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Chapter 9: The Labyrinth Hotel

CHAPTER 9: THE LABYRINTH HOTEL

[March 25, 2100 | 5:45 PM | Second Floor, Throne Chamber]

The air in the throne chamber buzzed with energy as Sue activated the immersive floor design interface within her HUD. The crimson glow of the dungeon core reflected off the polished obsidian walls, casting a dramatic light over the room. Pip hovered beside her, his wings fluttering with excitement.

Sue swiped through the interface, and the holographic blueprint of the second floor unfolded before her. "This isn’t just a dungeon," she said with a smirk. "This is my city."

The grid began to fill as Sue sculpted her vision. Wide neon-lit roads stretched across the floor, forming a carefully interconnected network. She placed glowing intersections and loops to ensure the flow felt natural yet deceptive—a maze that would disorient Hunters while presenting the illusion of simplicity.

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THE DISTRICTS

Sue divided the city into four vibrant districts, each reflecting a sub-theme of her Neon Cityscape.

Cyber Metropolis: The heart of the city, this district featured towering high-tech skyscrapers with sleek, reflective surfaces that mirrored the glow of the environment. The tallest building, the Central Spire, housed the dungeon core deep within its highest floor, hidden from sight to ensure its protection. Billboards projected vivid holographic advertisements, casting a kaleidoscope of colors onto the streets below.

Synthwave Suburbia: To the northwest, cozy homes with retro-futuristic designs lined neatly arranged streets. Parks filled with glowing flora dotted the area, creating pockets of tranquility. Soft ambient synthwave music emanated from concealed speakers, adding an immersive layer of nostalgia and comfort.

Luminous Farms: On the western edge of the city, Sue set up a thriving agricultural hub. Tanks for aquaculture shimmered with bioluminescent fish, while pens for livestock glowed faintly, blending utility with aesthetics. Neon crop fields stretched outward, their vibrant hues shifting gently under the artificial sunlight of her Shifting Seasons enhancement.

Industrial Sprawl: To the south, Sue designed a gleaming industrial district, where advanced factories and workshops powered the city’s operations. Conveyors carrying glowing materials crisscrossed the area, while towering chimneys emitted soft streams of harmless neon vapor. The hum of machinery blended with the ambiance, reinforcing the theme of technological progress.

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SUE'S MANSION

In the heart of Synthwave Suburbia, Sue marked a sprawling mansion as her personal residence. The glowing estate featured expansive balconies, a private garden filled with luminous plants, and an elevated observation deck offering an unbroken view of the city below and the towering Central Spire, where the dungeon core was securely hidden.

"When I’m here," Sue remarked, "this place will remind me why I built it."

Pip flitted around the holographic blueprint, his wings creating faint currents in the air. "This is a dungeon? It looks more like a kingdom. You’re not just making a challenge, Sue. You’re making history."

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FINAL TOUCHES

Sue added a final layer of environmental details:

* Dynamic Neon Lighting: Pulsing lights lined the roads and buildings, shifting in intensity and color to create a sense of motion and life.

* Interactive Billboards: Displaying cryptic messages and subtle taunts, the signs would mislead and unnerve any intruders.

* Elevated Walkways: Connecting various buildings, these paths added vertical complexity, giving the city a truly sprawling feel.

The blueprint shimmered as Sue confirmed her selections. Her HUD prompted: [Floor Design Complete. Save and Initialize?]

She pressed Yes, and the transformation began. The chamber filled with cascading light as the city materialized around her. Roads came to life, glowing softly underfoot, while the Central Spire rose high into the air, crowned by the pulsing crimson of the dungeon core. The distant hum of the enhancements created an atmosphere that felt both vibrant and ominous.

[Would you like to rename this floor?]

Sue’s HUD blinked with the system prompt. She raised an eyebrow, considering for a moment before replying, "Yes." A new text field appeared in her interface, awaiting her input.

