Level 100

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Survival Difficulty: Class 1
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Survival Difficulty: Class 1
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Survival Difficulty: Class 1
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Survival Difficulty: Class 1
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Description
Level 100, colloquially known as either "Soundless Solitude" or "Silent Sounds" comprises a narrow, waterlocked shoal of smooth sand stretching infinitely from east to west, being bordered at the northern and southern ends by an everlasting warm ocean; it is shallow, retaining an average depth of approximately 12 meters (39 feet) deep, moreover, is estimated to have a max depth of 100 meters (328 feet). 
Although the shoal is entirely connected during low tide, in high tide, the sections of the shoal within the tidal range are partially or completely submerged, dividing the singular shoal into islet archipelagos of varying size. Absolutely no signs of marine life nor notable geographic features, namely trenches, seamounts and underwater caves, can be found underwater; this also applies to the mainland, which lack any signs of vegetation and is flat throughout. Besides the level's shoal, no other islands or guyots are present.
Every individual gets assigned to an independent location without encountering another person after they have entered the level. Due to the level's limitless vastness, finding additional travelers has proven difficult. Although one might recognize other persons by following their footsteps on the ground, the imprints occasionally fade due to the level's continuing breeze. Furthermore, radio transmissions are audibly distorted and frequently prove ineffective. The ambient is satisfied with the indefinitely continuous sound of ocean waves accompanied by the occasional breeze. For a particular explanation, the level's sound atmosphere permits any naturally occurring undesirable noise, creating a repetitive and rhythmic sound sequence as they break on the shore and recede into the water. This consistent pattern seems to imitate the natural rhythms of breathing and heartbeats at a steady and optimal frequency associated with relaxation and tranquility. Further studies and experiments demonstrate that Level 100's relaxing impact of sea wave sounds may help significantly reduce stress hormones like cortisol—despite being aware that many people are isolated and alone. When stress levels decline, it becomes less problematic for individuals to rest and sleep at this level.
The temperature of the ocean is normally around 26.7°C (80°F) in the peak afternoon, and conversely down to 15°C (59°F) at midnight. Additionally, the water is saline, containing around 34 ppt salinity; its visibility is near perfectly clear, allowing one to observe the sea floor from above during bright daylight. Small waves are generated by winds, which the waves reach 30-60 centimeters (1-2 feet) near shore. The sea is reported to intensify the further one ventures away from the main sandbar—it has been suggested that there lies a certain distance away from shoal where the sea becomes intense to the point that travelling beyond is impossible, albeit this suggestion is yet to be confirmed, as nobody has ever attempted to venture out to the sea in Level 100.
The remnants of Sodium Chloride (Table Salt), alongside Magnesium Salts, Calcium Salts, and Potassium Salts, have been detected in Level 100 waters. As seawater evaporates, it leaves salt fragments in the air, contributing to the distinctive saline fragrance, which, collectively with the scents of these salts, tends to be associated with serenity and a sense of well-being. Many believe salty air and the peaceful sounds of the water are comforting. These salt components in seawater assist people to float more readily. When people float in highly concentrated salt water for lengthy periods, especially in warm conditions, individuals naturally relax and relieve tension, unwinding muscles and alleviating physical problems. Seawater, like Terra's, also includes traces of several other elements, including iodine, iron, manganese, zinc, and copper.
One may find rotting launch docks, relatively intact recliners, dilapidated wooden boats and rusting vessels haphazardly beached on the sandbar's shore. These vessels only possess a handful of items in most cases, such as empty glass bottles, Mercator Projection maps of Terra, snapped wooden paddles, ripped life jackets, and plain, empty aluminum cans. Otherwise, no useful salvageable resources can be seized from the shipwrecks. Strangely, despite the abundance of them on land, no shipwrecks can be found underwater. Due to their neglected condition, most of these boats are not seaworthy, and can easily fall apart when faced against the ocean's waves. Furthermore, some boats may retain small, stagnant puddles of water in shaded areas of them; these puddles are contaminated by the Hydrolitis Plague. Therefore, it is unadvised to drink water from them. 
