Level 8.55

Level 8.55 is a sub-level between Level 8 and Level 9.
==Description==
===The Claustrophobic Zone===
Level 8.55 is a treacherous and eerie subterranean level that presents a daunting challenge to anyone who enters. The level appears to be an abandoned mineshaft that is pitch black, and there is no source of light to guide wanderers through the claustrophobic tunnels. The space is filled with an unsettling presence of bugs that crawl on the walls, ceilings, and floors, creating an ominous and unsettling atmosphere.
The tunnels in Level 8.55 are narrow and unstable, with a high potential for collapse, which can trap anyone who happens to be wandering through the space. The wooden supports that hold up the walls and ceiling have been consumed by intense mold growth, which can cause severe health complications, especially for those with respiratory issues. The mold infestation has created a thick layer of dust that covers the walls and floor, making it difficult to breathe and adding to the already oppressive atmosphere of the level.
The darkness in Level 8.55 is absolute, and the absence of any light source can cause panic attacks and claustrophobia in some individuals. The tunnels meander in unpredictable directions, and it is easy to get lost in the winding labyrinth, adding to the psychological stress experienced by wanderers. The bugs that infest the space are mostly harmless, but their presence and the darkness can heighten anxiety and fear.
The air quality in Level 8.55 is poor, and anyone spending an extended period in the space is likely to experience shortness of breath, coughing, and wheezing. The mold infestation also creates a potent source of allergens, which can cause skin rashes and other complications for those exposed. Due to the potential for collapse and the hazardous environment, exploring Level 8.55 is not recommended for anyone without proper protective gear and training.
===Numbered Cave===
The Numbered Cave is a zone within Level 8.55. As the wanderer makes their way through the dark and claustrophobic tunnels, they eventually come upon a large room with several doors each of which is marked with a number.
Upon closer inspection, the wanderer realizes that each door has a unique equation inscribed beside it. The equations are complex and require advanced mathematical skills to solve. The wanderer must use their intellect and problem-solving skills to determine the correct answer to each equation, and then match that answer to the correct numbered door.
However, there is a catch: the doors in the Numbered Cave are unphotographable. Any attempts to capture the numbers on the doors with a camera or recording device will only display the number 5 for an unknown reason. The wanderer must use their memory and attention to detail to remember which door corresponds to the correct answer.
The consequences of choosing the wrong door are dire. Each incorrect door will lead the wanderer to a trap room, which can result in serious injury or even death. The traps in the Numbered Cave are varied and insidious. Some rooms will trigger a cave-in, causing rocks and debris to fall from the ceiling and trap the wanderer. Others have deadly spikes that protrude from the walls, floor, and ceiling, ready to impale anyone who enters.
To make matters worse, the traps in the Numbered Cave are triggered in unexpected ways. For example, the correct door may require a specific sequence of knocks or a particular phrase to be spoken before it will open. The wanderer must pay close attention to their surroundings and use all their senses to avoid triggering a trap.
===Crystal Room===
The Crystal Room is a cavernous space within Level 8.55 that contains a mysterious and powerful crystal. The room is pitch black, except for the eerie blue glow emanating from the crystal hanging from the ceiling. The crystal is suspended in mid-air as if defying the laws of physics.
As the wanderer approaches the crystal, they begin to hear whispers emanating from it. The whispers are soft and barely audible, but they seem to be calling out to the wanderer, beckoning them closer.
However, the crystal is not what it seems. It is an EMP device that can disrupt electronic equipment and cause severe damage to any device within its range. If the wanderer attempts to use any electronic device within the Crystal Room, the EMP will destroy it.
In addition to its destructive power, the crystal also has a strange effect on those who come into contact with it. Those who touch the crystal or remain in its presence for too long will begin to experience hallucinations and strange visions.
However, there is a way to bypass the dangers of the Crystal Room. If the wanderer is brave enough to noclip through the crystal, they will be transported to Level 117. This is an easy decision to make, as continuing through Level 8.55 is known to be a death wish.
