The Hive
On the surface, The Hive looks like a busy warehouse situated just outside the small town of Palmyra, Illinois, toward Otter Lake. To anyone who asks, they store a variety of chemicals, and that must be why security is so tight. But underneath that warehouse front--which does keep empty chemical containers stocked, to keep up appearances--is an extensive basement system housing one of the government's best and most secret projects.
The basements are laid out in honeycomb-shaped floors comprised of seven "cells" each, and connected by an elevator, which also reaches the surface. Use of the elevator, which is monitored, requires a special access badge usually only given to supers and handlers. The elevator opens up to an entry, which sometimes contains a guard at a desk, and which is connected to the rest of the floor by a secured walkway. Access to the walkway again requires the security badge, as well as a biometrics scan.
Groceries and other supplies are brought in weekly, but supers may be allowed to go shopping as needed with the proper authorizations. There is no official bar-type situation in the Hive, but supers are permitted to possess alcohol as well as to purchase some to keep on hand during supervised outings.
In descending order:
First floor (basement): offices for handlers. This is a heavily monitored area and always secured by armed guards. In the center is the mission control and debriefing room. Each cell can be divided in half to accommodate a higher number of handlers, up to 12. Vending machines and coffee are located in the debriefing area.
Second through sixth floors (sub-basements): living quarters for supers. Each team gets their own floor, named after the team. (For example, floor Alpha houses Alpha team.) Two supers share a bedroom, complete with private bathroom, walk-in closet, queen-sized bunk bed, and a small television. Each living area contains a set of couches and televisions. Dining rooms have tables equipped to seat eight, with a small side room of one couch and a few chairs for extra guests, and there is additional seating in the kitchen. Uniforms are kept in the storage area, along with weapons, which must be secured in the steel alloy safe. Rooming Assignments (from left to right, according to the diagram above) Alpha: Backlash/Blitz; Botanist/Psyche; Lullaby/Foxglove Bravo: Cyborg/Medic; Repeat/Livewire; Who/Newton Charlie: Steel/TBD; Ghost/Ink; Osiris/Frostbite Delta: TBD Lima: Motherboard/Reaper; Muse/Shortcut
Seventh floor (sub-basement): technology. Computers, cameras, microphones, headsets, goggles, radios, phones, and all sorts of other technologies which may be necessary for a mission can be found here. All outgoing communications are heavily monitored, and may be shut down if a super does something they aren't meant to do.
Eighth floor (sub-basement): pool, sauna, hot tub, locker rooms, community bathrooms.
Ninth floor (sub-basement): gymnasium, similar in function to the X-Men's Danger Room or Star Trek's Holodeck. It spans the entire floor and includes various obstacles, both real and holographic, which can be altered to fit the needs of the training. Most are adapted to withstand or challenge a super's powers. Most must be replaced within weeks, tops. It houses a powerful computer in the control room accessible only by handlers, team leaders, and tech-specific supers, which is capable of producing holographs so real they can be touched.
Tenth floor (sub-basement): Laboratory, clinic, and morgue.
Eleventh floor (sub-basement): garage. This houses the various vehicles which team members may use for operations. Exiting the basement with a vehicle requires a handler's authentication, as supers are not allowed to leave on their own. The garage opens into a tunnel which leads directly to the surface, but the door is next to impossible to open without the right authorization.