Level 5

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**Regular Anomalies**

* Auditory Hallucinations
* Physical Hallucinations
* Moving Furniture
* Constant Thunderstorm
* Room Transfiguration
* Highly Intelligent Entities
* Breaking Lights
* Null Level

## Demographics

### Communities

Habitation of Level 5 is impossible due to it being considered a null level. However, habitation by entities is still possible, and is observed in the form of the Housekeepers.

### Group Presences

N/A

**Level 5** known as the **Terror Hotel,** is a drab, finite hotel, decorated in an oriental and dedicant style reminiscent of old 20s or 30s architecture, though with a slightly more refined — some modern aspects added to the level as well, such as wall outlets, LED lights, and other modern commodities. At this point in the Backrooms, wanderers will enter completely alone, even if they entered with a party. This marks the gauntlet that is Levels 5 - 11, and it is where you're journey into the Backrooms will undoubtably get harder, as human contact is impossible. Across the level, through vintage speakers, gramophones, or radios, there will be smooth jazz and calming music, typical of waiting areas in hotels or even elevator jingles. This music is plays quietly in the background and always in sync with the rest of the level, regardless of if its being played through a different output device. If the music switches to something else, every other device playing music will do the same. They will usually play constantly, though have periods in which they pause or even become just plain white noise. This music only turns off during the night hours of the level, in which all lighting will be turned off, with only candles and other such non electrical based lights still illuminating portions of the level. During this period the level will become drastically more dangerous, and it is recommended to go into one of the unlocked hotel rooms within the Level. Despite the clear abandonment of the hotel, it still seams to follow a routine as if it were open, and occasionally wanderers may find dining areas, or breakrooms. They will serve meals during the morning, noon, and evening, and regardless of the time they have been out they will not spoil or get cold. There are periods in which this food will seemingly disappear, and it will not always be there. It will often depend on the well being (sanity) of the user.

Hallways are most common within this level, and are often finely decorated, often being fitted with tables and chairs and other such items that give some livelihood to the level. Vases, porcelain objects, and potted plants and other such commodities will line the tables, and are the most common decorations. Surprisingly, for such a seemingly desolate level, these objects appear to be in perfect and pristine condition. And only a small layer of dust and dirt can be found on the surface of these objects, though this usually cleaned off eventually by something unknown. Paintings also are across the level as well, and are often completely original works, not taken from any known artists. However, there may be some crude imitations of such works, such as mimics of the *Mona Lisa*, *The Starry Night*, *Birth of Venus, American Gothic*, et cetera. These are often vaguely recognizable, with different elements from the original paintings. Some may be portraits of known, and possibly unknown entities, and some paintings may even be portraits of you, or people you may know. One notable painting that is encountered frequently — and typically fitted in with other regular paintings — is a portrait of a humanoid squid wearing formal suit and tie attire, and generally around with a green and smokey background. This figure, however, can be depicted in areas of the hotel, usually around the boiler room. However, if it is depicted in the same room that you are in, you may feel heavy paranoia, and a feeling of being watched that is overpowering enough to cause headaches, nausea, and psychosis. These effects only leave when you leave sight of the painting. He is also found across other pieces in the level, though unlike the paintings these have no effect on users other than possibly giving you some dread and anxiety from the works possibly staring at you.  Other pieces include, wall art, stained glass, graffiti, and hand drawings, which also have no effect, as they have no background for the entity to be in.

Other decorations that are present throughout the level are usually found in larger, more open rooms. These resemble ball rooms in all but function, and decorations seem to illude the purpose of the room as being a ball room, but they do not serve any purpose. Actual ball rooms can be found in the level, but you should not go in these areas under any circumstance, reasons for why will be explained later on down the article. Other decorations include: Grand Pianos and Organs, large chandeliers, leather couch's, fireplaces, carpets, et cetera. These aren't exclusively found in these large open areas, but they are found more frequently than others.

