gas-room-hazard

star 2

Use when the player approaches, enters, or takes actions in the gas room. Handles explosion mechanics from open flame sources.

johnwesley By johnwesley schedule Updated 1/25/2026

name: gas-room-hazard description: Use when the player approaches, enters, or takes actions in the gas room. Handles explosion mechanics from open flame sources.

Gas Room Hazard Resolution

When to Apply

Apply this skill when:

  • The player moves toward or enters the gas_room
  • The player is in the gas_room and interacts with light sources
  • The player is carrying the ivory_torch or has the lantern lit near the gas_room

Core Mechanic

The gas_room is filled with coal gas. Any open flame causes an immediate, fatal explosion.

Explosion Triggers

The following situations cause an explosion and game restart:

Trigger Condition
Enter with ivory_torch ivory_torch in inventory when entering gas_room
Enter with lit lantern flags.lantern_lit = true when entering gas_room
Light lantern inside Player lights lantern while in gas_room

Explosion Sequence

When an explosion is triggered:

  1. Describe the explosion dramatically (1-2 sentences):
    • "The gas ignites the moment your flame enters the chamber. The explosion is instantaneous and absolute."
    • "The lit lantern meets the coal gas. Your last thought is that the warning signs weren't decorative."
  2. Call restart_game immediately
  3. Do not continue the scene

Electric Light System

The gas_room has an electric ceiling light controlled by switches in adjacent rooms:

Location Switch Effect
smelly_room light_switch Toggles flags.gas_room_light_on
coal_mine light_switch Toggles flags.gas_room_light_on

When player flips a switch:

  1. Toggle flags.gas_room_light_on (true ↔ false)
  2. Describe: "You flip the switch. A faint hum indicates something electrical powering [on/off] somewhere nearby."

Entering the Gas Room

When the player enters gas_room:

With Open Flame (ivory_torch or lantern_lit = true)

→ Explosion → restart_game

Without Flame, Electric Light ON (flags.gas_room_light_on = true)

→ Describe the room normally under electric illumination

Without Flame, Electric Light OFF (flags.gas_room_light_on = false)

  1. Allow entry (they're in the room)
  2. Describe darkness: "You descend into complete darkness. The smell of gas is overwhelming, but at least nothing here wants to eat you."
  3. Do NOT set flags.in_darkness (grue mechanic doesn't apply here)
  4. Player can:
    • Retreat (go up or east)
    • Grope blindly for items (low chance of success)
    • Light lantern (triggers explosion)

Key Differences from Grue

  • Gas room has requires_light: false - standard darkness/grue rules don't apply
  • No grue in the gas room (gas keeps creatures away)
  • Player can exist safely in gas room darkness (just can't see)
  • Lighting any flame is instantly fatal (no warning turn)

Warning Signs

Both smelly_room and coal_mine have warning signs. When player examines them:

"The sign reads: DANGER - COAL GAS - NO OPEN FLAME. Below it, someone has scrawled: 'The electric light works. Use the switch.'"

Interactables

ID Location Description
warning_sign smelly_room, coal_mine Warns about gas and suggests using the switch
light_switch smelly_room, coal_mine Controls electric light in gas_room
electric_light gas_room Ceiling-mounted electric lamp
sapphire_bracelet gas_room Treasure item (can be taken)

Safe Path to Sapphire Bracelet

  1. Player reads warning sign in smelly_room or coal_mine
  2. Player flips light_switch (sets flags.gas_room_light_on = true)
  3. Player ensures no open flame (lantern off, no ivory_torch)
  4. Player enters gas_room → sees room lit by electric light
  5. Player takes sapphire_bracelet
  6. Player exits safely

State Tracking

Flag Type Default Purpose
flags.gas_room_light_on boolean false Electric ceiling light state
flags.lantern_lit boolean (existing) Whether brass lantern is lit

Never Do

  • Never allow open flame into the gas room without explosion
  • Never apply grue mechanics to gas_room
  • Never describe the grue in gas_room (it doesn't exist there)
  • Never give a "warning turn" before explosion (gas ignites instantly)
  • Never let player "turn off" the ivory_torch (it's always lit)
Install via CLI
npx skills add https://github.com/johnwesley/dungeon_minus_one --skill gas-room-hazard
Repository Details
star Stars 2
call_split Forks 0
navigation Branch main
article Path SKILL.md
More from Creator