Documents/Environmental Hazards
Description
This document details several of the common environmental threats within the Hadal Blacksite. This document can be unlocked fully by dying once to each environmental hazard.
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Post-breach Blacksite Conditions
Electrical Hazards
Many of the fuse boxes, generators, and wires throughout the Blacksite have been damaged by monsters & decreased structural integrity. This has resulted in many electrical hazards caused by exposed wiring and other malfunctions.
A major concern is the amount of flooding taking place, from burst pipes, cracked windows, etc. When the water comes into contact with exposed electrical outlets, it creates big puddles of electrified water, which can cause injury (& death) to persons if stepped in.
Sometimes, it may be necessary to turn the power off in a sector, if the path ahead is blocked by puddles of electrified water. If this is the case, operatives should search out power boxes and turn them off, allowing for safe passage.
Pits & Holes
Due to severe Blacksite degradation, a lot of the foundation keeping the floors, walls, and ceilings up have collapsed. Luckily, the worst has already passed, so any personnel still trapped shouldn't have to worry about the floor collapsing under them. They just have to watch their step.
Ventilation Fans
In certain circumstances where rooms have collapsed, operatives may need to venture into the ventilation shafts and pass through the blades of ventilation fans in order to progress to their goal.
In the event that an operative needs to pass though a ventilation fan, they should pass through the blades when an opening presents itself, or better yet, simply find another route entirely, as trying to pass through sharp & deadly spinning metal blades is highly moronic.
Fire
With so much failing machinery and integrity, fires are bound to start eventually. Luckily, this one should be straightforward for operatives to avoid, as the emergency ventilation system will kick in and suck the air out of any room on fire. There will still be instances where the ventilation will fail, and said rooms should only be navigated through if absolutely necessary. If that's the case, operatives should simply walk round any open flames.
High-Pressure Steam
With many pipes being damaged or outright destroyed, steam pipes bursting open from built-up pressure is inevitable. For any operatives not familiar, steam pipes are painted red, and any operatives should be careful when near red pipes in case they are damaged.
Most steam releases come in bursts, usually spraying out for a few seconds before running out of supply. A new dose of hot air is usually not far behind though, so if the path is blocked by steam, operatives are advised to wait for it to run out and then quickly make it to the other side before another dose is ready. Operatives should also be aware that there is usually a pipe with a valve attached. Closing said valve will usually stop the flow of steam, allowing other operatives to pass any previously active hazards safely.