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** ''Marathon: EVIL'' has at least two dead-end room situations. First, in "Code 42", if you hit one of the switches for the double doors more than once, the door will permanently stop partway open, locking you out of the second half of the level. In the last level, "Life's End", if you forget to activate the elevator before going down the optional one-way lava river, you won't be able to get back to the level's exit.

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** ''Marathon: EVIL'' has at least two [[UnintentionallyUnwinnable accidental]] dead-end room situations. First, in "Code 42", if you hit one of the switches for the double doors more than once, the door will permanently stop partway open, locking you out of the second half of the level. In the last level, "Life's End", if you forget to activate the elevator before going down the optional one-way lava river, you won't be able to get back to the level's exit.
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* The MinusWorld in ''VideoGame/SuperMarioBros'' uses the same layout as World 2-2, but has no exit and keeps looping until you run out of lives.

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* The MinusWorld in ''VideoGame/SuperMarioBros'' ''VideoGame/SuperMarioBros1'' uses the same layout as World 2-2, but has no exit and keeps looping until you run out of lives.
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* The first edition of ''VideoGame/SuperMarioBros2'' had a notorious bug that could cause the player to be trapped in Fryguy's chamber; if they hit one of the mini-Fryguys with a Mushroom Block while under the influence of MercyInvincibility from being touched by another, the former would fall offscreen rather than disintegrating and still be registered as alive, preventing the exit door from spawning. Later versions fixed this bug.
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* The Black Hole in ''VideoGame/AtlantisNoNazo''. As the "level" begins, the death sound plays immediately ([[YouAreAlreadyDead to hammer in that you're doomed and there's nothing you can do about it]]) as you fall to your death. [[CycleOfHurting This repeats until you get a Game Over]].

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* The Black Hole in ''VideoGame/AtlantisNoNazo''. As the "level" begins, the death sound plays immediately ([[YouAreAlreadyDead to hammer in that you're doomed and there's nothing you can do about it]]) as you fall to your death. [[CycleOfHurting This repeats until you get a Game Over]].Over]], or, if you're playing the "Super Pitfall II" prototype, until you're returned to level 29 with only one life.
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* ''VideoGame/TheElderScrollsVSkyrim'' In the final quest of the Thieves' Guild, the only way through to your objective, is by falling into a pit, with no apparent exit. This was played straight with the dead NPC you find at the bottom - fortunately, you avert this, because ''you'' have the Skeleton Key.

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* ''VideoGame/TheElderScrollsVSkyrim'' ''VideoGame/TheElderScrollsVSkyrim'': In the final quest of the Thieves' Guild, the only way through to your objective, is by falling into a pit, with no apparent exit. This was played straight with the dead NPC you find at the bottom - fortunately, you avert this, because ''you'' have the Skeleton Key. SkeletonKey.

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* Done deliberately 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.

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* ''VideoGame/DoomII'': Done deliberately 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.



** Although, as [[LetsPlay Northernlion]] [[https://www.youtube.com/watch?v=RdhktbFUyqg&feature=youtu.be&t=2m31s discovered]], ''Afterbirth'' isn't totally immune to this problem either. In Greed mode, teleporting into a secret room that's next to an unopened item room will leave the player trapped.
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-->--''VideoGame/TheWorldEndsWithYou''

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-->--''VideoGame/TheWorldEndsWithYou''
-->-- ''VideoGame/TheWorldEndsWithYou''
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* ''VideoGame/NeonWhite'': One of [[CuteAndPsycho Neon Violet's]] sidequest stages titled, "Hellevator" has you [[GroundPound Stomping]] through a series of breakable floors down a shaft towards the goal, however if you don't pay attention to the floor numbers and go too far past the floor limit, you'll end up on a small speck of land with nothing but a sign that reads [[TakeThatAudience "Idiot Island"]] with no way off except dying or resetting. Doing this unlocks the [[AchievementMockery "Idiot" achievement.]]
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* From the ''Wiki/SCPFoundation'', [[http://www.scp-wiki.net/scp-1165 SCP-1165]] functions as an alternate-dimension MinusLevel to an unnamed town, but turns into an inescapable [[BottomlessPit bottomless]] [[VoidBetweenTheWorlds void]] if one travels more than about 100 km from the entrance.

