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.
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A '''room''' is a core aspect of [[MazeWorld]]. All of MazeWorld is composed of a complex matrix of rooms (referred to as "The Mazes") ; as such, a room is the smallest possible unit of geographical space in the Mazes.
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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 [[Gameplay mechanics|certain scripted events]] where the contestant will enter specific rooms.
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=== Roomstyles ===
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Rooms may have different looks - every such layout is typically called a '''roomstyle'''. Below is a list of roomstyles that can be found in the [[Uncivilized Area]]. This does not take in account facilities and places that can be found in a [[Town]].
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=== Layout ===
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* '''Empty room ; Roadway''': A regular, featureless room which serves as a road.
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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 Master|Game Masters]] give out their messages, and watch the contestants - said loudspeakers are also equipped with cameras.
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* '''Empty room ; Highway''': A well-traveled roadway, often used for its direct path to the destination.
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* '''Empty room ; Pathway''': A regular, featureless room, which serves as a pathway.
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* '''Empty room ; Old Byway''': An ancient, under-used pathway, which strays from the direct path.
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* '''Empty room ; Corridor''': A long, thin room with doorways, which was perhaps once part of a facility, but now merely serves as another roadway in the UA.
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* '''Empty room ; Passage''': An older, less-used corridor, which leads away from the direct path.
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* '''Empty room ; Deactivated room''': A room that once had furniture and a purpose, but has been completely stripped of everything but lights. The walls still bear the outlines and marks.
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* '''Empty room ; Featureless room''': A room that once had furniture and a purpose, but is now completely empty and is merely used as a road.
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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.
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All "Empty rooms" may feature doors with '''Shortcuts''' or '''Detours''', which may respectively decrease or increase the amount of rooms to the next destination.
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=== Types of rooms ===
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* '''Armory room''': A former armory room, which could have belonged to a military base, a police station, or a related place. Once a coveted, high-security room, now an emptied-out shell and a favorite looting target.
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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|missions]]. Certain room designs may serve a purpose, that may help or hinder the [[Contestant|contestant]]. Certain rooms may also be '''occupied by scripted encounters''', depending of what room he or she entered in.
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* '''Bedroom (single)''': A bedroom that was disconnected from a town and left to rot in the UA. This bedroom has a single bed.
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* '''Bedroom (bunks)''': A bedroom that was disconnected from a town and left to rot in the UA. This bedroom has two bunk beds.
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* '''Break room''': A room that was used for relaxation, before it was abandoned.
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* '''Classroom''': A former classroom. Once a place for learning and instruction, now yet another theater of the Uncivilized Area.
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* '''Dining hall''': A large room with several tables placed together to form a long banquet-style table, and many chairs. It used to be part of a restaurant or some other similar joint.
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* '''Empty bar''': A room with a counter, emptied-out shelves, and a few remaining chairs and tables. It used to be part of a bar.
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* '''Empty club room''': A room with tables, comfortable couches, a scene for shows, and pole-vault bars. This place was probably a strip club or some other similar facility.
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* '''Empty dojo''': A wide, flat room with tatami (straw mats), which was once used for training and practicing martial arts and melee fighting skills.
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* '''Empty forge''': A former forge, now hollowed out and emptied of all machines and tools relevant for making, repairing and maintaining melee weapons.
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* '''Empty lobby room''': A room with a large desk and a computer. It could have belonged to a residential area, a hospital, an office complex, or some other area with a lobby room.
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* '''Empty shooting lanes''': Once the most important part of a shooting range, now a disconnected room, left to the UA.
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* '''Empty shrine''': The former praying grounds of a shrine, now an abandoned shell of its former self. All that is left is an altar that no longer serves any purposes, and a donation box.
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* '''Empty workshop''': Once a busy, well-stocked room with everything needed for engineering and gunsmithing, now a mostly empty mess of work tables, shelves and crates with little of interest left.
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* '''Hospital bedroom''': A former element of a hospital, with a suitable bed, nightstand, and some equipment, such as an EKG and other health/status monitors.
