Telephone network (no ontology)

From Mazeworld

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== Mobile phones ==
== Mobile phones ==
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The network is almost exclusively a mobile phone network (the only exceptions being in the form of office standards and automated interactive services), with coverage in the entirety of the Mazes thanks to relay devices and beacons implanted inconspicuously in every room, including outside areas. This ensures any inhabitant of the Mazes may use the network at any given time from anywhere he or she likes, so long as their phone possesses enough '''battery power'''. Batteries can be found for sale in a [[workshop]], in the crafting ingredient category.
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The network is almost exclusively a mobile phone network (the only exceptions being in the form of office standards and automated interactive services), with coverage in the entirety of the Mazes thanks to relay devices and beacons inconspicuously located in every room and in outside areas. This ensures any inhabitant of the Mazes may use the network at any given time from anywhere they desire, so long as their phone possesses enough '''battery power'''. Batteries can be found for sale in a [[workshop]], in the crafting ingredient category.
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Mobile phones are [[Key Item|key items]], though only one may be kept by the [[Contestant]] at any given time. Batteries, however, are regular items; while it is wise to keep multiple spare batteries, the contestant will have to be careful managing their weight with the rest of the inventory.
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1 mobile phone battery unit is burned for each call made. Receiving calls does not deplete the battery, but if a mobile phone has no battery inserted or has a dead battery, it is unusable.
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Mobile phones are [[Key Item|key items]], but despite that, multiple ones can be owned. Whichever phone (and corresponding phone number) that is set as the key item is the one the Contestant will use for calling. Any additional phones past the first are treated as regular items, and each extra phone weighs 1 unit. Batteries are also regular items and may be kept and collected separately. Each separate battery weighs 0.1 unit.
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It takes 1 turn to insert or remove a battery from a mobile phone. Swapping an old battery with a new battery from the same phone also takes 1 turn.
== Acquiring and calling contacts ==
== Acquiring and calling contacts ==
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== Phone number structure ==
== Phone number structure ==
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All phone numbers are built around the following model: '''X-YYY-ZZZZ'''.<br/>
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All phone numbers are built around the following model: '''XX-YYY-ZZZZ'''.<br/>
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The first digit (digit X) is a calling type prefix, which divides phone numbers into major categories. The following numbers are into two groups: the middle three digits (YYY) and the last four (ZZZZ). Bar some exceptions related to the prefix, this is usually a '''roomstyle/room number''' combo.<br/>
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* The first set of digits (XX) is a calling type prefix, which divides phone numbers into major categories.
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Because of [[Mazeworld's layout]], contestants see phone numbers differently than local inhabitants. Similarly to room layout and numbers, phone numbers will appear to be random for them, while they remain constant and unchanging for denizens of the Mazes.<br/>
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** The first X is '''0''' for most phone numbers, '''9''' for emergency services.
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It must be noted that phone numbers are not tied to each phone, or each phone owner, but to the rooms the phones are located in.
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** The second X is a reserved code number ; '''0''' in most cases, and '''1''' in certain specific cases.
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* The second set of digits (YYY) is an area code number,
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** Every [[Towns|town]] has a distinct area code number.
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** A mobile phone's area code depends on its real owner's town of residence. Certain mobile phones have a '''000''' area code, which denotes the owner of the phone either does not have a permanent residence, does not live in any one of the towns in the Mazes, or is otherwise exempt from using an area code for any other specific reason.
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* The final set of digits (ZZZZ) is the telephone's unique number, in hexadecimal, rendering telephones in the Mazes unique. The range of unique numbers goes from 0000 to FFFF, which corresponds to 65 536 possible unique numbers for a given prefix and area code.
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== Calling type prefixes ==
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== Phone numbers ==
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There are seven prefixes: 1, 2, 3, 4, 5, 9 and 0. Each refers to a category of phone numbers which helps differentiating between the various uses of the network.
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=== Regular numbers ===
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These phone numbers belong to specific characters.
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== Standard numbers ==
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* The [[Contestant]]: '''01-999-XXXX''', where XXXX corresponds to the hexadecimal translation of the Contestant ID number. This is not actually an usable phone number (as it would result in the Contestant calling himself or herself), but it is provided for reference. The area code 999 is reserved to Contestants. The Contestant's number is always the same, even if he or she uses different physical phones.
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* Structure: '''1'''-YYY-ZZZ
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* '''Marcus McBride''': '''01-015-D103''', obtained after completing [[Quests|M12]]. Allows the Contestant to schedule a meet with McBride at [[Towns|Sirvarris]], so that McBride can provide '''free gem identification'''.
