All walls throughout this section are painted with arrows that lead you to the various rooms. All you have to do to find the Armory is follow the "Armory" arrow. There are also maintenance doors and grates placed around the whole area, but they are usually locked.
The inmate section can be completely sealed off from the rest of the ship. There's individual generators, oxygen supplies, and the like, as well as a 3 foot thick armor shell around the whole thing. Main path to the crew quarters goes through the isolation airlock.
This is a simple room, containing only a kiosk behind which sits a synthflesh lady playing with her datapad, and a large board listing out everything found on the Armory page.
Recreation and mess hallEdit
A large spacious room. It contains several notable things:
A TV and couch where you can watch the news, which may give hints as to what future missions will involve. Or just watch topless book burning.
A bank of Virtual Reality machines, which can be used for various purposes, ranging from a safe weapons testing environment, combat practice, or setting up your own personal virtual harem. More information at Virtual Reality
A massive amount of gym equipment, where you can supposedly gain physical stats through practice.
This is a dirty lie.
A kitchen corner which contains all the supplies you might need to prepare your own food. It does not contain any actual ingredients however; you must ask the armory master for those.
The mess area. There's several large tables, eating utensils, and an automated food dispenser with ten buttons on it.
This room is a large, amphitheater-like room. It consists of many chairs surrounding a holo-projector, and little else. Dave briefs you on your missions here.
This area consists of actual living quarters for the inmates. Bunk beds and bathrooms, mostly. It's really only useful for sleeping or getting away from most other people.
This "area" is off limits. Instead, you can talk to a man behind a kiosk in the hallway. He represents the collective nerd populace of the Paracelsus' sword, and may be willing to trade knowledge or software for tokens.
This spacious area contains the only airlocks that lead outside of the ship. It also contains various small dropships used by the ARM.
There are lockers for all the inmates here, with their owner's names on them. When you start your locker contains nothing except a single MK I suit.
This is where you will spend the majority of your time.
The infirmary is massive, full of many mazelike hallways, rooms, and nurses. You'll be transported here after a mission, unless you managed to not get injured. They can treat an amazing range of injuries, ranging from papercuts to outright death, as long as your brain remains intact.