Level 5

***Level 5 "Terror Hotel"***

Difficulty Score: 2 / Unsafe - Secure - Low Entity Count.

## Description

Level 5 is an old hotel complex, seeming to take the style and appearance of a hotel from the 1930's, the level is infinite in size containing many rooms and hallways. The furniture in Level 5 also seems to have the same 1930's style as the rest of the level. There are three main areas in Level 5 that are fully accessible with the Main Hall being the most object-populated area of Level 5.

Smooth jazz plays quietly throughout the halls through old turntables and speakers hooked up to an old sound system throughout the Level, the source point of the music is unknown as it seems to be constant. The choice and switching of music seem to be random and out of place, it is unknown how this feat is completed. Level 5 is infamous for its strange noises that can be heard like the ambient sounds of a party coming from what seems like a random location. People have reported that there is some presence watching them around every corner, as well as whispering noises coming from behind someone, or something tapping their shoulder when they're alone. Throughout Level 5 are three main areas that are listed below.

### The Main Hall:

   This area is the main section of Level 5 and is the most common area to discover. The walls are covered in mahogany-red and gold ornate wallpaper usually in a brick like pattern but can appear as wallpaper similar to Level 0. The floors can come in many variations, such as dark walnut wood, white marble, and detailed fancy red and gold carpets. The halls themselves are very furnished in the previously mentioned decorations, including bookshelves, cabinets, antique sofas, and much more. The walls of The Main Hall have antique candle holders on some of the walls, some of which are actually electric lamps and not candles which can produce a noise very similar to a florescent light. Most rooms in this area are empty, but some have fully furnished living quarters that can easily be inhabited. Doors in this area are labeled with gold placards with a room number which seem to be random. Many of these doors are locked, but some have miraculously unlocked over time. Some can even open and close randomly.

This area of Level 5 also holds many elevator shafts, which can have a variety of different styled elevators, inside the elevators there are many buttons that can lead to floors 1 to 382. Accessing floors 1-12 will lead to another part of Level 5 on the same floor, and not another floor. 13 or higher will result in death, because of this it is unknown what is above floor 12.

The Beverly Room:

    Also known as "The Eternal Ballroom", seems to be the main hub area in Level 5. The room itself is very spacious, with many doors on all sides. The amount seems to be random, and one Wanderer reported hundreds of doors on the walls, floor, and ceiling. The room only contains a small fanciful table in the center illuminated by a large chandelier. The contents of the table include many drinks and an unfinished game of Mahjong. Attempts at finishing the game were unsuccessful, as most have been affected by this object, feeling forced to stay away from it. The doors of this area will either lead to The Main Hall or The Boiler Room, with The Main Hall being the most common occurrence. Entrances to this room will be labeled with a small silver placard reading "The Beverly Room".

### The Boiler Rooms:

    This area of Level 5 is fairly large and is cluttered due to the mass amount of old machinery placed within. The area contains large vintage machinery as stated before, and large industrial piping littering the walls all intertwined, which causes the layout to be very claustrophobic much like Level 2. Exhaust valves line the pipes on the walls, as Almond Water seems to flow through the pipes. The pressure of the water seems to cause the pipes to leak.

The temperature of this area is fairly hot causing most surfaces to be dry. Steam fills the air as the machines run continuously. The rooms are filled with boilers, furnaces, and other machinery. The noises heard here are mostly loud machinery or Almond Water dripping from the pipes and although rare, faint whispering can be heard coming from the large smoking furnaces. Investigations of these whispers are ongoing. Maintenance elevators are present, but it is not advised to use them as they can often break.

*But enough of all that chatter, I'm sure you're bored out of your mind already. Why don't you come to my office? I'd like to have a chat with you. No need to go further here.*

## Properties

Despite the fact Level 5 is old, the level seems to be mostly clean with little dust and dirt lingering on surfaces. The level seems to have an effect to where it can clean itself, as unclean spots seem to be cleaned only a few minutes after they were made. The oddly clean and well-cared areas make Level 5 utterly unsettling, compared to other Levels close by.

## Entities

* Male and Female Deathmoths
* Hounds
* Woodlins
* Skin-Stealers
* Watchers
* Nguithr'xurh
* Growlers
* Deathrats
* Ants (The Boiler Rooms)
* Wrangler (The Boiler Rooms)
* Samantha

## Colonies/Outposts

### M.E.G. Outpost "House Keeping":

This Outpost is made to protect other Groups from Entities and to study Level 5 and will help guide Wanderers looking to move through the Boiler Rooms and usually assists groups like Homely Hotel with their service.

### Homely Hotel:

This Group has a running hotel service in Level 5 and is set in The Main Hall, with signs pointing to their base. This Group is open to new Wanderers to fill in their applications to stay and have an active food and room service to keep the Wanderers safe. This is their first base, with their second being in Level 11, and a third in Level 230.

The Originals:

The Originals are a group of people set up in one of The Beverly Rooms and is made up of people that had entered The Backrooms from the span of 1300 and 1940. They will only accept new members if they are from the previously mentioned time period. The Group mostly keeps to themselves, but will trade on occasion although they tend to stay away from large Factions. There are around 31 members, and some noteworthy members are fairly historical, such as the likes of:

* Amelia Earhart
* Dorothy Arnold
* John Jacob Astor IV
* Capt. Edward Smith
* And many more.

### The Lost Hall Society:

This was a group created by an unknown Entity species and the population is unknown, located in a wing of the level with libraries. It was rumored that they spend most of their time collecting, studying, and debating over historical and geographical information, as well as gathering data about the various levels of the Backrooms and had a reputation for their vast collection of tomes, maps, and other media containing a wealth of knowledge. They have high value to any wanderers in need of information on just about anything as their work is still here to this day.

## Entrances and Exits

### Entrances

* Finding and using an elevator on Level 3 or Level 4 can send you here.
* To enter, you can find an office-styled stairway in Level 4.
* Finding an unlocked damaged door in Level 19 will lead you to Level 5.
* Survive the 'Eroded State' in Level 126 to enter Level 5.
* Finding a wood hatch in Level 82 that has Hotel written on it or a door in the 'Entrance Hall' can rarely lead to Level 5.
* Some of the unlocked doors in Level 54 can lead to this Level.
* Houses in Level 10 may lead to Level 5.
* Some of the doors in Level 92 will lead to Level 5. The same can be done if you do not leave an apartment in 'Event 3'.
* Certain doors in Level 4.2 can lead to Level 5.

### Exits

* Get back on the elevator to re-enter Level 3.
* To exit, turn around and go the opposite direction on the stairs, to re-enter Level 4.
* Travel deep into darker The Boiler Rooms to get to Level 6. Although this is not advised due to the extreme heat.
* Taking a dark door can lead to Level 9.
* Finding an open door on the wall, floor, or ceiling that has a forest scenery will lead to Level 63.
* Enter a metal door found in The Main Hall to enter Level 98.
* If flickering lights occur in unison, then a wooden door will appear. Open it to transport yourself to Level 27.
* Playing an Arcade Cabinet in The Boiler Rooms will lead you to Level 40.
* Enter an airlock-like door within Level 5 via The Boiler Rooms to enter Level 78.
* A large wooden gate rarely found in The Beverly Room can lead to Level 84.
* A wing of the hotel secured by M.E.G. will lead to Level 171.

## Footnotes

Original page creators: 'Fandom user Discord13' and 'Stretchsterz'

Page creator: Arch2300

Level 4 : **Level 5** : Level 6