ROBERT’S REEL-TIME READS
User manual
Your guide to RRR’s interactive virtual skyscraper for public entertainment. Explore the rooms, enjoy the games and public binders, and take part in simulated duties.
What this experience is
RRR is entertainment, not a real-world workplace or professional training service. Its staff roles, inspections, inventories, security checks, maintenance, flight activities and emergency scenarios belong to the virtual building. Code Yellow and Green describe the simulation’s progress, not a physical building’s safety.
Future enhancements are for simulated career progression. Completing a virtual duty or gaining an in-app role does not award a real license, certification, employment qualification or permission to operate real equipment. Use fictional scenario details, not real ID documents, medical details or restricted information.
The website’s controls, games, audio and saved content can genuinely work without making the simulated services real. Account sign-in and saving app progress are website features, separate from the fictional duties.
The Public Library also links to genuine public reference websites. It is a link directory, not a government service; contact details, voting procedures and candidate information stay on the source websites.
Approved antenna content is separate: the owner’s intended real-content feature is a local antenna for approved content. It is not connected in the current MWR TV. The current news and cartoon selections are simulated; do not expect live reception.
Getting started
- On the opening page, select ENTER RRR.
- Let the doorway sequence finish as Junior BB walks into the office.
- Use the visible room labels, markers, buttons, and signs. On a phone, tap once; on a computer, click. Follow on-screen prompts and status messages.
Rooms and floors
- Use the office, break-room, briefing-room, and hallway controls to move between connected areas.
- The building elevator serves Floor 2 Main Corridor, Ground Floor Lobby, SE Wing, SW Wing, and a restricted Lower Level (LL). Call the elevator, choose an available stop, then press the indicated UP or DOWN button.
- At Ground Floor Lobby, select Visitor reception beside the reception counter for the animated visitor demo. Complete the simulated roster, ID check, and short brief before selecting Member escort.
- The cloud above the demo visitor follows the character and shows the status of that same entry in Visitor reception → Reception log (demo): check-in, waiting, escort or tour. Narrow phones use a compact marker (! for a badge alert); the reception log keeps the full wording. Ending the visitor demo removes the character and cloud, but outstanding incidents remain logged. This indicator does not grant access to restricted areas.
- Signing the demo roster issues a simulated visitor badge. Use Return badge before Leave normally. Report badge lost, an attempted normal departure without return, or ending the demo with an outstanding badge alerts Reception and the HQ office. Normal visitor departure is held until return; emergency EXIT routes remain open outward and Junior's existing access is unchanged.
- In HQ, select Visitor badge alert to review the incident. HQ may mark the visitor incident Code Yellow or keep it under review; it is not automatic. Badge return alone does not clear the incident: Security must escort the visitor out before normal visitor operations resume. These anonymous simulated notifications are now stored centrally and appear on other connected devices within a few seconds—not emails, real security tracking, or changes to building inspection records.
- Security Office: elevator → Floor 5 → NW WING · SECURITY → Security Office. A desk officer and an escort officer serve the simulation. The monitor station mirrors illustrated Observatory, Vault, Custodial, Helipad and Card Room views. Select Open floor & area camera wall for short animated simulations of both corridor directions on the Ground Floor and Floors 2–30, plus narrative-specific area views. No physical camera streams, people or audio are monitored or recorded. Camera log lists monitor reviews; Incident log lists badge alerts, HQ decisions, medical practice events and escort milestones. These shared logs keep the latest 100 entries, without personal names or real ID information.
- Open the same updated RRR build on your phone and computer to see shared alerts and logs. Sign in using the existing verified owner account or approved HQ authority to make changes; other visitors can read the shared simulation. No second owner account is required. Visitor walking and tour animations remain local to each screen. When another device changes the demo, it refreshes automatically. Conflicting edits are rejected rather than overwriting newer work; review the refreshed state and try again.
- Connection failures disable shared changes and show a notice without clearing saved incidents. A single device holds the Security escort at a time. If its connection or browser interrupts the escort, the incident stays open; after the short claim expires, dispatch again. Initial sharing imports the first authorized browser's standard anonymous demo history; a local archive is retained. Clearing browser storage does not delete the new shared building log.
- Flags and front grounds: matching U.S./RRR flag pairs stand on the roof and in the middle of the front lawn. The lighted walkway runs around the lawn's flag island to the existing entrance. In the exterior and rooftop views, authorized owner/HQ users can select Full height or Half-mast; both pairs change together and the setting is shared across connected devices. This is simulated flag control, not a real flag installation.
- Restroom sinks: faucets, soap dispensers and paper towels are shown at the vanities. Exit a stall before selecting Wash hands. Junior moves to the sink for a short simulated water animation and running-water sound. Water stops when the action finishes or you leave; unavailable or muted audio does not prevent the action. This does not create a lost-badge event or change restroom access.
- Clip-on visitor tags: visitor characters wear a small RRR VISITOR card with a metal clip on their shirt. The roster-issued demo badge is visible only while its status is issued; it disappears when lost, returned or retired. The companion's tag appears after the existing Reception/section approval process clears their visit. Tags contain no real names, photos or ID numbers, and do not grant access. The Companion control button and notification clouds are not badges.
- For an outstanding badge incident, select Dispatch escort in Security. The simulated officer responds to Reception, escorts the visitor outward and confirms arrival outside. Only completion resolves that visitor incident. If the demo badge is still missing, it is retired in the simulation and the event remains in the log. Other building inspection and inventory warnings are not cleared. An interrupted escort must be dispatched again after reopening RRR.
- First Aid & Medical Response Office: elevator → Floor 5 → SW WING · FIRST AID → Medical Office. A simulated nurse and response attendant serve the role-play, with an examination cot, cabinet and practice mannequin. The assistance call and practice drill do not contact real emergency services, provide medical/CPR instructions, collect patient information or grant real qualifications. Completing a drill or assistance response adds an anonymous simulation entry to the Security incident log.
- The receptionist can arrange a future demo tour with Junior BB. Choose a date and time, then Arrange demo tour. The visitor waits at reception until that time; Start tour becomes available after check-in and the scheduled time. Reception must be staffed to arrange a tour.
- The visitor follows in public tour areas. HQ office and roof entry are restricted unless an accepted scheduled tour is active: complete the demo check-in and brief, arrange a scheduled tour, then select Accept & start scheduled tour (HQ and roof) when it is due. An ordinary member escort, a future booking or hotel registration grants neither HQ nor roof entry. A lost/returned badge or an active badge incident prevents these tour exceptions. Other secure and unlisted areas remain off limits, including the Vault, LL and Observatory. This does not change your own access permissions.
- Visitor check-in and the tour time are anonymous demo details saved only in this browser—not real registration, ID verification, or a shared booking. Reloading returns the visitor to reception. End visitor demo clears those details; sign the demo roster to add a new visitor.
- Lower Level entry is checked against the building’s current authorization and status. Code Yellow restricts entry unless an authorized mitigation applies. Signing in or completing orientation alone does not clear the building’s outstanding critical work. Return controls remain available when leaving LL.
- The EW hallway connects to the Observatory. The Ground Floor auditorium corridor leads to its foyer and auditorium.
- Men’s and Women’s restroom doors are visible in the Floor 2 main corridor and the Ground Floor south corridor. Junior enters the Men’s restroom only; tapping the Women’s door shows “This is the women’s restroom. Junior uses the men’s restroom” and leaves him in the corridor. Tap an EMPTY stall door to have Junior walk over and open it, then choose Enter stall. The closed door shows IN USE while he is inside. Choose Exit stall or Hallway to leave. One stall has a blue wheelchair-accessible sign. The Hallway door returns to the same corridor. There are no restrooms in the restricted Lower Level.
Floor directory
View building exterior on the start screen shows RRR’s 30-story exterior walls, rooftop helipad and ground-level entrance. Select Enter building to reach the existing public lobby. In that lobby, VIEW BUILDING EXTERIOR takes you outside again; Back to lobby returns indoors. The ordinary ENTER RRR start and all existing interior access rules remain unchanged.
Junior’s movement can be selected on the start screen or at the bottom of the Foyer directory: Walking uses his original steps; Gliding moves smoothly and quickly; Floating rises gently between stops; Running moves faster with a running stride. Gliding is the default. Your choice applies throughout the building and is saved on this browser. Reduced-motion settings still avoid extended movement. Changing modes does not alter room access, elevator rides, or interaction stops.
Junior’s companion starts in the Lobby Waiting Area beside reception. Select Companion · request a visit, or open Companion while Junior is in a room. Reception can call HQ, Flight Ops, Maintenance, HAZMAT, Supply or another listed section. The companion stays in the lobby until a simulated section reply sends her, him or them up or over. Reception must be staffed. Afterwards choose Walk with Junior, Ghost ride (translucent), or Wait in a location. Choose waiting spot, then tap a clear space on the room’s floor; the companion stays there when Junior leaves. Press Escape to cancel placement. Rejoin Junior resumes following. Settings are saved on this browser. These calls and replies are entertainment simulations only; the companion cannot open doors independently or override room access.
- Go to the Ground Floor Auditorium Foyer and select VIEW DIRECTORY.
- Scroll the directory to see every group. It includes the Roof above Floor 30; Floor 12 Captain BB Innovation and Training Center; unfurnished corridors on Floor 11 and Floors 13–30; Floor 10 Future Company Leasing demonstration; Floors 8 and 9 Hotel Guest Accommodations; Floor 7 Movie Theatre; Floor 6 Entertainment & Travel; Floor 5 Administrative Offices; the Floor 4 Gymnasium and facilities; Floor 3 Editorial & Distribution; Floor 2 offices and the Observatory; the Ground Floor lobby, waiting area, cafeteria, auditorium, and MWR recreation room; LL Vault and NW Corridor stores; and the outdoor Maintenance, Flight Ops, and helipad areas. The MWR listing includes Traffic Watch, ANOMALY, Rooftop Intercept and nine-hole REEL Golf; see MWR room for instructions.
- Use the route summaries to find the appropriate doors, corridors, elevator stop, or road. For Original games and optional upgrades, including Rooftop Survival, go to MWR and open Game Paks & versions; see MWR room instructions. Directory entries are information, not automatic transport or permission to enter.
- Select BACK TO ENTRANCES and let the turn finish before using the foyer doors again.
On a computer, the directory can receive keyboard focus and be scrolled. On a phone, swipe within the directory panel. Existing room-entry rules still apply.
Floor 3 — RRR Editorial & Distribution Center
From the Floor 2 Main Corridor, select the elevator’s UP call button. In the cab choose Floor 3, then UP. From a Ground Floor stop, choose Floor 3 and travel UP. Open the Editorial & Distribution Center doorway.
This is the home for creating and distributing the internal RRR newsletter, with contributions from visitors and members alike. The noticeboard currently says First edition pending. Select Duties to read its purpose; close that panel or use Escape.
The room is ready to visit, but newsletter writing, publishing and comment submissions are not enabled yet. There is no invented edition or automatic publication.
Use Corridor to leave the office, then call the elevator DOWN, choose Floor 2 or a Ground Floor stop and press DOWN. The UP call connects to Floors 4–30 and the Roof. For simulated emergency egress, use the corridor’s EXIT: Floor 3 stairwell → Floor 2 stairwell → Ground Floor discharge → outdoor assembly area.
There remains only one Observatory. No auditorium or Vault has been duplicated, and nothing below the Lower Level has been changed.
Floors 4–30, elevator ride and rooftop — simulation
Call the elevator from an existing landing. Choose any numbered floor through 30 or ROOF, then select the enabled UP or DOWN control. Swipe within the floor-button list to find a destination; the illuminated indicator stays above it.
The simulated cab doors close and the indicator counts passing floors. Shorten ride completes the remaining animation sooner without changing your destination or granting restricted access. Reduced-motion devices arrive without the extended animation.
Floor 4 now has a Gymnasium. Select Floor 4 in the elevator, press UP or DOWN as appropriate, then open its GYMNASIUM doorway. The gym contains a basketball court and stretching corner, with doors to the Weight Room, Sauna, Jacuzzi, and Men’s and Women’s Locker Rooms. Select Court, Stretch or a weight-room station to move Junior there. Sauna steam, Jacuzzi jets and the men's locker open/close controls are simulations only; they reset when you leave. No actual health, fitness or personal-item records are collected. Junior uses the men's locker room; the women's doorway displays an explanatory notice. Each facility returns to the gym, and Back to Floor 4 corridor leads to the elevator and EXIT.
