Alarm

As a rule of thumb, whenever an alarm bell goes off, the party has to be prepared to face opponents. There is, for example, a scripted alarm in Level 4 of Wizardry: Proving Grounds of the Mad Overlord after the party has entered the Testing Ground Control Center.

However, "Alarm" is also the name of a chest trap in Wizardry I - V, although the trap is called "Sirens" in Wizardry V: Heart of the Maelstorm.

When the trap is triggered, new monsters appear, which may be extremely unfortunate after a hard fight to win the chest in the first place.

The trap may be found in any level of a maze as its amount of peril is connected to the strength of the monsters that roam the dungeon.