John Egbert [EB] (
intheclouds) wrote in
clownalley2012-07-16 11:06 am
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
![[community profile]](https://www.dreamwidth.org/img/silk/identity/community.png)
locations update
The Charon is your new home.
![]() |
The deck is the first location your poor soul will encounter. Years of neglect have taken their toll on this massive metal expanse. Giant doors mark the hold hatches, their mechanisms long since rusted into disrepair. Thankfully, they prove sturdy enough to walk on. The whole of the deck stretches just shy of 1/5th of a mile so, if the waves are calm and you watch your step, you may even get a jog in. Towards the bow there’s a raised portion of the deck where rope is piled and nets lay in heaps. Don't let the horrible smell fool you. They may smell rotted, but they’re still strong. In the center line of the deck tower two cranes. Only the largest still has its arm. Snapped metal cables and chains clang against their posts high over head. Paint, where it still lingers, flaps in the wind. Should you come near the edge, just be careful. The railings wiggle and often threaten to come apart and betray you to the waves. The upper living quarters and Captain's block have their own thin decks that wrap around their floors. To the left of the lower living quarters' entrance is an elevator. Once the creaking doors close, you can take it down to the lower levels. |
![]() |
Floor Plan You shouldn't be here. High over the deck looms the bridge, the windows a little too tinted to see who walks behind. All accsess to the bridge is blocked off. It's really best you don't even try, unless you want to make your stay a little more unpleasant. Just below that lies the Captain's block. This is the level where the Captain would live, if he is living. The rooms on this floor are almost always locked, except for one. There's something about this room other than it's view, but it's hard to place. Should you find yourself running for your life, this doorless empty room will keep you safe. Not that you'll feel safe. Why won't the monsters venture up here? If they're too afraid to venture onto what belongs to the Captain, shouldn't you be as well? The halls here are the largest and most ornate and were probably beautiful at some point. A constant musty smell lingers and sours the taste of the air. On the walls around the falling wallpaper you can find a number of picture frames of people, their faces obscured, distorted, and ghostly. As the ship nears a dock, these images change to reflect people of interest at their new location, or diagrams of the monsters that wait for you just past the harbor. |
![]() |
Lower Level Floor Plan | Upper Level Floor Plan Room Layout 'Living' is used loosely. Down these thin hallways, you're sure to find the number matching the key that had been in your pocket when you woke on this miserable vessel. There's nothing warm nor inviting to this area. The colors are cold, pale, and empty. The air is heavy and stagnant as if few have bothered to tread these halls in years. Rotted parts of the wooden walls litter the floor and crunch noisily as you pass each black painted door. Within your room, you will find two bunk beds. Their cold metal frames are short and surround their musty mattresses, promising long uncomfortable nights. Though it's clear the room could hold four people, the space is hardly adequate enough for two. Four thin lockers face the bed, one of which opens with your key. You'll find whatever it is that you brought with you dumped unceremoniously within. The living quarters its self is divided into two floors. A set of stairs connect the lower level to the upper level at the far end of the hallways. The lower level sits on the main deck level and is accessible from outside. The upper level sits between the lower and the Captain's block above. The bathroom on the upper level is sparse, to say the least. It is divided into men and women facilities, but no hallway doors remain to protect the privacy of those who go inside. A lingering stench welcomes you in and keeps close company as you move through the space. Four stalls are available, if you're brave enough to look within. Three sinks on the wall offer water that is only slightly cloudy. One half-broken mirror remains, slightly obscured by grime. The bathroom on the lower level is where you can find the showers. Divided appropriately, on either side of the facilities there are three shower stalls and three toilet stalls. The water runs in temperatures that range from almost room temperature to freezing. When someone flushes the toilet, the water turns cold and biting. Two sinks and the remains of a third are for your use with only slivers of a mirror on the wall. |
![]() |
Floor Plan Happy passengers are lively passengers. Taking the elevator from the deck will lead you to this level. There are a number of doors here, the rooms locking and unlocking on occasion. Three rooms always remain open for your use, though: the galley, the recreation room, and laundry. The galley is at the end of the lonely hallway. The dining area is filthy. Long forgotten plates and cups litter the tables and dust is caked on every surface. The galley itself is equipped with what you need to prepare a meal, if you choose to wash the mountain of dishes in the sink. An old eight-burner oven sits in the corner, the door wide and the inside spacious. A number of larger appliances line the walls and clutter shelves, however only the empty refrigerator and can opener work reliably. Off to the side, you'll find a pantry, stocked with large bags of rice and flour. A number of canned vegetables are scattered on the shelves and floor and while there is some variety to them, canned cream corn is the vast majority. Beside the pantry is a walk in freezer. Ice lays thick on the shelves. There is some meat here, but they've been deep-frozen and may take days of defrosting to find out if they're even edible. No other perishable items can be found. Close to the elevator sits the recreation room where passengers such as yourself can find a number of fun and interesting activities to take part in. On filthy tables sits a cheese board and a checkers board. There is an added game of finding the rest of the pieces on the dingy floor. A stack of slightly crumpled and water damaged paper sits on an unused shelf in the bookcase, a broken pencil or two near by. A number of partially moldy books for your reading pleasure accompany the paper. Some are old classics, others are obscure or in languages you've likely never seen. One lone ukulele sits in the corner and if you're musically inclined, you may try your hand at playing it. For some reason it always seems out of tune. The laundry room is small and thin. The lights in here are dim and fluctuate constantly. Though four washers are present, only one works. The dryers are in even poorer shape with only one dryer working some of the time. Thankfully there is a clothesline for your use and a number of molded clothespins can be found around the room. |