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* Relevant roomstyles: All roomstyles not used by the other categories.
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* '''Sherry Lehigh''': '''01-016-F933'''
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* '''Brother Garic Pallad''': '''01-007-A9C8'''
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* '''Reese Rowan''': '''01-010-34C5'''
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Standard phone numbers begin with the '''1 prefix''', and are used for all standard user-to-user calls. Most mundane phone calls are made through 1 prefix numbers, and are the easiest to determine, though they can be used to reach a wide variety of inhabitants.
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=== Special numbers ===
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These phone numbers belong to special services which the Contestant may peruse.
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== Military ==
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* '''Guild's Supply Line''': '''01-007-9999''', obtained as part of the rewards of a GSL victory during [[Quests|M18]]. Allows the Contestant to call the Guild of Silver Larceners to have one of various types of supplies delivered to the Contestant's location, in exchange for an immediate bank transfer. The amount of money the Contestant must pay depends on the supplies desired. The service can be used '''only once every 12 hours'''. The courier dispatched by the Guild will have the appearance of a Maze Citizen, with completely random appearance, gear, and weapons, except for two fixed items: a Blackhawk Cyclone backpack, and the requested package inside of the backpack. Once called and once the money transfer has been confirmed, the Guild's courier will appear at the Contestant's calling location in '''2d6+4 turns'''. The Contestant is advised not to move from this location, particularly in the UA, at the risk of never receiving the delivery.
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* Structure: '''2'''-YYY-ZZZ
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** Ammunition delivery - The equivalent of 1x MARC-P3 [[supply crate]] and 1x MARC-S3 supply crate, combined into one package. - 4000 P$
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* Relevant roomstyles: Armory, military bedroom
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** Medical delivery - This package contains [[meds]]: 2x First Aid Kit and 1x Field Surgery Kit, and the Contestant’s choice between 2x Morphine, 2x Diazepam, and 2x Desoxyn. - 3500 P$
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* Also used by: [[Kennel|Barracks]] of both branches, and the [[Mission A8|Main Barracks]].
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** Food delivery - This package contains [[food]]: 1x Pizza (entire, all 8 slices), 2x canned spaghetti meatballs, 2x canned Mac and cheese, 1x Military rations – Regular, 4x mineral water. - 1000 P$
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** Body armor delivery - The equivalent of 1x ARMOR-D [[supply crate]], in order to suit up and armor up instantly. - 3000 P$
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** Trauma plates delivery - Delivers fresh [[trauma plate|trauma plates]] of the Contestant’s choice; either 6x Ceramic plates, 4x Titanium/Steel plates, 3x Light steel plates, or 2x Heavy steel plates. - 4500 P$
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[[Maze Soldier|Military]] phone numbers begin with the '''2 prefix'''. They are more complex than other phone numbers, in that they are tied to both standard roomstyles and specific places; in this case, Barracks. 2 prefix phone numbers tied to roomstyles perform like standard ones; the correct roomstyle/room number combination must be known, in order to reach the Soldier in the requested room. It must be noted that Soldiers in those roomstyles are always of Private rank. To reach higher ranks, one must use the phone numbers tied to Barracks, to call their offices.<br/>
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* '''MAIM agency number''': '''01-1A6-411C''', obtained after obtaining a [[MAIM]] account for the first time. Calling this number with an active MAIM account will allow the Contestant to request the location of the closest MAIM dispatch point.
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Phone numbers tied to Barracks are tied to the chain of command and military structure of the Mazes' military, thus the last seven digits are not related to a roomstyle/room number combo. Here is a comprehensive guide to understand 2 prefix Barrack phone numbers:
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* '''Yatela backup call''': '''01-400-BADB''', obtained as part of the rewards of a Yatela victory during [[Quests|M18]]. Allows the Contestant to call the Yatela Crime Family's special backup request line, and request backup in the form of friendly gangsters. The service can be used '''only once every 24 hours''', and only as long as the Contestant's Outlaw [[Reputation]] is at least '''+200 or higher'''. Once called, and the backup request successfully confirmed, '''1d3 gangsters''' (with standard equipment) will arrive at the Contestant's location in '''2d3+1d4 turns'''. The Contestant is advised not to move from this location, particularly in the UA, at the risk of missing the backup.
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==== Main Barracks ====
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* '''New Order backup call''': '''01-007-7777''', obtained as part of the rewards of a New Order outcome during [[Quests|M27]]. Allows the Contestant to call the New Silverlight Order's special backup request line, and request backup in the form of friendly New Order operatives, similar to the ones provided to the Contestant during the New Order objectives for Story Arc #2. The service can be used '''only once every 24 hours'''. Once called, and the backup request successfully confirmed, '''1d2+1 New Order operatives''' will arrive at the Contestant's location in '''2d3+1d4 turns'''. The Contestant is advised not to move from this location, particularly in the UA, at the risk of missing the backup.
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*Template: '''2-10x'''-zzzz
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* [[Thomas Wight|Colonel Wight]]'s office: '''2-100-0000'''
