chapter 3 "Teleportation Devices" Let's talk a little about how to use some of the teleportation technology in the default Dead Souls distribution. Some of this stuff can save your hide, and some of it can kill you, so it's worth being aware of it. %^CYAN%^Visitor's Pass%^RESET%^ This is an extremely rare item, and only intended for official test characters. If you don't show up in the "who" list with a [%^YELLOW%^TEST%^RESET%^] tag, and you have a visitor's pass, something has gone wrong. You use the pass to get out of trouble with the command: %^GREEN%^click heels%^RESET%^ %^CYAN%^omni%^RESET%^ The omni is a device created by a consortium of time travelers dedicated to fixing errors in history. While they'd never make the full chrono-omni available for public consuption, a "gimped" version can be purchased from Oana at the magic shop. This omni does not do time travel, and when you press the button on it, it will only take you to one location: Lars's Pub. However, it is an incredibly valuable tool of recall when you find yourself in a tight spot. For example, suppose you are an orc or a dwarf, and you cannot swim, but you walked off the village shore and are now drowning and sinking to the sea floor. If you have an omni in your rucksack, you can: %^GREEN%^get omi from ruck%^RESET%^ %^GREEN%^push button on omni%^RESET%^ And materialize, gasping but alive, in the old tavern. It's a must-have for any adventurer. I suggest aliasing those commands, so you can hit the buttons quickly in panic-mode. See: %^GREEN%^help alias%^RESET%^ %^RED%^PROTIP:%^RESET%^ The omni is programmed not to be in the possession of a living being for very long. If you keep it in your inventory too long, it will glow red and disappear. You can limit this by keeping it in your ruck. %^CYAN%^Kleiner's omni%^RESET%^ Kleiner, brilliant scientist he is, has been tinkering with his omni and disabled the auto-vanish feature for himself on it. He also has been able to reprogram his omni to take him to different places. However, you really don't want this omni. Only Kleiner can control where it takes him. For anyone else, it takes them to a completely random location on the mud, and believe me when I tell you this is not really as fun as it sounds. %^CYAN%^Stargates%^RESET%^ Ancient technology of a long-lost civilization, stargates permit travel to and from each other. You dial a specific stargate you want to go to, then enter the stargate. Note that if the destination stargate is already in use the dialing process may fail. Stargates stay open for only a brief time, though, so unless your mud is super busy, you can probably just retry the dialing and find success. Note that stargates can take you to places whose environment is unsuitable to you. If you dial a stargate that is on the sea floor or one that is in outer space, you'd best be wearing a breathing device or be carrying an omni with you. Of course, if on your mud someone has coded a stargate whose destination is next to a sun going nova, or in a nest of gundarks, the breathing device may provide insufficient protection %^CYAN%^Portal gun%^RESET%^ If it has both blue and orange vials installed, this device allows you to create portals (one blue, one orange) that connect to each other. Entering the blue portal will take you to the location of the orange portal, and vice versa. Only one blue portal may exist in the game at any time...the creation of a new one destroys the old one. This is also true of the orange portal. Portal locations persist through reboots. By default, the blue vial is found along with the portal gun, in the hazlab. The orange vial is rather trickier to obtain...it is kept in the private storage area of an incredibly powerful and aggressive cave troll. You can create a blue portal wherever you want if you have the blue vial installed, but without the orange vial you cannot change the location of the orange portal. %^RED%^Protip:%^RESET%^ Do not ever enter a portal if the other portal is in the same room.