Malevolent Architecture: Difference between revisions

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{{trope}}
[[File:santas-house.png|link=Cave Story|framethumb|350px|Because putting a deathtrap right below your bedroom is totally safe!]]
 
{{quote|''"Would you put up with a row of whirling knives in the cereal aisle at Safeway?" the [[Double Dragon]] guy asked. "Of course not. Why, then, should [[Duke Nukem]] have to run through a corridor of them to get the [[Heal Thyself|health pack]] he needs to survive?"''
 
{{quote|''"Would you put up with a row of whirling knives in the cereal aisle at Safeway?" the [[Double Dragon]] guy asked. "Of course not. Why, then, should [[Duke Nukem]] have to run through a corridor of them to get the [[Heal Thyself|health pack]] he needs to survive?"''|''[[The Onion]]'', [http://www.theonion.com/content/node/28338 "Video-Game Characters Denounce Randomly Placed Swinging Blades"]}}
 
''Who designed this place?!''
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In short, ''anything'' can be a dungeon if the designers need it to be. Related to [[Solve the Soup Cans]]. The architectural equivalent of [[Everything Trying to Kill You]]. [[Justified Trope]] if the building ''actually is'' a dungeon/prison or was designed to protect a [[MacGuffin]].
 
Contrast [[Benevolent Architecture]]. Game worlds are often made up of equal parts Benevolent and Malevolent Architecture -- thisArchitecture—this is one of the [[Acceptable Breaks From Reality]], as without the former you wouldn't have a game, and without the latter the game would be too easy. See also [[Theme Park Landscape]], which doesn't distinguish between malevolent and benevolent.
 
See also [[Alien Geometries]], for something that does something similar, except [[Brown Note|to your brain]].
 
<!-- %%Do not remove the folders, they are the standard. -->
{{examples}}
== Anime &and Manga ==
 
* The Guild in ''[[Angel Beats!]]'' has a huge series of traps. They can (supposedly) be deactivated, though, and the deathtrap chain is justified since they need the traps to defend the place from Angel (and [[Death Is Cheap]] in their world anyway).
== Anime & Manga ==
* The Guild in ''[[Angel Beats]]'' has a huge series of traps. They can (supposedly) be deactivated, though, and the deathtrap chain is justified since they need the traps to defend the place from Angel (and [[Death Is Cheap]] in their world anyway).
* [[The Library of Babel|Library Island]] from ''[[Mahou Sensei Negima]]''. A library with not only monsters, but also booby traps.
** So much so that there's an entire club dedicated to exploring it. A member of the club actually becomes a full-fledged treasure hunter in a later arc. Library Island is apparently comparable to the most dangerous dungeons the Magic World has to offer.
* The Twelve Temples Stairs from the ''[[Saint Seiya]]'' Sanctuary Arc. An endless staircase on a mountain, with twelve temples to cross for everyone without using their superhuman speed or teleportation ([[Fridge Logic|though dimension warps do work, strangely]]), invader or non-invader. The kicker? The heroes have to go through these to save their Goddess, who would normally be owning the place if not for the [[Big Bad]], and to add insult to injury, it even has this giant fire clock (12 flames, 1 hour for each flame) whose only purpose is to give a sense of time running out to the heroes. Architecture bearing ill-malice towards the legitimate owner of the place (and her warriors) on this level HAS to be this.
** Subverted in that the Anime seems to imply that several people know secret passages and shortcuts (but of course not the heroes). Which leads us into serious [[Fridge Logic]] territory, or in [[Screw theNew Rules Ias Havethe Plot Demands]] territory.
** And let's not even get into how Sagittarius Aiolos greets visitors in his Temple in the anime. {{spoiler|The whole temple is full of tests of determination/character disguised as booby-traps.}}
** To be fair, though, in the Hades Sanctuary Arc since the endless staircase + fire clock deadline is turned on the villains who are {{spoiler|renegade Saints who came [[Back Fromfrom the Dead]]}}. It still serves no real actual purpose, besides making it harder for heroes and enemies altogether (and this is used as a plot point to justify that some characters can't come to help in time). This is a recurring argument point in fandom and lots of speculations are made as to how the restrictions and such works, since [[Word of God]] said virtually nothing on this.
** Also, Hades' Castle and the endless spiral staircase leading to Hell. With no security ramps. And every character has to jump in the [[Bottomless Pits|pit]] anyway, with a very likely risk to die in the process.
* Sayoko's castle in ''[[Ah! My Goddess]]''.
 
== CardComic GamesBooks ==
 
== Card Games ==
* A number of cards in ''[[Magic: The Gathering]]'''s Stronghold set seem to be derived directly from this trope. Particularly malevolent examples include [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5124 Ensnaring Bridge], [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5113 Bottomless Pit], [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5222 Shifting Wall], and [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5268 Wall of Razors]. As if those features weren't hazardous enough, the backstory has the eponymous Stronghold seated inside a [[Convection, Schmonvection|volcano]].
** In fact, most of the plane of Rath was made out of flowstone, an intelligent, malevolent substance that's keyed directly to the ruler of Rath.
 
 
== Comics ==
* One issue of ''[[Swamp Thing]]'' contains a [[Fictional Counterpart]] of the Winchester Mystery House, listed below.
* This is pretty much Arcade's whole shtick in the [[Marvel Universe]]. He loves to build muderworlds, ie overly elaborate death traps.
* ''[[The Lands of Arran]]'' has the labyrinth under Slurce — fortress and assassin academy of the Dark Elves. With some falling ceilings, weapon traps, poison gas, beasts, golems… And not only traps are rearranged, but the whole sections are slowly moving, so even passing it a few times does not make the next exercise a cakewalk.
 