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=== Emergency ===
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To reach a particular unit in the Main Barracks, a caller must dial '''2-101-abcd''' to reach a Regular forces unit, and '''2-102-abcd''' for a Death Faction unit. A is the company number, B the platoon number, C the squad number, and D is a placeholder; it is always '''0'''.
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* The emergency services' number is '''9'''. A further choice; 1 for Police, 2 for Medical assistance, will then be offered. It is also possible to directly dial '''91''' or '''92''' to access the relevant services without the choice meny.
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*There are 5 companies. To call a Captain leading a specific company, dial '''2-101-x000''' (x is 1-5)
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*There are 3 platoons per company. To call a Lieutenant leading a specific platoon, dial '''2-101-xy00''' (y is 1-3)
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*There are 5 squads per platoon. To call a Sergeant leading a specific squad, dial '''2-101-xyz0''' (z is 1-5)
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==== Standard Barracks ====
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*Template: '''2-0ab-zzzz'''
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* The '''a''' digit is the Barracks ID. There are 9 regular forces barracks, and 5 Death Faction barracks.
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* The '''b''' digit is the Branch ID. It is '''1''' for Regular forces, and '''2''' for Death Faction.
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* In every of those barracks, there is one Captain, 4 Lieutenants and 20 Sergeants (5 per lieutenant) that can be reached.
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** To call the Captain, dial '''2-0ab-1000'''.
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** To call one of the 4 Lieutenants, dial '''2-0ab-1c00''' (c is 1-4).
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** To call one of the 20 Sergeants, dial '''2-0a1-1cd0''' (c is 1-4, d is 1-5). The correct number corresponding to that Sergeant's Lieutenant must be dialed along with the Sergeant's own number.
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'''EXAMPLE:''' ''2-031-1240'' ; Regular Forces 3rd Company, 2nd Platoon, 4th Squad; this number can be used to call the Sergeant of this squad.
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== Engineering ==
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* Structure: '''3'''-YYY-ZZZ
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* Relevant roomstyles: Electrical room, factory line, storage area, warehouse
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Engineering phone numbers begin with the '''3 prefix'''. They are mainly used by engineers in rooms they're found working into, other than their [[Workshop|workshops]] (those can be reached as well, but it is a '''service''' - see below for Service Numbers).
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== Scientific ==
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* Structure: '''4'''-YYY-ZZZ
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* Relevant roomstyles: Classroom, empty pharmacy, hospital bedroom, laboratory
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Scientific phone numbers begin with the '''4 prefix'''. Mainly used by [[Peaceful scientist|scientists]] of various branches, they are also used to reach into classrooms due to the fact certain scientists may also serve as teachers. It may also be used to reach [[Hakutaku]] teachers, as one of the rare instances of a way to reach a youkai user on the network using a non-1 prefix number.
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== Service Numbers ==
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* Structure: '''5'''-YYY-ZZZ
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Service Numbers begin with the '''5 prefix''' and are not tied to roomstyle/room combos. Instead, they are styled on vanity numbers, so that they strike out as a different type of phone number and are easier to remember. Calling a Service Number often leads the caller to an automated interactive message service, which will ask to type specific digits to access a desired service.<br/>
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Certain Service Numbers can be used to reach shopkeepers, and callers may request them to bring their shops into the calling room. In most cases, shopkeepers will take '''2d6 turns''' before arriving. When shops are "brought" into rooms in that way, all purchased items will be '''taxed 150% after checkout''', and all sold items will be bought back for '''25% of their value''' instead of 50%. Although the service is convenient, it is expensive to cover displacement costs.
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* [[Gun shop]] - '''5-GUN-SHOP''' (5-486-7487): Indicates the room number of the nearest gun shop, and proposes the caller to bring the shopkeeper to the calling room.
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* [[Weapon shop]] - '''5-WPN-SHOP''' (5-976-7487): Indicates the room number of the nearest weapon shop, and proposes the caller to bring the shopkeeper to the calling room.
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* [[Forge|Blacksmith]] - '''5-BLK-SMTH''' (5-255-7684): Indicates the room number of the nearest forge, and proposes the caller to bring the shopkeeper to the calling room.
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* [[Clothes shop]] - '''5-CLO-THES''' (5-256-8437): Indicates the room number of the nearest tailor, and proposes the caller to bring the shopkeeper to the calling room.
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* '''Unified food service number''' - '''5-GET-FOOD''' (5-438-3663): Is related to [[delicatessen]] and [[chef|chefs]].
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** Indicates the room number of the nearest food merchant, and proposes the caller to bring the shopkeeper to the calling room.
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** The service also indicates the room number of the nearest chef, and proposes the caller to order food from this chef, which will be brought to the calling room by a deliverer. Food ordered that way is '''taxed 250%''', which is an unique restaurant delivery markup.
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* [[Hiring bureau]] - '''5-NOT-NEET''' (5-668-6338): Indicates the room number of the nearest hiring bureau.
