Level -777 is the 778th negative level of the Backrooms.
This photo of Level -777, taken by anonymous wanderer, A.B., shows the Ethereal Grounds during the day and absence of any fauna.
Contents
- 1 Description
- 2 Ethereal Grounds (a.k.a. The safe zone)
- 3 The "Natives"
- 4 Potential Threats in the Ethereal Grounds
- 5 Wanderers’ points of interest
- 6 Voidic Woods (a.k.a. The Danger Zone)
- 7 Colonies and Outposts
- 8 Entrances and Exits
Description
Level -777 is a boreal forest called Domicile by the Natives, which means "home or residence", and is divided into two regions: Ethereal Grounds and Voidic Woods.
Ethereal Grounds (a.k.a. The safe zone)
The Ethereal Grounds (also known as the "safe zone" by wanderers) is an undetermined stretch of ethereal, boreal forest made up of non-anomalous rivers, streams, lakes, ponds, several ponds of almond water, and a few pockets of cashew water. Ethereal Grounds are home to flora and fauna typical of the boreal forest, as well as some organisms with physically anomalous characteristics. The Ethereal Grounds are also home to a species of non-hostile, primitive yet intelligent "entity" called "Natives."
The "Natives"
General appearance: Winged, humanoid, goblin-like creatures
Place of residence: Ethereal Grounds of level -777
Labels:
- Native(s) is referring to the entities that dwell in the Ethereal Ground. They do not like being called "entities". They find that term offensive. While they will not hurt or kill you for calling them entities, they will have harsh words for you in French if you do.
- Beast is referring to Native combatants and hunters.
- Malveillant (Translation: Malicious one) is referring to the small percentage of Natives who harbor ill intentions towards or will do harm to others.
Culture: Native society is rooted in cultural exchange, establishing and maintaining tight-knit bonds, keeping entities out the Ethereal Grounds, the nomadic lifestyle, and mysticism (some of which will be touched on in later sections):
- Spoken language and cultural exchange: Natives can speak broken English and sparse French despite having their own language and writing system (that wanderers struggle to learn and decipher). They had the opportunity to learn English and French, which suggests wanderers stayed long enough to share a language from The Frontrooms with them.
- Tight-knit bonds: Wanderers are initially terrified of Natives. Natives can win the trust of wanderers as they are patient, protective, and cooperative as tamed wolves (with the "women-folk" being overly protective at times). Wanderers are treated like pack members and are addressed with familial terms of endearment. See common terms below:
- Perdu mais aimé (Translation: Lost but loved) - a child or teenager who had the misfortunate of getting trapped in The Backrooms. Some kids decide to be adopted into a Native family until they are ready to leave level -777. (These children will be missed.) Some have decided to stay permanently as their previous home life was not worth going back to. Once adopted, these children are called chiots (Translation: pups or children) by their adoptive parents.
- Petit oncle or Petite tante (Translation: small uncle or small aunt, respectively) - terms used by Native chiots to describe an adult wanderer they are fond of and have grown close to.
- Petit enfant (Translation: grandchild) - a term used by Tribal Elders to describe any younger wanderers they have grown close to.
- Petits (Translation: small ones) - a general term for wanderers.
- Petit mais mortel (Translation: small but deadly or human warrior) - referring to a well-respected wanderer with a military, survivalist, or hunter background.
- Response to the presence of other entities: Natives are hostile towards other entities with the expectation to non-hostile Petit sans visage (Translation: small faceless ones or facelings).
Potential Threats in the Ethereal Grounds
Malveillants
As mentioned in a previous section, the Malveillant is the name given to Natives who harbor malicious intent or have done something malicious. They make up 1.3% of the Native population (of over 250,000 entities). The Malveillant are to be avoided. Avoiding the Malveillant can be difficult as they blend in with other docile Natives. Some Malveillants have moments where they drop the facade. Tribal Elders, Native combatants, hunters and reapers, and the heads of the Voidic Blade Runners are requesting wanderers to look out for and report any of the following behaviors witnessed in any Native:
- Social irresponsible behavior
- Compulsive lying
- Manipulation
- Impulsivity
- Lacking remorse or empathy
- Grandiose sense of self
- Constantly in trouble
- Endangering or violating others
- Attempting to isolate others from the group
- Wanderers or Natives tend to go missing around them
- Suspicious behavior around sacrificial scrying mirrors
Most of these creatures are punished in a ritual called Sacrifice de sang au Vide (Translation: Blood sacrifice to The Void) for their misdeeds. Some of these creatures try to avoid the ritual punishment by sacrificing themselves to The Void.