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* From the ''Wiki/SCPFoundation'', ''Website/SCPFoundation'', [[http://www.scp-wiki.net/scp-1165 SCP-1165]] functions as an alternate-dimension MinusLevel to an unnamed town, but turns into an inescapable [[BottomlessPit bottomless]] [[VoidBetweenTheWorlds void]] if one travels more than about 100 km from the entrance.
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*** The SNES Porting disaster has an UnintentionallyUnwinnable example at the end of the first TempleOfDoom level. You're supposed to hit the pressure plate for the exit door and run back under the gate before it closes, but due to this version's higher framerate, the gate drops too fast for you to do so. The only way past this is to use a password or SequenceBreak.
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*** Level 3 has a HealingPotion in a pit that's too deep to climb out of. The only way out is to commit suicide via the adjacent LavaPit or use the Abort command.

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*** Level 3 has a HealingPotion in a pit that's too deep to climb out of. The only way out is to commit suicide via the adjacent LavaPit or use the Abort command. In the same level, one route has you perform a running jump to a gate that you have to pull up to and IndyHatRoll under before it crushes you. If you're too slow, you'll be helplessly left hanging over a lethal pitfall.
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*** The SNES Porting disaster has an UnintentionallyUnwinnable example at the end of the first TempleOfDoom level. You're supposed to hit the pressure plate for the exit door and run back under the gate before it closes, but due to this version's higher framerate, the gate drops too fast for you to do so. The only way past this is to use a password or SequenceBreak.

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** One gate in the cave levels of ''VideoGame/PrinceOfPersia2'' leads to an alcove with a [[HeartContainer life upgrade potion]], but it can't be opened from the inside, so if it closes behind you, you're stuck for good. No mouse to rescue you ''this'' time. Later, in the last cave level, if you move too far to the left while fighting the skeleton on the rope bridge, it will run to the right and step on a pressure plate that closes the gate on the next screen. If you subsequently trigger the bridge collapse as normal, you'll be trapped between the now uncrossable BottomlessPit and the closed gate with no way to reopen it.

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** One gate in the cave levels of ''VideoGame/PrinceOfPersia2'' has numerous examples, particularly in the cave levels:
*** Level 3 has a HealingPotion in a pit that's too deep to climb out of. The only way out is to commit suicide via the adjacent LavaPit or use the Abort command.
*** One gate in Level 4
leads to an alcove with a [[HeartContainer life upgrade potion]], but it can't be opened from the inside, so if it closes behind you, you're stuck for good. No mouse to rescue you ''this'' time. Later, in the last cave level, time.
*** In Level 5,
if you move too far to the left while fighting the skeleton on the rope bridge, it will run to the right and step on a pressure plate that closes the gate on the next screen. If you subsequently trigger the bridge collapse as normal, you'll be trapped between the now uncrossable BottomlessPit and the closed gate with no way to reopen it. Fortunately, the developers placed a checkpoint just before the bridge fight.
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** One gate in the cave levels of ''VideoGame/PrinceOfPersia2'' leads to an alcove with a [[HeartContainer life upgrade potion]], but it can't be opened from the inside, so if it closes behind you, you're stuck for good. No mouse to rescue you ''this'' time. Later, in the last cave level, if you move too far to the left while fighting the skeleton on the rope bridge, it will run to the right and trigger a pressure plate that closes the gate on the next screen. If you subsequently trigger the bridge collapse as normal, you'll be trapped between the now uncrossable BottomlessPit and the closed gate with no way to reopen it.

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** One gate in the cave levels of ''VideoGame/PrinceOfPersia2'' leads to an alcove with a [[HeartContainer life upgrade potion]], but it can't be opened from the inside, so if it closes behind you, you're stuck for good. No mouse to rescue you ''this'' time. Later, in the last cave level, if you move too far to the left while fighting the skeleton on the rope bridge, it will run to the right and trigger step on a pressure plate that closes the gate on the next screen. If you subsequently trigger the bridge collapse as normal, you'll be trapped between the now uncrossable BottomlessPit and the closed gate with no way to reopen it.

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** One gate in the cave levels of ''VideoGame/PrinceOfPersia2'' leads to an alcove with a [[HeartContainer life upgrade potion]], but it can't be opened from the inside, so if it closes behind you, you're stuck for good. No mouse to rescue you ''this'' time.
** Also in the second game, if you try to flee from the skeleton on the rope bridge in the last cave level, it will run to the right and trigger a pressure plate that closes the gate on the next screen, permanently blocking your path to the exit.

