This post was last modified: Jan 11, 2020 at 11:26 PM by Spooks?.
You step off the helicopter that brought you here, and look around the space stretched out in front of you. Four grand mansions and one... portable housing unit reach skywards (well maybe not that last one) with a fountain in between, depicting a proud goose. A strange, two-tone bear runs out of the woods towards you, and wordlessly hands you a map. He giggles to himself, before running off in the opposite direction. Suddenly, he trips over his own feet, and with a couple loud profanities, goes tumbling over the sheer cliff to the south.
You hear a splash a few seconds later and briefly wonder if he is alright, before turning your eyes down at the map now sitting in your hands.
The Map
Room Descriptions
House Bishop (Red):
1F
Foyer - Doubles as a ballroom. A large room with decorated flooring, fancy chandeliers and many other things that make you believe that you just stepped inside a castle. A piano can be found on the Stage near the Staircase, along with a backdoor.
Coatroom - This room is filled with racks of expensive, yet very old, outdoor wear. Coats, boots, and a few parasols all sit on and around the racks, long forgotten by their previous owners.
Wine Storage - A room slightly depressed into the ground. Despite the floor being worn stonework, you can tell that at one point it was quite beautifully crafted. Several casks and bottles of vintage wine sit throughout the room and on the shelves.
Smoker’s Lounge - A dim room with a large oak table in the center, surrounded by velvet chairs. On the table is a rack containing wooden pipes, and a box that contains what you think is tobacco. A painting sits on the wall with the staircase on the other side, staring disconcertingly.
Vault - A large, iron vault looms out from the wall of the Smoker’s Lounge. It is locked by a large combination lock, too rusted to turn.
House Minerva (Yellow):
1F
Unnerving Hallway - A rather ordinary hallway, made several degrees creepier by the presence of a painting depicting a looming, shadowy figure on one end. Its eyes appear to follow you as you walk.
Painting Room - A claustrophobic room, filled with hundreds upon thousands of different pieces of work, from Portraits of the island’s inhabitants, Sketches of various concepts and Paintings of various luscious landscapes.
Leisure Room - Various activities can be found within this room which test one’s wit and accuracy. A small bar is located at the bottom right corner of the room, containing various meads and spirits. The stairs ascend upwards from here.
Music Room - Brass and Wind instruments, as well as percussion-like objects are at your disposal. A cubicle is included.
Holding Cell - A locked, bare cell. The heavy iron key hangs on a hook right by the door in the music room. Annoyingly, it is not at all soundproofed.
House Academia (Blue):
1F
Scholarly Hallway - A hallway adorned with various diagrams and equations pinned to the walls, depicting all sorts of anatomical oddities and other things you don’t quite understand. A large bookcase sits at the back of the hall, and stairs lead upstairs.
Specimen Room - Various jars containing preserved animals line the shelves that take up much of the room. This room smells rather foul, and the very thought of how bad it would smell if the jars weren’t sealed up makes you weak at the knees.
Classroom - A small auditorium with a large blackboard and long desks, emulating the atmosphere of a university classroom. Chalk and eraser is provided.
Equipment Room - A small room off to the side, containing spiral notebooks, writing utensils, and various surgical equipment, likely for use in dissection. An old plague doctor outfit sits on a mannequin in here too. On the outside of this room is a set of stairs leading upwards.
Teacher’s Lounge - A blend of old and new fixtures and furniture fill this room, including comfortable chairs, a couch, a coffee table, and a rudimentary kitchen. The new hot plate, toaster oven, and coffee machine all hint that perhaps this room was used as a breakroom by the restoration crew as well.
House Oliva (Green):
1F
Workshop - A large room containing workbenches and woodworking tools, along with well, wood. The tools are certainly nothing modern, but in spectacular condition, and easy enough to understand and use.
Greenhouse - Once a simple Victorian era garden, now repurposed into a modern era greenhouse to grow greens and various other plants.
