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
Usually a subtrope of Unwinnable by Design
(although can also be Unwinnable by Mistake
or even Unwinnable by Insanity
), 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.
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.
Expect some kind of friendly
label to let you know you're screwed, such as "DIE MORTAL
- Jet Set Willy has one of the oldest examples — "Entrance to Hades". This is a room where you 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.
- Jet Set Willy II on the ZX Spectrum also adds "Water Supply". Up is out of reach, and down leads only through "well" (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.
- In Driller, driving into any of the triangular spaces of the map causes you to fall onto and be trapped on the moon's surface.
- Eye of the Beholder 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.
- Colossal Cave has Witt's End, which appears to be 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 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 Last Lousy Point. Possibly the very first Guide Dang It!.
- In 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 while inviting you to go in. As soon as you enter it, you're trapped and deadly neurotoxin kills you.
- Planescape: Torment 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.
- Hexen version 1 has an 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 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 none of the ticket machines corresponds to any train or turnstile out, so if you take a ticket you trap yourself.
- Several in 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 Zerg Rush 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.
- In Yume Nikki and its 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 . 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.
- Another Unwinnable by Mistake scenario is some versions of Duke Nukem 3D (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.
- Technician Ted has probably the oldest all lethal example — "Down in the Sewerage".
- The Black Hole in Atlantis No Nazo. 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.
- The NES game based on Dirty Harry can randomly send the player to a room with no exit and "ha ha ha" written on the wall.
- Many branches in The Stanley Parable technically end in this.
- Pathways into Darkness has a secret teleporter on "Happy Happy, Carnage Carnage" that sends you to a room on "Don't Get Poisoned" full of Demonic Spiders and with no exit.
- In the Game Mod 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 Lava Pit with enemies firing at you from the windows on all sides.
- Another third-party scenario, Gemini Station, has the "Oubliette", where you are sent if you killed Jack Melville, which is a dead-end pit with a 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 Developer's Room on the second game's final stage, "All Roads Lead to Sol", 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.
- 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.
- In Sensory Overload, 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 Unwinnable by Insanity creek once the door closes.
- Rogue will sometimes generate a level or starting room without an exit.
- The life-draining Bloody Mirror Room in Silent Hill 3's Otherworld Hospital seems to be one of these, until you figure out that the door unlocks after Heather's reflection stops moving with her.
- 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 Disconnected Side Area of the Sound Testing sector behind a jammed door. You can also permanently lock yourself in Vault 106 by closing the main door as you enter, as there is no way to open it from the inside other than PC console commands.
- The Minus World in Super Mario Bros. uses the same layout as World 2-2, but has no exit and keeps looping until you run out of lives.
- In Fallout: New Vegas: Dead Money, if you read the "Sinclair"s Personal Accounts" message on the vault terminal, the door permanently seals and you die in a Non Standard Game Over. Of course, the intended purpose wasn't for you to die in there and that doesn't mean you can't abuse this knowledge.
- In one level of Descent 2, in a room where you find one of the keys, there is a switch. If you shoot it, the door behind you locks, leaving you trapped.
- In Myst, giving the fifth red or blue page to the respective brother warps you into their book, then they proceed to rip out the pages, leaving you trapped in a black void for eternity. D'ni also becomes a dead-end if you go there without the white page.
- In Psychotic!, a World Builder game on the Macintosh, remaining in the San Ysidro bank vault for more than two turns results in the door locking and you dying of suffocation.
- In Enchanted Scepters:
- Violation of the Copy Protection causes the player character to be randomly sent to an arena where they are eaten by a T. Rex. "The pirates laugh 'Har, har, har!'" indeed.
- If you didn't pick up the 68000 chip on the Silicon Beach so you can fix the submarine, you'll be trapped in the underwater city forever once your diving equipment is confiscated.
- Space Quest:
- Halo: Combat Evolved:
- Prince of Persia
- Prince of Persia'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 Prince of Persia 2 leads to an alcove with a life upgrade potion, but it can't be opened from the inside, so if it closes behind you, you're stuck for good.
- In Déjà Vu, going east of the Peoria police station leads to Ace falling to his death in a construction pit.
- In Zelda II: The Adventure of Link, the glitch town reached by performing the Fairy Warp trick in Darunia is a dead end, as trying to leave causes Link to be stuck in the middle of the ocean.
- Ori and the Blind Forest:
- In the Definitive Edition, if you fall into the central pit of the Black Root Burrows before you have the Light Orb to make the moving platforms tangible and activate the torch switches, there's no way out other than suicide by Spikes of Doom.
