town of the game (theoretically, at least, assuming you don't get horribly murdered by enemies several levels above you the second you stray too far off the beaten path.)
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Final Fantasy IX: Conde Petie, the dwarf home situated on two roots of the Iifa tree spanning a chasm between a large plateau and the mountains, blocks passage to the Iifa Tree and Madain Sari, the village of the summoners.
Gizmaluke's Grotto is another example, a small cave that serves as the only ground passage between Lindbulm and neighboring Burmecia.
The various Gates (South Gate, etc.), in a case of Gameplay and Story Segregation, are a mixed example. In-universe they regulate passage through the mountains, both on foot and by airship (at least those which rely on Mist). BUT, for the actual player's experience, they do not fit the trope at all. South Gate is the only one players can even enter, but the southern entrance/exit is up on a plateau they won't be able to reach or leave unless they already have one of the means to get past mountains (all of which render the chokepoint moot).
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Dragon Quest II: You cannot access a second continent until you get the Prince of Cannock. Then you cannot access a third continent without the Princess of Moonbrooke. Once you get to the third continent, you can get a ship that opens up the rest of the world except for the final area. Then you need the Eye of Malroth in order to reach Rhone Plateau which is surrounded by impassable mountains.
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Dragon Quest IV: The Final Boss is in the Overworld behind the Final Dungeon, since you can only take your active party into a dungeon. This way, you can use a magical horn to summon the wagon with your inactive party members, who can then swap in and out during the big showdown. You remembered to give the horn to one of your active party members, right?
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Dragon Quest IX: Grotto hallways have rocks or other obstacles every few feet, making it impossible to pass by larger monsters when they're sitting in the narrower areas.
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Dragon Quest VI:
The Hero cannot leave Weaver's Peak -the starting town- and begin exploring the first overworld without fighting his way through the Pass to Haggleton.
In order to reach Murdaw's Underkeep, you need persuade the King of Somnia to open the checkpoint closing the southern mountain pass. In order to persuade the King, you need the Ra's Mirror. In order to undertake the quest for the Ra's Mirror, you need to cross the north-eastern mountain pass, which is blocked by yet another checkpoint until the Hero and Carver fulfill several previous missions.
The heroes need to descend into a cavern called the Lucid Grotto and obtain some Dream Dew to be able interact with the Phantom World. The only way to reach that surrounded-by-mountains cavern is via a narrow bridge.
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Lancelot, the Knight of the Cart: Lancelot is on a quest to rescue Guinevere, who has been abducted by Meleagant and taken to the land of Gorre. He has the following conversation with a local Bit Character he meets along the way. It's a slightly Downplayed Trope as this isn't the only route, but it is the shortest one and thus the one Lancelot insists on taking.
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The Elder Scrolls:
Justified in Morrowind with Ghostgate. It was intentionally constructed as the only way through the Ghostfence into Red Mountain. It is full of the Temple's elite soldiers and contains an inn/temple for pilgrims making a pilgrimage inside for religious purposes. However, you can freely hover over the wall at any point if you have a levitate spell, which can be learned very early in the game. You don't even actually have to go inside the building; you just have to hit a couple of buttons to open the gate. This makes sense, however, as the Ghostfence is meant to keep things from getting out. Given that most of what is contained within are deranged monstrosities, even hitting a couple of buttons is beyond their abilities.
Shows up in Oblivion in the Planes of Oblivion, where getting to the central towers often requires going through a series of caves filled with monsters or in a looping path around the rocks at the edge of the map. note In theory: these areas are incredibly breakable though. Mankind is not privy to the details of how you'd actually launch an invasion from these supposed military installations.
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Kung Fu Panda: Legends of Awesomeness: In "Goose Chase", Temutai and his army have cornered Po, Zeng, and Xinshi against a cliff crevice. However, the opening to get into the crevice is only wide enough for one person, allowing Po to defeat the entire army as they enter one at a time. However, defeating an entire army is nonetheless exhausting, and he's totally helpless by the time Temutai himself gets in.
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Final Fantasy:
Utterly averted in Final Fantasy II. Other than various islands, there's nowhere you can't go as soon as you leave the first town of the game (theoretically, at least, assuming you don't get horribly murdered by enemies several levels above you the second you stray too far off the beaten path.)
In Final Fantasy VIII, your trip to Galbadia Garden takes you through a forest in a narrow mountain pass. As soon as you set foot in that forest, the second Laguna sequence in the game begins, forcing what is effectively your party into a weird crystalline dungeon.
Final Fantasy IX: Conde Petie, the dwarf home situated on two roots of the Iifa tree spanning a chasm between a large plateau and the mountains, blocks passage to the Iifa Tree and Madain Sari, the village of the summoners.
Gizmaluke's Grotto is another example, a small cave that serves as the only ground passage between Lindbulm and neighboring Burmecia.
