Legion of Super-Heroes Clubhouse:
2962 - 2967
 
Legion Clubhouse The Legion Clubhouse was funded and built by R. J. Brande, the richest man in the universe, in 2962 (Superboy No. 147). It served as the team's base of operations until 2967, when it was destroyed during a battle with the Fatal Five (Adventure Comics No. 366), afterwhich a new headquarters was constructed (367).

In the 2970s, when the Adult Legion built their new H.Q. complex (Adventure Comics No. 354), they also rebuilt the original clubhouse on the grounds - partly for nostalgic get-togethers (Action Comics No. 289/2) but most likely to be the base of the new Teen Auxiliary (Adventure Comics No. 358 "The Legion Outpost").

Click any of the headings for details:

Location | Construction | Exterior Security | Facilities | Floor Plan

Clubhouse & Headquarters | Main Page

Location

The Legion Clubhouse is located in Smallville (Adventure Comics No. 247), which by the 30th century's time must be a suburb of the mega-city of Metropolis (Action Comics No. 267/2). The semi-buried, upside-down rocket design suggests that the building was erected in the exact location where Superbaby's rocket from Krypton crash-landed just outside of Smallville. Since the team's inspiration was the Boy of Steel himself, it would be fitting indeed for their clubhouse to be built on that exact historic site. Judging by the hilly mountains seen behind the building at times, the clubhouse is most likely oriented with its front door facing east toward the Atlantic Ocean.

When it was first built, the clubhouse was surrounded by green parkland (Adventure Comics No. 247, 301, etc). This area, called Legion Park, had benches and a path that wound between life-size statues of all the team's members. Each statue's pedestal had a secret compartment that could only be opened by that particular Legionnaire (326). However, with the increased traffic resulting from cruiser take-offs and landings as well as the Legion's celebrity - crowds of fans, applicants, specatators of televised events, and so on - the grass was often trampled into the dirt (314, 316, 317, etc). Despite constant reseeding efforts, it was eventually decided to have the area surrounding the clubhouse covered in paving plastic (340 and on). Furthermore, by 2967, the famous Metropolis skyline that was once a distant sight on the horizon began to encroach on the surrounding landscape due to urban expansion.

Green grass surrounding the Legion Clubhouse in the early days Legion Park

An elevated public monorail track runs nearby, affording passengers a glimpse of the clubhouse as they pass by (Adventure Comics No. 325). Metropolis Stadium and Metropolis Spaceport are only scant minutes away by flight-ring (Adventure Comics No. 368), as is the Science Hall, while Metro-Square is only seconds away by air (371).

The Legion also keeps a large off-site testing grounds for experimenting with various equipment (Adventure Comics No. 304).

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Construction

The clubhouse is made of a special metal alloy (Adventure Comics No. 366) that can be affected by magnetism (304). The walls are also lead-lined (320) except for the top-most room (322, 325 "The Legion Outpost").

Light Lass lifts the clubhouseIn the early years of the team's existence, the clubhouse (as depicted by artist John Forte) appeared no wider than an elevator car - perhaps only ten feet in diameter and two stories high - yet somehow it could comfortably house twenty Legionnaires and contain nearly two dozen rooms. Also at this time, on occasions when the building was lifted off the ground (Adventure Comics No. 304, 317, 329, 340) it was apparent there was no visible basement to the structure, yet we know from the lore that there were indeed rooms underground (336, 348). The editors of this site offer the following as a possible explanation for this apparent miracle of architecture:

We've seen that 30th-century science can create four-dimensional objects, for example the 4th-dimensional forceps used in the medical field (Adventure Comics No. 303). This same technology applied to construction methods means that, just as a three-dimensional object casts a flat two-dimensional shadow, a four-dimensional building would cast a smaller three-dimensional "shadow" thus belying its true size. Once a person steps through the doorway of such a structure (also known as a tesseract) they enter into a much larger interior than appears on the outside. It could even have basement levels when none are visible from the exterior.

