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* ''Literature/{{Oathrbinger}}'' (third book of ''Literature/TheStormlightArchive''): Urithiru, ancestral home of the Knights Radiant, is a '''massive''' tower big enough to hold several large armies and their camp followers on just the first few floors, without even coming close to filling those floors entirely. The ventilation system alone is extremely complex to make sure fresh air gets everywhere, and thankfully it's not a technological or magical system, since the tower has been abandoned for thousands of years.

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* ''Series/GreysAnatomy'''s hospital is infamously confusing, to the point Meredith getting lost in the pilot sets up a BrickJoke in ''Season 12''. Another doctor managed to loose a patient in the halls.
-->Parked her in a hallway, went to get her labs, ''couldn't find the hallway''.


* This is an Exploited Trope for casinos, especially resort-types that trend toward being huge and labyrinthine in cities with even a mild gambling scene unless either property value, zoning laws, or other ordinances restrict their size -- the Peppermill in Reno, for example, is a series of towers and outdoor villa style spaces connected by a maze of gambling spaces and restaurants. A guest that is having a bit of trouble finding the exit is a guest that is more likely to stay inside and play their games (and hand over their money). Next time you find yourself in a casino resort, see how many of these features you notice: floors and pathways designed to put in as many gently-curving paths as possible rather than sharp orthogonal intersections so as to disorient someone using them, the lack of exterior windows in areas besides guest rooms so you don't know where the outside wall is or whether it's daytime or nighttime, the lack of clocks in either guest rooms or gaming areas so you don't notice the passage of time, relatively dim environment lighting especially in the gaming areas so that the machines' bright lights and not the exits attract the eye.

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* This is an Exploited Trope for casinos, especially resort-types that trend toward being huge and labyrinthine in cities with even a mild gambling scene unless either property value, zoning laws, or other ordinances restrict their size -- the Peppermill in Reno, for example, is a series of towers and outdoor villa style spaces connected by a maze of gambling spaces and restaurants. A guest that is having a bit of trouble finding the exit is a guest that is more likely to stay inside and play their games (and hand over their money). Next time you find yourself in a casino resort, see how many of these features you notice: floors and pathways designed to put in as many gently-curving paths as possible rather than sharp orthogonal intersections so as to disorient someone using them, the lack of exterior windows in areas besides guest rooms so you don't know where the outside wall is or whether it's daytime or nighttime, the lack of clocks in either guest rooms or gaming areas so you don't notice the passage of time, time (even in time periods prior to the spread of cell phones which have clocks on them), relatively dim environment lighting especially in the gaming areas so that the machines' bright lights and not the exits attract the eye.

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* Ikea stores fit this trope. They are deliberately designed with long, meandering paths through the store. This way, it's nearly impossible for a customer to head straight toward whatever item they wanted. Instead, they're forced to spend a significant amount of time wandering throughout the store which increases the chance that other merchandise will catch their eye along the way. The stores also have doors semi-hidden all throughout to provide shortcuts for employees.


* This is an Exploited Trope for casinos, especially resort-types that trend toward being huge and labyrinthine in cities with even a mild gambling scene unless either property value, zoning laws, or other ordinances restrict their size -- the Peppermill in Reno, for example, is a series of towers and outdoor villa style spaces connected by a maze of gambling spaces and restaurants. A guest that is having a bit of trouble finding the exit is a guest that is more likely to stay inside and play their games (and hand over their money). Next time you find yourself in a casino resort, see how many of these features you notice: floors and pathways designed to put in as many gently-curving paths as possible rather than sharp orthogonal intersections so as to disorient someone using them, the lack of exterior windows in areas besides guest rooms so you don't know where the outside wall is as well as know whether it's daytime or nighttime, the lack of clocks in either guest rooms or gaming areas so you don't notice the passage of time.

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* This is an Exploited Trope for casinos, especially resort-types that trend toward being huge and labyrinthine in cities with even a mild gambling scene unless either property value, zoning laws, or other ordinances restrict their size -- the Peppermill in Reno, for example, is a series of towers and outdoor villa style spaces connected by a maze of gambling spaces and restaurants. A guest that is having a bit of trouble finding the exit is a guest that is more likely to stay inside and play their games (and hand over their money). Next time you find yourself in a casino resort, see how many of these features you notice: floors and pathways designed to put in as many gently-curving paths as possible rather than sharp orthogonal intersections so as to disorient someone using them, the lack of exterior windows in areas besides guest rooms so you don't know where the outside wall is as well as know or whether it's daytime or nighttime, the lack of clocks in either guest rooms or gaming areas so you don't notice the passage of time.time, relatively dim environment lighting especially in the gaming areas so that the machines' bright lights and not the exits attract the eye.