 
== Films ==
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{{quote|" Why do we even ''have'' that lever?"}}
* In ''[[Galaxy Quest]]'', Sigourney Weaver complains a lot about having to go through a [[Death Course]] to disarm a nuclear reactor:
{{quote|'''Gwen DeMarco:''' What is this thing? I mean, it serves no useful purpose for there to be a bunch of [[Smashing Hallway Traps of Doom|chompy, crushy things in the middle of a hallway]]. No, I mean we shouldn't have to do this, it makes no logical sense, why is it here?<br />
'''Jason Nesmith:''' 'Cause it's on the television show.<br />
'''Gwen DeMarco:''' Well forget it! I'm not doing it! ''This episode was badly written''! }}
* If we're looking for a pyramid-shaped building complete with [[Chaos Architecture|moving three-dimensional puzzle hallways and chambers]], where death can jump at you from every angle in the form of deadly monsters, look no further than the movie ''AVP: [[Alien vs. Predator]]''. That pyramid was explicitly designed to be a maze where [[Everything Trying to Kill You|a lurking enemy]] ''[[Everything Trying to Kill You|is]]'' [[Everything Trying to Kill You|trying to kill you]] and the hunter can become the hunted.
** Not that the architecture in the games of the same franchise is much friendlier, though...
* Another prime example of [[Malevolent Architecture]], created no doubt as a sadist experiment in human psychology: the trap in the chilling movie ''[[Cube]]''. Every room is indeed a puzzle, and the slightest mistake will invite death. In short, everything is explicitly designed to be as lethal as possible, to force the unwilling participants to work together or perish.
* A more subtle example occurs in the film ''[[Targets]]''; murderer-to-be Bobby Thompson <s>lives</s> exists with his parents and wife in a suburban house "decorated" in such hideously sterile banality that it would drive anyone insane.
* The house at the center of the Jacques Tati film ''Mon Oncle'' is much the same, although this time it's played for comedy. In Tati's follow-up film ''Play Time'', the theme is carried even further, showing an entire section of Paris ruthlessly sealed up in glass, concrete, glass, metal and then more glass.
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* In [[The Rock]], John Mason gets in and out of the cistern room underneath the furnace by way of crawling through a tight space with turning gears and belching fire. Mason: "I memorized the timing. I just hope it hasn't been changed..."
* [[1408]]: It's an ''evil'' fucking room.
 
 
== Literature ==
* In [[Neil Gaiman]]'s ''[[Neverwhere]]'', a room in the monastery of the Black Friars is ''literally'' malevolent, as entering it gives you horrific visions of your own worthlessness and cheerily urges you to commit suicide.
* ''[[Discworld]]'':
** [[Terry Pratchett]]'s ''[[Discworld/Reaper Man|Reaper Man]]'' features the Lost Jewelled [[Temple of Doom]] of Offler the Crocodile God. The priests have a very easy time of it as, of the very few people who ever find the place, none get past the [[Death Course]], even as far as the jolly drawing of a thermometer for the Roof Repair Fund (a joke about the maintenance problems of old English churches, by the way). The priests barely look up from their game of cards to comment, "Heyup, another one for the big rolling ball, then." To date, two people have gotten through -- onethrough—one is Mrs. Cake, feared by all churches as a stubborn busybody, and the other is Death. When the latter showed up, the priests ran screaming thinking it was the former.
*** So of all the things to get through, the choices ultimately boil down to [[Eddie Izzard|Cake or Death?]]
*** The {{spoiler|mall organism}} from the same novel is a literal and ''living'' example of this trope.
** That's not even mentioning the work of architect Bloody Stupid Johnson.
*** Well that isn't a case of actual malevolence, more Bizzarchitecture.
** How about theThe Temple of Bel-Shamharoth in ''[[The Colour of Magic?]]''.
** Also the Labyrinth in Ephebe as seen in ''[[Discword/Small Gods|Small Gods]]'', and it gets redesigned every so often.{{verify}}
* A borderline case occurs in [[Neil Gaiman]] and [[Terry Pratchett]]'s ''[[Good Omens]]'', with the M25 London orbital motorway. While it isn't actively trying to kill anyone, it ''is'' in the [[Artifact of Doom|shape of a glyph]] from the ancient [[Religion of Evil|Black Priesthood of Ancient Mu]] that means [[Ominous Latin Chanting|"Hail the Great Beast, Devourer of Worlds."]] The frustration of travelers on the M25 is described as perpetually generating a form of low-grade evil into the surrounding landscape.
** Iain Sinclair wrote an entire book, (''[[London Orbital]]''), exploring the grimness of the motorway and its surroundings.
* The {{color|blue|house}} from ''[[House of Leaves]]''. And not in the "ludicrously designed" sense, but in the "actively trying to eat the residents" sense.
* The [http://www.dionaea-house.com Dionaea House].
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* [[Simon R. Green]]'s ''Blood and Honour'' has a castle that is slowly turning into an [[Eldritch Abomination]], amongst the many joys contained therein is a suite that one day spontaneously turned into a stomach and digested the family (including small children) that was living in it. [[Sarcasm Mode|It's such a happy book]].
* In one of Manly Wade Wellman's short stories, Silver John encounters a living creature that resembles a house and eats whoever comes inside.
* The Mile-High Tower in ''[[Glory Road (novel)|Glory Road]]'' by [[Robert A. Heinlein]] is a cube-shaped structure a mile on an edge, located in a [[Pocket Dimension]] that is (slowly) fatal to humans, whose entire internal structure consists of mazes and [[Death Trap]]s, and is home to [[Names to Run Away From Really Fast|The Neverborn, the Eater of Souls]]. Its sole reason for existence is to hold an artifact called the "Egg of the Phoenix" (stolen by the tower's builders, who couldn't figure out how to use it) and keep it out of the hands of the people who actually own and need it.
 
