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Animus Moderators ([personal profile] animusmods) wrote2012-01-07 03:04 am
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There are currently five dormitory levels.
The dormitory are always the highest levels of the tower, containing twenty rooms that house four people each. Dormitory level one is the highest floor. Each room is identical, with four beds in the corners of the room, a trunk at the end of each bed, and a nightstand beside each bed. There is lighting in the ceiling. Any further furnishings or customization must be provided by the characters.

The dormitory level also contains four public bathrooms, two for men and two for women. Each contains five shower stalls as well. There are network terminals scattered around in the hallways in small alcoves.

There is a wheelchair ramp attached to the staircase. There is an elevator attached to the highest floor of the dormitory that is usable by characters.

Floors Serviced by the Elevator:
It takes approximately five minutes for the elevator to move from one floor to the next closest floor. It takes approximately a half hour to travel from one end of the Tower to the other by elevator.
Floor One
Floor Twenty-One
Floor Forty-One
Floor Sixty-One
Floor Eighty-One
Floor One Hundred One
Dormitory Floor One

Sixth Block

Hidden Floor: Aria and a variety of chipped collar units can always be found on this floor. This level can only be accessed via the teleporter on Floor 101, and has no obvious physical location within the Tower itself. It consists almost entirely of the signature gleaming metal of the Tower. There are basic metal structures scattered around the room, including chairs, tables, and benches, almost like a lounge. There are operational terminals situated in the alcoves of the metal walls, but these terminals do not connect to the Tower network. Characters arrive and leave by a teleporter identical to the one on Floor 101, and will always return to that floor upon leaving.

Floor One Hundred One: Flying/Supernatural powers do not work on this floor. This floor floats, broken off from what's above and below--to get to it, one has to step onto the top of the last, glowing stair going up or down, when one will be teleported onto the hanging gardens. Stepping onto either glowing up or down arrow will provide passage off of this floating island. There are thousands of plants of all shape and size here, pressing against the top of the floors above it and hanging down off the edges onto the floors beneath it. Despite being so high up it seems to have an atmosphere all its own such that plants and those who travel through the gardens can survive. There is a teleporter in the middle of the garden next to a sapling, both of which retain normal appearances on the floor even in the event of a glamour glitch. This teleporter can be accessed by any character and leads to the Hidden Floor.

Fifth Block

Floor One Hundred: From the staircase this floor appears empty. Anyone stepping onto the floor will see the place from their home that they missed most. No one from home will be there, but they can at least see the scenery. They can't touch anything, though; their hands will go through the holograms if they try.

Maybe that makes the recreation a bit hollow.

Floor Ninety-Nine: Intricate crystals make up the walls, floor, and ceiling here. There are pools of water trapped inside these crystal caves, but other spots are mostly dry (though the whole area is a little damp). The crystals are a little dazzling close-up, prone to hurt the eyes to try and look at how detailed they are. They're infinitely large and small fractals even though they appear to have an end, which explains why they cause headaches, but as long as you don't examine them in detail this place is actually rather soothing. There are enough caverns to explore but the place is not so intricate as to allow someone to easily get lost within them. It's a bit of an oasis, really.

Floor Ninety-Eight: Supernatural powers do not work on this floor. Why are there so many pipes? Who knows. But this is a true plumber's nightmare; giant green pipes that seem to serve no purpose, portals leading from one to the other...If you're lucky enough, you might be able to get to the end of the maze and find a very small cache of gold coins (which could be melted down), but are the risks of spikes, the large holes leading to your death and razor-sharp poles truly worth it?

Floor Ninety-Seven: Supernatural powers do not work on this floor. This floor has monsters from all the other levels... But they are now suddenly ten times their size. You are forced to move around like a small gnat that you now are, looking up at giant, empty skyscrapers that never end.

On the other hand, one could suppose that with the right party, taking down something this big could potentially bring in a good amount of food. It's just too bad you can't do it with your powers!

Floor Ninety-Six: This room is pure white. Everything in it is, though there isn't much: a table, a chair, a window that doesn't look out anywhere at all. Monsters do not enter this floor, but if you stay here you'll start to forget things. At first it's nothing important, but as it goes on you'll forget more and more until you remember nothing at all. The longer you stay on this floor the longer your memories will take to come back: stay for a short period of time and maybe you'll remember in an hour, but it could take up to two weeks for someone who was entirely mind wiped to remember everything unassisted.

Floor Ninety-Five: This floor is filled with multicolored balls, making it look like an intricate ball bit. Intricate as it doesn't just have one level--there are mesh nets connecting various levels, balls that flow like a waterfall from various places, and trampolines for better dramatic leaps into ball pits. Don't dive too deep, though, or you'll be swallowed up and die at the bottom.

Floor Ninety-Four: A photography dark room fills this floor. There are even a few old-fashioned cameras to take and use in the Tower if you wish. You'll have to develop the photos here yourself but there's everything you need to do it here.

Be careful when you turn the lights out, though; the shadows have a tendency to form into humanoid beings and follow you around. Looking directly at one will cause them to crawl down your throats and possess you--a possessed character cannot leave the floor and will attempt to strangle anyone else who enters it. Possession ends when the lights are turned on or the possessed character is killed.

If you photograph a supernatural creature without a body, make sure you never develop the photo. It will appear in the room.

Floor Ninety-Three: This floor is structured more like a hallway than anything--you have to step off the staircase and walk across it to reach the rest of the staircase and continue going upward. A bit of examination will reveal building materials here. There's nothing especially fancy, but it would be enough to build a few stands along the side of the hall. The materials cannot be taken off of this floor, but maybe you can do something here? Just make sure you have somewhere to hide from the monsters when they wander through.

