Level 206

## Level 206: "Bones of Bones"

### Description:

Level 206 is a recently created, finite and specifically organised array of catacombs and stone-like, claustrophobic hallways which are all intentionally built to the approximate dimensions of a humanoid skeleton for transport across The Blue Channel.

In structure, whilst quite proprietary, is one comprised solely of hallways either made of pulverised bone indistinguishable from stone found in caves, or of larger and overtly obvious bones that coat select walls within the level. The lattermost walls are predominantly comprised of limb bones like the Humerus, the Ulna, and the Radius.

Other bones are also present that act as extra padding to these walls, the most notable of which being skulls, which are seen to be stacked across in horizontal lines, as well as being sunken into the bone walls themselves. For the walls that are not overt displays of remains, the general structure of the different hallways is similar to porous and volcanic stone the ancient European Catacombs would usually be constructed out of. However, as referenced prior, the material of these rooms is the exact same as the bones from the other, more overt hallways.

As well as these bones, Level 206 is lit via an infrequent array of irregularly placed industrial and fluorescent lights, all surprisingly constructed out of ordinary, traditional materials. These wires, whilst insulated in rubber, are exposed to wanderers, usually trailing along the ceiling or high up on the walls. As well as this, objects like exit signs, regular signs, switches, stone slabs, and electrical panels also exist and are dotted along the scape. These, however, are disconnected from the above lights, and tampering with them yields no results.

Through a process executed by the native entities of Level 206, certain unusually smaller bones within the bodies are broken, molten and fused together to create the porous stone comprising the hallways. These walls, despite their base material being of otherwise dried and brittle bones, run exxtremely deep, allowing for an almost infinite application of force to be applied to any of 206's perimeter architecture without it suffering major damages. However, minor damages are fixed by the aforementioned entities within this level, which will be further detailed in the latter sections of this article.

The air within Level 206 is unusually musty and almost has a fog-like appearance, most likely caused by the chalky nature of the level's structural makeup. The air itself is not inherently a risk to health, however, prolonged exposure to the dingy and claustrophobic air may prove a health risk to those already befallen to lung-based health complications.

### Areas of the Body:

As previously described, Level 206's layout follows that of a humanoid skeletal structure. This design, as figured out by approximately seven different explorations, is that of an attempt to create a pseudo-living organism capable of vague navigation throughout The Blue Channel.

There are no sentient entities that are known to be the manager for Level 206's construction, as the only living life connected to the level (besides the human-majority groups that have explored the scape) are the usually aggressive, simplistic entities that undergo the level's construction. For this reason, the true motive for the construction of this body is unknown to the M.E.O.D, and a vast amount of what is documented has either come from multiple hours of investigative, on-site research, or simply just speculation done by experts in the field.

#### The Skull:

The Skull of Level 206 is divided into four main areas of interest. Those being the horizontal corridor (pften referred to as the east-west corridor), the vertical corridor (often referred to as the north-south corridor), the eyes, and the walls. The lattermost of the above list encompassing both the equivalent of the ears and nasal systems.

Both of the hallways that comprise of the head are long, singular corridors comprised of the pulverised and fused bone material described above. The east-west singular hallway is where wanderers entering the level will end up, as all four entrances to the level are located within this hall. Whilst offering little in visual decoration besides old and dry bones scattering the floor, there are two large openings within the wall close to the centre of the east-west hallwat that overlook a spiral shape in a wall behind, accumulating into a circular hole that looks outward and into The Blue Channel. This wall faces opposite the north-south/vertical hall that connects to the next of Level 206, and the holes are placed at such a distance so that said holes aren't visible if one is standing within the vertical hall. These holes only go to anywhere between the thigh and knee, depending on one's height, and can be climbed into to get inside of the eye.

The eye is constructed of similarly pulverised and fused bones, and unlike the usual structure of real eyes, is a rectangular and boxy space that can only fit about one person in its width. Here, as much as it is heavily advised against, one can choose to clamber out of the somewhat tight eyehole and exit into The Blue Channel. For reasons that will be elaborated, doing this is heavily unadvised, and will lead to inadvertent death.

