Level 129

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==Description==
Level 129 is an array of worn red brick and concrete elongated hallways, measuring 0.5x0.5x0.6 meters, twisting every 5 to 10 meters at a 90-degree angle. The level remains at 18 degrees Celcius, only increasing or decreasing during a flash flood. Each hallway commonly shares a multitude of superficial features, including emergency drains, typically ranging from 1 to 2 meters and placed only at the end of each hallway; small potholes, which are located in the middle of the hallway and pose a danger if one runs; and weep holes, only showing up after a flash flood event, generally spewing out 0.2 to 0.7 meters max onto the hallway.
Flash floods are one of the most common things on the level. They typically are most common when entering a level, climbing through a sewer, or exploring rooms. The hallway, and any hallway surrounding 1km, will be affected by water, generally dirty, Hydrolitis Plague infested water rushing through weep holes. As mentioned before, the flash flood rises to 0.2 to 0.7 meters. These flash floods last for 30 minutes to 2 hours. Drinking the water had some adverse effects; according to witnesses, the water tasted sweet but slightly sour; however, effects had shown diarrhoea, impulsive/intrusive thoughts, and random but extreme allergic reactions.
Close to or far away, mirages of blinding white lights being placed at a presumed exit or doorway can be present. These mirages pose a hazard, for example, in emergencies such as a flash flood, and one ends up hitting their head on the walls due to the mirage. The walls have a unique property: a wound will always appear if one hurts themselves. So, if you find a mirage, it is best not to fall for the trick. These mirages only disappear if one is 0.4 meters away from them, but the light does not disappear mysteriously.
Rarely can you find small sewers disguised within the wall or piled by trash. These sewers are characterised as small, 0.5x0.5 holes, and it is not recommended to climb in them as if there is a flash flood, which is extremely common; the sewer will flood extremely fast; however, anomalously, it just stops flowing after the 0.5 to 1-meter mark. These sewers are only 3 to 4 meters long, only straight, and only lead into an abandoned or another part of the level.
If you traverse the level long enough, you may encounter a room ranging from 0.3x0.3x0.3 to 0.6x0.6x0.6 meters. These rooms serve as storage, stocked with at least 1 Almond Water with fruit. The storage accumulates every 1 to 3 days. Notably, they will not be affected if these items get dirty by being dropped on the ground or caught in a flash flood. A test shows that after dumping a fungus on the fruit three days later, there were no signs of the fungi being there. An Almond Water test, however, this time dumping swamp water will make the swamp water flow to the bottom, separated from the Almond Water.
Scientific machinery can be found throughout the hallways, notably in mirage scenery. The machinery can be considered obscure and esoteric, ranging from Atomic Force Microscopes, Bioprinting Machines, Penning Traps, and Spintronics Devices. It should be noted that these are all sized to 2 to 3 meters. Extensive testing also shows peculiar results; for example, they are all “apple” proof and any apple that makes contact with them will result in the apple instantly rotting or being absorbed into the machinery. Another example is that it has highly anomalous magnetic properties, with any magnetic objects near 1 meter immediately sticking to them. This can be dangerous as the force is so strong that it rips through objects, the worst done being the magnetic object going through a wall instantly.
Rarely random music can be heard throughout the hallways. They can not be recorded digitally; however, they can be recorded analogically. However, we have not discovered any public recordings of these. Many attempts have been made to record throughout three years; however, all efforts have failed due to flash flood events. According to witnesses, the music heard can be considered ambient and calming, but there is an off feeling. A few reported having aftereffects, such as panic or symptoms of mania, but this is unconfirmed. 
You may get sudden energy boosts if you explore Level 70 long enough. These energy boosts are extremely common during flash floods and panicking thoughts. These boosts last around 3 to 5 hours; throughout that, you cannot sleep (research has led to insomnia), are restless (characterized by extreme fidgeting, slightly aggressive behaviour, and hyper-focusing), and constantly or mostly overthinking on random stuff.
==Entities==
You will rarely find entities, however, if you do find one, it is typically recommended to run away or hide. Entities such as “The Walker” and “Fishrer” can cause considerable damage to your mental health. Otherwise, the only entities present that are not level exclusive is Hounds and extremely rarely. Cone-Spiders.
===The Walker===
The Walker is a black humanoid entity that appears pre-flash flood. The entity will stand still and stare at their victim. Upon one staring back they feel fear gradually building up. The more you stare at the entity, the more addictive it is to stare at it. If you touch the entity, you feel extreme manic and the entity disappears.
===Fishrer===
Fishrer is a large white humanoid entity that can appear any time. It will walk towards you, and the closer it gets to you, the more intrusive you are about fish gore, and if the intrusive thoughts get extremely severe, the next flash flood will have fishes, some alive, some dead and bloody.
==Colonies and Outposts==
Many colonies and outposts have been made throughout the years, however, they have all been either depleted in resources, got affected by the environmental hazards, or entity hazards. There are no known colonies and outposts present in this level. And it is highly recommended not to do so.
==Discovery Log==
Woan Jackson and Paker Heaway was exploring Level -3 and found a door and got curious; they were sent here.
Woan: We’re lost. Fuck.
Woan takes a second to look at his phone for entrances and exits…
Paker: Look! A door!
Woan: It’s not in the entrances in exits… nothing about a door. You sure?
Paker: As long it gets us out of here.
Woan: Mate, think this thr-
Paker pushes Woan through the door
Woan: WHAT THE FU-
10 minute cut out…
Paker: Never seen anything like this. I’ve read the whole database.
Woan: WHY THE FUCK DID YOU PUSH US H-
Paker: Chill. Anger will not get us out of here.
Paker: Let’s check outside.
Paker: Ow. Why is it solid?
Paker: Pull out the bandages, I have a wound.
Woan takes a deep breath and pulls out the bandages.
Woan: Cheers.
Paker: Ending log, sending this to M.E.G.
==Entrances and Exits==
===Entrances===
*Finding a brick door in Level -3.
*Sleeping in a tub in Level 69 will lead here.
*Finding a trapdoor in Level 34 called “Another Way” will lead here.
*Finding a trapdoor in Level 34.1 called “A Way Out” wil lead here.
*Finding a trapdoor to the attic in Level 123 will end up here.
*Descending into an open manhole in Level 138 will lead here.
*Walking up a staircase on Level 107 has a rare chance of leading here
===Exits===
*Noclipping twice during a flash flood will lead to Level 0.
*Breaking a wall will have a 1% of sending you to Level 101.
*Finding a clean flash flood will drown you and send you to Level 37.
*Noclipping through a mirage will send you to Level 190.
*Running 10km non stop will send you to Level 354, and rarely, A Long Forgotten Exclamation.
Category:Cluster I
Category:Levels
Category:Environmental Hazards
Category:Dangerous
Category:Unconfirmed Levels
Category:Neutral