Follow TV Tropes

Following

Warp Whistle

Go To

https://static.tvtropes.org/pmwiki/pub/images/zeldaflute.png
"Turned an hour's trudge through hostile, mountainous terrain into a 5-minute Disneyland ride."

A creature, item or ability in a video game which enables fast travel between a set of fixed points in an open-world setting. In a lot of games, these points are marked by a special monument or landmark to designate them as such. This cuts down on potentially annoying backtracking and allows the player to save time getting back to areas of interest. In some cases, using the Warp Whistle is the only way to reach certain areas.

Travel can be limited to between these set of fixed points, or to those points from anywhere in the game world. In most cases, destinations only become unlocked after the player visits them the old-fashioned way first. This limitation is sometimes justified by having you do something like opening a portal or activating a teleport machine when you get there, allowing you to get back there easily. Most of the time, however, it's never explained why the traveling method only works if you have been there already. It's often explained from a gameplay standpoint, since if you could teleport to anywhere in the world from the beginning of the game, you would never have to overcome any of the obstacles the game designers put between you and your destination and the REAL reason for the Warp Whistle is so you don't have to do it again every time you want to visit an area.

There is sometimes a monetary charge for the trip, especially if the warp whistle takes the form of a paid service like an airport or subway.

Compare and contrast Global Airship. While the Global Airship has wide-ranging freedom of movement, the Warp Whistle has very fixed destinations, more of which become unlocked in play, but it is generally available at an early point. You can generally only warp back to areas you've been to or, in the case of Crow's Nest Cartography, specific towers you've climbed. A helpful real-life comparison: The airship is a private helicopter, and the Warp Whistle is a subway pass.

If the Warp Whistle is available as an item, it may be restricted to usage in "overworld" locations only (outdoor settings like towns or the world map), and fail to work if the player attempts to use it in an enclosed area such as a cave or dungeon. Its in-dungeon counterpart would be the Escape Rope, whose function is limited to teleporting the player out of the dungeon in question (after which, the player may use the Warp Whistle properly).

Often overlaps with Point-and-Click Map, in that a Warp Whistle may call up such map (instead of showing a list of known locations) but is not always required to access it. Often veers into Acceptable Breaks from Reality depending on context - some games justify the "Warp whistle" mechanic while others just ignore it for the sake of making it an anti-frustration feature.

Also see Sprint Shoes, Warp Zone, Portal Network, Mook Bouncer, Door to Before. Compare Fast-Forward Mechanic for skipping over time.


