Difference between revisions of "Door"
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* Unlocking with a [[skeleton key]], [[lockpick]], or [[credit card]]. | * Unlocking with a [[skeleton key]], [[lockpick]], or [[credit card]]. | ||
* Zapping a [[wand of opening]] at it. | * Zapping a [[wand of opening]] at it. | ||
− | * [[Kicking]] at it until it is smashed to pieces. | + | * [[Kicking]] at it until it is smashed to pieces. This should not be done when [[watchman|watchmen]] or their [[watch captain|captains]] are present. |
* Zapping a wand of striking at it, destroying it. | * Zapping a wand of striking at it, destroying it. | ||
Revision as of 20:09, 31 March 2006
Doors are represented by an orange + character when closed, and an orange - or | character when open, depending on whether the door is in a vertical or horizontal wall, respectively.
Doors can be generated locked or unlocked, and can be opened in a variety of ways:
- Unlocking with a skeleton key, lockpick, or credit card.
- Zapping a wand of opening at it.
- Kicking at it until it is smashed to pieces. This should not be done when watchmen or their captains are present.
- Zapping a wand of striking at it, destroying it.
Some monsters can ooze beneath locked doors, and some with hands will open closed doors. (CHECK: can some intelligent monsters use keys? I don't think so.)
A destroyed door is not represented by any character, but can be detected with the : command. A destroyed door, or any square leading to a corridor, can be turned into a fully functional door by casting the Wizard Lock spell at it. A wand of locking will lock a door, but is insufficient to create one.
Secret doors
Some walls are in fact secret doors, which can be discovered by searching. This can be done with the s command, and is aided by wearing a ring of searching or wielding Excalibur. A wand of secret door detection will reveal any secret doors within a 13 square radius immediately.
Luck affects the chance of a search succeeding, so players who mistreat their luck can find themselves stuck in a series of rooms with no exits on level 1.
Strategy
Doors do not allow either monsters or you to pass through diagonally. This can be a great advantage when fighting multiples 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 their ranged attacks.