The Hotel, Underground

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This is what's under The Hotel! Because we all need a secret base and an armory when there's trouble.

The Secret Base

This is the revised secret base from The House. This time around it's accessible via two points. The first is through the elevator, which by pressing the floor button that you are presently on, leads you down to the underground base. The second hidden entrance is via a secret door in the lobby. In this base lies various super-equipment like computers and other fantastic devices. Imagine something influenced by the headquarters of the Justice Society and the Justice League and that's what you get. This secret base also has spare bedrooms, a meeting room, a trophy room, a war room, and plenty of other rooms that will be described later on.

Danger Room

A training center for people to hone their powers and skills, the Danger Room was created by Ryan using stolen alien Shi'ar holographic technology to create the ultimate battle simulator. It can take the equivalent of several nuclear devices going off at once.

The Armory/Forge

Deep within the bowels of the tunnel system underneath the house, Wolfwood has constructed a complete armory, forge, and ammunition making facility. If you can think it up, Wolf is more then willing to take a crack at it. It's also bomb-proof, serving as a shelter in the event the house gets shelled and destroyed like the old one used to every five minutes.

Designed by Wolfwood.

Dimensional Space/Time Door

Similar to the Time door once used by the former Senshi of Time. Using a Craig Supercomputer and ACME technology, this door can not only be used to travel through space and time, but also to different dimensions. Two regular computers act as backup.

The Library

Located behind what appears to be a spare broom closet, The Library has followed the house and is still ungodly huge. On September 20th, The Library was permanently sealed off from Space and Time and is no longer able to be accessed by members of The Hotel.

Sskt's Room

A large room decked out in Ice Warrior style decorations and a simple bed. A refrigeration unit keeps it at a constant -26 degrees F, while an artificial atmosphere similar to that of Mars is pumped in.

The Bunker 2.0

It was BOUND to happen sooner or later...

When several new threats emerged in January of 2015 and the reactivation and upgrade of the Hotel's defensive systems, the Intern also requested the assistance of the Van Saar Federation to create a GeoFront-style bastion for the Hotel's inhabitants in the event of a major disaster ("It's NERV or nothin'!")

On January 13th construction officially began. On January 14th, twelve hours later, construction officially finished.

The bastion is unofficially classified as "Bunker 2.0: Electric Boogaloo" and is constructed entirely out of Modular Colonial Structure Kits all linked together to form one LARGE structure divided into five levels: a small entrance section (complete with MASSIVE defenses), three habitation levels (complete with plenty to keep everyone occupied), and a fourth service level which contains the power generation and other important systems.

Bunker 2.0 is capable of easily housing a maximum of 700 occupants - 180 workers and technicians, 120 soldiers, and 400 people from the Hotel itself. Multiple modules for residential, medical, food production, recreation, damage control, storage, command, recyling, and power generation have been built. There are even modules containing a nursery, a learning center, and a consumer goods factory.



"Game over, man! This is game over!!"

The emergency elevators leading down from the Hotel drop down into a large hangar-like room filled with lots of cover for the defending soldiers, no places for intruders to hide, multiple Tarantula auto-sentry turrets, and several Castellax battle-automata supported by plenty of Thallax combat-drones sitting with all of their weapons at the ready.

The Bunker is also further protected by more automated weapons, spell wards etched directly into the walls, floors, and ceilings, "witch-augurs" to detect and monitor spell use, and a complement of 120 soldiers, some of which are Imperial Guardsmen, some of which are Delmos, and some are volunteers from other allied organizations and/or nations such as Quinox and the Moon Kingdom Army. Protecting the entrance into the Bunker 2.0 is their primary objective, but a single squad is assigned to provide general security for the rest of the Bunker (rotated regularly). This squad typically acts as a token police force and is considered to be a "light duty" posting for any squad assigned to do it and works closely with the Command Center to deal with any possible disturbances (typically expected to be maybe a fight or two or someone getting REALLY wasted on sake).

Another defensive measure of the Bunker 2.0 is the armor that encases the entire place - a ten-meter thick shell of multiple alternating layers of ferrocrete, plasteel, depleted uranium, and shaped ceramic to create an enormous block of enhanced chobham armor capable of resisting a direct hit from a megaton-yield nuclear weapon, lance strike from a Imperial cruiser, a spinal-mount starship-scale railgun, or a Dragon Slave...of course the attack would also have to strike down through a quarter mile of rock and soil (which is how far underneath the surface of Tokyo the Bunker 2.0 is).

Living Quarters

Bunker 2.0 isn't the Hotel, so its accomodations aren't anywhere near luxurious or spacious. What they lack in space and comfort they make up for in security in what would otherwise be a tense situation. Sleeping quarters are small, basic, and functional mostly because the builders didn't want people to sit around in their rooms throughout the emergency brooding in the dark. Thus the people are subtly encouraged to go out into the concourse areas to socialize and stay active. BunkerRoom_zpsd411bfd5.jpg

Human-factor engineering based on YEARS of research and practical application by the Van Saar has been used to make all residences as comfortable as possible without sacrificing efficiency and utility. Wall partitions in each residential module can be reconfigured to create rooms for one occupant, two, or up to four (for families with up to two children. All suites have personalized climate controls, variable-intensity LED lighting, built in flatscreen monitors with wireless keyboard controls, and a small microwave (access to home-cooking, however simple, is a morale issue). Even at maximum capacity everyone would have their own private suite with computerized door locks keyed to their personal biometric ID card (issued and programmed to them upon arrival at the Bunker). No need for doubling up or "hot-bedding".


