Entry tags:
Dorms
Ground Floor: Lobby, Vid Room, Kitchen & Dining Area
Parking Garage
Elevator Menu
Leaving the elevator, there is a landing on the floor of each set of dorms. In this small "lobby" are two drop boxes, where things may be left to be retrieved from the inside of the respective dorm if the unit is out, as well as a single shared chute for all laundry. A big screen above each drop box displays the unit name and current unit members (blue, green, etc). Set into the wall besides the door leading into the dorm is a panel; to unlock the door, characters place their smartphones against the panel. It only opens for members of the correct unit, though someone can be let in if someone inside gives them access.
Inside, each dorm is identical in content, though not in decoration. At the front is the central common room, equipped with a closet; beyond the central common room is a hallway leading to small bedrooms, with a bathroom at the end of the hall. The central common room contains comfortable seating and a table. A large television screen takes up most of one wall, which broadcasts announcements to units. It can be connected to and controlled by characters' smartphones, if they wish to project their profiles or play back something they recorded. Each bedroom contains a bed and a closet with three outfits to start. The bathroom at the end of the hall has a communal showering area and a smaller closed off room for toilets and sinks. Most of the dorms have no windows, and the ones that do are opaque or painted over; no one gets a view to the outside to start with.
Each unit may individually upgrade their dorms as they wish—the area provided clearly doesn't take up all the area they should have, looking at the dorm building from the outside. Here, unit dorm styles and their upgrades are listed.
Lobby:
The lobby has a desk with a map behind it that shows the location of each unit's floor, as well as the kitchen, dining area, and stairs. By the entryway into the building, there's seating area for you to loiter in, if you don't want to be in a unit only area or in a dining space.
There's four elevators nearby, as well as a stairwell. As of Day 397, another set of elevators have been added to the hotel for vehicles, large animals, heavy machinery, etc. Even if it looks like it wouldn't fit, it will somehow fit. Physics!
Near the elevator is also a giant doghouse, in which lives a large dog, aptly called The Hound (at least for now).
As of Day 303, you can find a red mailbox just outside of the hotel.
Vid Room:
If you take the stairs up from the lobby to the mezzanine, there is only one door: the door to the vid room. You program it with your scenario and step inside the holodeck, which will generate your fake scenario. An easy way to earn points. A key posted right outside the door tells characters what character traits they should be aiming for during filming.
Kitchen:
The kitchen is expansive. There's a stove, oven, and sink per unit (so twelve of each, total), shelves filled with pots, pans, dishes, suniters, utensils, and basically anything else you'd need stored beneath countertops. Unfortunately, there's not a lot to cook. The refrigerators are filled every morning with meals labeled by unit and member color, perfectly formulated for each person's nutritional needs. Too bad they're not very tasty.
You can spend points on ingredients if you want, to stock up the kitchen, or you can take a walk to the grocery store.
Dining Area
It's not very big, and tables are clearly meant for groups of four at most, though no one's really around to yell at you if you crowd chairs around, shove tables together, or get rid of dividers. Mostly, it's serviceable.
Laundry Room:
Located near the kitchen is the laundry room. Here you can use any number of the washer/dryers to clean your clothes, with everything available to you here; the detergent is industrial strength and leaves your clothes completely free of blood stains, unless you're sensitIV - that's not blood, that's fashion! - but they won't repair your clothes. You'll have to go to future is now for that, or barring that, you'll have to buy more clothing. Worst case scenario, you might have to wear that shirt as a crop top. Oh well.
Every unit has their own detergent and fabric softener selection with various scents and unscents, although regardless of scent the detergent is colored to their unit. This doesn't seem to make a difference in effectiveness, though.
Parking Garage
Welcome to the newest innovation in parking garages, theDahir InsaatGiken ECO-Park™ as of Day 314! The ECO-Park™ is an underground storage solution for all types of automobiles, allowing mass automated storage without taking up large amounts of valuable real estate! In order to park a vehicle, one must use their phone to access the admittance terminal at the front of the aboveground entry bay, which will print a ticket with a number on it. They may then either drive their vehicle into the entry bay or land it on top of the entry bay. The loading platform will then secure the vehicle and pull it underground to place it into the appropriate sized parking spot. Vehicles may be retrieved by scanning the phone used to make the purchase or by inputting the vehicle's number into the admittance terminal.
