Mbongo Mud runs a modified version of Tinymud code (currently version
1.5.3).  If you are used to standard Tinymud, expect some things to behave
differently.  See the sections below labelled DROP, GET, @LINK, DESTROYING,
FLAGS (BOX), and SACRIFICING.

A brief note on conduct:  Remember that most of the other players in the
game are real people (robots are an exception).  Even though this is a
role-playing game, you should treat other players as you would in real
life.  Verified complaints of harrassment or inappropriate conduct will
result in the termination of your character.  If your character is the
victim of harrassment of any kind, please send mail to mud@mbongo.ucsd.edu.

Novices may want to read through the dictionary and encyclopedia below;
however, all of the information you need to play the game is contained
within the game itself.

Three's Unabridged Dictionary of Commands
-----------------------------------------

DROP
drop <object1> [=<object2>]. Drops <object1>. The second argument may be
used if <object2> is a BOX (See BOX in the encyclopedia).  Dropping a thing
in the temple sacrifices it (See SACRIFICING). Otherwise, a dropped thing is
relocated to <object2> if specified, or the current room, unless its STICKY
flag is set (See STICKY), or the room has a drop-to (See DROP-TOS). Unlinked
exits can only be dropped in rooms you control. 'throw' and 'put' are the
same as 'drop'. 

EXAMINE
examine [object]. Displays all available information about <object>. <object>
can be specified as <name> or #<number>, or as 'me' or 'here'. You must
control the object to examine it.  Wizards can examine objects in other
rooms using #<number> or *<player>.

GET
get <object1> [=<object2>]. Picks up <object1>. The second argument is used
if <object1> is contained within <object2>.  <object1> can be a thing or an
unlinked exit. 'take' is the same as 'get'.

GIVE
give <player>=<pennies>. Gives player the specified number of pennies. The
only thing you can give is pennies. You can't give someone pennies if their
new total would be greater than 10000.  Wizards can give as many pennies as
they wish, even negative amounts, without affecting their own supply, and
can give pennies to things to change their sacrifice values.

GOTO
go[to] <direction>; go[to] home. Goes in the specified direction. 'go home'
is a special command that returns you to your starting location. The word
'go' may be omitted. 'move' is the same as 'go'.

GRIPE
gripe <message>. Sends <message> to the system maintainer.

HELP
help. This displays a short help message.

INVENTORY
inventory. Lists what you are carrying. This can usually be abbreviated to
inv.

KILL
kill <player> [=<cost>]. Attempts to kill the specified player. Killing costs
either <cost> or 10 pennies, whichever is greater. The probability of success
is <cost> percent. Spending 100 pennies always works (except against wizards,
who can never be killed).  Players cannot be killed in rooms which have been
set HAVEN. (see HAVEN)

LOOK
look [object]. Displays the description of <object>, or the room you're in if
you don't specify one. <object> can be a thing, player, exit, or room,
specified as <name> or #<number> or 'me' or 'here'. 'read' is the same as
'look'.  Wizards can look at objects in other rooms using #<number> or
*<player>.

MOVE
See GO.

NEWS
news. Displays the current news file for the game. Must be typed in full.

PAGE
page <player>. This tells a player that you are looking for them. They will
get a message telling them your name and location. This costs 1 penny.  If a
player is set HAVEN, you cannot page them, and they will not be notified
that you tried.

QUIT
QUIT. Log out and leave the game. Must be in all capitals.

READ
See LOOK.

ROB
rob <player>. Attempts to steal one penny from <player>. The only thing you
can rob are pennies.

SAY
say <message>. Says <message> out loud. You can also use '"<message>'.
Another command is ':<message>'. This is used for actions, ex. if your name
was Igor, and you typed ':falls down.', everyone would see "Igor falls
down." See also WHISPER.

SCORE
score. Displays how many pennies you are carrying.

TAKE
See GET.

THROW
See DROP.

WHISPER
whisper <player>=<message>. Whispers the message to the named person, if they
are in the same room as you. No one else can see the message, but they will
see the message "<yourname> whispers something to <player>".  Wizards can
whisper *<player>=<message> to whisper to players in other rooms.

WHO 
WHO [<player>]. List the name of every player currently logged in, how long
they have been on, and how long they have been idle.


