The Cavern

map. Key - Cavern
(1)
Sewer breach caused by a stray HESH round which penetrated the sewer wall
(1.1) Pockmarks where other rounds impacted in an arc.
(2)
There is no light in the cavern, the spotlights failing to illuminate any walls other than the two leading off into the dark either side of the breach. The ground here is muddy, with rodent tracks everywhere leading through the breach. This is due to DarkNight having sealed off the exits (collapsing two and using the remaining one for access), trapping the rodents inside. The Creature emits the scrambling wave that repels the rodents, resulting in them building a nest at 6.
(2.1) Beginning of slope which descends approximately 15m to the ground level at 2.2.
(3)
At ground level there are more tracks from the rodents. The structures [5] can vaguely be seen looming out of the dark background.
(4)
Massive support towers disappearing into the blackness above.
(5)
Rusting structures with masses of pipes (approx. 10m from the ground) connecting them to a larger one at 5.1. The central portion is a cube with a half hemisphere at either side.
(5.1) Central building, taller than the others, with four large pipes connecting to the larger structure at 11. These pipes run along the ground and are about 2m high.
(6)
A large structure which is the nesting area for the rodents (possibly there are a few left behind)
(7)
This is the boundary of the fungus. From here on, there are no signs of rodent tracks.
The Fungus: Covers the ground like a thick, mushy carpet – though it is not slippery – but doesn't grow on the structures themselves. Smells rotten and has occasional bright yellow fruit (seed pods) which explode on contact in a cloud of sticky spores [If anyone breathes them in, it will infect their lungs within a week. It is easily curable...if you want it to be].
(8)
Collapsed exits.
(9)
The direction from which the soldier appears. From this point onward, there are signs of high-calibre rounds impacted on the structures, damaging them severely. There are also dead bodies of soldiers armed with an assortment of rifles [it is up to you what they find, let the players use them, they'll be taken off them at the end of the adventure anyway]. This is also a chance to get the point across that high-calibre rounds can be detrimental when stray shots hit the surrounding structure.
(10)
Ruined structure 2 stories high. >From here on in, there are signs of footprints from the soldiers sent out to hunt the Creature.
(11)
Towering structure, each of the four corner towers at least 3 stories high. The joining walls are 2 stories high. Access is at the side facing 12. The structure inside the walls is enclosed and filled with machinery arranged in rows. In the centre the pipes extend up into the darkness to the ceiling of the cavern. Pipes connect from this structure to 12 at approx. 10m above the ground.
(12)
This structure houses the control room to whatever tasks the long abandoned machinery was responsible for. Consists of many rooms and narrow corridors. There are signs of nesting which have been abandoned for a while (since the project began).
(13)
Similar building to 10, except for the hemisphere structures [14] which are linked by a pipe at ground level.
(14)
Empty hemispheric silos.
(15)
The factory complex where the Research Facility is located. The main entrance is located at the lower end where the road goes off to 16.
(15.1) Where the Creature burst out of the factory complex
(15.2) The back door. Locked (electrical lock) with a small amount of power giving off energy readings that indicate it is running off a run-down backup system. [The front and back doors can be unlocked with Electronic Lockpicks (difficulty 5) or they can be blasted open (hp= )
(16)
Road leads to the main exit, which was collapsed once the Creature escaped.