World Map

Feb 01, 2009 10:08


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※ POST NAVIGATION

General Description What does the 'world' of Edensphere look like?
Why can't characters normally access the fourth floor?
Residential Area What does the residential area look like?
Where does my character live?
Do characters pay rent? How do residential assignments work?
How many people can live in any given housing area?
Can characters somehow escape through or go beyond the Sphere's Glass?
Floating Islands What does The City Without Walls look like?
What happens if my character jumps off one of the floating islands?

※ The 'World' of Edensphere
※ General Description
What does the 'world' of Edensphere look like?
The entirety of Edensphere tests the limits of one's imagination--it is a world set within a gigantic glass sphere, which is divided into five layers or floors numbered from top to bottom. An opaque metallic cylindrical elevator cuts through and connects these five floors. A giant tree grows in the midst of the second floor, extending upward into the first floor and slightly protruding from a hole in the top of the sphere. Homes are carved into if not built upon and among the branches and leaves of this tree while other necessities (such as food, clothing, and employment) are generally available on the islands floating about in the second floor's sky. [See diagram; small version below.]

There is special terminology for the various places and paths extending throughout Edensphere:
  • Edensphere: The 'world' in its entirety.
  • Sphere's Glass: The sphere's encasement, which is made of an unknown hard and thick but clear substance. It is not a complete sphere, as there is a hole in the very top of this so-called 'glass'.
  • World's Oak, Majestic Oak, Great Oak: Multiple names for the gigantic oak tree in the midst of the sphere; the tree is monstrous in size and girth. Otherwise referred to as 'the giant tree' or similar, more popular variations. The branches of this tree extend into the sky through an opening at the top of the Sphere's Glass.
  • The Stairway to the Stars: Not a literal stairway, but the name of the elevator that travels between the five different floors of levels that compose Edenphere. From the inside, it is opaque and does not allow occupants to see outside. From the outside, it is a metallic cylinder seemingly out of place in look. This cylinder is only visible from the lower three levels while embedded in (and hidden by) the Majestic Oak on the two upper levels.


[Click for larger image.]
  • Square Zero: The uppermost level and first floor of Edensphere, known as the residential area.
  • The City Without Walls: The second floor of Edensphere, notable for its floating islands.
  • The Wilderness: The ever-changing third and middle floor of Edensphere. It is unlike the usual wilderness with a forest filled with trees and wildlife; instead, it is known for transforming from a desert to metropolis, from toybox to the bottom of a trash can. No one has ever reached the Sphere's Glass on this level that seems to extend to forever. Those who enter the third floor without a companion will find themselves inexplicably lost until discovered by another resident. The monthly events page covers not only events but also conditions, environment, and climate of this floor.
  • The City Without Shape: The fourth floor of Edensphere is a mysterious one, for no matter how many times one tries to stop or exit there, it seems entirely impossible. However, the elevator seems to abduct Edensphere residents and take them there on a whim just to confuse its occupants.
  • Scavengers' Yard: The bottom-most fifth floor of Edensphere seems nothing more than a giant heap of junk that is all broken or damaged in some form. Anything on this floor is free for the taking; the only condition is that the residents must fix the items themselves or have them fixed at a shop. Items found on this floor are non-organic--there is nothing that rots, smells, or wastes away amid its scraps. While items are broken, they don't further dull, corrode, or worsen with the passage of time. Finally, it is an odd place where residents can find familiar and/or important objects or items from their lost memories.

Why can't characters normally access the fourth floor?
Access to the fourth floor is typically limited to a special event called 'A Trip Down Memory Lane', which takes place every other month. However, strange crystals might provide mini-events that also teleport characters to the fourth floor. Mod consultation is required to allow characters to become lost on the fourth floor as an explanation for a character's absence while a player is on hiatus.
※ Residential Area
What does the residential area look like?
Square Zero is where Edensphere inhabitants generally reside, safe among the branches where homes are carved or built. Wooden boardwalks have been built as paths where there aren't enough branches to serve this purpose, and there are traces of complex plumbing and electrical networks that imply a more advanced technology than what is immediately available. The residential area is divided into different residential sections with varying housing conditions. [See diagram.] This floor is not limited to only characters born into Edensphere; creatures such as squirrels, birds, and insects also reside there, giant in size because they are scaled to the tree's proportions.