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* '''Kitchen''': A former element of a restaurant, food joint, mess hall, or some other area that required a kitchen. Some furniture might still be functional but there won't be a lot left - it's a prime looting target.
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* '''Laboratory room''': Once part of a laboratory or some other scientific complex, it has been emptied of important furniture and left to rot in the UA.
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* '''Laundry room''': A common element of a residential area that was since disconnected and abandoned to the UA, famous for its washing machines and plastic clothing bins.
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* '''Library wing''': As the name implies, it used to be the wing of a library. Depending on what it used to be, the room can be the bookshelf wing, the reading area, the computer wing or the librarian's desk.
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* '''Locker room''': A room with rows and rows of lockers. As this sort of thing is a prime looting target, most of them have been bent or broken open, and since the room has collected dust.
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* '''Machine room''': It used to be a factory, or at least one section. You can tell there used to be machines of some sort here, but they've been gutted and rotting since so long it's hard to tell what they are.
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** This roomstyle may feature a '''shortcut'''.
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* '''Office room''': A room with four office cubicles, each with a desk, a computer, a little trash can, and office clutter. They're surrounded with file cases aligned on the walls.
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* '''Pantry''': A special type of storage room that is used specifically for keeping foodstuffs. When in the UA, it is also a prime looting target, for obvious reasons.
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* '''Prison room''': A spartan, desolate room with chains, shackles, and a watchcabin for a Maze Guard, or an equivalent. It serves little purpose in the UA now, but those chains and shackles are still functional.
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** This roomstyle may feature a '''detour'''.
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* '''Scullery''': A room with a lot of sinks and dishwashers, which was presumably part of a restaurant or a bar. It now serves little purpose.
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** This roomstyle may feature a '''shortcut'''.
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* '''Shower room''': A room with many showers and temporary lockers to deposit clothing and gear into.
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* '''Storage room''': A general-purpose storage room with many crates and shelves. Storage rooms are common and can be used for a wide variety of purposes - which is why they are frequently looted in the UA.
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* '''Trash room''': As one might expect, it's a room full of dumpsters. Nothing more. It smells, too.
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* '''Toilets''': A room that is exactly as one might expect it to be.
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* '''Vault room''': Formerly part of a bank. All of the doors, vaults and cages have been broken open as they're a prime looting target. The teleporting devices are missing as well.
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* '''Warehouse room''': A large room used for stockpiling large amounts of items, it is usually part of a factory or warehouse facility.
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* '''Youkai bedroom (washitsu)''': A bedroom that was disconnected from a town and left to rot in the UA. This bedroom is styled and patterned according to Youkai tradition, and has 2 futons.
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* '''Youkai bedroom (danchi)''': A bedroom that was disconnected from a town and left to rot in the UA. This bedroom is styled and patterned according to Youkai tradition, and has 8 futons.
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*<span style="color: white">Regular room</span> - Can be occupied by various encounters.
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=== Room furniture ===
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** A wide variety of items and encounters may be found in regular rooms.
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*<span style="color: white">Armory</span> - 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.
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*<span style="color: white">Bar</span> - Contains a counter, and several tables and chairs. May have background music. Always has a [[chef|bartender]], and often has human and youkai patrons.
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*<span style="color: white">Bedroom</span> - Contains a bed and some furniture such as a desk and bookshelves.
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*<span style="color: white">Black room</span> - A regular, featureless room except it has zero light. A [[Flashlight bracelet|light source]] is needed to see what is in this room.
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*<span style="color: white">Butlerhouse</span> - Contains a few beds, a small kitchen and furniture; a living area for a chief butler and his subordinates. A [[Chief butler]] and two [[Butler|subordinates]] live here.
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*<span style="color: white">Classroom</span> - Contains several tables and chairs, sometimes school manuals, and a chalkboard with random messages written. Ideal for studying, both for humans and youkai.
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**Sometimes, the chalkboard will display '''graffiti'''.