Floor 5: the ADMINISTRATIVE OFFICES doorway leads to Building Maintenance and Custodial Dept, Maintenance, Flight Ops, Tower Ops, and Fuel Ops. Custodial handles housekeeping duties. BLDG Maintenance handles replenishment of janitorial supplies, basic building and lawn care, and building mechanical work not contracted out. The separate NW WING · SECURITY doorway leads to the Security Office, with two officers, simulated camera monitors and a camera/incident log. Each office has a return route to the Floor 5 corridor, elevator and EXIT. These are simulated departments, not real service or security operations.
Floor 6 — Operation Good Soup: use the elevator to Floor 6 and open GOOD SOUP · ALL WINGS. NW: Green Room, Talent Booking Center and Recording Studio. NE: Travel Services Center and RRR Group Share Center. SW: REEL-Time Travel Coordination Center and Customer Review & Document Center. SE: Adult Entertainment Lounge (sports, news and recreation), Family Entertainment Center and Card Room (Blackjack and Texas Hold’em). The Card Room has playable games; other rooms are simulated furnished layouts with service menus and reception routing not connected yet. Use Back to Good Soup hall and Back to Floor 6 corridor to reach the elevator or EXIT stairs. No real bookings, broadcasts, recording, signatures, traveler monitoring or personal information are collected by these rooms. The Recording Studio is a layout only, with no microphone access.
Floor 7 — Movie Theatre: elevator → Floor 7 → MOVIE THEATRE. The giant screen offers the official Local, Regional, National and NFL Football destinations from MWR, plus FOX 10 Phoenix, 12News, Arizona PBS / Channel 8 and official ABC15 and Arizona PBS YouTube channels. These are online services, not antenna reception; online programming may differ from over-the-air broadcasts. Choose a channel. For ABC News Live, select Watch on big screen to load the provider’s embedded player; press its Play button if needed. Other channels open through Open channel website. If embedded playback is unavailable, use that website button. Some sports require a separate subscription. Sign in only on the provider’s official website; RRR does not collect TV credentials. No outside player loads before you request it; once loaded the provider may receive your IP address and use cookies. Stop TV, leaving the theatre or backgrounding RRR unloads the player. Global remains empty. Existing seating and navigation are preserved. Back to Floor 7 corridor returns to the elevator and EXIT stairs.
Theatre Remote: the viewing screen uses the room’s full width, without a split-screen control column. Select Remote beside the Back button to open the channel, playback, privacy and ZIP controls. Select Close remote (or Escape on a keyboard) to return to the screen. Starting big-screen playback closes the Remote automatically; Stop TV remains available below the screen. In short landscape views, decorative seating is hidden to make more room for viewing. The Remote scrolls independently when needed.
Find channels by ZIP: open Remote, enter a five-digit U.S. ZIP and select Find channels. RRR creates links to station-website and YouTube searches for that ZIP, plus the FCC antenna reception map (enter your ZIP again there). These are outside searches, not an automatically verified channel lineup. The fixed channel dropdown remains the Phoenix-area starter list. RRR does not save your ZIP to your account or request device location. Opening a ZIP search sends the ZIP to that search provider. Check that a station or channel is official before signing in.
Floors 8 and 9 — Hotel Guest Accommodations: in the Ground Floor lobby, open Visitor reception and find RRR Comedian Guest Program. With reception staffed, choose a room and confirm the simulated guest is an approved comedian member, then select Register & check in (simulated). Reception issues a fictional pass for that room. Take the elevator to its floor, open HOTEL GUEST ROOMS, then the assigned room. Other guest rooms remain locked. Each floor has four rooms and a housekeeping area. These are entertainment-only rooms, not a real hotel or proof of membership.
Arrival brief required: comedian guests must attend the existing visitor brief on every arrival, before guest registration, badge issue or hotel access. Reception displays the same building-restrictions, policies and emergency-procedures brief; confirm All guests attended the visitor brief on this arrival before checking in. Checkout clears that confirmation for the next arrival.
Individual or group: choose the check-in type at Reception. A group must have one designated Responsible member from its fictional member roster; no real names are requested. This trial supports groups of two to four. Groups of three or four use Suite 803 or 903; other rooms fit up to two. Every guest still attends the arrival brief and receives a carried visitor badge. The responsible member handles the group's room service and checkout.
HQ and roof remain restricted: an individual or group hotel pass authorizes only the assigned guest room and hotel housekeeping area, not HQ or the roof. The existing Reception tour sequence must be scheduled, accepted and started before the demo visitor can accompany Junior to either location. All other restricted-area rules remain in force.
Comedian guests carry a simulated visitor badge on their person; wearing it visibly is not required. Use Produce carried visitor badge in Reception or the hotel to show it on request. At Reception, Return all badges & check out returns the group's issued badges, clears hotel access and cancels any outstanding tray. Regular visitor-badge rules remain unchanged.
In your assigned room, choose Coffee or Croissants and select Request room service. A simulated attendant prepares and delivers the tray after a short wait; select Collect before ordering again. Room service is available during every cafeteria service period, in Arizona time: breakfast 07:30–09:00, continental/brunch 10:30–11:30, lunch 11:30–13:00 and dinner 16:30–18:00. New requests are closed between service periods; an accepted order can finish delivery after service closes. These are separate demonstration trays; no real order is sent. Return through the hotel hallway to the building corridor and elevator or EXIT stairs. Pass and orders last only until checkout or this page reloads; no names, IDs, payments or real reservations are collected.
Elevator controls on Floors 4–30: the UP / DOWN call buttons stay clear of the suite doors and room signs. Look at the upper left in tall portrait views, or the lower left in landscape and shorter views. On Floor 30, the call buttons are at the lower left to leave the roof doorway clear. EXIT is separate on the right and leads to the outward-only stairs, not the elevator. Call the elevator, choose your floor inside the cab, then select the indicated direction. Room access and emergency-exit rules are unchanged.
Floor 10 — Future Company Leasing: choose Floor 10 in the elevator and open the marked center leasing doorway. The NW doorway opens the Leasing Presentation Room. This is a whole-floor demonstration for future companies, not a real lease or payment service. Enter a sample company display name, choose an RRR Office, Training or Media setup, or customize the three sample room uses and enter layout preferences. Optional non-security RRR features can be selected. Building security remains RRR's responsibility; tenants cannot configure badges, cameras, locks or access rules. The blank eight-tab binder option is off by default and copies only empty layout and tabs, never RRR's pages or written contents. Existing binders are unchanged.
Acknowledge RRR procedures to prepare the test proposal. Customized layouts enter Awaiting HQ approval (test); use the clearly labeled HQ REVIEW (TEST) controls to approve or return them with a note. These controls model the future workflow, not real HQ authorization. Editing a proposal clears its old review and requires a new acknowledgement. All configurations remain subject to RRR Company SOP, Quality Control and Document Control. No requests are actually sent, no tenancy is activated, and no payments, contact information or official document numbers are collected. The draft lasts only for this page visit; Reset or reloading clears it. Use Back to return to the Floor 10 corridor and elevator.
Load customer test scenario replaces the current demonstration draft with a fictional inquiry from REEL Demo Company: reception, training and office space, plus selected communications, training, cafeteria delivery and blank binder features. Review its preferences, acknowledge RRR procedures, and send the layout to test HQ for an explicit approve-or-return decision. No actual company inquiry has been received; the scenario does not create a real lease or payment.
Floor 10 NW — Leasing Presentation Room: a simulated in-person leasing assistant hosts a six-step, text-based presentation explaining whole-floor choices, optional RRR features, blank eight-tab binders, customized layouts, HQ review and RRR-managed security. Use Previous and Next at your own pace; there is no automatic advance, new video or recorded voice. Open planner enters the adjacent demonstration, while Try customer scenario replaces its current draft with the fictional inquiry. Back returns to the Floor 10 corridor. No presentation action sends a real request or grants access.
Floor 12 — Captain BB Innovation and Training Center: explore the media literacy classroom, journalism lab, leadership course, small conference room and simulation center. The signature Observation Challenge gives two participants the same fictional event. On one device, Observer A documents evidence and locks a report, then passes the device to Observer B for an independent report. Compare both reports after submission. This is same-device participation, not a separate-device live session; the handoff screen prevents casual viewing, not deliberate device inspection.
Suite A — Architectural Planning: from the Floor 12 corridor, open the Suite A · Architectural Planning door. Both tabs require a signed-in, verified RRR owner account, whether opened through the suite or directly; membership does not unlock them. At the design terminal, choose between the Planning tab and the Architecture Studio tab. Use Return to Training Center floor plan to leave the office view.
Planning tab: inspect a schematic cross-section of the RRR building, select an individual floor or five-floor group, and view mapped floor layouts where available. The model identifies a frame/core, elevator shaft, HVAC/utility risers, and the existing simulated Cafeteria-to-Floor 6 rail and separate pneumatic-tube references. Compare conceptual routing options, draft separate rail or utility additions, and review model-only conflict flags. Distances and floor heights shown in feet and inches are assumptions, not verified building measurements; an indicated conflict is not a confirmed condition. Proposals last for the page session. You can print/save a PDF or download the architect-review package as JSON. Its Architect & Design Software view links to external architect directories, Arizona license lookup, Revit, AutoCAD and Archicad; these links do not start a consultation.
Architecture Studio tab: edit the conceptual floor grid by adding, resizing and naming rooms; setting room type, service and planned capacity; and changing floor names and uses. Save a design in the current browser, or export/import a JSON file to keep a portable copy or move it to another device. You can print the plan or download a floor report. Browser storage is not shared across devices. Both tabs are experimental planning tools only: neither changes RRR operations nor uploads or sends a design automatically. Their dimensions and capacity figures are conceptual, not surveyed or construction-ready; a qualified architect must verify real conditions before any real-world use.
Access and saved-design protection: the server verifies owner access before delivering either studio page or its supporting code and building models. Use your existing RRR owner sign-in; there is no separate studio password. Browser-saved designs stay in the current device and browser profile, not in a cloud or account backup. Clearing that browser's saved site data removes those saves, so export a JSON backup first. Downloaded files and printed copies are outside RRR's access controls; keep them private and share them only when you choose. Opening an external architect or software link does not send your design to that site.
Training scores measure the published evidence and methodology rubric, not politics or personal opinions. Structured claims, evidence references, attribution, uncertainty and verification choices receive deterministic feedback; free-text notes are preserved for discussion but are not automatically graded. The exercise is educational, not a real journalism credential or a guarantee of truth. Reports remain only in memory during the current visit to the app, including when you return to the corridor; reloading or closing the app clears them. Do not enter personal or sensitive information.
The remaining suites, Floor 11 and Floors 13–30 are unfurnished and not open yet. Existing rooms, inspections, sensitive-item inventories and restricted access rules remain unchanged. There is still only one HQ, Observatory, Auditorium and Vault, and nothing below LL has been added.
The roof is above Floor 30. Reach it directly by elevator or use the Roof doorway on Floor 30. Select Look down: Junior walks toward the protected edge, then the view looks down the building toward roads, parking and tiny vehicles. Select Step back to return to the roof view. The rail remains in place; this is an illustrated height experience, not a real-world safety system.
The rooftop also has a marked helipad. Select Land helicopter to watch the simulated helicopter approach and land, then Depart to clear the pad. The helicopter uses its selected Flight Ops color. The controls stay separate from the elevator and stairs and disappear during the look-down view. This is a visual demonstration only: it does not grant pilot clearance, record flight hours, or change the ground-level tarmac.
Select Elevator to return to another floor, or Stairs for outward-only simulated egress. Each upper-floor EXIT joins the descending stairwell, continuing to the existing Floor 3 stairwell, Ground Floor discharge and outdoor assembly area. There is no stairway shortcut into LL or the Vault.
Cafeteria kitchen and dining service — simulation
Cafeteria CHOW PROTOCOL: Enter the Ground Floor Cafeteria and select Place an order. During service, the simulated cafeteria team prepares your choice. Service hours are breakfast 7:30–9:00 a.m., continental/brunch 10:30–11:30 a.m., normal lunch 11:30 a.m.–1:00 p.m., and dinner 4:30–6:00 p.m., Arizona time. The menu remains browsable while service is closed. Choices are croissants, coffee, an in-house burger, in-house oven-baked pizza, a built-to-order salad, a baked potato, water, iced tea, or lemonade. A fictional member access ID labels the receipt; this trial does not collect real IDs or require sign-in. Read and acknowledge the test-only disclaimer before submitting. The required text preview appears in-app for the originating simulated member; choose Confirm simulated text & continue to release the order. Optional Print Receipt (Simulated) requires acknowledgment too. No actual SMS, food order, payment, or physical printing occurs. Active orders and trays last for this page visit; guest receipts are saved in the same browser for later review. The separate coffee-cart delivery service and HQ-to-Breakroom communications are unchanged.
