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  • Alan Wake has this, written by Cynthia Weaver in her characteristic light-sensitive paint. It has the word "Tom" written over and over again, and includes other phrases like "I miss you Tom," "I curse you, Thomas Zane". The first one you can come across is a heart that says "CW+TZ". Also, Weaver is obsessed with light. In one chapter, she reveals that she has a room (appropriately dubbed the Well-Lit Room) inside the dam that she completely covered with lights. This is understandable given that she knows about the Taken and their weakness to light, but she obsessively maintains the room and knows - by their assigned number - which specific bulbs need replacing. It's not until the player gets to this room that they understand just how obsessed she is.
  • The flash game Alice Is Dead features one of these. The fact that the writing on the wall is invisible to the naked eye somehow makes it worse.
  • Continuing the theme from the movie, in the game of The Amazing Spider-Man the walls of Curt Connors' cell inside Beloit Psychiatric Hospital are filled with mathematical equations.
  • Animal Crossing allows players to design their own floor and wall coverings to display inside their home. Some players decide to go this route.
  • The framing areas of Assassin's Creed, with various mathematical equations and a map to the Pieces of Eden around the world are written in the previous Animus victim's own blood. The effect is a bit creepy once you figure it out. Made worse by the flashes of the writing in your dreams throughout the first game culminating in The Reveal at the end. The second game makes you feel worse for the guy as you find more information about him through the glyph puzzles.
  • In Bad Mojo, part of Roger Samms' apartment is a makeshift laboratory set up in his research to kill cockroaches, which you get to explore up close thanks to Roger having been turned into a roach by a mysterious locket. His desk is littered with specimens of insects and tools, alongside a wall covered in news articles, schematics, scrawled frantic notes from Roger, and dozens of eyes clipped from pictures, some of which move to look at you.
  • The adventure game Barrow Hill has one, with writing and drawings across the walls and on torn paper and notebooks scattered over the room. Particularly effective since about half the writing is insane ranting, and the other half is the writer realizing they're going insane, but unable to stop it.
  • Batman: Arkham Series:
    • In Batman: Arkham Asylum, several of the cells in Arkham Asylum are decked out like this to indicate where the various members of Batman's Rogues Gallery are held; naturally, each Room Full of Crazy is a room full of a particular theme of crazy to coincide with the dominant theme of that room's particular occupant (such as question marks scrawled over the walls for the Riddler, one half kept in pristine condition and the other half utterly filthy for Two-Face, a room covered in calendar pages for the Calendar Man, etc). It also contains a couple of nods to Arkham Asylum: A Serious House on Serious Earth. You can find Amadeus Arkham's cell in the game, and as in the comic it's covered in "magic circles". Late in the game, Batman leaves warden Quincy Sharpe locked in a room for his own safety. If you return later, Sharpe is gone and the room is now covered with writing (mostly "Batman" over and over) as well as the final Spirit of Arkham message that reveals Sharpe is the Spirit.
    • Not only do the villains in Batman: Arkham City and Batman: Arkham Knight continue to employ this trope in their decor, but in the Harley Quinn DLC for Knight, her "Psychosis Mode" sensory option makes her hallucinate that her surroundings are a Room Full of Crazy.
    • In Batman: Arkham VR, Victor Zsasz's asylum cell is covered in tally-marks. In the final room of the game, phrases like "Liar" and "Accomplice" are etched into the walls every time you turn away, as the realization that you, Batman, are the killer sinks in. This also clues you, the player, into the fact that it's All Just a Dream.
  • These appear in quite a few places in Bendy and the Ink Machine, but the most notable example is the office of Grant Cohen, the accountant. "TIME IS MONEY, TIME IS SHORT", "TAXES", "IT DOESN'T ADD UP", and "$14582 SHORT" are scribbled all over the room to the point where you can barely see the actual wall, the filing cabinet and vent grates are warped like someone dipped them into a Salvador Dali painting, there's a pile of bubbling ink on the desk and the audio log next to it has no actual dialogue, just a series of grotesque, visceral noises of an unknown person undergoing... something.