Should one burry into the ground of Level 100, they may encounter several items in the ground. These items can range from inoperative cellphones, photos of random natural scenery presumably from Terra, bags, to articles of clothing, and other such items that would be considered as personal belongings. Whilst not understood how these objects managed to get buried in the sand, it is generally accepted that the objects originate from the shipwrecks on shore. The composition of Level 100 is thought to be almost entirely sand, as many drillers that dug into the surface reached deep down relatively effortlessly and quickly as opposed to drilling down into other surfaces with a different composition. The bottom half of the level is also suggested to be metamorphic rock, since the pressure and heat would morph them into metamorphic rock. Nonetheless, many fear that digging deep enough into the level or creating a large enough hole underground would cause at least half of it to become unstable and collapse within itself due to its sand and water composition. 
The climate of the level resembles a tropical climate, with temperatures that reach up to 28°C (82°F) during peak afternoon hours, and conversely cool down to a steady 15-16°C (59-60°F) at midnight—the wanderers experiencing the sweltering heat are aided by cool, frequent breezes. The weather conditions are partly cloudy throughout the day and night, with cumulus, stratocumulus, altocumulus and cirrus clouds materializing in Level 100. Fortunately, no natural disasters, such as tsunamis, flash floods, extreme winds, quakes, etc., occur in the proximity of the sandbar in Level 100. The relatively high temperatures at daytime guarantee the quick evaporation of fluvial liquids (e.g. Almond Water and captured seawater) inside unsealed bottles—one must store liquid bottles in shaded areas of the level and seal them if they wish to retain an adequate water supply.
Besides the existence of distant stars during the night in clear conditions, there are no notable celestial light sources as a result of the absence of the sun and moonBecause of the existence of tides in Level 100, it implies the existence of a celestial object satellite creating such tides.. Nevertheless, Level 100 retains a 24-hour day and night cycle, with illumination sources during the day, and at night to a lesser extent. Fortunately, prolonged exposure to a Level 100 "natural" light source doesn't result in illness or symptoms, including sunburn, heat exhaustion, or heatstroke. An in-depth examination indicates that the environment includes exotic gases that generate visible light when excited by the level's natural processes via unknown means. These unknown substances interact with cosmic radiation and other energetic particles, giving the atmosphere a bright glow. Level 100 likewise shows no sign of precipitation due to this unknown substance gas, which appears to impede the creation of water droplets and prevent them from developing sufficiently big to fall as rainfall. Currently, the level's atmosphere is being researched and studied for further information.
Visitors frequently feel comfortable considering the waterlocked shoal's tranquil environment and the fewer threats at Level 100. Individuals typically feel secure and protected as it offers the sensation of being at "home" or in a safe place. Following the level's soothing influence on travelers, one could stumble onto a concealed danger without being aware when strolling through the shoal. Dehydration poses as one of the primary threats of this level because freshwater sources are formidable to discover. Wanderers' water supplies have the potential to become low due to extended stays. Since freshwater sources are scarce within the level, dehydration can develop rapidly and even be fatal in certain circumstances. Drinking seawater will result in saltwater poisoning, which may aggravate dehydration, increase thirst, and disrupt electrolyte balance, triggering nausea, vomiting, weakness, and disorientationAlthough a sample of seawater brought outside of the level into a testing facility was able to be treated extensively for consumption, it is noted that the substance is not Almond Water, and only replenishes thirst.. 
The Level 100 Illness
The Level 100 Illness, shortened to the 100 Illness or sometimes referred to as Island Sickness, is a phenomenon that arises after a wanderer stays within Level 100 for an extended period of time, being approximately more than a week. It shares many characteristics with Rock fever, a similar psychological phenomenon that occurs on Terra, though Level 100 Illness has slightly more severe and additional symptoms. Albeit not lethal, wanderers who are affected by the Level 100 Illness should consider exiting the level whenever possible, to prevent any further potential harm to themselves. 
The Level 100 Illness has several stages, with the commencement of each stage having an inconsistent occurrence. In the first few stages, wanderers with the Level 100 Illness experience through milder symptoms, which in progressive order, are boredom, drowsiness, laziness, claustrophobia, the desire to return back to a "mainland," have certain amenities that are usually not on Level 100's isolated sandbar environment or visit their family members again. The further one progresses into the stages of the Level 100 Illness, the more serious the symptoms become; these are anxiety, sadness, restlessness, irritation, aggression, unordinary thoughts and feelings. On top of that, it is at this point where victims begin to undergo visual hallucinations, typically of human resorts, settlements, vegetation or mountains. These visual hallucinations may be accompanied by auditory hallucinations such as human chatter and birds chirping. These hallucinations disappear after the hallucinator approaches near the said hallucinations. 