The various Gates (South Gate, etc.), in a case of Gameplay and Story Segregation, are a mixed example. In-universe they regulate passage through the mountains, both on foot and by airship (at least those which rely on Mist). BUT, for the actual player's experience, they do not fit the trope at all. South Gate is the only one players can even enter, but the southern entrance/exit is up on a plateau they won't be able to reach or leave unless they already have one of the means to get past mountains (all of which render the chokepoint moot).
In Final Fantasy XII, thanks to an MMORPG-like overworld, it takes very long time to reach your real destinations marked on the map. Most dungeons — whether they are plains, mountains, beaches, forests, or caves — are just there to extend the amounts of running, fighting and minor cutscenes.
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Game of Thrones:
The Neck is a narrow strip of swampland between the North and the rest of Westeros, impassable except for a single road guarded by the (ruined) castle Moat Cailin. Whoever controls Moat Cailin therefore controls all land traffic between the North and the South, very useful in wartime.
The Twins is the only crossing point over the Green Fork river for hundreds of miles. It's controlled by House Frey, who never fail to exact their toll from travelers. The toll they demand from Robb Stark's army is an Arranged Marriage between Robb and a Frey daughter. While this gains the Freys as allies, it has serious consequences when Robb backs out of the deal later on.
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Justified in Morrowind with Ghostgate. It was intentionally constructed as the only way through the Ghostfence into Red Mountain. It is full of the Temple's elite soldiers and contains an inn/temple for pilgrims making a pilgrimage inside for religious purposes. However, you can freely hover over the wall at any point if you have a levitate spell, which can be learned very early in the game. You don't even actually have to go inside the building; you just have to hit a couple of buttons to open the gate. This makes sense, however, as the Ghostfence is meant to keep things from getting out. Given that most of what is contained within are deranged monstrosities, even hitting a couple of buttons is beyond their abilities.
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Beren and Lúthien: Finrod, Beren and their group need to reach Angband, the fortress of the Dark Lord. Unfortunately, the only way to travel from Western Beleriand to North Beleriand is through the Pass of Sirion, a narrow valley digged by the Sirion river. And you cannot go through the pass without being spotted by Sauron from his fortress overlooking the vale.
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Perfect World:
Subverted. Usually, the only thing leading you to your next destination is a small path and a yellow arrow. This has led to certain new players ending up in places inhabited by level 50 or higher enemies.
It's even worse with the Winged Elf race. This race has wings, so now all that's guiding you is a yellow arrow if you decide to fly there. Granted, all characters get flight at level 30, so everyone has this problem.
A new(ish) patch allows you to set an icon on your map that signals where you have to go (provided you check your quest log frequently), complete with an auto-walk/fly feature that makes a beeline to it; however, if you're not flying or paying attention you can easily fall down mountains, run right into walls or end up in higher level areas.
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The Admiral (2014): Admiral Yi Sun-Sin is able to defeat the Japanese navy despite being vastly outnumbered because the Japanese take a shortcut around the Korean peninsula through the Myeongnyang Strait.
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The Legend of Dragoon is made of this, especially on Serdio. To get to Hellena Prison from Seles, you have to go through the Forest. From Hellena to Bale, you have to pass through the Prairie and Limestone Cave. From the Kingdom of Basil to the Sandoran Empire, you have to go through the Volcano Villude and the Dragon's Nest. Disc 2 is just as bad in Tiberoa.
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In Diablo II, the only way out of Khanduras (Act I) to the Desert of Aranoch (Act II) is through the Rogue's Pass, a narrow monastery pass through the mountains defended previously by the Sisters of the Sightless Eye and presently by the hordes of hell. Instead of having to go all the way through the monastery, there is a set of portculli that wagon caravans like Warriv's presumably take. The REAL mystery is how they got through the Underground Passage, a network of narrow, twisting caves just before the monastery.
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Phantasy Star III: Especially annoying, even if you're a Layan. Throughout the earlier generations, the only way to get to other worlds is by traveling through caves.
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The first Star Ocean features the city of Coule sitting right smack in the middle of a mountain blocking travel between Kraat and Portmith.
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Faria: While the game mostly uses Broken Bridges, ocean crossings and unscalable cliffs to restrict travel between areas, the Second Cave somehow connects two widely separated continents, and the last town, which won't let you enter it until the endgame, blocks off the only way to the final area.
 Chokepoint Geography / int_d4fa523c
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The Lufia series uses this trope a lot. Caves feature stairs leading out (or in, depending on your perspective, but you only see the stairs once you're inside), and many caves are mandatory routes of travel from one place to another (without a ship or submarine), which would seem to make traveling with a wagon or any sort of vehicle difficult. Also, many of these caves appear to be dark and wet and leading horses or any wheeled vehicle down a slippery set of stairs in darkness is not conducive to safe travel (though there are monsters anyway, but a sword can't thwart the danger of slipping and breaking your leg). The argument could be made that the stairs are simply an abstraction, but they could have just as easily abstracted a gradual slope rather than clearly cut (and bumpy for wheeled travel) stone stairs.
