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* ''VideoGame/{{Fallout 3}}'' has an unintentional one in Vault 92 where you can glitch through the floor in the Overseer's Office and end up in an inescapable DisconnectedSideArea of the Living Quarters behind a jammed door.

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* ''VideoGame/{{Fallout 3}}'' has an unintentional [[UnwinnableByMistake unintentional]] one in Vault 92 where you can glitch through the floor in the Overseer's Office and end up in an inescapable DisconnectedSideArea of the Living Quarters behind a jammed door.door.
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* In the ''VideoGame/{{Marathon}}'' scenario ''Infection'', there are false exits on some levels that lead you to "Burn Like That Son of Aaaaah...", which consists solely of an elevator lowering you into a LavaPit with enemies firing at you from the windows on all sides. Another scenario, ''Gemini Station'', has the "Oubliette", where you are sent if you killed Jack Melville, which is a dead-end pit with a [[DescendingCeiling crusher trap]]. The main games also have a few secret rooms that are inescapable if you don't get out before the door closes, such as those on "Smells Like Napalm" and "Blaspheme Quarantine".

to:

* In the ''VideoGame/{{Marathon}}'' scenario ''Infection'', there are false exits on some levels that lead you to "Burn Like That Son of Aaaaah...", which consists solely of an elevator lowering you into a LavaPit with enemies firing at you from the windows on all sides. Another scenario, ''Gemini Station'', has the "Oubliette", where you are sent if you killed Jack Melville, which is a dead-end pit with a [[DescendingCeiling crusher trap]]. The main games also have a few secret rooms that are inescapable if you don't get out before the door closes, such as those on "Smells Like Napalm" and "Blaspheme Quarantine". The second game's DevelopersRoom on the final stage happens to be one of these (if you aren't cheating), as it is only accessible before you release the lava, so the final arena will still be lava-flooded when you teleport to it from the developers' room.




to:

* ''VideoGame/{{Fallout 3}}'' has an unintentional one in Vault 92 where you can glitch through the floor in the Overseer's Office and end up in an inescapable DisconnectedSideArea of the Living Quarters behind a jammed door.
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to:

* The life-draining Bloody Mirror Room in ''VideoGame/SilentHill3'''s Otherworld Hospital [[SubvertedTrope seems to be one of these]], until you figure out that the door unlocks after Heather's reflection stops moving with her.

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* In the ''VideoGame/{{Marathon}}'' scenario ''Infection'', there are false exits on some levels that lead you to "Burn Like That Son of Aaaaah...", which consists solely of an elevator lowering you into a LavaPit with enemies firing at you from the windows on all sides. Another scenario, ''Gemini Station'', has the "Oubliette", where you are sent if you killed Jack Melville, which is a dead-end pit with a [[DescendingCeiling crusher trap]].

to:

* In the ''VideoGame/{{Marathon}}'' scenario ''Infection'', there are false exits on some levels that lead you to "Burn Like That Son of Aaaaah...", which consists solely of an elevator lowering you into a LavaPit with enemies firing at you from the windows on all sides. Another scenario, ''Gemini Station'', has the "Oubliette", where you are sent if you killed Jack Melville, which is a dead-end pit with a [[DescendingCeiling crusher trap]].
trap]]. The main games also have a few secret rooms that are inescapable if you don't get out before the door closes, such as those on "Smells Like Napalm" and "Blaspheme Quarantine".
* In ''VideoGame/SensoryOverload'', enemies can open doors that you can't, often from rooms that have no other door. If you enter a room of this type, you're up the UnwinnableByInsanity creek once the door closes.
* ''VideoGame/{{Rogue}}'' will sometimes generate a level or starting room without an exit.
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* In the ''VideoGame/{{Marathon}}'' scenario ''Infection'', there are false exits on some levels that lead you to "Burn Like That Son of Aaaaah...", which consists solely of an elevator lowering you into a LavaPit with enemies firing at you from the windows on all sides. Another scenario, ''Gemini Station'', has "Oubliette", where you are sent if you killed Jack Melville, which is a dead-end pit with a [DescendingCeiling crusher trap]].

to:

* In the ''VideoGame/{{Marathon}}'' scenario ''Infection'', there are false exits on some levels that lead you to "Burn Like That Son of Aaaaah...", which consists solely of an elevator lowering you into a LavaPit with enemies firing at you from the windows on all sides. Another scenario, ''Gemini Station'', has the "Oubliette", where you are sent if you killed Jack Melville, which is a dead-end pit with a [DescendingCeiling [[DescendingCeiling crusher trap]].
Is there an issue? Send a MessageReason:
None


* In the ''VideoGame/{{Marathon}}'' scenario ''Infection'', there are false exits on some levels that lead you to "Burn Like That Son of Aaaaah...", which consists solely of an elevator lowering you into a LavaPit with enemies firing at you from the windows on all sides.

to:

* In the ''VideoGame/{{Marathon}}'' scenario ''Infection'', there are false exits on some levels that lead you to "Burn Like That Son of Aaaaah...", which consists solely of an elevator lowering you into a LavaPit with enemies firing at you from the windows on all sides.
sides. Another scenario, ''Gemini Station'', has "Oubliette", where you are sent if you killed Jack Melville, which is a dead-end pit with a [DescendingCeiling crusher trap]].
Is there an issue? Send a MessageReason:
None


* In the ''VideoGame/{{Marathon}}'' scenario ''Infection'', there are false exits on some levels that lead you to "Burn Like That Son of Aaaaah...", which consists of an elevator lowering you into a LavaPit with enemies firing on you from all sides.

