Snowblind Moderators (
snowblindmods) wrote2017-01-16 10:57 pm
Setting Part Three
| Setting | |||
Industrial Zone ![]() (click to expand) Discovered Locations 251: A large gate. It's missing any ability to close it, leaving it a yawning sign that you've entered the industrial zone. 252: This was probably a large building once, but much of it has since collapsed. Entering it reveals a sparsely decorated lobby with a flimsy-looking table. Someone has placed a piece of notebook paper to its face with a cat sticker. It says "SIGN IN" at the top in messy scrawl, and "Stephen Strange" and "Sheena Fujibayashi, Day 228" have been signed below it. A faded sign reading "Sign in at the table" sits on the wall behind the table. There's a couple of elevators that open up to a void of an elevator shaft, and the door to the second floor opens when approached. It looks like someone turned the top floor into a makeshift dormitory: there are thirteen simple metal beds with bare mattresses. Twelve of them are arranged neatly in rows around the room. The thirteenth, sitting in the center of a red symbol of the prophet on the floor, has manacles for keeping someone chained to the bed attached to it. Various corpses are strewn about, all kept away from the bed in the center. At the bottom of the staircase are a pile of corpses. Some are mummified, some are bones, none of them look to have suffered a natural death. Drawing near them causes dizziness and nosebleeds. They've been piled up in a corner, cordoned off by a couple of beds. A bedsheet has been laid over the pile. 253: A large, actually intact building: it's not skyscraper-level, but it wouldn't be too out of place in a small city. Going inside reveals it to be a two story warehouse. The first floor has many enormous boxes easily two or three times the size of a human. All of them are filled with large bricks of metal, making the boxes impossible to move. Navigating around them, it becomes clear the warehouse boxes have been arranged in a defensive position, requiring a lot of ducking and weaving to get around to the back. There are prophet symbols on every single box, and many of them have bloodstains--mostly on the front, as if from attack, but some on the backs as well. Most of the prophet symbols have been crossed out, but not all. The door to the staircase opens when approached. The top floor is filled with empty boxes, old sheets full of holes and covered in brown stains, and in general only leaves enough room to travel down the staircase or across to either connecting skywalk. The sheets with brown holes have been gathered, folded, and set off to one side near the door. One of the boxes of bricks has been shoved off the catwalk, leaving some scattered bricks and dents on the floor. "ALPHONSE ELRIC, DAY TWO HUNDRED AND TWENTY THREE. IF YOU NEED ANY ASSISTANCE, PLEASE CALL @LELRIC." is written on a wall. 254: This skyscraper is half-ruined: the top of it has clearly collapsed. Still, it's large enough to work as a landmark, what's left seems stable enough, and the doors still work. Going inside reveals a fairly standard-looking lobby. The marble floors were probably pretty once, but are now dusty and cracked. Any signage indicating what this building was for is long-gone, and instead graffiti speaking of the prophet and eye symbols dot the walls. The elevator shaft and the door to the stairs both open, but there's no elevator car, so it's best to take the stairs. Most of the doors here are ruined, crushed by rubble and debris and impassable, though there wouldn't be anything of use in crushed floors anyway. The top floor, however, is intact, and stepping in reveals what was probably once a floor for offices, though now everything is empty. There was a symbol of the prophet drawn in red paint on the floor by the door, but it's been marked over with more paint, turning it into the shape of a violet flower with a green stem and some leaves. In the paint from the original red marking, a line that can be followed in one of three directions. Each one leads to one of the three skybridges in this building. In black paint, the following has been written: "EAST: Blocked off corner with sealed building. WEST: Warehouses with bodies and metal bricks. SOUTH: Go this way for entry to Radiation Zone." In front of the entrance to the skywalk, a fingerpainting of an ocean at sunset has been created on the floor. 255: Scrap Pile Mountain. This isn't a wall, it's just a huge pile of scrap metal. It would be possible, if difficult, to climb it, but it doesn't seem like there's a reason to, unless you just want to feel tall. 256: A small, enclosed bus stop with an automatic glass door. It looks like something attacked this place at some point in the past: the glass is covered with spiderweb cracks, but it hasn't broken, making it suitable for shelter. There are broken vending machines that have food and beverages, but they don't restock when someone spends the night there. 