== Live -Action TV ==
 
== Live Action TV ==
* Subverted in the ''[[Doctor Who]]'' comedy special "The Curse of Fatal Death", where the Doctor reveals he popped back in time to have a word with the architect, so the Master's would-be death trap dungeon turns out instead to contain only a Sofa of Reasonable Comfort.
** In fact, the Master bribed the architect to install death-traps, but the Doctor anticipated that he'd do this, and bribed the architect to allow for escape from said death-traps, but the Master anticipated this bribery, and bribed the architect to install more death-traps, but the Doctor anticipated this too, and bribed the architect in defense. Eventually, the Master decides that after meeting the Doctor, he'll [[Retroactive Preparation|go back and buy the architect an expensive dinner.]] However, {{spoiler|the Doctor already had dinner with him.}}
** The ''[[Doctor Who]]'' episode "Paradise Towers" had a malevolent ''architect'' who designed his apartment complex to be a [[Death Trap]] because [[Completely Missing the Point|he couldn't stand the idea of people living in and "ruining" his perfect structures]].
*** It was designed by [[The Fountainhead|Howard Roark]]?
** In part 3 of "[[Doctor Who/Recap/S1 E5/E05 The Keys of Marinus|Keys of Marinus]]", a building full of death traps houses one of the titular artifacts.
** Played straight in "The End of the World", where the switch to restart Platform One's heat shields is on the wrong side of three enormous spinning fans.
* ''Robot Wars'' (no, not the [[Super Robot Wars]] kind) and ''Battlebots'', both shows featuring homemade combat machines, had the arena be as much of a potential threat at the other robots. Sawblades, spikes from the floor, fire coming from the ground, and many other things were available for potential damage. The former even had a [[Bottomless Pits|Pit Of Do... Oblivion]], which was an instant win if a team got the opponent in it, along with being a disposal bin of sorts for defeated robots; and the "Drop Zone", in which defeated robots are placed on a square on the ground with something very heavy hanging above. [[Anvil on Head|What's about to happen]] should be quite obvious.
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** Of course, the next design tips over and then spontaneously combusts while the architect is explaining how safe it is - but the architect gets the contract anyway, because he and the city gents are Masons.
* This trope was the entire premise of the [[Syfy]] game show ''Estate Of Panic''.
* British CITV series ''[[Knightmare]]'' invoked this trope on a regular basis - rooms filled with tiles which would send you plummeting into an abyss were common puzzles for the dungeoneers. The most literal examples were Wall Monsters; creatures who would appear in clue rooms and give hints as to which items would be most useful... assuming you could answer their questions correctly, that is. Later seasons sped up proceedings by introducing Blockers, mobile walls who would simply ask for a password... and devour any dungeoneer who didn't possess it.
* In ''[[The Prisoner]]'' episode ''The Girl Who Was Death'', she lures him into a ghost town, to a block of shops for a butcher, baker, and candlestick maker, each equipped with lethal booby traps inspired by their trade.
 
 
== [[Tabletop Games]] ==
* Alpha Complex, the dilapidated underground city in the [[Tabletop Games|tabletop roleplaying game]]In ''[[Paranoia (game)|Paranoia]]'' Alpha Complex can be like this, thanks to the benevolent rule of your friend, The Computer (an insane and [[Nineteen Eighty-Four|Orwellian Big Brother type]] A.I. that rules over all of Alpha Complex). Danger lurks around every corner and in every hallway, ranging from nuclear leaks, crazed robots, medical experiments and exploding prototype equipment to your fellow clone citizens out for a quick promotion. The bureaucracy is a maze that strangles you in red tape. And let's not even talk about the food vats. The slightest mistake (such as failing to display the mandatory, required level of happiness, or failing to duck in time) can be instantly fatal, or at least invite summary execution.
** Which is generally fatal too.
* Many dungeons in ''[[Dungeons and& Dragons]]'', especially those with the infamous Grimtooth traps.
** ''[[Tomb of Horrors]]'' is something of a [[Trope Codifier]] amongst [[Tabletop RPG|Tabletop RPGs]]s. The dungeon was pretty much explicitly designed as a place where the layout and traps would provide most of the danger, rather than monsters and combat. Justified in its sequel ''Return to the Tomb of Horrors'' where it's revealed that {{spoiler|the original inhabitant of the Tomb, the lich Acererak, purposefully spread rumors of the fabulous wealth of the tomb to lure adventurers in, killing them and harvesting their soul energy in a bid for godhood}}.
** Not only is Castle [[Ravenloft]] crawling with traps, but the original I6 module offers a ''literal'' example of this trope: one of the castle's towers is alive, and tries to dump you off its stairs or whack you with the halberds mounted on its interior walls.
* ''[[Betrayal at House on the Hill]]'' generates a completely new, usually absurd house each time. Even with full cooperation from the other players, it's possible to discover a room with a door adjoining a room with solid wall. This is discussed in the rules and errata as being false doors, not uncommon in ghost story houses.
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* The object of ''[[Robo Rally]]'' is to win a race through an factory-floor obstacle course of lasers, flamethrowers, [[Inconveniently-Placed Conveyor Belt|conveyor belts]], etc.
* ''[[Exalted]]'' has a very literal example in Malfeas, the Demon City. Basically, we're talking a bipolar living city that ''hates everything'', including himself. And it's ''amazing'' what he can do with green fire. Luckily, in that body (he's got several), he's kind of blind to street-level stuff, meaning a character has to go out of their way to have that malevolence pointed at them (in the form of being beaten to their knees with buildings and set on radioactive fire), but since his attempts at self-harm take the form of slamming two shells of the city together with mass casualties, Malfeas is still not a place where you particularly want to spend your time unless you absolutely have to.
* A number of cards in ''[[Magic: The Gathering]]'''s Stronghold set seem to be derived directly from this trope. Particularly malevolent examples include [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5124 Ensnaring Bridge], [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5113 Bottomless Pit], [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5222 Shifting Wall], and [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5268 Wall of Razors]. As if those features weren't hazardous enough, the backstory has the eponymous Stronghold seated inside a [[Convection, Schmonvection|volcano]].
 
