Level -777

Comprehensive Report on a Native Society Within The Backrooms
「Complied by: M.E.G. Level Assessor and Appraiser, George R. Brown and M.E.G. Entities Investigator, Fred L. Lovegood」
「Date: classified」
「Time: classified」
「Requester: classified」
Language Advisory:Some of the dialogue and information in this page was written in French. Translations have been provided for most content. Please consult any available translation apps on your electronic devices if a translation was not provided.
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==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 is an undetermined stretch of an ethereal, boreal forest made up of non-anomalous rivers, streams, lakes, ponds, several ponds of almond water, and a few pockets of cashew water. The temperature of this environment depends on the time of day and the season. The light/dark cycle depends on the season. The Ethereal Grounds have two seasons: Hiver and L'été.
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|-|Hiver=
===Hiver ===
The season of Hiver (Translation: Winter) is long, lasting a total of 276 days out of The Ethereal Grounds' 412 day year and consisting of three phases: Faux Automne, Les Ténèbres Tombent and Vrai Hiver.
*Faue Automne (Translation: False Autumn) last for a period of 86 days and consist of a 14:14 light/dark cycle. The temperature is between 30°F - 65°F (~-1.1°C - 18.3°C). During this period, all Natives will enter an aggressive feeding frenzy to put on weigh and grow velvet and fur in preparation of Les Ténèbres Tombent and Vrai Hiver. Native hunters, trappers and butchers will also begin gathering, curing and storing meat and pickled eggs for human civilians and military personnel who decide to stay during Hiver. Most explorers resolve to depart Level -777 during this time because Hiver is long, harsh, and unforgiving. 
*Les Ténèbres Tombent (Translation: Darkness Falls) last for a period of 50 days and consist of a 0:28 light/dark cycle. The temperature is between -50°F - 30°F (~-45.6°C - -1.1°C). During this period, most elders and all expecting female, infant and adolescent Natives will hibernate until Chassez Le Gel. All remaining Natives will hibernate in shifts of a few weeks, ration resources and continue normal societal functions until Chassez Le Gel. 
*Vrai Hiver (Translation: True Winter) last for a period of 142 days and consist of a 8:20 light/dark cycle. The temperature is between -10°F - 30°F (~-23.3°C - -1.1°C). Not much happens concerning the Natives during this period, however, explorers are at risk of contracting an aggressive and lethal variant of the 'Mold', more on this later.
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|-|L'été'=
===L'été' ===
The season of L'été (Translation: Summer) is short, only lasting a total of 136 days out of the Ethereal Grounds' 412-day year and consisting of two phases: Chassez Le Gel and L'aperçu Du Printemps.
*Chassez Le Gel (Translation: Chase Away the Frost) last for 39 days and consist of a 16:12 light/dark cycle. The temperature is between 40°F - 65°F (~4.4°C - 18.3°C). During this phase, the frost melts and the ground and bodies of waters will unthaw. The Natives will also shred their velvet and fur and those who were hibernating will wake up.
*L'aperçu Du Printemps (Translation: Spring's glimpse) last for a period of 97 days and consist of a 20:8 light/dark cycle. The temperature is between 65°F - 70°F (~18.3°C - 21.1°C). L'aperçu du printemps is also the heavy rain, growing, courtship and mating season. The last few weeks of this season are when Native farmers gather fruits and vegetables to dry or jar and gather, purify and jar almond water in preparation for Les Ténèbres Tombent and Vrai Hiver. 
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The Ethereal Grounds (also known as the "safe zone" by wanderers) 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". See the next section for more details.
==The "Natives"==
General Appearance: Winged, humanoid, Orc-like creatures. They are several times the size of your average sized man. (See Native Growth and Size Chart) provided below. 
Native Growth and Size Chart 
Native Size Chart, Newborns
Life Stage	Height in (cm or m) 	
Newborns 	45in - 49in (~1.1m - 1.2m)	
Native Size Chart, Infants and Toddlers, 'Male' and 'Female'.
