Post by Vaellin the Bard on Feb 14, 2023 14:39:57 GMT -6
Naro Island
(as seen from above)
Naro Island Map:
Locations:
Arena - Well trimmed grass is surrounded by pavement with lines on it for a standard track. There are risers on the west side where faceless porcelain people are currently cleaning, most with mops or brooms. In the center grass area are several gatherings of training equipment such as poles, disks, barbells, etc, things you would fine to help train as an olympic athlete. There is even some equipment to set up a pole vaulting set if you so desired.
Field - The field nearby is a baseball field with well maintained greens and path. All the bases look recently dusted and repair and the lines recently painted. Towards home base and on the left there is a crate full of baseballs and kickballs and another next to it with baseball bats. On the right there are uniforms, baseball gloves, umpire gear, and sports hats. This place is empty of people--animatronic or otherwise.
Food Court - The Food Court is probably the busiest area of the outside, with several stalls under shade being maintained by machines and/or porcelain people. There is not a bit of healthy food in sight unless one counts the over buttered corn on the cob--with optional toppings! You can pick up any fair food here you can think of: elephant ears, blooming onions, hot dogs, popcorn, slushies, cotton candy, etc. There is a dining area with several tables and half as many trash bins--empty at the time save a few scraps of wrappers. There is even a shaded dining area for when the weather becomes too much
Garden - Even the garden as a few of these 'people' tending to the fields. There are several lots to the north containing a variety of fruit, vegetables, and flowers, all ready for harvest despite not all typically harvestable in the same season (or the environment). Several tents towards the south contain storage for harvested foliage and tools to harvest them as well. The area smells mostly of dirt, fresh apples, and fragrant flowers. There is a sign near each lot that says 'Take what you need only please, thanks!'
Headquarters - The HQ itself is a rather tall L shaped manor, outfitted to look like a Hotel. The building is around 3 stories tall, with large glass windows adoring the side, glittering in the lazy morning sun. Each window appears to have their curtains drawn sadly. Inside is a rather small room (around the size of a college student's first apartment) and what appears to be an elevator. On the wall next to the double metal doors is a button labeled "Open"
Parking - The Parking Lot is divided into two sections on either side of the Headquarters. It smells of fresh asphalt and paint. There are about two dozen spots in total and none of them are specially marked -- no handicap spot, no claimed spot. There are no vehicles around here either and no signs of one having been there (no oil spots, for example). Due to the black asphalt and hot sun, the temperature here is higher than it is anywhere else outside.
Stage - First and foremost is a small field, fresh with morning dew. Looming over the field is a stage, primarily for performers, with an extensive lightshow setup panel over by the side of the structure. Off to the left is a large Ferris wheel, lazily spinning, stopping every minute or so to let someone off. It looks like some "people" are working at the stage, manning the Ferris Wheel, several stalls with games and prizes, and a few just walking about, picking up trash and tending to the wildlife.
Warehouse - From floor to ceiling, wall to wall, and several aisles with just enough space to drive a forklift down with SOME mobility this warehouse has crates, boxes, and barrels all inside. There's also a small section outside that leads to a miniature... ranch? Pasture? It has domestic farm animals grazing or snoozing outside including chickens, cows, and pigs. The inside seems to be largely operated by machines while the outside is tended to by porcelain faced mannequins. There is a single cat that always seems to be sitting outside the warehouse--in front of the door, on the roof, or with the other animals. It is a gray tabby.
Field - The field nearby is a baseball field with well maintained greens and path. All the bases look recently dusted and repair and the lines recently painted. Towards home base and on the left there is a crate full of baseballs and kickballs and another next to it with baseball bats. On the right there are uniforms, baseball gloves, umpire gear, and sports hats. This place is empty of people--animatronic or otherwise.
