Community:Diddleshot/Pinewood Computer Core

Pinewood Builders Computer Core or PBCC is a modern-futuristic facility roleplay game created by Diddleshot. Despite initially being well known for looking around and entering codes, the principal/main feature of PBCC is considered to be its reactor core, in which players are able to cause a meltdown or a freezedown.

The game is considered a classic of the Roblox roleplaying genre, having been featured in Diddleshot's spotlight article on the Roblox blog. It has also been featured on the Roblox front page on Feburary 5, 2019 and was published in the official Roblox Top Adventure Games book.

Codes
Pinewood Builders Computer Core is well-known for its mysterious and unsolvable keypad, located at the mainframe. This keypad is composed of three different security layers:

Primary Code
Code: 5-33-41-18

The primary code is the first code that can be inputted into the core mainframe. After inputting this code, the player will be granted access to the panel to put in the secondary code. This code can also be used to unlock the doors to Sector F and G.

You can know the primary code via two ways:


 * 1: An announcement being played occasionally, stating: "Today's security code is 5-33-41-18".
 * 2: The roleplay clipboard. It shows part of the secondary code as well as the primary.

Secondary Code:
Code:6-44-52-29

The secondary code is the second code that can be inputted into the core mainframe. After inputting this code, the player is granted access to the panel to put in the tertiary code.

The secondary code can be found by using the Credit Store clipboard. The clipboard mentions that the second code is 644-, in which the rest of the code is not written down. Using this, the player can add 1 to each digit of the primary code to get the secondary code.

The secondary code was previously used to unlock the door to Sector G, but was replaced after the Emergency Coolant was re-added.

Tertiary Code:
The tertiary code is the third code that can be inputted into the core mainframe panel. However, this code is different from the rest, as only a few individuals actually know the tertiary code.

On the roleplay clipboard, there is some sort of goo covering the 3rd code.

There have been numerous attempts to guess the code based on logic (as opposed to randomly guessing it), such as 7-55-63-40, 7-55-63-310, 34466** or 36****0, although these do not seem to have worked.

PBCC has a badge called "You found the third code!". As of Feburary 17, 2021, there are 39 people with the badge. While many of these are past/present PIA members, though some of the holders of the badge obtained it illegitimately, one certain individual ran a script without permission using admin to give themselves the third code badge, inadvertently giving everyone in that server the badge at the same time. Everyone in that server was ordered to remove the badge, but the badge holder amount still increased. There have been other instances of the the third code badge being obtained through illegitimate means though information regarding it will not be released.

There has been 3 different occasions in which the tertiary code seemed to have been found by non-PIA members:


 * On June 3, 2017, Diddleshot changed the tertiary code due "extreme security measures". He posting that "someone has cracked the third code! Due to word getting out and extreme security measures we have now changed the code".
 * On August 11, 2018, a user claimed to know the third code, stating that "the first digit of the third code is 3, the second digit is 6, the last digit is 0. there are more numbers in between."
 * On July 21, 2020, 3 different users obtained the 3rd code and were granted the badge. Information regarding this is minimal.
 * On April 4, 2021, multiple different users obtained the 3rd code badge.
 * On August 30, 2021, 3 more users obtained the 3rd code and were granted the badge. Information regarding this is minimal.

As stated above, most of the users that have the 3rd code badge are PIA, ex-PIA, or users who have obtained it via illegitimate means. Though some non PIA users have obtained it legitimately.

Third Code Event
Over time, numerous different PB executives has entered or have seemed to have entered the tertiary code, in which the results reveals multiple different events. The supernova event is most likely the true 3rd code event. The different events caused after the 3rd code is entered can be explained by the usage of admin commands, meaning that the code was not actually entered.


 * On January 1, 2020, the past Head of Security/Facilitator Csdi entered the code.
 * During an unofficial party at PBCC on September 30 2020 to celebrate 200,000 PB members, Coasterteam entered the code.

Sectors
The main facility comprises of seven main sectors, A-G, with various areas that do not neatly fit into a sector.

Players spawn in a small-ish black room, which contains multiple spawn pads, teleporters to the Cargo Bay spawn and Easy Escape room, and a corridor (behind blast doors) leading to elevators to the PBRF.

Following the main exit into the facility, players will pass the Credit Store, in which items may be redeemed for credits (although it doesn't deplete credits). Also in this store are various gamepasses and merchandise available to buy for Robux.

Main Hallway
The main hallway is the corridor that is reached after exiting the main exit in spawn.

Through this corridor, there are several features and locations that can be reached:


 * The corridor contains turrets; while currently for decoration, it has been rumored that they shot members of Innovation Inc in the past. It also contains a coffee machine, which kills players who stand too close while it is brewing coffee.
 * Immediately out of the elevator, the corridor branches off into a smaller corridor, granting access to the PIA room, a decontamination room with a PB-branded HAZMAT suit and radiation detector giver, and another corridor to the core mainframe, via a decontamination chamber.
 * The generator room can be reached from this corridor, on the right, as well as some minor server rooms.
 * The lift to the upper floor is to the right, opposite the metro station.
 * To the left is a metro station, from which players can spawn a train or walk along the rails to other areas.
 * To the right is a staircase, leading to server rooms and E-Coolant.
 * Further along to the left of the corridor is the PET HQ, which contains PET uniforms, a loadout giver,
 * At the end of the corridor, there is an entrance to the computer labs.

Generators Room/Cargo Bay (Zone 1A)
Facility power can be diverted from the reactor core or from the emergency generators in this room. The generators will only serve as an alternative power source during the reactor core meltdown. A new fire door was added in an update on February 7, 2019, that placed a door between the generator room and the main hallway. Players on one side of the door on the other side of the generators may control the door from a nearby switch.

However, if the generators are active at around T-80 to meltdown/freezedown, the generators will overload, and cause an explosion which the radius is from the blast door to the cargo bay all the way to the door going to the Sector A hallway.

The aftermath result is a blackout with no means of power restoration. Only emergency lights remain.

The cargo bay is where cargo is stored and transported throughout the facility. There are corridors from here that go to other subzones of Zone 1–3. A single monitor can be found in the generator control room.

The cargo bay also contains a fire suppression system exact to the one at the Main Facility Station. If a fire breaks out in this area, the fire alarm in the area will sound and flash. The alarm plays the EST/Edwards fire alarm voice evacuation message found in real-life mass notification systems and fire alarm panels until the fire has been put out via fire extinguishers or the fire suppression system.

FACILITY POWER STATUS UI


 * Shows whether facility power is routed from the core mainframe or the E-generators.

