Quote Originally Posted by KingWinna View Post
Heh guess I really did find something important. I think I break in and enter to the (38) Altamar Motel (Abandoned). Maybe find some more useful clues.
You arrive at the Altamar Motel, which has been abandoned for several years now and even has signs about its pending demolition, but that has yet to happen. The building's condition isn't even in that bad of a shape, but you suspect they would rather build another high-rise office building or apartment complex instead of having this. Even from a structural engineering standpoint, there's no way the foundations of this small motel could support additional floors, so the only choice is to tear it down and start fresh. But it looks like something on the regulatory side is holding the project back from happening.

You make your way past the rusty metallic construction barrier grating and then make your way inside the cracked and weathering gray building. As you step through the remnants of the entrance, there doesn't seem to be anything much still left inside. The walls have been stripped bare down to the concrete base and the floors are nothing but foundation stone. Meanwhile, loose wiring, pipes, and ducts around the ceiling and walls are completely exposed. If there was anything of value here, it's already been taken out and the rest is due to become landfill material.

After searching around on the first few floors, you find squatters have been using this vacant building as shelter. In particular, you find a homeless Pignite and a Paras sleeping here with their only possessions in discarded old handbags. It seems for now, they have a place to stay, but when the demolition teams come, they'll need to head somewhere else. You can't help but glance at the Skywatcher Skyscraper and figure that's probably one of the next places they'll consider.

Where the motel office used to be, you find there's a back room that's been completely gutted save for a rusted cellar door that you believe would go underground, but you're not sure. You take a look at the keyhole and it seems like someone painted a black rose above the keyhole. The paint still seems fresh and hasn't seen signs of age, which is unusual considering everything else in here. From what you can see, the lock doesn't look too complicated, so you begin to think you may not even need the key if it can't be found. However, picking the lock is beyond your own ability.

Locked Door: {Underground Cellar Door: Black Rose Emblem / <Lockpick>} has been noted in the Team Records.

You decide to head out back into the night streets, as the rest of the stripped motel doesn't seem to have much else to find here.

Sam the Zoroark (L: Dark)
Health: 6/6
Sanity: 4/4
Perk: Security | Learned Abilities: Escort/Protect
Failed Assassinations: 0/2