@BOOT
@boot <player>. Disconnects the player from the game. Only Wizards can use
this command.

@CHOWN
@chown <object>=<player>. Changes the ownership of <object> to <player>.
Only wizards may use this command. Players can't be @chowned; they always
own themselves.

@CREATE
@create <name> [=<cost>]. Creates a thing with the specified name. Creation
costs either <cost> pennies or 10 pennies, whichever is greater. The value
of a thing is proportional to its cost. To be exact, value=(cost/5)-1.

@DESCRIBE
@describe <object> [=<description>l. <object> can be a thing, player, exit,
or room, specified as <name> or #<number> or 'me' or 'here'. This sets the
description a player sees when they use the command 'look <object>'. Without
a description argument, it clears the message. It can be abbreviated @desc.

@DIG
@dig <name>. Creates a new room with the specified name and displays its
number. This costs 10 pennies.

@DUMP
@dump. Only wizards may use this command. Saves the database from memory to
disk. Automatically occurs every hour, and when @shutdown is used.

@FAIL
@fail <object> [=<message>]. <object> can be a thing, player, exit, or room,
specified as <name> or #<number> or 'me' or 'here'. Sets the fail message for
<object>. The message is displayed when a player fails to use <object>.
Without a message argument, it clears the message. See also @OFAIL.

@FIND
@find [name]. Displays the name and number of every room, thing, or player
that you control whose name matches <name>. Because the command is
computationally expensive, this costs 100 pennies.

@FORCE
@force <player>=<command>. Only wizards may use this command. Forces the game
to act as though <player> had entered <command>.

@LINK
@link <object>=<location>. Links <object> to room or box specified by
<location>. <location> may be specified as <name> or #<number> or 'here' or
'home'.For things and players, sets the home room (See HOMES). For rooms,
sets the drop-to room (See DROP-TOS). For exits, sets the target room; exits
must be unlinked, and you must control the target room unless its LINK_OK
flag is set. Linking an exit costs 1 penny. If the exit was owned by someone
else, the former owner is reimbursed 1 penny.  Wizards can @link objects in
other rooms using #<number> or *<player>.

@LOCK
@lock <object>=<key>. Locks <object> to a specific key(s). <object> can be
specified as <name> or #<number>, or as 'me' or 'here'. Boolean expressions
are allowed, using '&' (and), '|' (or), '!' (not), and parentheses ('(' and
')') for grouping. To lock to a player, prefix their name with '*' (ex.
'*Igor').  See the example section at the end of these docs.

@NAME
@name <object>=<new name> [<password>]. Changes the name of <object>.
<object> can be a thing, player, exit, or room, specified as <name> or
#<number> or 'me' or 'here'. For a player, it requires the player's password.

@NEWPASSWORD
@newpassword <player> [=<password>]. Only wizards may use this command.
Changes <player>'s password, informing <player> that you changed it. Must be
typed in full.

@OFAIL
@ofail <object> [=<message>]. The @ofail message, prefixed by the player's
name, is shown to others when the player fails to use <object>. Without a
message argument, it clears the message. <object> can be specified as <name>
or #<number>, or as 'me' or 'here'. See also @FAIL.

@OPEN
@open <dir>[;<other dir>]* [=#<number>]. Creates an exit in the specified
direction(s). If #<number> is specified, it is linked to that room.
Otherwise, it is created unlinked. You or anyone else may use the '@link'
command to specify where the unlinked exit leads. Opening an exit costs 1
penny. If you specify <number>, linking costs 1 more penny.

@OSUCCESS
@osuccess <object> [=<message>]. The @osuccess message, prefixed by the
player's name, is shown to others when the player successfully uses <object>.
Without a message argument, it clears the @osuccess message. It can be
abbreviated @osucc. <object> can be specified as <name> or #<number>, or as
'me' or 'here'. See also @SUCCESS.

@PASSWORD
@password <old password>=<new password>. This changes your password.

@SET
@set <object>=<flag>; @set <object>=!<flag>. Sets (or, with '!', unsets)
<flag> on <object>. See FLAGS in the encyclopedia.

@SHUTDOWN
@shutdown. Only wizards may use this command. Shuts down the game. Must be
typed in full.

