LEVEL

varies (level icon, screen border)

**LEVEL** is a special noun representing the entire level. It also represents the level icons in the map screens.

## Properties

* by default as a Base Rule.
* acts like with any other object with level icons, except that level icons cannot .
* Level icons are unaffected by color properties and do not emit particles, regardless of properties.

However,  noun also affects the level as a whole.

* Changing  to another noun exits the level immediately and replaces the level icon in the map screen with the said item(s). The transformed icons stay as represented objects even when restarting the overworld or entering it through some other location.
	+ This does not win the level, however it will still propagate paths if it has been won.
	+ objects can still move on and enter the level.
	+ If transformed into multiple objects, all objects keep the metadata of having a level inside.
	+ works as expected:  will turn it into .
	+ and  destroys the level as normal instead of returning to overworld.
	+ turns the level back into a level icon. (It will still exit the level if it has not been transformed.)
	+ destroys the level and everything on it emits pink sparks as if it is BONUS. Note that  does not prevent the level from being destroyed in this case.
	+ If WINning at the same time as transforming, the win takes priority.
	+ If a level is transformed into at least 50 objects at once, it triggers a Too Complex instead of transforming.
		- This was added as it was possible to make a savefile unwinnable by transforming Ultimate Maze or Crushers into 2000 objects.
	+ If the same level appears in multiple different overworlds, the transform state is tracked separately between overworlds. (It is shared within the same overworld.)
		- Due to the way savefiles are stored, the state can be stored between overworlds in different levelpacks. Specifically, transforms are stored between levels with the same name in a map named b\_c in a pack named a, and a map named c in a pack named a\_b. (using filename, not display name)
	+ If the parent doesn't have one of the objects the level is transformed to, it either reverts the level back to a level icon or transforms into a seemingly random object instead.
	+ When transforming, the level returned to is the actual parent rather than a custom-set one.
* Properties  make the entire screen rotate. Level is DOWN by default.
	+ The level has an actual rotation state which can be modified with any method of moving the level. These do not rotate it visually.
* When the level moves, the entire screen moves. This effect is purely visual (unless the move changes its direction).
	+ Properties  make the level movable at the border. These do change the level's direction. They also do not respond to movements triggered by push/pull.
	+ falls by a finite amount per turn, and as such it may be possible to recover the screen. (20 spaces if vertical, 35 spaces if horizontal)
	+ The level can be reset to its default position by changing the zoom mode in the settings menu mid-level.
* The level acts like it's on every square at once for conditions and properties, including .
	+ don't consider the outer level as a valid object to be on. Outer level also ignores  objects.
	+ makes all objects on the same float level teleport to a random location in the level, including those that are .
	+ The level has its own  level, following normal checks in that respect.
	+ does not stack, but is still handled at the same time as normal shift. However, it overrides the shift movements from other objects for any object on the same float level.
	+ Particles appear in every empty space of the level.
* If the level is destroyed, everything in the level goes with it.
	+ If , it applies the effect from DONE to every object in the level.
* Conditional operators  are based off the level icon that the level was entered from, at the time that the level was entered (in addition to the "level is on every square inside of it" rule, for on/near).
	+ Upon leaving the level via any method (including entering a level inside and then returning to map, or quitting out of the game and returning), it will assume there is nothing outside the level. (Restarting the level will preserve the outside state.)
		- However, entering a level inside and then going back by entering a level tile will use the surrounds state from that level tile. Note that this isn't the same as the leveltree!
	+ also work, however they can only detect directly adjacent tiles rather than infinite range like normal.
	+ is specifically based on the direction the entered level was facing when it was entered, and not anything else. (Level tiles face down by default, or right after it has been transformed.)
		- (or another direction) is always false.
	+ don't work with this feature. (However, they still work for objects inside the level.)
* makes all objects in the level invisible.
* don't do anything.
* inputs turns automatically at a fixed rate instead of moving the level. The player can still provide input (defaulting to idle if none is provided).
* does not impact the edges of the level, which act solid independently of rules.
* Colors change the color of the background and border.
* The Order of Operations with most rules relating to level are based on the order the rules activate, instead of following the standard order. For instance, one can win by forming  while  causes death.

## Level Metadata

Levels are a special metadata that can be added to any object.

* Level metadata includes an icon (number, letter, dots, etc.) and a color. These are only visible in the form of a level icon.
* Levels have three visibility states that are set as part of the metadata:
	+ Open levels function like revealed paths. Only open levels can be entered.
	+ Locked levels require a path propagation to become open.
	+ Hidden levels are the same as above, but they are invisible until they are open or an adjacent level is visible.
		- Unlike hidden paths, the object still exists; it's just invisible.
* When a  object is on an open level, you can wait to enter that level. (See the SELECT page for details.)
* If any object that is not a level icon has a level in it, the contained level will automatically become open when it is turned into a level icon. (It can still be entered if it opens via path propagation, or if it has been won, though there is no visual indicator for the player.)
* Levels linking to a level that has been won have a different sprite. If not in the form of a level icon, it has a purple outline.
* Transforming an object keeps its level metadata, as does using .

## Appears in Levels:

### Map

* Slideshow
* Fragile Existence
* Hostile Environment

### ???

* The world itself
* Turn the Corner
* Ultimate Maze
* Written Instructions

### Depths

* Cleaning Service
* Exercise Hall
* Crushers
* Living Lands

### Meta

* The world itself
* Booby Trap
* Avalanche
* Mutual Feelings
* Just No
* Breaking And Entering
* Tangle
* The Box
* Hidden Path

### Unused Levels

* Fragile Existence - Old
* X is Y 2
* Cannon

### New Adventures

* Tropical Weather
* Safety Vest
* Clockworld

### Museum

* Fragile Existence - Old
* More Unused Levels
* Cannon
* Turmoil in The Clouds