Life Stage 	Height in (cm or m) 	Life Stage 	Height in (cm or m)
Infant Male 	67.5in - 71.5in (~1.7m - 1.8m)	Infant Female 	66.5in - 70.5in (~1.7m - 1.8m)
Toddler Male	71.5in - 76.5in (~1.8m - 1.9m)	Toddler Female	71.0in - 75.0in (~1.8m - 1.9m)
Native Size Chart, Young Pups (Ages 3 - 10), 'Male' and 'Female'.
Life Stage 	Height in (cm or m) 	Life Stage 	Height in (cm or m)
Aged 3 Male 	75.0in - 80.0in (~1.9m - 2.0m)	Aged 3 Female 	74.0in - 78.0in (~1.8m - 2.0m)
Aged 4 Male 	77.0in - 82.5in (~1.9m - 2.1m)	Aged 4 Female 	76.5in - 80.5in (~1.9m - 2.0m)
Aged 6 Male 	81.5in - 88.5in (~2.1m - 2.2m)	Aged 6 Female 	81.5in - 85.5in (~2.0m - 2.2m)
Aged 8 Male 	86.5in - 93.5in (~2.2m - 2.4m)	Aged 8 Female 	86.5in - 90.5in (~2.2m - 2.4m)
Aged 10 Male	90.0in - 98.5in (~2.3m - 2.5m)	Aged 10 Female	89.5in - 93.5in (~2.2m - 2.4m)
Native Size Chart, Older Pups (Ages 11 - 12) and Teenagers (Ages 13 - 18) 'Male' and 'Female'.
Life Stage 	Height in (cm or m) 	Life Stage 	Height in (cm or m)
Aged 12 Male	223.8in - 233.3in (~5.7m - 5.9m)	Aged 12 Female	224.8in - 228.8in (~5.7m - 5.8m)
Aged 14 Male	228.8in - 239.3in (~5.8m - 6.0m)	Aged 14 Female	228.8in - 232.8in (~5.8m - 5.9m)
Aged 16 Male	232.8in - 242.8in (~5.9m - 6.2m)	Aged 16 Female	229.8in - 233.8in (~5.8m - 5.9m)
Aged 18 Male	344.6in - 352.6in (~8.7m - 9.0m)	Aged 18 Female	339.6in - 343.6in (~8.6m - 8.7)
Native Size Chart, Young Adult (Ages 22 - 26) 'Male' and 'Female'.
Life Stage 	Height in (cm or m) 	Life Stage 	Height in (cm or m)
Aged 20 Male	344.6in - 352.6in (~8.8m - 8.9m)	Aged 20 Female	339.6in - 343.6in (~8.6m - 8.7m)
Aged 22 Male	346.6in - 354.6in (~8.8m - 9.0m)	Aged 22 Female	341.6in - 345.6in (~8.7m - 8.8m)
Aged 24 Male	348.6in - 355.6in (~8.8m - 9.0m)	Aged 24 Female	343.6in - 347.6in (~8.7m - 8.8m)
Aged 26 Male	350.6in - 357.6in (~8.9m - 9.1m)	Aged 26 Female	345.6in - 349.6in (~8.8m - 8.9m)
Note: This chart is only factoring in 'biological sex' despite some Natives identifying as non-binary. Natives experience several growth spurts duration their lifetime. They experience growth spurts between the following ages: Newborn to Infant, ages 10 to ages 12, and ages 18 to 20. Most Natives stop growing at the age of 26. The Native Growth and Size Chart was constructed by M.E.G. Entities Investigators: Fred L. Lovegood, Jessica S. Cooke, Camille Y. Lavigne, and Henry K. Kilmore.
Published June 12, 2019 (modified 04/15/2022)
SOURCE: Developed by Major Explorer Group (M.E.G.) in collaboration with the Ethereal Alchemist of Enlightenment (E.A.E.) (2019).
