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The Facility is a location in Chapter 1.

Locations[]

Dungeons[]

Dungeons

Heading to the right will leads to two closed dungeon doors. However, Sai advises Lacie that these doors can only be opened from the outside and he will wait to hold them open for her. Upon entering the dungeon on the right, she will find a red room with a desk holding the Handle (Diamond). Inside the six cells, she will see Primal Demons imprisoned. If she decides to take out the Fuse (25) from the electrical panel, the cells in the dungeon room will open up. This means the Primal Demons will be released, making it more challenging to navigate through the areas as they roam around. One of the cells contains a coin in the 3rd cell from the left.

The left room is where she wakes up after having a dream and subsequently unlock the "Behind Bars" achievement. In a room similar to the one on the right, she will find six empty cells, all unlocked. This is also where her missing items are kept, along with gruesome remains like blood and bones. One cell has a vent that Lacie managed to access by moving a box inside and reaching it, potentially leading to Dead End 1-9 if she chooses to leave Sai behind.

Going down, she'll come across a locked gate. To open it, she'll need a key that can be found in the Archives room. Once unlocked, she will have a choice between two paths: to the left, where Lacie emerged from a vent and met Sai, leading to the center of the Facility; or downward, leading to the lab where they ended up after a loud roar was heard echoing through the halls.

Lab[]

Lab

Inside the lab is a room with bloodstains, a closet for medical supplies that's currently empty except for some smelly rags, and a Fuse (5) in a drawer. Next to the drawer is a fallen book that talks about souls not being tied to one physical location, and the need to dissect the torso completely for successful extraction. On the wall, there's a whiteboard with mostly erased notes and a few sticky notes with strange symbols. There's a gross-smelling bloody bag and skeletons in cages and there are two operating tables with faint blood stains, making Lacie wonder about their weird shapes. The countertop is filled with medication bottles and small bones.

At the end of the hallway, there's a small gate that is locked and requires a key to open. Once inside, Lacie will find a Fuse (20) on the left, and on the right is a well. She'll need to rotate the lever to reveal a rune.

Archives[]

Archive

When Lacie head to the right, she'll come across several doors, including the security room, resthroom, elevator, and archive room. The archive is currently locked, but the key can be found in the Mechanical Room.

Inside, she will find many boxes that need to be moved in order to get the "shiny" item. Lacie have the option to either push the boxes herself or allow Sai to retrieve the item for her. Once you have retrieved the item, she will receive the Handle (Star).

In addition, the numerous books scattered about, all their pages are blank with only faint outlines of letters visible. Lacie is left wondering why all these books have been erased, to which Sai suggests that someone wanted to ensure no traces were left behind. Furthermore, there is a key on one of the bookshelves that can unlock the small gate in the lab room.

Security Room (???)[]

Security Room (???)

In the Archives room, there's a vent that can only be opened with a screwdriver. To find the screwdriver, Lacie needs a key from one of the bookshelves to unlock a gate in the lab room. After unlocking the gate, retrieving the rune from the well, and giving it to Rune, he will give her the screwdriver needed to remove the vent covers. (make sure Lacie has two runes, as he can exchange the first one for a map and the second one for the screwdriver.) Crawling through the vent will take them to what appears to be a security room. Lacie points out that they may not be able to reach the vent to go back, but there's an exit door in the room. Before they can leave though, they notice a hole in front of the entry door. Luckily, there's a wooden plank nearby that can be used to exit.

In the center of the room, they discover a large table with Fuse (15) and blue scrolls containing technical drawings of various locations. Lacie and Sai attempt to decipher the drawings, but Lacie determines that it is a labyrinth-like layout of hallways with overlapping rooms that don't seem to make sense. On the wall, they notice sketches of maps and 12 TV screens displaying security camera feeds. Lacie points out sticky notes attached to the cameras, with one reading "nice try", leading Sai to believe that someone was trying to avoid being spied on.

Restroom[]

Screenshot 2024-03-04 at 16.32.50

Heading to the restroom triggers a scene where Lacie asks Sai to wait outside so she can have a moment alone. While he waits, she starts to wonder if it's safe to have him around, considering what Hiro would say about having faith in others. She decides to dial him up and when Hiro answered, she mentioned her concerns about Sai and whether she should trust him or not. Hiro advises her to go with her gut if she felt comfortable, reminding her that it was her decision to make.

After the call with Hiro, she'll find a coin in the 3rd toilet from the left and Fuse (40) in the bottom right corner, along with a mop and three basins nearby.

Meeting Room[]

Meeting Room

When heading north, she will find a gate covered in vines with a non-functional button nearby. Placing the Fuse (5) into the electrical panel activates the button, opening the door to a conference room. Curious, Sai jokes about world domination plans or windows to unexpected places, but Lacie interrupts, annoyed by the speculations, and complains about a persistent headache.

Inside the room, there's a round table, which Lacie examining that it looks like an eye, until she notices a Handle (Pentagon) on the desk. Around the table are six chairs, one of which has a coat hanging on it. Inside the coat pocket, there's a note titled "MEETING 221 NOTES" detailing the growing discontent among the members towards Lilith, hinting at a possible plan to oust her from the group. Putting on the coat will trigger a Dead End 1-10.

