![]() It is the absolute rarest possibility out of the four that one may encounter. Once it covers the entire passage, it will stop at where the vent bar that opened up to the passage was, sealing it completely and making it inaccessible. As soon as one begins to approach the wall at the end of the passage, it will begin to smoothly slide towards the wanderer, crushing them completely against another wall if they are not fast enough to crawl out of the passage completely. A trap that disguises itself as a dead end.One can encounter this form of the room approximately a tenth of the time. This is the rarest form of the room that one may encounter. A completely empty room with nothing in it whatsoever.One can encounter this form of the room approximately a third of the time. These supplies include Almond Water, Cashew Water, and, extremely rarely, Level Keys. A small box, with a good amount of supplies in it.One can encounter this form of the room approximately half the time. A single table with one bottle of Almond Water on it, waiting for whoever picks it up.What these rooms contain is always one of the following three possibilities: However, if there isn't a fan, it is recommended to exit the room as quickly as possible. These rooms usually contain one fan with which one can shield themselves from the entity in this level in case it corners them in the room. The walls in it are made out of the metal panels of a color similar to that of the walls in the ventilation system, with the floor being made out of an extremely elegant, hard, and white marble. A usually almost empty, large, grey chamber.Based of off research made by the M.E.G., it is also the most common possibility one may encounter at the end of a passage. ![]() It also may be a trap, as another possibility one may encounter at the end of a passage disguises itself as a dead end. While this may seem normal, there are times where it may be dangerous, as the entity in this level may corner one while they are at a dead end in a passage. There are four possibilities that one may encounter: Any direction in these passages always has an end to it. However, they can sometimes have more than one direction to go through. These passages are usually unidirectional. These passages do not take take long to crawl through, with the average time taken to go through a passage (or from the junction in a passage to one of the ends) being four and a half minutes, these passages always contain at least one fan. Doing so will open up new passages in the ventilation system. However, some of them may have dents on them, which means that they can be removed from their places. The vent bars found throughout this level are usually unbreakable. Due to this, it is highly recommended that one should try their hardest to exit this level as soon as possible. Lastly, this level has been described by wanderers as being extremely claustrophobic as well as cramped, meaning that staying in the crawling position for a prolonged period of time will likely cause back pain for wanderers. The louder the alarm is, the nearer it is. This beeping is an indication that the entity in this level is nearby. Another property is that occasionally, beeping noises can be heard from the sirens above the fans. This level is known for the fact that no wanderers can meet up with each other in this level, making the formation of Colonies and Outposts an impossibility. This level has a few properties, some of them mysterious. Outside of a fan's radius, the air is cold, at a constant 9☌, but fresh and safe. The gusts from these fans are harsh enough to induce hypothermia after prolonged exposure. Level 128, otherwise known as "Vacant Ventilation", is a big, maze-like ventilation system approximately 12 miles in length and 8 miles in width with clean metal walls surrounding one wherever they go, accompanied by occasional vent bars and fans with sirens above them.
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