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Big Labyrinthine Building

 Big Labyrinthine Building
type
FeatureClass
 Big Labyrinthine Building
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Big Labyrinthine Building
 Big Labyrinthine Building
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BigLabyrinthineBuilding
 Big Labyrinthine Building
comment
This building is so big and labyrinthine that few people know its deeper recesses. It might or might not contain big rooms or pieces of equipment, but a lot of the bulk is taken up by ordinary-sized rooms and corridors. Many are very old buildings, with successive generations building new attachments, cellars, and floors as needed. Overlaps a lot with Building of Adventure. Also very likely to be used as a horror setting in order to give our main characters a large maze to navigate through where a lot of scary stuff can happen, and in video games so that the player has a large area to explore (with horror games combining both uses). Compare Clown-Car Base.
Mobile Maze is possible.
Big Fancy Castle is a subtrope with medieval look-and-feel.
 Big Labyrinthine Building
fetched
2023-11-04T13:14:09Z
 Big Labyrinthine Building
parsed
2023-11-04T13:14:10Z
 Big Labyrinthine Building
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Dropped link to AllThereInTheManual: Not an Item - FEATURE
 Big Labyrinthine Building
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Dropped link to BiggerOnTheInside: Not an Item - FEATURE
 Big Labyrinthine Building
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Dropped link to Bizarrchitecture: Not an Item - FEATURE
 Big Labyrinthine Building
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 Big Labyrinthine Building
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 Big Labyrinthine Building
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 Big Labyrinthine Building
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 Big Labyrinthine Building
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 Big Labyrinthine Building
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DBTropes
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Big Labyrinthine Building
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Sunless Skies has several:
Piranesi is this to its prisoners due to having lanterns chained to their wrists that cause them to either hallucinate or truly experience Alien Geometries within Piranesi, preventing them from escaping until their gaol-time is up.
Langley Hall is, as far as anyone knows, plain mundane Bizarrchitecture, being huge and maddeningly complicated, so much that it takes using crew and supplies to go on actual, lengthy expeditions to find specific rooms.
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Big Labyrinthine Building / int_1469522d
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Big Labyrinthine Building
 Big Labyrinthine Building / int_1cc09117
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Las Noches from Bleach has some high ceilings and a county-sized opening in the center, but even without these, it's still roughly the size of a small country. Corridors can and do go anywhere. Oh, and they can be changed by someone sitting at the control centre.... letting Gin play with the buttons is a very bad idea.
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 Bleach (Manga)
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Big Labyrinthine Building / int_1cc09117
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Big Labyrinthine Building
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The headquarter of Eyedol Games in Zampanio Sim has it's own rules of geometry.
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1.0
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Big Labyrinthine Building / int_2bcb2d87
 Big Labyrinthine Building / int_2d4fee99
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Big Labyrinthine Building
 Big Labyrinthine Building / int_2d4fee99
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The Longest Shortcut in Rayman 3: Hoodlum Havoc, complete with false floors and mirror rooms.
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 Rayman 3: Hoodlum Havoc (Video Game)
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Big Labyrinthine Building
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Grey's Anatomy's hospital is infamously confusing, to the point Meredith getting lost in the pilot sets up a Brick Joke in Season 12. Another doctor managed to loose a patient in the halls.
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Big Labyrinthine Building
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The entirety of Spooky's Jump Scare Mansion may as well be this, since asides from the occasional set of rooms (such as when you're about to meet a specimen), the entire layout of the mansion's interior is randomized per play-through in the main game. The game even lampshades this to an extent as a rare room you can occasionally get into shows a map of the mansion saying "You are here" and all the rooms are constantly shuffling themselves.
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Big Labyrinthine Building
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In the Dragaera novels, the Imperial Palaces — both the pre-Interregnum one in Dragaera City and its successor in Adrilankha — are larger than some cities.
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Big Labyrinthine Building / int_33728d94
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Big Labyrinthine Building
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Harry Potter: Hogwarts and the Ministry of Magic.
Hogwarts in particular has all kinds of tunnels and underground caverns that few or no people know about, like the subterranean passageways to Hogsmeade that are an important plot point in Prisoner of Azkaban and the giant room deep underneath the school that houses the basilisk in Chamber of Secrets. There's also the Room of Requirement, which is only there sometimes.
The Ministry of Magic is a sprawling underground complex (with "windows" that provide sunlight and fresh air, but don't actually open to the outside) accessed through a fake phone booth. The Department of Mysteries cranks this up, and is probably deliberately designed to be as confusing as possible.