Sue thought for a moment, then typed: Neon Haven. The system displayed a confirmation message: [Floor Name Updated: Neon Haven]

Pip spun in excitement. "Neon Haven—it fits perfectly! Even though it looks like Earth cities, but more advanced looking."

Sue smirked, but her eyes narrowed slightly as she looked at him. "How do you know what Earth cities look like?"

Pip fluttered a little higher, his expression brightening. "Those that come back from dungeon outbreaks or Dungeon Masters who’ve defeated Hunters tell the people of Vhalrith what they can. And, well, magic helps bring their stories to life so we can see what they’re talking about. It’s like watching their memories. Pretty cool, right?"

Sue tilted her head thoughtfully, the corners of her lips twitching upward. "I see. Makes sense. That’s an interesting way to pass the knowledge around."

Pip looked around, taking in the vibrant neon-lit cityscape now fully realized. "The next step," he began, "is to create a portal—a magical doorway that Hunters can step through to move between floors after they’ve defeated that floor. It’s a key feature of every dungeon, and it helps maintain the flow between challenges.""

Sue raised an eyebrow. "Do I have to create it on this floor, or can I put it somewhere else so the portal matches the aesthetic of the floor it’s on?"

Pip grinned, wings fluttering. "You can do it however you want—you’re the Dungeon Master. The portal’s appearance will naturally adapt to fit the theme of the floor it’s placed on."

Sue considered for a moment, her gaze sweeping over the glowing streets of Neon Haven. "In that case," she said, "I want the portal to match the floors it connects. Let’s go to the first floor—it’s unmade, so I can design the portal to complement it when I create that floor’s theme."

Without hesitation, Sue reached out and grabbed Pip’s hand. The small guide yelped in surprise as her HUD flickered, activating the teleportation sequence. Light swirled around them, and in an instant, the unmade first floor materialized around them.

The room was stark and featureless, its white expanse stretching endlessly in every direction. The contrast from the vibrant Neon Haven was striking. The only element of note was the faint hum of energy emanating from the dormant floor, a reminder of its untapped potential.

Pip floated beside Sue, his wings twitching nervously as he took in the blank canvas. "This is... minimal," he commented. "Kind of eerie without anything here."

Sue’s eyes scanned the empty space. "It’s unmade," she said simply. "But that just means it’s ready for whatever comes next. This will be the first thing Hunters see when they step into my dungeon. The entire floor is a statement," she said, her voice calm but filled with determination. "When Hunters step into this blank expanse, they’ll realize they’re at the beginning of something they can’t fully comprehend yet."

Pip nodded, his excitement returning. "Whatever you design, I’m sure it’ll set the perfect tone for the challenge ahead."

Sue opened her dungeon HUD, her fingers flicking through the familiar interface. She had an idea for what she wanted the first floor to become, but doubts lingered. Could the system support her vision? The unmade floor before her was a blank slate, but her mind raced with memories of all the dungeons she had raided back when she was just an F-rank Hunter.

She thought of the sprawling labyrinths designed to confuse, the towering ruins hiding devastating traps, and the sprawling underground forests teeming with hidden dangers. Each dungeon had left an impression, and now, with the roles reversed, she found herself standing on the other side, wondering how to make her dungeon unique.

Her HUD flickered as she selected Dungeon Customization from the menu. A window popped up, overlaying the empty chamber, displaying the current state of the floor.

[Dungeon Customization]

[Current Essence Balance: 411]

Sue’s HUD displayed two options for customization:

1. First Floor – Unmade

2. Second Floor – Neon Haven

Sue didn’t hesitate. She selected First Floor – Unmade, and the system responded immediately, bringing up a new prompt:

[Select Dungeon Theme]

A list of ten themes appeared, each with a brief description and cost:

1. Glacial Abyss – 100 Essence (A frozen expanse with icy traps and frost-resistant creatures.)

2. Verdant Overgrowth – 100 Essence (A dense jungle environment with poison flora and stealthy predators.)

3. Infernal Depths – 100 Essence (A fire-filled domain with lava flows and flame-immune monsters.)

4. Ethereal Sanctum – 120 Essence (A glowing celestial realm with radiant guardians and light-based defenses.)

5. Shadow Maze – 110 Essence (Dark, winding corridors with illusions and ambush traps.)

6. Clockwork Dominion – 130 Essence (A mechanical realm filled with gears, automatons, and energy traps.)

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7. Abyssal Caverns – 120 Essence (Underwater chambers teeming with bioluminescent creatures and water hazards.)

