There are many different types of Rooms you can enter (by pressing the operate key) when facing a door. Note that you have to be facing the door, not just the room itself, to enter it...
Use the Talk dialog in all interactions between you and anyone else.
Most Rooms have other creatures in them...usually, attacking any one may cause the many of the others in the room (and/or on the main floors) to turn and attack you...but you would have discovered this eventually, so why am I bothering to tell you?
Arenas
Arenas are where you can fight different monsters for money, or simply wager on the outcome of two different monsters in combat. There are two clerks here, one for Fighting & one for Wagering.
Talk Options
Fight in Arena: This option brings up a dialog with the monster you'll be fighting, as well as the amount of money (based on the overall toughness of the critter) you'll win if you kill it.
Wager on Fight: This selection brings up a dialog with the two contestents and the pay-off odds (currently set to 1:1, but this will be changed shortly to reflect real odds of combat). Enter the amount of gold you wish to bet (by default, set to 1/2 your gold), and click "Wager" under your combatant to view the contest. If your champion wins, you're awarded the gold (automagickally transferred to your Bank if the weight would exceed your maximum); otherwise, you lose the cash!
Banks
Banks are where you can deposit & withdraw your gold. These functions are neccessary as gold adds to your encumberance & carrying vast amounts of gold will surely preclude more important items. Also, any gold you are carrying may be subject to theft by the inhabitants of Mythos, so Banks also provide security for your assets.
Your banked gold is always available to you from any Bank in any World, not just the specific ones you've deposited with. You can also rob a bank, simply by killing the teller and taking the cash. The only repercussions for this villanous deed are in the form of two very strong guards lurking in the shadows, who won't take kindly to your actions. But if you do manage to take them out, the loot is all yours!
Talk Options
Deposit Gold: Enter the amount of gold you wish to deposit.
Withdraw Gold: Enter the amount of gold you wish to withdraw.
Guilds
Guilds are where you buy the necessary magick to build your Stronghold(after, of course, you've been Knighted by that World's King).
Each Guild currently works for nothing, but expect that to change! To build your Stronghold, you must purchase a Ward from each Guild (and use each Ward) in the following order:
Talk Options
Survey: Plan out the foundation
Excavate: Clear and level the land
Mason: Build the foundation and main walls
Carpentry: Build the roof and interior walls
Furnish: Paint the place & stock with food
Get the Ward of the first Guild (Survey), go to where you want your Stronghold to be built (only in an "empty" space), and select the Survey Ward. That sector will become "under construction" and will blink the Ward's icon. When the blinking stops, that phase of construction is complete. Repeat the process with each Ward (in order!) and you can then move into your new digs.
Note: Where you place the Wards should be considered a constuction area; DO NOT stand there while work is going on, as work-site accidents have been known to occur...
Use these Strongholds to store gear and supplies for venturing into Campaigns and Missions, as well as taking on the other Factions of Mythos... There is no limit to the number of Strongholds you can have in any World in which you are knighted.
Stronghold upgrade and remodeling options are also being considered...
Inns
Inns are not quite completed, but are at least working properly. Get a Guest Key from the concierge, and enter your Guest Room. Be sure to search everywhere, as previous guests have usually forgotten some of their possessions. Take a nap to regain your Hit Points, then hit the road!
Talk Options
Take a Room: Guest Rooms currently cost 25 gps to rent...also, the guest room door is now magickally unlocked for you; look for a key in your inventory sometime soon....also, you may re-enter any given room at any time after you take it; expect some time-based limit ("checkout's at noon") to show up eventually...
Lairs
Lairs are the home of some of the more pugnacious inhabitants of Mythos. Usually the residents are at home, but sometimes not. Usually there's more than a bit of treasure, but again, sometimes not...
Lairs can not be entered again after you leave, but bonus experience is awarded if you kill all the monsters in any given Lair, most of whom will attack you on sight.
Note that Lairs look exactly like Oracles, so you never really know what to expect when entering...
Also note that each Lair is created using one of several different "base" floorplans, so different approaches and tactics may be required to sucessfully navigate different layouts... Go to Room Index
Oracles
Oracles are multiple-guess trivia questions about your current World's religion or mythology. You have one shot at answering the question, and you can not save or pause the game when in an Oracle.
Being with an Oracle is akin to a transcendental state, where time speeds up. Your Hit Points will regenerate at an accelerated rate while you are there, and your Health indicator runs down all the while...
Each World covers a particular religion or mythology from our world. To wit, they are:
Norse/Germanic: Odin, Thor, and the rest of the Aesir test your knowledge on their legends (included in Locked version).
Greek/Roman: Here you'll find Jupiter and Mars (and the other planets), as well as Zeus, Ares, and the rest of the Bullfinch Mythology gang (included in Locked version).
Egyptian/Caanan/Babylonian: All of your favorite incarnations of Osiris and Ra, as well as other less-well-known ancient Mid-Eastern dieties (included in Locked version).
