glossary
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glossary [10/05/2025 14:25] – [Bedroom] François | glossary [26/05/2025 07:55] (Version actuelle) – [?????????] François | ||
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When you run out of steps, you will be forced to //Call it a day//. | When you run out of steps, you will be forced to //Call it a day//. | ||
+ | |||
+ | ===== Checked item ===== | ||
+ | |||
+ | If, on your estate, you have drafted a [[room:Coat Check]], you may use it to **check** an item. This will allow you to retrieve that item on any day you have a [[room:Coat Check]] on your estate. | ||
+ | |||
+ | ===== Color ===== | ||
+ | |||
+ | The color of a floorplan will usually indicate the type of room : | ||
+ | * Violet for Bedrooms, | ||
+ | * Orange for Hallways, | ||
+ | * Green for Green Rooms, | ||
+ | * Yellow for Shops, | ||
+ | * Red for Red Rooms | ||
+ | |||
+ | and Blue for Blueprints (//default type//). | ||
+ | |||
+ | ===== Contraption ===== | ||
+ | |||
+ | [[room: | ||
+ | |||
+ | ===== Dead end ===== | ||
+ | |||
+ | A **dead end** is any room lacking a second doorway. If a room ever has additional doorways it is not considered a dead end, even if those doorways are blocked. | ||
+ | |||
+ | ===== Dig ===== | ||
+ | |||
+ | Occasionally, | ||
+ | |||
+ | ===== Directory ===== | ||
+ | |||
+ | The **directory** contains detailed information for the all rooms on the estate that you have drafted. | ||
+ | |||
+ | You may access the Directory at any time from the system meny or by pressing R1. | ||
+ | |||
+ | ===== Dirigiblocks ===== | ||
+ | |||
+ | In the [[room: | ||
+ | |||
+ | //(Although the game is not currently accessible, it is scheduled to be added in a futur patch.)// | ||
+ | |||
+ | ===== Dirt ===== | ||
+ | |||
+ | Occasionally, | ||
+ | |||
+ | ===== Drafting ===== | ||
+ | |||
+ | The action of selecting a floorplan from the three options presented to you after clicking a door in known aas **drafting**. | ||
+ | |||
+ | ===== Drafting (type) ===== | ||
+ | |||
+ | Certains rooms can affect the drafting ppol and the drafting process. This type of room is fittingly known as a " | ||
+ | |||
+ | ===== Draft pool ===== | ||
+ | |||
+ | The **draft pool** is the total collection of currently available floorplans, from which three are **drawn** at the beginning of each draft. | ||
+ | |||
+ | ===== Draw ===== | ||
+ | |||
+ | **Drawing** is the initial pulling of the three floorplans from the **draft pool** at the beginning of drafting. | ||
+ | |||
+ | To illustrate the difference between **drawing** and **drafting**, | ||
+ | |||
+ | ===== East Wing ===== | ||
+ | |||
+ | The **East Wing** rooms of the house are the nine rooms that border the very right edge of the house. | ||
+ | |||
+ | ===== Entry ===== | ||
+ | |||
+ | Certain rooms have an effect that is only triggered upon physically entering the room. These rooms are marked on their floorplans by an icon of an open door. | ||
+ | |||
+ | ===== Estate ===== | ||
+ | |||
+ | The **Estate** refers to all the explorable areas of Mt. Holly including the rooms currently drafted, as well as the **grounds**. | ||
+ | |||
+ | The **house**, on the other hand, is only referring to the current rooms, as shown on the Mt. Holly Blueprint. | ||
+ | |||
+ | ===== Exhaust ===== | ||
+ | |||
+ | When your steps reach zero, you are **exhausted** and too tired to continue exploring. At this point, you must **call it a day**. | ||
+ | |||
+ | ===== Experiment ===== | ||
+ | |||
+ | From the [[terminal]] located in the [[room: | ||
+ | |||
+ | This experimental feature will last until the end of the day. | ||
+ | |||
+ | ===== Floorplan ===== | ||
+ | |||
+ | The life of every room begins as a floorplan, a square paper sketch, drawn by an architect, from a pool of potential ideas- the draft pool. | ||
+ | |||
+ | ===== Gems ===== | ||
+ | |||
+ | **Gems** are valuable resources used by Architects to draft **special floorplans**. | ||
+ | |||
+ | ===== Glossary of terms ===== | ||
+ | |||