Place of residence: Ethereal Grounds of Level -777
Labels:
*Native(s) is referring to the entities that dwell in the Ethereal Grounds. 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):
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|-|Culture 1=
====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.
|-|Culture 2=
====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. Native parents will also refer to their adoptive human children as Petit fils or Petite fille (Translation: small son or small daughter, respectively). 
*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 frère or petite soeur (Translation: small brother or small sister, respectively) - terms used by Native chiots when referring to their adopted human brother or sister regardless of age. 
**If the adopted sibling is older, the word aîné (masculine) or aînée (feminine) will be placed at the end. Example: Petit frère aîné or Petite soeur aînée (Translation: small older brother or small older sister, respectively). 
**If the adopted sibling is in the middle, the word moyen (masculine) or moyenne (feminine) will be placed at the end. (Example: Petit frère moyen or Petite soeur moyenne (Translation: small middle brother or small middle sister, respectively). 
**If the adopted sibling is younger, the word cadet (masculine) or cadette (feminine) will be placed at the end. Example: Petit frère cadet or Petite soeur cadette (Translation: small younger brother or small younger sister, respectively).
*Petit père or Petite mère (Translation: small father or small mother, respectively) - terms used by Native chiots who was adopted by an adult human or humanoid entity. Adult humans adopting Native chiots is uncommon but it does occur. (Example: Amygdala's biological father was found to be a Malveillant and was executed while fleeing punishment. Amygdala's mother self-terminated after accidentally consuming cashew water. Amygdala was orphaned at the age of three but was soon adopted by a humanoid entity named Astrid. Amygdala will call Astrid 'Small father' or Petit père.) 
*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.
|-|Culture 3=
====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). 
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==Potential Threats in the Ethereal Grounds==
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|-| Malveillants=
===Malveillant===
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 Malveillant 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=
===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.
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 L'aperçu du printemps. 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. 47 wanderers' lives have been lost to Cashew Water-inflicted Natives.
|-| Nuages Roses Pluie Noire Phenomenon=
===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 Chassez le gel and mid-L'aperçu du printemps. 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 that results in infertility or feminization is irreversible.
====Response efforts to Nuages Roses Pluie Noire Phenomenon====
*Researchers and alchemists have discovered pheromones in the rainwater are causing these effects on human explorers. However, mist and humidity can cause low-grade 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 have resolved to take shelter or leaving Level -777 before Nuages Roses Pluie Noire Phenomenon occurs. 
|-| Neige émeraude=
===Neige émeraude===
Neige émeraude (Translation: Emerald Snow) is a weather phenomenon where the snowfall, during mid to late Vrai hiver, will turn an emerald green for a period of 15 to 38 days. The discoloration of the snow is the result of 'Mold' mixing in with the snow by unknown means. The Natives are immune to the effects of the 'Mold'. Human explorers exposed to this green snow will be exposed to 'Mold'. The 'Mold' in Level -777 is an aggressive and lethal variant. The symptoms and stages of the 'Mold' have not been documented, but what is known is that exposed victims will completely melt into a puddle and die. Explorers often will leave Level -777 before this phenomenon occurs or shelter in place until the phenomenon has passed. 
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==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===
Conifères sanguins (Translation: Blood conifers) 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===
There are several abandoned stone ruins scattered across the Ethereal Grounds. Only 9 are referred to as Ruines des dormeurs (Translation: Ruins of the sleepers) and are points of interest for any wayward wanderer. 8 of these 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. Rêveur de retour (Translation: Returning Daydreamer) is the only ruins that does not function as a cache site or been converted to a colony or outpost. This is the only document safe route into Level -777. More below.
