dbm/
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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 %r 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. 

See EXAMPLES4 for more.