to:

* In the ''VideoGame/{{Marathon}}'' scenario ''Infection'', there are false exits on some levels that lead you to "Burn Like That Son of Aaaaah...", which consists solely of an elevator lowering you into a LavaPit with enemies firing on at you from the windows on all sides.
Is there an issue? Send a MessageReason:
None



to:

* In the ''VideoGame/{{Marathon}}'' scenario ''Infection'', there are false exits on some levels that lead you to "Burn Like That Son of Aaaaah...", which consists of an elevator lowering you into a LavaPit with enemies firing on you from all sides.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/PathwaysIntoDarkness'' has a secret teleporter that sends you to a room full of DemonicSpiders with no exit.

to:

* ''VideoGame/PathwaysIntoDarkness'' has a secret teleporter on "Happy Happy, Carnage Carnage" that sends you to a room on "Don't Get Poisoned" full of DemonicSpiders and with no exit.
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None



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* ''VideoGame/PathwaysIntoDarkness'' has a secret teleporter that sends you to a room full of DemonicSpiders with no exit.

Removed: 2538

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!!Non-video-game examples
[[AC:Film]]
* The titular cube of the ''Film/{{Cube}}'' series is a gigantic series of these. Some are booby-trapped, while others are safe, with almost no way of knowing until it's too late. Escape is made all the more difficult because [[spoiler:the rooms move]]. ''Film/CubeZero'' implies that even if you escape, [[spoiler:the monitors kill you, or worse lobotomize you and throw you back into the Cube]].

[[AC:Literature]]
* In the ''Literature/{{Discworld}}'' novel ''Discworld/AHatFullOfSky'', young witch Tiffany Aching leads the misunderstood but inadvertently lethal creature, the Hiver, through the door of Death, which it craves, but discovers that the Door is one-way only. She has to do some seriously lateral thinking to get round this and return to the living world.



* Subverted in several ''Franchise/StarTrek'' examples, where the protagonists manage to escape by the end of the episode.
** ''Series/StarTrekTheNextGeneration''
*** "The Royale". An away team finds a revolving door on a deserted planet. When they go through, they find themselves trapped in what appears to be an old-style hotel/casino called the Royale. They discover that it is was created by unknown aliens based on an old novel. They can't leave until they figure out how to use the book's plot to discover an exit.
*** "Where Silence Has Lease". The Enterprise ends up trapped inside a black void. Despite all their efforts the crew can find no way to escape. Weird things start to happen to them, and they discover that they're being toyed with by an extremely powerful being called Nagilum.
* In the ''Series/StarTrekVoyager'' episode "Gravity", Tuvok and Paris go through a NegativeSpaceWedgie and end up on a planet in a pocket of space that can be entered but not exited, due to [[AppliedPhlebotinum gravimetric and time distortions]]. Some aliens outside this pocket want to destroy this NegativeSpaceWedgie leading into it, as it has already stranded many of their ships, but the crew of ''Voyager'' do manage to find the ReversePolarity needed to rescue Tuvok and Paris before the aliens can close the pocket for good (which would have collapsed the space inside it).



[[AC:Music]]
* A man encounters a No Exit example when he tries to stay at the title establishment in The Music/{{Eagles}}' "Hotel California".
-->"You can check out any time you like, but you can never leave."
* ''[[Music/ElvisPresley Heartbreak Hotel]]''
* The Four Winds Bar, in the Music/BlueOysterCult's hauntingly evocative ballad ''Astronomy''.
Is there an issue? Send a MessageReason:
None


* In the ''Literature/{{Discworld}}'' novel ''A Hat Full of Sky'', young witch Tiffany Aching leads the misunderstood but inadvertently lethal creature, the Hiver, through the door of Death, which it craves, but discovers that the Door is one-way only. She has to do some seriously lateral thinking to get round this and return to the living world.

to:

* In the ''Literature/{{Discworld}}'' novel ''A Hat Full of Sky'', ''Discworld/AHatFullOfSky'', young witch Tiffany Aching leads the misunderstood but inadvertently lethal creature, the Hiver, through the door of Death, which it craves, but discovers that the Door is one-way only. She has to do some seriously lateral thinking to get round this and return to the living world.

Changed: 1

Removed: 87

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* ''Wriggler'' on the Spectrum has one in the Hell section.
* ''Dirty Harry'' on the NES has such a room, according to the UnwinnableByDesign page.

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* ''Wriggler'' on the Spectrum has one in the Hell section. \n* ''Dirty Harry'' on the NES has such a room, according to the UnwinnableByDesign page.
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* The [=NES=] game based on ''Film/DirtyHarry'' can randomly send the player to a room with no exit and "ha ha!" written on the wall.

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* The [=NES=] game based on ''Film/DirtyHarry'' can randomly send the player to a room with no exit and [[TrollingCreator "ha ha!" ha ha"]] written on the wall.