* ''Literature/ASongOfIceAndFire'' gives us [[BigFancyCastle Harrenhal]]. It's big. It's got five massive, main towers connected by a veritable rabbit warren of courtyards, corridors, halls of varying sizes, rooms of varying sizes and jury-rigged, tacked-on walkways... all of the in various states of repair, some open to the sky. And... that's not the worst of it. Those jury-rigged walkways? Have mostly been built to bypass the outright uninhabitable (and downright unsafe) sections of the castle. Which includes at least three of the aforementioned towers that could rain loose masonry or bats down on you. New hires are explicitly warned ''not'' to enter sections of the place they aren't familiar with alone, since nobody will bother trying to find them should they get themselves lost and, e.g. plummet through a rickety floor to their deaths or die of hunger before finding a known zone. To walk through Harrenhal in full confidence of knowing where you are and how to reach one of the kitchens from any given point? Live there for, say, two decades. Then you have a chance.

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* ''Literature/ASongOfIceAndFire'' gives us [[BigFancyCastle Harrenhal]]. It's big. It's got five massive, massive main towers connected by a veritable rabbit warren of courtyards, corridors, halls of varying sizes, rooms (also of varying sizes sizes) and jury-rigged, tacked-on walkways... all of the which are in various states of repair, some even open to the sky. And... that's not the worst of it. Those jury-rigged walkways? Have mostly been built to bypass the outright uninhabitable (and downright unsafe) ([[MalevolentArchitecture and very, very unsafe]]) sections of the castle. Which includes at least three of the aforementioned towers that could rain either loose masonry or masonry, bats or both down on you. New hires are explicitly warned ''not'' to enter sections of the place they aren't familiar with alone, since nobody will bother trying to find them should they get themselves lost and, e.g. plummet through a rickety floor to their deaths or die of hunger before finding a known zone. To walk through Harrenhal in full confidence of knowing where you are and how to reach one of the active kitchens from any given point? Live there for, say, two decades. Then [[NoOSHACompliance Only then will you have had a chance.chance to learn all the quirks.]]


* ''Film/NowYouSeeIt'': The Magic Mansion, which is both Max's home and the set for the reality show, is a large mansion of corridors, secret passageways, and even a giant underground study room hidden behind cryptic puzzles.

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* ''Film/NowYouSeeIt'': ''Film/NowYouSeeIt2005'': The Magic Mansion, which is both Max's home and the set for the reality show, is a large mansion of corridors, secret passageways, and even a giant underground study room hidden behind cryptic puzzles.


* Library Island of ''Anime/MahouSenseiNegima''. It's basically a dungeon straight from a video game. There is an entire school club devoted to exploring it, who use rock climbing gear. ''And its still a functional library''. Behind every waterfall, in the deepest of pits and tops of towers, down every winding and mazelike corridor, even in the ''crawlspaces'', lie shelf after shelf of books. Books that take no damage from being behind waterfalls.

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* Library Island of ''Anime/MahouSenseiNegima''.''Anime/MahouSenseiNegima'':
** Liberty Island.
It's basically a dungeon straight from a video game. There is an entire school club devoted to exploring it, who use rock climbing gear. ''And its still a functional library''. Behind every waterfall, in the deepest of pits and tops of towers, down every winding and mazelike corridor, even in the ''crawlspaces'', lie shelf after shelf of books. Books that take no damage from being behind waterfalls.



* ''Film/HouseOnHauntedHill1999''.
* Dr. Frankenfurter's castle in ''Film/TheRockyHorrorPictureShow''.
* The monastery in ''Film/TheNameOfTheRose''.

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%% * ''Film/HouseOnHauntedHill1999''.
%% * Dr. Frankenfurter's castle in ''Film/TheRockyHorrorPictureShow''.
%% * The monastery in ''Film/TheNameOfTheRose''.



* The TARDIS from ''Series/DoctorWho''. In one episode, the Doctor, looking for a remote room, leaves thread behind him so he can find his way back. The actual size of the interior has been a matter of fan debate for decades, until the episode "Journey to the Centre of the TARDIS" had the Doctor confirm on screen that it is actually infinitely large on the inside. This has allowed the writers to occasionally introduce new areas of the ship as plots demand (though this is moreso with the novels and comic strips).