The following is a list and descriptions of the residential sections:
  • Access Point: [Labeled 'E'.] The place where residents are able to access the elevator.
  • Hall of Beginnings: [Labeled 'H'.] The place where residents are born into Edensphere. It is where the cocoons are generally kept, protected by the guards and guides who greet newborns into this strange world. It is labeled 'H' on the diagram.
  • Temporary quarters: ['T', floor plan] Utilitarian and that is IT. Drab and almost depressing, the rooms are tiny and cramped with two sets of bunk beds and pretty much nothing else. The walls are a flat grey, the bedding is grey and beige, and really, it's there to sleep in and little else. We don't want you to stay there, after all. Restroom facilities are communal and open-stall (sorry, no privacy); showers are communal open-stall showers (like those locker room showers in high school). Residents are free to use the section 1 canteen/cafeteria services.
  • Section 1: ['1', floor plan] Not a whole lot larger or more grandiose than the temp quarters, the section 1 houses are ten-by-ten single rooms with two narrow futons and a low, square table. There's some room to store clothing and the like, but not a whole lot; houses are either sitting on the branches or hanging from them. They're sturdily built, no drafts or the like, but they lack temperature controls or heavy insulation. Restrooms and showers are, again, communal, though this time the restroom stalls are closed. Kitchens are large communal canteen/cafeterias; residents have the option of preparing their own food or letting the cafeteria staff do the work for them.
  • Section 2: ['2', floor plan] Section 2 housing consists of two small 'studio' type apartments connected by a communal hallway. Each room contains two twin-size futons, a low square table, and a small kitchenette. At the end of the communal hallway is a private toilet and sink. Shower facilities are communal, but closed-stall. The houses are mostly built on the tree's branches, though some may be hanging. Again, they're sturdily built and durable, but lack temperature control or insulation.
  • Section 3: ['3', floor plan] Section 3 housing consists of small two-bedroom apartments carved right into the tree branches. They aren't large, but they're serviceable and somewhat more comfortable than section 2. Apartments consist of two small bedrooms, each with two twin-sized futons, a small table, and two chairs. There is a small communal living space with an attached kitchen. Bathrooms consist of private toilet and shower. As they're carved into the tree's branches they're more sheltered from weather and temperature extremes, but still lack temperature controls.
  • Section 4: ['4', floor plan] Section 4 pretty much comprises the 'penthouse' section of the Sphere: large two-bedroom apartments carved into the tree branches. Each bedroom is fairly spacious and holds a bed, dresser and/or wardrobe, and end table. The large living area has a full walk-in kitchen, and the bathroom consists of private toilet and bathtub/shower. The apartments are carved straight into the tree branches so have a decent amount of insulation from weather and temperature extremes, but also have temperature controls. Section 4 is by invitation only, and is open only to those whom Fugue has personally offered the housing to (or the few lucky dogs who might be able to sweet-talk their way into rooming with one of said invitees).

