allthekeys: (Default)
allthekeys ([personal profile] allthekeys) wrote2011-08-02 10:37 am
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[First House: Basement]


The Basement:



1. Basement:

The basement is perhaps the most normal room of the house, shelves line the walls and a heavy locked door stands behind the house guest who gets to the bottom. A shelf has been pushed aside, to reveal a door that swings easily open into the Dirt Hallway.

2. Dirt Hallway:

Behind the unlocked door in the basement, the entire hallway is made of hard packed dirt and wood supports, very much like a mine tunnel. It is very dimly lit with lanterns every hundred feet, and smells damp and dank. At the end of the hall is an unyielding set of double doors; they are solidly locked. Though a close look to the right might reveal a patch of dirt that doesn't look quite right, it’s simply too regular. To your left stands the artificial brightness of the Doctor’s wing, easy to explore.

3. Waiting Room:

There are two vending machines against the wall, well lit and filled with products. This might be useful if you had an idea what the packets might be. But the writing is in a language you can’t see and the alphabet for choosing your selection is just as strange. The coin slot seems to take any money the character might have in their possession, but nothing is ever dispensed. The glass is unbreakable, but a solid blow or someone with a small arm might be able to dislodge some of the items inside.

The waiting room is filled with old magazines and newspapers, though the newspapers all have their crosswords done. None of the events mentioned in the papers seem familiar, though you might find a tip on how to whiten your teeth. A few sad looking potted plants round out an uncomfortable waiting area, the walls painted a pale green color that someone must have, at some point, convinced a designer was comforting.

The receptionist’s desk holds a small computer, far more advanced than anything your characters have ever seen, no matter their tech level. The keyboard is covered with more of the unfamiliar symbols which do little to help the fact that the screen demands, quite clearly, a password of some sort. The computer is unhackable and very frustrating, as it seems like it should hold the logs of the patients and might help you in your quest to unlock the secrets of the house. There are two locked drawers and a lime green stapler, as well as a number of small, brightly colored notes, but nothing that at first glance declares itself as useful to figuring out the person who once sat here. The desk's seat is currently occupied by what appears to be a nurse, though its face is entirely featureless. Unless addressed, it does not move.

There is a small playset in the corner, with legos and a box full of well worn and abused children’s toys and books, placed contently next to the oddly placed windows looking out into the dirt hallways outside.

4. Doctors Office:

Perhaps the most notable element of this office is the window. Though the office is underground and this room should be as well, the window looks out into what appears to be a normal, well kept lawn. The glass is unbreakable and the window is impossible to open, but even during the night, the sun seems to be shining in this one isolated area.

The walls are covered in heavy bookshelves, full of medical tomes, random knickknacks and a few books of poetry. The shelves are built into the walls and quiet impossible to shift at all. The desk itself seems to be made from a heavy, dense wood, though nothing failure to anyone looking. There is a small placard on the desk, the sort that would normally display the name of the doctor in residence. It seems as though someone took issue with it at some point, as the name has been so badly defaced that the word ‘doctor’ is barely legible, much less the name of the office’s owner. There are several picture frames throughout the office, the sort one might use to hold family photos or fishing trips, though all are completely empty.

A leather binder sits open in front of the chair, waiting for the doctor to begin taking notes, but most of the pages have been ripped out and those left behind are completely blank. Medical degrees line the walls, though many have been removed from their frames or defaced like the placard on the desk. Those that remain are so badly torn and water damaged that nothing is legible any longer.
Surprisingly, most of the drawers are unlocked and completely accessible, though the contents might prove less than useful to the average houseguest, unless they’re in sore need of office supplies. The occasional unusual item has snuck in, a bright orange golf ball hidden in the corner of the bottom drawer and a lucky rabbit’s foot tucked away in the middle. But for the most part, you find what you expect. The top left drawer is solidly locked.
There room seems to have been designed to be welcoming, with a small box of toys for younger patients and comfortable chairs for consolation, but now it feels empty.

5. Supply closet:

This small room is full of useful supplies, everything from medicines to tongue depressors. A ready supply of straitjackets, neatly arranged by size, sits just to the left of anyone entering the room. A large fridge holds all manner of medicines and treatment supplies, though many are simply labeled with their purpose. Some more recognizable items, such as saline drips for IVs and what seem to be packages of blood for transfusion occupy the door. The blood is labeled neatly by type, and some of it is rather strangely colored.
The drawer holds packets of what claims to be nutrient goo, perhaps created to sustain a patient unable to unwilling to eat.

