Level 42

Description
Level 42, referred to as "Surreal Continuum" or "Reverberant Passage," is a seemingly never-ending urban hotel complex featuring multiple network corridors and hotel rooms beyond the doors on either side of the hall. The interior architecture of the buildings consists predominantly of concrete, with the infrequent expansion of manifold white-toned wallpaper. Some of the forenamed wallpaper may have a texture configuration that approximates miscellaneous textiles; the most frequently noticed textures are those that imitate brick and wood. The carpet foundation commonly exhibits signs of hasty cleaning, with dust witnessed accumulating in one area, or it may not reveal any indications of cleaning, leaving the carpet saturated with dust. Likewise, some carpeted domains have manifestations of improper installation, such as overlaying carpet, worn-out carpet, or flooring with moisture issues, all of which can stimulate mold and mildew maturation and inflict impairment. 
Level 42 encloses consistent illumination owing to LED light bulbs operating throughout, barely leaving any spots to remain shady. Several light bulbs with distinguishable figures and forms may exist in the exact hallway; individuals may find the countenance of the illumination unpleasant. The place displays no light tube deterioration or malfunction. Nevertheless, vandalism of the lamp bulb is conceivable, but the penalty emerges to reconstruct when destroyed, albeit this process takes many days to conclude. A fragment of a shattered glass bulb may be discovered on the flooring, suggesting recent traces of devastation by travellers or unspecified forces. An accessory breakdown into Level 42's power headwater implies that the electricity derives from a massive automated electric generator located in rough chambers, delivering reverberating throughout the hotel.
The pattern of Level 42 is created by the configurations aligned and interconnected throughout. Despite this, the different hallway widths in individual buildings are unlikely to affect the layout insufficiently because of the overlapping and associated architecture. Instead, the sliding glass entrances will connect each building's passage at the end of the corridor. Each building has an assortment of floors accessible through stairwells, generally more than five, but not unlimited—the highest point is still under debate because innumerable individuals have claimed to have witnessed the formation floor continue eternally, but no established whether it is limitless or not. It is not recommended to navigate on high building floors since there is potential to be no route to another building if another directly connected structure does not have a comparable high floor as the one presently on.
Regardless of having a straightforward floor plan, a building's hallways periodically possess a bizarre layout that makes individuals uncomfortable. For instance, a corridor might display a pattern of abrupt zigzags that continuously shift direction as every turn results in another zigzag. This pattern can be perplexing, as one can efficiently lose track of one's location. Additionally, fire sprinklers, fire alarms, fire extinguishers, fire exits, and other emergency equipment sporadically materialize throughout the halls but lack any benefit aside from providing the image of tbeing and dismal.
Beyond The Doors
Doors alternate on either side of the passageway, with intervals between them ranging from close concurrently to far separated. Entryways can remain locked and require a key or key card to access the interior. It is relatively straightforward to open an impenetrable gate by weakening the lock. However, additional doors cannot be damaged or extended due to vital materials or unknown means. At first glance, a room appears to be comparatively compact and seems to receive little use. But upon closer inspection, it discloses itself as non-Euclidean in nature, allowing absurd sizes to be fitted inside without affecting the rest of the accommodation, which usually constitutes an Euclidean space. As a result, the interior can appear much more immense or extensive than the construction itself. Some buildings incorporate chambers with openings and curtains visible via a hallway, permitting one to glimpse inside.
As a result of its haphazard nature, each chamber is distinctive and undoubtedly unique. These enclosures naturally resemble average hotel chambers or barren rooms, at least partially furnished, but certain areas may deviate from this standard. For illustration, a few rooms retain the previously mentioned electric generator and abnormal structures, giving viewers disorientation and unsettled feelings. Furthermore, one may come across unidentified vintage machinery, nonexistent in the Frontrooms, associated with wires and pipelines within the room, creating an echo sound of equipment. Inspection and examination findings regarding the room's tubes indicate they transport a variety of liquids, frequently ethylene glycol (antifreeze), and occasionally chemicals equivalent to those in Level 2's pipes, similar to Level 21's pipes. It is uncertain whether Level 42's room system operates similarly to Level 21 or whether these two levels have significance or performance related due to their similar looks.
The most prevalent items are implements and electric devices, with a limited quantity of essentials such as water and, notably, food situated inside the chamber. Note that the freshwater observed within the level is not exclusively Almond Water, considering Level 42 likewise possesses supplemental objects such as Liquid Pain and Cashew Water. For a specific intent, the precious resources within the room exist in spots where nobody is interested in searching. These surroundings include under beds, behind cupboards, within furniture, and other hard-to-find places. A secure safe box arises to retain valuable items concealed somewhere in the vicinity, and it assumes instruments or equipment to interpret down to accumulate admittance therein. The chambers incorporate ventilation and air conditioning, and certain rooms may have additional HVAC ducting and cooling system pipes; the temperature inside these spaces is at the significantly lower rate than in the hallways.