Collected receipts and optional research feedback: Open the cafeteria’s Guest receipts. Tube acceptance records Collected from tube and Guest receipt not yet processed: the room received it, but that does not confirm the originator received the correct item at the correct final destination. The item’s location history stays separate from where a mismatch was reported. Choose a simulated email or text preview, or No phone — visual at Reception. Only the originating simulated ID can confirm both final destination and correct item. An office guest may view or report a problem, not confirm on the originator’s behalf. Leaving without visiting Reception is allowed and does not process the receipt. Optional reasons for an unprocessed receipt include not locating the order, someone else collecting it, a possible mismatch, reviewing later, or preferring not to say. No answer remains Reason not provided, never an assumed failure. Reasons and optional suggestions do not count as final confirmation. At Reception, “Did you enjoy your visit with us today?” offers optional suggestions or Yes—depart (test only); this never changes visitor departure or office access. Disclaimers explain that this is internal research, not real identity or payment/delivery verification. No contact information or real messages are involved.
Thirty-day receipt archive: Unresolved guest receipts move from Active receipts to Archived receipts after 30 elapsed days from collection, when the system next opens or refreshes. They are labelled Archived—originator confirmation not received; their details and last known location are retained, not deleted or automatically confirmed. Select an archived receipt to review it, report a problem, or provide later originator confirmation. Later-confirmed receipts remain in Archives with an updated confirmation status. Records stay in this browser only, not across devices or accounts; clearing browser data removes them. If browser storage is unavailable, the interface warns that records are available only in the current visit.
In-house cooking and host service: After receipt acknowledgment, simulated cooks prepare burgers on the griddle, pizza in an oven, and baked potatoes at a baking station. Short cooking intervals are only game timing, not real cooking instructions. After cooking, cafeteria hosts place the prepared hot food into a serving bin or tray; hosts also assemble the cold salad and drink selections onto serving trays. The order and selected contents remain unavailable to collect until the cook and host steps finish. The kitchen view has two simulated sinks with taps that can be switched on and off. This is not a real kitchen, food-safety certification, or real food ordering.
Salad bar, potato bar, drinks, and serving supplies: A salad starts with a lettuce base; select tomatoes, cucumber, carrots, peppers, onions or spinach, and optionally ranch or vinaigrette dressing. A plain salad is allowed. For a baked potato, optional toppings are broccoli, peppers, onions, chili, cheese and sour cream. Drinks include water, iced tea and lemonade, alongside the existing coffee choice. Optional condiments are ketchup, mustard, mayonnaise, salt, pepper, sugar and cream. The optional silverware pack contains a fork, knife, spoon and napkin. Selected salad ingredients, dressing, potato toppings, condiments and silverware appear on the simulated receipt and the delivered tray. The croissant-only vacuum-tube trial accepts no other food, drinks, condiments or silverware.
CHOW serving tray: Choose Pick up, Table service, or Office delivery when placing an order. The tray shows the selected food and its additions under Contents. After finishing the receipt and any required cooking and host handoff, Pick up leaves the tray at the counter; select Pick up to collect it. Table service brings it to the left dining table; select Take order from table after it arrives. Office delivery brings the completed order to the chosen office without changing its access requirements. Collecting clears the tray and permits the next simulated order. The separate coffee-cart delivery service is unchanged.
Office delivery: Select this third service choice to show Deliver to which office?, then choose a listed destination. The simulated receipt records that office. After the receipt step, the tray leaves the cafeteria and arrives at your chosen office; visit it normally and select Collect office order. Delivery does not move Junior, unlock doors or change access rules. If a room has no clear space for the tray, its delivery appears in a dismissible tray window when you enter rather than covering room controls. Orders and deliveries last for this page visit only.
Experimental vacuum-tube delivery — croissants only: In the cafeteria order menu, choose Croissants, then Experimental vacuum tube and a destination office. Capacity is one croissant serving per capsule, with one capsule in use at a time. The packaging is approved for this simulated method. No liquids, including coffee, are allowed. Complete the normal receipt choice and, if printing, acknowledge the simulated receipt before the capsule launches. Visit the selected office normally, select Inspect capsule, view the croissant through the inspection window and select Accept contents. Acceptance places the croissant on a temporary office tray. Select Eat croissant; the croissant and tray disappear together. Closing the inspection window without accepting leaves the capsule waiting. No next cafeteria order can start until the accepted croissant is eaten. Choosing a destination does not unlock its doors. The experiment uses the established cafeteria service hours and does not change pickup, table service, ordinary office delivery, hotel room service or the coffee cart. This is entertainment only, not a real delivery system or packaging certification.
End-of-service shift change: During closed preparation periods, shift workers and the Custodial crew report to help clean before the following shift. Shift workers clear tables and wash dishes; Custodial handles cafeteria housekeeping. The crew waits for unfinished orders to be collected before starting cleanup. Cooks then prepare for the next shift, and cafeteria hosts place prepared food into serving bins and set out trays and silverware. This is a timed building simulation, not a real employee schedule or food-safety procedure. Building Maintenance’s separate janitorial-supply duties are unchanged.
Open Coffee Lounge from the Break Room. The conference table remains in the middle; the coffee attendant is a separate illustrated character, not Junior.
- Choose Regular, Decaf or Both pots, and cream or sugar. Both means two labelled pots. Pour a cup or take a croissant to use the simulated supplies.
- Use Move tray to to choose the Lounge, Break Room, Cafeteria, Lobby Reception, Flight Ops or Maintenance classroom. The trip display shows the attendant carrying the cart through the corridor and riding the elevator for cross-floor deliveries. You stay in your own room; your elevator controls and existing room-entry requirements do not change.
- The tray starts with three croissants. One gradually disappears every five minutes on the existing building clock, including while the tray is moving. An empty tray stays empty until a refill is requested.
- Select Send attendant for cafeteria refill to replenish coffee and croissants and return the cart full. There is no automatic refill.
- The Coffee & croissants menu is available at the Cafeteria, Lobby Reception, Flight Ops and Maintenance classroom. Choose the number of regular or decaf cups and croissants, add cream/sugar, select Visitor or Class attendee, and request refreshments. A request makes more only if stock is insufficient. Waiting visitor requests take priority; a trip already underway is not interrupted.
The request menu does not remove any room-access or sign-in requirements. These are fictional refreshments and deliveries, not real food orders. Only simulated stock, cart location and clock timing are saved on this browser, so reloading does not silently refill an empty tray. Names, sign-in information and refreshment requests are not saved by this feature. Volunteer collection is a future enhancement.
Public Library — public reference links
Open Public Library without signing in. It is also available from the PUBLIC LIBRARY doorway in the Ground Floor Lobby. Close the room to return to the same Lobby.
- Start with Mesa, Arizona. Use Region to expand to nearby East Valley communities, Maricopa County or Arizona, or choose Florida, nationwide directories or all links.
- Choose a category: Government & City Hall, Community Resources, Libraries & Learning, Voting & Elections or Transportation. Type a search to narrow the directory. Reset filters restores the Mesa starting view.
- Each result names its source. Select its website link to open that provider’s site in a new tab. Contact details, voting procedures, candidates, district information and deadlines are read there, not copied or stored in RRR.
- Florida links include voter information, the state’s Candidate Tracking System and county election offices for local races. Nationwide links let you find other states’ official government and election sources.
RRR keeps only the directory’s link labels, categories and website addresses. Searches are local to the page and are not saved or sent by this directory. It does not request your location or collect voter details. External sites may have their own lookup or registration requirements; RRR does not register voters, accept ballots or endorse candidates.
Use the current information at the source. The Florida Candidate Tracking System describes its listings as an unofficial reference on the official state website; county and municipal races are handled by county election offices.
Observatory badge check
- Before scanning, go to the Ground Floor Auditorium, select FIRST TASK · NEWCOMERS BRIEF on the presentation screen, review it, sign in, and confirm completion. The saved completion belongs to your account.
- Then enter the EW hallway and select Swipe badge on the wall-mounted Observatory reader.
- If prompted, sign in with an approved supervisor account, return to EW, and swipe again. The verified owner may use the authorized active ISUP exception during initial stand-up. Ordinary HQ editing access by itself does not grant Observatory access.
- Completing the brief is an additional prerequisite only; it does not grant supervisor status or Observatory entry by itself.
- If access is denied, the door stays locked. Check the reader’s guidance for orientation, authorization, and Code Yellow requirements. The owner’s explicit mitigation is a separate recorded exception, not a bypass granted to any visitor.
- Use the Observatory’s EW door to leave. A new badge check is required for each entry.
The reader is a virtual in-app check of a verified signed-in account. It is not a physical card reader or building door lock.
Headquarters office
- Window: select its marked hotspot to run the guide’s fresh-air sequence, opening the window and moving the breeze and desk papers.
- Bookshelf: choose from the 16 binders, then choose its open control. Each binder has eight index tabs. Use the page controls to read, go back, or close it.
- Microphone: choose Push to talk or Play a slogan from its menu. Push to talk needs browser microphone permission; audio is monitored locally and is not saved or sent.
- Desk phone and intercom: use the on-screen phone controls for the local call demo. When connected, select a prepared response in either room and choose the speak control.
- Safe: this is a combination / simulated-scan demonstration only. It is not a real lock and does not read or store fingerprints.
- Inspection clipboard: the Yearly checklists control opens the simulated annual building and company lists. Follow the displayed in-app role instructions and save required sign-offs in the operations workbench.
- Observatory camera: select the small EW · Observatory monitor on the office wall to open the simulated entrance view. It is a visual mockup and does not connect to or record from a real camera.
- HQ camera-control back office: enter through the separate reader inside the office. Its Leave open / Close and lock setting is separate from the outer HQ door. When locked, the server checks the same verified owner email used by the HQ reader; being in the office or on a tour does not grant entry. The hand scan is simulated and reads no fingerprint. The camera wall and the Security Office phone/radios are in-app simulations only; they do not connect to real cameras, calls, microphones, or radios. The Card Room feed illustrates tables, seats, and dealer positions only; private hands are not shown.
- HQ door: the lock menu and Scan to enter reader are outside the office in the Floor 2 main hallway. Use Owner sign in with the existing verified RRR owner email to change the shared Leave open / Close and lock setting. An open door preserves ordinary entry; a locked door admits the verified owner through a simulated email-checked hand scan. No fingerprint, hand image, passkey or physical door is involved. Outward exits remain usable.
- Member binders: use the separate Member binders entrance in the Floor 2 main hallway, even while the office is locked. Choose a binder, read its free index, or use tabs 01–08 and Section records. Existing free samples, membership and owner-only permissions are unchanged. Return to hallway closes the reading room without entering the office.
- Landscape binder choices: the office binder selector uses a taller, scrollable list beside the bookshelf in short landscape views. Scroll within the list to reach every binder; Close choices remains available. Binder contents and the eight-tab layout are unchanged.
Briefing room planner
- Open View planner on the wall screen. Use the month arrows and calendar dates to browse the rolling 90-day schedule.
- Planner posts and required tasks can be viewed by visitors. Approved staff can manage planner content; that editing access is separate from authority to perform inspections or verify signatures.
- Overdue, incomplete required tasks remain listed alongside the selected date’s tasks.
- The owner-designed cloud above Junior BB counts incomplete critical tasks. It disappears when the required work is confirmed complete, not merely because mitigation or room access is available. Unavailable status data must not be treated as zero outstanding work.
- Simulated inspection and inventory tasks are completed through their saved records in the operations workbench, not an unrelated planner checkbox.
- Inspection list opens the shared register. It is available from the Briefing room planner, Lower Level, and Observatory. Cabinet logs also show their locations in the master log.
- The auditorium screen displays its sponsor message. Approved HQ staff can edit the message through the control booth.
Building Inspections, Company Inspections, and Sensitive Items Inventories
These are the official names of RRR’s simulated task groups. Their required critical tasks must be completed to avoid the virtual building’s Code Yellow. Finishing one group or obtaining room access does not complete the other groups. These are not records of real equipment, inspections or restricted inventories.
- Open Inspection list or a cabinet’s Check status control. Select the correct location or required item.
- Select Open the operations workbench. Review the simulated check or inventory details and any unresolved scenario finding.
- Enter the performed date, observed result, your initials, and the required notes or attestation. Use your own initials consistently; initials label the record but do not replace verified sign-in or grant clearance.
- Save the result observed in the simulation. A failed scenario check is not a passing sign-off and may require a follow-up task.
- In normal operations, HQ verifies the approved supervisor’s signed record. Under the active sole-owner ISUP exception, the owner’s accepted signature is recorded explicitly as an exception.
- Reopen the register or cabinet log and confirm the saved status, performed date, next due date, and signature. Then review the remaining critical tasks in the planner.
