Frosted Dunes
You’re allowed some time to yourself after Kaizou Anzai’s death but it isn’t much; it’s half an hour, an hour at most before LISE contacts everyone through their IDs and summons them to the gate in the Traveler’s District. Everyone does so, at different times, some in tow with others, some strikingly alone. LISE is there waiting for them, as are those huge intimidating doors.
“You have done very well. Data suggests that you have improved greatly after this murder. I hope to see these efforts continue. There is still much to do and much to see. As a reward for your hard work, I have a mandated present. You each can see a small bag in the snow nearby. Find the one that has your name and take what is in there.“
If you do so, you will find 2x Tourist Coins and a novelty LISE-themed cookie. What you do with those is up to you. LISE continues on regardless of your actions.
“There is one other thing. I will now open this door for you. To let you confront everything and come to terms with what you are... this is key to this experience. We would appreciate you entering through the doors; not the hole. That was not a planned part of this.”
LISE flashes a depressed shade of purple and you can almost see what they’re pointing out. There is, indeed, a hole in the wall.
“If you wish to travel into the next area, you need only place your hand against the doors. They will swing open. However, they do take their time. If you have to wait two minutes while they open and shut... that cannot be helped. I have relayed the message. Good morning. Evening. Afternoon. Night.”
And with that, LISE flickers away. Someone approaches the door, placing their hand to it as the AI instructed and watches as they great doors, with some effort, creak open, pushing aside copious amount of snow in doing so.
Area 3. Frosted Dunes
Contrary to the Winter Flatlands you’ve seen and even the Traveler’s District, the Frosted Dunes are a lot more arduous. There are several hills and bumps; a person with clumsy feet will surely fall over numerous times. What’s more, to go with the constant snow fall, the occasional piece of hail will strike your head, especially if you’re not paying attention. The whole area is a little misty and hazy and you find yourself squinting often. Sometimes white and grey rocks can be mistaken for people or even buildings, especially when the hail and snow really picks up in the evening and night.
Crash Site
The embers likely died a while back but on occasion, flecks of orange and sparks seem to catch your eye. A large chunk of snow has been blasted aside and in the centre of this burnt land is the wreckage of a helicopter. It’s missing several pieces, such as the door. It’ll never likely be used again.
Tram Station
Running on rails, this hill tram can take you right past the Traveler’s District and up to Winter Flatlands, leaving you around the Secret Facility. It must, however, have an operator work it in order to move. For those impatient enough and with the balance required, you could opt to walk on top of the rails as well. There are two stations, one at the beginning of the ride and one at the end. The tram itself is a warm and comfortable space, with a lot of room and many sofas.
Misty Chasm
★ ★ ★ ☆ ☆
You might be attracted here due to the shiny grey and white rocks. The rare bit of green can be seen climbing and moving across the rocks, the smallest bit of life outside the dead white space. There are a variety of natural rock structures complimented by man-made ones including several stone stairs that take you further and further down. Many large rocks and structures block the way... you ought be strong and hardy if you want to go far.
Replica House
There’s a long long winding path to a small house that seems decidedly out of place set upon a frozen lake. There used to be some kind of bridge or steps but they’ve long since snapped meaning you have to walk carefully over the ice to reach the house. It looks... very much like a normal Japanese house, which is unnerving in this place. There are two floors and many normal rooms such as a kitchen, a living room with a nice kotatsu and a girlish bedroom filled with toys, princess-like objects and dancing equipment.
Atonement Facility
An austere and tall building that somehow inspires you with dread before you even enter it. Old murky bricks that can easily scratch an unprotected hand protect the inside, which looks decidedly and more impressively mechanical inside, with silver floors and walls. Blueish green lights and lines decorate and light the building as it remains pretty dark, even inside. For each light, its neighbouring light doesn’t appear to work, shrouding areas in darkness and adding to the unpleasant atmosphere. There is a help desk out front with some other things and a room for each child here.
Research Station
★ ★ ★ ☆ ☆
A high-tech and fancy looking building, somehow it looks like it’s pumping with power and activity despite the lack of life elsewhere. There is a monitor on a podium in the centre of the first room and some other doors that lead in respective directions. A very cryptic and high-tech place, there are a variety of numbers and coloured lines decorating the area.
Prism Bar
A fancy bar with adults with a variety of drinks (including alcoholic ones) to be had behind the long black counter. You can enter through two doors. There is a general purple and pink colour to the bar due to the special lighting giving it a subdued muted mood. The bar is broken up into booths, seperated by mirrors which can be spun around. Each booth has deep black sofas and clear glass-like tables. The mirrors are aesthetically beautiful but can be confusing and can easily get you lost despite it not being all that large. There are even mirrors just as stands, reflecting a variety of images back at you. A piano sits on a small black stage - it even has a little backstage room covered by purple curtains.








