The Core

**The Core** is the 3rd enigmatic area discovered in The Voidclusters.

## Description

**The Core** is an area that is central to The Voidclusters -- much like Earth's core, hence the name. **The Core** acts like a power source to The Voidclusters, and if it breaks, well, The Voidclusters breaks. This area has a grey concrete floor with an even darker shade of grey dots on it. There are platinum slim pillars on the middle and of the sides to this area. Sometimes, there are random floating metallic pillars facing stomach-down, and it is theorized that it is because of the energy of generators which causes the gravity to act weird. Occasionally, there are office supplies in **The Core** which have a chance of 1/23 rooms to appear. Saucer-shaped discs are sometimes suspended in the air, due to the gravitational effect of the generators. There are stairs that lead to more rooms with generators in it.

The Core is labyrinthine, unpredictable, and always changing form. Rooms will shift position, windows will now display different locations, and stairways will move locations. It is believed this is a natural defense against those unwelcome to the area. Furniture will materialize in and out of existence. It is advised to remain skeptical of any doors you may find, as some may act as portals. Said doors may drop you off at distant rooms, from the ceiling, or back to where you started.

A feature about this non-linear area, is that is like a maze. Not a mappable maze, but one that is forever changing. The walls in this area shift in any direction, including up and down. Due to the shifts, frequent quakes come and go and can even cause the generators to malfunction. Because of the shifts, it is very easy to get lost in **The Core**.

Incandscent lamps suspended from the ceiling occasionally flicker -- a sign of fleeting and fluctuating energy. Often swaying with the breeze of the air conditioning, the lamps' metallic creak cements the industrial atmosphere of The Core. The whirring of machinery and a low humming noise echo throughout the rooms. The source of said mechanical cacophony is the generators -- the primary source of power for the many levels of The Voidclusters.

The generators are orange wheels with black film that causes electricity on the edge of them. The first wheel which has the thinner piece of film, is the secondary source of energy to the generator which revive the second wheel if broken. The second wheel, however, provides nearly all the energy to the generator, and has a 3-inch thick piece of film. The wheels are both connected. The object on the left, which is the moderator, watches how much energy is put into their respective level. If the generator is providing too much energy, the moderator will slow the wheels down, and if it is providing too little energy, it speeds the wheels up. The green-brown machine on the back-left is a forcefield that protects the generators. There are yellow handrails on every side of the generators.

Another notable feature is the so-called windows found throughout the area. Do not be deceived, the outside realm these windows entail is but an illusion. The false reality behind the windows aren't accesible. Moreover, a day/night cycle has been observed. The windows emit no light during nighttime periods leaving only the lamps to illuminate the area. Strikingly, these illusions may malfunction during times where energy generation is turbulent.

## Colonies and Outposts

Attempts are being made by The Voidcluster Colonists to see if any part is habitable during the night time. So far they are getting mixed results.

## Creatures

Hounds and Dog Walkers are seen during the day while Smilers and Lurkers are seen during the night. These pair of creatures can devastate The Voidclusters as we know it. They will typically, upon interaction, will fight to the death. If not separated, The Voidclusters could be destroyed.

Regenerators are exclusive to this level. Their main purpose is to maintain The Core and its operations, usually by preventing entities from interrupting the energy generation process. Although typically passive, they will become hostile if you become a hinderance to power generation. It is recommended to keep a distance from the generators when there are Regenerators nearby.

Regenerators are humanoid figures identified by their icy skin and dead, glassy eyes. They are all dressed in identical work uniforms. Malnourished and slumped in posture, they stumble around the area appearing dazed, but they will sprint towards a generator when it begins to malfunction. Maintenence is a priority for these workers as they will stop at nothing to fix the machines. Events where generators overheat will often see hordes of Regenerators pressing their cold bodies against the generator as a last resort to cool it off.

They are knowledgable of the inner working of The Core, evident by their technological expertise when it comes to repairing generators. Additionally, they always seem to know the most efficient route to a generator, even avoiding false doors and obstacles. It has been said that some wanderers have spotted familiar faces amidst the groups of workers. Therefore, the Regenerators somehow originate from the lost wanderers of The Voidclusters. These wanderers are in a reanimated, hypnotized state. It is unknown if a cure exists.

## Objects

Objects in **The Core** typically include Electronics, which are commonly found on desks and/or cabinets. Tapes and Tools are often found furthur in **The Core** within boxs. Oat Milk, Candy, Juice, Wrapped Chickn Sandwichs, and Chocolate Bars can be found in vending machines.

## Scenarios/Events

* Powerless - If any generator were to be destroyed, the level the generator was supplying power to will also be destroyed, and it will collapse on itself.
* Overfilled - If any generator were to be overfilled with power, the level the generator was supplying power to will either implode, or have blinding lights spread throughout it.

## Entrances

* Doors placed in Level 99's Core.
* Rusty, torn down doors in Level 97.
	+ Only has a 40% chance to bring you to **The Core**.
	+ If it fails, you will be transported to Level 100.
* Noclipping in dark spaces in Level 96.
	+ This entrance is very rare.
* Doors in Level 98 that have a sign that says "Shocking Hazard" will lead you here.
	+ Can rarely lead to Level 113.

## Exits

* An elevator can lead to 5 levels.
	+ Level 21 -- 30%
	+ Level 88 -- 20%
	+ Level 93 -- 20%
	+ Level 8 -- 15%
	+ Level 112 -- 15%
* Jumping through the fake windows lead to Fake Reality,
	+ Not recommended.

Authors: Banach, Cyrix, LETMEIN, Rhalyx