provide a dungeon without treasure. The longer they search and find nothing, the more your players will be convinced that the treasure is bountiful and exceptionally well-hidden. If left unchecked, they will eventually dismantle and excavate the entire site in their search for loot."
Over decades of play, gamers have been conditioned with the notion that there is no such thing as an "empty" room — The Law of Conservation of Detail
demands that if a room is placed in a game, it must do something
of value, be it a scripted plot event or NPC, Dungeon Shop
, monsters to slay
, Inexplicable Treasure Chests
containing healing items
or weapons/ammo, Plot Coupons
to pick up, etc etc. After all, programmers and writers have limited time and money to do this, so they won't needlessly create a majestic cathedral and fill it with ... empty white space to distract the player from more important stuff
. Plus, why torture those players out for a 100% Completion
by adding loads of copy-pasted rooms
with nothing in them
The purpose of this trope is often to keep players on their toes, either by filling the room with enemies (essentially a trap room) or to get the above confused reaction. Players who run into enough consecutive Empty Room Psychs may overlook
or ignore a new one, thinking there's nothing
in it, which is of course the one that does
have a goodie. Other times it is entirely unintentional, when the developers forgot to remove a room
that was part of greater expansion. Then again, it could be the designers really do
just want to give us a pretty room
for the sake of it. In many video games, rooms or spaces like this serve the purpose of giving enemies a place to spawn out of sight of the player. In these cases, the room is empty when the player gets there, but served a purpose other than distraction in the design.
Now if you wander into an exceptionally large
empty room, especially one with a nearby Save Point
, this usually means one thing and one thing only: Incoming Boss Battle
An Empty Room Until The Trap
is a common cause of this. If not, you may be looking at a Sidetrack Bonus
, lucky you.
Not to be be confused with the psychological study of being left alone in an empty room
. When played for terror, see Nothing Is Scarier
. See Cow Tools
for a non-video game sister trope.
open/close all folders
- Perhaps the oldest example of this is the Atari 2600 game Adventure. There is a dead-end section of three rooms where no items appear.
- The Legend of Zelda: A Link to the Past has a few rooms that lock the door behind you, make you fight tough monsters, then don't give you anything. Basically trap rooms.
- A seemingly empty room in the fourth dungeon of the Dark World turns out to be important later. After bombing the cracked floor in the room above it, making light shine down into it, and bringing a girl you rescued into it, and having her stand in the light, she freaks out and reveals herself to be the boss.
- The Legend of Zelda Oracle games Oracle of Seasons and Oracle of Ages both have a few empty rooms conspicuously placed along your path which can drive a gamer insane until you realize they are only used in the linked game.
- The Legend of Zelda: Ocarina of Time had, not a room, but a hallway. Relating to a TON of fan theories, the "hallway" is in Zora's Domain. It can be seen as both child Link and Adult Link, but it is too far to reach with diving as a child, and as an adult, Zora's Domain is frozen. A certain glitch can get you under the ice and down through the hallway, only to find that it's empty. Before the glitch was common knowledge, many said you could obtain the Triforce through this hallway, or access the Unicorn Fountain, or achieve some other sort of goal.
- A similar pointless passageway is present in Goron City, and can be easily seen with both Links.
- And in Gerudo valley on the cliff ledge there's rupees in the formation of an arrow pointing at a wall that does absolutely nothing.
- The giant egg in The Legend of Zelda: Link's Awakening contains an endless series of identical empty rooms. And, strangely, no matter how far you walk in any direction, the exit is always a short distance below you. By going through the doors in a specific sequence, you can reach a room with a hole in the floor, which leads to the final boss.
- One complaint about Tomb Raider: The Last Revelation compared to previous games is that there are many rooms that look like they'd contain something, but have nothing in them. Usually it's justified by the level structure, but it's still frustrating. One example is a dark secret room in the Valley of the Kings, which contains...nothing.
- In Tomb Raider, the Caves level contains a secret room with a single medipack in front of an elaborate Mayan calendar. The room looks like it extends past that, but there is in fact no way to "open" the calendar.
- In the same game, the City of Vilcabamba has a spacious room with 4 decorative serpents. It contains nothing aside from a secret door, that can't be opened from that room anyways.
- This is the reason one spends hours upon hours of exploring every nook and cranny in Super Metroid. Even though the game tries to throw you off with several apparently meaningless rooms complete with the 'dead end' background music. Sometimes there really is nothing there, but the player remains unconvinced.
- When you get the X-Ray Scanner, you can finally be sure — a quick sweep with the scanning beam will reveal any false or breakable walls and any hidden items.
- Towards the end of the game, in the hidden part of Norfair there are one or two corridors that seem dead ends even to the scope - until you run forward and see that that wall is actually just part of the decor and you can run right past it.
- Most truly "dead end" rooms have enemy spawners, for easy (if time consuming) energy/ammo refills. Some false dead ends act the same way, so...
- Castlevania games don't do this often. However, Castlevania: Portrait of Ruin has at least two.
- Castlevania: Dawn of Sorrow has the piano. It plays notes, has oddly-labeled keys, and has absolutely no significance beyond that it makes sounds. No items, no secrets, nothing.
- The keys are labelled AHCDEFG, which is the German way of doing it. Guaranteed to confuse the majority of players, who don't know this.
- Portrait of Ruin's empty rooms actually serve a purpose: to distract the player. Completing at least one quest requires the player to find a dead-end, seemingly empty room...and wait. Nothing else needs to be done, just...wait.
- In Castlevania: Rondo of Blood, there's a secret room in the Pirate Ship that can only be accessed by Maria, but is empty except for an unusable door/mirror. Appears to be for something that was Dummied Out.
- In Dracula X Chronicles, one of the soundtrack records is now hidden there.
- In Castlevania II Simons Quest, if you go past the stairway to the final town, you end up in a swampy dead-end area with a weird green color palette not used anywhere else in the game. There is nothing significant here.
- It's not quite a dead end: there is a hidden staircase, but it's invisible.
- The final town itself is a ghost town with nothing in any of the rooms except for a man who says "Let's live here together". The other towns have many useless rooms as well.
- The original Castlevania had a very odd, if not unique, version of the empty room psych: the manual itself told you to be on the lookout for hidden doors to...well, it didn't say what kind of rooms specifically, but it doesn't matter, because in twenty-four years no one has ever found any such secret doors, because they aren't there. It's still a mystery why the manual even said they were there. So you could say this was a nonexistent room psych.