257: Two skywalks connect here: 284 to the west and 285 to the south. The top floor was probably beautiful once, covered in a glass dome with barren plots of soil that must have once held a rooftop garden. Now, though, the whole place is dizzying to walk through, with a feeling of intense pressure and a tendency to make you taste blood in your mouth. There's no way down from the top floor: the door is welded shut. Attempting to enter the lower levels from outside reveals that the ground floor door is also welded shut. Written on the floor, visible from both entrances, is a message in marker: "Buried here are an unknown number of bodies. All appear to have died by unnatural causes. All are branded on the forehead with a sigil depicting an eye. Approaching them causes bleeding. Do not disturb the dead." The whole place seems to be dug up, corpses exposed in various states. A few have been reburied and a few have been dissected as if someone was searching for something within them. Drawing near causes severe nosebleeds and dizziness. There's relatively recent blood splattered nearby, as if someone cut their neck. 258: A small bus stop. It closes up at night, but there are only benches to sleep on. There are vending machines here where you can get food and drinks, but they don't restock on night people stay there. Be careful you don't run the place out of food! "ALPHONSE ELRIC, DAY TWO HUNDRED AND TWENTY TWO. IF YOU NEED ANY ASSISTANCE, PLEASE CALL @LELRIC." has been written on a wall. 259: A towering wall of razor-sharp scrap metal. It doesn't seem like it would be a good idea to climb it, since the scrap metal is liable to slice you to pieces. 260: A pretty tall building, though not tall enough to be connected to the skywalks. The first few floors are ruined, all ash and char and exposed metal--there was definitely a fire here, leaving the inside a metal skeleton. A lot of the upper levels are the same way--only the forth floor is intact, and when entering, it's obvious why: even now the sprinklers are running, having left ankle-deep cold water in the room that rushes out when the staircase door is opened. It looks like this used to be a daycare center: moldy stuffed animals float around, long-ruined wooden blocks sit abandoned on a shelf, and an overturned plastic slide bumps up against a wall. 261: A very drafty empty storage unit. A long time ago, this was probably connected to more storage units, or perhaps even a warehouse. This isn't a long time ago, however, and this is a very cold and empty place to sleep. Prophet-centric graffiti and eye symbols litter the walls, though they're crossed out with black paint, and the stains on the concrete floor definitely look like old bloodstains, but it's better than being outside. Marginally. "ALPHONSE ELRIC, DAY TWO HUNDRED AND TWENTY FOUR. IF YOU NEED ANY ASSISTANCE, PLEASE CALL @LELRIC." and "ALPHONSE ELRIC, DAY TWO HUNDRED AND TWENTY FIVE, FOR ANY ASSISTANCE PLEASE CONTACT @LELRIC." is written on a wall. 262: This was probably a single-story office building in the past, but at some point it seems to have been converted into a rough-looking infirmary. There are a few rod-iron beds in several offices, all of which have mattresses but lack bed sheets, while an area that probably once held cubicles now holds a couple of heavy metal tables. The tables are clean, but the carpeted floor beneath them is stained with blood. 263: A small office building. It's the sort that looks like it should attach to some larger facility, but whatever it might have connected to is long gone. It's two stories: the first contains a small lobby area, a waiting room, and an area for secretaries. Going upstairs reveals a small honeycomb of eerily empty cubicles. There are desks and chairs in each one, but nothing on any desk or placed on any of the cubicle walls. There's one small one-person office in the back that's similarly empty, and two public bathrooms that work, though the water runs cold. On the wall by the desk in the one-person office, a drawing that says "I love you, Daddy!" has been adhered with cat stickers. "ALPHONSE ELRIC, DAY TWO HUNDRED AND TWENTY TWO. IF YOU NEED ANY ASSISTANCE, PLEASE CALL @LELRIC." and "ALPHONSE ELRIC, DAY TWO HUNDRED AND FIFTY-SEVEN, FOR ANY ASSISTANCE PLEASE CONTACT @LELRIC." have been written on a wall. 264: A fairly tall skyscraper with a single skywalk stretching to the north. The top floor doesn't seem as if it was used for much except a passage to the skywalk. Going downstairs, though, reveals offices and cubicles re-purposed, covered in prophet symbols (a good many crossed out or scrubbed over) and containing row after row of bloodstained desks. The air in the building feels thick, and the feeling gets worse as one travels down, as if descending the layers of hell. Each floor has more signs of torment: more blood, broken bones, scattered teeth, human skin turned to leather and used to decorate the walls. There's an exit outside on the ground floor, and maybe that's a relief. There is a makeshift grave outside: buried out of the way under the snow are some human remains and leather. It looks like the grave has been added to. 265: A large building that has electricity. Going inside reveals a warm, metallic interior. Immediately upon entering is a small reception area--there's a door labeled EMPLOYEES ONLY, but you can also go into a door to the right for a small museum-like area intended for young children that explains the basics of thermal energy. Visit the gift shop and get a fun t-shirt! Entering the employees only area, it gets warmer, though it's far from unpleasant. There are a few offices before the hallway opens up into a large, open area with countless shining machines and a sealed off central area. There aren't any buttons on the machines, implying a lot of this was automated. Approaching the central area, the air grows hotter, almost uncomfortable. There's a door requiring a key card to enter the central area, and the door displays a warning: INTENSE HEAT. DO NOT ENTER WITHOUT PROTECTION. Off to one side of this central area is a sealed, clear closet containing thick suits. It takes a key card. The suits come in various sizes, but are intended for human adults, so a child or nonhuman would find them difficult if not