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Post by ZOM on Nov 10, 2013 2:09:47 GMT -5
The Midocian Safari Zone is a massive skyscraper with a floor dedicated to each of the known types of Pokemon, one level per type. Here, trainers can pay $1,000 to enter, and are given a pass to the building elevator which allows them one round trip to any floor they choose and back down to the ground level. Once on the chosen floor, the trainer may catch as many Pokemon as they'd like, though no healing facilities are available within the facility for customers except in case of emergency. To visit a different floor, an additional $1,000 must be paid.
If you are interested in having your character explore a level of the Safari Zone, create a thread within this board. The first post should be OOC; all you have to do in this introductory post is state which character is going to be exploring today, and which level/type they are interested in. Be sure to also include the character's on-hand Pokemon team that they will be using! A mod will then check that you have deducted your $1,000 fee from that character's finances, and once they have posted a confirmation you are free to begin playing things out IC. At this point, your character may leave at any time, though once they have left the floor they cannot reenter without paying another $1,000. In the meantime, they may catch as many Pokemon as they'd like.
FLOOR DIRECTORY Ground Floor: LobbyThis floor is much larger than most visitors will ever see. The lobby is a fair size and is lavishly decorated, just as anything else in Midocian. The front desk is where interested customers may pay for a trip to one of the upper levels. Several employee-only doors lead beyond the lobby into maintenance areas and food storage areas, and one door conceals a break room which also has a Pokemon Center-style healing machine for emergencies. 1st Floor: BugThis floor is designed to make the visitor feel as though they were shrunken down to the size of a bug. Highly realistic "tall grass" sprouts from the floor here and stretches as high as the ceiling, and other decorations like giant mushrooms and massive pebbles really dwarf even the largest of visitors. All kinds of bug hives and nests and colonies can be found here. 2nd Floor: DarkThe design of this floor is reminiscent of a shady, abandoned warehouse. Graffiti decorates the walls, though the lighting is so dim that it may be hard to see details like this, and the floor is littered with crates and debris. The design itself is actually quite simple, but because the area is so dark and the rooms are scattered throughout haphazardly with winding hallways connecting them, it is difficult to navigate. 3rd Floor: DragonThis floor has the feel of an arid, rocky wasteland. Some caves and large rocks are located throughout alongside some scraggly dead-looking plants, but outside the caves the floor is very sparsely decorated. The floor is hard and grey and coated with a layer of sandy dirt, and the "sky" is dark. Inside the caves, though, are boiling pools of water that would look at home in a natural hot spring, and each cave seems to belch a sulfur-scented fog. 4th Floor: ElectricUpon entering this floor a visitor would likely be a little startled by the static electricity in the air. This environment also doubles as the generator of power for the entire building, run by the very creatures living within it. Strange machines stretch to the ceiling and glow with miscellaneous power readings and status updates, and thick cords wrapped in non-conductive material snake across the floor to plug into the innumerable power outlets throughout the massive room. Electric-types both feed on the energy and create more. 5th Floor: FairyA sweet-scented, thin fog wafts about this floor and dulls vision, as though exploring this area is like wandering through a dream. Soft fake grass pads the floor, and its unnatural bright green is regularly interrupted by colorful flowers. Soft, cottony decorations that look rather like clouds hang from the sunset-colored ceiling. Everything in here has an odd sparkle. 6th Floor: FightingLeave your shoes at the door, because this floor is designed to look like a dojo! There are many rooms separated by rice paper door panels, and tatami mats cover the floors. The fighting-type Pokemon residing here have come to organize themselves into little groups, so each room will contain fighters who adhere to different fighting styles. Some of the rooms contain exercise equipment and punching bags for the fighting-types to utilize. 