Level 6

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**Classification: 2**
**》Unsafe**
**》Secure**
**》Harmless Entities**
## Description

**Level 6**, more commonly known as the Hotel Of Creepiness, resembles a hotel with mono-yellow walls and is filled with lots of furniture and decoration. Smooth jazz can be heard on this level at all times, never becoming louder or quieter, and its source is unknown. This level has lots of rooms that all have different twists; one's furniture may be upside down, or even have low or high gravity, and sometimes are just completely empty. Although most of the rooms typically had a long bed, a few shelves, a cabinet, a singular window, etc; it is recommended *not* to attempt to explore other rooms, as they usually have entities inside of them ranging from Sileniks, Kidnappers, and sometimes even Lamps.

Upon entering this level; one will see a door behind them, which is locked and is made out of immortal steel, and a long hallway leading to the reception. The reception area of the level is patrolled by Receptionist; the entity is friendly unless provoked. The best way to pass the level is by having a small conversation with it, by using a paper and a pen to talk with each other, as the receptionist is muted. After the conversation is over, the receptionist will give you a key to your specifically numbered room, in which you can stay as long as you want. Though keep in mind that, if you try to just ignore the entity or walk past through without getting your key, Receptionist will become aggressive, until the victim is killed.

## Entities

As mentioned earlier, this level has quite a bit of entities, but they are pretty easy to dodge. The main entity of this level is Receptionist, which is friendly unless provoked. The other entities such as Lamps, Sileniks, and Kidnappers, usually stay inside of their rooms, though occasionally they can come out of them, and when they do come out of the rooms, it is recommended to just stay inside of *your* room, and try to make as little noise as possible.

Occasionally, Stalkers can be seen outside of the window inside of your room, and when that does happen, it is highly recommended to use a flashlight or anything that can produce light, and point it right at the entity; thus will make them disappear.

## Outposts

There's only one known outpost on this level, and it was made by a group of ALR members.

### ALR Householding

* This group consists of 53 people, they are willing to accept anyone who wants to keep this level safe and clean from entities.
* They only trade on rare occasions, and are completely friendly, despite it being the most armored ALR group; as they have various weapons ranging from knives to shotguns.
* They tend to sometimes clear the rooms which contain entities inside of them, their main goal is to kill every single entity on this level except the Receptionist, as at some point the entity even helped the group quite a bit, but then left.

## Discovery

The level was discovered by an anonymous member of the I.T.G.O.L community; it is unknown how they got to this level, but what is known, is that they first entered this level on 25.9.2012. Not much is known about the discovery of this level, other than the information listed above.

## Entrances & Exits

### Entrances

* You can either enter this level by finding an exit from Level 5 or you can try to break inside of someone's apartment in reality.

### Exits

* You can exit this level by asking Receptionist questions such as '' Where is the exit? '', '' Do you know where the exit out of this level may be located? '', upon doing that; the receptionist will guide you right to the exit; the exit's appearance is always different for everyone, so there's no confirmed way to explain the appearance of the exit. This method will lead you to Level 7.
* You can exit this level by trying to no-clip through the door at the start of the level; thus will lead you to Level 0.
* You can also exit level by trying to no-clip inside of a window; thus will lead you to Level 18.

<Level 5|Level 6|Level 7>