Kitchen- State of the art for its time, this kitchen contains giant kettle pots, cooking cauldrons, pans and all sorts of Kitchen equipment you may or may not know of. The kitchen has been modernized to prevent poisoning from the use of very old kitchen equipment, although said equipment can be found in a separate pantry.
Dining Hall - A long table dominates the scene, with candelabras, spice containers, utensils and plates.
Chapel- Located at the back of the mansion, a separate chapel can be found, surrounded by small patches of flowers and arches, with a pathway linking both buildings together. Inside is a small chapel with eight long benches, a pedestal and various stained glasses of religious figures and scenes.
Trip's Pad (Pink):
1F
Waiting Room - A small lobby sits just inside the door of this portable unit, which features a couple pink and green chairs to sit in, alongside with an arcade machine. The machine looks new, and does not yet feature any high scores.
??? - The door from the Waiting Room to this room is locked tight with a high-tech password lock. Trip swears up and down that this room was like this when he showed up to the island, and he has no idea what the password is.
Trip’s Office - An extremely disorganized office, with a large desk in the middle. Pizza boxes are tossed around the room, and behind the desk sits a hideous pink and green gamer chair. In the corner, a strange computer terminal sits with a login screen open. On the desk in a small glass display case is a large shard of black crystal. Your head hurts when you look at it.
Bedroom - Trip’s bedroom. All that’s in here is a bed, dressed with his usual eye-torture color scheme. It is much cleaner than the office though, and the bed is quite comfortable.
Bathroom - The one single working bathroom on the island. No deer allowed.
Outdoor Areas:
Garden - Located between houses Minerva and Bishop, the Garden was once House Oliva’s own. Ever since the creation of the Greenhouse, the Garden’s contents are now placed here. Various flowers that are well tended to can be found there. Makes for a beautiful sight. Benches and brick roads galore.
Shed - Garden equipment, what else could you ask for?
Fountain - Located at the center of it all, the Fountain’s statue is a Goose, head held high, spouting water from its beak. Throw coins in the water for a wish!
Bonfire - At the edge of the island, behind a Bonfire can be found for everyone to sit down and enjoy a good fire, perhaps some smores as well. Located between houses Academia and Oliva.
Bathroom - There isn’t any due to the lack of a sewage system, but you live on an island! Go do your business at the shore.
Room Descriptions
House Bishop (Red):
2F
Trophy Room - Various trophies, paintings and displays are located within this large room. Although the objects feel like they’ve been forged rather than obtained, an air of pride and prestige is instilled within the room. There is an open space in the center, overlooking the Foyer and surrounded by a railing. The chandelier hangs down from here, support rope disappearing into the ceiling.
Mirror Hall - A hall possessing a large, ornate mirror on the outer wall, polished to perfection. A rope descends from a small slot in the ceiling, pulled taut and attached to a mounted winch on the wall opposite the mirror.
Luxury Bedroom - A massive four-poster bed dominates this room, surrounded by silk curtains. A wardrobe sits against the wall, and a chest sits at the foot of the bed. The chest appears to be locked, requiring a key to open.
Hall of Swords - A hallway with several swords of varying shapes and sizes mounted on the wall. Some are flawless and heavily decorated, while others are battle-worn and practical. There is one suit of armor as well, but it appears to have been crafted for decoration, rather than actual use.
Leader’s Bureau - Office of the island’s leader, Gareth. Small book shelves and portraits of unknown age adorn the room’s otherwise dull look.
House Minerva (Yellow):
2F
Poison Room - Shelving units filled with various lethal poisons cover the walls of this room. Despite their age, the labels on the bottles are not faded at all.
Bust Hallway - On one end of the hallway, a majestic painting of an old lighthouse sits upon the wall. The hallway itself contains a few stone busts, depicting people you don’t really recognize.
Seafarer’s Bedroom - Upon entering this bedroom, you will quickly notice that it is made up to resemble the cabin of an old pirate ship. A thick dresser sits on the side of the room opposite the bed, and to the side, a desk overlooks the window to the courtyard. Overtop of the bed’s headboard sits a large ship’s wheel.
