Climbs are real exits. Walk them (u, d, east...) or climb <exit>.
The climb takes time, one meter per step:
You grab a handhold in the wall and start climbing.
[ ] [ 6m ] You climb another meter up the climbing wall.
[** ] [ 5m ] You climb another meter up the climbing wall.
then the room at the top and "You made it!".
Every meter rolls athletics vs the climb, so a green body finds tall
climbs hard and a trained one goes up clean. A miss is a stall (you hang
there; three in a row and you give up) or a fall. Falls hurt by how far
you drop and where you land (a leg, your back, your head...).
You cannot walk off mid-climb. Disconnect or death just drops the climb.
Exits line: [ Exits: north +east ^ up(climbing wall) > down ]
Red ^ up(noun) = climb up, red v down = climb down (climbs are red).
< up / > down = stairs, hatches, crawls (no climb). Outdoors, a cyan
+name leads indoors. Rooms mention walls that look climbable.
look u / look <climb> — how high, and how hard it looks for you
(easy / a little tricky / hard / very dangerous).
jump d / jump <dir> — from a climb top, leap instead of climbing down.
You land hard (fall damage by height). Gym drops never kill; intake
drops never hurt.
A carried climber's rope helps your grip.
In intake, try the fence spur (west of Intake Yard): climb / up.
Soft-fail there does not hurt or tax you. Climb success stays inside intake
until you graduate — it does not dump into Company Works mid-tutorial.
Charter Gym has a climbing wall (help gym). Company Works has more climbs
(tank ladders, catwalks, fence). See help works.
Gate copy never claims a fence climb — that lives on the spur / Fence Line.