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to:

* The [=NES=] game based on ''Film/DirtyHarry'' can randomly send the player to a room with no exit and "ha ha!" written on the wall.
* Many branches in ''VideoGame/TheStanleyParable'' technically end in this.
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** ''Jet Set Willy II'' on the ZXSpectrum also adds "Water Supply". Up is out of reach, and down leads only through "well" ([[RuleOfFunny three times]]) to "Dinking Vater?", which is a dead end, and which in any case will kill you if you haven't got the fall from any height cheat.

to:

** ''Jet Set Willy II'' on the ZXSpectrum UsefulNotes/ZXSpectrum also adds "Water Supply". Up is out of reach, and down leads only through "well" ([[RuleOfFunny three times]]) to "Dinking Vater?", which is a dead end, and which in any case will kill you if you haven't got the fall from any height cheat.
Is there an issue? Send a MessageReason:
None


* The titular cube of the ''Film/{{Cube}}'' series is a gigantic series of these. Some are booby-trapped, while others are safe, with almost no way of knowing until it's too late. Escape is made all the more difficult because [[spoiler:the rooms move]]. ''Film/CubeZero'' implies that even if you escape, [[spoiler:the monitors kill you, or worse lobotamize you and throw you back into the Cube]].

to:

* The titular cube of the ''Film/{{Cube}}'' series is a gigantic series of these. Some are booby-trapped, while others are safe, with almost no way of knowing until it's too late. Escape is made all the more difficult because [[spoiler:the rooms move]]. ''Film/CubeZero'' implies that even if you escape, [[spoiler:the monitors kill you, or worse lobotamize lobotomize you and throw you back into the Cube]].
Is there an issue? Send a MessageReason:
None


* ''VideoGame/JetSetWilly'' has one of the oldest examples -- "Entrance to Hades". This is a room where you [[CycleOFHurting just keep falling down, respawning at the top and falling again]] until you run out of lives. If the player enters by a non-standard route, he can stand atop the "DIE MORTAL" letters without being killed.

to:

* ''VideoGame/JetSetWilly'' has one of the oldest examples -- "Entrance to Hades". This is a room where you [[CycleOFHurting [[CycleOfHurting just keep falling down, respawning at the top and falling again]] until you run out of lives. If the player enters by a non-standard route, he can stand atop the "DIE MORTAL" letters without being killed.
Is there an issue? Send a MessageReason:
restoring non video game examples

Added DiffLines:


!!Non-video-game examples
[[AC:Film]]
* The titular cube of the ''Film/{{Cube}}'' series is a gigantic series of these. Some are booby-trapped, while others are safe, with almost no way of knowing until it's too late. Escape is made all the more difficult because [[spoiler:the rooms move]]. ''Film/CubeZero'' implies that even if you escape, [[spoiler:the monitors kill you, or worse lobotamize you and throw you back into the Cube]].

[[AC:Literature]]
* In the ''Literature/{{Discworld}}'' novel ''A Hat Full of Sky'', young witch Tiffany Aching leads the misunderstood but inadvertently lethal creature, the Hiver, through the door of Death, which it craves, but discovers that the Door is one-way only. She has to do some seriously lateral thinking to get round this and return to the living world.

[[AC: Live-Action TV]]
* Subverted in several ''Franchise/StarTrek'' examples, where the protagonists manage to escape by the end of the episode.
** ''Series/StarTrekTheNextGeneration''
*** "The Royale". An away team finds a revolving door on a deserted planet. When they go through, they find themselves trapped in what appears to be an old-style hotel/casino called the Royale. They discover that it is was created by unknown aliens based on an old novel. They can't leave until they figure out how to use the book's plot to discover an exit.
*** "Where Silence Has Lease". The Enterprise ends up trapped inside a black void. Despite all their efforts the crew can find no way to escape. Weird things start to happen to them, and they discover that they're being toyed with by an extremely powerful being called Nagilum.
* In the ''Series/StarTrekVoyager'' episode "Gravity", Tuvok and Paris go through a NegativeSpaceWedgie and end up on a planet in a pocket of space that can be entered but not exited, due to [[AppliedPhlebotinum gravimetric and time distortions]]. Some aliens outside this pocket want to destroy this NegativeSpaceWedgie leading into it, as it has already stranded many of their ships, but the crew of ''Voyager'' do manage to find the ReversePolarity needed to rescue Tuvok and Paris before the aliens can close the pocket for good (which would have collapsed the space inside it).
* Used occasionally on the game show ''Series/{{Knightmare}}''. If a player took a wrong turn, he could be trapped in a room with no viable exits, and forced to wait until his [[LifeMeter life force]] ran out.
** An "All Lethal" variation was a room which ''appeared'' to be escapable, but contained a huge bomb which exploded before the player could humanly reach an exit.

[[AC:Music]]
* A man encounters a No Exit example when he tries to stay at the title establishment in The Music/{{Eagles}}' "Hotel California".
-->"You can check out any time you like, but you can never leave."
* ''[[Music/ElvisPresley Heartbreak Hotel]]''
* The Four Winds Bar, in the Music/BlueOysterCult's hauntingly evocative ballad ''Astronomy''.

[[AC:RealLife]]
* At London Heathrow Airport Terminal 5, the entrance to the Underground station appears to have been designed on the principle that anyone with a good enough head for heights to fly, is also capable of walking across a translucent glass floor with a clearly-visible 50-foot drop beneath.[[note]]This of course ignores the possibility that the person isn't there to fly, but to transfer to or from one of the many long-distance bus routes that serve the airport.[[/note]] For those who find walking across such a floor psychologically impossible, the escalator down to the Underground is an example of this trope; it does not lead directly to the station, but to a mezzanine floor from which there is no way back up, and where the only way down is to cross one of those glass floors (or to be rescued by a kind employee opening the emergency staircase to allow the person down that way). Since the terminal opened, at least two people have been caught this way.

Changed: 1030

Removed: 4353

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Usually a subtrope of UnwinnableByDesign (although can also be UnwinnableByMistake or even UnwinnableByInsanity), a Dead End Room is used as a fiendish trap by the game's designers. Dead End Rooms come in two varieties:
* '''No Exit''': The room simply has no exits, or if it has, they only lead back into the same room or into a closed cycle of rooms which connect only to each other, not to the main maze.
* '''All Lethal''': To hammer home the point, everything in the room hurts or kills you when touched, so your game will soon be over anyway even if you don't reset.

