movement detail (Movement)



Ten directions lead out of a room. Type the direction's name, or its
    short form:

      north (n)      northeast (ne)      up (u)
      south (s)      northwest (nw)      down (d)
      east (e)       southeast (se)
      west (w)       southwest (sw)

    A room's description lists the exits it actually has. Trying a
    direction that has no exit costs you nothing — the dungeon simply
    tells you there is no way through.

    Looking ahead:

      look <direction>   Glance into the adjoining room without stepping
                         into it, e.g. 'look north' or 'look n'. Worth
                         doing before you walk into whatever is waiting.

    Leaving a fight:

      flee               Aliases: run, escape, retreat. Once a combat round
                         has landed you cannot simply walk out through an
                         exit — you either finish the fight or flee. Fleeing
                         gives your foe one parting strike and throws you
                         through a random exit. A boss lair seals on entry:
                         neither walking nor fleeing works there until the
                         boss is dead.

    See also: 'help' on its own for the full topic index, 'map' for the floor
    chart, and 'minimap on' for the overlay above each room description.

General