One method for 4th-dimensional contruction would be to erect the larger building three-dimensionally, then "collapse" it upon itself in a controlled way such that the interior "extrudes" into higher dimensional space. Imagine a flat "t" shaped piece of paper folding itself up at right angles until it becomes a three-dimensional cube. Now imagine a t-shape made of cubes - when each cube is folded at right-angles to itself it collapses into a hyper-cube. Rond Vidar's collapsible time cube may be constructed in much the same way in that it can be small and portable one minute, then unfold into a larger version of itself the next. In the telepathic origin tape at the Legion's second headquarters, one can see how - at the time of the building's construction - the clubhouse had a taller framework that would not be seen upon completion (Superboy No. 147). One would think that the richest man in the universe would give his Legionnaires something just a little bit special, and not just the "crummy little building" that Lester Spiffany thought it was (Adventure Comics No. 301).

A 4th-dimensional clubhouseThe clubhouse's unusual construction may have been the reason the Legionnaires referred to the building as the "the safest place on the Earth." They soon discovered, however, that this was only true in the third dimension, for Tinya Wazzo was able to enter it from her native 4th-dimensional world of Bgztl, a planet which occupies the same essential space as Earth but on a higher dimensional plane. The Legionnaires agreed to let her join if she could make the clubhouse secure against any more "ghostly" intruders of the 4th-dimension (Superboy No. 147). Thus, today, the outer walls of the building are charged with phantom-proof radiation (Adventure Comics No. 377 "The Legion Outpost").

The clubhouse basementsIn 2966, after Computo refitted the clubhouse so that it was a walking, talking computer (Adventure Comics No. 340), it seemed that any 4th-dimensional architectural trickery was lost or discarded, for after this (as depicted by new artist Curt Swan) the clubhouse's exterior dimensions were presented at about three times greater than previously seen. Its diameter was now approximately thirty feet across and the building rose to a height of over seventy feet above ground - and another nearly twenty-five feet below the surface. Now the building looked as if it could indeed have those six stories worth of rooms, as well as both a basement and a sub-basement (348). The charm and uniqueness of Forte's clubhouse had passed with him, but in its time it certainly offered readers a fascinating glimpse into theoretical physics made thoroughly practical.

While the walls of the clubhouse are made of special alloys that nothing on Earth can crack through, the Fatal Five managed to do just that in 2967, subjecting it to a barage of mental bolts from the awesomely powerful Validus. The wrecked clubhouse was going to be rebuilt (Adventure Comics No. 366) until the United Planets government offered to build the Legion a brand new, much larger headquarters as thanks for all they had done (367).

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Exterior Security
 
Force-shield surrounding the clubhouseJust inside the entrance of the clubhouse's council room is a force-shield activator that erects an impenetrable field of force around the clubhouse. This device creates a harmless, impassable barrier to keep out intruders and persistent admirers alike (Adventure Comics No. 301).

Apparently, this device can only be activated by someone already inside the clubhouse, for when the building is vacated, there are other security measures in place, which detail as follows:

 
The security on the clubhouse doorThe front door to the clubhouse is electrified and unless the secret turn-off switch (located on the upper left hand side) is pressed the door will project an electrical force. While the energy isn't sufficient to kill any would-be intruder, the shock will render most invaders helpless (Adventure Comics No. 314).

The Fatal Five's Persuader received such a jolt when he touched the door but due to his super-strength he only suffered mild discomfort and remained conscious (Adventure Comics No. 366).

 
The clubhouse's alarm beaconShould someone manage to gain entry to the building, hidden TV scanners will use visual recognition programs to determine whether they are an authorized visitor (Adventure Comics No. 314). If not, the device will turn the ceiling over every room red as a warning to the Legionnaires inside (320).

In addition, if someone breaks into the weapons room, a red alarm beacon is projected from the roof of the clubhouse, signalling members on the outside of the situation (Adventure Comics No. 314).

Alternatively, the alarm system can also be set to activate the prowler alarm, which is an audible siren that produces a shrill warning ("scre-e-e") throughout the clubhouse to alert members (Adventure Comics No. 339). Note: This alarm is not to be confused with the manually activated emergency alarm, which has a lower sound ("clang") and is used to assemble Legionnaires into action (344), or the front door alarm, which has a long, ringing tone ("brrrrnnnggg"; 350).

Despite the clubhouse having only one visible door, it does have "a back entrance" (Adventure Comics No. 349). In that scene, it is possible that the Legionnaires flew in one of the two skylights or a window. The clubhouse appears to have no skylights or windows from the outside because they are not in the form of glass panes; they are actually one-way, transparent wall sections (324) that can be slid open (305, 342).