@STATS
@stats [player]. Display the number of objects in the game. For wizards, also
lists a breakdown by object types. Wizards can supply a player name to count
only objects owned by that player.

@SUCCESS
@success <object> [=<message>]. Sets the success message for <object>. The
message is displayed when a player successfully uses <object>. Without a
message argument, it clears the message. It can be abbreviated @succ.
<object> can be specified as <name> or #<number>, or as 'me' or 'here'. See
also @OSUCCESS.

@TELEPORT
@teleport [<object>=] <room>. Teleports <object> to <room>. <object> must be
a thing. (Wizards can also teleport players.) You must be able to link to the
destination, and either control the object or its current location. You can
only teleport objects into a room, not into someone's inventory. If the
target room has a drop-to, <object> will go to the drop-to room instead.
Wizards can teleport things into players' inventories.

@TOAD
@toad <player>. Only wizards may use this command. Turns the player into a
slimy toad, destroying their character. Must be typed in full.

@UNLINK
@unlink <dir>; @unlink here. Removes the link on the exit in the specified
direction, or removes the drop-to on the room. Unlinked exits may be picked
up and dropped elsewhere. Be careful, anyone can relink an unlinked exit,
becoming its new owner (but you will be reimbursed your 1 penny). See @LINK.

@UNLOCK
@unlock <object>. Removes the lock on <object>. See @LOCK.

@WALL
@wall <message>. Only wizards may use this command. Shouts something to every
player connected. Must be typed in full.


Three's Encyclopedia of the TinyWorld
-------------------------------------

BEING KILLED
Getting killed is no big deal. If you are killed, you return to your home,
and all things you carry return to their homes. You also collect 50 pennies
in insurance money (unless you have >= 10000 pennies). See MONEY.

BOGUS COMMANDS
Bogus commands can be made using exits. For example, to make a 'sit' command,
one could "@open sit", then "@link sit=here" (because unlinked exits can be
stolen), "@lock sit=#0" (impossible to carry Limbo (#0) anywhere, so the
condition always fails), and "@fail sit=You sit on the chair."; "@ofail=sits
on the chair.".  Since nobody can go through it, it always fails. The @fail
message is displayed to the player, and the @ofail message (preceded by the
player's name) to everyone else.

CONTROL
There are 3 rules to controlling objects: 1) You control anything you own.
2) A wizard controls everything. 3) Anybody controls an unlinked exit, even
if it is locked. Builders should beware of 3, lest their exits be linked or
stolen.

COSTS
Costs: kill: 10p (or more, up to 100p). page: 1p. @dig: 10p. @create: 10p (or
more, up to 505p), sacrifice value=(cost/5)-1. @find: 1p. @link: 1p (if you
didn't already own it, +1p to the previous owner). @open: 1p (2p if linked at
the same time).  Wizards don't need money to do anything.

DESTROYING
Only things can be destroyed (see SACRIFICING). However, everything can be
reused. You can give an object a new name with @name, redescribe it with
@describe, and set new success and fail messages for it. Exits can be
@unlink'd and picked up and dropped elsewhere, so you can pick up an extra
exit and use it in another room.

DROP-TOs
When the @link command is used on a room, it sets a drop-to location. Any
object dropped in the room (if it isn't STICKY) will go to that location. If
the room is STICKY, the drop-to will be delayed until the last person in the
room has left.

FAILURE
You fail to use a thing when you cannot take it (because it's lock fails).
You fail to use an exit when you cannot go through it (because it's unlinked
or locked). You fail to use a person when you fail to rob them. You fail to
use a room when you fail to look around (because it's locked). See STRINGS,
and in the dictionary, @FAIL and @OFAIL.

FLAGS
The flags are displayed as letters following an object's ID number. Flags are
set with the @set command. The flags are: W(izard), S(ticky), L(ink_OK),
D(ark), T(emple), B(ox), H(aven), and the gender flags M(ale), F(emale), and
N(euter). See TYPES, GENDER, and individual flag names.

WIZARD
If a person is WIZARD, they are a wizard, unkillable, subject to fewer
restrictions, and able to use wizard commands. It is only meaningful for
players. Only another wizard can set this flag. In general, WIZARDs can do
anything using #<number> or *<player>.  Only player #1 can set and unset the
WIZARD flag of other players. No WIZARD can turn their own WIZARD flag off.

