Using multiple guests is easy, and after you set it up, you'll never have to worry about it again. Here are the steps needed to implement multiple guests: 1. @pcreate a prototype guest character. Name it whatever you want (altho you should use a descriptive name like 'Guest'), and use any password you want (it doesn't really matter, as the prototype guest can never connect). Set guest_char_num to the database number of the prototype guest character. 2. You may want to set the following things on the prototype guest character, which are inherited by every guest character: the amount of money, the zone, the parent, the basic lock, the enter lock, and all attributes. (NOTE: Guests always start off in the room specified by the player_starting_room). 3. Set the config parameter 'guest_prefix' to whatever you want your guests to be named (this defaults to 'Guest'). MUX keeps track of multiple guests by naming them using a numbering system: <prefix><number>. For example, Guest1, Guest2, Guest3, etc. People who wish to connect as a guest will have to use this prefix, for example, if 'guest_prefix' was set to 'Visitor', one would have to type 'connect visitor' to log in as a guest. 4. Set 'number_guests' to the maximum number of guests you wish to support. This number can be as small or as large as you wish. 5. Optionally, set 'guest_nuker' to a wizard's database number, if you wish to have a wizard other than #1 to nuke the guests. Miscellaneous information: ------------------------- The file specified by the config parameter 'guest_file' is shown to every guest when they connect. You may wish to use the 'access' config parameter to bar guests from using certain commands, using the 'no_guest' permission. All guests have the 'Guest' power, which is a marker you may use to test whether a player is a guest or not. Guests are also set ANSI and NO_COMMAND.