- In an optional room of the Moon Grotto, you have to solve a puzzle involving deadly laser beams and movable blocks to reach an Energy Cell and a couple of Ability Points pickups. A glitch in some versions can cause you to end up permanently trapped below the lasers.
- In Cheetahmen's fifth level, jumping into a certain pit leads to a secret room with a 1-up like in the previous odd-numbered levels, but this time, exiting drops you in Level 10, a Minus World where you get stuck in a Cycle of Falling until Game Over. The unreleased sequel ends with you stuck in limbo after the second boss, or the third boss if you glitch-start on Level 5.
- In Xland's ElectroMan, near the end of the eighth and final level you have to cross a pit by way of a series of precarious jumps across it. If you fall into the pit, there are a pair of dart-shooters to kill you and return you to your last checkpoint, a few screens earlier; but of course they are of no help if you're using the god-mode cheat. Fortunately, there is also a suicide cheat, probably designed for this particular scenario.
- Fallout 4:
- In Fallen London, pursuing the infamous "Seeking Mr Eaten's Name" quest all the way to the very end will land you in one of these. You can still rearrange your profile, and reread the final storylet, but everything else is locked out, and there's no way back.
- Early on in Child of Light, there's a cave containing a Banshee and a Stardust item that you can't get out of without the Flight ability you earn after beating the first boss. If you happen to stumble into this trap, your only option is to let the ghost kill you and/or reload.
- Done deliberately in 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.
- Also done deliberately in Electro Body (the original Polish/German release), as Copy Protection; completing the level sent the player to a room with several (lettered) teleports, all of which bar one led to inescapable trap rooms. One had to read the manual to get the correct letter of the teleport to the next level. This was removed from the ElectroMan version.
- The Binding of Isaac has a rare chance to teleport you to the I AM ERROR room upon using Telepills, which is a room that features an item and a trapdoor down to the next level. However, in Wrath of the Lamb, doing this on The Chest would leave the player permanently trapped in an empty room. This was fixed in Rebirth by having the trap-door restart the level instead, and further fixed in Afterbirth by making it impossible to enter the I AM ERROR room from The Chest in the first place.
- Although, as Northernlion 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.
Anime & Manga
- Cardcaptor Sakura: Clear Card: Sakura's room turns into one of these as a result of one of the new cards. The room seemly has no way out, and pushing on the walls only causes it to stretch. It soon begins to actively try to kill them, but they find a way to escape rather quickly when they realize it's made of rubber and so can be popped with a sharp object like you can a balloon.
- In The Noozles, anyone who touches one of the spheres in Koalawallaland's Crystal Place is trapped forever, as happened to Sandy's grandfather.
- The titular cube of the 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 the rooms move. Cube Zero implies that even if you escape, the monitors kill you, or worse lobotomize you and throw you back into the Cube.
- In the 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.
- Also Played for Laughs with the Nac Mac Feegle. They can enter a pub easily enough, but leaving is another matter.
- In Witches Abroad, both Granny Weatherwax and her sister Lily end up (separately) trapped inside a mirror maze and are told by Death that they cannot escape until they "find the real one". Only Granny escapes; she figures out that none of the reflections are real, only she herself is.
- The Abyss in the His Dark Materials universe is this. Nobody who falls into it can ever escape — not even angels.
- Used occasionally on the game show 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 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.
- In the queue for The Haunted Mansion, you enter a seemingly-normal portrait gallery that, when a group of guests has been loaded in, mysteriously and ominously stretches to several times its normal height. When the room stops stretching, the Ghost Host (the ride's narrator) informs you that the chamber has no windows and no doors, and challenges you to find your way out. His method is implied to hang himself from the rafters, although that's not particularly helpful: his corpse hangs in the attic and is only made visible when a lightning flash makes the ceiling disappear - therefore, there's no way to reach the rafters to join him because, as mentioned, there's no windows and no doors. Of course, moments later, a pair of doors hidden in the wall open to take you to the next part of the queue before you can off yourself.
- The reason for the stretching portrait gallery is interesting - when the ride was being built, guests needed to be taken from the entrance (inside the perimeter of the train tracks) to the show building where the ride was actually held (outside the perimeter). To achieve this, they built an elaborate elevator that moved downward (but the ceiling did not) that would take guests below the train tracks, and a hallway could take them the rest of the way out of the park. When the ride was replicated in other parks, there was plenty of room for the show building inside the park, and thus the elevator was unnecessary, but the effect was so popular that they did it anyway.
- 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 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.