impossible to wear. They're very heavy--it's possible to take them out of the building, but it imposes a two-square movement penalty for carrying the whole thing and a one-square movement penalty for carrying it in pieces (head, body, gloves, boots), so it's best to only do that if you have a definite use for it in mind. Written on a wall is "ALPHONSE ELRIC, DAY TWO HUNDRED AND TWENTY NINE, FOR ANY ASSISTANCE PLEASE CALL @LELRIC. SHEENA FUJIBAYASHI, DAY 232, TRAVELING EAST" 266: A tall fence topped with razor wire that blocks movement. It blocks a large building that seems to have lights that flicker occasionally. If anyone touches the fence, they'll find it's electrified--not enough to kill, but enough to really hurt. Of course, the razor wire on top could definitely slice you up enough to kill you if you somehow managed to get up that high. 267: When it was functional, this was definitely a pretty nice bus station. It's fully enclosed with several benches, and there are holes on the ceiling and vents near the floor suggesting that it used to have light and heat. It doesn't have these things anymore, but it does lock up at night. There are even two vending machines, and, while all their electronics have been gutted and their doors ripped off, appropriate food and drinks are still restocked regularly! You may stay here overnight; however, food will not restock overnight while people are staying here. Be careful not to run yourselves out of food! "ALPHONSE ELRIC, DAY TWO HUNDRED AND TWENTY SIX, FOR ANY ASSISTANCE PLEASE CONTACT @LELRIC." and "ALPHONSE ELRIC, DAY TWO HUNDRED AND THIRTY FOUR, FOR ANY ASSISTANCE PLEASE CALL @LELRIC." is written on a wall. 268: A small office building in metal that gleams enough for it to be clear that this place still receives regular cleaning. There's a small waiting room and a place for a secretary to sit behind a still intact glass sliding window, and beyond that is a small office with four cubicles, none of which are of note. What is of note, however, is a large machine, bolted to the ground with bolts that can't be undone with the normal tools, that is still working. It says "Please insert or provide image" on the screen, and a device that looks like a scanner attached to the machine glows faintly. 269: A small warehouse, by warehouse standards. It contains countless buckets of red paint, and there are countless red prophet symbols on the walls. 270: An immense wall of rubble and scrap made up of collapsed skyscrapers. It's mainly comprised of razor sharp metal and shards of glass. Climbing it would be a terrible idea--you wouldn't survive the attempt. 271: A small, enclosed bus stop that probably serviced the building inside the fence back when things weren't abandoned. The bus stop is enclosed completely in glass, making it possible to spend the night here, though the benches are a little uncomfortable to sleep on. Interestingly, the lights here still work, on and off--at night, the lights flicker on and off at random, which may also make it difficult to sleep. The vending machines here are smashed open, but food and drinks are still placed inside them. They do not restock when people are staying here, so make sure you don't run yourself out of food! "ALPHONSE ELRIC, DAY TWO HUNDRED AND TWENTY SEVEN, FOR ANY ASSISTANCE PLEASE CONTACT @LELRIC." and "ALPHONSE ELRIC, DAY TWO HUNDRED AND THIRTY, FOR ANY ASSISTANCE PLEASE CALL @LELRIC." and "ALPHONSE ELRIC, DAY TWO HUNDRED AND THIRTY THREE, FOR ANY ASSISTANCE PLEASE CALL @LELRIC." is written on a wall. 272: A towering wall of razor-sharp scrap metal. It's in your best interests not to climb it. 273: A tall office building that actually has its offices intact, though the desks are empty and the whole building is eerily silent. It seems like there's nothing here at all, actually... Wait. Why aren't there any windows visible on the north side? There are visible windows from the outside... And, if you check outside, it seems like the floors should be larger than they are inside. Still, it doesn't seem like there's any way to break through the north wall... The lobby at the bottom is larger than the floors above it, lined with glass doors and windows on all four sides of the building. Easy to get in and out, but hard to seal up if needed. A trap door in this building opens up into the enclosed space of the north side. There are no floors here, instead leaving a large, open space, with the ceiling yawning up far above. The whole place is decorated in massive black and red tapestries with the eye of the prophet that cannot be pulled down. It's hard to tell, but they might span the entire length of the building. It looks as if a fight's taken place--scratches and scrapes against the walls and decorations ripped to the floor and scattered. 274: This building is covered in prophet symbols. The top floor, where the skywalk connects, contains one the size of the entire floor on the ground, and judging by the way the floor looks, it's clear walls were torn up to make room for it. In the center is a pile of ashes and wood, like a well-used funeral pyre. Follow the staircase down and you find the remains of an office building, though the three accessible floors all look similar to the top floor, with a giant prophet symbol on the floor and wood and ash in the center. There are human bones and teeth in the various former fire pits, but they've been buried respectfully beneath the ash. ...There's a working public bathroom on the ground floor, though! Also, all of the prophet symbols have been scribbled on ridiculously, given eyelashes and scribbled over in chalk, so maybe it's a bit less ominous. One of the symbols has had the scribbling removed, and instead an X has been drawn over it in red oil paint. 