Level 17

## Level 17: "Abandoned Carrier"

### Description:

**Level 17** appears to be an infinite labyrinth of the inside structure of a naval aircraft carrier. The level is made up of corridors and stairwells typically found on an *Essex*-class carrier. Occasionally, one may come across a flooded hallway. These hallways are one-way exits connected directly to the surface rooms of Level 7.

**Level 17** is mostly devoid of entities, having only a single entity exlusive to it. These entities, known as **Imprints**, are doppelgangers of past wanderers who have explored **Level 17**. While not physically dangerous, looking at an **Imprint** will cause great amounts of distress for unknown reasons. This effect is amplified when looking one of these entities in the eyes, typically resulting in the wanderer falling unconscious for three (3) to four (4) hours, and in extreme cases can lead to brain death.

Heading up several flights of stairs will eventually bring you to the upper layers of **Level 17**. These upper floors have sealed translucent windows and doors with an unidentifiable light emitting from them. When the light emitted from these windows comes into contact with a wanderer, it cause said anderer's lungs until either they are removed from the light or the wanderer dies, whichever comes first.

If you were to head up even higher, you will end up in the level's navigation bridge. It appears just like a navigational bridge would in a real-life cargo ship; however, all the mechanics and control panels appear to not function or "turned off"; therefore, you're unable to interact with them. Having said that, you are able to interact with the level's steering wheel; turning the wheel will cause the ship to "turn" in accordance with the wheel. However, it turns out that the windows in the navigational deck are mimicking the movement of a ship whenever one turns the wheel; the ship itself doesn't move at all. Additionally, the ship's ECDIS suggests that the level is located in the middle of a supposedly endless ocean. Other items that can be found here include an abundance of Almond Water bottles that restock every 2 days, non-functional computers, maps of The Frontrooms, radio equipment, and server boxes.

If you descend down several flight of stairs instead, you will end up in the cargo hold of **Level 17**. Immense cargo containers span the bottom of the level; these cargo containers are usually filled with seemingly random items, ranging from food products to military supplies. They appear to be awkwardly placed in the middle of corridors and doorways, blocking some pathways. Doors can be found at the level's hull in this part that lead to the outside area of **Level 17**. However, it is unrecommended to walk or even open the doors as you will immediately fall off the level into ocean and be subsequently dragged away by the strong water currents. Afterwards, you will fall unconscious and regain consciousness again in Level 400 or Level 7.

Even if you didn't fall off initially, you will be sucked out of the level by an unknown force. Because of this, the appearance of **Level 17'**s exterior remains unknown, as all the drones that were sent out of the level to take images of the exterior were immediately sucked away from the level. Furthermore, it's unclear how the level isn't affected by the strong water currents, albeit most speculate that an unknown force is keeping the level in place, or that the level is strongly anchored to the seabed.

If you go even lower, you will end up in **Level 17'**s engine room. Unlike the rest of the level, the engine room appears to be very disorganized, with random items, whether tipped over or not laying on the floor. It's recommended to be cautious wandering around the engine room, as these items can pose as a tripping hazard. On top of that, these items if moved somewhere else, will teleport back to their original spot prior to being shifted. All the machinery in the engine control room cannot be interacted with; attempting to interact with the machinery will result the wanderer being suddenly thrown away, resulting in minor to serious injuries depending on how hard the fall is and where the wanderer lands. Despite being unable to interact with the machinery, the generators and engines, such as the main engine, the power generators, the water filter generator, etc., seem to function normally.

### Entities:

Whilst mostly lacking any significant entities, **Level 17** has 2 entities, which are harmless Windows and **Imprints**.

### Colonies and Outposts:

Due to the isolating nature, overall layout of **Level 17**, and generally the lack of motivation to even establish one, colonies and outposts haven't been established.

### Entrances and Exits:

#### Entrances:

Various factors may cause the hallways of Level 16 to fade into the hallways of this level. Alternatively, entry into **Level 17** can be achieved by finding a submerged light source on Level 7. Swimming into this light source will transport the wanderer into a room similar in design to a ballast of a submarine. Water will drain from the room and entry into the lower layer of **Level 17** will be granted.

#### Exits:

* **Main Exit:** sleeping in this level will take one to Level 18.
* No-clipping into the pipes in the corridors may teleport one into Level 2.
* Flooded hallways on the lower layer lead to the surface rooms of Level 7.
* Ascending the floors of the upper layer will eventually lead the wanderer to a metallic red door that leads into Level 11.
* Entering a door named "Supply Room" will transition to Level 20.
* Long, skinny corridors comprised out of wood may slowly fade into Level 427.