Examples

    open/close all folders 

    Action-Adventure 
  • ANNO: Mutationem: Throughout each major area, there are Healing Springs that function as warp points to fast-travel towards visited locations.
  • Assassin's Creed:
    • Assassin's Creed: Brotherhood features several tunnel entrances scattered around Rome, which allow the player to move quickly through the city after they have been renovated.
    • Assassin's Creed: Revelations skips the renovation part and lets you use them from the start.
    • Assassin's Creed III goes even further than its predecessors by letting you fast-travel to any viewpoint already unlocked but unfortunately these are pretty scarce. New York also has a Tunnel Network that must be explored to unlock fast-travel points.
    • Assassin's Creed IV: Black Flag lets you travel to any unlocked viewpoint even if you are in the middle of the sea (except if you are in the middle of a naval fight). There are also dozens of boats scattered throughout the map that teleport Edward to his ship.
  • The player in Batman: Arkham Origins can instantly travel to other districts in Gotham or the Batcave by calling the Batwing, grappling up to it, and skydiving into the city. You can only fast-travel to a district if you've disarmed the Riddler's jamming device in that district's radio towers.
  • Any Metroidvania-style Castlevania game will have landmarks that allow the player to teleport between them. They take on various forms - Castlevania: Aria of Sorrow had a strange face tile that would suck Soma into it, and spit him out at his intented destination. Castlevania: Order of Ecclesia had a giant goblet thing that had a huge sphere of water hovering over it, and after the warp, the drops fall down to the ground. Castlevania: Harmony of Dissonance has TWO types of warp rooms: rooms that transported you to a set location, and others that were linked together.
  • Completing George's sidequest in Deadly Premonition nets you a Police Radio that lets you warp to important landmarks and buildings around Greenvale.
  • In Death Stranding, Fragile will offer her teleportation power as a means of fast travel not long after Sam reaches the Central Region. Due to the limitations of her power, however, he can only take the clothes on his back and the boots on his feet with him to his destination; any other equipment and cargo he's carrying will be transferred to the private locker at his original location.
  • In God of War (PS4), Bifrost gates are broken doorways that can be used to magically transport the player to Brok's Shop in the center of the Lake of Nine by passing through the realm between realms on the branches of Yggdrasil. Later in the game, Brok gives you the ability to travel through any Bifrost gate in the realm, allowing the player to fast travel to just about any general area they've been to. In God of War Ragnarök, the same shortcut can be used to travel between all realms with such portals in them, without the need for going to Týr's temple in order to go to another realm first.
  • The subway and the L-train in Grand Theft Auto III, the train and the airports in San Andreas, the "I failed a mission and need to go back to the start point" taxicabs in Vice City, and the trains in GTA IV. The later games also allowed you to "trip skip" to mission locations if you failed them at least once.
  • In Hollow Knight, most zones have Stagway Stations that grant fast travel between one another once unlocked with a Geo toll of varying amounts. Later on, the Dream Nail can be used to create a Dreamgate for warping back to a specific destination.
  • Later versions of JumpStart Adventures 4th Grade: Haunted Island include a map that allows you to warp to any location on it. Earlier versions not only didn't have this feature, but also did not have a map at all, resulting in many frustrated nine-year-olds wandering around the island with no idea where they are. The map was inside the user's manual.
  • The Legend of Zelda series has one in almost every game, usually based on a musical item that is often the central mystical artifact of the game:
    • In The Legend of Zelda, use of the "magic whistle" item (also technically the Trope Codifier, because the Trope Namer was directly referencing this game) transports Link via friendly tornado to the entrance of a random dungeon. Blowing it repeatedly allows you to get to your destination, or at least closer. Also there is a power bracelet available earlier which allows Link to go between 4 different hidden doors around the overworld.
    • In The Legend of Zelda: A Link to the Past, using the Flute-Playing Boy's instrument allows Link to summon a bird, which can carry you to one of the eight preset locations in the overworld, some of which are used to access the warps to the Dark World's later dungeons. Even before this is acquired, once Link purchases the flippers from the King Zora, he can use the whirlpool vortices scattered throughout Hyrule's waterways as a rapid transport system. These are limited, however, in that any given vortex will only take you to one other vortex, with no way to choose and no randomizing.
    • The Legend of Zelda: Link's Awakening has a quartet of warp points that can be opened up. "Manbo's Mambo" also allows you to teleport to the home of Crazy Tracy, or to the beginning of a dungeon you are inside. It's a godsend if you plan to exploit the screen-skipping glitch. The remake on the Switch upgraded "Manbo's Mambo", allowing the player to warp to any of the five aforementioned points in addition to five new ones.
    • The Legend of Zelda: Ocarina of Time: The titular instrument has many magical functions that Link activates by playing various songs. Each major area has a temple marked by a dais with a sigil on the ground, and there is a unique song for each that can carry Link there from almost anywhere in the Hyrule overworld. The Shadow Temple can only be reached this way.
    • The Legend of Zelda: Majora's Mask features owl statues that can be "awakened" with a sword strike. Thereafter, the Ocarina's "Song of Soaring" can be used to transport Link via Perpetual Molt Stock Footage to any statue so awakened.
    • Both The Legend of Zelda: Oracle Games have Gale Seeds, which can be cracked open to whisk Link away to any seed tree that he found marked on the map.
    • The Legend of Zelda: The Wind Waker has a magical conductor's baton, the titular Wind Waker, that can be used to conduct various songs. There aren't so many as for the Ocarina, but the one called the Ballad of Gales, after Link learns it from the god of storms, allows him to summon a whirlwind that will deposit him and his boat in one of eight areas of the player's choosing. This is different from many other examples, as the exact landing point within the area is somewhat randomized. One of the destinations puts Link down inside an otherwise inaccessible grotto on a sheer-walled island, where he can receive a valued quest-relevant gift from the Queen of the Faeries (which also renders this warp point useless for any other purpose). As far as the dungeons go, there are pots that must be bombed to open up. If you can open up at least two pots, you can jump into one and spring out the other. This is not only good for leaving the game and returning easily to where you were, but there is usually one outside the boss' door.
    • The Legend of Zelda: The Minish Cap has a set of transport tiles, opened up gradually across the land as the game goes on. Playing the Ocarina summons a bird to carry Link to them.
    • In The Legend of Zelda: Twilight Princess, a set of portals positioned throughout the world serve as handy rapid-transit. Midna can carry Link through them, but only in his wolf form. Each one appears along with an Inescapable Ambush of shadow creatures.
    • The Legend of Zelda: Phantom Hourglass allows you to warp from place to place on the sea using golden frogs, which give you the symbol for a given point after you catch them.
    • The Legend of Zelda: Spirit Tracks has a series of fixed warp gates set up in various places along the titular train tracks, each of which must be activated by a shot from the Spirit Train's cannon before it can be used, then turned on by blowing your train whistle.
    • The Legend of Zelda: Skyward Sword:
      • The bird statues from Majora's Mask return in this game. You have to manually fly through Skyloft to travel between regions, but can land at any activated statue. Note that, with the exception of the Bird Statue found in front of the door leading to the boss of the Fire Sanctuary, none of the ones found in the dungeons can be warped to.
      • Later in the game, Groose will also offer to use his Groosenator to launch Link to the locations of various minigames across the sky and the surface, which can serve as a faster alternative to flying if you happen to be near the Sealed Grounds. It's not as useful as it sounds, though, since this only becomes available once you've learned all four parts of the Song of the Hero, at which point there shouldn't be much left to accomplish in the way of the main story or sidequests, and the Goddess Statue destroys the Groosenator's rails once it falls back to the surface, so you'll only be able to use it up until the Sky Keep is completed.
    • In The Legend of Zelda: A Link Between Worlds, Link can get a ride from a friendly witch to any Save Point he has previously visited.
    • The Legend of Zelda: Breath of the Wild: Because the game's map is a huge Wide-Open Sandbox, it is littered with points Link can warp to using the Sheikah Slate, including the cave he wakes up in at the very start. Most of the locations are Sheikah Towers and Shrines. There are 120 Shrines in the base game (plus an additional 16 in the second DLC), so there's usually one fairly close to any point of interest, and they don't have to be beaten to use as warp points, just reached on foot and activated. If there isn't a close enough Shrine to a desired destination, warping to the top of a region's Tower and paragliding in the right direction can cover a lot of ground quickly; and two Sheikah laboratories (Purah's in Hateno and Robbie's in Akkala) can provide a warp point once they're fueled with blue fire. If that's not enough, the first DLC allows you to set up a warp point anywhere by going there and leaving a marker on the ground, though you can only have one of these at a time.
  • Lenna's Inception has the Bicycle, which allows fast travel to "points of interest" on the overworld map (or within a dungeon, on the dungeon map, such as the entrance and the boss's antechamber).
  • Metroid:
    • Metroid Prime 2: Echoes: After all Temples are restored, Samus received the Light Suit is able to travel between them by climbing into the Pillar of Light of each one. Like most warp-point systems, you can't go to areas you've never visited — which says something about how ingrained in gaming that particular limitation is, since there's one Temple in each area, so the restriction can't come up in normal play!
    • Metroid Prime 3: Corruption: The introduction of the Command Visor gives the gunship a use besides saving and replenishing ammo: Cutting back on the incredibly high amount of backtracking in the first two games. There are still only a few areas with open sky access where it can land, including a few at the bottom of mile-long ventilation shafts.
    • Metroid: Samus Returns: Teleport Stations are introduced in this game, allowing Samus to use them as warp point after they're found and activated; this makes backtracking to previous areas much easier (they were absent in the original Metroid II: Return of Samus).
    • Metroid Dread: Teleportals can be used to warp across ZDR. Unlike the similar teleport stations from Samus Returns, however, you can only teleport between color-coded pairs rather than between all such stations. Once you unlock all the teleporters however, you're free to teleport to any station of your choosing.
  • Ōkami has two separate networks:
    • When you drop a Mermaid Coin (found in chests and sold by most merchants) into a Mermaid Spring, it opens a single-use portal to any Mermaid Spring you have previously seen. The hidden brush technique Fountain allows you to open these portals at no cost by drawing a spiral on the spring.
    • The hidden brush technique Mist Warp allows you to travel between Ultimate Origin Mirrors (a subset of Origin Mirrors, the game's save points) by drawing an X on the mirror. There are two mirrors which can only be reached in this way.
  • Spider-Man (PS4) and Spider-Man: Miles Morales have an oddly mundane fast travel system in Manhattan's subways. By either walking into a subway entrance or selecting the fast travel option on the map screen, Spider-Man will instantly transport over to there, with the only thing between being a brief loading screen showing Spider-Man waiting around on the subway.
  • In Star Control II, acquiring the QuasiSpace Portal Spawner allows you to travel vast distances quickly, cheaply, and with no risk of hostile random encounters. The trade-off is that QuasiSpace travel has only 16 pre-set destinations, and while they're all available as soon as you acquire the Portal Spawner, they're all unmarked; the only way to find out where each one deposits you is to visit it and find out.
  • Normally in Starlink: Battle for Atlas, the fastest way to get from planet to planet is to use your hyperdrive. However, if you've already visited a particular planet, you can fast-travel to it by going into space from any other planet and pointing your ship at it, as long as you have a clear line-of-sight, so that you don't have to deal with hyperspace hazards like enemy encounter traps and asteroids. If you invest in upgrades to your mothership, the Equinox, you can also instantly travel to any Warden Spire you've solved, even if you're not on the planet it's on, and a similar upgrade lets you warp the same way to Outlaw capital ships that you've destroyed.
  • Tomba!
    • First, there are the Charity Wings and Baron in both Tomba! games. The former are one-time use items that can teleport you to an area you've visited before. As for the latter, he can fly you to those same areas an unlimited amount of times, making any leftover Charity Wings in your inventory obsolete once he joins you. Throughout both games, Charity Wings are scattered about as you explore, but as they're limited, you'll have to ration out their uses. Meanwhile, getting Baron to join you in either game happens much later on and his ability to fly you anywhere with ease is more of a late-game convenience after exploring most of the games' areas.
    • There are also special bells found in both games that can be used an unlimited amount of times. In the original, you'll be able to find 4 bells, each that correspond with one of the four Old Men of Time and can immediately teleport you to their homes. The same applies for the sequel, except there are 3 bells that each teleport you to different locations. These bells should only be used if you want to teleport to their fixed destinations, while saving Charity Wings for all other locations. However, running out of wings can make the bells helpful as backups to at least teleport near where you want to go. As you'd imagine, having Baron makes all these bells completely redundant, since he's the best fast travel option in both games.
  • An Untitled Story gives you the ability to warp to any save point you've seen, but not necessarily visited. Realizing this assumption is false is the only way to get a particular required ability.
  • In Yoku's Island Express, the Beelines offer fast travel between widely separated points on the island. Each Beeline must be activated by locating one end through normal exploration and paying 100 fruit, but can then be used as often as you want at no cost.
  • ZanZarah: The Hidden Portal: The teleportation runes enable instant travel to certain fixed locations (which are not necessarily the same as the places where you find them) from anywhere else.