STICKY
If a thing is STICKY, it goes home when dropped (See HOMES). If a room is
STICKY, its drop-to is delayed until the last person leaves (See DROP-TOS).
Only meaningful for things and rooms.

LINK_OK
If a room is LINK_OK, anyone can link exits to it (but still not from it).
It has no meaning for people, things, or exits. See @LINK in the dictionary.

DARK
If a room is DARK, then when people besides the owner 'look' there, they only
see things they control. If a thing or player is DARK, then "look" does not
list that object in the room's Contents:. Only wizards can set players or
things dark.

TEMPLE
If a room is TEMPLE, you can sacrifice things for pennies by dropping them
there. It has no meaning for players, things, or exits. Only wizards can set
this flag.

BOX
If an object is a BOX, it may contain other objects.  You must be able to
pass the lock on the object in order to put things in or take things out.

GENDER
@set me=unassigned|male|female|neuter. Default unassigned. If a player's
gender is set, %-substitutions will use the appropriate pronoun for that
player. Only meaningful for players. See SUBSTITUTIONS.

HAVEN
@set here=haven;@set me=haven. If a room is HAVEN, you cannot kill in that
room. If a player is set HAVEN, he cannot be paged.

GOAL
There is no ultimate goal to this game, except to have fun. There are puzzles
to solve, scenery to visit, and people to meet. There are no winners or losers,
only fellow players. Enjoy.

HERE
The word 'here' refers to the room you are in. For example, to rename the
room you're in (if you control it), you could enter "@name here=<new name>".

HOMES
Every thing or player has a home. This is where things go when sacrificed,
players when they go home, or things with the STICKY flag set go when dropped
(See STICKY). Homes are set with the @link command. A thing's home defaults
to the room where it was created, if you control that room, or your home.
You can link an exit to send players home (with their inventory) by "@link
<dir>=home".  Drop-tos can also be set to 'home' (See DROP-TOS). See @LINK.

LINKING
You can link to a room if you control it, or if it is set LINK_OK.  Being
able to link means you can set the homes of objects or yourself to that
room, and can set the destination of exits to that room. See LINK_OK, and in
the dictionary, @LINK.

ME
The word 'me' refers to yourself. Some things to do when starting out: 1)
give yourself a description with "@describe me=<description>", then look at
yourself with "look me". 2) prevent anyone else from robbing you with "@lock
me=me". 3) set your gender, if you wish it known, with "@set me=male" or
"@set me=female" (or "@set me=neuter" to be an 'it').

MONEY
Building and some other actions cost money. How to get money: 1) find
pennies.  2) sacrifice (drop) things in the temple. 3) get killed. 4) be
given money. 5) rob someone. Once you reach 10000 pennies, it becomes
difficult to acquire more. See COSTS and SACRIFICING.  Wizards don't need
money to do anything.

ROBBERY
When you rob someone, you succeed or fail to use them (See SUCCESS and
FAILURE). You can protect yourself from being robbed by entering "@lock
me=me" (See ME, and in the dictionary, @LOCK). If you lock yourself to
yourself, you can rob yourself and set off your @success and @osuccess
messages. Try entering "@osucc me=is goofy." and robbing yourself in a
crowd. See ROB in the dictionary.

SACRIFICING
You sacrifice a thing by dropping it in the temple. Sacrificing someone
else's object gives you the sacrifice value of the object.  Sacrificing your
own object destroys the object and pays you back most of the creation cost
for the object. If you have >= 10000 pennies, all sacrifices are worth only
1 penny. The sacrifice value of a thing is set at creation by "@create
frob=cost", by the formula value=(cost/5)-1. Only a wizard can change the
value of an object, once created.

STRINGS
Objects have 6 strings: 1) a name. 2) a description. 3) a success message
(seen by the player). 4) a fail message (seen by the player). 5) an osuccess
message (seen by others). 6) an ofail message (seen by others).

SUBSTITUTIONS
@osuccess and @ofail messages may contain %-substitutions, which evaluate to
gender-specific pronouns if the player's gender is set. They are: %s
(subjective) = Name, he, she, it. %o (objective) = Name, him, her, it. %p
(possessive) = Name's, his, her, its. %n (player's name) = Name. Capitalized
pronouns are also available with %S, %O, and %P. If you need a '%', use %%.
Ex.  '@ofail teapot=burns %p hand on the hot teapot.' See GENDER.

