Install
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npx agentmarket install skill/simhacker-exit
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
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- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/exit
What's inside
- Skill name
exit- Description
- Navigation links between rooms — the edges of the memory palace
- License
- MIT
- Instructions
- 128 lines in SKILL.md · view on GitHub
Agent Skills spec issues
- allowed-tools: must be a space-separated string
Files (6)
- CARD.yml
- EXIT.yml.tmpl
- GLANCE.yml
- README.md
- SKILL.md
- skill-snitch-report.md
SKILL.md (first lines)
# Exit
> *"Every exit is a promise of adventure."*
> — The Gezelligheid Grotto 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:
```yaml
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
```yaml
north:
destination: ../maze/room-a/
description: "A dark passage leads north."
```
### Guarded Exit
```yaml
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
```yaml
down:
destination: ../secret-cellar/
hidden: true
hint: "The rug seems oddly placed..."
```
### One-Way Exit
```yaml
down:
destination: ../pit/
one_way: true
description: "A slide into darkness. No going back."
```
### Metaphysical Exit
```yaml
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](../room/) — Where exits live
- [adventure](../adventure/) — Uses exits for navigation
- [memory-palace](../memory-palace/) — Exits as mnemonic pathsFrom SimHacker/moollm, MIT.
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Signals
- Stars
- 60
- Forks
- 5
- Open issues
- 1
- Last commit (this folder)
- Oct 20, 2026 (8 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/SimHacker/moollm
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
exit skill. Agent Mart. https://agentmart.dev/skills/simhacker-exit (last updated 2026-10-24)