Floor Ninety-Two: Step into this floor and it's as if you've been plunged inside a pyramid. There's plenty to explore, although the hieroglyphs are nonsense even if you can read that sort of thing and the whole thing is lit much brighter than a real pyramid would be. Deep in the center is a glittering gold sarcophagus. If you open it, you'll find yourself suddenly trapped inside with none of your superhuman abilities. The only way to get out without dying is to convince someone else inside to open the coffin. Of course, while one of the Tower residents is in the coffin its real owner isn't, and the mummy will lurk in the corridors of the pyramid waiting to attack and strangle anyone who gets too close. The mummy will return to its coffin after whoever is trapped within dies.

Floor Ninety-One: Flight and/or superhuman powers do not work on this floor. This floor is empty, its only feature being that it has no walls and is therefore open to the elements. Being in the stratosphere, however, makes that extremely dangerous on its own. Don't step off the staircase or you won't have a pleasant time here.

Floor Ninety: A gorgeous lagoon fills this floor. The water, falling from a small waterfall, is crystal clear, and there's plenty of space on the banks to play. The water is easily warm enough to swim in as well. Mermaids also lurk here, however, and if you draw too close to one they'll pull you down and drown you. Those who can't be drowned, though, they will instead transform into a mermaid like them. The transformed character will be compelled to drown others. Unfortunately, the transformation is a very taxing process, and any transformed character will die in three days.

If you don't want to die like this and drown victims besides, you can always throw yourself up onto the beach to dry out and die that way.

Floor Eighty-Nine: There are multiple rooms here--it's a small hotel with both single and double rooms staffed by worker units. If you'd like, you can book time here; the hotel will refresh you the same as sleeping in your room would. However, you don't stay for free: in return, you will have to gather up materials for the hotel, and these materials are always extremely dangerous, from deadly poppies to hellhound flame to deathclaw livers. The price goes up the longer you stay, and you have to pay every day you stay.

Aside from that, it's quite a nice, well-maintained hotel. They even leave chocolates or dried fruit on the pillows.

Floor Eighty-Eight: This floor is a bar. There's usually no alcohol, but sometimes you might get lucky (and sometimes you might get alcohol poisoning). The bar is always smoky for no apparent reason, and a large pool table sits in the center.

Floor Eighty-Seven: This bright field of poppies seems like the perfect place for a nap: in fact, that's exactly what you'll want to do here. Anyone who lingers here will grow drowsy and fall asleep. Anyone left sleeping here until nightfall will die; anyone who falls asleep during the night will surely be devoured by monsters. It's easier for a group to resist falling asleep than a lone wanderer, though the more of a group falls asleep the harder it is for the remaining.

Attempting to eat these poppies in any form, even in the smallest amount, will lead to a quick death, like going to sleep.

Floor Eighty-Six: This floor, blessed with constantly summery weather, appears to be another meadow, but careful examination will reveal a multitude of mushrooms in perfect circles--fairy rings. As long as one avoids the rings this floor isn't too dangerous, but set even one foot inside them and you'll fall prey to the fae. If you're lucky they'll make you dance to death for their amusement. If not, they'll play with you instead. Maybe they'll grant you the ability to see magical creatures for a few days--and for those creatures to see and attempt to harm you right back. Maybe they'll drop you into a deep illusion. Maybe they'll warp and alter your body into an impossible tree or delicate crystal version of yourself. Those who are familiar with the way the fae operate may be able to negotiate and escape these punishments.

Floor Eighty-Five: There are slides and ladders of various sizes everywhere here: if you're familiar with the chutes and ladders game, this might be what it would look like if it existed in real life. Go ahead and play around if you want, but be careful--some of those slides are awfully long, and you'll quickly find yourself unable to return to the stairs unless you plot out where you're going. End up on the lowest level and there's nothing to do except starve to death or slide down the final slide into a pit of starving, venomous snakes the size of an adult human.

Floor Eighty-Four: Supernatural powers do not work on this floor. Upon first entering the floor, the first thing that is noticeable is how...blocky everything is. Once past this hurdle, however, you'll then start think that there is a lot of resources available at your disposable that could help potentially to improve your life. After all, it does look like they can be cut down with proper tools, and the place seems to go on and on for quite a while. Mixes of different temporal regions clash as if this was completely normal, and if you get yourself a ye shovel from the workshop, you may be able to dig far down and uncover mine shafts that lead to materials such as iron, copper, silver, gold, emeralds, sapphires the very rare diamonds.

This is all, however, nothing but a cruel trick and dream.

The minute you start to leave the room, your hard-earned treasures fade into sand. You cannot build with them or use them anywhere else but this room, and at each dawn, the scenery wipes itself out and changes into a new one. If you decide to build something or sleep there during the night, you may find yourself buried alive, on top of a mountain or out in the open without knowing about it...

And that's just the start of your problems. apart from the fact that you are painfully human and mortal in this level that seems to defy pretty much everything as to how it even exists, the creepers are especially fond of this floor and can be found more commonly here than elsewhere. A small hiss is all you were hear before your body is torn asunder.

But, at least you could make a giant statue of a middle finger for one night, we suppose.

Floor Eighty-Three: This floor appears to have countless outfits to choose from. In fact, if you're looking for something specific, they'll always have it. You'll have to sort through the piles of clothes, which can be a bit like sorting through a mountain, but it'll always be there.