- The Goonies II has many useless rooms (most with various people giving useless advice, like an old lady who's lost her glasses, or someone saying that it's fun to play the game) and one completely empty room. Lampshaded at one point by an Eskimo in the ice cave. "I'm Eskimo. There's nothing here." The empty-room dilemma manages to combine with another one — the hidden-object/passageway dilemma — to make the game a nightmare for first-time players who are completionists. Mikey has three tools he can use during the "3D" portions (fist, hammer and glasses) to either make items appear or to make a doorway in a wall/floor/ceiling. Also, in the side-scrolling portions, Mikey has very short-range bombs he can use to locate doorways. All of these factors come together into making quite possibly the most frustrating Metroidvania ever.
- The Legacy of Kain games have a lot of these, mainly because lots of the content was cut, leaving areas you can get to, but not leading anywhere. There's even a site about exploring them.
- Shadow of the Colossus averts this trope to legendary degree by filling one of the largest open space virtual worlds ever with almost nothing but Scenery Porn. There are only 16 enemies in the entire game and unless you get horribly lost, you will only visit half the map getting to them. The remaining half is miles of gorgeous open fields, dark valleys, caves, ruins, cliffs, lakes, deserts, and mountains, all fully explorable and stuffed to the brim with absolutely nothing. However, there are several minor and mostly pointless features scattered around the map.
- Eating white lizard tails increases your strength and eating fruit increases your maximum health. Lizards are usually (but not exclusively) located at the shrines where you can save your game. The fruit grows on trees. Once you get the lizard detection stone you realize there are a lot of them that are not around shrines. The PS3 Updated Re-release even has a trophy for finding them all.
- If you increase your stamina enough you can make it to the secret garden on top of the temple. There you will find an extra special fruit that will affect your maximum health much more dramatically than regular fruit. Unfortunately, in the negative direction.
- While making your way to the Garden you will pass the very, very long bridge Wander first used to access the temple. If you muster the patience it takes to traverse it you will come to the one and only entrance/exit to the sealed land. A tremendous wind prevents you from walking through. As time wasters go it's a pretty respectable one.
- There is wildlife to be found. Hawks will buzz you as you ride your horse. If they fly close enough you can grab them for a short glide. The same goes for the doves hanging out back at Mono's place. If you happen to see any fish they can also be grabbed for a ride. Normal lizards everywhere can be killed and eaten to regain health but your health regenerates anyway so why bother? Here and there an invincible turtle.
- In the 5C section of the map you will find the only genuine Easter Egg in the entire game. Near the shrine there is a path down the cliff. Follow it and you will find the beach where Yorda and the horned boy washed up at the end of ICO.
- The Lord of the Rings game for the SNES was filled with enormous, sprawling, gigantic... repeating screens. Literally ninety percent of every dungeon is absolutely worthless and serves no purpose other than confusing the hell out of you and getting you lost. And because of lazy graphics design, every room looks the same. Half the time, you think you're going in a circle, but you're not. It's just another goddamn empty room that looks just like the empty room you passed through a few minutes ago.
- The dungeons in Ys I, Ys II and Ys IV are complete labyrinths, full of dead-ends and loops. It can be very hard to find the way forward, and easy to miss treasure chests containing important items.
- One conspicuous empty room in Ys I is revisted in Ys II, where it becomes important.
- Enter the Matrix had an Empty Level Psych. One level in the vampire mansion consisted of walking from one door to another in the same room, then loading the next level. Considering how dodgy the game was, chances are it was just oversight on someone's part.
- The .hack series contains a well-known example in an area (field) named Hidden Forbidden Holy Ground - the Hulle Granz Cathedral. It is an entirely vacant map, originally with a constantly overcast night sky, with a single short stone walkway leading from the cathedral to the middle of nowhere, around which was a lake of mist as far as the eye could see. There is absolutely nothing there and it serves no perceivable purpose in the MMO The World as it currently exists. Despite that, every subseries of the .hack franchise has featured a plot-relevant visit to the cathedral and many plot-relevant events have occurred there.
- .hack//SIGN: Analysis of "he Epitaph of Twilight by clever players discerns that the field was Navel of Lake in the epic. Use of a Fairy Ocarina (which maps a dungeon level) or similar ability of the Wavemaster class reveals a hidden Chaos Gate (the cloudy sky and misty lake also cleared up temporarily; only the lake of mist returned). The hidden gate went to another hidden field where one of the many copies of AI Hardald Hoerwick resides, forever repeating the same message. The final battle before Aura wakes up occurs in the cathedral.
- In-universe in-game rumors attest that "Navel of Lake" was a Root Town or a special event field in the beta of The World, the simulation called Fragment.
- .hack//(games): In the cathedral, BlackRose's brother was defeated by an infected monster and was sent into a coma (also, Kite fights a low-level normal monster; since there are supposed to be no encounters on that field, it is never explained). It is also the field where Kite first reads the Data Drain skill book Aura meant to give to Orca. Various visits to the cathedral reveal Flashbacks to the anime and plot-important character interactions.
- .hack//ROOTS: Shino takes Haseo to the cathedral to explain the existence of Lost Worlds - fields not normally accessible to normal players that serve no purpose in The World R:2 - and it also thrown into a coma by Tri-Edge in the cathedral, setting up the plot for the last third of the anime and the three following games of the series. Other Lost Worlds encountered in ROOTS are Hidden Forbidden Battlefield (Coite-Bodher Battlefield), Inverted City Megin Fi, Hidden Forbidden Sin Realm (World of Sin Ran Hati), and Hidden Forbidden Radiation (Arche Koeln Waterfall).
- .hack//G.U.: As a cross-event between ROOTS and G.U., Haseo fights and is data drained by Tri-Edge Azure Kite in the cathedral and returns infrequently to encounter flashbacks, character interaction, and to talk with Aura directly; the finale occurs in the cathedral. Additionally, other Lost Worlds are encountered in the games; they are discussed here.
- One important aspect of the cathedral is the statue of Aura: during the first part of the series, the shadowless statue is fixed by eight chains; when Aura is born, the chains are gone; the statue is missing during all of R:2 ("There used to be a statue of a goddess here. A goddess that existed in The World.").