As previously mentioned, the Level 100 Illness itself is not lethal, and is noted to not succumb those affected into the Wretched cycle, regardless of how long one continues to persist the illness; however, the actions one might do as a result of the phenomenon's symptoms may cause injury or fatality at worst, with the most common types of death recorded being drowning whilst approaching a visual hallucination, or getting into conflict with anyone who tries to assist with their illness.
A thorough examination of the atmosphere above Level 100 reveals that the daylight cycle functions similarly to fluorescent lights. While fluorescent lighting has a phosphor coating within the bulb and a small quantity of mercury vapor inside. UV light results when an electric current flows through the mercury vapor. The phosphor coating is subsequently affected by this UV radiation, which causes it to glow and emit visible light. The mercury vapor is responsible for creating the initial UV light as the mercury is not discharged into the surrounding environment because light bulbs are sealed containers designed to keep the mercury vapor within. In contrast, Level 100 exotic gas appears to contain an unidentified material that, when activated by the level's biological processes, produces a light sourceRecent research and spectral analysis suggest that Level 100's natural light is comparable to the spectrum of fluorescent lamps UV light. while also dispersing the substance's vapor into the atmosphere.
When this unidentified chemical vaporizes by exotic gas, it will seep into the ambient air and blanket the entire level. Although it doesn't initially exhibit any signs of threat when a person originally enters the level, the chemical will begin to exert an effect when one stays and inhales for an extended amount of time than the prior condition. This substance emerges to make persons who inhale feel relaxed and comfortable; nevertheless, it appears that if one does not delight the body and leaves the body dehydrated, the substance will generate adverse reactions, leading to the Level 100 Illness. This is presumed to be why the phenomenon only occurs usually a week after one's arrival, as it correlates to around the same time where most wanderers run out of any resources they brought into Level 100. Although Almond Water, other freshwater and leaving Level 100 as a whole can help lessen these side effects, it takes an extended period to return to normal. Furthermore, Almond Water detected at this level contains traces of sodium chlorides that, if depleted, would exacerbate dehydration.
Entities
Level 100 is mostly devoid of life, albeit 2 entities can be found within the level.
===The Hydrolitis Plague===
↳ Main article: Hydrolitis Plague
The Hydrolitis Plague, or simply shortened to Hydrolitis is a bacterium most prevalent in stagnant pools that lack any chlorine and can be transmitted by airborne particles containing the bacterium, or by consuming water containing the bacterium. Wanderers who catch the plague experience symptoms such as chills, weakness, pain, vomiting, etc. In the case of Level 100, the Hydrolitis is only present in shaded, contaminated pools on shipwrecks. Unlike in most other levels where the plague is present, Hydrolitis does not pose as much of a threat within Level 100, due to only being concentrated in relatively avoidable areas of the level. Displacing the bacterium into the seawater kills it, likely believed to be the result of the seawater's salt composition, the waves and underwater currents circulating the body of water.
===The "Lurker of the Shadows"===
The Lurker of the Shadows, also known as simply the Shadow, is a partially deformed humanoid that is only viewable in one's peripheral vision under ultraviolet light; thus, it is only visible during daylight hours. Although manifesting mostly in Level 100, there have been several reports of it appearing in other levels numbered near Level 100. The handful of incidents with the Lurker of the Shadows have made gathering a sufficient amount of information regarding it challenging, and it is commonly presumed to be a hallucination or a phenomenon instead of an entity. Nonetheless, from the current data gathered from witnesses, the Shadow usually manifests in the distance when one is near a shipwreck, though it does not approach the observer in normal conditions. Attempting to directly gaze at the entity will cause it to vanish out of sight to a new location.
As of now, the entity only seems to observe wanderers in the distance and shows no signs of hostility whilst unprovoked. However, if one tampers with the shipwrecks, particularly by intentionally breaking parts of it, leaving a mess whilst scavenging for items or doing similar actions, the Shadow will seem to become provoked, and consequently teleport at exactly the offender's location, which temporarily knocks the offender out. The true motive of the Lurker of the Shadows is unclear, as well as why it becomes aggressive to those who damage the shipwrecks.