All vehicles purchased from the points shop will be automagically stored here, and must be retrieved using the phone that purchased them. Any vehicle parked at the hotel (though not in a dorm or dorm upgrade, or anything not at the hotel) will also automagically be stored here, and must be retrieved using the phone of the last individual to have driven it. The ECO-Park™ can be accessed either by walking to it or by going into the former hotel parking garage, where there is a flat escalator hallway that takes you off into the distance and somehow drops you off at the ECO-Park™ entrance.
Elevator Menu
As of Day 530, the building has downsized. There are two units per floor.
LL: LiliS avante en garde ☆G: Ground Floor 2nd: sensitIV ☆ZRAEL 3rd: pep!pep! future is now 4th: Taisho Roman Revolution Heart Soldier Senshi 5th: BAD END=DEAD END AlcheME! 6th: WILD CITY BARiTONES
Leaving the elevator, there is a landing on the floor of each set of dorms. In this small "lobby" are two drop boxes, where things may be left to be retrieved from the inside of the respective dorm if the unit is out, as well as a single shared chute for all laundry. A big screen above each drop box displays the unit name and current unit members (blue, green, etc). Set into the wall besides the door leading into the dorm is a panel; to unlock the door, characters place their smartphones against the panel. It only opens for members of the correct unit, though someone can be let in if someone inside gives them access.
Inside, each dorm is identical in content, though not in decoration. At the front is the central common room, equipped with a closet; beyond the central common room is a hallway leading to small bedrooms, with a bathroom at the end of the hall. The central common room contains comfortable seating and a table. A large television screen takes up most of one wall, which broadcasts announcements to units. It can be connected to and controlled by characters' smartphones, if they wish to project their profiles or play back something they recorded. Each bedroom contains a bed and a closet with three outfits to start. The bathroom at the end of the hall has a communal showering area and a smaller closed off room for toilets and sinks. Most of the dorms have no windows, and the ones that do are opaque or painted over; no one gets a view to the outside to start with.
Each unit may individually upgrade their dorms as they wish—the area provided clearly doesn't take up all the area they should have, looking at the dorm building from the outside. Here, unit dorm styles and their upgrades are listed.
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BEDROOM
DESCRIPTION
PLAYER CHANGES
WORKSHOP
DESCRIPTION
The floor is largely tiled and scuffed, but in the center is a raised platform with a rack that is configured to secure a single person sized mech with the press of a button (mech not included, unfortunately!).
Aside from those features, one large workbench each sits against the left and right walls, with a variety of monitors that display random technical info and provide various options for controlling the room's lighting or controlling its radio. They are also capable of playing any movies that the room's owner has on their phone, purchased from the points shop. On the wall above each bench is a sheet of particleboard with hooks riveted into it to provide easy access to tools. Horizontal display cases flanking each bench have variations on the room owner's Henshin armour, though they're all nonfunctional.
A single plain couch sits in front of the mech storage pedestal.
PLAYER CHANGES
PRIVATE BEACH
DESCRIPTION
PLAYER CHANGES
HSS MeKA
DESCRIPTION
This room is richly furnished, with dark walls accented in bubblegum and...okay, well actually, the entire room is the same color, but with darker shades to depict murals of flowers and fruit (pomegranates, split figs, branches of olives) entwined with serpents. Interrupting the murals are flickering computer monitors set into the walls, and the useless knobs and switches (okay, some actually just drop robosnakes on you, but details!) that can be found everywhere else in the dorm. Four capsule chairs with attached keyboards (some of the keys are just different snake emoji?) sit in two neat rows, and at the end of the room is one swivel chair. It's cream coloured - unlike the entire rest of the room, oddly - and random areas of the plastic part of the chair are scorched with burn marks.
