Contents
Level 0.4 "The Crimson Tunnels"
Survival Difficulty: Class 3
Unsafe
Unsecure
Low Entity Count
Description
Level 0.4 is an infinite crimson maintenance tunnel. The walls extend upwards forever, leaving no roof, and the floor is a dark shamrock lined with a light yellow streak extending throughout the ground. There is a bright lighting source throughout the level, but no source has been found. There are segments of the walls revealing clear glass. This glass can be broken, but once nobody sees the remains anymore, it will instantly regenerate. This glass shows multiple gears most of the time, although other parts can occasionally be found within them. These circuits are always simple and very complicated ones were never reported in this level. This level has many entities, but they are usually incapacitated, making them easier to handle than others. There are still undamaged entities, but none of them are from the ones that are too strong.
Entities
Facelings, Hounds, Clumps, and Deathmoths have been reported in this level.
Entrances and Exits
Entrances
- Finding a Door Lebeled "EMPLOYEES ONLY" in Level 0.3 will lead here.
- Finding a broken trapdoor in Level 3.1 will lead here.
- Noclipping through piping in Level 0.9 will lead here.
- Using the same "catatonia" used to enter Level 404 in said level will cause you to collapse and noclip here.
- Tearing down wallpaper in The Red Rooms of Level 0 and noclipping through the exposed wall will cause you to fall here and most likely land face first.
Exits
- Breaking a window and falling down 40 miles will lead you to Level 1.5.
- Noclipping through a moldy area will lead you to Level 2.
- Breaking off a gear and using it to dig down into the floor (weird) will lead to The End.
- Shocking yourself with high voltage will knock you out and you will wake up in Level 3.
- Opening a green door with a rhombus will lead to Level 18.