+ | A feature on the [[Network]] that you are now perusing: A list of words and architectural jargon that is intended to make simple, the terms you will encounter on the estate. | ||
+ | |||
+ | Entries marked ?????? will become gradually revealed as you progress. | ||
+ | |||
+ | ===== Gold (Coins) ===== | ||
+ | |||
+ | **Gold** is the currency by which you can purchase goods and services from **shop** rooms on the estate. | ||
+ | |||
+ | ===== Green room ===== | ||
+ | |||
+ | Floorplans that have a green border are known as **Green Rooms**. These rooms are associated with outdoor areas and gardens, and are // | ||
+ | |||
+ | ===== Grounds ===== | ||
+ | |||
+ | The outdoor area of the **estate** immediately surrounding the house. The **[[room: | ||
+ | |||
+ | ===== Hallway ===== | ||
+ | |||
+ | Orange floorplans, known as **Hallways**, | ||
+ | |||
+ | ===== House ===== | ||
+ | |||
+ | The **house** refers to the 45-floorplan grid of Mount Holly. Only the rooms currently drafted are considered pat of the **house**. | ||
+ | |||
+ | ===== History ===== | ||
+ | |||
+ | As an architect, you may wish to vie the previous layouts and room configurations from days past. This useful feature can be accessed from the system menu. | ||
+ | |||
+ | ===== Inventory ===== | ||
+ | |||
+ | The items you have collected on any given day can be viewed and inspected from the Blue Print Menu. | ||
+ | |||
+ | ===== Items ===== | ||
+ | |||
+ | Items refer both to **Special Items** (//unique items in your inventory// | ||
+ | |||
+ | As per the rules laid forth in your Great Uncle' | ||
+ | |||
+ | ===== Keys ===== | ||
+ | |||
+ | **Keys** are a common resource used to open up locked doors on the estate. | ||
+ | |||
+ | There are also some unique **Special Keys** that can unlock special doors or rooms that only appear in the specific locations in the house. | ||
+ | |||
+ | ===== Keycard door ===== | ||
+ | |||
+ | Electric powered doors of reinforced steel that can only be accessed via **Keycard** are considered //Security Locked//. These doors appear with more frequency the higher up in **rank** you are in the house. | ||
+ | |||
+ | ===== Locked ===== | ||
+ | |||
+ | As you explore the house you will find that some doors are **locked**. To continue exploring, you will need to use a **key** to unlock them. | ||
+ | |||
+ | Locked doors appear more often the higher in **rank** you are in the house. | ||
+ | |||
+ | ===== Luck ===== | ||
+ | |||
+ | We all need a bit of it... | ||
+ | |||
+ | **Luck** determines the likelihood that you will find additional items in rooms on your estate. Luck can be raised by certain items and rooms, marked on their floorplan by a clover. | ||
+ | |||
+ | ===== Mechanical ===== | ||
+ | |||
+ | These rooms are often heavy in mechanics and often contain control systems that can interact with other elements on the estate. These rooms are marked by the symbole of a gear. | ||
+ | |||
+ | ===== Network ===== | ||
+ | |||
+ | Each **[[terminal]]** on the estate is connected to a local [[network]] named " | ||
+ | |||
+ | This network allows users to remotelly connect to other active terminals, as well as providing access to staff services and other handy features, like this glossary! | ||
+ | |||
+ | ===== Outer Room ===== | ||
+ | |||
+ | Rooms draftable only from a door located outside of the house, on the grounds of Mt. Holly. West Path access is required before these rooms are accessible. | ||
+ | |||
+ | ===== Permanent ===== | ||
+ | |||
+ | Most things on the estate reset from one day to the next. It's the nature of the house. However, a few things are **permanent** and are usually marked as such. Permanent changes do not reset each day. | ||
+ | |||
+ | ===== Power source ===== | ||
+ | |||
+ | The estate' | ||
+ | |||
+ | ===== Puzzle ===== | ||
+ | |||
+ | Rooms 5, 6, 7 et 8 are all **puzzle rooms**. Which is interesting because that's the same number of letters found in the [[room: | ||
+ | |||
+ | Very curious... | ||
+ | |||
+ | ===== Rank ===== | ||
+ | |||
