
Maps and levels · R.E.P.O. v0.4.0 · read from a local copy
The rooms the wizard school signs
The wizard level signs its gathering rooms: a dining hall and a lecture hall, with a dungeon below them.
The wizard level in R.E.P.O. is a school that hangs a gold plaque on each of its rooms: a dining hall, a lecture hall, a dungeon, the subject rooms, the headmaster's study and the wings.
What the game establishes
- The wizard level signs its gathering rooms: a dining hall and a lecture hall, with a dungeon below them. (checked against the game's own files)
- The subjects are signed too: potions and spells, sorcery, the dark arts and a school of magic plants. (checked against the game's own files)
- The school signs an administration of its own: a headmaster's study and a thinking chamber. (checked against the game's own files)
- The hazards are signed as plainly as the teaching rooms: an enchanted lava room, a deathpit corridor and the sludge pits. (checked against the game's own files)
- The wings are named by direction and by what is in them: a west wing garden, a courtyard and a gnome alley. (checked against the game's own files)
- A relaxation room is named among the school's rooms. (checked against the game's own files)
In play
The wizard level in R.E.P.O. is a school rather than a set of corridors. Every room of it carries a gold plaque, so a player can read a door and know whether it opens onto a kitchen, a classroom or something worse.
The rooms where people gather are named first. A dining hall and a lecture hall are both signed, with a dungeon kept below them, so the level has a floor plan a player can learn rather than a maze to memorise.
The subjects are named too. Potions and spells, sorcery, the dark arts and a school of magic plants each have a plaque, which is why the school reads as somewhere that teaches rather than as a decorated house.
The building has an administration. A headmaster's study and a thinking chamber are signed, so the level's own order is part of the place rather than only the loot inside it.
It also has its hazards, and they are signed as plainly as the teaching rooms. An enchanted lava room, a deathpit corridor and the sludge pits each carry a plaque, which is how the level warns a player with a name rather than with a sign that reads danger.
The wings are named by direction and by what grows in them: a west wing garden, a courtyard and a gnome alley are all signed, and a relaxation room is named among the quiet corners.
That is why the school is worth walking with an eye on the doors. These are the same plates the level hangs in play, so a room named on a door is a room the generator built and filled, and the name is what it is.
What this entry does not tell you: how many rooms a wizard level holds, which of them spawn a valuable, or whether every signed room is reachable. We have not verified those, so we do not print them.
Related
Maps and levelsThe level themes and what they holdThe game ships separate level artwork per theme, including arctic, manor, museum and forest.
Maps and levelsThe signs that name a station's roomsThe arctic level signs its own rooms: a cafeteria, a research lab and an infirmary each have a plate.
Maps and levelsHow a level is put togetherA level is kept as its own description with a module count, a passage limit and a note about enemies.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.