  • BioShock
    • The Medical Pavilion section features Dr. Steinman's demented messages to himself ("Above all do no harm", "ADAM denies us any excuse for not being beautiful") jostling for space with messages from his victims ("STAY AWAY", "STEINMAN KILLS"). All of these seem to be written in blood.
    • When you finally reach Andrew Ryan, there's a wall with pictures of Jack, Fontaine, Tennenbaum, Suchong, Ryan, and Jasmine Jolene, two recordings from Suchong about Jack's real childhood, and the words "WOULD YOU KINDLY?".
    • In BioShock 2, every freaking room in the entire game is covered with scribblings about Doctor Lamb and Andrew Ryan.
      WE WILL BE REBORN IN THE COLD WOMB OF THE OCEAN.
  • Borderlands,
    • Patricia Tannis has gone insane with her desire to find the legendary Vault. When she is put in a cell for a short period, in a span of maybe an hour, she manages to do up the floor and all the walls with diagrams and alien language pertaining to the Vault.
    • Sledge's Safehouse in its entirety is one massive house of crazy. "THEY GOT ME" written in blood on the walls, presumably written by the victims in their own blood at the command of their captors, bodies chained up all over and strung up like chandeliers leaking pools of blood, huge blood splatter everywhere, bodies stuck to the walls and ceilings via steel rods jammed through their eyes, a room with an armless body along with several dismembered appendages and a body stuck up on the ceiling, a small 'colosseum' where victims were presumably forced to fight the cannibalistic 'Psychos' for sport, and on and on. In many cases, fresh blood still drips down from strung up bodies.
  • The Bridge Curse: Road to Salvation have one such room covered in photographs of the previous attempts at investigating the urban legends of Tung Hu Campus, connected by black strings and contains plenty of words written in blood.
  • In Cadenza: Music, Betrayal and Death the back room of Frankie Boldon's apartment is full of photos of the other members of the Dixie Peppers and graffiti such as "Can you see me" and "Mad no more."
  • Call of Cthulhu: Dark Corners of the Earth:
    • In the first mission, you eventually reach the basement of a cult's house, only to find a man completely gutted, strung up in a machine with his arms at his sides and his various organs beating away in dozens of other containers across the room. To top it off, corpses in various states of decay and with various missing organs are scattered around, indicating this victim isn't the first.
    • Earlier in the same mission you also find a room plastered with newspaper clippings, surveillance photos, and a detailed itinerary - of YOURSELF.
    • It gets worse later, including a subterranean temple to Cthulhu, where you eventually go insane and possibly kill yourself if you spend too much time near the statue of the Eldritch Abomination, and a room, also used as a sort of preaching room for cultists, where the walls seem to waver as if made from water.
  • Chzo Mythos series:
    • In the third entry, Trilby's Notes, features a parser system like the text games of yore, with the interface representing Trilby's descriptions of the events of the game, as the game itself is a flashback occurring as he produces a record for the paranormal investigations agency he now works for. At some of the freakier points of the game (and sometimes just at random), an attempt to perform an action will just result in his notebook reading "it hurts it hurts it hurts it hurts." This is all happening while he's phasing back and forth between a Welsh hotel and a rotting alternate-universe counterpart, which has a certain number, vague warnings, symbols, and odd notes (such as two doorways being labeled "man" and "not man") written in blood everywhere. The implication is that Trilby's notes are peppered with mad ravings in between the facts...
    • The Expedition turns out to be this - the narrator has been writing - or rather, carving - his report (all that you have read thus far) onto the walls of his cell and then, when he runs out of room, onto himself.
  • Cultist Simulator. The game itself. Whether the cards representing eldritch lore, personal capacity, occult organizations, and encroaching madness are organized with uncanny precision or scattered across the table according to loose rules known only to the particular player, the game board soon resembles one of these.
