Level 2.21

Level 2.21 is a sublevel located between Level 2 and Level 3.
⚡ DESCRIPTION ⚡
Level 2.21, also known by the title of "Faulty Lighting", is a series of hallways, each with varying dimensions and content. Each corridor shares multiple features, such as the presence of unevenly distributed light bulbs installed on the ceiling, the monotone yellow walls accompanied by the brown, wooden floor, and the random placement of doors that lead to eerily quiet bedrooms. Level 2.21 has numerous hazards, physically and psychologically, both of which are equally treacherous to the irregular grid of the sublevel. The geometry and structure of Level 2.21 is concluded to be simply non-Euclidean, making any attempts of cartography impossible.
Occasionally, pipes can be found lining the ceiling of Level 2.21. Often, these pipes will leak boiling water, certain to cause severe burns, should one's unfortunate skin come into contact. However, a few rare cases have reported Liquid Pain and Almond Water to descend as a small droplets from an infinitesimal hole in the pipes. The wooden floor of the sublevel can be found cracked and sometimes even form small sinkholes that may cause minor injuries if an unsuspecting wanderer were to unintentionally stumble into one of these sinkholes. The walls of the sublevel are in unusually good condition, being sturdy and rarely showing any signs of age nor decay.
Doors can be found throughout the corridors, some with multiple doors and others with none at all. Behind each door is a room with varying content and size. Usually, it would be a small, decayed bedroom with nothing more than a nightstand, and an insignificant bed. These rooms can be utilized as dwellings for those who wish to reside on Level 2.21. However, a few doors lead to nothing more but a simple concrete wall. Rarely, can one find said wall with the addition of metal pipes running along the surface; they do not hold any differences from the pipes that are found lining the ceiling of the sublevel's hallways. At other rare occasions, a supply room stands behind the door. What hides in the room is often varied, but they usually include bottled Almond Water, flashlights, cleaning equipment, and other useful items.
The light bulbs that are sparsely spread out in Level 2.21 are surprisingly unique and come in many different types, sizes, lighting color, and quality. As of currently, the abnormal diversity of the light bulbs has gone to a point where no two share the same physical feature; however, all of these light sources share the same deafening buzz that sounds quite similar to that of Level 0. As a result, some hallways are brightly illuminated with one single blinding LED, and others may be dimly lit with a pathetic glow of a worn-out fluorescent light bulb.
While these light bulbs may aid a wanderer in navigating the Level 2.21, they also serve as one of the main dangers of the sublevel; some may crackle and fizz, suddenly exploding and sending sharp glass shards flying at incredibly fast velocities. In addition, an extremely loud explosion will occur, echoing throughout the sublevel, possibly for miles. If a glass fragment were to strike a person, deep cuts and gashes are to be expected. Therefore, wearing thick clothing is encouraged when exploring or documenting the sublevel.
Upon entry, wanderers have observed a thick odor in the sublevel, seemingly resembling something burning. However, as of currently, no fires have been reported on Level 2.21 despite the common explosive shattering of light bulbs throughout the level. This smell, however, has been documented to possess anomalous properties, all of which prove as a mental hazard towards the wanderer. The main effect is the common hallucination of entities in the distance. In addition, knocking noises, fast footsteps, and voice-like noises come in second with the delusions. As a result, one's sanity drops alarmingly quick in the sublevel. Thus, bringing along a sufficient supply of Almond Water is encouraged. However, gas masks also prove just as effective.
⚡ ENTITIES ⚡
Despite the absence of actual entities on Level 2.21, wanderers have reported seeing (and sometimes hearing) Smilers, Skin-Stealers, and many other common entities.
⚡ COLONIES & OUTPOSTS ⚡
With the currently given conditions of Level 2.21, no permanent settlements can be established. However, a few nomadic groups have been documented.
UNNAMED GROUP
Population: 40 wanderers
Status: Nomadic
Hostility: Friendly
Organization: None
Wanderer Integration: Yes
Trade
 • Almond Water
 • Brooms
 • Flashlights
 • Gas masks
 • Liquid Pain
 • Light bulbs
 • Mops
UNNAMED GROUP
Population: 14 wanderers
Status: Nomadic
Hostility: Neutral
Organization: None
Wanderer Integration: No
Trade
 • Almond Water
 • Flashlights
⚡ ENTRANCES & EXITS ⚡
Entrances
*Wandering far enough in Level 2 may lead here.
*Wandering far enough in Level 3 may transition here.
*Entering a storage room in Level 20.6 with an abundance of pipes will cause one to noclip through the floor and end up here.
*Interacting with electrical hazards within Level Χ is a gateway to this level.
Exits
*A concrete, windowless door will lead to Level 4.
*A plain white door may lead to Level 188.
*Descending down a manhole in a random room will lead to Level 800.
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‏‏‎ ‎⚡ Level 2 ⚡‏‏‎ ‎| ⚡ Level 2.21 ⚡ |‏‏‎ ‎⚡ Level 2.6 ⚡‏‏‎ ‎
Category:Class Chi
Category:Cluster I
Category:Levels
Category:Sub-Levels
Category:Unconfirmed Levels
Category:Mental Hazards