One possible vulnerability to the clubhouse's defenses was discovered by Shrinking Violet in 2964. Knowing every nook and cranny of the building, she discovered a one-inch diameter pipe jutting out from the exterior wall about two inches (Adventure Comics No. 324). No doubt the Legion corrected this oversight, as it was never seen again in the lore.

Most of the clubhouse and its rooms are lead-lined and shielded against x-ray snooping by either space or time monitors (Adventure Comics No. 320, 324, 350, Jimmy Olsen No. 76). However, the top-most room of the building is not lead-lined (Adventure Comics No. 322, 325 "The Legion Outpost") and devices that are constructed on the principles of Ultra Boy's penetra-vision - such as Lex Luthor's x-viewer (325) - can see through lead (325 "The Legion Outpost").

The outer walls of the building are charged with phantom-proof radiation (Adventure Comics No. 377 "The Legion Outpost").

The walls of the clubhouse are made of special alloys that nothing on Earth can crack through. However, the Fatal Five managed to do it in 2967, subjecting it to a barage of mental bolts from the awesomely powerful Validus. Only by Brainiac 5 hooking his force-shield belt up to a force-blaster was the building able to remain standing (Adventure Comics No. 366).

The wrecked clubhouse was going to be rebuilt until the United Planets government offered to build the Legion a brand new, much larger headquarters as thanks for all they had done (Adventure Comics No. 367).

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The Legion clubhouse wrecked
 
Facilities

The editors of this site have determined from careful study of the lore that the clubhouse interior consists of six floors above ground and two below street level. All but the Legion's spaceport hanger are contained within the main building. The terminologies and functions are directly from the lore; only the relative locations have been worked out by us. Click below for details on a particular area:

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Arsenal
 
Also referred to as the weapons room, this top security vault contains Legion equipment, special weapons, and other devices crucial to Earth's defense (Adventure Comics No. 347). It is located at the end of a long hall that is protected by a number of security measures. There is a checkerboard of green and black tiles that must be stepped on in precisely the right order or (when the system has been armed) dual gratings will decend, effectively imprisoning the intruder. If an intruder does manage to enter the arsenal, a TV scanner in the room turns on a red-colored beacon signal that emerges skyward from the roof of the clubhouse (314).
 
Curving corridor leading to  the arsenal Security corridor leading to the Legion arsenal
 
Time-bubble securityThe arsenal contains all of the Legion's powerful weapons as well as their time-bubbles, which have their own security measure against attempted theft - if the door-knob on the vehicle isn't turned in the right combination, knockout gas will emerge from the floor surrounding it, rendering most would-be thieves unconscious (Adventure Comics No. 314).
 
A Legion time-bubble is stolen from the arsenalWhen Universo broke into the clubhouse he was able to get through these security measures. Either the system wasn't active at the time or the villain was somehow able to hypnotically wrest the knowledge (off panel) of how to deactivate the traps from the Legionnaires (Adventure Comics No. 349).
 
The Legion arsenal's communications/monitor screenThere is also a communications (Adventure Comics No. 349) or monitor screen that automatically activates to show any threat to Earth's defenses (347).
 
The clubhouse arsenalBesides the powerful weapons in the clubhouse, the Legion also maintains defensive weapons in many other places, such as the Solar Satellite for use in Defense Plan 44 and the rocket hidden in the asteroids for Plan 78 (Adventure Comic No. 317).

These plans can be brought up on the large communications/monitor screen (Adventure Comics No. 349, 317).

Within the arsenal are several lighted vaults for the Legion to keep their valuables - with an entire vault dedicated to Superboy and Supergirl (Adventure Comics No. 350). The vaults replaced the small safe that used to be kept in the council room (304). Since 2964, Mordru the Merciless has been kept here in a special vault. A viewing port at the side of the vault is for ensuring that the inner, airless steel block he is encased in remains sealed (369). When the clubhouse was destroyed by the Fatal Five, thankfully, the lower levels of the building were undamaged so Mordru did not escape. When the new headquarters was constructed, Mordru's vault was transferred over to the new building relatively intact (a microscopic leak in the block allowed for the sorcerer's eventual resuscitation; 367).

