#d8car
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Car #14 - The Hospital Car
Speed - Scenic
Format - Free Seating
Travel Time - Several days
Points of Interest
Beds - A number of adjustable, moderately comfortable hospital beds with removable lap trays. Each bed/patient area is separated from the others by gauzy curtains and has a window looking out at a white void.
Nurse’s Station - A stand where nurses prepare medications for their patients (or sometimes just hang out).
Offices - A few small but nice offices with predictable doctor decor. The doctors can usually be found here when not making their rounds.
Cafeteria - A cafeteria with different lines for soup and salads, sandwiches, and the hot meal of the day.
Denizens
Doctors (Background/Speaking) - Dr. Seth, a stethoscope; Dr. Siggy, a blood pressure cuff; and Dr. Ivy, an IV stand, make the rounds fairly regularly. Clearly no HIPPA laws apply in this place, but they’re all reasonably professional.
Nurses (Background/Speaking) - Sets of scrubs that seem to be worn by invisible people... but upon examination there’s actually nothing inside. You’re not sure how they can still perform their jobs, but they do.
Patients (Background?/Non-speaking?) - There are a few other patients besides the Passengers, including a small comatose snake statue and a shattered slipper.
Special Notes
Upon entering the car, any Passengers who do not have significant injuries become ill. This is a generic flu-like illness but can have a few other symptoms if they’d be particularly uncomfortable for your character.
Uncooperative, destructive, or cruel behavior causes all patients’ conditions to worsen. Considering the cast involved, assume this occurs in the smallest noticeable increments possible.
The cafeteria food is really good.
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Car #10 - The Daycare Car
Speed - Scenic
Format - Free Seating
Travel Time - Several hours
Points of Interest
Play Area - The majority of the car is a large play area with all the indoor faculties you could want. Cutesy, bright, mostly foam and plastic. Injury should be difficult but is never impossible.
Posters - Bright posters with encouraging kiddy slogans and illustrations. Includes an activity schedule for the day—most of it seems freely adjustable, but there’s a hard deadline for naptime at the end of the day.
Learning Area - A few desks and cubbies of supplies where kids can have fun with crafts or practice reading, playing recorders, or math. Enjoyment levels may vary.
Break Area - A small, bleak additional room for staff and Passengers to escape to when necessary. Has restrooms, a kitchenette, an incomplete deck of playing cards, a few sad-looking tables, and a sofa. The refrigerator is somewhat stocked with food and drink that are not clearly labeled and thus fair game by break area law.
Denizens
Sister (Maw) - A seemingly human Denizen dressed in a nun’s outfit. Actually, is she a Denizen at all, or is she a fellow Passenger? Either way, with the striking resemblance she bears to the recently-slain Atsuko… something isn’t quite right here.
Flour Patch Kids (Background/Speaking) - Each Passenger has a corresponding Kid that looks, speaks, and acts about like they did when they were little. Feel papery but have some weight to them and will leak flour if injured. Just human-looking enough to be cute without lapsing into uncanny valley (though your mileage may vary).
Toys (Background/Speaking) - A number of animated toys that work to pacify and corral the kids... to an extent.
Special Notes
Your threads are welcome to feature your Passenger and Kid separate or together. You are not required to play a Kid if it’s not coming together for you (though it will still exist canonically).
The exact age of your Kid can be whatever works best for your own backstory needs, but they should all qualify as small children.
If this situation brings up OC spoilers you don’t want out yet, let mods know—if you want to move quickly to hide your Kid somehow or give them some nondisclosure warnings, that’s perfectly okay.
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Car #9 - The Bouquet Car
Speed - Express
Format - Megathread
Travel Time - A few hours
Points of Interest
Zen Garden - A garden with a single path winding around large stones surrounded by raked sands; past an old, stooped tree near a gazebo; and over a babbling brook. While peaceful, everything but the gazebo seems strangely devoid of color.