    Adventure Games 
  • Multiple examples appear in the King's Quest series.
    • In King's Quest III, the hero can find a magic map that can warp him to any screen in the first kingdom the game comprises. It does not spare him from the treacherous walk back up the wizard's house (something the fan adaptations notably dispensed with).
    • In King's Quest VI, Alexander receives a magic map which allows him to teleport between the Green Isles. It only works when used at the shore.
    • In King's Quest VII: The Princeless Bride, Valanice gets a magic flute that can summon lord Tsepish's horse Necromancer, which can take her from anywhere in the game to Etheria, from where she can travel to any of the game's major locations (choosing between four fixed points).
  • Leisure Suit Larry 7: Love for Sail! allows Larry to simply pick a point on the map and skip all the tedious walking between.
  • Maptroid: Once you find a scroll with "TP", you can press 3 to teleport to the ship instantly.
  • The Simon the Sorcerer games, especially in the first and the third. The first features a magic map in your inventory that, when used at any place of the world, allows you to instantly appear in a few specific parts of the world (useful especially to travel around the maze-like forest). The third features two sets of scattered magic phonebooths, one around the countryside and other inside the city, and entering any of them allows you to appear at any booth belonging to the same set. Later on the same game, you get a rainbird that, when summoned, rides you from anywhere in the world to anywhere where there's a platform with a picture of a bird (they're scattered around the countryside and the city, and a few in areas not reachable by other way).

    First-Person Shooter 
  • In Far Cry 3 you can fast-travel to any liberated oupost or radio tower. Its DLC, Far Cry 3: Blood Dragon, allows you to fast-travel to any liberated Garrison.
  • The latter two titles in the S.T.A.L.K.E.R. trilogy have these. In Clear Sky, they take the form of guides that you can pay to take you to various places. Unfortunately, not every guide knows how to get to every place, so while jumping back to the starting area is usually simple, getting back to the area you jumped from can be very similar to figuring out a bus system, and the fees add up quickly. In Call of Pripyat, you can tag along with other Stalkers to get to various places around each map zone for a relatively low cost, but moving between the maps requires paying a (initially significant, but a relatively simple early mission can lower it) fee to a guide to take you to the other map. One of the beauties of Call of Pripyat's guides is that while there is always one hanging out in the mission hub, there are often other Stalkers willing to take you places walking around the open world, meaning that it's entirely possible to come out of a gunfight bleeding and low on ammo only to find a couple of guys who will not only sell you some medical supplies but take you someplace to get patched up and restock for a very low price.

    Hack and Slash 
  • In Dark Devotion, the Porous Gemstone opens a portal which will take you back to the Filthblood Shelter. The Shelter, in turn, has a magical gateway which returns you to the last teleportation altar you activated.
  • Diablo:
    • Diablo II has a "waypoint" in nearly every zone (including towns and enemy lairs), which can instantly teleport the player to any other waypoint in the game. However, as the zones are sorted according to the Sorting Algorithm of Evil, only two waypoints are typically used: one in the town, the other in the most advanced zone so far. Diablo III continues this, except you can no longer travel by waypoint back to previous acts.
    • The games also made use of Town Portal, though as the name implied, the scrolls primarily sent you back to town (which you would need to do often in order to sell off your old or excess gear, repair the gear you were using, and resupply on essentials such as potions, ammunition and Scrolls of Identify or Town Portal. Diablo III does away with the scrolls and simply has Identify as a command for rare and legendary items (and as of Reaper of Souls, only legendaries get this treatment), and Town Portal becomes a spell that any character can cast, which takes a while to cast and returns you immediately to town, cutting down on the "leave a portal open behind you" tactics that were prevalent in the first two games.
  • In Dragon's Dogma, the player uses Ferrystones to travel anywhere with Portcrystals. Gran Soren, Cassardis and (with the Dark Arisen expansion) Bitterblack Isle are the only places with permanent Portcrystals. Everywhere else, you must place a Portcrystal to be able to warp there.