Food Court - The Food Court is probably the busiest area of the outside, with several stalls under shade being maintained by machines and/or porcelain people. There is not a bit of healthy food in sight unless one counts the over buttered corn on the cob--with optional toppings! You can pick up any fair food here you can think of: elephant ears, blooming onions, hot dogs, popcorn, slushies, cotton candy, etc. There is a dining area with several tables and half as many trash bins--empty at the time save a few scraps of wrappers. There is even a shaded dining area for when the weather becomes too much
Garden - Even the garden as a few of these 'people' tending to the fields. There are several lots to the north containing a variety of fruit, vegetables, and flowers, all ready for harvest despite not all typically harvestable in the same season (or the environment). Several tents towards the south contain storage for harvested foliage and tools to harvest them as well. The area smells mostly of dirt, fresh apples, and fragrant flowers. There is a sign near each lot that says 'Take what you need only please, thanks!'
Headquarters - The HQ itself is a rather tall L shaped manor, outfitted to look like a Hotel. The building is around 3 stories tall, with large glass windows adoring the side, glittering in the lazy morning sun. Each window appears to have their curtains drawn sadly. Inside is a rather small room (around the size of a college student's first apartment) and what appears to be an elevator. On the wall next to the double metal doors is a button labeled "Open"
Parking - The Parking Lot is divided into two sections on either side of the Headquarters. It smells of fresh asphalt and paint. There are about two dozen spots in total and none of them are specially marked -- no handicap spot, no claimed spot. There are no vehicles around here either and no signs of one having been there (no oil spots, for example). Due to the black asphalt and hot sun, the temperature here is higher than it is anywhere else outside.
Stage - First and foremost is a small field, fresh with morning dew. Looming over the field is a stage, primarily for performers, with an extensive lightshow setup panel over by the side of the structure. Off to the left is a large Ferris wheel, lazily spinning, stopping every minute or so to let someone off. It looks like some "people" are working at the stage, manning the Ferris Wheel, several stalls with games and prizes, and a few just walking about, picking up trash and tending to the wildlife.
Warehouse - From floor to ceiling, wall to wall, and several aisles with just enough space to drive a forklift down with SOME mobility this warehouse has crates, boxes, and barrels all inside. There's also a small section outside that leads to a miniature... ranch? Pasture? It has domestic farm animals grazing or snoozing outside including chickens, cows, and pigs. The inside seems to be largely operated by machines while the outside is tended to by porcelain faced mannequins. There is a single cat that always seems to be sitting outside the warehouse--in front of the door, on the roof, or with the other animals. It is a gray tabby.
Locations:
Bathrooms - The changing rooms are what you'd expect them to be. Full length mirrors, hooks to hang clothes. A seemingly endless supply of warm towels. Oh and a drain on the floor and a showerhead to wash off any excess chlorine. They lock with a standard one of these, metal, cheap, and to the point.
Cafeteria - This rather quaint room contains a large table to the north, and several smaller tables dotted about. The kitchen is open to the public, a small counter separating the two. Inside of which is a fridge, stove, and a ton of spices, condiments, ingredients, anything you could feasibly want. Standing at attention is a tall mannequin with a Chef's hat, who makes anything to order. Although you're welcome to cook yourself if you're interested. There's also a free vending machine with soda, chips, candy, and other basic snacks.
Casino - Behind heavy blue doors lies a very glittery and loud area. Card and pool tables line the floor, green velvet meeting red diamonds in a glorious ritzy clash of colors. Slot machines line the walls, with JACKPOT written on them in big bold letters. The stench of cheap beer and desperation soaks into the very fabric of the carpet you trod on. A small arcade is tucked away in the corner, on Free Play. This seems like the perfect place for gambling!
Director's Office - This room has a mahogany flooring polished to shiny and a few fake plants to bring color to it. The walls are a deep navy. It’s clear that this room has been given much attention and care. There is a single desk at the back with a large comfortable chair and an aerial view of an island behind it in a golden frame. There are also two armchairs in front of the desk. There are locked file cabinets on one side, a locked door tucked in the corner that appears to be a closet, and a coat rack by the door itself with an expensive fur coat and hat hanging on it. Sitting on two cabinets is an expensive looking Keurig machine and several keurig pods beside it. There are also a couple of chocolate covered madelines on a plate next to the Keurig. There is also a large green and gold oval rug on the floor with an intricate embroidery. On the desk includes an empty name bar, a green felt pad with a black paperweight on it, and a few loose papers. The desk also has drawers on it, each locked as well.
