Locations:
General Layout
Credit goes to the wonderful addamas for making this map!
Additionally, there are cameras and monitors all about the place- kinda weird for a summer camp.
Here's everyone's starting locations, freshly picked by the RNG Gods:
Outdoor Amphitheatre: Alice Parker, Matsuo Hibiki, Usui Ayu
Path of Resident Cabins: Davis Gallo
Outdoor Campground: Kara O’Hara, Alex Cardona, Akiyama Neola, Lilly Hart
Mess Hall: Suzuki Reo, Hisakawa Hiroki
Shower/Bathroom: Aurel Fuchs, Damian Pierce
Sports Activity Cabin: Tsuin Taya/Taka
Presentation Activity Cabin: Snow Iclyn
Crafts Activity Cabin: Yamagata Ando
Boat House: Flint Asidea
General Layout
Credit goes to the wonderful addamas for making this map!
Additionally, there are cameras and monitors all about the place- kinda weird for a summer camp.
A tall fence surrounds the camp, which seems to be the only new and modern thing here, besides the research labs. It doesn’t look like you can scale it, and there aren’t trees growing near enough to the fence. Additionally, there seems to be a light buzzing coming from the fence. Perhaps it’s best not to touch it.
The fence goes around the entirety of the camp, preventing you from walking out far.
There also seems to be some sort of control pad, perhaps to open the gate. It looks like there’s a password needed to operate it.
The fence goes around the entirety of the camp, preventing you from walking out far.
There also seems to be some sort of control pad, perhaps to open the gate. It looks like there’s a password needed to operate it.
A more or less unnoteworthy pathway in the woods, surrounded by wildlife. Connects the outdoor campground to the fire pit.
A fire pit, with some surrounding seating area. The area is surrounded by trees, and it seems a fire hasn’t actually been lit in a while. There's some sticks for roasting marshmallows, but there are no 'mallows there. The area is otherwise fairly unremarkable.
A gathering place carved from stone, looking out onto the lake. It could probably seat, well, a whole summer camp’s worth of kids. There’s a flat platform that serves as a stage area.
16 cabins are arranged next to one another. Each cabin is labeled with the intended owner. The inside looks a bit desolate—the space was likely made to accommodate about 8 people instead of just one. Inside there’s a bed, a nightstand beside it, and a closet. The closet is filled with changes of clothing, as well as a few towels. Placed on the nightstand are toiletries for you to use, as well as a key.
The bar that kept the door locked before is still there, and you can use the key to lock and unlock it.
The bar that kept the door locked before is still there, and you can use the key to lock and unlock it.
There’s a building that looks to be an office or headquarters area. It’s pretty big- this is probably where the business side of the camp is taken care of. However, trying the door shows that it’s locked.
The open area of the campground. It’s pretty much just an open area that connects to the rest of the other areas.
An eating area. The tables and chairs are wooden, and definity were made with functionality in mind rather than comfort. There’s access to the kitchen, so those who are so inclined can cook their meals.
A place to shower and use the bathroom. Nothing of real interest, other than there’s only one unisex bathroom area, rather than two separate ones- however, showers and toilets are both in stalls that can be locked from the inside, so privacy is still possible.
There are few different cabins that look to be made for activities. One holds a bunch of art supplies, so you would guess it to be some sort of crafting room. Another is less of an activity cabin and more of a store room for sporting equipment. The third and final one seems to be an area for campers to go and listen to presentations. There’s some binders in the back room from frequent presenters- some on camp safety and what do in an emergency situation, some on plant identification, some on how to start of fire- they’re pretty much all on camping stuff. The major thing of note is that all of these are written in English. Did you somehow get from Japan to here!? There’s also a projector- one of the one’s where you put transparent sheets over it and write in marker, you know?
There’s a dock, along with a green hut that holds all the canoes. Paddling around shows that there are other docks, presumably leading to other camps, but they all have a large gun guarding them that seems to be targeting you around. You have a feeling getting much closer will earn you a swift and untimely death.
Down another path are five different cabins- these look much more modern than the other ones. Opening them reveals different rooms, all of which seemed styled to specific students. All of them are labeled as such:
The five labs are as follows:
Damien’s lab, filled with various consoles and games, as well as a PC gaming setup.
Davis’ lab, which looks more or less like a casino, with several different gambling games setup. Additionally, there’s a table of various dice and cards to practice with.
Lilly’s lab, filled with all sorts of computer setups for all of your hacking needs- though there’s no wifi connection, unfortunately.
Flint’s lab, which is mostly just various papers and various writing and drawing supplies. There’s also a safe with a supply of various psychoactive substances, along with a note that says “Use in moderation- I’m not exactly loaded, you know! There’s not many opportunities for bears in the working world these days! Let me tell you, this affirmative action policy is NOT getting me anywhere. And if you die of an overdose I’ll kill you a second time just for pissing me off!” He also left the code for the safe on the note.
Tsuin’s lab, which is filled with clothing and make-up, as well as several mirrors.
