Уровень 103

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Классификация Уровней


Авианосец в дневное время.

Пример: Уровень 103 - "Авианосец"

Тип: Водный
Шансы на выживание: Высокие. В определённых зонах авианосца нет опасностей, поэтому можно собрать большое количество припасов.
Свойства: Как густые туманы, так и вода из океана устраняют любые повреждения, нанесённые авианосцу.
Биологическое присутствие: Низкое. В любой момент времени присутствует небольшое количество сущностей.
Нееклидова природа: Высокая. Коридоры петляют и перекрываются без физического соединения..
Стабильность: Предположительно стабильный.

Окончательная классификация: Класс 1
Классификация CSE: AQU_N-EUC1

Дополнительные примечания: Неевклидов авианосец, который снаружи имеет конечную форму, но предположительно бесконечен изнутри.


Wandering across an endless sea, an aircraft carrier stands and strong it remains: built to last and to withstand all dangers; it travels with no destination and no goal, guided only by its mere freedom and its own will.

Level 103 assumes the form of a presumably infinitely-sized body of water that is colloquially referred to as Ocean 103; the status of infinity is only an approximation, as there is no doable way to know the ocean's exact dimensions.


Иногда авианосец останавливается рядом с плавучей верфью. Здесь странники могут собрать различные припасы, но если они проведут на верфи слишком много времени, корабль продолжит движение без них.

May it roam through a seemingly haphazard route, but it will find a destination; from time to time the carrier will stumble upon a floating dock on which it will lock on for a couple of minutes.
Resting on said dockyard are numerous supply crates filled with valuable supplies, and items can be picked up by wanderers and brought to the ship, as bridges will form and connect the carrier to the dockyards temporarily.
The crates—although enormous—are never full of supplies; instead, a small number of supplies will be scarcely spread out inside the crates, including a variety of objects and tools, which may comprise of, but not limited to: Almond Water, which may come in bottles or containers; Activated Charcoal, which comes in small bags or glass jars; Firesalt, which comes in sealed metal crates; and Liquid Silence, which comes in the form of dust, stored inside yet another metal crate.

Let it be known that the aircraft carrier will leave after a brief moment, so it is recommended that supplies are gathered as fast as conceivably possible. If a soul is lost and abandoned, their fate will remain unknown for everyone except them, as it is to be presumed that they will never be seen again as no known exit resides outside the ship. Any wanderers that are left behind are to be considered dead.

Not any different from our normal reality, Level 103 possesses a fairly similar daylight cycle as to that found in the Frontrooms, with around 8 hours of nighttime and 16 hours of daytime.

As the level remains devoid of any underseas fauna and flora, its main characteristics and details come from what resides within the carrier itself. Non-Euclidean in nature with its seemingly finite form, from outside—once entered—all its corridors will overlap each other and create an infinite maze of rooms and arrays of hallways; nevertheless, any passage marked as an exit will lead wanderers back outside.

Built with sturdy and strong materials, the carrier is very stable and sound, with no signs of damage or scratches seen at any time. Any damage inflicted on the carrier is repaired as soon as it passes through dense fog, or if the water surrounding it touches the damaged zone. These effects appear to only work on the carrier, as both wounds and broken objects will not be healed or repaired by the same methods.

Standing strong as the main structure of the aircraft carrier, the island control structure also possesses the aforementioned non-Euclidean nature. The control room will seamlessly stretch onwards to infinity if a wanderer approaches the walls. These changes will remain for as long as the wanderer remains in the same spot; if the wanderer exits, the room will begin to shrink until it reaches its initial form.

Fighter jets and helicopters are present on the aircraft carrier but are not functional. Hangars and any decks are missing from the interior, as it is solely populated by the aforementioned rooms and corridors.
The fuel present in the aircraft can be retrieved and used on many generators found scattered all across the carrier. These are commonly used by wanderers and communities to supply their own bases and outposts, which although small, provide care to many wanderers.
Furthermore, the fuel also regenerates if the aircraft passes through a dense fog; the longer the aircraft remains in the dense fog, the more fuel is regenerated, thus creating an infinite source of energy. However, fog can sometimes take weeks to form again, so other energy sources have to be found, or wiring from the aircraft carrier is redirected to these bases—although power surges still happen.

A Trip Downstairs

Traveling down into the bizarre nature of the corridors down beneath, not much can be said about their look. The walls are covered in metal pipes of blue, red, and sometimes grey colors; the floors are made out of a clean, shiny beige-colored type of metal, with the roof being made of the same material; and—occasionally—one may stumble upon wires, circuits, doors, and even windows. These windows do not contain any anomalous effects.

Curiosity has led many to enter through the numerous doors found in these corridors, which will lead most to a unique room. These differ greatly from one another, and a list of documented room types and brief descriptions has been included, but it is important to keep in mind that entities freely roam around these corridors and rooms, so one should explore with extreme caution

Название комнаты Краткое описание Припасы (Если есть) Опасности (Если есть)
Травмпункт A room equipped with material to provide extensive care for patients who have suffered a major accident. Most of the equipment does not function but can be used for scrap. Medical supplies can sometimes be found, albeit rarely. Broken machinery will have its circuits and wiring exposed, which can cause electrocution.
Berth A room filled with beds and mattresses, usually in terrible conditions. None. None. Could theoretically be used as a room to rest on if the door can be properly locked from any outside dangers.
Кафетерий A large room filled with tables and empty counters. Many of the electronics or appliances appear to be missing from most rooms, but some rooms may contain a number of these still intact. Food is considered poisoned, leaving Almond Water as the only valuable supply to be found. Usually high in entity count.
Engine Room A moderate-sized room that contains up to three large engines, presumably powering the aircraft carrier. These cannot be shut down, as it has been attempted many times before to no avail. Sometimes, some tools can be found inside red toolboxes. Very noisy. Becomes deafening after extended periods of exposure.
Biohazard Containment Rooms filled with biohazard materials. Cultivations of highly infectious viruses and other hazards. It is not recommended to interact with anything inside of the room to prevent any diseases from spreading. None. Overrun with dangerous viruses and bacteria. Entities present in the room may be infected.

