Level 19.5

Level 19.5 is a sublevel of Level 19.
General Description
Level 19.5, often referred to as "Darkening Corridors", is composed of countless dimly lit corridors that bear a striking resemblance to the hallways of an antiquated hotel or residential apartment complex. The carpets are all brown throughout with a decorative pattern, and the walls aswell as the ceilings always appear to be the same stingy white color. The majority of the time, these passages are oppressively narrow and induce a sense of claustrophobia, yet they can open up into expansive areas where numerous other corridors intersect.
The hallways of this level share the same non-Euclidean characteristics as those of Level 0, rendering any attempts to map out this level futile. A seemingly straightforward walk in a single direction can lead you back to your starting point, while retracing your steps to a specific location can unexpectedly open up an entirely new network of corridors. It’s widely speculated that Level 19.5 is infinite in its horizontal expanse, but not vertically. The level is believed to consist of 20-30 floors, each accessible solely via elevators. Notably, no staircases have been discovered within this level.
As one lingers in this level, a gradual increase of darkness ensues. The darkness intensifies with the passage of time, eventually reaching a point of absolute pitch blackness that necessitates the use of a light source for navigation. The peculiar nature of this level distorts the conventional understanding of time, making it impossible to accurately measure the duration of one’s stay. Despite this anomaly, it is estimated that approximately a full day’s presence within this level leads to its complete submersion into darkness. Intriguingly, this level’s distortion of time extends to mechanical devices as well. Traditional timekeeping instruments, such as mechanical clocks or sand timers, cease to function as expected, further extending the level’s profound alteration of time’s natural flow.
An additional intriguing feature of this level is the audible music emanating from behind it's locked doors. Strangely, the melodies that play from behind these doors are often those that the wanderer recognizes as their favorite tunes from The Frontrooms. These locked doors present an enigma, as they appear to be impervious to any attempts at destruction. Consequently, the source and purpose of these mysteriously playing melodies remain unknown. These melodies can stop however, and only if the wanderer sings or hums along with the song. Even though the music will seem to cease playing, the doors will remain unopenable.
Openable Rooms
Rarely, if one encounters a door with no melody playing behind it, they will be able to enter said door. Doors are already rare in this level as the level is mostly made up of empty halls, so the doors being openable makes it significantly more rare. The rooms which these openable doors lead to are always going to be one of three specific rooms.
<tabber>
Empty Rooms = Among the three rooms, one stands out due to its emptiness. These rooms, devoid of any furniture or items, seem to serve no discernible purpose at first glance. Their dimensions are unusually large, with widths and lengths ranging from 10 to 14 meters. Despite their seemingly innocent appearance, these rooms are considered traps and it is strongly advised to avoid entering them. A mere five seconds after stepping inside, the doorway begins to rapidly shrink. If one fails to escape in time, their fate is sealed. The walls of the room slowly start to close in, a process that cannot be halted. This ultimately leads to the grim fate of the trapped wanderer being crushed by the walls.
|-|
Red Rooms = Another variety of room that one may encounter is a rather claustrophobic space. The ceiling hangs low overhead, and the room’s dimensions are modest, with both width and length measuring a mere 3 to 4 meters. These rooms are characterized by their vibrant red decor, with the carpets, walls, and ceiling all bathed in the same intense hue. A dim, red light illuminates the space, its source mysteriously invisible. Despite their intimidating appearance, these rooms are essentially harmless. The vibrant red color, while anxiety-inducing, poses no actual threat. Each of these rooms house a single drawer, the contents of which adapt to the wanderer’s immediate needs. If the wanderer is thirsty, a refreshing drink awaits within. If the wanderer feels cold, warm clothing can be found inside. Thus, these rooms, while initially unsettling, are extremely helpful for the wanderer.
|-|
Familiar Rooms = The rarest of all room types is a unique space that varies for each individual, based on a cherished childhood memory. This could be a room from one’s childhood home, a classroom from elementary/primary school, or even other memorable places such as a favorite swimming pool. These rooms, with their familiar appearance, are considered semi-traps. The nostalgia they invoke can create a strong desire to stay, almost as if the room itself is urging the wanderer to linger. However, these rooms do not forcibly detain anyone. It is possible to enter without becoming trapped. If one is determined enough, they can resist the pull of nostalgia and exit the room.
</tabber>
Colonies and Outposts
There are no documented colonies or outposts on this level.
Entities
Lighters and Smilers can be found in darker parts in the level. Both entities will attack each other if they ever come across one another.
Skin-Stealers can be found in some hallways of this level. Most of the time they are in their docile state but it is still advised to keep distance from them.
Entrances and Exits
===Entrances===
*One may enter this level by finding a door with a number 20 labeled upon it on Level 19.
*Entering a hotel room in Level 5 may rarely transport you to this level.
*Some basements of the houses from Level 9.6 might lead you to here.
===Exits===
*If you spot a strange looking wall, such as one looking darker than others, noclipping through it will take you to a hotel related level, most notably to Level 5.
*Rarely, the walls will appear to be made of concrete. These areas can lead to Level 20 or level 1.
Category:Levels
Category:Unconfirmed Levels
Category:Cluster I
zh:Level 19.5
Category:Safe