** In fact, most of the plane of Rath was made out of flowstone, an intelligent, malevolent substance that's keyed directly to the ruler of Rath.
 
== Video Games ==
* The finale location in ''[[Heavy Rain]]''. Conveyor Belts which lead into meat grinders, a pit filled with water that can be used to drown kids, Pipes lying around for no reason...''Almost'' justified when you discover it's a scrap reprocessing plant. [[Fridge Logic|But then it just raises more questions!]]
* Dracula's Castle in all its forms in the ''[[Castlevania]]'' games. Given who it belongs to, it is quite literally malevolent. It is, as he puts it, "a creature of chaos". It isn't even his doing- its ever shifting, creating new deathtraps without his lifting a finger, although he ''does'' stock it with monsters- but some of them just appear regardless. After his death, his reincarnation has to deal with it just as the Belmonts did, and its ''just as bad'', despite his metaphorical deed of ownership.
* The entire ''[[Tomb Raider]]'' series really, but in particular ''Tomb Raider 2'', in which an oil rig, a sunken ship and the streets of Venice usually feature doors that require a 3-mile away switch to open, deadly traps, timed runs through flames, extremely tall ladders, boulders, "dropped" keys that could only have been put there on purpose, and generally anything to pad the levels out and make them interesting.
** ''Legend'' both plays this straight and plays with it a little. In one particular tomb, Lara is somewhat disappointed to find that the death traps are ''not'' functioning. Even if activating them wasn't a requirement of passing the [[Broken Bridge]] puzzle that impeded progress through the level, one feels that she would have figured out how to get the traps running regardless. It's only a matter of time before she installs a sawblade corridor in Croft Manor.
*** She actually mentioned installing them in the Gym, which is full of equipment made just for practicing traversing small platforms and balance beams like those in temples. It's hard to tell if she's actually serious or joking.
*** Likely serious, as Croft Manor as a whole is often as confusing, hazardous, and complicated as any Tomb that Lara tries to Raid, which is odd because ''it's her house''. Secret and concealed doors are needed to go from place to place, and many of them are booby trapped, justified as Lara has a trove of valuables worth a fortune. It also suffers from [[Chaos Architecture]], as Lara can uses it as a [[Deadly Training Area]] that she is always expanding. Fortunately, it's one labyrinth with no monsters trying to kill her... [https://www.youtube.com/watch?v=2beyD6zx1dg Well, ''most'' of the time there isn't...]
*** Indeed, as that clip shows, (and ''[[Rise of the Tomb Raider]]'' suggests) Croft Manor might actually be cursed, as Lara's father was even more careless than Lara is.
*** In the movie, she actually has an ancient temple in her house, just to keep in practice.
* This features in an awful lot of games by Capcom, including [[Resident Evil]], [[Devil May Cry]] and ''[[Haunting Ground]]''. Most Capcom castles seem to have minds of their own.
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** To say nothing of the basic architecture of the rest of the palace. How the heck is a normal person even supposed to get to the prisons? Or the mess halls? Or the absurdly enormous and unusually spike filled ''library''?
** In the next game of the series, ''Warrior Within'', worn-out paths on the walls over chasms show that [[Mooks]] have to wall-run routinely while going around as well. At least the traps in this game work on the monsters.
** ''The Sands of Time'' trilogy has sort of an excuse, in that each time the sands are released, buildings start falling apart, necessitating much wall running. The next-gen ''Prince of Persia'', however, makes no excuses, as it's implied people actually moved around the city as ruined as it is. In fact, when asked why she's so athletic, Elika responds that her home does not allow one to be weak. Yes, in a city that basically has no floor, one can imagine.
** However, when you enter the Royal Palace for the first time, when asked how people got around in that place, Elika remarks that the bridges that used to be there must have collapsed.
*** Ahh, so many lethal traps, so few stable floors - they're no place for a poor grunt to guard, are they? Mook 1: "I'm just gonna wall-run to the bathroom... hhup!" [''pad-pad-padpadpad [[Spikes of Doom|ffffzzzzsssttCHINGGG ssplsssh]]''] Mook 2: "Oops. Somebody'll have to climb down and mop that up later." Mook 3: "I'll do it, I was about to go on an hour's clamber for a coffee anyway." [''bzzzzzsSSKKKREEEK thplud''] Mook 2: "Crap. Now I've got to clean the buzzsaw off as well. Right, now just where does that swinging wotsname come out--" [''wHHHumph''] ...Presumably the first questions to applying [[Mooks]] are "Do you practise [[Le Parkour|parkour]] as a hobby?" and "Do you have a strong bladder?"
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** Also justified in the second game, the isle of fates is trying to protect something similar to Pandora's box; The sisters of fate, who call the shots for even gods.
** And, surprisingly averted in 3, if an area isn't really fitting a death trap (like most of Olympus, which is only siege ready in the terms of their army), the most you'll find are a few foes. There is one exception though, the foyer where you fight {{spoiler|Hercules}} has thorns that can be either this or [[Benevolent Architecture]], since you and the boss can both be skewered by them.
* Any [[Temple of Doom]] left by an ancient civilization in any [[RPG]], ''ever''. In fact, any ancient ''[[Ruins for Ruins Sake|anything]]''. No wonder all these ancient civilizations died out -- theyout—they probably got killed by their own overly-complicated temples, outhouses and kitchens.
** It makes more sense if said ruins were designed with the intent of making sure nobody gets out alive [[Artifact of Doom|with its]] [[Sealed Evil in a Can|treasure]] rather than putting people in there.
*** Lampshaded in ''[[Crimson Skies]]: High Road To Revenge.''
* Two words: ''[[Resident Evil]]''. Ooh, why not [[Solve the Soup Cans|lock a very important door of a police station with four chess pieces]] (of all things), each of which held in a separate location far, far away from the others? Why not, indeed...
** Attempted justification in ''[[Resident Evil 2]]'', where the police chief was stark raving mad, and did it on purpose.
** In the first ''[[Resident Evil]]'', the architect of the trap-filled mansion was named George Trevor, who was hired because he liked to put such unusual quirks in his designs. Then other people started adding their own more additions to the mansion to make it even more complicated, and eventually Trevor got lost and died in the mansion because he did not recognize the layout.
*** Trevor also was apparently partly responsible for places in town, in particular the police station. One wonders why an entire city was build by such an architect.
**** The novels indicate (and thus lampshade) that most of the city's Powers that Be were nuttier then a bag of almonds.
** To be fair, a lot of the weird puzzles are intended to keep the place hard to access on purpose (for example, the Aztec sacrifice puzzle in Chief Iron's office, which lets a person access the sewers and which is not supposed to be there) -- these are ''secret'' passages/chambers for a reason. Also, you do tend to show up at these places after the initial chaos of a [[Zombie Apocalypse]] is over; in several cases, it's quite plausible that the items were scattered by people panicking or trying to avoid being attacked or security details just getting things screwed up. And there are some cases where items are where they should sensibly be -- [[Resident Evil 2]] has a spare fuse in the superconductor room, where you need to fill it in order to create a replacement main fuse.
* [[Lampshade Hanging|Lampshaded]] at one point in ''[[Voodoo Vince]]'', in which the titular character stumbles upon a mansion that, for no apparent reason, contains a complex room-rotating system, and the narrator comments "wow, that must have been one screwed up architect."