Note that a room is All Lethal only if ''everything'' kills you -- if it's only some (or even most) things, as in Entrance to Hades, the room is No Exit.

Another distinction is that No Exit rooms may have some kind of [[SarcasmMode friendly]] label to let you know you're screwed, such as "[[VideoGame/JetSetWilly DIE MORTAL]]"; All Lethal rooms, of course, need no label.

to:

Usually a subtrope of UnwinnableByDesign (although can also be UnwinnableByMistake or even UnwinnableByInsanity), a Dead End Room is used as a fiendish trap by the game's designers. Dead End Rooms come in two varieties:
* '''No Exit''': The
Either the room simply has no exits, or if it has, they only lead back into the same room or into a closed cycle of rooms which connect only to each other, not to the main maze.
* '''All Lethal''': To
maze.

If they really want to
hammer home the point, everything in the room hurts or kills you when touched, so your game will soon be over anyway even if you don't reset.

Note that a room is All Lethal only if ''everything'' kills you -- if it's only some (or even most) things, as in Entrance to Hades, the room is No Exit.

Another distinction is that No Exit rooms may have
Expect some kind of [[SarcasmMode friendly]] label to let you know you're screwed, such as "[[VideoGame/JetSetWilly DIE MORTAL]]"; All Lethal rooms, of course, need no label.
MORTAL]]".

----



[[AC:No Exit]]



* ''VideoGame/ColossalCave'' has Witt's End, which appears to be No Exit, and traps you if you try to go back west the way you came (or in almost any other direction). Instead you have to keep trying to go north. More insidiously, there's an apparently worthless item (a magazine) you have to drop inside the room (''not'' where you deposit your treasures) to get that LastLousyPoint. Possibly the very first GuideDangIt.

to:

* ''VideoGame/ColossalCave'' has Witt's End, which appears to be No Exit, inescapable, and traps you if you try to go back west the way you came (or in almost any other direction). Instead you have to keep trying to go north.north until it randomly lets you go. More insidiously, there's an apparently worthless item (a magazine) you have to drop inside the room (''not'' where you deposit your treasures) to get that LastLousyPoint. Possibly the very first GuideDangIt.



* In ''VideoGame/{{Doom}} II'' [=MAP12=], "The Factory"; the door to the exit room is a yellow-key door outside and a red-key door inside, but ''there is no red key in the level'', so unless one is playing in deathmatch mode or cheating, once inside the only way out is through the exit.



* Several in {{VideoGame/Strife}}; if for example you go to see the Governor after having got the Chalice, he will lock the door and sound the alarm, causing a ZergRush of guards to teleport in (unless it's the registered version and you've completed his two missions, in which case he will simply tell you to get out as usual). A similar thing happens if you walk past the Power Station with the Chalice; you're not locked in, but still overwhelmed.

to:

* Several in {{VideoGame/Strife}}; ''{{VideoGame/Strife}}''; if for example you go to see the Governor after having got the Chalice, he will lock the door and sound the alarm, causing a ZergRush of guards to teleport in (unless it's the registered version and you've completed his two missions, in which case he will simply tell you to get out as usual). A similar thing happens if you walk past the Power Station with the Chalice; you're not locked in, but still overwhelmed.



* Another UnwinnableByMistake scenario is some versions of VideoGame/DukeNukem3D (the four-episode version); if you play [=E4L9=] (Critical Mass) in co-op mode on a version where the bug hasn't been fixed, you had better make sure you do so without dying, or you will be stuck at the start of the level, facing a now-collapsed staircase which you can no longer get past.

[[AC:All Lethal]]
* ''VideoGame/TechnicianTed'' has probably the oldest All Lethal example -- [[ExactlyWhatItSaysOnTheTin "Down in the Sewerage"]].

to:

* Another UnwinnableByMistake scenario is some versions of VideoGame/DukeNukem3D ''VideoGame/DukeNukem3D'' (the four-episode version); if you play [=E4L9=] (Critical Mass) in co-op mode on a version where the bug hasn't been fixed, you had better make sure you do so without dying, or you will be stuck at the start of the level, facing a now-collapsed staircase which you can no longer get past.

[[AC:All Lethal]]
past.
* ''VideoGame/TechnicianTed'' has probably the oldest All Lethal all lethal example -- [[ExactlyWhatItSaysOnTheTin "Down in the Sewerage"]].




!!Non-video-game examples
[[AC:Film]]
* The titular cube of the ''Film/{{Cube}}'' series is a gigantic series of these. Some are booby-trapped, while others are safe, with almost no way of knowing until it's too late. Escape is made all the more difficult because [[spoiler:the rooms move]]. ''Film/CubeZero'' implies that even if you escape, [[spoiler:the monitors kill you, or worse lobotamize you and throw you back into the Cube]].

[[AC:Literature]]
* In the ''Literature/{{Discworld}}'' novel ''A Hat Full of Sky'', young witch Tiffany Aching leads the misunderstood but inadvertently lethal creature, the Hiver, through the door of Death, which it craves, but discovers that the Door is one-way only. She has to do some seriously lateral thinking to get round this and return to the living world.