    MMORPG 
  • Cartoon Network Universe: Fusionfall has two: the SCAMPER (from Codename: Kids Next Door) and monkeys that fly using jetpacks (from The Powerpuff Girls). While you need to register by speaking to the attendant at both ends for both types, only the SCAMPER could cross area boundaries.
  • City of Heroes:
    • The game has the monorail, a pair of transit loops that take you among five or six areas each, with one area being reached by both (Two now, with the addition of a second station in Skyway). This serves as a faster alternative to simply walking between areas. The stations also serve as safe havens, since they are guarded by uber-powerful drones that vaporize any baddies chasing you.
    • For people of a certain level or who've bought certain expansions, there's also the Pocket D VIP pass (teleports you to an Inn Between the Worlds that provides connections to a few other zones), the Ouroboros Portal (sends you to a zone outside normal time that offers connections to a few other zones), and the base teleporters (set in your super group's base to provide a direct transport to a zone). For the clever veteran, there are easier ways to get about than rushing between trains. The monorails (and the ferries of City of Villains) were later changed so that all of them can go to any other. The advanced "Long Range Teleport" power also enables the user to teleport between zones, though it has a long cooldown.
  • In Dungeons & Dragons Online:
    • The main city of Stormreach has a network of teleport gates that let you travel between zones.
    • Stormreach also has towers that let you access your Guild's airship. You can board in any tower and disembark at any other. You can also acquire a Navigator for your airship who can set you down in even more locations.
    • Wilderness areas must be explored on foot, but a few have friendly Non Player Characters who will transport you to a distant waypoint that you've visited before.
    • A quest chain for a group called the Gatekeepers begins in the Hall of Heroes. The NPC there will teleport you to any of the three city zones where the quests take place; when you're done, an NPC in that zone will teleport you back to the Hall. However, they'll teleport anyone; you don't actually have to be doing the quests. That makes the four Non Player Characters an additional teleport network.
  • EVE Online:
    • The game lets space-owning alliances in 0.0 deploy "jump bridges" to connect systems that would otherwise take several normal jumps to reach.
    • Moving a character's respawn point to the destination and then committing suicide can be a very fast way to travel. This is limited by monetary cost and the fact that most useful respawn points will only be in the list after going there and leaving an item, or having a corporation office there.
  • Final Fantasy XI originally only offered two types of fast travel to specific points of interest once they're activated: Home Point crystals and Crag Telepoint crystals. Home Points originally only existed in cities and towns, which could be returned to by a handful of methods (but only one could be set as active at any time). Alternatively, a small handful of Crags are located in specific field areas and were only reachable quickly with a White Mage's spells. However in recent years, many concessions have been made to improve the quality of life of travel for players. Home Point Crystals have been added to many more areas in the world, which were also changed to let players travel between any Home Point they've unlocked. Additionally, Grounds Tomes are now located inside every town, field and dungeon areas. While there is just one of these per a given area or town, these will allow players quick travel to any other Grounds Tome they desire... assuming the corresponding Tome has been examined first, of course.
  • Final Fantasy XIV has two flavors of teleportation spells. Teleport allows you to teleport to any aetheryte you've attuned to at the cost of some of your money. Return sends for free back to an aetheryte you designated as your home point and this is where you'll also end up if you fall in battle. In dungeons, Return will send you back to the entrance.
  • Guild Wars allows for "map travel", that is, the ability to warp instantly and without cost, to and from any town or outpost one has already visited. It's carried over into Guild Wars 2 as the Asura Waypoint network. There are also portals connecting each race's capital city to Lion's Arch.
  • Kingdom of Loathing has links at the top of the page allowing you to go to any location you can access from the Main Map, plus The Mall of Loathing as a bonus.
  • Pirates of the Caribbean Online has "Teleport Totems". By completing quests that unlock these totems, you'll gain the ability to travel to any of the five main islands (Port Royal, Tortuga, Padres Del Fuego, Cuba, and Raven's Cove) at will.
  • Ragnarok Online has four fast travel options: by airship, by boat, by Kafra or by any acolyte-class character.
    • Kafras warp players for a small fee to any town. The further the town is away from the town the Kafra is stationed in, the higher the fee.
    • Several of the bigger cities provide an airship or boat, or both, that travel along specific routes and stop by several towns, also for a small fee.
    • The player skill Warp Portal, available to acolyte-class characters who invest points in it, allows the player to warp others to places they have "memorised" using the skill.
    • There's also the Fly Wing and Butterfly Wing items; the former warps a player to any random spot on the same map, the latter warps a player to their last save point.
  • RuneScape has a ton of these in various forms, from the magic skill, to quest rewards, to intentionally failing a minigame, among other things. Very much needed, as it's a huge world that would take hours to traverse on foot.
  • Transwarp abilities in Star Trek Online.
    • At first, the only destination is Earth Space Dock, but via leveling up your noncombat diplomacy, other destinations become available - including K-7 and Deep Space Nine. Unfortunately all destinations share a rather long cooldown, so these tend to be saved for "emergencies".
    • Klingons get a separate list of transwarp destinations — the main difference (beyond travelling to Qo'noS instead of ESD) being that the Klingons travels to sector maps instead of starbases, and that the governing noncombat skill is marauding.
  • Star Wars: The Old Republic, having such a large game world, naturally has several of these: on most planets you can hire a taxi to take you to any other point on the taxi's network, or you can use the Quick Travel ability to teleport to any previously discovered waypoint (most of which are also taxi stops). You can purchase other utility abilities that will teleport you to a specific place, such as your spaceship, your faction's fleet, or one of the daily mission areas. The spaceship itself is more of a Hub Level; there's no free-roaming on the galaxy map, thus using the ship to travel between planets isn't a shortcut.
  • Tabula Rasa has warpgates between planets and dropships between bases on the same planet, but one must physically travel to a given warp point before being able to use it, reasoned as a security measure to insure that their enemies can't infiltrate the portal network. But since the enemies are the buglike Thraxx, one might argue it'd be easier just to not let anyone bug-like use the ships.
  • World of Warcraft has a number of fast travel options available for players, coming in four flavors: Player skills, portals, services, and instance shortcuts.
    • Player skills: Certain abilities and items allow players to fast travel immediately from one location to another. The most common is the Hearthstone, which returns the player to an inn they've chosen as their home. Monks, Druids, and Death Knights each have an ability that can teleport them to their class training hub while Shamans have an ability that can transport them either to their inn or to their faction's capital city. Warlocks have a Summoning Portal that allows them to summon other players to their location. There are also other items, such as wormhole generators, with more varied destinations.
    • Portals: Both player-created and not, portals instantly teleport people using them to a destination. The most common are portals to capital cities and the Dark Portal, but there are also portals to some out-of-the way locations, such as the Isle of Thunder.
    • Services: Flightmasters provide automated and safe travel between friendly settlements for a fee. Boats and zeppelins are free to use, with the majority acting as travel lanes between the different continents and a handful offering travel within the continent for low-level players. Summoning stones located outside of instances can be used to summon other players to the instance.
    • Instance shortcuts: In deference to the increasing size of instances, Blizzard has introduced fast travel options to some of the larger dungeons and raids. The exact operation of the shortcut is generally made to match the theme of the instance.
  • In Wynncraft, Teleportation Scrolls are sold at every major city, and upon use, instantly teleport the user to a specific city, letting the player potentially cross several thousands of blocks in the blink of an eye. However, this comes at the cost of one Soul Point per use, and they won't work if there are monsters nearby or if the player hasn't been to that city on foot yet.