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*<span style="color: white">Dojo</span> - A Japanese-styled dojo, ideal for practicing martial arts. Both humans and youkai train here, and is the home of [[martial artist|martial artists]].
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*<span style="color: white">Electrical room</span> - 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.
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*<span style="color: white">Empty pharmacy</span> - A former [[Hospital room|hospital room]], where a medic used to work. It's now empty, but the contestant can find '''an extra random medical aid''' inside.
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*<span style="color: white">Empty workshop</span> - A former [[Workshop|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.
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*<span style="color: white">Factory line</span> - 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.
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*<span style="color: white">Grassy room</span> - Just like the regular room, but has grass on the ground.
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*<span style="color: white">Hospital bedroom</span> - with a hospital bed, a destroyed or non-working [http://en.wikipedia.org/wiki/ECG ECG], and sometimes, medical files. Patients are sometimes seen occupying the beds here, and nurses are sometimes seen attending said patients.
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*<span style="color: white">Kitchen</span> - with a fridge (most of the time empty, although it can contain [[Food|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.
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**Sometimes, there are variants of this room where several blood stains and traces of fighting can be found.
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*<span style="color: white">Library</span> - with several shelves full of books, and a lot of books on the ground. '''Can be occupied by a [[librarian]].'''
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**A messier variant exists where most of the shelves are destroyed, creating immense piles of books. Librarians still occupy some of them.
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*<span style="color: white">Locker room</span> - 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.
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*<span style="color: white">Maidhouse</span> - Contains a few beds, a small kitchen and furniture; a living area for a head maid and her subordinates. A [[Head maid]] and two [[Maid|subordinates]] live here.
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*<span style="color: white">Medieval room</span> - Rocky walls, old wooden doors, old tapestries, ancient grimoires, and rarely, large paintings of knights. Knights themselves are said to dwell here…
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*<span style="color: white">Meeting office</span> - An oval table, with several chairs, sometimes trampled or broken. Apparently a great place to do business.
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*<span style="color: white">Mess hall</span> - A large room with dozens of tables and chairs, as well as plates, glasses (sometimes broken). Various people come to eat here.
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*<span style="color: white">Messy room</span> - Like a regular room, but with bloodstains, skeletons, or sometimes dead bodies.
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*<span style="color: white">Military bedroom</span> - 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 [[Maze Soldier|Soldiers]].
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*<span style="color: white">Old forge</span> - A former [[Forge|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.
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*<span style="color: white">Outside: Plains</span> - A &quot;room&quot; 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.
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*<span style="color: white">Outside: Beach</span> - A &quot;room&quot; 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.
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*<span style="color: white">Outside: Forest</span> - A &quot;room&quot; 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.
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*<span style="color: white">Pantry</span> - 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.
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*<span style="color: white">Prison room</span> - This is the room where the [[prisoner|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.
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*<span style="color: white">Radio room</span> - 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 [http://en.wikipedia.org/wiki/UVB-76 UVB-76]. [[Kappa]] tend to enjoy tinkering with the radios here.
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**A messy variant of the radio room has all the equipment destroyed, emitting sizzling and sparks.
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*<span style="color: white">Scratched room</span> - Like a regular room, but the walls are scratched with various graffiti, displaying messages that may or may not make sense.
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*<span style="color: white">Screens room</span> - 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. [[Maze Guard|Guards]] sometimes watch over those screens.
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*<span style="color: white">Scullery</span> - Contains a few dishwashers and lots of clean or dirty dishes and utensils, piled up on containers or in crates.
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*<span style="color: white">Shower room</span> - Entirely in white tiles, the room possesses several showers which can be turned on to flow in the water. If a [[Encounters|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.
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*<span style="color: white">Shrine</span> - Contains a shrine to the [[Cardinal Gods]]. The contestant may attempt praying on it. It can be occupied by a [[Shrine maiden|shrine maiden]] and non-wicked youkai.
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**'''Praying''' is a particular activity involving the Gods, which can help or hinder the contestant's progress. To pray, a '''2'''d'''6''' is rolled.
