The Vertical Detour: Seven Tiny Games for the Six Floors You Have to Ride Anyway
Elevators are strange little rooms. They have mirrored walls, mysterious buttons, and a social contract that basically says: stare forward, breathe quietly, and pretend you did not just hear someone’s phone buzz from a coat pocket. But here at Sidequest, we believe a detour can happen anywhere — even between the lobby and the sixth floor. This is not a guide to being the person who presses every button and ruins everyone’s morning. It is a guide to making a short, unavoidable ride feel like a tiny expedition.
These seven micro-quests work solo or two-player. They are designed for commuters, hotel guests, and anyone who has ever stood in an elevator thinking, “Well, this is a room.” Keep them quiet, keep them kind, and keep them quick. The goal is not to bother strangers. The goal is to notice the tiny theater of vertical travel.
The Ground Rules Before You Press Anything
A quest is only charming if nobody else is inconvenienced. So before you begin, accept the following: do not delay the doors, do not press floors you do not need, do not block the exit, and do not recruit strangers into a game they did not agree to play. If someone is carrying groceries, pushing a stroller, using a mobility device, or clearly late for something, your quest is automatically paused. The elevator is shared space first and playground second.
With that out of the way, here is the route.
Quest 1: The Button Oracle
Before the doors close, silently predict the next stop. If you are playing with a friend, both of you guess. If you are solo, keep a mental tally. You get one point for a correct guess and zero points for a wrong one. You lose a point if your own button press creates a stop that nobody actually needed.
A sample round: You are on floor two, heading up. You guess floor four. The elevator stops at three. No points. The doors open at four. One point. A person gets in and says, “Five, please.” You did not predict it, but you also did not cause it. The Button Oracle is fair like that.
Quest 2: The Mirror Diplomacy
The elevator mirror is not a stage. It is a diplomatic zone. Award yourself one point for each of the following: adjusting a collar, smoothing a scarf, checking that your bag is zipped, or quietly fixing your hair before a meeting. Award two points for resisting the urge to make a dramatic face at your own reflection.
If you are playing with a friend, score each other silently and compare after you exit. Do not narrate. Do not point. The mirror does not need commentary. It has seen enough.
Quest 3: The Cargo Story
Look — politely, briefly — at the objects people are carrying. The person with a leaning stack of binders. The person with one sad banana and a giant iced coffee. The person holding a lamp like it owes them money. Now invent a one-sentence backstory for one object. Keep it generous, not mean.
Two-player version: say your sentence after you exit, and let your friend rate it from one to five for plausibility. “That lamp is for a reading corner that will absolutely be assembled by Sunday” earns a four. “That lamp is a disguised robot” earns a two, unless the lamp has a USB port.
Quest 4: The Silent Floor
Pick a floor number in your head. When the elevator passes it, go silent until the doors open again. No talking, no scrolling, no sighing dramatically. Just notice three details you would normally miss: the hum of the motor, the scuff on the handrail, the way the floor indicator clicks over. Solo players get one point per detail remembered afterward. Two-player teams compare notes after exiting. The winner is the person who noticed the most without making it weird.
Quest 5: The Closing-Door Haiku
Compose a haiku between the moment the doors close and the moment they open. Five syllables, seven syllables, five syllables. You do not have to say it out loud. You do not have to write it down. You just have to build it while the elevator does its thing.
Example, inspired by a Tuesday commute: “Doors shut, softly now / Six floors of fluorescent hum / My coffee is cold.” If you finish before the doors open, award yourself three points. If you finish and it is actually good, award yourself five. If you finish and it is about the elevator, bonus point. We are not monsters.
Quest 6: The Lobby-to-Roof Ledger
This is the big one: a scorecard for the whole ride. Start in the lobby and ride to the highest floor you are allowed to visit. If the roof is off-limits, the top public floor counts. Track four things along the way: number of stops, number of greetings exchanged, number of odd cargo sightings, and number of smooth exits. Give yourself one point per stop, one per greeting, two per odd cargo, and three for an exit where nobody got clipped by the doors.
This quest is less about competition and more about turning a boring vertical commute into a tiny travel journal. Hotel guests, this is your moment. Office workers, this is the closest you will get to a rooftop adventure without a keycard.
Quest 7: The Button Diplomat
Your final mission is service. Offer to press a floor for someone whose hands are full. Hold the door only when it is safe and clearly wanted. Step aside before the doors open. Say “after you” and mean it. You do not score thank-yous. You score good exits. A clean, calm elevator ride is its own reward, and it keeps the entire Sidequest philosophy from turning into a nuisance.
The Printable Captain’s Log
Copy this into a notes app, scribble it on the back of a receipt, or print it and tuck it into your wallet. The elevator does not care about your formatting. It only cares that you do not press every button.
| Mark | Quest | Points Possible | My Score |
|---|---|---|---|
| ☐ | Button Oracle | 5 | _____ |
| ☐ | Mirror Diplomacy | 4 | _____ |
| ☐ | Cargo Story | 5 | _____ |
| ☐ | Silent Floor | 3 | _____ |
| ☐ | Closing-Door Haiku | 5 | _____ |
| ☐ | Lobby-to-Roof Ledger | 10 | _____ |
| ☐ | Button Diplomat | 3 | _____ |
| ☐ | Total | 35 | _____ |
The Short Etiquette Rulebook
- Never delay the doors for a game. The quest ends when someone needs to be somewhere.
- Do not recruit strangers. A shared smile is fine. A surprise scorecard is not.
- Do not press extra floors. The buttons are not a percussion instrument.
- Yield the elevator to people with strollers, mobility devices, service animals, or obvious urgency.
- Keep your voice low and your observations kind. The Cargo Story is not a roast.
- Exit promptly. The best elevator game is the one nobody notices you played.
Why Bother?
The elevator is one of the few places in modern life where everyone agrees to stand still for a minute. That is practically an invitation. You do not need a passport, a ticket, or even a good pair of shoes. You just need six floors, a little curiosity, and the good sense to stop when the doors open.
So the next time you step into that mirrored box, do not just stare at the floor indicator. Give yourself a tiny detour. Predict the next stop. Compose a bad haiku. Notice the lamp. And when you reach your floor, exit like a captain who has completed a very small, very polite voyage.