Cashew Water
While the Ethereal Grounds is considered the safe zone of level -777, Cashew Water still poses a threat to wanderers in more ways than one. Cashew Water is the second most abundant body of water in level -777. It is even more abundant than Liquid Pain found in the Voidic Woods. Nevertheless, Natives will gift Almond Water or guide wanderers to the many ponds of Almond Water to prevent the accidental consumption of Cashew Water. The Natives warn that the Cashew Water here is very potent by 10 fold. You should never consume Cashew Water, and it should only be collected if you are hunting entities.
Quoting a Sorcier (Translation: male shaman) named "Olgiun", "Drink not the mal water. Keep Almond Water with you for all times. No Almond Water? Consumed Cashew Water!? Darkness and madness await you. Death offered? No! La mort est miséricorde. Death given to stop the "descendence"."
Interestingly, the Sorcier's warning was not solely referring to the effects Cashew Water has on wanderers. Cashew Water cannot be consumed by the Natives, or they will develop a mentally deteriorating condition called La folie des noix de cajou (Translation: Cashew Madness). The Sorcier warns wanderers to be wary and prepared if they see any Native displaying any of the following symptoms mentioned below...
Symptoms of La folie des noix de cajou
- Erratic, aggressive, hostile, rabid, violent behavior.
- Erratic movement, including, but not limited to, twisting, twitching, jerking, shaking, locking of one or more bodily parts.
- Uncoordinated movement resulting in stumbling, staggering, tripping, or falling.
- Bouts of "Stargazing". (The afflicted will suddenly stop to stare upward.)
- Responding violently to any movement.
- Suddenly charging (usually for no reason and at nothing). If the afflicted are far away and not headed in your direction, DO NOT MOVE. If the afflicted are headed in your direction, DO NOT MOVE. They might stop. They might not. DO NOT MOVE.
- Foaming or frothing at the mouth.
- Speech of any kind has been replaced with haunting, distressing cries, clicks, chirps, chitters, or thrills. If you are far away, listen carefully. You need their cries (for help) to aid you in determining how close they are to you. (DO NOT HELP THEM! You cannot help them!) If you are near, do not let their screams make you tremble. DO NOT MOVE.
- Dilated pupils. (If you are that close to see this, DO NOT MOVE).
- Blackening or black sclera. (If you are that close to see this, DO NOT MOVE).
The consumption of Cashew Water in Natives happens by accident, usually during the heavy rain season in the spring. Wanderers are encouraged to not move, especially if they are in the line-of-sight of a sufferer or out in the open where they cannot take cover. Once line-of-sight is broken, slowly find and relocate to a place to take cover if you can. If you cannot, maintain line-of-sight with the sufferer and slowly create distance between you and them. DO NOT help them! Let another Native deal with them. Do not worry about any Native chiots or Tribal Elders in the area... they know what to do. 15 wanderers' lives have been lost to Cashew Water-inflicted Natives.
This photo of Level -777, taken by anonymous wanderer, D.D., shows the Ethereal Grounds at the onset of the Nuages Roses Pluie Noire phenomenon at an almond water lake.
Nuages Roses Pluie Noire Phenomenon
Nuages Roses Pluie Noire (Translation: Pink Clouds Black Rain) is a common weather phenomenon of the Ethereal Grounds where anomalous pink clouds yield black rain. This weather phenomenon occurs during late winter until mid-spring. The Natives of this level believe these strange rains keep the grounds fertile and their women affectionate. This belief is so strong that the Natives developed a pair-bonding ritual called Mélanger l'eau (Translation: mingling water) around this weather phenomenon. Mélanger l'eau requires Natives interested in pairing with females to collect, store, and purify this rainwater and present this water (amongst other things) to her as a nuptial gift. If she is interested in pairing with the potential suitor, she will drink the water. Any male or Hommasse (Translation: masculine female) suitor who fails to do this will be ridiculed.
