Level 5.1

==Description==
Level 5.1, better known as "The Terror Hotel Casino", is a large casino within Level 5 which is owned by Entity 18.
The casino's entrance, taking the form of an ornate maroon-gold door with the initials “TH” displayed in large red letters, is found within The Beverly Room of Level 5. The casino is open for a period of 16 hours, and closed for a period of 8 before repeating the cycle.
Upon entering the casino, wanderers will be greeted by a vast number of roulettes, cards, dice, slots, and games found within a typical casino. Due to the lack of any sort of standard currency across the Backrooms, the games have been documented to run off of coin-like objects that heavily resemble poker chips. These chips can be acquired by bartering with the current on-duty staff member at the front desk.
The chips have multiple values depending on their color. Similar to casinos in The Frontrooms, each of the chips appear to be worth a certain amount of “money” depending on their color. So far, 4 chip colors and their value have been confirmed: red chips, worth $1’s worth of gameplay, blue chips worth $5, yellow chips worth $10, and green chips worth $20. Each game functions on a certain amount of money. For example, regular slot machines will usually require only $1, or 1 red chip, while advanced roulettes will cost a few more. Other games are only playable through higher value chips, which are also mainly used for card games.
It has been rumored that chips worth $50 exist, but no concrete proof has been brought up to suggest their existence as of the writing of this document. The only evidence towards its existence is a story told about a man who received a purple chip upon bartering, and noticed it was different than the rest. The story talks about the chip having a number in the middle which went up or down depending on if he won or lost a game. The story then describes the man going on a losing streak, which caused the chip to eventually hit zero. What happened next varies with each storyteller, but in all tellings of it, the man never came back.
The chips also act as the reward for winning the games. For example, if you play a game that costs 1 blue chip, and win $6, 6 red chips will be dispensed from the machine, giving you a net gain of 1 red chip. When a person wishes to leave the casino, they can trade their chips in for various objects, both native and foreign to the Backrooms. Wanderers have described being able to win anything from Almond Water, to what the staff refer to as a “mystery egg” which looks like an egg that’s ready to hatch some horrifying, demonic creature. The B.N.T.G. plans to make use of the system in the future to gain rare resources, which the casino seems to have an abundance of.
Listed below is the chip value of a few objects:
*Almond Water: 2 red chips per bottle
*Memory Flame: 4 red chips per jar, though jars of prominent individuals have been documented to garner more than that.
*Level Keys: Varies depending on the specific level the key corresponds to.
*Moth Jelly: 1 green chip per 1/4 pound
*Rose Water: 4 green chips per bottle
The casino itself appears to look relatively average; the lights are dim and flash periodically, the games constantly emit obnoxious sounds, and blaring music constantly plays in the background. While playing the games, the inescapable cacophony of cheering and jeering as guests win and lose surrounds you, further adding to the temptation a wanderer experiences inside of the casino. Plastic chips can be heard clinking as they’re inserted into the machines, slot machines whir and buzz as they dispense jackpots for the lucky winners, the cool breeze of the air conditioner surrounds your body as you walk across the classy new carpet, and the aroma of fine alcohol is always present.
What really makes the casino stand out, however, is the strange nature of the games themselves. Wanderers who have visited the casino have alleged that the games are rigged to choose when you win or lose, perfectly engineered to maintain the precise balance of letting gamblers win just enough to keep them hooked, while making them lose enough to turn a handsome profit.
Many patrons have noticed that the machines will malfunction in apparently deliberate ways to make you win or lose. One wanderer reports watching a roulette suddenly spin faster for a second before winning the jackpot. Another reported the opposite happening, with the roulette randomly moving itself away from the jackpot as if someone invisible was intervening. Some even go as far as to say that the cards are alive, and can choose whether to give someone a royal flush or a junk hand. These claims cannot yet be proven, and have been dismissed at present as pure speculation. Further study into these machines is ongoing, in order to determine whether these rumors might actually turn out to be true.
Regardless of whether or not these curious rumors are true, wanderers who have visited the casino almost always agree that the games it offers feel extraordinarily addictive. The M.E.G. urges people to avoid the casino and its games if possible. If wanderers must enter, they are advised to be cautious when playing the games, to avoid succumbing to the temptation to squander away all their valuable resources.
===The Bar===
Aside from the games, the casino also features a bar with a large menu of food and drinks. The bar appears to be primarily run by The Barkeep. The brands of the drinks are also not any known brands from the Frontrooms. Despite this, the drinks have been described as very strong and pleasant. The food menu is also immense, ranging from simple macaroni and cheese, all the way to filet mignon. The food and drinks can be bought through more bartering or by spending chips.
==Entities==
===The Croupier===
The Croupier is an entity which seems to serve as the "overseer" of Level 5.1, in addition to serving as a card dealer at tables. He appears as a mechanical oil-powered robot, wearing a red suit with a red tie and a tall top-hat.
The Croupier takes his duties incredibly seriously, priding himself on his efficiency. However, there appears to be some sort of underlying fear behind this dedication, motivating him to perform flawlessly in order to avoid some unknown mysterious fate.
It is theorized that The Croupier is serving out some sort of "debt" to The Beast, though he denies this.
For more information, see entry: Entity 77 – “The Croupier”.
