(NOTE: Due to the nature of this level being contained in only 2 M.E.G reports, its existence is contested. Discretion is advised)
Level LIGHTHOUSE appears as a bleak, snow-covered landscape, with report 2 estimating it to be 55 square kilometers, before "Emptying off" into the ocean. Whether the explorer means that the land is constantly disappearing into the oceans from constant landslides/erosion, or some other reason, it is hard to know. The snow is around 2 kilometers deep, and for an unknown reason, the snow acts like a non-newtonian fluid when weight is put upon it, similar to oobleck, but if you have average weight and you step even without stomping, you will be fine. Don't stay still for too long though, as you WILL fall through. The temperature on this level is constantly well below freezing, ranging from -6 Celsius in the day and -15 Celsius in the night. Very warm clothing is advised. The night cycle is 6 hours day to 12 hours night, so bring a light source, if possible.
Entities found:
Hounds
Smilers
"Qui'xógths" or "Maulers" Looks a bit like a massive rat, but much more muscular, with a massive coat like a bear, but thicker. Has claws that drip liquid pain. Many times stronger and larger than a human so DO NOT try and fight it at close range. Long range weapons are recommended. This entity is highly aggressive and dangerous. It is almost impossible to kill, but when it has been weakened enough, it drops its coat in distraction. This has very highly insulative properties, as the inside stays on a constant 15 degrees, and it is hard to change the temp of it, but is certainly possible. Due to the fact it stays at a constant 15 degrees, it is a must on both extreme cold and heat levels.
The "Lighthouse Warden": Not much is known about him. He is presented as an inhumanly tall, shadow-like "man" with four legs, a cloak and a metallic mask and he constantly carries a lantern, even in bright environments. On touch he can turn people, humans, into entities such as facelings, hounds, smilers, the usual. Once he turns a person, he "puts them in his lantern". It is unknown what is meant by this. For defense he can impale most things with one of his four legs. Avoid him at all costs, though he only ventures outside of the lighthouse during blizzards.
Windows
Death whales
Snow worms: Much larger in size than a regular worm, almost the size of a Boa Constrictor. These will often leap out of the snow and latch on to you. If the bite penetrates the skin it will have mentally hazardous and physically lethal effects if not treated; First sensitivity to light which in a snow environment will mostly prevent you from seeing, then extreme, crippling paranoia, then unknowable and unrecognisable creatures appearing in your peripheral vision then approaching you, then going away, and finally severe blood dilation which most of the time results in death by exposure. If you manage to kill one of these you can cremate them and use their ashes to mix with memory juice to make it into intellect juice (Gives you a sense of very high awareness and intelligence, and is very, very addictive, appears as a thin green liquid) or liquid pain to make liquid torture (causes extreme and debilitating pain, the most that could possibly be experienced, and this is the only symptom; death is not included. Strangely enough the antidote is normal liquid pain, and appears as a blackish red fluid with near water viscosity)
THEM: Slender humanoids with near or above human intelligence, that appear to be made out of dry ice that only sublimes over zero degrees. Their main food source is unknown, but they have been seen drinking red fluids for sustenance. One of their foods is liquid pain, as THEY have been known to drink liquid pain when it is offered. In subterranea they are helpful to wanderers (they are still provokable so do not mess with them. They will also be offended if you say good things about the lighthouse, and if you tell THEM you want to destroy it THEY rush up to the surface through the ceilings of Subterranea. Do not try and follow them, as humans are incapable of navigating up to the surface), guiding them towards level LIGHTHOUSE.1, their main city, but at the surface they usually attempt to kill anything in sight, which usually consists of entities but has included humans. Even though they weigh around 9 kilos or around 20 pounds, THEY have near human strength and far superior hand-eye coordination; even one of THEM is very dangerous, especially when wielding weapons. They have been seen wielding bladed weapons with liquid silence, crowbars, Firesalt, bows, icicles, and most commonly pairs of heavy rocks on ropes which they throw or hit enemies with to stun them before killing them with their hands. The roster of weapons suggests that THEY have a very large trading presence across different levels, but THEY have never been seen on other levels, meaning that there is likely something that trades for them. They cannot speak but instead write by chipping ice.