Hallways usually connect to larger rooms that uncharacteristically have no distinguishing furniture, and are completely blank rooms, with only the architecture making them distinct enough from other levels. Ordinarily, these would connect to other branching paths, either having hotel rooms, or hallways with other branching paths. However, on occasion they will be dead ends, or lead into staircases. They can also contain windows that look outside and — similarly to Level 4 — show a storm outside. These windows however, are unable to be opened, and even forcefully opening them will just reveal the void outside. Unlike the storm of level 4, there is no change in seasons, and no possibility for damage to the level via lighting strike, even though it is present. Hallways that don't have any decorations whatsoever are usually filled with large amounts of doors at equal intervals on each side of the hallway. Most doors here are locked, though can be unlocked or simply broken to enter the room. Each hotel room is decorated sparsely, with only the bare essentials the make it a hotel room. Such as a bed, closet, drawer, night stand, et cetera. Closets are typically empty, though on occasion may have a collared shirts and dress pants inside of them. Windows are also sometimes present within these rooms, but not always. Like Level 4 they have properties that allow them to exist even if there is a room on the other side of that wall.

Doored hallways make up the majority of Level 5, and are the most empty parts of the level. However, on occasion some furniture may creep into these areas, such as small black marble or white marble statutes, usually that are completely blank with no discernable facial or bodily features. However, some statues can be of more recognizable figures. Most black marble statues are of males figures, such as Napoleon Bonaparte, with his hand tucked into his coat in a usually fashion. Whilst most white marble statues are of female figures, and usually are just simple angel statues. You should be weary of these, as wanderers do report that they appear to move when you aren't looking, making a scraping noise as they move or turn. However, they are not known to be harmful, and simply a fear factor of the level. Chairs and tables can sometimes also be found lining the hallway, though they can sometimes be in the way and in the way. Hallways will often end at around 1 - 2 kilometers with a door, this can either lead into another continuing hallway or a room.

Unsurprisingly, the Terror Hotel is a very unsettling and perturbing place. It has detrimental effects on users sanity through isolation and pure terror alone. Sounds infrequently emanate from walls, this can be various sounds, sometimes tailored towards a specific person but usually all the same. Banging and screaming can be heard sometimes from the walls, as well as party chatter and whispering. This will often correlate from your dwindling sanity and become more extreme the less sane you are. Furniture can appear on the ceiling and attached to the walls of the room, and the entire room itself can seemingly turn itself into a completely different room when you aren't looking.  In addition to its effects on users well being, this level also has effects on object functionality as well. Most Almond Water within this level has completely different effects to that of normal Almond Water, in that instead of being an aliment for insanity, it is a driver for such and can cause hallucinogenic effects on the wanderer, as well as increasing paranoia and anxiety. For these reasons, it is recommended you get through this level without taking any of the objects the level provides.

## Level Areas

Level 5 is has various differently decorated room, and while they mostly stick to a solid theme, they can differ in their functionality and overall danger. These areas make up the majority of Level 5, with some more unique areas of the level usually being found pockmarked across the level. There are 4 Main areas of Level 5 you should worry about.

### The Lobby

For most people first entering into the level, this will be the starting area of the level, however it is possible that you may enter in from a hotel room, or somewhere else within the Level. The Lobby is the most heavily decorated area of Level 5, with large potted plants, decadent patterned walls and pillars, paintings, vases, couches, chairs, chandeliers, flowers, et cetera. The area you will most likely emerge from in this starting area is the set of glass double doors. These double doors are locked and unbreakable, with the outside displaying an empty parking lot with rain pouring down outside. Infrequently a open and closed sign will be stuck to the front side of the door, facing on the closed side. The carpet in this area is a mix of colors rather than just the plain red carpet. Patterns are all across the carpet with similar patterns to that of Level 0's wallpaper.

Further into the area, there are two elevator doors found at the end of the hallway. Despite these elevators appearing to be functional, the elevator doors are melted together preventing them from being opened. Paintings of the cephalopod entity can be found here very frequently as well, next to other original works and mimic paintings. Thankfully though, these paintings have never seems to move, and appear completely static unlike the other paintings in the hotel. In fact some of the other paintings in this area seemingly move as well. They act more like windows into different worlds rather than actual paintings, with the objects in frame moving around like film.