    Platformer 
  • Banjo-Kazooie has four pairs of Warp Cauldrons, and for each pair both cauldrons must be activated before they can be used. Banjo-Tooie instead uses a network of Silos in Isle o' Hags and warp pads within the real levels. The warp pads are not just for the player's convenience: they are practically necessary for solving some of the game's Timed Mission puzzles.
  • Donkey Kong 64 offers you up to five pairs of warp pads in both the overworld and the levels themselves, each pair labelled with a number. There are even warp pads exclusive to Tiny Kong — they have Tiny's face on them, and you only use them when you pay a visit to Cranky Kong at a certain point and get the potion required to use them.
  • In DuckTales: The Quest for Gold, it's possible to build a time machine that lets you skip the frustrating flying stages.
  • FreezeME has teleporters in every level that you can use to navigate them.
  • I Wanna Be the Guy has one room where you can warp to any area you been to, assuming that you beat the area boss.
  • La-Mulana has the Grail item, which can be obtained in the first dungeon level. Its function is to instantly transport Lemeza back to the overworld, or any level whose tablet has been read, though backside areas require a certain pair of ROMs to be equipped. Besides saving time wandering around the ruins (and, in the remake, working as Save Points), it's a useful method for escaping from spike traps and such, but it doesn't work at all in the Dimensional Corridor.
  • Most Mega Man games of the classic mold have a set of discrete stages, but the Mega Man Zero and ZX series on the GBA and DS have an open world, where any area can be walked to eventually from any other, with some exceptions. In these games, Trans Servers serve as Save Points and a method of getting around faster. In ZX, there are also consoles without transport functionality, used exclusively to save and access missions.
  • The Updated Re-release of Ori and the Blind Forest allows warping between previously-used Spirit Wells. Ori and the Will of the Wisps initally has similar, but later allows you to purchase an ability to warp to Spirit Wells from anywhere via the map screen.
  • Shantae
    • Shantae (2002) has the five Warp Dances that allow Shantae to instantly teleport to the town of the Warp Squid Mother that taught her the dance.
    • Shantae: Risky's Revenge has the Warp Pedestals, which you need to awaken for Shantae to use as a way point. In the original version, these are paired-up and Shantae could only use a Warp Pedestal to teleport to its partner. Things are made more convenient in the Director's Cut, which allows Shantae to warp to any other awakened Warp Pedestal.
    • Shantae: Half-Genie Hero has the Warp Dance again, but because this game has the area divided into Worlds instead of an open world setting, using the Warp Dance teleports you to the next area within a World.
  • Super Mario Bros.: These are very common, starting with the "Warp Zone" in the original.
    • Super Mario Bros. 3, the Trope Namer, references the original Legend of Zelda, even down to the tune. The whistles are three hard-to-find, single-use items, that when blown would transport the player to a special warp-pipe-infested map, that can carry them to a later level. They can actually be used to skip most of the game.
    • Super Mario World has the Star World, which allows Mario or Luigi to travel between any two of five star-shaped locations on the map once the bonus levels are beaten. This allows for an even greater game-skip than Super Mario Bros. 3's Warp Whistles. Upon reaching the first Star World warp, you are literally 4 levels away from Bowser's Castle.
    • The Checkpoint Flags in Super Mario Odyssey act like these. Once you activate one, you can teleport to it at any moment, from any place of the kingdom.
    • Mario & Luigi: Superstar Saga has nine warp pipes throughout the Beanbean Kingdom.
    • Mario & Luigi: Bowser's Inside Story has Bowser (for Mario and Luigi) and Chakroad (for Bowser).
    • Mario & Luigi: Dream Team has a set of yellow, ancient-looking pipes that are unlocked after you complete Mount Pajamaja. You can teleport to about every major area.
    • Paper Mario has the Toad Town Tunnels. Usually you use a power, item or character unlocked in an area to open up the pipe to that area.
    • Paper Mario: The Thousand-Year Door has the Rogueport Sewers, which have pipes to the areas you've visited in the same way as the sewers in the first game (complete with them opening up when you get new items/powers/characters).
    • Super Paper Mario has a 'Return Pipe', which returns the player to Flipside Tower at anytime in the game, though only to Flipside Tower (or to Flopside, under certain circumstances).
    • Since Paper Mario: Sticker Star and Paper Mario: Color Splash have world maps, there's no fast travel feature. Paper Mario: The Origami King uses four methods.
      • An art piece in Musée Champignon consists of a group of Warp Pipes with the other ends at major locations far away from Toad Town. They're even numbered in the order Mario reaches these locations and share the same colors as the streamers they're associated with.
      • The fax-like devices at the Sensor Lab's satellite offices can all teleport Mario to the central office in Picnic Road, which in turn can send Mario to any of the other satellite offices (or back to the same one if you wish). All of the Toads running the other offices, however, got their heads stuck in the fax machines, and their doors had been destroyed into Not-Bottomless Holes.
      • The Toad Tram serves as an instant way to get between Toad Town, Overlook Mountain, and Autumn Mountain — three early-game areas. You're only required to use it once, to get from Overlook Mountain to Autumn Mountain.
      • There's an orange pipe in Toad Town that will take you right outside the Sensor Lab on Picnic Road, and vice-versa. You never have to use it, and you can walk between the two areas if you wish, but it is convenient.

    Puzzle Games 
  • The first game in the Dark Parables series has a very restricted one of these. A "mysterious arcane symbol" is drawn on the ground in one section of the castle courtyard; later, activating an identical symbol in the alchemist's tower of the castle proper enables the player character to warp at will between those two spots.
  • Patrick's Parabox: There is a tile in the upper-left corner of every hub that lets you travel between any you have already unlocked without walking all the way back.
  • Pâquerette Down the Bunburrows: Some levels contain an elevator, allowing Pâquerette to return to them from the surface. She can also return to the surface at any time after a certain point.
  • Taiji features monoliths that you can warp between - however, you'll need to know the right codes to input into a 3x3 puzzle panel.
  • Tower of the Sorcerer has a rare sighting of this trope in a tower: the Orb of Flying, allowing you to visit any floor you've previously been to, except floor 43 and floor 0.

    Racing Games 
  • Forza Horizon, in addition to Outposts you can fast-travel to for a small fee, has an unlockable ability to fast-travel to any marked location, but in the first game, you have to pay a microtransaction to unlock it, unlike the second game where it is "purchased" with Skill Points.
  • The helicopter in FUEL airlifts you to heliports in any unlocked zones.

    Roguelike 
  • In For the King, each region on the world map contains one Alluring Pool, and once you've discovered the location of at least two, you can teleport from any pool to any other pool you know the location of.
  • NetHack has a powerful amulet (Not The Amulet, which is the goal of the game: The second best) known as the Eye of the Aethiopica, which has, among other things, the power to instantly warp the player to other dungeon branches. It can only be used every so often, though. It also contains a Magic Whistle, which warps your pet to your side, provided you and the pet are on the same floor of the dungeon.
  • ToeJam & Earl can use the "Unfall" present to warp up one level if they're playing solo, or they can use the "Togetherness" present when playing together to warp the user to the other's location.

