Level 425

==Description==
At first Appearance Level 425 is a large Euclidean 1940s mansion that is completely devoid of colour, with wooden or tiled flooring, elegant pillars, intricate marble walls, and tall windows, with the only light source being the white light being admitted into the level resembling those of level 4. The level is sparsely decorated in vintage furniture depending on the room ranging from curtains, carpet, rugs and paintings to tables, wardrobes lamps and chandeliers. The level has 2 current floors and each part of each floor is currently separated into 6 sections The Foyer, Hallways, Living rooms, Kitchens, bedrooms and bathrooms all being intertwined within the expanse of the level.
Upon entering, a wanderer will always find themselves in a foyer, which is usually minimal in furniture and always has a staircase leading to the second floor, accompanied by a chandelier hanging from the ceiling that does not admit any light. Smooth piano jazz is constantly playing through a 40s-style gramophone, which is always present in this room. The record which is playing is fixed within the gramophone and cannot be removed. The Foyer does not have any supplies for the wanderer, meaning exploration is needed to find resources. 
Hallways are long and narrow, typically lined with random doors, windows, and pillars, and span the whole first and second floors. Hallways are sparsely decorated with console tables, lamps and rugs the walls are usually lined with paintings and intricate sculpture designs. 
Living rooms tend to be large, neat, and welcoming, filled with furniture such as couches, side tables, fireplaces, rugs, curtains, and lamps. They tend to be scattered all around the first story and always have glass doors as entrances. The living rooms always have an aroma of a sweet fragrance, which is always present within these rooms, and its origin is still unknown. Living rooms are also devoid of supplies unless attached to a very rare kitchen. 
Kitchens are Large and elegant, with marble tiles and wooden cabinets and counters with pantries and fridges fixed in the corners lining the walls. in the centre of the room lies a dining table, which is always laid out and usually has a fruit bowl in the centre reflecting the feel and look of the 1940's style. Kitchens are the most useful, as they contain all the supplies on this level. Supplies like almond water, food and flashlights can be found in fridges, ovens, cabinets and pantries although there is no running water present on this level. kitchens are always marked with a wide pillared opening. 
Bedrooms are always found on floor 2, adjacent to almost every hallway. Bedrooms tend to be smaller and are typically minimal in furniture but mostly contain beds, wardrobes, lamps, rugs, dressers, and smashed mirrors. It is unknown why the mirrors are broken on this level, even though the level has a polished appearance. When exploring a bedroom, wanderers must be careful of broken glass. Unlike the other rooms, it is uncommon to find supplies in these rooms, but objects like vintage make-up and clothing may appear randomly. Despite this, no other supplies are found in the bedrooms.
Bathrooms are the least explored due to the lack of functionality and size of the room being much smaller than the rest of the level's rooms. 
== Events ==
After an hour of wandering on this level, a shift in the environment will begin to occur, and the smooth jazz playing in the foyer will stop and begin to sound like the record is being tampered with, creating a distorted sound all through the level. This effect will begin to irritate and disorient the sanity of any wanderer present on this level. The level will then begin to age uncontrollably quickly and become unstable and glitchy, distorting and bending the level's Euclidean structure. Meanwhile, the walls and ceilings of this level will begin to collapse and enclose, causing dust and debris to become harmful and fatal. The longer the wanderer stays, the worse this effect will become until the wanderer is either killed or has escaped. It is as though the level is trying to trap anyone who enters. However this effect has not been properly studied and is therefore subject to exaggeration by wanderers.
==Entities ==
Many reports from this level are inconsistent and difficult to verify and so it is believed that no entities would be able to survive on this level. 
On the other hand, wanderers can meet up on this level but it is advised to only have 3 or fewer at one time to traverse this level.
== Entrances and Exits ==
=== Entrances ===
*Walk into a grey mansion in Level 9. *
*Noclip into a gramophone has a 25% chance of sending you here. 
*Noclip through a grey wall on Level 0.
=== Exits ===
*Exits are currently unknown.
Category:Levels
Category:Cluster I
Category:Environmental Hazards