Locked Door
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This content has been retired and is no longer available in game. |
You encounter a locked door.
- If you have one or more skeleton keys:
(You have X skeleton keys)
Force the Door Open (1) |
- Without sufficient mainstat:
- As a Seal Clubber or Turtle Tamer:
You attempt to break down the door, but fail.
- As a Pastamancer or Sauceror:
You try to magically unlock the door, but fail miserably.
- As a Disco Bandit or Accordion Thief:
You try to talk the door into unlocking itself, but fail.
- With sufficient mainstat:
- As a Seal Clubber or Turtle Tamer:
You draw back your fists, roar, and break down the door.
- As a Pastamancer or Sauceror:
You unlock the door using only the power of your mind.
- As a Disco Bandit or Accordion Thief:
You unlock the door using only your charm and poise.
You move deeper into the dungeon.
Use a Skeleton Key |
You unlock the door with your skeleton key.
- And sometimes:
Unfortunately, the key breaks off in the lock.
You move deeper into the dungeon.
Try to Pick the Lock |
- Without sufficient Moxie:
You fail in your attempt to pick the lock.
- With sufficient Moxie:
You successfully pick the lock.
You move deeper into the dungeon.
Try The Yendium Platnori... Whatever On It |
You slide the Platinum Yendorian Express Card in the crack between the door and the wall, and it pops the lock open with ease.
You move deeper into the dungeon.
Regardless of whether you succeed or not, forcing the lock or using a lockpick has a chance of setting off a trap:
You trigger a trap! A giant spike shoots out of the floor at the base of the door, stabbing you in the foot. Ouch!
![]() | You lose 8-12 hit points. |
You trigger a trap! A huge rotating blade drops down from the ceiling, slices open your scalp, and retracts.
![]() | You lose 12-15 hit points. |
A brick rises from the floor, and stubs your toe. It really hurts!
![]() | You lose 15-19 hit points. |
- Without hot resistance:
You trigger a trap! A cloud of fire shoots out of the keyhole, burning off your eyebrows.
![]() | You lose 12-15 hit points. (hot damage) |
- With hot resistance:
You trigger a trap! A cloud of fire shoots out of the keyhole, but doesn't really affect you.
- Without cold resistance:
You trigger a trap! A blast of frigid air shoots out of the keyhole, chilling you to the core. The core!
![]() | You lose 14-19 hit points. (cold damage) |
- With cold resistance:
You trigger a trap! A blast of frigid air shoots out of the keyhole, but it doesn't affect you.
- Without stench resistance:
You trigger a trap! A cloud of green gas pours out of the keyhole, making you choke and gag.
![]() | You acquire an effect: Hardly Poisoned at All (duration: 4 Adventures) |
- With stench resistance:
You trigger a trap! A cloud of green gas pours out of the keyhole, but it doesn't affect you.
- Without stench resistance:
You trigger a trap! A cloud of blue gas pours out of the keyhole. You catch a faint whiff of sauerkraut, and lose consciousness for a while.
![]() | You lose 3 Adventures. |
- With stench resistance:
You trigger a trap! A cloud of blue gas pours out of the keyhole, but it doesn't affect you.
Occurs in The Daily Dungeon.
Notes
- The choice to use a skeleton key, Pick-O-Matic lockpicks, or Platinum Yendorian Express Card only appears when you have the respective items.
- This is the similar to the Hard stat tests, but always against your primary stat. Your main stat should be at least 29 before you have a modest chance of passing, and you may fail the test with a stat as high as 51. See Daily Dungeon Stat Tests for more information about this test.
- Using a lockpick tests against your Moxie rather than your primary stat. The required stat for the lockpicks method can be (randomly) much higher, but they are never consumed, so you can attempt to pick the lock repeatedly until you succeed.
- Skeleton keys and the Platinum Yendorian Express Card always succeed, regardless of your stats, though the former often breaks in the process.
References
- The sauerkraut trap could refer to Looking For Bobowicz: a Hoboken Chicken Story by Daniel Pinkwater, in which the main characters sneak into an underground area and pass out from sauerkraut fumes.