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Table des matières
Glossaire
Addition
Additions are rooms that are added to the draft pool.
Most additions are removed from the draft pool at the end of each day. However, some additions are permanent such as those found in the Drafting Studio.
Adjoining
Rooms are considered adjoined if they are connected to each other via a doorway.
Allowance
A set amount of gold granted at the beginning of each day. Your allowance is typicaly left in the Entrance Hall each morning.
Archived Floorplan
Floorplans that are hidden from view after drafting Archives are considered “archived floorplans”.
Bedroom
One of the most commont ype of rooms. Bedrooms re typically used for resting and regaining steps, ad are identifiable by the violet borders of their flooplans.
Blackprint
Ancien floorplans from eras long past, excavated from the depths of history.
These floorplans lack the colored borders of their modern counterparts.
Blessing
A blessing is a persistent benefit that lasts for several days, typically bestowed from Shrine after an offering of gold has been made.
Call it a day
You may Call it a day at any time. This will end the current day and reset the rooms on the estate, your inventory and your steps.
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 Coat Check, you may use it to check an item. This will allow you to retrieve that item on any day you have a 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
Workshop is a useful room in which you can experiment trying out different combinations of inventory items in an attempt to create a new and unique contraption.
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, you may find piles of dirt on the estate. These 'dig spots', often found in Green Rooms, can be dug up with help of a shovel and may contain hidden items.
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 Commissary, players may find an arcade cabinets for the popular game Dirigiblocks. To the dsimay of bored members of the staff, the cabinet has not been in working order for the last severat years.
(Although the game is not currently accessible, it is scheduled to be added in a futur patch.)
Dirt
Occasionally, you may find piles of dirt on the estate. These 'dig sports', often found in Green Rooms, can be dug up with the help of a shovel and may contain hidden items.
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 “Drafting room” and are noted on their floorplans by the compass symbol.
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, remember that “Three floorplans are drawn, but only one is drafted.”
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 Laboratory, scientists and technicians can create experimental house features by selecting a “trigger” and an “effect”.
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 naturally synergistic with one anoter.
Grounds
The outdoor area of the estate immediately surrounding the house. The grounds include many area of interest, including the campsite, apple orchard and west path.
Hallway
Orange floorplans, known as Hallways, are rooms that often contain many doors. They provide architects the means to branch off into different paths, allowing for greated flexibility.
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 well as Resource Items such as keys, gems, gold, etc.
As per the rules laid forth in your Great Uncle's wiil, objects found on the estate must be left behind whenever you call it a day.
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 “Blackbridge”.
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's Boiler Room is known as a power source beacause it provides steam power to various rooms in the house. Steam power is conveyed room-to-room via ducts that run across the ceiling, and power can be transported as long as you continue to string together rooms that contains power ducts.
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 Gallery.
Very curious…