Room (no ontology)

From Mazeworld

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A room is one of the most important features of Mazeworld, as it is the setting of nearly every single happening of the game.

Rooms in Mazeworld are separated by doors. In most rooms, there are three doors, each of them leading to a random other room, but there are certain scripted events where the contestant will enter specific rooms.

Layout

In most cases, a room is square, has in most cases a light source on the ceiling (halogen lamps, most of the time), has doors, and a loudspeaker hanging from the ceiling in one of the corners, from which the Game Masters give out their messages, and watch the contestants - said loudspeakers are also equipped with cameras.

The typical, classic room in Mazeworld is made of light grey concrete, from ground to walls, to ceiling. The doors are tall and squared, made of painted wood, most of the time a lighter shade of grey.

Types of rooms

Rooms may have different looks, or may be arranged to look like specific places - one layout is typically called a room style. Here is a list of room styles for the random rooms, this is barring all of the special ones such as the ones found in missions. Certain room designs may serve a purpose, that may help or hinder the contestant. Certain rooms may also be occupied by scripted encounters, depending of what room he or she entered in.

  • Regular room - Can be occupied by various encounters.
    • A wide variety of items and encounters may be found in regular rooms.
  • Armory - Contains weapon lockers, most of them can contain random weapons and accessories. There are also a lot of gun safety and management notes that can be read.
  • Bar - Contains a counter, and several tables and chairs. May have background music. Always has a bartender, and often has human and youkai patrons.
  • Bedroom - Contains a bed and some furniture such as a desk and bookshelves.
  • Black room - A regular, featureless room except it has zero light. A light source is needed to see what is in this room.
  • Butlerhouse - Contains a few beds, a small kitchen and furniture; a living area for a chief butler and his subordinates. A Chief butler and two subordinates live here.
  • Classroom - Contains several tables and chairs, sometimes school manuals, and a chalkboard with random messages written. Ideal for studying, both for humans and youkai.
    • Sometimes, the chalkboard will display graffiti.
  • Dojo - A Japanese-styled dojo, ideal for practicing martial arts. Both humans and youkai train here, and is the home of martial artists.
  • Electrical room - Contains several electrical and power machinery running, as well as a computer monitoring various indicators. A power switch can turn the lights off in this room.
  • Empty pharmacy - A former hospital room, where a medic used to work. It's now empty, but the contestant can find an extra random medical aid inside.
  • Empty workshop - A former workshop, where an engineer used to work. It's now empty, but the contestant can find tech notes and 15 units of a random crafting material inside.
  • Factory line - with non-working conveyor belts, metal crates, containers, and machinery. The factory lines now come in two flavors - weapons production and ammo production. Nothing in those rooms aside from room-related encounters can be interacted with, although one can examine what weapons and ammo types are being produced.
  • Grassy room - Just like the regular room, but has grass on the ground.
  • Hospital bedroom - with a hospital bed, a destroyed or non-working ECG, and sometimes, medical files. Patients are sometimes seen occupying the beds here, and nurses are sometimes seen attending said patients.
  • Kitchen - with a fridge (most of the time empty, although it can contain food items), drawers and shelves with lots of empty pots and containers, and sometimes, cooking books with nonsensical, or dangerous recipes. Various chefs can occupy the kitchen and turn it into an impromptu restaurant.
    • Sometimes, there are variants of this room where several blood stains and traces of fighting can be found.
  • Library - with several shelves full of books, and a lot of books on the ground. Can be occupied by a librarian.
    • A messier variant exists where most of the shelves are destroyed, creating immense piles of books. Librarians still occupy some of them.
  • Locker room - Contains several closed lockers embedded on the wall, all of them protected with locks. If the contestant cracks or destroys one of the locker doors, he/she will find an extra random clothing item inside.
  • Maidhouse - Contains a few beds, a small kitchen and furniture; a living area for a head maid and her subordinates. A Head maid and two subordinates live here.
  • Medieval room - Rocky walls, old wooden doors, old tapestries, ancient grimoires, and rarely, large paintings of knights. Knights themselves are said to dwell here…
  • Meeting office - An oval table, with several chairs, sometimes trampled or broken. Apparently a great place to do business.
  • Mess hall - A large room with dozens of tables and chairs, as well as plates, glasses (sometimes broken). Various people come to eat here.
  • Messy room - Like a regular room, but with bloodstains, skeletons, or sometimes dead bodies.
  • Military bedroom - Contains a square bed, walls painted military camouflage, a newspaper, and a magazine about guns and ammo which may contain hints. It is the resting place of various Soldiers.
  • Old forge - A former forge, where a blacksmith used to work. It's now empty, but the contestant can find an extra random Class 5 weapon inside. Can be occupied by a blacksmith, turning it again into an active forge - if so the extra random C5 weapon is not here.
  • Outside: Plains - A "room" which seems to be in an outside area - it has invisible walls to prevent the contestant from wandering about. It has a day and a night version. The night version has a bright full moon.