275: A small bus station, the glass walls and doors of which are completely covered on both sides with red paint, which gives the inside an eerie, bloody glow during the day and casts it into darkness more quickly than the other buildings. There are smashed open vending machines regularly filled with snacks and drinks, but they only restock when no one stays overnight. 276: This building seals up every morning and needs to be unlocked again before anyone can access it. In order to access it, all one needs to do is paint a prophet symbol on the door. This isn't a chapel, but it looks like someone tried to make it one. The large, open lobby--maybe this was once a business hotel?--has had its plush chairs and sofas arranged in rows like pews, and a long swath of red paint leads from the door down the center to a large prophet eye symbol on the wall, constructed in sharp scrap. Given how bloody the eye symbol looks to be, it seems like whoever made it didn't use any protection when carrying the scrap around. That should be impossible, though--surely a human would recoil simply on instinct, or pass out from the injury? A few of the floors are too ruined to access, but the top floor is still available. There is one large suite there, with two bedrooms, two bathrooms, and a living area. All of them smell faintly of cleaner. A skywalk connects to this building, stretching east. Intricate symbols have been drawn all over one of the door frames and the floor around it. There are dark scorch marks in the shape of two feathered wings, about 15 feet in span, burned into the floor. 277: A fairly large building that seems to still be air conditioned. Even so, it's warmer than it is outside, maintaining a temperature of somewhere between sixty-five and seventy degrees Fahrenheit. Row after row of empty server racks sit, abandoned, making the building a forest of metal frames. Near the back is a bit of exposed wiring in the wall--it looks like some sort of wire has been cut out. "ALPHONSE ELRIC, DAY TWO HUNDRED AND THIRTY ONE, FOR ANY ASSISTANCE PLEASE CALL @LELRIC." and "ALPHONSE ELRIC, DAY TWO HUNDRED AND THIRTY TWO, FOR ANY ASSISTANCE PLEASE CALL @LELRIC." is written on a wall. 278: A garage that may have once contained things like snowplows, now empty. It's hard to close the large, heavy garage doors, but once they're closed, not much of anything is getting in. All of the windows have been blacked out with black paint, making it pitch black with the garage doors closed. 279: This building does not exist. 280: A small glass bus stop. The heat here works, on and off. It tends to go off more at night. There are prophet symbols drawn all over the glass walls and door. There are broken vending machines that are regularly restocked with food and beverages, though they don't get restocked when someone spends the night. 281: A large, open gate. 282: A skywalk that connects buildings 252 and 253. 283: A skywalk that connects buildings 253 and 254. 284: A skywalk that connects buildings 254 and 257. 285: A skywalk that connects buildings 257 and 264. 286: A skywalk that connects buildings 254 and 274. "ALPHONSE ELRIC, DAY TWO HUNDRED AND FIFTY-EIGHT, FOR ANY ASSISTANCE PLEASE CONTACT @LELRIC." has been written on one of the walls. 287: A skywalk that connects buildings 276 and 273. "ALPHONSE ELRIC, DAY TWO HUNDRED AND FIFTY-NINE, FOR ANY ASSISTANCE PLEASE CONTACT @LELRIC." has been written on one of the walls. Radiation Zone ![]() (click to expand) Discovered Locations 288: Entering this building turns the Geiger counter yellow. This looks to be an old family restaurant: the name on the front reads LILY'S PLACE in faded letters that were probably brightly painted long ago. Inside it seems like there's still food here! ...But putting the Geiger counter near the food turns it to red. Looks like this place is fine for staying the night in, but you'd better not eat the food. "ALPHONSE ELRIC, DAY TWO HUNDRED AND SEVENTY, CONTACT @LELRIC FOR ANY ASSISTANCE." is written on one of the walls. 289: A small tattoo and piercing parlor, green on the Geiger counter. The equipment is long gone, but the seating is still there, and various designs and photographs of tattoos are hung up all over the walls. The building is pretty dark, without enough windows in the back, but it could be worse. 290: An A-frame house, yellow on the Geiger counter. Going inside, there's a living room, bedroom, kitchen, bathroom, and half of an attic in the loft area. There are various empty boxes there, as well as an empty wooden trunk. There is a grave, recently dug, outside--digging it up reveals the skeletal remains of a child, along with a much newer looking stuffed animal. "ALPHONSE ELRIC, DAY TWO HUNDRED AND SEVENTY ONE, CONTACT @LELRIC FOR ANY ASSISTANCE." is written on one of the walls. 291: A dingy-looking building with large glass windows and display areas. This building shows up green on the Geiger counter. Going inside, it was clearly a pawn shop once--the things you can find here vary wildly in type and usefulness. 292: This building shows up green on the Geiger counter. Going inside, it looks like it might have been an arcade, once: the machines and electronics are all gone, but the layout matches, and there are long-forgotten signs for various games and coin dispensers that vanished years ago. There are areas for less high-tech games, too, though: tables set aside for tabletop, board, and card games. It's not a bad place to spend the night, except you'll have to sleep on a hard bench or on the floor. 