Core Area
After passing through the airlock, there will be a retractable bridge leading to the mainframe. The internal core may be accessed from the hatch on the right of the famous keypad, however, a HAZMAT suit or Abomination form is required to survive the radioactive reactor core. The internal core is only accessible at temperatures over 2500° with a PET Hazmat suit. When inside the internal core, there is reduced gravity.

Floor Area (Zone 1B)
The floor area is the floor of the entire mainframe zone. Coolant pipes can be found here, as well as an opening to the PB Metro Main Station, and a door to Zone 1–3.

External Core
The external core is the octagon-shaped structure connected to the retractable bridge. The core mainframe panel is in the middle. On the left is a hatch to the inside of the external core, comprising of many wirings, including Reactor Boost Lasers, and Reactor Power. A hatch inside goes to the Internal Core; this area requires a HAZMAT suit or a PET HAZMAT suit.

Core Mainframe Panel
The core mainframe panel is located in the middle of the external core. It contains a keypad (primary code) which will unlock a second keypad (secondary code) which will raise a third keypad (tertiary code). If the player is inside the panel while the core mainframe is closing, they will find an image of Mr. Bean and earn the badge "You sacrificed yourself to the mainframe", however they will be killed in the process. On several occasions, the core would be glitched open which may be caused by explosions from trains and fires, etc. In the player's astonishment, the core has opened to show an image of Mr. Bean. Falling into it does the same thing.

Core Mainframe Controls
It has been said before that after entering the first, second, and third code (if possible) to the computer core, the mainframe controls are unlocked, which have the commands to either activate lockdown, trigger meltdown, or other classified items.

Internal Core
The internal core is the large dark area underneath the two hatches. It comprises the main nuclear reactor, with six laser machines. Going through the hallway under the main reactor which has some pipes lead to the core power controls.

Pinewood Emergency Team Headquarters
The PET Headquarters is a room overlooking the mainframe and the various pipes around it.

Inside the HQ, there are screens showing the status of fire alarms in Cargo Bay 1A and the main Metro station, the status of the coolant pipe (if it needs repair) buttons to activate the fire suppression systems, a car spawner leading down to a narrow tunnel leading to the mainframe pit, the suits (Medical, Fire, Hazmat) and a giver for the loadout.

Computer Science Labs
The Computer Science Labs have a satellite system (that is currently for roleplay), a UFO and some sort of data storage robot.

Medical
The Medical room is an unfinished room where you can get a medkit and +50% boost to your maximum health.

Sector C (Security and Admin Control)
Upon exiting the Sector C elevator, the hallway goes right, then to your left is the cafeteria, and to your right is the special room for Pinewood Security members. Going straight goes to a walkway to Admin Control and the fan room.

Elevator
The entrance to Sector C (Core Control, Lunch Silos and PBST uniform room and shooting range) is by elevator. There are 2 buttons, one for up, and another for down. Elevator music also plays in the background, which can be heard from a distance.

Lunch Silos (formerly Cafeteria)
A small cafeteria for Pinewood Builders members. There are some food dispensers and a coffee machine in the cafeteria. From here, you can have a view of the core. There are restrooms and a janitor room at the cafeteria too. And at the janitor room, you can find a broom

Restrooms
The restrooms have 2 rooms, female and male. Both of them have the same layout but reflected on the Y-axis. The sinks, when pressed on any light, appear to have water in them. If put on the cold option (blue) no steam will appear. If put on the hot option (red), steam will appear. In the toilets, if a person sits on them the water in them will turn brown, as to signify waste. When the green light is clicked, the waste will drain and then water will rise as to signify flushing.

Eventually, the 'water' disappears as if it had gone down the drain.

PBST Room
A room comprising of tier-class weaponry, a shooting range, a PBST meeting place and uniforms for Pinewood Security members. Hats may also be found here, along with a hat remover. A dispenser for cadet batons and PBST riot shields can be found here. The Tier 1 loadout is in its own room, meanwhile, the Tier 2, Tier 3, Advanced Tier, Elite Tier, Field Tier and Special Defense loadouts are in another room. The old loadouts have been replaced with the new ones, designed by Csdi.

Cadet


 * Very Low-damage baton and PBST Riot Shield

Tier 1


 * Low-damage baton
 * Taser
 * PBST Riot Shield
 * PBST Pistol

Tier 2


 * Medium-damage baton


 * Taser
 * PBST Riot shield
 * PBST Pistol
 * PBST Rifle

Tier 3


 * High-damage baton
 * Taser
 * PBST Riot shield
 * PBST Pistol
 * PBST Rifle
 * PBST Sub-machine gun

Advanced Tier


 * Very High-damage baton
 * Taser
 * PBST Riot shield
 * PBST Pistol
 * PBST Rifle
 * PBST Sub-machine gun
 * Gravity Disruptor

Elite Tier


 * Very High-damage baton
 * Taser
 * PBST Riot shield
 * PBST Pistol
 * PBST Rifle
 * PBST Sub-machine gun
 * Area Shield

Field Tier


 * Very High-damage baton
 * Taser
 * PBST Riot shield
 * PBST Pistol
 * PBST Rifle
 * PBST Sub-machine gun
 * PBST Portable Sentry

Special Defense


 * Katana
 * Very High-damage baton
 * UPG Pistol
 * UPG Rifle
 * UPG Sub-machine gun
 * Taser
 * Riot shield

Core Room/Admin Control Room
The highest section of the facility, the admin control room oversees the core mainframe from the catwalks and also controls the coolant flow and the fans. CCTV cameras can be viewed from here. To the right is the catwalk to the coolant fan room. There are numerous interface screens in this room: EMERGENCY COOLANT STATUS UI


 * Shows the capacity and status of the emergency coolant rods in Sector G.

LIQUID COOLANT STATUS UI


 * Shows the status of the liquid coolant system, where its flow is controlled via Admin Control, while its source is in the Coolant Sector. When turned on, liquid coolant cools the core by -14°/8 seconds.

TEMPERATURE STATUS UI


 * A small display that indicates if the temperature is rising or dropping.
 * RISING! - Temperature is increasing.
 * STABLE - Temperature retains its value
 * COOLING - Temperature is decreasing.
 * Just next to the temperature status display is the temperature indicator.

CORE STATUS UI


 * Shows the overall status of the core, based on its temperature. There is also a coloured bar that changes colour depending on the core temperature. At certain statuses, a notice will display beneath the status. The statuses include: OVERHEAT, MELTDOWN and FREEZEDOWN.

