The Style Guide has recently been rewritten. Please take a moment to review the new guidelines.
Lamp World | |
---|---|
![]() | |
Basic Info | |
Memories | None |
Collectibles | |
Events | None |
Notable NPCs | Retro Muma |
Other | |
Connecting Areas | Black Waters Monochrome Building Occult Basement R-Maze 🍀 Faraway Place |
Removed Connections | Memory Room Stare's Stairs |
BGM | 🔊 Lamp World |
Map ID | 0016 |
Version Added | 6.0 |
Last Updated | 33.2 |
Lamp World is an area accessible from Black Waters.
Features
Lamp World is a dark area consisting of gray patches of ground and several clusters of lamps. There is no light with the exception of a spotlight shining wherever Muma goes. Light switches can be found around the world, which will cause the surrounding lamps to turn on temporarily and reveal footprint paths that make navigation much easier. After a short amount of time, the lamps will flicker back off, causing the footprints to disappear.
When entered from Black Waters, Muma will emerge from a doorway made of stones. To the left of her is a single light switch, revealing five different branching paths from the starting area when flipped on. Further left from this light switch is an isolated section with a black rabbit that transforms into a duplicate version of Muma when the lights are out, resembling her appearance in the Retro Dungeon.
Starting from the doorway to Black Waters, heading down, taking the first right, and heading downward again will lead to one of the game's collectible coins. Southeast of the coin are two points of interest that lead to other worlds: a manhole with a ladder that will take Muma to the Occult Basement and a white building that will lead to the Monochrome Building when entered.
This world loops with seamless warp points along the walkable paths, instead of traditionally enabling looping on the map within RM2k3 itself. If the looping point is glitched on the way to Monochrome Building, an out-of-bounds version of the structure can be accessed that will lead to Broken Passageway. An example of glitching the loop point can be found here. Alternatively, another method is explained below in text.
From the entrance to Black Waters, follow the path towards Monochrome Building by heading south then turning east. Muma will reach a gray patch, continue walking east and stop on the last tile of the gray patch right before stepping on the footprint path. From here walk five tiles east and stop again.
In order to perform the glitch Muma needs to turn around (face west) without moving away from the tile. The easiest way to do this is by simultaneously holding both the left and right directional keys, then releasing them at the same time. If Muma steps away from the tile the process will need to be started again by going to the tile described in the first step.
After successfully turning around in place, head towards Monochrome Building and go inside. If the Nurse Rabbit at the reception desk is missing, it means the out-of-bounds version of the structure has been entered. Entering the elevator will reveal a single button on the left instead of the traditional two. Interact with the button to proceed.
A cutscene will play where the screen turns fully black which eventually leads to the sound of the elevator doors opening being heard, revealing a white light. At this point control of Muma will be regained, whose sprite has turned entirely black. Walk north to exit the elevator and Muma will arrive at Broken Passageway.
There is a secret bench to Faraway Place in this world, which also requires going slightly out of bounds. On the final turn to Monochrome Building, go down instead of up. Stand on the gray tile that sticks outward from the rest of the gray tiles, go left (this will make Muma stand on a black tile, this is intentional) and up and then use the interact key. This will make a bench materialize that Muma will then jump into. Going to Faraway Place this way will always trigger the Corrupted Faraway Place event.
If the connection to R-Maze is active in this area, the portal will be located to the northeast of the entrance from the Black Waters.
Directions
Memory Room → First Steps → Black Waters → Lamp World
Trivia
- Until v30.0, there was a black heart door that lead to Stare's Stairs and it was the only way to get there. If Muma turned on the lights the door went to the Memory Room instead. In v30.0 the way of getting to Stare's Stairs was replaced with the current way of sleeping in the bed on floor two of Monochrome Building.
- This is also the first instance of a black heart door, these would be later used as doors to empties.
- This world used to be connected to Memory Room as a nexus world before v30.0.
- Between v6.0 and v11.0, the Ectoplasm memory was located in this world where the ladder to Occult Basement is.
- In v12.0 specifically, the memory appeared to still be the Ectoplasm memory but it actually gave the Beach Ball memory. This was fixed in v13.0 by removing the memory and happened because Red Sands B Settlement was added in v12.0, which used memory id 8 for it's memory which is what Ecotplasm used in v11.0, but Ectoplasm started using memory id 9 in v12.0. So, the old Ectoplasm still used id 8 and the memory should've been disabled to begin with already because Ectoplasm was shifted to be in Stare's Stairs in the same version.
- The conditions about the Retro Muma from Retro Dungeon appearing used to be different in earlier versions of the game. Before v31.1, there was a 1/16 chance when entering the world for a black rabbit to become Retro Muma. Turning the lights on when Retro Muma was visible would make her stop dancing and stand completely still.
- The inspiration for adding Broken Passageway came from people complaining about the world's looping breaking and leaving them stuck, as there are two monochrome buildings actually in the map file itself and only one of them went to Monochrome Building before v33.2.
- Walking south instead when trying to enter Broken Passageway will send Muma back to the lobby of Monochrome Building (despite the door being presumably closed) with her sprite still being a black silhouette. The event will still be able to be triggered if this is done, as going back into the elevator and pressing the button will start the sequence again (although completely leaving the building will lead you to have to do the glitch all over again). The effect goes away when doing anything that changes your sprite, such as using the buttons inside the real elevator or teleporting back to the Memory Room. This is likely just a simple oversight that happened when adding the separate unique "door" that this event uses because it's logic was copied from the main elevator door, which does not have to consider whether or not an event was triggered that should stop the door from being usable.
Old Images
The door when the lights are off, making it go to Stare's Stairs before the door's removal in v30.0.
The door when the lights are on, making it go to Memory Room before the door's removal in v30.0.
The Ectoplasm memory in v11.0.
The Ectoplasm memory transforming into the Beach Ball in only v12.0.
Gallery
Entrance to Monochrome Building
Entrance to the Occult Basement
- 292b29
- 80817e