293: A single-story house. There are alarming, shadowy figures on the east side of the house, where the backyard probably was once: it's like someone has painted the shadows of three people--an adult and two children--onto the side of the house, capturing them all in motion without detail. The house itself shows up as yellow on the Geiger counter, and has a living room, two bedrooms--master bedroom and a bedroom for two children, and bathroom. 294: A small house, yellow on the Geiger counter. A single story building, it has a living room, kitchen, bathroom, and bedroom. "жёлтый" is written on the inside of the door. 295: A funeral home, yellow on the Geiger counter, half crushed under snow and ice. There's no morgue here anymore, and the back of the building is blocked by a wall of ice and snow instead of a wall, but it's enough to block out the cold for the night. There's a front area, a viewing room with an empty coffin, and a public bathroom still available. A pitch black room is accessible only by climbing down through the coffin. Luckily, it can be illuminated by any lighting someone happens to bring down there. The room is made of white, room temperature metal--in fact, the whole room is about seventy degrees Fahrenheit, making it one of the most comfortable areas in Norfinbury. There's a door down here, but it's locked, and there's no sign of a keypad or keyhole. Other than that, it's empty. It's possible to climb back up via a ladder leading up to the coffin--the ladder looks notably poorly made compared to the rest of the room, but it holds up. 296: A half-ruined convenience store which shows up as green on the Geiger counter: part of it has collapsed, but it's still enclosed enough to seal up for the night. The shelves are a ruined mess and, perhaps because of its dilapidated state, it doesn't stock food regularly, but it may still be possible to find useful things here. The coffin's bottom has been broken through, like people climbed into it. 297: A garage, green on the Geiger counter. Presumably it was attached to a house at some point, judging by the fact that there's a side door with a small set of steps inside leading upward, but that building is long-since gone. The garage itself has a tool bench in the back, complete with a cork board where tools might have sat back when this place was functional. Looks like you'll have to sleep on the floor, though. 298: An A-frame house. The roof looks scorched where it can be seen beneath the snow, but it seems to be holding up well enough to stay in. The Geiger application shows up yellow in this building. Inside is a living room, kitchen, bathroom, and a loft area for a bedroom. The mattress is still there, though there's no bedding. When the snowfall gets especially heavy, the house groans dangerously, but it won't cave in. 299: A very small shed, yellow on the Geiger counter, that probably once stood in the backyard of a home. The house is long gone, though, with this empty shed the only sign it may have been there at all. If you're stuck here overnight, you'll have to sleep on the concrete floor. 300: This place, yellow on the Geiger counter, is more of a former house than a house. It's a mostly collapsed pile of wood and metal. Still, the door is standing, and going through it reveals an interior that's dark and empty but still closes up at night. There's a trap door near the western side of what remains of the interior. 301: A mostly ruined house, it still shows up as yellow on the Geiger counter. Going inside, it hardly qualifies as a shelter: everything has collapsed inside and it's pitch black. There's only one room, but it does close up for the night. Unfortunately, you'll have to sleep on what remains of the floor. 302: A tailor and dry cleaning shop, green on the Geiger counter. The electronics have long-since been stripped of the place, but it's possible to wander through and find other leftovers. 303: A concrete building with small windows up near the top of it. It shows up green on the Geiger counter. Going inside reveals that it was some sort of maintenance building, the sort you'd find in an obscure area of a town. There are pipes and containers for gas, water, and electricity, but looking inside reveals everything has been stripped out of them. There is a trap door in the back corner that leads to the maintenance tunnels. "ALPHONSE ELRIC, DAY TWO HUNDRED AND SEVENTY TWO, CONTACT @LELRIC FOR ANY ASSISTANCE." is written on one of the walls. 304: A very small shop, yellow on the Geiger counter. The signs have long-since worn away, but going inside, it looks like they specialize in shoe repair! No wonder it's so small--nowadays, that's gotta be a niche market. 305: A house, green on the Geiger counter, half buried in the wall of ice and snow. Going inside, it looks like the interior has held up, though there are some distinctly soggy portions of it. The second floor has been completely crushed, leaving only a living room, kitchen, and bathroom. The water dripping in turns the Geiger counter red--best stay away from it. 306: A half-buried house, yellow on the Geiger counter, that creaks and groans under the weight of the snow. It's a single-story house with a living room, kitchen, bedroom, and bathroom. The shower in the bathroom works, but the water is ice cold. 307: A small shed, yellow on the Geiger counter, like the kind you might store your gardening tools in. It's barely enough for three people to fit comfortably inside, and adding more than that increases the tightness of the squeeze. "желтый" is written on the back of the door. The