Difference between revisions of "Door"
(Titans are not giants and do not bust down doors. Tested in explore mode (albeit 3.7.0-hdf) with a cursed figurine of a titan. 1200 turns waiting with a locked door between us.) |
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* Breaking the door down with force, with any of the below methods. This should not be done in [[Minetown]] when [[watchman|watchmen]] or their [[watch captain|captains]] are present, or if a shop is on the other side. Note that doors with "[[shop#Closed shops|Closed for inventory]]" written in the dust next to them are locked doors to shops. | * Breaking the door down with force, with any of the below methods. This should not be done in [[Minetown]] when [[watchman|watchmen]] or their [[watch captain|captains]] are present, or if a shop is on the other side. Note that doors with "[[shop#Closed shops|Closed for inventory]]" written in the dust next to them are locked doors to shops. | ||
** [[Kick]]ing it until it is smashed to pieces. | ** [[Kick]]ing it until it is smashed to pieces. | ||
− | ** Zapping a [[wand of striking]],{{refsrc|src/zap.c|3436|version=NetHack 3.6.7}}{{refsrc|src/lock.c|1018|version=NetHack 3.6.7}} [[wand of fire]], [[wand of lightning]], [[wand of cold]],{{refsrc|src/zap.c|4622|version=NetHack 3.6.7}} or [[wand of digging]]{{refsrc|src/dig.c|1505|version=NetHack 3.6.7}} at it, or casting the equivalent spells {{spell of|force bolt}}, {{spell of|fireball}}, {{spell of|cone of cold}}, or {{spell of|dig}} at it, destroying the door. Striking and force bolt are [[noise|noisy]]; the other methods are not. | + | ** Zapping a [[wand of striking]],{{refsrc|src/zap.c|3436|version=NetHack 3.6.7}}{{refsrc|src/lock.c|1018|version=NetHack 3.6.7}} [[wand of fire]], [[wand of lightning]], [[wand of cold]],{{refsrc|src/zap.c|4622|version=NetHack 3.6.7}} or [[wand of digging]]{{refsrc|src/dig.c|1505|version=NetHack 3.6.7}} at it, or casting the equivalent spells: {{spell of|force bolt}}, {{spell of|fireball}}, {{spell of|cone of cold}}, or {{spell of|dig}} at it, destroying the door. Striking and force bolt are [[noise|noisy]]; the other methods are not. |
** Applying an [[axe]], [[pick-axe]], or [[dwarvish mattock]] on a door. A shop door will be "too hard" to chop into. | ** Applying an [[axe]], [[pick-axe]], or [[dwarvish mattock]] on a door. A shop door will be "too hard" to chop into. | ||
Revision as of 04:35, 6 June 2024
Doors are represented by + when closed, and - or | when open: - when the door is in a vertical wall and | in a horizontal wall. Doors are distinct from drawbridges and trap doors.
Contents
Opening
Doors can be generated locked or unlocked. Unlocked doors are opened using the open command (o), or by simply moving into them if the autoopen option is set to TRUE. Locked doors can be passed in a variety of ways:
- Unlocking by applying a skeleton key, lock pick, or credit card to the door. In Minetown, if unlocking takes you more than one turn, you may receive a warning from a watchman if they are present.
- Zapping a wand of opening or casting the knock spell at it. This unlocks the door but does not open it.
- Breaking the door down with force, with any of the below methods. This should not be done in Minetown when watchmen or their captains are present, or if a shop is on the other side. Note that doors with "Closed for inventory" written in the dust next to them are locked doors to shops.
- Kicking it until it is smashed to pieces.
- Zapping a wand of striking,[1][2] wand of fire, wand of lightning, wand of cold,[3] or wand of digging[4] at it, or casting the equivalent spells: force bolt, fireball, cone of cold, or dig at it, destroying the door. Striking and force bolt are noisy; the other methods are not.
- Applying an axe, pick-axe, or dwarvish mattock on a door. A shop door will be "too hard" to chop into.
Door traps
Doors may be booby-trapped. Opening them causes 1d(5+level) damage if your dungeon level is less than 5, and 1d(2+level2) otherwise, in addition to stunning you, abusing strength and abusing constitution.[5] It is possible to untrap a door using the #untrap command. [6]
Closing and locking
Open doors can be closed using the close command (c). Zapping a wand of locking at it will close (and lock) it.
Doors can be locked by applying a skeleton key or a lock pick to a closed door, casting the wizard lock spell, or by using a wand of locking.
Monsters getting through
Monsters can unlock locked doors if they are not tiny, have hands, and have a key. For this reason, you might want to dispose of keys if you lock up the Minetown watch. [7]
Several monsters can get through any door, even a locked door.
- Giants can bust down doors.
- Tunneling monsters can bore through doors.
