Level 120

> You're standing in front of "supply room", reaching for a key from the pocket and opening the door. It appears to be a regular supply room with brooms, buckets, empty shelves and a few boxes, but as the door slams and its lock breaks, you realize this room is a trap. However, you're finding a vent that wasn't there before, you climb into it as there is nothing else left to do.
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## Level Classification

* Difficulty: 0-5

* Security System: 0-5

* Entity Count: 0/5

* Stability: 5/5

**Level 120** also known as Locks and Breaks is the 120th level of The Fullrooms.

## Description

**Level 120** is some sort of maze resembling all possible structures, combined with limitations that make it very stable and passable. One can access this level by finding a key and opening any locked supply room. When one enters it and grabs the key from the lock, a few seconds later the door will slam and break the lock (and be locked), trapping one in the room. After that, the ventilation will appear, which will lead to the main part of **Level 120**.

**Level 120**, as stated from the start, resembles all possible structures and is very stable. They are always random but have very few instances combining interior and exterior structures, except access from one to the other. The access can appear as a door or a doorstep, a window or a window hole, or very rarely as an absent wall. The accesses are plentiful and always locked, but not all of them can be opened by the key wanderers have from the start or aren't accessible at all. The rooms with windows or an absent wall are also locked by the door, and windows require a handle or key to open them too; they are likely to be found in the same room hidden somewhere. Windows are more likely to lead to other rooms than an exterior environment. The exterior accesses are the same as for the interior, but they appear to be attached to nothing but the ground or even floating, and they always require the key wanderers have. They also act like portals, as there is nothing behind them.

## Logs and Photos

**Level 120** has its favorite types of interior and exterior places that appear slightly more often than others. Though it's unlikely for the same combinations to appear in a span of 5 or 10 areas. After an uncertain amount of areas, **Level 120** starts to combine more until reaching the mark of 10 different structures. The place where more keys can be obtained is usually the reception of hotels and apartments; by them, one can open other doors that are not accessible by the key wanderers came with. **Level 120** will punish wanderers for breaking the access instead of using keys by sending them to combinations of creepy places like caves with bloody rooms integrated into them.

### Log #1

Type: Exterior

The place appears to be a combination of dense forest and plains of wheat. The sunny sky pierces through wheat and leaves of trees. From unique things, rarely placed various plants made of wheat, like bushes and thin trees, can be found. Some stalks of wheat may grow on the sides of trees and replace their leaves. The buildings here are barns, wooden cabins, and suburban houses. They are rare, but even so, fragile wheat houses can be found. Their construction fully depends on the strength of them being stretched and wired to each other, and heavy weights will easily make a hole in them, even though anyone who manages to step inside slowly sinks or accidentally steps between bundles of wheat and falls.

### Log #2

Type: Interior

The place is a combination of an office building and catacombs. One will find a structure of offices and catacombs that merges decorations, materials, the layout of surfaces, and acoustics. The office rooms may look even more imprisoning while the catacombs are diluted with the comfort of relaxation rooms. The tables are full of stacks of papyrus with philosophical quotes, although some of them might seem to have been written by crazy people. The catacombs may have drains that flood areas, resulting in wet carpet in some rooms. The rooms may also be burned by occasional torches, which fill the place with smoke.

### Log #3

Type: Interior and Exterior

The place seems to resemble the curvy hills of various house rooms without a ceiling. It's sunny, with little clouds passing by. The rooms here are being altered by making them curve like hills. The furniture is either altering with the room or sliding to the lowest side. Rare trees on top of hills may also be found and are usually accompanied by swings from 2 ropes and a wooden plank that, luckily, have enough space to swing both directions. The rooms also tend to fill any gaps that may occur due to their different sizes, resulting in some rooms having odd shapes.

### Log #4

Type: Punishment

The place seems to resemble giant caves and canyons with rare concrete workshop rooms, big holes on top that open a view of the surface with a cloudy sky, and smooth concrete pillars. The rooms may also resemble surgeries, gas chambers, morgues, and other horrific rooms. The caves are full of stalactites and stalagmites that occasionally have pieces of cloth and even blood on their peaks, though no traces or victims were found. The deeper caves of this place have rare torches and lamps and unconfirmed sights of ruins.

## Entrances and Exits

### Entrances

* Finding a key on any interior level, using it on locked supplies room and getting will shut and lock the door, a vent will appear leading here. Bringing the key to other levels will make it disappear.

### Exits

* Sometimes level will have less combined and more stable areas which might lead to levels with similar structure.