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Dragon Quest:
Dragon Quest: Appears twice: The only way to reach Rimuldar (the first of only a few places in Alefgard where you can purchase Magic Keys) and the Southern Shrine is via the Marsh Cave and the only way to reach Charlock Castle is via a narrow channel with the bridge created by the Rainbow Drop.
Dragon Quest II: You cannot access a second continent until you get the Prince of Cannock. Then you cannot access a third continent without the Princess of Moonbrooke. Once you get to the third continent, you can get a ship that opens up the rest of the world except for the final area. Then you need the Eye of Malroth in order to reach Rhone Plateau which is surrounded by impassable mountains.
Dragon Quest III: Chokepoints are constantly used. For example, the only way to reach the lake where the Shrine Prison is located -which you need to do in order to progress- is to sail up two very narrow rivers. Though, your ship will always be pushed backwards by the Shrine's guardian's song until you gain the Lovely Memories item.
Dragon Quest IV: The Final Boss is in the Overworld behind the Final Dungeon, since you can only take your active party into a dungeon. This way, you can use a magical horn to summon the wagon with your inactive party members, who can then swap in and out during the big showdown. You remembered to give the horn to one of your active party members, right?
Dragon Quest V: Nadiria is comprised of three large landmasses linked by narrow bridges. As soon as the party set foot on the second continent, they are forced to walk down a narrow gorge so the player cannot possibly miss the town of Precaria.
Dragon Quest VI:
The Hero cannot leave Weaver's Peak -the starting town- and begin exploring the first overworld without fighting his way through the Pass to Haggleton.
In order to reach Murdaw's Underkeep, you need persuade the King of Somnia to open the checkpoint closing the southern mountain pass. In order to persuade the King, you need the Ra's Mirror. In order to undertake the quest for the Ra's Mirror, you need to cross the north-eastern mountain pass, which is blocked by yet another checkpoint until the Hero and Carver fulfill several previous missions.
The heroes need to descend into a cavern called the Lucid Grotto and obtain some Dream Dew to be able interact with the Phantom World. The only way to reach that surrounded-by-mountains cavern is via a narrow bridge.
Dragon Quest VIII:
The bridge between Trodain and Farebury is broken before the events of the story, so the kingdom of Trodain can only be approached from the west.
Subverted with the door to Moonshadow Land; the official (but legendary) doorway is atop Wisher's Peak, but the technical requirements are met by a window in Trodain Castle's library.
Dragon Quest IX: Grotto hallways have rocks or other obstacles every few feet, making it impossible to pass by larger monsters when they're sitting in the narrower areas.
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Stellaris Invokes this by default in the galactic maps of hyperspace lanes that are randomly drawn up at the start of the game, as the algorithm that draws up the network will tend to have clusters of stars that are all connected to each other with only a few other hyperspace lanes leading out to other clusters. This leads to some systems naturally becoming chokepoints that are easier for the defender to place their fleets in to block invaders. This can be either Exaggerated or Defied in the game creation options by sliding the ruler for Hyperspace Lane Density back and forth (x0.25 makes for fewer hyperspace lanes on average per system, making chokepoints more frequent, while x5 would add so many lanes per system there probably won't be any chokepoints to speak of).
Experienced players will also know how to exploit these chokepoints to make them even more effective. FTL Inhibitors can be researched and automatically installed at stations, which makes it impossible for enemy ships to leave the system through other lanes than the one they arrived through, requiring them to capture the station first. Stations at chokepoints can also be outfitted with the finest defenses energy credits can buy, as well as a variety of subsystems that make enemy ships less effective. If you're really lucky, there'll be an inhabitable planet in the system. Since planets also get FTL Inihibitors once the tech is researched, you can build a perfectly servicable Shieldworld with a single planetary shield and more fortresses than you can shake a stick at. Congratulations, your chokepoint is officially undefeatable.
 Chokepoint Geography / int_e235270c
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In Final Fantasy VIII, your trip to Galbadia Garden takes you through a forest in a narrow mountain pass. As soon as you set foot in that forest, the second Laguna sequence in the game begins, forcing what is effectively your party into a weird crystalline dungeon.
 Chokepoint Geography / int_eb6719f6
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Last Scenario has a bunch of those as a way to let the player build on their teams. Unlike most RPGs, the game doesn't feature random encounters on the world map.
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The following is a list of statements referring to the current page from other pages.

 Chokepoint Geography
processingCategory2
This Index Is in the Way
 The Godfather / int_8f166a4b
type
Chokepoint Geography
 Dragon Quest (Franchise) / int_8f166a4b
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
 FizzyBubbles
seeAlso
Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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Chokepoint Geography
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