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* [[Dojo]] - '''5-ASS-KICK''' (5-277-5425): Indicates the room number of the nearest dojo occupied by a martial artist.
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* [[Workshop]] - '''5-WRK-SHOP''' (5-975-7467): Indicates the room number of the nearest engineering workshop.
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* [[Child|Kidsworld access]] - '''5-KID-MAZE''' (5-543-6293): Dials the teleporting system to access the Kidsworld realm. The caller's full name, as well as the child or children's full names will be requested. If a match is successful, theoretically it allows for a teleporter to appear so the parents can go visit their children. Technically this service does not work for contestants, though they may try if they so desire.
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* [[Bank]] - '''5-PLR-BANK''' (5-757-2265): Dials the telephone service of Mazeworld's Online Banking System, which allows for opening accounts, and managing money transfers.
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== Emergency Numbers ==
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* Structure: Shortened '''two-digit''' numbers, beginning with a '''9 prefix'''.
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The only exceptions to the 8-digit system, emergency numbers are 2-digit and begin with the 9 prefix, making those numbers easy to remember and dial quickly.
The only exceptions to the 8-digit system, emergency numbers are 2-digit and begin with the 9 prefix, making those numbers easy to remember and dial quickly.
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* [[Maze Guard|Police line]]: '''9-1'''
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* [[Maze Guard|Police line]]: '''91'''
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** Calling 9-1 leads the caller to a [[Kennel#Police Station|Police Station]] standard, which will ask for the reason of their call as well as the room number in which the caller is located. The station will then dispatch a team of two Maze Guards, armed with random [[weapon|weapons]] towards the calling room.
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** Calling 91 leads the caller to a standard, which will ask for the reason of their call as well as the room number in which the caller is located. A team of 1d3 Maze Guards, armed with random [[weapon|weapons]], will then be dispatched towards the calling room.
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** The dispatched Guards will take 2d6 turns to arrive, and will react appropriately to any threat or illegal activity ongoing into this room.
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** The dispatched Guards will take 1d6+2 turns to arrive, and will react appropriately to any threat or illegal activity ongoing into this room.
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* Medical assistance: '''9-2'''
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* Medical assistance: '''92'''
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** Calling 9-2 leads the caller to a [[Hospital room]] standard, which will ask for the reason of their call as well as the room number in which the caller is located. The hospital will then dispatch a [[nurse]] with eight random [[Medical aid|meds]] towards the calling room.
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** Calling 92 leads the caller to a standard, which will ask for the reason of their call as well as the room number in which the caller is located. A [[nurse]] will then be dispatched there, or indicate the location of the closest hospital.
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** The dispatched nurse will take 2d6 turns to arrive, and will attempt to heal the caller, or whoever needs the requested medical assistance. If the nurse is unable to heal sufficiently, they will give the room number of the closest hospital room.
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** The dispatched nurse will take 1d6+2 turns to arrive, and will attempt to heal the caller, or whoever needs the requested medical assistance. If the nurse is unable to heal sufficiently, they will give the location of the closest hospital.
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** Any meds used by the nurse to treat patients will be '''taxed 150% after checkout''' to cover displacement costs.
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** Any meds used by the nurse to treat patients will be '''marked up 150% of their value after checkout''', to cover displacement costs.
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== 0 prefix numbers ==
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* Structure: '''0'''-YYY-ZZZ
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'''0 prefix''' numbers are similar to service numbers, but are known to cause strange effects or be otherwise used for non-standard purposes. Certain of those numbers may not work.
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== Trivia ==
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* '''0-GAM-MSTR''' - Rumored to be the phone number to reach the [[Game Master|Game Masters]] directly over the phone.
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* The second X number in telephone numbers is in fact a reference code ; numbers with a '''1''' as their second prefix number denotes an unique phone number, which is associated to an unique [[Characters|character]]. This helps differentiating important numbers from less important ones.
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* '''0-UVB-WAVE''' - Unknown. Rumored to deplete the battery entirely after calling.
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* '''0-NIN-BALL''' - Unknown. Rumored to deplete the battery entirely after calling.
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* '''0-JAG-ALNC''' - Rumored to be an illegal phone number, said to contact hitmen or mercenaries for a job.
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* '''0-GRN-VALE''' - Unknown.
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* '''0-ALL-SELL''' - Rumored to be an illegal phone number, said to contact merchandise traffickers.
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* '''0-FUN-TIME''' - Rumored to be an illegal phone number, said to contact [[Pimp|sex]] [[Prostitute|workers]].
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== See also ==
== See also ==
* [[Mobile phone]]
* [[Mobile phone]]
* [[Contact call]]
* [[Contact call]]

