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10 July 2006 @ 08:09 pm
Maps and Area Descriptions  
Maps, room assignments and room descriptions.


Maps
    Grounds
       -Room Descriptions
    First Floor
       -Room Descriptions
    Second Floor
       -Room Descriptions
    Basement
       -Room Descriptions
    Tunnels 
       



Room Descriptions

1st floor

New chapel --
the stained glass windows of this long room would too high and narrow to try escaping through, even if they weren't made of the same shatterproof glass as every other window in the institute. It looks as one might expect any small chapel to, if you ignore the way the dim, colored light from the windows seems to twist unnaturally as it plays across the dark wood of the pews and the pale paint on the walls.
Kitchens -- Sinks and stoves and large cabinets full of pots and pans and other cooking utensils. It seems a normal enough kitchen, even with that faint smell that clings to the ovens and coolers.
Cafeteria -- Long rows of heavy wooden tables and cheerfully bright plastic chairs all resting parallel to the long food counter at the end of the room. Nothing to see here folks.
Game room -- Little tables, lots of cushions, and thick rugs. Plenty of places perfect for settling down for a game of cards or a friendly bout of checkers. If only someone hadn't stolen all the little metal bits out of the monopoly set….
Group therapy -- The therapy rooms are supposed to be comfortable places, and they try, but the severe lack of windows and the low lighting don't really help. The chairs are nicer looking then those in the cafeteria, all the same color even, but after an hour of sitting in one they turn out to be just as numbingly uncomfortable. ((Green for room 1, Blue for room 2, Purple for room 3, and Yellow for room 4))
Generator room -- The soft hum of idling machinery and the scents of oil and warm metal pervade this small space. A small set of shelves near the door holds a few of the odds and ends used for the cleaning and maintenance of the generators as well as a few spare parts.
Emergency Medical -- This little room looks like the back of an ambulance complete with stretchers, deliberators, and carefully locked cabinets of drugs. One stop shopping for almost any immediate crisis.
Maintenance storage -- Odds and ends of the cleaning sort. Brushes, brooms and mops galore. And a rather out of place ping-pong table shoved to the very back. A half eaten sandwich sits forlornly atop the worn surface.
1 -- The room is pitch black, no light seeming able to penetrate it more then a few feet before it is subdued and consumed. However, the room is not silent, neither is it still. Here, there be monsters.
2 -- The room is pitch black, no light seeming able to penetrate it more then a few feet before it is subdued and consumed. However, the room is not silent, neither is it still. Here, there be monsters.
3 -- The room is pitch black, no light seeming able to penetrate it more then a few feet before it is subdued and consumed. However, the room is not silent, neither is it still. Here, there be monsters.
File storage room -- Dull beige cabinets line the walls and fill the center of the room in orderly rows. Sadly, all seem to be locked.
Admissions office -- The room is done in muted colors with a few healthy looking plants tucked into corners. A long counter divides the room, small desks and clerical supplies scattered on the staff side. A few padded chairs sit along the wall on the visitor's side.
Waiting room -- This room is done in the same pleasant muted colors as the admissions office, however, the out of date magazines that are stacked neatly on the tables seem to be the only things not bolted down.
