From a designer view, I think the point here is clearly to give the player to choose one path out of three. The key is just here lying before the locks; these are not secret passages. There is no clue there are 'bad' paths or dead end, but sounds of roaming creatures which are different for each path. That's what the player finally chooses : which creatures to face. The way it ends shows clearly the player that each path leads to the same point, then not to think something important was missed.Saumun wrote: Wed Nov 08, 2017 2:31 pm On the cross key point, I agree that you’d expect to either get one key or all three. I would agree with Paul S that this seems like an oversight, and though that doesn’t feel in keeping with the meticulous nature of the dungeon, I can’t imagine what else it would be (maybe sheer deviousness).
The goal of each path is to collect 2 coins that give you 2 gifts in the end; and if you choose well, you can get 2 extra coins + 1 extra key (so making a 2nd path is a bonus : getting 2 more coins), then finally having the possibility to open 6 alcoves out of 7.
That clockwise level is special and kind of disturbing at first; they might have broken some rules in their general design. You also found 3 false walls to get the boots of speed; never seen elsewhere.
You speak much CSB here that I had doubt we were still talking about DM level
