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all seeing eyes - WASTELAND MODS ([info]wastelanders) wrote,
@ 2008-08-22 04:30:00


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Entry tags:!important

[ MAP & SETTING PAGE]

CLICK TO ENLARGE


Click the map to enlarge.






Buildings have their own color code, noted in the Legend. Darkened versions of the aforementioned colors represent buildings that are destroyed, collapsed or otherwise uninhabitable.



[CENTER]

The center of Asper City contains the business-related buildings, centers and establishments like the City Hall and Police Station. Many of the office buildings are collapsed, or condemned, but some still stand tall – some with twenty or forty floors, a few only accessible with elevators. However, those at present do not work. Exploration in this district may leave you with some clues to the past, but it appears that most records are missing or burned, eaten or chewed. (**Any info ‘found’ must first be approved by a Moderator. No Goddmodding it!)

The Clock tower still works, the dial slowly spins with the time-- however it does not ring on the hour. Much rather, it rings four times in slow succession whenever a new arrival steps foot on Asper City Ground. No matter the hour, day or night.



[TO THE NORTH]

To the North of the Clock Tower is Lady Victoria Avenue, what was once a posh and hip place to shop and relax. The stores on this street are decorated well, and mannequins (if not at this point stripped bare,) display the current fashions that once populated Asper. A portion of the Art Gallery still stands, as does the Museum. However, both have heavily bolted doors barring entrance. Sounds from within suggest there are inhabitants, however they do not sound remotely human.

Fayfield Park is located directly North of the Clock Tower, and is a long, slightly valley-shaped park with browning grass and dirt patches that lead down to heavily wooded areas. A few small playground items litter a southern corner. A small, six horse carousel is stationed close to this, apparently immobile for a long while.

Near Lady Victoria Avenue there are also restaurants, some with food set out to spoil and a few skeletal remains inside the large freezer rooms.



[NORTH EAST]

To the North East of the city there are residential homes, a quiet suburbia near the woods with picture perfect streets with white picket fences and dog houses near a quaint elementary school. Most of these houses are empty, demolished and a few seem charcoaled or burnt. There are a few apartment buildings, though the only inhabitable ones in the area appears to be Fayfield Apartments, or Fayfield Park Apartments. The latter is tucked in between rows of houses, over the park that leads to the entrance of the School. (X)The Park Apartments are under charge of Johan Liebert. A list of occupied rooms can be found here.)

Also in the area are some shops; small ones, big ones—most with spoiled food and lax stocks. Some of the windows are cracked or crashed in, and more than a few might have some other “visitors” also looking for food.



[EAST]

Eastwards there remains more housing, as well as St Lucien’s Cathedral and Graveyard. The Church contains several small, locked or hidden rooms as well as a spacious place for solitude and safety. The Graveyard is large, and attracts some unwelcome company occasionally. A few graves are dug up, some might seem to have burnt grass all around them and some of the tombs have collapsed, or started to crumble. Many of the graves have had the names chiseled off, or aren’t readable. A few have no markers what so ever.

Daphne road leads back to office buildings, leading to Hilshon Avenue West-wards.



[SOUTH]

Southwards along Sayder street there is a gas station and a few homes, some larger than those previously found near the elementary school. A few more shops and businesses are paired with restaurants, or diners. (And a small park, or stretch of grass with a few benches on the corner of Shelly and Hilshon.)

It appears at one time this might’ve been the road out of town, but the forest curbs any tracks made in the past.



[SOUTH-WEST]

South west in the city encompasses Mercy General Hospital, a building veiled in complete darkness by who knows who for who knows what reason. The windows are barred and covered over, boarded and otherwise locked. The doors are heavy, but not locked. There is nothing but blackness inside, and a disorganized floorplan that leads more like a maze than a layout. There are sounds-- sounds of crying and screaming, sobbing in joy, fear and desperation. These sounds, of course, flicker in and out. The most common sound, albeit, is of children. Children laughing. Crying. Asking for help. The farther in to the hospital you go, the more blatant, loud and angry these voices get. You do not want to get lost in there, to be sure. The sounds are paired also by things. Be them dried corpses, oozing corpses, half mutated and hungry corpses—some just want to be friends. With your insides.

Surrounding the hospital are a few empty buildings, one with a happy, multicolored sign declaring it a Day-Care. However, the floor’s missing and weak. Not inhabitable, in the least. More houses are near by, as is the Bay. In the farthest corner South West is the Lighthouse, a tall, dark structure with bolted doors and somewhat mysterious flashes of light in the top most compartment. These flickers never last more than a second, and some appear like orbs. Sadly many of the planks around the bay are rotted and falling through, the door is not easily reached. Thus, for now the lighthouse is not somewhere to explore.




[WEST]

West on Main street stands the movie theatre, spilled and rotten popcorn stamped in to the carpets and a distinct eeriness to the very essence of it being so empty. Movie theatres aren’t supposed to be like that, you know? Especially this one, as large as it is. Almost all of the posters are torn down, or ripped to make them illegible.

The Bayside Tourism building stands without its sister on a quiet residential road off of Sayder Drive, but records are absent and it seems only full of ticket stubs, pamphlets and model cruise ships and buses.

The Bayside Arms Dealer is the only shop in the city that (legally) sold guns, but it is in a place harder to get to. With the water and drawn out, barren spaces around it – it is somewhat hard to get to without meeting some other things along the way. Monsters like the water side, so you better watch out.
The Water, Waste & Hydroelectric Plants are large, empty and very sterile places. While they would be necessary in restoring power, they are haunted by some of the worst monsters in the city.



[NORTH-WEST]

The Warehouses, most broken, already looted or locked up – they stand the best places for supplies. However, like the Plants, they are prowled the most by monsters for being the only part in the city lacking in Lamp posts and pretty, organized sidewalks. It’s all hard concrete in this area, too-- next to no grass in sight.










[Elementary school]

The power is off, meaning the hallways are pitch black and littered with strewn papers. All classrooms except room 101 are unlocked and left in the state they were used last. (A mysterious lack of corpses, nonetheless.)

The teachers' room door is locked. is open, as of October 15th. Inside the door was a barricade of desks and furniture. Dark like the rest of the school, the blinds are drawn shut and a few corpses are huddled together, and odd corpse or two in the corner. The room is very empty in the sense of unnecessary objects, although there is a small kitchenette with table and two chairs. And a closet. Sadly, the closet door is wedged shut.

[The University]

The Basement, with a connecting corridor.



The Main floor.

The health center is ransacked, though it looks like it happened a while ago and not by any new resident of Asper City.



The second floor.



Slightly related: list of occupied dorm rooms.