The hallway has three closed doors in it (left side/right side/left side) before coming up to the double doors on the right. Other than the single-scanners and A/R scanners that constantly poll the hallway near the doorways, there doesn't appear to be any trickery afoot. Well, nothing insidious, anyway. You start down the hallway together, the only sounds you hear are the whispered shuffling of footgear on the floor and the occasional clatter that issues forth from down the hall, somewhere.
In seconds you hear "Stack up on the door," X is whispering on the command push, "On my signal, clear the door, and move in." Glancing back you notice - or utterly fail to notice - that X has somehow disappeared. Yup, on second glance, you continue to note his absence. Gone. (You may now feel free to panic in your own customary ways.)
At the first door Ace steps a little forward, holding his hand up in a fist, his elbow hanging out from his body forming a 90-degree angle with his forearm/wrist. Everybody seems to understand that this means stop, and Block freezes accordingly. Not sure where X is, or if he froze appropriately or not. Across the command push you get a heavily-overlaid image (filtering is up the receiver) of the doorway, the closed (and most assuredly locked) door, and the utter lack of nefarious trappage that Ace is faced with. He tries the door, but is stopped by the fact that it is [a] VERY locked, and [b] VERY solid. Built to take a beating, you figure... ...the group starts off further down the hall as Ace murmurs "Stay frosty" in an impressive baritone. Ace halts the team at each door in the same fashion, but each door is in turn discovered to be solidly locked, and the third door doesn't feel so much like a door as perhaps a dressing or wall decoration, something of a continuance of the wall with a door facade laid over it. Weird.
As the team closes range with the double doors, a roll of gauze flies out from behind the group, bounces from one wall to the other, bounces down into the floor, then unrolls about four feet and comes to a stop. Block slides sideways to scoop it back up, then falls in on the side of the door, facing Ace.
The double door, where all the footprints and slider-prints go, looks like a dark oak grand ballroom door, heavily-framed and with strng panels. (You suspect the oak may be a cover for some steel - it just seems like what you'd expect in a building like this.) The strange thing is that the same single-scanners appear to function across the space in front of the double doors. In the top rail, that heavy lintel that over-arches the entire doorway, you note that there are small darkened squares, and as you approach, it lights up - obviously triggered by the scanning systems you noted before. From somewhere - perhaps everywhere in the hallway, a soft "bong" can be heard, and the fourth darkened sqaure lights up white, the number "1" backlit in it. A second soft "bong" in as many seconds is heard, and the doors open, smoothly sliding to the left and right (like elevator doors do) instead of pulling out and swinging forward to the left and right, like ballroom doors might. Inside you see a brightly-litm, pure white cubicle, eight feet on a side, with a set of doors (closed) on the opposite side, and a black control panel with the requisite number of buttons (eight floors labelled from "1" to 8", with a "B", "BB", "PD", "V1", "V2", "V3", and "V4") and the standard "Safety Inspection Sticker can be viewed in the main office" documentation. The inner walls appear to have been some sort of fine wood, bleached to whiteness and practically glowing under the indirect illumination.
The elevator beckons. Across the A/R spectrum you hear, "Floor selection, please..." with another of those delicately rendered "bong" tones.
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