* The Malevolent Architecture of ''Chips' Challenge'' is the point of the game. Chip is traversing the deliberately malevolent clubhouse to win the heart of Melinda.
* Two words: ''[[Silent Hill]]''. An entire town forged of [[Chaos Architecture]] and designed by the subconscious guilt of the main character, that leads to such things as the entire city being transformed into a maze of rubble, [[Insurmountable Waist-Height Fence|uncrossable police tape]], and fissures; doors held closed with keys being convoluted puzzles involving unnerving poems, and coins scattered around the building.
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** Throughout the entire level, Kyle uses his superior abilities to bypass the jumping puzzles and deathlasers you must get through. While the presence of nonfunctional elevators in nearly every corner takes some of the edge off, the player still has to wonder what the architect was smoking. Of course, the architect was probably Vader, so maybe deathtraps are to be expected?
** Really, Imperial architects and designers are very clearly not right in the head - what purpose DO all those random death pits in their bases and ships serve? And how exactly do non-Jedi, like the [[Mooks|Stormtroopers,]] manage to get to their positions when even [[Memetic Badass|Kyle. Kriffing. Katarn]] is nearly killed or maimed getting around these places by the architecture alone?
** One extremely powerful build in ''Jedi Academy'' is to get [[Disc One Nuke|Level 3]] [[Telekinesis|Force Grip]] as soon as possible, which turns [[Malevolent Architecture]] into your weapon of choice.
* [[Namco Bandai|Namco's]] Famicom version of [[Star Wars]] is rich in levels that require precise jumping or else you'll end up falling to your death, whether it be a bed of spikes, water, quicksand, or a bottomless pit.
** The NES version of Star Wars: The last section of the 'appropriately-named' Death Star level is covered in lots and LOTS AND '''LOTS''' of spikes '''from TOP TO BOTTOM'''.
* In the first ''[[Half-Life]]'' game, Gordon Freeman frequently needs to turn on equipment, but the required buttons, valves and switches are in dangerous or unlikely locations, such as underwater or on the wrong side of an enormous fan.
** Partially (but only partially, mind you) justified by the fact that the aftermath of the Resonance Cascade banged up the place pretty badly, and Marines and aliens shooting [[More Dakka|stuff what go "BOOM!"]] at each other all over the place probably didn't improve things. Nevertheless, the OSHA would probably have had a field day at Black Mesa even pre-Resonance Cascade.
** Not at all justified with the [http://www.youtube.com/watch?v=ADkcj7JHKH4 Room For Dropping Crates Into a Bottomless Pit].
*** Granted, it isn't actually ''bottomless.''
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* The ''[[Fatal Frame]]''/''Project Zero'' franchise. It almost seems a common practise to create the building in ancient Japan as puzzle rooms requiring the inhabitant to find all the missing pieces or shuffle around blocks to get into the next room, not to mention certain rooms in the third game which can only be accessed by climbing around in the rafters...
** {{spoiler|Justified in a way that the architect really DID design them that way on purpose for some reason and were then killed and buried in the very walls of the building.}}
* Goes back at least as far as ''[[Donkey Kong]]'', in which a building under construction is transformed into a series of death traps for poor Mario -- [[No OSHA Compliance|because a gorilla jumps on the beams a few times.]] (Gorillas are heavy -- butheavy—but not ''that'' heavy!)
** Not quite... the main danger's not the building, but either falling off bits of it (oddly for a platformer, falling more than about 1-2m would KILL you), or the wandering deadly things like thrown barrels, sentient firechickens, and so on.
* Largely averted in ''[[The Elder Scrolls]] III: Morrowind''. The player can explore tons of ancient ruins, especially those of the technocentric (and extinct) Dwemer, but the only things trying to kill you are the mechanical defenders. However, in the Tribunal expansion, the player can visit Sotha Sil's Clockwork City, where there ARE deathtraps which WILL kill you and anything else that they get a hold of.
** Played oh-so-straight in ''[[The Elder Scrolls]] IV: Oblivion''. Almost every Ayleid ruin has some kind of trap, and often more than one. One quest even had you walk through a grid of pressure plates which triggered darts if you didn't [[Solve the Soup Cans|follow a pattern of symbols]] on the conveniently-given map. Also, this quest took place [[Your Mind Makes It Real|in someone's head]]. You gotta [[Fridge Logic|wonder about the mental state]] of someone who dreams this up.
** You could argue that it's justified in Oblivion. The Ayleids were very xenophobic of not only men but other elves and it makes sense that they would rig their cities, rather obvious in the landscape, to hurt anyone who comes in. Plus, it's pretty established that the guy who dreamed it up wasn't right in his head. After all, if the "challenges" were not trying to kill you, he would have gotten out of the dream state quickly.
* ''[[Metal Gear Solid]]'' series is somewhat guilty of this, but not as bad as some other examples. In Shadow Moses Island, there are trap doors around the pillbox armory, and there's a blast furnace room right now to an extremely cold room - the former makes it extremely easy for someone to be incinerated with a misstep (or a [[Video Game Cruelty Potential|helpful little push]]). In Big Shell, the several-story high walkways with trap doors. Good for deterring the careless hero, but what about the guards that have to patrol the areas?!