  • Cursery: The Crooked Man and the Crooked Cat has clippings and notes scattered throughout the game. One such note concerning the villain's late love interest mentions selling his soul to a witch, followed by:
    I will get you back, I will get you back, I will get you back,
    I will get you back, I will get you back, I will get you back,
    get you back, get you back, get you back, get you back,
    get you back, get you back, get you back, get you back
  • The wizard's keep in Dark Castle has the graffiti "Alaric was Here", "Huns Rule"(a possible pun on Hund's Rule), and "Vandals Sack".
  • Taken to extremes in Dark Fall: Lost Souls, in which the entire Station Hotel is a variant of this trope. Rooms with writing on the walls (hundreds of eyes; a Creepy Child's drawing of the hotel in black crayon; neat rows of writing in an ancient mystical language) are just the beginning: try rooms with hundreds of scissors or syringes stuck into the walls, or a buffet where a homeless man has laid out roadkill dinners for mannequins, complete with menus that list dogs, pigeons, squirrels and rats by their Latin names.
  • Dead Space features these all around the ship, most blood-writings being pleas of help or saying how to fight the Necromorphs.
    • One peculiar area is where you get a sample of The Virus to decontaminate the air, the room features a lot of writing, red cloths and People Jars.
    • And, in a subversion, or lampshading or.. something, one will occasionally find amidst the deranged wall-scrawl such oddities as, 'Sorry, family emergency. Where were we again?'
    • This carries over in the animated comics and I think it also appears in the anime movie too.
    • Dead Space 2 continues the first game's tradition and adds a new one: an audio log contains a remark that the mental patients are using anything and everything to make replicas of the Marker, from toothpicks and toiletries to blood and feces. One of the observation cells is an example of that last one.
    • Dead Space 3 "Turn it off...Turn it off... Turn it off..." all centered around a picture of a MARKER. Sadly, she was indoctrinated. The lack of communication between Isaac and a Room Full Of HELPFUL Crazy causes the downer ending.
  • In Death Stranding, the walls of Higgs' shelter are lined with writing centered around his obsession with being the all-powerful "particle of God", his worship towards Amelie, and his determination to get rid of Sam for good. The last of these is made all the more apparent by the large collection of interconnected photos and news articles of Sam that are also on the shelter's walls.
  • In Dishonored's fifth mission, one room in the abandoned apartment containing the Outsider Shrine has a corpse surrounded by candles with the graffiti "DREARY DREARY DREARY DREARY..." written on the wall, and "You wanted me to decide, you asked me to do it. There's a hole in the world." on the floor.
  • The Elder Scrolls:
    • In Morrowind, some of the Sixth House bases contain their share of crazy. The House's insignia, a beetle, is drawn on several of the floors and walls — usually in chalk, but once in blood and once in coins. There's also one room with "the dreamer is awake" scrawled on the floor, and pieces of paper filled with nonsensical pseudo-poetic scribbles lying around.
    • Oblivion:
      • An insane murderer wanting to avenge the Dark Brotherhood for the death of his mother has a pretty nice place in the cellar of a lighthouse. Among other things, the place holds: a rabid living dog, multiple rotting dead bodies (possibly as dog food), walls splattered with blood, the decayed head of said mother, and a really creepy diary. Half of it a personal message to his mother, promising revenge, the rest is the word "killhim" written over and over, in blood.
      • You can find the diary of a vampire who was trapped in his mansion and eventually went insane from hunger. The last page reads "blood blood blood food blood blood food blood..."
      • A paranoid Bosmer (Wood Elf) suspects his neighbors are plotting against his life and asks you to investigate them. If you go into his basement, you may find the notes he's been keeping about your investigation - including his belief that you're "one of them," depending on how you respond to his concerns.
