Telephone network (no ontology)

From Mazeworld

Revision as of 14:32, 2 February 2014 by SU Tempest (Talk | contribs)

The telephone network of Mazeworld is one of the most popular forms of telecommunications, alongside television and radio. It is mainly used to call other denizens of the Mazes, as well as services of varying nature; ranging from food orders to emergency calls.

Mobile phones

The network is almost exclusively a mobile phone network (the only exceptions being in the form of office standards and automated interactive services), with coverage in the entirety of the Mazes thanks to relay devices and beacons implanted inconspicuously in every room, including outside areas. This ensures any inhabitant of the Mazes may use the network at any given time from anywhere he or she likes, so long as their phone possesses enough battery power. Batteries can be found for sale in a workshop, in the crafting ingredient category.

Mobile phones are key items, though only one may be kept by the Contestant at any given time. Batteries, however, are regular items; while it is wise to keep multiple spare batteries, the contestant will have to be careful managing their weight with the rest of the inventory.

Phone number structure

All phone numbers are built around the following model: X-YYY-ZZZZ.
The first digit (digit X) is a calling type prefix, which divides phone numbers into major categories. The following numbers are into two groups: the middle three digits (YYY) and the last four (ZZZZ). Bar some exceptions related to the prefix, this is usually a roomstyle/room number combo.
Because of Mazeworld's layout, contestants see phone numbers differently than local inhabitants. Similarly to room layout and numbers, phone numbers will appear to be random for them, while they remain constant and unchanging for denizens of the Mazes.
It must be noted that phone numbers are not tied to each phone, or each phone owner, but to the rooms the phones are located in.

Calling type prefixes

There are seven prefixes: 1, 2, 3, 4, 5, 9 and 0. Each refers to a category of phone numbers which helps differentiating between the various uses of the network.

Standard numbers

  • Structure: 1-YYY-ZZZ
  • Relevant roomstyles: All roomstyles not used by the other categories.

Standard phone numbers begin with the 1 prefix, and are used for all standard user-to-user calls. Most mundane phone calls are made through 1 prefix numbers, and are the easiest to determine, though they can be used to reach a wide variety of inhabitants.

Military

  • Structure: 2-YYY-ZZZ
  • Relevant roomstyles: Armory, military bedroom
  • Also used by: Barracks of both branches, and the Main Barracks.

Military phone numbers begin with the 2 prefix. They are more complex than other phone numbers, in that they are tied to both standard roomstyles and specific places; in this case, Barracks. 2 prefix phone numbers tied to roomstyles perform like standard ones; the correct roomstyle/room number combination must be known, in order to reach the Soldier in the requested room. It must be noted that Soldiers in those roomstyles are always of Private rank. To reach higher ranks, one must use the phone numbers tied to Barracks, to call their offices.

Phone numbers tied to Barracks are tied to the chain of command and military structure of the Mazes' military, thus the last seven digits are not related to a roomstyle/room number combo. Here is a comprehensive guide to understand 2 prefix Barrack phone numbers:


Main Barracks

  • Template: 2-10x-zzzz

To reach a particular unit in the Main Barracks, a caller must dial 2-101-abcd to reach a Regular forces unit, and 2-102-abcd for a Death Faction unit. A is the company number, B the platoon number, C the squad number, and D is a placeholder; it is always 0.

  • There are 5 companies. To call a Captain leading a specific company, dial 2-101-x000 (x is 1-5)
  • There are 3 platoons per company. To call a Lieutenant leading a specific platoon, dial 2-101-xy00 (y is 1-3)
  • There are 5 squads per platoon. To call a Sergeant leading a specific squad, dial 2-101-xyz0 (z is 1-5)

Standard Barracks

  • Template: 2-0ab-zzzz
  • The a digit is the Barracks ID. There are 9 regular forces barracks, and 5 Death Faction barracks.
  • The b digit is the Branch ID. It is 1 for Regular forces, and 2 for Death Faction.
  • In every of those barracks, there is one Captain, 4 Lieutenants and 20 Sergeants (5 per lieutenant) that can be reached.
    • To call the Captain, dial 2-0ab-1000.
    • To call one of the 4 Lieutenants, dial 2-0ab-1c00 (c is 1-4).
    • To call one of the 20 Sergeants, dial 2-0a1-1cd0 (c is 1-4, d is 1-5). The correct number corresponding to that Sergeant's Lieutenant must be dialed along with the Sergeant's own number.

EXAMPLE: 2-031-1240 ; Regular Forces 3rd Company, 2nd Platoon, 4th Squad. Canonically corresponds to the phone number of Sgt. Adam Mosley, squad leader of the Mishap 4th.

Engineering

  • Structure: 3-YYY-ZZZ
  • Relevant roomstyles: Electrical room, factory line, storage area, warehouse

Engineering phone numbers begin with the 3 prefix. They are mainly used by engineers in rooms they're found working into, other than their workshops (those can be reached as well, but it is a service - see below for Service Numbers).

