Our review
Defines navigation links between rooms using directional pie menu topology and optional guard conditions.
Strengths
- Encodes direction as semantic meaning
- Supports guarded, hidden, and one-way exits
- Integrates with memory palace concept
Limitations
- Requires understanding of pie menu topology
- May be overcomplex for simple narratives
- Guard system requires coding
When building spatial navigation in interactive fiction or memory palaces.
When simpler linear navigation is sufficient.
Security analysis
SafeThe skill is purely descriptive documentation about a navigation system. It only uses read_file and write_file, and contains no executable instructions, destructive commands, or obfuscated payloads.
No concerns found
Examples
Create a simple exit to the north leading to the garden room with a description 'A sunlit path leads north.'Add a guarded exit to the treasury that requires the brass key, is locked, and shows 'The door won't budge.' when locked.Make a hidden exit to the secret cellar under the rug, with a hint 'The rug seems oddly placed...'name: exit description: Navigation links between rooms — the edges of the memory palace allowed-tools:
- read_file
- write_file tier: 1 protocol: PIE-MENU-TOPOLOGY tags: [moollm, navigation, room, topology, pie-menu] related: [room, adventure, memory-palace] adversary: dead-end
Exit
"Every exit is a promise of adventure." — The Rusty Lantern Guest Book
What Is It?
An Exit is a navigation link connecting one room to another. In MOOLLM's spatial architecture, exits are the EDGES of the memory palace graph.
Exits can be:
- Simple — just a destination
- Guarded — require conditions to pass
- Hidden — discoverable through exploration
- Metaphysical — conceptual rather than physical
Pie Menu Topology
Don Hopkins' pie menu insight: direction IS meaning.
| Direction | Purpose | |-----------|---------| | N/S/E/W | "Highway" links to major rooms | | NW/NE/SW/SE | "Grid" links to expandable sub-rooms | | UP/DOWN | Vertical transitions | | IN/OUT | Conceptual transitions |
Cardinal directions form the spiderweb — the main navigation network. Diagonal directions form grids — expandable arrays of sub-rooms.
Guard System
Guards are natural language conditions that control access:
guard: "player has the brass key"
guard_js: "(ctx) => ctx.player.inventory.includes('brass-key')"
guard_py: "lambda ctx: 'brass-key' in ctx.player.inventory"
The guard field contains human-readable intent.
The guard_js and guard_py fields contain compiled code.
The adventure compiler emits COMPILE_EXPRESSION events for guards that need compilation.
Exit Types
Simple Exit
north:
destination: ../maze/room-a/
description: "A dark passage leads north."
Guarded Exit
east:
destination: ../treasury/
description: "A heavy iron door."
guard: "player has treasury key"
locked: true
lock_message: "The door won't budge."
unlock_with: "treasury-key"
Hidden Exit
down:
destination: ../secret-cellar/
hidden: true
hint: "The rug seems oddly placed..."
One-Way Exit
down:
destination: ../pit/
one_way: true
description: "A slide into darkness. No going back."
Metaphysical Exit
inward:
destination: ../consciousness/
metaphysical: true
description: "Close your eyes and think about who you really are."
Memory Palace Integration
From Frances Yates' "The Art of Memory":
"The method of loci places items at specific locations along an imagined journey."
Every exit is a doorway in the memory palace. The direction encodes meaning. Players navigate by spatial memory.
Related Skills
- room — Where exits live
- adventure — Uses exits for navigation
- memory-palace — Exits as mnemonic paths
Protocol Symbol
PIE-MENU-TOPOLOGY — Direction IS meaning
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