The Courtyard
The courtyard is reminiscent of massive indoor openings materializing in confident buildings similar to Level 188. Any condominiums or passageways that connect to the courtyard possess windows offering a view of the courtyard. The wood-fabric floor in the plaza center leads many to speculate about a particular kind of trap entrance association on an unknown level. The flooring is composed of imitated grass, complemented by concrete or brick footpaths throughout the area. Indoor plants, planters, and benches on artificial turf may provide an atmosphere trace of greenery. An indestructible glass leak in the courtyard performs as a barrier, requiring one to climb when passing through. A series of conduits on the wall's corner guided to an appliance reverberates machine noise throughout the space, comparable to the one in the chamber.
Multiple pairs of doors on the ground floor proceed to various corridors, while higher-floor passageways on the opposite side of the courtyard may require an occasional bridge to join. Attempting to get up the walkway in the yard is impractical as considerable bridges need access by traversing on the same foundation. Aside from the infrequent lampposts, no courtyard section has a dedicated primary light source. In contrast, the bridge and its associated hallway provide sufficient light to illuminate the whole space. The inner courtyard on Level 42 frequently displays anomalous light attributes, where the pitch-black region appears to be brightening up with no reference located, or illumination makes the space darker. This occurrence won't persist long, and eventually, everything will return to its usual form. This occurrence can also transpire in hallways but is less frequent here.
The overall height of the courtyard depends on the building's elevation, having an acoustic tile or plain plaster ceiling at the ceiling. Additionally, certain courtyards may have roofs that filter all visible light; these occurrences tend to occur in locations with outrageously high ceilings. These vacuum ceilings feature a few light-producing starlike spots, which may rule out any parallels to The Void that we are familiar with. This void-like ceiling is most likely a weakened barrier between the main components of the level and The Void itself. A traveller allegedly claimed to have instigated a void ceiling, which replaced the conventional acoustic tile ceiling on the courtyard's top. They said they were flowing through the emptiness like it was outer space as they managed to breach this ceiling via physical force. Probably, one will travel to The Void by diving further into the ceiling void.
Unlike conventional windows, those in the courtyard have particular characteristics that permit entry and exit. Studies have revealed that this material, which mimics a window, was developed through the advantage of optical and visual principles. It seems to be a window or opening from a distance, attributable to the method that reflects and refracts light. Many speculate that the glass may have nanoscale features layered or coated, bending light in particular ways. When viewed from a distance, these structures provide the illusion of an interior or outside scene. The illusion begins to break down as one approaches the material, and what initially appears to be a window turns into an aperture leading to another area. This effect is created by strategically placed angles and patterns, causing the illusion to crumble when the viewer's viewpoint shifts. It is unclear whether or not this content should be considered Entity 2 instances.
Furthermore, some windows may conduct to random levels; however, the window may arise in a location where attending without any equipment is inconceivable, as it suggests one obtain climbing gear to this level, as individuals report accessing these windows through the hallway will result in a locked entryway via unknown means. There is no available method to enter rooms with escape leads to other levels; all attempts to violently open these impenetrable doors have failed.
Colonies and Outposts
Wanderers who noclip in groups will never be able to encounter each other at this level, for the level isolates all who enter Level 42. Because of this, it is entirely impossible to establish any form of settlement that allows the residency of multiple wanderers, and attempts to defy this have failed. While the level steadily maintains the air at room temperature, it provides limited food and drink options. It is best not to settle at this level and remain on the move in this level to find a way out.
Entrances and Exits
Travelers that enter the level through windows and glass slide doors can typically exit back to the level they came from through the same entrances.
==Entrances==
* The following levels are influenced by the presence of "entrance windows" that can be accessed to send one into this level: Level 0, Level 5, Level 9, Level 11, and Level 93.
* The exits in Level 99 have a rare opportunity to lead one to this level.
* Level 21, Level 26, Level 27, Level 28, Level 33, Level 36, Level 41, and Level 43 have individual glass slide doorways with signs labelling them as an entrance to a hotel, which will lead to this level. Entrances from Level 41 may not work due to extreme dilapidation and a lack of electricity. Due to this fact, it is sometimes necessary to break through the doors to enter the level. Contrary to how most entrances look, Level 26, Level 27, and Level 28 provide access through a wooden door instead.
==Exits==
* Entering an open window in the courtyard that doesn't resemble a regular hotel room may send one either to a non-euclidean room or other levels, notably those that physically contain windows. Reports of windows showing the Frontrooms beyond their glass are uncertain, as nobody who entered these ever came back.
* There is a small potential that some doors will redirect to Level 0.
* Successfully going through the ceiling of a courtyard while it resembles a void may send one to the legitimate void itself.
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Author Information >
Written by: WindXD, with little additions from Mike.
Greenlit by: Normal and Pexy.
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Category:Levels
Category:Unconfirmed Levels
Category:Cluster I
Category:Timeless