The statutes are the following:

Take note that the temperature standards on the image are not up-to-date with the actual ones in-game, however, these are the exact images used in-game.


 * 1) FREEZEDOWN - Colder than -4000° - Core is beyond unstable temperatures and is on the brink of freezedown.
 * 2) *A message reads "EVACUATE FACILITY NOW!"
 * 3) TOO COLD - -2000° to -3999°. The core is too cold and is getting unstable.


 * "WARNING - Core temperature too COLD! Activate boost lasers and increase reactor power! Turn off cooling!" will be shown randomly on top of your screen


 * 1) NORMAL - -1999° to 949°. The core is at a stable temperature.
 * 2) CRITICAL - 950° to 2599°. Core is at critical temperature.
 * 3) OVERHEAT - 2600° to 3999°. The core is at a highly critical temperature.
 * 4) * A message reads "WARNING! TEMPERATURE CRITICAL"
 * 5) MELTDOWN - Warmer than 4000° - Core is beyond unstable temperatures and is on the brink of meltdown.
 * 6) *A message reads "EVACUATE FACILITY NOW!"

COOLING FAN STATUS UI


 * Shows the status of each cooling fan. An active fan is seen lit up on the display.

EVACUATION MONITORS UI


 * The uppermost monitors of the control room; these only turn on during an evacuation procedure (when a meltdown or freezedown begins), and display a large "EVAC NOW!" notice.

REACTOR BOOST LASERS UI


 * Shows the status of the reactor boost lasers inside the internal core. The lasers make the core heat up by 2°/8 seconds.

Cooling Fan Room
This room controls the coolant fans. There is a cooldown timer prior to disabling and enabling a fan. The fans cause the core to heat up slower.

Fans are a critical part of maintaining control over the core temperature and core stability.

Fan Statistics

Time to Toggle: 35 seconds

Temperature Effect when Online: -2°/8 seconds per fan

Temperature Effect while being toggled: -1°/8 seconds per fan

Fan Room

The fan room shows a number of important controls and displays. The Coolant status is displayed next to the fan control buttons, allowing personnel to see whether or not the coolant is connected.

Above the coolant button, there are 5 displays that showcase the current fans that are online; those online are shown as a spinning blade. Further above those fan displays are the core temperature and core status panels.

Sector D (Server Zone)
After a security checkpoint, you will come across the main servers of the facility. A code door to Sector F and Sector G can be found. Up the ladder is a room that overlooks Sector D and Sector F.

Climbing a ladder near the exit goes to the Transit System rail; left goes to the main station, straight to the Core Station, and right to the Coolant Station. You may also see a hatch that goes to the internal core.

Sector F (Secondary Servers)
In this large room are numerous servers holding data. At the other end of the room is the code door to Sector G. The code for the Sector F door is 5-33-41-18. There is a device linked to the keypad that when clicked, will "hack" the door and open it.

Sector G (Emergency Coolant)
Former name: Classified Storage.

Access to this cold storage room requires the primary code, 5-33-41-18. The room comprises of three emergency coolant rods. In the event of a meltdown, three players must enter the E-Coolant room and fill up the coolant rods. If they filled up all three rods, they will have a 90% chance to prevent core explosion. If it is only 2 rods, they have a 25% chance. If it is only 1 rod, they have a 10% chance. If the emergency coolant failed to stabilize the core or all rods are at the incorrectly amount, the Meltdown will continue. E-Coolant doesn't work in freezedowns.

EMERGENCY COOLANT STATUS UI


 * Shows the capacity and status of the emergency coolant rods.

Zone areas
The zones are areas with large floor space, notably since they are cargo bays for transporting cargo throughout the facility.

Zone 1: Cargo Bay
Zone 1 comprises the facility's cargo bays located throughout the facility.

Zone 1A: Generators Room / Main Cargo Bay
See Generators Room / Cargo Bay section above.

Zone 1A: Parking Area
A road tunnel goes underneath the tracks in the cargo bay, leading to a parking area similar to the one at the PBRF and PBHQ.

The jeep spawner from Zone 1D has been moved here.

Zone 1B: Mainframe Floor
The mainframe floor consists of the Mainframe itself (that can fill up with red-hot liquid during a meltdown, blue-cold liquid during a freezedown, toxic waste when the radiation pipe bursts, or plasma if it rises and leaks into the facility) a few crates in the corner, various pipes and a ramp leading up to the PET Headquarters.

Zone 1C: Transit Maintenance Room
Two rooms with a spur track that leads to Zone 3 intersecting the transit system, a ceiling claw can be found in the Maintenance area. The cargo room is connected to a blast door to the maintenance room. In the Cargo room, many crates can be found on small platforms and there is also another ceiling claw.

In the corner of the Cargo room, hidden away, is a small cave that leads to a barrier overlooking the Zone 3 security checkpoint.

Zone 1D: Caverns Transition
The caverns transition is a small section that connects Zone 1A to Zones 1C and 1E, as well as Zone 2.

Zone 1E: Launch Silos
The launch silos hold eight modified Mercury-Redstone Launch Vehicles that can hold 1 player and when launched in an emergency leads to the Pinewood Space Station's docking module. There is a delay time between launching each rocket.

The ladder leads to a small hallway going to the PB Metro Launch Silos Station and the blast door leads to caverns going to the cargo bay.

The passages on the ceiling were formerly open before a 2019 update, which added doors for the silos that could only be opened during a meltdown or freezedown.

Zone 2: Caverns
Zone 2 comprises the caverns, which serves as a connector to the gap between Zone 1D and Zone 1E. A blast door connects Zone 2 to 1A, and a tunnel going to a security checkpoint connects Zone 2 to 3.

Mining activity is present here.

Zone 3: PBRF Carpark
A long series of tunnels after a security checkpoint leading to the Zone 3 blast door. In Zone 3, the main feature is the lift to the Pinewood Research Facility's underground carpark, a vehicle spawner, and a looped track for the transit system.

Turning left as you enter following a section of track will lead you down to Zone 2 and the transit maintenance room. To access this area by the transit system, a speed of 100+ SPS is required to climb the ramp.

Non-Sector areas
These areas are not assigned to a sector but are areas within the facility.

Transit System (Pinewood Metro)
The PB Metro transit system is a four-car diesel hauled train that connects numerous parts of the facility.

