Contents
Description
Level 270123895710923809218905890148921398042315732784213586312842310789671238974098231798067801293712379080000000000000000, also called Level 270123... or Level Forest is a level is thought to be infinite, and any time someone enters this level, they will always enter in the same place. This level is extremely dark, and stays nighttime all the time, and you can barely see without a good flashlight. This level is a relatively safe level at the safe zone, with a temperature of around 10 degrees centigrade, which is a pretty large area everyone spawns in entering this level. While this area is secure, going out of this safe area will slowly reveal an infinite level, that slowly gets colder and most infested with entities the further you go out. With calculations, it is thought that at 10,000 or so kilometers out, the temperature will be so low that it will be absolute zero.
Visual Description
This level appears to be a large, possibly infinite dark forest. All trees are exactly the same height, and always have a small bit of almond water facing north. Most trees around the spawn area have been taken down to create colonies, but you don't have to go far out to find trees that are still intact.
Noteworthy Add-Ons
In the safe zone, a basic telecommunications and internet connection has been set up, that reaches around 10 meters around and all in the spawn area. It is known photography works and is clear on this level, and operator commands do work on this level. Trying to get further out than 10,000 kilometres, though, will instantly make you black out. However, that only happens to 50% of people.
Survival and Security
Survival Methods
Immediately find a colony or group, and get secured with them. Make sure you got usual equipment, like a flashlight, coat, and more, and also be careful of any entities out on expedition. Also, make sure to be useful and bring along firesalt and almond water.
Security Methods
Most of the wall consists of a 5 foot high, stone, concrete or brick wall depending on the placement with machine gun nests attached to some parts. The wall also is armed by colonies nearby the wall and has four gates at exactly the middle of the wall in either north, east, south or west for expeditions.
Colonies And Groups
Major Colonies and Groups
Outpost Group
The Outpost Group is a group that has made many outposts for exploration, supplying and improvement of the level as a whole. Similar to Team Zeta, it controls a lot of area and is one of the major groups present on this level.
Outpost 1
- Main base of the outpost group
- Very large supplies of almond water, weapons, and even firesalt.
- Consists of 901 members
- Usually does trades with other groups in this outpost.
Outpost 9
- Contains some supplies.
- Consists of 19 members.
- Army training grounds at this outpost.
Outpost 206
- Not a lot of supplies at outpost.
- Consists of 7 members.
Team Zeta
Team Zeta is a colony group that is dedicated to exploring the level and improving it as a whole. This colony controls a few others, and is one of the most major ones. They also have plenty of supplies and live on the level.
Camp Alpha
- Controls a large amount of firesalt, black peanuts and almond water.
- Usually goes to colder parts for exploration and for finding craters.
- Consists of 29 members.
- Heavily armed.
Camp Theta
- Controls a large amount of almond water.
- Dedicated to exploration of the level and construction.
- Has tamed dogs and attempting to use dog sleds in the level.
- Consists of 31 members.
- Heavily armed.
Site A
Site A is a colony group at the spawn area that helps people who appear in the level. However, they are relatively small.
- Friendly group.
- At spawn area.
- Has a good amount of supplies, like firesalt.
- Armed, but only half of them have guns.
- 305 members.
O7 Organisation
The O7 Organisation is a group that has a behemoth battle cruiser on this level and usually uses it to clear out areas.
- Travels/Teleports Around Level 270123895710923809218905890148921398042315732784213586312842310789671238974098231798067801293712379080000000000000000, and Clears out Heavily Infested Area's
- 5.6km Big, and has 18 Rapid Fire-High Explosive Artillery for Ground Support and 20 Rapid Fire-High Explosive Artillery for air and space battles, and is accompanied by 2 Smaller but slightly weaker versions of this Battlecruiser, and the Battlecruiser contains 8 squadrons of Space Capable F-66(space version of F-22)
- Has 6783 men on board
- Has plenty of Resources and Food to last millenniums
Backroom Colonists
The group has two outposts on this level, among some camps. These are mostly used as a whole for interacting with other groups and supplying the level as a whole, as they helped in many construction projects. They are willing to trade and allow new people to join.
After the reformation of the group, the outposts as a whole came under "Outpost Forest Civia" but still function relatively normally.
Outpost Forest Civia
Consisting of three major outposts and any camps in The Backroom Colonists that are currently existing.
Outpost Pinewood
This outpost is mostly a military fort and is used for training soldiers and expedition missions.
Outpost Woodreach
This outpost is mostly residential and for supply needs. Also serves as a trading outpost, being one of the biggest on the level. It used to be the Backroom Colonist's Colonial Groups.
Camps
There are multiple camps, and they are mostly to restock early on into missions, but they often get destroyed.
Smaller Colonies and Groups
The Grey City
- relatively friendly group
- allied with site a
- at spawn area, but a little further out
- has a lot of supplies
- nearly all of them are armed and have guns.
- constructed entirely of wood from the trees in this level.
- large supply of firesalt
Combine Refugees
The Combine needed a colony here for securing purposes and they decided to make it.
- Armed but Friendly
- Minimum Supplies.
- Not far East from Spawn.
- 200 so members.
Alex's group
- friendly unless you don't like alex or are the enscar or the combine
- has some almond water and firesalt.
- 18 members: alex, his 15 friends, and his biggest fan and favorite fan.