Entrance - A lovely carpeted floor, covered in beige diamonds. Tall, neat swirling patterns adorn the walls, in gold, silver, and white hues. The plush carpet winds off to the left out of sight, and in front of you is a copy of the entrance you just left? , just more lavish and luxurious. Adorning the walls are several lamps themed after the Baroque period of design, the whole area reminding you of a classy business retreat. There is a plush sofa by the wall, as well as the set of doors that seem to be just for show.
Guest Rooms - There are nineteen rooms labeled as such in several rows. Each room is locked but the lock seems to be simple to pick. The guest room is small but comfortable containing a full sized bed with a nightstand next to it. The nightstand has a drawer with a small blank notebook inside and a lamp sits on top of it. There's also a dresser. There's a small bathroom in the back containing a shower stall, toilet, and sink. There is also a fan overhead. Simple, sleek, and comfortable.
Hall of Portraits - The hallway stretches out to the east and the north, containing portraits of all kinds of people. No names are listed under the portraits, simply numbers which go up from 1 to 102.
Lounge - This is rather unfamiliar territory, yet to most others this feels like the backroom of a Country Club. The kind of place where a Flâneur would gladly be. The lights dim and the room seems to chill slightly as you enter, further enhancing its ambiance. It smells of wine and cologne. Cushiony armchairs are scattered about the room, some placed by a dark oak coffee table. Several drinks have been placed on the table, as well as a few ashtrays dotted about. A low chandelier hangs just barely out of arms reach. A large bookshelf is ordained against the southern wall, covered in haphazardly placed tomes.
Monitor Room - The monitor room is as the name says on the box. It is a room with the walls entirely covered by monitors. Most of the monitors are off except one for nearly each room on the main floor--only missing inside each guest room and the bathrooms. There are also a couple monitors on for each outside area. Each monitor that is on has text on the bottom right of the screen indicating what it is showing.
Offices - The office is full of desks and computers, each in its own little, short cubicle. It's easy to see over the edge of the small "wall" separating the dests. Each computer is password protected and each desk has papers on it containing mostly unlabeled data or just blank pages. There’s pens, cups, pens IN cups, and even one desk has an blank frame with that cardboard backing in it. There are file cabinets that are locked towards the back.
Pool - Surprisingly, there is no stench of chlorine in this room. The floor has a floral tile. There is a rather deep Olympic-length pool with crystal clear water, and a small circular hot tub in the corner, estimated to seat around 4 people. On the wall is a small panel with temperature controls for the pool and hot tub. There are several swimsuits on the wall, as well as pool paraphernalia. Goggles, floaty tubes, that sorta thing. On the other end of the room are two bathrooms/changing rooms, with 2 stalls in each.
Relaxation Room - Anything you want to do to relax is here. Massage chairs, mood lighting, space to relax and listen to music, and space to play board games. It is set to a tropical feel and defaults to playing waves and birds. Smells of coconut and pineapple, but that’s also adjustable. There are no windows but the walls currently are set to present an outside area. It's almost realistic until you slap your hand against the wall and a small ripple effect goes through. Various remotes to control the settings are strewn about the room each with a label on it.
Theatre Room - There are three screening rooms (A, B, and C) in the back with a selection of films containing everything G to R rated that'd been released. The place is dimly lit with comfortable seating in both the screening rooms. There is a concession stand at the side containing all the standard movie going snacks: soda, popcorn, hot dogs, candy, etc. There's also a vending machine containing bottled drinks. There is a single mannequin running the stand and he has a tablet with the very large list of movies to search through.
Trial Room - A circular room with a colorful floor. Lit by the white center and walls colored black. There are 10 exits to this room: four leading to the hallways and six leading to the Doors. The room is otherwise empty.