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* ''Series/DoctorWho'':
**
The TARDIS from ''Series/DoctorWho''.TARDIS. In one episode, the Doctor, looking for a remote room, leaves thread behind him so he can find his way back. The actual size of the interior has been a matter of fan debate for decades, until the episode "Journey to the Centre of the TARDIS" had the Doctor confirm on screen that it is actually infinitely large on the inside. This has allowed the writers to occasionally introduce new areas of the ship as plots demand (though this is moreso with the novels and comic strips).



* The Centre on ''Series/ThePretender''

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%% * The Centre on ''Series/ThePretender''



* Hogwarts, from the ''Literature/HarryPotter'' books.
* The Tower of the Egg in Creator/RobertAHeinlein's ''Literature/GloryRoad''.

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%% * Hogwarts, from the ''Literature/HarryPotter'' books.
%% * The Tower of the Egg in Creator/RobertAHeinlein's ''Literature/GloryRoad''.



* The palace in Creator/MichaelMoorcock's ''Gloriana'' is another example, possibly related to the fact that Moorcock is a huge Mervyn Peake fan see above.

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%% * The palace in Creator/MichaelMoorcock's ''Gloriana'' is another example, possibly related to the fact that Moorcock is a huge Mervyn Peake fan see above.



* There are several examples in Creator/JorgeLuisBorges's works, most notably the City of Immortals (''The Immortal''), which is a whole city built like this.

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%% * There are several examples in Creator/JorgeLuisBorges's works, most notably the City of Immortals (''The Immortal''), which is a whole city built like this.



* Willy Wonka's chocolate factory, in ''Literature/CharlieAndTheChocolateFactory''.

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%% * Willy Wonka's chocolate factory, in ''Literature/CharlieAndTheChocolateFactory''.



* The White Council Headquarters in Edinborough in ''Literature/TheDresdenFiles''.
* The Palace in ''Literature/SeptimusHeap'' is described as such.

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%% * The White Council Headquarters in Edinborough in ''Literature/TheDresdenFiles''.
%% * The Palace in ''Literature/SeptimusHeap'' is described as such.



* This is quite a common aesthetic for old-school megadungeons in tabletop [=RPGs=], particularly ''TabletopGame/DungeonsAndDragons''.
* Al Amarja's "D'Aubainne International Airport" terminal in ''TabletopGame/OverTheEdge''.

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* This is quite a common aesthetic for old-school megadungeons in tabletop [=RPGs=], particularly ''TabletopGame/DungeonsAndDragons''.
%% * Al Amarja's "D'Aubainne International Airport" terminal in ''TabletopGame/OverTheEdge''.



* Valve seem to like these:
** Black Mesa, from ''VideoGame/HalfLife1''.
** The Enrichment Center in ''VideoGame/{{Portal}}'' and ''VideoGame/{{Portal 2}}''.
** Nova Prospekt and the Citadel in ''VideoGame/HalfLife2''.
** City 17 is so riddled with multi-level underground tunnels that it effectively forms one in ''Episode 1''.
** The mysterious facility from the ''[=HL2=]'' mod ''VideoGame/MINERVAMetastasis'', tunnel after room after tunnel after room after room after tunnel that just keeps going deeper and deeper underground. It's partially inspired by the "Silent Cartographer" map in ''VideoGame/HaloCombatEvolved''.

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%% * Valve seem to like these:
%% ** Black Mesa, from ''VideoGame/HalfLife1''.
%% ** The Enrichment Center in ''VideoGame/{{Portal}}'' and ''VideoGame/{{Portal 2}}''.
%% ** Nova Prospekt and the Citadel in ''VideoGame/HalfLife2''.
%% ** City 17 is so riddled with multi-level underground tunnels that it effectively forms one in ''Episode 1''.
** * The mysterious facility from the ''[=HL2=]'' mod ''VideoGame/MINERVAMetastasis'', tunnel after room after tunnel after room after room after tunnel that just keeps going deeper and deeper underground. It's partially inspired by the "Silent Cartographer" map in ''VideoGame/HaloCombatEvolved''.



* The eponymous ''Webcomic/GunnerkriggCourt''
* ''Webcomic/TheMansionOfE''

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%% * The eponymous ''Webcomic/GunnerkriggCourt''
''Webcomic/GunnerkriggCourt''.
%%
* ''Webcomic/TheMansionOfE''''Webcomic/TheMansionOfE''.



