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exit

Navigation links between rooms — the edges of the memory palace

Skill by SimHacker

IndexedMIT★ 60
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/simhacker-exit

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About

Navigation links between rooms — the edges of the memory palace

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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
Secrets
None asked for
Install scripts
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 paths

From 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
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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Cite this page

exit skill. Agent Mart. https://agentmart.dev/skills/simhacker-exit (last updated 2026-10-24)