The first time you wear the outfit, though, you'll find it's actually a living animal. Placed inside frogs, foxes, birds, all sorts of creatures, you'll be able to feel their organs beating and breathing and squirming around you. You'll be compelled to act like the animal you're wearing while you wear it. Take them off, though, and they vanish as if they were never there at all.

Floor Eighty-Two: A masquerade party is taking place in this intricately decorated, expensive-looking ballroom, and you're going to have to participate. As soon as you step onto this floor a mask is placed on your face. Anyone wearing a mask is completely anonymous even to those with supernatural abilities. You can take off a mask, but anyone with their mask off is compelled to truthfully answer any question they're asked.

Floor Eighty-One: Yet another lounge is on this floor--the windows bulge out, so if you're brave you can step out and get a look up and straight down. The Tower stretches above and below, of course, but of note might be the conditions outside. You're far, far above the clouds, and in fact you've left the troposphere behind entirely: this floor, and naturally everything above it, is situated in the stratosphere. This floor is really good for stargazing, but there's nothing recognizable to any world. Looking down the entire world seems to be covered in a foggy haze, and there's no way to distinguish where the ground is at all.

Fourth Block

Floor Eighty: Walking onto this floor places you in the middle of a brightly colored three-ring circus. There's always something going on here--beast taming using monsters, clowns, trapeze acts... Normally the worker units work here, but you might find yourself with an assignment. Be careful here, though: the clowns aren't worker units, they're... Something Else. Something especially malevolent that won't hesitate in using you in its show if you get too close. They can make intestines into jump ropes and balloon animals, but you'd probably rather they didn't do it to you.

Floor Seventy-Nine: This floor is entirely underwater. There's scuba gear not far from the staircase (the steps being the only thing not underwater), and unlike the previous submerged floor the creatures here are from modern-day Earth and (aside from monsters which may wander onto this floor) not as dangerous as they could otherwise be. There are underwater ruins and caverns to explore, and even treasure to find, if you have any use for gold and jewelry here. Just make sure you can get out before your oxygen supply is gone.

Floor Seventy-Eight: This floor is--a mail room? Yes, there are hundreds, if not thousands, of post office boxes here, along with a back room where worker units sort out mail. Mail? Yes, if you wish, you can send out letters and packages to other characters this way. There's a post office box assigned to you, you need only ask someone working here about it.

Just remember, anyone can send mail to you...

Floor Seventy-Seven: This floor mimics a sauna--there are three entrances: one for men, one for women, and one for mixed. Inside each room is the wooden interior one would expect. Outside each area is a small changing room with lockers--if you look, you'll find one with your name on it. The locker will only open up for you. It might be a good place to store things, actually...

Floor Seventy-Six: The walls of this room are entirely glass, and the humidity is quite high: a greenhouse spreads out through floor seventy-six. There are endless exotic plants and herbs. There isn't anything edible here, excepting the herbs, but it would certainly be easy enough to grow things here. Just be careful--a lot of the plants are extremely poisonous, and more often than not will contaminate food grown here, making it a dangerous, poisoned hybrid food.

Floor Seventy-Five: There's a tower in this floor, ironically. This floor is by far the tallest one, stretching up and up and up so that the tower within the Tower can rise to twenty floors. Entering through the door in the bottom reveals the thing to have twenty completely empty floors, along with a spiral staircase that can be ascended all the way to the top and out onto the roof. Monsters enjoy lurking inside the dark tower, but if lit up it could be a good place to hang out.

Floor Seventy-Four: Ascending to this floor is like stepping into a cavern; light filters down from what appears to be far away and through water, tinting the area in shimmering blue. Slippery, glimmering sand coats the floor where stalagmites don't rise up. It's easy to get lost here, and the dark environment means nighttime monsters are out constantly, but it's quite pretty.

Floor Seventy-Three: This always-snowy floor is filled with what appears to be the ruins of a large castle. While it's certainly not fit for inhabitation anymore, given how worn away it is, it's interesting to explore, and there are a few places that could be temporary hideaways. This floor is very cold, though, with snow always on the ground and often falling, so make sure to bring a coat.

Floor Seventy-Two: Another maze fills this floor, this one cut off with countless doors and walls that reach to the ceiling. Traveling through this one is an exercise in patience--there is no backtracking, as doors close and lock behind anyone who walks through them once. In theory there should always be another door waiting to be opened and it should in theory be impossible to become stuck inside... Unless the maze shifts while you're in it and you get especially unlucky. Make sure you don't open the door and step into a room with a monster; they do like lurking here.

Floor Seventy-One: Everything here is covered in dripping, bleeding flesh and decorated with pulsing organs. Even the staircase isn't unaltered, and walking through this floor tends to be a rather squishy affair. The organs and flesh in the room itself don't match any known creature: rather, they seem to be a mash up of many creatures, from mammals to birds to fish. They all seem to be pulsing and twitching and shifting as if in use. If anything is cut into in this room, it may alter everything else in it: things will contract and speed up and acid may be used in the creature's defense. Be careful, that acid can eat through anything except the flesh of the creature itself.

Floor Seventy: A tangle of machinery fills this large floor--it's as if you've been plunged into the middle of a factory machine. Exploration is possible but dangerous, as the floor is filled with pipes carrying boiling water, fire, acids left open above catwalks, and pistons ready to crush anyone caught unaware. The machine doesn't actually seem to be capable of making anything for all its complicated workings, though...

