Breaking into a sprint, you start rushing towards the strange wolf-thing, but before you even reach it its ears perk up atop its head. As it turns and spots you, it goes into a mad charge... in the opposite direction. The man looks weird, and you can't let something that strange, not to mention dangerous, just disappear into the night. After looking over the man once more to make sure that he's okay, you rush after the rubbery canine.
The wolf dashes nimbly through the streets and manages to maintain a lead on you. Even as you run so quickly that the buildings lining the sidewalks begin to blur together with the speed that you're passing them, it stays a constant distance ahead of you until finally rushing into an open door. Without bothering to pay any mind to your surroundings you run in behind it, only to hear the door slam shut behind you and the muffled sound of tumblers tumbling and locks locking.
The door behind you doesn't have so much as a knob on it, leaving escape out of your options. Since you have to chase after that wolf anyways, you decide to take a look at your surroundings. You're in a short, mostly featureless hall, its floor covered by a long red carpet and its walls made of old, worn timbers that look like they should barely be able to stand, much less hold up the concrete ceiling above. The entire place is very silent, perhaps even sound-proof, which makes it somehow far more unsettling. More interesting than any of the hallway's other features, however, are the doors lining its sides.
To your left is a pair of odd doors, the likes of which you've never seen. The first is painted a bright, almost neon purple, and the fact that it's otherwise unremarkable only makes it more interesting. The second looks as though the entire door has been covered with shiny red rubber, the stuff hastily nailed to each corner, and a small hole around the knob allowing access to it and showing the pale, birch-colored wood beneath the latex sheet. On your right is a second pair of portals, these ones far more normal. Nearest to you stands a proud, oaken door, a stylized, almost heraldric image of a wolf etched into its surface. Further away on the same wall stands an opening with no door to block it off, beyond which you can see nothing but darkness. Finally, at the very end of the hall, a well-varnished double door beckons you to explore this place further.
The "symbolism" here is obvious: the purple, the rubber, and the wolf are all components of the creature you'd already seen. But then, you wonder, what does that dark room stand for? Peering into its black abyss, you realize that it may be best not to know. And then there's the double doors at the end. Are they the exit to this place, or will they just bring you deeper in? With no other possible way out, it doesn't really matter - you have no choice but to either pick a door or wait here for the rest of your life.