Level 12

**Survival Difficulty: Class Epsilon**
**》Lowly Dependable**

**》Time-Winding Environment**

**》Presence of Time Anomalies**

Level 12 is the 13th Positive Level of **The Tightrooms.**

## Description

Level 12 seems to be a desolate vintage house with grandfather houses, and radium clocks everywhere. The walls are painting with crippling lead paint, and has popcorn ceilings all over the place. This level is hard to navigate, as broken clocks, and unbroken clocks are all over the floor, along with other vintage items. The day and night cycle lasts for 26 hours, 12 hours for each day and night. However, there's a sunset for 2 hours in the cycle as well, but no sunrise in the cycle, so it just pop back up as morning. There are also random crwths found around the level, and they have no anomalous properties. However, playing them has a small chance of sending you to a random level. As shown in the image, there's a rare TV event, where wandering far enough, you'll find a room with a TV.

These TV rooms usually have crwths in them, most known to be found on rocking chairs. The TV's in the rooms, do work, but strange TV channels are present, similar to an ARG. The most notable channel is Channel 6, which is the creepiest. As found from the ARG, the story is that a malicious little boy did, let's just say horrible things to people, and got a punishment; its currently unknown what the punishment was though. Then the people that gave him the punishment sank down under, and entered the middle of the earth. This demonic story is not the only ARG to be present in TV rooms, and the channels seem to range from Channel 2 to Channel 14. Channel 1 only exists through myth as of right now.

Crwths are not the instrument that can be found. Uncommonly, bedrooms containing double basses referred to as "Double Bass Rooms" can be found in the level. Unlike playing the crwths, nothing has a chance have happening when playing them, but these rooms can only be found depending on the time. If you have a watch, or some kind of time-telling device such as a working clock, the time should be *d.* Its unknown what it is, but its said to not work on watches; this has been unconfirmed. This happens when the 11, 12, and 1 dissappear off the clock, or watch, and then point at d for 3 hours. This is said to be from 11am-1pm, and only happens once a day in this level. This is all the information known about Level 12.

## Necessary Survival Tips

* Bring a watch, as time can bend, reverse, and warp at the least expected times. Its also necessary if you want to exit, as this only works in watches.
* Bring supplies, as this level has no supplies, unless you count the string instruments and clocks.
* ~~Bring time to tell the time~~

## Colonies & Outposts

Despite being possible to make a colony, its hard due to having to export supplies.

## Entrances & Exits

### Entrances

* Noclip through a wall with crippling wallpaper in Level 14 to be sent here.
* Finding a grandfather clock in Level -2 and climbing into it will also send you here.
* It's hypothesized that playing a violin in Level 11 will send you here.

### Exits

* Finding a withered complex and walking through it will cause the level to transition to Level 13.
* Playing a crwth can send you to a random level, but has a small chance of sending you to Level 12.2 instead.
* Trying any of the escape methods at sunset will send you to Level 11.
* The easiest way to exit is if the time is "e" on your watch. This only happens on your watch from 6:30pm to 6:40pm. Next, just tap it; then a hole will open up and you'll enter one of the main 4 levels. But there's also a rare chance you'll enter Level 4 or 5.

## Entities

There are no known entities in Level 12, but its theorized that there could be time-related entities here.