      • One fellow apparently thought it would be swell to swipe a sacred artifact of a nightmare goddess and explore the depths of terror within one's own mind. Tasked to retrieve the artifact, you find a pocket dimension with a room of over-sized furnishings, doors to ledges over endless oceans of lava, and naturally blood and organic bits of things strewn all about. The subject himself is asleep in a bed in a shattered room, with his notes nearby. At first they reflect his scholarly and fanatical delights over discovering such wondrous agonies to experience, but they finally end with him simply writing, "THE HORROR, THE HORROR."
  • The first Endless Nightmare have this in the first area: a bulletin board in the side wall pinned with dozens of photos, connected by red threads and scribbled crosses as results of your (unsuccessful) investigation behind your family's murders.
  • In Fallout: New Vegas, Cliff Briscoe, the owner of Novac's general store, seems to have some... Issues with the town's mascot, Dinky the Dinosaur. Nobody ever buys his Dinky figurines. He has nearly a thousand of them to sell! He just has so many Dinkies that he can't store them all into his shop. So when you enter his house, you will almost be walking all over Dinky figurines. And the way they are exposed, he doesn't keep them in his house only because he has no other place to store them.
  • In Fahrenheit, a mental patient you visit (while playing as Carla Valenti) has covered his room with creepy spiral drawings of a Mayan snake god.
  • There is a closet in Fatal Frame II: Crimson Butterfly where if you go in, the door just locks itself and going into first person view, you realize that the walls have "help me!" written all over in either blood or scratched in with fingers. Looking at the door, you also realize that whoever was trapped in there has tried to claw their way out and open the door with the bloody clawmarks left behind.
  • Toward the end of the survival horror/human drama game Fragile Dreams, the player enters a room that, when viewed with the special flashlight, has "I don't want to die!" scrawled on nearly every surface. Said flashlight also illuminates a good number of other creepy phrases throughout the game, including the word "help" written in what appears to be blood and with the kanji smeared near the locked door of the abandoned hotel. Going through the amusement park with the flashlight reveals that Crow does this, too. Including one instance of referring to himself by a serial number.
  • In The Force Unleashed, former Jedi Master Kazdan Paratus went mad from isolation and Survivor Guilt following the fall of The Republic and hid on a secluded planet where he built a replica of the Jedi Temple out of junk. His Boss Room is a replica of the Jedi High Council chamber with puppets of each member that he screams he'll protect.
  • God of War: Ascension: One of the Furies' inmates has been recording the history of the world across his cell. Except without a pen, he's been forced to tattoo himself, and has resorted to Da Vinci layering with different combinations of his body and the wall to keep the Furies from reading the less complimentary parts, and of course he's somewhat jittery all the time. In his words, the Furies used to be harsh-but-fair before a specific incident, so it's implied he had access to pen and parchment until they stopped caring about their prison and the state it's currently in.
  • Grim Tales:
    • In Grim Tales 7: Color of Fright a secret room used by the villain contains dark murals, several Creepy Dolls, a mannequin in a wedding dress (with a sign with Louisa's name hanging from it) and a painting with "I am Thomas Gray...I am Thomas..." repeated over and over in blood-red lettering.
    • In Grim Tales 8: The Final Suspect Howard Kelly has an entire apartment like this, complete with a Stalker Shrine devoted to Anna, due to his possession by an amulet belonging to an evil mage.
  • Similarly, Nathaniel in Heavy Rain has a whole apartment full of crazy. One room is covered in crosses, while another has Biblical passages scrawled all over the walls. While he is deeply religious, the fact that he hears voices may suggest that he is insane as well as obsessed.
  • The first stage in Illbleed centers around Mr. Banbollow, a kindly innkeeper and huge baseball fan who was driven mad and turned into a monstrous killer in a house fire that killed his son, Jimmy. In the basement of his hostel, Banbollow had built a practice baseball diamond and mini-museum dedicated to Jimmy's Little League achievements... and after he turned Ax-Crazy, he covered every wall in rambling, bloody messages praising his son. It's one of the few horror moments in the game played completely straight.