- Thief: Deadly Shadows had this as almost an entire level, and it was the creepiest thing. Throughout the game, you overhear people talking about an abandoned building called "the Shalebridge Cradle" that's supposedly more haunted than an Indian burial ground. So naturally, you eventually have to break in there. Since this is Thief, the player at this point has been attuned to trying to hear everything going on around them to discern where any enemies are. And there are sounds, echoes of mad men and children who all died in a fire (the place was an orphanage and an asylum... at the same time). But that's all there is: Sounds. Shifting shadows. A weird green apple that moves by itself. It's creepy as hell. So of course when you have no place to go except up the stairs, and the door to the attic starts banging REALLY LOUD, and you finally get the courage to open it only to find... nothing there? Complete Mind Screw.
- Oh, but then you find a portrait of a little girl who looks like a minor character in the series up to that point. Turns out she's there as a (friendly) ghost because that "minor character" is actually an ageless Keeper who killed the girl ans stole her skin and oh God life was so much simpler when it was just robbing mansions full of guards!
- The "Adventure Fields" in Sonic Adventure were absolutely rife with these; one particularly strange example is aboard the crashed Egg Carrier as Knuckles, it's possible to gain access to an area often referred to as "Eggman's Fun Room", a strange room of bright colors, a bed, and what appeared to be toys. The place served no purpose and wasn't even accessible to most characters, and was quite perplexing to some players.
- In Dirty Harry for the NES, there is one room you enter where the only thing in it is "Hahaha" written on the wall. The door is gone, forcing you to restart your game. The developers were literally trolling the players in one of the most sadistic ways possible.
- In Mega Man Legends, at the northern end of the Old City, there's a small area with a power plant and a few NPC workers. It serves no purpose storywise, no connection to any sidequests, no minigames, no items to collect, nothing. You could achieve 100% Completion without even realizing it was there.
- Empty rooms are found painfully frequently in amateur Interactive Fiction. Many authors implement houses with bare-bones bedrooms, bathrooms, closets, and so on; smarter authors either make these locations more interesting, or omit them with a hand-wave along the lines of "There's nothing you need in there."
- There is a 400-story skyscraper in Zork Zero, comprising nearly 2,000 rooms, of which only three contain anything at all — and one of those three is an Easter Egg. The puzzle is working out which rooms you need to visit. (The clues are in the Feelies).
- The church in Shadow Of Memories. Exists in every time you travel to, but is nearly always closed off or otherwise unenterable. There is nothing in there. Well, you can pick up an energy unit there in medieval times, but that's about it.
- One of these was removed from Riven but can still be found in the code and in the background of one node. It takes the form of a bookmaking press on Crater Island (because, logically, there ought to be a bookmaking press on the island where they make books) that can be manipulated but serves no purpose. It was removed because playtesters kept assuming it was part of some puzzle.
- Shenmue 2 was full of buildings with dozens of rooms and nothing whatsoever in them except for rooms that the player was told about anyway.
- 7 Days A Skeptic from the Chzo Mythos. has a recreation room in the ship, with arcade games, books and an air hockey table and is pretty much the only room that has no relevance to the story besides decoration. Yahtzee's commentary on the special edition mockingly points this out.
- In Myst, the temple in Channelwood is completely irrelevant to solving the game. It's just for decoration, and horror, what with the scary masks, the sacrificial altar, and the hologram of Achenar trying to speak the tree-dweller's language.
- Much of the brothers' rooms are completely irrelevant to the game (rose to skull hologram anyone?). The only things necessary are the pages, and the page scraps.
- ...and offering some insight into the lives of the two brothers, which is very important, since the player has to decide which of the two is telling the truth and should be set free. And, most importantly, the player must conclude that they're both lying bastards, and Take a Third Option
- Inherit the Earth. Dear god, Inherit the Earth. You spend the better part of the game wandering through a town and finding out in which two houses there is actually something relevant.
- Played to the hilt in Yume Nikki. This being a game loaded with Nightmare Sequences, you can guess what they're intended to do to the player.
- Same goes for Yume2kki, Yume Nikki's fanmade "sequel." There is one room in the graveyard world that is particularly spooky – players call it the "weird room". All it contains is a long hallway with turquoise and green paint splotches and a small gray room with a weird, non-moving twisted creature on the floor. Not exactly an empty room, but the creature does not respond to anything you try to do to it in any way, so it may as well be a wall. There's some really creepy music playing in this area, but nothing actually happens here, and nothing changes when you leave. Well, at least 25 out of 26 times nothing happens, provided you walked all the way up to the thing before leaving.
- Subverted in Safecracker, where what initially looks like a dead-end laundry room actually does contain the ceiling trapdoor that leads to the final goal. Your character at first assumes that this trope is being invoked as a joke by the mansion's late owner.
- In Nine Hours, Nine Persons, Nine Doors, the "Sun" room is empty, apart from a submarine, but said item is useless the body of water it's lying in doesn't lead anywhere, due to the fact that building (not the Gigantic) you are in is in the middle of the Nevada desert, which aptly, is not well known for it's boating or swimming activities.Not to mention that if you follow any of the storylines that lead to you entering that room, you are automatically killed before you can actually control the character to do anything in there.
- The Secret Of Monkey Island has the church on Melee Island - one of the first places you see...which is utterly empty for most of the game. Its only use is in the very final part where you are taken there automatically to stop LeChuck and Elaine's wedding. You can therefore play through the game without choosing to go into it at all.
- Indiana Jones and His Desktop Adventures: Most locations contain nothing whatsoever of interest (sometimes they have a hidden health pickup under a random rock, but it's rare.) Thankfully, your map, once found, tells you which locations contain something and which are empty.
- Averted in Agatha Christie's Evil Under the Sun. During the introduction Poirot comments that in order to aid Hastings in solving the mystery, no unimportant rooms or characters will be included.
- Star Wars: Galaxies has quite a few of these in every city in the game, including a theatre, the entire palace from Episode 1, a decorated beachfront with umbrellas, and a futuristic city-scape built on mountain tops with an impressive view. These do have a purpose in an MMORPG, as potential areas for chat, exploration, or deeper in-character roleplaying than normal games. Such empty rooms are expected and indirectly given a use as places that players can take their characters to get away from others or to immerse themselves further. Everquest, City of Heroes, and World of Warcraft also do this.