As described, the north-south hallway connects to the east-west hallway between the eyes. The vertical hallway within The Skull seamlessly transitions into the neck of The Spine, which is the next area wanderers will arrive at should they decide to venture further down.

### The Spine:

The Spine, being the most central area for all of Level 206 and acting as somewhat of a hub for the other areas, is a complex area of the level, as well as possessing the danger of the hip and leg structure below.

Connected to the previously described hallway by a four-way intersection that also connects to the other explored areas of this level, The Centre is the closest draw to a "room" within this level, however its otherwise larger space is divided by walls of a similar height to those in the eyes within The Skull. However, much like the gaps in the walls for the eyes, these holes in the walls can be climbed into. However, this will not yield nor trigger any event. Thus creating a main pathway that's almost slimmer than the hallways that have come before it, but one that still feels wider than a majority of other rooms in the level.

As has been stated prior, The Spine has multiple offshoots that all connect to different individual ribs. Unlike traditional ribs, however, these hallways do not connect and interlock to form an actual cage that would prototypically be used as a way to house organs. Instead, these hallways go in practically a straight line, with each one progressively getting shorter when looking at the different ribs from a north-south direction.

Despite the gradual shortening in length, the rib structures all possess the exact same structure. Their walls, unlike all previously described walls up to now, possess that of a stereotypical and expected catacombs. The walls in question are that of various large bones, as well as countless skulls in various states of withering and fracturing.

No matter the hall that individuals choose to venture down, each hallway culminates into a flat dead-end, the end wall possessing the exact same composition as the other two walls on either side of the corridor.

### The Arms:

The arms are, at least relatively speaking, one of the most complex areas of Level 206. Possessing a comparatively complex room layout that, as one may expect, follows the general designs of a traditional humanoid arm bone structure. Much like the ribs of this level, a majority of the arm structure, with the expection of the hands, have their walls almost completely coated in arm, leg, rib, and skull bones. With the only fused bones being used for both the ceiling and flooring of these areas.

Access to The Arms is done by following either the east or west routes when at the intersection that connects The Skull to The Spine. Each of the horizontal corridors each lead to two identically laid out sets or rooms, with the only differences being the general placement of bones within the rooms that openly display them, and the fact that both arms are mirrored to upkeep symmetry

The first and third rooms of each side of The Arms each resemble cylindrical, bone-filled rooms, being the shoulders and elbows of the body respectively. Despite their almost identical appearances, the shoulders and elbows share one notable difference between their different architecture. For the shoulders, the doorway into the lower portion of the level is placed at a 90 deree angle to either the left or the right depending on which side one has chosen to go down. The doorway into the later parts of The Arms will follow parallel to the direction of The Spine. For the elbows, the doorway will be placed on the opposite side of the room, directed at a 180 degree angle.

The second and fourth rooms of The Arms are similar in design to the hallway intersection that connects all areas of Level 206 together, and act as the bridging points between the shoulders to the elbows, and the elbows to the hands. These hallways drag on virtually in a singular, straight line from room to room. The forearms, however, are somewhat of an extension to this rule, as the forearms of 206 follow an s-bend pattern before connecting to the base of the hand.

Below the arm structures is a compound room, used as a nexus point for the various fingers of each hand. The roof within the main hand area is somewhat lower than of most previous rooms, requiring certain taller individuals to duck when passing through its area. It is also distinct by the fact that its construction is not that of the overt, large bones. Instead, the hand, as well as its subsequent fingers and thumbs, are of the previously well established fused and unrecognisable smaller bones.

This room, as is prototypical with human hands, connects to four three jointed fingers, and one two jointed thumb each. However, depending on which side of The Hands one may have chosen to explore, the direction of the hallway that is at a 90 degree angle to the previous hallway, as appose to the 180 degree angle difference the other four share, will instead be flipped. Specifically pointing inwards, and towards The Spine.

