anchor.diff:                   <<".\n">>]),
               {succeed, false, Props}
       end;
  -attempt(_Owner, Props, {search, _Source, Self}) ->
  -    {succeed, true, Props};
  -attempt(Owner, Props, {search, _Source, Owner}) ->
  +attempt(_Owner, Props, {look, _Source, Self}) ->
  +    {succeed, true, Props};
  +attempt(Owner, Props, {look, _Source, Owner}) ->
       {succeed, true, Props};
   attempt(Owner, Props, {describe, _Source, Owner}) ->
       {succeed, true, Props};
   % I don't think I need this until the character can keep the room
   % from being searchable
  -%attempt(Owner, Props, {search, _Source, Owner, Hierarchy}) ->
  +%attempt(Owner, Props, {look, _Source, Owner, Hierarchy}) ->
       %% TODO: check if character is searchable; e.g. unconcious, bound, dead, etc.
       %% In other words, an immobile character.
       %% Players that are alive and unbound (i.e. mobile) are not searchable.
  
positive.code:         %_ ->
              %{succeed, false, Props}
      %end;
  attempt(_Owner, Props, {search, Self, Target, _Difficulties, _Hierarchy})
    when Self == self(), is_pid(Target) ->
      {succeed, true, Props};
  attempt(_Owner, Props, _Msg) ->
  
negative.code:                 ok
          end,
      Props;
  succeed(Props, {look, Source, Self) when Self == self() ->
      describe(Source, Self, Props),
      Props;
  succeed(Props, Msg) ->
  