===The Casinomorphs===
The Casinomorphs are entities which mimic objects and items commonly found in Level 5.1, serving as assistants to the Croupier. They seem to be his only companions in this environment, acting like typical robots in obeying the Croupier's commands and assisting him in different tasks. 
====Twin Dice====
Twin Dice have a strange appearance with spider-like legs and miniature hats. They are known to be aggressive and hostile to wanderers, but are also highly intelligent. They communicate with each other using a set of intricate sounds resembling a dice roll and a hiss.
Twin Dice often disguise themselves as typical dice, luring unsuspecting wanderers who assume they are harmless. Many wanderers do not realize the danger posed by the entity until it is too late. While some wanderers may have had positive interactions with the Dice in the past, it is generally advisable to avoid them and tread carefully in their vicinity. The Twin Dice typically only interact positively with other entities. They have a complex social structure, occasionally forming alliances with other entities.
When idle, Twin Dice may play games such as rolling themselves or interacting with each other. In some accounts, they have been seen practicing hunting techniques and strategizing for future attacks on wanderers. 
====Jackpot Slot Machine====
When a wanderer approaches a Jackpot Slot Machine, the entity typically exhibits signs of nervousness and anxiety. It may start to make frantic movements or try to move away from the wanderer. Some reports indicate that the Slot Machines may try to interact with the wanderer, attempting to persuade or lure the wanderer into playing a game or gambling with them.
The Jackpot Slot Machine entity appears to function like a normal slot machine, with the ability to spin the reels and display various symbols based on chance. However, some wanderers have speculated that the entity may actually have a level of consciousness and intelligence, although this notion has not been confirmed. Despite its ability to function like a regular slot machine, the entity is definitely alive and active in its own way.
Although not a common occurrence, some wanderers have reported witnessing the entity spitting out coins from its mouth. The entity may throw out coins as a way to lure wanderers or as a result of being agitated or excited.
The Jackpot Slot Machine entity tends to act erratically and unpredictably when it is angry. It may start to move frantically, making fast and chaotic movements. Some reports suggest that it may also make noise, such as emitting grinding or clanging sounds, to express its anger. Additionally, the entity may become more aggressive and try to attack or harm the wanderers that have provoked its anger.
====8-Ball====
The 8-Ball entity is known for its round and billiard-ball-like appearance. It typically exhibits passive behavior towards wanderers, known to roll around on the ground and occasionally bounce off objects in its path. The 8-Ball does not appear to possess any hostile or harmful intentions, instead simply moving about and exploring its surroundings. 8-Ball entity tends to move away quickly if a wanderer attempts to kick or grab it. It often possesses a strong sense of self-preservation and will try to evade any threats or unwanted contact. If a wanderer approaches it with the intention of harm, the 8-Ball will likely roll away quickly and seek refuge elsewhere.
The 8-Ball entity is capable of creating friction when it rolls quickly, which can result in a burning sensation if a wanderer comes into contact with it. The entity's smooth and round surface allows it to roll with great speed, creating heat and sometimes pain if touched while rolling at high velocity. It is best to avoid attempting to touch or grab the 8-Ball while it is in motion to avoid any potential burns or injuries.
8-Balls may observe wanderers as they move around the pool table, hiding under the shadows or blending in with other billiard balls on the table. While the 8-Ball is not known for being aggressive, its tendency to observe wanderers closely can be disconcerting and even unsettling to some. The 8-Ball has been known to occasionally interfere with wanderers as they shoot their pool shots. Some accounts suggest that the entity will deliberately hit another ball if the wanderer is about to hit the wrong ball or attempt to cheat. The 8-Ball appears to possess a sense of fairness and integrity when it comes to the game of pool.
When in the presence of other casinomorphs such as the Twin Dice or Jackpot Slot Machine, 8-Balls tend to exhibit a friendly and passive demeanor. It may interact with them in a non-confrontational manner, such as rolling around or moving about.
====Jukebox====
The Jukebox possesses sharp pincers that can cause damage to wanderers if they attempt to cheat or interfere with it in any way. Some wanderers have reported being injured by the Jukebox when attempting to access its controls without permission or attempt to manipulate it in some way. It is possible that the Jukebox follows the orders of a boss entity named 'Robert' and may enforce his commands with aggression towards wanderers who disobey them.
The Jukebox is known to start playing its music whenever it comes into contact with a wanderer. It has a habit of wandering around and moving about, often following wanderers while playing its loud and chaotic tunes. The music can be disorienting and intimidating to some wanderers, as it disrupts the usually quiet and eerie ambiance of the backrooms. Additionally, the Jukebox may use Vinyl records as weapons when it feels threatened or provoked. It has the ability to throw the records like projectiles, and they can cause significant damage if they hit a wanderer. The Jukebox possesses a faint but noticeable glow, often appearing as a dim, ethereal light in darkened areas.
===The Beast===
Occasionally, The Beast can be spotted roaming around the grounds. He has been known to challenge some of the more lucky winners to a one-on-one gambling game, which is more often than not a game of cards. The Beast usually offers the person a wager of immense riches if they win, and a spot as casino staff if they lose. Once this deal is made, there is no going back, as the other staff will make sure you uphold it. It is not known if he does this for pleasure, or as a twisted scheme to obtain more victims, but he should not be trusted no matter how alluring his offer may seem. Thus far, the Beast has never lost a single game.
Category:Levels
Category:Class 5
Category:The Beast
__NOTOC__