 Ruines des dormeurs 1 Pierres endormies
 Ruines des dormeurs 2: Sommeil éternel
 Ruines des dormeurs 3: Repose ton esprit
 Ruines des dormeurs 4: Reste à se lasser
 Ruines des dormeurs 5: Rêveur de retour
 Ruines des dormeurs 6: Paix pour les brisés
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|-|Ruins 1=
==Pierres endormies (Translation: Sleeping stones)==
Pierres endormies were the first 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 45 thus far) appearing here asleep and worse for wear. Most survivors do not remember how they got there or where they were before. 4 survivors vaguely recall passing out from sleep deprivation and exhaustion in The Whisper then waking up here but, this cannot be confirmed. Other wanderers suspect these survivors did exit The Whisper into Level -777. The Whisper, in peculiar, makes wanderers apathetic towards entities, increasing the risk of predation. An encounter with a Native elicits a strong fear response in most wanderers. These survivors were devoid of fear when intercepted by Natives.   
|-|Ruins 2=
==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: Donny Yonwick==
 Title: Leader of The Voidic Blade Runners
 Date: ██/██/████
 Time: 09:13
 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."
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. These operatives successful recruited Native combatants into their flight unit, Anges de la mort. The hope of having more human recruiters for the Voidic Blade Runners was deemed too ambitious. Hiver here is long and harsh. Most of the Natives hibernate during Hiver to cope with the environment. Human explorers do not have this as option. Most explorers prefer to exit Level -777 before Hiver comes. 
|-|Ruins 3=
==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 cannot recall where they were previously. 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. 
|-|Ruins 4=
==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 fell from the platform in Level 489 or so they insist. This cannot be confirmed because falling off the platform in Level 489 will result in you falling into The Void. The reminding 15% of survivors do not remember where they were or how they got to the Voidic Woods of Level -777.   
|-|Ruins 5=
==Rêveur de retour (Translation: Returning Daydreamer)==
Rêveur de retour is the only ruin that does not function as a cache site. There have been several discussions concerning making this location into a colony, but the season of Hiver is long and harsh. The construction of more colonies has been put on hold. Nevertheless, these ruins are the only documented safe entry point leading directly into the Ethereal Grounds. A total of 13 explorers entered Level -777 using this route thus far, mostly children and teens. 
==Exploratory Case Study: Peter K. Lane==
 Title: n/a
 Age: 14
 Date: ██/██/████
 Time: 15:16
 Young Peter insisted that they found this route by an accident. He recounted that he realized that he missed his adopted parents after departing Level -777. He revealed that he was a victim of abuse and was placed in foster care. He was eventually placed in a home where he soon was neglected. He ran away. He was on the verge of starving to death on the streets. He got desperate and stole some food. He got caught and was chased by a store clerk. He turned a corner and ran straight into a dumpster. He fell over and found himself in Level 0. He got into Level -777 via the stone ruins of Pierres endormies. He could not figure out how to get back to Level -777 via those ruins but he found himself in Level 18. He thought about his adoptive parents in Level -777 while exploring Level 18. He soon found himself staring up at a Native Reaper named Touttanta in the stone ruins of Rêveur de retour. Peter finished by saying, "I did not think I was going to be reunited with my dad so quickly. The look on his face was priceless."
The only issue with this entrance is you must be a returning visitor to use this as an entry point. There is a 60% chance you will not get transported here. 
|-|Ruins 6=
==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 apparently lost.</tabber> 
==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==
 Report Logged by: Leader of The Voidic Blade Runners, Donny Yonwick
 Date: ██/██/████
 Time: 15:14 
 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...
 "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"."
 Young tracker and mystic, Amygdala
 Comments:
 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 is unknown.
*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 Run For Your Life!.
*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: Reste à se lasser - ~25% of survivors who were found hiding or fleeing from these ruins claimed they fell from the platform in Level 489.
*Stone ruin entrance: Rêveur de retour - Thinking about the Natives from Level -777 in Level 18 has a 40% chance of sending you here, however, you must be a returning visitor. Children and teens often use this route.
*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.
*No-clipping through the ponds of almond water will take you to a pond in Level -301.
Category:Levels
Category:Negative Levels
Category:Unconfirmed Levels
Category:Forest
Category:The Behavioral Suite
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Category:Cluster -I