Fire extinguishers: the next due date is six calendar months after the performed date. For example, a performed date of October 10, 2026 gives a next due date of April 10, 2027. “Not on file” means the relevant record or date is missing; do not assume a current inspection exists.
The ISUP initial-issue scenario assumes its fictional receipt, storage and HQ authorization prerequisites have been met. Each required check still needs a saved simulation result; the scenario does not automatically complete tasks.
Lower Level, Vault, and stores
The Vault, Equipment Stores and Supply Stores have simulated occupancy lights: the room is dim while empty, overhead lights come on when Junior enters, and switch off when he leaves. Signs and navigation controls stay readable. Lighting does not change access rules or the Vault lock.
- Select LL in the elevator and follow the current entry instructions. The Lower Level elevator landing leads to the Vault Corridor.
- Select Enter the Vault and pass its own simulated lock step. Lower Level access alone does not open the Vault.
- The Vault door offers six number dials and a simulated fingerprint option. Follow the public demo instructions displayed by the lock. The scanner does not capture fingerprints; neither lock option grants account authority or bypasses the building’s entry check.
- From the Vault Corridor, take the NW CORRIDOR door for Equipment Stores, Supply Stores, the Copy and Shipping Office, the Publications and Forms Office, the Hazardous Material and Waste Management Section, and the IT & Communications Section.
- The Copy and Shipping Office is beside Supply Stores. Its office laser printer, scanner, copying/work counter, and packing/shipping counter are inactive demo equipment. Select one for its information; no documents are printed, scanned, copied, saved, or shipped. Existing Lower Level access rules still apply.
- The Publications and Forms Office is next to the copy center. Its publication shelves and forms area are a demo layout; no documents are issued, downloaded, or stored here yet. Use Back to NW corridor to leave. Existing access rules remain unchanged.
- Use the labeled return controls to go back to the NW Corridor, Vault Corridor, or elevator landing.
Current storage rooms are layouts only. Shelves, storage bays, issue windows and receiving docks are scenery for future simulated duties. Saved simulation inventory records in the workbench are separate from these illustrations; no real equipment or supplies are handled.
The HAZMAT Section contains three illustrated drums: Cardboard & Plastics, Lithium Batteries & Similar Batteries, and Normal Trash. Select each drum’s Disposal instructions for its scenario guidance. RRR does not collect or dispose of real waste; use appropriate local services for real materials.
IT & Communications Section
- Take the elevator to LL, enter the Vault Corridor, then NW CORRIDOR → IT & COMMUNICATIONS. Existing Lower Level access rules apply; this section grants no new permissions.
- This simulated career section represents internal event communications, intranet oversight and keeping software/hardware knowledge current.
- Select Duty guidance at the Event Communications, Intranet Oversight or Software and Hardware Currency station to read the fictional role’s guidance, then close it to return to the room.
- The stations do not monitor real networks, install software, order hardware or provide an IT support service. Future enhancements remain simulated role progression.
- Use Back to NW corridor to leave. Existing inspection sign-offs, inventories, Code Yellow and the critical-task cloud remain unchanged.
Card Room · Blackjack and Texas Hold’em
Take the elevator to Floor 6 — Entertainment & Travel, enter GOOD SOUP · ALL WINGS, then choose SE Wing → Card Room. Use the game selector to choose Blackjack or Texas Hold’em. Each has its own table layout and named, animated characters. Choose from Robert, Alex, Jordan, Casey and Morgan; these are fictional character names, not a request for your personal information. Return with Back to Good Soup hall. Solo games reset when you leave; shared seats can reconnect in the same browser tab.
Blackjack: the semicircular table has up to five player seats plus the dealer. Open Table setup to choose your character, which other characters join as computer opponents, and your seat/turn order. Choose the last seat to act after the computer players and just before the dealer. Computer opponents place their wagers visibly, and the dealer deals the opening cards seat by seat. Their turns and dealer draws play out in sequence with expressive reactions and tells. Each selected character plays a separate hand against the dealer. Or create/join a friend table for two to five people on separate devices. Shared-table seats are reserved for people, not computer opponents. Share the six-character code; each person chooses a different character. Each starts with 1,000 fictional play chips. Adjust your own wager before dealing. At a shared table only the host deals or resets everyone’s stacks; join between hands, not mid-hand. Each player plays their own hand against the dealer, not against the other players.
Choose Deal, then Hit for another card, Stand to finish your turn, or Double on your first two cards if you have enough chips (double the wager and take one final card). Play proceeds through the seats, then the dealer resolves all hands. Closest to 21 wins; over 21 busts. The dealer’s second card stays face down until resolution. Dealer stands on soft 17; natural Blackjack pays 3:2; ties return the wager. No splitting or insurance. New stacks resets chips between hands. Leave closes a shared Blackjack table for everyone; let the others know first. These chips have no cash value and cannot be bought, cashed out or used for prizes.
Dealer changes: dealer staff rotate every 40 minutes at both tables. If a hand is underway, the current dealer finishes it before the replacement arrives. A countdown shows the shift; players at the same shared table see the same dealer. This staff change is separate from Texas Hold’em’s dealer/button, which still alternates every hand.
Texas Hold’em: play heads-up against one computer opponent with 1,000 simulated play chips each. In solo setup, choose who gets the button on the first hand; it alternates normally afterward. Blinds are 10/20; No-Limit betting lets you choose any legal bet or raise from the minimum up to your remaining stack, including all-in. Each player has two private cards and shares five community cards. Use Fold, Check/Call and Bet/Raise. Visible wagers and animated computer reactions make the action easier to follow; reactions are flavor, not reliable clues to the computer’s hand. At showdown, the best five-card hand from seven cards wins; equal hands split the pot. All-in hands deal the remaining board, and unmatched chips are returned. Start the next hand or reset the table only after the hand ends. Computer cards stay hidden until showdown.
Texas Hold’em Tournament: enter the simulated 25-player event with 1,000 chips. Five qualifying tables seat five each; one winner from each advances to the winner-take-all final for a simulated $1,000,000 prize. Blinds begin at 10/20 and rise every 10 hands on a synchronized schedule; the final continues at the current level. In this first tournament mode, computer players fill the other tables and seats. The prize and chips have no cash value.
Play with a friend: in Texas Hold’em, select Play with a friend → Create room. Give the six-character code to the other player, who opens Texas Hold’em on their own device and selects Play with a friend → Join. Each device sees only its own private cards until showdown. Either player can deal the next hand once both have joined; only the host can reset the table, between hands. Use Leave room to end the shared table, then select Computer for solo play. A lost connection pauses your moves and attempts to reconnect; refreshing the same browser tab can recover its saved seat. An idle room expires after 24 hours.
Play chips have no cash value, no purchases, no payments and no prizes. No paid third-party game service is used. Solo chips reset when leaving, switching games or refreshing. For multiplayer, RRR temporarily stores the table’s progress, selected fictional characters and cards on its server; only the room code and a private seat token are kept in this browser tab to reconnect. No personal names or payment details are needed. Existing Floor 6 rooms and MWR games remain available.
8-Ball Billiards Game Pak: in the MWR game room, choose Play Billiards · Game Pak. The larger playing view defaults to looking down the cue while aiming: drag sideways to turn, or use the fine-aim buttons. Table view provides an overhead view, rotated lengthwise when that makes better use of the screen. Shots automatically switch to overhead while the balls roll. Hold to shoot builds power; release to strike. Hold/release Space or Enter on that button with a keyboard. Cancelling a touch, hiding the app or opening the menu cancels the charge. Practice table (free) retains solo free-pocket practice, with no entry fee, career results or coin rewards. Re-rack resets practice; Close game returns to MWR.
RRR 8-ball house rules: the numbered solids are 1–7, stripes 9–15, and the black ball is 8. Groups remain open after the break; the first legal non-break pot assigns opposite groups. Contact your own group first and pocket one of your balls to keep the turn. After clearing your group, call one of the six numbered pockets and pot the 8 there. An early 8, wrong-pocket 8, or scratch while pocketing the 8 loses the match. An 8 on the break is safely re-spotted instead. Scratches, wrong first contact, no object-ball contact, or no pocket/cushion after contact give the opponent ball in hand. An unpotted break must send at least four object balls to cushions. With ball in hand, tap or drag a clear position on the overhead table to place the cue ball, then aim and shoot. Pocket calls are required for the 8 only.
Computer, multiplayer and tournament: Play Computer runs a local opponent. For separate devices, create a table and share its six-character room code. Two players play singles; three choose two sides (2 against 1); four must choose two teams of two. Turns alternate sides and rotate partners when the turn passes. A 16-entry singles tournament has no teams or computer fillers: the host starts with 16 entries, then eight matches advance through quarterfinals, semifinals and the final. Open Bracket to watch and My match to return. Match wins and losses count once even when you reconnect or an entrant advances between polls. Existing older pocket-count rooms can finish under their original rules.
Experience and simulated winnings: there are 10 levels total: Amateur 1–5 and Pro 6–10, with separate division win/loss records. Each advancement requires 10 match wins: level 2 at 10 wins, level 6 at 50, and level 10 at 90. Losses do not advance experience. A new career starts with 100 simulated coins. Each competitive match, including each tournament round, costs 10 coins × your current level, deducted once at entry. Amateur wins pay 2× entry; Pro wins pay 3× entry. Thus a level-6 Pro pays 60, receives 180 on a win, and gains 120 net. Losing forfeits the entry fee only, with no second deduction. Payouts use the fee and division reserved at entry. If your balance cannot cover entry, a free 100-coin refill keeps play available. Coins have no cash value, real-money purchase, transfer or cash-out; they are personal game points, not a pooled stake between players.
Level matching: a competitive room accepts only players in the same division, at the same level or no more than one level apart. Level 5 can face 4 or 5, but never Pro level 6; level 6 can face 6 or 7, but never Amateur level 5. The computer plays at your current level and becomes more precise at higher levels. Tournament entry levels stay fixed for the event: wins still count, but any promotion applies after elimination or the final, so no one changes divisions mid-bracket. Ordinary table rematches update levels before admitting a new opponent.
Beginner and custom cues: three beginner cues are owned free from the start. Open Menu → Progress and cue shop to buy unlocked cue tiers with simulated winnings and equip an owned cue. Higher tiers unlock at each experience level and improve the aiming-guide length, fine-aim control and time available to control shot power; they do not add extra striking force. Customize cue offers free presets plus shaft, wrap and trim color choices at every level. The chosen design appears in both aiming views. These are your local cue visuals; other devices do not receive your design.
Connections, saves and privacy: career records, simulated coins, owned cues and custom colors are saved in this browser on this device, not your member account or another device. Clearing browser storage removes them. If saving is unavailable, the game reports session-only progress. Solo/computer tables reset when closed. Shared room progress is stored temporarily on the RRR server; idle rooms expire after 24 hours and waiting seats inactive for five minutes are released. This tab stores a room code and private reconnect token; a protected anonymous 24-hour cookie helps recover the same browser's entry. No personal name, payment detail or paid game service is required. A browser rejoins its existing seat, not a second entry; this is not identity verification across browsers. A connection loss pauses controls without automatically repeating a shot. Leaving a started match forfeits your side; an opponent can claim a forfeit after 90 seconds without a heartbeat. This optional Game Pak leaves all Original games unchanged.
Optional all-time list: open Menu → All-time board and choose Refresh to view standings without joining. Join all-time list creates a generated game alias; future completed multiplayer wins/losses are saved on the RRR server and counted once. Practice and local computer results remain device-only. The list ranks wins first, then fewer losses; it shows the highest level played and separate Amateur/Pro results. It stores game aliases/results and a random identifier with a hashed browser access key, not a member-account link, real name, email, password or payment details. This is saved game information, not zero storage. A protected cookie lasting up to one year lets this browser manage its alias. Use Remove my entry to permanently delete the alias and its leaderboard results; this does not delete an ongoing temporary room. Clearing cookies alone does not delete a public entry and can prevent you from managing it, so remove the entry first. Joining again creates a fresh alias rather than restoring deleted history.
MWR room (Morale, Welfare and Recreation)
Per-game enhancement lists: open Game Paks & versions → Enhancements: installed and planned to see each game's included features and planned upgrades. Select two games per cycle, with one focused enhancement or Pak update for each, then rotate to the next pair. Begin with Golf and Billiards; Rooftop Intercept and Traffic Watch are the next candidate pair. Continue through Blackjack, Texas Hold’em and ANOMALY, then repeat the list two at a time. Demand and available support may change the order. Every cycle is subject to support, resources and testing: it is not a guaranteed release quota, fixed deadline or automatic delivery. A completed version may pause updates or be followed by another optional version with its own plan. Planned items cannot be played yet. Each optional Game Pak remains separate from the clean Original games; no new version forces a switch from an Original.