A small dining room can also be found in the lobby behind a locked door that is easily unlocked through a hidden key in one of the drawers. This dining room functions similarly to other dining rooms found commonly across the level. It has twelve basic tables laid out with cloth covers. A salad bar and a desert table, placed in the corner of the room. Despite no living beings, the room regularly updates its food at specific times. Finally, at the end of an irregularly long hallway within the area, is a pair of wooden double doors that lead into the eternal ballroom. Once entering the room however, you cannot leave as the doors shut behind you seemingly automatically. Ominous music echoes throughout the room, constantly playing the same music over and over from a gramophone in the center of the room. The music within the room does change after some time, a period of around 1 to 6 days at the least. This music seems to have some familiarities to some music from the real world, but most of it is completely original works. The music is very depressing at best, though at the same time very soothing. It should be noted, listening to this music for long periods of time will cause memory deterioration as well as drastic loss in sanity. However, since you are stuck in the room, there is no avoiding this, and you are bound to die in the room if entered. One unlucky explorer managed to bring a recording device into the room and has recorded the music within the room for a period of around 3 months time, as well as rambling and general hysteria for being stuck in the room for so long. Also scattered about the room are two dozen headless mannequins. For the most part there isn't too much special about the room other than the apparent decorations and bleakness of the room and music. For the most part it is an empty ballroom. On occasion some wanderers have reported peaking their head into the room and seeing some skeletons in the corners of the room most likely from deceased wanderers. However these claims are unfounded both because none have been found in previous expeditions, and the fact that Level 5 does not allow contact with other humans in any way; even deceased.

The lobby covers quiet a small portion of the actual level however, only around 50 by 50 meters in size. Exiting the lobby through a pair of decadent doors will lead you to the rest of Level 5. However if you choose to leave the lobby, say goodbye to the relative luxuries of this area, as you can never enter it again. Once you leave, all the doors surrounding the area will slam close and be impossible to open again by any normal means. It is still possible to reenter the area, but it is far too unlikely to matter. Besides, the Lobby is a hinderance to your progression through the level, so you should just leave it behind.

### The Hotel

Base makeup of the level, representing everything outside of the initial lobby area. The hotel area has already been described thoroughly in the article above however there are still some neat bits of information about the level that hasn't been previously discussed. Hallways are actually more decorated areas than the rooms and larger areas of the level. This can be mainly attributed to the fact they connect into hotel rooms, which themselves are very densely decorated. Hallways within the hotel also often have a more bright color scheme than the rooms of the level, with rooms being generally more drab and muted when compared to the hallways. This can be attributed to them being more frequently used and less common, making them perhaps more neglected than say the hallways, which pretty much are the level. Hallways also consist more of wallpaper than white brick, and have far less colors in general than the rooms of the level.

On the other hand, rooms have far more architectural variety then the hallways, with raised ceilings, pillars, and other such aspects being prevalent throughout the areas. They also tend to lead into far more vital areas of the hotel, and also often contain more of a chance to contain exits to the level. Such as entrances to the basement of the hotel. Rooms are also more generally safe than hallways, as they are more open and less prone to entities being within them. It also may be due to the fact that most rooms are claimed by the hotel staff, and thus ward off entities due to their presence. Hallways when entering from rooms are also typically more narrow until they branch out into other hallways, where they then become more normal in width. The reason for this is mainly because they may connect to smaller rooms such as study rooms or such.

Overall you will spend most of your time in this area of the level by far.

### The Library

Not to be confused with Level 5.3 - Reading Rooms; this area of the level is far more secluded and generally hard to get to within the level, however it does act as a sort of safe area for wanderers when entered, as neither entities nor the hotel staff really venture into this area. The library consists of several large and small rooms, as well as a second floor accessible either through a stairwell or by stairs leading up to a balcony. Rows and rows of bookshelves can be found within the rooms that often reach up all the way to the ceiling. Some shelves are completely empty, however most books within the space are present within their shelves and even seem to reappear back in their slot after being left alone for some time. Most light within this area is made by dim candlelight or windows at the ends of the rooms. Other than this, no regular lights are found within this area, making it incredibly dim to say the least.

Books found within the library are often either completely random, with random paragraphs of text and made by completely random, fictious authors. Or are their own original works that seem to be somewhat related to the hotel in a sense, by more follow their own format and story, completely separate from the Backrooms or the Hotel, as if they were written by someone in the real world. However as books they are pretty mediocre at best. There are no ladders to reach the higher books within the library so if you are trying to reach something on the higher parts of the shelve you will have to climb up it. As for this area in general there isn't much to say. It is pretty empty besides the bookshelves and the second floor, which contains some small study rooms and reading rooms. This area also has an entrance to Level 5.2 on the second floor that can be opened by either a Level key or simply finding the key within the second floor. The location of the key changes each time, but it is often found within the drawers or on the tables directly.

