The Lukewarm Hotel

Calm and footsteps surround the environment. Your vision is blurred by waters at room temperature, warm and comforting to the touch. Time evaluates your stay, take advantage of it and wait for something behind you.

Elevators forward and backward, one will be, it will be difficult. Access guaranteed or harmful will be on a tightrope. The destination will feel calm, floating waters, damp rooms. Just keep your guard up.




[STARTING TRANSMISSION]

Explorer Martin went to inspect Level 33 in an attempt to find something relevant to report; there, he found a somewhat peculiar area.


Martin Yurn: Uhh… Base Beta, I think I found something interesting.

Base Beta: Could you tell us about what you saw?

Martin Yurn: Well, I actually found a kind of wooden door with the VIP label on it. And on the sides there are signs with rules that are usually found in public pools, I think.

Base Beta: That sounds a bit odd, nothing like this has ever been found during Level 33 documentation.

Martin Yurn: I'll go into that case to explore. You know me very well, I always like to be ahead of everything.

Base Beta: Okay, Explorer Martin, but be careful. You know that dangers can be behind any door.

Martin Yurn: Don't worry… oh, wow. Behind the door there is nothing but a simple, well-kept room with exactly… nine elevators and on either side of the last one there are two waiting chairs, which makes four in total.

Base Beta: Wow, that's very new at Level 33, nothing like this has ever been reported before.

Martin Yurn: I'm going to go into some of these, I don't know exactly if they all work or just some.

Base Beta: Ok, we'll wait for you until further notice.

[APPROXIMATELY 2 HOURS AND 45 MINUTES PASSED.]

Martin Yurn: Haha, yes! Finally, damn it!

Base Beta: What happened and why did you take so long?

Martin Yurn: I went into the first elevators but they weren't working, I kept trying others and in one in particular I got stuck for about an hour and a half… then after leaving I kept using other elevators and one finally worked…

Base Beta: Wow, that must have been tedious, honestly.

Martin Yurn: I don't know if it was the last or second to last elevator, but the important thing is that one finally worked. I think I'm going down now.

Base Beta: But wait, why didn't you ask us for help when you got stuck?

Martin Yurn: I have the necessary equipment, I can manage on my own, don't worry.

Base Beta: [A LOW SIGH IS HEARD OVER THE SPEAKER.]

Martin Yurn: Please be thankful that I muted my microphone while using the elevators, I don't think they would have wanted to hear my sounds of frustration while I was trapped.

Base Beta: [HE REMAINS SILENT.]

Martin Yurn: [HE REMAINS SILENT TOO.]

[APPROXIMATELY 12 MINUTES PASSED.]

Base Beta: Martin? Are you there?

Martin Yurn: Yeah, I don't know how long this takes and I don't see any signs of- [ELEVATOR STOPS AND BELL RINGS.] nevermind, it finish.

Base Beta: Oh, great. So, can you describe the environment, please?

Martin Yurn: Sure… right now it feels like I'm inside a luxury hotel, more specifically in the reception or lobby… plus I can clearly hear music that sounds like it's from a shopping mall or something like that.

Base Beta: That's pretty new within Level 33, maybe it's some kind of sublevel or something. I'll keep a note of that.

Martin Yurn: Can be a zone or section too, right?

Base Beta: Maybe, but the differences are biggest. I think, this can't be even a sublevel. Go ahead.

W.I.P.


[FINALIZED TRANSMISSION]





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SURVIVAL DIFFICULTY:

Class 0

  • Safe and Secure
  • Undocumented Exit
  • {$three}

Initial thoughts on Level 233 were that it might be a sublevel of Level 33, but the fact that there are other connections beyond its discovery level makes the possible anomalous entrance simply another access point.

All images appearing in the final documentation were originally taken by Martin Yurn during the exploration of the level and along with the transmission attached above.

General Information


The hotel currently has 6 documented zones in total; each one represents a luxurious and well-kept hotel style, with modern presentations, clean decorations, and, in general, a service that is very nice to look at. It should be noted that each zone of the level has its own properties that stand out from each other and do not seem to repeat themselves. Destabilizing the progress or original flow of the property system in which the place is maintained will cause negative or lethal effects on the individual for no apparent reason. For this reason, one must be skeptical of any anomalous property in the zone and pay no attention to it.

The full registration was achieved with the help of a group of 6 members who are originally friends. And exactly 200 MEG members were sent due to the report of a non-existent exit, so Level 233 will be a dead end for the time being. No more teams will be sent until a possible exit is found.


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Photo of the main lobby on Level 233, taken upon recent arrival at the site. Upon return, the elevators stopped working and the possible return to Level 33 was cancelled.

