Room (no ontology)

From Mazeworld

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