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Big Labyrinthine Building
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Anachronox can qualify as this; a planet covered in massive spikes that warp ships to different parts of the universe when approached correctly, filled with buildings and roads that randomly rearrange themselves to make travel even more difficult.
 Big Labyrinthine Building / int_3c294634
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Big Labyrinthine Building
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The House of Leaves is a house that is Bigger on the Inside and contains odd angles and possibly other things. When asked to draw it, a kid produced an all-black drawing.
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Big Labyrinthine Building
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The titular Foster's Home for Imaginary Friends is this. In the House of Bloo's Pilot Movie, it foreshadows this with Madame Foster apparently once got lost in its halls for weeks. And "Dinner is Swerved" showcases this aspect of the house best. With Bloo and Mac have trouble navigating their way to the dining hall and are almost driven mad because of it.
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Big Labyrinthine Building
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The manor in Quantum Conundrum has grown enormous from each generation of the family expanding it, and your uncle has only made it worse by redesigning the interior for use in his experiments.
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The Underthing in The Kingkiller Chronicle and The Slow Regard of Silent Things seems to be the result of centuries of building and expansion. Only Auri seems to know her way around down there.
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 The Kingkiller Chronicle
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Tower of God takes place entirely in the eponymous tower, which is so big that every floor is roughly the size of North America, with tiny lights on the distant ceiling substituting for stars. It's so big that almost nobody in the tower even realizes that there's a world outside.
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In Super Dimension Fortress Macross/Robotech, Hikaru/Rick and Minmay actually get lost inside the SDF-1 (a Giant Robot big enough to fit a small city inside) for an episode or so. Later a party of humans find themselves hiding in an immense forgotten corridor on a Zentraedi ship that's even larger than the SDF-1. In the second season of Robotech, the alien invaders' colony ships are similarly vast.
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Unseen University from the Discworld, though technically a complex rather than a building. It is noted that due to the high magic levels in the University and low amounts of reality in the Discworld 'verse, UU is constantly adding and subtracting rooms on a daily basis. A map of the place looks like a chrysanthemum in the process of exploding, and is only anywhere close to helpful for maybe a week at best. This especially applies to the library, as large numbers of books distort time and space around them. In one book it is claimed that every used book store in existence belongs to this trope, and that their owners have actually gotten lost from other dimensions where erratic opening hours are a respected form of business.
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The Rich family mansion in the Richie Rich comic books is large enough that its roof once served as an emergency runway for an airplane! The Rich Manor map has 2/3 of it labelled simply as "unexplored sections of the mansion".
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Minecraft: Story Mode: Soren resides in a large temple with dozens of underground chambers connected by a series of staircases. No one is happy about this.
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 Minecraft: Story Mode (Video Game)
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The royal castle of Tanbarun in Snow White with the Red Hair 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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Big Labyrinthine Building
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From Soul Eater, the DWMA is intentionally designed to be confusing. It's for training the young meisters to be able to navigate even in confusing situations. Kids and even teachers get lost all the time. It's Played for Laughs.
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Big Labyrinthine Building
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Red Dwarf is a ship the size of a city. In many seasons, the crew rarely left the ship and were still capable of finding new areas and adventure.
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Most of INSIDE (2016) is spent traveling further and further inside some kind of colossal underground facility, much of which has been abandoned and/or flooded. Other parts, however, remain busy and fully functional.
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In Sarah Monette's Doctrine of Labyrinths, Marathine wizards live in a massive, magic-infused edifice, known as the Mirador, that encourages bizarre meetings and may spontaneously alter its arrangement. Kekropian wizards inhabit a similar building, known as the Bastion.
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 Doctrine of Labyrinths
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The Stormlight Archive: In Oathbringer, 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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More likely than note in Dwarf Fortress. Dwarves like to live underground, and don't like the rain, so they dig into mountains or below the earth. Fortresses are three-dimensional, must expand with migrants, and integrate unexpected mineral veins or obstacles into their layout. The resulting bases get pretty sprawling... and they're still more tidy than the meandering, confusing mess that is procedural generated mountain halls.
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In the Haunted Mansion and the Hatbox Ghost Fan Verse, the titular Mansion isn't exactly small to begin with in canon, but it really becomes this because here it's Bigger on the Inside. See its entry on Bizarrchitecture for more details.
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Every dungeon in every The Legend of Zelda game. Its worth mentioning that a decent number of them are temples which really brings up the issue of where the prayer goes on, and why the faithful have to get by lava, bottomless pits, and several false paths to get to it.