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**Rolling a '''2''' results in the contestant being '''smited''' by the Gods, and must fight a [[Komainu]] and a [[Komatora]]
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**Rolling a '''12''' results in the contestant being offered '''a gift''' chosen by the Gods.
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**The praying score can be influenced. Donating to the shrine maiden, if she is present, nets a '''+1''' to the prayer score.
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**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.
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**'''-2''': &quot;Thou art insulting me!&quot;; '''-1''': &quot;Art thou foolish?&quot; ; '''0''': Nothing ; '''+1''': &quot;I thank thee for thy offering&quot; ; '''+2''': &quot;Thou art worthy!&quot; ; '''+3''': &quot;Thou shalt be blessed!&quot;
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*<span style="color: white">Storage area</span> - Contains several containers and large crates that can be opened, but contain nothing more than letters, magazines, or trash.
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** Certain storage areas may contain '''useful items''' in stacks.
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*<span style="color: white">Swamp</span> - Like the regular room, but has approximately six inches deep of water.
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*<span style="color: white">Toilets room</span> - Entirely in white tiles, the room possesses several urinals and a sink with a mirror. If a human [[Encounters|NPC]] is found inside, it will, in most of the times, be found [[Urinating|urinating]], which might be a good opportunity to '''catch them off guard in an attack'''.
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**Sometimes, the toilets room will be found wrecked, with most of the urinals, the mirror, and the sink all broken or damaged.
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*<span style="color: white">TV Room</span> - 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.
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*<span style="color: white">Vault</span> - 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|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.
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**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.
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*<span style="color: white">Warehouse room</span> - 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.
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** Certain warehouse rooms are occupied by [[Black market|Black marketers]], using the wide space and numerous containers to store their goods.
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** Other warehouses may contain caches or stacks of '''useful items'''.
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*<span style="color: white">Washitsu</span> - 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.
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=== Accessing ===
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In many roomstyles, specific furniture can be found, each of which has distinct uses. Beware, as not all furniture in a UA room may be functional ; abandonment and decay may sometimes disable and break furniture in a room, rendering them useless or non-functional. Certain such furniture may contain items if the UA room is still stocked, which is a rare occurrence as the UA is frequently targeted by looters and scavengers, looking for any useful item they can glean.
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Behind the door, it is possible to find '''stairs''', or fall through a '''trapdoor'''. There is no difference apart from an aesthetical one.
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*Rooms accessed with stairs can be either upwards or downwards stairs.
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The list below will detail all types of '''useful''' room furniture, what they do, what items they contain if any, and any conditions and requirements (such as whether the piece of furniture needs to be powered to function, or whether it can carry items, and so on). It will not list furniture that has no use (e.g. tables, chairs, etc).
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*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 [[Encounters|NPC]] inside.
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* '''Altars''': [[Shrine|Shrines and Dark Sanctums]] may allow the use of their altars for various purposes. See the article for more details.
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* '''Bed''' (Variants: Futon, bunk bed, hospital bed): Their primary use is for initiating [[Resting]].
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* '''Bookshelf''': Bookshelves may contain '''books''', which are items that can be taken in the inventory. Book reading helps relieve [[Stress]]. The event line for books is listed below. Libraries may impose a book usage fee for simply reading a book there, as well as a more expensive purchasing fee to allow the Contestant to take the book in the inventory. Books found elsewhere are generally free to use and take.
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** Book event line: '''[Book] A book. Title: @book - Takes 1d8*5 turns to read. While reading: Stress -0.1% * amount of turns spent reading.'''
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* '''Chains and shackles''': Found in prison rooms, chains and shackles essentially function like fixed [[handcuffs]], with the added trait that they tether the prisoner to the room the shackles are located in. Being in possession of [[handcuffs|a cuff key]] allows freeing a creature tethered to chains and shackles.
