Room Information

Room description and navigation information for [Narrow Tunnel]
Description: The tunnel continues, seemingly without end, in both directions. Shadows play off the rough rock walls, causing your eyes to dart about looking for enemies that may or may not be there.
Obvious Paths: Obvious exits: northeast, southwest
Map Image: wl-graveyard-1264234799.png
Tags: ironfern root, wingstem root, meta:forage-sensed, meta:forage-sensed:night:2024-01, meta:forage-sensed:day:2025-02
Exit Command Connecting Room ID
;e if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; move 'southwest'; if Room.current == Room[7313]; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; move 'southwest'; end 7312
;e if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; move 'northeast'; if Room.current == Room[7313]; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; move 'northeast'; end 22426

Full Room Data

Full Room Info (JSON Data)
{ "climate": "none", "description": [ "The tunnel continues, seemingly without end, in both directions. Shadows play off the rough rock walls, causing your eyes to dart about looking for enemies that may or may not be there." ], "id": 7313, "image": "wl-graveyard-1264234799.png", "image_coords": [ 888, 533, 896, 540 ], "location": "the Graveyard", "paths": [ "Obvious exits: northeast, southwest" ], "tags": [ "ironfern root", "wingstem root", "meta:forage-sensed", "meta:forage-sensed:night:2024-01", "meta:forage-sensed:day:2025-02" ], "terrain": "none", "timeto": { "22426": 0.2, "7312": 0.2 }, "title": [ "[Narrow Tunnel]" ], "uid": [ 2150011 ], "wayto": { "22426": ";e if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; move 'northeast'; if Room.current == Room[7313]; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; move 'northeast'; end", "7312": ";e if (bounty? =~ /^You have made contact with the child/); child = GameObj.npcs.find { |npc| npc.noun == 'child' }; else; child = nil; end; move 'southwest'; if Room.current == Room[7313]; 50.times { break if GameObj.npcs.any? { |npc| npc.id == child.id }; sleep 0.1 } if child; move 'southwest'; end" } }

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