The Poolrooms - SpacePotatoee/MinecraftFoundFootage GitHub Wiki
Level 3, known informally as The Poolrooms, is an expansive and eerily sterile environment consisting of tiled corridors, vast water-filled chambers, and echoing atriums. Every surface—walls, ceilings, and floors—is covered in smooth, reflective pool tiles, lending the area an unsettling, hyper-clean aesthetic. Still water fills many rooms and hallways, with depth varying dramatically between zones.
A distinctive feature of this level is the inoperability of flashlights. This failure is not anomalous in nature; rather, the pervasive moisture within the environment—particularly the frequent splashing and immersion in water—causes flashlights and other electrical light sources to short circuit and become nonfunctional shortly after arrival. Some chambers feature skylight-like openings that simulate exposure to a dynamic sky, further contributing to the surreal ambiance of the level.
Visual capture of the Infinite Field and an exit structure in the distance.
Visual capture of the Infinite Field and an exit structure in the distance.
Access to Level 3 is achieved by noclipping through the floor of the maintenance corridors found in Level 2. Upon transition, subjects will fall approximately 85 vertical meters into a massive, water-filled chamber. Entry coordinates are typically near (16, 93, 16).
The exit is located in an even larger atrium containing a deep pool and a staircase structure that ascends to a platform. Reaching the top of this platform initiates transfer to the next level.
Level 3 is considered non-hostile. No entities have been observed within the Poolrooms, and the level poses no immediate threat under normal conditions. However, the water in this environment exhibits chemical reactivity that changes over time. Specifically, during dawn and dusk transitions—marked by visible changes in lighting—the water becomes mildly acidic, capable of inflicting injury upon contact. Outside these transition periods, the water remains inert and safe to traverse.
There is no known way to predict the precise moment these chemical changes occur beyond observing the day-night cycle progression.
Level 3 exhibits two primary categories of environmental phenomena:
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Ambience Events: At irregular intervals, the level produces various ambient water-related sounds. These include rhythmic dripping, distant splashing, and soft echoes of movement through fluid. While these sounds serve no direct mechanical purpose, they contribute significantly to the psychological atmosphere of the environment.
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Sunset Event: This event governs the level’s internal simulated time cycle, which mimics a 24-hour period. As the cycle progresses through dawn, midday, dusk, and midnight phases, the lighting and environmental tone gradually shift. Of note is the correlation between the dawn and dusk transitions and the onset of the acidic water state, creating a time-sensitive hazard. Once the simulated clock completes a full rotation, it resets and repeats indefinitely.