RRR Cup — how an event runs: choose the 18 Hole Terrain Course Game Pak, then open Settings → RRR Cup. To qualify, complete all 18 holes of a solo Terrain round at six under par (−6) or better: the par-66 course needs 60 strokes or fewer, including penalties. Each alias takes one division (Novice, Amateur or Pro) per event, with 16 entries per division. Staff open, pause, start and finish each event by hand. Start closes entries. Staff can also cancel an event or create the next one, which begins paused. There is no automatic calendar, schedule or deadline.
The official round: once an event has started, each entrant plays one official 18-hole round, in the division they entered. The server resolves every shot and saves each shot and each next-hole step. Leaving does not forfeit it: open Settings → RRR Cup → Resume official round in the same browser (the same cookie) to continue where you stopped. There is no restart and no second official attempt, and the game never sends a scorecard to the Cup for official results. Regular play, room codes and the Original games are unchanged.
Standings and winners: qualifying scorecards are device-reported casual results. The server checks they are possible and meet the −6 threshold, but they are not independently proven. All-time qualified bests are a separate board; an official round that qualifies can improve it. Staff finish an event after sign-in. If entrants have not finished, staff must explicitly confirm that they are recorded as did-not-finish. The lowest completed official score wins each division, exact ties are joint winners, a division with no completed round has no winner, and a cancelled event has no winner. Staff use the existing verified HQ staff sign-in, then reopen Golf → Settings → RRR Cup for the controls. Players never need to sign in.
Optional entry and privacy: viewing the Cup does not enroll you. Joining creates a generated game alias with no member, contact or payment link. Public standings show only alias, result and progress (status and holes played). Full shot-by-shot traces are not shown publicly; your own round's saved progress is private apart from hole count, total and status. Joining, submitting a qualifier and starting an official round are separate choices, and practice rounds upload nothing. A protected browser cookie keeps control of your alias for up to one year. Use Remove entry before clearing cookies: removal deletes your alias, all results, saved round progress and entries, including in past events' archives, and cannot be undone. If you lose the cookie you can no longer manage that alias or resume a round. Ties share a rank. There are no cash prizes, entry fees or paid services for this Cup.
Future golf upgrade: a separate 36-hole weekend RRR Cup is planned, using two 18-hole rounds and 32 qualified entries per division. It is not playable in the current release.
Terrain Golf settings: the compact main toolbar keeps Multiplayer, course views, the hole diagram, Pause, Scorecard and Mute voice / Unmute voice. The voice button controls only the commentator, leaving shot sounds alone. Open Settings for golfer names, the shot-sound switch, voice/style choices, replaying commentary, the written commentary, progression and terrain guidance, and Restart Round. Use Back to game to close settings. These optional controls and explanations no longer cover the course or crowd the playing screen.
Golf commentary: Terrain Golf starts with the previous Saved male recording selected. Choosing a golfer’s name does not change that voice. Robert’s recordings remain available as an optional voice-menu selection. Those seven clips cover the welcome, a completed shot, water and bunker warnings, reaching the green, holing out and completing the round. They play directly without generating speech, and stop for a new shot, mute or leaving the game. With those personal recordings selected, names and changing distances and scores remain in the written commentary; they only say their recorded words. Individual recordings can be replaced later without replacing the entire set; replacements use new versions so phones do not keep playing a cached older clip.
Terrain Golf golfer names: choose Robert, Alex, Jordan or Casey from the Golfer list for solo commentary. In a new multiplayer room, each of the four player places receives a different name from that list automatically; the assigned name appears in the room and commentary. Spoken names require an available male English device voice. The Saved male recording remains selectable even if a name is chosen or no compatible phone voice is available; it plays the existing commentary, but names appear in text only because they are not in that recording. Unavailable device voices are marked in the menu. This does not call a paid voice service or send the selected name to one.
Terrain Golf effects: water hits produce a brief splash with droplets and ripples; the existing penalty and return to the last lie are unchanged. Club contact plays a short locally generated sound, with a softer tap for putts. Shot sound: On/Off controls this separately from commentary. No paid audio service is used.
Terrain Golf hole diagram: select Hole diagram between shots for the current hole's overhead layout: tee, your ball, green/cup, water, bunkers and fairway route. The heading shows the hole name and par. Select Close diagram to return to play.
Terrain Golf swing: press and hold Hold to swing to raise the club and build power from 5% to 100% over about two seconds. Release to hit the ball. A shorter hold makes a softer shot. You can also hold and release Space on the course or Space/Enter on the button. Switching away or cancelling a touch cancels the shot.
Terrain Golf upgrade: open Game Paks & versions in MWR, choose Terrain Golf for REEL Golf, then Apply choices and play golf. There are now 18 holes. Holes 10–18 form the back nine; hole 12 is Waterfall · Dogleg Left, par 5. Follow its fairway east, then turn left toward the green; the waterfall-fed pond guards the direct shortcut. Waterfalls also appear on holes 11 and 17. After each shot settles, play continues from the ball's new position without a travel sequence. Contour lines mark elevation; arrows point downhill. The ball slows uphill, curves downhill, and can roll back from a bunker face into its flatter sandy basin. It stops on a nearly level lie. Sand still slows shots, and existing water penalties remain. Club distances are level-ground estimates. The contours appear in overhead, golfer and putt views. Scorecards and par-based level advancement cover all 18 holes. Multiplayer uses the same terrain physics; all players must select Terrain Golf and create a new room for the 18-hole course. Original nine-hole golf and its saves remain available.
- The MWR arcade offers Play Traffic Watch, an original fictional collision-avoidance simulation, and Play ANOMALY, a sonar mystery with compact controls and separate records tabs. Scan three watches, compare logs and, if a threat is identified, request the simulated HQ go-ahead and lock the target. Engage opens an optional rooftop dogfight using the existing flying-car and helicopter designs. Use the direction controls and Fire · .50-cal, or one of three arcade missiles; keyboards use arrows/WASD, Space and M. Pause, restart and Sound are available. Radio uses existing tower recordings where applicable and a local device voice for “You are cleared to engage,” when available; written dialogue always remains. Alternative reply, silence and isolation endings remain. These are fictional games, not real flight or weapons training. Nothing changes ordinary rooftop visits, real communications or building operations. Close game stops the active game. The previous game remains retired.
- Play Rooftop Intercept opens a separate single-player shooter, leaving ANOMALY unchanged. Choose Outside to see both aircraft or Cockpit for an arcade view from inside your aircraft. Switching views keeps the same encounter, health, ammunition and HQ clearance; it is not a full 3D flight simulator. Choose a helicopter or flying car; the computer controls the opposing uncrewed training aircraft. Compare the three scripted mission logs, request the simulated HQ go-ahead, then press or hold Fire to begin the encounter and use the fictional .50-cal. In MWR, drag the thumb control to move, including diagonally; release it to stop. Fire and Missile buttons are unchanged, and you can move and fire with separate thumbs. Keyboard arrows/WASD still move; Space fires and M launches one of three arcade missiles. The thumb control runs locally with no paid service. Select Sound: On for radio and distinct locally generated gunfire from both sides. Hostile drones join in three waves of one, two, then three. Each drone has a countdown and also fires at your aircraft. Shoot it before its countdown expires: each missed drone removes two of simulated HQ's six health points. The round ends in defeat if your aircraft or HQ reaches zero; clear the enemy aircraft and all drone waves to win. HQ health, active drones, wave and destroyed-drone counts appear above the scene in both views. Pause freezes the encounter; restarting resets all aircraft, drones and HQ health. Pause, Sound Off and Close game stop firing effects. Fictional combat—parental guidance suggested. No age or ID is collected, and no normal building or flight systems are affected.
- Play REEL Golf opens an original nine-hole pitch-and-putt game. Tap or click the course to aim, select a club and shot power, then select Swing. Left/Right arrows adjust aim, Up/Down adjust power, and Space swings when the course has keyboard focus. Sand and rough slow the ball; water or out-of-bounds adds one penalty stroke and returns it to the previous position. A gentle shot into the cup finishes the hole. Select Next Hole to continue. The eight-stroke limit keeps the round moving. Scorecard shows completed holes; the final scorecard totals all nine. Pause and Restart Round are available. Leaving the game pauses it, and Close game unloads it. Closing solo golf clears the current scorecard; earned experience unlocks remain in this browser. No sign-in or payment is needed.
- Golf views and distances: The golfer view shows the fairway from behind the player, including the walk-up, tee setup and swing. The ball-following view tracks the shot and settles at the new lie facing the hole. Use Overhead View for the course layout, Golfer View to return, or Putt View for a closer putting perspective. The distance readout shows the distance to the green edge and to the cup.
- Clubs, power and experience: Choose from a full 14-club bag, including woods, hybrids, irons, wedges and a putter. Club distances are estimates; adjust Power for a softer or stronger shot with any club at any experience level. Terrain affects the result. Begin at Novice. Complete all nine holes in the course par of 31 strokes or fewer at Novice to unlock Amateur, then achieve the same target at Amateur to unlock Pro. Higher experience levels offer longer maximum club distances, but do not guarantee a perfect shot. Choose an unlocked level before the first shot; it stays fixed for that round. Unlocks are saved in this browser, not automatically shared across devices.
- Water and bunker distance boxes: Near- and far-edge distances appear beside the hazards for six seconds at each new stroke, then the boxes disappear to clear the shot view. Make a quick note of the distances while they are shown. The boxes return for the next stroke; changing aim, club or view does not restart the six-second window. A box marked off aim gives reference distances toward that hazard rather than along the current shot line. Only the boxes disappear—the water and sand remain visible and their penalties and effects stay in play.
- Golf commentary: Use Commentary: On/Off to control spoken commentary. The commentator introduces the first tee, describes the distance and selected club, calls out water and sand hazards, and announces the hole score and round total when the ball is in the cup. Pre-shot speech stops when a swing starts. Saved AI male provides the included recorded male voice; the British, Irish and Australian device-voice choices depend on voices available on your device. Choose Friendly or Halloween style. Use Hear intro or Hear update to replay the current announcement when no shot is in progress. Written commentary remains available if sound is off or unavailable.
- Multiplayer REEL Golf: Open Multiplayer and Create Room, then share the six-character room code with up to three friends. Each friend opens REEL Golf on their own device, selects Multiplayer, enters the code and selects Join. The host starts once at least two players have joined. Players take turns with separate balls and a shared scorecard; watch the ball stop before the next shot. Everyone finishes each hole before Next Hole becomes available. Solo Pause and Restart do not reset a shared round. Your private reconnect key stays in this browser tab's session storage, never in the shared code; reloading or reopening golf within that tab reconnects. After a player has been disconnected for 60 seconds, another player may remove them using the room panel. Leave exits the room without stopping other players. Rooms expire after 24 hours without activity. Multiplayer needs an internet connection; connection errors disable moves until the room reconnects. Room records contain anonymous Player labels and game progress, not personal identities, account passwords or payment data.
- Rooftop Survival upgrade: in Game Paks & versions, choose Rooftop Survival for Rooftop Intercept and select Apply choices, then open the game normally. Thumb movement, Outside/Cockpit views, mission logs and simulated HQ clearance remain. Tap Fire for one shot, or hold it continuously for two seconds to start rapid fire; release to stop. Level 1 starts with 1,000 gun rounds; each new level adds 500 rounds to the reload amount. Every level starts with 3 missiles and a three-minute countdown. Clear the enemies early or survive until the timer reaches zero to advance and reload. If the gun runs out, keep dodging, use remaining missiles or EMP, or call air support as described below. Pause freezes the timer. Crew health is carried forward, not healed. Progress through as many increasingly difficult levels as you can; there is no final level. Missed drones create HQ alerts but do not end the run. Only your aircraft being shot down ends it. Each run also has two sonic booms, each interrupting the enemy aircraft's firing for two seconds without damaging it or stopping its flight. Existing incoming shots and drones are unaffected. The one EMP per run damages visible enemies and clears incoming shots, but costs your own crew 3 of its 6 health points. Press EMP, then confirm within four seconds. It requires at least 4 crew health. Sonic booms and EMP do not refill between levels. Restart begins a fresh run; closing the game ends the current unsaved run. All controls and effects are local, with no paid service.
