Purgatory is the name of the Ghost Corps facility on the outskirts of Haven, Nevada. On the ground level is a high security federal prison, one which does not otherwise house supers, known as United States Penitentiary, Haven (USP Haven). This is a front. The Ghost Corps facility itself is underground, contained in a series of sub-basements, each with its own purpose. The CIA and Federal Bureau of Prisons have an arrangement at this and other Ghost Corps sites, whereby the two agencies will occupy the same space, and will lend resources to each other in the event that prisoners escape from the prison or Ghosts from Purgatory. Staff at USP Haven are vetted more thoroughly than at most other federal facilities, excluding black sites, and their compensation is commensurate. They do not go where they are not permitted and ask no questions about the other "correctional officers" who they might catch disappearing into the basement at shift change.

Underneath the USP Haven building is a large basement, primarily used for storage of items that cannot be weaponized. This basement can only be reached by a staircase and has no windows. Its main purpose is to serve as a buffer level between the prison and the secret facility underneath. The elevator from the basement to Purgatory is carefully disguised as part of the wall, in the middle. It requires a biometrics scan from a panel on the wall next to the hidden entrance, but cannot be opened from the outside. Access is granted from within Purgatory itself by security guards monitoring the basement remotely, or by a special code entered into an access panel hidden in the USP Haven warden's office.

Below that basement are 13 sub-basements. Note: Purgatory is specially built to withstand the use of all powers contained within, and includes various safeguards to protect against the use of those powers to escape, even by supers who have transportation abilities such as teleportation or portals. Operation of the facility's elevator requires a biometric scan of all passengers before it will move to another level. If a passenger is not granted access to a certain level, the elevator will not stop there until that passenger has offloaded.

Sub-basement 1, directly below the basement level, serves as the control room and handler office space. Supers are not allowed on this level or any above it wihout strict monitoring and special permission. The elevator opens up to the central main space. Directly beside the elevator is a security desk, constantly guarded. The main is where the handlers have their cubicles in an open office environment. Along the far wall are various monitors, message boards, a water cooler, vending machines, a coffee station, a fridge, and a microwave. To the right, a hallway leads to conference rooms; a gender neutral, single occupancy restroom; a "sleep room" for employees pulling longer shifts who need a nap or an overnight stay, complete with two sets of bunk beds and a closet; and the command center, which is used during active missions. The command center is where handlers of an away team can monitor and communicate with their supers. It houses dozens of computers and monitors, as well as communication equipment.

Beneath that, sub-basements 2 through 6 are set aside as living quarters for supers. The elevator opens to the common area, which has a table with 10 chairs, couches which can seat 18 comfortably, and one television with one remote that must be shared among all. Each floor can accommodate two teams, or 20 individuals. Teams' rooms are separated by reinforced sliding doors which close and lock at lights out, and have a biometrics scanning panel to the side to allow access at all other hours. The hallways leading to the rooms are monitored by surveillance cameras pointed at each room's door. Roommates are always on the same team and sleep two to a room on a full size bunk bed. Each room has its own bathroom with toilet, bath/shower combination, and double sink.
  • Sub-basement 2: Alpha, rooms 201 through 205; and Echo, rooms 206 through 210
  • Sub-basement 3: Bravo, rooms 301 through 305; and Foxtrot, rooms 306 through 310
  • Sub-basement 4: Charlie, rooms 401 through 405; and Delta, rooms 406 through 410
  • Sub-basement 5: Juliet, rooms 501 through 505; and Romeo, rooms 506 through 510.
  • Sub-basement 6: Uniform, rooms 601 through 605; and Victor, rooms 606 through 610.

    Note: supers requiring special types of beds, such as water-based supers who might need to sleep in a tub-like bed, have to first deal with a waiting period of a few to several months. Once they have proven to be solid, valuable, consistent members of the program who will not need to be removed immediately, they can request certain modifications to their shared room. For the water-based super example, this would be a tub-like bed that replaces the bottom bunk and would have a lid or cover that can hold a mattress for when those supers have company or want to sleep in a proper bed, and until that modification is approved, they would have the option of sleeping in the en suite bathtub. Modifications to agents' rooms are limited; remember, at the end of the day, even if they're not in a black site, the Ghosts are little more than glorified prisoners.

Sub-basement 7 is known as the Graveyard. It is the transitional floor where the newest recruits are taken and housed for their first few weeks, or even months, until the handlers feel that they are suitably broken in and ready to join their teammates on the appropriate levels. It is also used as a punishment for agents who've violated a rule or order, but not badly enough to be removed from the program altogether. While living in the Graveyard, supers are still expected to train and work with their teammates during group activities, but are otherwise separated. There is no form of entertainment on this floor besides each other, and the hall of uniforms on display from agents who were killed in action. Above each uniform is a picture of the deceased and a brief record. At night, they sleep in beds which are lowered into the ground and covered by reinforced titanium steel. No super has been able to break out of this arrangement, but anyone who does is immediately removed from the program.

Sub-basement 8 houses the mess hall and commissary. When stepping out of the elevator, the left quarter is taken up by the kitchen and buffet-style service bar, the middle half of the floor serves as the eating area, and the right quarter is the commissary where agents may "purchase" items such as foodstuffs, toiletries, some alcohol, and a limited number of other goodies, based on the number of credits they have available to them. Credits are given automatically at the start of each month, and are also rewarded along with Nirvana time. Mess hall food is available for free to all employees, human and super alike. Food trays are not permitted to be removed from the mess hall level, but food may be. There are two sinks along the back wall where diners may wash their hands.

Sub-basement 9 is the medical area. It has a decently stocked pharmacy, which is closely monitored and guarded, and 10 hospital beds. It isn't meant to contain long term patients, but it can support an entire team, should they fail to be healed prior to returning to Purgatory. This is where the mandatory birth control for female supers is distributed. Tucked away on one end is a morgue for those who don't make it, or for the bodies of targets brought back for various reasons.

Sub-basement 10 is sometimes referred to as the "wet floor." It houses two locker rooms, a sauna, a modest spa area, two tubs for ice or hot water, a short course pool for exercise or recreation, and a sampling of workout equipment.

Sub-basement 11, also known as Inferno, is the training facility. It is fully equipped with futuristic technology, thanks to the tireless efforts of the government's technopaths, to provide a variety of realistic pre-programmed scenarios in which supers can train. It functions much like the X-Men's Danger Room or Star Trek's Holodeck, in that everything in it can seem entirely real--including the danger. There is a control booth directly beside the elevator, protected by thick layers of bullet-proof glass, and the rest is all part of the field.

Sub-basement 12, ironically located below Inferno, is Nirvana. Access to Nirvana is reserved for supers who have successfully completed missions, gone above and beyond duty, exhibited good behavior, or have otherwise earned some fun time. It has a small theater which can comfortably seat up to 40, and occasionally gets second-run recent releases, or even more rarely, new releases. There are also five computers on this level with access to the world wide web--not just the agency's intranet--and this is the only area where supers can surf the internet. There are limits to this, however, as certain sites such as Facebook and Twitter are blocked, and comment sections on other sites, such as YouTube, are disabled. All internet activity is strictly monitored. There are also a variety of board games available, as well as a pool table, an air hockey table, a foosball table, two pinball machines, and an X-Box 360 with a small library of releases.

Sub-basement 13, the lowest level underground, is the garage and armory. Access to this level is strictly limited, and it is guarded at all times. Keys to the vehicles and the weapons closet are kept on sub-basement 1. There is a large exit door blocking a tunnel that leads to the surface. No super has ever been able to breach that door.