Zone 7 "White Palace"
🌎 X - Safe
☠️ II - Medium ⏱ X - No 🏰 Many bases 📻 iNet - Yes |
White Palace is an awe-inspiring grand spacious zone. Nearly everything here seems to be constructed out of white marble. Most of the hallways and rooms have very tall ceilings, big beautiful windows, and the occasional stone bench or chair. There are some washrooms with faucets that spout Crystal Water, and occasionally trays of white foods on tables such as bread, grapes, and sprouts. The sound of one's footsteps echo loudly in these rooms, making it virtually impossible to be stealthy here. This can be helpful however when it comes to detecting entities before they appear.
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Entities - Commonly seen (especially guarding rooms and doorways) are Palace Guards, Judicators, Court Wizards. Uncommonly one may come across Ghosts and Screamers.
Settlements & Bases:
D.D.J. High Court and Prisonrooms - 780 members, 220 prisoners
The D.D.J. High Court and Prisonrooms is a facility deep in Zone 7 past many entity-guarded hallways. It houses the Darkrooms High Court, the only formal court of law in The Darkrooms composed of a three-way alliance between T.A.S.K., Forward Venture Party, and The Red Echelon. The Prisonrooms is where the imprisoned are held. Currently there are 217 prisoners found guilty and 3 pending trial.
Red Echelon Base - 941 members
The second Red Echelon base found in The Darkrooms. Some important research and development is currently being done here for more powerful anti-entity weaponry. This zone serves as a good hub location to access other zones so naturally this has grown into a small town. One must have Red Echelon I.D. to access this base, it's fairly high security and does not accept refugees or lost wanderers inside its walls.
Forward Venture Party Outpost - 132 members
This outpost is used to recruit explorers to the Forward Venture Party, often targeting newly released prisoners due to their lack of prospects and off-putting criminal history.
T.A.S.K. "Justice" Base - 622 members
The most notable feature of this base is its explorer training program where groups of cadets learn wayfinding, evasive maneuvers, and slaying entities. There are at any given time around 150 cadets being trained here. This base also features a unique armory with a decent supply and variety of weaponry.
Entrances
- One can enter through a marble door in Zone 6.
- By relaxing and chanting a certain defeatist phrase in Zone 8.
Exits
- If one continuously goes up every staircase they see (could be anything from 5 to 50 flights of stairs), one should eventually come across a spiral marble staircase a few hundred steps tall. If one climbs this staircase there should be a staticky glitching white wall at the very top. If one walks through this wall they will end up in Zone 8.
- If one continuously goes down every staircase they see (Usually around 30 flights of stairs), one has a 50/50 chance of finding a sort of crypt with dusty dark marble with strange dark statues of mysterious characters and small torches illuminating the hall. At the end of the narrow crypt hall one should encounter a staticky glitching black granite wall. This is the final moment to turn around as is suggested. Otherwise, walking through will take one to Zone 7.1.
Settlements & Bases:
D.D.J. High Court and Prisonrooms - 780 members, 220 prisoners
The D.D.J. High Court and Prisonrooms is a facility deep in Zone 7 past many entity-guarded hallways. It houses the Darkrooms High Court, the only formal court of law in The Darkrooms composed of a three-way alliance between T.A.S.K., Forward Venture Party, and The Red Echelon. The Prisonrooms is where the imprisoned are held. Currently there are 217 prisoners found guilty and 3 pending trial.
Red Echelon Base - 941 members
The second Red Echelon base found in The Darkrooms. Some important research and development is currently being done here for more powerful anti-entity weaponry. This zone serves as a good hub location to access other zones so naturally this has grown into a small town. One must have Red Echelon I.D. to access this base, it's fairly high security and does not accept refugees or lost wanderers inside its walls.
Forward Venture Party Outpost - 132 members
This outpost is used to recruit explorers to the Forward Venture Party, often targeting newly released prisoners due to their lack of prospects and off-putting criminal history.
T.A.S.K. "Justice" Base - 622 members
The most notable feature of this base is its explorer training program where groups of cadets learn wayfinding, evasive maneuvers, and slaying entities. There are at any given time around 150 cadets being trained here. This base also features a unique armory with a decent supply and variety of weaponry.
Entrances
- One can enter through a marble door in Zone 6.
- By relaxing and chanting a certain defeatist phrase in Zone 8.
Exits
- If one continuously goes up every staircase they see (could be anything from 5 to 50 flights of stairs), one should eventually come across a spiral marble staircase a few hundred steps tall. If one climbs this staircase there should be a staticky glitching white wall at the very top. If one walks through this wall they will end up in Zone 8.
- If one continuously goes down every staircase they see (Usually around 30 flights of stairs), one has a 50/50 chance of finding a sort of crypt with dusty dark marble with strange dark statues of mysterious characters and small torches illuminating the hall. At the end of the narrow crypt hall one should encounter a staticky glitching black granite wall. This is the final moment to turn around as is suggested. Otherwise, walking through will take one to Zone 7.1.