Scientific

  • Structure: 4-YYY-ZZZ
  • Relevant roomstyles: Classroom, empty pharmacy, hospital bedroom, laboratory

Scientific phone numbers begin with the 4 prefix. Mainly used by scientists of various branches, they are also used to reach into classrooms due to the fact certain scientists may also serve as teachers. It may also be used to reach Hakutaku teachers, as one of the rare instances of a way to reach a youkai user on the network using a non-1 prefix number.

Service Numbers

  • Structure: 5-YYY-ZZZ

Service Numbers begin with the 5 prefix and are not tied to roomstyle/room combos. Instead, they are styled on vanity numbers, so that they strike out as a different type of phone number and are easier to remember. Calling a Service Number often leads the caller to an automated interactive message service, which will ask to type specific digits to access a desired service.
Certain Service Numbers can be used to reach shopkeepers, and callers may request them to bring their shops into the calling room. In most cases, shopkeepers will take 2d6 turns before arriving. When shops are "brought" into rooms in that way, all purchased items will be taxed 150% after checkout, and all sold items will be bought back for 25% of their value instead of 50%. Although the service is convenient, it is expensive to cover displacement costs.

  • Gun shop - 5-GUN-SHOP (5-486-7487): Indicates the room number of the nearest gun shop, and proposes the caller to bring the shopkeeper to the calling room.
  • Weapon shop - 5-WPN-SHOP (5-976-7487): Indicates the room number of the nearest weapon shop, and proposes the caller to bring the shopkeeper to the calling room.
  • Blacksmith - 5-BLK-SMTH (5-255-7684): Indicates the room number of the nearest forge, and proposes the caller to bring the shopkeeper to the calling room.
  • Clothes shop - 5-CLO-THES (5-256-8437): Indicates the room number of the nearest tailor, and proposes the caller to bring the shopkeeper to the calling room.
  • Unified food service number - 5-GET-FOOD (5-438-3663): Is related to delicatessen and chefs.
    • Indicates the room number of the nearest food merchant, and proposes the caller to bring the shopkeeper to the calling room.
    • The service also indicates the room number of the nearest chef, and proposes the caller to order food from this chef, which will be brought to the calling room by a deliverer. Food ordered that way is taxed 150%.
  • Hiring bureau - 5-NOT-NEET (5-668-6338): Indicates the room number of the nearest hiring bureau.
  • Dojo - 5-ASS-KICK (5-277-5425): Indicates the room number of the nearest dojo occupied by a martial artist.
  • Workshop - 5-WRK-SHOP (5-975-7467): Indicates the room number of the nearest engineering workshop.
  • Kidsworld access - 5-KID-MAZE (5-543-6293): Dials the teleporting system to access the Kidsworld realm. The caller's full name, as well as the child or children's full names will be requested. If a match is successful, theoretically it allows for a teleporter to appear so the parents can go visit their children. Technically this service does not work for contestants, though they may try if they so desire.
  • Bank - 5-PLR-BANK (5-757-2265): Dials the telephone service of Mazeworld's Online Banking System, which allows for opening accounts, and managing money transfers.

Emergency Numbers

  • Structure: Shortened two-digit numbers, beginning with a 9 prefix.

The only exceptions to the 8-digit system, emergency numbers are 2-digit and begin with the 9 prefix, making those numbers easy to remember and dial quickly.

  • Police line: 9-1
    • Calling 9-1 leads the caller to a Police Station standard, which will ask for the reason of their call as well as the room number in which the caller is located. The station will then dispatch a team of two Maze Guards, armed with random weapons towards the calling room.
    • The dispatched Guards will take 2d6 turns to arrive, and will react appropriately to any threat or illegal activity ongoing into this room.
  • Medical assistance: 9-2
    • Calling 9-2 leads the caller to a Hospital room standard, which will ask for the reason of their call as well as the room number in which the caller is located. The hospital will then dispatch a nurse with eight random meds towards the calling room.
    • The dispatched nurse will take 2d6 turns to arrive, and will attempt to heal the caller, or whoever needs the requested medical assistance. If the nurse is unable to heal sufficiently, they will give the room number of the closest hospital room.
    • Any meds used by the nurse to treat patients will be taxed 150% after checkout to cover displacement costs.

0 prefix numbers

  • Structure: 0-YYY-ZZZ

0 prefix numbers are similar to service numbers, but are known to cause strange effects or be otherwise used for non-standard purposes. Certain of those numbers may not work.

  • 0-GAM-MSTR - Rumored to be the phone number to reach the Game Masters directly over the phone.
  • 0-UVB-WAVE - Unknown. Rumored to deplete the battery entirely after calling.
  • 0-NIN-BALL - Unknown. Rumored to deplete the battery entirely after calling.
  • 0-JAG-ALNC - Rumored to be an illegal phone number, said to contact hitmen or mercenaries for a job.
  • 0-GRN-VALE - Unknown.
  • 0-ALL-SELL - Rumored to be an illegal phone number, said to contact merchandise traffickers.
  • 0-FUN-TIME - Rumored to be an illegal phone number, said to contact sex workers.

See also