Floor Sixty-Nine: A thick layer of clouds blankets this floor, and a bold adventurer will find they're perfectly safe to walk on. This place is idyllically calm and promotes a sense of peace and well-being to anyone who steps on it. In fact, the longer you spend here, the less you want to leave. The less you want to do anything at all, really. Anyone who lingers on this floor will eventually become so unwilling to move at all that they will die of dehydration if a monster doesn't get them first.

Floor Sixty-Eight: This floor is a large, dangerous-looking mountain. The staircase takes a winding path around it--it would actually be faster to jump off and climb straight up to the top of the staircase at the peak. Of course, if you leave the staircase you'll have to deal with all the windy, dangerous conditions of mountains. This particular mountain is also prone to rock slides and avalanches, so be careful!

Floor Sixty-Seven: Twin staircases twine around each other here--one from floor sixty-six and one from floor sixty-five. If you've got good balance you could easily hop from one to the other. In fact, you'll have to do a lot of that, as this floor is nothing but staircase--it twists and turns wildly, turning from metal steps to what appears to be translucent, solid light of varying colors. Make sure you don't fall off; this entire floor is in outer space, with all the associated lack of gravity if you leave the stairs--and the lack of oxygen and appropriate amounts of pressure--that latter problem gets worse and worse the farther you leave the stairs, so even those who can usually survive such conditions will eventually fall prey to them. On the stairs themself gravity is less powerful, which will aid in leaping from step to step and also make it a bit more difficult to aim properly.

Floor Sixty-Six: It seems as if you've stepped off into a freezing glacier--it's much colder than the ocean this floor is connected to, with large chunks of ice floating in barely unfrozen water. Jumping into that water, incidentally, is likely to result in a very swift death unless you can handle the extreme temperatures involved. Even being on this floor will result in death from the temperature in five minutes without something that provides resistance to extreme cold or natural cold resistance. Be careful you don't get lost in the maze of ice caverns. This floor connects to floor sixty-seven.

Floor Sixty-Five: It seems as if you've stepped off into a scorching volcano--it's hotter than the desert beneath it, and lava flows freely between half-melted rocks, but for some reason it doesn't immediately kill those who approach this floor. Still, without either some sort of object that provides resistance to extreme heat or natural heat resistance, anyone who wanders here will die of the temperature within five minutes. This floor connects to floor sixty-seven.

Floor Sixty-Four: Sand blows across the staircase on this floor--it's a large desert, scorchingly hot and dry. You'll have to bring your own supplies if you wish to explore the desert, and make sure to have some way to mark your path; if you lose sight of the staircase you'll never find it again without markers no matter how good your sense of direction normally is.

There's an oasis out there that may reward those who find it, but it will be very difficult to discover and more often than not you'll find trouble. If you wish to have your characters attempt to discover the oasis, please contact a plot moderator. Be aware your characters are far more likely to run into something awful than anything else. The staircase on this floor connects to floor Sixty-Five.

Floor Sixty-Three: Water stretches out in all directions; you've been plunged entirely underwater, with the staircase alone forming a pillar of oxygen. Entering the floor is as easy as stepping out of the pillar and beginning to swim, but the current can come up quickly and there are many strange fish here--some of which you may recognize, but others of which will be completely alien. Don't get yourself poisoned accidentally.

While the fish are relatively passive during the day, the larger, more predatory creatures come out at night. Be careful if you want to go for a midnight dip. The staircase on this floor connects to floor Sixty-Six.

Floor Sixty-Two: A beach stretches out on this floor--it at least looks as if the Tower has given its residents an entire ocean to play with. Of course, swim out and it will quickly be revealed that there is a wall, though you won't find it until you hit it. Be careful when you're swimming: in addition to potentially dangerous aquatic creatures, there are many whirlpools and undertows lurking if you stray too far from the shallows. The tide also comes up quickly on this floor, so make sure you can swim well.

There are two options for leaving this floor: you can head to the staircase on the sand farther inland, which will take you to floor sixty-four, or you can climb up the staircase in the shallow water, which will take you to floor sixty-three. Both staircases are of identical length.

Floor Sixty-One: One this floor is a beautiful grass plain beneath a gorgeous blue sky. The grass grows to about three feet high and the weather is always that of spring just heading into summer. However, if you look closer, you will notice that the mountains nearby have eyes that are always watching you. Look up and so do the clouds... And a wrong step in a direction will send you falling to your death inside a giant pits that are scattered and hidden away until you walk too close.

This floor also has a species of mushroom; while potentially delicious, they stand a 50% chance of causing severe hallucinations that will last for the rest of the day and certainly don't make surviving the Tower any easier.

Third Block

Floor Sixty: This floor is an industrial-sized kitchen, fully stocked with anything you could want in a kitchen--except food, anyway, although there is a large empty walk-in refrigerator and freezer. Everything is tile and brushed metal, but it's all top-quality. Just be careful you don't get locked into anything, because nothing unlocks from the inside--and don't stick your hand in any of the cupboards without looking first.

Floor Fifty-Nine: This floor is a torture chamber, simple as that. Less simply, a medieval-styled torture chamber, if the idea of one was taken out of the stories that arose later. Racks, iron maidens, flails and whips, even an oubliette graces this room. If they used it during the Inquisition, or if people at least thought they did, it's probably in here. Oddly, the weapons have a tendency to vanish when removed from this room, so don't count on them for a fight unless it happens in here.

Also, watch out for the unseen entities lurking here that like to push people into the gaping iron maiden. It closes as soon as something's inside.

Floor Fifty-Eight: This empty floor is extremely tall with what appear to be ancient wooden floors and walls (though they are no less indestructible than the rest of the Tower) with beams and rafters high above the ceiling. There are also countless corpses that were hanged from those rafters.