This weather phenomenon was never an issue for wanderers up until recently. The effects this rainwater has on wanderers vary by sex and age discussed below:
- Male and female wanderers exposed to Nuages Roses Pluie Noire whose ages x ≥ 50 will experience no ill effects.
- Female wanderers exposed to Nuages Roses Pluie Noire whose ages x ≤ 49 will become infertile.
- Male wanderers exposed to Nuages Roses Pluie Noire whose ages are 49 ≤ x ≤ 30 will perish.
- Male wanderers exposed to Nuages Roses Pluie Noire whose ages are 29 ≤ x ≤ 19 will become infertile.
- Male wanderers exposed to Nuages Roses Pluie Noire whose ages are x ≤ 18 will feminize and become infertile.
Any exposure to this rainwater for any length of time will result in infertility or feminization that is irreversible.
Response efforts to Nuages Roses Pluie Noire Phenomenon
- Tribal Elders have authorized the construction of more human colonies and rain huts to reduce the incidents of human exposure.
- Human researchers and Native Alchemists are establishing research teams to investigate the Nuages Roses Pluie Noire event and find a means to cure or prevent the adverse effects caused by this weather phenomenon.
- Wanderers living in the Ethereal Grounds are discouraged from leaving safe places until the rainfall has passed. The Anges de la mort (Translation: Angels of death) are required to distributed resources to quarantine humans.
- Wanderers must travel with Native escorts as researchers and alchemists have presented evidence that the frequency of this rainfall might increase. Native escorts are encouraged to shield humans with their wings and get them to safety as quickly as possible.
Wanderers’ points of interest
While the Ethereal Grounds is open and safe (for the most part) to exploration, there are two points of interest for wanderers: Conifères sanguins and Ruines des dormeurs.
Conifères sanguins (Translation: Blood conifers)
Conifères sanguins is a ~ 250,000-acre grove of anomalous species of pine trees called Pin goutte de sang (Translation: blood drop pine ). These pine trees have vantablack bark, bearing white pine needles and harboring scarlet pinecones. These trees are sacred to the Natives of this level.
The birth of a Native is celebrated by planting a sapling in a ritual called Ligne de sang (Translation: Bloodline). The parents' blood is initially used to help the sapling grow. If the parents had a litter(s) (Natives never have more than 5 newborns per litter) or the parent(s) dies before the ritual, the parent(s) blood will be supplemented with the blood of surviving relatives. In cases where the parents died, but their surviving relatives are willing to adopt the newborn(s), the adopting relatives will also make an offering of Larmes à la menthe (Translation: mint tears) to the sapling(s) of the newborn(s). Larmes à la menthe is a mixture of tears of the moaning relatives, Almond Water, and crushed mint. If there are no surviving relatives, the "Sorcier, Sorcières, or Sorcièretes" (Translation: male, female or non-binary Shamans, respectively) will give a blood offering as a blessing. The "chiot(s)" will then be immediately adopted. The adopting parent(s) will offer blood and miel gris (Translation: gray honey) to the sapling(s) of the newborn(s).
Rainfall (and prayers) supports the growth and maintenance of these pines after the ritual. All Natives take a Pèlerinage d'anniversaire (Translation: Birthday pilgrimage) to their representative pine. The pine grows at the rate of the representative Native. The pine dies when the representative Native does. The link between these pines and the Natives cannot be explained by the Natives beyond it is "de wey". While wanderers cannot determine the link either, these pine trees are significant to the wanderer's journey out of level -777 safely.
Ruines des dormeurs (Translation: Ruins of the sleepers)
There are several abandoned stone ruins scattered across the Ethereal Grounds. Only 8 are referred to as Ruines des dormeurs and are points of interest for any wayward wanderer. These 8 ruins have been converted to cache sites. Stone ruins, Pierres endormies, Repose ton esprit , and Paix pour les brisés have been converted to colonies. Stone ruins, Sommeil éternel, have been converted to an outpost. Reste à se lasser, Beaux rêves (Translation: Sweet dreams), Ici dort le rêveur (Translation: Here sleeps the dreamer) and S'endormir (Translation: Falling asleep) remains cache sites with Reste à se lasser's cache site being off the premises.