  • The Polar Academy in Knights of the Old Republic II: The Sith Lords might be a building full of crazy. Atris converted an old irrigation station to look like replica interiors of the Coruscant Jedi Temple (Council chamber included) and swanks around it self-entitling herself as the "Last of the Jedi" to a bunch of Echani "handmaidens" she's gathered to kill any Force user who she interprets as falling to the Dark Side. Her private meditation chamber is full of Sith holocrons that whisper to her constantly and speed her along the path to the Dark Side; you eventually fight a duel with her here.
  • Left 4 Dead has frequent messages written on the walls of the safe rooms, but a genuine Room Full of Crazy is found in the safe room between the third and fourth stages of Death Toll. The previous occupant who refuses to let you in, triggers a zombie rush, and then turns into one himself at the end of the third stage scrawled the phrase he repeats to himself, "Better safe than sorry", 180 times on the walls of the safe room.
  • In The Legend of Zelda: Breath of the Wild, the Sheikah guard Cado apparently split with his wife due to his obsession with Cuccos. If you take a look inside his house, you'll see that the walls are completely covered with drawings of the birds.
  • In Mitadake High you can write on notes, with pen or with blood. You can also use cans of spraypaint to make pretty pictures. Combined you can be as creepy as you want, providing you don't run out of paint or paper.
  • The Myst series features some Rooms Full of Crazy to spice up the Beautiful Void.
    • In the first game, you can find two of these rooms in each of the four Ages, belonging to Atrus' sons. It's easy to tell who's is whose: Sirrus' rooms have a look of sophistication while betraying a mind touched by madness, and feature things like a hologram projector that morphs a rose into a human skull, or hidden bottles of poison. Achenar's rooms practically giggle and are filled with weapons, torture implements, or human remains like a ribcage lampshade.
    • In Myst III: Exile, the player enters Saavedro's lair at one point, which has, among various experiments and other things, a very large portrait of his wife on the wall with no eyes. Not exactly a room full of crazy, but definitely crazy.
  • In Painkiller's "Asylum" level, the interior of the asylum contains writings and claw marks carved into the various walls with blood. Aside from that, it also contains ritual circles complete with candles and Pentagrams, not to mention that the entire place is messed up and filled with toppled furniture, rusted and filled with blood, contains leaping and acid-vomiting handless and footless psycho zombies as well as large, straight-jacketed torture victim zombies with their heads being zapped by detached, electric chair helmets which explode when you come in close contact with them, AND contains large, ghostly, skeletal spirits flying around the place, which hurt you if you get near them. Oh, and did I mention that it's raining hard outside? In the dark night? On a full moon?
  • Penumbra: Overture, y
    • You find the room that Red had been trapped in for decades, with black writing on one wall with words like "Red is Dead" and "Liberty", alongside pictures of crucifixes and a noose - which is in the room next door. There's also some old posters of girls with eyes and mouths taped over their faces.
    • There's also a science lab further back, full of slug dissections and creepy diagrams. Once you flip the switch in the next room, numerous scribblings that read "the blood is deep" and "the darkness eats parasite" become visible on the walls, having been written in invisible ink. If you manage to find a (rather door-stopping) note in there, it turns out that a scientist from The Shelter in Black Plague fled here not long before Philip arrived, and barricaded the area while on the run from the giant worms, going crazy while trying to find a way to stop them. He eventually killed himself just before the worms found him.
  • Persona:
    • Tatsuya Sudou's cell at the asylum in Persona 2: Eternal Punishment. The only readable part is a prophecy that was central to Persona 2: Innocent Sin — if you're familiar with that game, it's an early sign of just how bad things really are, and if you're not, it's still ominous.
    • In Persona 4, during your first trip into the other world, you find a room created by the murdered announcer's repressed emotions, plastered with photos of Namatame's wife with her face cut out, and a noose hanging smack in the middle of the room. Also, Yosuke almost peed there.
    • Persona 5: Sae Nijima's palace is a courthouse turned into an elaborate casino. The backrooms are lined with posters saying things like "Victory Addiction" and "Win At All Costs", showing how her desperation to prove herself as a female prosecutor is turning her into an Amoral Attorney.