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The level 'Slumberland' in Glider PRO is a perfectly ordinary 400-room house.
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Impractical Magic: Istima is a floating city where the Magic School built upwards and downwards until the entire island is riddled with buried city blocks, strange rooms, natural canals, and other microcosms. Most buildings are in an of themselves hidden labyrinths, for instance the Understacks.
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Star Trek:
The Jeffries tube passageways seem to transform any ship or base into a vast maze. In one Star Trek: The Next Generation episode, the crew heard music coming from where it shouldn't. It was Captain Picard playing an alien flute in a Jeffries tube; he liked the acoustics there.
The non-service portions of the ships are already confusing enough; Janeway still gets lost on Deck 15 even after seven years of commanding her ship. (Then again, it is literally and figuratively the low point of Voyager; nobody wants to be down there except the guy who hates everybody else.)
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In the Fairy Oak series:
The Periwinkle's house has only nine rooms, but they seem like a hundred because of how complex the system of stairs and halls is. Adelaide Pimpernel has called the house a labyrinth at least once, and Telli actually learned to move around the house with the different smells of the rooms, because only using her sight would only end with her getting lost.
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The Stone of Tear in The Wheel of Time is a fortress the size of a mountain, and the interior is designed to be confusing to anyone who manages to force their way inside until they can be killed through the murderholes in the ceiling.
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Daybreak, the citadel of the Knights of the Borrowed Dark, is apparently built this way on purpose in order to confuse attackers. This doesn't help Denizen much when he wakes up and discovers he's "twenty-five past late" for class.
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From the outside, Puzzle Clubhouse is an huge mansion cobbled together from strange and disjointed architectural elements. From the inside, it's even bigger.
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A Song of Ice and Fire gives us 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 (also of varying sizes), and jury-rigged, tacked-on walkways... all of 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 very, very unsafe) sections of the castle. Which includes at least three of the aforementioned towers that could rain either loose 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. Only then will you have had a chance to learn all the quirks.
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The Trial's very stylized depiction of the City with No Name where it's set sometimes comes across as this, with back hallways from the factory where Joseph K. works leading directly to the courthouse where the trial is to be held, and the like. This creates a very disorienting, dreamlike sense of being unable to navigate the movie's world, as well as subtly implying a sinister, monolithic quality to all the institutions and establishments.
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The Central Bureaucracy in Futurama:
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The Temple of Ix from Nox is built like a maze filled with traps, monsters and various confusing hallways. This is because it's designed to keep intruders from taking the Weirdling. Dun Mir and Castle Galava also count.
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The Book of the New Sun has the House Absolute — the home of the Autarch. Any time a character asks for directions in there, the directions given are invariably both convoluted and involve absurd distances. Not only is the House so vast and complex that its extents are unknown, but there is a secret "Second House" coextensive with the first. The Citadel of Nessus is also vast and labyrinthine, but arguably more a complex than a single building — and it's said the House Absolute connects to it too.
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Donnafugata Palazzo in Lampedusa's The Leopard has many abandoned rooms, and exploring them provides a way for the characters Angelica and Tancredi to spend time together during their extended betrothal.
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The Secret World: The Illuminati headquarters, the Labyrinth, was architected by a mad man and built by contractors that were executed (or simply sealed in the walls) afterwards. The lower levels are inhabited by board members that need to be isolated from other people for various reasons and no one knows precisely how deep the tunnels lead.
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The Place that sends you Mad from The Twelve Tasks of Asterix is set in a Labyrinthine office building. The unhelpful clerks only make it worse.
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The eponymous structures in the Cube film series have to be traversed to find the exit before the prisoners die. The first one has 17,576 rooms in total and the hypercube of Cube 2: Hypercube over 60 million, both filled with boobytrapped rooms.
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The Ancient Future features Taliesin's hidden fortress; it's an absolutely gigantic facility of over a thousand rooms, including custom-made bedrooms, banqueting halls, trophy rooms, private dens for supernatural entities that he's befriend or tamed, and a gigantic war room from which Taliesin can survey ongoing emergencies. Given the sheer scale of the place, he advises Tory and Brockwell not to wander off lest they get lost in the maze of passageways - or get eaten by the more carnivorous entities that live in some of the larger rooms.
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The castle/city in Mervyn Peake’s Gormenghast easily meets all of the criteria, and provides the page illustration. Given that the protagonist of Books 2 and 3 of the trilogy is the 77th Earl of Gormenghast, it is perhaps on the order of 2000 years old.