Legion vaults

Likely location within the clubhouse: Sub-Basement

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Celestial Chamber

The Legion's celestial chamberThis section of the Legion museum was created by Invisible Kid in 2964 and is reached by ascending a short set of stairs. It contains rotating, accurate models of the various planets that the Legionnaires came from originally. The models flash the planet's name and the appropriate Legionnaire's face on it (Adventure Comics No. 328).

This small room gives the impression of being much larger and taller than it actually is, utilizing some form of holography to project the computer-generated "models" from a device (seen in the lower right side of the panel).

Likely location within the clubhouse: Level 2

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Communications Room
 
The Legion's communications roomAdjacent to the control room is a door labelled "communications" which leads to a room that features a special viewing console that is a direct link to the United Planets and the President of Earth. On the wall next to this console is a sign that reads "communications room." Opposite this console, against the curved wall, are two narrow shelves that have supported photographs for study (Adventure Comics No. 352).
 
Communications devicesIn addition to having a space-radio, which picks up and sends audio-video signals, this room houses specialized equipment. The transceiver device, when combined with Princess Projectra's illusion-power, allows her to send images of herself all over the galaxy. The mento-helmet, which Cosmic Boy can power with his super-magnetic emanations, allows him to telepathically communicate with other worlds similar to the way Saturn Girl can (Adventure Comics No. 352).

Likely location within the clubhouse: Level 3

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Control Room

Also referred to as the space monitor center (Adventure Comics No. 350), this room is the nerve-center of the Super-Heroes' great work.

The Legion's emergency board

The emergency board is a bank of monitor screens that are linked to the officials of many worlds so that multiple calls can be received at once (Adventure Comics No. 327). The Legion's benefactor, R. J. Brande, also has a direct line to the team (350). Members who are on monitor duty often eat their meals at the table near the board so they will be at the ready should any call come through (313, 356).

Monitor duty

Legionnaire activities are coordinated and tracked via the mission monitor board. Using special rays, the powerful telescopes of the monitor records the actions of every Legionnaire by tracking the signature signals in their flight-rings, whether at the clubhouse or on a mission on some other planet (Adventure Comics No. 342). These recordings are catalogued by computer then filed on tape in the records room (324, 342).

Mission monitor board

The board is operated by a circular control center in front of the monitor board (Adventure Comics No. 342), which has a microphone for voice-paging (344) and a general alarm lever (321). Alternatively, an emergency alarm panel is located on the wall to the right of the board, the sound of which will bring the other members to the room as soon as possible (344). The Legion's secret code-signal that summons all Legionnaires back to the clubhouse is Zeeta-Y (340). From this control panel, member votes can also be entered and tallied; Legionnaires on faraway worlds, or even other time periods, can radio in their votes to be registered electronically (342, 348). In this way, the monitor board replaced the previously used vote-o-matic machine (304).

Monitor board voting

The mission monitor board is also a massive viewing screen that's monitoring technology can zoom in on any planet or phenomenon in space, whether a Legionnaire is being focused on or not. It can even look back at the Earth itself through satellite relays. The control panel for this function of the board is located directly in front of the screen (Adventure Comics No. 350, 352). The screen's display can also be set for a coordinate grid view, referred to as a map of the universe, for an alternate way of tracking Legionnaires (309) and locating planets (364).

Space monitor center

Just to the left of the monitor board is the time-and-space super-console that can tune in on Legionnaires wherever they may be and will broadcast the user's voice to them (Adventure Comics 325, 342).

Just to the right of the monitor board is the information-computer-correlator (327), also known as "the Big Computer" (Adventure Comics No. 342). It is not uncommon to find the Legionnaires using the computer for recreational purposes, as seen when Brainiac 5 plays 3-dimensional chess against it (323), or when the Legionnaires ask it to select who will have the most fun kissing whom (342). The computer-filer is used to create the monthly club newspaper, the Legion Bulletin (Jimmy Olsen No. 106).

Information-computer-correlator The big computer

Adjacent to the monitor center is a smaller room specifically for communications (Adventure Comics No. 352).

Just to the right of the control room exit is a small utility closet used for storing on-the-go equipment, such as insulating suits (Adventure Comics No. 319) and - when the Legion used them - flying belts (322). The ill-devised planetary chance-machine (319) was most likely placed on a safely out of the way shelf here.

