This page is a work-in-progress!
Level -369 is currently under construction, so please refrain from adding a Delete template (unless the page has been abandoned for some time).
Ici, je vous lie. Vous verrez ce que je veux que vous voyiez. Vous verrez tout et rien du tout. Embrassez le chaos ou mourez.
Level -369 is a cognitohazard.
At a glance, it is a pleasant, surreal forest that has no name. The temperature of this place is a constant 73°F (~22.8°C). This level has a 12:12 light/dark cycle despite no sun of any kind existing here. The light source of this level is unknown.
This image, taken by wanderer F.J., features the surreal forest of Level -369 where you will begin your journey. F.J. got lost in these woods and died of starvation.
While this place is devoid of hostile entities,
(This place is infested with entities assuming this place exists at all.)
it releases an unknown agent that speeds up the metabolism causing anyone who dare linger here for more than three days to waste and starve to death.
There are no easy ways out of here. I will warn you now that you cannot no-clip out of this space.
Stop trying to no-clip your way out of the here! You, f*cken moron! It is does not work!!
I made sure no-clipping here would lead you straight to The Void.
I have been there before.
Je suis fou à cause de cet endroit...
Javaraya got sick of you lingering in his presence so he whispered a curse, and you ceased to exist.
You did not touch anything you were not supposed to... did you? You did not...
Bon!Let us continue...
The only salvation you have while traversing Level -369 is going through your choice of disembodied door hidden somewhere in these 'woods'.
Disembodied Doors of the Nameless Surreal Forest
How far are you, Gary, willing to go?
Ah bon?Let us put your tenacity to the test!
Plus profond! Plus profond encore!! Find one of these disembodied doors as quickly as you can or perish here. There is a total of three. Where do they lead...? That is for you to discover. Pick a door. Decide your fate but make your choose wisely. Somewhere below are your options of doors to enter. Avertissement juste! Opening a door seals the others shut. Do not try to no-clip a sealed door. Whatever happens to you if you do only, my brother, Dearil knows. F*ck around and find if you dare. If you want to enter the other spaces, you must no-clip in the level you selected to explore. There is a 99.99% chance you will fall into The Void. Determine if that is a risk you wish to take. No clipping might not be an option depending on where you are, so do keep that in mind.
Faites ce que vous devez mais il n'y a pas d'issues ici.
This image, taken by wanderer R.N., features disembodied Door #1. Wanderer R.N. never passed this door's threshold. The Hounds got to wanderer R.N. first.
Description
Level -369's door #1 is a white door with high amber, stained glass. This door is surrounded by 9 acres of moist, temperate forest. Upon entering these 9 acres, you will notice that this spot is perpetually in the state of late afternoon. The sky is overcast 85% of the time. It smells like it is going to rain, but it never does. The temperature is between 56°F - 71°F (~13.3°C - 21.7°C). This area is infested with camouflaging hounds. There have been two reports of skin-stealers in the area, but this cannot be confirmed. Entering through this door will take you to a randomly generated residency space.
This image, taken by wanderer K.Y., shows the abandoned living room. Wanderer K.Y. descended the loop of 'Level 9'. They are presumed lost or dead.
When crossing the threshold of Door #1, there is a 65% chance you will up in the 'Abandoned Living Room'. This space is well-lit and consists of two windows, a torn sofa, a large mirror, and a dusty shelf. Most people die here because they become content with their situation and stay here. Most wanderers claim they see their loved ones here, and this place shortly transforms into a warm, loving home. It is safe to say they are hallucinating. Their hallucinations are so real they disregard that they are dying of thirst or hunger. They also cannot fight the unknown entity that is swallowing them whole.
Exits
?
You creatures so badly want an exit to exist.Abandonné tout espoir...
There is a 15% chance that ripping the cotton out of the sofa will transport you to a replica of Level -319.
Cela ne ressemble pas à la solution?The mirror is broken! Your time is running out! 01000001 01110011 01101000 01100101 01110011 00100000 01110100 01101111 00100000 01100001 01110011 01101000 01100101 01110011 00100001 00100000 01000100 01110101 01110011 01110100 00100000 01110100 01101111 00100000 01100100 01110101 01110011 01110100 00100001 00100000 01010011 01100011 01110010 01100101 01100001 01101101 00100000 01100110 01101111 01110010 00100000 01101101 01100101 00100001
There is a 35% chance that passing out from exhaustion will transport you to a replica Level 9.
*
Passing out from exhaustion will transport you to a replica of Level 9.