[[AC: Live-Action TV]]
* Subverted in several ''Franchise/StarTrek'' examples, where the protagonists manage to escape by the end of the episode.
** ''Series/StarTrekTheNextGeneration''
*** "The Royale". An away team finds a revolving door on a deserted planet. When they go through, they find themselves trapped in what appears to be an old-style hotel/casino called the Royale. They discover that it is was created by unknown aliens based on an old novel. They can't leave until they figure out how to use the book's plot to discover an exit.
*** "Where Silence Has Lease". The Enterprise ends up trapped inside a black void. Despite all their efforts the crew can find no way to escape. Weird things start to happen to them, and they discover that they're being toyed with by an extremely powerful being called Nagilum.
* In the ''Series/StarTrekVoyager'' episode "Gravity", Tuvok and Paris go through a NegativeSpaceWedgie and end up on a planet in a pocket of space that can be entered but not exited, due to [[AppliedPhlebotinum gravimetric and time distortions]]. Some aliens outside this pocket want to destroy this NegativeSpaceWedgie leading into it, as it has already stranded many of their ships, but the crew of ''Voyager'' do manage to find the ReversePolarity needed to rescue Tuvok and Paris before the aliens can close the pocket for good (which would have collapsed the space inside it).
* Used occasionally on the game show ''Series/{{Knightmare}}''. If a player took a wrong turn, he could be trapped in a room with no viable exits, and forced to wait until his [[LifeMeter life force]] ran out.
** An "All Lethal" variation was a room which ''appeared'' to be escapable, but contained a huge bomb which exploded before the player could humanly reach an exit.

[[AC:Music]]
* A man encounters a No Exit example when he tries to stay at the title establishment in The Music/{{Eagles}}' "Hotel California".
-->"You can check out any time you like, but you can never leave."
* ''[[Music/ElvisPresley Heartbreak Hotel]]''
* The Four Winds Bar, in the Music/BlueOysterCult's hauntingly evocative ballad ''Astronomy''.

[[AC:RealLife]]
* At London Heathrow Airport Terminal 5, the entrance to the Underground station appears to have been designed on the principle that anyone with a good enough head for heights to fly, is also capable of walking across a translucent glass floor with a clearly-visible 50-foot drop beneath.[[note]]This of course ignores the possibility that the person isn't there to fly, but to transfer to or from one of the many long-distance bus routes that serve the airport.[[/note]] For those who find walking across such a floor psychologically impossible, the escalator down to the Underground is an example of this trope; it does not lead directly to the station, but to a mezzanine floor from which there is no way back up, and where the only way down is to cross one of those glass floors (or to be rescued by a kind employee opening the emergency staircase to allow the person down that way). Since the terminal opened, at least two people have been caught this way.
Is there an issue? Send a MessageReason:
None



to:

* Another UnwinnableByMistake scenario is some versions of VideoGame/DukeNukem3D (the four-episode version); if you play [=E4L9=] (Critical Mass) in co-op mode on a version where the bug hasn't been fixed, you had better make sure you do so without dying, or you will be stuck at the start of the level, facing a now-collapsed staircase which you can no longer get past.
Is there an issue? Send a MessageReason:
distinction isn\'t important


* ''VideoGame/JetSetWilly'' has one of the oldest examples -- "Entrance to Hades". This is a room where you [[CycleOFHurting just keep falling down, respawning at the top and falling again]] until you run out of lives. It is No Exit rather than All Lethal because, if the player enters by a non-standard route, he can stand atop the "DIE MORTAL" letters without being killed.

to:

* ''VideoGame/JetSetWilly'' has one of the oldest examples -- "Entrance to Hades". This is a room where you [[CycleOFHurting just keep falling down, respawning at the top and falling again]] until you run out of lives. It is No Exit rather than All Lethal because, if If the player enters by a non-standard route, he can stand atop the "DIE MORTAL" letters without being killed.
Is there an issue? Send a MessageReason:
None


* In ''VideoGame/YumeNikki'' and its [[FanSequel fan games]], getting caught by a "chaser" such as a Toriningen will trap you in a dead end where the only way out is waking up. Of course, there's also the infamous Uboa sequence, where you are trapped in the room with him, and contacting him will transport you to another inescapable area.

to:

* In ''VideoGame/YumeNikki'' and its [[FanSequel fan games]], getting caught by a "chaser" such as a Toriningen will trap you in a dead end where the only way out is waking up.up or using the Medamaude [[note]]Some fan games like ''VideoGame/Yume2kki'' have rooms that restrict waking up, warping back to the entrance, or both, forcing you to endure a sequence until you wake up[[/note]]. Of course, there's also the infamous Uboa sequence, where you are trapped in the room with him, and contacting him will transport you to another inescapable area.
Is there an issue? Send a MessageReason:
None



to:

* In ''VideoGame/YumeNikki'' and its [[FanSequel fan games]], getting caught by a "chaser" such as a Toriningen will trap you in a dead end where the only way out is waking up. Of course, there's also the infamous Uboa sequence, where you are trapped in the room with him, and contacting him will transport you to another inescapable area.




to:

* The Black Hole in ''VideoGame/AtlantisNoNazo''. As the "level" begins, the death sound plays immediately (to hammer in that you're doomed and there's nothing you can do about it) as you fall to your death. This repeats until you get a Game Over.
Is there an issue? Send a MessageReason:
None


* The titular cube of the {{Film/Cube}} series is a gigantic series of these. Some are booby-trapped, while others are safe, with almost no way of knowing until it's too late. Escape is made all the more difficult because [[spoiler:the rooms move]]. Cube Zero implies that even if you escape, [[spoiler:the monitors kill you, or worse lobotamize you and throw you back into the Cube]].

to:

* The titular cube of the {{Film/Cube}} ''Film/{{Cube}}'' series is a gigantic series of these. Some are booby-trapped, while others are safe, with almost no way of knowing until it's too late. Escape is made all the more difficult because [[spoiler:the rooms move]]. Cube Zero ''Film/CubeZero'' implies that even if you escape, [[spoiler:the monitors kill you, or worse lobotamize you and throw you back into the Cube]].
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* In the ''{{Discworld}}'' novel ''A Hat Full of Sky'', young witch Tiffany Aching leads the misunderstood but inadvertently lethal creature, the Hiver, through the door of Death, which it craves, but discovers that the Door is one-way only. She has to do some seriously lateral thinking to get round this and return to the living world.