* In ''WesternAnimation/CodenameKidsNextDoor'', the protagonists' massive TreehouseOfFun towers over the surrounding neighborhood and is full of odd rooms like an aircraft hangar and a "cheese repository." While its absurd size isn't usually a plot point, one episode has the kids trekking through the most of the treehouse to stop a lice infestation, while another establishes that there's a long-abandoned lawless section of it with tribal ginnea pigs.
** Even better: each sector of the KND has their own massive treehouse that's likely ''just'' as labyrinthine!
* ''WesternAnimation/PhineasAndFerb'' build one, of course.

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* In ''WesternAnimation/CodenameKidsNextDoor'', the protagonists' massive TreehouseOfFun towers over the surrounding neighborhood and is full of odd rooms like an aircraft hangar and a "cheese repository." While its absurd size isn't usually a plot point, one episode has the kids trekking through the most of the treehouse to stop a lice infestation, while another establishes that there's a long-abandoned lawless section of it with tribal ginnea pigs.
** Even better:
pigs. In fact, each sector of the KND has their own massive treehouse that's likely ''just'' as labyrinthine!
%% * ''WesternAnimation/PhineasAndFerb'' build one, of course.



* Allegedly: the pyramids. In actuality most of their volume is cut stone/cement, but it is certainly plausible that undiscovered passageways exist.

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* Allegedly: the pyramids.
**
In actuality most of their volume is cut stone/cement, but it is certainly plausible that undiscovered passageways exist.


* ''Film/HouseOnHauntedHill1999''
* Dr. Frankenfurter's castle in ''Film/TheRockyHorrorPictureShow''

to:

* ''Film/HouseOnHauntedHill1999''
''Film/HouseOnHauntedHill1999''.
* Dr. Frankenfurter's castle in ''Film/TheRockyHorrorPictureShow''''Film/TheRockyHorrorPictureShow''.


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* ''Film/NowYouSeeIt'': The Magic Mansion, which is both Max's home and the set for the reality show, is a large mansion of corridors, secret passageways, and even a giant underground study room hidden behind cryptic puzzles.


* The royal castle of Tanbarun in ''Manga/AkagamiNoShirayukihime'' has a labyrinth full of traps and moats underneath its main corridors which only the royal family seems to have any navigational knowledge of. This is probably a good thing as the castle guards have proven incredibly incompetent, twice being bypassed by small groups, once by three individuals one of whom was badly poisoned who were able to barge in on the crown prince with swords drawn and another time by two individuals who completely avoided any guards and were able to kidnap a personal guest of the royal family.

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* The royal castle of Tanbarun in ''Manga/AkagamiNoShirayukihime'' ''Manga/SnowWhiteWithTheRedHair'' has a labyrinth full of traps and moats underneath its main corridors which only the royal family seems to have any navigational knowledge of. This is probably a good thing as the castle guards have proven incredibly incompetent, twice being bypassed by small groups, once by three individuals one of whom was badly poisoned who were able to barge in on the crown prince with swords drawn and another time by two individuals who completely avoided any guards and were able to kidnap a personal guest of the royal family.


* Casinos, especially resort-types, trend toward being huge and labyrinthine in cities with even a mild gambling scene, unless either property value, zoning laws, or other ordinances restrict their size. For example the Peppermill in Reno is a series of towers and outdoor villa style spaces connected by a maze of gambling spaces and restaurants. In addition, floors and hallways will be designed to put in as many gently-curving paths as possible rather than sharp orthogonal intersections. Combined with the fact that there are never any windows looking outside in the gaming areas (so you don't know right away where the outside wall is as well as know whether it's daytime or nighttime) and the lack of clocks in either guest rooms or gaming areas (so you don't notice the passage of time), casinos are intentionally ''designed'' to keep you inside and play their games as long as possible.
** Many UsefulNotes/LasVegas hotels and their adjoining shopping malls are certainly large enough to qualify for this trope. They tend to be farely well signposted, but it can still be easy for visitors to get lost in them. The Excalibur, Luxor and Mandalay Bay effectively form a single vast air-conditioned building with malls connecting the hotel/casino areas.

