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Chapter 2 - LEVEL 1 — THE SAFALING ROOMS

Classification

Unstable | Medium Threat | Puzzle-Level

Overview

Level 1, known as The Safaling Rooms, is where most players die early.

It looks harmless at first: a sequence of soft-lit rooms designed to feel safe.

But the rooms constantly replace themselves, and a silent black figure stalks anyone who enters.

Survival here depends on discipline. One mistake, one word, one reaction, and the level ends you instantly.

Your goal is simple in theory:

Find the Black Key. Return to the entrance. Escape the level.

But almost no one manages all three.

ENVIRONMENT

The Rooms

The Safaling Rooms are a maze of connected spaces that all feel like the waiting room of a cheap hospital.

Each room contains:

pale yellow wallpaper

dim overhead lights

one or two broken chairs

an exit door that leads to a different version of the same room

The layout shifts behind the player. When they walk into a new room, the previous one dissolves.

There is no backtracking unless the level wants you to.

Some rooms contain:

abandoned backpacks

torn notes

empty water bottles

flickering emergency lamps

faint scratch marks on walls

Every room is silent. No hum, no footsteps, no air flow.

The quiet becomes unsettling very quickly.

Lighting Behavior

Lights flicker slowly when the entity is nearby.

If they turn off completely, run—but do not speak.

THE ENTITY — "THE BLACK FOLLOWER"

Appearance

A tall, pitch-black humanoid shape with no features.

It looks like a shadow standing upright in the wrong place.

It never stops moving.

It walks behind you at a slow, steady pace.

Rules of the Entity

It never runs.

It never teleports.

It simply follows you from room to room.

It does not react to movement, breathing, or light.

It only responds to one thing:

If you speak to it—about anything—it kills you instantly.

Not screaming.

Not whispering.

Not muttering a sentence to yourself.

Any speech directed at it or spoken while looking at it counts.

Victims die without sound. Their bodies vanish the moment they hit the ground.

Why People Die Here

The entity often appears suddenly behind a door.

Many players panic and say something out loud:

"What is that?"

"Please don't."

"Is someone there?"

Even muttering "no no no…" while facing it triggers the kill.

Silence is survival.

If you ignore it and keep moving, it does nothing.

THE BLACK KEY

What It Looks Like

A small, glossy black key with no teeth.

Heavy for its size.

Always found in a room that looks slightly "off" compared to the others:

louder flickering lights

wallpaper peeling more than usual

chairs facing the door

faint buzzing behind the walls

How to Find It

The player must:

move quickly

stay silent

avoid looking at the entity too long

keep track of subtle room differences

Typically takes 8–20 rooms to find.

Important

Picking up the key triggers a level-wide shift:

rooms flicker

doors slam harder

the entity gets slightly faster

You must return to the first room.

But the maze no longer matches the path you came from.

THE EXIT

Returning to the Entrance

The entrance room is identifiable by the same bright doorway the player originally stepped through when Level 0 ended.

However, Level 1 shuffles itself constantly, so the player must:

choose rooms with "stable" lighting

avoid rooms with moving shadows

keep track of repeating wallpaper patterns

The Black Follower will always be somewhere behind you during the return.

Using the Key

When the player reaches the entrance room:

a black door appears beside the original doorway

inserting the Black Key opens the door

This door does not lead to Level 2.

It sends the player to any random level.

The Infinite Void decides where they go next.

LORE

Purpose

The Safaling Rooms test:

emotional control

silence

awareness

ability to escape an unstable maze

It is rumored that the Black Follower is not an entity at all but a "rule enforcer"—something that exists only to punish people who break the Void's silence protocol.

Some explorers believe the entity is blind and deaf, sensing only vibration in the air caused by speech.

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