Ruines des dormeurs 1 Pierres endormies
Free Fall option 2: Fire Rising Up
Free Fall option 3: Into Darkness
Free Fall option 4: [Unknown]
Free Fall option 5: This Mortal Coil
Free Fall option 6: Winter's Iridescence
Pierres endormies (Translation: Sleeping stones)
This photo taken by anonymous wanderer, V.C., shows the stone ruins of "Pierres endormies".
This photo taken by anonymous wanderer, H.G., shows the stone ruins of "Sommeil éternel".
Sommeil éternel (Translation: Eternal sleep)
Sommeil éternel is the first and only established outpost (see "Colonies and Outposts" for more) in the Ethereal Grounds. This outpost is also located 0.5 miles (~0.8 km) outside the Voidic Woods. 4 survivors of a secret military organization now calling themselves "Voidic Blade Runners" were responsible for establishing this outpost. These 4 survivors escaped unaided into the Ethereal Grounds of level -777. It was reported that they sprinted out of the Voidic Woods covered in the blood and viscera of several entities and their fallen comrades. Most of their weapons were spent or broken, so they took refuge in these nearby ruins. They were approached by Native warriors. No shots or spears were fired or launched.
Journal log from the leader of the Voidic Blade Runners D.Y.
You can tell when a beast does not want to fight. One look in their eyes will tell you these creatures are ferocious like wolves but more loyal like dogs. Seriously! If these creatures wanted us dead, dead we would have been. All I had was a broken machete. R.R. had rounds 12 entities ago and had since resorted to bludgeoning anything that came at us to death. T.L. had nothing, was badly injured, and was draped over S.P. whose guns had jammed. We were f*cked! About 15 of those big bastards swooped in, and...lucky us, they did not want to attack us. They did look surprised as all h*ll. They looked at us. They looked around us. They looked at us again. What did they expect? Then, the big guns spoke... English! Bad English...but English! Caught me off guard. Admittedly refreshing. He asked and commented... I have to paraphrase... How many are injured? And...something about knowing the smell of entity and asked did we kill any of those things. Of course, I responded with, "Yeah...! Friends of yours?" That response ruffled his feathers a bit but not for the reason I thought. They do not like those things either. Why? Well... they won't say. I suspect they are either territorial or holding a grudge. Their disdain for those other "entities" does not explain why they are O.K. with us [wanderers]. As of me writing this, there are ~137 people living here. I mean... it is not a bad place to stay but do they not miss home? That was a stupid question. Anyway, me and the boys made a good impression on the "Natives". Yeah... I was told by several folks here they do not like being called "entities". Out of respect...I won't. They seem to take it personally. But... yeah! The Native locals like hearing about our grand entrance into the Ethereal Grounds. They were impressed by the number of entities we slaughtered on our way in and with dwindling resources to protect ourselves. They have begun making songs and poems about us. What's even better is the big guns... I have not mentioned his name, Vitocoz, has taken a liking to us. He calls us "Petits mais mortel". He even showed us that there is a weapons cache at "Sommeil éternel". Told us to help ourselves! He also invited us to join their hunts. I will quote him here, "No guns we have. Apologies. You good with sword. I give you good swords. Join us... yes? We kill them [entities] for sport."
***log ends***
These 4 operatives stayed here and took the Native warriors and hunters up on their offer. They learned to trust the Natives as they observed these beasts risking their lives to save wanderers. An allyship emerged. The operatives soon joined the Native combatants and hunters on several successful search and rescue missions in the Voidic Woods. These operatives proved their bravery, loyalty, and skill as combatants. They defended wounded Natives from hordes of attacking entities that killed their target before quickly overwhelming the rescue party. For the operatives' heroism, the Natives honored their request for an outpost to be established at the stone ruins of Sommeil éternel. These operatives' first order of business was to recruit Native combatants to their flight unit called Anges de la mort and recruit colonists and survivors into the Voidic Blade Runners.
This photo taken by anonymous wanderer, B.W., shows the stone ruins of "Repose ton esprit".
Repose ton esprit (Translation: Rest your mind)
Repose ton esprit was the second stone ruins to be colonized by wanderers (see "Colonies and Outposts" for more). The colonization of these ruins was prompted by several wanderers (a total of 41 thus far) appearing here in a sleep-deprived, anxious frenzy. All 41 wanderers can vaguely recall traversing level 32. They have no idea how they got to level -777. They all claimed in separate, private accounts that they started to drift to sleep, snapped themselves awake, and found themselves here. Their claims cannot be confirmed as there are no other reports of other wanderers being able to exit level 32 into level -777 by these means.
