The basic room structure is the same as any room in the basement, but there are new puzzle mechanisms, circular lamps that let out a red glow, and the walls having a deep red color similar to that of hell or the end ruins.
Upon initially entering the area for the first time, the unknown rotary device present in the location in Submachine 1 disappears into the wall, signifying that the player cannot use it to access the basement.
The puzzle mechanisms involve collecting four levers to dislodge a glass plate that blocks access to a red karma portal which leads to the basement.
- In order to reach this section, the player must ride the elevator taken at the end of Submachine 1 except this time the process is reversed as the player is going down, not up.
- This is the only known location in the subnet to contain a red karma portal.
|Sections of the Basement|
|Submachine 10: The Exit locations|
|Northern Garden docks • Captain's ship • Angel ruins - OOO • Royal storage facilities - IOO • Storage unit 32/1 • Storage unit 33/1 • Storage unit 33/2 • Storage unit 33/3 • Storage unit 33/4 • Resin mine - OIO • Iron pyramid - OOI • Karma studies facility - IIO • S.H.I.V.A. access point - OII • Stabilizer bay - IOI • Meditation temple - III • Temple • Dock • Winter Palace • Cliffs • Tunnels • S.H.I.V.A. override corridor • Citric acid room • Root base • Rooftop • Research base • Level X • Lighthouse dungeon • Basement exit • Infernal basement • Basement • Metal section • Lighthouse tower • Tile rooms • Little island • S3C area • Desert|