↓
Passing out from exhaustion will transport you to a space that resembles Level 9.
↓
You are exhausted... You, Gary, are transported to a space that is familiar to Level 9.
↓
You are exhausted. Nothing you brought with you is stopping this. You are crippled by exhaustion and transported to a space that might be Level 9.
↓
It is getting harder to wake up. You are transported to a space that is not Level 9.
↓
Which one of you crazy f*cks made this part...
Wanderer K.Y.'s descent into madness is captured via photograph by anomalous means.
You cannot get up and you are transported to...
↓
There will a be point where you do not wake up. It happens somewhere between the 50th to 1000th loop.
↓
“Il n'y a pas moyen de sortir. Trouvez la paix dans le sommeil éternel.”
There is a 10% chance that no clipping the mirror in this space will take you back to the 'nameless' surreal forest. There is a 90% chance your reflection will kill you before you do.
There is a 40% chance that you will be spontaneously transported to 'The Source of All House Fires'.
This image was removed from charred remains. The taker of this photo cannot be confirmed.
The Source of All House Fires is a dim, moldy kitchen that consists of two windows, several shelves and cabinets, broken dishes and memories, and charred remains. There is not much to this space. Wanderers who get too close to the windows will be claimed by them. Most wanderers avoid the windows and try the door. The door disappears as you try to open it, leaving behind a bare charred wall. Realizing the door cannot be exploited. Wanderers try interacting with anything in the room to no-clip out. Wanderers who linger in this space for more than 15 minutes will spontaneously combust.
Signs you are combusting are a rapid increase of body temperature, smoke and ambers coming off your body, smoke coming from your mouth, coughing or spitting up ash, charring and igniting the skin, and burning of clothing.
The average adult male will be consumed by fire within 3 minutes of the initial fire. Nothing can stop the progress of your combustion once it starts. The cause of this is unknown.
Exits
Burning to death is an exit.
Go to Bed Angry
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
It is unknown who took this picture.
There is a 25% chance explorers who enter Door #1 will appear here. This space is a shadowy, dusty bedroom that consists of a bed, crib, broken chairs, filthy rug, and dried blood. The window is here to watch. Wanderers will appear in this place with at least five other explorers or facelings. Everyone in this space is initially cordial, polite, and excited to see another person. Staying in this space for longer than 10 minutes will trigger psychotic levels of anxiety, rage, aggression, and paranoia in all individuals or entities present. Arguments and suspicion will erupt between individuals. These heated arguments will progress into violent brawls. These brawls will turn deadly and will continue until everyone is dead or, one person remains. If one person is left standing, they will pass out and die from their injuries or exhaustion. It is not known why or how this happens. Fighting is non-stop. Brawls can last up to 8 days. The bodies will be left to rot before their are removed by Dearil. It is not known what Dearil does with the bodies.
Exits
Your rotting corpse will be carried out of this space in a body bag.
Causally Flooring Bathroom
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
There is a 10% chance explorers who enter Door #1 will appear here. This space is surprisingly not dilapidated. This bathroom is well-lit and consists of a sink, toilet, tub, and mirror. The only thing missing is a door or window or window. You dying is the serious part. You dying here is the embarrassing part.Ne vous inquiétez pas!I took care to make you would not a have audience thus I did not put a window here. With that said, feel free to drink from the sink, tub and toilet as they are functional and they yield almond water. Drink your last as the this bathroom will be begin to floor with the almond water. It takes 2 days for the room to be completely floored. Once this reality is completely filled, it will stay filled as long as it takes for your body to start decomposing.
Exits
Drowning or I could feed you to the Reaping Willows of Level -120 to save myself the trouble.
Door 2: Barren Salt Flats
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
Description
This image, taken by wanderer C.C., features disembodied Door #2. This photo was removed from this wanderer's corpse found amongst the sugar cane.
Level -369's door #2 is 3 flights of cobblestone steps leading up to a white door. This door is surrounded by 169 acres of oppressively arid desert. It is worth noting here that once you pass the threshold of this desert, you cannot go back. The 'nameless' surreal forest ceases to exist. You will still be subjugated to the agent that is speeding up your metabolism. Trying to exit this desert causes you to loop back into it.
When traversing the 'Barren Salt Flats', you will notice that this spot is perpetually in the state of high noon. The temperature is between 90°F - 137°F (~32.2°C - 58.3°C). This area is infested with arid hounds, lighters, deathmoths, mirages and other unknown desert lurking entities. Entering through the door present in this space will take you to the 'Sugar Cane Field' or 'The Reaping Nursery'.