Flower Shop - A rustic, somewhat claustrophobic shop with shelves of bonsai, ikebana arrangements, and the like. Among the normal offerings are a few translucent, glasslike roses. They will crack, chip, or shatter if dropped.
Bouquets - Ten bouquets stretch along one wall of the shop, but you get the feeling they’re incomplete. Each has a tag with a simple ink brush illustration.
Bouquet 1 (complete)
Tag: the letter “A”
Roses: orange, pink, blue
Bouquet 2 (complete)
Tag: an eye with a dark circle beneath
Roses: (orange, lime,) toffee, red, green, whitish
Bouquet 3 (complete)
Tag: a gadget of some kind
Roses: blue, lime, teal, red
Bouquet 4 (complete)
Tag: a figure hard at work as a clock speeds along overhead
Roses: toffee, green, blue, grey, orange
Bouquet 5 (complete)
Tag: two similar figures facing away from each other
Roses: grey, orange, red, green
Bouquet 6 (complete)
Tag: a pair of handcuffs
Roses: orange, whitish, pink, green, lime
Bouquet 7 (complete)
Tag: a wrist with a number of marks
Roses: green, yellow, toffee
Bouquet 8 (complete)
Tag: a hoodie
Roses: green, teal, grey
Bouquet 9 (complete)
Tag: a noose
Roses: yellow, green, grey, purple
Bouquet 10 (complete)
Tag: two figures placing a hand on each of a smaller figure’s shoulders
Roses: teal, purple, lime, yellow
Denizens
Tsubaki (Kris) - A pink and green hummingbird that seems to flap even faster than normal thanks to all that nervous energy. Would like to help the Passengers but gets very nervous at the prospect of even talking to one.
Naru (Maw) - A fluffy teal silk mothperson whose four arms are put to good work scrapbooking. She seems to be keeping her distance; perhaps all the injuries have her feeling squeamish?
Special Notes
A character holding a clear rose and concentrating causes the rose to take on that character’s Standardized Hex Color. The petals become a bit softer, too, but are still fragile.
The bouquets do not need to be completed in any particular order.
Two characters touching a part of the garden at the same time may cause that part to gain a natural coloration, depending on the circumstances. There will be a separate forum thread for these interactions that is assumed to be simultaneous with the main megathread.
If Tsubaki is grabbed/similarly attacked, the attacker will get a poison ivy style rash/reaction. Not deadly but not pleasant.
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Car #8 - The Segway Car
Speed - Scenic
Format - Free Seating
Group O - Asuka, Jack, Matsukaze, Melvin, Vinzent, Viper
Group R - Abel, Arty, Dexter, Haruka, R.N.A., Taran
Travel Time - A few days
Points of Interest
Obstacle Course - The heart of the car, a winding course through various terrain and every obstacle you could ever imagine cropping up in a shopping mall.
Food Court - Several stands of pretty cheap generic mall fare. No one is actually manning them, so it’s weird that your orders still show up normally. Officers receive meals for free. Robbers have to steal theirs.
Stores - The mall has a single department store and a handful of other shops, offering completely normal human items despite none of the residents being human.
Mall Prison - On the wall outside hangs a bulletin board that tracks each Passenger’s number of demerits. The interior is normally inaccessible but consists of a single dinky cell, perfectly sanitary but devoid of nice things.
Denizens
Plart (Roadie) - A large blue bouncyball with sunglasses and a moustache. While he has an authentic cardboard Badge of Mall Policing and claims to be your instructor, he can’t really demonstrate Segway technique by example here.
Mallgoers (Background/Speaking) - A number of large bouncyballs of various designs going about their business at the mall. Some have accessories that somehow stay on and upright through their travels. Likely to flee in terror from any obvious robbers but happy to cover some expenses for officers.
Special Notes
You physically cannot leave your Segway while on the obstacle course or traveling the thoroughfares of the mall. Some invisible force will shunt you back if you try to dismount.
