A secret military research facility experimenting with time-fold technology has triggered a catastrophic event—tearing a rift through spacetime and displacing prehistoric creatures into the present. The survivors, including operatives, scientists, and civilians, must navigate a ruined base overrun by dinosaurs, uncover hidden agendas, and find a way to seal the rift before the world is permanently altered.
Played | 3 times |
Cloned | 3 times |
Created | 15 days ago |
Last Updated | 9 days ago |
Visibility | Public |

Abandoned Clinic Tent
A small medical tent hastily abandoned, filled with scattered first-aid kits and a smashed monitor. The gurney bears the ominous scrawl 'SILENT AT NIGHT,' hinting at a dark event that transpired here. Supplies are strewn about, and the air is thick with an unsettling silence.
Cockpit Cabin
The Cockpit Cabin, also known as the Wheelhouse, is the nerve center of the Patrol Boat. Here, the captain and crew navigate treacherous waters, surrounded by intricate controls and maps, with large windows offering a panoramic view of the sea.

Comms Shack
A small, cluttered room filled with outdated communication equipment. The satellite dish protrudes through the ceiling, hinting at its once vital role in relaying information. Radio logs indicate strange interference just before a catastrophic breach occurred, leaving the atmosphere thick with tension. One chair lies overturned, and a headset continues to beep ominously, suggesting that something went terribly wrong here.
Computer Room
The Computer Room is a high-tech area within Facility B1, featuring rows of supercomputers designed to simulate the energy efficiency of the Third Energy. The room is dimly lit, with the glow of screens illuminating the space, and a toolbox filled with maintenance tools sits on one of the terminal seats, ready for use.

Control Room 1F
The Control Room 1F is the central security hub of the Facility, featuring an array of control panels, monitor desks, and a fuse box. Surveillance footage from both the first and basement floors is monitored here, and it is secured behind multiple shutters and locked doors. An ID Card reader-equipped elevator provides access to the Communication Room on the second floor, making it a critical location for operations.
Control Room Hall
The Control Room Hall is a zigzag corridor within Facility 1F, leading to various rooms including the Management Office and Control Room. The hall features a green emergency box on the wall, which requires a plug to open, and is initially devoid of enemies, though dinosaurs from adjacent rooms may pose a threat if ignored. The shutter to the stairway is closed until activated after a conversation with Gail and Rick.

Cooper’s Drop Site
A haunting cliffside area where Cooper's parachute crash-landed, marked by boot prints leading to deep drag marks and snapped trees. The remnants of a radio log hint at a sudden end, while a single soaked boot lies abandoned, suggesting a struggle against a lurking predator.
Elevator Hall
The Elevator Hall is a dimly lit area within the Facility 1F, featuring two elevators leading down to the laboratory. One elevator is broken, while the other requires a researcher's ID Card to operate. A display panel shows the maps of the first and second floors, and a dead body in white clothing suggests a tragic fate for one of the researchers. A personnel check box is present, and an emergency box on the wall requires two plugs to open, hinting at the need for exploration and puzzle-solving.
Elevator Power Room
The Elevator Power Room is an outdoor area of the Ibis Island Third Energy research facility, featuring a unique generator that powers a large elevator. It is ventilated by an outdoor fan and connected by three sets of colored pipes, each crucial for the operation of the elevator. The room is filled with panels featuring green, red, and blue buttons that control the power supply pipes, which are cut into two parts that need to be linked together.
Experiment Simulation Room
The Experiment Simulation Room is a high-security area located in the basement of the facility B1. It features advanced technology used to simulate experiments involving the mysterious Third Energy. The room is locked with a DDK system, requiring two key cards to access, which are held exclusively by Dr. Kirk and the Military Chief. Inside, a swirling vortex of energy can be seen, representing the ongoing experiments, while a hatch in the corner leads to an emergency escape tunnel.

Fallen Transit Bridge
Once a vital transport bridge, this structure now lies half-submerged in the river, with only one end peeking above the water's surface. Rusted track pieces jut out from the murky shallows, hinting at its former glory. A sealed supply crate rests just beneath the water, presenting a challenge for those brave enough to retrieve it.
Front Area of Entrance
The Front Area of Entrance serves as the main access point to the facility, featuring a locked gate leading outside and a passageway to the Heliport. A gruesome sight awaits as a body lies here, with only an arm and part of the upper body remaining, hinting at the dangers that lurk within.

Generator Room 1F
The Generator Room 1F is a crucial area within the Facility, housing the backup power generator for the 1F and 2F floors. It is equipped with four batteries and a battery charger, designed to activate when the main generator fails. The room is dimly lit, with the hum of machinery echoing off the concrete walls, creating an atmosphere of urgency and tension.

Half-Submerged Dock
This half-submerged dock juts out into the water, with ropes hanging loosely and emergency lights flickering ominously. One boat remains intact, while another lies capsized, its hull partially visible above the water. A crate stamped with 'SURVIVAL KIT B' is wedged tightly beneath the planks, hinting at a story of desperation and survival.

