This post was last modified: Mar 16, 2021 at 4:08 PM by Fun With Despair.
Room Descriptions:
Patient Ward - A ward for Nadare’s patients. Patients are allowed to freely roam the facility, but must return here by the end of the night or face consequences.
Cable Car Station (Access Level: I) - The point of entry and exit for Nadare's guests. The cable car here can take you up and down the mountain comfortably, just try to be safe around the railings.
Lobby (Access Level: I) - Nadare's lobby, containing a reception desk and two decorative statues. Situated in the back is the elevator to B1F.
Gift Shop (Access Level: I) - Nadare's obligatory gift shop. Snowglobes, postcards, and various other forms of trinkets and knick knacks can be found here, as well as some way too overpriced clothing.
Media Library (Access Level: I) - A library containing many books, movies, and video games. There are no late fees, and any Nadare guest or staff member may use the items here.
Lounge (Access Level: I) - A relatively modern and fancy bar. There are two tables, three stools at the bar, and pretty much any alcoholic beverage you can think of. Small snacks and food items can be prepared behind the bar too in a mini-kitchen.
Patio (Access Level: I) - A patio with an indestructible glass floor allowing you to see the scale of the mountain. Several stools are seated almost precariously by a counter at the railing, but a safety net underneath will catch any falling individuals.
Rec Room (Access Level: I) - A loud room decked out with couches, a huge TV, and many video game consoles and other media players. Against the western wall is a large, booming sound system that can fit up to three discs at a time. Why? Indecisiveness probably.
Terrarium - A glassed-off display with various trees and plants. A small placard states that many of them are poisonous, but are frequently used for medical purposes even in the modern day.
Glass Hall (Access Level: I) - A hallway with a glass floor. You can see the river running underneath.
Cafeteria (Access Level: I) - A hospital cafeteria with several food items up for grabs on the counter, though it all looks notably better than usual hospital cafeteria food. Behind the counter is a full kitchen, outfitted with… kitchen things.
Gallery (Access Level: I) - An art gallery in which sits several paintings and a few sculptures on display in cases in the center of the room. Some of these items are soothing, others… less so.
Fountain (Access Level: I) - An indoor fountain adorned with a statue of some kind of bird. Looks to have seen better days. The base of it is made of glass, and looking downwards reveals some kind of aquarium as well as a view into the Surgery Ward.
History Hall (Access Level: 1) - A hallway lined with glass-protected displays about the history of medicine. Dating back to the Black Plague, all manner of strange old medical equipment can be found. Breaking the glass will set off an alarm, however.
Relaxation Room (Access Level: I) - A calming and quiet room with calming music playing. Features several chairs, a coffee table, and a CRT TV. It can be tuned to several channels, though unlike the TV in the Rec Room, the signal is poor and acts oddly.
Bathrooms (Access Level: I) - you can figure out what these are.
Courtyard (Access Level: I) - A snowy courtyard with a lazy river flowing through it. Three bridges lead to an island in the middle, upon which sits two benches and a lone tree. A pathway leads over to the Hot Springs and a large shed.
Hot Springs (Access Level: I) - A bubbling pool of water that flows in through underground tunnels. It smells slightly of sulfur but is extremely relaxing to soak in nonetheless.
Pharmacy (Access Level: II) - A pharmacy not unlike that which you’d find in most hospitals on their main floor. Contains a large amount of over-the-counter drugs, with the harder stuff being kept in the back.
Outdoor Storage (Access Level: II) - A large shed for lawn equipment, snowblowers, and other general outdoor maintenance gear. There are several snowmobiles in here as well, though they are not fueled up.
Drug Supply (Access Level: III) - The harder stuff kept in the back. Prescription drugs and medication of the rarer variety can be found back here.
Equipment Storage (Access Level: III) - Cleaning supplies, equipment such as floor cleaner machines, and various other heavy-duty maintenance gear is kept here, albeit for the inside of the building rather than the items found in the Outdoor Storage.
