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				 types of "bad" zones 
 I have characterized three types of "bad" zones so far.
 Type 1:
 -room is dark
 -movement is possible (do #loc to tell)
 -inventory command  "i" kills the client
 [examples: befallen, soltemple]
 
 workaround:
 -relog back and room will have light.  Command "i" will work.
 You will be able to use #goto get out if you need to use coordinates (a coordinate room)
 
 Type 2:
 -no movement allowed
 -light is fine
 -client dies of you use "i"
 [examples: soldunga, soldungb, runnyeye]
 work around:
 -relogin back and you can move.  Command "i" works.  #goto works of you need it
 
 Type 3:
 -movement allowed
 -light is fine
 -command "i" works
 -goto will get you out of coordinate room
 [examples: greatdivide]
 
 **added**
 a fast way out of some of the coord rooms is to camp and then relog.  You will be at the safe coord location.
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