Stations
The transit system runs in a circumferential track, with a

Primary Loop

 * Main Facility Station / Transit Hub - The Main Facility Station, sometimes referred to as the Transit Hub, is the first station that most new players will see, visible from the hallway on the left and opposite the Admin Lift just as you leave the spawn lift. This is where the passenger train can be spawned and features a Fire Suppression System in the event that a train catches fire and needs to be extinguished quickly.
 * Cargo Bay Station - The first station that can be found immediately after the Transit Hub, the Cargo Bay Station is located in Zone 1A opposite from the crates and generators and also acts as a pass-through for passengers to get to the track leading to the Missile and General Cargo trains.
 * Launch Silos Station - This station is used most often in the event of emergencies such as a meltdown or freezedown, as it leads directly to the Launch Control Room and Escape Rocket Silos. Just before this station is the track leading to the PBRF Cargo Lift.
 * Ocean Access Station - A mostly unused station, the Ocean Access can be found just after the Launch Silos and just before the Coolant Control stations. The station's platform leads to an underwater tunnel with a locked door. From this area you can also see what appears to be oil drilling stations, perhaps for fueling the trains and escape rockets. If a driver is going too fast, they may derail at this corner and crash into a structural support which triggers a small flood event.
 * Coolant Control Station - This station can be found just before the splitoff point that leads to the Cargo Section of the transit system and sits on the corner of the facility between the Transit Hub and Ocean Access Station. The Coolant Control station allows passengers to easily get to either the Coolant Production controls by getting off on the right and following the catwalk or the Coolant Pumps controls by getting off to the left.

Additional Stations

 * Core Station / Mainframe Access - On the left of the Core Station are stairs which leads to the upper-level, which includes the PET HQ and the PBRF Satellite Controls. Next to these stairs is an underpass which leads to the Mainframe Chamber. The Core Station can be found just before the Missile and General Cargo train spawners and is often a witness to many explosions as a result. This station can be accessed by switching the tracks just after the Coolant Control Station to take you right.
 * PBRF Cargo Lift - An unofficial station, the PBRF Cargo Lift is still used to drop passengers off, who can then take the lift up to the Pinewood Builders Research Facility. This station can be accessed by turning right just after the Cargo Bay station at the three-point intersection splitting off to both the Launch Silos Station to continue the Primary Loop or to the left- where the "Transit Maintenance Room" is. To reach the PBRF Cargo Lift you must be going at least 100MPH as you climb the ramp. Alternatively, you can click the boost button to the right of the track which will help you up if you don't have enough speed. Previously, the only way to get up here was if you were going fast enough, as the old booster was a wall that played the Troll-Song and pushed your train off the tracks most of the time.

Trains
The PB Metro system carries passengers and cargo. The trains can catch fire if they derail or collide with another train, especially if they are carrying generator fuel or nukes. There are three types of trains currently in service:


 * Passenger trains: These are four-car trains which have 4 seats per car except in the front car which have 2 seats exc. the driver seat, so they can carry 14 passengers in total.
 * Cargo trains: These have 3 seats for the driver and two employees. They carry a barrel of generator fuel, a crate of cargo, and a barrel of coolant slurpus. The driver can drive to one of the generator or coolant refill stations to refill the respective supply and consume the respective tank. These can catch on fire if they derail or crash.
 * Nuke trains: These have 3 seats like the cargo train. Trailing the seat module are 3 nuke modules with flashing warning lights. These can explode easily if the train derails or crashes, killing everyone on board and near the train and reducing the train to an exploded wreck which despawns after about 5 seconds.

Coolant Sector
While not part of the six sectors, (or even the unknown Sector E) The coolant sector houses many coolant supply tanks. When these are on, they send a flow of liquid helium directly into the core via pipes. The flow can be controlled in Admin Control.

Game Pass Room
An isolated small room with chairs and monitors identical to the ones in the Admin Control room. These grant access to the facility's CCTV and is a safe zone from the meltdown. Only accessible to owners of the Escape pass, and can be entered at any time.

Events
These are random or set occurrences in PBCC. If the core is within unstable temperatures and an event is being played, sometimes the disaster sequence cannot start until it ends.

Meltdown Sequence
If the reactor core's temperature reaches high levels, a meltdown sequence will initiate. ''To be updated: List of events/announcements during meltdown. (This list needs to be updated.)'' LEGEND: Bold Italics = GUI / Hint, Bold = Sound,