Everyone in Group O is assigned to be officers, while Group R will act as robbers. Uniforms for both will be enforced, but you can still try on other clothes, remove the mask, etc. for brief periods of time. Until Plart catches you, for the most part.
All items on your person besides your Neko-Neko-provided glove and notebook vanished with your normal clothing. You can try to convince Plart to return some necessary items, but for the most part it’s all off-limits until you personally achieve the car’s exit condition.
If a robber successfully reaches the exit door with any stolen merchandise, the robber will be allowed to exit, and the closest officer will receive a demerit.
If an officer successfully halts a robber in action, the officer will be allowed to exit, and the robber will receive a demerit.
Receiving a second demerit will cause the offender to warp into Mall Prison for the rest of that day. After that, gaining a single demerit will warp them back to the cell again.
Demerits may also be given for other unsavory behaviors like unwarranted violence. We won’t be aggressively keeping track of daily demerits; just go ahead and put your Passenger in jail for a thread if you feel like it. We can work something out.
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Car #7 - The Car Wash Car
Speed - Express
Format - Assigned Seating
Group MTV - Melvin, Taran, Vinzent
Group DMJ - Dexter, Jack, Matsukaze
Group AHA - Abel, Arty, Haruka
Group RAV - Asuka, R.N.A., Viper
Travel Time - Less than an hour
Points of Interest
Procession - Each group is forced into its own vehicle to sit in through the ride. Kept in neutral, hazard lights on, fuzzy radio cutting in and out.
Path - There doesn’t seem to be any way out of the car wash besides straight through. There’s light at the end of the tunnel—it looks like you’ll find the exit door once you’ve made it off the track.
Denizens
Car Wash Employees (Background/Non-Speaking) - A number of brightly colored brushes, sponges, and cloths. They’re happy to clean up your cars but definitely know something’s wrong here and are a little bummed about it. They’re not sure how to help besides just keeping at their jobs.
Special Notes
Neko-Neko ultimately enters the hearse, while the creature is bringing up the rear outside of any vehicles.
Don’t worry too much about the setting details, and assume any attempts to shake things up fail. More than anything, this is just a recovery area between the trial and the start of the next chapter. Enjoy your awkward funeral procession!
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Car #6 - The Desert Island Car
Speed - Scenic
Format - Free Seating
Travel Time - Several days
Points of Interest
Ship - The ship you started out on that met a terrible fate in the storm. Pieces still wash up ashore regularly. You could probably use them for something.
Beach - A pristine sandy shoreline. You can walk around the whole circumference of the island fairly easily, and there’s a good bit of shallow water to splash around in if you’re so inclined.
Trees - Just enough coconut trees to keep you fed. Some seem to have conspicuous televisions embedded in them...? Though the trees are sparse near the shore, they could be called a forest further in if you’re feeling generous.
Shelter - Home to the resident Denizen, a sorry wooden shack with raggedy bedding. It’s not much, but it’s out of the sun. You can all cram in here if you don’t mind kicking the owner out.
Denizens
Comedy (Amelia) - A peculiar, dismally cheery person who’s apparently lived here for some time. Quite happy to help you out, with a highly questionable definition of “help,” and oddly human-looking for a Denizen...
Special Notes
Comedy has squirreled away a box of tapes that drifted ashore shortly before you managed to make it over. Each is labeled with one of your names. Attempts to destroy any tapes that haven’t been played will not be successful, but you may be able to damage the label.
Comedy’s tapes specifically show the most dismal moments of your Passenger’s life. At whatever point is reasonable, please put together a summary of what should be on your tape. You can write them out narrative-style if you like, but that much detail is not required. If you need any help deciding on/coming up with something, let us know!
Watching a memory tape, whether yours or another’s, pulls you directly into the memory to watch in full 3D IMAX etc. etc. that you are able to walk around in (but not physically interact with otherwise). While watching, your actual body remains on the outside, catatonic and staring.
There are normal (as far as you can tell) day/night cycles here. It gets a little chilly at night.
