SURVIVAL DIFFICULTY:
Class 4
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NOTICE
On behalf of the Major Explorer Group, The General Public Database and its staff team warn you that due to recent discoveries about Level 20's nature, entry to this level is ill-advised. The M.E.G. have given us permission to add their expedition logs of Level 20 at the end of the article for further context.
-Admin François
A picture of the Waiting halls.
Level 20, also known as Fun Zone, is an activity palace that extends for an unknown distance. Those who enter this level commonly report auditory hallucinations involving breathing and heavy winds, as well as visual hallucinations of snowfall. It is divided into two sections, known as "the Waiting halls," and "the Electric."
An orange, gelatinous substance with no apparent source falls through the ceiling at irregular intervals. The leading theory is that it may be no-clipping from another, as of yet undiscovered, level. The substance seems to be harmless thus far, but has not been fully analyzed.
The Waiting Halls
An entrance to the Electric from the Waiting halls.
The first section is a series of hallways consisting of white concrete, a brown carpet and a grey tiled ceiling. The hallways are littered with lockers, trash cans, couches, tables, chairs, empty reception desks, water fountains pouring Almond Water, and vending machines. Chocolate bars as well as pop can be found within the lockers, and the abundance of these materials increases the further one gets from an entrance.
Windows in the Waiting halls display anomalous properties and are found commonly. Looking out these windows will reveal a black void, accompanied by a vast expanse of stars, as well as the occasional moon. Interestingly, anywhere within a 10-metre radius of these windows will have the temperature drop anywhere from -22°C1 to -43°C2, despite the Waiting hall's average temperature of 7°C3. Everyone within the radius will also undergo minor headaches, as well as extreme paranoia.
Although the amount of entities present within the Waiting halls are minimal, Deathmoths, Clumps, Hounds, Facelings, Skin-Stealers, Nguithr'xurhs, and Growlers have all been spotted within the Waiting halls on multiple occasions. The population of entities is theorised to have been caused by a mass migration of entities from Level 2, possibly during the blackout.
The Electric
A picture of the Electric.
The Electric is a series of black concrete halls, composed of a black tiled ceiling, a grey carpet, and neon lighting. Entrances to the Electric can often be stumbled upon after roaming the Waiting halls for around 1-4 days.
Historically, reports mild paranoia when within the Electric have existed, though weren't a common occurrence. Recently, these reports have increased drastically, making paranoia a notable threat towards exploration of Level 20. In addition to the paranoia, the frequency of the hallucinations mentioned prior will increase dirastically. Further research and exploration of the Electric is underway.
Interestingly, the Electric does not pitch forward as most people think it to. Instead, it slowly elevates downward, with the hallways functioning as ramps which go such a small distance down that the change in elevation is unnoticeable.
The elevation of this level will effect the temperature, which slowly decreases the further down one goes. The lowest temperature recorded is -27°C4. This poses a significant obstacle towards the exploration of the Electric, as one can easily gain frostbite in this level if unprepared.
Within the Electric are doors that lead to its various games, activities within rooms, which require physical movement to win. Upon beating a game, the level will reward the winner with supplies such as food or Almond Water. If one is to lose the game, the level will manifest a hostile entity or teleport the 'player' to a different, more dangerous level, often leading to the death of the wanderer. A list of these games and their properties will be provided below.
The same entities found within the waiting halls can be found here, though appearing in larger numbers. Entities are unable to enter or exit any of the games, as whenever they touch one of the doors, they show repulsion and will immediately leave the location.
Entrances And Exits
A signal that an exit is nearby.
Entrances
- Blue doors containing the words "FUN ZONE" can be found within Level 2, Level 21, and Level 122. These doors will lead to Level 20.
- Entering a building of any sort in Level 11 named "Fun Zone" will lead to Level 20.
- Looking at the sky in Level 16 while it is in a cold state has a chance of teleporting one to Level 20.
- Broken or damaged doors within Level 19 have a rare chance of leading here.
Exits
- The quickest and most advised way to exit this level is via finding staff-only doors within the Waiting halls, these will take you to Level 2.
- One may also exit through the Waiting halls via no-clipping through the windows, which will take you to either Level 24 or Level 78.
- The only known somewhat consistent method of leaving through the Electric is through the doors that lead to the Electric's various games. These have a rare chance of taking you to Level 4, Level 21, or Level 36. These doors will always have an exit sign nearby.
- One can also leave this level by failing certain games within the Electric, though this method is guaranteed to send you to a dangerous level.
M.E.G. Expedition Logs
WARNING
On behalf of the Major Explorer Group, The General Public Database and its staff team warn you that further discoveries about Level 20's nature have deemed that these logs are an info-hazard, and will cause harm to anyone who enters Level 20 after reading them. If you choose to read these logs, it is of utmost importance you avoid entrance to this level, as doing so will lead to certain death. The M.E.G. have asked us to include this message:
"We are aware of how irresponsibly we handled this levels explorations, and our hearts go out to the families of Jacob FinLuke, Joseph Arnold, and Isaac Hay. We hope this warning will prevent any more casualties."
-Admin François