8. Arcane Nexus – 140 Essence (A magical landscape with arcane traps and spellcasting enemies.)

9. Starlit Mirage – 110 Essence (A surreal, dream-like space with shifting pathways and psychic challenges.)

10. Custom Theme – 50 Essence (Design your own theme piece by piece. Base cost; traps and minions sold separately.)

Sue scanned the list, her eyes lingering on the Custom Theme option. With a decisive tap, she selected it. Another window appeared in her HUD:

[Custom Theme Options - Select Core Aesthetic]

The system displayed ten options, each costing 50 Essence:

1. Futuristic Hotel – A sleek, high-tech design featuring glowing hallways, automated service droids, and luxurious yet eerie ambiance.

2. Crystal Caverns – A dazzling network of tunnels with reflective walls and glowing crystal formations.

3. Twilight Garden – An ethereal forest bathed in perpetual twilight, with luminescent plants and shadowy paths.

4. Lunar Base – A desolate, moon-like environment with low gravity and metallic structures.

5. Ancient Ruins – A crumbling, overgrown temple with traps hidden beneath the surface.

6. Undersea Realm – A submerged floor with shimmering aquatic life, moving currents, and air pockets.

7. Sky Fortress – A floating network of platforms and bridges with gusting winds and open skies.

8. Infernal Wastes – A smoldering wasteland with molten rock, flickering flames, and oppressive heat.

9. Dreamscape – A surreal and ever-shifting floor, filled with impossible geometries and unpredictable hazards.

Sue’s HUD prompted: [Select Core Aesthetic]

Without hesitation, Sue selected Futuristic Hotel, and her HUD immediately updated with a new prompt:

[Theme Selected: Futuristic Hotel]

[Essence Spent: 50]

[Remaining Essence Balance: 361]

Another window materialized in her HUD:

[Futuristic Hotel Enhancements]

Sue’s HUD updated once again, presenting a list of environmental effects she could choose from to bring the Futuristic Hotel to life. Each option had a brief description and a price ranging from 1 to 10 Essence:

1. Neon Labyrinth – 10 Essence (A twisting maze with glowing walls and shifting pathways.)

2. Holographic Guests – 8 Essence (Lifelike projections that wander the lobby and interact with Hunters, adding to the illusion of safety.)

3. Ambient AI Voice – 5 Essence (A calming, omnipresent voice providing updates and directions, heightening the immersive hotel experience.)

4. Luxury Pool Area – 7 Essence (An infinity pool with glowing water, steam effects, and relaxing ambiance.)

5. Chandelier Lights – 4 Essence (Grand chandeliers that pulse gently with energy, illuminating the space in elegant waves.)

6. Functional Elevators – 3 Essence (Fully operational elevators to transport Hunters to their assigned rooms seamlessly.)

7. Artificial Skyline – 10 Essence (A holographic backdrop that gives the illusion of a vast cityscape beyond the walls.)

8. Room Key Hints – 3 Essence (Cryptic clues embedded in the key cards, adding an extra layer of challenge.)

9. Lounge Music System – 2 Essence (A soft, jazzy soundtrack that adds to the sense of luxury and relaxation.)

10. Robotic Bellhops – 5 Essence (Small, automated robots designed to escort Hunters to their rooms while subtly observing their behavior.)