- World of Warcraft initially suffered from this. The earlier games in the 'verse had established the existence of certain places, but the developers simply didn't have time to flesh out the entire world. Placeholders, Insurmountable Waist High Fences or other obstacles were added to (unsuccessfully) keep players away. Many of these locations were fleshed out in subsequent patches or expansions. Notable examples include Silithus, Searing Gorge, Maraudon, Dire Maul, Naxxramas, Karazhan, Zul'Gurub, Ahn'Qiraj, Mount Hyjal, Forlorn Ridge, Outland, Northrend, Black Temple, Icecrown Citadel, Ulduar, Uldum, the Emerald Dream, Grim Batol, Quel'Thalas, Zul'Aman, Gilneas, Blackwing Lair, the Caverns of Time, Undermine, Kul Tiras, and Old Ironforge.
- There is a truly empty room in Silvermoon City. It has pretty scenery that matches the rest of the city but no NPCs, no items, no mobs, nothing. Several players have had their brains broken by the presence of this room that is simply there. Even when new trainers for a new profession were added, they were put in an already occupied room rather than in the empty one. It draws large crowds of roleplayers who find the empty room cool. Perhaps this was actually its purpose - to act as a playground for RPers.
- Stormwind, Ironforge, and Darnassus have large numbers of empty buildings with no NPCs or apparent function. Also in Booty Bay, there's Deep South Tannery, which would be a place for leatherworkers to go, except there's no trainer there. There's nobody in the shop at all. Perhaps they'll arrive in a future expansion.
- One conspicuously empty building in the trade district of Stormwind was later turned into an auction house to alleviate the overcrowding in Ironforge.
- There are an unlistable number of Easter Eggs in this game that take the form of a useless but curious room or place. Some notable example would be Cut-Throat Alley, a small, named alleyway in Stormwind's Dwarven District with absolutely nothing in it, Challe's Home For Little Tykes, a random orphanage in the hills of Nagrand where a troll woman takes care of a few children and is rumored to secretly eat them, the crypt in Karazhan, a long expanse of tunnels under the tower with the nightmarish area called Pool of Forgotten Sinners (or something like that) which is a huge pool with dead bodies hanging upside-down from chains, and the Cleft in Teldrassil, a random cave southwest of Shadowglen which apparently only serves as a shortcut for attackers to enter the night elf starting area. There's also the abandoned Tauren village on the outer shores of Silithus, the random and useless Dwarf farm on the eastern shore of Arathi Highlands, and Newman's Landing on the western shore of Dun Morogh. The last is explained as where all Alliance players briefly appear before actually starting in the game. If you stand around there you can see new players flashing in and out like ghosts. They also put a merchant from Booty Bay with two guards here.
- Both Dun Morogh and Tirisfal Glades have an huge, completely empty area in the western part of the zone. It's possible to enter both of these, but there's nothing there. Although it's speculated that there's an Old God living under the Tirisfal Glades area.
- Come Cataclysm, these areas have been revamped into Easter Eggs, the area in Dun Morogh is now home to dwarven sledders and a camp of black bears. The area in Tirisfal Glades is now home to a lake, extremely high-level animal mobs, and a ring of mushrooms where fairy dragons will occasionally show up and put on some type of show with them.
- Newly opened zones of Cataclysm are more-or-less this to anyone who doesn't have the expansion. Uldum and Gilneas are accessible, there's just nothing there except a few mobs and critters.
- There are also a few bizarre areas that look like they would be important, but no quests send you there. There's too many examples to list them all but a couple of them are a strange island off the coast of Darkshore, which holds a demolished house, a wrecked boat and a few things like an Alliance shield, a burning campfire, and a lit lantern, but there's nobody there. Another is the seemingly abandoned campsite in northeastern Deadwind Pass, likely added just for an attempt at Nothing Is Scarier.
- Since City of Heroes makes heavy use of Instanced Missions and Copy And Paste Environments, there are quite a few examples of empty room psyche in the game. Most this takes the form of random offices and meeting rooms you may encounter on mission maps. There are certain places on the world map that really are empty and don't serve any purpose at all, like an outdoor Tiki Bar in St. Martial, the numerous floating islands in Ouroboros, and the "Emo Gazebo" in the Ski Chalet.
- Also interesting are cases of empty door psych. Most missions are accessed through doors, and on occasion you may encounter a door that looks like it should lead you to a mission, but never actually does. Examples appear in the Midnighter's Club, the Ski Chalet, and even the Studio B room in the Architect Entertainment Buildings. It's possible these doors exist only to serve as "spawn points" for players logging in. (A player logging in will emerge from the nearest spawn point, such as a door or Hospital Teleporter). This doesn't stop people from wondering what the hell is behind those doors though...
- In Gaia Online' ZOMG! game, there are a number of areas that are empty or have NPCs that just stand there and don't say or do anything. Usually, this is because of the fact that ZOMG! is still in its beta testing stage and the gameplay (especially the earlier levels) are still being redone and altered. For example, the Barton Greens stage once had a golfing minigame, but that was scrapped and resulted in a screen with a Scottish NPC that doesn't say or do anything.
- There is exactly one intentionally empty dead-end in I Wanna Be the Guy. It's called the Game Over Room, from the decoration that matches the message you get upon everything succeeding at killing you. It's the safest room in the game— in the Game Over Room, the only thing that can kill you is the suicide button. It even says so right there. Except it's not actually empty in the full game. It has one of the secret items needed for 100% Completion.
- The Ryu Hayabusa room has a fake error message box that falls and kills you.
- Similarly, one of the World 7 fortresses in Super Mario Bros. 3 consists of a few very large, empty rooms (though there is a boss at the end). There is, however, a time limit—and no obvious way out.
- Not to mention, one room in this fortress is styled like a large hall full of white platforms for Stretches, the circular blocks that Roto-discs usually orbit, and the candle props for Hot Foots ... even though none of these respective enemies are actually there.
- One room in the World 5 Tower to get to the sky has absolutely nothing in it save the two pipes used to enter and exit the room, and two low-hanging lights in the background with unique sprites. No hidden block, no enemies, nothing.
- Super Mario 64 has a few for those players who spend too much time on it. Most notably, there's a seemingly meaningless sign upstairs that tells you to "be quiet in the halls" and one in the courtyard that was believed to say "L is real 2401".
- Rareware are veritable masters of this. Perhaps the most notable is the empty pillar room in Creepy Castle of Donkey Kong 64; a room with a stone pillar in the middle, a hanging light, and what appears to be an open shaft pouring light down. It's only accessible by one character through a series of transport pads, has a balloon for 10 bananas in it, but is otherwise empty and totally functionless. It borders on Mind Screw if you try to understand what effing purpose it has.
