The Factory

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The Factory is a far-reach level withheld within War's System.
A well-known image of The Factory.
==Foreword==
Sequestered by the depths of The Monument brings this: a picturesque, forgotten factory left to rot. Many expeditions over several years have described The Factory – labelled as such due to the immense physical resemblance to one – as a place to store the mad; a place to become mad. Minimal photographs and information were procured from these missions as masses of exploration teams delved into expanses of murky, uncharted mental waters.
==Description==
The Factory is regarded as a colossal series of statically erratic and passively hazardous industrial chambers and hallways. Better yet, what barely remains of a factory. The level has been described as threatening to a metaphysical degree. The threats are tears in the imagination that in turn break those who enter. It is indistinct from such an abandoned factory of The Frontrooms. 
Sound is heavily altered; noises not reverberating. A single word creates a cacophony that ripples through the dark confines of the abandoned factory. Whispers can be heard from far-removed places and the reticent breeze barely blows yet can be heard as if it is a gail. The empty rooms barely reminisce of what once was. The groaning of rotting and unsettled concrete pounds throughout the level. The silence causes paranoia and distraught; it is rare to not hear anything except oneself. Quiet sounds amplify into dins though sounds created by the respiratory and cardiovascular systems, however, are muted creating an almost perfectly silent atmosphere around anyone. What causes these effects remains unknown and has been a primary subject of research.
These mazes of empty rooms have proven to be unmappable due to their geometrical properties – non-Euclidean as many say. The architecture has proven to connect in hauntingly logical ways yet they will change if not viewed even for a second. These rooms appear to 'generate' properly and without architectural blemish leading to no harrowing and unnaturally appearing wallways or dead-ends. Rooms in The Factory, unlike many levels, seem to each serve a purpose even if misplaced such as an office room next to a factory floor. The rooms always will retain a way both in and out whether it be the same doorway or not. They all will render themselves in an architectural style to some degree of likeness whether it be a cramped storage room, a factory floor with loading ports, a long hallway, or a scant office room. The majority of spaces on this level remain devoid of furniture and other accoutrements but mouldy desks and decrepit chairs. These spaces may also appear burned, the smell of heavy smoke in the air revealing the wounds this place has yet to recover from.
Cracked windows and bent sheet-metal doors line walls and dot ceilings. Light loosely seeps through these narrow gaps that draw eyes upwards and create rare patches of scintillant glow and aphotic space dominates the majority of this level. Broken as they are, it is impossible to slip between the broken windows and sheet metal doors' tight grasp and escape to the outside. Blurry visions of empty mores and meadows of blue flowers are rumoured but most simply cannot see past the curtain of iron and glass.
An image of a tight corridor present in The Factory.
Broken pipes crawl along the walls of these empty shafts. Leaks in these edifices create alluviums of grit and dirt on fractured floors. Rust has caused the pipes to become brittle – they fall and break unexpectedly – creating spurs of cloudy dust and unbearable noise. Viscid fluids may also leak from the pipes and create puddles that many find difficult to traverse through. This fluid appears to be a mixture of petroleum and an unidentified black acrid fluid.
Debris litters the level; bits of concrete from the ceiling and bolts left behind to rust away thrown carelessly away. The litter creates delicate piles of dust and rubble on the floor that scuttle away at the slightest breeze or touch. Most debris has not felt the warm stir of movement in myriads of epochs – centuries even. Manually operated hand tools rotten with decay and objects such as burnt screws lay scattered around the amassments of the ground-up concrete: iron wrenches, decrepit hammers, bent and twisted nails, and dull screws all cast in layers of rust due to the moist atmosphere. Silhouettes of pillars are nothing more but rubble render many uncertain whether they are in proximity to another life form especially seen from their peripherals.
The Factory draws much speculation surrounding what causes anyone who enters to lose their mental competence so quickly. Some have come to believe that there is some sort of undetectable chemical causing these symptoms but upon professional medical examination, there seems to be no chemical. The only logical conclusion is that The Factory has some sort of anomalous property that causes mental illness of such a degree.
==Communities==
Due to the geometrical fickleness, instability, and incredible mental stress procured from staying in The Factory for extended periods, communities may not be established. Furthermore, the stark amount of resources and items to sustain life decreases the likelihood of creating any sort of long-term establishment. And the general size of The Factory reduces the chances of meeting any other person withheld within the level.
==Notable Accounts==
These accounts have been referred to when sending new teams into The Factory as it has been deemed survivable if entered under the right conditions and outfitted with the proper equipage. All accounts are all short transcripts of retrospect interviews; they only include practical information. The teams were divided into 2 platoons, each with 3 groups of 5 totalling 30 personnel.
This report brings new light on how the level is structured as almost all of the previous groups could not handle the silence and broke under strenuous pressure. Many who returned from said groups provided useless information along with a confirmation of the mental effects of the level.
The first confirmation of the mental deprivation experienced when wandering The Factory. This report set a precedent for future exploration teams and provided a possible exit to an unknown level.
==The System's Statement==
==Entrance and Egress==
A uncommon photograph of an exit to The Barren Moor.
===Entrance===
Entering The Factory is known to have many plausible entrances but it is notably hazardous to attempt to access the level. There have only been four recorded entrances into The Factory:
*It is possible to see The Factory in the distance of Snow Field; that sight will appear near the Wanderer. A metal door or two will appear pried open providing guaranteed access.
*Similarly to that of Snow Field, The Factory will appear distantly with one or two doors mangled. From the outside, these doors will also appear with vigesimal numbers above their frames.
*A rusted metal door will appear in The Lobby Terminal's southernmost corner leading into a more dilapidated section of The Factory.
===Egress===
The passageway in which The Factory provides some sort of inky reward for traversing the sparse region. The level can lead to the following places:
*If one can manage to see beyond the blinding white light and break down the door, they will be greeted by The Barren Moor; a common egress.
*Irregularly will large black granite spikes be piercing the cinderblock walls that caress small openings into The Monument.
*Overgrown patches in the walls will occasionally appear creating massive tears in the edifice. These open up into Nemophila but occur quite rarely.
*Large, natural-looking apertures will appear on factory floors which drop down to either Snow Field, The Monument, The Barren Moor, or Nemophila.
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Author: AlwaysWandering
Extra Credits: Crit by Thatguy5043 and Cringeaccount123456789
Images: Level images sourced from a host of different free usage platforms like Pixabay.
Category:War's System
Category:Anomalous Levels
Category:Levels