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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PRIVATE BATHROOM
DESCRIPTION
There's a towel rack which seems completely extraneous when you consider the full-body jet dryer next to the tub, but back-ups are always important. The walls and ceiling of the room all double as adjustable windows that provide a view out over the city - by default, the far wall is a floor-to-ceiling window, but a phone can be used to set the width and length of view for each surface.
PLAYER CHANGES
BEDROOM
DESCRIPTION
Well, it's clear that someone here did - Intensity's room features first and foremost a state of the art movable, hovering canopy bed with an embedded flatscreen television - the panel it's located on can be raised upward so it doesn't block the forward view from the bed. The sound system built into the bed is also linked to hidden speakers throughout the ceiling: volume and audio direction are completely adjustable. In addition, the bed can also project whatever image is currently on the television to any of the walls in the room, which will open to reveal high fidelity receiving screens. The bed's hovering mechanism is some sort of antigravity mechanism attached to the bottom - a series of white-blue lights that illuminate the floor around it and make a gentle ambient humming noise - both of these can but shut off, brightened, dimmed, and volume adjusted. The antigravity can also be shut off, causing the bed to land on a dock built into the floor below it. Each part of the bed can also be adjusted for height, angle, and firmness: it is a bed that looks and feels like it was designed by an absolute genius, and it's up to those witnessing it to determine who, exactly, that genius is.
The room itself is as adjustable as the bed - multiple strategically placed partitions and lights allow for the room's entire look and spacing to be changed at a whim - the partitions also have electronic sliding doors, so multiple rooms can effectively be created within this single bedroom. One large window that runs along the length of the entire room looks out over the city - the display can be adjusted to also show an image of space, an alien planet, or Tokyo-F but in the shining vision of a certain CEO. Each section of the window can be closed separately (and this happens automatically if the bed is projecting onto it), or the entire window can be shuttered - simply by closing the wall down over it. There are also a couple of Top Tier Gamer Desk Chairs which can be used along with the extendable work desks hidden within the walls.
Finally, in a corner of the room, where one might put a christmas tree ordinarily there is also a large, ostentatious fountain double-decker fountain, surrounded by floor-mounted floodlights that illuminate the wondrous scene of Blue-Eyes White Dragon savaging a certain inferior Egyptian God.
Notably there are no actual manual controls for any device in the room, including even the lighting.
PLAYER CHANGES