Key Item (no ontology)
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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 in almost all cases, are '''weightless''', therefore not impacting on the [[Backpack|backpack]]. | 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 in almost all cases, are '''weightless''', therefore not impacting on the [[Backpack|backpack]]. | ||
- | In | + | 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. | ||
- | *The [[Cardinal Amulet|Cardinal Amulets]]. | + | *The [[Cardinal Amulet|Cardinal Amulets]], which are the only type of key item that do not require a belt to be carried. |
- | *The [[Crafting|Toolkits]] | + | *The [[Crafting|Toolkits]]. |
- | *The detonator for [[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 [[ | + | *The [[Special Stage|SS Cards]]. |
*The [[Lighter]] for [[Cigarette|cigarettes]] and [[Cannabis|joints]]. | *The [[Lighter]] for [[Cigarette|cigarettes]] and [[Cannabis|joints]]. | ||
*The [[Mobile phone]], and their '''batteries''' (the latter are considered normal items and weigh 1 each). | *The [[Mobile phone]], and their '''batteries''' (the latter are considered normal items and weigh 1 each). | ||
- | |||
*The [[Lockpicking|Lockpicking kit]], which can be used to enable the Lockpicking [[abilities|ability]] in order to attempt opening [[Containers]]. | *The [[Lockpicking|Lockpicking kit]], which can be used to enable the Lockpicking [[abilities|ability]] in order to attempt opening [[Containers]]. | ||
- | *The | + | *The [[Container|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. |
== See also == | == See also == | ||
*[[Statistics]] | *[[Statistics]] | ||
*[[Encounters]] | *[[Encounters]] |
Revision as of 18:06, 25 March 2014
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 in almost all cases, are weightless, therefore not impacting on the backpack.
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.
- 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 SS Cards.
- The Lighter for cigarettes and joints.
- The Mobile phone, and their batteries (the latter are considered normal items and weigh 1 each).
- 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.