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* In the ''{{Discworld}}'' ''Literature/{{Discworld}}'' novel ''A Hat Full of Sky'', young witch Tiffany Aching leads the misunderstood but inadvertently lethal creature, the Hiver, through the door of Death, which it craves, but discovers that the Door is one-way only. She has to do some seriously lateral thinking to get round this and return to the living world.
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* Several in {{VideoGame/Strife}}; if for example you go to see the Governor after having got the Chalice, he will lock the door and sound the alarm, causing a ZergRush of guards to teleport in (unless it's the registered version and you've completed his two missions, in which case he will simply tell you to get out as usual). A similar thing happens if you walk past the Power Station with the Chalice; you're not locked in, but still overwhelmed.
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Usually a subtrope of UnwinnableByDesign (although can also be UnwinnableByMistake or even UnwinnableByInsanity), a DeadEndRoom is used as a fiendish trap by the game's designers. {{Dead End Room}}s come in two varieties:

* '''No Exit''': the room simply has no exits, or if it has, they only lead back into the same room or into a closed cycle of rooms which connect only to each other, not to the main maze.
* '''All Lethal''': to hammer home the point, everything in the room hurts or kills you when touched, so your game will soon be over anyway even if you don't reset.

Note that a room is only All Lethal if ''everything'' kills you -- if it's only some (or even most) things, as in Entrance To Hades, the room is No Exit.

Another distinction is that No Exit rooms may have some kind of [[SarcasmMode friendly]] label to let you know you're screwed, such as "[[VideoGame/JetSetWilly DIE MORTAL]]"; All Lethal rooms of course need no label.

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Usually a subtrope of UnwinnableByDesign (although can also be UnwinnableByMistake or even UnwinnableByInsanity), a DeadEndRoom Dead End Room is used as a fiendish trap by the game's designers. {{Dead Dead End Room}}s Rooms come in two varieties:

varieties:
* '''No Exit''': the The room simply has no exits, or if it has, they only lead back into the same room or into a closed cycle of rooms which connect only to each other, not to the main maze.
* '''All Lethal''': to To hammer home the point, everything in the room hurts or kills you when touched, so your game will soon be over anyway even if you don't reset.

Note that a room is only All Lethal only if ''everything'' kills you -- if it's only some (or even most) things, as in Entrance To to Hades, the room is No Exit.

Another distinction is that No Exit rooms may have some kind of [[SarcasmMode friendly]] label to let you know you're screwed, such as "[[VideoGame/JetSetWilly DIE MORTAL]]"; All Lethal rooms rooms, of course course, need no label.



* ''VideoGame/JetSetWilly'' has one of the oldest examples -- "Entrance To Hades". This is a room where you [[CycleOFHurting just keep falling down, respawning at the top and falling again]] until you run out of lives. It is No Exit rather than All Lethal because, if entered by a non-standard route, one can stand atop the "DIE MORTAL" letters without them killing one.

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* ''VideoGame/JetSetWilly'' has one of the oldest examples -- "Entrance To to Hades". This is a room where you [[CycleOFHurting just keep falling down, respawning at the top and falling again]] until you run out of lives. It is No Exit rather than All Lethal because, if entered the player enters by a non-standard route, one he can stand atop the "DIE MORTAL" letters without them killing one.being killed.



* In ''[[Videogame/{{Portal2}} Portal 2]]'', while Chell and Weatley are running away from {{GLaDOS}}, the latter opens a room near your escape route and creates a bridge to it [[SchmuckBait while inviting you to go in.]] As soon as you enter it, you're trapped and deadly neurotoxin kills you.

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* In ''[[Videogame/{{Portal2}} ''[[VideoGame/{{Portal2}} Portal 2]]'', while Chell and Weatley are running away from {{GLaDOS}}, the latter opens a room near your escape route and creates a bridge to it [[SchmuckBait while inviting you to go in.]] As soon as you enter it, you're trapped and deadly neurotoxin kills you.



* In the PC {{shareware}} game ''[=MasterSpy=]'' there are several; for example, in "The Underground Railway" are numerous ways to go through a train or turnstile to a sector where [[SchmuckBait none of the ticket machines correspond to any train or turnstile out]], so if you take a ticket you trap yourself.

to:

* In the PC {{shareware}} game ''[=MasterSpy=]'' ''[=MasterSpy=]'', there are several; for example, in "The Underground Railway" are numerous ways to go through a train or turnstile to a sector where [[SchmuckBait none of the ticket machines correspond corresponds to any train or turnstile out]], so if you take a ticket you trap yourself.



!!Non-video-game examples

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!!Non-video-game examples examples



* The titular cube of the {{Film/Cube}} series is a gigantic series of these. Some are booby-trapped, while others are safe, with almost no way of knowing until it's too late. Escape is made all the more difficult due to the fact that [[spoiler: the rooms move.]] Cube Zero implies that even if you escape, [[spoiler: the monitors kill you, or worse lobotamize you and throw you back into the Cube.]]

to:

* The titular cube of the {{Film/Cube}} series is a gigantic series of these. Some are booby-trapped, while others are safe, with almost no way of knowing until it's too late. Escape is made all the more difficult due to the fact that [[spoiler: the because [[spoiler:the rooms move.]] move]]. Cube Zero implies that even if you escape, [[spoiler: the [[spoiler:the monitors kill you, or worse lobotamize you and throw you back into the Cube.]]
Cube]].



