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Oubliettes and other Sealed Rooms in the Middle of Nowhere in Video Games.


  • At some point, Divine Divinity teleported the player into the House of Madness, a locked house seemingly in the middle of nowhere. Outside is a perpetual night, the wind can be heard and the ground is covered with precious emeralds and rubies, but it is impossible to get out as trying to go through a door automatically teleports you to one of the other doors of the same house. To escape, the player has to lie on one of the beds and sleep, as advised by a talking skeleton tied to a wall. This is not particularly pleasant as most of the beds are covered with rotting corpses.
  • In Dwarf Fortress, a door hooked up to a lever is either "always open" or "closed and locked," with no other states in between. The player can take advantage of this when creating his Death Traps, either for building "starvation chambers" for recalcitrant dwarves or to seal the room off so that you can reroute water or magma into it. A lever is actually completely unnecessary: one can simply mark the door to be "forbidden", and dwarves will never open the door, even if it leads to their death.
  • In The Elder Scrolls III: Morrowind, the Dremora Lord Dregas Volar, wielder of the last Daedric Crescent Blade, has been sealed inside of Magas Volar, a Daedric shrine not physically connected to the outside world and only accessible with a magic amulet. Defeat him, and you automatically get teleported back out, with the Crescent Blade now in your possession.
  • In the Fallout: New Vegas DLC Dead Money, the casino's vault was set up as a death trap by the owner, Frederick Sinclair, to ensnare Dean Domino if he read the message on the vault's terminal, permanently locking both the vault door and the basement elevator, so no one could enter the vault again either. After Vera confessed her betrayal, Sinclair changed his mind and attempted to disarm the trap, only to be killed by a Deadly Gas leak in the pipes. As a Non-Standard Game Over, the Courier can fall victim to this trap.
    • Or trick Father Elijah into activating the trap himself.
    • This is effectively what many of the Vaults became since, aside from the Control Vaults, they were all designed as twisted social experiments. Most of the Overseers had been ordered to keep anyone from leaving, effectively trapping everyone inside to suffer whatever insane conditions Vault-Tec put them in. Examples include subliminal noise generators driving everyone insane, exposure to hallucinogenic gas, and infamously, a single inhabitant trapped alone with nothing but a box of handpuppets for company.
  • Ghost Trick has a room sent off into the depths of the ocean. It is all to get rid of a very special dead body that the antagonist does not want to be used to travel back in time with.
  • Reversed in Grand Theft Auto: San Andreas: in one mission you are required to kill a group of construction workers (they looked at your sister funny or something). The mission is fairly routine until the last guy, who runs into a portable bathroom and you push him into a pit and fill it with cement. He doesn't get rescued.
  • In Half-Life: Opposing Force, the player character, Adrian Shepard is trapped in an Osprey in an unknown dimension by the G-Man(A part of his intergalactic Xanatos Gambit no doubt), this dimension oddly enough is the exact same one G-Man gave Gordon Freeman his job proposal in Half-Life.
  • In Indiana Jones and the Fate of Atlantis, one of the paths involves the Nazi Villain offering Indy a choice of giving up the Stone Discs (needed to unlock the entrance to Atlantis) or Die. When Indy complies, the Nazi rewards him by sealing him in the room. Luckily, Indy manages to tunnel out in about 20 minutes.
  • Life Is Strange features a Torture Cellar called "The Dark Room" which is located under a barn in the middle of nowhere.
  • In Lost Odyssey, this happened to Seth at one point in her backstory, when she got captured by rival pirates. Realizing that they couldn't kill the immortal they instead opt to chain her up in a cave on an uncharted island in the middle of nowhere.
  • In the Mass Effect 3 DLC The Citadel, the villain Shepard's clone attempts to dispose of Commander Shepard and their companions by locking them in a sealed storage vault. Shepard just waits until they're gone before having Liara's drone, Glyph, open the door.
  • The various Might and Magic games are filled with these. Be it jungle, desert or the middle of the ocean, you will find hidden rooms, locked out of sight, and usually filled with monsters who attack you on sight.
  • In the first Myst game, one possible ending sees you and Atrus sealed permanently into the Age of D'ni, due to your neglecting to retrieve the missing page of the book that would release you, much to Atrus's annoyance.
    • And two other endings have you sealed up in one of the brothers' prison books.
  • A very common final challenge for the Nancy Drew series of games.
  • Pathways into Darkness has an airlock-type room on "I'd Rather Be Surfing" where you slowly suffocate to death unless you use the Red Cloak to speed up time. Also, a hidden teleporter in "Happy Happy, Carnage Carnage" transports you to an inescapable room in "Don't Get Poisoned!" full of Venomous Skitters.
  • In Persona 3, the party is investigating the presence of a Full Moon Shadow inside an abandoned underground military base when rival group Strega decides to lock them in. Rather than trying to escape, they simply call on outside help after defeating the Shadow.
  • In Prince of Persia: The Sands of Time, the main characters talk as though this has happened to them when the Vizier traps them in the crypt. Of course, one Mind Screw dream sequence later, it turns out that Farah's easily managed to wriggle out thanks to her extreme flexibility, and the Prince soon discovers that the Infinity +1 Sword is stored one room over.
  • In Ratchet & Clank: Up Your Arsenal, Dr. Nefarious and his right hand robot Lawrence wind up on a small asteroid. Also doubles as a massive Brick Joke in Deadlocked when the same asteroid floats by the destroyed space station. They ultimately crashed into another planet, as revealed in A Crack in Time.
  • A humorous version of this happens in Rayman 2: The Great Escape. After The Cave of Bad Dreams, you find a room filled with gold. If you choose to accept the gold, you end up stranded on a stormy island with it... and you're really fat for some reason. Also, Game Over since you're the only one who can save the world.
  • The penal zone in Sam & Max: Freelance Police Episode 301.
  • The titular room in Silent Hill 4: The Room, which is stuck in an alternate dimension, as Joseph's notes say.
  • One of many, many ways to kill Sims in The Sims, though the sealed room isn't necessarily in the middle of nowhere.
  • While it isn't instant death, in Super Mario 64 DS, there is a star hidden in the mirror room you can get as Luigi, by passing through the mirror, and than exiting the door on that side of the room, in which, you access a completely empty white room with a star.
    • Also, the secret white door in the character select room... How many people entered it after earning the star and heard the Boo's screeching on the other side?
    • The "Black Room of Death" in the original 64.
  • There's Vampire Saga: Welcome to Hell Lock, where there is a massive hole in the road out of Hall Lock. If David stays where he is, the unexplained goblin comes for him. If he goes in, he risks being poisoned, sucked into the mines, or blown up.


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