Institution

**Institution** is a Take and Hold map, which is an indoor map that is between Classic Hallways and Northest Dakota in size. This map features several multi-story rooms that each feature more detailed and unique architecture. It was added in Update #111, with a preview version made available in Update #110.

## Features

One of Institution's features is that it has a railway system for quickly traversing the map. There are four terminals that connect each wing of the map to the central terminal; to use, simply press the button at the terminal and wait a few seconds to be instantly teleported. Rooms also feature maps and signs to help the player orient themselves.

Many rooms also have electric ziplines, such as in the larger holds and in several vertical hallways. Grabbing a zipline will propel the player in the direction the zipline is facing until the zipline ends or the player lets go. Every zipline comes in a pair, one line going in one direction, and the other going in the other direction.

The various rooms and hallways will randomly generate various destructible props, including both explosive and non-explosive barrels, as a means of building cover in these hallways. See Squarrels and Squylinders for more information.

A new enemy type is introduced called "Constructs"; these are node-like enemies found in the map's hallways and serve as an additional threat besides patrols. Some directly harm the player, others will alert patrols to the player's presence.

Many areas have interactable hazards, such as pipes in the Industrial Sector that let steam out when shot; If a sosig is hit by the steam, they will be briefly stunned. The Power Sector has raised transformers that, when shot, will let out a electric zap to the nearest sosig, stunning them and doing a small amount of damage.

## Map

Institution features an interactive map in various rooms to help players navigate their way around. Metro rooms and most hallways contain these maps, which will show an overview of the entire institution. It labels hold points, supply rooms, and the players current location. Pointing the controller at a room will cause the map to show the room name above it.

### Transit Sector

The central hub of the map, which contains the terminals for the railway system. Each of the four wings can also be accessed by foot from here. The train station itself is also a hold.

### Government Sector

Located north of transit. Contains the following holds and supply rooms:

* **Approach**: Government Sector Metro Station
* **Atrium**: a large open hold room with a tiered staircase in one corner; several tall pillars scattered about
* **Library**: a medium-large hold with 2 floors and a dipped area in the center. There second floor consists of a balcony wrapping around the room, overlooking the first floor.
* **Studio**:
* **Penthouse**:
* **Presidio**: a medium supply room, with a main floor and balcony wrapping around the room.
* **Lobby**: a medium sized three-story hold room.
* **Helix**: a small but tall supply room with 3 floors, and a staircase running along the edges in a helix.
* **Bunker**: a hold in the main government hallway; it's between two adjacent corners, causing there to be no line of sight from one end of the hallway to the other.
* **Concourse**: a hold hallway in the central hallways at a T junction.
* **Stacks**: a medium tall supply room with many floors, all of which having a large hole in the center going down to the first floor.

### Power Sector

Located East of transit. Contains the following holds and supply rooms:

* **Crossover**: Power Sector Metro station.
* **Facility**:
* **Fenestra**:
* **Loft**:
* **Substation**: a dimly lit hallway with four transformers. Shooting the transformers will cause electricity to arc from them.
* **Hydro**: a massive hold room, consisting of a hydro-electric dam with several walkways, ziplines, bridges and scaffolds perched over running water.
* **Turbine**: a large hold room containing a huge spinning turbine, surrounded by many platforms at different heights with 3 total tiers.
* **Array**: a medium sized supply room, with a lower trench-like area and raised balcony. There are 3 large transformers in the lower area.

### Industrial Sector

Located South of transit. Contains the following holds and supply rooms:

* **Garden**: a well-lit hold room with a second floor gallery.
* **Pipeworks**: Industrial Sector Metro Station.
* **Inclinator**: a large hold room with a long diagonal ascent; the floor of the room has a hazard in the form of sliding concrete blocks. The player can quickly traverse to the top and bottom of the room by grabbing the electric zipline running along the center.
* **Storage**: a medium sized hold room with several shelves in the middle; players can climb the scaffolds on the walls of the room and jump on top of the shelves for additional vantage points.
* **Spillway**: a massive hold room, with 2 catwalks up high on either side, and several ladders up to each one. It has 3 tiers beneath the catwalks, with the lowest tier having 2 small streams of water. There are numerous wide pillars spanning from the floor to the ceiling.
* **Pump**: a small supply room with an elevated section on one half, and a lower section underneath. The floor within it consists of long planks, causing there to be many large slits.
* **Greenwall**: a small 2 story supply room.
* **Suite**: a medium supply room with a small second floor.
* **Clerestory**: a tall 3 story supply room, with a staircase down in the center, and a staircase up on the west side.

### Temple Sector

Located West of transit. Contains the following holds and supply rooms:

* **Void**: Temple Sector Metro Station.
* **Hedrons**: a large hold room, with many staircases forming a quarter pyramid slope from the top of the room to the bottom. In between each staircase are large floating cubes, which have a medium sized gap underneath.
* **Rods**: a medium sized hold room with many vertical poles. The room itself is square, however the floor within is circle shaped, with the corners leading to bottomless voids. Falling into the void will reset the player back to firm ground without any damage penalty.
* **Abyss**: a medium hold room in the temple sector halls. It consists of 3 T junctions, giving an overall shape of an H.
* **Judgement**: a small supply room with a rectangular hole in the center, and a red glowing void at the bottom.
* **Dissonance**: a medium supply room consisting of two large cubes stacked on each other, slightly offset to give the room 3 floors.
* **Altar**: a medium sized supply room, with an upper balcony area and pillar in the center.

## Videos

H3VR Early Access Devlog - Update 110a1 - New Testing LevelH3VR Early Access Devlog - Big Level Preview
## Gallery

Institution Preview title cardMap Kiosk

 Enemies