Big Fat Awesome House Party Wiki
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This is the starting location in the game. All of the imaginary friends (which are for adoption) reside here. There are (according to "Setting A President") 1,340 imaginary friends in Foster's Home; however at the end of "Emancipation Complication" Madame Foster states that there are 2,038 imaginary friends currently residing in the house plus Blooregard Q. Kazoo and Mr. Herriman, Madame Foster's imaginary friend whom she never outgrew. The house motto is "Where good ideas are not forgotten."

The inspiration came when McCracken and his wife, Lauren Faust, adopted a pair of dogs from an adoption shelter. McCracken wondered how things would be if there was a similar place for childhood imaginary friends.

The house has six floors, a basement, an attic with a stair which leads to the observatory, a backyard with a pool, woods, a dock, a stable, an outhouse, and a cage with the extreme-o-saur inside. It has a basketball court which is not featured in the TV show. It also has a bus-stop, in which you can take the bus to the other locations.

Yard[]

The yard is divided up into a few different maps. The front yard has a mailbox, hedges, water fountains, and access to the bus outside of the front gate. There are two small side maps on the left and right side of the house that lead to the backyard. The backyard has hedges, fountains, the extreme-o-saur cage, and a dock. The backyard then leads to the greenhouse, the unicorn stable, the woods, and the swimming pool.

Basement[]

The basement is the smallest area of the mansion. It consists of only three rooms. A staircase and a ladder are near the top-left corner, allowing access to the backyard and kitchen, respectively. The boiler room is located past the right-hand door. A combination kitchen and study can be found past the bottom-left door. The newspaper room is located past the bottom-left door.

First Floor[]

The first floor is the starting point of the game. When a player first creates their character or logs in to continue playing, they end up in the lobby section of this floor (new players have a short animated sequence of their friend leaving a bus and walking into the house). From the lobby, the other floors can be accessed by taking the stairs or the elevator. The basement can be accessed through a trapdoor in the kitchen. The outside of the mansion can be accessed from the front doors and a rear door in the lounge. Notable rooms on this floor include the lobby, the kitchen, the dining room, Mr. Herriman's office, the lounge, and the arcade room. The arcade room holds mini games. The dining room is used for the player's birthday party.

Second Floor[]

The second floor consists of a long hall. Bloo, Eduardo, Wilt, and Coco's room is located past the top-middle door on the right side of the hall. Madame Foster's room is located past the top-middle door on the left side of the hall. Frankie's room is located past the top-right door on the left side. The laundry room can be found past the bottom-left door on the right side. Finally, the library can be found by passing through the double doors in the middle of the hall. The remaining rooms are simply maintenance closets, bedrooms, or bathrooms.

Third Floor[]

The third floor is where the player's personal room is located. It is past the top-left door on the left side of the hall, marked with a large "My Room" sign. While the room itself is originally undecorated to the point where even the wallpaper is peeling off, it can be decorated with items won by playing the mini games. The furniture themes vary between mini games. Different furniture from different themes can be mixed and matched. The wardrobe room is past the top-right door on the left side of the hall. The file room is past the bottom-right door on the right side of the hall. Like the other floors, lower floors can be accessed through either the elevator or the stairs. In between the smaller halls, there is a larger hall full of pillars. The double doors at the top of the hall lead to the tea room while the door at the bottom leads to a nap room.

Fourth Floor[]

The fourth floor consists of a hall similar to the second floor. The left side of the hall consists of a medical ward, with two rooms of sick beds to the far left, a padded psychiatric room and a pharmacy in the middle, and an examination room and medical lounge to the right. The north hall consists of a snack room, a periodicals room, and a bathroom. The south hall consists of a laboratory, an x-ray room, and another bathroom. The right side of the hall makes up a school, with a toy room past the upper-left door, a music room past the middle-top door, classrooms of varying color in the bottom three rooms, and a computer lab behind the door to the far right.

Fifth Floor[]

The Fifth floor consists of one hallway shorter than the other floors, and follows a theater theme. The top-left door leads to a janitorial closet (sometimes referred to as the cleaning room), the bottom-left leads to a generator room, the bottom-middle leads to a computer room, and the bottom-right door leads to an auditioning room complete with a small stage with a trapdoor on it. A bathroom sits at the end of the hallway. In the top-middle of the floor is a ticket booth and theater lobby. The theater consists of a large stage and several rows of seats. In the back-left corner, a dressing room can be found. A Batman costume can be seen hanging on a hook.

Sixth Floor[]

The sixth floor consists of two parts. The right side consists of one large atrium with a fountain in the center and a small hall to the right. In the hall, there is a bathroom past the right door, a sauna past the top door, and a conditioning gym through the bottom door. In the atrium, there's a locker room past the top door and a basketball court past the bottom door. A door to the far left provides access to the left side of the roof. The left side of the floor contains an outdoor roof. A door on the top leads to an attic. A staircase in the attic leads to an observatory.

Screenshots[]

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