Harbormaster’s Annex
The Harbormaster’s Annex is a large facility that once served as a customs checkpoint or freight controller's station. It features working consoles powered by solar energy or internal backup systems, though one window is shattered from the inside, and red warning beacons flash intermittently. The facility holds potential treasures in the form of logs, ship manifests, and records of missing cargo, some of which are redacted.
Heliport
The Heliport is an outdoor area of the facility, serving as the primary transport hub for evacuating personnel from the island. It features a large landing pad, surrounded by a high fence, with access points through the hangar, heliport passage, and an underground passageway. The area is marked by the remnants of a destroyed helicopter, adding to the tension of the environment.

Heliport Passage
Heliport Passage is a long, outdoor corridor leading to the heliport and hangar of a high-tech facility. The area is fraught with danger, as raptors can leap onto the passage, creating a tense atmosphere for adventurers. Grenade bullets are scattered throughout, hinting at the need for combat readiness. The passage ultimately leads to a locked door that requires entry into the hangar to proceed.

Ibis Island Toilet
The Ibis Island Toilet is a small, utilitarian restroom located on the 1F of the Ibis Island Third Energy research facility. It features several sinks, small windows, and toilets, all secured behind two sets of laser shutters. A small ventilation opening above the ceiling provides access to the Piping Check Passageway B 1F, offering a potential escape route or hidden passage for those who dare to explore.

Jungle Observation Outpost
This outpost, raised on steel stilts, serves as a wildlife behavior monitoring station. Its cracked observation dome offers a limited view of the surrounding jungle, while partially broken ladders and dangling ropes hint at its neglect. Inside, a data terminal blinks red, repeatedly alerting of detected movement, making it a perfect ambush spot for raptors or a rare safe zone with a map update console.
Large Elevator Passage
The Large Elevator Passage is a crucial outdoor area of the facility, connecting the outer compound to the large size elevator. Fenced off for security, it features large crates and barrels, creating a tense atmosphere as players navigate through.
Large Size Elevator
The Large Size Elevator is a vast outdoor area within the Facility, designed for transporting materials between various floors. It connects the B1 and B3 floors and provides access to the facility's outdoor area. The elevator is powered by its own generator and features a control room for operational oversight. A large door marked R-6 links it to the hangar, facilitating the movement of goods from the Heliport.

Lecture Room
The Lecture Room is a large hall within the Facility 1F, designed for conferences and lectures on the facility's experiments. It features several rows of tables and chairs, along with a prominent desk used by Doctor Kirk, creating an atmosphere of academic pursuit overshadowed by danger.
Library Room
The Library Room is a secure area within the facility B1, dedicated to the study of Third Energy and its related projects. The walls are lined with categorized information, including 'Third Energy Fundamental Theory', 'Chemical Reaction Data for the Stabilizer', and 'Weapons Development Project'. An advanced security system requires key chips to access the stored data, and a key chip data rewriting device is present for this purpose.

Locker Room
The Locker Room is a disheveled area filled with scattered papers and boxes, with various posters adorning the walls. A central table holds a few papers, including the Journal of the guardsmen, while an An. Dart M rests against a locker.
Main Hallway B1
The Main Hallway B1 is a dimly lit corridor that serves as the primary access point to the lab area of the facility. It connects the main hub with the Library Room and the Computer Room, featuring two laser shutters that guard the entrance to the lab. The air is thick with tension, as the faint sounds of movement echo through the hallway, hinting at the presence of lurking dangers.

Main Housing Block
A cluster of prefab housing pods designed for researchers, arranged in a private cube formation. Some doors are ajar, with flickering lights casting eerie shadows, while one pod ominously displays blood smeared across its entrance keypad, hinting at a dark event that has transpired.

Maintenance & Tools Depot
A garage-like shack filled with open supply crates and a large fuel drum. The air is thick with the smell of oil, and the floor is littered with spare parts and melee tools, making it a treasure trove for adventurers in need of repairs or upgrades.

Management Office Hallway
The Management Office Hallway is an L-shaped corridor within Facility 1F, connecting various areas. It features two sets of non-operational shutters, with the first leading to the Front Entrance and the second to the Toilet and Strategy Room. A raptor lurks in the middle, respawning if defeated, while access to the Strategy Room requires the 'Colonel' ID Card.

Material Storage
The Material Storage is a cluttered area of the Facility 1F, once used for storing various items essential for maintaining the outer sections of the base. A non-functioning forklift truck stands idle, surrounded by shelves filled with tools and supplies. The air is thick with dust, and the faint smell of oil lingers, hinting at the room's former utility.

