types of "bad" zones
			 
			 
			
		
		
		
		I have characterized three types of "bad" zones so far. 
 
Type 1: 
-room is dark 
-movement is possible (do #loc to tell) 
-inventory command  "i" kills the client 
[examples: befallen, soltemple] 
 
workaround: 
-relog back and room will have light.  Command "i" will work. 
You will be able to use #goto get out if you need to use coordinates (a coordinate room) 
 
Type 2: 
-no movement allowed 
-light is fine 
-client dies of you use "i" 
[examples: soldunga, soldungb, runnyeye] 
work around: 
-relogin back and you can move.  Command "i" works.  #goto works of you need it 
 
Type 3: 
-movement allowed 
-light is fine 
-command "i" works 
-goto will get you out of coordinate room 
[examples: greatdivide] 
 
**added** 
a fast way out of some of the coord rooms is to camp and then relog.  You will be at the safe coord location. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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