You could swear you see a spot of red in the distance, but if that’s the door, you’ll have to build a pretty good raft to get everyone there...
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Car #4 - The Lost Letters Car
Speed - Scenic
Format - Free Seating
Travel Time - A few hours
Points of Interest
Mail Sorting - There are a number of bins, bags, chutes, and shelves. They’re presumably to help sort the letters and send them, but the system doesn’t seem to follow any logic.
Letter Desk - A small writing desk outfitted with crisp paper, envelopes, stamps, and a few fountain pens with various colors of ink. The chair isn’t very comfortable.
Letters - A vast quantity of letters that seem to be in all languages, though you don’t have any issue understanding the text. Some seem very old, some may be waterlogged, some may be printed-out emails or texts, but all of them are in letter form. They seem to spontaneously generate in every part of this car.
Denizens
Mahavir (Roadie) - A young, somewhat sickly ifrit who works to get the mail sorted. He doesn’t seem to understand much about the place, or where things go from here. He does think he can get letters to the outside, it just… might take a while.
Special Notes
Each Passenger has at least one letter addressed to them. You can have them find it themselves, or have Mahavir or another Passenger present it to them (easy thread starter!). This may be a letter they received in reality, could have received in reality, or that only really existed within someone’s mind. Players are encouraged to determine the contents of their own letters, but let mods know if you need help brainstorming.
If your Passenger would rather write and send their own letter, please let mods know whom it’s addressed to and its general contents. You aren’t required to write it out word for word if you don’t want to, but you sure can if you do.
With substantial concentration, Mahavir can magically repair a torn or sliced envelope. It takes a lot out of him, though.
Reading mail that does not belong to you (unless freely volunteered by the intended recipient) will have consequences for your number.
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Car #2 - The Station Car
Speed - Scenic
Format - Free Seating
Travel Time - A few hours
Points of Interest
Tracks - Though the single set of tracks seems well-kept, there are no trains in sight.
Forest - A lovely forest seems to spread out in every direction. No other signs of civilization are out there, though.
Station Building - An old but lovingly kept rural Japanese train station, about two large rooms wide. Includes awnings, signage, and decorative plants.
Beanbag Chair - In addition to the seating style you’d expect at a train station, there’s a very floofy beanbag chair under the awning.
Sign - A notice stating that the next train will not arrive until the Stationmaster is present in full, and that Passengers may have to look high and low to find them...
Station Interior - More seating and signage, in/out turnstiles, a ticket booth, and two ungendered shabby-ish restrooms.
Basement - Under a rickety wooden trapdoor in the building, stairs lead into a dank area with boxes of supplies and repair tools.
Denizens
Stationmaster (Roadie) - Unavailable for greeting at this time. According to the sign, they seem to have been divided into seven pieces by the time you arrive.
Lower Body - Found in basement. [x]
Upper Body - Found in ticket booth. [x]
Tail - Found on train tracks. [x]
Dark Head Half - Found in forest. [x]
Light Head Half - Found in forest. [x]
Bow - Found in station interior. [x]
Hat - Found at station exterior. [x]
Creature (Kris) - Very fluffy. Found dozing and misidentified as a shaggy bean bag before standing.
Special Notes
It’s a good bit warmer than the last car, but there’s enough of a springtime chill in the air that you could keep the cold-weather clothes on a bit longer if you wanted to.
Overall, everything seems pretty normal—though walking too far into the forest will somehow loop you back around to the station again.
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Area #1.5 - The Wasteland
Speed - Express
Format - Megathread
Travel Time - Less than an hour
Points of Interest
Connecting Bridge - A somewhat narrow path to walk from one car to the next. There doesn’t seem to be an alternate route, but at least there are some basic railings along the sides.
Wheels - The wheels of the train are very large, very far down from here, and turn very quickly. Try not to fall under one.
Wasteland - An endless stretch of desert forever beneath a canopy of stormclouds.
