Locations

Although most of the facilities have an identical layout, there are some specific locations that can only be found in certain facilities. Each facility has its own set of AI. Also, keep in mind that each location has a different security level:

* **Decimal**: The lowest security level. Decimal-level locations do not require much, if any surveillance.
* **Yat**: Yat-level locations are somewhat more dangerous than Decimal-level locations, and require a moderate amount of surveillance.
* **Fita**: These locations are the ones to watch out for. They require frequent surveillance.
* **Izhitsa**: The maximum security level. Izhitsa-level locations are extremely hazardous and require constant surveillance.

## All Facilities

Each position has their own office where supplies related to that position are kept.

* Staff Lounge
	+ Security Level: Decimal
	+ Keycard Required: Any
	+ A place for staff to relax.
* Locker Room
	+ Security Level: Decimal
	+ Keycard Required: Intelligence/Surveillance
	+ A gym locker room where small object Peculiarities are held. Only Intelligence staff know the locker combinations and Bravo changes the locks every three months, so not much additional surveillance is required.
* Mess Hall
	+ Security Level: Decimal
	+ Keycard Required: Any (Kitchen for the kitchen)
	+ The mess hall is where staff can eat food that they brought, or receive complimentary meals provided by the facility. It is also the office for all Kitchen crew. The lunches rotate on a two-week schedule.
* Archives
	+ Security Level: Yat
	+ Keycard Required: Intelligence/Engineering
	+ The Archives hold all information pertaining to both Peculiarities and staff. It is also the office for all Intelligence staff.
* Containment Cells
	+ Security Level: Fita
	+ Keycard Required: Defence/Surveillance/Caretaker/Engineering
	+ Containment cells are scattered throughout the facility and hold various sentient Peculiarities or objects that are too large to be kept in the locker room, all of which are class Gamma or lower. Information about the Peculiarities being held are posted on the wall adjacent to the door in English, Spanish, French, Russian, and Braille, detailing class, procedures required, and if they are capable of escaping. If a Peculiarity escapes, it will not activate the alarm system, but all staff in the vicinity will be notified. For Peculiarities who are allowed to wander the facility, their containment cell has a recall button for when they need to be interacted with, or if there is a lockdown. If a Peculiarity refuses to return, it will count as escaping containment. When the alarm system is activated, all containment cells will automatically be locked to prevent Peculiarities from escaping and staff with the panic response Isolate from locking themselves in with a potentially dangerous Peculiarity.
* Medical Ward
	+ Security Level: Fita
	+ Keycard Required: Medical
	+ A fairly spacious, hospital-like room where sick and/or injured staff must go, and is the office for all Medics. It is located near the entry lobby and is off-limits for non-Medics, non-Administrators, non-AI and healthy staff, unless specifically instructed to go there.
* Server Room
	+ Security Level: Fita
	+ Keycard Required: Intelligence/Surveillance/Engineering
	+ A well lit, air-conditioned room (kept at roughly 15°C) that mostly matches the rest of the facility’s paint, but with lighter-grey accents surrounding the indents in the walls where servers are slotted in. There are more servers out in the middle of the room, but with at least enough space for two people to comfortably walk next to each other between each row of servers. The room is kept very clean and is locked with a heavily reinforced door that appears the same as any other doors from the outside.
* Lockdown Cells
	+ Security Level: Izhitsa
	+ Keycard Required: Defence/Surveillance/Caretaker/Engineering
	+ Lockdown cells are reinforced containment cells which hold Peculiarities that are class Delta or higher. Like standard containment cells, Peculiarities who are allowed to wander the facility have a recall button in their cell. If a Peculiarity escapes, it will immediately trip the alarm system and notify everyone in the entire building.
* Bunker
	+ Security Level: Izhitsa
	+ Keycard Required: Any
	+ A huge, tightly-locked room for use in case of dire emergencies, such as dangerous Peculiarities escaping or some sort of apocalypse happening in the outside world. Located underground and only accessible through an elevator, it is stockpiled with non-perishable food and other essentials, and has functioning bathrooms as well as beds.

## Building A

Building A is located in Montana, United States. It is the original headquarters of HPF.

* Cooler
	+ Security Level: Yat
	+ Keycard Required: Defence/Surveillance/Caretaker/Engineering
	+ A long corridor which holds Peculiarities that must be kept cold. It is always kept at -25°C or colder, and therefore requires staff to wear thick winter coats before entering. At the end of the hallway is a cryaotic chamber holding some sentient (often dormant or dead) Peculiarities.
* Forest
	+ Security Level: Yat
	+ Keycard Required: Defence/Surveillance/Caretaker/Engineering
	+ A massive wooded area that is fenced in with electricity-powered barbed wire, which will deliver a powerful, but non-lethal shock to anything that comes too close.
* Labyrinth
	+ Security Level: Izhitsa
	+ Keycard Required: AI
	+ A hidden underground area within the forest. Due to the dangerous nature of the Peculiarities being held there, only AI may enter the labyrinth. All security cameras are audio-only.

## Building B

Building B is located in Suriname.

* Rainforest
	+ Security Level: Yat
	+ Keycard Required: Defence/Surveillance/Caretaker/Engineering
	+ An otherwise uninhabited rainforest fenced in with super-heated iron bars.
* Tank
	+ Security Level: Fita
	+ Keycard Required: Defence/Surveillance/Caretaker/Engineering
	+ A glass tank similar to that of an aquarium. There is a gap that allows for staff to walk under it, and at the end of the hallway are two ladders that lead above the tank.

## Building C

Building C is located in Nouvelle-Aquitaine, France.

* Oven
	+ Security Level: Yat
	+ Keycard Required: Surveillance/Caretaker/Engineering
	+ A small room which holds Peculiarities that must be kept hot. It is always kept at 40°C or hotter, and therefore requires staff to wear light clothing and carry a cold drink before entering.
* Generator/Boiler Room
	+ Security Level: Izhitsa
	+ Keycard Required: Surveillance/Caretaker/Engineering
	+ A mid-sized room that contains several generators, furnaces, and incinerators, all of which power the entire facility. There are many wires and cables strewn about, some of which aren’t secured, making the room risky to traverse.

## Building D

Building D is located in Murmansk, Russia.

* Cave
	+ Security Level: Yat
	+ Keycard Required: Defence/Surveillance/Caretaker/Engineering
	+ A long, winding cave which holds Peculiarities that require dim light. Night vision goggles are recommended, as flashlights will likely disturb the inhabiting Peculiarities.
* Machine Room
	+ Security Level: Izhitsa
	+ Keycard Required: Surveillance/Engineering
	+ A workshop which contains machinery that powers the facility, as well as ongoing projects. Due to the nature of the Building D AI, it also has a rest/charging station built for the AI.

## Building E

Building E is located in Cape Town, South Africa.

* Roof
	+ Security Level: Decimal
	+ Keycard Required: Any
	+ The roof level has a long array of solar panels which power the facility. There isn’t anything else to see, nor does it pose any risk to staff, therefore it does not require much surveillance, if at all.
* Harbour
	+ Security Level: Yat
	+ Keycard Required: Defence/Surveillance/Caretaker/Engineering
	+ A harbour that leads directly to the ocean. Several ships and submarines are stationed here, as well as the necessary equipment for dealing with the inhabiting Peculiarities.

## Building F

Building F is located in Queensland, Australia.

* Greenhouse
	+ Security Level: Yat
	+ Keycard Required: Defence/Surveillance/Caretaker/Engineering
	+ A large glass building that houses an array of both regular plants and plant Peculiarities.