This photo taken by Voidic Blade Runner, Private R.R., shows the stone ruins of "Reste à se lasser" on the Voidic Woods side.
Reste à se lasser (Translation: Rest to the wary)
Reste à se lasser is the only ruins where part of the structure (~60%) is inside the Voidic Woods. Because of this, the ruin's cache site and the resting spot were placed 2.5 miles (~4.0 km) away from the premises (just head south). The ruins themselves function more or less as a marker. Any request for a colony or outpost to be established here will be denied. Native combatants and trackers are heavily stationed at Reste à se lasser as the high traffic of wanderers attracts pursuing entities. Most of the survivors (~60%) who reach these ruins claim they came from level 6 but do not know how or when they got into level -777. Some of the survivors (~25%) claimed they found a door labeled -777 in level 489 went through hoping for the best and appeared at these ruins. The reminding 15% of survivors do not remember where they were or how they got to the Voidic Woods of level -777.
This photo, taken by Dr.O.P., shows the stone ruins of "Paix pour les brisés
Paix pour les brisés (Translation: Peace for the broken)
Paix pour les brisés is the third ruins to be colonized by wanderers (see "Colonies and Outposts" for more). The colonization of these ruins was prompted by former colonists of level 6 (a total of 17 thus far) fleeing out of the Voidic Woods badly wounded and in terror. These survivors consist of a mix of researchers (4), laborers (4), M.E.G. operatives (2), and wanderers (7). They all claimed their attempts to establish a permanent base in level 6 failed. They were sent fleeing into the dark. Not one survivor can recall what they did to enter level -777. These survivors refuse to tell what exactly happened, but whatever happened left them traumatized. Natives heard there were colonies and outposts established in level 6 but have not found them or have crossed paths with any of these colonists that dwell there. These colonies were apparantly lost.
Quoting a retired tracker "Knotho", "Dark place vast... vast like night sky... maybe more so. We see in the light. We see in darkness. We see those... things. We should have seen them [colonist of level 6] too. Never saw them. Colonies destroyed? We should have at least found the ruins. Dark place big... too big... too great... too vast! They [colonist of level 6] seen us? Possibly not. Have they been here [Ethereal Grounds]? As of recently...Yes!"
Voidic Woods (a.k.a. The Danger Zone)
The Voidic Woods is "100 acres" of forest shrouded in complete darkness. The Voidic Woods is infested with undesignated entities. It is also inhabited by poisonous, toxic, and/or carnivorous flora; and harbors lakes, ponds, and bogs filled with Liquid Pain. Wanderers who have ventured here and escaped claimed the Voidic Woods is a spatial anomaly. There seems to be more square acreage beyond the border's threshold. You can "illuminate" your surroundings with torches and other light sources, but this is not advised. When "illuminating" your surroundings in the Voidic Woods, you will see the "illuminated" space on a dark violet scale. You might also attract hostile, light-seeking entities. Natives warn the environment changes. They insist that parts of the area disappear to either reappear elsewhere or be replaced with new terrain. The Natives can confirm that the space inside the Voidic Woods is greater than the set border, but the area's size is never consistent. Wanderers are discouraged from exploring the Voidic Woods. Those who have never returned. For some, their reminders were found by Native trackers.
Native presence near or in the Voidic Woods
The Natives have posted sentinels outside the Voidic Woods to kill any entities that enter their space and intercept any escaping wanderers.
New warriors are initiated in the Voidic Woods in a trial called Les sept yeux de l'agonie (Translation: The Seven Eyes of Agony). This trial requires them to enter the Voidic Woods. They must go to the "center" of these woods, drink Liquid Pain and fight and kill entities on their way back to the border of the Ethereal Grounds. While the Natives are immune to the debilitating and crippling effects of Liquid Pain, it hurts them enough for them to wish it would. Initiates cannot bring Almond Water with them. They are awarded Almond Water if they endure the trial. Native warriors are not cruel to their new initiates. In case potential recruits run into trouble, seasoned warriors follow them through the woods. Warrior rank is determined by many factors that wanderers have yet to confirm.
The hunters and trappers will enter the Voidic Woods and use Cashew Water and light to lure entities toward them to kill these entities for sport.