- It's worth noting that 10 bananas isn't worth much in this game. You need quadrillions of things to get 101% completion, but only about 75% of the bananas.
- Banjo-Kazooie contains an inverted example of this, as the Game Shark 'moon jump' code revealed a large, empty room hidden under one of the toxic waste pits in Rusty Bucket Bay. Though this doesn't actually have a purpose in the final game, hackers have found leftover Stop 'n' Swop data that may hint to a former purpose of this room.
- Fez has a few abandoned houses with absolutely nothing in them but foreboding music. At least the map screen is kind enough to tell you when you've found everything in a given area.
- The original NES Bionic Commando has many dead-ends with nothing in them, but the remake has secret rooms and items hidden in some of these locations.
- Monster Party has at least two or three empty rooms per level. Entering and leaving repeatedly would occasionally spawn a same '?' bonus you receive from defeating a boss, though.
- Level 5-6 in New Super Mario Bros. 2 has this in the form of a strange series of floating platforms and spikes in the sky, which leads to nothing and has no possible reward for following it. No one seems to know what it was added in for, possibly a Dummied Out secret exit path.
- 1001 Spikes follows one certain, extremely difficult level with a level called "Too Easy", which is absoloutly devoid of enemies or traps. Only falling in the lava at the bottom can kill you, a nearly impossible prospect considering the ease of the platforming in this level. The only reason for it's existence is pure Paranoia Fuel.
- Antichamber: The room "Failing Forward" contains a quite long series of what might be the hardest puzzles in the whole game. You would expect to find another of the Developer's Room at the end of it (and, according to the difficulty of the puzzles, an extremely awesome one). Instead, you find a completely empty room. You can see it here.
- Avencast: Rise of the Mage has an area in the academy of magic with three seminar rooms you can walk into... and one, apparently unremarkable, that you can't. Some players nearly drove themselves mad trying to get into that room.
- Baldur's Gate II averts this by allowing you to press a key when you're in a room. Surprise! All removable items are now lit up in a nice shade of cyan. This is only possible with Throne of Bhaal installed, though.
- Certain mods that allow you to run Baldur's Gate on the BG2 engine make this almost a Game Breaker: Some items are cleverly (read: sadistically) hidden in containers that are only a few pixels wide, and these items tend to be very powerful. Using the cyan-highlight trick makes getting these items trivial. One notable example is a powerful Ring of Wizardry, obtainable twenty minutes into the first game, and making wizards able to cast about five more spells than normal. No big deal for a 15th-level wizard, a huge deal for a 2nd-level wizard.
- Divine Divinity does the same thing as Baldur's Gate II, but with a twist: Many of the highlighted "removables" are useless, nearly useless or have obscure and unessential purposes—basically inventory fillers. Having rooms loaded with these gives the game extra depth.
- Planescape: Torment and the Mosaic Crypt in the Weeping Stone Catacombs. The mysterious rusted vents, the worn-to-illegibility scribblings on the tomb walls, the suspiciously lethal traps and even one of the recently deceased Collectors (Gris: "...it smells different.") all suggest there's something special hidden in there. Aside from the massive, conspicuous sarcophagus with an enchanted hammer and some old bones inside, there really isn't. It's been one of the more maddening red herrings in recent CRPGs, most likely caused by the budget/manpower/time/sanity constraints so obvious in the Black Isle games of the time.
- The chamber also contains an acid trap, possibly as a Shout-Out to Cube, where a character determines a room to be trapped because of its smell (noticably dry air to be exact) and the same character's later death via an acid sprinkler.
- Might And Magic IX was loaded with these, albeit somewhat unintentionally.
- The Elder Scrolls games have a lot of these; since one of the main points of the games (well, at least, of Morrowind) was exploration, it's inevitable that a lot of the ancestral tombs you explore end up having nothing interesting in them at all.
- Made much worse and all the more painful in Oblivion by the fact that there are usually highly valuable gems well hidden by traps. Not to mention these dungeons can be huge and Bethesda apparently adores secret rooms.
- Skyrim suffers from this as much as any sandbox game would be expected to, but most notable is the Headless Horseman, a ghost NPC who randomly appears and patrols an area during the night. He has little dialogue that he only says in specific circumstances, cannot be harmed by the player, does not lead to anywhere specific (except a few undead monsters) and is not linked to any quest.
- Arena and Daggerfall the dungeons are FILLED nonstop with these. In Arena many of them are useful because they tend to have beds or ledges you can safely sleep on without being ambushed. Though for the most part, whether the room has treasure is randomized. And Daggerfall has the excuse of the dungeons themselves being randomized.
- Fallout 2 has some areas where the copious amounts of searchable container are all conspicuously empty. But you know that if you don't search them all...
- Fallout 3 includes the Dunwich Building, which has a hideously evil altar in the basement. Unfortunately, it serves no function whatsoever, leaving players scratching their heads looking for the purpose. It took a year and a half for Bethesda to release an expansion (Point Lookout) that addressed it.
- Mama Dolce's, which itself is mostly irrelevant, has a locked gate that goes nowhere, and may have been intended for a Dummied Out (possibly vaporware DLC) area. There are also two Very Hard locked doors that lead to brick walls.
- A door in a cliff just below Satcom Array NN-03d opens to a concrete wall saying "Fuck You". The dish towers themselves contain only a few raiders and a little ammunition. Also, the southwest tower at NW-07c with the broken-off dish is completely inaccessable, and doesn't even have a door texture on the upper part.
- In both of the REPCONN buildings (HQ and Test Site) in Fallout: New Vegas, there are TONS of rooms with next to nothing in them...and a couple with thousands of caps of goods in them. Indeed, the Brotherhood of Steel bunker has this as well, actually, most of the game does. Such as the Tops casino, which has hotel rooms that are locked....with about 12 caps worth of goods inside.
- Of course, this kind of a reaction comes from die-hard dungeon crawlers who adhere to the "treasure" trope naturally. In the game context, loot is quite reasonably distributed by its purpose and rarity. Indeed, the whole economic system of Fallout world is nowhere near to being worked out, but what the hell.
- In Ultima V, behind the fireplace in the Jester Chuckles's room in Castle Britain is a secret ladder that leads to a room that has a dead body in it. Curiously, there's a prisoner in the dungeon who says that he didn't mean to kill "her", and that it was Chuckles's fault. But doesn't say any more on the subject and attacks you. Other than this, there is no other mention of this, and Chuckles has no dialogue regarding it.
