NITETIME GOPHER 1.0 - Lake Koshkonong Node
Server: gopher.nitetime.net:70    Selector: /mud/how-to-play.txt
NITETIME MUD // HOW TO PLAY
===========================

READ, TYPE, PRESS ENTER

The game prints a description and a prompt. Type a short command at
the prompt and press Enter. You do not need to write a story sentence.
For example, type `look receiver`, not "I walk over and carefully look
at the receiver."

LOOKING AROUND

  look

This describes your current room and shows visible people, objects and
exits. Some rooms also show a short `Try:` suggestion.

  look <target>

This examines a visible or accessible target. For example:

  look receiver

`l` is the short form of `look`. The game also accepts `examine
<thing>` for inspecting a nearby thing.

MOVING

Exits appear when you `look`. Type the displayed exit name by itself.
An exit may be a direction such as `north`, or a phrase such as
`outside` or `take trail`. Short directions such as `n`, `s`, `e`,
`w`, `u` and `d` work where the game defines them.

Some routes can be closed, locked or dependent on story progress.
They give useful feedback. If the game prompts you to use `open` or
`close`, follow the exact nearby wording. Do not assume every door in
the world is interactive.

USING THINGS

Objects and rooms can provide commands that make sense there. In the
opening Garage, for example:

  read board
  check terminal
  tune radio
  listen

The named object must really be nearby. Quest actions may also require
earlier objectives. Check `tasks` when an interaction does not yet
produce the result you expected.

CARRYING OBJECTS

  inventory
  get <object>
  drop <object>

`i` means `inventory`, and `grab <object>` also picks up a portable
object. Fixed scenery cannot be taken. Some commands work only when
you carry the correct equipment.

QUESTS WITHOUT A WALKTHROUGH

  quests
  tasks
  hint

`quests` lists known quests. `quests <name>` shows one quest's
objectives and progress. `tasks` gives only the next required
objective. `hint` starts gently and reveals a later staged hint when
used again. Quest updates are concise, and repeated actions do not
award the same progress twice.

YOUR PERSONAL RECORD

  journal
  map
  status

The journal contains only discoveries and achievements you have
earned. The map contains only places you have visited; `?` marks an
unvisited place. Status brings together your location, active quest,
discovery count and relevant field equipment information.

TALKING WITH PEOPLE

  local Is anyone here?
  private dan I found the receiver.
  global Anyone exploring tonight?
  online

Local speech stays in your room. Private speech reaches one connected
player. Global speech reaches the public NITETIME community channel.
Online lists connected character names. See /mud/communication.txt.

LEAVING AND RETURNING

Quest progress, discoveries, achievements, explored locations and
important equipment state persist across reconnects. Returning players
use `connect <name> <password>` at the welcome screen.

MAKING A CHARACTER VISIBLE

Use `appearance` to build a structured visual profile. Use `hold`,
`wear` and `equipment` to manage what is visibly in your hands or on
your body. These details can appear when someone looks at your
Character and in a photograph of the moment.

TAKING FIELD PHOTOGRAPHS

The two-handed Field Camera frames rooms, nearby objects, Characters
with consent, and the visible side of exits. A successful `snap`
creates a private immutable record before an external lab develops any
image. See /mud/field-camera.txt for the full procedure and
/mud/photo-history-and-lab.txt for the manual development boundary.
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