Guide
Reading a room by its furniture
How to use the furniture in an R.E.P.O. room as information, given that chairs, tables and lamps are named per room, that a furnished room can hold a screen, and that even a fish is filed as a valuable.
Applies to
0.4.0 (see the sources page)
Before you start
- A torch and enough battery to keep it on
- One hand free for the cart
- A crew that will not wander off in the dark
Steps
- Work out which room you are in from its furniture before you start loading the cart.
tables are named by room and by size, an arctic round table and a small arctic one among them - Use the big pieces as landmarks when the lights are out.
chairs are named in kinds, an armchair, a plain chair, a big chair and a camp chair among them - Let the lamps tell you which rooms are worth searching.
lamps are named for the rooms, a small arctic ceiling lamp among them - Check the screen in a furnished room instead of walking past it.
a furnished room can hold a flat-screen television of its own - Do not write a fish off as decoration: on this site it is filed as a valuable.
fish are named as a valuable of their own, with a mesh and a material beside them and a museum version
Common mistakes
- Reading a room by its loot while the furniture has already told you which theme it is.
- Walking into a dark room without noting the landmarks you will need on the way back.
- Leaving a fish behind because it looked like scenery.
- Packing the cart before you know which part of the level you are standing in.
Related entries
Maps and levelsThe furniture a level is fitted withChairs are named in kinds: an armchair, a plain chair, a big chair and a camp chair among them.
Maps and levelsThe level themes and what they holdThe game ships separate level artwork per theme, including arctic, manor, museum and forest.Sources
A local copy of the game, read only. Grounding for each step is on the technical reference pages; no number is estimated.