- An all-too-common failing with beginning Neverwinter Nights mod designers. Sometimes you can even run across entire levels with not even the weeniest bit of flavor text.
- Not that the designers of Neverwinter Nights 2 didn't raise the empty-to-non-empty-room ratio dramatically...
- In Fable, the player is, at one point in the story, required to open a secret passage leading into a prison. Upon entering said passage, the very first room you must pass through is an enormous sewer chamber with a circular pool of water, and literally nothing interesting to be found; not even a treasure chest, like in most of the game's nooks and crannies. All you can do is walk to the door on the other side to advance. As you may have guessed, this turns out to be an aversion. On your way back out the passage, you get trapped in this same room and a Kraken emerges from the water to do battle with you.
- Pokémon players have been searching the answer to the following question, ever since Pokemon Red And Blue versions came out: "What-the-hell IS in the inaccessible grass next to Pallet Town?!" The wildest theories have found their way to the internet, from wild Celebi (a Pokemon that didn't even exist in that game) over rare items to near invincible Pokémon on level 100...however, if you use a hacking device to cross the barrier in front of the grass, you'll find that inside there is just one thing: An Instant-Game-Over. Once you set foot in the grass your game crashes.
- It is possible to get into the grass if you go all the way north to Viridian City, where the patches end, then use the walk-through-walls code to enter the patch of grass from the north, onto a panel of grass one tile beyond the east or west edge of the grass. Walking in it will encounter Route 1 Pokémon on Route 1 and nothing in Pallet. Walking far enough from Pallet will find...a glitchy version of Pallet Town.
- And the whole truck issue. There's a singular truck in the game by the S.S. Anne, that's only reachable if you learn Surf before having the SS go away. Since decoration in the game was rare, there were loads of rumours about it holding a Mew. The remakes FireRed and LeafGreen gave a Shout-Out to this by placing a rare Lava Cookie there instead.
- In Pokémon Gold and Silver, you had the Ruins of Alph. There was quite a story about those caves, a whole special type of Pokémon & Pokédex associated to it (Unown & UnownDex) and even an odd radio-station playing. Yet, the players who spent their time exploring it and capturing all Unowns would eventually discover they had been wasting their time, since there is nothing special about it. This was changed in Pokémon Crystal, and even further in Pokémon SoulSilver and HeartGold. There's also the blocked staircases in Silph Co. and the Kanto Radio Tower, and the reference to hidden rooms in the Soul House/House of Memories, a building which can have weird effects on your Pokemon in Generation IV.
- The cathedral (officially called "Foreign Building") in Pokemon Diamond And Pearl has a special design and all, but there's nothing interesting in there, not even music. Some players go there so they can play music with the chiming sound on their badges or get Pokémon cries recorded. Silly, yes, but it has been done.
- Pokemon Ruby And Sapphire: There's a similar, tiny cave right next to Fortree City in Ruby and Sapphire called the "Scorched Slab" that only exists to house a single TM. Hatching Pokémon in it will list it as a separate birth location, ŕ la the above cathedral. While even the tiniest bodies of water elsewhere will contain Pokémon who attack when surfing or fishing, you cannot catch ANYTHING in the relatively large body of water you enter this cave in. It was widely believed that this cave would gain significance in Pokémon Emerald, but it remained as useless as ever.
- It WAS, however, given significance in Omega Ruby and Alpha Sapphire. It was expanded into a multi-floor dungeon, and while most of the Pokémon are lackluster (Zubat, Golbat, Magikarp, and Goldeen), there are two very significant finds here, though both can only be found after defeating or capturing the version mascot. One is a Mega Stone (specifically, Charizardite Y), and the other…well, what else? A Legendary Pokémon. It should be easy to guess for those familiar with Legendary Pokémon; besides Groudon, there's only one that would find a home in a fire-themed subterranean cavern: Heatran.
- Rumour has it that the Scorched Slab is a homage to the tale of Amaterasu, and that cave represents the one the goddess hid herself in the myth. And that would be the reason for having TM11 (Sunny Day) there.
- A rom hack of the Generation 3 games had a similar truck, which would reference the original rumor if examined. There was also a patch of grass in Gold and Silver, similar to the one near Pallet, only accessible by wallhacking; there were actually Celebi in there.
- There were many weird theories about Dark Caves and what happens if you walk through them without using Flash. As with many similar imageboard creepypastas, they were made up from start to finish.
- There is an area that appears in both Hoenn and the Sevii Islands called Altering Cave. The only Pokémon you'll find here is Zubat. There was plans for mystery gift to change what Pokémon you could catch here, however in Emerald, all of the Pokémon (Mareep, Pineco, Aipom, Smeargle, Stantler, Houndour, Shuckle, and Teddiursa) can be caught elsewhere in Emerald and can be traded over to FR/LG.
- Many of the areas in the Sevii Islands don't really serve any purpose. The ending areas usually hold a somewhat rare item or move tutor at best. The only exception is Mt. Ember which has Moltres.
- There's a house in the Survival Area of Sinnoh that you have to go onto the route just east, walk through grass of tough Pokémon, use Rock Climb to reach the ledge above and run back into town to get to. When you get there, the hiker living there tells you that you just did all of that for nothing, but it was great to finally have guests for once. (At least, he did in Diamond and Pearl. In Platinum it's one of the three move tutor locations.)
- Players of other Final Fantasy games will find the rooms in Final Fantasy II's dungeons strange — most of them are red herrings, not just empty but rigged with very high encounter rates. You almost always have to fight to leave the room. Final Fantasy I also has lots of empty rooms, but doesn't rig them this way.
- Savvy players will abuse these rooms to do the game's equivalent of Level Grinding. In the remakes, where stat increases are much harder to come by, these rooms take on a whole new meaning as training rooms instead of trap rooms.
- Final Fantasy IV throws some of these at you in the Sealed Cave. There aren't that many, but getting into one requires that you defeat a Trapdoor monster, which is very powerful and uses an instant death move which is almost impossible to avoid entirely.
- In Final Fantasy VII there's a manhole in Corel Prision which only has an empty chest inside and that's it. No random encounters, no other secrets, nothing. Many, many person-years have been spent trying to find out why (especially given all the other rumors about the game).
- A deeper analysis of the game's files reveals there is something down there...well, more or less.