** Perhaps the most absurd example is from the first MGS, which has one hallway start off with an electrified floor, contact with it being lethal and the rest of the hallway being flooded with toxic gas. Granted, in the current circumstances it makes sense as FOXHOUND needs to keep Otacon locked away in his lab, but this brings to mind several problems. 1: The path to Otacon already has several guards. 2: Their own people need to use that hallway too, but perhaps worst of all 3: Prior to the takeover, this was just a normal base. The only rooms in this hallway are a few offices, a conference room and a lab. What was the thinking behind it? In case the military can't pay their salaries, they'll just keep their personnel locked in behind the death floor?
** Naturally, ''[[The Last Days of Foxhound]]'' mocks this as with everything else with the series. First with the trap doors by that it had already killed several [[Mooks]] and nearly claimed Sniper Wolf, and later on, upon examining the Furnace Room/Freezing Warehouse (directly adjacent), Ocelot remarks that "whoever designed this place can go straight to Hell." Liquid had earlier criticized the trapdoors by asking if Dr. Doom was the architectural consultant?
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** The house of Dr. Alastair Grout later on. In this case, the mazeline nature and tricky doors are justified due to Grout specifically building with defence in mind; some of the more inventive traps, like the room full of electricity, are justified by Grout having an intense fit of paranoia and hiding from the things he thought were out to get him. The lunatics that wander the mansion ([[Morally-Ambiguous Doctorate|Grout's experimental subjects]]) presumably were either released as a bonus obstacle, or got out of their cells when Grout sealed himself in. Being a vampire, he probably had little problem with the place himself -- {{spoiler|unfortunately, neither had other vampires, like the main character, or Ming Xiao. Grunfeld Bach is human, but seems to get in easy enough--of course, this is ''after'' the PC opened all the doors and got rid of all the crazies}}.
* ''{{[[The Legend of Zelda]]'' series are all about this trope. every single game. There are dungeons even in the bottom of wells.
** To expound, the games makes dungeons out of wells, castles, temples, a water plumbing plant, caves, a ''tree'', a volcano (yeah, tiles and spikes and blocks and puzzles in a volcano), '''the insides of giant fish''', an open forest, the top of a mountain...
** ''Ocarina of Time'' has to take the cake with invisible moving platforms, invisible spikes, illusionary floors, floor tiles that rise up to try to kill you and ''doors'' trying to kill you. Oh, and pots. yes, POTS!
* The builders of the ''[[Marathon Trilogy|U.E.S.C. Marathon]]'' decided to put crushing elevators and huge pits of lava in a ''civilian residential area'', among other things. Oh, and the seven-platform puzzle which is monstrously difficult and requires an hour of trekking back and forth between control rooms which activate a ''mechanical staircase'' to get to the [[Gosh Dang It to Heck|friggin']] ''observatory''.
* The ''[[Dungeon Keeper]]'' series (which has you, well, keeping a dungeon) demonstrates just why this is necessary.
** As does ''[[Evil Genius]]'', though in that game, you have to make the choice between ease of use for minions and difficult to traverse for enemy agents: there's very little common ground between the two.
* Likewise for ''Tecmo's [[Deception]]''. Hell, in the sequels, even the buildings inhabited by the heroes are filled with [[Added Alliterative AppealAlliteration|death-dealing devices]] which never shut off.
** This is actually the entire point of ''Deception'': Every game involves the player building death-courses to protect themselves from a nigh-endless stream of attackers. In the first game, you have to build most of the house, and building the course inside it. In the later games, they simply give you a pre-existing terribly dangerous area to hide in and go "Here's a giant pile of traps, make this place ''worse''."
* Both Crescent Moon Village and Hotel Horror from ''[[Wario Land]] 4'' have this in spades. The former seems almost unlivable, with the fire escape being the entrance, an open storm drain in the town and a cliff in the middle of nowhere, and the latter has huge vertical shafts in rooms with no floor. And randomly locked doors.
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** ''Gremlins 2'' for the NES takes it to the extreme. The game takes place mostly in an office building whose architect would most likely be sued by integrating an extreme amount of [[Spikes of Doom]], electricity, [[Convection, Schmonvection|lava]], bottomless pits, inconveniently placed conveyor belts, spinning flails and moving platforms into the building.
* The original batch of ''[[Doom]]'' games say that the influence of hell has literally changed the layouts of many of the proper Earth levels. Of course, once you enter Hell itself, all bets are off. Of course, keys in Hell itself are an explanation of [[Benevolent Architecture]].
* ''[[The Seventh7th Guest]]'': Old man Stauf built a house, and filled it with his toys...
* Partially averted in the ''[[Thief]]''; the levels are usually pretty logical and you get the impression that people COULD live in them; there are kitchens, bathrooms, toilets, etc. There are exceptions.
** Constantine's mansion in "The Sword", from ''[[Thief]]: the Dark Project'' and ''[[Thief]] Gold''.
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* ''[[Portal (series)|Portal]]'' and ''[[Portal 2]]'' have the Aperture Science Enrichment Center, where some of the tests are potentially lethal, and the whole place is controlled by a malicious A.I. At one point in Portal 2, you find the remains of the employee nursery and "Bring Your Daughter to Work Day" mentioned in the first game. It's in the bowels of Aperture, [[No OSHA Compliance|a few feet away from a giant device that produces and distributes neurotoxin]].
** Although, the test chambers themselves can't count because they are designed to be lethal and dangerous. There's no excuse for everywhere else though.
* In the [[Mass Effect]] series generally [[Averted Trope|averts]] this, although the haphazardly arranged [[Exploding Barrels|volatile containers]] [[No OSHA Compliance|is another issue]]. One location in the [[Mass Effect 2|second game]] has this fully in force: Jarrahe Station. The station is accessed after finding a crashed freighter on an uncharted world in which the security mechs it had been transporting [[AIA.I. Is a Crapshoot|got a virus, went crazy, and started killing the crew and randomly self-destructing]]. You trace the ship back to Jarrahe Station. You go on board to find that everyone is dead. Apparently the station's VI was infected by the mechs with the same virus and killed the crew as they attempted to shut it down and reset the system. Mostly the station is just kind of creepy. [[It Got Worse|Then you get to engineering.]] (The [[Malevolent Architecture]] comes into play here). The hallways in the section appear to have steam venting into them. Then the computer tells that it's actual plasma venting into the hallways. So then you have to make your way to the controls way in the back of the section, dodging the vents along the way to restore power to the section and shut the vents down. The plasma was venting due to the [[Axe Crazy]] VI running the place, but one wonders [[Fridge Logic|why there were plasma vents in the hallways in the first place.]]
* The fourth episode of ''Nocturne'' pins you against a deranged ex demonhunter, with an overwhelming hatred for all non-human beings. ''Almost every room'' in his three floor villa is conceived as a deadly trap. Given that this apparently frail old man keeps a greater demon prisoner in his basement, a werewolf in the attic, several monsters roam the corridors '''and he has no problems navigating his home''', could also be a token of his badassery.
* [[I Wanna Be the Guy]]. The architecture in the game is ''loaded'' with this. The palace or castle of The Guy truly stands out.
* Fabulously Lampshaded in the [http://www.youtube.com/watch?v=PI9DaepJ_fk E3 trailer] for "''LEGO City: Undercover''" where Chase Mccain, the protagonist, narrowly misses a fan. He yells:
{{quote|'''Chase''': ''WHY WAS THAT EVEN THERE!?!''}}
 