Floor Fifty-Seven: This floor appears to be outside--it's a large, flat field perfect for playing sports on. Specifically, it's set up for soccer, with goals and lines appropriate for the sport. Still, it wouldn't be too difficult to set up other games if you'd like. If you travel far enough up or off the field you will eventually hit the ceiling or wall, but it will be hard to tell where they are until you smack right into them. Just make sure you don't play any night games, because monsters are quite attracted to this floor after nightfall.

Floor Fifty-Six: It appears as if you've stepped into a large hospital ward--there's a surgical suite and a labyrinth of rooms with empty hospital beds. It doesn't appear to have been used in a very long time, though; there are no medical supplies, the lights on this floor flicker in and out, and in the dark, it looks like twisted things made wrong in some sort of horrible surgery are walking or crawling or dragging themselves after you.

It's just your imagination, though.

Floor Fifty-Five: This floor is always very warm--that's because it houses both a large boiler and a massive incinerator. It's a good place to throw trash, of course--the incinerator always has flames licking at its insides and the door is big enough for five or six people to walk into standing side-by-side. And don't play with that boiler--if it explodes, it would certainly kill or scald most everyone on the floor at the time.

Floor Fifty-Four: This floor is designed like an old toy shop, if the shop only sold dolls and puppets. They're very well-designed dolls and puppets, though--almost lifelike, except for that inherent sense of something terribly wrong one often gets around such things. To take one of these dolls from the floor is to invite an obsession with it; whoever takes it will become convinced the doll is a real person. The doll or puppet will whisper to its owner, encouraging it to murder and kill anyone who thinks its owner's newfound obsession is odd. These powers are especially influential on children. There are only two ways to bring someone who has fallen under a doll's influence back to normal: kill them or destroy the doll.

Floor Fifty-Three: A dusty classroom fills this floor--there's a blackboard on the far wall, a lectern and teacher's desk, and multiple old, worn-out looking desks for students to sit in, though you will have to place them on their feet again and wipe them off, because whenever no one is on this floor all the desks turn themselves upside down. Just make sure not to set up more desks than you're planning on using: if you do, something will fill them. Extra students will appear, and anyone on the floor when they appear will believe they were always there. However, they're extras and there's not really room for them; eventually those on the floor will be driven to madness and will kill enough of their own so that the false students have room to attend. If you upturn all the desks while only having a few in the room, well, there will be a massacre.

Floor Fifty-Two: Flight and/or supernatural powers do not work on this floor. This floor is lined with what appear to be giant playing cards, the pattern changing daily. If you step off the staircase onto the floor, cards will rise up and completely block it: you must now travel to the four corners of the room and press the buttons, each one representing one suit of cards, in order to escape. However, the button makes all cards of that suit vanish after thirty seconds: you have to plan very carefully and move very quickly to ensure you don't make it impossible for you to traverse to the next corner, or worse, end up falling into the abyss because the card you were standing on vanished.

Floor Fifty-One: There are many sewing machines and kits on this floor--there's even some fabric, though of very low quality (but thicker than the spandex catsuits, if you have nothing else). There are even mannequins--mostly humanoid, but also of other species--for you to use for your creations. The mannequins seem to have trouble staying put, however--and they tend to steal sewing kits. Anyone who dozes off or is otherwise inattentive here will find various openings of their body sewn shut.

Floor Fifty: This floor is completely barren for 99% of the time, lit by strobe lights and streams on the ceiling that rises a good thirty feet in the air. The walls have windows which let in the sunlight during the day. There is nothing but rock and polished marble, grey and dull. It is, for a lack of better word, a stadium where all the characters can practice fighting, although others might find other uses for it.

However, should you be unlucky, you might walk right into a sacrificial ceremony being preformed by a pair of ghosts, who drag you toward the center and then violently pull your heart out. There is no way to stop this, unfortunately.

Floor Forty-Nine: There's another Tower maze here--but this one is composed of countless mirrors in various sizes and shapes. There are mirrors on the floor, mirrors on the ceiling, and even mirrors made up of thousands of tinier mirrors. It's incredibly easy to get lost in this, and while the mirrors can be broken, the shards are sharp enough to cut through anything but the strongest armor, may reform at any moment (sending the shards flying toward the mirror), and, of course, breaking a mirror is terribly bad luck. You'll attract monsters for seven hours.

Floor Forty-Eight: This floor is a graveyard, and as a result the walls and ceiling simulate the outdoors, though if you attempt to walk into the horizon or fly upward you will eventually hit them. There are some open graves, some anonymous mausoleums, some gravestones knocked over or worn beyond legibility... But there are also many headstones that you can read. There is one grave for every character who has disappeared from the Tower. Attempting to dig up the graves will reveal empty coffins.

Floor Forty-Seven: This floor is filled with countless thin curtains and sheets. As you walk through the floor, you'll get the feeling there's something standing just behind them. Maybe you'll see a hint of movement or the faint outline of a hand or a face. As long as you don't pull the curtain or sheet back and look, nothing will be there. If you do look, however, there will be one of the more powerful monsters waiting for you.

Floor Forty-Six: This room is pitch black, and the staircase often vanishes, dropping you into the room. If you are dropped inside it, you'll end up at the very edge of the room and will have to make your way back. There will be countless whispers, footsteps, and shouts, the feeling of things brushing past you or touching the back of your head, and a general feeling of paranoia that grows stronger the longer you remain on this floor.