* In the ''{{Discworld}}'' novel ''A Hat Full Of Sky'', young witch Tiffany Aching leads the misunderstood but inadvertently lethal creature, the Hiver, through the door of Death, which it craves, only to discover the Door is one-way only. She has to do some seriously lateral thinking to get round this and return to the living world.

to:

* In the ''{{Discworld}}'' novel ''A Hat Full Of of Sky'', young witch Tiffany Aching leads the misunderstood but inadvertently lethal creature, the Hiver, through the door of Death, which it craves, only to discover but discovers that the Door is one-way only. She has to do some seriously lateral thinking to get round this and return to the living world.



* In the ''{{Star Trek Voyager}}'' episode "Gravity", Tuvok and Paris go through a NegativeSpaceWedgie and end up on a planet in a pocket of space that can be entered but not exited, due to [[AppliedPhlebotinum gravimetric and time distortions]]. Some aliens outside this pocket want to destroy this NegativeSpaceWedgie leading into it, as it has already stranded many of their ships, but the crew of ''Voyager'' do manage to find the ReversePolarity needed to rescue Tuvok and Paris before the aliens can close the pocket for good (which would have collapsed the space inside it).
* Used occasionally on the game show ''Series/{{Knightmare}}''. If a player took a wrong turn, they could be trapped in a room with no viable exits, and forced to wait until their [[LifeMeter life force]] ran out.

to:

* In the ''{{Star Trek Voyager}}'' ''Series/StarTrekVoyager'' episode "Gravity", Tuvok and Paris go through a NegativeSpaceWedgie and end up on a planet in a pocket of space that can be entered but not exited, due to [[AppliedPhlebotinum gravimetric and time distortions]]. Some aliens outside this pocket want to destroy this NegativeSpaceWedgie leading into it, as it has already stranded many of their ships, but the crew of ''Voyager'' do manage to find the ReversePolarity needed to rescue Tuvok and Paris before the aliens can close the pocket for good (which would have collapsed the space inside it).
* Used occasionally on the game show ''Series/{{Knightmare}}''. If a player took a wrong turn, they he could be trapped in a room with no viable exits, and forced to wait until their his [[LifeMeter life force]] ran out.



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Usually a subtrope of UnwinnableByDesign (although can also be UnwinnableByMistake or even UnwinnableByInsanity), a DeadEndRoom is used as a fiendish trap by the game's designers. DeadEndRooms come in two varieties:

to:

Usually a subtrope of UnwinnableByDesign (although can also be UnwinnableByMistake or even UnwinnableByInsanity), a DeadEndRoom is used as a fiendish trap by the game's designers. DeadEndRooms {{Dead End Room}}s come in two varieties:
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Added DiffLines:

You're playing a maze-type game, and you notice an exit you haven't used before. You go through it, and... hey, where are ''this'' room's exits?

Usually a subtrope of UnwinnableByDesign (although can also be UnwinnableByMistake or even UnwinnableByInsanity), a DeadEndRoom is used as a fiendish trap by the game's designers. DeadEndRooms come in two varieties:

* '''No Exit''': the room simply has no exits, or if it has, they only lead back into the same room or into a closed cycle of rooms which connect only to each other, not to the main maze.
* '''All Lethal''': to hammer home the point, everything in the room hurts or kills you when touched, so your game will soon be over anyway even if you don't reset.

Note that a room is only All Lethal if ''everything'' kills you -- if it's only some (or even most) things, as in Entrance To Hades, the room is No Exit.

Another distinction is that No Exit rooms may have some kind of [[SarcasmMode friendly]] label to let you know you're screwed, such as "[[VideoGame/JetSetWilly DIE MORTAL]]"; All Lethal rooms of course need no label.

