Key Item (no ontology)
From Mazeworld
(Difference between revisions)
SU Tempest (Talk | contribs) |
SU Tempest (Talk | contribs) |
||
Line 1: | Line 1: | ||
Certain items in [[Mazeworld]] are considered '''key items'''. The common trait between those items is that they can never be lost, are critical or very important to the [[Contestant|contestant]], and generally are '''weightless'''. However, in order to be able to carry key items, a creature must be capable of wearing [[Load-bearing gear]] and possess a Default Belt, or some other kind of utility belt, on which the key items are attached. The only exception to this are the Amulets, which are instead directly worn.<br /> | Certain items in [[Mazeworld]] are considered '''key items'''. The common trait between those items is that they can never be lost, are critical or very important to the [[Contestant|contestant]], and generally are '''weightless'''. However, in order to be able to carry key items, a creature must be capable of wearing [[Load-bearing gear]] and possess a Default Belt, or some other kind of utility belt, on which the key items are attached. The only exception to this are the Amulets, which are instead directly worn.<br /> | ||
- | The following is a list of key items. | + | |
+ | The following is a list of key items. When not carried on a belt, all of these items weigh 1 unit unless listed otherwise. | ||
*The [[Cardinal Amulet|Cardinal Amulets]], which are the only type of key item that do not require a belt to be carried. | *The [[Cardinal Amulet|Cardinal Amulets]], which are the only type of key item that do not require a belt to be carried. | ||
Line 6: | Line 7: | ||
*The detonator for planted explosives, such as [[C4 charge|C4]]. | *The detonator for planted explosives, such as [[C4 charge|C4]]. | ||
*The [[Handcuffs|handcuffs]], which [[Maze Guard|Guards]] use to arrest perpetrators, and which can be used by the contestant as well. | *The [[Handcuffs|handcuffs]], which [[Maze Guard|Guards]] use to arrest perpetrators, and which can be used by the contestant as well. | ||
- | |||
*The [[Lighter]] for [[Cigarette|cigarettes]] and [[Cannabis|joints]]. | *The [[Lighter]] for [[Cigarette|cigarettes]] and [[Cannabis|joints]]. | ||
*The [[Mobile phone]], and their '''batteries''' (Extra phones can be carried over the first, they weigh 1 unit each. Extra batteries weigh 0.1 unit each.). | *The [[Mobile phone]], and their '''batteries''' (Extra phones can be carried over the first, they weigh 1 unit each. Extra batteries weigh 0.1 unit each.). |
Revision as of 17:22, 20 September 2015
Certain items in Mazeworld are considered key items. The common trait between those items is that they can never be lost, are critical or very important to the contestant, and generally are weightless. However, in order to be able to carry key items, a creature must be capable of wearing Load-bearing gear and possess a Default Belt, or some other kind of utility belt, on which the key items are attached. The only exception to this are the Amulets, which are instead directly worn.
The following is a list of key items. When not carried on a belt, all of these items weigh 1 unit unless listed otherwise.
- The Cardinal Amulets, which are the only type of key item that do not require a belt to be carried.
- The Toolkits.
- The detonator for planted explosives, such as C4.
- The handcuffs, which Guards use to arrest perpetrators, and which can be used by the contestant as well.
- The Lighter for cigarettes and joints.
- The Mobile phone, and their batteries (Extra phones can be carried over the first, they weigh 1 unit each. Extra batteries weigh 0.1 unit each.).
- The Tactical radio, an attachment for the mobile phone.
- The Lockpicking kit, which can be used to enable the Lockpicking ability in order to attempt opening Containers.
- The Container keys, which are the proper keys unlocking the locks on containers. They are kept on a keychain, an indefinite amount of keys can be kept.