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Old 02-03-2002, 11:38 AM
madborg
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Join Date: Jan 2002
Posts: 322
Default 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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