Additionally in the middle of the area there is a grand piano. This piano can sometimes be heard playing within the room by itself, often times when first entering or entering the room in general. You can play the piano yourself if you want, but it doesn't really add much. Besides, who's going to hear you playing it? The entities?

### Reception Area

This area you've most likely passed through before without even noticing it. The receptions desk are several small rooms that exist outside each exit to the Lobby. You will come across these and they are unavoidable, but it doesn't seem to make them interesting. Its not to say this area is completely bland or non-important, as it has some unique architectural aspects to it, as well as some starting things to help you get through the Level. Most people however, just seem to see it as another room, like many others. The receptions desk is a small room with one outside connection to the rest of the level and a small window. The rooms are same regardless of which exit you take from the Lobby, except possibly for some color variation in the walls. The room contains a receptions desk at the end of the room, a few chairs and tables, a small side room labeled "Smoke room" and a few lit lamps and chandeliers. It contains several closets, drawers, and cabinets that are pockmarked across the room. The majority of these are completely empty however may contain some small cobwebs or even larger grouped up webs. It is unadvised to interact with these webs for any circumstance, as they are typically miniature nests for Deathmoths. They aren't hostile towards you, as they are of the male variation and therefore are docile, but that doesn't mean it wont attract more dangerous versions. Cobwebs are also quiet frequently found in this room as well that aren't made by moths, despite no spiders being present within the level. Behind the receptions desk are several keys and notes placed by visitors to the hotel. They aren't actually made by any people, they are simply generated texts or ones hand written by staff. For the most part they are pretty worthless. However, the keys have access to various rooms of the hotel. Using the key on the designated room — if leading to a hotel room — that room will be guaranteed safe from entities or the works.

Some wanderers who have stayed in the room for a long period of time have reported a ghastly figure standing at the receptions desk, appearing to wave at wanderer and beckoning them to come forward. All wanderers who have gone towards the figure have seen it disappear every time. Despite this they also report seeing the same figure stalking them throughout the hotel. No reports have come of it being hostile in anyway however, and more or less it is just a figure that follows you throughout the level. Some have even called it comforting, and report feeling actually better when it is around.

### Beverly Room

This is an area not accessible through normal means, and you will either have to sneak into this area or be invited by a staff member of the hotel. Due to this difficulty, as well as the inherit suspicious from others; research in this area is fairly sparse, there isn't even a picture for this area. What can be said about the Beverly Room briefly, is that it seems to be the main occupying area for most staff within the hotel, as well as some entities. Strangely these entities seem benevolent and even at times completely terrified, most likely from trauma induced by the staff. There are multiple rooms as well as a shortcut to the Fraudsters office by the entrance to the area. The main area of the room resembles a modified ballroom with a grand piano at the center of the room as well as several hundred chairs, more that would be needed. Doors can be seen on the floor and ceiling of the room, and some entities can be seen entering these doors. Where they lead is completely unknown at this point, however one wanderer attempted enter one of them and was never seen again. Other areas past the ballroom, wanderers are not allowed to enter accept for one door that lead to Level 5.1 - A Game of Chance. The other rooms within the area are unknown, and wanderers who enter this area will then usually be escorted to the shortcut area to the Fraudsters office.

## Fraudsters Office

Located somewhere around the hotel there will be a small, unremarkable passage that leads into a few doors. A few will be locked but one of them will be unlocked and enter into a large office room, populated with several objects and supplies. At the end of the room is a bright window and a desk with a chair. On the desk there will be several sheets and stacks of papers all relating to the hotel in a sense. While most are written in plain English, some others are written in cryptic languages or languages other than English. Most have been either letters to the supposed manager of the hotel complaining about it, or just management papers that are pretty standard with running a hotel. Also around the room is a small fireplace that is occasionally burning with fresh firewood, and a few book shelves with real world books.

This office is occupied by the manager of the hotel, whom you should most definitely not meet. By his name alone you should infer he is less than a savory character. An article has been entirely dedicated to him and his nefarious self. However what you should gather about him is that he is not to be trusted. He is a tall, green cephalopod-like man wearing a drab brown suit. He has been mentioned before in the article with many of the paintings dedicated to him across the Level. Colloquially he is known as the Beast of Level 5.