Glen's Room[]

As Lacie head to the north, she'll come across two staircases on the left and right leading to the second floor. There are four rooms, with two on each side. Unfortunately, she won't be able to enter "Glen's Room" as it's locked and there's no key to unlock it.

Music Box Room (???)[]

Music Box Room

Heading down, the room in the southeastern corner is labeled "???" on the map. Inside, she'll discover a white room with a music box. If she plays it all the way through, you'll unlock the "Music Box Enjoyer" achievement.

That Little Kid's Room[]

Same deal with the "Glen's Room", she won't be able to enter this room either.

Clock Room[]

Clock Room

In the room in the southwestern corner, there's a dark room with a large window that resembles a clock tower, pointing at 12:00 and projecting a silhouette on the floor.

Upon leaving the room, Sai mentions feeling zapped for some unknown reason, preventing him from re-entering. When he questions what's inside, Lacie opts to keep it a secret for the sake of amusement, much to Sai's chagrin.

Mechanical Room[]

Mechanical Room

Upon entering the Mechanical Room, a scene triggers when Lacie drops her bucket list. Sai picks it up and questions about it, but Lacie doesn't want to talk about it at that moment.

As they move on, Lacie discovers a coin in the northwestern corner, hidden behind a machine with blinking red lights. Moving further to the right, there is a barrel where she can find a Handle (Square) and a Copper Key, as well as a locker next to the barrel where she can find a Fuse (10).

At the end of the room, she finds an electrical panel where the fuses are inserted. Each circle with a number represents a fuse that needs to be placed in its designated spot. Removing the blue Fuse (25) at the bottom will release the Primal Demons locked in the dungeon room, though Sai will warn you beforehand. Placing the green Fuse (40) will stop the red machine lights from flickering and turn green, allowing her to use the machine handles to drain the facility's water by positioning it correctly and turning them. Dealing with the red Fuse (15) is connected to the lights, while dealing with the orange Fuse (5) controls the power to the button that opens a conference door. Lastly, at the top of the panel, there are four slots where she need to choose the right fuses to add up to 55 in order to activate the elevator. If she happens to have all four handles positioned and turned correctly, along with the fuses placed in their designated spots, you'll unlock the "Electrician" achievement.

Exit[]

Exit

If you head past the Mechanical Room, she will eventually come across a staircase where she can find a Bucket. This can be used to drain all the water in the facility by pouring it into the toilets or basins in the restroom repeatedly, if you decide to follow Sai's idea and receive a "The Bucket" achievement. There is another staircase that leads up to the surface, but it is locked and there is no keyhole. This could be the same spot where Lacie falls on the stairs while feeling dizzy, causing her to have a nightmare when she first entered the facility.

Elevator[]

Elevator

Elevators in the facility can take Lacie and Sai between three different levels. There is a button next to the elevator, but it won't activate until Lacie correctly place four fuses in the electrical panel to add up to 55. Pressing BF3 will take her to the first floor where she'll find the security room, bathroom, and archive room and Pressing BF1, which is located on the second floor, will take her to the Mechanical Room and the Exit. If she decides to go further down by pressing BF4, she will reach a Dead-End 1-11.

Miss Knives's Home[]

See Miss Knives's Home

Cursed Door[]

Cursed Door

After defeating Miss Knives, the illusion is shattered, and Lacie and Sai finds themselves back at the facility with Miss Knives and Spider imprisoned. Spider reassures Lacie that Miss Knives will recover and gives her three doorknobs as a gift, suggesting they will help on her journey to the lighthouse. Taking the cursed door on the right and heading up, she will encounter a cursed door with a coin hidden behind it. There are no more doorknobs, so she must use the return doorknob to open the door and trigger a True Ending 1-1. If she chooses to go back to the center of the facility instead, she will reach a Dead End 1-13.

Soundtracks[]

  • OST: 20 - The Facility
  • OST: 21 - Theme of Sai
  • OST: 22 - A Single White Lily
  • OST: 30 - Against All Odds

Trivia[]

  • In the demo version, there is a vent beside an electrical panel in the Mechanical Room that leads to the restroom. However, in version 1.1, the vent is missing and instead, there is a note detailing an emergency drain and flood system. The note instructs anyone to place the correct fuse before rotating all 4 valve handles to activate the flood. It warns that the flood is irreversible and advises against proceeding without notifying someone, but the rest of the note is torn off, with no instructions on who should be notified before using the system.
  • In the demo version, Lacie shows empathy towards Miss Knives in her napkin form, acknowledging her tragic past and clarifying that she is not Lilith. She expresses a desire for Miss Knives to not suffer because of her, even though she doesn't know who Lilith is. In the 1.1 version, the dialogue about Lilith is not mentioned, but Lacie is able to enter the cell room, which was not recommended in the demo due to Miss Knives appearing to be in a deteriorating state.
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