Colonies & Outposts
Currently, no colonies and outposts exist within Level 100, because as aforementioned, wanderers enter at their own designated location within the level, which potentially separates them thousands of kilometers/miles apart from each other right away. Along with the lack of long-term resources and the Level 100 Illness, these factors render establishing colonies and outposts infeasible. Nevertheless, there has been many attempts to establish resorts within Level 100, including one such example, named the Sunset Resort by the Liminal Remodeling companyThis is the most well-known and nearly successful clipboard scenario to construct an outpost. The outpost still exists in the level's confines, though the outpost has been abandoned and is depleted of resources.. The documents regarding the attempted establishment of the outpost are provided below:
> Open Clipboard
Reviews
Total Visitors
16
Growth in visitors on this year
Average Rating
5.0 ★★★★★
Growth in ratings on this year
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June 2012 - August 2023
━━☽【☾ Escape to Infinite Bliss Amidst the Silent Sounds of the Sea ☀】☾━━
Gateway to Uninterrupted Peace. Our confidential resort accommodations, nestled within Level 100's silent shoal, are designed to offer unobstructed views of the serene sea. Each room and suite is a sanctuary of relief that presents visitors with a front-row seat to the captivating movement of the waves, allowing one to unwind while surrounded by the whispers of the ocean. Enjoy delicious food at our seaside restaurant, influenced by the tranquil surroundings that meticulously reflect and preferably match the setting to provide a unique gastronomic experience.
━━☽【✧ Wake Up to Eternal Horizons ♫】☾━━
Experience the charm of awakening to a beauty of eternity where the sun rises over delicate traces of ocean breezes and the promise of a new day. Let whispers of the ocean and warm dawn light embrace in a soothing shoal. Gaze upon the horizon, where sea and sky blend in a breathtaking embrace. Venture on peaceful strolls along the sandbar, where the only footprints one will find are their own. Permit the rhythm of the sea to guide steps as visitors explore this unique realm of tranquility. Find peace in the rhythmic cadence of the ocean and the gentle rustling of the breeze.
A Timeless Sunset Awaits
Document 1
Liminal Remodeling Company
Unlocking potential through liminal design.
Document 2
Name: Charles Kevin 
Title: Sunset Resort Project Manager 
Company: Liminal Remodeling Co. 
Address: 101 Oceanfront Avenue 
Residential Outpost: Level -100 
Email: kevinxd2@BackOS.com 
Phone Number: - 
Date: March 21, 2021
Recipient's Name: Mr. John Smith 
Recipient's Title: Supplies and Sales Manager 
Supplier's Company Name: Liminal Remodeling Co. 
Supplier's Address: 021 Nightville Avenue 
Supplier's Residential Outpost: Level -100 
Recipient's Email: JohnSmith1@LiminalRemodeling.com 
Recipient's Phone Number: (BackOS) 987-6543
Notes: Greetings, Mr. John Smith. I hope this letter finds you pleasingly. I'm submitting a written confirmation of a quote for the building supplies needed to establish a resort on the shoal of Level 100. I am looking for high-quality materials that can withstand the difficulties presented by the shoal environment while maintaining the comfort and safety of visitors as I embark on this distinctive and intriguing project. 
I have determined the following materials to be in line with the project design and structural requirements after giving them due thought and consulting with the outpost's designers and architects:
# Driven Piles / Helical Piles: I comprehend the value of a solid foundation in light of the shoal's instability. I'm interested in getting a quote for driven loads or helical piles, offering the resort's structures the essential rigidity.
# Steel / Reinforced Concrete Frames: I'm looking for estimates on steel or reinforced concrete frames that give both strength and flexibility to meet the resort's dynamic loads and assure its lifespan.
# Concrete Slabs with Reinforced Steel: To lessen the difficulties of the shoal environment, my concept features raised buildings. Concrete slabs with reinforced steel are stable flooring options, so I need a quote for the expense.
# Metal / Composite Roofing: I'm considering metal or composite roofing alternatives to give adequate insulation and protection from outside elements. These substances are muscular yet lightweight, perfect for the exceptional environment of the resort.
# Materials for Drainage and Ventilation: Because there is a chance that water may accumulate and because the resort has to be well-ventilated, I'm looking for quotes on materials that will enable efficient drainage and ventilation systems.
