Heed other hazards when bumping the Wumpus When you bump the Wumpus by moving into the room where he is, most of the time he moves to another room rather than staying and eating you. There can be other hazards in the same room since he is not bothered by them, and those should also cause you to get affected. Check the room for other hazards after bumping the Wumpus in the event he moves out of the way.
Print type of hazards in same order every time It is important to print the hazards in the same order every time whenever you are adjacent to them, such as the order they appear in the loc variable (the Wumpus, pits, bats). Currently, the hazards are printed in the order the rooms appear in the cave list. As an example, say you are in room 1 and there are super bats in room 2, a pit in room 5, and the Wumpus in room 8. The hazards are shown like this: BATS NEARBY! I FEEL A DRAFT I SMELL A WUMPUS! This is problematic since someone might notice the order corresponds to cave list and therefore figure out which type of hazard is in each room. Instead, the order based on the loc variable is: I SMELL A WUMPUS! I FEEL A DRAFT BATS NEARBY! This gives no clues as to which room has what.
Continue with next room if the path for the arrow is found If the room specified by the user for the path of the arrow is one of the three connecting rooms, the path for the arrow is found. Continue with the next room in the path and do not consider it not able to go that way (no tunnel). Without this, the arrow flies around randomly because it drops through to the portion of the code that deals with the path not being found (no tunnel).