word "yellow" has been written under this in three languages: English, Latin, and Ancient Greek. There's also a note that these three additions are a recent alteration to the site. 308: A small shed, yellow on the Geiger counter. There's nothing inside, and the floor is old concrete, and there are little holes in the walls that let the wind in, but it's still better than being outside. "желтый" is written on the inside of the door. 309: A house, green on the Geiger counter, that probably should have been redecorated ages ago. Everything looks to be from the 60s or 70s. There was carpeting here, but it's gone now, revealing a trapdoor leading to the maintenance tunnels in the bedroom. There's a bedroom, living room, kitchen, and bathroom. "зеленый" is written on the inside of the door. A ration box from the convenience store has been attached to the inside of one of the kitchen cabinets with wood glue. On the kitchen wall beneath it, a message has been painted in black: "i left a ration box here for storing food. if you want to leave rations for the people exploring it should hopefully protect them from radiation. any other supplies can go in the cupboard outside the box. contact davesprite (@featherydouche) if some fucker steals it". 310: This house is green on the Geiger counter. It's fairly intact, too, with a living room, kitchen, dining room, and half bath on the first floor, two bedrooms and a bathroom on the second floor, and an attic. The first two floors look like a normal enough house, though the beds have no bedsheets. The door to the attic, however, has a black prophet's symbol on the outside of the door. Going in, there are a series of shackles attached to the wall. There's no keys for them, but the insides are rusted and stained with blood. Anyone with the Eye app active in the attic will find they can lock and unlock the shackles via the app. 311: The remains of a house, yellow on the Geiger counter. It's mostly crushed by snow and charred by some long-ago fire, but it does have an area that seals up at night. It's about the side of a walk-in closet. 312: An A-frame house, green on the Geiger counter, the back of which butts up against a wall of snow, making the back door useless and the back windows pitch black. There is a living room, bedroom, bathroom, and kitchen. The hot water here works, but the Geiger counter turns red when it's on, so it's best not to use it. 313: A long, straight tunnel deep in the ground. The tunnel is narrow, as the walls have been lined with well-cleaned, neatly stacked human bones. The skulls have been mounted in straight lines on the walls with stakes through their eye sockets. About fifteen of them have been marked with a symbol. There is a ladder on either end of this place. 314: The only entrance to this building is through a trap door that opens into a large morgue. There are two wide walls for body drawers and multiple cremation rooms. Leaving the morgue and going upstairs reveals a large structure of marble and winding hallways, the walls lined with small square plaques. This is a columbarium, and each plaque represents a dead person. The years vary, but an examination reveals that the last year accounted for is 2050. That's not the most common plaque date, though. The most common, with the top three floors filled up, is "UNKNOWN". The building is ten floors in total. A mark has been made onto a wall between two memorial plaques. This is a revival area; you can stay in the columbarium, but you cannot stay in the morgue, and it seals up at night accordingly. Residential Zone 3 ![]() (click to expand) Discovered Locations 316: This was a house once, but all that's left is a living room. Still, it's lavishly decorated in blacks and reds, thick tapestries depicting the prophet's eye symbol covering the windows and a delicately carved eye drawn on the inside of the door that exits into the rest of the area. At least, with the tapestries, it's a bit warmer in here than in other places. "ALPHONSE ELRIC, DAY TWO HUNDRED AND SEVENTY TWO, CONTACT @LELRIC FOR ANY ASSISTANCE." and "ALPHONSE ELRIC, DAY TWO HUNDRED AND SEVENTY FIVE, CONTACT @LELRIC FOR ANY ASSISTANCE." are written on one of the walls. 317: Judging from the outside, this was definitely a house, but going inside, it seems to have been converted into something like an infirmary. There are a lot of metal tables neatly arranged in the living room and kitchen, and the bedroom has a mattress lightly-stained with blood: it seems like someone at least tried to clean the thing up as best they could, and even flipped it over so the cleaner side is on top. The toilet and shower still work: the shower even has hot water. Makeshift shelves have been attached to one of the walls. "ALPHONSE ELRIC, DAY TWO HUNDRED AND NINETY SIX, FOR ANY ASSISTANCE PLEASE CONTACT @LELRIC." is written on the wall. 318: The stench of blood is thick in this garage, with blood long-soaked into the concrete floor, staining nearly the entire expanse. There are empty wooden tables to be sat on if you would rather not sit on the floor, though they've all been flipped as if in anger. One of the tables has been broken into pieces and burned, and another has pieces missing as if someone had begun to break it into pieces but was interrupted. The whole place has a hostile air to it, and the walls sound like they're breathing at night. "ALPHONSE ELRIC, DAY TWO HUNDRED AND EIGHTY TWO, CONTACT @LELRIC FOR ANY ASSISTANCE." "ALPHONSE ELRIC, DAY TWO HUNDRED AND EIGHTY SIX, PLEASE CALL @LELRIC FOR ANY ASSISTANCE NEEDED." and "ALPHONSE ELRIC, DAY TWO HUNDRED AND EIGHTY EIGHT, FOR ANY ASSISTANCE PLEASE CONTACT @LELRIC ANY TIME." are written on one of the walls. 