- {$one}.
- {$two}.
- {$three}.
Description
The level consists of a complex network of metro hallways.
The layout is non-linear, containing several disorienting and labyrinthine areas.
Some sections of the level are destroyed or heavily damaged, obstructing passage.
This level is non-Euclidean.
The corridors are usually uniform, though they occasionally break this pattern without warning.
Several portions of the ceiling are unstable and may collapse, similar to Level 0.2, where loose debris is known to fall — caution is advised.
Wanderers may be required to walk through long, winding hallways, and dead ends are extremely common.
It is strongly recommended to follow illuminated paths whenever possible.
Bases, Outposts and Communities
There are no known bases, outposts or communities on this level
Entrances And Exits
Entrances
Entering a metro hallway in Level 11 may lead to this level.
Exits
Jumping through a broken section of the ceiling can transport you to either Level 11 or Level 22.
Walking for approximately two hours exclusively along illuminated paths will lead to Level 124.
by Artful(on dc), Pedro