 
== Web Comics ==
* In ''[[Girl Genius]]'' [[Steampunk]], old Castle Heterodyne is not only extremely malevolent, but also [[Genius Loci|sentient]], with a ''nasty'' sense of humor. This is somewhat justified by the fact that it was built by the Old Heterodynes, who were extremely powerful [[Mad Scientist]]s, combining fantastic talent at building ANYTHING''anything'' with sheer insanity. It especially likes to test [http://www.girlgeniusonline.com/comic.php?date=20080709 possible heirs]. The place [http://www.girlgeniusonline.com/comic.php?date=20100924 was said] to deserve extensive mentions in an encyclopedy named ''Les Abominations Dangereuses de L'Architecture'' - apparently, the trend is common, the Castle Heterodyne is just a particularly infamous specimen.
** On top of this, it ended up insane and fractured after a mysterious attack. Fractured personality core controls everything that goes on inside and is luring explorers (and repair crews of convicts) into death traps that make every Grimtooth dungeon look tame. Hell, the place KNOWS it's screwed up. When Agatha tries to get the kitchen in line by telling it she's the latest Heterodyne and already proved such to the mausoleum, the kitchen calls shenanigans and claims it hasn't heard from the mausoleum in decades.
** The impostor Heterodyne instructs the hired help with a [http://www.girlgeniusonline.com/comic.php?date=20070725 lengthy lecture] about what things are to be avoided - in "safe" areas. One of her staff who tried to pick a coin triggers a trap door.
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* ''[[Sweet Bro and Hella Jeff]]''... and ''stairs''.
{{quote|IT KEEPS HAPPENING}}
* The Temple of Fiends in ''[[8-Bit Theater (Webcomic)|Eight Bit Theater]]'' is like this... well, until it, like every other trope in the comic, is turned right on its head.
* ''[[Brawl in the Family]]'': [https://web.archive.org/web/20101229153806/http://www.brawlinthefamily.com/?p=978 "Who designed] [[No OSHA Compliance|this castle?!"]]
* ''[[Pictures for Sad Children]]'': [http://www.picturesforsadchildren.com/index.php?comicID=379 "Why did I ever move into this house of glass shards at all?"]{{Dead link}}
* The dungeon crawls in ''[[Goblins]]'', being true to "classical" [[Dungeons and& Dragons]] dungeon crawls. There is also a [http://www.goblinscomic.com/12172007/ similarly hilarious scene] as in the ''[[Girl Genius]]'' example above.
 
