When You're a Stranger
As you're making your way through the <dungeon type> or <dungeon type> or whatever <dungeon level> actually is, you come upon a stone wall with three iron-banded oak doors set into it. A key hangs on a hook nearby, and you roll your eyes, knowing without even having to try the handles that all three of them are locked.
Unlock the first door |
Opening the correct door
You unlock the first door and step through. The hallway behind it leads on into the darkness for a while, then exits into <next level>.
You breathe a sigh of relief at not being forced to grind out monsters until you found a second key. Man, that would have sucked.
Opening the incorrect door
You unlock the first door, and open it to reveal only darkness. Stepping through cautiously, you realize, just in the nick of time, that the darkness is partly attributable to a total lack of floor -- you're about to step into a bottomless pit!
Fortunately, your keen reflexes kick in, and you leap over the pit and into the next room.
Which turns out to also be a bottomless pit.
Damn it, you think, as you fall.
Unlock the second door |
Opening the correct door
You unlock the second door, and step through cautiously. There's no evidence of traps -- no tripwires stretched across the hall, no loose paving-stones concealing weight-sensitive levers or pits waiting to hinge open beneath your feet. No rocks or swinging logs or steel razors hanging from the ceiling.
As you continue down the hall, you become more and more confident that you aren't going to die horribly, and soon reach another door. It's unlocked, and swings open to reveal the great forest of <Next Level>.
Whew!
Opening the incorrect door
You unlock the second door and step through. It seems like a normal stone corridor. It's a little unusual for the door to swing shut behind you and relock itself, you suppose, but that's probably just to keep things tidy.
It's also not usual to have all these bits of string stretched across the hall at ankle-height, you think, as a couple of them make twang noises and break as you walk further down the hall. Also you aren't used to there being quite so many loose paving stones that sink under your weight and make loud clicking noises.
Huh, who put this giant swinging iron pendulum here?
Oh. Well, at least you've still got a couple lives left. However that works.
Unlock the third door |
Opening the correct door
You unlock the third door, revealing a tunnel that slopes downward into -- surprise, surprise -- an ancient abandoned sewer. Man, there's always a sewer, isn't there? Not a particularly novel observation, but it's certainly the truth.
You slog your way through the damp, foul-smelling corridors until you at last find a passage that slopes back upward, and kick open an ancient and rusting grating, and find yourself in the next area: the <dungeon type> of <next dungeon level>.
It looks like you've still got a ways to go before you'll find <bossname>, but at least you've got the sewer out of the way.
Opening the incorrect door
You unlock the third door and pull it open to reveal a blank stone wall. You poke at the stones, hoping to find a loose one that might trigger a secret door, but no such luck. Crap.
Looks like you'll have to wander around a bit more until you find another exit. It's annoying, but it could be worse -- at least this place isn't flooded with water and forcing you to stop and change your shoes every couple of minutes.
Occurs at the end of the first level of The GameInformPowerDailyPro Dungeon.
References
- The Doors hit People are Strange includes the lyrics People are strange/when you're a stranger.