SmartMonsters

c

Purpose: close an open door or item within your reach.
Synonyms: close

SYNTAX EXAMPLES
1. c <thing to close> 1. c box
2. c <thing>.<specifier> 2. c door east
3. c <specifier>.<thing> 3. c blue door
4. c <n>.<thing> 4. c 2.box

USE:

  1. Use form one when there's no possible ambiguity. In the example, there's only one box in the current room, or in your inventory.
  2. Use form two or three when more information is needed to interpret the command - that is, there's more than one possible item by the same name to which the command could be applied. In the example, there's a door to the North, a door to the East, etc.
  3. Use form two or three when more information is needed to interpret the command - that is, there's more than one possible item by the same name to which the command could be applied. In the example, there's a door to the North, a door to the East, etc.
  4. Use form four when there are many instances of <thing> within your reach.

Note that, as is typically true of most TriadCity commands, Close searches for <thing> in a specific order, starting with the room you're in, then your worn or wielded equipment, then your inventory. So, if there's a box in the room, and a box in your inventory, the command "close box" will close the one in the room, not your inventory. You'd need to use "close 2.box" for the latter.

There are many conditions which could prevent you from being able to open or close a particular item. You may be too weak, or paralyzed, or blinded and unable to find the item. The Game channel will inform you of the outcome of your command.

 
 

Complete command reference:

Player Command Reference home
Complete Player Command Reference
Players' Guide TOC

 
 
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"Burroughs's zone, or interzone, is a vast, ramshackle structure in which all the world's architectural styles are are fused and all its races and cultures mingle .... Sometimes it is located in Latin America or North Africa, sometimes (as in The Ticket That Exploded, 1962) on another planet, sometimes (as in Cities of the Red Night,, 1981) in a lost civilization of the distant past. By contrast, Alasdair Gray's zone (in Lanark, 1981), a space of paradox modeled on the Wonderland and Looking-glass worlds of the Alice books, has been displaced to the ambiguous no man's land between cities .... Pynchon's zone is paradignmatic for the heterotopian space of postmodernist writing .... Here ... a large number of fragmentary possible worlds coexist in an impossible space which is associated with occupied Germany, but which is in fact located nowhere but in the written text itself."
--Brian McHale,
Postmodernist Fiction (info)

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