| Description | Darkroom |
|---|---|
| Exits (1d6 times) | North |
| Doors | Reinforced |
| Feature | Oil-slick floors |
| Event | A smashed telephone |
Generate rooms
| Description | Darkroom |
|---|---|
| Exits (1d6 times) | Down |
| Doors | Stainless steel |
| Feature | Unusually cold |
| Event | Holes drilled through the ground |
| Description | Indoor garden |
|---|---|
| Exits (1d6 times) | Down |
| Doors | Wooden |
| Feature | Unusually cold |
| Event | A corpse, clawed to ribbons |
| Description | Rec room |
|---|---|
| Exits (1d6 times) | Up |
| Doors | Wooden |
| Feature | Automatic turret |
| Event | Winding trail of mysterious footprints |
| Description | Clothing storage |
|---|---|
| Exits (1d6 times) | West |
| Doors | None/archways |
| Feature | Poorly painted |
| Event | Ultra-classified intel, foolishly left behind |