But why such unsavory names? Why must I be delegated to such scum and villainy, like the rest of these horrible beings. Don't you want the truth wanderer? Come and step into my office would you? You must be bored out of you mind... No need to go further.

## The Basement / Boiler Rooms

Accessible only through elevators and rare stairwells on the level; The Basement area far below the actual level, and controls many of the key aspects of the Level. Mainly this area is filled with boilers, electrical equipment, and very heavy machinery that all control the functionality of the level. Attempting to tamper with the equipment to sabotage the level has no effect, as they area has counter measures to prevent this from happening. The flooring of this area is made entirely out of strong iron grating with various pipes, gears and vents being observable through the grates. There seems to be no visible floor from this grating and it just extends downward forever. Pipes also clutter overhead and around the basement, making it hard to navigate. While there are occasional break points where the walls are constructed out of plain concrete, most of this level has no walls to be seen, and what would be walls are replaced with a number of machines and pipes. However, rooms in the level are often more dangerous than the actual rest of the area, as most of the danger from this area comes not from the entities, but from the environment itself. Pipes occasionally burst and spew out a number of chemicals and/or liquids, most often heated gases. These chemicals can make some areas of the level completely impassable due to how deadly the chemicals are. Since the floor is iron grating, it allows the constant dripping of water to fall through from floors above and steam leaks to rise up from the pipes below, causing possible burns and further complications.

While this area contains various dangerous environmental hazards, that does not mean it is devoid of entity hazards. Most prevalent in the rooms of this area are Deathmoths. Not deadly on their own, but in swarms that can be massively deadly as they carry deadly toxins that have a high likelihood to kill you upon injection. More common than the small swarms of Deathmoths however are the larger female deathmoths, who are able to completely envelop wanderers and claw at them to death, or even pick them up and drag them to a larger nest to be devoured by younglings. Lighting is present at first in the area, however when first entering the lighting is rigged to shut down, casting the entire area into permanent darkness. The only other light made in this area is the fire from the boilers. You shouldn't remain in this area for long, as it will undoubtedly be your undoing if you are to remain. However this does not mean you should avoid the area, as it contains the only exits to the level.

## Communities

Due to the inherit nature of this level, being that of a null level; no permanent communities can exist on this level because of the lack of interaction with other people within the level. Single person communities do not count; however, despite this, communities exist from entities in the level, friendly or not.

### (1) Housekeeping (Hotel Staff)

While not having any official names, Housekeeping is a broad term that describes the hotel staff entities of this level, being the main group of interest found within the level. Since this group is made up entirely out of entities, the danger of the group is entirely dependent on the entity or entities present at that time. The majority of the hotel staff are benevolent and often have little care for what people do within the hotel. Some are more benevolent than others, but on average they are pretty neutral when it comes to wanderers or people who claim to 'stay' in the hotel. The staff of the hotel are often humanoid looking with either minor or major alterations to their form. Hotel staff are divided into three categories; Regular Staff, Gifted Staff, and Luminary Staff. These categories often also relate to the abundance of the staff, with regular being far more common than luminary or gifted, as well as far less intelligent. Regular staff are often forcefully indoctrinated from either meeting the Beast, or being caught by one of the staff. Regular staff often have body parts — or even their entire bodies — replaced with objects akin to the hotel or old customs, such as a gramophone for a head or a deck of cards as a body. Some who are more lucky may simply have small body parts changed, such as their eyes being turned into billiard balls, hands turned to mini lamps. Despite this seeming unpleasant, its a far better outcome than some others. Sometimes the transformation resembles nothing like their original selves, these staff are often delegated to the basement of the level and usually stay out of sight. From what is known about these lesser staff, they have no resemblance to a human form and either resemble a jumbled mess of shapes and or colors, or are contorted into some vaguely human form akin to certain types of hounds. People who have been transformed, while on the outside they seem cheerful and sometimes melancholy, are in constant pain from their transformations. Indoctrinated on numerous occasions have tried to speak about their suffering, however since they are under the control of the manager of the hotel, any thoughts that are said are controlled by him and are not their own. When they do get through however it is usually pleading for the user to end their suffering. If you do happen to encounter a regular staff member you should try and kill it in a humane way. They may fight back, but you are doing them a great favor even if they try to resist you.