+ | Each row of rooms in your house make up a **rank**. As you progress north, the rank increases. | ||
+ | |||
+ | There are nine rnaks listed on Mount Holly' | ||
+ | |||
+ | However, among the staff, whispers of a tenth Rank can often be overheard. | ||
+ | |||
+ | ===== Rarity ===== | ||
+ | |||
+ | How often a floorplan is drawn from the drafting pool is determined by its **rarity**. | ||
+ | |||
+ | There are four rarities: Commonplace, | ||
+ | |||
+ | ===== Redraw ===== | ||
+ | |||
+ | Some rooms and items allow you to throw back the first three options drawn from the drafting pool for a fresh set of potential rooms. This is known as **drawing new floorplans**. | ||
+ | |||
+ | ===== Red Room ===== | ||
+ | |||
+ | Beware the rooms of red! They offer powerful expansion options but come at a dangerous cost. | ||
+ | |||
+ | ===== Reset ===== | ||
+ | |||
+ | Each morning, the house returns to its default positions and all drafted rooms, inventory and resources are reset. | ||
+ | |||
+ | **Permanent** changes, however, do not reset. | ||
+ | |||
+ | ===== Sanctum ===== | ||
+ | |||
+ | Mount Holly' | ||
+ | |||
+ | ===== Security Locked ===== | ||
+ | |||
+ | Electric powered doors of reinforced steel that can only be accessed via **Keycard** are considered //Security Locked//. These doors appear with more frequency the more higher up in **rank** you are in the house. | ||
+ | |||
+ | ===== Shop ===== | ||
+ | |||
+ | Floorplans adorned by borders of golden yellow are **shops** that typically offer goods or a service in exchange for coins. | ||
+ | |||
+ | ===== Sigil ===== | ||
+ | |||
+ | **Sigils** are ancient runes imbued with meaning that use symbology to represent the different aspects of the old realms. The book // | ||
+ | |||
+ | ===== Special Floorplan ===== | ||
+ | |||
+ | These floorplans are slightly more rare and costs gems to draft. The often offer more unique, complex and exciting effects. | ||
+ | |||
+ | ===== Special Item ===== | ||
+ | |||
+ | A **special item** is referring to an item that is unique and inventory bound, as opposed to **resource items** such as keys, gems and coins. | ||
+ | |||
+ | ===== Spread ===== | ||
+ | |||
+ | When a **spread** occurs, items are randomly distributed across all rooms currently active on the estate. The more rooms in your house, the larger the spread. | ||
+ | |||
+ | ===== Stars ===== | ||
+ | |||
+ | There are several ways to increase the amount of **stars** visible in the night sky. The easiest method, of course, is drafting [[room: | ||
+ | |||
+ | ===== Terminal ===== | ||
+ | Mt. Holly is equipped with several state of the art computer **[[terminal]]** stations that control various systems on the estate electronically. | ||
+ | |||
+ | Each terminal is also connected to a central local **[[network]]**. | ||
+ | |||
+ | ===== Tomorrow ===== | ||
+ | |||
+ | Fooms that provide benefits in the future belong to a special category of floorplans: Tomorrow rooms. They are marked with a clock symbol. | ||
+ | |||
+ | ===== Trophy ===== | ||
+ | |||
+ | A brass distinction of genuine achievement, | ||
+ | |||
+ | ===== Trunk ===== | ||
+ | |||
+ | A small wooden chest often found in rooms, always locked, and usually containing a few items of interest. | ||
+ | |||
+ | ===== Underground ===== | ||
+ | |||
+ | Resting far beneath the estate' | ||
+ | |||
+ | ===== Upgrade ===== | ||
+ | |||
+ | There are a number of data disks that can be found on the estate that contain potential room updates that were planned but never executed by the Baron. | ||
+ | |||
+ | ===== West Path ===== | ||
+ | |||
+ | A charming path that winds through the wooded area that runs alongside the west wing of the houde. This path can be accessed from both the garage and the west gate, which is usually kept latched and locked. | ||
+ | |||
+ | ===== West Wing ===== | ||
+ | |||
+ | The **West Wing** rooms of the house are the nine rooms that border the very left edge of the house. | ||
+ |
glossary.1746887129.txt.gz · Dernière modification : 10/05/2025 14:25 de François