Guide
Reading the wizard school's rooms
How to use the plates a wizard level hangs on its doors in R.E.P.O., given that the level is a school with named subject rooms and its own hazards.
Applies to
0.4.0, read from the copy of the game this site was built from (see the sources page)
Before you start
- A wizard level to read
- Enough light to read a plaque
- A reason to pick a door
Steps
- Read the plaque before choosing a door.
the school signs a dining hall and a lecture hall, with a dungeon below them - Learn the subject rooms, because they are where the level's props live.
potions and spells, sorcery, the dark arts and a school of magic plants are each signed - Find the administration before you wander.
a headmaster's study and a thinking chamber carry plates of their own - Treat a named hazard as a warning, not scenery.
an enchanted lava room, a deathpit corridor and the sludge pits are signed as plainly as the teaching rooms - Check the wings and the courtyard on the way through.
a west wing garden, a courtyard and a gnome alley are signed - Expect blocked and double doors behind the plates.
the theme fits its rooms with doors and bookshelves of its own, including blocked and double versions
Common mistakes
- Opening doors at random because the plates all look the same.
- Treating the hazard rooms as ordinary corridors.
- Assuming the subject rooms hold the same props as the dining hall.
- Pushing a blocked door instead of reading the plaque beside it.
Related entries
Maps and levelsThe rooms the wizard school signsThe wizard level signs its gathering rooms: a dining hall and a lecture hall, with a dungeon below them.
Maps and levelsThe level themes and what they holdThe game ships separate level artwork per theme, including arctic, manor, museum and forest.
ValuablesValuables and the loot you carry outValuables are separate objects, each with its own behaviour.Sources
A local copy of the game, read only. Grounding for each step is on the technical reference pages; nothing here is estimated.