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In Black Fleet Crisis novel "Tyrant's Test" it was noted palace employee Frona Zeffla died at her desk sometime around 17 ABY and her body was not discovered for over a year.
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PEFE HQ from We Are All Pokémon Trainers is so big that its dome takes up a good portion of the island it's on, and stretches underground for at least a mile, and has Pokémon that are pretty much no different from wild mons elsewhere inside.
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Warhammer 40,000: The Imperial Palace on Terra takes up most of the Northern Hemisphere, while the Astronomican is housed within a hollowed-out Mount Everest.
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Albion: Khamulon is built inside a mountain and is the size of a large city. It's also periodically rebuilt to make sure intruders get lost in the infinite number of empty halls and corridors, even if they had the whole place mapped out. The final level in particular is huge and doesn't even yield any rewards for people willing to explore it.
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Doctor Who:
The 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 "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 building that "Heaven Sent" is set in also qualifies. Perhaps unsurprising, given it was made by the Time Lords. Emphasized by the fact the interior of the building frequently shifts around.
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Severance (2022): The severed floor of Lumon is very maze-like in their design, with tons of endless, twisting hallways and a large variety of rooms and areas, some more mysterious than others. The workers are discouraged from fraternizing with other departments and prohibited from making maps of the hallways.
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The Infinity Avengers Mansion from The Avengers, created by Hank Pym during Dan Slott's run. The Mansion exists in a quantum state in between dimensions, and it is, well... Infinite.
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Now You See It...: 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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According to Jeremy Clarkson, among others, The BBC's Television Centre in west London is one of these. The central section is circular, and new visitors would often lose track of where they were and make two or three complete circuits before finding the right room. Now sadly closed, although a small section has been retained for future studios.
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 Top Gear
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In Codename: Kids Next Door, the protagonists' massive Treehouse of Fun 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 Guinea pigs. In fact, each sector of the KND has their own massive treehouse that's likely just as labyrinthine!
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Constantine's mansion in Thief: The Dark Project was intentionally built so (and plain bizarre) to test the protagonist.
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The Mirror of Her Dreams gives us Orison, a castle full of Bizarrchitecture.
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Star Wars Legends:
The Imperial Palace on Coruscant is a mammoth building, with its grand corridor easily able to accommodate an Imperial Star Destroyer. In addition to serving as the base of operations for both the Imperial government and New Republic that followed it, the building served as a residence for senior government officials, guests, and a popular tourist attraction until its destruction in the Yuuzhan Vong War.
In Black Fleet Crisis novel "Tyrant's Test" it was noted palace employee Frona Zeffla died at her desk sometime around 17 ABY and her body was not discovered for over a year.
The reference work "Coruscant and the Core Worlds" notes Emperor Palpatine spent a good portion of his reign expanding the already huge palace until it encompassed fifty different buildings.
500 Republica, which served as an exclusive residence for wealthy and politically powerful beings was said to be so large than weather patterns formed around the building.
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Negima! Magister Negi Magi:
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.
In the Negima!? anime series by Studio Shaft, the waterfalls are made of books too! There's even an apparent replica of New York City complete with a statue of liberty, all made out of books.
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Receiver takes place in a randomly-generated building.
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The mysterious facility from the HL2 mod MINERVA: Metastasis, 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 Halo: Combat Evolved.
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The non-service portions of the ships are already confusing enough; Janeway still gets lost on Deck 15 even after seven years of commanding her ship. (Then again, it is literally and figuratively the low point of Voyager; nobody wants to be down there except the guy who hates everybody else.)
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Destroy the Godmodder: Erelye's Greyhold is a massive castle the size of a planet described as being so confusing that only someone who already knows his or her way around will avoid starving to death in it unless they have a guide.
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Control The oldest house is already difficult to navigate, it also periodically rearranges itself.
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The Keyhouse Mansion from Locke & Key. The Magical keys found inside it are the main theme of the series, and all of the Keyhouse's secret have not been revealed yet.
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Offices in City of Heroes go all over the place, with random elevators that service only two floors, small rooms suspended in larger ones that can only be reached by a walkway that in turn can only be reached via a different room, etc.
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The Jeffries tube passageways seem to transform any ship or base into a vast maze. In one Star Trek: The Next Generation episode, the crew heard music coming from where it shouldn't. It was Captain Picard playing an alien flute in a Jeffries tube; he liked the acoustics there.
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The following is a list of statements referring to the current page from other pages.

 Big Labyrinthine Building
processingCategory2
Bigger Is Better
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Building Tropes
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Settings
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seeAlso
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