  • Phantasmat series:
    • The pyromaniac villain in Phantasmat 2: Crucible Peak covered a wall in the church basement with photos of fires and explosions along with roughly-associated ramblings.
    • In Phantasmat 13: Remains of Buried Memories Alfred's final diary entry consists of "NO ESCAPE" written over and over on two bloodstained pages.
  • Psychonauts:
    • Paranoid security guard Boyd Cooper is seen writing his conspiracy theories across the gates of an insane asylum. Very fitting.
    • This is also seen in Boyd's "house" inside his mind, where various newspaper clips and photos are connected by string and covered in mad scrawlings. Sometimes the game implies it's actually a twisted form of self-awareness; Boyd's aware something's not quite right in his mind, and the Wall Full Of Crazy is his attempt to sort out exactly what it is. Even in the real world, his ramblings (which are quite hilarious and will go on for hours, if you let them) are about the constructs within his mind.
  • Psychonauts 2 has the characters infiltrate a penthouse early in the game where they find a room filled with conspiracy corkboards, scrawled writings along the walls, and books on necromancy, all surrounding plans to revive the legendary psychic Maligula. The entire room is a setup to trick the Psychonauts into chasing a red herring. Inside the Big Bad's head at the end of the game, there's a mirror of this room, but with studies of the brain, a much simpler set of corkboards focused on his actual plan, and only one small patch of scrawling, as he's obsessed with revenge but not insane.
  • Portal:
    • The "Rat Man Rooms" throughout the Testing Facility, hideouts used by Doug Ratmann. They feature pictures of the Companion Cube taped to pictures of other people, strange poetry, and paranoid writing on the walls. Of course, being crazy doesn't necessarily mean you're wrong, and after the Wham Level many of the writings read simply "Help!" or "The cake is a lie" written several times in a row, while others give you instructions on how to escape.
    • The audio commentaries that get activated when you've finished the game only make it weirder. Inside many of those same rooms are audio clips by GLaDOS' fantastic voice actress, who delivers her random anecdotes with a certain frantic, hysteric edge to her voice that just makes it freaking creepy. Presumably this was fully intentional on the part of Valve.
    • The Rat Man Rooms return in Portal 2 and now feature beautiful (but still disturbing) graffiti depicting Chell, GLaDOS, and Companion Cubes alongside the Rat Man's mad scrawling. They even have their own music track this time, complete with very faint incoherent rambling.
    • Since LEGO Dimensions has the heroes visiting Aperture Science during their journey, the Rat Man rooms naturally appear as well. The graffiti is even re-drawn to make Chell and GLaDOS look like they're Built with LEGO.
  • The Strogg processing plant levels in Quake II are full of horrific mutilation, but if that's not enough, it's full of surviving but mentally broken Marines who repeat in moans and whispers, "Kill me now..."
  • In Rabi-Ribi, Miru has bunnies painted all over the walls when you return to her room in the other world.
  • As Alister Azimuth talks to Ratchet about his father in Ratchet & Clank Future: A Crack in Time, Ratchet slowly scans the interior of his home to discover countless obsessive notes and drawings about the Great Clock. It's the first hint that Alister's preoccupation with bringing back the Lombaxes will lead to a Faceā€“Heel Turn.
  • In Resident Evil, one of the files you find is the diary of a man who has been bitten by a zombie. His writing degenerates into incoherence until finally it's nothing but "Itchy. Tasty." When you put the diary down, he attacks from the closet.
  • Road 96: Over the story, the criminal duo Stan and Mitch are working to stop Deranged Taxi Driver Jarod from murdering Immoral Journalist Sonya Sanchez. During their investigation, the player helps them break into a room like this showing how vengefully obsessed Jarod is.
