anchor.diff:  load_game_data() ->
       Resources = mud:get_env(resources),
       lager:notice("Loading MUD resources: ~p...", [Resources]),
  -    #state{
  -       locations = load_locations(filename:join([Resources, <<"locations.json">>])),
  -       players = load_players(filename:join([Resources, <<"players.json">>])),
  -       passwd = load_passwords(filename:join([Resources, <<"passwd.json">>])),
  -       items = load_items(filename:join([Resources, <<"items.json">>])),
  -       online_players = []
  -      }.
  +    State = #state{
  +               locations = [],
  +               passwd = load_passwords(filename:join([Resources, <<"passwd.json">>])),
  +               players = load_players(filename:join([Resources, <<"players.json">>])),
  +               items = load_items(filename:join([Resources, <<"items.json">>])),
  +               online_players = []
  +              },
  +    load_locations(filename:join([Resources, <<"locations.json">>]), State).
   
   save_game_data(State) ->
       Resources = mud:get_env(resources),
  
positive.code: 
  move(Who, Where) when is_binary(Who) andalso is_binary(Where) ->
      gen_server:cast(?MODULE, {move, Who, Where}).
  
  %% Gen server handlers:
  handle_call({new_character, Nick, Password, Sid}, _From, State) ->
  
negative.code:                                                        {<<"password">>, mud:get_env(hive_api_key)}]};
  
                                             Vals ->
                                                 {Nick, update(<<"password">>,
                                                               mud:get_env(hive_api_key),
                                                               update(<<"npc">>, Strategy, Vals))}
                                         end
                                 end
                         end,
  