The Bunker 2.0 has more than adequate ways of keeping everyone active. The central area of the main three floors is set up as a large, long open hallway divided into three levels, giving that part of the Bunker the feel of the concourse area of a large shopping mall: open space, high ceilings, abundant light, and plenty of seating areas for socializing. The top floor of the Concourse is dedicated to a long athletic track that runs around the circumference and interior sections with built-in exercise equipment similar to what you'd see in an inner city athletic park. The soldiers stationed there will use the Upper Concourse for morning assemblies and daily exercise.

The Middle Concourse area is different in that there are several sections cordoned off by hedge plants. One section is a tai chi park with several small partially-enclosed meditation sections. The middle area is a large open-air seating area and park. The section opposite from the tai chi park is a semi-enclosed auditorium/theater usable for plays, debates, dances, poetry readings, and musical performances.

The Lower Concourse on the third floor is a large, open park with real green grass and other plants giving the area a feel not dissimilar to a tree nursery. All Concourse areas are open to all occupants at all hours.

Other recreational facilities include a small retail shop, a karaoke bar, "Retro" (a restaurant utterly dedicated to the 1980's, complete with several DOZEN fully restored and 100% functional arcade games), an actual maid cafe that specializes in tea and coffee from all over the world, a 60's style dance bar/restaurant that's pure psychodelic multi-colored Austin Powers-esque grooviness (YEAH BABY YEAH~!), a pizza place called "Freddy Fazbear's", and the oxygen bar "PARTAKE" (which has already developed a really weird reputation since it's owned by T&M Productions and some of the people who leave there are intensely hungry afterwards. Talon is a regular there). There's also a StufferShack right next door to PARTAKE (a convenience store chain very similar to Seven-Eleven that seems to do a LOT of business).

Yes, hanging on the wall at "Retro" IS a genuine phased plasma rifle in a 40 watt range. Yes, it actually works. No, it's not loaded. No, you can't try it out.

With so many different things to do, all of the Bunker 2.0's occupants will have plenty to keep them entertained. Boredom shouldn't be much of an issue.

Food Production

As another important morale issue, the Bunker 2.0 has multiple Agridome modules installed. Using a variety of advanced agricultural techniques such as accelerated growth, hydroponics, efficient timing, magical soil enrichment, and genetically engineered plants, the Bunker can grow enough fruit, vegetables, soy, wheat, rice, and mycoprotein-based food to feed all 700 occupants indefinitely with enough variety to keep everyone healthy. As such, all occupants are guaranteed three meals a day without fail. Quality might not be the greatest, but no one will go hungry during an emergency and no one HAS to eat pre-packaged bulk cases of Slab (thank the Emperor). Water is also not an issue as the Bunker not only has a sizable reservoir of stored water, but recycles everything it uses thanks of the Garbage and Ore Recycling Facility module.


Bunker 2.0 has several medical modules in place, one on every level of the place except the very bottom floor where there's actually a larger-sized hospital facility. Each medical center is a small, self-contained integrated infirmary unit containing offices, examination rooms, treatment rooms, an automated drug synthesis lab, a small morgue, a small isolation ward, a single-patient surgical ward, and several beds for in-patient care. While there just aren't enough medical center modules to provide full high-end medical care for all 700 occupants, there's enough treatment capacity to go around to at least ensure that everyone stays fairly healthy, accidental injuries are treated quickly, and the occasional bout of appendicitis or heart attack is operated on swiftly.


The Van Saar Federation prizes knowledge and technical skills. As yet another way to keep morale high in an emergency, a University module was included in the Bunker 2.0. A University module includes a small classroom, offices for the administrators, small computerized labs, and study areas. Free access has been grated for any occupant wishing to take self-study courses on any high-school level science, math, chemistry, or physics class as well as courses on first aid/CPR, computer use, and elementary mechanics.


Even though the Bunker 2.0 is supposed to be used only in an emergency, someone decided that including a Nursery module might be a good idea. Nurseries' contain a wide variety of services not just for children and infants but their parents as well. While no one is planning to stay in the Bunker THAT LONG, the Hotel's regular occupants do include some children and women who might be pregnant at the time of an evacuation (or sometime soon after). The Nursery can provide prenatal screenings, delivery, infant and child care, and even some limited primary schooling, managing all of this with a tiny staff that coordinates closely with the medical centers and volunteers from the residents themselves. Research and experience has shown that participation in child care raises community morale and nurseries tend to become important emotional hubs.

Power Generation

Chateaux will love this. The Bunker 2.0's energy requirements are fully provided for by two systems: a geothermal plant that draws power directly from the abundant volcanic activity of Japan itself, and a MHD (ManaHydroDynamic) turbine generator that draws mana from the ley line nexus point of Tokyo and converts that into electricity (similar to the Federations "slow-discharge mana batteries" but on a much larger scale). Both of these systems provide enough power for the Bunker 2.0 to operate all systems at full capacity without needing to draw power from anywhere else.