Firan Survival Guide: Movement

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Contents

Standard Movement

ADVANCED TIPS: Usually room exits lead to an immediately adjacent room. Firan is built on a gridded coordinate system so you'll end up in an adjacent grid space. Some rooms, however, lead to more remote locations. These are known as shortcut rooms and can take you great distances in a single exit, thus reducing the amount you need to type to get around on the grid.

Typically you move around by typing the name of an exit in which you wish to move. You then are placed in the room on the other side of that exit. Type look to see the room you're in, along with any people and objects in it and a list of all visible exits. (Some exits may be hidden from immediate view.) To see through an exit without actually moving, use the peek <direction> command. Some rooms, however, cannot be peeked into, such as those behind locked doors you don't have a key to.

When looking at the exit names, you may see a 2- or 3-letter alias in <>'s after the exit name. You can abbreviate the exit to what's inside there. Also, sometimes you can type just the first letter (or letters) of an exit name or some other common abbreviation. For example, if you see the exit 'southwest' you can usually type sw to use that exit.

Observe common sense when moving around. There are some areas of the city, such as the Old City, that can be dangerous to venture into. There are many buildings and private homes on the grid, some of which may be unlocked, but keep in mind that if you enter them this is an IC action you have taken. You might be arrested (or worse) for trespassing! Some exits may be guarded by guard objects in the room. In general, if you don't have a good reason to go somewhere, and there's a guard object in the room on either side of the exit, don't go there. The guards would likely stop you.

Additionally, there are some areas of the city that require tolls to move through them. All four main gates to the central palace district require a 1000 steni fee to enter or leave, though some characters (nobles, Republic military members, sharanis, and children) are exempt from them. The money will be automatically deducted from your steni inventory. You can attempt to sneak past them (see help sneak) but this is illegal, and will have consequences if caught. The bath house also requires a 1000 steni fee for usage for all but nobles and military members. Finally, exits leading to other cities infrequently visited will have hefty tolls.

Examples

> north
> sw
> wooden door

Help Text Reference

Basic Help Topics: none
Advanced Help Topics: search, push, sneak, swim, vehicle system, peek

Locked Exits

ADVANCED TIPS: There are other, less legal means to get around locked doors. You can bash the door down, or choose to lockpick if you have the right tools. Locksmiths can create new keys for locks as well -- even if they aren't their own.

Locked doors and gates prohibit you from passing without the proper key. In general, you'll want to lock up after yourself whenever you open a door to prevent thieves and nosy trespassers from entering and stealing your stuff. There are two basic ways to handle locks:

  1. Use the unlock command to temporarily unlock the door, and the lock command to lock up after yourself.
  2. Use the pass command to unlock the door, pass through it, and relock it after yourself, all in a single command. Anyone following you will also move past the locked door.

You need to have the proper key to unlock a door. Keys are actual objects. If you're new to the game you might already have one or more keys in your possession. You can check by typing inventory. If you have more than one key you really want to find a keyring to put them all in. Otherwise, doors might not work properly on the first try for arcane code reasons. (Use put <key> in keyring to put a key in a keyring.)

Examples

> unlock door to room 7
> lock door to room 7
> pass wooden door

Help Text Reference

Basic Help Topics: lock, unlock, pass
Advanced Help Topics: bash, lockpick

Follow Command

ADVANCED TIPS: As a new player, following someone (after making sure they agree to help) can be a good way to receive a guided tour!

The follow command allows one or more characters to openly follow another, passing through any locked doors in the process. Others in the room will see a message about who is following who as the lead character moves about.

Examples

> follow Unsel
> unfollow

Help Text Reference

Basic Help Topics: follow, unfollow, unlead
Advanced Help Topics: tail

Map Command

small map

Click to enlarge

ADVANCED TIPS: Occasionally, during times of civil unrest, the gates between certain areas of the city will be locked. Use the @gates/map command to see a map of locked-down districts, if they exist.

The world of Firan is based on a gridded system of rooms, represented in dspace by their X.Y coordinates. You can find out your own X.Y coordinates in any outdoor room by typing @coords. A color-coded map is accessible from all outdoor points in the game. You'll need to have a MUSH client that displays ANSI color, and have it turned on (by typing @toggle ansi on). There are two map display modes, small 9x9 display (@toggle bigmap off) and large 35x35 display (@toggle bigmap on).

To the left is a map representing the main city, Anarinuell. Note the nine squares outlined in blue. These represent the nine major districts of the city -- one for each clan, and the Palace District in the center. Gates between the districts are, on very rare occasion, locked. A complete set of maps is available online and marks major shops in the various districts. Additionally, an in-game map key (help map key) marks points of interest. Your current position on the grid is indicated by red pointers (> <).

Examples

> @toggle bigmap on
> map
> help map key

Help Text Reference

Basic Help Topics: map, @coords, map key
Advanced Help Topics: @toggle, bigmap toggle, coordinates toggle


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