Regions
THE SEA
:
Feels quite warm when you are near the shore and surface. Composed of a blackish tar like substance, similar to that on level 8, except much thinner, being just more difficult to swim through than water. Real life fish have been seen here, such as stingrays, and strangely warm water fish. Bottles of mostly unknown objects have been seen, however a curious report is that of eyes of an unknown creature floating in carpet fluid and lightning in a bottle. As you get further out, it gets colder and the pressure increases. It doesn't even matter which direction you go. If the hypothermia and pressure doesn't kill you the Death Whales might. Composition includes liquid water, an unknown tar like substance, small amounts of mercury and pyroil.
SUBTERRANEA
This region can be accessed from the frozen beach. If you look back into the main snow layer ice cave tunnels will form in the snow for an unknown reason. Once gone through, the ice caves will stretch out for very, very long, often longer than the island is wide, and with sheer vertical drops. Crampons or climbing picks recommended. This area is the safest, as the maximum entities in here are a minimal amount of smilers, and in very rare occasions Maulers, and in addition the temperature is always -1 to 0 degrees, though is very difficult to navigate due to the nature of it. It is very easy to get lost though, as the tunnels have been seen "bending". This region presumably changes. Composition includes water ice, dry ice, iron, sulfur and copper (contained in ores) magnetite, silicon dioxide crystals, sodium, carbon, and in rare cases almond water ice.
THE SURFACE
M.E.G report 2's photograph of ships approaching the harbor.
This is the region you spawn on. It is very unsafe, having medium amounts of Maulers, Hounds, Snow Worms and THEY can also kill you. The temperatures are extreme, ranging from -6 to -15, but blizzards can also happen where the temperature drops below -50. During blizzards it is possible to hallucinate scream eaters, though they cannot be killed. In addition you will always see the rotating lights of the lighthouse, no matter the visibility. It is impeccable to always keep moving on the surface due to non-euclidean properties of the snow; take heavy stimulants with in case you are exhausted. In terms of vegetation there are 2 plant species: sweetgrains, which poke out of the snow and grow even though there is no soil, and the vines that sometimes grow on the lighthouse. Try to avoid this area as much as you can, even though this is impossible. Composition mostly consists of H2O snow with strange properties, with trace amounts of acetone, magnetite, carbon, tungsten, and rubidium.
THE LIGHTHOUSE
There is very little known about this region. You arrive on a metal, modern ship with many other ships in the vicinity, and no driver. You are bound up in a chair with no ability to vocalise, surrounded by other people. You eventually land by a harbor and the warden unties you, and black shadows take you off your chair and drag you into a small seeming lighthouse. On the inside of the lighthouse it is much larger and consists of a spiral staircase with prison cells around. You are thrown into a cell and wait years (according to the M.E.G report, they could have had a distorted sense of time) before the Warden touches you. Composition is unknown, but from M.E.G report one the outside of the lighthouse is made of layers of hardened steel with fiberglass in between. The cells mostly consist of concrete, steel, wood and are usually flooded a small amount with water for an unknown reason.
Colonies and outposts
No human entities have colonies or outposts due to the extreme nature of this level.
THEM: THEY will guide you into their colony, Level LIGHTHOUSE.1. Other than that, there is nothing.
Entrances and exits
Exits:
- Being present below seven atmospheres of depth will cause you to spawn in an abyssal section of Level 7.
- Taking a "Wrong turn" Can cause you to end up in Level 8.
- Building a circle out of the grains will transport you to level 10.
- Being touched by the Lighthouse Warden, then he can send you to any level
- One of THEM guiding you into level LIGHTHOUSE.1
Entrances:
- Sailing towards the Lighthouse in Level 4000 has been documented in one instance to be an entrance
- You can no-clip here while having a lucid dream that you are falling in level 93 (wikidot)
- THEM guiding you out of level LIGHTHOUSE.1. If you do it yourself, you will get yourself lost in the maze of bending caves.
- THEY and wanderers in level LIGHTHOUSE and LIGHTHOUSE.1 say that if you are killed by starvation, dehydration, or another human than you arrive on a boat, are made into an entity by the Lighthouse Warden, and then dispersed to keep the population of entities up, however this is very hard to prove.