Arts and Crafts - A room containing two painting easels and a crafting bench. All the creative materials you could ask for are strewn around the room, including paints, pencils, brushes, fabric of many colors, and a sewing machine.
House Academia (Blue):
2F
Unfinished Hall - A half-painted hallway still partially held up by modern scaffolding supports. Paint rollers, trays, and buckets of blue paint lie around haphazardly, and it appears that they were abandoned in the middle of the job. The supports and roof quiver unsteadily as you walk.
Study - Researcher Edward’s personal headquarters for studying, research, writing and possibly sleeping at the desk. Bookshelves are filled with various works, essays and various documents.
Alchemy Lab - Various bottles, vials and potentially unknown liquids and materials infest the room. Odors trapped in this room are unlike anything you’ve ever smelled, but some have said they get used to it after prolonged exposure.
Chemistry Lab - Much like the alchemy lab, but without the mess and odors. Liquids, solids and compounds are found, labeled and well organized. Additionally, unlike its room sibling, the room has been modernized to facilitate research. There is a button labeled “Seal” on the wall facing the Airtight Room.
Study - Researcher Edward’s personal headquarters for studying, research, writing and possibly sleeping at the desk. Bookshelves are filled with various works, essays and various documents.
Airtight Room - Seemingly used to test the effects of gasses in a vacuum, this room can be accessed by both the stairs from outside 1F and the Chemistry lab. Pressing the “Seal” button in the Chemistry Lab instantly seals the room, locking both the door to the Chemistry Lab and the Stairs through an unknown clockwork mechanism.
House Oliva (Green):
2F
Reading Room - A quiet room where the stairs emerge from the first floor. A desk sits against the wall with an open, empty journal and a quill to write with. There is an inkwell next to it, surprisingly not dried up at all.
Laundry - What used to be an old-fashioned laundry room with washboards and basins has been modernized, utilizing the proximity of the island’s well for a semblance of running water. The machines will clean your clothes, but they take a while, and they tend to rattle the house as they operate. Various cleaning supplies are located here, both ancient and new.
Library - Manuscripts, essays, books and stories. Most older era writings can be generally found here. The shelves not attached to the wall are on wheels, and they will roll if pushed. They lack brakes however, so do be careful.
Overlook Patio - A patio overlooking the backyard, garden, and chapel. A ladder sits here, long enough to reach the ground from here, if you cared to set it up.
Room Descriptions
Basement Rooms:
Passageway - A smuggling tunnel between House Bishop and House Minerva. Can be entered through the paintings in House Minerva, and from the Wine Storage in House Bishop. Several casks and crates of wine sit against the walls, one of which with a bottle of sunflower oil sitting on top of it. A doorway here leads to the Water Control Room.
Water Control - A room lined with piping. Five tanks, labeled House Minerva, House Oliva, House Academia, Media Group Portable Structure, and Fountain sit along the walls, supplying water to the given locations. A terminal in the center of the room can enable and disable water flow.
Underground Pier - A modern pier built into the side of the cliff. It seems to be abandoned, with no boat in sight, but two crates are stacked on one side of it. A table is on the other side, with a clipboard and old key sitting on top.
After taking a moment to read the room descriptions, you decide to walk through the garden and make your way over to the goose fountain, where your fellow freelancers are gathered.
This post was last modified: Feb 11, 2020 at 8:42 AM by Spooks?.
Room Descriptions:
Mysterious Room: A room you can reach from the Teleporter in the Woods. There are two charging stations for large electronics, one of which has a corpse slumped against it. There is also a whiteboard with a sticky note on it, and a door requiring a four digit passcode.
Cable Car Station: A room reachable through the Teleporter in Trip's Pad. On one side of the railing between the platform and the landing bay is the Teleporter and a desk with a folder on it. On the other side are three crates. There is a door that accepts a keycard, but it is locked and demands admin access. There is also an out-of-service terminal that appears to be able to call a cable car.