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* '''Computer''': The use of a computer depends on the context. In most cases, computers are used to [[Container#Special lock types|manipulate locks]] and grant access to otherwise restricted areas. In rarer cases, computers have no use at all. However, computers found in a library can, in exchange for an usage fee, be used to '''browse MazeNet''' and relieve Stress in the process. A MazeNet browsing session lasts '''1d16*4 turns''', during which the Contestant will heal '''-0.1% [[Stress]]/turn'''. (Time will tick down during this activity)
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* '''Container''': Containers are described in the [[Containers|relevant article]].
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* '''Health monitoring equipment''': Exclusively found in abandoned hospital rooms, health monitoring equipment can be used to scan the Contestant's health, giving a full report and breakdown of his/her current health, status and ailments, similarly to a proper hospital room's healing machine. However, unlike a healing machine, this equipment strictly plays the role of a scanner, and can provide no healing services.
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* '''Radio''': Allows the Contestant to listen to radio programs to unwind and relieve Stress. Roll '''@radio''' to get a random station. A session of radio listening lasts '''1d10*2 turns''' (Time will tick down during this activity, as if spent [[Waiting]]), during which the Contestant will heal '''-0.1% [[Stress]] per turn spent listening'''.
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* '''Searchable furniture''': Various pieces of furniture can be searched ; desks, closets, counters, and so on. All of which function the same way ; if they are stocked, they can be searched for items that can be taken in the inventory. The nature of such items is random and depends on the context ; type of furniture, roomstyle, and so on.
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** '''Lockers''' are a subtype of searchable furniture which has a chance of being [[Container#Lock types|protected by a mechanical lock]]. They otherwise function similarly to other types of searchable furniture.
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* '''Shower cabin''': Shower cabins are found in shower rooms. When using the shower, roll '''@shower''' if in the UA, or roll '''1d8*2''' if not.
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** Showers '''in the UA''' have a chance to provide a random effect, which can either be beneficial or negative.
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** Showers '''not in the UA''' do not provide any random effects and are instead always [[Fatigue]] and [[Stress]] relieving: '''Fatigue -0.2% per turn spent + Stress -0.2% per turn spent''' showering.
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*** Showers may also serve as a ''source of water'', for the purpose of refilling [[Crafting|empty plastic bottles]] or [[Water canteen|water canteens]]. Refilling a vessel fully takes '''1 turn'''.
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* '''Sink''': Sinks can be found in a select few roomstyles. Sinks primarily serve as a free, fixed, and directly drinkable source of water for replenishing [[Hydration]]. 1 sip takes 1 turn to drink, and replenishes '''80 wtr'''. Sinks can be repeatedly used. When using a sink in the UA, roll '''@sink''' to determine the effects before each sip. There is a chance they will clog up and stop functioning, or that different effects may occur. Non-UA sinks always function normally and don't require to use the command.
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** Sinks may also serve as a ''source of water'', for the purpose of refilling [[Crafting|empty plastic bottles]] or [[Water canteen|water canteens]]. Refilling a vessel fully takes '''1 turn'''.
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* '''Strip club services''': Two types of 'furniture' can be used in a strip club:
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** '''Tipping''': Tipping pole-vault dancers allows for a chance to relieve [[Stress]]; the show will relieve '''-0.1% Stress''' (and spend 1 turn) per 50 P$ tipped. A maximum of 100 P$ can be tipped every turn.
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** '''Private show''': Requesting a private room and a stripper costs '''100 + (1d12 * 25) P$''' (respectively the room usage fee and the stripper's fee). A private session will last 2d15+5 turns and heal '''-0.3% Stress''' per turn spent inside.
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* '''Stoves''': Stoves are essentially a fixed version of the portable stove kit, with unlimited fuel. They can be used for cooking meat acquired through [[Hunting]].
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* '''Television''' (Variants: Widescreen TV): Allows the Contestant to watch TV programs to unwind and relieve Stress. Roll '''@whatsonTV''' to get a random program. A session of TV watching lasts '''1d20*2 turns''' (Time will tick down during this activity, as if spent [[Waiting]]), during which the Contestant will heal -0.1% [[Stress]] per turn spent watching'''.
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* '''Toilets''': Toilets may be flushed to trigger a variety of effects. Roll '''@toilets''' - can only be done once per toilet.