- Amoeboids and fog clouds can flow beneath locked doors.
- Phasing monsters pass right through doors.
- The Riders and the Wizard of Yendor can unlock doors even without a key.
Also, a monster with a breath weapon of fire, cold, lightning, or disintegration can destroy a door if their breath weapon hits the door. But they usually will not attack you if there is a door between you and them.
Creation
A destroyed door, or any square leading to a corridor, can be turned into a fully functional door by zapping a wand of locking or casting the wizard lock spell at it. A destroyed door is not shown on the map, but can be detected with the near look command (:). This effectively means that any destroyed bit of wall can be replaced with a door (although they cannot be created elsewhere). This is one way to make a room impenetrable to umber hulks, although other monsters can get through.
Secret doors
Some walls are in fact secret doors, which can be discovered by searching, brute force, or magic.
Searching is done with the s key, and is aided by wearing a ring of searching or lenses, or by wielding Excalibur. Luck affects the chance of a searching successfully. Applying a stethoscope to a wall will always reveal whether it is a secret door.
The brute force method involves kicking at walls, applying a pick-axe, or zapping force bolt at a likely position where a secret door might be. This is very time-consuming and often dangerous.
The magical method involves using a wand of secret door detection or the spell of detect unseen; these will immediately reveal any secret doors within a 13-square radius. A blessed scroll of magic mapping reveals secret doors on the entire level.
Strategy
Use in combat
Doors do not allow either monsters or you to pass through diagonally. This can be a great advantage when fighting multiple foes. A door like the entrance to the treasure zoo at the top of Sokoban can become a killing ground for monsters who will stream through one by one, allowing you to avoid some of their ranged attacks - beware directional rays from wands and breath weapons, though!
Exercising strength
Opening and closing doors exercises your strength every time the door resists. However, doors are less likely to resist if your physical attributes are high, so this technique is of little practical use.
Messages
- WHAMMM!!!
- You kicked a closed door, but failed to kick it down. This does not injure your legs.
- As you kick the door, it <crashes open/shatters to pieces>!
- You kicked down a closed door.
- Ouch! You bump into a door.
- You are blind, stunned, or fumbling, or you have a dexterity rating lower than 10, and you tried to walk onto a square with a closed door. This abuses your dexterity.
- It won't come off the hinges.
- You used the pick up command while standing on an open door's square with no items on it.
- KABOOM!! The door was booby-trapped!
- You activated a door trap.
- You feel an unexpected draft.
- Whenever a monster breaks a door, there is a one-third chance of this message;[8] it is also affected by the verbose option.
- The door freezes and shatters!
- A ray of cold hit a closed door.
- You feel cold.
- As above, but you cannot see the door in question.
The following information pertains to an upcoming version (NetHack 3.7.0). If this version is now released, please verify that the information below is still accurate, then update the page to incorporate it.
The message for an unseen door being destroyed by a cold ray is changed:
You hear a deep cracking sound.
No message is printed at all if you cannot see the door and are deaf.Variants
SLASH'EM
In SLASH'EM, doors can be forced open the same way chests can.
xNetHack
In xNetHack, secret doors are less likely to appear on earlier dungeon levels; they will not appear at all before level 4.
xNetHack introduces iron doors, which cannot be destroyed by most brute-force methods (such as kicking and force bolts). These occasionally replace ordinary doors as the player reaches deeper dungeon levels.
The stunning door trap is replaced by a variety of traps with effects such as wetting your inventory, burning your hands or gloves, or creating noise with screechy hinges. The full list is found at xNetHack § Trap changes.
Encyclopedia entry
Through me you pass into the city of woe:
Through me you pass into eternal pain:
Through me among the people lost for aye.
Justice the founder of my fabric mov'd:
To rear me was the task of power divine,
Supremest wisdom, and primeval love.
Before me things create were none, save things
Eternal, and eternal I endure.
All hope abandon ye who enter here.
Alighieri, translated by H.F. Cary ]
References
- ↑ src/zap.c in NetHack 3.6.7, line 3436
- ↑ src/lock.c in NetHack 3.6.7, line 1018
- ↑ src/zap.c in NetHack 3.6.7, line 4622
- ↑ src/dig.c in NetHack 3.6.7, line 1505
- ↑ src/trap.c in NetHack 3.6.7, line 5171
- ↑ src/trap.c in NetHack 3.6.7, line 4581
- ↑ src/monmove.c in NetHack 3.6.7, line 819
- ↑ dig.c in NetHack 3.4.3, line 1089
This page may need to be updated for the current version of NetHack.
It may contain text specific to NetHack 3.6.0. Information on this page may be out of date.
Editors: After reviewing this page and making necessary edits, please change the {{nethack-360}} tag to the current version's tag or {{noversion}} as appropriate.