Sun room -- The room is definitely dominated by the two huge windows that take up most of it's outer walls, giving it a warm, peaceful feel. The furniture all has a worn, comfortable look to it. Just about the best place in the institute for a nap.
Lower library -- The light in this room has a muted, dusty quality even on the brightest of days. But on the plus side the shadows don't ever seem to get very deep. The mix of comfortable seating and the rows and rows of books in their tall wooden shelves put this room high on the list of places you want to spend your day. ((The books seem to be mainly fiction or historical. And some of then seem slightly odd choices for a mental institution. Do they really want the patients reading about how some ancient cults preformed ritual blood sacrifices?))
Music room -- The room is comfortable enough, though the chances to play instruments are rather limited. The music always playing in the room seems soft and soothing at first, but if you listen close enough there seems to be something else playing softly behind the music. Or maybe it's just your imagination?
Arts and crafts -- Lots of long tables and more uncomfortable chairs. It's nice to be able to keep your hands busy with something, but the staff presence tends to be very strong in this room. And running with scissors will get you so much more then just a reprimand.
Showers -- Undressing room. Dressing room. Two long rooms full of water and soap between. Better hope you weren't carrying anything you wanted to keep.
Special counseling waiting room -- The room looks pleasant. Warm colors, comfortable chairs, framed art on the walls and soft music in the background. But then there are the two thick metal doors leading off to who knows where.
4 -- The large room is too dim to make out much more then the outlines of unidentifiable equipment and several tanks, large and small. The smells of chemicals and old blood cling to every surface. Why won't lights work properly in here?
5 -- The room is very dim and lights don’t seem to help any. Long low shapes that might be beds line the walls, surrounded by equipment and what appear to be retractable canopies.
Trauma room 1 -- Gleaming steel and the smell of antiseptic dominate the small operating room.
General treatment room -- Stools, table, shelves of bandages and slave and disinfectant wipes. Nothing exceptional, but full of useful stuff.
Intensive care room -- Beds, equipment, lots of stuff too bulky to be worth hauling off. Wonder if anyone has died in here? And if they left anything before they did?
Long term recovery -- Fewer beds, less equipment and hints of dust. You'd think they didn't expect to need this room.
Solitary room -- A caged bulb, a bolted down bed, a tiny toilet and a slot in the door for food. Talk about sparse accommodations.
Holding room -- Padding. All over. And only one dim light right above the door. At least it's warm.
Office A -- Desk, chair, shelves of case files and text books. A half dead fern in one corner and Grey's anatomy open on the desk.
Office B -- The shelves are almost bare, but the desk is covered under piles of books and papers. So is the top of the safe that's tucked into one corner.
Office C -- So bare it looks unoccupied, except for the very healthy looking pots of Venus Flytraps that are evenly spaced along the top of the bookshelf.
Exam room -- Looks like it could have been taken from any doctor's office. Except for the extra door that stands out starkly next to the sink.
Advanced treatment room -- Compared to the restrained lighting of most parts of the institute the lights here glare blindingly off the bare metal table and stainless steel cabinets, giving stark glimpses of the restrains dangling from the table's edges and the large drains set in the floor.
Laboratory -- The shadows here are thick and soupy, despite the pale overhead lights that glint of sinuous curves of glass and the half obscured hulks of humming machinery.