# Insulation Materials: Travelers prioritize comfort; therefore, I'm looking for insulation materials that can keep ideal inside temperatures while accommodating the environment of the shoal.
I hope the materials you provide align with the project's objectives and specifications. I sincerely ask that you send us a thorough quote that includes prices, availability, delivery dates, and other necessary technical details so we may make an informed choice.
Furthermore, I am interested in any insights or ideas you may have based on your experience delivering building materials for specific locations such as shoals. Your suggestions will be highly beneficial as I work to develop a resort that meets the needs of the area while providing outstanding visitor experiences.
Sincerely,
Kevin 
Charles Kevin 
Sunset Resort Project Manager
Document 3
Job Notes: My outpost found a reliable technique to go to other levels without transferring to a different zone, such that entering and returning out will always land one in the same spot. I decided to investigate Level -100, where my outpost is situated, and discovered a gateway to Level 100, so I determined to set up a settlement inside the level because there aren't any outposts inside the level yet, as I'm interested in establishing compensation because of the appealing shoal view and peacefulness of the coastline. 
Immediately as I got within the level, I did an exhaustive site study to learn about the sand's features, including its stability, water content, and ability to support loads. I decided to develop a community in a region of the shoal that is the furthest from the sea to preserve my constructions a distance from the seawater. Given the unstable nature of sand, I employed deep foundation technologies such as driven piles or helical stakes, regardless of whether it required several days to complete. I shifted the weight to more solid layers under the sand, which offered a stable foundation for the building. I chose a frame design with a small weight to lessen the stress on the base. Steel and reinforced concrete frames are reasonable options because they support the resort's dynamic loads.
I chose lightweight yet durable materials for the resort's flooring, like concrete slabs with reinforced steel raised on the ground's structure, which may give stability while reducing direct contact with the sand. I used steel-framed and reinforced concrete walls for the walls because they are both aesthetically appealing and structurally solid. I also included comprehensive windows and apertures to optimize views while decreasing overall structural weight. I select a lightweight roofing material, like metal or composite. These materials reduce the strain on the structure while being resilient and provide superior insulation.
I raise the entire building slightly above the sand layer to minimize the likelihood of erosion, floods, and moisture-related issues. I then installed efficient drainage systems that prevent water from collecting around the property. Sand tends to retain moisture. Consequently, I regulated drainage to avoid foundation instability. Even though the air on the level was usually warm, I nonetheless added sufficient insulation and ventilation to keep the interior more comfortable.
Even though I can utilize electricity from Level -100, I still put solar panels on the resort's rooftops or on elevated platforms to absorb light and convert it into electricity, as solar energy is especially ideal for resorts in sunny regions. I used battery storage systems to store extra energy generated during the day and then utilize it at night or on cloudy days to ensure a constant power supply. I employ energy-efficient LED lights and appliances throughout the resort to decrease electrical consumption.
I established seven hotel rooms, including a hotel lobby, a swimming pool, and a restaurant, which is ten rooms in total within the resort. Regarding the threshold, I used warm wood accents for the countertops and furnishings, creating cozy seating groups with couches, armchairs, and cushioned coffee tables. I erected hefty sculptures or pieces of art and added a spectacular chandelier, plus a focal water element for aesthetic intrigue that corresponds to the resort's theme. Even though the lobby has LED lighting, I built my spaces that utilize ambient lighting and natural light from well-positioned windows and skylights. I created seating arrangements that promote relaxation and social interaction. Lastly, I placed the reception desk so visitors can perceive the entryway clearly while being greeted.
The doorways link with resort corridors that proceed to each hotel room, along with directional signs or maps placed at strategic intersections to guarantee a straightforward and understandable arrangement. I added wall sconces for gentle lighting, paintings, and ornamental panels. In terms of hotel rooms, I used textured wallpapers and soft carpets, including indulging in soft couches, practical desks, and comfy mattresses with top-notch linens to create a warm and cozy atmosphere. I incorporated calming color schemes with accents of color from artwork, drapes,  ornamental cushions, local photos, and paintings. There are several illumination options, for instance, dimmable ceiling chandeliers, reading lights, and bedside table lamps. I had intended to include conveniences like coffee makers, minibars, safe deposit boxes, and electrical outlet charging stations, but only in a select few rooms.
