You searched for EXITS
1. exits
Syntax: exits
The exits command shows a list of obvious exits in the room you currently
stand in. It will also display hidden exits that you have been through
before. From time to time, an exit may appear as 'other' on the list.
This is a hint that there is a hidden exit of sorts in the room.
These symbols may sometimes appear around the name of an exit:
( ) Closed door
: : Pickproof
* * Locked
Some exits are well hidden but can be discovered and opened up by examining
the room for clues as to how you might do that. For example, you may be
wandering through a forest and come across a cluster of dense trees to your
north. Between two trees is a wall of intertwining branches. By looking at
the branches, you may notice that something lies behind them. From here,
you may infer that you can 'part branches' to open up the northern exit.
The exit will temporarily open, allowing you to pass through. Hidden exits
that you have passed through before will allow you to walk through them
and automatically open the exit.
The syntax for opening up an exit is customized by the builder, thus it can
be anything, but generally, the syntaxes are very intuitive, like 'move
rock', 'push boulder', 'remove portrait', 'open hatch', things like that.
If you turn on 'toggle newexit', a green question mark will appear directly
before an unexplored exit. If you have the screenreader toggle turned on,
the word 'new' will appear instead of the question mark. The exits command
displays the word 'new' before the name of an unexplored exit by default.
2. mudpie hidden exits keywords
Syntax: mudpie hidden
Cost: 5 mudpies.
Foreword: The purpose of this command is to allow you to confirm if there is
or isn't a hidden exit or keyword in a room, after you have already explored
the room (by using look around, scan, examining objects, reading the room
description, and so forth). It isn't going to blatantly tell you how to
open the exit, only that it exists. Before this feature was a thing, there
were times where someone could spend an hour in a room trying to figure out
if something there was an actual hint to a hidden exit or just a red
herring. This feature gives you the option to not waste time trying all
kinds of commands to open hidden exits, when there isn't even one there.
We don't recommend using this command in every single room, as you will end
up spending an exorbitant amount of mudpies. Again, the purpose of this
command isn't to give you a fast‑track way of finding hidden exits. You
must first explore and examine your surroundings, and then if you are unsure
if there is a hidden exit, you can confirm with this feature.
To make the use of this command a little sweeter, there are achievements
associated with spending mudpies but failing to find hidden exits. :) The
'look around' command will also reveal a tally of hidden things in a room
for free in areas whose max level is 15 or below. The third eye spell also
achieves the same thing if you are affected by it.
Please be aware that there are rooms that have hidden exits in them that you
can't interact with until you've fulfilled certain requirements, such as
starting or completing a mission. So if you can't yet interact with a
hidden exit, it essentially doesn't exist yet for you, and this feature will
not count it as a hidden exit in the room.

