There are two things you need to know to get out of the Tearoom: which direction to move, and how to overcome the 'feeling of dread' that descends upon you. The first problem is easy, since the room description tells you that the way out is to the north. Hence, give the command N (which is short for NORTH).

However, if you have no points you will get a 'feeling of dread' when you try to leave the Tearoom, and can't get out until you become 'suitably composed'. To become 'suitably composed', take the advice given at the end of the description of the room, and SIP TEA. This will give you one point, enough for you to get out by going N. There is no need to SIP TEA every time you play, only if you have no points.

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This section provides an introduction to MUD, and was written to be of some help to absolute beginners who are just starting with the game. Before you can begin to play "properly", there are a few basic facts you should know to smooth the way. Traditionally, this information is obtained from other players, but newcomers are often too shy to ask. Also, although other players will usually help you once they realise you really ARE a complete novice, it's often hard to convince them that you're not an experienced player acting dumb!

All MUD players would agree that the first few games are very confusing, and not everyone stays the course. However, many years of experience in showing newcomers the ropes has highlighted certain areas where most players have problems. To help you find your feet more quickly, then, the commonest questions asked by novices are paraphrased in this document, with the appropriate replies. Note that these questions are game-related only - if you have problems accessing the game, or with your communications software, contact Viktor Toth direct (Viktor the arch-wizard is the person which runs MUD). The e-mail address is sysop@mud2.com.

The questions are listed in a vaguely "easiest first" order. Some of the later ones you won't understand until you've played the game and seen things happen you'd like explaining. At the very end, after the questions, is a list of words and phrases commonly used in MUD by the players, the meanings of which aren't always apparent to the beginner.

Other essential information is provided within MUD itself, by the commands HELP, COMMANDS, INFO and HINTS. There is also a good deal of assistance and advice in the MUD on-line Library, written by some of the more experienced players. Take a browse through some time: select option L from the menu you get after you've logged in, and type HELP from there to find out how to work the Library program (it's easy - you're doing it now!)

Throughout this text, and normally in MUD itself, commands are written in upper case. The reason for this is so you can tell what to type; there is no requirement that you actually type the commands in upper case when you're playing! Similarly, example responses from MUD are placed in single quotes, so you can tell at a glance what they are, although in the game itself they obviously won't be quoted.

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Warning: this really is a "De-mystifier", and players who don't want to have their experience of the game's mystique disrupted should not read it!

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The MUD system uses a standardised input format for all its programs. This means you can use certain control characters wherever you are on the system, and be understood. The codes are based on the ones used by the VAX version of MUD, with some extensions.

^A toggles between overwrite and insert mode for editing the current line (the default is insert mode).
^B sends the cursor backwards one character without deletion.
^D brings up for editing an earlier line that begins with the same characters as the present one (if no match, it keeps the present one).
^E sends the cursor to the end of the current line.
^F sends the cursor forwards one character without deletion.
^G bong the gong.
^H delete the character to the left of the cursor.
^I pads out to the next tab stop (every 8 characters) with spaces.
^J deletes the word to the left of the cursor.
^K toggles between re-echoing input lines broken by output and not doing so.
^L repeats the previous command; like ^P^M.
^M new line, transmits the present one.
^N opposite of ^P, for when you ^P too often...
^O sends the cursor to the beginning of the current line.
^P brings up the previous line for editing. Repeated ^Ps bring up even earlier lines.
^R redisplay current line.
^T displays time and date.
^U deletes the whole line.
^V displays previous commands buffered for recovery by ^D, ^P or ^L.
^W sends the cursor left a word without deletion.
^X deletes from the cursor to the beginning of the line.
DEL delete the character to the right of (ie. above) the cursor.
^\, ^^, ^_ or ^] will give a brief summary of the above.

ESC can be followed by certain characters to change ANSI/VT52 settings. These will last only for the remainder of the current program/utility; for a permanent change, use eg. /A or /V at the MUD outer shell.

ESC ^A sets ANSI while using the current utility.
ESC ^H gives a brief summary of these ESC features.
ESC ^O sets both ANSI and VT52 off while using the current utility.
ESC ^V sets VT52 while using the current utility.
ESC ? reports the current ANSI and/or VT52 settings.
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