Generally, trackers will enter the Voidic Woods to stalk entities during hunts. Recently, they have been using their skills to search for any wanderers who might be lost and still alive. Their search for survivors has taken them deep into level 6.
Wanderer retrieval reports: Into the "dark" place
This is an artistic representation of "Native" Tracker, Amygdala (a.k.a. Pretty Boy). Drawing was completed by anonymous wanderer H.P.
Trackers claim their retrieval rates for wanderers in the Voidic Woods of level -777 is 97%. They admit that their retrieval rate tanks to a depressing 2 - 5% upon searching level 6. They have reported following voices, whispers, screams, and smells for days and weeks getting as far as the shadows of the Boiler of level 5 (but will go no further). They will find no survivor(s), the remains of the wanderer(s), or something much more sinister...
Quoting a young tracker "Amygdala", "Level? Six...? Oh, right!! You wanderers give funny name to the dark place..." He pauses to listen to wanderer H.G.'s response, "Other name..."Light Outs"?" He chuckles but gets back on topic, "Level 6..,yes... been there! Good place for wanderers?" He pauses to shutter. "No! Nothing you [wanderers] see. Everything see you [wanderers]. Madness or monsters takes wanderers first. We come late. We mean not to! No excuse! Must come quicker... yes!, "He grimaces, "Aftermath...not good! Many wanderers see not what came for them. Good thing... we see it and it is an "abomination au-delà de toute mesure"."
While no casualties or major injuries have been reported by trackers, their reports and recounts suggest they have encountered what all of them will call an abomination au-delà de toute mesure (Translation: Translation: abomination beyond measure) in the darkness of level 6. It has not been confirmed if this entity exists. Assuming it does, trackers refuse to describe what it looks like. They claim the thought of it makes them physically ill, and it is good wanderers cannot see it. They insist wanderers would go insane by simply glancing at it. It has not been confirmed if this entity or others are misleading trackers during their search. Trackers could be struggling to find survivors in level 6 because it is unfamiliar territory. It is still possible that the Natives are not immune to the disorienting effects of level 6, but this has not been confirmed. Also, no wanderer can verify being intercepted by Natives in level 6 despite claims. However, this cannot be ruled out as level 6 is devoid of light, and wanderers suffer mentally while traversing this level.
Colonies and Outposts
There is 1 outpost and 3 colonies in level -777, as getting into level -777 is still challenging. You must traverse dangerous levels with no guarantees that you will find a way into or be transported into level -777. Depending on your point of entry, you might enter the Voidic Woods of level -777, with your odds of reaching the Ethereal Grounds being:
- Low if you do not encounter a Native.
- Moderate if you encounter a Native but flee. It is good to know they scare away most entities and guide/chase you into the Ethereal Grounds.
- Excellent if you encounter a Native, but you either pass out from the sight of them, which allows them to carry you to the safe zone, or you trust them (still being cautious) and follow them out of the Voidic Woods... stay close.
The Colony at Pierres endormies
- Population: ~65
- An entry point for survivors exiting The Whisper [unconfirmed]
- Type: Trading hub, general cache, resting place, and a medicine hut
- Native presence: Sentinels, traders, trappers, trackers, artisans, and shamans
The Outpost of Sommeil éternel
- Population: 107 = 52 Voidic Blade Runners + 55 Anges de la mort
- An entry point for survivors exiting level 6 and traversing the Voidic Woods of level -777. (It has not been confirmed if the 4 initial operatives originated from level 6).
- Type: Weapons cache, search and rescue delivery post, emergency medicine hut, small military post
- Native presence: Combatants, hunters, blacksmiths, and shamans
- Goals: Get more recruiters. Save more survivors. Make the route here safer. Get a second outpost.
The Colony at Repose ton esprit
- Population: ~42
- An entry point for survivors exiting level 32 [unconfirmed]
- Type: Trading hub, general cache, resting place, and a medicine hut
- Native presence: Sentinels, traders, trappers, artisans, blacksmiths, and shamans
The Colony at Paix pour les brisés
- Population: ~17
- An entry point for survivors fleeing level 6 and continuing through the Voidic Wood of level -777
- Type: Trading hub, weapons, medicine and general cache and research station
- Native presence: Sentinels, traders, blacksmiths, alchemist and shamans
Entrances and Exits
Entrances
- 1 in a million route of entry - There is only one account of a panicked wanderer (rumored to be wanderer H.G.) sprinting out of an Almond Water lake claiming he escaped Level !.
