In the game: help doors Also open close knock ring unlockdoor verify bulkhead gate seal unseal rent payrent push programdoor pdoor deadbolt check admit refuse
Operate doors, bulkheads, keypads, and rented entrances.
open
open <direction>
Open an unlatched door on an exit.
close
close <direction>
Close a door on an exit.
knock
knock <direction>
Knock on a closed door.
ring
ring <direction>
Ring the bell at a closed door.
unlockdoor
unlockdoor <direction>
Unlock a door with a matching key.
verify
verify <direction>
Use biometric verification at a supported door.
bulkhead
bulkhead
Inspect the emergency bulkhead in the room.
seal
seal
Seal the emergency bulkhead in the room.
unseal
unseal
Unseal the emergency bulkhead in the room.
rent
rent <direction>
Rent the property through an available entrance.
At the front door of a building with several flats, rent on its own lists what is for rent and rent <flat> takes one.
payrent
payrent <direction>
Pay rent via the entrance of a rented property. Some rentals limit how far in advance rent can be paid.
push
push <code> <direction>
push <floor>
Enter a keypad code at a door. Inside an elevator, request a floor (see
help elevators).
programdoor
programdoor <direction>
Set or change the code on a door.
At the front door of a rented flat, enter the master code first. Then you can change it or add more codes. Anyone who knows the master code can do this.
At a keypad lock, enter the current code, then a new seven-digit code twice.
Bedroom doors start with no code and no lock. To lock one, enter one of the flat's codes at it, then the new code twice. To change a bedroom code, enter that code. The flat's codes do not reset it, so a forgotten bedroom code needs staff. A bedroom door loses its code when the flat is rented or vacated.
deadbolt
deadbolt <direction> on
deadbolt <direction> off
deadbolt <direction>
Turn a rented entrance's deadbolt on or off. Enter the master code first. With the deadbolt on, the inside of the door asks for a code too.
check
check <direction>
Check a rental through its entrance.
admit
admit [number]
Let in the caller the doorman told you about.
refuse
refuse [number]
Send that caller away.
For directional movement, see help movement.