- Survival air support and Tower: use Tower: clear pad 1 or 2 to send the on-screen call, “Tower, clear helipad 1 or 2.” Tower opens an unoccupied game pad and confirms “Helipad 1 clear” or “Helipad 2 clear.” Pad 1 is marked H; Pad 2 is marked FC. Their buttons can mark the simulated pads open or blocked; these controls never affect the building's actual rooftop. With an empty gun and at least one open pad, select Call air support, once per level. A friendly aircraft arrives after 12 seconds and completes its covering and landing pass within 15 seconds of game time. Keep a pad open: it can reroute to the other pad, but if both are blocked on arrival it waves off without attacking and you can retry. An occupied pad cannot be blocked during its landing pass. The countdown and marked strike area warn of incoming friendly fire. Disengage / evade applies to your own aircraft: it stops your firing and grants three seconds of faster movement. Use the thumb control to move left of the marked area before support fires. This is not automatic protection; being inside the strike area on arrival costs your crew 2 health and can shoot you down. Abort support cancels an incoming call before arrival, frees its assigned pad and lets you call again; it cannot undo a strike already fired. Support damages visible enemies and clears incoming shots, then leaves automatically and Tower confirms the pad is clear. It does not refill your gun. Pause freezes arrival and departure countdowns. Tower dialogue is displayed as text; no paid voice generation is used.
- Game Paks & versions: open this panel in MWR to choose versions of the four games, then select Apply choices. Original games remain available alongside the optional Rooftop Survival upgrade. Use Original games switches back without erasing upgrade saves. Compatible upgrades copy saved progress into a separate version save; different save formats require confirmation to start a separate save. Original saves are not overwritten, and achievements earned in an upgrade are not automatically merged back into Original. Choices and version saves stay on this browser, not across devices; clearing browser storage can remove them. A multiplayer room session is not copied into a different version. This is not a store, and adds no payment or voice-generation service.
- Its doorway starts in the Ground Floor SE wing. Take the elevator to the Ground Floor SE stop and select the brass MWR door. MWR itself does not require restricted clearance.
- Two movable lounge chairs are on the lounge floor. Drag either chair, use its arrow keys, or use Select chair and the move buttons. Chairs stay inside the lounge and cannot cover the arcade controls. Reset chairs restores their starting positions. Positions are saved on this browser only.
- The MWR TV remote offers Local News, Regional News, National News, Cartoons, and Music. Use Power to turn the TV on or off, then select a channel. News and cartoons are clearly labeled simulated and silent; they are not actual broadcasts.
- For sound, select Music, then Play music to hear the original MWR Lounge Loop. Use Pause music and the volume slider (zero mutes). It never starts automatically. Changing channels, switching off, leaving MWR or hiding the browser stops playback; returning does not start it again. This is a locally synthesized instrumental, not a commercial song or radio stream.
- Separate future content feature: a local antenna for owner-approved content. Reception and playback are not connected yet. The existing TV and remote remain usable with their current simulated channels and original Music selection.
- Inside MWR, use Move the MWR doorway to choose SE, the Ground Floor SW wing/grounds side, or leave it unplaced. Select Save location. Placement is saved on this browser only; other devices start in SE.
- Moving it while inside does not move you: Return to corridor or Close room returns to the corridor you entered from. This manual link remains available if the doorway is unplaced or cannot fit on a small screen.
- The uploaded game is silent. Placement excludes the Briefing Room, classrooms, Auditorium corridor and restricted floors. No inspection, inventory or restricted-entry requirement is changed.
Maintenance Section and outdoor roads
- Go to the Ground Floor SW Landing and use its Maintenance Road entrance.
- Follow Maintenance Road to the Maintenance Section building.
- The Maintenance Bay contains a vehicle lift, toolbox area, and parts cleaning station. Its attached classroom is reached through the classroom door.
- Choose Calibration Section in the Maintenance Bay for flight-maintenance and truck-tool calibration areas. From there, enter the Tool Room, with storage areas for torque wrenches, scales, meters and leak detectors, plus separate calibration equipment storage.
- The calibration workbench and Tool Room controls show simulation guidance. The future issue/return counter is planned, not active. These are virtual tools for simulated duties, not a calibration, repair or equipment-issue service.
- The Maintenance Tool Room also displays 4 handheld radios, hard hats, hearing protection and eye protection. Open the issue/return counter for equipment notes. Protective-equipment quantities are unspecified; these demo illustrations do not create signed inventory or equipment issues.
- Return from the Tool Room to the Calibration Section, then back to the Maintenance Bay. These rooms do not change Code Yellow, ISUP authority, Building and Company Inspections, or Sensitive Items Inventories.
- The Reception / Parts Desk has a receptionist character for future simulated parts requests for company-owned vehicles only. No real orders or purchases are made.
- The Maintenance clerk at that desk also shows the demo staff roster: a flight mechanic; a company-vehicle mechanic for a car, van and 5-ton box truck; and a mechanic assigned to calibration and the Tool Room. Mechanic illustrations appear by their Maintenance work areas.
- The clerk’s fictional duties include damage reports and simulated license checks; Logistics represents supply-discrepancy duties. Damage-report processing is a future simulation enhancement, not a real claims service.
- A simulated company-vehicle request starts with license and endorsement verification. Open the desk, select a company vehicle (car, van or 5-ton box truck), a sample license state and a sample endorsement state. Continue simulated vehicle request becomes available only after a current sample license and endorsements appropriate for that selected vehicle pass verification. Missing, expired or inappropriate samples block progression.
- The van uses a simulated chauffeur endorsement; the bus-driver endorsement is another sample for future role progression, not an added company bus. Changing vehicles clears the selected endorsement. Use only the provided fictional samples.
- The initial demo company fleet includes two forklifts: Forklift 1 is available for routine demo requests; Forklift 2 is strictly backup. Both appear in the fleet panel, but the backup cannot be selected for routine requests and is never automatically released. The available forklift requires a simulated forklift-operator endorsement. This display does not create receipts, equipment issues or signed inspection/inventory records.
- The virtual fleet includes nothing larger than the 5-ton box truck; no tractor-trailer is included. Additional fictional endorsement types and vehicle-issue duties can be added in future career enhancements.
- Changing a sample or vehicle, or closing the desk, clears the sample check. Passing it is only an in-app scenario step: it does not dispatch a real vehicle, issue a real license, grant building access or sign an inspection. Do not submit real ID or license details.
- Use the classroom’s return control to go back to the bay; use the bay’s return control to reach the road.
- SIDE ROAD: FLIGHT OPS branches from Maintenance Road. The road back to the SW Landing remains available.
Owner limousine parking
Limousine Bay 7 is reserved exclusively for the owner-reserved second limousine. Other vehicles have their own assigned bays and cannot park in this spot. It is in the separate Limousine Service parking area, not the cars-and-vans garage.
- Sign in with your verified HQ owner account.
- Follow Ground Floor SW Landing → Maintenance Road → Motor Pool Ln → Limousine Service.
- Select the owner-reserved second limousine.
- If it is On dispatch, tap Return to garage to park it automatically. If it is Awaiting driver / pickup start, tap Return to parking bay. If it is Not parked, tap Park in limousine Bay 7.
The bay, classroom, Calibration Section and Tool Room are walkthrough spaces. Future maintenance lessons, virtual tool records, issue/return duties and motor-pool activities are for simulated career progression, not real servicing, rentals or repairs.
Roads and parking directory
Start at the Ground Floor SW Landing and enter Maintenance Road.
- Motor Pool Office: Maintenance Road → Motor Pool Office. The clerk desk and visit register are inside.
- Motor Pool Ln: Maintenance Road → TURN LEFT · MOTOR POOL LN, just past the Motor Pool Office.
- Company garage — cars and vans: Maintenance Road → Motor Pool Office → Motor Pool Ops · dispatch & returns. This is separate from limousine parking and the repair facilities.
- Outdoor yard — trucks and forklifts: Company garage → Go outside to yard.
- Company lot — repair, visitor and accessible parking: Motor Pool Ln → OPEN COMPANY PARKING. The accessible visitor space has a blue wheelchair marking and a hatched access aisle.
- Limousine parking: Motor Pool Ln → LIMO SERVICE → select a limousine. Bay 6 is for the primary limousine; Bay 7 is exclusively for the owner-reserved second limousine. See owner limousine parking steps.
- Limousine pickup staging: Motor Pool Ln → LIMO SERVICE → select a parked limousine → Move to pickup staging. This is the separate awaiting-driver / pickup-start area.
- Repair garages: Motor Pool Ln → VEHICLE SERVICE at the Maintenance Mechanics Facility. These are distinct from normal company vehicle parking.
- Flight Ops Road: Maintenance Road → SIDE ROAD: FLIGHT OPS → Flight Ops Building and helipad.
Flight Ops map table and helipad
Helipad monitor: Inside the Flight Ops Building, select the wall-mounted HELIPAD MONITOR. It mirrors the current illustrated helipad scene, including the helicopter, tower and fueling area. It is simulated—not a real camera—and does not record, clear flights or change access. Close returns you to Flight Ops.
Simulated tower radio practice: At the Helipad Tarmac, select TOWER RADIO. Choose approach/landing, departure, hold position or go around, then Play. AI-generated pilot and tower voices use radio-style audio with static and squelch clicks; the full script is always readable. Stop, Close, changing exercises or leaving the helipad cancels playback. No microphone, real transmissions, flight clearance, dispatch or building-status changes occur.
Radio exercises are entertainment scenarios, not pilot training or recognized flight hours. Future career progression may include a simulated flight physical, in-app operations/training approvals and a virtual flight-hour log, all currently inactive. The Maintenance clerk character will handle the fictional paperwork. No real medical details are requested and no flying qualification is awarded.
Fueling station: Select Fueling station at the helipad to view its on-site station, two illustrated crew members and small fuel tanker within the five-ton vehicle limit. “State certification — simulated only” is not an actual certification. No fueling, pump operation, fuel inventory changes or aircraft approvals occur.
Route: Ground Floor SW Landing → Maintenance Road → SIDE ROAD: FLIGHT OPS → Flight Ops Building.
- Tap the illustrated map table to open its overhead view.
- Choose Grid for grid only, Landscape for terrain only, or Landscape + Grid for both.
- The map designator is FO-MAP-001. Its N arrow points upward. The legend explains the symbols relevant to the selected view.
- Grid columns 1–10 run left to right across the top. Rows 1–8 run top to bottom down the left edge. These are demo cell labels, not surveyed geographic coordinates.
- The landscape shows hills, mesas, rivers, plains, valleys, cliffs, draws, ridges, depressions, a main road, and secondary roads. Depressions use closed contours with inward-facing marks.
- Use the bottom 0–2 km scale bar to compare distances. One full grid square represents 1 km ≈ 0.62 miles in this demo. The bottom row is a partial cell. Measure along a road’s bends, not just the straight line between endpoints.
- Select Close to return to the table. On a keyboard, use arrow keys to change styles and Escape to close. Leaving the room closes the map view.
This is an illustrative fictional Arizona map, not live flight, navigation, or surveyed distance information. Zooming, panning, and replacing it with supplied artwork are not controls in the current map view.
Helipad: on Flight Ops Road, select BRANCH ROAD: HELIPAD, then Helipad tarmac. The paved tarmac has a marked helipad and a parked helicopter. It is scenery, with no flight controls. Use Back to access road, then Back to Flight Ops Road to return.
Simulated emergency exits and assembly area
Look for the green EXIT sign above a red-brown emergency door. Route signs above selected existing doors direct you back toward the corridor exit; they do not mark entrances into offices or the Vault.
- Floor 3: Editorial corridor emergency door → Floor 3 stairwell → Floor 2 stairwell → Ground Floor discharge.
- Floor 2: Main Corridor emergency door → descend the stairs → Ground Floor discharge.
- Lower Level: Elevator Landing emergency door → ascend the stairs → Ground Floor discharge. From the NW corridor or Vault, follow the EXIT-marked return route to the landing.
- Ground Floor: The Lobby’s existing WEST/EAST EXIT doors lead into the South Corridor. Its new EXIT door leads to Ground Floor discharge.
- All routes: select the forward exit buttons to reach the outdoor Assembly Area. No elevator is needed.
The route remains available for leaving during Code Yellow. Leaving does not clear warnings, inspections or inventories. Stairs do not offer access back into Floor 2 or LL; returning is through the public Lobby entrance, with normal entry rules still in place.
Simulation only: this is not a certified evacuation route or an actual emergency/safety plan. No real emergency call is made.
Vault camera and ordinary trash cans
- Vault camera: open the movable Vault-area monitor to view the simulated corridor illustration. Use its placement controls to select an available room and adjust its position. The view is not live, records nothing, and does not reveal real people, items, or inventory.
- Place trash cans: use this control in the HAZMAT Section, select the available rooms or floors, and choose Save placement. Clear a location’s checkbox and save to remove its ordinary can. The three HAZMAT drums stay in their own section.
- Camera and trash-can placements are saved in this browser, not shared company records. If browser storage is blocked or cleared, placement may not survive a reload or a different device. Follow any displayed storage warning.
- Placing a monitor or can in a restricted room does not grant access to that room.