- Stone ruin entrance: Pierres endormies - There is suspicion that these stone ruins are potentially an exit point from The Whisper and a point of entry into the Ethereal Grounds of level -777.
- Stone ruin entrance: Repose ton esprit - There is suspicion that these stone ruins are potentially an exit point from level 32 and a point of entry into the Ethereal Grounds of level -777.
- Stone ruin entrance: Reste à se lasser - ~25% of survivors who were found hiding or fleeing from these ruins claimed they found a door labeled -777 in level 489, went through it, and found themselves here.
- Sentier interdit (Translation: Forbidden Trail) entrance - Exiting level 6 to transverse the Voidic Woods is the most common entry point into the Ethereal Grounds. It is worth noting here that this route is the only known exit and entrance for Natives out of or into level -777. Nevertheless, some survivors are brought to or find their way to the stone ruins of Reste à se lasser or Paix pour les brisés. Survivors who make it to Reste à se lasser seek refuge before being taken to or finding their way to the distant cache site in the Ethereal Grounds of level -777.
- Rare route - Getting found and rescued by a Native tracker in level 6 and brought through the Voidic Woods of level -777 safely
- Uncommon route - Exiting level 6 by unknown means into the Voidic Woods of level -777 before entering the Ethereal Grounds of level -777.
- Most common route - Exiting level 6 by unknown means into the Voidic Woods of level -777. You are found and rescued by a Native tracker who then brings you to (or chase you in) the Ethereal Grounds of level -777.
Exits
- Voidic Woods exit - You decide to risk traversing through the Voidic Woods of level -777 and potentially stumble into level 6 alone. (Your success rate is near impossible. The Natives will mourn your passing. They will try to recover your body and give it a proper burial.)
- Faithful Companion exit - You decide to traverse through the Voidic Woods of level -777, enter level 6 and continue until you reach the shadows of the Boiler in level 5 with the help of a Native tracker. (Parting is such sweet sorrow. You depart, knowing the tracker will go no further. Level 5 makes Natives uneasy. Also, the ceiling is too low and the corridors too narrow for your new friend to come with you. Despite progressing further into level 5 alone, they have not abandoned you yet. The tracker is aware of the living statues lurking in the Boiler. They are even staring down one you did not see as you turned down a hallway. They cannot leave you now. Not until they know you are safe. Their hearing is extraordinary. They will wait and listen for your to make it out or for your screams to resonate the pipes as you are mutilated by one of those statues. Your tracker did not want to take you out this way, but you insisted. They obeyed.)
- Conifères sanguins exit - Tell a Tribal Elder amongst the Natives that you are ready to leave. They will not object unless you are dying, injured, mentally disturbed, sick, or not adequately packed for the journey. You will be brought to the Conifères sanguins grove if there are no concerns. From that Elder's Pin goutte de sang, they will take and give you a pine cone. They will say the following: "Your eyes...close them! Faire un vœu (Translation: Make a Wish)!". You must close your eyes. Making a wish is not required for this ritual to work. When you open them again, you will be transported to a random level with the survival classification of 0 or 1 and colonized by other wanderers.
- Sacrifice de sang au Vide exit - The Natives usually do not kill anyone intentionally. Calling them entities will annoy them but will not bring them to anger. Minor offensives like theft can be forgiven. Major offensives like murder will not be suffered. For those offensives, you will be offered to The Void. This punishment is not only reserved to wanderers of major offensives but to the few Natives that engage in such misconduct. Offenders will be taken to a stone ruin unspoken by 3 Native reapers (whose job is usually preparing the dead for cremation, burning the dead, and consoling the grieving). They will be accompanied by the Tribal Elder of the offended, the family of the offended (if surviving), a few tribal members of the offended, and a few witnessing wanderers. An 8 ft (~2.4 m) scrying mirror is at the center of this ruin. You will be taken to the center of this mirror, and here your tongue will be ripped out and throat slit. You will be abandoned to bleed out, but you will not die here. You will blackout from blood loss and wake up alive to fall forever into The Void despite your injuries.