Vending Machine - The room is as brightly lit and noisy as the casino but inside it is only a machine (usually) that looks like a slots machine. You can spend points here on items. There is also a notice on the side in a frame that explains out to earn points.
Cafeteria - This rather quaint room contains a large table to the north, and several smaller tables dotted about. The kitchen is open to the public, a small counter separating the two. Inside of which is a fridge, stove, and a ton of spices, condiments, ingredients, anything you could feasibly want. Standing at attention is a tall mannequin with a Chef's hat, who makes anything to order. Although you're welcome to cook yourself if you're interested. There's also a free vending machine with soda, chips, candy, and other basic snacks.
Casino - Behind heavy blue doors lies a very glittery and loud area. Card and pool tables line the floor, green velvet meeting red diamonds in a glorious ritzy clash of colors. Slot machines line the walls, with JACKPOT written on them in big bold letters. The stench of cheap beer and desperation soaks into the very fabric of the carpet you trod on. A small arcade is tucked away in the corner, on Free Play. This seems like the perfect place for gambling!
Director's Office - This room has a mahogany flooring polished to shiny and a few fake plants to bring color to it. The walls are a deep navy. It’s clear that this room has been given much attention and care. There is a single desk at the back with a large comfortable chair and an aerial view of an island behind it in a golden frame. There are also two armchairs in front of the desk. There are locked file cabinets on one side, a locked door tucked in the corner that appears to be a closet, and a coat rack by the door itself with an expensive fur coat and hat hanging on it. Sitting on two cabinets is an expensive looking Keurig machine and several keurig pods beside it. There are also a couple of chocolate covered madelines on a plate next to the Keurig. There is also a large green and gold oval rug on the floor with an intricate embroidery. On the desk includes an empty name bar, a green felt pad with a black paperweight on it, and a few loose papers. The desk also has drawers on it, each locked as well.
Entrance - A lovely carpeted floor, covered in beige diamonds. Tall, neat swirling patterns adorn the walls, in gold, silver, and white hues. The plush carpet winds off to the left out of sight, and in front of you is a copy of the entrance you just left? , just more lavish and luxurious. Adorning the walls are several lamps themed after the Baroque period of design, the whole area reminding you of a classy business retreat. There is a plush sofa by the wall, as well as the set of doors that seem to be just for show.
Guest Rooms - There are nineteen rooms labeled as such in several rows. Each room is locked but the lock seems to be simple to pick. The guest room is small but comfortable containing a full sized bed with a nightstand next to it. The nightstand has a drawer with a small blank notebook inside and a lamp sits on top of it. There's also a dresser. There's a small bathroom in the back containing a shower stall, toilet, and sink. There is also a fan overhead. Simple, sleek, and comfortable.
Hall of Portraits - The hallway stretches out to the east and the north, containing portraits of all kinds of people. No names are listed under the portraits, simply numbers which go up from 1 to 102.
Lounge - This is rather unfamiliar territory, yet to most others this feels like the backroom of a Country Club. The kind of place where a Flâneur would gladly be. The lights dim and the room seems to chill slightly as you enter, further enhancing its ambiance. It smells of wine and cologne. Cushiony armchairs are scattered about the room, some placed by a dark oak coffee table. Several drinks have been placed on the table, as well as a few ashtrays dotted about. A low chandelier hangs just barely out of arms reach. A large bookshelf is ordained against the southern wall, covered in haphazardly placed tomes.
Monitor Room - The monitor room is as the name says on the box. It is a room with the walls entirely covered by monitors. Most of the monitors are off except one for nearly each room on the main floor--only missing inside each guest room and the bathrooms. There are also a couple monitors on for each outside area. Each monitor that is on has text on the bottom right of the screen indicating what it is showing.
Offices - The office is full of desks and computers, each in its own little, short cubicle. It's easy to see over the edge of the small "wall" separating the dests. Each computer is password protected and each desk has papers on it containing mostly unlabeled data or just blank pages. There’s pens, cups, pens IN cups, and even one desk has an blank frame with that cardboard backing in it. There are file cabinets that are locked towards the back.
