Room (no ontology)

From Mazeworld

Revision as of 18:22, 2 June 2015 by SU Tempest (Talk | contribs)

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

The typical featureless room appears to be made of light grey concrete, from ground to walls, to ceiling. The doors are tall and squared, usually painted a shade of brown to emulate the look of wood.

Hints

Most roomstyles in which furniture such as drawers, desks, cardboard boxes, crates, etc., can be searched. If your contestant is lucky, he/she might find something useful inside.

Types of rooms

Rooms may have different looks, or may be arranged to look like specific places - one layout is typically called a roomstyle. Here is a list of roomstyles 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 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. Certain bedrooms may have occupants, such as their owners, or servants.
  • Black room - A regular, featureless room except it has zero light. A light source is needed to see what is in this room. Sometimes, mushrooms can be found there.
  • Break room - An area designed for relaxing and taking a break (hence the name). Has various comfort amenities, such as a comfortable couch, a widescreen TV, a radio, and many tables and chairs.
  • 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.
  • Corridor - Less a room and more a hub for access to other rooms, corridors are special in that they have always 5 doors, lettered A to E.
    • If an encounter is seen in the room, the contestant has the possibility to flee without having to roll by choosing to escape through either door A or door E.
  • 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. No machinery found in those rooms can be used, although one can examine what was being produced there.
  • Grassy room - Just like the regular room, but has grass on the ground. A wide variety of encounters can be found in such rooms. Sometimes, mushrooms can be found there.
  • 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.
  • Laboratory - with several working tables, computers and material used for scientific research. Certain may be occupied by scientists (either peaceful or hostile ones), and certain may have stasis capsules, in which dormant encounters may lie in suspended animation, presumably for testing and studying.
  • 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.
    • Library fees (per visit): 1 P$ usage fee per book, 10 P$ computer usage fee, 25 P$ purchase fee to take books away.
  • 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.
    • Various groups of many sizes and types can be found there, so beware!
  • Messy room - Like a regular room, but with bloodstains, skeletons, or sometimes dead bodies.
  • Office - An office, where various people such as Citizens come to do various desk jobs.
    • Sometimes, various useful items may be found there.
  • 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, still using the area for work - 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 makes the area very dark and impossible to see without light.
  • 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 makes the area very dark and impossible to see without light.
  • Outside: Farmland - 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.
  • 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.
  • Radio room - A room with radio recording and emitting equipment, used by the crews of each radio station in the Mazes.
  • 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.
  • Shooting range - An area with various shooting lanes where people may practice their marksmanship.
    • Many kinds of shooters exist and they often come in ranges.
    • Sometimes, weapons, accessories and ammunition are forgotten behind.
  • 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 smitten by the Gods, and must fight a Komainu and a Komatora.
    • Rolling a 12 results in the contestant being offered either a divine creature as an ally (2/3 chance) or a divine gift (1/3 chance) chosen by the Gods.
    • 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.
    • If a shrine maiden is in the room, donating to her gives a +2 prayer score bonus. Killing her results in -3.
    • Attempting to desecrate the altar (offering a dead body, attacking, damaging, soiling the altar) results in a -3 malus. The ultimate desecration is offering a dead shrine maiden body; attempting to pray changes the prayer score to 2.
    • The contestant may also use one of the @omikuji vending machines - for 25 P$ they may receive a fortune reading.
  • Storage area - Contains several containers and large crates that can be opened, but contain nothing more than letters, magazines, or trash.
    • Certain storage areas may contain useful items.
  • Studio room - A room with television recording equipment, used by TV crews for recording various shows, or for newscasting.
  • 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.
  • Vault - Vault rooms are the rooms in which banks may be set up. With fortified metal walls and a large vault protected by a super thick, unbreakable steel door, resistant to explosives and bullets, the vault room is the impenetrable fortress for valuables.
  • 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.
    • Other warehouses may contain caches or stacks of useful items.
  • 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