Placed ordinary trash cans gradually fill using the building clock, reaching FULL after 12 minutes. A full can prompts for HAZMAT Section for recycling or the Dumpster outside Maintenance on Maintenance Road; choose either to empty it and restart the fill cycle. Choose Later to leave it full, then tap the can when ready. After staying full for two minutes, a warning says “empty trash”. Emptying clears the warning. Disposal is simulated and does not move the viewer or grant restricted access. Fill progress is saved on this browser and includes elapsed time away from the app. Unplaced cans and HAZMAT drums do not fill. Overflow and replacement-bag orders remain future enhancements.
Custodial section and spill reports
- To place the Janitor’s Closet, open the Hazardous Material and Waste Management Section → Place janitor’s closet. Choose Floor 2 Main hallway, Floor 2 EW hallway, Ground Floor South corridor, or LL NW corridor, then select Save placement. Use the JANITOR door to enter.
- Closet placement is saved on this browser. Moving or removing its doorway while inside still returns you to the corridor you entered from. It never grants access to another floor. The lobby floor directory shows its current placement.
- The custodial simulation represents cleaning, floor buffing, basic repairs and spill-response duties in the virtual building. It does not provide a real cleaning or emergency-response service.
- To report a fictional incident, use Custodial hotline → Report. Select its scenario type, virtual location, fictional details and either Supervisor or Hotline (receptionist-monitored), then Submit report. This creates an in-browser simulation entry, not a real hotline call or staff notification.
- For monitoring, open Custodial work board inside the closet, or Lobby → Visitor reception → Custodial hotline. The Board shows outstanding chores, urgent spills and incident history.
- Scenario progress follows Reported → Received → Coordinated → In progress → Completed. Assign a custodial character before advancing it. Hazardous or unknown scenarios also need the simulation’s HAZMAT/supervisor clearance and a completion note. Completed scenarios can be reopened with their history retained. These controls are not instructions for real hazardous cleanup.
- The simulated Janitor camera monitor starts in HQ. Open its camera view, choose HQ Office, Briefing Room or Break Room under Camera monitor location, then Move monitor. Only the verified owner or approved HQ authority may change this shared building setting. Other devices refresh its location on reopening/refocusing the app or within about 30 seconds while active.
- The camera is an illustration, not a live camera; it records nothing and grants no room access. Monitor location is saved centrally across devices. Chore/incident records remain local-browser demo records, not shared staff dispatch or a real emergency hotline. Browser storage errors are shown rather than silently claiming records are saved.
- Custodial completion does not sign off Building and Company Inspections or Sensitive Items Inventories, clear Code Yellow, or change the critical-task cloud.
Simulated safety features
- Select a virtual fire-extinguisher cabinet to review its red/green status and six-month scenario log. The in-app supervisor, or the owner under active ISUP mitigation, saves the performed date, result, initials and notes in the operations workbench. The simulation sets the next due date six calendar months later; its HQ verification step remains required outside the owner exception. This is not a real extinguisher inspection.
- The pull-lever and alarm sequence is a virtual demonstration. The glass-break sound and alarm do not contact emergency services.
- Alarm test sign-off: after the simulated test finishes, review the virtual cabinet, choose the scenario result, enter your initials and notes, confirm the simulated check, and select Sign test and inspection. Running or silencing the alarm alone does not save completion. Once a passing result is accepted through in-app HQ verification or the active ISUP owner exception, it clears that virtual red status and restores the illustrated glass. Other unfinished tasks remain.
- Virtual checklists and inspection records do not replace real inspections, maintenance, emergency procedures, or professional safety advice.
Enhancement Protocol: simulated career progression
This lookup holds ideas for later simulated career progression, not a plan to offer real-world professional services. Recording an idea does not activate it, change in-app roles or complete critical tasks. Room scenery does not mean its future scenario is playable yet.
Cafeteria schedule (Arizona time): building opens at 0600; breakfast preparation 0600–0730 (90 minutes); regular breakfast service 0730–0900; brunch preparation 0900–1030 (90 minutes); continental/brunch service 1030–1130; normal lunch service 1130–1300; dinner service 1630–1800 (4:30–6:00 p.m.). Service closes between meal periods and after 1800. The CHOW trial and hotel room service accept new orders during all corresponding service periods. Menus remain visible when service is closed. Extended hours require advance notice and HQ approval; the advance-notice period and extension controls remain to be developed.
- EII — Equipment Initial Issue: the original equipment state. Detailed logistics and its relationship to building status remain deferred.
- Equipment HQ AUTH under ISUP: the owner’s equipment-authorization term; its detailed conditions and integration remain undefined. Do not infer new scheduling or clearance rules from the acronym.
- Virtual equipment and supplies: initial section equipment, member requests, supply-clerk confirmation, HQ approval, planner issue dates and notification clouds are future simulated logistics duties. No real goods are ordered, shipped or issued.
- Duty hours: the proposed 6 a.m.–7 p.m. schedule and Code Yellow before or after those hours are not active demo scheduling rules.
- Motor pool and guard post: future virtual vehicle duties and a guard-post location for the simulated Vault monitor, not real rentals, dispatch or surveillance.
- Vault duties: future simulated security-role progression. The number dials and scanner are virtual props; this is not a plan to collect fingerprints or control physical doors.
- Placed-can lifecycle: gradual filling, overflow, bag replacement and ordering, and choosing Dumpster or HAZMAT recycling after Empty are recorded for later upgrades.
- Cafeteria lunch-hour order-out: a future simulated selection from chosen restaurants, with links to their official menus. Include a viewer Suggest a restaurant window in the Cafeteria, available during lunch hours. Lunch service ends at 1300 (1 p.m.), followed by dinner service 1630–1800; menus remain displayed after service closes. Extended service hours require advance notice and HQ approval. This is a Cafeteria rule, not a whole-building shutdown. The advance-notice period and automatic extension controls remain to be defined. No real orders, payments or restaurant checkout will be enabled by RRR. Little Caesars is a pizza candidate; gyro, Chinese and Mexican restaurants remain to be selected. RRR does not claim sponsorship or affiliation, and will not copy restaurant logos, photos or menu artwork without permission.
Binder section records
- Choose a binder first: HQ’s bookshelf contains 16 binders. After opening your chosen binder, choose Section records and select one of that binder’s eight sections (tabs 1–8). The numbers 1–8 refer to sections within the selected binder, not the number of binders. The original binder pages stay as they are.
- Read aloud: choose Read aloud on a saved record to hear its title and text, or Stop reading to stop. This optional feature uses your browser’s available voice, not Junior’s recorded voice. Reading stops when you close the records, change sections, or edit the record. Voice availability depends on your device and browser; the text remains readable if speech is unavailable. Junior’s recorded QC mission introduction is unchanged.
- Owner-only editing: only the verified owner can add, edit, or remove records. Records are plain text with an optional http or https reference link; no file uploads yet.
- 30-day membership trial: open the RRR Supporter trial and sign in to purchase full member access to available RRR entertainment and general amenities for 30 days with a $1.99 USD one-time payment. It includes the current content in all 16 RRR binders* and member versions, upgrades, games, and additions as released during the trial. HQ office entry remains owner-controlled; other restricted areas retain their existing access rules. One introductory trial per RRR account. There is no automatic renewal or automatic conversion to a subscription. After 30 days, paid access expires unless you choose the separate monthly membership. Your free demonstration access remains available. Trial payment and expiry must be verified by the server; returning from checkout alone does not grant access.
- Free samples and Supporter access: RRR’s current public building demonstration, Public Library, binder indices, and first-section samples remain free. RRR Supporter currently costs $2.99 USD every 30 days until cancelled. Subscribers who enroll during the designated introductory promotional period are guaranteed that rate for 12 consecutive calendar months from enrollment while the membership remains active and in good standing; RRR will not increase the rate during that period. After the guarantee, rate changes follow the agreement’s notification and consent terms, and cancellation ends eligibility for the guarantee. It includes the current content in all 16 RRR binders* and saved section records, plus access to available RRR entertainment and general member amenities while active. The HQ office remains owner-controlled; membership alone does not unlock it. Other restricted areas keep their existing access rules. Membership also includes all new RRR versions, upgrades, games, and additions as they are released while it is active; there is no promised release schedule. “Lifetime” means only for the lifetime of the selected membership—not permanent access. If renewal is cancelled, access continues through the confirmed paid-through date. The $1.99 trial includes these benefits for 30 days only and does not renew or convert automatically. Membership and trial checkout are handled through Whop. Any applicable taxes are shown at Whop checkout. Sign in to RRR before subscribing so access follows your RRR account across devices.
- *Binder-content scope: “Current binder content” means information presently published in RRR’s binders and available through this site. RRR makes available public information intended for public use; membership and trial access do not promise unlimited access to every possible binder source or material beyond what is currently published.
- Owner access: the verified owner reads and edits all binder material without a paid subscription. The membership checkout does not create a payment session for the owner account. Only the owner can edit or remove records.
- Membership management: open RRR Supporter to check verified access, refresh after checkout, manage at Whop, or cancel renewal. Cancellation keeps access through the confirmed paid period. Returning from checkout alone does not unlock content; RRR verifies payment with Whop. If verification fails, retry instead of paying again.
- Visibility settings: new records default to member-readable. An existing record explicitly set to Private remains owner-visible only. Membership is access to public-interest entertainment/reference content, not a system for confidential company records. Do not enter restricted or private personal information.
- Saved across devices: records are stored on the server, not in this browser. Routine content changes need no republish once this version is installed.
- Removal: removing a record takes it out of view but retains it in storage.
- Conflicts: if a record changed elsewhere, your draft is kept. Copy any text you want to keep before choosing Reload latest record; this requires confirmation before replacing your draft with the latest saved text.
Troubleshooting
- “Failed to fetch” or unavailable data: check the connection and reload the page. If the service is still unavailable, try again later.
- HQ controls are missing or disabled: check the recognized, verified account and the displayed role requirements. Planner editing, supervisory signing, HQ verification, and the owner’s active ISUP exception are different permissions.
- Restricted entry is denied: review orientation, account authority, and Code Yellow guidance. Completing the Newcomers Brief alone does not grant supervisory status. Do not treat a door simulation or camera placement as an access override.
- Inspection date or signature is “Not on file”: select the correct cabinet or item and confirm that its record was saved and accepted under the applicable verification or owner-exception path.
- Alarm glass is still broken: check whether the passing record was accepted or still awaits HQ verification. If the app reports a glass-restoration problem after saving, reopen the inspection log to retry restoration instead of signing the same inspection again.
- Cloud or building status is unconfirmed: restore the connection and allow the records to load. Unknown status is not confirmation that all critical work is complete.
- “RRR IS NOT READY”: the startup message explains what could not load. Check the connection and use Retry loading. The manual remains available from the opening page.
- Home-screen shortcut: RRR’s home-screen setup is online-only. Browser menu wording and shortcut artwork may vary; adding a shortcut does not make the app work offline. Use the browser to start the app if its shortcut is unavailable.
- Microphone unavailable: allow microphone permission for the site and use a secure browser connection. If the browser does not support local monitoring, use the slogan option instead.
- Motion or sound is reduced: browser settings, device settings, and reduced-motion preferences can affect playback or animation. Follow the on-screen status if audio cannot play.
Rooftop Intercept 3D · Test edition
Compact flight HUD: Health, level, ammunition and the clock stay at the top; the thumb stick and fire buttons stay available at the bottom. Tap HUD to open holographic altitude/navigation data, local comms, the Night Vision switch, flight and weapon selectors, and special actions. The panel closes after a selection. H1 directions appear when ammunition is low, level-5 health repair is available, or resupply is underway, rather than covering the normal flight view.
In MWR, select Play Rooftop Intercept 3D · Test, or open the 3D test directly. This separate optional Game Pak leaves the Original and Rooftop Survival available unchanged. Choose a helicopter or flying car, then switch between chase and cockpit cameras. Requires WebGL2; an unavailable message explains if your device cannot run it. No paid service or saved personal information is added by this game.
- Flight modes: Hover is the default and preserves the original controls: left/right move sideways, up/down changes altitude, and release holds position. In HUD, choose Dogfight to cruise forward automatically. The thumb stick banks and turns left/right, and pitches/climbs or dives up/down. Gun and grenades fire forward, rewarding you for pointing the aircraft toward an enemy. A friendly wingman flies in a trailing formation and automatically fires limited-rate support shots at nearby hostiles without using your ammo. In HUD, select Near or Far to change its formation distance; its firing range stays the same. When Sound is on, a browser/device voice says “Wingman on your six” the first time you enter Dogfight each round when speech is supported; the onscreen callout remains available. Switch back to Hover to stop and hold your position.
