180
The dungeon door
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You enter the passageway sloping downwards and after many twists and turns in the passageway you are hopelessly lost.
You notice a disgusting little spider running around a corner ahead of you. Curiously it then comes back round the corner, looks at you and waits, then lifts up a spindly leg and points.
"Arthur" says Snako, "I think that spider wants us to follow him."
"I think we should just squash it," you suggest. "Disgusting little thing."
"No listen," Snako restrains you. "It may be a magical creature - it may be an evil magical creature."
"Oh ok fine, I won't squash it... yet. Let's see where it goes."
You follow the spider as it turns this way then that and are delighted to finally arrive at what must surely be the entrance to the dungeon.
A huge wooden door, banded with silver inlaid iron, stands within a stone archway. Either side of the door two antique sets of armour are positioned upright as if on guard.
The spider you were following scurries through the keyhole of the door and disappears.
"It's got away the little blighter!" you exclaim.
"Never mind that Arthur, look where we are!" shouts Snako, forgetting to be quiet in his excitement.
Above the door there is a sign written in some archaic font, which reads: "DUNGEON".
"Yes!" you breathe, "We've finally found it."
You try the doorknob but it doesn't budge.
"There's a magical enchantment of locking on the door!" says Snako. "We will need to cast a counter spell if we are to get through."
As you lift up your wand, you rack your brains to try to think of a spell that might work.
............................................................
1. "Openus Sesamus!" you cry. ~ Go to number 249
2. "Door lock undone, unlock door done!" you say ~ Go to number 182
3. "Ziggidy zaggady zock unlock!" you chant ~ Go to number 195
4. "Watermelon!" you shout ~ Go to number 272