SUCCESS
You successfully use an object when you take it. You use an exit successfully
when you go through it. You successfully use a person successfully when you
successfully rob them. You successfully use a room when you look around. See
STRINGS, and in the dictionary, @SUCCESS and @OSUCCESS.

TYPES OF OBJECTS
There are 4 types of objects: things, players, exits, and rooms. The first
letter following an object's ID number indicates the type: P(layer), E(xit),
R(oom), otherwise, thing. Things are inanimate objects that can be carried.
Players are animate objects that can move and carry. Exits are the means by
which objects move. Rooms are locations that contain objects and linked
exits.

Examples
--------

Igor is a new player. He sets his description by typing:
   @desc me=Igor is a ferret with an evil glint in his eye.
He has guarded himself from being robbed, and set some fail messages on 
himself that people will see when they try to rob him. He typed:
   @lock me=me
   @fail me=Igor chomps you on the knee with his little sharp teeth.
   @ofail me=howls in pain as Igor bites them.
Now, here is what happens if Murf tries to rob Igor:
   Murf types:   rob igor
   Murf sees:    Igor chomps you on the knee with his little sharp teeth.
   all else see: Murf howls in pain as Igor bites them.
'them' as a pronoun isn't to specific, and so Igor should do this:
   @ofail me=howls in pain as Igor bites %o.
So if Murf robs Igor, this is what everyone else will see:
   Murf howls in pain as Igor bites him.
This is assuming that Murf did a '@set me=male'. If not, it would have
printed:
   Murf howls in pain as Igor bites Murf.

Igor wants to set a message that he will use a lot, so he sets his @osucc:
   @osucc me=runs around the room nipping at everyone's heels.
Now, if he wants to display that message:
   Igor types:   rob me
   Igor sees:    You stole a penny.
	         Igor stole one of your pennies!
   all else see: Igor runs around the room nipping at everyone's heels.

Igor wants to make an object called 'Ferret chow'. He types:
   @create Ferret Chow
   @desc Ferret Chow=This is a big bag full of yummy ferret chow. 
   @succ Ferret Chow=You tear into the end of the bag, stuffing yourself.
   @osucc Ferret Chow=tears into the Ferret Chow bag, eating greedily.
Now Igor decides that he wants to be the only one who can pick up the bag.
   @lock Ferret Chow=me
   @fail Ferret Chow=It's icky Ferret Chow. It would probably taste gross.
   @ofail Ferret Chow=decides Ferret Chow is icky.
If Igor picks up the bag:
   Igor types:   get Ferret Chow 
   Igor sees:    You tear into the end of the bag, stuffing yourself.
   all else see: Igor tears into the Ferret Chow bag, eating greedily.
Igor is now carrying the bag. He must drop it if he wants to see the messages
again.  If Murf picks up the bag:
   Murf types:   get Ferret Chow
   Murf sees:    It's icky Ferret Chow. It would probably taste gross.
   all else see: Murf decides Ferret Chow is icky.
Because the bag was locked to Igor, Murf cannot get the bag.

Igor wants to build a few rooms. He can only build off of a place where he
can get a link. He needs to ask around to find one of these if he is just
starting to build. Murf is going to give Igor a link named 'n;north'. That
means that both 'n' and 'north' activate that exit. Igor digs a room, and
links the exit to it. He types:
   @dig Igor's House
At this point, the program will respond "Igor's House created with room number 
xxxx". We'll pretend it gave the room number as 1234.
   @link n;north=#1234
The program will respond with "Linked." Now Igor sets a few messages on the
exit. He types:
   @desc n=North is Igor's House.
   @succ n=You crawl into Igor's House.
   @osucc n=crawls into Igor's House.
These messages work just the same way they work on object, like the Ferret
Chow.  Next, Igor goes in the room, and creates an out exit. Murf has been
nice enough to not only give Igor the n;north exit, but to set his room to
L(ink_ok). Murf's room number is 623.  Igor types 'n' or 'north' to go in
the room, then types:
   @open out;back;s;south=#623
The program will respond with "Opened. Trying to link... Linked." Igor now
has a south exit back to Murf's room. Murf can now set his room to !link_ok,
so no one else can link to it. Igor puts some messages on the south link as
well. He decides he wants to describe the room, so he types:
   @desc here=This is Igor's home. It is a small room, lined with paper shreds.
   Over in the corner is a small hole.
Now Igor wants to dig a small room that the hole connects to. He types:
   @dig Igor's Hidden Room
The program tells him that the room is number 1250. He then types:
   @open hole=#1250
   @lock hole=me
   @desc hole=This is a small hole, just the size of Igor.
   @fail hole=You can't fit.
   @ofail hole=can't fit through the hole.
   @succ hole=You slip into the hole.
   @osucc hole=slips into the hole.

