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Chapter 3 - LEVEL 2 — THE DROWNING HALLS

Classification

High Threat | Environmental Hazard | Psychological Pressure

Overview

Level 2 is an endless network of narrow hallways filled with slow-moving water that rises and falls without warning. The deeper a player moves, the colder, darker, and tighter the place becomes.

The level's danger doesn't come from fast monsters.

It comes from water, darkness, and a creature you only ever hear but almost never see.

Survival here is about timing, listening, and not panicking.

ENVIRONMENT

The Hallways

The Drowning Halls are long corridors made of cracked concrete.

Water flows across the floor at ankle to knee height.

Every surface is damp, and the lights flicker behind a layer of condensation.

The halls repeat the same structure:

broken pipes overhead

rusted metal doors that never open

emergency lights that pulse slowly

dripping echoes that confuse direction

Some hallways are straight.

Others twist unpredictably or slope downward.

Water Behavior

This is what makes Level 2 deadly.

The water level rises and falls every few minutes without pattern:

sometimes slowly

sometimes violently

sometimes silently

When it reaches full height, the entire hallway floods to the ceiling.

If you're caught there, you drown unless you find a pocket of trapped air.

The water drains again after 20–40 seconds.

Temperature

As you move farther, the water becomes colder.

Late sections are nearly freezing, causing:

slowed movement

shivering

reduced stamina

THE ENTITY — "THE DRENCHED"

Behavior First

The Drenched does not chase during running moments.

It hunts slowly, patiently.

You hear it before you see it.

How It Sounds

heavy footsteps in shallow water

slow dragging like wet cloth

deep breathing echoing through pipes

The closer it gets, the more distorted the lights become.

Appearance

A tall, soaked humanoid figure with water constantly pouring from its body.

Its head hangs forward, long strands of black hair covering its face.

It moves slowly but never stops.

It cannot be outrun forever.

The hallways eventually loop it back behind you.

Rules of the Drenched

It reacts strongly to splashing.

Moving quickly through water attracts it.

Standing still reduces its awareness.

Light doesn't affect it.

It cannot enter tight ventilation shafts.

If it reaches you, it grabs your head and forces you underwater until you black out.

There is no escape once caught.

SAFE ZONES

Dry Rooms

Occasionally, a side door will open into a small room with:

dry floors

a working light

a humming generator

shelves with scattered supplies

These rooms are safe, but staying too long makes the Drenched "sense" you again.

They help you recover warmth and breathe, but not rest.

THE EXIT — THE FLOATING KEY

What You're Looking For

To escape Level 2, you must find the Floating Key, a rusty metal key suspended mid-air in one of the deeper hallways.

It spins slowly, giving off a faint blue glow.

How to Reach the Exit

Once the player touches the Floating Key:

1. The water level across the entire map begins rising permanently.

2. The Drenched becomes extremely active.

3. The walls shift to funnel the player back toward the starting area.

Near the entrance hall, a new door appears: a heavy, waterlogged metal hatch.

Using the Floating Key unlocks it.

Opening the hatch releases a burst of cold air and throws the player into another random level.

LORE

Origin Theory

Some survivors believe Level 2 was once a real underground facility that collapsed and flooded long ago.

Others think the Drenched is a drowned human dragged into the Void and forced to hunt others.

But the most accepted theory is this:

Level 2 tests your control under suffocation.

Water here behaves like a living system, guided by the Void itself.

Psychological Effects

Long exposure to Level 2 causes:

auditory hallucinations

hearing phantom voices underwater

sensing hands grabbing your ankles

seeing shadows in the water that aren't there

These intensify if the player comes close to drowning.

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