Where does my character live?
If your character has just been born, s/he is assigned to live in the temporary residential quarters and will be allowed to stay there for a maximum of three weeks before being kicked out to fend for him/herself in The City Without Walls. Otherwise, housing is determined by a character's job and/or one's roommate(s). Housing will be assigned as soon as your character has obtained employment. Job listings, along with housing assignments, can be found here.
Do characters pay rent? How do residential assignments work?
Housing levels are assigned according to the income level that can be expected from any given job. The housing is NOT free; an allowance will be taken out of a character's wages to cover the expenses of maintenance and housekeeping. It is possible for certain jobs to have upward mobility in housing--successful merchants may make enough to be able to afford nicer accommodations. Characters are allowed to have roommates if they wish (so long as the players agree to it), but the housing selection is still restricted by employment. Having a roommate can cut down on the basic expenditures, things like food and the like, but the housing allowance remains the same regardless of how many people you live with.
Speaking of roommates -- how many people can live in any given housing area?
The number of people that can reside in any given housing is determined by its size. Section 1 can accommodate up to two people per household. In case of emergency (such as the hurricane that wiped out a good chunk of the residences) up to four people could stay temporarily in a section 1 home, but it would be very very cramped. Section 2 homes can accommodate up to four people. In event of an emergency six to eight could stay there temporarily. Section 3 homes can also accommodate four people, up to eight in emergency situations. Section 4 homes could comfortably accommodate four, with the potential for up to ten if folk don't mind sleeping on the living room floor.
Can characters somehow escape through or go beyond the Sphere's Glass?
Mod consultation is required. Characters are capable of climbing out of the hole at the top of Edensphere where the Majestic Oak's leaves and branches extend beyond the glass. Warning: the result may severely damage your character's mental state afterward via a fourth wall breaking revelation.
※ Floating Islands
What does The City Without Walls look like?
The second floor of Edensphere consists of the Majestic Oak's massive trunk and roots as well as a vast number of islands scattered around and floating at various elevations. The whole floor seems set in what looks like an endless sky, no boundaries in sight. Looking up reveals the tree's leaves and branches spreading out in magnificent display overhead; there is no boundary between Square Zero and The City Without Walls, so characters and creatures are able to freely fall fly between the two floors without problem. (Jumping off any of the islands has varying effects depending on a character's interactions, relationships, and discoveries.) Upon looking down, a characters will find that they cannot see into The Wilderness from the second floor; instead, they will only find the third floor's visible boundaries and a blanket of clouds completely covering whatever lies beneath.

Upon being born into Edensphere, characters are provided with a map [front and back] to help them navigate the various islands on the second floor. Each individual island has its own section with elaborate description and details:
  • Unnamed Island (Frost Mountain) [ link]
  • Melee Island [ link]
  • Wellspring Island [ link]
  • Unlabeled Island Outline (Movie Theater & Music Room) [ link]
  • Unlabeled Island Outline (Library) [ link]

  • Access Point
    This can be considered the main island of The City Without Walls; it is the island at the base of the Majestic Oak and where the elevator can be accessed on the second floor. When characters step out of the elevator, they find themselves on an island large enough to support the tree's massive root system. The oak's thick and knotted roots tangle around them, hiding the elevator's entrance except where a small, crooked path has been cut through the roots by previous residents. The path leads to a clearing with two rope bridges leading away from the Access Point--one leads to Wellspring Island, the other to Stuff Inc.
    Crystala
    Accessible from Melee Island by a single bridge that used to be rickety, but has been recently repaired and reinforced.

    Any visitors will feel intense pangs of loneliness upon setting foot on the glittering grass. Immense crystal trees - both deciduous and evergreen - cover the sparkling landscape, providing shade to the innumerable ruins that scatter the island. Decorating these ruins and sprinkled through the forests are strange statues of various shapes: Gundam heads, risque sculptures, large chess boards... and many more.

    The forests seem to abide by the changing seasons, losing their glittering leaves in the fall, trees topped by snow in the winter, and flowers bursting into bloom in the spring... However, as they fall past the treetops, even the raindrops and snowflakes seem to change into crystal, dusting the shining grass with further luster.

    Amid the breathtaking beauty of the island, the constant howls of monsters arise; countless species prepared to fiercely protect their domicile... and they seem to be even more aggressive than before.

    But there is one bastion of order amidst the wild chaos of Crystala; the jail, established by the Watch to put away those criminals that would disturb the peace in Edensphere.

    Fisher Isle
    Connected to Bazaar Ltd. via a heavily-damaged rope bridge is a medium-sized island with one shabby building on it. The lake house is a simple cabin with an old bed, and a lantern, but the foundations around it suggest it had once been more than that. Leading away from the cabin on the right side is a dock in need of repairs which overlooks a wide, crescent-shaped lake.

    The lake has cat tails and lily pads spread over its edges, with a small, round space of land in the center. The isle has a temperate climate, while the lake often fogs over in the mornings and early evenings. Trees line the edges of the isle, partly hiding the lake from view.

    The lake itself is rather deep, deceptively so, for here Bernard now makes her home. You'll never know what you might find in the lake until you look.