- Final Fantasy Mystic Quest: All of the cavernous "temples" on the southern continent. Absolutely nothing useful in them besides restorative items and one brief, optional encounter with the Old Man.
- While there are more than a few rooms empty of enemies or treasure in Vagrant Story, they all at least lead somewhere, except for one room early in the game which contains only a few enemies and nothing else, leaving you to simply leave the way you came in.
- In Tales of Symphonia, there's a tall building in Welgaia with two identical rooms on each identical floor. Most of them are empty. One potentially contains Regal's Infinity Plus One Greave.
- There are also a bunch of empty rooms that don't do anything in both Meltokio Castle as well as the Research lab.
- Also in Tales of Symphonia: In Palmacosta, there is a lighthouse that you can't enter because the guy in front of it says that everyone who goes up there gets sick. As soon as the first people to enter Palmacosta saw this they swarmed the internet with questions about it. Some presented theories that a secret item/weapon/character/boss/ability was up there. Eventually people did some searching and found out that it was part of a mini-game (that didn't give you anything in the Gamecube version and a Title in the PS2 version).
- A popular theory was that Raine's Devil Arm was inside the lighthouse, as it can be found among the city's ruins after Palmacosta gets destroyed mid-to-late game.
- In the first Paper Mario game, there's a room in Bowser's Castle (the very last dungeon) that contains absolutely nothing. To get to it, you have to push a block and expose a hidden doorway, fight your way through a horde of tough enemies, and descend down countless stairs, all for...well, nothing. As it turns out, pushing the block in the opposite direction leads you to the room you really need.
- Paper Mario: The Thousand-Year Door also contains an empty house in Twilight Town. Nobody lives there and it's never significant to the plot. Considering that Twilight Town is meant to be creepy (and some think it is) its current use may be an attempt at Nothing Is Scarier, just to confuse the player.
- There are a couple places in Rogueport that serve no important purpose. The house in the background of the flooded sewer area contains a single Star Piece and nothing else. The weird little enclave next to the harbor contains a single Star Piece and a badge. Nobody seems to live in either of these places and, but there's evidence that somebody does and they just sort of went missing or something.
- Breath of Fire: The area where you got the cleansing water is also the location leading to the Agni transformation.
- In Seiken Densetsu 3, in the town of Astoria, there is a house in the top-right corner of the map. Inside the house is... nothing. Just a single room. No treasure, no NPCs, no character monologues, nothing. It serves absolutely no purpose whatsoever and is the only house in the entire game not to feature at least a token NPC. This is somewhat vindicated by a minor battle occurring in the house during an eerie revisit of Astoria, in one of the game's three final gauntlets.
- Most of Crisis Core's mission dungeons are made of this. Most would only contain 2 or 3 treasure boxes. Some of the missions on the large plains even contain none.
- Sailor Moon: Another Story does this massively, and often in no-encounter settings. The hospital, elementary school and university in Tokyo have many repeated identical rooms with nothing but background objects. Later in the game you come across towns and ruins with whole buildings that contain nothing. Even worse, there are many barrels and similarly-inviting background objects, and only three of these in the whole game have items (necessary for 100% Completion of course).
- In Mario & Luigi: Dream Team, there are quite a few areas like this, which at best have random near worthless items and at worst have literally nothing. Such as the odd cave area in the north west of Somnom Woods. It's got a few blocks littered around with common items... and absolutely nothing of value to the storyline or 100% completion. Jarring considering that most other such areas have a real purpose in the main adventure. Same with that weird shrine like room to the north east of Pi'illo Castle.
- This is one of the biggest complaints about Quest 64. Don't expect most rooms to have anything, lest you be driven to madness; the whole gameworld is mostly empty. Just don't get frustrated and ignore the conspicuously large patch of desert in the Barrens...
- Dungeons in Ys games tend to have many blank dead-end rooms that seem to have no other purpose than to make backtracking more of a pain.
- The Ramses Hed Docking Port level of Dark Forces has a smuggler's ship docked with the space port. The goal is to find your way into the ship to plant a homing beacon, but when you enter it you have two choices of direction to follow. If you go left, you will navigate a seemingly endless series of corridors and rooms, blasting stormtroopers and aliens, until you arrive at ... an empty room. It's supposed to be the bridge on the front of the ship, but here's the rub: you're supposed to plant the homing beacon on the aft end of the ship. If you don't remember this tidbit, you're liable to spend hours searching for the switch, door, etc. that will end the level.
- There's also two incredibly hard to access rooms that don't give you anything (possibly something was intended to be there; Dummied Out?) First, there's the prison level. You're given a code that will open the door of the guy you're trying to rescue. However, there's a cell that opens with a code that isn't written anywhere. Should you stumble onto it by trying different combinations, the door will open, giving you... nothing! Later, on Jabba's ship, there's a chute you drop through with a switch on the wall. With inhuman split-second timing, you can trigger a door to open... in the lower area you end up in if you fall into a hole in a certain part of the room (it's filled Gamorrean guards, the pig guys from Return of the Jedi. In this game, they're big-time Demonic Spiders material, very durable and their axes taking a lot of damage. Close quarters with a zillion of them? YOU WILL DIE.) Fight your way through what was intended to be certain death for the player, and you can get to a room... that has nothing.
- Many rooms in the Descent games contain no useful items (or items you already have), and worse, are rigged with Monster Closet or Teleporting Keycard Squad booby traps.
- The Marathon 2 level "Come and Take Your Medicine" has a large outdoor area that serves no purpose other than to get lost in. There's also a destroyable circuit that does nothing, and a door that can only be opened by enemies. "Nuke and Pave" also has a few redundant rooms, and the series as a whole has many "Locked Door Psychs"(doors that never open), and the occasional Dummied Out (inaccessable) secret room.
- Killer7: Despite the intense music in the background, nothing ever happens to you inside the Vinculum Gates.
- Borderlands 2 has an entire house hanging from some cables on the Bloodshot Ramparts level, that a player can reach through some significant effort of jumping and looking for tiny ledges to climb on, but after all that effort to get there, all you're treated to is an empty room.
- Some maps in Team Fortress 2 are built as such. These are usually meant to be staging grounds for engineers, since the lone entrance makes it easy to defend, but lack of anything inside said room means the engie must leave his nest to retrieve precious metal to build with. These can also turn into serious Oh, Crap moments if you take a wrong turn while running from the enemy and wind up in a room like this, with about a split second to realize the mistake you made before you're gibbed.