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** Toilets may also serve as a ''source of water'', for the purpose of refilling [[Crafting|empty plastic bottles]] or [[Water canteen|water canteens]]. Refilling a vessel fully takes '''1 turn'''.
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* '''Urinals''': Urinals may serve as a ''source of water'', for the purpose of refilling [[Crafting|empty plastic bottles]] or [[Water canteen|water canteens]]. Refilling a vessel fully takes '''1 turn'''.
== See also ==
== See also ==
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*[[Mazeworld]]
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*[[MazeWorld]]
*[[Gameplay mechanics]]
*[[Gameplay mechanics]]
*[[Encounters]]
*[[Encounters]]
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*[[Trap|Traps]]
 
*[[Miscellaneous rooms]]
*[[Miscellaneous rooms]]
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*[[Mazeworld's layout]]
 

Latest revision as of 11:12, 20 February 2019

A room is a core aspect of MazeWorld. All of MazeWorld is composed of a complex matrix of rooms (referred to as "The Mazes") ; as such, a room is the smallest possible unit of geographical space in the Mazes.

Roomstyles

Rooms may have different looks - every such layout is typically called a roomstyle. Below is a list of roomstyles that can be found in the Uncivilized Area. This does not take in account facilities and places that can be found in a Town.

  • Empty room ; Roadway: A regular, featureless room which serves as a road.
  • Empty room ; Highway: A well-traveled roadway, often used for its direct path to the destination.
  • Empty room ; Pathway: A regular, featureless room, which serves as a pathway.
  • Empty room ; Old Byway: An ancient, under-used pathway, which strays from the direct path.
  • Empty room ; Corridor: A long, thin room with doorways, which was perhaps once part of a facility, but now merely serves as another roadway in the UA.
  • Empty room ; Passage: An older, less-used corridor, which leads away from the direct path.
  • Empty room ; Deactivated room: A room that once had furniture and a purpose, but has been completely stripped of everything but lights. The walls still bear the outlines and marks.
  • Empty room ; Featureless room: A room that once had furniture and a purpose, but is now completely empty and is merely used as a road.

All "Empty rooms" may feature doors with Shortcuts or Detours, which may respectively decrease or increase the amount of rooms to the next destination.

  • Armory room: A former armory room, which could have belonged to a military base, a police station, or a related place. Once a coveted, high-security room, now an emptied-out shell and a favorite looting target.
  • Bedroom (single): A bedroom that was disconnected from a town and left to rot in the UA. This bedroom has a single bed.
  • Bedroom (bunks): A bedroom that was disconnected from a town and left to rot in the UA. This bedroom has two bunk beds.
  • Break room: A room that was used for relaxation, before it was abandoned.
  • Classroom: A former classroom. Once a place for learning and instruction, now yet another theater of the Uncivilized Area.
  • Dining hall: A large room with several tables placed together to form a long banquet-style table, and many chairs. It used to be part of a restaurant or some other similar joint.
  • Empty bar: A room with a counter, emptied-out shelves, and a few remaining chairs and tables. It used to be part of a bar.
  • Empty club room: A room with tables, comfortable couches, a scene for shows, and pole-vault bars. This place was probably a strip club or some other similar facility.
  • Empty dojo: A wide, flat room with tatami (straw mats), which was once used for training and practicing martial arts and melee fighting skills.
  • Empty forge: A former forge, now hollowed out and emptied of all machines and tools relevant for making, repairing and maintaining melee weapons.
  • Empty lobby room: A room with a large desk and a computer. It could have belonged to a residential area, a hospital, an office complex, or some other area with a lobby room.
  • Empty shooting lanes: Once the most important part of a shooting range, now a disconnected room, left to the UA.
  • Empty shrine: The former praying grounds of a shrine, now an abandoned shell of its former self. All that is left is an altar that no longer serves any purposes, and a donation box.
  • Empty workshop: Once a busy, well-stocked room with everything needed for engineering and gunsmithing, now a mostly empty mess of work tables, shelves and crates with little of interest left.