 * 1) Core status: NORMAL (-1999° to 949°)
 * 2) Core status: CRITICAL (950° to 2599°)
 * 3) *"WARNING - Core temperature too HOT! Activate coolant and cooling fans! Disable boost lasers and reactor power." will repeatedly be shown on the top of your screen randomly when the temperature exceeds 1000°.
 * 4) Core status: OVERHEAT (2600-3999°)
 * 5) 2400°; Terminals in Admin Control begin to display "CORE OVERHEAT" and "SYSTEM FAILURE!"
 * 6) 2600°; The internal core will become hotter and the grills beneath the keypad will burst in flames.
 * 7) 2650°; Smoke emits out of the radioactive pipe connected to the core. Coolant pipes around the facility emit smoke.
 * 8) 3000°; Red emergency lights turn on and all lights in Admin Control and the holo-computers turn red. The PET Hazmat suit are required to enter the core at this temperature.
 * 9) Core status: MELTDOWN (4000°+)
 * 10) The core makes beeping noises.
 * 11) 4000°;"Meltdown in 4 Minutes." plays. It repeats twice. Defcon Alarm - SGC will play at low volume at the mainframe area.
 * 12) When the temperature begins to increase dramatically, alarm sounds will be heard in Admin Control and the words "EVAC NOW!" will be shown on the screens above the security cameras, with one of the words appearing at a time.
 * 13) "The core has reached critical meltdown temperatures. Now is your only chance stablize it using Emergency Coolant."  will show up on screen. Players have to activate E-Coolant at perfect levels (see E-Coolant).
 * 14) *If players fail to activate the E-Coolant: An announcement plays: "Unable to stabilize core due to incorrect coolant rod levels!"
 * 15) *Otherwise, the likelihood of a successful stabilization depends on how many rods were in their correct levels (10% at 1, 25% at 2, and 90% at 3)
 * 16) *If unsuccessful, the meltdown will continue and an announcement plays "DANGER, REACTOR MELTDOWN. EVACUATE AT ONCE!"
 * 17) Ominous 60 plays.
 * 18) *Alarm plays.
 * 19) *Rockets can now be launched.
 * 20) Alarm plays.
 * 21) "Core temperatures are now exceeding safe levels. Evacuation protocol now in place for. Pinewood Computer Core Complex."
 * 22) "Attention! All personnel may proceed to the emergency rocket launch silos."
 * 23) *Volcanic Lava (a) plays.
 * 24) "Attention! Attention! Lockdown in progress. Lockdown in progress. Please stand clear of the blast doors, as this facility is now under lockdown."
 * 25) * Lockdown blast doors begin to close simultaneously. (Takes about 5 seconds to close competely)
 * 26) *By this point, if the rockets have already launched there is only one way out: the vehicle access point.
 * 27) *A window near a blast door near the red laser cannon will be broken to go pass the blast doors.
 * 28) "Emergency power activated."
 * 29) "Attention! Core explosion imminent! Please evacuate Section Five."
 * 30) A brief earthquake will shake the core, and a window in the main hallway will shatter, providing players with a shortcut to Launch Silos. However next to the window a part of the roof will blow up pushing an orange pipe into view with fire coming out of it, if any player touches the fire they will burn to death instantly.
 * 31) "Core temperatures are now exceeding safe levels. Evacuation protocol now in place for. Pinewood Computer Core Complex."
 * 32) *Tactical Nuke Alarm plays for about 5 seconds.
 * 33) * Game Pass exit now accessible.
 * 34) *The core temperature begins to increase extremely rapidly.
 * 35) "Attention! All personnel may proceed to the emergency rocket launch silos." - This announcement plays twice.
 * 36) "ALERT! REACTOR INSTABILITY AND THERMAL RUNAWAY!"
 * 37) *The power goes out, leaving the facility almost pitch dark.
 * 38) *Power may be restored by diverting the power supply to the emergency generators in the Generators Room. Take note of the risks upon activating the generators.
 * 39) *Volcanic Lava (a) stops and Destruction Imminent plays.
 * 40) *"Evacuate to Launch Silos!"
 * 41) A red-colored substance will flood the area surrounding the reactor core, killing any player that touches it.
 * 42) "Core temperatures are now exceeding safe levels. Evacuation protocol now in place for Pinewood Computer Core Complex.
 * 43) "Your attention please. The ESDS or Emergency Self-Destruction System has been initiated. All of the reactor safeguards are deactivated. Please proceed to the emergency silos as this is not a drill. I repeat, this is not a drill."
 * 44) *"WARNING! Self Destruct System Initiated!"
 * 45) *"Have a nice day"
 * 46) *Klaxon Alarm 2 plays for about 10 seconds.
 * 47) "Evacuate the facility immediately."
 * 48) "Core temperatures are now exceeding safe levels. Evacuation protocol now in place for. Pinewood Computer Core Complex."
 * 49) A timer appears and it starts at T-180.
 * 50) Around T-90; Debris falls down from the ceiling of Sector B.
 * 51) T-100; Generators begin to overload if they are active at this time.
 * 52) *T-100; The Generators GUI screen emits a red light, and the generator light alarm turns brighter.
 * 53) *T-70; All the generators explode, and facility power is permanently disabled. Destruction (a) plays. The power direction screen will display "OVERLOADED".
 * 54) T-30; The external core releases several red particles.
 * 55) 10 Second Countdown will be heard at T-10, the timer disappears and Tsunami (Jay Cosmic Remix) can be heard.
 * 56) T-0; Core explodes. A loud explosive sound is played. Alarm stops. The sound of people screaming was heard in the past, but has been removed.
 * 57) *A red-white ball of explosive matter will expand from the core mainframe, eventually burning everyone inside it; from the core itself to the edges of the facility. The red ball stops growing as the music stops.
 * 58) *The last recordable core temperature is approximately 13967154354777C or 25140877838630F. This may vary slightly due to lag during the explosion - As of the Freezedown update, temperature units were removed from the game.
 * 59) Tsunami (Jay Cosmic Remix) stops.
 * 60) *"Rebuilding in 5 seconds." - Counts down
 * 61) Frenetic Technic plays and the sequence has ended.

Abominations
Abominations are players that have been in contact with an unknown toxic waste. They have the appearance of a green zombie-like character with ripped rags for clothes and a ravenous face. Even though they are hunched over and have a limp, these can do the same actions a normal player can, with the exception of collecting loadouts. However, if a regular player comes in contact with an Abomination they will take a small amount of damage. This damage can be lethal and can kill other players if their health is sufficiently low enough.

Although Abominations look very similar to the more widely known zombies, it is impossible to 'infect' other people and transform them into additional Abominations.

To become an Abomination, a player must visit the Transit System's station. Between the Transit station and the Coolant sector is a pool of toxic waste which has dripped from a broken pipe. Standing in the pool of waste will transform the player into an Abomination (unless the player is wearing a PET hazmat suit).

As of October 2019, Abominations have been marked as KoS (Kill on Sight) in the PBST handbook. On-duty PBST members are not allowed to become Abominations.

There was formerly a group dedicated to "researching" abominations, but has since been left as a joke group and forgotten.

For more information, please go to page Zombie Easter Egg.

Alien Dance Party
A mysterious flame shines at the mainframe, revealing a set of dancing aliens. A party is held for a few minutes before leaving.

Radiation Pipe Leak
The main radiation pipe at the left of the mainframe will burst and spread radiation throughout the floor. PET is required to open all four of the drainage plugs.

Blackout
Most of the lights will go off and the liquid coolant and fans could not operate as the core power cannot be diverted. During this period, players can use the Emergency Generators to remedy the issue for the remainder of the event, given it had enough fuel from Cargo Trains. After a few minutes, the issue is resolved.

Potential Earthquake
Sometimes during the game, unusual seismic activity is detected. It is standard procedure to halt trains before it strikes.

During the event, any running trains will begin to rattle, derailing any moving vehicle. This only lasts a few seconds and the issue is quickly resolved.

Neurotoxins
Lethal gas escapes containment and spreads through the vents. Any player in proximity is killed. To speed up the event, cooling fans must be enabled.

Rising Plasma
The core becomes slightly unstable and releases plasma. In the initial shake, people within the core chamber are killed. Plasma begins to slowly rise until it stalls and returns in the chamber.

Zone 5 Magma
An unknown fifth zone starts to flood in magma and escapes into the core chamber, resulting in a magma surge reaching the lobby. All personnel are required to seek high ground. The issue is later resolved although the magma might drain for a little longer.

Freezedown Sequence
To be added: List of events/announcements during freezedown Note: All sounds must be in Bold while all GUIs must be in Bold Italic.

If the facility's temperature reaches extremely low levels, a freezedown sequence will initiate. Before the Freezedown Update on December 19, 2018, freezedowns were only mere speculation to scare people from heating up the reactor as a reactor was meant to remain cool. The temperature scale at the Pinewood Computer Core before the update did not go lower than -273 °C, also known as the absolute zero. This partially abides with the third law of thermodynamics, wherein all molecular motion comes to a stop as the temperature reaches absolute zero, although the same law also states that this temperature normally would not be attainable through by simply cooling the system.

