Enjoy your Stay is the eighth level of Switchback VR. It is the first level themed around The Devil in Me as part of the "Doomed Hotel" levels.
Before Level[]
| “ | That damn rollercoaster ride. I should never have suggested it. That thing has ended up taking you away from me... I was such a fool. I should be the one that's dead. It's all my fault! I should never have asked you to meet. I should have just stayed away. I'm so sorry... | ” |
The player is back on the flaming, overturned train and can look around as people scream in the background. A doll is now on the floor, and Charlotte's distorted voice plays from another voicemail, blaming herself for putting the player in this situation. The Curator appears in the middle of the train, standing with his back to the player then turning and briefly walking toward them, before disappearing as the voicemail finishes and the train continues to fall apart.
Layout[]
The player emerges on the track from an empty train station and onto a dark, foggy shoreline. The cart boards a ferry, which closes as a foghorn sounds in the distance. Mechanical zapping sounds can be heard and part of the ferry suddenly lights up to reveal Du'Met as the driver. A lightning strike illuminates several figures in the distance, and three Sherman animatronics with glowing, green eyes appear in front of the player before disappearing. The fog clears and the player rides off the ferry and onto an island as rain falls and lightning strikes from far away. The player begins ascending the island before quickly going around a steep mountain slope, with lightning causing rocks to tumble in front of the player and trees to fall, which must be dodged. As the cart reaches the top of the island, a grandiose hotel presents itself to the player.
The cart rides through the lobby and into the corridors, before entering a dark hallway lined with doors. Some of the doors open to reveal dark figures and moving objects within the red-lit rooms. After passing through the lounge, Belial laughs and her seal can be seen on the wall just as the player enters a dark room full of Sherman animatronics. The cart slows to a stop and the lights periodically flicker, revealing that the corpses are moving. The lights then go on to reveal one animatronic standing in front of the player, charging forward and attacking when its eyes light up. Two more animatronics attack from a nearby room before the cart proceeds into a large restaurant.
The player can shoot a Demon Crate as the cart loops around the room, with the piano slamming shut and the lamps at every table turning on to reveal animatronics sitting at all of them. Piano music plays as several of the animatronics turn to look at the player as they pass, with their eyes glowing green whenever they become active. The music stops when the player reaches one animatronic standing in the track, who attacks. The cart then slowly proceeds around the rest of the room, with several of the motionless animatronics becoming active and attacking and additional ones crawling from hatches on the floor. After passing all around the room, the player rides into a new hallway that leads them up and down through more lobbies, with one animatronic falling from a balcony above. The player reaches rooms full of Du'Met mannequins, and passes by an animatronic woman in a rocking chair before entering a hallway with glass panels on each side. As the player blinks, Sherman animatronics appear on the track and behind the glass, breaking through to attack the player. After killing them, the player proceeds and can choose to go left or right on the track.
- Going left, the player can shoot a Demon Crate before entering a bedroom, with loud footsteps precipitating two animatronics breaking through the mirrors to attack. More come from behind the broken mirrors and through the door. After killing them, the cart rides through a narrow hallway.
- Going right, the player goes through some unfinished rooms, and then through Du'Met's observation rooms, and must dodge some metal beams as they pass through. Belial's face can be seen on one of the monitors and she appears in the track, walking toward the player before disappearing. The lights go out, briefly going on to reveal Du'Met standing in the track with his arm outstretched before going off and on again. The player must dodge more beams as they return to the corridors.
Returning to the main track, the cart stops in a hallway and The Curator appears within a red mist. The floor and walls around the hotel slide open and shut, diverting the player away from where the track was headed and behind a fenced room, where an animatronic tied to a chair writes around before being impaled by a scythe trap. The fence opens up and the cart stops as Du'Met is shown working from a nearby interrogation room. There are mechanical sounds all around the player as they enter a hallway full of swinging scythes that periodically activate to deal damage to the player if they are underneath. The player must shoot the obstacles on the track and let the cart proceed when each scythe is not currently swinging. The player enters another lobby where an animatronic plays piano with a Demon Crate nearby, and goes past several bookshelves, with a loud screeching noise audible in the distance. After passing more animatronics the cart slowly enters an auditorium, with numerous animatronics sitting in chairs and observing as the two statues from the gardens spin on stage. Several of the animatronics twitch and turn to look at the player as they pass, with a cart stopping and a Demon Crate appearing just before numerous animatronics in the audience get up to attack the player, with some spitting acid that must be shot to be avoided.