    There is another rope bridge leading away from Fisher Isle to Wellspring Island. This one is in a slightly better state of repair, but is by no means sound
    Captain Planet
    Trees line the perimeter of the massive island of Captain Planet, and those entering from the rope bridge leading off from Bazaar Ltd first pass through the Park. The area is wide open and spacious - ideally suited to outdoor activities of all kinds. Benches, gazebos, and even picnic tables are evenly placed for any just wishing for a place to relax. For those with more active lifestyles, there are basketball and tennis courts, a baseball diamond, and a track. A fair-sized playground is provided for the children.

    Beyond the park lies a large setup of massive domes lining the far left side. The Aquarium contains an exotic variety of sea-dwellers. A large tube passing through the structure offers residents a dry route and a breathtaking view of each of these ecosystems.

    The controls and power supply for these intricate setups remain unseen, though the display itself gives a hint that Edensphere's technological capabilities may be more advanced than they initially appear.

    Past the park and to the opposite side of the Aquarium, another mass of land is sectioned off with fencing. The majority of the Farmland contains various crops, though there's a few buildings within this area as well. Livestock is kept in pens in many of these buildings; others appear more industrial, and contain the computers and machinery responsible for carrying out the majority of the care and harvesting on the farm. A narrow rope bridge on this side of the island leads off to Stuff Inc.

    If closely inspecting Captain Planet from a clear vantage point on Bazaar Ltd., one may notice an opening within the rock on the underside of the island... How curious.
    Post Office
    The Post Office is connected to Bazaar Ltd. by a floating bridge made of loose, flat stones. Certain characters may note that they form the shape of a hopscotch board. This is the first sign to older residents - the ones who were born in Edensphere before The Mass Death and The Great Rebirth on October 24th 2009 - that something has drastically changed about this area of the Sphere.

    The facade of the Post Office looks like a child's playhouse, constructed of plastic in bright and contrasting colors. There are no windows on the front, but it is adult-sized, with a high, pitched roof and an over-sized door. Two giant cacti in large planters flank the front entrance, and there is an air dancer just outside which bears an uncanny resemblance to the person known as fugue_angel.

    Upon entering, older residents will be surprised to see that the interior is more familiar, with sections of the old Post Office incorporated into the construction.

    Left wall: Taking up the whole wall and framed in wood is a giant chalkboard, its much-used surface covered in chalk-dust. In the corner closest to the front door are two small, plastic desks facing the chalkboard. On each desk are loose pages with faded and smudged writing in pencil; the papers are scattered on top of the desks themselves, on the chair seats and around the desk legs on the floor. On top of one of the desks are a bunch of glitter pens in various vibrant colors while on the other desk is an open lunch-box without any food in it, and a small, closed bento box. In the corner farthest away from the door is a printing press that is rusted with age - certain residents will recognize it as the one they found before.

    Right Wall: This whole wall is taken up by shelving and boxed into pigeon-holes of various shapes and sizes. These are full of literally hundreds of papers, some newer than others; perhaps they have been sorted, perhaps not. Some boxes are completely empty. Some look to have been labeled at one time, but the labels have been ripped off. This side of the room in particular looks much older, almost as if someone ripped the old Post Office in half and shoved this section into the new structure.

    Back wall: A barren back wall is accented by a long, adult-sized wooden desk that faces the front door. Behind it is a high-backed leather chair with 3 thick books on the seat.

    On the desk are dozens of stacks of Post-It notes, curious paper shapes, and pencils of various lengths - some chewed on and many without erasers. A small planter holds a cacti similar to those out front, and there are a number of small plastic cactus puppy creatures which will hand out stamps. Watch your fingers! The one with green fur and a mangy tooth is a menace and will bite, leaving a stapler-like mark!

    There are two windows on this wall - hanging in them and cluttering their ledges are a random assortment of toys and other items. Behind the chair is a second door, identical to the main entrance but child-sized. This opens out to the rear of the building where a plastic child's car is parked.

    Floor and Ceiling: The floor and ceiling are made of wood. From the ceiling hang numerous model aircraft. Watch out for the big white one - it may drip some vile-smelling white liquid on your head!