However, many other “Computer Core” games had implemented their own idea of what a freezedown sequence may be, which may have prompted Pinewood to introduce a freezedown of their own. The Freezedown Update also modifies the temperature readings to display the temperature on the surface of the display (using SurfaceGuis), and removes the Celsius unit identifier, making the freezedown occur at simply -4000°.

Freezedown Sounds/Announcements

 * 1) "Freezedown in 4 minutes." This announcement plays twice
 * 2) Alarm plays. Rockets can now be launched.
 * 3) "Core temperatures are now exceeding low levels. Evacuation protocol now in place for. Pinewood Computer Core Complex."
 * 4) "Attention! All personnel may proceed to the Emergency Rocket Launch Silos."
 * 5) "Attention! Attention! Lockdown in progress. Lockdown in progress. Please stand clear of the blast doors as this facility is now under lockdown."
 * 6) Warning. Black hole has reached critical mass. Black hole containment failure imminent." This announcement plays twice.
 * 7) *Following the second announcement, lightning bolts will appear above the reactor core and form a black hole, which sucks any players in when coming across this area. Part of the glass in the main lobby and the main hallway will shatter.
 * 8) *Shortly after, a brief earthquake will occur.
 * 9) Alarm plays again.
 * 10) * A blue-coloured substance will flood the area surrounding the reactor core, killing anyone upon contact with it.
 * 11) "Emergency power activated."
 * 12) The generators overload and the power goes out.
 * 13) "Attention! Core implosion imminent! Please evacuate Section 5."
 * 14) "Freezedown in 2 minutes. Evacuate the facility immediately!
 * 15) "Attention! All personnel, you may proceed to the Emergency Rocket Launch Silos."
 * 16) "Your attention please. The ESDS or Emergency Self-Destruction System has been initiated. All of the reactor safeguards are activated. Please proceed to the emergency silos as this is not a drill. I repeat, this is not a drill."

'WARNING! Self Destruct System Initiated! Extreme Freeze danger.'

When the final timer reaches T-90, another brief earthquake will occur.

10 Second Countdown will be heard at T-10, the timer disappears and Tsunami (Jay Cosmic Remix) can be heard. The timer on the top disappears.

T-0; Core implodes. A loud explosive sound is played.

A blue-white ball of explosive matter will expand from the core mainframe, eventually freezing and exploding everyone inside it; The blue ball stops growing as the music stops.

LEGEND: Bold Italics = GUI / Hint, Bold = Sound (This list needs to be updated.)

Note: All sounds must be in Bold while all GUIs must be in Bold Italic.

Sounds
The game utilizes many uploaded sounds.

Removed music

 * DOOM - Cyberdemon - Mick Gordon (removed)
 * DOOM - Mastermind - Mick Gordon (removed)

Announcements
For meltdown and overheat announcements, see the Self-Destruct Sequence section above. (This list needs to be updated)


 * Today's Security Code is 5-33-41-18.
 * Don't forget, today's pizza day, so head to the cafeteria to grab a hot slice.
 * Feel tired, and overworked? Freshly brewed coffee is served in the cafeteria at all hours.
 * Remember to report all suspicious activity to your supervisors, not even you are exempted from scrutiny. Stay paranoid, stay vigilant.
 * Remember, security is the first step to a safe work environment. Stay secure, stay vigilant.
 * Warning! High energy detonation detected in Materials Lab.
 * Biohazard warning in sectors B and C.
 * Dr. Kane reports, super-conducting outerchange is activated.
 * Warning, unauthorized biological forms detected in Sector C.
 * Security officer reports men down in Sector D, medical help required.
 * PBST, watch those Coolant tanks levels! Keep the Core safe at all times.
 * The following is only announced if a fire outbreak occurs in the main transit system or cargo bay A.
 * Attention. An emergency has been reported in the building. Please cease operation and leave the building utilizing the nearest exit or fire exit stairway. Do not use elevators. Repeat, do not use elevators.
 * Warning, fire burst detected in Cargo Bay 1A.
 * Warning, fire expansion detected in Main Facility Transit Station.
 *  Fire hazard in Cargo Bay B and C. 

Self-Destruct Sequence/Meltdown

 * There is often a debate if the true objective of the game is to blow up the core or prevent it from blowing up.
 * Diddleshot responded, saying: "whether you want to build or blow stuff up it's up to you." In other words, there's no exact objective and people can do anything they want.
 * The meltdown is often criticized by frequent players due to repetition.

Abuse of Security and OP Weapons

 * People often criticize the game due to members of the Pinewood Builders Security Team (PBST) trying to prevent visitors from blowing the core.
 * At some point prior to August 2015, a new rule was created, preventing PBST from using force to prevent core meltdowns. It was quickly lifted, as confirmed by Diddleshot's shout: http://prntscr.com/8ffcma.
 * An 'OP Weapons' game pass was added to the game, giving powerful weapons to the owner of the pass which can be abused; at the cost of 3,128 Robux (formerly at 4,004 Robux), and at the expense of many players being victims of these abusers.
 * Many users who abuse the OP weapons pass end up being trailed by PBST or banned from the game. This leads to them reporting Diddleshot for scamming, although it is the pass holder's responsibility to use them wisely.
 * Non-Tier Security members or Tier Security members without their loadout often have a very hard time defeating OP abusers.
 * The only actions that are considered legitimate abuse of OP Weapons to PBST protocol are spawnkilling, and mass killing.
 * This means that preventing access to rooms, targeting individuals, targeting security officers, and other such actions are allowed. (some may consider it helpful to announce a room restriction in in-game chat, lest the user be accused of MRK)

Exploiting
Old versions of PBCC had an abundance of hackers that inserted Lua Viruses which would then play loud and/or annoying music, delete everything, flash rude stuff like swear words on screen, teleport players to other games, set everything on fire, case latency (lag), kill players on spawn, and so forth.