Pool - Surprisingly, there is no stench of chlorine in this room. The floor has a floral tile. There is a rather deep Olympic-length pool with crystal clear water, and a small circular hot tub in the corner, estimated to seat around 4 people. On the wall is a small panel with temperature controls for the pool and hot tub. There are several swimsuits on the wall, as well as pool paraphernalia. Goggles, floaty tubes, that sorta thing. On the other end of the room are two bathrooms/changing rooms, with 2 stalls in each.
Relaxation Room - Anything you want to do to relax is here. Massage chairs, mood lighting, space to relax and listen to music, and space to play board games. It is set to a tropical feel and defaults to playing waves and birds. Smells of coconut and pineapple, but that’s also adjustable. There are no windows but the walls currently are set to present an outside area. It's almost realistic until you slap your hand against the wall and a small ripple effect goes through. Various remotes to control the settings are strewn about the room each with a label on it.
Theatre Room - There are three screening rooms (A, B, and C) in the back with a selection of films containing everything G to R rated that'd been released. The place is dimly lit with comfortable seating in both the screening rooms. There is a concession stand at the side containing all the standard movie going snacks: soda, popcorn, hot dogs, candy, etc. There's also a vending machine containing bottled drinks. There is a single mannequin running the stand and he has a tablet with the very large list of movies to search through.
Trial Room - A circular room with a colorful floor. Lit by the white center and walls colored black. There are 10 exits to this room: four leading to the hallways and six leading to the Doors. The room is otherwise empty.
Vending Machine - The room is as brightly lit and noisy as the casino but inside it is only a machine (usually) that looks like a slots machine. You can spend points here on items. There is also a notice on the side in a frame that explains out to earn points.
Second Floor
Rather than a luxurious hotel room, this area feels a bit colder, warm carpet and lighting being replaced by cold tile. The walls are a dark red, every few feet the Asu Corp’s logo is emblazoned in black on the walls. Most of the area around you is featureless, bare of most modern comforts. This certainly isn’t a place for relaxation.
Display Hall - This dimly lit area holds many archaeological wonders, from ancient marvels from civilizations long forgotten by history, to more modern “perpetual motion machines”. Engraved next to each artifact is a small gold plaque indicating what time period it came from, and when it was acquired.
Electric Room - Within these hallowed halls are circuits, oil, gizmos, gadgets, whozits, and whatzits galore! As well as a large machine that chugs along at a steady rhythm. It doesn’t appear to be powering anything, and its use is rather mystifying.
Elevator Room - Not much is here aside from some tall, rather imposing elevator doors, as well as a large sigil depicting the Asu Corp’s logo on the floor. Harsh fluorescent lights hang from the ceiling, making you squint.
Lab - Mannequin science is primarily perfected here. Littered about the place are many spare heads, limbs, and other mishmashes of mechanical mannequin modules. There’s also some floral and faunal research being done here too. A large machine churns in the center of the room, producing a strange gas that the ventilation system quickly takes care of.
Repair Room - A partially disassembled mannequin lies on an operating table nearby. Tools ranging from scapels to hammers to cleavers hang along the walls, although most are rather dull with age. There’s a large book labeled “INSTRUCTION GUIDE” written in a cursive font that’s almost indecipherable.
Rio's Room - A long rug extends from the door to a throne at the end of the room. Golden braziers illuminate the room, casting dark shadows on bodies of victims and killers past. Gargoyles stand on the walls, staring down, poised to almost take flight. The one bit of opulence in this rather cold area.
Storage - Old, broken down, and discarded mannequins make their home here in this small circular room. Few have life left in them, but those that do speak in strange tongues, garbled words you can’t easily decipher. In the corner? is a small stairway that leads up to the Trial Room.
Testing Room - Picture this, a room built for testing the limits of what a mannequin’s body can take. There’s a small panel on the outside of the door where you can set the theming, layout, and danger level of the room itself. Such changes will not take effect if a life sign is detected inside. But it’s a customizable murder machine!
