Level 214

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Level 214 is part of the Cluster I as the 215th level, its structure can take various appearances depending on the individual.
Description
Level 214 doesn't have a definitive appearance since it varies over time and perspective. Objects and artifacts change their size, color, and orientation for each perspective the wanderer can give them just by looking. All this together makes it impossible for permanent records; what is done is to respect properties that remain despite the changes.
The level, in the first instance, can take on the appearance of a pseudo-expansive garden. This appearance is temporary since Level 214 takes different structures over time, although with the same purpose: to propose a "trial", whether physical or psychological, that lasts an indefinite amount of time.
The Trials
As aforementioned, the experience or exploration in Level 214 doesn't seem to be the same for any wanderer. Although the environment and structure are different, it can be noted that what the level offers during these stages remains the same.This is the only viable way in which the M.E.G. can study Level 214.
The stages are as follows:Each section was rescued from letters and testimonies from UNRELATED third parties. Making some sections isolated and even contrary to others.
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|-|The Purgatory=
Description
The section seems to be a collection of a lot of places, together in the same environment that seems to have no end. What is characteristic of the section is its abundance and recurrence of being surrounded by clouds, clean weather and the proximity to the sea.
Entry is random; the wanderer can get here while walking in any other section. There doesn't seem to be anything special to do to get out of the section, as wanderers who have left report leaving the zone by simply following a path for a long time. The section seems to present a challenge of meaningless paths; for example, a road may be cut off, but there is a road that continues it, but at a height of 60 meters. Without any type of support, third parties indicate that the wanderer simply has to abandon logic to get there.
Shores and structures of the section are a topic worth mentioning. Hundreds or thousands of temples can be found flooded with beautiful and majestic architecture, similar to the Greek one or other fantastic styles, to be precise. These temples are usually decorated with statues and tiled paths or decorations on the pillars, as well as images inside and many rooms, such as living rooms, churches, bedrooms, fishing rooms, docks, bathrooms, kitchens, dining rooms, halls, meetings and much more. These structures are adorned at the edges with shiny materials, such as gold or similar, and the windows are made of a translucent material that doesn't cut.
There are no entities that can appear in the section, turning it into a true paradise. Although, due to its immensity and distracting beauty, the perception of time is null. Of the cases and experiences that there have been, there were a lot that stayed YEARS walking and walkingAll this process just to leave the section. Exiting Level 214 is another thing.
The level has a 24-hour cycle, like in The Frontrooms, but with no visible sun, only that it will maintain a pleasant temperature at any time of the day. In the section, the wanderer will not feel hungry or thirsty, but the water can be drinkable with no side effects.
Exit
Exiting this section of Level 214, complying with all the testimonies, consists of following a determined path, even with the aforementioned difficulties. When entering another section, this paradise will fade little by little until no trace is left.
|-|Bitter Forest=
==Description==
This section has nothing to envy about a forest full of wild and aggressive fauna. To guarantee their survival, it's recommended that the wanderer leave this place through the known exits and not wait to be taken to another section.
The forest extends into a quiet, secluded, and peaceful place where nature seems to reign in its fullness. The tall trees shed their leaves, forming a green roof to shade the sun, swaying gently in the wind. The ground is covered with dry leaves, forming a hard brown carpet underfoot. The air is fresh and clean, filled with the aroma of plants. The described forest is characterized by dense vegetation and fog that covers the entire surrounding area, making visibility very limited. The trees are tall and leafy, with thick branches that intertwine to form a canopy, and the branches filter the sunlight and create an atmosphere of sadness and mystery. The dense fog that covers the forest is the main element of the description, since it adds mysterious tones and creates a feeling of loneliness and seclusion. The fog prevents the wanderer from seeing beyond a few meters, which makes walking through the forest even more dangerous.
==Entities==
As previously stated, the forest is full of entities, which will make the journey difficult and make this one of the most dangerous sections of Level 214.
Known entities present in the section:
*Dullers
*Mercies
*Deathmoths
*Ravager Apes
*Hounds
*Sentinels
==Colonies and Outposts==
There is only one colony by the M.E.G.:
===SCS Team B:===
The Special Cleaning and Study Team is the only research colony left intact in this section. Due to climate difficulties, it's awaiting dismantling.
*Team: 14 members
*Purely scientific objective
*The base is temporarily occupied, it remains empty most of the year.
==Exit==
There is a small percentage of 12%/day to be taken to another section. The M.E.G. do not recommended to wander around waiting for this luck to come true, but rather to leave as quickly as possible according to the "Exits" of Level 214.
|-|Incommensuration=
==Descripción==
This section or trial can be described as a huge futuristic city; there are no living beings inhabiting it or some sign of these. This space is full of visual and sound pollution that, despite being empty, can be overwhelming.
The city is well maintained and can even house fresh food; these can be found in restaurants or in refrigerators in some rooms. Some resources here still seem to stay fresh despite not being refrigerated; this has supported the theory that this section is not permanent and is literally generated from nothing.
Even with lights on and restaurants open, being at the level can generate a feeling of having been there alone for a long time. This sensation, together with technology not yet known at the time of writing, makes the section an unpleasant place.
==Desire effect==
This section can affect the minds of the wanderers if they have not managed to leave after a long time. After weeks without going out, the wanderer will begin to see hallucinations; they will begin to imagine people or "missions" in which they have to take long walks around the city.
There is no going back in this state; even if the wanderer manages to get out, reversing their mental state has been in vain. In treatment, affected wanderers report having dreams about this futuristic city with unrelated characters and fantasy stories. They can even memorize streets, restaurants, and some notable points of the section.