Sue scanned the options, her mind already forming ideas about how to tie these effects into the overall experience of the dungeon floor. She began making her selections, each confirmed by a prompt:

[Neon Labyrinth Selected]

[Essence Spent: 10]

[Remaining Essence Balance: 351]

[Ambient AI Voice Selected]

[Essence Spent: 5]

[Remaining Essence Balance: 346]

[Chandelier Lights Selected]

[Essence Spent: 4]

[Remaining Essence Balance: 342]

[Functional Elevators Selected]

[Essence Spent: 3]

[Remaining Essence Balance: 339]

[Lounge Music System Selected]

[Essence Spent: 2]

[Remaining Essence Balance: 337]

Pip hovered beside her, his wings fluttering. He tilted his head as Sue described the environmental effects she was selecting. "I recognize the labyrinth," he said thoughtfully, "but jazzy music and chandeliers? What’s with the elevators? None of this sounds like it belongs in a dungeon."

Sue smirked, enjoying his reaction. "That’s the whole point, Pip. It’s not supposed to feel like a dungeon—at least, not at first. Hunters will think they’ve stepped into a luxurious hotel. By the time they realize it’s a trap, they’ll already be neck-deep in it."

Sue smirked, clearly enjoying his bafflement. "That’s the whole point, Pip. It’s not supposed to feel like a dungeon—at least, not at first. Hunters will think they’ve stepped into a luxurious, hotel. By the time they realize it’s a trap, they’ll already be neck-deep in it."

Pip tilted his head, his wings twitching thoughtfully. "You really do play the long game. That false sense of security is going to mess with their heads. The labyrinth, though—that’s classic. They’ll know they’re in trouble once they hit that part."

Sue nodded, satisfied with her selections. "Exactly. This floor will keep them guessing at every turn. Let’s see how they handle it."

A new prompt appeared:

[Select Sub-Theme for Futuristic Hotel]

The system offered five distinct options to expand the hotel's immersive experience:

1. Restaurant – 5 Essence (A sleek dining area with automated chefs and a glowing ambiance, offering an array of dishes that seem too good to be true.)

2. Bar – 4 Essence (A lively bar with glowing drinks and holographic bartenders serving up conversations as well as refreshments.)

3. Casino – 7 Essence (A bustling area with roulette tables, card games, and slot machines emitting cheerful jingles.)

4. Spa – 6 Essence (A tranquil space with glowing massage beds, bubbling hot tubs, and artificial waterfalls.)

5. Shop – 3 Essence (A boutique offering innocuous-looking supplies, giving Hunters the illusion of preparation.)

Sue immediately selected all five sub-themes, each confirmed by a notification:

[Restaurant Selected]

[Essence Spent: 5]

[Remaining Essence Balance: 332]

[Bar Selected]

[Essence Spent: 4]

[Remaining Essence Balance: 328]

[Casino Selected]

[Essence Spent: 7]

[Remaining Essence Balance: 321]

[Spa Selected]

[Essence Spent: 6]

[Remaining Essence Balance: 315]

[Shop Selected]

[Essence Spent: 3]

[Remaining Essence Balance: 312]

Pip raised an eyebrow as the new features appeared in the blueprint. "You’re not just making a dungeon; you’re making a vacation destination."

Sue laughed. "Let them think that. The more relaxed they are, the harder it’ll hit when reality sets in."

A new prompt appeared:

[Do you want to Design Floor? Y/N]

Sue’s finger hovered over the confirmation, and with a confident tap, she selected Yes. The blank slate of the first floor seemed to shift around her as the HUD expanded to display the full customization interface. The system hummed with anticipation, reflecting her vision back to her.

The white void began to morph under Sue’s guidance as the system implemented her vision in real time. Walls emerged into a gleaming, pristine facade, sleek lines tracing their way up to an impossible ceiling. The transformation reflected her control, the design taking shape with each deliberate adjustment. Massive, arched windows, though artificial, projected vistas of endless clouds, as if the hotel floated above the world itself. The floor shone with a reflective polish, capturing the light and magnifying the illusion of endless space.