    Rear Entrance: Letters in random different shapes and colors hang over the back wall, spelling out the words "POST OFFICE".

    Front Wall Facing Desk: Flanking the front entrance are two tall, narrow, shelved structures. The one on the left side has a sign above it that says "NEW" while the one on the right side says "OUTGOING". Both shelving units are completely empty, and appear to be of new construction.
    Bazaar Ltd. [image]
    Stepping off of the bridge from Wellspring Island, characters are faced with a large, arched, stone entranceway decorated with blue tiles.

    A wide stone path leads into this structure, and many smaller paths splinter off just inside to form rows and aisles. The ceiling is high - arching way up above head-height, and there are small windows at a high level to let in light and air.

    The arches and windows in here are edged with the same blue tiles as the entranceway. There are numerous market stalls and even a few proper shops recessed into the walls of this place. Who knows what you might be able to find! And there's ample room for a scavenger or tradesperson to lay down a carpet and sell their goods - maybe one day they will be able to afford their own stall!

    From the two other large archways that provide entrance/exit to the Grand Bazaar, there are rope bridges leading to Fisher Isle (this one is heavily-damaged) and Captain Planet. There is also a smaller archway - slightly hidden - that opens out from the Bazaar onto a sequence of stones which are apparently floating in thin air.
    Stuff Inc.
    From an aerial viewpoint, Stuff Inc almost looks like a flower with four petals. It is joined to the Access Point, Melee Island, Captain Planet and an unnamed island by rope bridges from each petal.

    Center Island: In the center of the four "petals" is a large building that strangely resembles a school cafeteria. Inside, meals are self-served three times a day for the Island's employees and their guests who sit at long benches and metal school lunch tables. Outside the main hall, there are several large locker rooms for worker storage.

    The Workshop Petal: To the North of Center Island, the Workshop "Petal" contains nothing but endless rows of warehouse platforms standing under giant tent canopies. The platforms contain tools and other useful equipment that can be used for repairing various items or buildings. Tradespersons may use the tools, or they can be rented to residents who are the do-it-yourself type.

    There are also stockpiles of materials for the use of Housekeeping Maintenance staff, and a Tradesperson headquarters that is contained in a tiny modular cabin.

    If you walk far enough to the North of this petal, you will find a narrow rope bridge that leads to another, smaller island. It looks a little unsafe and some slats and ropes are missing, but it can be crossed with care.

    Yard Sale Petal: To the East of Center Island is the Yard Sale petal. This is basically one giant, meticulously maintained lawn covered in huge, outdoor canopies. Littering this lawn are countless items of furniture. Some are in better condition than what can be found in the Scavenger's Yard, but others... not so much.

    Not only does this island have a wide variety of furniture, but it also has many essential home appliances, interspersed with odd items like neon lawn chairs and lava lamps.

    There is a large metal box in the centre of the area and a handwritten sign that says "THANK YOU!" Residents are asked to make donations in return for what they take, but this is operated on an honor system only. The proceeds go towards building projects in the Sphere. From the Yard Sale Petal there is a narrow rope bridge leading to Captain Planet.

    Housekeeping Petal: The largest petal is to the South, joined to the Access Point by a wide and sturdy rope bridge. This petal holds one single, huge industrial warehouse.

    Inside the main door is a long hallway of dimly-lit janitor closets containing plenty of cleaning equipment for the housekeepers. At the end of the hallway there are two rooms. One of them leads to an industrial laundromat, with plenty of room for the endless loads of laundry that the Sphere supplies. The only odd thing about this place besides it's brown and yellow color scheme is a hand printed sign that warns employees to "BEWARE OF SOCK MONSTERS" in rainbow ink. The other door leads to another hallway and several small, plain offices for Housekeeping supervisors.

    At the rear of the building are several large chutes for recycling and waste. No one knows where they lead to or what happens to the waste that is tipped into them.

    Paper Factory Petal: This petal is a nondescript area on the West of the Island that is relatively barren in terms of plant life.

