
The noise option for mobs adds an interesting element to the mud.
The noise of the mob is heard through all the exits of his room.
      Now if you create a room that can only be exited and place a noisey
mob within.  The mob will project his noise through the exits into the
other rooms.  A player in these rooms will hear the noises, but will
not know their origins.  Application: Haunted House -moaning spirits-
                                    : Monster cave -drums in the deep-
      But the noise option doesn&#39;t need to be limited to noises.  Using
the noise option the mud simply states your noise statement as you have
written in. 
         O)Noise : You here the chirping of crickets.
         &gt; You hear the chirping of crickets.
With this idea in mind you can create non-noise &#39;noises&#39;.  Using the 
noise option and the &#39;hidden&#39; mob, you can create enviromental effects.
Ex. &#39;You feel a cool breeze&#39;, &#39;You stumble on the slick floor.&#39;  
These effects will continue to occur at the same interval as regular 
noises, but because the mob is unreachable and unkillable (!SUMM,[SENTINEL](/database#mob-19510)),
The noise will never end.  Application: Sea shore -breeze-
                                      : Garbage heap -trip-
                                      : Wet cavern -slip-


[ Submitted by Isengrim - Thanks! ]
wizonly