This creates and links the exit called 'hole' to Igor's Hidden Room. He locks
the exit to him, so only he can go through the exit. When he uses the exit,
the success and osuccess messages will be displayed. When someone else tries
to use the exit, the fail and ofail messages will be displayed. Since Igor
owned the room that he was linking from, he had to use @open to create the
link first.  He now types 'hole' to go in the room, and types '@open
out=1234' to create and link an exit called 'out' that leads to his House.
If Igor wants everyone BUT Murf to be able to go 'hole', he types:
   @lock hole=!*murf
This locks the hole against the player Murf. If he wants a person to be able
to go through 'hole' only if they have the bag of Ferret Chow, he types:
   @lock hole=Ferret Chow
If he wants himself to be able to go in the hole, even if he doesn't have the
Ferret Chow, he types:
   @lock hole=Ferret Chow | me
If he wants to lock everyone out except for himself and Murf if Murf has the
bag of Ferret Chow, he types:
   @lock hole=(*murf & Ferret Chow) | me
You can get more and more complicated with locks this way.
Igor is done building his home, and wants to set his home to it, so when he
types 'home' he will go there instead of Limbo(#0RDLA). He goes in his house,
and types:
   @link me=here
The program will respond with "Home set." Now Igor can go 'home', and QUIT
and not worry about his inactive body cluttering up the landscape.

Creating whole houses and adventures can be easy if you understand the way
the @ commands work.
When you build a room, you should have a very thorough description. Every
thing listed in the description should be given a bogus exit (see entry)
to detail the place. For example, here is the description of a room built
by Three.

   Three's flat(#5400)
   Red wall-to-wall carpeting covers the floor. A cushy brown leather
   couch sits across from a wide-screen TV with a VCR and video disc
   player stacked on top.  Escher prints hang on the walls, hilited by
   track lighting. Papers protrude from a roll-top desk to one side,
   adjoining an imposing stereo whose controls rival those of 747 cockpits.
   The kitchen lies north, the foyer south, and the bedroom beyond a
   short passage east.
   Contents:
   Flitterby Award for Comprehensive Building

Now, you noticed the desk in the room. A 'look desk' will show:
   Every drawer and cubby is overflowing with papers, envelopes, flyers,
   leaflets, folders, booklets, binders, quick reference cards, and
   other paper products. A Compaq luggable sits in a small canyon of
   paper. Atop the desk stands a framed photo. Under the desk sits a
   back stool.
Now, since this was done with a exit to create a bogus command, you might
try going through the exit, so you will get the fail message. A 'desk' will
show:
   You rummage thru the desk drawers, finding nothing of interest.
Here is an examine of the bogus command, to show you how it was done:
   desk(#5395E)
   Owner: Three  Key: Limbo(#0RDL) Pennies: 0
   Every drawer and cubby is overflowing with papers, envelopes, flyers,
   leaflets, folders, booklets, binders, quick reference cards, and
   other paper products. A Compaq luggable sits in a small canyon of
   paper. Atop the desk stands a framed photo. Under the desk sits a
   back stool.
   Fail: You rummage thru the desk drawers, finding nothing of interest.
   Ofail: rummages thru the desk drawers.
   Destination: Three's flat(#5400R)

In this way, a highly detailed room can be built, and greatly increase the
atmosphere of the place. Take a walk around and look at the place first, 
before deciding to build. Then sit down and think carefully about what you
want to build. Careful planning has made several very interesting places.







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