Tia's Room - Inside Rio’s Room is a small closet, which the miserable Tia uses as a home. There’s a small pile of sheets and rags that one could *maybe* call a bed, and several tattered books littering the floor. One person could barely lie down in here.
Display Hall - This dimly lit area holds many archaeological wonders, from ancient marvels from civilizations long forgotten by history, to more modern “perpetual motion machines”. Engraved next to each artifact is a small gold plaque indicating what time period it came from, and when it was acquired.
Electric Room - Within these hallowed halls are circuits, oil, gizmos, gadgets, whozits, and whatzits galore! As well as a large machine that chugs along at a steady rhythm. It doesn’t appear to be powering anything, and its use is rather mystifying.
Elevator Room - Not much is here aside from some tall, rather imposing elevator doors, as well as a large sigil depicting the Asu Corp’s logo on the floor. Harsh fluorescent lights hang from the ceiling, making you squint.
Lab - Mannequin science is primarily perfected here. Littered about the place are many spare heads, limbs, and other mishmashes of mechanical mannequin modules. There’s also some floral and faunal research being done here too. A large machine churns in the center of the room, producing a strange gas that the ventilation system quickly takes care of.
Repair Room - A partially disassembled mannequin lies on an operating table nearby. Tools ranging from scapels to hammers to cleavers hang along the walls, although most are rather dull with age. There’s a large book labeled “INSTRUCTION GUIDE” written in a cursive font that’s almost indecipherable.
Rio's Room - A long rug extends from the door to a throne at the end of the room. Golden braziers illuminate the room, casting dark shadows on bodies of victims and killers past. Gargoyles stand on the walls, staring down, poised to almost take flight. The one bit of opulence in this rather cold area.
Storage - Old, broken down, and discarded mannequins make their home here in this small circular room. Few have life left in them, but those that do speak in strange tongues, garbled words you can’t easily decipher. In the corner? is a small stairway that leads up to the Trial Room.
Testing Room - Picture this, a room built for testing the limits of what a mannequin’s body can take. There’s a small panel on the outside of the door where you can set the theming, layout, and danger level of the room itself. Such changes will not take effect if a life sign is detected inside. But it’s a customizable murder machine!
Tia's Room - Inside Rio’s Room is a small closet, which the miserable Tia uses as a home. There’s a small pile of sheets and rags that one could *maybe* call a bed, and several tattered books littering the floor. One person could barely lie down in here.
Operator's Room -This is a classy room. Red plush carpet comforts your feet. There are planters and other furniture set in the room to fill it up naturally with the main attention being drawn to the L-desk in the center. Three chairs surround it, two close to the door and one on the opposite side with a computer monitor sitting atop it. The desk is organized except for one corner that has a zen garden sitting on it as well as a collection of old toy army men. The most astounding thing about this room is the monitors on the back. Fourteen of them, each labeled with each player and a small keypad and USB port underneath each as well.
Observatory -This room has a series of couches either facing the western wall or along the wall facing inward. Outside of a stiff elaborate carpet of blue and gold nothing else is in the room. Yet.. on the western side instead of a wall is a glass window with red light pouring in.
Morgue- A cold room to be sure. This room has a few caskets resting on the ground and several lockers. Some bear familiar names like Lex, Kaworu, Tia, and Amaya, others are incredibly unfamiliar like Noah or Eve.
Sue's room- Found on the fourth floor (unlocked). Still dark, currently undiscovered as a result. Sue is there.
Observatory -This room has a series of couches either facing the western wall or along the wall facing inward. Outside of a stiff elaborate carpet of blue and gold nothing else is in the room. Yet.. on the western side instead of a wall is a glass window with red light pouring in.
Morgue- A cold room to be sure. This room has a few caskets resting on the ground and several lockers. Some bear familiar names like Lex, Kaworu, Tia, and Amaya, others are incredibly unfamiliar like Noah or Eve.
Sue's room- Found on the fourth floor (unlocked). Still dark, currently undiscovered as a result. Sue is there.