- Flight HUD, Night Vision and COMMS: Open HUD while flying to see altitude, compass heading, X/Z game-map coordinates, and the nearest live contact's relative bearing and range. Coordinates and altitude are game units, not real-world measurements. Use the Night Vision on/off switch to apply a green-tinted, higher-contrast view to the 3D scene without pausing flight. Choose Tower or Wingman under COMMS and tap Transmit for a brief local scripted reply; this is not a live radio or paid service.
- Weapons: Select Gun or Grenade in Systems; the main fire button and Space fire the selected weapon. The grenade launcher is fully automatic at 3 grenades/second while held, with 60 rounds. Each grenade explodes on contact and damages nearby enemies. Gun ammunition remains separate, so switching weapons does not erase the Gun’s current fire-rate setting.
- Fire-rate selector: Semi-auto fires once per press; Auto fires 4 rounds/second while held; Rapid fires 10 rounds/second (2.5× Auto) only while the Gun trigger is held. Selecting Rapid or pressing the Rapid button / R arms one of three charges. Each charge provides up to five seconds of trigger-held firing; releasing the trigger stops fire and pauses its remaining time. The Rapid button only arms a charge; use the Gun button or Space to fire. After three charges, Rapid is INOP. The launcher always uses its own fully automatic firing rate.
- Reload station: 350 Gun rounds and 60 grenades. In Dogfight, follow the H1 turn/altitude guidance, then switch to Hover over the marked pad. Release movement and fire for three seconds. Moving cancels service. At levels 1–4, resupply restores weapons only. Starting at level 5, completed H1 service also restores crew health to 100 HP, including when health is the only item needing repair. Special charges never refill. Levels do not refill ammo. Enemy attacks remain active during service; the station does not grant invulnerability.
- Carrier Ops: Select this separate helicopter mission from the 3D test screen. Launch takes three seconds; then fly through all three recon beacons. Request Tower approval for a landing or fly-by. A successful landing requires three seconds of steady Hover on deck and restores fuel, crew health, Gun rounds, grenades and missiles; special charges carry over. There are two landing attempts, and up to two successful services, per level. Two missed approaches mean no landing service for that level, but the mission continues. The carrier has no automatic weapons in this test; the aircraft Shield can block incoming fire while powered.
- Carrier reward: The first successful landing in a browser session unlocks one optional Use Carrier Resupply HUD button in Rooftop Intercept. Use it once to restore health and ammunition. It does not restore special charges, does not repeat for later landings, and is not saved after a browser reload. Level changes never automatically refill supplies.
- Weapons and defense: Missile / M; Sonic / B interrupts enemy firing for two seconds, two uses; EMP / E clears enemies but damages your own crew by 45 HP, one use. Shield / Q surrounds the aircraft, blocks incoming fire while powered and hazes the scene in both camera views; the HUD stays readable. Battery drains while active and slowly recharges while off. Shield does not stop your own EMP damage.
- Evade / V: Two five-second evasive weaves per mission (10 seconds total). Keep steering while your aircraft weaves and enemy aim spreads wider. In Carrier Ops, a close pursuer must be within 90 game units; the radar locks it and shows the range. Gain 20 units of separation within five seconds to make it break off. Success grants no kill or score; failure leaves it active. No close pursuer means the charge is not spent. This is not invincibility: shots and EMP damage can still hit. H1 and level changes do not restore uses; restarting restores both.
- Progression and upgrades: meet the wave target or survive three minutes to advance through Level 29. Later waves are harder. Crew HP, ammo and used special charges carry over. After clearing Level 5, choose one path for the rest of the sortie: Close Air Support provides one precision strike that destroys one hostile aircraft per level from Level 6, or the Gun upgrade takes three hits to destroy a full-health target at Levels 6–10, two at Levels 11–15, and one from Level 16 onward. Restart to choose the other path. At Level 30, the Mothership is a checkpoint boss in both missions; destroying it advances to Level 31. Harder waves continue through Level 59. The larger, tougher Big Mama appears at Level 60 as the final boss. The battle continues after the clock reaches zero until she is destroyed, then the campaign victory screen appears. Crew loss also ends the run. Scores are session-only. The Survival log-clearance sequence is not included in this 3D test.
- Pause: Pause, P or Esc. Leaving or hiding the page also pauses the game; Resume is explicit. Restart is available from the pause and shot-down screens. Close game returns to MWR.
RRR Rescue Pilot · Helicopter rescue
New MWR Game Pak: RRR Rescue Pilot. In the MWR room, select Play RRR Rescue Pilot, or open Rescue Pilot directly. This is a separate single-player rescue game; the Original games and their progress stay unchanged.
Rescue mission: bring four stranded people home from Pine Ridge and River Meadow. Your helicopter holds two passengers. Take off from Rescue Base, follow the destination marker, release the thumb control to slow down, then select Land over the marked clearing. People board automatically once you are safely on the pad. Return to base and land to unload, then make the second rescue trip. You win only when all four people are safely delivered, not merely collected.
Flying: the touch thumb control or WASD/arrow keys move over the ground. Take off / Land / Cancel landing, or Space, changes your flight mode; takeoff climbs automatically to cruising height. Avoid trees and rocks when low, never land in the river, and slow below 8 m/s for touchdown. Boarding and unloading take a moment and lock the flight action until complete. Pause with the button, P or Esc; losing focus also pauses and releases controls. Restart starts a fresh mission. The map, destination, altitude, cabin count and delivered count help you plan the trip.
Scope: one rescue valley, no combat, no paid service, no real-money rewards and no saved personal information. Scores and time last only for the current game session. Different areas, six/eight-digit map-grid missions, night vision and survival equipment are future ideas, not features of this first release. This is a fictional arcade simulation, not flight or survival instruction.
REEL Drive · Original stock-car racing
In the MWR room, choose Play REEL Drive · Stock cars. This is a new built-in Original, not an enhancement Pak; the earlier Original games remain unchanged. There are no motorbikes, purchases or real-money prizes.
- Your garage: choose a Coupe, Sedan or Muscle stock-car body, paint, race number and grip/power setup. Swap earned engines, intake, exhaust and the supercharger between races. Parts affect actual acceleration and speed, not just appearance; extra power does not remove the need to brake for corners. Starter bodies and stock parts are available immediately.
- Practice or computer race: choose solo practice to learn the circuit, or choose a computer opponent. Use W/A/S/D or arrow keys to drive, Space to brake, or hold the on-screen steering and Gas/Brake controls together. Pause releases held controls. Complete checkpoints in the forward direction; cutting across the infield or driving backwards does not earn laps.
- Race lengths: the extra short-race option is 25 laps; the longer choices remain 100 and 500 laps. A short race has a slower computer pace. Only a completed win against the computer earns qualification credit. Five easier 25-lap wins equal one 100-lap win for progression—not a directly proportional lap total. Practice, losses, abandoned races and restarts contribute nothing.
- Rewards and rank: each 25-lap win earns 20 qualification credits, a 100-lap win earns 100, and a 500-lap win earns 500. Earn the supercharger at 100 credits and the ultimate engine at 500 credits. Thus 25 short wins, five 100-lap wins or one 500-lap win reach the ultimate threshold; mixed lengths also count. Actual laps are recorded separately. Career rank, earned parts and track advancement use qualification credits. Read each locked part's requirement in the garage.
- Harder tracks: begin at Rookie Oval. Earn the required winning laps on that circuit to unlock Break Room Circuit, then progress to Switchback Ring. Later tracks are narrower, have more demanding turns and a faster computer opponent. Unlocked tracks remain available for replay.
- Long-race saves: the game saves race progress on this browser and resumes it paused, preserving laps, elapsed racing time, the opponent and the car build used at the start. Resume an unfinished race or explicitly confirm replacing it; garage changes apply to a new race, not a resumed car. Keep the browser's saved data if you want to retain your career and unfinished race. These are local saves, not account backups or cross-device sync. If storage is unavailable, the game displays a not-saved warning and progress lasts only for the current session.
REEL Tennis · Singles Game Pak
Go to the Ground Floor SE wing, enter MWR, and choose Play REEL Tennis · Singles. Play a singles match against the computer. This separate bundled game leaves existing games unchanged.
Drag the Move pad or use arrow keys/WASD to move. Tap Serve (or Space) once to toss, then again near the top of the toss to hit. During a rally, tap Swing or Space when your reach ring turns green. The direction you hold also aims your shot: sideways for width, up for depth and down for a shorter shot. Ordinary shots have aim assist; full-direction shots risk going out.
Reach the ball before its second bounce and keep shots inside the singles lines. Serves must bounce before the receiver returns them. A missed first serve allows a second serve; a double fault loses the point.
Scoring uses love, 15, 30, 40, deuce and advantage. Win six games with a two-game lead to win the one-set match; at six games all, a tiebreak is first to seven points with a two-point lead. The scoreboard identifies the server and explains each point result.
Use Pause before taking a break; hiding the game also pauses play. Close game returns to MWR. Matches last for the current session only, without an online ranking, room-code multiplayer, paid voice service or real-money prizes.
REEL Ski · Downhill racing Game Pak
Go to the Ground Floor SE wing, enter MWR, and select Play REEL Ski · Downhill racing. This separate bundled game does not replace or change existing games.
Steer downhill between the gate poles and avoid trees and rocks. Drag the left thumbstick left or right to steer; a small movement makes a gentler turn. Push the right thumbstick forward to tuck and lean downhill for speed, or pull it back to brake. The right control never steers, so changing speed does not introduce an unwanted turn. Release either control to return it to neutral. You can use both thumbs together. Left/Right arrows or A/D also steer; Down/S brakes and Up/W tucks. Use Pause to stop a run; leaving the game or hiding its tab pauses play.
Each missed gate adds 5 seconds; an obstacle collision adds 2 seconds and slows the skier. Results separate skiing time, penalties and adjusted finish time. Finish with at least 80% of gates passed to unlock the next slope. Retry any unlocked slope to improve your personal best.
World Tour: the three original training slopes remain unchanged. Six new runs follow: Alpine Crest, Switzerland; Tyrol Slalom, Austria; Hakuba Snowline, Japan; Rockies Run, Canada; Mont Blanc Traverse, France; and Fjord Descent, Norway. Each has its own layout and country-inspired landscape. These are fictional arcade courses, not accurate resort maps. The slope and country appear above the run. Existing personal bests remain saved; if you already passed Eagle Chute, the first country run unlocks automatically.
Austria–Switzerland chairlift: once Austria is unlocked, select Austria · Tyrol Slalom in the course menu and choose Chairlift to Switzerland, or take the lift from the Austrian run's results screen. Watch your skier ride above the valley to Switzerland. The scenic trip lasts about 16 seconds; Pause freezes it, Resume continues it, and Skip to arrival takes you straight to the Swiss station. At arrival, choose Start Swiss run or return to the course menu. The ride does not count as a race, change personal bests or unlock slopes, and the game pauses when hidden. This is a fictional mountain connection, not a real-world route map.
Course unlocks and best times are saved only in this browser, in a separate version-scoped save. They do not follow you to another device, and clearing browser data removes them. If saving is blocked, a notice explains that progress lasts for this session. This is an arcade game, not skiing instruction; it adds no paid service, voice generation, payments or real-money prizes.
Bullseye Drop · Parachuting Game Pak
Open the MWR room and choose Play Bullseye Drop · Parachuting. This is a separate, bundled game addition; it does not replace an Original game.
Watch the aircraft and choose when to jump. During descent, open your parachute and steer toward the ground bullseye. Use the altitude, wind and target guidance to judge your approach: the wind can move you away from the target, and your landing position—not simply opening the chute—determines the score. The result shows your distance from the center and your score. Try again to improve your landing.
Camera and ground detail: descent starts in Canopy view, looking out from beneath your parachute with suspension lines and risers visible as it opens. Fields, roads, trees and airfield buildings provide ground references as you descend. Use the Canopy view / Chase view button, or V, to switch to the exterior camera and back. Aircraft boarding and landing remain exterior views. Camera selection does not change your position, steering, wind, target or score, and is kept for the current session only.
Landing hazards: trees, buildings and ponds outside the clear landing field are now obstacles. Trees and roofs can stop a low approach before ground level; water is safe to fly over but not to land in. A collision ends the jump with zero landing points and the result names the hazard. The predicted landing marker turns red and guidance warns you if your current unsteered path reaches a hazard. Aim for the open field around the bullseye. Safe landings retain their normal scores; choose Retry after a blocked landing.
The game displays keyboard and touch controls. Pause before leaving the screen; it also pauses when the browser is hidden. Use Close game to return to MWR. Scores are for the current session only, with no account, personal-data collection, paid voice service or real-money prizes. This is a fictional arcade game, not parachuting instruction.