Insulating suits Equipment locker

Likely location within the clubhouse: Level 3

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Council Room

The Hall of Heroes leads into this main meeting room, which features a slightly-raised, semi-circular desk that the Legionnaires assemble around to convene meetings, discuss missions, review their constitution, and interview prospective applicants (Adventure Comics No. 342, 346, and others).

Council room

The desk can be raised several feet on occasions when the Legion wishes to be intimidating, such as during applicant testing (Adventure Comics No. 346) or for ceremonies of expulsions (316). There is a large "L" on the wall behind the center seat and a banner may be hung from the desk that reads "Legion of Super-Heroes" (346).

Raised desk in the council room

Note that, originally, the council room did not have the semi-circular, podium-style conference desk, just a small table (Adventure Comics No. 247 and others).

The original table of the council room

Directly behind the desk, against the wall, is a large, rectangular-screened emergency monitor called the television trouble-finder (Adventure Comics No. 247) or the cosmos-monitor (325). The screen can also be programmed to display photos of members to be used during matters that require vote-taking; desktop buttons at each seat are to enter votes (316, 317). In this way, the screen replaced the previously used vote-o-matic machine (304).

Council desk with the television trouble-finder/cosmos-monitor

The room also has smaller monitors set into the wall (Adventure Comics No. 301, 355/2), as well as a wall-mounted emergency lever that is labelled "Pull down to summon Superboy" (300).

For a brief time, the Legion kept valuables in a small safe to the left of the cosmos-monitor (Adventure Comics No. 304). Since then, the team installed large vaults in the arsenal (350, 369). With the safe removed from the council room, the habit of leaving chemistry equipment on top of it instead of in the lab was ended (300).

Just to the right of the door that exits back into the Hall of Heroes is a wall-mounted device labelled "Force-Shield Activator." When the second of three buttons near the top of the device is pushed an impenetrable field of force is erected around the clubhouse, creating a harmless, if impassable, barrier to keep out intruders and persistent admirers alike (Adventure Comics No. 301).

To the far right of this is a hidden door that leads to the Legion file room. To the far left is an elevator that takes you to other floors of the clubhouse.

Likely location in the clubhouse: Level 1

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Courtroom

CourtroomIn this room, the Legion holds trials to determine if club rules have been breached and what disciplinary action is to be taken. There is a witness stand, judge's bench, prosecution and defense tables, and a projector screen with which to view evidence. There is also an octagonal skylight in the ceiling. Off to the side of the courtroom is a small, barred detention room for holding defendants before and during trials. On the wall behind the judge's panel is a Legion "L" logo (Adventure Comics No. 342).

It should be noted that as the walls of the topmost level of the clubhouse are not lead-lined (Adventure Comics No. 322, 325 "The Legion Outpost"), events occurring within the courtroom may be monitored from outside. This may be something that Science Police insist upon, since matters that affect the Legion often have repercussions on U.P. safety (372). During the courtmartial of Legionnaire Star Boy, the Legion of Substitute Heroes monitored the trial from their base (342).

There is a small storeroom on this level that may originally been meant as an evidence locker but instead is packed full of unused scientific equipment (Adventure Comics No. 322).

The Legionnaires also use this room to attend privately-televised "classes" by their own private tutor, a famous science professor, who lectures them on fourth-dimensional physics and other university-level topics via a wall monitor (Adventure Comics No. 309).

Likely location within the clubhouse: Level 6

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Detention Room

This security room is located in a small room off of the courtroom and is used for holding apprehended criminals or defendants before and during trials (Adventure Comics No. 342). A one-way, transparent section in the wall allows a guard posted outside to monitor the detainee (324).

Detention room The clubhouse prison cell

Likely location in the clubhouse: Level 6

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Ferro Lad Memorial

Just off of the Hall of Heroes is a small room dedicated to the memory of Ferro Lad, the Legionnaire who gave his life to save the galaxy from the threat of the Sun-Eater. It is filled with items that pay tribute to him - a portrait, a bust, a statuette, and a wall-plaque that reads "In Memorium Ferro Lad." The room also contains some of the fallen hero's belongings. It is a hallowed place for Legion members and one that can't help but bring about strong emotions for its visitors (Adventure Comics No. 357).