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** One gate in the cave levels of ''VideoGame/PrinceOfPersia2'' leads to an alcove with a [[HeartContainer life upgrade potion]], but it can't be opened from the inside, so if it closes behind you, you're stuck for good. No mouse to rescue you ''this'' time.
** Also
time. Later, in the second game, last cave level, if you try move too far to flee from the left while fighting the skeleton on the rope bridge in the last cave level, bridge, it will run to the right and trigger a pressure plate that closes the gate on the next screen, permanently blocking your path to screen. If you subsequently trigger the exit.bridge collapse as normal, you'll be trapped between the now uncrossable BottomlessPit and the closed gate with no way to reopen it.
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** Also in the second game, if you try to flee from the skeleton on the rope bridge in the last cave level, it will run to the right and trigger a pressure plate that closes the gate on the next screen, permanently blocking your path to the exit.
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** ''VideoGame/PrinceOfPersia1'' subverts this trope in Level 8 when the Prince finds himself trapped in a dead end by a closed gate, but the Princesss's pet mouse reopens it.
** One gate in the cave levels of ''VideoGame/PrinceOfPersia2'' leads to an alcove with a [[HeartContainer life upgrade potion]], but it can't be opened from the inside, so if it closes behind you, you're stuck for good(no mouse to rescue you ''this'' time).

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** ''VideoGame/PrinceOfPersia1'' subverts this trope in Level 8 when the Prince finds himself trapped in a dead end by a closed gate, but the Princesss's Princess's pet mouse reopens it.
** One gate in the cave levels of ''VideoGame/PrinceOfPersia2'' leads to an alcove with a [[HeartContainer life upgrade potion]], but it can't be opened from the inside, so if it closes behind you, you're stuck for good(no good. No mouse to rescue you ''this'' time).time.
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** ''VideoGame/PrinceOfPersia1'''s Level 7 has a cruel trap in the form of a loose tile positioned over a switch that closes a pair of gates you have to pass through to reach the end of the level. If you drop the tile or otherwise trigger the switch, you're trapped and have to reload the level.
** One gate in the cave levels of ''VideoGame/PrinceOfPersia2'' leads to an alcove with a [[HeartContainer life upgrade potion]], but it can't be opened from the inside, so if it closes behind you, you're stuck for good.

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** ''VideoGame/PrinceOfPersia1'''s ''VideoGame/PrinceOfPersia1'' subverts this trope in Level 7 has a cruel trap in 8 when the form of a loose tile positioned over a switch that closes a pair of gates you have to pass through to reach the end of the level. If you drop the tile or otherwise trigger the switch, you're Prince finds himself trapped and have to reload in a dead end by a closed gate, but the level.
Princesss's pet mouse reopens it.
** One gate in the cave levels of ''VideoGame/PrinceOfPersia2'' leads to an alcove with a [[HeartContainer life upgrade potion]], but it can't be opened from the inside, so if it closes behind you, you're stuck for good.good(no mouse to rescue you ''this'' time).

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[[AC:Film]]

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[[AC:Film]] [[AC:Film -- Animated]]
* ''WesternAnimation/WreckItRalph'': The [=NesquikSand=] Pit looks like this — and is, unless one can figure out how to attract the Laffy Taffies.
[[AC:Film -- Live-Action]]



[[AC:WesternAnimation]]
* ''WesternAnimation/WreckItRalph'': The [=NesquikSand=] Pit looks like this — and is, unless one can figure out how to attract the Laffy Taffies.
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->''You can access the Chapter Selection Menu via the Home Menu. That's the only way out of this room. Got it? Good. Tutorial box out.''
-->--''VideoGame/TheWorldEndsWithYou''
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[[AC:WesternAnimation]]
* ''WesternAnimation/WreckItRalph'': The [=NesquikSand=] Pit looks like this — and is, unless one can figure out how to attract the Laffy Taffies.
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* "Out Of This Dimension" from the original SNES ''VideoGame/StarFox'' is a truly bizarre version of this. By shooting a specific asteroid in the third route's Asteroid Belt stage, a bird will hatch from it. Flying your arwing into the bird results in Fox being sent into a bizarre alternate dimension filled with paper planes attacking him and a slot machine for a boss. Once you enter this level, you can't leave it until you restart the game. Even defeating the boss traps you on a screen with the words "THE END".
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* ''VideoGame/SonicTheHedgehog2'' features the Mystic Cave Zone Act 2 spike pit. Apparently, the level designer decided it wasn't enough that falling into a specific pit leads to a BottomlessPit, oh no, instead you hit a bed of spikes in a shaft too tall to climb out of. You'll die in about 10 or less seconds depending on how many rings you have...unless you have the misfortune of being Super Sonic, in which case you'll have to wait for your rings to deplete at a rate of one ring per second (hopefully you didn't have like 100 rings or something), and ''then'' finally die so you can go back to the last checkpoint.