!!Examples

[[AC:No Exit]]
*''VideoGame/JetSetWilly'' has one of the oldest examples -- "Entrance To Hades". This is a room where you [[CycleOFHurting just keep falling down, respawning at the top and falling again]] until you run out of lives. It is No Exit rather than All Lethal because, if entered by a non-standard route, one can stand atop the "DIE MORTAL" letters without them killing one.
**''Jet Set Willy II'' on the ZXSpectrum also adds "Water Supply". Up is out of reach, and down leads only through "well" ([[RuleOfFunny three times]]) to "Dinking Vater?", which is a dead end, and which in any case will kill you if you haven't got the fall from any height cheat.
*''Wriggler'' on the Spectrum has one in the Hell section.
* ''Dirty Harry'' on the NES has such a room, according to the UnwinnableByDesign page.
* ''Driller''; driving into any of the triangular spaces of the map causes this.
* ''VideoGame/EyeOfTheBeholder II'' had two No Exit examples.
** In Temple Level 2, placing three gems in a niche opens a secret passage. If you go through it and into a room, the passage closes behind you and you're trapped forever.
** In a room on Silver Tower Level 2, if you kill a dying Darkmoon cleric the door out of the room closes and traps the party inside permanently. Reload your last saved game.
* ''VideoGame/ColossalCave'' has Witt's End, which appears to be No Exit, and traps you if you try to go back west the way you came (or in almost any other direction). Instead you have to keep trying to go north. More insidiously, there's an apparently worthless item (a magazine) you have to drop inside the room (''not'' where you deposit your treasures) to get that LastLousyPoint. Possibly the very first GuideDangIt.
* In ''[[Videogame/{{Portal2}} Portal 2]]'', while Chell and Weatley are running away from {{GLaDOS}}, the latter opens a room near your escape route and creates a bridge to it [[SchmuckBait while inviting you to go in.]] As soon as you enter it, you're trapped and deadly neurotoxin kills you.
* ''PlanescapeTorment'' has an an area where you get stuck in a room where the only way out involves dying. Luckily the player character is immortal and will come back to life shortly after being killed.
* ''VideoGame/{{Hexen}}'' version 1 has an [[UnwinnableByMistake accidental]] one; the Axe Room in Hub 4's "The Gibbet" has a door which cannot be opened from the inside, so once inside the only way out is to kill the second Heresiarch which eventually appears, and then either run to the door (which was briefly reopened by the Heresiarch's death) so as to explore the hub with the help of the wings you just gained, or go through the portal to the next hub (which of course you will need to do in the end). Unfortunately the action script for the ending, which teleports four Green Chaos Serpents into the room and then checks their number every five seconds or so, only proceeds if there are exactly three left, so if you manage to kill two or more of them between checks, you're trapped forever. This was corrected in version 1.1, which checks if there are less than four left.
* In ''VideoGame/{{Doom}} II'' [=MAP12=], "The Factory"; the door to the exit room is a yellow-key door outside and a red-key door inside, but ''there is no red key in the level'', so unless one is playing in deathmatch mode or cheating, once inside the only way out is through the exit.
* In the PC {{shareware}} game ''[=MasterSpy=]'' there are several; for example, in "The Underground Railway" are numerous ways to go through a train or turnstile to a sector where [[SchmuckBait none of the ticket machines correspond to any train or turnstile out]], so if you take a ticket you trap yourself.

[[AC:All Lethal]]
*''VideoGame/TechnicianTed'' has probably the oldest All Lethal example -- [[ExactlyWhatItSaysOnTheTin "Down in the Sewerage"]].

!!Non-video-game examples
[[AC:Film]]
* The titular cube of the {{Film/Cube}} series is a gigantic series of these. Some are booby-trapped, while others are safe, with almost no way of knowing until it's too late. Escape is made all the more difficult due to the fact that [[spoiler: the rooms move.]] Cube Zero implies that even if you escape, [[spoiler: the monitors kill you, or worse lobotamize you and throw you back into the Cube.]]

[[AC:Literature]]
* In the ''{{Discworld}}'' novel ''A Hat Full Of Sky'', young witch Tiffany Aching leads the misunderstood but inadvertently lethal creature, the Hiver, through the door of Death, which it craves, only to discover the Door is one-way only. She has to do some seriously lateral thinking to get round this and return to the living world.

[[AC: Live-Action TV]]
* Subverted in several ''Franchise/StarTrek'' examples, where the protagonists manage to escape by the end of the episode.
** ''Series/StarTrekTheNextGeneration''
*** "The Royale". An away team finds a revolving door on a deserted planet. When they go through, they find themselves trapped in what appears to be an old-style hotel/casino called the Royale. They discover that it is was created by unknown aliens based on an old novel. They can't leave until they figure out how to use the book's plot to discover an exit.
*** "Where Silence Has Lease". The Enterprise ends up trapped inside a black void. Despite all their efforts the crew can find no way to escape. Weird things start to happen to them, and they discover that they're being toyed with by an extremely powerful being called Nagilum.
* In the ''{{Star Trek Voyager}}'' episode "Gravity", Tuvok and Paris go through a NegativeSpaceWedgie and end up on a planet in a pocket of space that can be entered but not exited, due to [[AppliedPhlebotinum gravimetric and time distortions]]. Some aliens outside this pocket want to destroy this NegativeSpaceWedgie leading into it, as it has already stranded many of their ships, but the crew of ''Voyager'' do manage to find the ReversePolarity needed to rescue Tuvok and Paris before the aliens can close the pocket for good (which would have collapsed the space inside it).
* Used occasionally on the game show ''Series/{{Knightmare}}''. If a player took a wrong turn, they could be trapped in a room with no viable exits, and forced to wait until their [[LifeMeter life force]] ran out.
** An "All Lethal" variation was a room which ''appeared'' to be escapable, but contained a huge bomb which exploded before the player could humanly reach an exit.

[[AC:Music]]
* A man encounters a No Exit example when he tries to stay at the title establishment in The Music/{{Eagles}}' "Hotel California".
-->"You can check out any time you like, but you can never leave."
* ''[[Music/ElvisPresley Heartbreak Hotel]]''
* The Four Winds Bar, in the Music/BlueOysterCult's hauntingly evocative ballad ''Astronomy''.

[[AC:RealLife]]
* At London Heathrow Airport Terminal 5, the entrance to the Underground station appears to have been designed on the principle that anyone with a good enough head for heights to fly, is also capable of walking across a translucent glass floor with a clearly-visible 50-foot drop beneath.[[note]]This of course ignores the possibility that the person isn't there to fly, but to transfer to or from one of the many long-distance bus routes that serve the airport.[[/note]] For those who find walking across such a floor psychologically impossible, the escalator down to the Underground is an example of this trope; it does not lead directly to the station, but to a mezzanine floor from which there is no way back up, and where the only way down is to cross one of those glass floors (or to be rescued by a kind employee opening the emergency staircase to allow the person down that way). Since the terminal opened, at least two people have been caught this way.
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