I Wanna Be a Door: Difference between revisions

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{{button|Try the doorknob}}
{{button|Try the doorknob}}
:You walk right up to the door and turn the handle. Surprisingly, the door is not actually locked! Unsurprisingly, opening it triggers a trap.
:Did you seriously learn ''nothing'' in Adventuring school?
:A big rusty spike shoots out of the floor at the base of the door, stabbing you in the foot. Ouch!
:{{HP|type=lose}}
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{{button|Use a skeleton key}}
{{button|Use a skeleton key}}

Revision as of 12:59, 18 August 2013


I Wanna Be a Door
I Wanna Be a Door

Chamber #X of the Daily Dungeon is empty, but the door leading to the next room is closed.

You hate closed doors. Most of the time, in you're experience, they're not only closed, but also locked. The nerve of those doors.

Anyway. What are you going to do about it?

Try the doorknob
You walk right up to the door and turn the handle. Surprisingly, the door is not actually locked! Unsurprisingly, opening it triggers a trap.
Did you seriously learn nothing in Adventuring school?
A big rusty spike shoots out of the floor at the base of the door, stabbing you in the foot. Ouch!
HPYou lose some hit points.

Use a skeleton key
You unlock the door with your skeleton key.

Use your lockpicks
You successfully pick the lock. Thanks, Pick-O-Matic lockpicks!

Bash it down
You get a good running start and bash the door down with your shoulder.
  • Sometimes:
Unfortunately, your boorish behavior triggered a trap.
A blast of frigid air shoots out of the keyhole, chilling you to the core. The core!. [sic]
HPYou lose some hit points. (cold damage)

Magic it open
You twiddle your fingers and magically unlock the door.
  • Sometimes:
Unfortunately, your twiddling wasn't deft enough to avoid triggering a trap.
A cloud of blue gas pours out of the keyhole. You catch a faint whiff of saurekraut, and lose consciousness for a while.
AdventuresYou lose 3 Adventures.

Sneak past it

Use your credit card to open the door
You slide the Platinum Yendorian Express Card in the crack between the door and the wall, and it pops the lock open with ease.

Leave the way you came in.
You ignore the door, then you ignore the door some more.

Occurs at The Daily Dungeon.

Notes

  • Leave the way you came in. leaves the adventure without spending a turn or progressing the dungeon.
  • Choosing Use a skeleton key, Use your lockpicks, or Use your credit card to open the door allows you to pass without spending an adventure.