Level -110

==Description==
Level -110 appears as a standard ocean made of pure Almond Water. It is infinite in size, and the Almond Water that makes up the ocean is safe to drink. There are no waves, and the whole ocean is only about one meter deep. The sky is bright blue, and there is a gentle ocean breeze. The level has a climate of a warm summer day, with a mean temperature of about 30°C (86°F). The seafloor is made of regular sand and is about 5 meters deep. Below the sand layer, there is a layer of concrete-like material. 
During a Negative Glitch, time freezes and the water instantly rises to a depth of 5 meters. Wanderers must be prepared to begin swimming at any moment on this level. Upon entering the level, wanderers will be randomly placed in the infinite ocean, even if they entered this level as a group. Wanderers can still encounter each other on this level, but it is so unlikely that it is effectively impossible. Upon entering this level, wanderers will hear a voice in their head that advises them to "ride the waves." After saying this, the disembodied voice disappears.
==Phases==
<tabber>
|-|Azure Phase=
===Azure Phase===
When wanderers enter the level, it will be in the Azure Phase, and the ocean will have a typical blue color. The water has a temperature of 20°C (68°F), and the level has no threats to a wanderer's health, excluding drowning. There are no waves or currents during the Blue Phase. It is simple, albeit a bit boring. However, after a random interval of time, a very large, ever-cresting wave will come over the horizon. This event has been called a "Color Rush," and is named as such because the wave is a different color than the water it is approaching. 
As it passes through an area, the water's color will change to one of several different colors at random. When the color of the water changes, the properties of the level do as well. When a wave hits a wanderer, they will not be affected; it will seem to flow around them. When a new phase arrives, all of the properties of the previous phase cease to exist. If any of the specific colored waters are sealed in a container, they will not change color due to a Color Rush.
|-| Sanguine Phase=
===Sanguine Phase===
When the waters turn red, it is advised to take caution. The water has transformed from Almond Water to standard salt water, and waves have begun to form. Red clouds form in the sky, and the water heats up to around 40°C (104°F). Red lightning begins to rain down from the clouds, which transforms water into Liquid Pain near where it strikes. 
The atmosphere becomes highly humid and stuffy, and the level becomes much more dangerous. Mercies begin to spawn, and they are made significantly more dangerous by the fact that the water slows the movement of wanderers while not slowing the Mercies. This means that the Mercies can outrun the average wanderer on this level, which makes them highly threatening.
|-| Verdant Phase=
===Verdant Phase===
In the Verdant Phase, the water and sky of the level take on a gentle leaf green hue and transform from Almond Water into a strange, previously undocumented liquid that has been called "Green Juice." Green Juice is an intense hallucinogen, causing strong hallucinations and disorientation when wanderers make open-skin contact with the liquid. These effects set in nearly instantly and end just as fast when the wanderer is no longer exposed to the liquid. If the liquid is ingested, the effects will take slightly longer to set in, with an incubation period of about 30 minutes. After the effects begin, they will continue indefinitely, and there is no cure at this point. 
This effectively incapacitates the victims, since they cannot function properly due to the hallucinations and the mental trauma inflicted by them. Before the effects have set in, the afflicted wanderer can be cured by drinking Neon Water. It is advised to find a way to remain standing and balanced during the Verdant Phase since falling can result in drowning or ingesting Green Juice. As for the phase itself, the ambient temperature matches the Azure Phase, as does the lack of waves. During the Verdant Phase, all electronics fail, including but not limited to cell phones, computers, cameras, and PDAs.
|-| Amber Phase=
===Amber Phase===
As the Amber Color Rush washes over them, wanderers will feel a wave of relaxation hit them as well. The sky turns a golden orange, typical of a Frontrooms sunset, with thin and wispy orange clouds just above the horizon. The depth of the water decreases to a height of half a meter, the temperature of the water increases to a warm 25°C (77°F), and any waves present on the level cease. This phase is distinguished by the relationship between one's mental and physical health and one's level of calm. As wanderers get more panicked, they will find that they are growing weak, tired, and mentally unstable.
 Panic attacks may trigger a fatal heart attack in tandem. This also works the other way around. If wanderers were to achieve a heightened state of zen, perhaps through meditation or another relaxing exercise, they would find that their aches, pains, and worries would melt away. Achieving this is complicated by the presence of The Anomalous, which begins spawning during this phase. They will attempt to cause wanderers to panic, which will weaken them and make them easier prey. However, they are rarely encountered due to how infrequently they spawn, so wanderers are most likely safe from entity attacks.
|-| Ocher Phase=
===Ocher Phase===
When the Ocher Phase begins, the sky and water quickly shift to a bright yellow color, and the ocean both cools to a chilly 5°C (41°F) and transforms from Almond Water to regular salt water. Wanderers are advised to find an exit before the true dangers of this phase set in. The ocean begins to develop really strong waves, and the water rises to a depth of one and a half meters. Strong underwater currents begin to pull wanderers around, causing all but the strongest swimmers to be tossed about in the rough waters. 