    Role-Playing Games 
  • Borderlands and its sequels have the Fast Travel network, a series of terminals scattered around Pandora and Elpis that allow for instantaneous travel between any two terminals that you've discovered. They also serve as New-U stations, reviving you if you die and, in the first game, allowing you to customize your appearance and reallocate your skill points (these two functionalities were split in Borderlands 2 and later to the customization stations). Borderlands 2 and Borderlands: The Pre-Sequel! had a few malfunctioning stations that would only allow for one-way travel, which were generally located right by boss fights. Interestingly enough, 2 and Pre-Sequel both gave you access to the Fast Travel network immediately, even though you wouldn't have very many places unlocked yet, while the original game forced you to get through a significant chunk of the main story before you unlocked it. Borderlands 3 augments the Fast Travel network: now you can warp to any discovered Fast Travel station at any time from the world map, and you can Fast Travel.
  • BoxxyQuest: The Gathering Storm has the Google Gem, which is given to you in the interlude between Chapters 3 and 4. Using it takes you to Google, a huge floating map with warps to all of the sites you’ve visited before.
  • The ancient transporters scattered around in Breath of Fire III, and the teleport-to-any-explored-town spell in I, II and IV.
  • Dark Sun: Shattered Lands had various obelisks scattered around its world. Each one could be activated by putting its corresponding gem in it. Once this is done the party can teleport back to this obelisk at any time after using Llod's Rod.
  • Divine Divinity has a unique take on the concept, with a set of two portal pyramids. When you're given one of them, you can acquire the other by teleporting to it (which is in a locked room of a nearby catacomb, surrounded by skeletons). Either pyramid can be set down on the floor anywhere, or thrown anywhere a normal item can be thrown. Afterwards, the player can either set down the other pyramid and use it as a two-way portal, or activate it in his hand and teleport without leaving a way back. This has several immediately useful applications, not least of which is the ability to get over narrow impassable terrain features. And, with a bit of luck, certain open windows.
  • Dragon Quest (a.k.a. Dragon Warrior) games.
    • "Return" (aka "Zoom") allows you to warp to any city (and some other places) you've already visited on foot. Provided that you have a clear sky above you so the Hero can warp out vertically; if you attempt to use it indoors (or even when standing under something such as a balcony), it will merely result in the Hero crashing his head against the ceiling and tumbling right back down to the ground. The chimaera wing item has the same effect. "Outside" (aka "Evac") allows the player to warp back to the entrances of dungeons. The evac-u-bell item has the same effect.
    • Dragon Quest XI has the Calamus Flute, which allows you to summon the flying whale Cetacea who ferries you across Erdea. However, she can only take you to certain spots on the maps known as whale way stations.
    • Dragon Quest Builders carries over the chimera wings from the main series, which are one use items that will teleport the Builder back to town provided they aren't standing under something when they use it. Dragon Quest Builders 2 takes this further, allowing the Builer to freely warp back to town or any naviglobes that they've activated (and it even works underground now).
  • Dragon's Dogma has a unique take on the trope: teleporting requires the use of Ferrystones, which can only be used once each. In addition, aside from Gran Soren and Cassardis (and Bitterblack Isle in Dark Arisen), the player can only teleport to areas where they have set Portcrystals, of which only ten can be active at a time. Dark Arisen alleviates the cost of Ferrystones for players of the original version of the game (or everyone, as of the 2017 re-release) with an "Eternal Ferrystone" that can be used an unlimited number of times, eliminating the need to buy or find Ferrystones and making fast travel a little easier.
  • The Elder Scrolls
    • Daggerfall has a map system with cities marked from the start. However, you're not limited to traveling to just the marked locations. Given the sheer size of the game world, not using it is extremely impractical. So the de facto warp whistles were the various ways to go faster (the time passed mattered in Daggerfall, thanks to time limits for quests) - Recall spells, buying horses, sleeping at innsnote , going by boat (bought or voyage paid for) or using the Mages Guild' Teleporter service (like the Guild Guides of Morrowind, only a) free, b) requiring a high rank in the Guild, c) teleporting you to any location on the map rather than to another Guild Guide).
    • Morrowind is the only game in the main series lacking standard fast travel between cities. Instead, one can use silt striders (giant insects which have been lobotomized and are "driven" by manipulating exposed muscle tendons. Passengers ride in the beast's hollowed-out shell), boats along the coasts, and by the Mages Guild "Guild Guide" service (instant teleportation between Mages Guild halls). Additionally, the spells "Divine Intervention" and "Almsivi Intervention" will teleport you to the nearest Imperial shrine and Tribunal temple, respectively. The Mark and Recall spells are similar, allowing you to set a "Mark" and then "Recall" to that spot. Useful for traveling long distances when no fast travel is available, getting out of a sticky situation in a hurry, or for transporting more loot than you could carry on foot. The Tribunal expansion added Barilzar's Mazed Band as a reward at the end of its main quest, which allowed you to instantly teleport to Vivec or Almalexia (the cities, not the gods) from anywhere where teleportation is possiblenote .
      • The Master Index official plugin turns the propylon indices into something like this at the end of its quest: in the base game, and before completing the Master Index quest, propylon chambers are linked to two others, forming a circle, with propylon indices unlocking the link to the associated propylon chamber. Completing the Master Index quest makes it so that using any propylon link while carrying the Master Propylon Index teleports you to the Caldera Guild of Mages, from where an NPC can teleport you to any of the propylon chambers.
    • Oblivion on the other hand simply gives you a map with markers on it, which at the beginning only has major cities marked, and a marker is added the first time you visit a place. You can then fast travel to that location anytime, although for all intents and purposes the game assumes you walked/rode your horse there and a certain amount of time has passed (though this is a moot point, since none of the player's objectives have a time limit).
    • Skyrim uses the same system as Oblivion, except that the player cannot fast-travel to major cities immediately. However, they can rent rides between these cities on a horse and cart for a price that feels expensive in the first couple of hours, but quickly becomes nominal. Once the cities have been discovered, the player can fast-travel to them like any other location. This seems to have two mild benefits: it makes the player feel they have to "earn" the right to visit each location, either through effort or coin, and it allows players following a "no fast-travel" rule to move between cities without spending about an hour on the journey.
  • Escape Velocity Nova has hypergates, devices that allow ships to travel to another hypergate in another star system instantaneously, which saves a lot of travel time.
  • Exit Fate gives you an item that brings you back to your base, and it's possible to get a teleporter installed there that lets you go anywhere you've already been.
  • Evil Islands: Completing some quests will allow to travel instantly to certain areas of the map.
  • The Cullis gates (and, by extension, the Guild Seal) from Fable.
  • Fallout
    • Fallout 3, also by Bethesda, uses essentially the same system as Oblivion, although in this case no locations are marked from the beginning, they must be discovered first.
    • Fallout: New Vegas uses exactly the same system. If playing in Hardcore mode, the game-time that elapses while fast-travelling affects sleep, food and hydration meters, making it feel a little more like an actual journey. The game won't let you travel any distance that would result in one of said meters running out and killing you.
    • Fallout 4 has the same for the casual difficulty settings, but in Survival Mode, fast-travel is disabled, so you have to physically walk everywhere, with the exception of teleporting into the Institute and out of it to the CIT Ruins in the center of the map, and signalling a Vertibird transport if allied with the Brotherhood of Steel.
  • In Faria, Wings let you travel back to any previously visited town.
  • While the Final Fantasy series generally prefers a Global Airship, some installments feature Warp Whistle like functionality.
    • Final Fantasy X and its sequel do not feature an overworld for the player to roam around on, so the Global Airship functions similarly to a Warp Whistle. To a lesser extent, in a few places, such as Zanarkand and the tomb of the stolen fayth, small stone plates in the ground can teleport a person back and forth from the beginning of the area to the end.
    • Final Fantasy XII has orange Save Points called "Gate Crystals" which allow the player to teleport to other Gate Crystals, for the cost of one warp stone per trip.
    • Final Fantasy XIII similarly has the brown Cie'th Stones, which teleport the party to other such Stones across this vastness of Gran Pulse (for free but only after you complete their respective missions).
    • The page introduction compares the Warp Whistle to a subway pass. In Lightning Returns: Final Fantasy XIII, you take the train between the game's four main areas. It is also possible to teleport to previously visited locations, at a cost in Energy Points.
    • Final Fantasy XI has a lot of these, ranging from the original telecrystals (which once a shard key item from each was taken, could let any White Mage or certain rings teleport you back to,) the homepoint crystals (which you were sent back to if you die or receive a warp spell) and expansion specific versions, such as Abyssea transit and Voidwatch transit (both by Non Player Characters, and to areas where those events take place.)
    • Final Fantasy XIV features a more refined implementation of the Telecrystal/Waypoint systems in XI, with the Aetheryte network. Once one has acquired the Teleport and Return spells, various large Aetheryte crystals spread around the world (typically one or two per zone, barring few exceptions) can be attuned to and traveled to at any time for a nominal fee. One crystal can be designated a home point and returned to for free, either with the Return spell or upon an in-game KO, assuming no revive is incoming. Three other crystals may be designated as favorites, with much-reduced costs to travel to them using the Teleport spell. If you set up two-factor authentication, you can also designate one crystal as a "free destination", and Teleport to it for no cost whatsoever. Large cities also have smaller aetherytes that act as a quick warp to different parts of the city. The game also features the Eternity Ring, which allows a player to teleport directly to their partner with no cost other than a lengthy cool down between each use.
  • Golden Sun:
    • In Golden Sun, the Suhalla desert is home to giant frilled lizards that generate tornadoes. Getting caught in one returns you to Suhalla village at the desert's entrance, so return trips take much faster. One, however, takes you to Crossbone Isle, the final Bonus Dungeon and back (and respawns if you kill him while on the island).
    • The late-game Teleport-Psynergy in Golden Sun: The Lost Age, which teleports you between the towns when on the world map and lets you access Bonus Dungeons. There's also Retreat, a power the hero has by default, allowing you to warp back to the beginning of any dungeon unless there's a plot point otherwise.
  • The various teleport runes in Gothic and its sequel. You'll be thankful for these, as the game world is huge and it takes forever to run between places.
  • Haven (2020) has a Katefulai that Yu and Kay name Birble, who is summoned with food items at Catilla spirata patches and can transport the couple to any islet that has been cleared of Rust. Palette swaps of her appear on a select few islets to provide the same service, and the first one, initially encountered as a Unique Enemy on Benadon, is at first the only means of transport to the swamp region.
  • In Kingdom Hearts, flying the Shoot Em Ups level along a path between worlds allows the Gummi Ship to warp between them directly from then on, once the Warp Gummi had been acquired. Throughout the entire game, as long as Sora has the Gummi Ship, he can exit to it from any save point, then turn right around and select the world he's already on, and enter from any other save point, for a quick way to get around within a world. In the sequel, this is simplified further; finishing the path opens up the destination world on the overworld screen.
  • In The Legend of Heroes: Trails in the Sky - The 3rd, the game contains a long section of interconnected dungeons with a robust warping mechanic that let you instantly travel to nearly any spot in the game.
  • The White Dragon Wings from Lunar: The Silver Star (and subsequent remakes) allow instant travel to previously visited towns.
  • Lunarosse has this done via party member Sophia and her teleportation magic.
  • All of the Might and Magic games have several across the series:
    • The spell Town Portal, which creates a portal to the city of your choice. In the five DOS games you could pick any town on the map from the beginning of the game. In later games the spell only gave you a choice of which town to go to at higher levels.
    • The 3rd, 4th and 5th game also had various teleporters within the towns themselves: The third game had Scarab Portals which would teleport the player to a location if they said a keyword, which could be found around the various worlds. The fourth game had the Serpent Mirrors, which functioned similarly, however, they only required the name of the place to teleport to. The 5th game had the Sun Mirrors, which were the same as the Serpent Mirrors. However, they had to be turned on after restoring Queen Kalindra's castle.
  • Mother puts a unique twist on the concept with PSI Teleport Alpha, that has you run along a straight line to build up energy before you can teleport to your selected location, but if you crash into any obstacle in your path, you stop (pitch black and covered in soot) and the move fails. Teleport Beta from EarthBound (1994), on the other hand, is also known as the 'Tornado Teleport', as you run in an outward spiral pattern, and so are less likely to run into something.
  • NieR: Automata: Partway through the game you gain the ability to transport yourself between terminals you've unlocked and that aren't disabled.
  • Persona:
    • Persona 4 has two types: the "square" button on the PS2 controller will open up a warp menu to locations in the real world (an early nameless NPC will expound upon the "square button's" virtues in-game) while the dungeons will always let you re-enter on the furthest floor you've visited, and provide save/teleport points just outside the Boss Room.
    • Persona 5 takes this even further. By pressing R1, you can fast travel everywhere even in front of/into single room areas you've visited at least once such as your own classroom, library, clinic, LeBlanc Cafe, public bath, Big Bang Burger, flower shop, etc. In dungeons (dubbed as Palaces) you can bring up map screen with R1 to travel between save rooms or the exit.
  • Phantasy Star:
    • Phantasy Star II also had teleport stations.
    • Phantasy Star Online had an item called the "telepipe" which, when activated, transported the player's entire party back to "town"/"base". The 'pipe would stay open until the player who had activated it returned through it. Comes in quite handy when you're low on health/energy and almost out of restoration items, and you know or suspect that there's a boss waiting in the next room.
  • Pokémon:
    • In most games, Fly allows you to warp to any town or other major location you've been to; Pokémon Omega Ruby and Alpha Sapphire expanded this to include not only every city you've visited, but also most routes, caves and islands. The Eon Flute can be used in order to travel across Hoenn on the back of Latios or Latias.
    • Teleport takes you to the last Pokémon Center you used.
    • Dig and the Escape Rope item both return you to the entrance of whatever dungeon you may be in, and naturally don't take you anywhere if used outside of a dungeon.
    • The Magnet Train and S.S. Aqua in Pokémon Gold and Silver and their remakes, which travel between the Johto and Kanto regions.
    • Lumiose City in Pokémon X and Y is large enough to warrant its own version of this, in the form of the Lumi Cab service. The cabs found in various locations throughout Lumiose can instantly transport the player to any major location in the city for a price.
    • Pokémon Sun and Moon and Pokémon Ultra Sun and Ultra Moon replaces Fly with Charizard Glide, which functions identially to Fly, except without a Pokémon on your team wasting a move slot. The Player Character simply calls for Charizard to come over and transport them to the chosen destination.
    • Pokémon Sword and Shield has multiple systems: Corviknight Taxi, which takes the player character to one of many specific convenient destinations; and the Monorail, found only in the city of Wyndon, as that city is big enough to warrant its own warp system. The trains running throughout Galar serve the same function once you unlock all of the stations, though prior to that, they function as Broken Bridges in that you gain access to additional stations to travel there for the first time.
    • Pokémon Scarlet and Violet have the Flying Taxi like Sword and Shield, and the teleporters in Area Zero which can be used to go to another teleporter that you have already been to.
  • Rakenzarn Tales grants you a teleportation device near the start of Chapter 6. It starts with all of Cyril Region unlocked, but you'll need to find the activation crystals for the rest of the world yourself.
  • Rogue Galaxy uses this by a system of Save Points that they call Transporters. These are panels that allow the player to warp to almost anywhere they need — which is a highly recommended style of travel, because Jaster and his friends walk at an unusually slow pace.
  • The Region Map in SaGa Frontier and practically all the world maps in the Romancing SaGa series.
  • The Warp Whistle in Secret of Evermore looks like a Global Airship, but can only land at fixed locations.
  • Torchlight II, similar to the Diablo games, has a waypoint that leads to each town that you unlock as well as being able to warp back to towns visited in the previous acts and waypoints scattered in the open zones, including ones made by the players.
  • Many games in the Shin Megami Tensei franchise have "Terminal Rooms" in key locations. You can use a Terminal Room to teleport to any other Terminal Room you've already visited.
  • South Park:
    • South Park: The Stick of Truth has Sir Timmy's Fast Travel Locations, which are flags with bicycle horns attached to them. The first time you use one, Timmy appears, riding his wheelchair with a cart attached and takes you to your destination. All other times, the animation isn't present, although you sometimes hear "Timmy!"
    • In South Park: The Fractured but Whole, Fast Travel works just like the previous game, only this time it's Jimmy as his superhero persona "Fastpass" taking you from place to place.
  • Spiderweb Software added this to their Exile and Avernum games, starting with Exile III and getting simpler and easier to use in each later game. In Exile III, the portals were expensive, one-way, and their destinations limited to the major capitals. In Avernum 4, the portal system was free and extremely convenient, allowing the player to travel from and to every previously visited city within moments via a central portal chamber, which also made a neat item storage facility.
  • In Suikoden, Viki and the Blinking Mirror acts as a Warp Whistle, instantly teleporting the characters to any town or major area in the game. A godsend with the game's awkward/slow overland travel.
  • Tales of Symphonia has "quick jump" points scattered throughout the game, most often in places the player backtracks through after having cleared previously. Lloyd, in a bit of Breaking the Fourth Wall, even wonders aloud why there isn't a quick jump in a particular area of the game Tower of Mana. Naturally, the other members of the party have no clue what he's referring to.
  • In Terraria, the player can buy "pylons" that allow travel between the towns they build. There's also a magic mirror that warps the player back to their bed.
  • The Ultima series has usually had these:
    • Started with Ultima II's "Time gates."
    • The moongates from Ultima III onward, keyed to the phases of the moons.
    • Ultima IV and Ultima V have the Gate Travel spell, allowing the player's party to move to the location of any moongate. In Ultima V, it turns out the moongates are generated by moonstones buried under them, which the Avatar can retrieve and then bury elsewhere.
    • Ultima VI, in addition to the relocatable moonstones, has the Orb of the Moons, an inventory item that opens a special gate to almost everywhere you need to go.
    • Ultima VII Part II has the Dark Path, a link between several locations, accessible by using a serpent jawbone; a serpent tooth must be located (and attached to the jawbone) in order for each location to be accessible, but the Avatar will only find each tooth after reaching the respective location conventionally.
    • Ultima VIII has standard teleport pads which have to be activated.
    • Ultima Online has the mage spells Recall, Mark, and Gate Travel. Mark lets you save your current coordinates on a small item called a rune. Recall lets you instantly travel to any location you have a rune for. Gate Travel lets you open a moongate connected to that location, letting you and anyone else instantly travel back and forth for the duration of the spell.
  • Function 83+ from Vangers is a piece of Lost Technology that can teleport you to any of the worlds — of course, if you know the Spiral key for this world. This thing not only removes the need in using stationary corridors — it is also relevant to the plot, since it is used to warp to the last world, which is marked in the Spiral, but is not connected to corridors and is unreachable otherwise.
  • Most of the Wild ARMs games have "Teleport Orbs" or a Teleport spell that lets you revisit old locations. Some only warp to towns, but some let you warp anywhere. Some of the games also have a system of ancient ruins that contain teleporters to other ruins, in addition to the teleport orbs, often used to travel to new areas. And both of the first two games rely on you breaking the teleporters in order to reach a new optional area. In Wild ARMs you have to damage the ancient ruins before teleporting in order to reach the Bonus Dungeon. And in Wild ARMs 2 you have to use the teleport orb while a party member who has been shown to be unlucky with teleportation is in the the front of the party to reach someone who can teach you higher level magic.
  • Willow for the Nintendo Entertainment System has the magic ocarina which summons Po to fly you to any previously visited place.
  • Xenoblade Chronicles 1 has fast-travel immediately available for all visited areas upon first arrival.
  • YS: The Wing in Ys: Ancient Ys Vanished ~ Omen and Ys IV: Mask of the Sun, the Return magic in Ys II: Ancient Ys Vanished – The Final Chapter, and the Warp Magic in Ys IV: The Dawn of Ys allow you to instantly travel to any previously visited town or other important destination.
  • Genshin Impact has Statues of the Seven (which also double as healing points), Teleport Waypoints, and various dungeons that you can teleport to once you've unlocked them.