Gifted staff members are usually more valued staff, but not enough to warrant independence from the beast. Ironically despite the name they are actually less independent or free that regular staff members, often being relegated to objects such as grand pianos. This could explain the self playing pianos but its unlikely as gifted staff aren't seen that often in the hotel and often in more important areas such as the Beverly room. Gifted members are usually more unfortunate, some even becoming part of the level itself through paintings. And finally, Luminary members are those who are closely associated with the beast and the hotel itself. They are quiet special when it comes to entities within the Backrooms as they have full human like intelligence and sentience. Information relating to each can be seen on their own page.

**The link to that page will put here.**

### (2) Bonacoy

A fairly unknown group within the level. The Bonacoy are a group of Facelings that occupy the library area of the hotel and largely try and keep the area well kept. They are open visitors but not open to recruitment or trading. Usually there will be five or six Facelings present within the area at a time, however they state they have other members scattered throughout the hotel, despite this no members have been found outside this area, nor Facelings for that matter. Overall they are quiet benevolent while keeping to themselves, sometimes speaking about themselves and their ideas.

## Entrances and Exits

### Entrances

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**Level 4**

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(1) Going through a pair of glass hotel doors found anywhere with Level 4 will automatically take you to this level. It should also be noted that this is no exclusive to glass doors, pretty much any decadent or lavish looking entryway found within the level can be a way into Level 5.

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(2) Elevators can sometimes also bring you to Level 5 on rare occasions. Some wanderers have claimed to have found gold painted elevators and using them as a guaranteed way of entering the level, though these claims have neither been falsified nor proven. Just stick to the glass doors.

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### Exits

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**The End**

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(1) Traversing through the dark and dense basement of the Level, finding a key and unlocking a gate leading down to a room with a ladder will take you all the way down to the illusive level "The End". However despite its name your journey into the Backrooms is far from over.

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(2) On rare occasions you can find computer terminals within the Level. These are usually password locked and require some tinkering to get working. However when done, enter in the code: "C:> Windows\system32>cd C:\Program Files\Level Player" Then the input "C:\Program files\Level Player" will show up. Input: ">start endplayer.exe" and hit enter. After a few seconds you should instantly noclip into the next level. It should be noted that this does not work with other levels and only with The End, and attempted to input. say Level 7, will not transport you to that level.

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All other exits are to Level 5's Sub-levels

Return to the Level List, or descend further into the Next Level.

## Footnotes

1. ↑ Or infrequently as **The Oriental Hotel.** This phrasing is often used by hotel staff to describe it, as well as one Beast of Level 5.
2. ↑ Styles range within these paintings, but they typically try to fit the aesthetic of the hotel. Ranging from renaissance paintings, surrealism, impressionism. To abstraction and modern paintings.
3. ↑ This not confirmed, nor denied that they are. Regardless, this should, have no effect on you.
4. ↑ This posses the question of if the storm is actually real or not, as it is present through out the level, though has no impact on the level unlike others, like aforementioned Level 4.
5. ↑ A pattern found within these break points, is that either the next room or hallway on the other side will have some aspect about it different than before. This can be something as simple as the walls changing from concrete to wallpaper, or as extreme as the wallpaper having eyes.
6. ↑ This is very similar to how Level 0's rooms can transfigure. However, it is debated whether this is a result of the room actually changing, or if it just teleportation.
7. ↑ **(Content Warning)** In the recording made by the wanderer, he can be heard speaking with the mannequins, as well as making some quiet provocative remarks to one — and several — of the mannequins, supposedly even — at one point — having some intercourse with them. Voices were heard through the recording that was not the wanderer own voice. Most likely these came from the mannequins themselves. He was still completely insane at this time however, as evident by him staying in the room — at the time of recording — for 380+ hours at best.
8. ↑ This is not to insult your piano skills. Go ham if you want, you probably haven't seen a piano in months at this point. ***Maybe even years..***
9. ↑ Over 77% of people passing out of the Lobby will not even notice this area.
10. ↑ Most rooms that are made up of concrete have boilers in them and on average less pipes.
11. ↑ If you do undertake this however it should be noted that other hotel lackies will be alerted to this and you will be shunned by the staff, even benevolent ones. You will not be able to interact with any of the staff, and lesser staff may attack you on sight. This can make your time going through Level 5 extremely strenuous, so do this at your own volition and knowing the consequences.