Motor Pool
The Motor Pool is a low-slung garage zone, half-ransacked, where utility vehicles and drones are stored, repaired, and recharged. One bay door stands wide open, revealing a flatbed rover with a dead battery inside. Tools are scattered across the floor, including a torque wrench buried in a bloody handprint. The air is thick with the scent of coolant and diesel, while the back wall features a sabotaged fuse box, a flickering camera feed monitor, and a row of lockers that still click when shaken, hinting at hidden treasures within.
Office of the Facility 1F
This office is a chaotic space filled with scattered papers, memos, and personal effects of the facility's personnel. A laser-driven shredder hums quietly in the corner, while a telephone sits on the desk, seemingly untouched. Lockers line the walls, each adorned with unique items that reflect the lives of their owners. A desktop computer stands ready to rewrite ID card data, but it requires specific fingerprints and registration numbers to operate. The atmosphere is tense, as Velociraptors lurk nearby, ready to pounce on any intruders.
Passageway to the Backup Generator
The Passageway to the Backup Generator is a long, dimly lit corridor filled with crates and empty barrels, remnants of a once-functional power source. A gruesome sight awaits midway, where a bloodied corpse lies torn apart, hinting at the dangers lurking within the Facility. This passage connects the Backyard to the Backup Generator Room, serving as a critical route for those brave enough to explore its depths.

Pier Track Assembly
An unusually linear and mechanical structure resembling a mobile loading platform, this pier features a rail system designed for transporting containers or possibly a tramline, now partially submerged in water. At the far end lies a cracked terminal housing with exposed panels, hinting at its former functionality.
Power Room Passage
The Power Room Passage is an outdoor corridor connecting the elevator control room to the power room, featuring a large fan controlled from the engine room. Barrels are scattered in the corners, hinting at past activity and potential hazards. Pteranodons patrol the area, creating a sense of danger and urgency for those who traverse this passage.
Research Area Hall
A long, dimly lit hallway on the B1 level of the facility, connecting the Library Room, Computer Room, and Research Meeting Room. The air is thick with tension, and the faint hum of machinery echoes through the corridor. Two laser shutters guard the entrance to the Research Meeting Room, and a Green Emergency Box sits ominously nearby, requiring two plugs to unlock its secrets.

SEA-WYRM Crane Rig
The SEA-WYRM Crane Rig is a massive, rusted marine construction crane that looms over the water, its broken lift system rendering it inoperable. Once a vital piece of equipment for lowering large shipments and submersibles into the depths, it now stands as a precarious monument to neglect, with a single shipping container swaying ominously above the waves. Adventurers must tread carefully, as the container is at risk of falling, potentially crushing anyone below or revealing its mysterious contents.

TRAT Command Tent
The TRAT Command Tent is a strategically positioned command post on the sandy beach, serving as the operational hub for TRAT forces upon their landing. It is bustling with activity, where officers coordinate troop movements and strategize their next steps in the campaign.

The Abandoned Courtyard
This open-air courtyard is a haunting reminder of better days, featuring cracked benches and broken vending machines that hint at a once-bustling gathering place. A half-finished volleyball net sways gently in the breeze, while a blood-stained towel lies beneath a raptor kill, adding an eerie atmosphere to the scene.
The Backyard
The Backyard is a fenced area within Facility 1F, serving as a transition point to various passages including the Backup Generator and a large elevator. It features a large, enigmatic machine and is surrounded by notices warning of potential dangers. The atmosphere is tense, as a Velociraptor may leap over the fence if not dealt with in the adjacent passageway.
The Backyard of the Facility
The Backyard of the Facility is a desolate area featuring an abandoned guard outpost and the Material Storage building. Broken fences and blood stains hint at a violent past, while a locked gate leads to the Generator Yard and Backup Generator Room B1. An office hallway door provides access to further exploration.

The Briefing Office
The Briefing Office serves as the administrative hub for the complex, featuring a locked door that requires a keycard for entry. Inside, staff rosters and emergency procedures are meticulously organized, alongside maps indicating the locations of hidden weapon lockers and emergency tunnels.
The Front Entrance
The Front Entrance serves as the main hub connecting the first and second floors of the Facility. Adorned with a large Borginian Republic military symbol, it features a lower and upper level with four branching doors leading to various areas. The atmosphere is tense, with the remnants of military presence lingering in the air, and the faint sound of machinery echoing in the background.

The Hangar
The Hangar is an expansive outdoor area adjacent to the heliport, designed for the storage of essential materials for the facility's research programs. Large doors marked R-6 and R-8 connect it to the heliport and a sizable elevator, facilitating the transport of supplies to lower facility floors. The hangar is cluttered with large boxes and crates, creating a maze-like environment for adventurers to navigate as they search for valuable items.

The Management Office
The Management Office is a grim and eerie space filled with scattered files and duty rosters, hinting at the chaos that unfolded. A long desk holds a cardboard box containing a Pump-action Shotgun and a DDK Input Disc H, while the floor is littered with papers and the blood of a corpse from the adjacent room. Lockers line the walls, filled with the personal belongings of guardsmen, and a safe awaits in the next office, its code a mystery to be solved.
The Office Hallway
The Office Hallway is an L-shaped corridor lined with glass windows, leading to the Office and Entrance hall. A vent and a shutter are located at its end, creating an eerie atmosphere. The first time adventurers enter, they may hear strange noises, hinting at lurking dangers. A Med Pak M can be found next to the door to the Main Entrance, but the shutter is initially locked, adding to the tension of the exploration.
The Strategy Room
The Strategy Room is a secure area within the Ibis Island Third Energy research facility, designed for military staff to conduct tactical simulations and manage facility security. It features a large display table for strategic data, a yellow emergency supply box, and a laser shutter defense system that requires high clearance for entry.