After killing them, the player goes through two rooms with mannequins in them before reaching another auditorium, where classical music plays as rows of seated animatronics observe several more animatronics twisted into different positions on stage. The lights go on and off, with the animatronics on stage shifting each time, before finally the animatronics on stage and in the audience attack the player, with most of those on stage spitting acid and some going forward to attack. After killing all but three of the stage animatronics, the stage opens up to reveal a track through it and into the next few rooms, all of which contain wooden and metal beams for the player to dodge and swinging scythes for the player to avoid. The player can shoot a Demon Crate in the corner of a room with a pool table, with another animatronic falling from a balcony in the next room, before entering the Silver Ash Institute.
The cart stops next to an animatronic patient and surgeon, and the lights flicker periodically, first to reveal that the patient has been decapitated, then to reveal that the surgeon animatronic has moved closer to the player, and then to show the surgeon animatronic moving past the player and stabbing a Sherman animatronic on a table with its needle. It then turns to attack the player, with another attacking from the left and a third climbing out from a hole in the floor. The curtains in front of the cart open and more surgeon animatronics appear to attack before the cart proceeds into a burning room of the hospital with dolls on the left and headless mannequins on the right. The player can choose to go left or right on the track.
- Going left brings the player through rooms with burning debris on the floor and dolls standing nearby. The player can shoot a Demon Crate and distorted whispering can be heard before the cart stops in front of a doll, which plays a laughing sound as it hops toward the cart. It jumps onto the cart, and laughs when it is shot off, allowing the player to proceed into a section of the hospital full of blood, with vents in the ceiling opening up to unleash more blood into the room and two more Demon Crates nearby. The player passes by hundreds of full of dolls standing on tables and in the blood, some of which ask "Are you my mummy?" as a vent above the player releases dolls instead of blood. As the player passes by more chattering dolls, one climbs onto the cart to attack. The player enters a red-lit hallway and stops as a wave of blood enters from ahead, carrying several dolls with it. The dolls laugh and continue chattering as several attack the player. The cart speeds up through more blood-filled room as more dolls climb on before stopping in front of a giant doll head with human teeth that rises from below, repeating "Are you my mummy?" in a loud, deep voice. After shooting out one of its eyes, it jumps over the player and the cart proceeds, with a few more dolls attacking as the player exits the blood-filled rooms.
- Going right brings the player past a staircase where a soccer ball bounces down and through some rooms and hallways, stopping in the middle of a corridor with another hallway to the right. There is a masked mannequin holding its right arm in both hallways, and they begin moving toward the player whenever the player does not look at them. After killing both, the cart proceeds through a red-lit room with another arm-holding mannequin in another room before stopping in a long hallway with one on the left and one on the right, along with a third one being revealed when the doors in front of the cart open. After killing them, the player must kill five more in a large room with several entrances before proceeding.
Returning to the main track, the cart rides through a long hallway, passing an animatronic Sherman wriggling as it is strapped to a table, before stopping as several surgeon animatronics emerge to attack. After killing them, the player can see an animatronic in another room and must avoid more swinging scythes before entering a long hallway, where a surgeon animatronic can be seen dragging a Sherman animatronic into another room. After passing rows of lit torches, the cart stops and several Sherman animatronic, acid-spitting Sherman animatronics, and surgeon animatronics attack from the hallway and adjacent rooms. After killing them, the cart passes by several more in the hallway, which activate to attack. The player enters an overgrown red-lit hallway, where they are shown their score and enter a hospital room with flickering lights. At the end of the track, the lights come on to show Belial sitting in a wheelchair with her back to the player. She bends back to see them and screams before getting up and going into the darkness, reappearing to crawl across the track and grab onto the cart to screech again, now in her demonic form. She flies upward as the floor below the cart gives way and the player falls.
Trivia[]
- The options on this level's Journey So Far screen are:
- You saw/didn't see Dumet [sic] in the Dark room
- You saw/didn't see the intruder on [sic] the Hospital
- You shoot [sic]/didn't shoot the blocked vent
- You shoot [sic]/didn't shoot the furniture on top of the Stalker
- There are multiple mistakes in the options on this level's Journey So Far screen.
- This is the only level in which Belial does not speak.
- The bouncing ball down the stairs when going right on the second choice track is a common horror trope, popularized by the 1980 film The Changeling.
Gallery[]
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| Switchback | 1. Welcome to Inferno • 10. Frozen Hell |
|---|---|
| Haunted Shipwreck | 2. Maiden Voyage • 3. Into the Ship's Heart |
| Cursed Forest | 4. Abandon All Hope • 5. Burning Trials |
| Forsaken Ruins | 6. Ancient Temple • 7. Into the Abyss |
| Doomed Hotel | 8. Enjoy your Stay • 9. Panopticon |