  • Hospital bedroom: A former element of a hospital, with a suitable bed, nightstand, and some equipment, such as an EKG and other health/status monitors.
  • Kitchen: A former element of a restaurant, food joint, mess hall, or some other area that required a kitchen. Some furniture might still be functional but there won't be a lot left - it's a prime looting target.
  • Laboratory room: Once part of a laboratory or some other scientific complex, it has been emptied of important furniture and left to rot in the UA.
  • Laundry room: A common element of a residential area that was since disconnected and abandoned to the UA, famous for its washing machines and plastic clothing bins.
  • Library wing: As the name implies, it used to be the wing of a library. Depending on what it used to be, the room can be the bookshelf wing, the reading area, the computer wing or the librarian's desk.
  • Locker room: A room with rows and rows of lockers. As this sort of thing is a prime looting target, most of them have been bent or broken open, and since the room has collected dust.
  • Machine room: It used to be a factory, or at least one section. You can tell there used to be machines of some sort here, but they've been gutted and rotting since so long it's hard to tell what they are.
    • This roomstyle may feature a shortcut.
  • Office room: A room with four office cubicles, each with a desk, a computer, a little trash can, and office clutter. They're surrounded with file cases aligned on the walls.
  • Pantry: A special type of storage room that is used specifically for keeping foodstuffs. When in the UA, it is also a prime looting target, for obvious reasons.
  • Prison room: A spartan, desolate room with chains, shackles, and a watchcabin for a Maze Guard, or an equivalent. It serves little purpose in the UA now, but those chains and shackles are still functional.
    • This roomstyle may feature a detour.
  • Scullery: A room with a lot of sinks and dishwashers, which was presumably part of a restaurant or a bar. It now serves little purpose.
    • This roomstyle may feature a shortcut.
  • Shower room: A room with many showers and temporary lockers to deposit clothing and gear into.
  • Storage room: A general-purpose storage room with many crates and shelves. Storage rooms are common and can be used for a wide variety of purposes - which is why they are frequently looted in the UA.
  • Trash room: As one might expect, it's a room full of dumpsters. Nothing more. It smells, too.
  • Toilets: A room that is exactly as one might expect it to be.
  • Vault room: Formerly part of a bank. All of the doors, vaults and cages have been broken open as they're a prime looting target. The teleporting devices are missing as well.
  • Warehouse room: A large room used for stockpiling large amounts of items, it is usually part of a factory or warehouse facility.
  • Youkai bedroom (washitsu): A bedroom that was disconnected from a town and left to rot in the UA. This bedroom is styled and patterned according to Youkai tradition, and has 2 futons.
  • Youkai bedroom (danchi): A bedroom that was disconnected from a town and left to rot in the UA. This bedroom is styled and patterned according to Youkai tradition, and has 8 futons.

Room furniture

In many roomstyles, specific furniture can be found, each of which has distinct uses. Beware, as not all furniture in a UA room may be functional ; abandonment and decay may sometimes disable and break furniture in a room, rendering them useless or non-functional. Certain such furniture may contain items if the UA room is still stocked, which is a rare occurrence as the UA is frequently targeted by looters and scavengers, looking for any useful item they can glean.

The list below will detail all types of useful room furniture, what they do, what items they contain if any, and any conditions and requirements (such as whether the piece of furniture needs to be powered to function, or whether it can carry items, and so on). It will not list furniture that has no use (e.g. tables, chairs, etc).

  • Altars: Shrines and Dark Sanctums may allow the use of their altars for various purposes. See the article for more details.
  • Bed (Variants: Futon, bunk bed, hospital bed): Their primary use is for initiating Resting.
  • Bookshelf: Bookshelves may contain books, which are items that can be taken in the inventory. Book reading helps relieve Stress. The event line for books is listed below. Libraries may impose a book usage fee for simply reading a book there, as well as a more expensive purchasing fee to allow the Contestant to take the book in the inventory. Books found elsewhere are generally free to use and take.