Dr. Wexlyn’s Office (Access Level: IV) - The office of Dr. Alexander Wexlyn. Unlike several other staff members, he enjoys inviting others into his office to talk. Obviously however, he doesn’t enjoy his stuff being snooped through. Especially his snacks, which he is known for giving patients.
Cable Car Station (Access Level: I) - The point of entry and exit for Nadare's guests. The cable car here can take you up and down the mountain comfortably, just try to be safe around the railings.
Lobby (Access Level: I) - Nadare's lobby, containing a reception desk and two decorative statues. Situated in the back is the elevator to B1F.
Gift Shop (Access Level: I) - Nadare's obligatory gift shop. Snowglobes, postcards, and various other forms of trinkets and knick knacks can be found here, as well as some way too overpriced clothing.
Media Library (Access Level: I) - A library containing many books, movies, and video games. There are no late fees, and any Nadare guest or staff member may use the items here.
Lounge (Access Level: I) - A relatively modern and fancy bar. There are two tables, three stools at the bar, and pretty much any alcoholic beverage you can think of. Small snacks and food items can be prepared behind the bar too in a mini-kitchen.
Patio (Access Level: I) - A patio with an indestructible glass floor allowing you to see the scale of the mountain. Several stools are seated almost precariously by a counter at the railing, but a safety net underneath will catch any falling individuals.
Rec Room (Access Level: I) - A loud room decked out with couches, a huge TV, and many video game consoles and other media players. Against the western wall is a large, booming sound system that can fit up to three discs at a time. Why? Indecisiveness probably.
Terrarium - A glassed-off display with various trees and plants. A small placard states that many of them are poisonous, but are frequently used for medical purposes even in the modern day.
Glass Hall (Access Level: I) - A hallway with a glass floor. You can see the river running underneath.
Cafeteria (Access Level: I) - A hospital cafeteria with several food items up for grabs on the counter, though it all looks notably better than usual hospital cafeteria food. Behind the counter is a full kitchen, outfitted with… kitchen things.
Gallery (Access Level: I) - An art gallery in which sits several paintings and a few sculptures on display in cases in the center of the room. Some of these items are soothing, others… less so.
Fountain (Access Level: I) - An indoor fountain adorned with a statue of some kind of bird. Looks to have seen better days. The base of it is made of glass, and looking downwards reveals some kind of aquarium as well as a view into the Surgery Ward.
History Hall (Access Level: 1) - A hallway lined with glass-protected displays about the history of medicine. Dating back to the Black Plague, all manner of strange old medical equipment can be found. Breaking the glass will set off an alarm, however.
Relaxation Room (Access Level: I) - A calming and quiet room with calming music playing. Features several chairs, a coffee table, and a CRT TV. It can be tuned to several channels, though unlike the TV in the Rec Room, the signal is poor and acts oddly.
Bathrooms (Access Level: I) - you can figure out what these are.
Courtyard (Access Level: I) - A snowy courtyard with a lazy river flowing through it. Three bridges lead to an island in the middle, upon which sits two benches and a lone tree. A pathway leads over to the Hot Springs and a large shed.
Hot Springs (Access Level: I) - A bubbling pool of water that flows in through underground tunnels. It smells slightly of sulfur but is extremely relaxing to soak in nonetheless.
Pharmacy (Access Level: II) - A pharmacy not unlike that which you’d find in most hospitals on their main floor. Contains a large amount of over-the-counter drugs, with the harder stuff being kept in the back.
Outdoor Storage (Access Level: II) - A large shed for lawn equipment, snowblowers, and other general outdoor maintenance gear. There are several snowmobiles in here as well, though they are not fueled up.
Drug Supply (Access Level: III) - The harder stuff kept in the back. Prescription drugs and medication of the rarer variety can be found back here.
