Zone 2 "The Facility"
🌎 II - Medium
☠️ II - Medium ⏱ ! - Yes 🏰 One base 📻 iNet - Yes |
Zone 2 "The Facility" is made of many hallways with ramps, doors, and gated areas. The lighting is generally bright skylights or fluorescent lights. Most everything is painted in beige, blacks, and grays, it has a fairly industrial sort of feeling. Many of the doors and gates are locked, but some are not. Sometimes these doors lead to empty rooms with the ocassional chair or table, sometimes there will be some Crystal Water and granola bars... but food & water is not very common in this zone, and only found in these rooms.
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Unlike Zone 1, Zone 2 has quite a few environmental hazards one needs to be cautious of. Those empty rooms mentioned earlier? Well, a fair number of them are traps. Some are filled with an opaque black smoke that breathes and mixes. This smoke is nicknamed "Death Smog" as it appears to make one light-headed and dizzy within a couple minutes of exposure, hallucinate a few minutes later, and then be dead of asphyxiation in about ten minutes or so. Alternatively, sometimes these rooms are filled with radioactivity which isn't necessarily immediately clear without a dosimeter to measure the radiation levels. This radioactivity can also similarly kill rather quickly. The third kind of trap seems to be a time-skipping trap. The room may appear as if it is glitching slightly from the outside, but as soon as you walk in, time speeds up to 50x the speed versus someone standing just outside the room. This means if you spend an hour in the time distortion room it will seem like 50 hours to anyone outside of it. Its virtually impossible for one person in the room and one out to communicate because the time distortion renders the speech rather unintelligible. It is universally recommended to avoid these rooms, but if one is dying of thirst and needs to go in one of these rooms be absolutely certain the room does not set off the dosimeter, have black smoke, or appears to be glitching. This is unfortunately not a complete failsafe however since (although while much less common), these hazards can be found in the main hallways as well. It is recommended to be very vigilant and not move recklessly or quickly in Zone 2.
Entities - Screamers, Sludges, Hunters, and Big Barakus can be found across Zone 2.
Settlements & Bases
T.A.S.K. Outpost - 64 members
This T.A.S.K. outpost is the closest to HQ for studying time distortion. They have several teams of people that have set up recording equipment and are running science experiments 24/7. Supposedly this is one of the most productive outposts for studying time distortion due to its easy accessibility and the many many years they've spent messimg around with the various trap rooms. They have also been doing some groundbreaking studies on the "Death Smog".
Entrances
- Zone 2 can be accessed by riding an up escalator up from Zone 1.
Exits
- There are 12-foot tall large double oak doors with metal knockers resembling snakes. If the knocker is slammed down 3 times, the tall heavy doors will slowly open outwards, blinding all with a painfully bright golden light. Walking through this doorway will lead to Zone 3. Unfortunately, the doors are usually blocked by the massive Big Barakus (who is usually asleep), so he will need to be lured away or moved somehow in order to make it through.
- Zone 1 can be accessed by finding a down escalator towards the beginning of the zone and riding it all the way down.
Entities - Screamers, Sludges, Hunters, and Big Barakus can be found across Zone 2.
Settlements & Bases
T.A.S.K. Outpost - 64 members
This T.A.S.K. outpost is the closest to HQ for studying time distortion. They have several teams of people that have set up recording equipment and are running science experiments 24/7. Supposedly this is one of the most productive outposts for studying time distortion due to its easy accessibility and the many many years they've spent messimg around with the various trap rooms. They have also been doing some groundbreaking studies on the "Death Smog".
Entrances
- Zone 2 can be accessed by riding an up escalator up from Zone 1.
Exits
- There are 12-foot tall large double oak doors with metal knockers resembling snakes. If the knocker is slammed down 3 times, the tall heavy doors will slowly open outwards, blinding all with a painfully bright golden light. Walking through this doorway will lead to Zone 3. Unfortunately, the doors are usually blocked by the massive Big Barakus (who is usually asleep), so he will need to be lured away or moved somehow in order to make it through.
- Zone 1 can be accessed by finding a down escalator towards the beginning of the zone and riding it all the way down.