Hey, why not using sound?
That's what I'm gonna do with my game**: save rooms have a special sound effect that you can still hear from the contiguous rooms. Hopefully, the player will recognise that such sound comes from the saving point, and they'll feel safe enough to continue through the "obvious" path.
What players fear most about taking the "signaled" way first is not being able to go back to explore that other secret path they spotted (as in, "damn, what if I go right only to find a hard boss battle? What if the secret path lead to some upgrade that I'll be needing against this thing?").
If I recall correctly, Metroid Prime had this kind of thing going on (also you could always see the save station right after opening the door, before even entering the room).
**original kontent do not stel
Also
(less so in the case of the fire drake, which is borderline totally unfair)
That fucker didn't get me. I knew he was going to attack somehow, so I approached carefully and ran for my life when the flames started.
What did get me (and I found excessively punishing) were the boulder and the barrel going down the stairs. In both cases I reacted quickly and tried to side dodge, but it was useless. The boulder doesn't kill you so it's fine. But the barrel (plus that ***** that comes right behind it to finish your life), I still think it was really bad designed. They should have pulled a Megaman X on us, and let us know in some way that enemies in that area can throw barrels at you (perhaps they did and I didn't notice, tho).
Any way, both traps make you learn how cruel the game can be, which eventually makes you a better player. No other trap in DS got me after that damn barrel.