The Lobby

The lobby is the first area of ​​Level 233 and the main meeting place for all wanderers. At first glance, it is a combination of modern and small hotel entrances. It has various decorations such as lamps, flower vases, posters, rules signs, special equipment, blank documents, room keys, paintings and clothes hangers. In other views, there are also some simple furniture such as armchairs, sofas, tables and carpets. In size, it often varies, as there are sections that seem to have been cut out and others expanded like a library. It is not known exactly what the original structure of the lobby of Level 233 would have been, although this phenomenon also causes openings that often lead to completely empty rooms or rooms containing boxes with no available content. They usually appear with or without doors at their entrance.1

The reception area in the initial area of ​​Level 233 contains drawers that simply contain scissors, small clay sculptures depicting normal people in the Frontrooms, pencils, erasers, colored pencils, dirty sheets of paper, and also torn notebooks. The few relevant items in this section are some notes that contain poems about the calm and tranquility of Level 233, sometimes indirectly mentioning Level 37 and also Level 353. Some of these notes are also often found in the empty rooms that appear by chance when the size of the lobby is extended, but this probability is very low and almost never happens. In addition, there are notes with some rhymes that ask for help or talk about a supposed "catastrophe." The origin of who wrote these notes is currently unknown. Theories relate all these aids to the abandonment of the coastal town that exists on Level 233.2

The main exit door in the lobby is nothing more than a simple hoax, as there is no way to open it, and attempts to destroy it have failed. Also, the exterior shown through the glass doors appears to be a nearly empty parking lot with exactly 3 cars. A thick fog is usually seen in the distance or near, although it depends on the time, as this wall usually condenses much closer to 9:00 p.m. and begins to fade slightly around 8:00 a.m.. It should be noted that time on Level 233 is stable, so the clocks work correctly, but it is completely unknown if it is exactly aligned with the original time of the Frontrooms. But it is theorized that it may be time-specific to the level. Finally, there are doors that change their location constantly; some may appear on the ceiling or floor, but they simply reveal a brick wall, and the same goes for the elevators. When you first arrive at Level 233, there will be a double set of doors on the left side that will redirect to the hallways.

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Photo of the hallways on Level 233, taken approximately at the exit of the lobby. In the initial sectors, there are usually no doors or redirections to other places, unless you go forward.

Modern Hallways

After passing through the lobby doors, the most frequent area will be the modern hallways. Public pool-style sections that can stretch for miles and can only be reached quickly by car, as walking can take hours and in extreme cases months. The approximate width of these hallways can be measured with just two cars, so the total number can be 4 or 5 and a half meters wide. While the height can be 1 and a half meters, almost 2 meters, but in some areas there are usually rises, making the ceiling a little higher, reaching 2 meters. The floors are made of smooth and flat tiles with some red and white lines, while the walls are a light blue color with medium-sized orange rectangles. The ceiling is made of smooth quartz with LED and fluorescent lights that usually emit a hum at ambient frequency. Although in somewhat neglected sections they are louder, making your ears hurt.

Inside the hallways, you can easily notice the particular feature of this section, as there are no corners; all directions that the hallways take will always have a curved wall similar to train tunnels. This curvature in the walls also applies to forks, crossroads and intersections. It is known that it is very easy to get lost in these hallways of Level 233, as the paths change direction approximately every 5 minutes, and seeing the sudden change of direction in the hallways is not possible unless you blink. Also, from the first turn in the hallways, you will notice that from that starting point there will begin to be doors leading to rooms, similar to those of modern hotels or motels in the Frontrooms. Some of them are directly copied from real hotel rooms, although minimally you can see some imperfections that reveal their perfect structuralism to the original.

Upon investigation, there is no evidence that the hallways on Level 233 have non-Euclidean or non-linear properties, and in fact, it could be considered the second-safest area of ​​the level, followed by the lobby in first place. But there is one phenomenon that completely overshadows this possibility, and that is that from time to time, small tremors can occur from a still unknown location.6 These tremors, although small, cause damage that could injure some wanderers. If one of these tremors occurs, it can cause decorations hanging on the walls of the hallways to fall, a wall to crack to the point of breaking, or even an entire path in a section to be left without light or the main light bulb to break, which later causes high-voltage wiring to be exposed at a height to electrocute any unsuspecting wanderer.7 Aside from this, there were also reports of pieces of ceiling falling in the distance, but never near the people walking through those parts of the hallways.

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Photo of the restaurant above the water on Level 233, taken in a spacious area for better observation. At the time, the supplies at the place were zero and appeared later.

Restaurant of Waters

It may be difficult, but if you walk around and investigate hard enough, you may find a set of double, unbreakable glass doors, with a sign above them reading "Restaurant of Waters." Going through the doors will lead to a large, aquarium-style section of the restaurant. The hallways are similar in size to modern hallways, just looking like they have been flattened slightly. The center of the hallways is drained and then filled with large amounts of crystal clear water, about 5 feet deep, waist deep, though at the intersections of these hallways the water depth is often neck deep. There are drawings of waves and corals in the background with occasional fishess on all the walls; most of the time the ceiling is made of light blue concrete, though in the sections where there is a set of rooms, the ceiling opens up a bit higher and is made of wood. The only way to get around the entire restaurant is through the edges of the hallway, which are made for walking, and in some places there are safety railings.

