Apartment 10A

Apartment 10A is a residential housing building consisting of 7 floors with four apartments per floor, a ground floor that serves as an entrance hallway but with no living quarters, a single (out of order) elevator and a rooftop. It is also one of the main areas in Inmortui Caelum City and the only remaining building not yet overrun with the black mist at the beginning of the story, making this the spawn point for all characters at that point in time.

## Ground Floor

The ground floor has a busted door leading to the outside world, having debris piled on the outside and against it, preventing it from being opened, though with so much black mist in the beginning, it isn't even wise to open it.

On this floor the state of disrepair is already evident from the overall dirty environment, the loose hanging cables, exposed wires and pipes, the trash spread through the floor and the walls with graffiti on them. The space has concrete floors and pillars, with various industrial elements such as a ladder just laying around, construction materials, and metallic cabinets.

Though no residence exists on this floor, it has stairs leading both upstairs to all the residential floors, but also a set of stairs leading down to the former basement. Additionally it also has an elevator which is currently out of service, not only due to lack of power but also due to needing extensive repairs (17 Technical or higher required, along with materials).

## Underground Access

Formerly the basement of the building, the floor completely collapsed and took most of the basement with it, causing it to connect with an underground tunnel that ran beneath the basement. It seems like reconstruction attempts had been initiated on both the basement and the underground tunnel at some point, as told by the construction materials and scaffolding left behind, but clearly they were never finished, abandoned and forgotten for who knows how long. There are several rocks and boulders laying around, being obstacles that prevent accessing the rest of the underground tunnel but can theoretically be pushed out of the way (14 Body or higher required).

## Underground Area

It seems like long ago, a series of underground tunnels were used in this city, connecting every building and point of interest to it, but after some sort of seismic event of untold magnitudes, the tunnels collapsed among each other, blocking off that easy access and instead creating several isolated underground areas beneath each surviving building.

This is one of those areas, being directly beneath Apartment building 10A. An abandoned interior that is dimly lit and in a state of disrepair, the space appears desolate and neglected, with scattered debris, furniture, and personal belongings. An old mattress lies on the floor, and structural beams are visible above. With all the trash scattered around, it is possible to find useful items among it, though too much movement can cause some of the rocks to fall apart and release a monster stuck underneath it.

## Floors

Originally the 7 floors of Apartment 10A were identical in structure and appearance, and while there are still signs of that being true, between all the decay and abandon, differences have begun to show from floor to floor, especially with parts of the floor collapsing on one another. The following description applies to most if not all of the 7 floors, though each floor might have additional characteristics unique to that floor alone, on top of the ones listed below which are shared among all 7.

The walls and ceiling have suffered significant decay, with peeling paint, stains, and signs of deterioration. The floor is cracked and strewn with debris, including papers, empty bottles, and an assortment of litter. There are multiple signs of vandalism or graffiti, noticeable with words like "BROKEN" sprayed across one wall as if the bad condition wasn't obvious enough on its own without something signaling it, adding to the sense of neglect and abandonment. Pallets and makeshift barriers are placed against a wall, possibly used for storage or to cordon off an area to hold back monsters (moving it requires 17 Body or higher). The far end of the hallway has some sort of wire mesh partition or caged area, indicating it may have once served a specific functional purpose, such as storage or security (breaking it open by force requires 20 Body, or 10 Intelligence to pick the lock, or 20 Perception to find the key nearby, or 15 Technical to remove security pins holding the entire structure together). Faintly in the background, there are hints of other graffiti on walls and a column.

There are two apartments on each floor, one on each opposite end, with a set of stairs going both up and down for each end, next to each apartment, while the elevator is located in the middle of the floor, halfway between each of the two apartments. Despite the stairs, not all floors are easily accessible, with part of the 6th floor's floor having collapsed onto the 5th, making a makeshift ramp to walk between the 5th and the 6th, a suitable replacement considering that the stairs connecting the 5th and 6th floors have collapsed as well. The 7th floor also experiences this same issue of collapsed stairs (though to a much less severe degree), but since its floor hasn't collapsed anywhere, it is inaccessible at first, with the obstacles being removable (requires 20 Body); alternatively it is also possible to force a collapse of the 7th floor's floor to create the same makeshift ramp present in the 6th-5th floor connection (requires 20 Technical).

The 7th floor also has stairs leading to the rooftop, but they are blocked by a makeshift barricade that needs removing (requires 12 Body or higher).

## Housing Interiors

All of the apartments in building 10A have the same interior from an architectural and structural standpoint: a large open space area right at the entrance of the apartment (including an open-space kitchen and living area combo), one bathroom to the left of the open space, 2 rooms to the right of the open space (with the rooms being in front of each other) which can be used as bedrooms or whatever best suits the necessities of those living there, and a large balcony on the room that faces the outside wall of the building, with that balcony extending to connect with the large open space area of the same apartment... Though that was all pre-decay, as the balconies are either completely destroyed or just broken in half, or at least have large gaps in them (requiring either 15 Body or higher to jump from one end to the other, or 10 Intelligence/Technical or higher to improvise a makeshift bridge to close that gap).

The apartment interiors reflect the same aspect of decay and abandon as the outside, strewn with various debris, including empty bottles, cans, and discarded papers. The architecture includes concrete walls and pillars, which have a rough and worn-out appearance. Since these areas have some degree of furniture, they are technically livable in though need several degrees of work done to make it comfortable, with the conditions varying from floor to floor:

1. The apartments have no doors, making it so that anyone can live in either of these two apartments but they offer no security unless something is done about the lack of door. The apartments lack furniture for the most part, having only a dirty mattress on the floor and a couple of shelves hung on walls.
2. The left apartment experiences the same case as the ones on the 1st floor, but the right one has a door with a broken lock (requires 10 Technical or higher to fix it, or 9 Intelligence or higher to create a properly functional blockade behind it). The right apartment doesn't even have a mattress, it is completely empty.
3. Though both apartments have doors, the left one is in the same state as the 2nd floor one, while the right one is properly closed and locked, with the key being... Somewhere (requires 12 Perception or higher to find).
4. Both apartments are reasonable in terms of furniture, and have functional doors that are locked, but since they use older locks, it is possible to pick the lock (9+ Intelligence) or forge a makeshift key (5+ Intelligence along with 12+ Technical), or just find the key (12+ Perception).
5. The apartments have no doors and are in even worse condition than the ones below, due to the falling debris from the 6th floor. You'd be living in the middle of rocks, boulders and wreckage. Some rocks might need to be moved aside for certain living conditions to be achieved (8+ Body).
6. Reasonable condition apartments, with proper locks that can't be picked, but a makeshift key can still be made (7+ Intelligence along with 14+ Technical), or just find the key (15+ Perception).
7. The apartments here are in great shape and come with most furniture, but the locks are both proper and modern, no makeshift key can be made. Finding a key is difficult (20 Perception), though alternatively, if someone access the rooftop, they can potentially climb down onto the balcony and access from there (10+ Reflexes along with 5+ Intelligence and also 12+ Body).

## Balconies

Each apartment has them, making it so that there are two different balconies on each floor, making up a total of 14 of them. Despite that, most are unstable and heavily damaged, some have wide gaps in between that basically split them in half, while others lack a flooring altogether. The balconies themselves look more like makeshift walkways with metal grating, providing a view through to lower levels of the structure.