The pipes present throughout the endless corridors are painted in three different colors, as mentioned before: blue, red, and grey.
Blue pipes carry water pumped from the ocean outside, which is then transported through both an outer and inner circuit of tubes that connect to an enormous network of sprinklers, which disperse water in any damaged areas in the interior.
Red pipes carry a unique red substance that is very hard to examine; it cannot be transported as it evaporates once removed from the red pipes. Following the pipes can sometimes lead to a Biohazard Containment room, found being connected to a form of generator or centrifuge.
Grey pipes carry oxygen all throughout the corridors, as corridors begin to gain less oxygen the further they stretch away from any starting point. The oxygen is then connected to A/C units, which will provide just enough oxygen for wanderers to survive.

Presumably, all energy is provided by the many engines present in the Engine Rooms. This energy travels through a gigantic network of cables that connect to every electrical component present in the level.
Power surges can sometimes occur at random, assumably caused by power overloads or disruptions caused by entities or machines being turned on in critical areas. Most machinery, although not functional, appears to be consuming energy at any given point.
Outlets are commonly present inside some rooms and will provide a steady amount of charge, albeit very low and time-consuming.


Entities freely roam around the inside layers of the ship. Corridors and rooms can, sometimes, be infested with them. However, it is not impossible to thoroughly wander around barren of any encounters. With such, one should be wary of a unique set of rooms, which are guaranteed to contain dangers that can lead to serious injury or even death.
Usually, these rooms will have obvious signs that they pose a severe threat to wanderers, but even so, a guide has been added below as it should help lower the number of incidents among wanderers in Level 103.

Do not trust the dark.

Rooms that contain no form of lighting are not to be entered. Entities can be hiding and waiting for you to fall into their trap.

If you hear voices, they are not friendly.

Wanderers will not be calling for help; if they are, ignore it. Entities are alerted by sound and you should not give them a chance to find you.

No one is nice in the Backrooms; do not trust any invitation.

Remember that being too nice is not a promise that someone is trustworthy. Your back is never being watched, and any invitations you accept may be leading you to your very end.

If you spot an entity, do not enter any room nearby.

If an entity is nearby, it is safe to assume that nearby rooms also contain entities and should not be interacted with. Retreat slowly and find another corridor.

If the room is filled with balloons, flee immediately; you are not safe.

You surely do not want this party.

If the room appears to be a void, do not enter it. It might be a manifestation of The Decay.

[CORRUPTED DATA] - A void… emptiness… join what does not exist anymore.

If the lights turn off, do not make any sound and run away as far as you can, entities will be looking out for you and you don't want to be there when the lights turn on.

If the lights suddenly turn off because of sudden power surges, you should immediately run away from your current location. It is worth remembering that blackouts only happen in a certain area of the ship, so running away quickly enough will surely lead you to a safer, lit area, devoid of any danger.

If blood is covering the door or the surrounding area, this might be an entrance to The Bloodrooms. Do not enter at any cost. Death is guaranteed.

The Bloodrooms is a place that should never be entered. Torture and death are a pleasure here, and many will pay to see you die.

Overall, a vast amount of entities has been documented in Level 103, with the most commonly seen being: Smilers, Clumps, Skin-Stealers, Nguithr'xurhs, Partygoers, and Parasitic Paint.
Many other entities have been seen inside of the level, but none have yet been seen wandering around the top layer of the aircraft carrier, which allows for wanderers to safely reside in said area. The control room is also devoid of any entities but is connected to the corridors below, so it is possible that one day an entity finds its way upwards.

Базы, Аванпосты и Поселения


Хаха, мы знаем, что наше название может показаться немного пугающим, но на самом деле мы очень дружелюбные!

Приятно познакомиться. Меня зовут Уильям, и я основатель Рейдеров, дружелюбной группы, обосновавшейся на Уровне 103, и которая процветает благодаря множеству припасов, найденных на верфях и в бесчисленных комнатах внизу.

Помощь нуждающимся странникам — наш приоритет номер один, поэтому, если вы когда-нибудь окажетесь на этом уровне, подойдите поздороваться! У нас проживает около 58 дружелюбных душ, и мы всегда рады привлечь новых людей в наше скромное поселение.

Рейдеры — дружелюбная группа, созданная странником по имени Уильям. Их главная задача - оказывать заботу и помощь любому страннику, проходящему через Уровень 103.
Хотя в этой группе состоят всего 58 странников, сообщается о 172 участниках, учитывая, что многие активно бродят по комнатам и коридорам внизу, чтобы собрать медикаменты и инструменты.

Входы и Выходы


Чтобы покинуть Уровень 103, странники должны найти уникально отмеченную выходную дверь на Уровне 17. Эта дверь полностью покрыта темно-серой матовой краской и имеет две-три жёлтые полосы внизу.
Если на двери две полосы, это указывает на то, что те, кто войдёт через неё, окажутся на вершине Уровня 103; напротив, те, кто войдёт через дверь с тремя полосами, окажутся внутри авианосца — обычно в комнате, однако это не гарантировано.2


Чтобы покинуть уровень, странники должны найти Травмпункт, в которой есть дверь, окружённая неоновым освещением. Первоначально считалось, что она просто приведет в другую комнату на Уровне 103, но после двух коротких обследований было обнаружено, что вместо этого дверь ведёт на Уровень 109.

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