Ferro Lad Memorial

Likely location in the clubhouse: Level 1

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File Room

Stored in this room adjacent to the council room are filing cabinets full of information on the Legion of Substitute Heroes, secret weapons (such as reserve member Kid Psycho, who is classified as Secret Weapon No. 1), and other classified information (Superboy No. 124). The room also has various diagrams and charts that show the clubhouse's secret monitor devices and defense plans (Adventure Comics No. 317).

The Super-Legion's file room The Legion's diagram of secret monitor devices

Likely location within the clubhouse: Level 1

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Gymnasium

In 2967, the gym was refurbished to include large one-way wall windows and a skylight in the ceiling of this top-floor room. Facilities include an exercise mat, a fencing area, free weights, gymnastic rings, a pressure machine capable of testing strength resistance to over ten million pounds of pressure (Adventure Comics No. 361), a pommel horse, and parallel bars (316).

The original clubhouse gymnasium

The new gym

Likely location within the clubhouse: Level 6

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Hall of Heroes
 
Legionnaire statuesUpon first entering the clubhouse, one passes through a hallway that honors Legion members (Adventure Comics No. 342).

As the Legion's ranks grew, member statues were placed throughout the surrounding Legion Park (326), but there is still room for a few statues on the left side of the room (304, 305) next to a shelf full of Legion statuettes (300, 302).

There is a support pillar in this corner of the room (Adventure Comics No. 342).

Legion statuettes

On the right side of the room is a wall decorated with small busts of past heroes (Adventure Comics No. 342). The is also an ornately labelled door into the Ferro Lad Memorial (357).

The Hall of Heroes can at times be a walk of shame

The Proty MemorialTo the left of the Ferro Lad Memorial is a small niche containing a golden statue honoring Proty the First (engraved "Proty I"), a tribute carved by Lightning Lad, who was brought back to life by the heroic sacrifice of the brave Protean (Adventure Comics No. 316).

In line with the front door, straight through the Hall of Heroes, is the door that leads to the Legion's council room. Sometimes the Legionnaires try applicants in the hall instead of the council room (Adventure Comics No. 342).

Likely location within the clubhouse: Level 1

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Hall of Trophies
 
The Legion's Hall of TrophiesAscending a short set of stairs, this section of the Legion museum contains the many awards, medals, decorations of honor, and mementos of the Legionnaires' past adventures (Adventure Comics No. 301, 328, Action Comics No. 392/2 for the name "Hall of Trophies").
 
Wheel of trophiesThere is a large rotating wheel that contains labelled, wedge-shaped sections dedicated to members' personal trophies (Adventure Comics No. 301).

Hopeful applicants are often brought up to this level and shown some of the trophies awarded to the Legion's various members. A selector machine is used to randomly draw a Legionnaire figurine and that member will relate his story to inspire hope in applicants (Adventure Comics No. 301).

Likely location within the clubhouse: Level 2

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Infirmary

Also called the emergency hospital (Adventure Comics No. 332, 337), the infirmary (366) has an examination room (332), an operating room (350), and a recovery room (332). While there is equipment on hand to offer anti-shock treatment (337), in more serious cases it is necessary to bring in medically-trained specialists (332) or take the injured to the Metropolis Medi-Center for treatment (303, 332, 335, 359). All Legion members, even the invulnerable ones, submit to routine check-ups at the medical center to ensure there are no significant signs of space-fatigue (Adventure Comics No. 335).

Operating room Shock treatment
   
The clubhouse emergency hospital Recovery room

Note: Though we never saw it in the lore, Dr. Zan Orbal was later supposed to be appointed the Legion's official medic (Adventure Comics No. 356 "The Legion Outpost").

Likely location within the clubhouse: Level 4

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Laboratory
 
The Legion's laboratoryThe Legion's laboratory is located in an underground level of the clubhouse (Adventure Comics No. 336) and contains state-of-the-art scientific equipment - such as a matter-shrinking projector (321), a normalizer ray (336), wave-spectographs, atmospheric monitors, data-analyzing computers, and a myriad of rare chemicals and elements stored in the cupboards of the main lab counter (305, 317, 350, 362).

The clubhouse underground laboratory

The main lab is also called the Legion Science Hall, because stored here are many scientific devices and inventions, such as Rond Vidar's time cube (Adventure Comics No. 350).