At the edge of the room, when you are dropped inside, is a flashlight. Written and glowing--the only thing easily visible in the room--is "DON'T TURN IT ON". If you do turn the flashlight on, you will be consumed by countless monsters. If you don't turn the flashlight on and return to the staircase, you can escape unharmed.

Floor Forty-Five: This room is a large observatory--the walls are entirely made of glass, and thus you can look outside. Of course, being in the clouds at this height, there's not a lot visible. Occasionally faceless, dead-looking humanoids will crawl on the outsides of the window. Sometimes they'll follow you as best they can. They are unable to get in.

Floor Forty-Four: This room doesn't appear to have anything in it, simply being blank steel walls, ceiling, and floor. It might be a good place to take a break from all the running around and fighting monsters--especially because no monsters will enter this floor. Stay on the floor for too long, though, and you'll realize something's wrong. All the angles feel off, and everything connects wrong. Bring tools to measure and you'll find impossible 180 degree angles and perfectly level floors that a balls and marbles will roll in wide circles on nonetheless. The longer you remain on this floor the more painful it is to stay there and the more frantic you'll get to try and force it to make sense, until eventually you want to claw your own eyes out just to stop having to see it. Someone else will have to pull you out of this room if you're here too long.

Floor Forty-Three: This floor appears to be a jail. There are many cells that can be opened and closed at the press of a button on the outside--when closed a force field closes over the opening. Anyone inside a cell will find their powers entirely disabled until they exit it, and the cells can only be opened from the outside. Attempting to pierce the force field or the walls is impossible. At least the monsters can't get into a locked cell either.

Floor Forty-Two: This floor is made up of interlocking iron bars. Walking across it requires a very good sense of balance, and woe to any who are chased by a monster into this floor, because falling through will disable your powers and drop you into a pit of spikes. The iron bars tend to move and shift on their own at times; be careful.

Floor Forty-One: This floor is pitch black. There aren't any monsters, but the walls and floor and ceiling appear to be... Squirming. Bring a light in and you'll see the entire room is made up of countless insects. Don't stand still or you'll be engulfed and suffocate in the mass of them--or fall through into a void where your powers will be disabled and you will fall to your death.

Second Block

Floor Forty: This room is a storage room, dark with too many corners and not enough lighting to kill all the shadows. Unfortunately there's nothing actually stored in it, unless you count the countless large shelves and boxes. Everything is balanced and piled precariously at the moment, so don't get yourself crushed by anything.

You can store whatever you want in here, but you might not always find it in the same place. The boxes seem to rearrange themselves whenever you're not looking.

Floor Thirty-Nine: This floor is a large gymnasium. There's plenty of room to run around, a full mile-length track around the edge, and even weights and workout machines. Of course, the machines don't look particularly safe, and the weights don't actually have any labels--you'll have to try to pick them up to figure out how heavy they are. Don't hurt anything, some of those are heavier than seems even remotely possible for a little weight.

Floor Thirty-Eight: This floor, much like floor four, is a lounge. There are large, oversized chairs, sofas, and beanbags scattered throughout, and the walls are all made of glass--perfect to look out and see your surroundings. The fog is far below, but the clouds are close now, perhaps one or two floors above where you stand right now.

Floor Thirty-Seven: This floor is pitch black--even those who should be able to see in such conditions won't be able to see anything. Of course, you can hear things: breathing things, clawing things, dripping things. To step off of the staircase and out onto this floor is to invite injury--you will not escape unharmed, and if you do not return quickly to the staircase, you will be killed by the things that lurk in the dark.

Floor Thirty-Six: Flight and/or supernatural powers do not work on this floor. The staircase begins to fall apart; you'll need to jump over missing steps and avoid unexpected bumps, but eventually you will be led back inside, where an empty floor awaits you with the more standard spiral staircase in the center, the Tower's spine returned to it.

Floor Thirty-Five: Flight and/or supernatural powers do not work on this floor. There's a lake on this floating island, though it's devoid of life. A quick look will show why--there's no bottom to the lake, and the water is an inexplicable column going endlessly downward. Anyone who attempts to swim more than a few feet down into the lake will be sucked in and downward, and even the best swimmer will eventually be hurled out of the column of water and thrown to their death before they ever even see a hint of the ground.

Floor Thirty-Four: Flight and/or supernatural powers do not work on this floor. Still outside on the outer winding path, this floating island is a long, narrow strip of land. There's nothing on it, though hopefully a monster doesn't chase you onto it. Speaking of stepping onto it, the closer to the end you get, the more you want to jump off--and there's nothing waiting for you below but death. A strong will can resist this urge, or someone else can bring you back, as the effect seems to only strike the first person who steps out onto it.

Floor Thirty-Three: Flight and/or supernatural powers do not work on this floor. Farther up and still outside on the winding outer path of the Tower is another wide empty floating island. It looks like a field, and in fact it is--this is farmland. If you'd like to try and grow something, go ahead; there's a small shed with a few half-rusted tools and some seeds. Just don't stray too close to the edges of the island and fall, and remember it will be hard to escape the monsters if they're blocking the way back to the staircase.

Floor Thirty-Two: Flight and/or supernatural powers do not work on this floor. This floor is still outside--in fact, it's not really a floor at all, it's a small floating island. There's a small fairly normal-looking (if you're a human from Earth) forest containing regular Earth animals on the island, as well as berries and mushrooms. If you're sick of the cafeteria food and don't want to chance the restaurant, maybe you can hunt or gather something here. Just be careful you know what you're putting in your mouth; it could be poisonous.