Denizens
Ghoms (Background/Non-Speaking) - Made of shadow, some sort of large dog-roach hybrid things that emerge from cracks in the ground. Not friendly. Run.
Special Notes
More time/different thread formatting may be allotted to this “car” if some Passengers would like to try descending onto the ground.
There’s still no escape. If you manage to make it some distance from the Train, the Ghoms will drive you back. Or disintegrate you. Hopefully the former.
This area is technically between every single pair of cars—if there’s ever a later occasion where your OC would try to brave the Wasteland, let the mods know and we’ll see what we can set up.
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Car #1 - The Icebreaker Car
Speed - Express
Format - Assigned Seating
Group DAFT - Abel, Dexter, Fenna, Taran
Group AMVV - Arty, Melvin, Vinzent, Viper
Group JAR - Asuka, Jack, R.N.A.
Group HAM - Atsuko, Haruka, Matsukaze
Travel Time - An hour or two
Points of Interest
Frozen Expanse - The surface of some vast body of water, frozen solid. The ice isn’t that comfortably thick beneath you, though…
The Depths - Dark waters below the ice, as cold as they ought to be. Falling in would not be pleasant.
The Horizon - There seem to be snow banks and mountains in the distance… You’re not sure you can walk that far.
Denizens
??? (Background/Non-Speaking) - Something seems to lurk below the ice. It doesn’t feel friendly.
Special Notes
If you weren’t already wearing some when you boarded the train, you seem to have a warm coat and winter gloves on now. They’re nothing you recognize, but they are somewhat suited to your personal styles.
The ice is too thin to safely stand on by yourself, so you may need to crawl… but that’s strange. The ice seems to become stronger the more people you gather together?
Introducing yourself to the group for the first time causes the exit door to become more solid. Giving more information than just a name makes a slightly bigger impact. Giving true names vs. nicknames/aliases doesn’t seem to make a perceptible difference.
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Car #13 - The Masquerade Car
Speed - Scenic
Format - Free Seating
Travel Time - Several hours
Points of Interest
First Room - The room you originally entered, with doors leading into the dressing rooms and one to the main building. The faded etiquette and dancing guide is still here, poised on the podium. You clearly aren’t supposed to come back once the festivities have started.
Dining Hall - A long, candlelit room with a good number of round tables, fully set with velvety black tablecloths and more pieces of silverware than any normal person would know what to do with.
Ballroom - A wide, grand hall with plenty of room for dancing despite the little tables at the sides for resting or snacking classily. One end has two short sets of steps onto a full stage for the orchestra.
Green Room - Set between the hallways and the back side of the stage. Has stacks of chairs, a water bubbler, and racks of music stands. You aren’t supposed to be here, either, but it could make a good getaway/recovery spot for a while if you’re careful.
Denizens
Slippers (Background/Speaking) - The main attendees of the masquerade ball, humanoid figures of tinted glass, which appears molten but feels little different from human flesh. Their hair seems fairly human, but there’s a very inhuman glow to their eyes.
JJ (Swag) - A figure at the masquerade draped in a beautiful deep ocean blue suit, with a pair of black gloves and dress shoes. The mask is the same beautiful deep blue as the suit and the eyes glow... but the expression looks sad.
Orchestra (Background/Non-speaking) - A number of living instruments, capable of facial expressions and floating but difficult to tell apart from their non-living counterparts when still.
Special Notes
Lying about anything unnecessary for the Denizen charade will cause an immediate crack in your mask. Enough cracks will make the mask unwearable. There are no replacements.
The consequences for removing your mask or otherwise betraying your status as a Passenger are intended to be dire, but depending upon what ends up happening and what ideas players have, we may adjust this.
The dinner is canonically before the dance, though of course you can have threads in any order OOC. The exact seating for dinner is undetermined OOC and can be canonized as we go according to player needs.