Document 4
Charles Notes: Fortunately, as a member of the same group, Mr. John Smith didn't charge much for the building supplies. I wasn't supposed to send the letter because it was a trade letter for a different community; perhaps I should ask him personally. The Sunset Resort project was exceedingly difficult to manage and construct because the settlement's location only consisting of sand, making it inconvenient to build. With efforts to make the foundation as sturdy as possible and render the construction materials portable, I did the project entirely, meaning it would take extensive action and time to complete. 
The primary challenge I faced when completing the project was Island Sickness, as it takes a great deal of labor to develop resort structures, which frequently causes my body to get dehydrated and cause Level 100 illness. Although I have packed plenty of Almond Water from Level -100, I had to ingest fresh water constantly. Even then, drinking water did not guarantee that you were immune to the mental illness; there currently are several times when I need to go back and recuperate at Level -100 for a few days to allow the sick condition to dissipate and return to normal.
Because of the multiple obstacles that I had to contend with while creating the place, it took roughly over a year to construct the Sunset Resort. Even though I needed to enlarge the resort region, I also had to expand in other areas because there won't be any shoal areas left over when the resort opens. I had planned to develop the resort area by adding additional hotel rooms, but I decided to do it afterward in case there were many guests.
I wasn't aware of Island Sickness after finishing the project. Because Level 100's atmosphere possesses a mysterious substance that one will experience inside the level, I chose to establish the resort with cooling systems by filtering these chemicals, making the inside have fresh air lacking any substance to prevent Island Sickness. Moreover, I had already filled the base with a ton of Almond Water, food, and other valuable supplies.
A relatively few people visited the Sunset Resort owing to its immense, unbounded level size. The resort receives only one or two visitors per year on average, which is extremely low. After spending a lot of time, I felt like I was waiting for nothing while I waited for new guests to arrive. I didn't want to make this settlement free to stay as it requires a fee to rest at the resort. I aim to conduct this as a business, and I wouldn't have invested a lot of time and money if I didn't get paid. Plenty of visitors to the resort demanded that I not charge them anything because they had nothing on them and were in horrible shape. I didn't want to be cruel or mean to them, but as time passed, fewer and fewer people paid me, and this caused me to lose a lot of money.
I decided to permanently give up on this project I had worked so hard on.
File:Level100New4.webp||Gallery.
File:Level100New5.webp|Gallery.
Entrances
*There is an unlikely probability of successfully noclipping out of Level 99 without undergoing a False Noclip event, in which one has a rare chance of ending up here.
*There has been a speculated entrance from Level 91 by wandering off to the edge of the level, although the immense size of the level would most likely have one to succumb to the lack of resources before reaching Level 100, if the entrance is confirmed to exist.
*Running away from the city in Level 234.
*Swimming through the river that cuts through the hallway in Level 666, which possesses a miniscule probability of leading one here. 
*Entering a door labeled with an "ocean wave" symbol in Level 4.
*Going through a painting that depicts Level 100 in Level 264; thus far, there have been 98 cases of this entrance appearing.
*An exclusively accessible trapdoor that materializes during the psychological tormenting event within the Seashore in Level 85, which rarely takes one here.
*If one wanders for a prolonged amount of time in Level 700, a mysterious path will reveal itself, which takes one here.
*No-clipping through a wall in Level 188.1.
*Swimming out for long enough in Level 833, which may lead one to Level 100's sandbar.
*Sitting under a streetlight during the night for 2 hours in Level 603.
*Jumping into the water at the edge of the island on Level 327 takes to here.
Exits
*No-clipping may take one to Level -100.
*Aggravating the Lurker of the Shadows enough will cause it to take the offender to Level 101.
*Finding holes may lead one to Level 990.
*Dropping something onto the sand and picking it up has a small chance to bring one to Level 110.
*Entering a vehicle leads one to Level 178.
*No-clipping through a tree may teleport one to Level 901.
*Incorrectly no-clipping might cause one to fall through The Void.
*Following the scent of Mana Berries will bring one to Level 357.
*Falling asleep on the sandbar has a small chance to send one to Level 135.
Category:Levels
Category:Unconfirmed Levels
Category:Cluster I
Category:Class 1
Category:Safe
Category:Aquatic
zh:Level 100
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