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SURVIVAL DIFFICULTY:
Class amended
- {$one}
- cronological distortion
- phychological hazard
ok, so we finally got it to upload. we were having a lot of trouble with file dekay and stuff so if things are glitchy, that's why.

a typical campsite
Description
an abandoned campground in surprisingly good condition, a serene snapshot of nature's gentle reclaiming. The gravel paths are clear, softened by a light cover of pine needles and small, delicate plants that have taken root in the cracks. The fire pits are clean and well-maintained, their metal surfaces showing no signs of rust, with
when entering the level you wake up in a tent with a can of tuna (supposedly produced by the bay) and a bottle of almond water. As soon as you leave your tent it immediately collapses behind you and decays away to nothing. suppose you drink the almond water or eat the tuna the container rusts and disintegrates in your hands. you go down a small trail and enter a bay.
the bay seems to be infinitely looping around you and you can never go to the end. you realize that a small boat has appeared. the boat is about 15 feet long and has a motor. it is very similar to a frontrooms boat. you

darkness, then your in the tent again.
Bases, Outposts and Communities
there once was a MEG Outpost but on the second night, they disappeared. here is a transcript of the last transmission:
AGENT 284:the sun is going down
OPERATOR: How does it look?
AGENT 284:oh man it's beautiful! its li-SHKKKKKKK red and ora-FFFFSHKKKK
OPERATOR: sounds like you're breaking up I'm gonna get another guy on the line
OPERATOR2: hello do you copy?
AGENT 284:KSHRRKKKKKKK
chronological distortion
"The campsites" display bizarre properties where objects decay rapidly for no apparent reason, crumbling to dust in moments. Structures like chairs and tents collapse unpredictably, while things like roads and tables remain inexplicably stable. This creates a disorienting contrast where some elements degrade swiftly while others defy the passage of time. The environment seems governed by an arbitrary logic, making navigation both fascinating and perilous.
Entrances And Exits
Entrances
fall asleep in tents on any level.
Exits
use a boat where you will get to Crab Island or other various sea levels, some trees when climbed send you to other levels.