RESEARCH LAB FOR [NAME]
SHSL [TALENT]
The five labs are as follows:
Damien’s lab, filled with various consoles and games, as well as a PC gaming setup.
Davis’ lab, which looks more or less like a casino, with several different gambling games setup. Additionally, there’s a table of various dice and cards to practice with.
Lilly’s lab, filled with all sorts of computer setups for all of your hacking needs- though there’s no wifi connection, unfortunately.
Flint’s lab, which is mostly just various papers and various writing and drawing supplies. There’s also a safe with a supply of various psychoactive substances, along with a note that says “Use in moderation- I’m not exactly loaded, you know! There’s not many opportunities for bears in the working world these days! Let me tell you, this affirmative action policy is NOT getting me anywhere. And if you die of an overdose I’ll kill you a second time just for pissing me off!” He also left the code for the safe on the note.
Tsuin’s lab, which is filled with clothing and make-up, as well as several mirrors.
Here's everyone's starting locations, freshly picked by the RNG Gods:
Outdoor Amphitheatre: Alice Parker, Matsuo Hibiki, Usui Ayu
Path of Resident Cabins: Davis Gallo
Outdoor Campground: Kara O’Hara, Alex Cardona, Akiyama Neola, Lilly Hart
Mess Hall: Suzuki Reo, Hisakawa Hiroki
Shower/Bathroom: Aurel Fuchs, Damian Pierce
Sports Activity Cabin: Tsuin Taya/Taka
Presentation Activity Cabin: Snow Iclyn
Crafts Activity Cabin: Yamagata Ando
Boat House: Flint Asidea
Your characters have forgotten a good bit of stuff. In terms of the general timeline, your character was probably in middle school when The Tragedy occured, and they have been able to survive at various beacons of civilization- such as Towa City, for example- and have been able to live mostly normal lives, the occasional despair based attack notwithstanding. Later, Hope’s Peak was refounded by a former student, and your characters were accepted as part of their 3rd class. However, you don’t precisely remember anything relating to that. Perhaps you’ll remember that Hope’s Peak had closed for a bit, for some reason, and the name Enoshima Junko will definitely be familiar- she was that model, right?
You do remember life getting a lot harder and likely having to move in a certain point in middle school, but you don’t remember what caused it. You remember certain encounters with people and events that made you suffer. Essentially, your characters remember the effects of The Tragedy, but not The Tragedy itself, or what caused it. And, of course, you don’t remember anything past entering the building on your first day at Hope’s Peak. However, your other memories are in tact. (if you need me to clarify things you character does and does not remember, let me know).
You do remember life getting a lot harder and likely having to move in a certain point in middle school, but you don’t remember what caused it. You remember certain encounters with people and events that made you suffer. Essentially, your characters remember the effects of The Tragedy, but not The Tragedy itself, or what caused it. And, of course, you don’t remember anything past entering the building on your first day at Hope’s Peak. However, your other memories are in tact. (if you need me to clarify things you character does and does not remember, let me know).
Rule #1: Leaving the campground is strictly prohibited. Those who do so will be punished.
Rule #2: “Nighttime” is from 10pm to 7am. You will not be required to be anywhere during this time, but if you’re going to sleep, you must do so within the residential cabins.
Rule #3: You are free to explore the camp however you wish. However, any locked buildings are not to be broken into, excluding residential cabins.
Rule #4: The destruction of cameras or monitors is prohibited, and violence against camp counselor Monokuma is not allowed. Those who do either will be punished.
Rule #5: In order to leave, a student must kill another and get away with it. This will make them “blackened”.
Rule #6: A class trial will be held after a murder, after a brief investigation period. Participation is mandatory.
Rule #7: If the other students successfully find out how the “blackened” is and vote for them, the “blackened” alone will be executed. However, if the remaining students vote for the wrong person, everyone besides the “blackened” will the executed, and the “blackened” will be allowed to leave.
Rule #8: Accomplices are not considered “blackened”. They will be executed with the other students if the “blackened” is not discovered, and will not be executed with the “blackened” if they are discovered.
Rule #9: Rules may be added or altered as need be.
Rule #2: “Nighttime” is from 10pm to 7am. You will not be required to be anywhere during this time, but if you’re going to sleep, you must do so within the residential cabins.
Rule #3: You are free to explore the camp however you wish. However, any locked buildings are not to be broken into, excluding residential cabins.
Rule #4: The destruction of cameras or monitors is prohibited, and violence against camp counselor Monokuma is not allowed. Those who do either will be punished.
Rule #5: In order to leave, a student must kill another and get away with it. This will make them “blackened”.
Rule #6: A class trial will be held after a murder, after a brief investigation period. Participation is mandatory.
Rule #7: If the other students successfully find out how the “blackened” is and vote for them, the “blackened” alone will be executed. However, if the remaining students vote for the wrong person, everyone besides the “blackened” will the executed, and the “blackened” will be allowed to leave.
Rule #8: Accomplices are not considered “blackened”. They will be executed with the other students if the “blackened” is not discovered, and will not be executed with the “blackened” if they are discovered.
Rule #9: Rules may be added or altered as need be.