The fridge also holds several tiny containers of ice cream and small cans of generic 7-up for younger patients, though considering the contents of the rest of the fridge, it looks a little out of place.
A blanket warmer full of soft, clean blankets hums against the wall. A pile of spare scrubs make this room handy for any house guests in need of a quick change of clothes. Some of these seem as though they must have belonged to someone, a pair of pink scrubs with little stars all over it suggests someone trying to be welcoming to a young patient. There is a small tape in one of the pockets.

Sitting rather innocently just inside the door is a crash cart, primed and ready to be used in the ward next door.

6. Recovery Ward:

Just beyond what looks like a small nurse’s station and the supply closet is a large, sterile room with four hospital beds. It seems perfectly set up for observation before and after surgery. There are heart monitors sitting next to each bed, unplugged for the moment. Though anyone laying down on the bed will find themselves hooked up to the machines. The beds have restraints on them, and falling asleep will result in waking up tied down. Falling asleep here at night may also result in waking up to being prepped for surgery. It is quite impossible to escape the restraints alone, and the nurses have a tendency to sedate you if you try. But IVs and feeding tubes will keep the unwary lone explores alive for whatever the doctor desires.

7-11: Examination Rooms:

These rooms are exactly what you might expect to find in a doctor’s office, down to the uncomfortable beds and posters of anatomy on the walls. A ready supply of cotton swabs, tongue depressors, and paper gowns can be found in the cupboards, but there is little else of use here. The beds can be slept on, should you wish, though the stirrups look more than ready to hold the unwary in place.

12. Treatment room:

This room looks like something out of a mental patients nightmare, or perhaps a general nightmare. Tanks are set up for hydrotherapy and electroshock, as well as other more sinister devices for which the usage cannot be immediately determined. The room smells of disinfectant, though a close examination will find small spots of dried blood throughout. The equipment is well tended to, though apparently often in use. One can almost hear the screams of the patients that have once occupied the devices.
But surely that is only your imagination.

13. Surgery Room:

This room has a very centralized operating platform, complete with spotlights and what seem like video feeds to allow any observers to watch the surgery. The bed is adjustable, with restraints to hold the patient completely immobile. A wide variety of tools are laid out neatly, in preparation for something to come. A wicked looking saw and drills are positioned on a larger table, waiting to be needed. Drains are set into the floor at regular intervals. Many things are set into rails, allowing them to be dragged to the bed, including a needle assembly for quick delivery of chemicals. This room has an unnerving feel to it, almost gleeful, manic and focused on how many things can be done with these tools. Staying too long makes it seem impossible to leave, as though the bed and its straps are calling out and demanding your presence.

It looks so comfortable, so right, to lay down. To let the doctor do his work. Shouldn’t you comply?

14.Ward:

This looks more like a hallway full of doors, each with a slot for a chart next to it and a small space at the bottom of the doors for food.

There seems to be some sort of staging area right outside, wheel chairs and restraints waiting patiently to be needed. The rooms themselves are identical. They are small, white, and padded. There is a small hole in the corner of each for a character to relieve themselves, but little else. Any character stepping inside one of these rooms will find the door locked, and will wake after falling asleep for the first time wrapped in a straight jacket.

It is impossible to escape these rooms without external aid, though it is very possible to survive, as food will appear at regular intervals for anyone trapped inside them.

15. Morgue:

This clean, spotless room smells very faintly of formaldehyde. Sterile metal tables are evenly spaced through the room and metal trays and instruments stand ready and waiting. Everything needed to perform an autopsy is in evidence, including metal drawers to store the bodies in between exams and drains in the floor for any fluid loss. There are straps on each table, sturdy things more than capable of holding you average body builder in place. A filing cabinet stands in the corner, though it is solidly locked.


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leekspins: (Not Gonna Stand For THAT!)

[personal profile] leekspins 2013-06-16 07:14 am (UTC)(link)
Orihime's investigating the basement/dirt hallway, pawing at the patch of dirt there and looking for a secret entrance. Also shoveling at the dirt patch if she can't find anything by hand.