Each of the fingers and thubs are built to almost identically designed, pulverised bone rooms. They contain lights that are tucked back within indents in the walls, and are illuminated via the same industrial lighting found present elsewhere in the level. There is currently no known reason for why the lights are hidden behind walls instead of their usual arrangements. At each end of each section of the finger/thumb, there is a turn in the doorways between one identical hall and the next which tilts inwards towards The Spine. This, however, only continues on for a total of three joints (or two if one is travelling through a thumb) before the passageways come to an abrupt end. As well as this, the fingers of Level 206 will gradually begin to decrease in length starting from the middle finger.

### The Unfinished Lower Structure:

Venturing below the spine leads individuals to by far the most dangerous lower portions of Level 206's body, the area below The Spine. The lower structure of Level 206 is one that is barely lit, with all lights stopping approximately 6 meters after the final set of doorways that enter into the ribs. As with all of the central structure up to this point, the lower structure is made of the ground-up, pulverised bone structure that a large majority of this level is made of. If one is to illuminate the lower areas with a flashlight, due to the above mentioned lack of any prebuilt light, one will eventually see the singular and thin hallway begin to widen outwards into a large atrium-like area.

In this area, which has been correlated to being similar to hips, is where the native entities known as The Sieved Flesh reside. The entities, which have a thorough description written below, mainly reside within this area of Level 206's body. Here, they store the flesh and meat off of either dead bodies they noclip into this level, or from living beings that they lure. This, however, has only happened twide in the known history of Level 206. The stench of the lower structure is unmistakably putrid and rotten, filled with the smell of rotting flesh that emanates from the exuberantly large piles of organic material that almost fills up the entire floor of the hip structure.

Though it has only ever been achieved once, and was a process that subsequently lead to the death of the individual who tried it, then two hallways of identical design to the upper and lower arms can be found at the left and right side of the southern portion of the hips. These, as one may guess, are the openings for the legs, which at this point in time rest in an unfinished state.

As was only discovered on one of the more recent expeditions to Level 206, the traversable skeleton currently rests in an uncomplete state, with everything below the thighs being nothing more than stray bones needed for building material, and general open space that leads into The Blue Channel. Descending down this far into Level 206 is not recommended, as The Sieved Flesh will most likely wish to kill and store any living being they come into contact with in their lair area, on top of the fact that Level 206's current geography ends at this point, and jumping into The Blue Channel is practically suicide.

It is unknown what, if anything at all, will commence when 206's skeleton is finished.

### The Sieved Flesh:

Level 206 is exclusively home to an abudance of fleshy, grotesque formless blobs of organic components, all formed from both the bodies they rob, and the various humans they kill both in and out of this level. These creatures are the ones responsible for building and expanding Level 206, and have been doing so far a currently unknown amount of time.

These creatures are fleshy, partially rotting collections of flesh and viscera, and have no set or defined structure besides their spiked, drill-like feet, which are comprised of various fingernails, as well as incisor and canine teeth. These formations hold a surprising amount of structural integrity in comparison to theirotherwise slime-like bodies. These formations of needle legs are used for quick moving and initial digging of buried bodies, as well as to be able to attack or harvest living creatures of their contents. To do this, these creatures will usually put two of their many legs side-by-side and imitate biting to graze and oftentimes rip off pieces of their prey. These creatures also have developed a form of superheating within these teeth, which is used both for construction and offensive means.

As well as the above uses, the main purpose of these entities is to steal dead bodies and random wanderers from various levels via noclipping them into whichever areas of the level are currently requiring construction and maintenance. To remove flesh from dead bodies, they will usually superheat the corpse's organic parts to melt the various surface features, as well as gut out the torso and head of its organs. When needing to maintain the walls that are of pulverised bones, they will do this via grinding up and superheating the smaller bodily bones until they mesh and blend together to create one uniform megastructure, and any seams are usually hidden via layering thin amounts of more bone mixture ato the recently created architecture.

