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.
OBSERVATORY/NAP ROOM
DESCRIPTION
Each table has a white tablet that can be moved as desired. These tablets can be used to change the room settings and will return to the original table if not replaced once the room is emptied. The stars above slowly shift over time and can be altered to any familiar sky known to sensitIV’s members. There is an additional, unfamiliar, faintly pink starscape setting which comes with the option to edit the constellations; each member of sensitIV, former or current, is assigned a randomly generated constellation by default, although they can edit their own or add new ones as desired. Constellations for all available starscapes can be examined on the tablet for more information about the constellation’s stars and its mythology. In the case of the custom constellations, the default information is simply the associated or creating member’s profile, although additional information can be edited in. Custom constellations are eternally tagged with the associated or creating member profiles, and the tags cannot be removed.
Tablets can also be used to change the lighting and temperature of the overall room. The default lighting is “daytime,” in which the floor gives off a soft white glow, but it can also be switched to “nighttime,” which causes the room to go dark with the only light provided from the stars shining above. The temperature may be adjusted with a thermometer setting, and the floor itself can be set to heated, cooling, or normal depending on the user’s preference. The tablets can also be connected to phones to play music, with each tablet playing in unison to surround the room in sound.
PLAYER CHANGES
Re: PLAYER CHANGES
"Leviathan, the great white dragon of sensitIV, and the greatest dragon of them all. The honorable elder brother to the unit and a fierce guardian and protector."
"Noah, a scholar and keeper of crystals, as well as sensitIV. An avid learner - his thirst for knowledge only matched by his loyalty to his loved ones."