  • A standard discovery whenever you wear the eyepiece in The Room series of puzzle games, often enough that you almost expect to see them everywhere. The second game in the series plays with this trope by replacing the usual arcane symbols with mathematical equations. The third game uses the symbols, but actually has them spread further and further around the room each time you reenter it.
  • The walls of Professor Buildson's office in Sable Maze 2: Norwich Caves are covered with crude drawings and scrawls such as "I heard his voice" and "He will be released!"
  • Salt and Sanctuary: The enormous room you find after beating the Final Boss is an appropriately scaled-up version of one of these: It's an enormous indoor field, so huge you cannot see the roof or walls, with the entirety of the ground covered in lit candles, extending into the horizon. The Nameless God wanted a Candlelit soul, like a true God, and this particular room drives in the obsession quite well.
  • Silent Hill:
    • In Silent Hill's "Nowhere" part (which seems to be a Journey to the Center of the Mind of Alessa/Cheryl, who's pretty much screwed) there's a little room with a girl crying in the corner (she disappears as you enter) and black unreadable scribbling all over the walls and floor. Looking closer, you can see that dozens of eyes are drawn all over the room.
    • Silent Hill 2 gives us this infamous line: "There was a hole here. It's gone now."
    • Silent Hill 4:
      • The Forest World is full of crazy writing on stones. Only Eileen, after she's been possessed by Walter can read it.
      • Another one is room 206, the one with the big family. Literally every single square inch of the walls and floor are covered in scrawled graffiti, which is too small to read (the low resolution of the textures doesn't help). It's surprisingly easy to miss, as Henry doesn't comment on it at all.
  • Skyland 1976: In one of the rooms, shining a black light on the walls reveals it's covered in writing. Mainly the word "HELP!".
  • Slender: The Arrival in the Kate's room in the house is filled with drawings of Slender Man.
  • The cell from which Amy frees Sonic in Sonic Adventure 2 is filled with equations that make a Colony Drop possible. While the identity of its previous owner is never explicitly stated, it was most likely Gerald Robotnik, since he is seen being executed in the exact same room at the end of the game. At that point, Gerald was crazy so it fits this trope well.
  • Sonic Adventure 2: The prison cell G.U.N. locks Sonic in is full top to bottom with various scientific graphs, from chemical compounds to diagrams to extremely advanced math, and random numbers that seem to indicate time. The True Story campaign reveals that the previous prisoner of this cell was Dr. Gerald Robotnik, and all the things written are basically a document of his Sanity Slippage as he is driven mad with grief by the murder of his granddaughter Maria. The writing on the wall are all his calculations for his posthumus villainous plan to destroy Earth and all life on it as revenge for Maria's death. He used the walls of his cell as his chalkboard.
  • SSTR: In the hallway outside the room that you respawn in, there are words carved into the walls that read things like "Should Have Read".
  • The player comes across these rooms quite frequently in The Suffering, IE the room full of Rorschach ink blots all over the wall, along with a dead guard on a couch with some strange device on his head that seems to have popped his eye out.
  • Almost every room in the cult mission of SWAT 4 is one of these to some extent, but the cap on the whole thing is the basement, in which the cult members have buried all of their children, which were sacrificed to their gods, and crazy messages are written all over the walls.
  • In Trials of Mana, your heroes are in need of a ship to cross the sea, and find one with a captain willing to take them for free. After the first night on the ship, they awaken to find the whole thing decrepit and crawling with undead. A captain's log they find has several mundane entries about usual naval doings, but the final page is just the word "death" repeated over and over.
  • Vampire: The Masquerade - Bloodlines contains at least two. The first one has the Player Character encounters a Serial Killer who has various rooms in his home filled with torture equipment, limbs, and textbooks, ultimately ending with you in his main dungeon as he charges at you with a severed arm. It's not as scary as it normally is considering the serial killer is unknowingly going up against a vampire. The second one encounters a Tzimisce, whose home is a big blood-filled pit with bodies literally everywhere in big fleshy piles. He had tarps to keep the more loose bits from getting away though.

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