319: A structure made almost entirely of stone, but not that well--looking at the inside and outside, it's obvious whoever built this wasn't exactly a stoneworker, and the building inside consists of only one room, with no electrical outlets, windows, or furniture. Even the floor is stone. The only part that isn't is the doorway--a metal door has been welded to the stone, and there's signs of metal inserts having been placed in the stone to better attach the door. The work here is much better than the work on the rest of the building. A proper floor has been installed recently using supplies salvaged from the rubble outside. Whoever did so was careful to avoid leaving any sharp edges sticking upward. A makeshift 1'x1'x1' box with a hinged lid has been attached to the floor in one of the far corners from the entrance of the building. It has been decorated with hand painted flowers. On the inside of the lid "FOR SUPPLIES" has been painted. 320: A normal-looking house with a living room, two bedrooms, kitchen, and bathroom. The attic is covered in nails hammered violently and haphazardly, making traversing it difficult. Step back, and it's clear the nails are hammered into symbols of the prophet. There are faint scuff marks like the nails were pulled out at some point, but the nails are undoubtedly still hammered in. "ALPHONSE ELRIC, DAY TWO HUNDRED AND EIGHTY EIGHT, FOR ANY ASSISTANCE PLEASE CONTACT @LELRIC ANY TIME." is written on one of the walls. 321: A convenience store. It looks normal enough from the outside, but going inside, it's covered in symbols of the prophet and the building has been stripped bare. Still, food restocks here--it just gathers in piles on the floor. You cannot stay here overnight. 322: What was once a house has been reduced to only a former living room. The long-cold fireplace serves as a focal point around which long arcs of eyes have been drawn on the floor. Enochian Wards have been drawn all over the floor, interrupting the lines of eyes and encircling the fireplace. "ALPHONSE ELRIC, DAY TWO HUNDRED AND EIGHTY NINE, FOR ANY ASSISTANCE PLEASE CONTACT @LELRIC ANY TIME." and "ALPHONSE ELRIC, DAY TWO HUNDRED AND NINETY SIX, FOR ANY ASSISTANCE PLEASE CONTACT @LELRIC." is written on one of the walls. 323: A small chapel. It's possible to see stained glass windows--all of them depict eyes, bright flashes of light, and feature a red and black color scheme. There are curtains in front of all the windows, making it impossible to see in. Inside is the entryway of a small church. The entryway looks normal enough, except that the bowl that would normally contain holy water is filled with blood. There are three doors on each side in hallways, plus the main central area. In the side areas are a room that was probably a sitting area that's now filled with three bunk beds, an empty kitchen, a closet, a public bathroom, a Sunday school area filled with tiny chairs and black and red prophet decorations (there are children's drawings on the walls depicting the symbols, people in cloaks, and a girl in a cloak with a prophet symbol for a face), and a sacristy with black and red elaborately-decorated prophet robes and an assortment of ornamental weapons that cannot be removed from this room. The central area was probably beautiful once, and maybe it's beautiful now, if you like deep, dark wood and blood red accents. Tapestries of the prophet decorate the walls in between each stained glass window, and the center aisle is lined with a black carpet with intricate red patterning. Andromeda's corpse is attached to the wall, hands and feet nailed in to hold her up in an obvious imitation of Christ. Her stomach has been cut open, metal and wires and cords and fluids left dangling and dripping like entrails. Unable to take her off the wall, her body has been covered respectfully by a galaxy-print sun dress brought from her own home. Paper flowers and an origami star have been left at her feet, and remnants of a ritual (chalk, charcoal, tar water) are scattered about the body. 324: A single-story house. The outside looks intact enough, but going inside, it's a charred ruin. SINNER is written all over what remains of the floor in red paint. 325: A small shed. It looks like it was built for holding lawn tools, but now, large butcher's hooks hang from the ceiling. Blood stains the walls, ceiling, and floor here. A 1'x1'x1' box with a hinged lid made from salvaged rubble has been installed and attached to the floor in one of the far corners from the entrance of the building. It has been decorated with hand painted flowers. The words "FOR SUPPLIES" have been painted on the inside of the lid. Designs have also been painted over some of the bloodstains on the walls in mainly green and yellow--geometric shapes and simple symbols like animals and flowers. The floor and the ceiling has been left alone. "ALPHONSE ELRIC, DAY TWO HUNDRED AND NINETY FOUR, FOR ANY ASSISTANCE PLEASE CONTACT @LELRIC." is written on the wall. 326: A fairly large building labeled Norfinbury High School. All the windows are blacked out. The lights here work, but you wouldn't know at first--they only turn on when someone is in the hallway or in the room, but lack of attention means it can take anywhere between thirty seconds to a minute before they actually respond. The hallways seem to stretch, the shadows seem to shiver. Each door is decorated with a prophet symbol, and the walls are covered in graffiti honoring the prophet and talking about killing sinners. Sometimes the doors rattle as you pass, or someone knocks