vivariummods: (Default)
vivarium mods. ([personal profile] vivariummods) wrote2014-06-06 12:38 am

LOCATIONS




LOCATIONS

ElevatorAmbidex RoomWarehouseNumber 9 Door
CafeteriaDormsLoungeGardenGym



T H E   E L E V A T O R


Every character, regardless of when they join the game, will begin in one of these elevators.

On the inside, it'll look like your average elevator, with a number of buttons, a LCD screen, an emergency hatch on top, and such on. However, characters will discover that pressing the buttons will not move the elevator, but rather only light up, and the doors are impossible to pull apart. The LCD screen will only turn on from an outside source, and characters will soon find that they're trapped inside. Only until Zero appears on the screen, will they learn how to leave. Every character will have to solve the puzzle of the elevator (which may change over time) within 9 minutes to leave, or face immediate danger - death.

Once characters reach the outside, it will be revealed that they were not in an actual elevator at all, but rather a room designed to resemble one. Instead of hanging in a shaft, it sits firmly on the ground in the corner of the warehouse with five other identical rooms. On the top of this "elevator" is the emergency hatch, accessible from the outside, and on the side of the doors is a card reader. Above the doors is a plate that reads "AMBIDEX ROOM".




T H E   A M B I D E X   R O O M


The AB Room is, in fact, the elevator. All voting for the AB Game will take place in this room and only here. The elevator doors will only open after everyone has entered through the Chromatic Doors for a round and when a team returns to scan their Ambidex Key Card, retrieved by solving their respective puzzle room. Once a door has been opened, an announcement will ring throughout the whole warehouse, saying the following:
    "An Ambidex Gate has been open. Forty-five minutes remain until Ambidex Game polling closes."

Teams are allowed to open their AB Room before others, in an attempt to lock out other teams from voting, should they not make it to their own AB Room within the forty-five minute time limit. This voting process will take place on a large machine with a screen. Characters will be able to touch on the screen to input their vote, and once they press the 'START" button, the elevator doors will close. They will not reopen until the forty-five minutes pass.

For more info on the AB Game and how voting occurs/works, read about it here on the FAQ page.




T H E   W A R E H O U S E


This is the setting of Vivarium, a large warehouse with numerous amount of floors and doors. These floors and doors, however, are sealed off, but as time passes, they will be accessible to the characters to explore.

Every window in the warehouse has been bolted shut, with no way of removing the steel coverings. The only light source comes from the florescent lights, which dim at night, to indict the time of the day. Along the walls are also numerous amounts of surveillance cameras, watching the movement and listening to the sounds of everyone and everything. It's almost impossible to avoid their view, due to the large numbers, but if a character is lucky, they might find a blind spot.

Characters may access the Chromatic Doors, the cafeteria, the sleeping dorms, AB Rooms, and the number 9 door here.




T H E   N U M B E R   9   D O O R


This is your character's way out of this hellhole, but to access it, they must meet specific requirements.

Only those with a BP of 63 or higher will be able to open the door and pass through. They will have to swipe their bracelet past the lever's sensor, and if they have the right amount of BP, the LCD screen will change from "LOCK" to "OPEN". By pulling the lever, the door will finally open, allowing the winner to pass through and leave. However, the door will only remain open for 9 seconds, so if the character spends too much time getting through, it will close and will not reopen for that character for another whole three days.

If a character with less than 63 BP tries to swipe their bracelet against the sensor, it will beep and remain locked. If they try to go through the door when it's open, the bracelet will automatically recognize this as a violation of the rules and kill the wearer.




T H E   C A F E T E R I A


Upon reaching 9 BP, characters will be granted access into the cafeteria. Here, they can finally eat, but the only food available will be low quality food: gruel, cold canned meals, and thawed out frozen food. It may not be delicious or nutritious, but it will keep your character fed and give them enough energy to get through the Nonary Game.

Upon reaching 36 BP, characters may now switch over to higher quality food, such as a hot bowl of soup, fresh fruits and vegetables, and cooked meat. They may choose to continue eating gruel, if they really wish to, but they are not allowed to share their higher quality food with characters with less than 36 BP, or there will be consequences.

The same rule applies for attempting to bring food out of the cafeteria to share with those with less than 9 BP. All food must remain in the cafeteria and nowhere else.

Those with less than 9 BP may not enter the cafeteria, and may be killed if they attempt to.

As of Day 19 and the conclusion of The Heart of The Matter event , near the doors of the cafeteria is a chalk outline of a body, although this body is missing its left hand and wrist, along with a portion of its head. Heading a bit further into the cafeteria, there will be an outline of a hand. As for the walls near the door, it is splattered with dry blood, that Calhoun has not bothered to wipe.




T H E   D O R M S


Once a character has reached 27 BP, access to the sleeping quarters will be available. In here, there are numerous amounts of bunk beds, with hard mattress and thin blankets. While it may be uncomfortable at first, when it is compared sleeping on the cold hard floor of the warehouse with nothing, it will soon be considered a paradise.

Just like the cafeteria, characters with less than 27 BP may not enter the dorms and may be killed if they do.




T H E   L O U N G E


As of Day 4, characters have gained access to the lounge, located on the first floor of the warehouse, allowing them to enter and exit whenever they please.

The lounge is a resting area for characters, with a TV, magazines, video games, and movies. However, characters will actually find it rather difficult to "relax" here, for the couch is ungodly uncomfortable, the movies consist of either scientific experiments or things too awful to watch, the video games are poorly made and broken, and the magazines are all scientific garble. Nevertheless, it is much better than the warehouse lobby.

This is a map of the lounge.




T H E   G A R D E N


As of Day 26, characters have gained access to the garden, located on the second floor of the warehouse, allowing them to enter and exit whenever they please.

Inside, the garden is shaped like a dome, with the roof of the garden being made up of grids with screens depicting a blue sky during daylight hours and a starry night during the evening. These grids double as sunlamps, as during the "day", they will provide warmth and vitamin D for characters.

There is plant life in the garden, such as grass, trees, and flowers, but there are no fruits or vegetables growing. None of the plants are edible, and while there is also a small waterfall, creating a small creek, the water is much too cold to be used as a shower.

This is a map of the garden.




T H E   G Y M


As of Day 54, characters have gained access to the gym, located on the second floor of the warehouse, allowing them to enter and exit whenever they please.

There is a strong musty smell in the air, a mixture of sweat and unwashed wrestling mats. There are also exercise equipment, such as treadmills and bicycles, but everything is much like second-hand items one might find at garage sales or thrift stores. On the mat in East side of the room, there stain in the corner that resembles blood, and with the collection of dumbbells, the five pound one has a stain on the end that also looks like blood. It looks like it's been there for a while...

This is a map of the gym.

NAVIGATION

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