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Car #12 - The Mirror Mines Car
Speed - Scenic
Format - Free Seating
Travel Time - A few days
Points of Interest
Entrance - Gloomy tunnels lit by dingy lamps along the sides. A single railway runs through the main passage, which has long since been picked bare. The large mining cart that led you inside rests here, with enough decidedly not-new mining equipment for everyone.
Mineworks - Several equally gloomy passages branching out from the end of the tracks. The occasional glint can be seen in the walls, but it usually takes a good couple of pick strokes before any mirror chunks show themselves.
Reflecting Pool - A broad but shallow recess between the end of the tracks and the exit door. The raw mirror ore seems to be the perfect thickness to set inside, though it may take some wrangling for all the edges to fit together perfectly.
Denizens
Reflections (Background/Speaking) - Each Passenger has a Reflection residing in the Mirror World. Though they have spent their lives faithfully reflecting their Primes’ movements, they seem to have a little more free rein on the Train. The Reflection does not typically have the same exact temperament as their Prime.
Special Notes
There's a limited amount of dry food in the mining cart. You’ll have to ration carefully if you want it to last more than a day.
Once enough of the reflecting pool is assembled to show a full-body reflection, the Reflections can properly interact with the Passengers. Before then, there may still be a few traces of rogue movement that don’t match what the Passenger is doing.
Each player can design their own Reflection, but mods can be called in if help is needed. This is a character who has been bound to witness and act out everything the Passenger has done in view of a reflective surface, so think about how that might affect someone!
As usual, threads are free to feature your Passenger and Reflection together or separately. You are not required to play a Reflection, but it will still exist canonically.
Reflection lore should work roughly the same way here as in the Infinity Train series—if you need more details and/or would like to try anything interesting, ask around in your planning chat!
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Car #11 - The Library Car
Speed - Scenic
Format - Free Seating
Travel Time - Several hours
Points of Interest
Shelves - Rows of filled shelves from floor to ceiling that seem to go on infinitely far into the distance. A few of the legendary library ladders are here and there for your use, as well as some round metal step stools for shelves that aren’t that high up.
Front Desk - A simple counter labeled “INFORMATION,” though it provides very little. One librarian is seated there to help you but may not. There’s a small room behind it where another seems to be lurking.
Books - Tomes of a variety of sizes, ages, conditions, bindings, etc. Every book contains the life account of a single deceased human. They appear to be written in the native tongues of their subjects, but you have no trouble understanding the text, at least not for any language barrier reasons.
Denizens
Jimithy (Roadie) - A belligerent tween-looking goatboy with curled horns and frizzy hair. Usually found at the reception desk but would rather berate your research skills than actually provide assistance.
Timothy (Amelia) - A shy teen goatboy with glasses who actually does all the work behind the desk, though he's too anxious to talk much to strangers. His real name is Timaeus, but the misunderstanding has gone on for so long that he feels awkward correcting his coworker.
Spectres (Background/Speaking) - Opening a book causes a spectral version of the subject to emerge, immaterial but available for interaction. Closing the book again causes them to vanish.
Special Notes
According to Jimithy, the volumes are organized by the date of the subject’s death, with the most recent the closest to the entrance. The shelves are pretty sparse with their labels, so you may have to check books at random to remember where (when?) you are.
In order to exit, your Passenger must read one chapter of a book with personal significance to them. This can be because they knew the deceased person, are related to them, have been inspired by them, etc. Historical figures are here as well, but the distance you’d have to cover to find someone over 100 years dead would be unreasonable.
Once the exit door appears, attempting to leave the car with a book will bounce the Passenger back inside. Jimithy says only books containing valid checkout registers can be taken, but none of these seem to have one no matter where you look...
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The Judgment Car
Speed - Express
Format - Megathread
Travel Time - A few hours
Points of Interest
Jury Box - Has one specific seat for every Passenger that enters the car. There doesn’t seem to be any way to get to the rest of the courtroom from here, oddly enough.