The Sieved Flesh are known to reproduce in a mostly asexual fashion, as they possess the eerie ability to be able to imbue life into the flesh mounds they leave within the hip area of the body. The selection of what flesh becomes personified is selectively chosen by the entities themselves, usually working on their own or in pairs to create new copies of themselves.

### The Whole Body:

It is unknown at this time why Level 206 is being built by The Sieved Flesh, and as such the danger it could bring is still unknown. Frequently, even after 6 months since the first knowledge of Level 206, bodies from graveyards and random areas where people have died are still being robbed, albeit on a smaller and less daily schedule after the first documented exploration.

As well as this, the exterior dimensions of the skeleton are non-Euclidean, and do not match the interior designs of the hallways. The interior dimensions of the hallways have been altered, mainly within 206's skull, to accommodate being able to walk across the entirety of Level 206's features with ease. From the outside, which is a view only witnessed twice by now deceased explorers, Level 206 resembles that of a normal skeletal layout, albeit nearly 12x the size of an average human body. The joints of the different bones are all connected to one another, and look as though they swing and move in large, sweeping motions whilst the entirety of the level plummets in a downwards direction in-relative to the floor of Level 206 from the interior.

Due to the fact that this organism is in motion, and has sometimes been witnessed to move in directions other than downwards, it is believed that Level 206 is being built as some sort of inter-level transport vehicle. It is unknown whether the final result will be sentient, yet alone even alive, however the M.E.O.D. plans to keep Level 206 in an active watchlist, awaiting what further developments lie ahead for it.

### Colonies and Outposts:

Due to the lack of supplies, limited space, and the fact that Level 206 is a general hub for the recycling of humans, Colonies, Outposts, as well as general towns and villages have not and will not be established.

### Entrances and Exits:

Level 206, prior to the various explorations where easier access and egress was discovered, was initially only accessible via the grave robbing described within the history section. However, after the first documented exploration of Level 206 was completed, four "wells" were discovered that each lead to another level. Those wells, the side of the hallway they exist on, and their physical descriptions are listed below.

Before the actual entrances and exits are listed, it must be noted that The Blue Channel is technically an exit if one chooses to either leap out of this level at the uncompleted legs, or via climbing out of the eyes. This method of exit is not recommended, mainly due to the speeds that the 206 body travels at will cause wanderers who leave the skeleton to become quickly abandoned within the blue void, and eventually perish.

#### Level 205:

* Level 205, as with all of this level's wells, acts as both a mutual entrance and exit to/from Level 206 through a singular well that exists within both levels. Within Level 206, the well exit exists within the leftmost corridor, tucked behind the wall closest to the entrance hallway from the spine. This aforementioned well, should one decide to enter it, will deposit ones self into Level 205. It must be noted, however, that using this method of exit the thin nature of the well may cause injury if one does not use it at the right angle, of if one moves too much whilst inside of it.
	+ On Lvel 205's side, the well exists approximately 400 meters from chain-link fence on the southern side, with the second nearest neighbouring fence being the eastern one at 850 meters. When using this method of exit, the same precautionary methods must be taken: Enter the well at a straight angle, and do not move whilst inside the well.

#### Level 37:

* Within the same left corridor as the above entrance and exit, though specifically at the end of the hallway, is a singular room at a somewhat lower elevation to the rest of the level, only being around 10-15cm lower. Here, a well to Level 37 is placed, residing in the place of an "ear". Its casing is entirely flooded, as is the surrounding ground around it, making the only way to use this exit swimming. Should one do so, one will arrive at Level 37.
	+ Within Level 37 itself, the well is practically impossible to find. To the best knowledge of investigators and in congruency with the well exits on other levels, the well on 37 is one of a kind. Due to the infinite and often non-Euclidean nature of this level, finding the well after leaving it is practically impossible. Because of this, the well on Level 37 is not a practical entrance to Level 206, and shall not be considered as such.