===The Submerged Zone===
Notice:
The Submerged Zone has been designated Impresario Class Priority. If you have been assigned to The Submerged Zone, please read the following document.
Reason: Class Deadzone
Protocol: As soon as you enter the zone, either look for a bunker door or drown yourself, they are your safest choices.
The Submerged Zone is the most dangerous and treacherous part of Level 8.55. It is a collection of interconnected cave rooms and hallways that are partially or fully submerged in water. The water is murky and dark, making it difficult to see what lies beneath the surface. The air is thick with the smell of rust and decay, and the sound of dripping water echoes through the halls.
The Submerged Zone is infested with entities, creatures that lurk in the dark waters and attack unsuspecting wanderers. These entities are fast and agile, able to move quickly through the water and launch surprise attacks. The zone is also littered with rusty, sharp objects, making it even more dangerous for those who venture through it.
The water is home to small fish that swim in schools around the submerged rooms. They are harmless on their own, but they attract the attention of the entities that lurk in the waters. The fish also create a false sense of security for wanderers, who may think that the zone is not as dangerous as it seems.
The Submerged Zone is also unstable, with rooms collapsing at any moment. The water adds an extra layer of danger, making it difficult to predict where the next collapse will occur. Wanderers must be careful where they step and avoid any signs of instability. The zone is also filled with rusty mine carts, relics of a bygone era. The mine carts are rusted and old, but they are still functional. However, using them is a risk, as they may collapse or break down at any moment.
Venturing deeper into the Submerged Zone, they may come across pockets of air trapped within the submerged rooms. These pockets of air are a welcome respite from the water and entities, but they are also a double-edged sword. They provide temporary relief from the dangers of the zone, but they can also be a trap, as the water may rise and trap wanderers inside.
In addition to the entities and collapsing rooms, the Submerged Zone is also home to a strange phenomenon. Wanderers may notice that the water in certain areas glows with an eerie, blue light. This is caused by the presence of bioluminescent organisms that inhabit the waters. These organisms emit a soft, pulsing light that illuminates the area around them. However, this light also attracts the attention of the entities, making it even more dangerous to venture into these areas.
Wanderers may also come across a small island or two, barely visible above the water. These islands may offer a brief respite from the dangers of the water, but they are also a trap. The islands are covered in sharp, rusted metal shards that can easily slice through flesh. Wanderers must tread carefully if they wish to explore the islands without injury.
==Colonies and Outposts==
Due to the treacherous and hazardous nature and environment of this level, colonies and outposts are impossible to establish.
==Entities==
Entities can only be found in The Submerged Zone all other zones are devoid of them. The entities that can be found in The Submerged Zone are Smilers, Anethikas, Lighters, Needlelimbs, Hydrolitis Plague, and Aranea Membri.
==Entrances and Exits==
===Entrances===
*Finding a tight crawlspace and crawling through it in Level 8 might lead here.
*Noclipping through a mine cart in Level 9 will also lead here.
*Jump in a hole in Level 8.4 to be brought here.
*Swimming deep in Level 901 and finding a cave entrance and going through it will also lead to this level.
===Exits===
*The first and easiest way is to noclip through the crystal to go to Level 117.
*Noclipping through the math equations in the Numbered Cave zone sometimes leads to Level 52 but it is very inconsistent.
*Sometimes when going through the wrong door in the Numbered Cave zone it can VERY rarely lead to Level 21. Do Not Attempt!
*Drowning yourself in the Submerged Zone will lead to Level 7.2, it is best to use this method as a last-ditch effort.
*Finding a bunker door and going through it will lead to Level 998.
*Falling through a cart will lead to Level 666 or Level 666.1.
Category:Sub-Levels
Category:Dangerous
Category:Darkness
Category:Aquatic
Category:Cluster I
Category:Levels
Category:Dangerous
Category:Unconfirmed Levels