Fits very well with my level 3 article. You did pretty good on this. +1
Very neat, a Level without the insane lore a lot seem to have nowadays. Refreshing and I love how descriptive it is! +1
The sub-layer looks very different from Level 3, with rooms being comprised of white walls, and floors which are made of clean, shiny, light grey tiles; a significant change from the industrial and gritty look of the baseline Level 3. The roof is almost always made out of concrete, with big industrial lights being the main source of illumination in most areas the entirety of Level 3.1, though some rooms whilst some rooms contain neon lighting instead.
Bro why do you keep linking Level 3 lol once is enough
All rooms are connected by long, narrow corridors, who's which have walls are filled with gas pipes, machines and copper cables travelling from one room to another. These cables are functional, and transmit energy like they normally would. Because of this, it is recommended that one looks out for any damaged or uninsulated cables, as they can can potentially harm the wanderer. Wanderers are advised to look out for and steer clear of damaged or uninsulated cables, as they pose a significant electrocution hazard. These Each narrow corridors will almost always lead to another room, which will either be a large, open area filled with lots of machinery and spacecraft, or a circular room, which stretches deep below the ground level — not dissimilar to a silo — and houses a singular rocket, with no specified model or manufacturer. The only exception to this is in the rare case of corridors leading to dead-ends where a corridor leads to a dead-end, which is fortunately highly unlikely to occur.
Please avoid using "whose" (and certainly not who’s) to describe places. For inanimate elements, use which/that/similar.
I strongly suggest shifting the above paragraph to in between temperature and the next part about corridors.
As previously mentioned, All rooms contain vast amounts of some form quantities of experimental and/or aeronautics machinery, which functions at all times without the need for human intervention.
Do not use amount to refer to countable quantities. It’s not noticeably weird here, but it’s a pet peeve of mine. Also, specify what kind of machinery, not just ‘some form’.
Destroying Attempting to destroy the machines will not prevent them from functioning, as they will immediately be repaired by a pair of robot hands that will emerge from holes in the ceiling upon damage being done to the machinery. To do this, the hands either use tools that are fixed to them and attached to their arms, or, alternatively, use apparatus that may be scattered around the room. Whilst the arms are usually passive, paying no mind to wanderers whatsoever, they will immediately turn aggressive upon being disturbed. If this occurs, they will begin hitting the offender relentlessly until they leave the area, singular, and will continue to do so if they return later on whilst they're they are still at work.
I’m not sure what you meant by ‘singular’ lol
Much like Level 3, the dangerous environment of Level 3.1 pays off is worth exploring due to the abundance of useful resources objects that are scattered around it. These include:-
- Almond Water, False Outlets, and Firesalt, to name a few. —There are also Many rooms also contain large energy-storage devices that can be found across some of the rooms inside this level. Several outlets can be found on them, which contain working power outlets compatible with a variety of can power a myriad of different man-made devices.
They contain inside of them sets of construction equipment, such as The equipment they contain may include sledgehammers, bolt cutters, drills, flashlights, first aid kits, construction helmets, and several other such supplies. These containers are highly sought after by major groups of interest the Backrooms, as the objects valuable resources found inside of them are vital to progress in industrial zones and habitable areas, such as Level 11 and Level 901.
Temperatures throughout the rooms would be extremely high due to the presence of machines constantly operating machinery, but the sub-layer contains a massive ventilationnetwork of ventilators and air vents present throughout spanning across the level, which keep the temperature at around 22°C (71.6°F) in all rooms, and around 18°C (64.4°F) in the corridors.
I love the metric measurements thank you
In the narrow corridors, wanderers will usually be mostly safe from entities, as they do not appear to travel across rooms. These narrow corridors contain numerous gas pipes, cables, and machinery, which are always connected between rooms. Attempting to destroy these objects the pipes, cables and machinery has not been attempted yet, but will probably yield the same result as the aforementioned damaged machinery's repair process for damaged machinery.
Although most corridors simply lead to another more rooms, and contain no other exits, some do contain a staircase that allows wanderers to exit the sub-layer. These appear at complete random and are extremely rare.
Sometimes, wanderers might may come across extremely tall rooms, which are not dissimilar to silos. These rooms, which were as briefly mentioned earlier in the this article, always house one unbranded rocket, with no identifiable model, similar to other machinery? units. They The rooms are mostly almost always devoid of entities, save for some uncommon occasions. Thus far, it is not known if these rooms have a bottom, as the rocket seems to be suspended by steel arms over an endless void by a few steel arms. Control panels can also be found in a separate, secured room within the silo. They could theoretically be used to launch the rocket, but they are thankfully not known to function, being in a state of disrepair and completely inoperable and oftentimes in various states of disrepair.
Other rooms which can be found, albeit not as commonly, are large centrifuges, press conference rooms, offices, and sleeping quarters.
There are other rooms which Even more rooms have been documented, but their scarcity has warranted them being omitted their omission from this list. An extensive list of these rooms can be found in Log_3.1.txt, which can be found attached to this file. Most of these uncommon rooms contain large amounts numbers of different various hostile entities, and are rarely ever devoid of entities.
Normally, no valuable objects can be found across within the less common rooms.
Much like Level 3, Level 3.1 contains a lot of numerous dangerous entities.
Although some appear in larger concentrations numbers than others, some of the most common entities present all across the sub-layer are: include Bursters, Stretchers, Clumps, Skin-Stealers, Dullers and Hounds.
The open areas are where most entities present within Level 3.1 can be found, usually in groups which are packs scattered all across the rooms. They will attack any wanderers in their vicinity, although the robotic arms will may try to fight them off as best as they can.
Multiple instances cases of Entity 19, known as the Disease, have been found reported in Level 3.1.
It’s a disease, so you use cases, not instances.
To exit Level 3.1, one must find the aforementioned staircases present in some corridors, which, although rare, are the safest exits. Alternatively, one may no-clip at random on walls present in rooms.
no-clip should contain a hyphen.
+1 I require aeronautics equipment this will do nicely
Those are some weird robot hands tho I request that you write an entity article about them :0
Holy foxes that's a lotta SPaGhet! Thank you so much.
robot hands entity article… can do :0
Fox be groovin', be movin', and by god be shootin', but most importantly be writing.
- Signed by: MyrandFox
this level should be a full level not a sub of 3
BiohazardMon