Judeo-Christianity: ...and how well do YOU know your Old & New Testaments?
Wicca/Druidic/Tribal: If it's an earth/nature-based religion, you'll find it here!
Buddhism/Hindu/Far Eastern: Dust off your mantra and tackle this trivia from the mystical Orient.
Islamic: Allah and Mohammad take the world by storm! Break out your Qur'an and master the Oracles of this World.
Cults/New Age: Anything off-the-beaten path winds up here...WHAT!? You don't know who founded the Nudist Christian Church? Well, we can change that...
North/South American Indian: You'll know your Toltecs from your Olmecs (at the least!) after sampling some of the Oracles in this World!
Answer correctly, and you receive a bonus item or gold (assuming that your encumberance level has not been reached; otherwise the Item vanishes!). Incorrect responses banish you from that particular Oracle forever! Choose your answers wisely...
Note that Oracles look exactly like Lairs, so you never really know what to expect when you enter...
Also, Campaigns can have their own Oracles, so you could be tested on your knowledge of virtually anything here...
Palaces
Each World has a King, who lives, not surprisingly, in a Palace. He will grant you Knighthood after you retrieve the Artifact of that World (only in Registered versions).
Knighthood is required to build your own Stronghold, and you need that to be able to attempt to wrest control of Mythos from the other Factions vying for title of Lord of All Worlds...
Palaces are also full of many Items, all under strict guard...If you're feeling particularly mean, try raiding a Palace...and good luck!!
Talk Options
Knighthood: Grants you Knighthood (the ability to build strongholds) in exchange for that World's Greater Artifact.
Schools
Schools train you in Disciplines (see Character), special areas of knowledge that influence your odds for success when attempting various actions. Disciplines are ranked numerically, higher numbers being better. Each School specializes in a specific Discipline, and you'll need at least a 15 in a Discipline's primary Attribute (see Player) and have 500 gold pieces to spend for each point of tutelage in each Discipline.
Talk Options
Train as Fighter: Increases your Hitting and Damage abilities when attacking; primary Attribute: Strength
Train as Magick User: Increases your effectiveness with Scrolls and other magick; primary Attribute: Intelligence
Train as Cleric: Increases your reading-abilities with Scrolls, allowing you to read Scrolls above your current level; primary Attribute: Wisdom
Train for Psionics: Increases your Hitting and Damage abilities when using Wands; primary Attribute: Constitution
Train as Thief: Increases your searching and pocket-picking abilities; primary Attribute: Dexterity
Shoppes
Shoppes are where you buy and sell items. There are seven different kinds of Shoppes; each Shoppe only deals its specific type of item.
Buy Item: (from Shoppekeeper). A pop-up menu appears, showing you what you may buy, with prices. Selecting an item opens a dialog to allow you to select quantity, and then it/they is/are yours.
Sell Item: (to Shoppekeeper). A pop-up menu appears, showing you which of your items you may sell, with prices. You may not sell armor you are wearing, weapons you are wielding, rings being worn on your fingers, or Supplies you are using, and these items are dimmed in the selection menus.
Strongholds
There are two types of Strongholds: Yours and Theirs.
Yours: You can build these after you've been knighted by a World's King (after you retrieve the Artifact). Your Stronghold can only be completed after you achieve Knighthood, and contract the five Guilds to build it. Beside the obvious perk of having places to stash your stuff, your Stronghold will also:
Restore your Health upon entering.
Give you 10 rations of Food upon exiting
Restore your Hit Points at an accelerated rate while you are in it.
Allow you to command your troops & plan strategies to vanquish the other Factions of Mythos and become Lord of All Worlds!
See Guilds for the details...
Theirs: Most every critter in Strongholds will attack you on sight; while you can fight individual members of different Strongholds, you need to become Knighted to actually wipe it out...
Taverns
Taverns are where you can find all types of info, but are still under construction...still, don't be shy, go talk to the friendly barkeep...
Talk Options
Buy:
Campaign Legends: Legends are the overviews and background material about the Campaigns in that world, the general storyline and objective of each particular scenario. Right now, you can see any Legend for free, but a charge will likely be imposed in the near future. Use the up and down arrows to scroll through the text; press "Done" or one of the Talk Directional Arrows when you're finished.
Food: Stock up on your chow (10 gold pieces per ration) before heading out to find the World's long-lost Artifact!
Temples
Temples offer you a variety of services including from the removal of curses, diseases, and poisons. You can also acquire Relics here, and a soon-to-come Pray option will allow you to attempt to speak directly to your deity (high Wisdom attribute and Cleric Discipline strongly recommended!)
Talk Options
Blessing: Costs 50 gold pieces and removes any curses from your armor, weapons, rings, or other items.
Purification: Costs 50 gold pieces and cures you of any disease or poison.
Relics: Buy rare & powerful magick from long-lost civilizations! See Items for more info.