  • Outside: Beach - A "room" which seems to be in an outside area - it has invisible walls to prevent the contestant from wandering about. It has a day and a night version. The night version has a bright full moon.
  • Outside: Forest - A "room" which seems to be in an outside area - it has invisible walls to prevent the contestant from wandering about. It has a day and a night version. The night version makes the area very dark and impossible to see without light.
  • Pantry - An old storage room which was used to store food and other consumables. It's now mostly empty shelves, but the contestant may find a random extra food item on one of them.
  • Prison room - This is the room where the prisoners and their variants can be found. Metallic chains with cuffs hanging from the wall, iron balls, lots of graffiti on the wall, and several, odd stains on the ground. Prisoners are sometimes left to rot there, and Guards are occasionally seen keeping an eye on them.
  • Radio room - This room contains old World War II-era radio equipment, which can be used and played with. It might diffuse some odd music, or tune in on UVB-76. Kappa tend to enjoy tinkering with the radios here.
    • A messy variant of the radio room has all the equipment destroyed, emitting sizzling and sparks.
  • Scratched room - Like a regular room, but the walls are scratched with various graffiti, displaying messages that may or may not make sense.
  • Screens room - Contains many screens, displaying TV channels, random recordings, except for certain of the screens - linked to joysticks, they can be used to control the camera. Those screens watch the doors behind the next doors to know in advance what is in the next one. Guards sometimes watch over those screens.
  • Scullery - Contains a few dishwashers and lots of clean or dirty dishes and utensils, piled up on containers or in crates.
  • Shower room - Entirely in white tiles, the room possesses several showers which can be turned on to flow in the water. If a NPC is found inside, it will, in most of the times, be found showering or washing itself. If so, their equipment is on the floor next to the occupied cabin for anyone to watch… or take.
  • Shrine - Contains a shrine to the Cardinal Gods. The contestant may attempt praying on it. It can be occupied by a shrine maiden and non-wicked youkai.
    • Praying is a particular activity involving the Gods, which can help or hinder the contestant's progress. To pray, a 2d6 is rolled.
    • Rolling a 2 results in the contestant being smited by the Gods, and must fight a Komainu and a Komatora
    • Rolling a 12 results in the contestant being offered a gift chosen by the Gods.
    • The praying score can be influenced. Donating to the shrine maiden, if she is present, nets a +1 to the prayer score.
    • The contestant can attempt making offerings to the Gods, by offering them various objects he/she has in their inventory. Depending on the value of said item and the mood of the gods, the offering can influence the score, from a -2 to a +3 to the prayer score.
    • -2: "Thou art insulting me!"; -1: "Art thou foolish?" ; 0: Nothing ; +1: "I thank thee for thy offering" ; +2: "Thou art worthy!" ; +3: "Thou shalt be blessed!"
  • Storage area - Contains several containers and large crates that can be opened, but contain nothing more than letters, magazines, or trash.
  • Swamp - Like the regular room, but has approximately six inches deep of water.
  • Toilets room - Entirely in white tiles, the room possesses several urinals and a sink with a mirror. If a human NPC is found inside, it will, in most of the times, be found urinating, which might be a good opportunity to catch them off guard in an attack.
    • Sometimes, the toilets room will be found wrecked, with most of the urinals, the mirror, and the sink all broken or damaged.
  • TV Room - It resembles a regular room, but it's equipped with a couch and a TV embedded in the wall. It broadcasts shows suited for Maze Personnel. Certain people come here to relax and enjoy the various TV programs.
  • Vault - Walls in this room are made of steel. There are three safes in the walls, each with a three-digit lock. The vault is completely unbreakable and even explosives won't dent them. Successfully cracking one of the vaults may result in finding inside three valuable items. If the contestant finds an encounter inside of this room, it may hold the code to one of the vaults. Maze Guards sometimes guard those rooms to prevent thefts, and even then, are always ready to come if a theft attempt is detected.
    • The more attempts to crack a safe are done, the higher the chances of a Maze Guard being notified to arrest the perpetrator for theft, if the incoming Maze Guard can recognize the perpetrator. The first three attempts are guaranteed safe, but as it goes on, a 1d100 is thrown after every subsequent attempt and a 5% chance of a Guard coming is added. If a contestant is at his/her 12th attempt of cracking a safe, there is a 45% chance ( (12-3)*5 ) that a Guard will enter the room.
  • Warehouse room - A large room with a lot of plastic, wooden, or metallic containers, containing all sorts of useless items such as hay, books, letters, or other unusable goods.
    • Certain warehouse rooms are occupied by Black marketers, using the wide space and numerous containers to store their goods.
  • Washitsu - A traditional japanese room, decorated with tatami, traditional furniture, a futon, and some sumi-e paintings. It is the home of many youkai, wicked like non-wicked.

Accessing

Behind the door, it is possible to find stairs, or fall through a trapdoor. There is no difference apart from an aesthetical one.

  • Rooms accessed with stairs can be either upwards or downwards stairs.
  • Rooms accessed via trapdoor will have the contestant fall in the room, with no damage, but may catch off-guard, scare, or arouse the suspicion of the possible NPC inside.

See also