Floor Thirty-One: Flight and/or supernatural powers do not work on this floor. This isn't really a floor, though, so much as where the endlessly winding staircase seems to end--which is odd, of course, as the dormitory is still high above. The floor here is cobblestone, and there are no walls--if you explore to the edge, you'll see the staircase continues along the outside of the Tower. Be careful not to fall as you climb.

Floor Thirty: This room is large and empty, and the staircase has a nasty habit of falling out from under you in this room, depositing you on the floor. This wouldn't be a problem except it's always nighttime on this floor--and thus the monsters are always out in this room and always at their most dangerous. They won't notice a character who remains on the staircase, but if you take so much as one step off...

Floor Twenty-Nine: This floor is a garden--there's a twisting hedge maze in the center with intricately styled plants spread outward from there; it's really quite a nice place for a picnic. The problem is the staircase deposits you in the center of the maze--if you can't fly, you need to traverse it to get to the rest of the floor, as the maze cannot be cut through, and if you are stuck in the floor at night, the plants will begin to devour you.

Floor Twenty-Eight: This room is filled with musical instruments of all shapes and sizes--the centerpiece is a massive, grand organ, but there are instruments from all worlds here. They have a tendency to play all on their own at times, but that's really just a minor issue.

Floor Twenty-Seven: A sprawling high-tech laboratory fills this floor; if one were to compare it to modern day technology this laboratory would surpass it by centuries at least, although there are tools from various time periods scattered throughout for anyone who might want to experiment. There are giant tubes filled with strange liquid, thousands of bottles of various chemicals, observation areas and quarantine rooms--it's a researcher's dream, as long as you don't mix the wrong things or mess with something you don't understand.

Floor Twenty-Six: This floor is a morgue. It contains all the standard trappings of one, from autopsy tools to walls lined with cold chambers. There are bodies in some of them, if you care to look, but there aren't any you'll recognize. Careful, though; sometimes monsters like to wait for someone to peek inside, and the latches have a terrible habit of locking you in if you get yanked inside.

Floor Twenty-Five: It's always springtime weather on this floor, which is a flower-filled meadow.

Yes, that's it. Suspicious? Maybe, but it's completely innocent.

Floor Twenty-Four: Most of the time--99% of the time, in fact--this room is an empty one. If you happen to be incredibly unlucky, though, you'll find yourself suddenly at the far side of the room, faced with a large, shadowy mass. If you don't get to the stairs and exit the floor in time, it will skin you alive and remove your organs until you die.

Floor Twenty-Three: This floor seems to be missing. You will immediately reach floor twenty-four going up and floor twenty-two going down, but you'll have the feeling that you've gone through a floor in between you just can't remember. You'll have the urge to go back down and see what you missed, and then go up again, and then down, endlessly. If you give into this urge, you'll start to disappear little by little as well, until you vanish entirely.

Floor Twenty-Two: An art gallery fills this floor. Its paintings seem to span many worlds, and you may find a few paintings from home in this place. Not all the paintings are of the normal kind, however; take a wrong turn and you'll find yourself surrounded by paintings of terrible atrocities, realistic gore, or your worst fears.

Floor Twenty-One: Floor twenty-one is a restaurant. Its food tends to be of higher quality than the cafeteria, but you have to pay for it. It doesn't cost money, however; they will request a random object from the tower, and you have to bring it to them. Sometimes it's as simple as a pillow from the dormitories, but you could easily be sent chasing down a specific fish in the aquarium.

If you agree to the task and don't return with it within 24 hours, they'll take something from you: a piece of your body. Hopefully it's a finger and not a lung.

First Block

Floor Twenty: No flying/hovering powers work on this floor. This floor is simply a floor opening into the outside. Unlike the others, though, there is a stone ramp that leads up around the outside of the tower. This floor connects to the staircase on floor thirty-one. It's a bit bumpy if you're on wheels, and there are bits that have crumbled away, but as long as you aren't moving too fast and nothing startles you, you shouldn't fall off.

Floor Nineteen: A second library graces the tower, but this one isn't so user friendly. It's definitely a research library, and the texts are all thick. There are many subjects covered, but the technology, psychology, and astral projection sections all have large gaps in them, as if books have been hastily removed. The history section has been removed entirely, although its shelves remain.

Floor Eighteen: There are many desks and tables available here, similar to a large study room. A few reference books are scattered about as well, although none of them explain anything about the Tower or the world it inhabits. The lights have a tendency to change brightness on their own--the dimmer they get, the more sounds you can hear. Is someone trying to claw their way through the wall? Are they knocking on the floor? Is someone breathing on your neck right behind you?

You must just be hearing things.

Floor Seventeen: There's nothing in this floor except walls, a floor and ceiling, bloody handprints and screaming.

Floor Sixteen: This floor doesn't seem to exist. That is, there is a staircase and black, bottomless pits stretching far beyond what seems possible in all directions, given there are sections of the tower above and below. Want to jump off? You'll plummet to your death. Want to fly up or out? At first you'll have no trouble, but if you go far enough to lose sight of the stairs, you'll enter thick clouds of glass shards.

Floor Fifteen: This floor is a workshop. There are tables and tools available, as well as a variety of materials, from cloth to wood to metal. Of course, none of the safety devices look particularly well-made. As long as you're careful, though, it shouldn't matter.

