Level 12

Description & Survival Guide: Level 12

A1S E: Beginning

Level 12 begins in a small white room. There is nothing in this white room for a while. Things may appear gradually but always in a particular order: first, a desk, then the chairs, next an overhead light, and finally a vault door will appear on any wall. There is nothing more in this room. You should enter the second area now.

A2S E: House

This second area is a dull midcentury modern house with varying layouts. The door may open into any room. The house will be fully furnished although lacking mirrors or reflective surfaces. The windows are frosted over and no tap runs. In the living rooms, there is always a plasma television. It will permanently display a flashing bad TV image even when unplugged or otherwise powered off and produces the only discernable sound. The only known exit is the front door, which opens to a vast white plain dotted with identical houses perpendicular to one another.

A3M E: Plain of single-story houses

Suburban homes populate this third area, each with an identical exterior but a tardis-like interior. These houses are situated on a sweeping light grey material akin to polymer and are textureless. The only useful items found in these houses are medical kits found in bathrooms and kitchen knives. A dull fog hangs in the sky and obscures vision far out but three to four houses can be visible from any given location. The buildings are separated from each other by exactly 500 meters, allowing for easy passage into the next. Some houses have paradoxical entrances and exit through inconspicuous doors to what you could naturally assume to be a bathroom or bedroom entrance. Be aware that these gateways can lead you great distances from your original location. Also, these houses will not have a vault entrance, unlike the house you originally exit.

As you progress further out across this grid network of buildings, the houses may have their contents placed orderly outside with each object perpendicular and at the same angle as the house. The televisions may begin to produce more than just a low static drone and indiscernible male voices will be heard. As time goes on, the frequently blank canvases and picture frames inside the houses may start to show crudely painted diamonds with three vertical lines and a dot in the centre, forming a poor eye symbol. These paintings will progressively become more refined and take shape. You should not go into the homes anymore once they begin appearing on television. If you remain, grossly exaggerated hands and arms will extend from the television and attempt to pull you in.

You should not go into bathrooms anymore when their doors are ajar and the eyes have become defined. Mirrors are on the walls and once you see your own reflection, you will notice the lack of eyeballs and become instantaneuously blinded, often resulting in wandering aimlessly alone with the slim possibility of accidentally going the right direction. Knowing this information will not blind you but seeing yourself will. It is believed that this is a property of the mirrors and not a cognito-hazard.

A4D E: Parkinglot

After leaving the houses and continuing in any linear direction across the grid, you should come across an area void of any houses. You should continue into this section. If you come across anything else with different structures turn back immediately. Do note that if you return to the plain, the entire area functions illogically and you can walk 20 minutes in a straight direction, turn around and in 5 minutes return to your starting point. As you travel, the lights will slowly fade and push you into darkness. You can try to return to the plain with houses, though this route is considered the safest and quickest. The only light source in this area are the four-armed street lights that appear in a grid-like pattern and any other light source does not work. A single, unmarked white sedan will appear in your vicinity and you should get in as it is the only one in the area. You can drive in any direction to reach the next area as returning to the previous area is now impossible.

As you drive for hours unending, the street lights will gradually appear longer, larger, bent, or burnt out. If they are warped in any way, do not exit your car as the street lights can bend around and crush you; although, they are passive if you are in your car. You should occasionally look to see if similar eyes have replaced their light bulbs from before in the houses. If so, do not slow down your car nor keep any windows open as the eyes will distend their street light hosts and slam themselves on your vehicle. If you can see light, you should head towards it and enter the fourth area.

A5S E: Pillars and wall of houses

After arriving in the fifth area, it is recommended you remain in your car and continue driving. There will be nothing for a while until you come across large pillars stretching out of view into the sky. You should continue driving through these pillars but if you have driven in a certain direction for more than ten minutes, turn to either direction as driving further will result in exiting the pillars. The pillars will abruptly end at some point even if you have driven under ten minutes in a certain direction but do continue in the same direction until you come across a wall of anomalously stacked houses. These houses form an impassable wall but you should continue driving along the wall until you come across a section with an illuminated exit sign. You should exit your car and enter this home, which has the fifth and final area inside. Do not enter any house without an exit sign as the eyes and arms will again attempt to rip you apart.

A6M E: Stairwell maze

This second to last area is unbound by logical constraints of geometry, logic, and physical laws. Inside is a maze of stairwells with a large doorway labelled "exit" in the centre. As you navigate through the stairways, you can pass through any doorway and find your orientation flipped and your perspective inverted upside down or turned on its side. Some stairways can randomly turn and flip your perspective that way but they will illogically connect to each other. You can paradoxically enter a doorway and end up in some other part of the chamber. Take care not to fall off the sides as you will rapidly reorient yourself as you fall through the chamber at great speeds, with a collision with any stairwell causing grave bodily harm. This falling into the 'ground' is similar to any given doorway in that you may fall through what you think is the ground but come out of the ceiling or the wall or so forth.

A7S EF: Rectangular rooms

If you make it to the exit door, walking through it will lead to a dim rectangular room with an elevator on the adjacent side. Entering it will lead to two different sub-areas making up the final area. The first is if you click the up arrow and it leads to more rooms identical to the rectangular one with the exception that the only button for the elevator is up and random furnishings are placed either orderly or strewn about and knocked over. You should continue to go up until you finally large fire doors labelled "use only in fire". Pushing through them will lead to Level 13. If you were to instead go down, you would find yourself in a very long hallway. You should walk through this hall. There are no doors but the occasional exit sign pointing further down the halls. Occasionally, you may come across vast open sections connected by a bridge. There are other bridges crisscrossing around you and further down in the void below. You should continue until you reach an elevator with a keypad inside. This keypad has a jumble of numbers although it is recommended you press the button for Level 6.1 or Level 11. Some numbers correspond to undocumented levels and pressing them results in leading you to The Void until you press another button.