- F.E.A.R. pulls this off with aplomb when you first enter the Armacham office building. You survive an intense firefight on the roof, and then... spend around ten minutes walking through a dimly-lit office building with nothing happening and you very likely jumping at every little shadow or slight noise. Worse is that there are signs of a struggle everywhere: broken windows, blood, the occasional corpse... but no indication as to what caused any of it. It's almost a relief when the enemies, notably the Assassins that were stalking you and responsible for this carnage, start showing up again half a level later.
- FreeDoom (a freeware version of Doom, currently in development) uses dummy levels in place of maps that aren't finished yet. These consist entirely of one empty room with an exit switch. Admit it - you're expecting something horrible to appear when you press the switch.
- A mod for Doom ("Deathzor Online") uses this occasionally. The story of the mod has you going through 25 of the "worst websites in the world". Every now and then, you're given a free pass due to one of the sites spitting out a 404 error or the like, putting you in a single empty room with the exit switch right ahead of you. It eventually does like F.E.A.R. just above when at one point you're put through three 404'd sites in a row - the third one, upon pressing the button, reveals that it was just kidding as the walls open to reveal an actual level.
- Silent Hill may be the one series entirely built around this trope, because the games (at least the early ones) involve psychological horror rather than full-fledged Gorn. Despite the fact that Nothing Is Scarier, an empty room is probably vastly, vastly preferable to a room with something in it.
- In Silent Hill 1 there are several empty rooms in the game. No items, no monsters - nothing. Disappointed, you turn to leave, when suddenly - breaking glass.
- In Silent Hill 2 you're oftentimes forced to stick your hand inside dubious places, jump into gaping holes and traverse all sorts of Malevolent Architecture... and yet nothing will come from it. Then there's that one scene at the Toluca courtyard: the gaping, Sinister Geometry of the place, complete with a gallows in the middle, and the sounds of neighing horses stampeding in panic all around set up for at least a Boss Battle. You get a puzzle instead.
- Silent Hill 3 has many rooms exclusively filled with monsters and featuring no health, ammo, plot points, nothing. Many players will remember that one room with the decapitated mannequin, or the one with the mirror in Brookhaven Hospital where you die if you spend too long searching in vain.
- Silent Hill 4: The Room literally and almost entirely takes place in an empty room. The hospital also has the infamous hallway with about 20 patient rooms. One is your destination, a couple contain ammo or enemies, one contains a giant severed head. They're all randomized each time. Have fun!
- Silent Hill: Shattered Memories is made from empty rooms. Considering that enemies appear in scripted sequences built around major plot points and always signaled by a Musical Spoiler immediately turns everything else into an empty room expedition. The fact that the game manages to remain scary despite of this speaks boldly of its designers, though some might disagree on this point.
- Galerians has bathrooms in practically every floor of every building the player can visit in the game. These bathrooms always offer at least one mirror that has the neat effect of actually reflecting the room and player (kind of a big deal in PSX-era games), several open stalls that cannot be entered or even looked into, and almost all (sometimes every bathroom you can enter in a building will) contain urinals. The player can usually "use" the mirror to prompt a thought on the current situation by the main character, but these rooms are otherwise universally useless.
- There's an empty room in the original Resident Evil. No enemies, no items, no traps, no exits except the one you came in. Turns out it contains a key item in the playthrough with the other character.
- Rooms like this abound throughout the series, containing nothing at all, a worthless item, or an enemy ambush. Most noteable is the interrogation room in Resident Evil 2. You cautiously walk past the two way mirror, expecting an ambush, and... nothing. Then you try and walk back...
- The music in RE 3's empty rooms is one of the creepiest.
- Clive Barker's Jericho has so many featureless dead ends that the psych factor is worn off by the first third of the game.
- Clock Tower: The First Fear has a few rooms like this, such as the mannequin room (Which contains nothing but mannequins, one of which has Bobby hiding behind it) and the trophy room.
- Fatal Frame does this a lot. Granted, most of the rooms in the games will eventually have something in them, but it is often the case that the first time you go through them they will be totally empty. The games also make a point of having you backtrack through previously explored areas which will frequently be empty. It is really, really creepy.
- DayZ is a couple of hundred square kilometres of this from a new player's perspective.
- I See You: There are many rooms where there's nothing but a bed and table and maybe some blood spattered on the walls and floor.
Tabletop RP Gs
- One of the dungeons in the 80s Dungeons & Dragons adventure X3, Curse of Xanathon, features a room in the Shrine of Cretia, titled "Empty room" and whose entire description is "This room is completely empty.", and there is no DM-specific text associated with that room. This is compared to another empty room which has nicks and gouges on the wall with a bit of GM-specific text specifying the purpose.
- Parodied by Homestar Runner's "Thy Dungeonman 3" game, where there really is a room that has nothing in it. It says so.
- Parodied in Infocom's The Hitchhiker's Guide to the Galaxy text game. When you enter the engine room, the game (which didn't want you to go in there) tells you there's nothing there. When you use the look command it says, "I mean it, there's nothing to see!" Look a few more times and it finally relents: "Okay, maybe there are a FEW things to see..." And by "a few" they mean about five.
- Played incredibly straight in Glowgrass where a room is pretty much described as empty. The cupboards are concealed by touch panels.
Wide Open Sandbox
- Grand Theft Auto IV has several empty apartment blocks with rooms you can enter. Some of them are occupied during missions, but there are plenty that aren't. Can be especially unsettling if the building has a lot of floors (like the plus shaped tower blocks) - you get the feeling you are being followed or that something is around the corner. Luckily you can escape at the top of most buildings.
- Minecraft has caves that branch out into several paths which, most of the time, can lead deeper underground where diamonds and redstone ores can be found, lead to the surface, or even lead to underground structures like dungeons and mine shafts. However, since it's procedurally generated, some of the cave branches simply lead to a dead end with nothing in them other than the usual stone and dirt. Caves may also have an unnaturally large and circular-like room; supposedly this is where the cave generation starts behind the scenes, but it's certainly no use to you, unless, of course, you decide to make it the centerpiece for your new Elaborate Underground Base.
- One Knights of the Dinner Table strip includes the characters finding an empty hallway. One character mathematically works out how much time, money, and manpower it must have taken the builders to excavate thousands of cubic feet of solid rock, which leads him to believe that the dead end must actually serve some purpose. The group goes completely Off the Rails and hires a small army to continue the hallway, certain that they will find something.