Equipment Storage (Access Level: III) - Cleaning supplies, equipment such as floor cleaner machines, and various other heavy-duty maintenance gear is kept here, albeit for the inside of the building rather than the items found in the Outdoor Storage.
Dr. Wexlyn’s Office (Access Level: IV) - The office of Dr. Alexander Wexlyn. Unlike several other staff members, he enjoys inviting others into his office to talk. Obviously however, he doesn’t enjoy his stuff being snooped through. Especially his snacks, which he is known for giving patients.
Room Descriptions:
Staff Dorms - A dormitory belonging to the staff. Every staff member must return here by the end of the night, or face consequences.
Experiment Dorms - A dormitory belonging to members of the Experimental Research Program. Every member of the program must return here by the end of the night, or face consequences.
Garth’s Bedroom - A bedroom belonging to famous horror writer and director Garth Marenghi. Only he can can enter or exit it without his permission. Why does he get a room to himself? Hell if I know.
VR Control (Access Level: I) - A room with several high-tech machines, including a rack of discs. Inserting a disc into the machine changes the contents and scale of the Virtual Reality room. Several discs appear to be missing.
Virtual Reality (Access Level: I) - A room with a high-tech pad on the floor and sensors lining the walls. Depending on what disc is inserted in VR control, the contents and scale of this room will change. If you die in the game, you die in real life.
Surgery Ward (Access Level: I) - The hospital’s surgery ward. A large glass-enclosed aquarium pillar sits in the center of the ward, with various fish floating around inside. Looking upwards, you can see anyone looking down into the Fountain on 1F.
Panic Room (Access Level: I) - A small bunker with survival supplies, books for entertainment, and various other tools. Entering the panic room causes it to lock for the rest of the night, not letting anyone in or out.
Break Room (Access Level: II) - A room for staff to relax on their break. Several tables, as well as coffee machines, cutlery, a microwave, and a fridge are here for staff use.
Shipping and Receiving (Access Level: II) - A second cable car station, used for transporting goods and supplies from the base of the mountain. Contains a few shelves and crates.
Warehouse (Access Level: III) - Used to store several bulk items and supplies received via the cable car in Shipping and Receiving. Mostly low-level medical supplies such as saline solution, scrubs, and the like, though more interesting items may lie within.
Laboratory (Access Level: III) - A laboratory used for various purposes. Contains equipment used for sample analysis, chemicals for chemistry, and other advanced tech that you aren’t sure as to the purpose of.
Locker Room (Access Level: III) - A room containing lockers for staff to store their possessions in, also used for changing. The lockers do lock, however they can be unlocked by anyone with a higher access level.
Operating Room (Access Level: III) - Nadare’s primary operating room for surgical procedures. Contains one operating table and several tanks of anesthetic. Also has scrubs, surgical tools, sterilization chemicals and masks.
Radiology (Access Level: III) - Contains an X-Ray machine and an MRI. The X-Ray machine can be used to identify injuries, but is potentially dangerously radioactive. Caution must be exercised when using the MRI, as it is magnetic and attracts all nearby metals. Also can demagnetize your e-Pass.
Dr. Hawke’s Office (Access Level: III) - An office belonging to Dr. Jim Hawke. Littered with bottles of cheap booze, who knows what wonders can be found within? Not him, as he spends most of his time instead wondering where his promised vacation went.
Security Office (Access Level: IV) - An office with a small desk and several CCTV feeds you can view. A rack of guns with… surprising variety is fixed to the wall in case of “an outbreak”. It also contains a holding cell that can be locked from the office itself.
Hazardous Materials (Access Level: IV) - A room with an incinerator and several shelves of hazardous waste, both chemical and biological. Exercise extreme caution when entering this room.
Medical Records (Access Level: IV) - Row upon row of old medical documents belonging to Dr. Jim Hawke, Alexander Wexlyn, and the rest of the staff of Nadare from their previous ventures. Only accessible to higher-level employees due to the sensitivity of the information.