== Web Original ==
* The Empty City in ''[[The Fear Mythos]]'' is a [[Genius Loci|sentient city]] that likes to...play with its food. Its food being people who enter one of its Doors and then proceed to wander the City until they die. However, if you piss off the City (like interfering with one of its meals), it will find...creative ways of [[And I Must Scream|keeping you alive]].
 
 
== Western Animation ==
* The Hotel Cabal from ''[[Gargoyles]]'' employs ''several'' [[Death Trap]] tropes and provided one of the most chilling episode endings ever seen in a Disney cartoon.
* In ''[[Code Lyoko]]'', Sector 5 or "Carthage" includes about every example of this trope: from crushing walls and [[Descending Ceiling|Descending Ceilings]]s to [[Laser Hallway]] or deadly doors, and even a whole room that just fall down on the heroes. And that's not even accounting the monsters.
** And all of this is on a ''timer'' -- the—the heroes get trapped unless they press a switch within a certain amount of time.
* Being a parody of video games, ''[[Code Monkeys]]'' often has characters navigate through [[Malevolent Architecture]] when traveling within the Gameavision building.
* In the episode "If You're So Smart, Why Aren't You Rich?" of ''[[Batman: The Animated Series|Batman the Animated Series]]'', there is a maze in an amusement park full of death traps, path-blocking puzzles, and highly lethal robots that prevent you from going back the way you came. None of which seems so unusual for Batman until you remember that this was [[Fridge Logic|meant to be navigated by the park-goers]].
** Don't forget, the maze was "tweaked" after-market by the its designer, the Riddler, who in the BTAS continuity is a [[Gadgeteer Genius]], specifically to ''make'' it a death trap.
* Robotropolis in ''[[Sonic Sat AM]]''.
* Parodied in a skit on ''[[Robot Chicken]]'', where it shows the Mayans building the temple from the first ''Indiana Jones'' movie, with the head engineer explaining to the chieftain all of the death traps and how there's no ''way'' anyone could possibly pull off all of the specific things Indy did to avoid them...
* The 2011 ''[[Thundercats 2011|ThunderCats (2011 series)|Thundercats]]'' episode "Journey to the Tower of Omens" has a video game-style [[Temple of Doom]] and ''makes its existence make sense.'' A bunch of [[Warrior Monk|Warrior Monks]]s created it to guard a holy book that no one else should have (hence the gratuitous sharp objects.) ''They'' are extremely [[Badass]] and know where all the traps are, so it would probably be easy for its makers to use. Anyone else would have a hard time not getting ground into hamburger.
* ''[[Star Wars: The Clone Wars|Star Wars the Clone Wars]]'' did this with the titular "Box" of the episode "The Box". It is a death trap maze that is meant to lethally weed out bounty hunters {{spoiler|to find those skilled and hardy enough to participate in a plot to kidnap Chancellor Palpatine.}} It helps that it is also being run by a [[Killer Game Master]] who wants to kill his closest rivals to prove he's the number 1 bounty hunter.
* An early episode of ''[[The Penguins of Madagascar]]'' did this with a toy factory with tanks of molten metal and a conveyor belt with pendulums and other things that have no earthly business being in a toy factory, prompting Skipper's lampshading of the situation with the question "What kind of sick and twisted toy factory is this?!".
 
 
== Real Life ==
* The [http://www.winchestermysteryhouse.com/ Winchester Mystery House], a giant mansion begun in 1884 by Sarah L. Winchester, and under construction continuously until her death thirty-eight years later. It features hundreds of false doors, dead ends, stairways to nowhere, and closets that open into five-bedroom suites in an attempt to confuse the ghosts of people who were shot to death by the Winchester rifles her family made. It was part of the inspiration for the {{color|blue|house}} in ''[[House of Leaves]]'' and ''[[Rose Red]]'' mentioned above.
* [[Truth in Television]]: Egyptian tombs were equipped with false passages, false burial chambers and even death traps to foil grave robbers.
** Incidentally, modern analysis reveals several chambers in many pyramids that are completely sealed from all sides with tons of rock, that may well be real burial chambers, and those easily accessible ones just fake, or ceremonial. Unfortunately getting into them would require severely vandalizing national monuments, so it may take long before any can be studied.
* Designed to impede your progress? How about prisons? Which, of course, makes for great video game levels.
* As mentioned in Literature, the M25.
* [[wikipedia:H. H. Holmes|H. H. Holmes]], one of America's first [[Serial Killer|serial killers]], built a hotel called the "Castle", which, in addition to being a grade-A [[Torture Cellar]], featured windowless rooms, labyrinthine hallways, [[Bookcase Passage|hidden passages]], trap doors, rooms that were literal death traps (some were gas chambers, some were incinerators, and some were just soundproofed self-sealing rooms where Holmes could murder the victim at his pleasure), and a pit of lime for disposing of bodies once he was done.
** It's worth noting that while the building was under construction, Holmes [https://web.archive.org/web/20080611011945/http://www.themediadrome.com/content/articles/history_articles/holmes.htm never let any worker stay on the job for more than a week], making sure that no one knew the exact layout of the building.
** And he constructed it just in time for the Chicago World's Fair, ensuring he'd have plenty of victims. Chicago, come for the fair, stay for the torture.
* A more passive variant, but there is actually a phenomenon called '''Sick Building Syndrome''' which is basically a much slower real world version of it. [[The Other Wiki]] has a reasonable article about [[wikipedia:Sick building syndrome|reasonable article about it]].
* Old-school kid's playgrounds were often like this, unintentionally. Jagged, possibly rusty, metal slides that can burn you? Check. Potentially deadly fall hazards with no cushioning? Check. Ziplines prone to breaking? Check. Wood that splinters and gets chewed up by termites and dryrot? Check. If you think that's bad, check out [http://failblog.org/2009/02/19/playground-fail-4/ this photo from FAIL Blog]. And now they complain about playgrounds being ''too safe''.
* As seen on TV, the Man Trap.
* The [[Berlin Wall]].{{context}}
 
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