Benches - Iustitia is at the judge’s bench. The defense and prosecution stations stand empty, but Neko-Neko will frequent one or the other depending on their mood(s). There seems to be a scrap of something by the defense’s bench, but it’s impossible to tell what.
Punishment Chamber - A room on the opposite side of the court, guarded by Nemesis until the trial has concluded. Has a vaporwave feel to it until it begins the execution, which only seems to really physically affect the statue herself and the punished party.
Denizens
Iustitia (Amelia) - A large, cracked sculpture of Lady Justice, standing solemnly beneath the court seal with her traditional sword and scales. Can ask guiding questions during the trial and deliver the final verdict. A slice of her head is missing where her eyes should be.
Nemesis (Roadie) - Another large, cracked sculpture, though this one’s eyes seem to be perfectly intact. Severe-looking, but keeps to herself. Enthusiastic about lex talionis punishment.
Special Notes
Sitting somewhere besides your labeled place will result in electric shock. Neko-Neko may intervene if too much roaming outside of this occurs, but “too much” is highly subjective. There’s not that much space to walk around in the jury box, anyway.
Anyone who does not participate in the proceedings will be unable to vote.
Trial 1 defendants: Haruka, Jack, R.N.A.
Trial 1 seating chart:
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Car #5 - The Furniture Car
Speed - Scenic
Format - Free Seating
Travel Time - A few days
Points of Interest
Displays - Spacious yet chock full of furniture, a number of display areas are organized by furniture type and/or intended room. A few low walls cordon off various model showrooms with furniture and accessories.
Storage - Also spacious but full of furniture in its original pieces carefully wrapped, labeled, and shelved. Also has the necessary tools and fixings for construction. A few projects are sitting out half-completed.
Instructions - Set out in the storage area, among the parts needed for a large bunkbed-desk-closet complex. For once, the language doesn’t seem to translate automatically, so you have to go off the pictures… But they sure don’t make a lot of sense.
Restaurant - A cafeteria and market area where you can order and eat a limited variety of food. You may be able to do some of the cooking yourself.
Denizens
Blahaj (Background/Non-Speaking) - Large, soft shark friends in bright uniform shirts. They are doing their best but have no thumbs.
Special Notes
Though the walkways are marked with arrows and maps are provided, no matter what path you try to take, you eventually end up lost.
Yes we have meatballs. Otherwise the restaurant serves mostly seafood, possibly due to the Denizens present.
If there is a specific modern bedroom, office, etc. that your Passenger would have a strong reaction to, one of the model showrooms will replicate that room.
The furniture-building instructions defy all Newtonian logic in terms of what will result. Not following them will still, inexplicably, lead to failure.
Instead of a slew of Generic Persons, the instruction graphics specifically show the Passengers putting things together—everyone is featured at least once. Maybe that’s its own part of the instructions…
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Car #3 - The Gacha Car
Speed - Express
Format - Megathread
Travel Time - A few hours
Points of Interest
Big Top - The whole area has the vibes of a state fair or an old Ch*ck E. Chee*e, but it feels off somehow, more deserted than anything despite the ambient noise level.
Posters - All the posters pointing you towards the main attraction look weirdly empty... at first.
Gacha Machine - At the back of the area, it looks like a giant old-fashioned gumball machine filled with spherical and completely opaque capsules. It appears to accept currency of all kinds.
Denizens
Barker (Amelia) - A cartoon dog in a little vest, bowtie, and straw hat. He explains the rules, provides color commentary, and panics when asked about anything else. His image can move between the TVs and posters in the room at will, but cannot interact with the physical world.
Special Notes
A few sad little arcade games are about, but why spend your money on that when you could use the gacha?
If you have money in your inventory, mods will make some deductions per gacha pull. If you have no cash, you can exchange inventory items for money to spend here—just let mods know what, if anything, your Passenger is willing to part with for this.
There’s a pizza buffet available, but you’re not sure how long it’s been sitting out and you’re not sure you wanna know.
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