- Only allows alex and his friends in the group. You can't join if you aren't a friend of alex. You can join if you're his favorite fan or his biggest fan though.
AEv group
- 22 members
- allied with other groups
- doesn't have much almond water but does have black peanuts and firesalt
- armed but only with stuff like shotguns, pistols, and knives (update: they have assault rifles now
The pillow fort
- 75 members
- Made out of pillows and blankets
- they have mounted guns held up by pillows
- large supply of almond water and weaponry
- chevaux de frise made of pillows and blankets surrounding the base
Ru66's Group
- 8 members
- lightly armed
- has almond water
- friendly
- not open to trade
Outcast Research Group
- 9 members
- moderately armed with weapons
- well supplied with mostly almond water
- friendly
- located south from spawn
- Does research on activities
Destroyed Bases
Structures
There are multiple structures that have been abandoned or destroyed. Make sure to be careful while going in as these structures usually have entities or dangerous properties, like teleporting you to a random level, or trapping you.
Entrances and Exits
Entrances
You can get here by noclipping through the edges of Level 0 and getting lucky to get taken to Level 998, then noclipping into the ground in the safe area, and then falling in the void for a bit, then you will reach this level.
You can also get here by noclipping through the ground in specific parts of Level 0 and Level 1, but you can get here from Level Fun if you get lucky.
Exits
Noclipping into the ground will result you in going to a void. Waiting ten minutes brings you into any Main Nine level you want.
Using operator commands and teleporting far out teleports you to any random level once you black out.
Entities
Nearly every entity is in this level. The further out you go in this level, the more entities there are. They also get more dangerous as you go out, and by dangerous I mean they get faster and faster and stronger and stronger until you can't outrun or fight them. The further out you go, the larger and more numerous their groups are. Anywhere past 150 kilometers is likely impossible to survive.
Hordes
At least 3 times a day, multiple entities spawn and storm the safe area and any settlements outside the safe area. Usually, the safe zone and its groups and outposts can easily repel the attacks, and the hordes can't reach the settlements. After 30 minutes of the hordes attacking, they run into the forest. No matter what, after around a minute or two of running, all fleeing entities will disappear.
There's recorded to be some special effects to each entities in each hordes. Mostly, this comes in the form of fire resistance, more strength, more speed or more stamina.
Boss Rushes
Boss entities are very rare and usually one spawns every 10 hordes. They are like normal entities in this level, but can have varying characteristics. From being smaller and rapid, to the entities being extremely strong and more.
le weather
Most of the time, the level's temperature is around -4 F, and the windspeed is usually 20 mph in any direction, seemingly random. But sometimes there are heat waves which can increase the temperature to 100 F or more. The weather is completely random, and heat waves and winters can happen at any time. Winters are rare but very dangerous as the temperature can go down to -100 F. Entities in heat waves and winters become way more powerful, and as such the entire level is much less survivable during those.
Level Features
Craters
Craters are rare in this level, and they are small circular craters that have a tiny bottomless pit in the center. Entities come out of these tiny holes and into them. It is hypothesized that in the bottoms of these holes, there are giant caverns full of entities. But no-one in this level really knows. Except the guy that drilled his way into the hole. He wasn't seen again.
Star Flares
Stars provide light in the level, but sometimes, flares can go off in the night sky, with the biggest flares almost being bright as The Sun in The Frontrooms usually is. It is unknown why this happens, but during these flares, no temperature changes have been recorded.
Furthest Expeditions
Do not try this, most people in expeditions don't come back to spawn.
- Team Zeta - Expedition 43 - 152.6 kilometres from spawn.
- Team Zeta - Expedition 19 - 142.4 kilometres from spawn.
- Team Zeta - Expedition 16 - 134.6 kilometres from spawn.
- Backroom Colonists - Expedition 14 - 93.9 kilometres from spawn.
- Outpost Group - Expedition 84 - 89.2 kilometres from spawn.
- Outcast Small Research Colonists - Expedition 9 - 54.9 kilometres from spawn.
- Outpost Group Expedition 37 - 44.6 kilometres from spawn.
- Backroom Colonists - Expedition 44 - 33.9 kilometres from spawn.
- FHUAP Colony - Expedition 68 - 21.9 kilometres from spawn.
- FHUAP Colony - Expedition 51 - 19.6 kilometres from spawn.
- Spawn Zone - Public - 0 kilometres from spawn.
Furthest Settlements
Note, some camps might change, especially those that are further out then 2.5 kilometres due to damages, movement among other things.
- Abandoned, seemingly ancient city - Unknown - 21.24 kilometres from spawn.
- Research Camp Outcast - Backroom Research Colonists - 8.73 kilometres from spawn.
- Camp Fiddles - Backroom Colonists - 7.35 kilometres from spawn.
- Camp Stewdom - Backroom Colonists - 3.10 kilometres from spawn.
- Abandoned Camp - Unknown - 2.85 kilometres from spawn.
- Camp Finil - Backroom Colonists - 1.00 kilometres from spawn.
- Abandoned Camp - Unknown - 0.85 kilometres from spawn
- The Grey City - The Grey City - 0.60 kilometres from spawn.
- The Pillow Fort - The pillow fort group - 0.55 kilometres from spawn.
- Camp Theta - Team Zeta - 0.50 kilometres from spawn.
- Spawn Zone - Public - 0 kilometres from spawn.