Unique Entities of the Barren Salt Flats: Mirages
Mirages are distant wavy, transparent entities that dwell in this space. These entities dance in such a way that hypnotize wanderers into thinking they are a body of almond water. They even release kairomones that mimic the scent of almond water to attract victims. These entities lead wanderers further and further into this dimension until they pass out from heat exhaustion, heat stroke or dehydration resulting in their predation.
Unique Entities of the Barren Salt Flats: Kettles
Kettles are cloaking, bird-like entities that travel in groups of 8 - 20. These entities fly in a wheeling/circling-like pattern when they spot viable prey. They have been known to circle prey for 4 days. It is worth mentioning that these airborne entities have never been seen directly. Their presence is evident by the shadow they cast as they circle above their target. You are lost if you see the shadow of circling 'birds' when traversing the 'barren salt flats'. Your only hope of surviving is finding door #2 and to keep moving. These birds will scoop in the moment you collapse. These birds are also attracted to almond water, so if they are targeting you...do not drink it. The environment is accelerating your metabolism, so it will not help you anyway. If you do not find this door in time, hope the group of birds is large and they rip you apart quickly.
This image, taken by wanderer [unknown], shows the sugar cane field and the road that cuts through it. The explorer holding this picture could not be identified. The victim was mutilated.
This area beyond the door is a lush field of sugar cane with a dirt road cutting through it. It is not known where this road leads. The screams you hear in the distance should deter you from following the road. The field is no safer. 90% of the people who traverse this field disappear. 87% of the people who attempt to collect or eat the sugar cane will develop a condition similar to cholera. The other 13% will contract The Mold as some plants have a symbiotic relationship with The Mold. Entities are hiding amongst the cane. The light/dark cycle is 2:28, which contributes to the disappearances and aid entities in predating wanderers. The temperature of this environment is unknown but not life-threatening.
Exits
No clipping a blade of grass in the sugar cane field might transport to Level 10.
The Reaping Nursery ==
Exits
There is 90% chance you entering this level at all will send to you Level -120. Ne résistez pas. Laissez l'arbre vous avoir.
Door 3: Rustic
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
Description
This image, taken by wanderer E.D., features disembodied Door #3. E.D.'s whereabouts are unknown.
Level -369's door #3 is an old peeling green door. This door is surrounded by 100 acres of woody fields. Upon entering these 100 acres, you will notice this spot is perpetually in the state of early evening. The sun here is black but yield white light. The temperature is constantly 62°F (~16.7°C). This place is deadly quiet. This eerie silence is interrupted by coughing and choking. No explorer can locate the source of the initial coughs but, if you linger in this space for more than 15 minutes, you will start coughing. Victims will cough and struggle to breathe until they perish from suffocation. There is an adverse respiratory agent in the air, but no one has confirmed what it is. Most people perish from suffocation within 2 to 4 minutes after the initial coughing fit.
Beyond the Door: [Under Construction]
This area beyond the door is an undetermined stretch of dimly lit pipes, corridors, and catwalks. These pipes are made of atypical materials (such as copper, cast iron, PVC, etc.) and atypical materials (such as crystalium, blue octagon, wood, glass, paper, bone, etc.) These pipes carry almond water tainted with liquid pain. The corridors and catwalks are convoluted and disorienting.
This place is infested with smilers, female death moths, mold, and other unknown entities. There are claims that the pipes might be sentient however, this has not been confirmed. They tend to resonant to produce a haunting sound. This sound produced by the pipes triggers anxiety, a strong fear response, and paranoia.
Unique Entities of [Under Construction]: Icicles
Exits
-----Reality Complete-----
Colonies and Outposts: Nameless Surreal Forest
Due to the nature of the surreal forest of Level -369, you cannot establish a colony or outpost here.
Entrances and Exits: Nameless Surreal Forest
Entrances
50% of wanderers do not come willingly.
30% of wanderers cannot recall their point of entry.
20% of wanderers got lost in Level 6 and found their way here.
Exits
There are no exits in the 'nameless' surreal forest. Any attempts to bypass the lack of exits in this space via no clip will result in you falling into The Void.
Failure to find and access the disembodied doors has a 5% chance of you being transported to Level -177.
What happens to you if you decide to bypass the lack of exits in the 'nameless' surreal forest by no-clipping the disembodied doors is only known by Dearil.