    • Book event line: [Book] A book. Title: @book - Takes 1d8*5 turns to read. While reading: Stress -0.1% * amount of turns spent reading.
  • Chains and shackles: Found in prison rooms, chains and shackles essentially function like fixed handcuffs, with the added trait that they tether the prisoner to the room the shackles are located in. Being in possession of a cuff key allows freeing a creature tethered to chains and shackles.
  • Computer: The use of a computer depends on the context. In most cases, computers are used to manipulate locks and grant access to otherwise restricted areas. In rarer cases, computers have no use at all. However, computers found in a library can, in exchange for an usage fee, be used to browse MazeNet and relieve Stress in the process. A MazeNet browsing session lasts 1d16*4 turns, during which the Contestant will heal -0.1% Stress/turn. (Time will tick down during this activity)
  • Container: Containers are described in the relevant article.
  • Health monitoring equipment: Exclusively found in abandoned hospital rooms, health monitoring equipment can be used to scan the Contestant's health, giving a full report and breakdown of his/her current health, status and ailments, similarly to a proper hospital room's healing machine. However, unlike a healing machine, this equipment strictly plays the role of a scanner, and can provide no healing services.
  • Radio: Allows the Contestant to listen to radio programs to unwind and relieve Stress. Roll @radio to get a random station. A session of radio listening lasts 1d10*2 turns (Time will tick down during this activity, as if spent Waiting), during which the Contestant will heal -0.1% Stress per turn spent listening.
  • Searchable furniture: Various pieces of furniture can be searched ; desks, closets, counters, and so on. All of which function the same way ; if they are stocked, they can be searched for items that can be taken in the inventory. The nature of such items is random and depends on the context ; type of furniture, roomstyle, and so on.
    • Lockers are a subtype of searchable furniture which has a chance of being protected by a mechanical lock. They otherwise function similarly to other types of searchable furniture.
  • Shower cabin: Shower cabins are found in shower rooms. When using the shower, roll @shower if in the UA, or roll 1d8*2 if not.
    • Showers in the UA have a chance to provide a random effect, which can either be beneficial or negative.
    • Showers not in the UA do not provide any random effects and are instead always Fatigue and Stress relieving: Fatigue -0.2% per turn spent + Stress -0.2% per turn spent showering.
  • Sink: Sinks can be found in a select few roomstyles. Sinks primarily serve as a free, fixed, and directly drinkable source of water for replenishing Hydration. 1 sip takes 1 turn to drink, and replenishes 80 wtr. Sinks can be repeatedly used. When using a sink in the UA, roll @sink to determine the effects before each sip. There is a chance they will clog up and stop functioning, or that different effects may occur. Non-UA sinks always function normally and don't require to use the command.
  • Strip club services: Two types of 'furniture' can be used in a strip club:
    • Tipping: Tipping pole-vault dancers allows for a chance to relieve Stress; the show will relieve -0.1% Stress (and spend 1 turn) per 50 P$ tipped. A maximum of 100 P$ can be tipped every turn.
    • Private show: Requesting a private room and a stripper costs 100 + (1d12 * 25) P$ (respectively the room usage fee and the stripper's fee). A private session will last 2d15+5 turns and heal -0.3% Stress per turn spent inside.
  • Stoves: Stoves are essentially a fixed version of the portable stove kit, with unlimited fuel. They can be used for cooking meat acquired through Hunting.
  • Television (Variants: Widescreen TV): Allows the Contestant to watch TV programs to unwind and relieve Stress. Roll @whatsonTV to get a random program. A session of TV watching lasts 1d20*2 turns (Time will tick down during this activity, as if spent Waiting), during which the Contestant will heal -0.1% Stress per turn spent watching.
  • Toilets: Toilets may be flushed to trigger a variety of effects. Roll @toilets - can only be done once per toilet.
  • Urinals: Urinals may serve as a source of water, for the purpose of refilling empty plastic bottles or water canteens. Refilling a vessel fully takes 1 turn.

See also