![]() |
Some may grow to fear this floor. Others may see it a useful location. You find it cold and quiet. Like the floor above, there are some doors here that lock and unlock on occasion and with little explanation or pattern. Three rooms will always be available to those brave enough to explore: medical, the morgue, and storage. Medical awaits you near the elevator. Compared to the other rooms on the ship, this one is in good condition. Areas are mostly clean and a trained individual can treat up to four people comfortably. Only metal examination beds are present, resembling autopsy tables more than anything meant for the comfort of the suffering. There are a number of medical instruments at your disposal to use, or steal. Anesthesia is also present, as well as many different medications. Be careful, most have long since expired and may make your condition much, much worse. Adjacent to medical is the morgue. The room is kept very cold; the lights never quiet bright enough. No autopsy tables are here; only the wall where the cadaver drawers wait for new bodies. Those passengers who die will wake here in one of these dark and tiny drawers with a toe tag tied and filled out appropriately. Try not to make a habit of waking here. The largest room, taking almost half the entire floor, is the storage room. Inside is everything you need to fix the ship and enjoy your stay. New mattresses, new working washing machines, mirrors, brooms, wallpaper, appliances, the list goes on and the darkened piles stretch high and far in the massive room. Too bad there's someone who lives here. In storage lives the ghost of a little girl, powered by all the rage, hate, and selfishness of a child denied their life. She protects the things inside and will attack those who wish to steal what is hers. Unusual things that cannot be found on the ship are the things she craves the most. If there is something you brought with you, or something you found at a dock, offer it and she just might let you have what you want. |
![]() |
Who is the passenger and who is the cargo? The elevator has gone as far as it can go. Here, in the cavernous halls and holds you can stretch your legs, run and explore and claim a small portion of it as yours. Be careful, though. Rats and cockroaches roam this level freely. You may want to bring some sort of weapon with you. The engine room is to the left of the elevator. Inside, the air is hot and the noise loud and grating. The engine, boilers, water filtration and generators all hum and clank together. Catwalks span the area and stretch over moving and dangerous machinery. From the hall, you can access the workshop and tool room. Here, you can find things you need to build or repair, as well as mountains of scrap metal and broken things. Feel free to tinker with what you'd like, as long as you don't mind company. In the engine room, tool room, and workshop you may run into the Engineer. His ghostly form often follows those who venture into his area, making sure they don't do damage to his ship. Unlike the Little Girl, the Engineer is a little more sympathetic to the suffering of passengers such as yourself. If there is something you need from your home world, he can arrange for it to be delivered to you. Doing so puts him at great risk, though. If the Project Head knew how you and your fellow passengers were getting these things, well... it's best not to think about it. He doesn't work for free. Taking care of the Charon is hard work and he and his small ghost crew can only do so much to keep her afloat. If you're willing to do some hard labor and work on some repairs, he may just get you what you need. To the right of the elevator is hold 1. Inside the dimly lit hold are countless twenty foot shipping containers that are empty and strewn chaotically around the room. The ceiling stretches high and fades into darkness long before spotting a ceiling. If you'd like a place that's private and larger than your poor excuse of a room, you might find a home here in hold 1. Maybe you have a few too many things to store safely in your locker, or you wish to set up some sort of makeshift shop? Grab a container and make it yours. Some are stacked vertically and most are easy to climb with the built in rungs on the side of the containers. Wherever you wish to set up, you may. Hold 2 is just down the long hallway. Inside, the containers are stacked neatly with only a few that are unlocked. Inside are crates with additional supplies. Things such as bedding, cans of vegetables, or even small amounts of ammo can be found here. Though it's not clear how, more containers will open with different surprises waiting for the first ones to find it. Just past hold 2 awaits hold 3. The lights within this hold are always off and the containers always locked. Those who have disappeared ( hiatused ) will wake up in this dark and unwelcoming place. Strange noises and unidentifiable animal calls echo off the walls. It's best you don't linger. Hold 4 waits at the far end of the floor. Water invades the hallway, originating from its doors. Thankfully it's standing water and not rushing in. What is held inside this hold is a mystery since access isn't even available. The door is cold and wet, so it may even be flooded. Perhaps you shouldn't open it. |