GM: At 8 is said energy device. It is related to trying to improve the time travel shenanigans that have gone badly wrong, in case they ever want to get out of here. It could, of course, kill every and if it degrades instead of improves, maybe wipe out a good chunk of what would become New South Wales.
GM: This a stairway up and down. The staff that are actually allowed in here no it is actually not useful and leads up and down to holographically disguised deathtraps, to be designed later. 21st century technology nasty-blasty-deathtraps. e.g. only intruders are likely to fall foul of these. Or drunk minions, but they don’t care about those.
GM: Key 3 is a spartan antechamber to Dr Ruby’s office, to make peons feel like peons on uncomfortable seats. Also to be annihilated as the doors seal allow zapping or gassing of undesirables at her discretion.
Imagine the decor as being inhabited by Lex Luthor’s slightly older assistant, who is not quite as evil, but lacking in personality.
She was here first, so gets the most lab space. Not quite as evil in that she did think to put 100 metres of basalt between her in the minions, in case one of her experiments gets a bit over-exciteable. Not every one can have lava armour or 21st century forcefield batteries.
GM: At Key 1 is Dr Ruby’s office, which is a tastefully ostentatious office with most of the computing designed to be hidden in something more period appropriate.