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* Casinos, This is an Exploited Trope for casinos, especially resort-types, resort-types that trend toward being huge and labyrinthine in cities with even a mild gambling scene, scene unless either property value, zoning laws, or other ordinances restrict their size. For example size -- the Peppermill in Reno Reno, for example, is a series of towers and outdoor villa style spaces connected by a maze of gambling spaces and restaurants. In addition, A guest that is having a bit of trouble finding the exit is a guest that is more likely to stay inside and play their games (and hand over their money). Next time you find yourself in a casino resort, see how many of these features you notice: floors and hallways will be pathways designed to put in as many gently-curving paths as possible rather than sharp orthogonal intersections. Combined with intersections so as to disorient someone using them, the fact that there are never any lack of exterior windows looking outside in the gaming areas (so besides guest rooms so you don't know right away where the outside wall is as well as know whether it's daytime or nighttime) and nighttime, the lack of clocks in either guest rooms or gaming areas (so so you don't notice the passage of time), casinos are intentionally ''designed'' to keep you inside and play their games as long as possible.
time.
** Many UsefulNotes/LasVegas hotels and their adjoining shopping malls are certainly large enough to qualify for this trope. They tend to be farely fairly well signposted, but it can still be easy for visitors to get lost in them. The Excalibur, Luxor and Mandalay Bay effectively form a single vast air-conditioned building with malls connecting the hotel/casino areas.


* Casinos, especially resort-types, trend toward being huge and labyrinthine in cities with even a mild gambling scene, unless either property value, zoning laws, or other ordinances restrict their size. For example the Peppermill in Reno is a series of towers and outdoor villa style spaces connected by a maze of gambling spaces and restaurants. In addition, floors and hallways will be designed to put in as many gently-curving paths as possible rather than sharp orthogonal intersections. Combined with the fact that there are never any windows looking outside in the gaming areas (so you don't know right away where the outside wall is) and the lack of clocks in either guest rooms or gaming areas (so you don't notice the passage of time), casinos are intentionally ''designed'' to keep you inside and play their games as long as possible.

to:

* Casinos, especially resort-types, trend toward being huge and labyrinthine in cities with even a mild gambling scene, unless either property value, zoning laws, or other ordinances restrict their size. For example the Peppermill in Reno is a series of towers and outdoor villa style spaces connected by a maze of gambling spaces and restaurants. In addition, floors and hallways will be designed to put in as many gently-curving paths as possible rather than sharp orthogonal intersections. Combined with the fact that there are never any windows looking outside in the gaming areas (so you don't know right away where the outside wall is) is as well as know whether it's daytime or nighttime) and the lack of clocks in either guest rooms or gaming areas (so you don't notice the passage of time), casinos are intentionally ''designed'' to keep you inside and play their games as long as possible.


* Casinos, especially resort-types, trend toward being huge and labyrinthine in cities with even a mild gambling scene, unless either property value, zoning laws, or other ordinances restrict their size. For example the Peppermill in Reno is a series of towers and outdoor villa style spaces connected by a maze of gambling spaces and restaurants. This is intentional -- the lack of sharp angles in walkways when you walk around the gaming or shopping areas combined with the fact that there are almost never windows in the gaming areas and you usually will not find clocks in your rooms are all features designed to discourage visitors from leaving the casino and staying to play their games instead.

to:

* Casinos, especially resort-types, trend toward being huge and labyrinthine in cities with even a mild gambling scene, unless either property value, zoning laws, or other ordinances restrict their size. For example the Peppermill in Reno is a series of towers and outdoor villa style spaces connected by a maze of gambling spaces and restaurants. This is intentional -- the lack of In addition, floors and hallways will be designed to put in as many gently-curving paths as possible rather than sharp angles in walkways when you walk around the gaming or shopping areas combined orthogonal intersections. Combined with the fact that there are almost never any windows looking outside in the gaming areas (so you don't know right away where the outside wall is) and you usually will not find the lack of clocks in your either guest rooms or gaming areas (so you don't notice the passage of time), casinos are all features designed intentionally ''designed'' to discourage visitors from leaving the casino keep you inside and staying to play their games instead.as long as possible.


* Casinos, especially resort-types, trend toward being huge and labyrinthine in cities with even a mild gambling scene, unless either property value, zoning laws, or other ordinances restrict their size. For example the Peppermill in Reno is a series of towers and outdoor villa style spaces connected by a maze of gambling spaces and restaurants. This is intentional -- the lack of sharp angles in walkways when you walk around the gaming or shopping areas combined with the fact that there are almost never windows in the gaming areas and you usually will not find clocks in your rooms are all features designed to discourage visitors from leaving the casino and staying to play their games instead.



** Really casinos in general trend toward being huge and labyrinthine in cities with even a mild gambling scene, unless either property value, zoning laws, or other ordinances restrict their size. For example the Peppermill in Reno is a series of towers and outdoor villa style spaces connected by a maze of gambling spaces and restaurants.

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