    In the middle is a large rectangular wooden building that has seen better days. Stepping inside, there is a small area meant for coats and boots, with shelves, hooks and hangers ready and waiting to be used. Leading straight from the cloakroom is a long hallway with two rooms on the right and one to the left.

    The first room on the right is the working area of the journal makers. This is furnished with benches and stools, tools, and the machinery they use to bind the journals. There is a set of saloon style doors leading from the journal makers area into the room beside it. This second room is the paper makers area, which is similarly furnished and can be accessed from here or from the other right-hand door in the hall.

    The lone room to the left is a lounge-type area with a couch, some comfy chairs, tables and wooden stools, and some counter space meant for preparing cold food.

    From the Paper Factory Petal, there is a sturdy rope bridge leading to Melee Island.
    Unnamed Island (Frost Mountain)
    A narrow, rickety rope bridge leads from the Workshop Petal on Stuff Inc. to a twinkling crystalline shore with sand like diamonds.

    Frost-covered grass and stony ground lie just beyond, but a sandy trail leads to a lone lighthouse by the shore, sitting on a rocky outcrop. Inside the lighthouse stands a lonely and abandoned forge, and the light at the top of the tower makes lonely night-time sweeps seen only from the nearby islands.

    From the shore, the land extends outward and rises up to the North, growing into a snowy mountain. Caves open into dark and cold tunnels; explorers who follow until the very end never know where they'll wind up!
    Melee Island
    Crossing the long bridge from Stuff Inc., visitors will find themselves on a large, crescent-shaped island. Both ends of the crescent face West, towards the glass of the Sphere, and the topmost point is connected to the much smaller Dojo Island by a bridge. From the more Southerly part of the crescent, a single bridge leads to Crystala

    Dojo Island: Connected to the tip of the Northern end of the crescent by a narrow, rope bridge, this small island seems to have come straight out of a Wuxia film. Sporting a rocky cliff on all sides, the only way to the Dojo is up what seems like an endless number of steps. The building itself looks like your traditional zen warrior ideal, with some blend of ancient Japan and China. It is constructed of wood and rice paper, with two good-sized indoor training halls.

    The outdoor training areas are much more spacious - there's a courtyard, as well as a long field and a bamboo forest. For meditation there's a rock garden complete with one ancient peach tree, and of course a waterfall on the other end of the island for those times when you need to meditate and purify yourself in freezing cold water!

    The training dummies still have a tendency to come alive, so be careful!

    The Coliseum and Arena: Located on the Southern tip of the crescent, the Coliseum is Roman architecture at its finest. Pillars, arches, carvings and statues decorate this decadent stone tribute to battle and entertainment. Tiered stadium seating, an imperial box and great acoustics mean the viewers will have a grand time while watching the pit.

    The sand pit itself is in good shape, and the rooms to the side are stocked with racks and lockers. Although they are empty, it looks as though weapons and armor belong in them. There are cages that look just ready to hold monsters, vicious beasts... or maybe people, and in one large room there's a slew of chariots and harnesses just waiting to be repaired.

    The Arena is located a little east of the Coliseum and is considerably smaller. Made of wood, not stone, the arena has less seating and a simpler layout. The walls are straight and un-adorned and the acoustics aren't that great. The sand pit is perfectly useable though, and ready for training warriors - it might be a good place to practice those more devastating attacks. Like the Dojo, the Arena is equipped with training dummies that sometimes animate of their own accord.

    The Range: Near the Coliseum on the Southerly part of the crescent is a long stretch of empty land. There's target dummies, bales of hay, and a cement wall on one side of it. The scattered casings of bullets and shed fletching of arrows litter the ground here. There are ale some unidentifiable burn marks on the cement.

    The Racetrack: In the middle of the crescent near the rope bridge is a full sized race track. Flanked on two sides by covered bleacher seating, the track is level and well maintained. Visitors may bet on the races or participate if they rent or own one of the animals from the stables or the farm. Winning gamblers may find themselves acquiring money and prizes! This place has a festive and competitive feel.

    The Stables: Housing chocobos for the races, the stables are located near the racetrack. They've expanded their facilities, however, and now also provide kodos, wolves, horses and griffins for rent... at high fees. If you have your own mount you'd like to lodge with them, they have a variety of stalls and paddocks prepared for any type of creature. Just remember to pay room and board for your beloved companion!