In areas where the restaurant structure is usually extended a little more, there is direct access to small rooms that have comfortable furniture such as armchairs, tables, floor lamps, bookcases, rugs, shelves, flower vases, windows8, and trash cans. They are generally designed to accommodate customers of any age, as small areas have also been found that represent children's playgrounds with safety in case of accidents. Wooden bridges are another method of passage through the narrow paths, but they appear and disappear in simple blinks without having a fixed place. Paintings of all kinds are found on the walls of the paths; some provoke happiness or sadness, but most of the time they provoke surprise and laughter in the wanderers, making the walk through the area not so monotonous. On the other hand, in the center of the area, there is a moderately large kitchen, where the daily and necessary supplies are collected.

Warming Pools - W.I.P.

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Photo taken from currently deserted sales areas on Level 233, specifically in a hallway on the third and top floors, the way down to the previous floors is by common stairs.

The Storesness - W.I.P.

Bases, Outposts and Communities

M.E.G. Outpost - “People of Lukewarm”

This group is made up of 200 members, with 50 of them reserved in their original positions of scouts, scientists, organizers, and weapons. They are open to trading any supplies needed or useful for a mission or review. Currently located in the lobby of Level 233, they allow any wanderer who accidentally arrives to stay in a hotel room with the necessary amenities. They are also willing to help in any emergency or occasion of structural instability. Lastly, they are open to receiving new members and helping with in-depth documentation of the level.

Community - “The Children of Amphitrite”

THE OUTSIDE

Walking through the large modern hallways of the hotel, one can come across one in particular. This route is somewhat difficult to find, but you can find it once you see a hallway heading north that contains no doors but rather shells of all kinds and disordered pillars. The typical rectangular ornaments disappear completely and are replaced with a crack of wet concrete that rarely opens completely. It extends approximately up to 100 km, although on rare occasions it can extend up to 150 km or 200 km. When the existence of this hallway was discovered, the explorer Lerny Dion reported it along with 4 other members, so later a group of 24 members was organized with necessary supplies to be sent to document and collect as much information as possible from the far sectors of Level 233. Below is everything discovered.



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Abandoned Town

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Photo taken by one of the members of the group of the foggy coast from Level 233, it is located in any direction of the town that does not include the entrance that returns to the hotel.

Foggy Coast

If you investigate the areas further away from the village, you can reach the fiery coast of Level 233. It is considered a danger due to its scheduled tide rise. After some rather extensive and complex observations, starting at 12:00 a.m. the tide will rise to 15 or 20 meters, it will last approximately 9 hours (it would be 9:00 p.m. at that time), and then the tide will go back down until it is 12:00 a.m. again.9 The coast is characterized by having a thick fog as blue as the night sky, although it will generally be seen with a slight glow as if it wanted to dawn, but it never does. The stars in this area disappear completely, and the moon does the same. On the sandy ground you can find some small puddles or puddles of a size similar to rivers; the sand generally looks very wet by the water, although strangely there are areas where it is completely dry for no apparent reason.



Entrances and Exits

Entrances

Until its recent discovery and exploration, the only identified entrance to Level 233 is through an elevator room. This particular structure has only been found and exists within Level 33; it is accessed through a wooden door labeled "VIP" and signs with rules on either side of it.

After this, trying to find an alternative entrance to Level 233 has become a very difficult task and may end up without any answers. Some wanderers who entered the level unexpectedly reported having arrived through a luxurious or modern area on Level 37, although there were also reports that some others entered by sailing through the waters of Level 7. Still, these entries are merely speculation and are open to extensive discussions or theories.

Short investigations are still being conducted to find out if there are any more entrances besides the recently discovered one on Level 33. The probability of finding this entrance is 40% or less, and finding the correct elevator is more difficult as the operation changes from one to another every 5 minutes.

Exits

There is currently no confirmed exit and attempts to use a No-clip to escape simply do not work. It is theorized that the structural instability of the place is enough to prevent escape, and once you enter via the elevator on Level 33, it stops working when you reach Level 233, making it impossible to return via the same route and trying to force this return via the outside of the elevator dangerous due to its exposed electrical system.

Still, if you do find a possible entrance to Level 233, you are advised not to enter under any circumstances and to stay away. Anyone who ends up in the hotel is considered trapped for an indefinite period of time.10


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Info

Original author of Level 233 is AbaddonFmLAbaddonFmL.
Rewrite of this level written by Error012Error012.
Deep Sea Theme was originally made by ReyDayReyDay.

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