Restricted Records (Access Level: V) - Medical records related to restricted subjects. Do not enter.
Dr. Pierce’s Office (Access Level: VI) - A heavily restricted and private office belonging to Dr. Morgan Pierce, with a large window overlooking the mountains. Almost no one enters her office, besides those she wishes to yell at.
Experiment Dorms - A dormitory belonging to members of the Experimental Research Program. Every member of the program must return here by the end of the night, or face consequences.
Garth’s Bedroom - A bedroom belonging to famous horror writer and director Garth Marenghi. Only he can can enter or exit it without his permission. Why does he get a room to himself? Hell if I know.
VR Control (Access Level: I) - A room with several high-tech machines, including a rack of discs. Inserting a disc into the machine changes the contents and scale of the Virtual Reality room. Several discs appear to be missing.
Virtual Reality (Access Level: I) - A room with a high-tech pad on the floor and sensors lining the walls. Depending on what disc is inserted in VR control, the contents and scale of this room will change. If you die in the game, you die in real life.
Surgery Ward (Access Level: I) - The hospital’s surgery ward. A large glass-enclosed aquarium pillar sits in the center of the ward, with various fish floating around inside. Looking upwards, you can see anyone looking down into the Fountain on 1F.
Panic Room (Access Level: I) - A small bunker with survival supplies, books for entertainment, and various other tools. Entering the panic room causes it to lock for the rest of the night, not letting anyone in or out.
Break Room (Access Level: II) - A room for staff to relax on their break. Several tables, as well as coffee machines, cutlery, a microwave, and a fridge are here for staff use.
Shipping and Receiving (Access Level: II) - A second cable car station, used for transporting goods and supplies from the base of the mountain. Contains a few shelves and crates.
Warehouse (Access Level: III) - Used to store several bulk items and supplies received via the cable car in Shipping and Receiving. Mostly low-level medical supplies such as saline solution, scrubs, and the like, though more interesting items may lie within.
Laboratory (Access Level: III) - A laboratory used for various purposes. Contains equipment used for sample analysis, chemicals for chemistry, and other advanced tech that you aren’t sure as to the purpose of.
Locker Room (Access Level: III) - A room containing lockers for staff to store their possessions in, also used for changing. The lockers do lock, however they can be unlocked by anyone with a higher access level.
Operating Room (Access Level: III) - Nadare’s primary operating room for surgical procedures. Contains one operating table and several tanks of anesthetic. Also has scrubs, surgical tools, sterilization chemicals and masks.
Radiology (Access Level: III) - Contains an X-Ray machine and an MRI. The X-Ray machine can be used to identify injuries, but is potentially dangerously radioactive. Caution must be exercised when using the MRI, as it is magnetic and attracts all nearby metals. Also can demagnetize your e-Pass.
Dr. Hawke’s Office (Access Level: III) - An office belonging to Dr. Jim Hawke. Littered with bottles of cheap booze, who knows what wonders can be found within? Not him, as he spends most of his time instead wondering where his promised vacation went.
Security Office (Access Level: IV) - An office with a small desk and several CCTV feeds you can view. A rack of guns with… surprising variety is fixed to the wall in case of “an outbreak”. It also contains a holding cell that can be locked from the office itself.
Hazardous Materials (Access Level: IV) - A room with an incinerator and several shelves of hazardous waste, both chemical and biological. Exercise extreme caution when entering this room.
Medical Records (Access Level: IV) - Row upon row of old medical documents belonging to Dr. Jim Hawke, Alexander Wexlyn, and the rest of the staff of Nadare from their previous ventures. Only accessible to higher-level employees due to the sensitivity of the information.
Restricted Records (Access Level: V) - Medical records related to restricted subjects. Do not enter.
Dr. Pierce’s Office (Access Level: VI) - A heavily restricted and private office belonging to Dr. Morgan Pierce, with a large window overlooking the mountains. Almost no one enters her office, besides those she wishes to yell at.