on the other side. A couple of classrooms still look normal enough, except for the black and red prophet tapestries adorning the walls and covering the windows. Still, the desks are in order, there's a board at the front, and they look like you'd expect out of a high school classroom. The front office, too, looks normal, as if it was actually used for administration--though, of course, there's no sign of the computers that must have been there. The nurse's office, meanwhile, seems to have been converted to a surgical unit. There's long-dried blood everywhere, as if no one ever bothered to clean up. Indeed, footprints can be seen scattered around, implying people just wandered through while the blood was still wet. It looks like some people were even barefoot. The cafeteria has had all its tables attached to the walls, some covering the windows. The chairs are scattered around, some knocked over and some sitting quietly. There's no food to be found here. The library has been emptied of books, and all the shelves turned to face the wall, with eye symbols drawn on their exposed backs. The gymnasium has had its floor cut into, with eye marks carved all over. There are bleachers, but they're stuck closed, so it would be difficult to open them. As for the rest of the classrooms? They're filled with thick blackness. Going inside causes all the symptoms of suffocation, and any light shone or brought in is immediately swallowed up. "ALPHONSE ELRIC, DAYS TWO HUNDRED AND SEVENTY SEVEN, TWO HUNDRED AND SEVENTY EIGHT, TWO HUNDRED AND SEVENTY NINE, CONTACT @LELRIC FOR ANY ASSISTANCE." is written on one of the walls in the hallway. A mark has been made inside as if having been stained to the surface of the wall. 327: One small corner of a bus garage--the rest has been lost to time. Luckily, however, it seems like someone has built walls onto the structure. It's clear the walls are different because they're made of plywood and lack windows, unlike the more solid brick structure of the corner that remains. The long-faded remains of a map have been redrawn on the plywood. "медпункт" for the "clinic" (Building 317), "магазин" for the, "convenience store" (Building 321), "церковь" with an accompanying Prophet eye symbol for the "cultist church" (Building 323), "автовокзал" for "bus station" (Building 327), "Двадцать семь" for "twenty-seven" (Building 333), "морг" with an accompanying Prophet eye symbol for the "cultist funeral house" (Building 334), and "препятствие" for the "bunker" (Building 335) have all been written in. "ALPHONSE ELRIC, DAY TWO HUNDRED AND EIGHTY FIVE, PLEASE CALL @LELRIC FOR ANY ASSISTANCE NEEDED." has been written on one of the walls. 328: A small sports shed. It comfortably fits about five to six people, though more could squeeze in. There's some remaining sports equipment, like large blue mats and hurdles. "ALPHONSE ELRIC, DAY TWO HUNDRED AND SEVENTY SIX, CONTACT @LELRIC FOR ANY ASSISTANCE." is written on one of the walls. 329: Only the living room of this house remains. It's completely empty, and a bulbous mound of flesh protrudes from the ceiling, hanging down far enough to touch. It's warm. "ALPHONSE ELRIC, DAY TWO HUNDRED AND SEVENTY SIX, CONTACT @LELRIC FOR ANY ASSISTANCE." is written on one of the walls. 330: This building looks like it was constructed out of the remains of other houses, made of bare metal and a rough wooden door that doesn't keep out the wind as well at it might. All things considered, though, it's not bad for something made in this place in these sorts of conditions. The floor is metal as well, making it cold, and there are no windows, but it's better than being outside. 331: A roughly-constructed wooden structure about the size of a small shed. It's not a shed, though--the ground is hard, cold dirt and the wood is rough and held together with old nails and screws. Still, it's enough to survive the night in. Someone has recently installed a proper floor with supplies salvaged from the rubble outside, being careful to make sure there are no sharp edges sticking up. A 1'x1'x1' box with a hinged lid has been attached to the floor in one of the far corners from the entrance of the building. The box is decorated with hand painted flowers. Inside the words "FOR SUPPLIES" have been painted. 332: This house is half crushed by the snow wall, but it will still serve as an overnight shelter. The living room, bathroom, and half a bedroom remain, with the rest a crushed tangle of wood, snow, ice, and metal. A mummified hand sticks out from beneath the rubble--guess someone got unlucky. 333: An A-frame house. Going inside, there isn't any furniture left in the living room, kitchen, or loft area, although the toilet and shower still work (cold water only). Tally marks have been dug into the wood paneling on the wall of the loft, numbering twenty-seven. A large window makes the loft a good area to watch the door of the house with. 334: A funeral home. Going inside, however, reveals that it was very much under control of the cult of the prophet: the curtains, the carpet, the chairs: all of them are covered in the symbol of the prophet, and all use black and red as their colors, making the whole place seem darker than it actually is. The morgue is pristine, though, as if it had just been cleaned. This is a revival area. You cannot stay here overnight. 335: a metal building attached to the metal wall. It probably goes through that wall, but the thick, metal door is sealed up tight. "KYU FOCU" has been scrawled onto the door in red oil paint. A mark has been made inside as if having been stained to the surface of the wall. | |||