 * An older version of PBCC was leaked on free models many years ago, resulting in many people making their own Computer Core facilities.
 * More recently, people have recreated components of the current PBCC, allowing many to make their own reactor core meltdowns.
 * Pinewood Computer Core also used to have an abundance of hackers, such as those that insert annoying sounds or delete mandatory parts of the facility that prevent a meltdown from happening.
 * A Filtering Enabled version of PBCC began development in December 2016 and was finished in March 2017.
 * Users often criticized one of the anti-exploits in-game for shutting down servers if building tools are used to delete certain parts, as some exploiters learned to use this to repeatedly shut down servers, causing annoyance.
 * A user once injected code that played very annoying music, and that made money "rain" from the roof.
 * When the servers were exploited in 2015, it played the Windows NT 5.0 start-up sound during a server shutdown by anti-exploit measures.
 * One of the anti-exploits was criticized for the fact that it plays very loud music when it shows a 30-second message:
 * "In-game damage detected ~ Pinewood Builders Anti Exploit"
 * A loud ear-damaging song (The original audio was unfortunately removed) plays called "Kung Fu Fighting". The message then says:
 * "Exploit detected, shutting down in T-XX ~ Anti-Exploit by Pinewood Builders - Kung Fu fighting exploiters since 2012"
 * In addition to this, newcomers may be confused, thinking the Kung Fu Fighting song is an exploit.
 * In March 2017, exploits have dramatically reduced following the game's compatibility with filtering.
 * A YouTube video of the old anti-exploit can be found here.

Glitches

 * Wearing more than two hats at once and equipping a gravity coil can fling you out of the game. This only occurs when a user jumps from a seat, however.
 * This is useful for performing a glitch involving instantly escaping the core even if there is no meltdown or freezedown happening. The user simply jumps from the seat of a silo. This can make it possible for more than 8 players to escape as long as players who don't manage to reach Zone 1E before all silos are launched own a Gravity Coil and are wearing three or more hats.
 * There is also another glitch when equipping the personal rocket then quickly equipping the gravity coil can fling you out of the map. This glitch has not been patched yet however.
 * Using an auto-click program with the fire extinguisher is known to make the foam bubbles very large and release very fast, however, if the auto-click is set to a very high number, it can crash the server.
 * This glitch has been patched as of sometime in 2018 as the foam bubbles have been changed to Smoke.
 * Before the ladder behind the Admin Control elevator and the meltdown were added, it was possible to block anyone from getting into admin control by spam-clicking the up button at the top with a macro. At that time, the speed of the elevator going up was faster than it going down.
 * A user with multiple computers (to run multiple accounts at once) had an alternate account perform this action for over two days straight and kept all cooling systems offline, raising the temperature to over 30000°C. The comment section was flooded with complaints about the alternate account. Diddleshot later arrived and permanently banned the alternate account from the game. The reason the user was able to set it so high without the server shutting down from the meltdown was because there was no meltdown at the time of this happening.


 * If you use the gravity coil, after jumping off the personal rocketship, you instantly fly and glitch out of the underground facility.
 * It doesn't count as a seismic activity, just because you're out of the facility.
 * They only occur when the sensors of the facility detect the seismic activity that's nearby the facility.
 * This can also be used to get to the easy escape box without needing a gamepass.
 * However, you wouldn't get sent to the PBRF (a.k.a Pinewood Builders Research Facility) because you weren't at the elevator that leads you to it.


 * There used to be a glitch with the personal rocket that allowed it to clip through certain doors, a notable one being the PIA door. It was discovered, reported, and patched.
 * Another personal rocketship glitch that was a lot more problematic, but thankfully patched, was using it in a seat to fly PET Response Vehicles and Trains around the facility.
 * Standing on the tracks and spawning a train will cause you to fly extremely very high, from extremely high speeds. This causes the Imprecise Floating Points glitch, where you appear to be "corrupted" and cubic.
 * This glitch is similar to the second personal rocket ship glitch if you have the jetpack gamepass and use it on the seat of trains, PBST,PET or normal vehicles you can fly with the vehicles, which has been patched.
 * Other patched glitches include train flying with either the rocket ship or jetpacks, and exploding UFOs by setting it on fire, commonly informally referred to as UFO-/Fire-bombing.
 * There was a recent glitch, filmed on YouTube, where a Alien Event triggered right after the Freezedown ended.

Other

 * These are the locations of all six lockdown blast doors:
 * Spawn Room going to PBRF Elevator Lobby 1
 * Sector A hallway going to Sector B hallway
 * Generators Room going to Cargo Bay (two blast doors)
 * Sector A hallway going towards Sector C elevator / Sector D, F, and G / Transit System
 * Sector C hallway going towards Admin Control, after the PBST room.
 * The facility goes by many slogans.
 * "The heart of ROBLOX intelligence."
 * "ROBLOX technology at its best."
 * "A processor array of massive scale, a computer beyond imagination."
 * "To accomplish great things, we must not only act, but also dream, not only plan, but also believe." - Anatole France
 * "Your journey with us has only just begun. So join us on our journey: Pinewood Builders." 
 * "A state of the art facility"


 * This game was in the Official Roblox event Metaverse Champions.

Removed Features and Content
From when the facility was built in 2010 until the present day, features and content were added, and some were removed and replaced. This is an incomplete list.

Facility

 * Before the floor of Sector B was added, there used to be fall damage to prevent people from discovering the 'secrets' of the core.
 * At one point, the entire facility was covered in thick dark fog for unknown reasons sometime in 2011.
 * The facility notably used inlets, universals, and welds on the surfaces of its walls and floors until late 2012, where they were removed to give a clean, modern, and more appropriate look.
 * The facility was stated to be located beneath the Black Mesa in New Mexico until it was confirmed to be located beneath the Pinewood Research Facility in the Sahara Desert.
 * This removed feature was a reference to the Black Mesa Research Facility from the Half-Life series.
 * The Mass Effect 2 door textures were replaced by brick-made doors by splitzalot.

Sector A

 * Numerous office workstations used to be where the black spawn room is today.
 * Diddleshot's office used to be above the office workstations.
 * There used to be a tertiary access elevator south of the office workstations; which was replaced by the elevator lobby going to the 2014 Pinewood Research Facility.
 * There used to be a window facing Sector B in the main hallway, on the left after exiting the elevator.
 * There used to be a futuristic-looking turret in the corner of the main hallway which moved and pointed at the nearest player's torso, which was replaced by a smaller, seemingly static ceiling turret.
 * The fonts of the square floor signs in the main hallway used to be Eras Bold ITC. The new floor signs are circular and use the Gotham font.
 * Rumours say there was an escape elevator that brought users to the surface (not the PBRF elevator), but due to abuse, Diddleshot removed it.

