There are several hidden cameras and sound recorders in almost every room of MURDER. Can’t be too careful, after all.
(The Front - Ground level)
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The front for MURDER is a bar. Surprisingly, this bar has gotten somewhat popular, though nowhere near Trog’s or BDD levels. The bartender is a MURDER employee, and allows people into the base if they know how to get in. The cellar of the tavern also houses the entrance to MURDER - an elevator, called up by the bartender or from below. This elevator travels down exceedingly fast, and in about a minute, any passengers will find themselves at the first floor.
(First Floor - 2 km underground)Spoiler
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Main Room
MURDER’s main room is more of a lobby than anything. It’s the first thing someone will see upon exiting the elevator. It is hexagonal in shape, with a center desk, a few chairs, and no TV. (wot wot?!) There are several sliding doors on each wall, each of them leading to a different room, except the one across from the elevator, which leads to another, similar elevator. That one accesses all the other floors of MURDER.
Briefing Room
This, overall, is about what one might expect from a briefing room. There’s a long, rectangular table, with two dozen comfy chairs laid around it. The center of the table houses a neat and perfectly functional hologram projector, that doubles as a communications device.
The Operative’s Office
Actually the current leader’s office, but as long as the Operative’s leader, it’s his office. There’s a small desk, two chairs, and an empty bookshelf against the back wall. It will presumably contain all of MURDER’s immediate paperwork in the future, but it also hides a secret entrance to the Operative’s personal quarters.
Archives
This room is rather small. It houses four bookshelves, and two computers. This is where all of MURDER’s backlog is stored, including completed contracts, information relevant to said contracts, and all membership forms. It is kept under lock and key at all times.
Quiet Room
Sometimes, a client will want to have a bit of privacy. The Quiet Room is for that. It is completely sealed from the outside, and there is only one surveillance device - a tape recorder. Only two people in MURDER are allowed to access this recorder - the current leader, and whomever is most relevant to the contract (sometimes also the current leader.)
(Second Floor - 2.25 km underground)
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(Note: From the second floor down, all rooms and such are connected by hallways, rather than a central room.)
Kitchen
This professional-grade kitchen doubles as a dining room. There’s food, and it varies in tastiness. There are also several tables where people can sit and eat said food, in an area separated from the actual kitchen by a half-wall.
Barracks
As of now, there are thirty rooms in the Barracks, although there seems to be plenty of space to expand and build more rooms in. The rooms are arranged in three rows of ten, with five on each side. Each room is spacious, but clearly built for one person. There’s a bed, a desk, a dresser, and a bathroom with a toilet and sink. Members are allowed to refurbish their room as they desire. Each room’s doors are fitted with a keypad lock. Members are allowed to change the codes for that lock, but must tell the current leader that code.
Recreational Area
First and foremost: This is where the TV is. And it’s a pretty nice TV, too. Other than that, though, this rather spacious room contains several tables that might be used for cards or other such games, a few dartboards, a pool/billiards table, and numerous other items that other people can think of. There’s even a mini-bar! (Empty, right now.) Seems the Operative knew the importance of relaxation when he had the place built.
Showers
Public, and coed. There are cubicles, though, and curtains can be drawn across them by more shy members.
(Third Floor - 2.5 km underground)
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Armory
Now with a number of energy-based weapons and a few sets of armor, as well as three conventional firearms and a selection of melee weapons. Members are encouraged to donate any non-personal weapons they either find or buy to the Armory.
Lab
For those members who like a scientific touch to their modus operandi. The lab is available to anyone who wishes to use it. The two main parts are a section for anything tech-related, and a chemist’s counter, mostly for making poisons.
Infirmary
Sometimes, people get injured. When this happens, they're taken to the infirmary. It’s fairly state-of-the-art, with a healthy stock of medical equipment, anti-toxins, and the like.
Training Room
Where members go to train, oddly enough. There are training dummies (most notably, a few Myrs, courtesy of Fade,) a firing range, and an obstacle course. A common method to test potential members is the assault course, a combination of a range and obstacle course.
(Fourth Floor - 2.75 km underground)
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Garage
As of now, there are no vehicles in the garage. Members are encouraged to contribute to this. There is a tunnel that leads to the surface, large enough for any conventional vehicle.
Vaults
Storage for payments and collateral. Access is restricted to the current leader, and any who accompany them.
Security Cells
Occasionally, someone is about to be subject to MURDER’s particular brand of interrogation. These people are taken to a Security Cell. They are 15’ square, and contain a single gurney, which a prisoner is usually strapped to. The back wall has all manner of torture instruments attached to it, in a number and variety that would make Jigsaw cry. There are no surveillance devices in these cells, and people on the outside cannot look inside.
Tunnels
There is a network of tunnels branching from the Fourth Floor to the surface, mostly as an emergency exit. Members are issued with a map of the tunnels. They are encouraged to use it, as the tunnels are constructed as a maze, to detract pursuers or infiltrators. If one gets lost in the tunnels, survival will be rather difficult.