2nd floor

Upper library -- A bit smaller and darker then it's counterpart, the staff library contains far more technical manuals and text books then fiction. Interestingly enough, it does contain some of the same history books.
Physical records -- No filing cabinets here, the room is full of shelves and shelves of folders. Some are thick and some thin, but all are covered in the same soft, oddly tinted leather.
Overnight room -- This room contains a small bathroom, a few sets of shelves, a few lockers and eight beds. For those who can't be bothered to go home between shifts.
Office 1 -- Currently unoccupied, though from the funnies section left draped over the desk someone's been using it unofficially.
Office 2 -- Currently unoccupied and it looks it.
Office 3 -- Neat, proper and locked up tighter then a drum, from desk drawers to pencil case.
Office 4 -- Professionally mess with a few photos on the wall. Pity none of them seem to have any people in them, or anything recognizable at all.
Office 5 -- The door was locked, but it looks empty. ((Except for someone's whiskey stash in the bottom left hand drawer of the desk. ))
Office 6 -- Cheerful posters adorn every inch of wall space, though the bookcase holds an odd mix of fairytales and main stream horror novels.
Office 7 -- A pair of large fish tanks take up most of one wall. The water is too murky to reveal more then movement in their depths.
Office 8 -- A few tasteful nature prints hang on the office walls and the books shelf has medial texts arranged by subject.
Office 9 -- There are potted plants of all shapes and sizes resting on every available surface. Could anyone actually work in here?
Office 10 -- Crowded, but not messy. Every stack of books and boxes is neat and almost ruler straight.
Clerical cubicles -- The large room holds a veritable maze of tiny offices, each separated only by thin beige panels that serve as freestanding walls.
Computer systems and support -- Half of the room seems a jumble of shelves scattered with tools, spare parts and computers in various stages of construction and deconstruction. The other half is a tangle of wires and softly humming towers that surround a small bank of monitors and a pair of chairs like a nest of high tech serpents guarding their eggs.
Break room/ Staff lounge -- A pair of long tables and a few worn couches make up most of the room's furniture, but a small TV in one corner is also worth noting.
Staff kitchen -- A rather more bare then the large kitchens downstairs this little area does have one redeeming feature. A working coffee-maker.
Conference room -- True to it's name this large room is made for meetings, though the mellow lighting and deeply cushioned chairs make napping a far greater likelihood.
Small session room -- Far more intimate then the conference rooms these comfortable, attractively designed areas seem made for deep discussions and the sharing of secrets.
Old chapel -- The corners of this large room are filled with shadows and even echoes seem reluctant to disturb the weighty silence. A pair of lamps flicker softly from the far wall, revealing snatches of a mosaic painted there long ago. Black winged birds flutter above what seems to be an ancient battlefield. In the background a twisting column of feathers and dark wings obscure what might be a human figure.
0 -- The room is pitch black, no light seeming able to penetrate it more then a few feet before it is subdued and consumed. However, the room is not silent, neither is it still. Here, there be monsters.
1-- The room is bare of even dust, though scuff marks on the floor tiles suggest it once held something large.
2 -- The room is pitch black, no light seeming able to penetrate it more then a few feet before it is subdued and consumed. However, the room is not silent, neither is it still. Here, there be monsters.
3 -- This long room seems to have been taken over for storage. Stacks of unused desks, chairs and shelves cluster thickly throughout the room.
4 -- A high table and a pair of stools rest forlornly against the far wall, but past them there seems to be a short hall and another door…
5 -- The room is pitch black, no light seeming able to penetrate it more then a few feet before it is subdued and consumed. However, the room is not silent, neither is it still. Here, there be monsters.
6 -- A jumble of old, broken or out of date equipment has been tucked away in this room.
7 -- The room is pitch black, no light seeming able to penetrate it more then a few feet before it is subdued and consumed. However, the room is not silent, neither is it still. Here, there be monsters.
8 -- A large TV sits at one end of the room with a few unlabeled video cassettes stacked next to it. A comfortable, if slightly shabby recliner upholstered in dark red fabric sits in front of it.
9 -- The room is pitch black, no light seeming able to penetrate it more then a few feet before it is subdued and consumed. However, the room is not silent, neither is it still. Here, there be monsters.
10 -- Two beds have been shoved together in one corner and a small table rests in another.
11 -- The room is pitch black, no light seeming able to penetrate it more then a few feet before it is subdued and consumed. However, the room is not silent, neither is it still. Here, there be monsters.
12 -- A nest of rags is scattered across the back of the room. Many of the rags are stiff and a stained a brownish color.
13 -- The room is pitch black, no light seeming able to penetrate it more then a few feet before it is subdued and consumed. However, the room is not silent, neither is it still. Here, there be monsters.
14 -- A single stool sits directly under the room's bare bulb. The bulb, when turned on, cast a dim reddish light that illuminates little.
15 -- The room is pitch black, no light seeming able to penetrate it more then a few feet before it is subdued and consumed. However, the room is not silent, neither is it still. Here, there be monsters.
16 -- The room itself is spotless, but a musty, unpleasant odor grows stronger with each step you take into it.
17 -- Stairs lead down into darkness so thick it seems solid. Cool stinking air wafts up the stairs to wash over you like an unwelcome touch. This is the source of the smell.

Basement

Main room -- Directly across from the door rests a huge, walk in freezer. It's battered sides sport a thick coating of frost but you can hear no sound to indicate it is running. A deep stone shaft fills the center of the room, breathing chill, moist air over the squirming mass of body parts that cover the floor. Incongruously a life-sized painting of a woman with a basket of violets hangs on the far wall. Two other doors are apparent.
Freezer -- Thick strands of pinkish ice coat the inner walls like spider webs. A depression in the center of this mass of ice marks where a huge body once curled.
Junk room -- Odds and ends of all sorts litter every inch of the floor and pile precariously in the corners. Faded clothing and worn toys competing for space with dog-eared books, splotchy photographs, and gleaming bits of metal.
Computer room -- The small space is clear of everything save a few dust bunnies and a rickety table, on which rests a bulky computer.


