climb detail (Climb)



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.