Legion's lab Legion science hall

Likely location within the clubhouse: Basement

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Museum
 
The entrance to the museumThis room - with its sign over the entrance reading "museum" - contains many cultural exhibits including a display of marriage customs of other worlds - such as the giant ring from Zar, marriage crowns from Gorla, halo-jewels of Hrann and spiral coral from Vavalla (Adventure Comics No. 337).

The clubhouse museum

Other sections of the museum include the rogue room, the Hall of Trophies, and the celestial chamber.

Likely location within the clubhouse: Level 2

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Power Plant
 
Atmoic reactor of the clubhouseTwin nucleonic generators provide the Legion Clubhouse with a great supply of electrical energy to power all the various devices contained within the complex (Adventure Comics No. 302, 357). Specimens of kryptonite are stored here (357), possibly for experimentation in development as an energy source, since kryptonite has been used with positive results in medical science (305, 313).

The master control panel is located here. The door to the power plant is labelled "power plant" (Adventure Comics No. 357).

Power plant

This room is adjacent to the Legion's main laboratory.

Likely location within the clubhouse: Sub-basement

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Records Room

A sign on the door reads "Records of the Super-Heroes" (Adventure Comics No. 324), and within are all the recorded Legion missions for access by members during meetings, for research during trials (342), or for information briefing purposes. Seated in the small theater, Legionnaires can view movies, such as Science Police documentaries on wanted criminals (352). Using an ancestor-visualizer machine, the Legionnaires can project supraconscious mental images onto the screen (328).

Gas Girl checks out Legion records Rogue files viewed in the records room

In front of the large screen is a stage, about two-and-a-half feet high (Adventure Comics No. 352). The screen can be curtained off, converting the stage into a podium for electoral speeches (348). A set of controls on the left side of the stage operates the lights, camera, and most likely a set of foldaway steps leading to the stage area (352).

Stage with podium The clubhouse theater

To the left of the auditorium screen is the reference library, which includes a rounded section for Legion records (see in picture below).

Superboy in the records room

Likely location within the clubhouse: Level 5

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Recreation Room
 
Rec roomWhile the Legionnaires are on-call 24-7, they do occupy their time between missions by chatting, reading, painting (Adventure Comics No. 362), listening to music, and dancing in the rec room (342). There is also a four-player gaming console stocked with games like "spaceopoly" (342) and "satellites" (362).

The Legion recreation room

Sun Boy's lockerLockers are provided to members for storage of their personal items and equipment (Adventure Comics No. 302).

Likely location within the clubhouse: Level 5

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Reference Library
 
Mechanical librarianAdjacent to the records room auditorium is a unique reference library - also called the reference room (Adventure Comics No. 343) and the Legion library (337) - that features a "mechanical-librarian" computer that help retrieve any stored material (312) to be projected at any size onto record room's auditorium viewing screen (342).
 
Legion libraryIn addition to the rounded set of shelves containing Legion records (Adventure Comics No. 342) and (mostly likely) computer-filed back issues of the Legion Bulletin (Jimmy Olsen No. 106), there are shelves that contain strange books from many worlds - among them, animal books from Zinnat, a crystal code book from Vogn, and disk-books from Uranus (Adventure Comics No. 337).
 
Reference room map-globesThere are also shelves that contain map-globes of the universe's many worlds. By placing the globe on a scanner-stand, maps of that world are then projected on a viewing screen (Adventure Comics No. 343).

Likely location within the clubhouse: Level 5

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Rogue Room
 
The clubhouse rogue roomThis section of the museum was created by Triplicate Girl in 2964 and features a collection of the worst villains the Legon has battled. Memorabilia include portraits of villains, a display case with replicas of their weapons, an anti-gravity bust of Molock the Merciless, and harmless android copies of Jungle King (Monster Master) and Zaryan the Conqueror, who constantly "argue" over which one of them was mightier. All features in this room are operated via a control panel against one wall (Adventure Comics No. 328).

Likely location within the clubhouse: Level 2

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Spaceport Hangar

Located behind the Legion Clubhouse is the landing pad for the Legion Cruisers and the separate building that serves as their rocket maintenance shop (Adventure Comics No. 347, 348, 357, and others). The Legion's other forms of transportation, such as the jet platforms (347) and even members' private vehicles (301, 305), are also kept in the hanger building.

The Legion spaceport

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