Windows provide a view out into a black void with countless points of light glistening therein - this seems to be a spaceship. A mantle over a screen depicting a raging fire is hung with actual branches of olives, and the "fireplace" itself somehow fills the room with the gentle haze of spiced smoke. From somewhere beyond the walls you can hear the occasional hissing of a snake.
A monitor centered in the wall opposite the firescreen displays a message:
Contact with anomaly in: ?$@!!!$*********
The staircase itself is styled more like an airlock, with an almost featureless room to wait in while it's cycling. Besides the switch to start the process, the only other feature of the airlock is the wall mural depicting a scene from the bible: the serpent convincing Eve to eat from the tree of life. Except Eve in this case has cool bunnymech armour, which surely doesn't actually mean anything. The apple is movable and does not have to remain in the box.
PLAYER CHANGES
BODY SHOP
DESCRIPTION
Entering the body shop from the DVa's workshop, it's a large, metal-walled and concrete-floored room with room enough to park ten sizeable vehicles. Diagonal stripes have been painted into corners in HSS bronze and DVa's pink, and each parking space has a block-lettered white number… although for some reason it comes pre-distressed in a pattern that looks slightly like scales?
There's a generous set of pink-painted metal drawers with tools and some basic repair supplies provided, and near the entryway, a couple of large truck bench seats have been converted into couches where visitors can relax and watch the repairs, or, if they're not interested in the technical details, watch a movie on the wall-mounted monitor screens.
PLAYER CHANGES
QUEEN BEE'S HIVE
DESCRIPTION
As soon as you step inside you'll be hit by the intoxicating aroma of the mugunghwa, and while it's supposed to have helped calm your nerves it probably ends up being of very little comfort because everything here is just so bizarre. To the left is a small garden complete with fance bench, a tree containing a single apple, and a fountain of queen B.Va featuring all of the gruesome injuries she's sustained oozing honey instead of blood water... neat! To the right is a bar that she can stock with her favorite drinks along with a number of hexagonal tables and chairs that can be arranged in a variety of ways.
To no one's surprise the walls are made to resemble that of a hive, and seem to be perpetually dripping honey... though you'll quickly come to realize it's all just an elaborate hologram. Robotic sportsball sized bees buzz around the room, their bug butts capable of changing color and playing music to set the mood.
The pièce de résistance is an obnoxious throne like water honey bed that's up a flight of stairs, behind sheer curtains, and tucked in an alcove for privacy. Above the bed is the phrase Long Live the Queen written in cursive. The Hive is definitely neither the safest nor smartest place for a fuck, but this room wasn't exactly requested because brains.
PLAYER CHANGES
BEACH RUINS
DESCRIPTION
The bridge, itself, is made to resemble a snake, its scaled path something that sparkles in the sunlight and shimmers in the moonlight. It leads right up to the temple entrance, which definitely looks worse for wear.
But questionable structural integrity aside, the main room looks comfortable and seems inviting. There's a firepit at the center, but the heat it gives off and the color flames it displays can both be controlled by phone. Surrounding it are a semi-circle of pillows and blankets, making it a cozy place to kick back and relax. Shelves full of tomes and artifacts line the walls, but on closer inspection the tomes are just books and the artifacts are just merch.
But among all of the books there is one that's actually a secret lever, and it's the one with a ~*~mysterious~*~ set of symbols on its spine ( ↑ ↑ ↓ ↓ ← → ← → B A ). If grabbed, then the shelf will move aside, revealing a set of stairs leading down into a soundproof sex dungeon. It boasts a comfy bed, an armoire, and a chest for any and all toys one may have procured.
Out the back of the temple is a small garden that's always in full bloom, and there's a small hot spring for year round soak
PLAYER CHANGES
SOUNDPROOF VR ROOM
DESCRIPTION
The room is also programmed to simulate all idols D.Va has acquainted herself with, past and present, reconstructing them based on her memories of them. They are surprisingly lifelike, and capable of natural conversation though they don't seem to acknowledge that they are copies of the original idols, even if told directly. Adventures in this room support a party of 4, and when not in use it is simply a featureless and unlit cubicle.
PLAYER CHANGES
KING'S ROOM
DESCRIPTION
PLAYER CHANGES