    Forest: The Northern part if the crescent and most of the rest of the Island is covered in dense forest. There are roads that connect the major features together, but if you venture too far from the road and you’re sure to get lost. It may sound like a grand adventure but we warned! Even griffins from the stables don't like to fly over this area. Just beside the western outskirts of the forest one of the residents, [crimson_seeker], has built a residential structure, sequestered away from the hustle and bustle of Square Zero.
    Wellspring Island
    This hourglass-shaped island is divided into two distinct sections, separated by a wooded area in the narrowest part.

    The Northerly section is linked to the Access Point via a wide, rope bridge. A brick pathway is bordered on either side by neatly clipped grass and a variety of pungent plants, all of which have some kind of medicinal use. This leads to a single storey, concrete building with large, glass double doors. It's not an elegant building by any means - in fact its construction seems rather patchwork, and there do not seem to be enough windows.

    The Clinic: The doors lead to a waiting area, with padded benches and bean bag cushions for patient use. Worn books and board games - often with missing pieces and no instruction sheets - can be found littered around the room on low standing, lopsided coffee tables.

    Connected to this waiting room by a sliding glass window is the Patient Reception. Patient sign-in sheets and the records of those with appointments are kept here. Staff rotas are posted on a bulletin board in back.

    There are further double doors from the waiting area to the main clinic, which has four examination rooms, each of identical construction. They are spacious enough to walk around in, but not exactly roomy, and only two examination rooms have doors. The other two have curtains and are considered emergency rooms. Each exam room is furnished with a single long table padded with cushions, a small sink (where the water comes from is unknown), a corner table, and a cabinet filled with various medical instruments, bandages, and other supplies.

    The main area also contains a large, locked and bolted cabinet in which are kept all drugs and medicines. As with all locked areas of the clinic, the only people with keys to this are the supervisor, the administrator and the senior medics.

    To the rear of the main clinic, a corridor to the left forms a square that leads back on itself, emerging as an identical corridor on the right. To either side of the left corridor are several rooms for the use of in-patients. Like the examination rooms, they are all identical in construction, each having a bed, a locker, a chair, and a small sink. Each has a small bathroom at the rear with just enough room for a shower and a toilet. All of them have windows that open into the corridor and are fitted with blinds.

    To either side of the right-hand corridor are rooms set aside for optical examinations, dental treatments and x-rays. They contain what you would expect in any moderately well-equipped public clinic, and there is a facility to grind lenses for spectacles.

    The rear part of the corridor, which cannot be seen from the main clinic area, leads to two small operating theatres and a windowless room with a steel table and a set of four slide-out refrigerated drawers. This is the morgue, and is also used for autopsies.

    The only other door out of the reception area is not locked, but is marked "STAFF ONLY! KEEP OUT!". It leads to a corridor that runs the length of the building, providing access to the offices and stores.

    The front office is large and spacious, for the use of the clinic supervisor. Its door is opposite that which gives access to the Patient Reception and inside is a large desk, two chairs, and a few filing cabinets.

    Next is a small filing room, which contains an archive of older patient files. There is nothing inside save for wooden cabinets and shelves full of old medical text books. There are two doors - one to the front office and one to the corridor. These are kept locked.

    The back office is divided into two. Half is used for administration, with a wide, wooden desk and a comfortable office chair set aside near one of the building's few windows for that purpose. In front of it, on the other side of the window, are rows of locked filing cabinets, containing the more current patient records and other miscellaneous files. The other half of the office, nearest the door, contains a couch, two armchairs, and a low table. In here is a small kitchenette with basic facilities for making drinks and a small refrigerator. This area is used by the medics to relax during their breaks or between shifts. There is no physical divide between the break and office areas.

    Beyond the offices are store rooms, containing a mixture of fresh bedding, cleaning and medical supplies of all kinds. At the very end of the corridor are double doors that lead to the rear of the main clinic and an emergency exit at the back of the building.