Sector B

 * There used to be no floor; making the core mainframe appear as a very tall structure in a 'foggy' chamber made up of semi-transparent grey layered parts.
 * There used to be light grey stripes on the walls of the chamber.
 * The spotlights near the Pinewood Computer Core logo used to be cone-shaped meshes until dynamic lighting was implemented.
 * The internal core used to have many reactors with the main reactor in the middle. Now, it's only two system machinery and the main reactor.
 * The hatch to the core was not yet added, therefore people tried to use the keypad to access the core. Some people are not aware of the hatch (or believe there's more than what is underneath the hatch) and still attempt to guess the code today.
 * The keypad used to be a code keypad commonly found on free models before it was replaced with a digital pad.
 * The core mainframe structure used to be blockier.
 * The old mainframe code was 89012345.
 * There used to be big spotlights just below the PBCC's logo. They were removed sometime in 2013.
 * There were also additional yellow-light spotlights around the chamber.
 * There used to be catwalks just amidst the fog down the core. One of the catwalks had a sign that said "When flooded, turn around, don't drown" on top of the gate.
 * Because of the fall damage mechanism at the time, it was impossible to jump onto the catwalk.
 * The catwalk gate's button does nothing.
 * The gate was also just a mesh in a wall.
 * The doors and gates used to be black or grey. It was so until the 2013 update that placed textures on them, and in 2016, the door finally got replaced by spitzalot's CFrame doors.
 * The Dress and Clean room used to have scientist lab coats morphs.
 * It also used to have benches inside the fitting rooms.
 * The HAZMAT suit was a Black Mesa scientist suit. The current HAZMAT suit is a space suit with a futuristic helmet.
 * Yet another reference to Black Mesa, from the Half-Life series.

Sector C

 * The cafeteria, restrooms, and the PBST tier rooms and shooting range are additions to the Sector C hallway; as it once comprised of only a security kiosk.
 * The restrooms were once located in the Sector A office workstations area.
 * The hallway used to be made of mostly mud-like stone, giving it a cave-like feel.
 * The admin control room was once painted dark grey.
 * The screens in the admin control room used to resemble computer monitors from ROBLOX Powerplant.
 * There used to be a HAL 9000 at the back wall of the admin control room, with an obtainable badge if you touch it.
 * The exterior of the admin control room used to be a black box with wedges. It is now a long dark grey structure.
 * Before the meltdown update, there used to be a 'DO NOT TOUCH' button that temporarily sets the Admin Control room ablaze.
 * There used to be numerous computer workstations and two server computers in the admin control room.
 * There used to be a glass floor in the middle of the admin control room overlooking the core.

Sector D

 * The servers used to be six blocky machines before they were replaced by modern-looking servers.
 * The room that overlooks Sector F was just a room with workstations and a wall before the addition of Sector F.

Sector E

 * There is no Sector E, due to unknown reasons.

Sector F

 * The code door to Sector F used to have a texture with "Off-Limits" signs before being replaced by a "Sector F & G (Emergency Coolant)". It currently has a revamped texture with "off-limits" signs, and "low temperature" for Sector G's door.
 * The code for the Sector F door used to be 118118, and at one point, 1337.

Sector G

 * Sector G was not added until the 2013 major updates, and the emergency coolant could not be activated until mid-2014.
 * Sector G was once known as Classified Storage before it had emergency coolant functionality.
 * In older versions of the PBCC's meltdown, Sector G had a red ambient on the emergency coolant rods.
 * Sector G used to be a room made of black plastic; it is now made with a blue foil texture.
 * From October 5, 2019 to April 4, 2020, the Emergency Coolant was disabled. A sign was erected next to the middle rod saying, "The E-coolant game mechanic will be returning one day, redesigned. Check back soon for updates!"
 * Before it was disabled, the only available rod (middle) is required to stop the meltdown sequence. It was rigged and designed to fail.

Other Sections

 * Due to several occasional changes to the rank names in Pinewood Security, the security-only doors often changed in texture.
 * The original three-tier system represented the Tier 1 and Tier 2 doors at the PBCC.
 * The followed system which featured rank names such as Advanced Guard and Advanced Guardian had their respectively named rank names on the former T1 and T2 doors.
 * A new tier system was made, replacing Adv. Guard and Adv. Guardian with Tier 1 and Tier 3.
 * The tier system was again abolished with the PBST reforms, however, the door's rank identification system and textures were not changed prior to the reforms, allowing ranks as early as Security Officer to access the once-Tier 2 loadout door.
 * The tier door bug was fixed upon the addition of several more Tiers.
 * The shooting range used to be accessible by all security members, now it requires a Tier 4 SD+ to activate it, this was then reverted later so any security could use it. There is another shooting range like the old version in the PBCC at the PBHQ.
 * Before Csdi designed the new loadouts, there were older ones that are still accessible today in the PBRF, PBHQ and PBSTTF. These loadouts are:
 * Tier 1 loadout:
 * Riot shotgun (called a sit-gun by some because rather than doing damage it just makes players sit)
 * High damage baton (still in the PBCC, but now takes a few mores hits to kill someone with. The old one was a one hit kill)
 * Taser (again, still in the PBCC, but the old one was prone to breaking)
 * Riot shield (chunkier version as opposed to the PBCC version)
 * Tier 2 loadout:
 * MP7S Submachine gun
 * Silenced USPT with a flashlight attachment.
 * At PBCC, the Tier 2 loadout also consisted of a duel-wield gun only authorised to be used by Commander (Tier-4 Special Defence today)+ known as "Blue's Diamond Backs", as they were originally made as a private tool for xBlueSparks, a previous HR around the time.
 * The launch silos used to be an inaccessible room viewed from a window on the transit system railway.
 * Before the Freezedown Update on December 2018, the Celsius unit of temperature was used.
 * In Summer 2015, a large window with a view of an underwater area could be seen off the transit tracks just at the left bend after the Launch Silos. It contained a door to an unknown area to the facility, and large towers labelled 1 to 3.
 * Just before the removal of this area, an unlabelled transit station had been added with a glass tunnel leading to a locked door (not the same door mentioned above).
 * This area has been re-added as of February 2016, although isn't significant enough to be mentioned above.
 * When you drive a train into a support for this area, the wall appears to crack and water pours out, and the floor in that area floods and a red emergency light glows. The flooding stops after a few minutes.
 * The blast doors for Zones 1 to 3 used the textures of the lockdown blast doors. Custom textures by MarkoARamius replaced them.
 * MarkoARamius has a texture for a Zone 4 door; however, the PBCC does not yet have a Zone 4.
 * The 2013 and 2012 versions of the game can still be visited due to old leaked copies circulating around: 2013, 2012
 * The even older versions of the game can still be visited via the game test sites.
 * There was once an event that occurred when the temperature reached approximately 2500°C, triggering a music track of the "Awakening" of King Abomination, although there never really was a physical King Abomination. It was removed sometime in 2016.