==Exit==
The chance of getting out of the trial increases drastically with the previous section, reaching 35%/day of going to another section and an unknown percentage of completely leaving Level 214.
|-|Island of the death=
Deep in Level 214 lies the death, an island shrouded in a veil of sadness and longing. Its lonely tombs and decrepit statues seem to tell stories lost in time, whispers of forgotten souls seeking to be heard once again.
The appearance of the island, with its gloomy and desolate atmosphere, evokes a feeling of melancholy that penetrates to the depths of the heart. Each tombstone becomes a silent witness to lives that were once full of hope and dreams, now relegated to oblivion.
In this place devoid of supplies and key objects for survival, one feels the absence of life and the desperation of those who ventured inside without understanding the consequences. The clocks, trapped in their counterclockwise march, symbolize the contradiction and disruption that this section represents in our perceptions and expectations.
The island of the death is a grim reminder that even in the darkest corners of the universe, there are stories waiting to be told and heard. Perhaps it's in sadness and nostalgia that the ephemeral beauty of this place lies, a beauty that can only be appreciated by those brave or unconscious who enter its domain.
May this lament serve as a warning to those who consider exploring it. It's not a place for the faint of heart or for those seeking definitive answers. Instead, it is a window to an irretrievable past, an ode to the fragility of existence, and an invitation to reflect on our own mortality in the midst of eternal sadness.
But here, death does not exist for you, wanderer.
==Description==
In addition to its island appearance with scattered tombs, tombstones and statues, there are other important aspects to take into account. For example, the presence of an anomalous effect that causes voices to be heard at irregular intervals. The composition and internal structure of this particular island remains unknown, since all attempts to extract samples from the place have been unsuccessful.
A lot of tombs and inscriptions have titles such as "Consequence of disorder"; the M.E.G. has interpreted, along with the countless number of graves, which could be the tombs (none have any body inside) of all the people who died in The Frontrooms
The section is known for its eerie and mysterious atmosphere. Ancient architectural structures and ruins can also be found in various areas of the island. These structures appear to be of unknown origin and have sparked the interest of the M.E.G. The anomalous effect of voices in the section has been the subject of research and speculation. Some believe that the voices could be the echo of spirits or entities trapped in the place, while others suggest that they could be auditory illusions generated by the environment or unknown phenomena. The random nature of this effect has made it difficult to study and fully understand. In addition to the voices, wanderers have reported other strange phenomena. Some have experienced feelings of oppression, sudden changes in ambient temperature, and the appearance of shadows or fleeting figures. These events have contributed to the section's reputation as a mysterious and dangerous place.
As in all sections, the wanderer does not seem to have to eat or drink during the entire stay in this place.
==Entities==
Although the wanderer may seem to feel that there are entities or some other living being in the section, with arduous explorations, it can be said that they are only the phenomena of the section, not living dangers.
==Exit==
The probability to get out of the section is high for what it is, with a high percentage of 60%/day. This not only applies to other sections but there is also an unknown percentage of leaving Level 214 when in this section as well.
|-|Foggy City=
==Description==
The section consists of a city shrouded in fog. It has an abundance of silence, which makes wanderers believe that they are safe inside the place, but this feeling is just an illusion. The Foggy city is infested by entities, presents lethal gases, causes hallucinations, etc. The stay is not recommended (waiting for the transportation to another section). There are ways to exit the section before this time, and they even take one out of Level 214 as a whole.
Buildings at the section seem to appear randomly; there is a low probability of finding a stable building. If the wanderer does, it's recommended to enter them. One feature that these buildings have is that the wanderer will not become hungry or thirsty during the time the wanderer is inside. This is recommended since this is the only section where the wanderer will need to look for food and water. Structures may have these resources, but as mentioned, it's not recommended to search for them and simply leave the section as quickly as possible.
==Hazards==
The section is full of toxic gas; a wanderer can normally survive for at least one day if they are not wearing a gas mask. Fortunately, if the wanderer leaves this section, they will recover from any effects they may have had due to these gases. This gas will cause the wanderer to have the following diseases: rheumatoid arthritis, colon cancer, etc. But the worst of them is a disease of unknown origin and name. This unknown disease causes the skin to slowly peel off from the body, causing horrible pain. When it comes off completely, the wanderer's insides will be completely exposed. Once this stage is reached, the wanderer will feel like all their organs are being gutted, although this is just a hallucination. Still, recovering from this state is almost impossible.
As aforementioned, the section is infested by entities, the wanderer can find in the section: Hounds, Slashers, Mercies and Sentinels.
==Exit==
The chance of leaving the section is extremely low; rounding 15%/day. One can stay alive by wearing a gas mask, individual explorations and researches are lethal.
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Entrances and Exits
==Entrances==
*Entering a green door in the "Aisle 2" section of Level 201 will lead to this level.
*Looking at the sea of Level 910 will lead to Level 214.
*Approaching a lump among the flowers in Level 150 will lead there.
*One of the passages of Level 234 will eventually lead to this level.
==Exits==
*The island of the death can take by random chance out of Level 214. The other levels the wanderer can go to are Level 207, Level 830, Level 175 and Level 9.9.
*Noclipping in one of the trees of the Bitter Forest will lead to Level -6.
*Noclipping anywhere near a hotel in the Incommensuration section will lead the wanderer to Level 399.
*Trying to dig to find out if there are bodies in The island of the death will immediately lead to Level -7.
*There is a notable point that works as an exit in The Purgatory. It will lead the wanderer to Level 993.1.
*Noclipping in a tomb in The island of the death will lead to Level 11.
*Noclipping in the ground of the Bitter Forest will lead to Level 45.
*Noclipping in a building in the Foggy City will lead the wanderer to Level 52.
Category:Dangerous
Category:Unconfirmed Levels
Category:Levels
Category:Cluster I