Sub-basement

Hall -- A long hall stretches forward into darkness. It's walls are rough stone but it's floor has been worn smooth as if by flowing liquid or the passage of many feet. Small chambers branch out on either side of the hall, each chamber is a few steps lower then the hallway itself. At the back of each chamber is a small pit it's depths hidden in darkness. A single torch, it's flame edged in sullen green and sickly yellow, rests in a stone holder directly behind each pit. At the end of the hall, three steps lead down to a far larger pit that is spanned only by a narrow railless bridge of stone.
Main chamber
-- A dais of rough stone rises three steps in the center of the chamber, toped by a block of what looks to be polished obsidian. Four passages lead away from the main chamber, each flanked by a pair of torches.
Side chambers -- A pit, just wide enough to fit a large man, occupies the exact center of each chamber. Four torches in stone brackets are spaced evenly around the room and all burn in muted, spectral colors. The air near each pit feels thick and invasive, as if it were trying to crawl inside and fill every bit of your lungs with its heavy miasma. ((Spending too long in one of these may make you feel dizzy, irritable, weak, physically sick, headachey, strangely detached from your actions or any combination of the above.))



Tunnels

1 -- The long room is low, the ceiling barely more then five feet high. Many small niches adorn the walls, most hold small vessels of clay, stone or metal. A few of these have been knocked from their places and trickles of fine grey ash dribble to the ground around them.
2 -- Two long stone shelves take up each wall, holding tangled messes of yellowed bones and tattered cloth.
3 -- A pool of dark water laps at the floor of this small chamber, constantly added to by condensation dripping from the roof and trickling down from the walls. Every so often the surface ripples, though there is no wind.
4 -- The room is littered with small yellowish white splinters, most fragile with age but some newer looking and that are faintly damp to the touch.
5 -- The long room is low, the ceiling barely more then five feet high. Many small niches adorn the walls, all empty. The floor of the chamber, on the other hand, is covered with a fine coating of grayish powder and shards of what might have once been pottery.
6 -- A single stone ledge, bare of any occupants, curves around the entire length of the walls.
7 -- Rows of long wooden boxes are stacked along the walls, the areas around any cracks or holes in the wood have been stained darkly by seeping fluid.
8 -- The room appears empty at first, until you notice the scuff marks on the stone where several heavy objects have been dragged around the corner and deeper into the room. Once the corner has been turned, just what was dragged becomes far more apparent. Four low stone sarcophagi have been arrayed in front of a far more elaborate one that rests back in its own niche on a small raised platform.
9 -- The floor of this room is, literally, carpeted with bones. It seems they were laid out nearly end to end at one time, but have since been disturbed in patches. Bulkier bones have been piled in a vaguely circular shape in one corner. There is a deep depression at the center of the pile and it seems someone tried to kick it apart at some point in the past.

World Map

Parking lot -- The parking lot of this large institution is disappointingly bare of all but a few empty cans and scattered food wrappers.
Open lands -- Moving away from the institute is remarkably easy at first. The land slopes gently down from the small rise that the actual institute grounds occupy. Then the fun starts. A waving sea of knee high grass as far as the eye can see, only occasionally broken by sparse clumps of trees. Of course, just because you can't see the marshy pools and mud pits that are scattered around the low-lying area doesn't mean you won't get to know them very well. ((No one knows for sure, but it's whispered that if you get far enough away the building will only have a 50% chance of dragging you back. Of course, if you're not back at dawn, the staff will take notice.))
Forest -- The edges of the forest aren’t that bad. They look about like you would expect of any wooded area that doesn't see people much, but things change deeper in. There the thick canopy blocks out most light, casting the forest floor into an eternal murky twilight and the trunks of smaller trees and bushes contort like a surrealist's nightmare, sporting draperies of pale moss and brightly colored fungus sprouts like wildflowers from the thick matt of fallen leaves and decaying branches that litters the ground beneath the trees.
Lake -- The lake might once have been a clear blue, but silt, algae and river mud have long since turned its waters a dull greenish brown. For those seeking refuge the island close to the nearer shore can be a tempting haven as the staff never search there. Of course, no one has ever come back to say why they don't check the island and the ruined cabin it conceals.
Quarry -- The deep blue color that was missing from the lake can definitely be found in the quarry pond, along with a few paler blues and a stretch of lovely deep green near one end. The floor of the quarry itself is a jumble of broken stone and mounded dirt. Shadowy clefts in the bare stone of the quarry walls hint at the existence of caves.