    Simulation Games 
  • Euro Truck Simulator makes the ferries and the Channel Tunnel essentially function this way. No need to keep track of timetables or queues; you simply drive to the terminal, pay a fee and you are transported to a specific destination (each terminal has no more than two options). Only islands (Britain, Sicily, Sardinia) are inaccessible through simply driving, though since ferries offer your only chance to both rest and travel simultaneously, ferries almost always work out faster compared to land routes. American Truck Simulator, its sibling, obviously has far less ferries thanks to American geography. The Washington expansion introduces that game's first ferry, the Port Townsend - Coupeville Ferry, which does save the player a trip through Seattle and around the Puget Sound. Texas introduces the second ferry, the Galveston-Bolivar Ferry to get you across the Galveston Bay.
  • Freelancer has three kinds of Warp Whistle: Trade Lanes, which travel within solar systems, Jump Gates, which connect different systems, and Jump Holes, which are natural Jump Gates. Trade Lanes can be disrupted, however.
  • The portable Harvest Moon games - starting with Harvest Moon: Friends of Mineral Town have the Teleport Stone, which allows you to teleport any unlocked area on your main map.
  • The wind flute in Hometown Story. The fact that you can use it for this via the map interface is one of the game's many Guide Dang It! elements.
  • Mitsumete Knight R: Daibouken Hen has a warp system that allow you to warp to any town of the game with a statue by touching said statue, but the system needs to be activated first by gathering the Slates of Earth, Sea, and Sky, and placing those three Slates in an ancient machine inside the Pyramid.
  • The Eyes of Horus, in The Sims 3: World Adventures are ancient Al Simharan relics that allow the Sims to freely teleport from the left eye to the right eye and vice versa.
  • The Shaman's unique archetypical power from Spore is basically this, although it only allows travel to their homeworld, and not back.
  • The Jumpdrive in the X-Universe is a relatively expensive module fitted onto ships that allow them to jump to any known jump gates while expending some Energy Cells. The jumpdrive works anywhere and has a set charge time of ten seconds, though one should be aware that it can be destroyed if the ship's shields go down while trying to escape. The Unfocused Jumpdrive gained through the Goner plot will dump the player into a randomly generated sector in intergalactic space, giving them a breather from combat or allowing them to find the Goner Aran. The only limitation to the jumpdrive is that it cannot warp to Terran Trans-Orbital Accelerators, as they're glorified Gauss guns that shoot ships between points of interest in the Sol system. The Xtended Terran Conflict mod adds Point-To-Point jumpdrives for the M2+ super-destroyers which can jump anywhere in a system, but requires good relations with the sector's owners, locks the ship's controls for several seconds, and drains energy cells at a phenomenal rate.