Floor Fourteen: This floor is a media room--there are large televisions, gaming consoles, music, and movies available, although all of it seems to require a machine that is plugged into the tower in this room and can't be removed. Music from home is available, although the movies and games provided don't seem to quite match anything that exists in any world. There are couches, chairs, and beanbag chairs available. Of course, the televisions don't always work properly: sometimes idle televisions will turn on and display static. Sometimes, a face will appear, watching you as you move through the room or down the stairs.

Floor Thirteen: Stepping down into this floor places you in an immense Gothic cathedral. There are large, ornate stained glass windows, countless pews, and while the religion contained within this tower seems indistinct, on many days mumbling can be heard from the head of the church, as if someone is holding some sort of mass there. If one were to walk to the front, the sound will abruptly stop, as if you were interrupting. Aside from this, this floor is very quiet. Sound does not carry well here, and you would have to shout quite loudly to make yourself heard even across the aisle.

Floor Twelve: This floor appears to have you walking into outer space, but really the floor, wall, and ceiling is simply covered with a very convincing projection. It is never any universe the characters will recognize, but it does appear to always focus on one world or another being destroyed. A bright point of light will emanate from a planet, space ship, space station--somewhere inhabited. And then everything will seem to drain from the universe; stars swallow themselves up in an instant, lush planets abruptly go grey, atmosphere burns off, until nothing is left in the universe but dark, dead rocks. Then the projection switches to a new universe and the process repeats.

Floor Eleven: This room has no walls, opening out into the air around the Tower for the first time. No flying powers work in this room, and no character may teleport outside the limits of the Tower. You are free to plummet to your death if you so choose, however. Aside from this, flowers grow all along the ceiling, and waterfalls springing from somewhere in the same region fill the floor with a lake that spills off the sides of the tower. Somehow, the view on the levels below is not obstructed at all, as if the water weren't flowing above. There are often rainbows here--at night, the rainbows flip, turning themselves upside down, and the strange phantoms often spawn and linger in this room. This room also appears to have no supports holding it up, except for the very thin spiral staircase. Surely the staircase can't hold up the whole tower above this floor?

Floor Ten: An aquarium fills this room, with thousands of exotic fish of all shapes and sizes, from nearly microscopic to larger than any blue whale. The unique thing, however, is the complete lack of any glass, or anything keeping the water in place at all. The water stands up just fine, however, simply suspending itself all on its own. Characters may enter the water if they wish, and fish may jump between enclosed bits of water. Be careful you don't become fish food.

Floor Nine: This floor is very dark. There are lights around the staircase, but if you step off into this room, you will find you must crouch. Walking toward the walls forces you to bend over more and more, until you are crawling on hands and knees and then slinking across the floor on your belly, until it comes to a pointed edge some one hundred yards from the staircase.

As you crawl in this room, however, you will at first spot shapes and flashes of movement out of the corners of your eyes, and hear giggling. Press on further and the movement grows closer, the sounds louder. Reach the wall, and something might grab you and drag you all the way back to the staircase.

But you'll never see what it was.

Floor Eight: This room is a maze--it seems the request for "something to do" was taken in an odd direction. The maze is easily enough solved if you keep one hand on the wall and follow it through. It does change every day, however.

Floor Seven: A swimming pool takes up most of this room, although there are also two locker rooms which contain swimsuits. The pool itself is amazing, and seems like it could be used to train divers--it's easily a hundred feet deep, with many winding tunnels to explore. As long as you don't get lost and drown, anyway.

Floor Six: This room, ridiculously, contains a forest. There's no way this floor's dimensions fit the rest of the tower, it all stretches on too far. And yet, there's no sign, if you look at it from above or below this floor, that this floor juts out of the overall structure. The forest is thick, and it's very easy to get lost--the only way out is through the central staircase. Of course, there are animals in the forest. Deer, rabbits, and birds. The only problem, of course, is how mutated they are--they seem to slip out of their own bodies if you watch them for long, and their teeth are all far too sharp (should birds even have teeth?). They won't hesitate to attack if you stray too far from the staircase, and being near them seems to disable any special abilities you have.

Floor Five: This floor is very high-tech, and is split into two general areas. The central area is composed of a security station. There are NPCs in this area, but you may find yourself with a job here as well. The outer ring, however, is the more interesting area: in this area you will find viewing stations. Peer into them, and see the worlds you left.

The ruined wasteland of the world you left. Everything is dead, from the smallest leaf to the planets and stars themselves--it is unclear where the light providing you the ability to see is coming from. Furthermore, characters with innate connections to their worlds (for example, an innate connection to a large group of people) will feel the pain of all those people being, for certain, dead. They will only feel this connection when they are looking through the viewfinder.

Floor Four: This floor's walls are entirely glass, although they cannot be shattered. They give a fairly good view of the surrounding area: the tower disappears into what is either thick smog or clouds. The floor itself is a lounge area of sorts, with a fair amount of space for stretching out or relaxing on comfy chairs and sofas.

Floor Three: A vast library takes up this floor of the tower. There are books on a wide variety of subjects, from cooking to mechanics to fiction, but nothing on the history of the tower or the world it's in, and nothing about any other worlds other characters may have originated from. The network can be accessed here via small communication terminals. These terminals are completely stationary and cannot be removed.

Floor Two: This floor houses the infirmary, and thus is home to a fair number of hospital beds and the small checkup area itself. There are a fair amount of medicines stocked here for minor things, if you wish to acquire them, and they'll always seem to have any medication a character needs to survive, no matter how rare.

Floor One: This floor contains a large kitchen and cafeteria-style dining hall. Meals are provided, or characters may make their own. The kitchen contains a great amount of storage space for food and a walk-in oven and freezer. Tables of various sizes are provided in the dining hall.