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* ''VideoGame/SonicTheHedgehog2'' features the Mystic Cave Zone Act 2 spike pit. Apparently, Due to the level designer decided way the Act was programmed, the developers were unable to make it wasn't enough that falling into a specific pit leads to a simple BottomlessPit, oh no, so instead you hit a bed of spikes in a shaft too tall to climb out of. You'll usually die in about 10 or less seconds depending on how many rings you have...have... unless you have the misfortune of being Super Sonic, in which case you'll have to wait for your rings to deplete at a rate of one ring per second (hopefully (which naturally takes a while if you didn't have like 100 rings or something), a lot of them), and ''then'' finally die so you can go back to the last checkpoint.checkpoint. The iOS port, not having the same technical limitations, modified this pit so that falling into it instead [[spoiler:leads to a SecretLevel]], thereby averting this.
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* In ''VideoGame/DejaVu'', going east of the Peoria police station leads to Ace falling to his death in a construction pit.

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* In ''VideoGame/DejaVu'', ''VideoGame/DejaVu1985'', going east of the Peoria police station leads to Ace falling to his death in a construction pit.
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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. Either the room simply has no exits, or if it has, [[UnnaturallyLoopingLocation 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.]]

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Usually a subtrope of UnwinnableByDesign (although can also be UnwinnableByMistake or even UnwinnableByInsanity), UnintentionallyUnwinnable), a Dead End Room is used as a fiendish trap by the game's designers. Either the room simply has no exits, or if it has, [[UnnaturallyLoopingLocation 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.]]



* ''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.

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* ''VideoGame/{{Hexen}}'' version 1 has an [[UnwinnableByMistake [[UnintentionallyUnwinnable 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.



* 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.

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* Another UnwinnableByMistake UnintentionallyUnwinnable 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.



* 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.

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* 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 UnintentionallyUnwinnable creek once the door closes.



** An [[UnwinnableByMistake unintentional]] one occurs in Vault 92 where you can glitch through the floor in the Overseer's Office and end up in an inescapable DisconnectedSideArea of the Sound Testing sector behind a jammed door. The only way out other than reloading a prior saved game is to use console commands in the PC version to open said door.

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** An [[UnwinnableByMistake [[UnintentionallyUnwinnable unintentional]] one occurs in Vault 92 where you can glitch through the floor in the Overseer's Office and end up in an inescapable DisconnectedSideArea of the Sound Testing sector behind a jammed door. The only way out other than reloading a prior saved game is to use console commands in the PC version to open said door.



** Another UnwinnableByMistake example may occur on Mothership Zeta, where a ScriptedEvent failure leaves the player trapped on the Observation Deck.

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** Another UnwinnableByMistake UnintentionallyUnwinnable example may occur on Mothership Zeta, where a ScriptedEvent failure leaves the player trapped on the Observation Deck.



** In "Assault on the Control Room", you can use a hijacked Banshee to glitch through a door into [[NewWorldTease one of the phase pulse generator rooms from the later "Two Betrayals" mission]], [[UnwinnableByInsanity with no way out]].

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** In "Assault on the Control Room", you can use a hijacked Banshee to glitch through a door into [[NewWorldTease one of the phase pulse generator rooms from the later "Two Betrayals" mission]], [[UnwinnableByInsanity [[UnintentionallyUnwinnable with no way out]].



** There are certain ruined buildings that you can fall into from above, but can't get out of without JetPack-equipped PowerArmor or fast-travelling. [[UnwinnableByInsanity If you lack said jetpack, are playing in Survival Mode, which disables Fast Travel, and don't have the ability to teleport to the Institute, you're shit out of luck]].

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** There are certain ruined buildings that you can fall into from above, but can't get out of without JetPack-equipped PowerArmor or fast-travelling. [[UnwinnableByInsanity [[UnintentionallyUnwinnable If you lack said jetpack, are playing in Survival Mode, which disables Fast Travel, and don't have the ability to teleport to the Institute, you're shit out of luck]].
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[[AC:Comic Book]]
*''ComicBook/JokersLastLaugh'' ends with [[spoiler:the titular character imprisoned in a room with no entrances or exits.]]
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Official translation.


* 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 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.

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* 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 or using the Medamaude Eye Palm effect [[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.
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[[caption-width-right:350:Uh...guys? Hello?]]

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[[caption-width-right:350:Uh... guys? Hello?]]
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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. 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.

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. Either the room simply has no exits, or if it has, [[UnnaturallyLoopingLocation 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.
maze.]]
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* In ''VideoGame/DeusExInvisibleWar'', Liberty Island has a hidden DevelopersRoom hosting a dance party, accessed by flushing the toilet in Manderly's office, but make sure to save before entering, as you can't leave.

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* In ''VideoGame/DeusExInvisibleWar'', Liberty Island has a hidden DevelopersRoom hosting a dance party, accessed by flushing a UNATCO flag down the toilet in Manderly's Manderley's abandoned office, but make sure to save before entering, as you can't leave.

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