The descriptions of most rooms outline the directions in which exits exist. Typical directions include the eight compass points ('north', 'south', 'east', 'west', 'northeast', 'southeast', 'northwest', and 'southwest'), 'up', 'down', and 'out'.
To go in a particular direction, simply type the name of that direction (e.g, 'north', 'up'). The name of the direction can usually be abbreviated to one or two characters (e.g., 'n', 'sw'). You can also type 'go ' to move; this is particularly useful if you know you're going to type several movement commands in a row (see 'help go').
In addition, Sindome has the following RP movement commands:
sneak - Hide and move in the given direction. Note that this works like the 'go' command. Also, you can intermix sneak and go commands in the series of movement commands (e.g., 'go n n n e sneak e n').
follow - Will inform you and the other person that you are going to automatically follow them.
shadow - The sneaky form of 'follow'.
escort - You will move with the other person when they move. Requires them @trust you.
Note: A given direction, referred to in the game as an 'exit' may be of several types. The default exit is one in which you can freely pass. Sindome also has gates, fences, doors that lock by a variety of means, doors that sense your presence, doors that require certain keys, one-way doors and even airlocks.
Common things you can do to a door:
Inspect it. Examine it. Knock on it. Attempt to bash it down. Look at/through it (some doors have windows or are made of glass.) Enter commands on its keypad. Verify your eye/palm on a biometric reader. Etc, Etc, Etc
See Also; Slither's Movement on Sindome Tutorial Video - http://sindo.me/ByU1CzS4Z