Latest revision as of 15:36, 7 November 2018

The telephone network of Mazeworld is one of the most popular forms of telecommunications, alongside television and radio. It is mainly used to call other denizens of the Mazes, as well as services of varying nature; ranging from food orders to emergency calls.

Mobile phones

The network is almost exclusively a mobile phone network (the only exceptions being in the form of office standards and automated interactive services), with coverage in the entirety of the Mazes thanks to relay devices and beacons inconspicuously located in every room and in outside areas. This ensures any inhabitant of the Mazes may use the network at any given time from anywhere they desire, so long as their phone possesses enough battery power. Batteries can be found for sale in a workshop, in the crafting ingredient category.

1 mobile phone battery unit is burned for each call made. Receiving calls does not deplete the battery, but if a mobile phone has no battery inserted or has a dead battery, it is unusable.

Mobile phones are key items, but despite that, multiple ones can be owned. Whichever phone (and corresponding phone number) that is set as the key item is the one the Contestant will use for calling. Any additional phones past the first are treated as regular items, and each extra phone weighs 1 unit. Batteries are also regular items and may be kept and collected separately. Each separate battery weighs 0.1 unit.

It takes 1 turn to insert or remove a battery from a mobile phone. Swapping an old battery with a new battery from the same phone also takes 1 turn.

Acquiring and calling contacts

More information: Contact call

Phone number structure

All phone numbers are built around the following model: XX-YYY-ZZZZ.

  • The first set of digits (XX) is a calling type prefix, which divides phone numbers into major categories.
    • The first X is 0 for most phone numbers, 9 for emergency services.
    • The second X is a reserved code number ; 0 in most cases, and 1 in certain specific cases.
  • The second set of digits (YYY) is an area code number,
    • Every town has a distinct area code number.
    • A mobile phone's area code depends on its real owner's town of residence. Certain mobile phones have a 000 area code, which denotes the owner of the phone either does not have a permanent residence, does not live in any one of the towns in the Mazes, or is otherwise exempt from using an area code for any other specific reason.
  • The final set of digits (ZZZZ) is the telephone's unique number, in hexadecimal, rendering telephones in the Mazes unique. The range of unique numbers goes from 0000 to FFFF, which corresponds to 65 536 possible unique numbers for a given prefix and area code.

Phone numbers

Regular numbers

These phone numbers belong to specific characters.

  • The Contestant: 01-999-XXXX, where XXXX corresponds to the hexadecimal translation of the Contestant ID number. This is not actually an usable phone number (as it would result in the Contestant calling himself or herself), but it is provided for reference. The area code 999 is reserved to Contestants. The Contestant's number is always the same, even if he or she uses different physical phones.
  • Marcus McBride: 01-015-D103, obtained after completing M12. Allows the Contestant to schedule a meet with McBride at Sirvarris, so that McBride can provide free gem identification.
  • Sherry Lehigh: 01-016-F933
  • Brother Garic Pallad: 01-007-A9C8
  • Reese Rowan: 01-010-34C5

Special numbers

These phone numbers belong to special services which the Contestant may peruse.

