I Wanna Be a Door: Difference between revisions

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*''Sometimes:''
*''Sometimes:''
You slink into the shadows and sneak past the door without it noticing you. Unfortunately, the trap concealed in the door's mechanism did notice you.
:You slink into the shadows and sneak past the door without it noticing you. Unfortunately, the trap concealed in the door's mechanism did notice you.
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{{button|Use your credit card to open the door}}
{{button|Use your credit card to open the door}}

Revision as of 09:27, 22 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?

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.

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.

Sneak past it
You slink into the shadows and sneak past the door without it noticing you.
  • Sometimes:
You slink into the shadows and sneak past the door without it noticing you. Unfortunately, the trap concealed in the door's mechanism did notice you.

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.

Traps

  • When a trap is triggered, one of the following effects will occur:
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.
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)
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.

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.