Needlelimbs begin to spawn rapidly, and it is hard for wanderers to avoid attracting their attention due to how turbulent the water is. The yellow water is murky due to the currents whipping up sand from the seafloor, which prevents wanderers from identifying threats if they cannot keep themselves consistently above the surface. Prolonged exposure to the sand-saturated water will also cause chafing.
|-| Ultramarine Phase=
===Ultramarine Phase===
The change to the Ultramarine Phase is much more drastic than any other. The Ultramarine Color Rush is much larger than the other Color Rushes, to the point that wanderers cannot see the top with the naked eye. After the wave passes, the water level does not decrease, and wanderers will find themselves submerged under kilometers of water. This may induce panic, but wanderers can breathe Almond Water as if it were open air during this phase but still swim as if it were liquid. However, it is very difficult to see due to the lack of light at the bottom of the newly formed ocean. The water temperature remains the same as during the Azure Phase. 
If a Negative Glitch occurs during this phase, the water will still instantly reach a depth of five meters, but it will do so by decreasing in depth rather than increasing. This can cause severe injury or death if a wanderer were to swim up and fall when the water level instantly snaps to a five-meter depth. Staying near the seafloor is advised, even though is impossible to see due to the lack of light. Interestingly, Smilers appear near the seafloor, protected from bright light due to the depth of the water. It is unknown if Smilers are naturally able to breathe underwater or if it is a special property of this phase; more testing is required.
|-| Lavender Phase=
===Lavender Phase===
At the start of the Lavender Phase, wanderers will notice a rapid drop in temperature, and the Almond Water around them will begin to freeze solid into a layer of lavender-colored ice. It is advised to escape the freezing water to avoid being trapped in the ice. Once all of the Almond Water has frozen and the level has reached a temperature of -20°C (-4°C), Lighters will begin to spawn. Their presence heats their surroundings, which melts the ice and turns it into purple Almond Water. 
If one notices a trail of water, it can be assumed that a Lighter was recently in the area. The size of the trail can be used to determine the heat level of the Lighter. To avoid hypothermia, it is best to find a Lighter as soon as possible. The heat produced by Lighters can be used to ward off the cold. When the next Color Rush is about to arrive, the lavender ice will begin to melt and turn back into Almond Water.
</tabber>
==Entities==
All entities despawn during phase changes for a currently unknown reason.
===Mercies===
Mercies spawn during the Sanguine Phase, are a significant threat due to the water impeding movement.
===Needlelimbs===
Needlelimbs spawn during the Ochre Phase, and are similarly threatening when compared to the Mercies because they can hover about the turbulent water.
===Lighters===
Lighters spawn during the Lavender Phase, and melt the ice around them. They appear to be agitated by the presence of ice and the general cold nature of the phase, and they move around rapidly to melt as much ice as they can.
===Smilers===
Smilers spawn during the Ultramarine Phase, shrouded in darkness. They can survive under the water for an undetermined reason.
===The Anomalous===
The Anomalous spawn during the Amber Phase. Instead of attempting to unsettle wanderers and cause insanity, The Anomalous will startle them in an attempt to cause them to suffer adverse health effects due to the anomalous properties of the Amber Phase.
==Colonies & Outposts==
Due to the nature of this level, establishing colonies or outposts is highly unfeasible, even if it is hypothetically possible.
==Entrances & Exits==
===Entrances===
*Swimming into a patch of anomalously rainbow-colored water on Level 7 leads here.
*Splashing a mirror with Rose Water on Level -3 causes the mirror to melt and leave an opening. Stepping through the opening leads to this level.
*No-clipping into the ceiling of Level -111 leads here.
*Swimming deep into the endless sea on Level -33 has a small chance of causing that level to slowly fade into this one.
*Submerging the doll on Level 110 in water makes wanderers forcibly no-clip onto this level.
*Setting oneself on fire and putting it out with water in the Burning Forest biome of Level -5 has a small chance for wanderers to fall unconscious and wake up here.
===Exits===
*Mixing all of the water types and drinking the mixture causes wanderers to black out and wake up on Level 300.
*Getting struck by red lightning during the Red Phase leads to Level -250.
*Swimming to the surface during the Ultramarine Phase causes wanderers to surface on Level 400.
*Surfing on a Color Rush for a distance of about one kilometer causes wanderers to find themselves on the shores of Level 87.
*Digging down to the concrete layer and no-clipping into it leads to Level -111.
*No-clipping into the ice during the Lavender Phase leads to Level 399.3.
No-clipping into the seafloor during different phases leads to different levels:
*Sanguine Phase - Level Critical
*Amber Phase - Level 671
*Ocher Phase - Level φ
*Verdant Phase - Level 150 
*Azure Phase - Level -37
*Ultramarine Phase - Level 470
*Lavender Phase - Level -212
Category:Levels
Category:Unconfirmed Levels
Category:Negative Levels
Category:Cluster -I
Category:Aquatic
__NOTOC__
Category:Levels
Category:Levels
Category:Safe
Category:Safe
Category:Levels
Category:Negative Levels
Category:Unconfirmed Levels
Category:Levels
Category:Dangerous
Category:Dangerous
Category:Dangerous
Category:Safe
Category:Safe
Category:Negative Levels
Category:Unconfirmed Levels
Category:Mental Hazards
Category:Dangerous
Category:Negative Levels
Category:Negative Levels
Category:Mental Hazards
Category:Unconfirmed Levels
Category:Mental Hazards
Category:Neutral