  • Guild's Supply Line: 01-007-9999, obtained as part of the rewards of a GSL victory during M18. Allows the Contestant to call the Guild of Silver Larceners to have one of various types of supplies delivered to the Contestant's location, in exchange for an immediate bank transfer. The amount of money the Contestant must pay depends on the supplies desired. The service can be used only once every 12 hours. The courier dispatched by the Guild will have the appearance of a Maze Citizen, with completely random appearance, gear, and weapons, except for two fixed items: a Blackhawk Cyclone backpack, and the requested package inside of the backpack. Once called and once the money transfer has been confirmed, the Guild's courier will appear at the Contestant's calling location in 2d6+4 turns. The Contestant is advised not to move from this location, particularly in the UA, at the risk of never receiving the delivery.
    • Ammunition delivery - The equivalent of 1x MARC-P3 supply crate and 1x MARC-S3 supply crate, combined into one package. - 4000 P$
    • Medical delivery - This package contains meds: 2x First Aid Kit and 1x Field Surgery Kit, and the Contestant’s choice between 2x Morphine, 2x Diazepam, and 2x Desoxyn. - 3500 P$
    • Food delivery - This package contains food: 1x Pizza (entire, all 8 slices), 2x canned spaghetti meatballs, 2x canned Mac and cheese, 1x Military rations – Regular, 4x mineral water. - 1000 P$
    • Body armor delivery - The equivalent of 1x ARMOR-D supply crate, in order to suit up and armor up instantly. - 3000 P$
    • Trauma plates delivery - Delivers fresh trauma plates of the Contestant’s choice; either 6x Ceramic plates, 4x Titanium/Steel plates, 3x Light steel plates, or 2x Heavy steel plates. - 4500 P$
  • MAIM agency number: 01-1A6-411C, obtained after obtaining a MAIM account for the first time. Calling this number with an active MAIM account will allow the Contestant to request the location of the closest MAIM dispatch point.
  • Yatela backup call: 01-400-BADB, obtained as part of the rewards of a Yatela victory during M18. Allows the Contestant to call the Yatela Crime Family's special backup request line, and request backup in the form of friendly gangsters. The service can be used only once every 24 hours, and only as long as the Contestant's Outlaw Reputation is at least +200 or higher. Once called, and the backup request successfully confirmed, 1d3 gangsters (with standard equipment) will arrive at the Contestant's location in 2d3+1d4 turns. The Contestant is advised not to move from this location, particularly in the UA, at the risk of missing the backup.
  • New Order backup call: 01-007-7777, obtained as part of the rewards of a New Order outcome during M27. Allows the Contestant to call the New Silverlight Order's special backup request line, and request backup in the form of friendly New Order operatives, similar to the ones provided to the Contestant during the New Order objectives for Story Arc #2. The service can be used only once every 24 hours. Once called, and the backup request successfully confirmed, 1d2+1 New Order operatives will arrive at the Contestant's location in 2d3+1d4 turns. The Contestant is advised not to move from this location, particularly in the UA, at the risk of missing the backup.

Emergency

  • The emergency services' number is 9. A further choice; 1 for Police, 2 for Medical assistance, will then be offered. It is also possible to directly dial 91 or 92 to access the relevant services without the choice meny.

The only exceptions to the 8-digit system, emergency numbers are 2-digit and begin with the 9 prefix, making those numbers easy to remember and dial quickly.

  • Police line: 91
    • Calling 91 leads the caller to a standard, which will ask for the reason of their call as well as the room number in which the caller is located. A team of 1d3 Maze Guards, armed with random weapons, will then be dispatched towards the calling room.
    • The dispatched Guards will take 1d6+2 turns to arrive, and will react appropriately to any threat or illegal activity ongoing into this room.
  • Medical assistance: 92
    • Calling 92 leads the caller to a standard, which will ask for the reason of their call as well as the room number in which the caller is located. A nurse will then be dispatched there, or indicate the location of the closest hospital.
    • The dispatched nurse will take 1d6+2 turns to arrive, and will attempt to heal the caller, or whoever needs the requested medical assistance. If the nurse is unable to heal sufficiently, they will give the location of the closest hospital.
    • Any meds used by the nurse to treat patients will be marked up 150% of their value after checkout, to cover displacement costs.

Trivia

  • The second X number in telephone numbers is in fact a reference code ; numbers with a 1 as their second prefix number denotes an unique phone number, which is associated to an unique character. This helps differentiating important numbers from less important ones.

See also