7th Floor: FireFake lava runs in rivers across this floor. The entire level is very muggy, and the heat is almost stifling, though that is just how the fire-types like it. The insulating walls and rocky, uneven flooring assure that the heat stays in. Of course, the level is fireproof, so there won't be any risk of the whole building burning down. 8th Floor: FlyingThis level is meant to create the illusion of flying through the sky, and the gravity has been weakened in this room alone, allowing visitors to hover around with a little practice. The floor is made of glass and below is an illusory painting which could give anyone vertigo; it is an image of the Denton Fields as seen from many miles above. Wispy cloud-like decorations hang from the ceiling, though they are quite solid, and the walls and ceiling are painted baby blue with fluffy white clouds everywhere. Flying-types hide in the faux-clouds, ready to swoop down at visitors. 9th Floor: GhostThis floor has the appearance of a gloomy, eerie graveyard, complete with fog, tombstones, soft dark earth and patchy grass, and even a couple of small tombs that reach towards the ceiling. This level is quite dark, though a light meant to look like the moon shines dimly above, and ghosts will take great delight in spooking anyone who wanders up here. 10th Floor: GrassOf all the floors in the Safari Zone, this is perhaps one of the most confusing to navigate. It has the appearance of a rainforest, and huge (fake) trees are everywhere, with vines woven around their thick trunks and roots littering the ground and ready to trip the visitor who lacks caution. The air is thick with moisture and warmth, and it seems only natural that grass-types of all kinds "grow" in such an environment! 11th Floor: GroundThis floor appears to contain a vast desert. The floor is coated with sand, the ceiling is painted pale and shines bright, hot light down on visitors, and the only interruption to the rolling waves of sand is the occasional stone littered about. Not the most exciting level, to be sure, but it provides exceptional endurance training due to the arid heat, and plenty of Pokemon lurk beneath the dunes. 12th Floor: IceEven visitors who are not from Midocian City often are drawn to the ice floor, since ice-types are quite hard to find anywhere else in Decona. The Safari Zone boasts a wide collection of the chilly critters, all imported from out-of-region! To make them feel at home, this floor is, predictably, extremely cold. Snow coats the icy floor, and icicles hang from the ceiling. Frost clings to every surface, and the ice has been sculpted to create the illusion of a giant icy cave, with a shallow, above-ground frozen lake at the back of the floor. 13th Floor: NormalFor new and old trainers hoping for the generic training and Pokemon catching experience, this is the perfect floor. It appears to be a simple, flat grassland, with only a few tiny berry trees and clearings littered about. 14th Floor: PoisonThis floor is not for the faint of heart! If the noxious smell doesn't scare you away, the noxious inhabitants likely will. The level is designed to look like a toxic waste dump, so tall metal barrels filled with odd, glowing, rancid goo are scattered throughout, and there are puddles of ooze and slime everywhere. Trash litters the floor. A few rusted machines stand tall, offering hiding places for Pokemon behind and even inside some of the corroded structures. 15th Floor: PsychicWelcome to space! This incredible floor has been designed to make trainers feel as if they are floating around the cosmos. Space debris and far-off looking models of planets hover throughout the room, and the ceiling, walls, and floor are all painted with beautiful murals of solar systems, with tiny lights strategically placed throughout to add a twinkle to each distant star. The room might have been dark if not for all these tiny stars and the one that shines brightest: a model of the sun, floating in the middle of the huge room. Because gravity is weakened on this floor, visitors must hover, not walk, though they may find themselves having difficulty controlling their travel through this level as a result. 16th Floor: RockEven this high up, visitors will feel as though they have dug deep underground once they enter this floor. The walls, floor, and ceiling all are coated with sturdy stone and dry dirt, and the "cave" tunnel is winding, though some of the rooms have incredible surprises like glowing crystals and (fake) gemstones socketing the walls. 17th Floor: SteelThis level is very... chrome. Every surface is coated with a hard, silvery metal, and in fact, they are so reflective that exploring this floor feels like traversing a hall of mirrors. The halls are winding and the floor is littered with metal beams and scraps and structures with no discernible purpose, except perhaps to be eaten by inhabitants or lived in and around. 18th Floor: WaterThe top floor is a beautiful, watery oasis. Right out of the elevator visitors must walk up a few steps to see what the room contains, as the massive room is just a giant elevated pool with a few tiny, sandy islands dotting the blue expanse. Gentle waves roll across the surface of the water, and the ceilings and walls are painted bright blue like the summer sky, with a bright light shining down from above like the sun.
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