GUIDE Control Room Meeting Room Computer Room Living Area Arcade Construction Garden Gym Pool Elevators Grocery & Kitchen Laundry Art Studio Library Dining Hall Hair Salon & Tattoo Parlor Virtual Reality Clothing XXX Dr. Howell's Office Dr. Thorne's Office Kids' Room Hospital Ward Architecture Office Steve Parkour Echo & Apothecary Tony Dean Hailey Motel Lobby Room 1 Room 2 Room 3 Room 4 Room 5 Expedition Equipment Holding Cells Emergency Bunker Subway Station Cemetery The Hatch Lighthouse The Manor Control Room The Control Room, with a station for front and co-front. Two bay doors lead outside. Screens keep track of several internal cameras. Meeting Room A meeting room for planning, weekly forums, and important system meetings. Typically kept to primary involved parties, but can be booked for other group meetings. Computer Room A room full of computers for public use. Also has a printer/copier and shredder. Living Area The ground-floor living area. Mainly used for rest and group get-togethers. Arcade System arcade for a variety of games. Tokens to play are free, but winning tickets can be exchanged for system currency. Construction Construction room for large-scale system projects or personal projects. Can also be used for repairing system degradation. Garden Garden tended to by various system members. Also doubles as a bird sanctuary; Finn's birds reside here when they aren't with him. Gym Gym for public use. Has a small range of equipment and a water station. Pool Public pool and attached changing rooms. The room is kept warm, but the freezer keeps drinks and ice cream cool. Elevators Elevators leading up to the second floor. There are also a set of stairs in this corner. Grocery & Kitchen Large grocery store, replenished daily by code. This room also contains a coffee station, baked goods, and a kitchen for preparing meals. Leftovers in the kitchen fridge are up for grabs. Laundry Laundromat for public use. Has a small vending machine for snacks while waiting, and areas to iron clothing. Art Studio Art studio for general creative projects. Has a variety of art supplies, sink, and a rotating gallery wall for finished work. Library A library full of books. Used for quiet reading time. Has a corner for children's books, and a small reading booth. Dining Hall Dining hall adjacent to kitchen. Individuals dining alone tend to use the bar along the window, but many people sit in the booths to eat in groups. Hair Salon & Tattoo Parlor A hair salon run by Claire, and a tattoo parlor run by Lilith. The rooms connect in the middle to create an extended social space. Virtual Reality A virtual reality room for various purposes. Can be used to take VR trips, play group games, revisit memories, or run strategy scenarios. Clothing A combination clothing shop and custom tailor, run by Victoria. Clothing items can be purchased, altered, mended, and created. Clothing orders via code are also picked up here. XXX A specialty shop run by Rhys. Contains a wide variety of custom products including drinks, toys, supplements, accessories, a viewing room, and a variety of other goods (and services). Dr. Howell's Office A room for therapy appointments with Dr. Howell. Arranged like a very traditional therapist's office, much like his approach. Dr. Thorne's Office A room for therapy appointments with Dr. Thorne. Arranged like a slightly unorthodox therapist's office, much like his approach. Nerf gun hidden under desk. Kids' Room Room for system kids or sliding ages to stay, usually with an assigned caretaker. Hospital Hospital with beds and a more intensive emergency care unit. Run by Theris. Used to treat injuries and illnesses, or maintain more long-term patients found during expeditions. Architecture Office An architecture and interior design consulting office, run by Howard. Appointments can be made to adjust or overhaul personal rooms, or request large projects. Steve Steve's apartment. Has a kitchen for baked goods, and plenty of space for art and plants. Styled similarly to early-1900s tenement housing. Parkour An extensive, modular parkour room. Typically used for exercise and equipment testing by Peter. Features custom projections to simulate a city. Echo & Apothecary Echo's apartment, with library for limited public access. The front portion is a dedicated apothecary for custom orders to meet personal and system needs. Tony Tony's apartment. Has a full living area, including guest bedroom. The back portion is a full workshop for a variety of projects and bots, with a garage door for auto work. Dean Dean's extended motel room. Contains some midwest styling. An attached garage keeps the Impala out of the snow. Hailey Hailey also occupies the motel room. The garage holds a variety of tools and building materials for inner-system building and repair work. Motel Lobby The main motel lobby. Oliver runs the front desk for the majority of the night, and Ethan takes over for a typical shift during the day. Smaller motel rooms are rented or used as temporary living spaces before full integration. Room 1 Motel Room 1. Currently vacant. Smoke lingers on some of the furniture, drifting in from the room above. Room 2 Motel Room 2. Currently vacant. Room 3 Motel Room 3. Currently vacant. Room 4 Motel Room 4. Currently vacant. Allegedly haunted. Room 5 Motel Room 5. Currently vacant. There's a slight hum from the vending machines directly outside. Expedition Equipment A storage room for expedition equipment. Includes a small medical bay, storage area, and housing for expedition dogs. Holding Cells Holding cells to temporarily restrain system members or outsiders from the snow. Only used in emergencies. Bunker Bunker large enough to hold the full system. Only used in emergencies. Subway Station Subway station. Currently the subway is nonfunctional. Paths are being built outward into various outposts, but logistics are complicated due to location cycling. Cemetery Symbolic resting place for system members who have been lost or integrated. Copies of code are buried here. The Hatch Hatch leading downward into the caverns. Off-limits. Lighthouse The lighthouse serves as a central beacon, guiding anyone lost in the snow. Used as a waypoint during expeditions. Manor The path leads to a set of descending stairs, set in the middle of a ring of mushrooms. Taking the stairs and walking through an ornate wooden door transports you to the Manor grounds. 🔼 TO FIRST FLOOR