    Stealth 
  • Metal Gear Solid V: The Phantom Pain lets you teleport miles across Afghanistan, the Angola-Zaire border, or Mother Base by hiding in a cardboard box on delivery platforms. There's a brief black screen with the sounds of a delivery truck picking up a box and dropping it off, and boom, Snake will be smack dab in the middle of a secret Soviet base or a blood diamond mine with no one any the wiser.

    Third-Person Shooter 
  • Red Faction: Guerilla has this option, to allow you to fast-travel to any of the safe houses. Except, later, the one in the Badlands.
  • Splatoon has the Super Jump ability as an important gameplay mechanic, as it allows players to quickly jump across a large area. In the game's online multiplayer modes, player can super jump to one of their teammates to get to the action faster, or to their own base to make a speedy retreat. Additionally, players can place Squid Beakons in tactical locations that their teammates can Super Jump to at any time. However, performing a Super Jump also creates an icon visible to all players, meaning that those who don't take care where they jump to may find themselves jumping into the wrong end of a firefight. Super Jumping also has an additional use in the games' Hero Mode campaigns, where it allows players to quickly jump to any level they've already unlocked.

 
Feedback

Video Example(s):

Top

Fax travel

Mario uses a fax machine to travel between the Sensor Lab and its satellite offices.

How well does it match the trope?

5 (4 votes)

Example of:

Main / WarpWhistle

Media sources:

Report