"Imagine this," Sue said, narrating her vision for Pip, who hovered curiously beside her. "Hunters walk in expecting danger, but instead, they find luxury. A grand lobby with automated service bots greeting them, offering refreshments, and making them feel at ease, like they’ve entered a royal inn with the highest possible rating."

Pip tilted his head, his wings twitching. "Automated service bots? Attendants? Are they enchanted? What kind of magic even does that?"

Sue laughed softly. "Not exactly. Automated service bots are like attendants, except they’re mechanical and follow programmed instructions. Think of them as helpers, but built to never tire or disobey. It’ll add to the illusion of safety and luxury, making the Hunters feel completely at ease."

Pip scratched his chin. "A royal inn as a dungeon entrance... It’s clever. They’ll never see what’s coming."

The central lobby began to materialize under Sue’s guidance. Polished floors gleamed under warm light, luxurious seating arranged near grand fountains seemed to invite relaxation, and an ambiance fit for royalty emerged. Attendants, appearing lifelike but automated, stood motionless near the glowing reception desk, awaiting activation. Everything in the design worked in harmony, creating the illusion of a modern sanctuary."

"And just beyond the facade of safety," Sue continued, "the real challenge begins. The elevators will act as portals, leading Hunters to the labyrinth," she said, gesturing at the shining elevator doors now materializing in the lobby. "These elevators will only activate when someone has a room key. Once they reach the labyrinth, they'll have to earn their way out."

Sue added more detail to the system. The elevators displayed only two buttons: 1. Lobby and 2. Rooms. The buttons, seamlessly integrated into the sleek design, complemented the illusion of a high-class hotel. Sue ensured the mechanics aligned with her vision—room keys as the gateway to the labyrinth—making the transition from safety to challenge subtle yet immersive. Hunters would need to retrieve their room keys to access the second-floor rooms. The labyrinth would be hidden within the room keys themselves, which would transport them directly into the maze when used to open a door.

"The labyrinth takes over once they use their room keys," Sue explained to Pip. "But when they beat the labyrinth, the elevators will update, unlocking a new button: 3. Neon Haven. That’s where the real second-floor dungeon begins. The trick is, once they’re back in the rooms, those floors become an actual hotel. They’ll be able to book a room and rest if they’ve earned it."

Pip’s wings twitched as she described the seamless transition. "You’re blending illusion and challenge so perfectly. By the time they realize it’s a dungeon, it’ll be too late."

Sue smirked, her fingers dancing over the controls. "They’ll step out of this supposed haven into something they can’t escape."

The labyrinth began to take form—a twisting network of glowing corridors hidden beyond the facade of the rooms. The walls shimmered with an unsettling, faint light, casting eerie shadows that seemed to move on their own. The air carried an electric hum, punctuated by the occasional echo of footsteps that weren’t really there, creating an atmosphere of constant unease. Each turn felt disorienting, with shifting paths and hidden passageways ensuring no two ventures would feel the same. It was designed to disorient with shifting walls, echoing footsteps, and an unsettling hum. Sue ensured no two passages felt alike. Each key card, once used to access a room, would pull the occupant into the labyrinth seamlessly, disguising the transition until it was too late. Once Hunters emerged victorious, the rooms would revert to their true purpose: a luxurious retreat within the dungeon.

Sue took a step back, surveying the design as it finalized in the HUD. The stark, unmade void had transformed into a masterpiece of deception and danger. Her HUD displayed the final prompt: [Floor Design Complete. Save and Initialize?]

With a final tap, she confirmed. The room pulsed with light, and the transformation solidified around her. The grand lobby shimmered into existence, its elegance almost overwhelming. The corridors stretched into unseen corners, their ominous glow beckoning those who dared to enter.

Pip floated in silence for a moment, then gave a low whistle. "Nelye, you’ve really outdone yourself this time. This is... beyond anything I’ve seen."

Sue allowed herself a small, satisfied smile. "This is just the beginning," she said, her thoughts already shifting to the labyrinth and how the Hunters would react. "They’ll think they’re in control until they realize every step was part of my design."

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