    The Woods: Behind the Clinic, the brick pathway enters the woods at the narrowest part of the island. Birch, Balsam, Cascara and Dogwood give way to Camphor, Sassafras and Rauwolfia as the air becomes warmer and more humid, and the plants begin to take on a more tropical appearance as you emerge onto the second section of the island.

    The Hot Springs: This more Sourtherly area has lush plant life and thick undergrowth, the overall effect much like a jungle. As on the other section of the island, most of the plants have medicinal properties, but be careful - if used incorrectly, they may be poisonous! The air is humid here, and if visitors care to pick their way among the plants and flowers they will find hot springs that bubble to the surface in a variety of temperatures, from scalding to tepid. Don't forget to test the water before jumping in! The springs are all open and there are no changing rooms - they are entirely communal and free to use.

    Paths through the undergrowth lead to rope bridges that give access to Fisher Isle (this one is passable but far from sound) and Bazaar Ltd.

    The Spa: For those with more civilised preferences, the main path continues on, overhung by vines and large tropical flowers, before opening into a clearing that gradually slopes away on one side to the bottom-most tip of the island. In this clearing is the spa, housed in a building reminiscent of a Japanese temple. The soft sound of wind-chimes and trickling water greets every visitor, along with an atmosphere of calm and quiet. Above the veranda there is a hand painted and decorated wooden sign that reads "SERENITY".

    Inside the spa are rooms for massage, facials, and yoga, along with a room set aside for reading and meditation. In the latter there is a small fountain that emerges from the wall, supplying pure drinking water from who-knows-where. The topography of the island has been used cleverly here, with some of the natural springs being incorporated into the building and screened from each other to offer privacy and single-sex bathing.

    Use of the spa is not free, and is at the discretion of the supervisor galacticgeisha, who along with the staff provides a variety of alternative therapies and relaxation techiniques. The supervisor has private quarters within the spa itself.
    Unlabeled Island Outline (Movie Theater & Music Room)
    Twin islands are faintly outlined at the northwestern part of the map. Whether or not they actually exist is for characters to find out...

    But there are those who have come and gone, already knowing what they can find with all their senses.

    The western island is an estranged little building, worn by countless years that seem to be crumbling to pieces on one side. Seemingly pulled straight out of a large building, this dilapidated one has only two rooms--one is a recording studio with a soundproof glass booth, and the other is a room filled with countless instruments of all kinds, every one broken and eaten through by time. Some of the equipment might still work.

    The eastern island is an asphalt parking lot surrounding an abandoned four-hall theater inclusive of ticket booth, concession stand, and storage closet. The glass doors in the front reveal a peek at numerous dots shining like stars. What use has Edensphere for a movie theater?
    Unlabeled Island Outline (Library)
    An island is faintly outlined at the southeastern part of the map. Whether or not it actually exists is for characters to find out...

    But there are those who have come and gone, already knowing the truth of that place Cancer? had called 'The Tomes'; the very same place that Fugue calls the Library. It is an island overrun by weeds and ivy that choke the concrete building in its midst. One of the walls has crumbled completely, and inside are endless shelves and bookcases of journals--those belonging to people who were once in Edensphere, each taken from its owner for a specific reason... It could be said that this building is a library of sorts--one chronicling the lives of those who once lived in the fishbowl.

    Even upon reaching the island, there seems to be a force that only allows a select few in. When those who have not been 'chosen' attempt entrance through that crumbled-open wall, they will find themselves teleported to a completely random part of Edensphere (save for the fourth floor) unless they find the right code/key/means to access those records.
    What happens if my character jumps off one of the floating islands?
    Those who jump off any of the islands will fall through the sky before suddenly finding themselves teleported from the top of the tree, continuing to fall in this strange cycle. However, characters may use this cycle to their advantage to reach different islands that are normally almost impossible to reach. Although there is a place in-between the second and third floors, it is inaccessible until a character ICly stumbles upon knowledge of its existence. Even if your character has the ability to fly or hover, s/he will not discover the in-between level or reach The Wilderness; therefore, the only way to descend to the third floor or below is to use the elevator.

    * Revised 10/24/2009 @ XX:XX UTC
    Revision 7/31/2008 version here

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