Level -2

## Level -2: "A Weird Conglomeration"

### Description:

**Level -2** is a generally dangerous place which houses several undocumented, hostile entities. The level possesses an inexplicable effect that draws Wanderers into it, luring them into it via a strange and unexplainable desire to enter it. This effect occurs only when Wanderers are close to an entrance near **Level -2**. Wanderers are advised to ignore this feeling at all costs. There are four known main areas in **Level -2**, all of which are drastically different from each other.

### The Pool:

The first area of **Level -2** is known as The Pool. This area is a large, unfinished basement which is flooded with Almond Water.Wooden scaffolding can be found throughout the level, along with pipes, vents, and bright orange lightbulbs, all of which can be found hanging out of numerous parts in the level, so Wanderers are advised to exert caution when travelling through **Level -2** to prevent unwanted electrocution.

Whilst Almond Water is usually safe for consumption, the water in **Level -2** is unsafe to drink due to the high concentration of iron, dirt, and harmful bacteria that it contains which cause the water to appear murky and cloudy. Large garage-like doors can also be spotted throughout certain halls of The Pool, but it is uncommon. An oddity has been documented where wanderers will suddenly teleport to a different hall of the Pool upon exiting - nothing else that is noteworthy has been discovered as of yet, though. Other than flooded boxes of loose supplies, nothing of value has beenfound in the rooms yet either. The halls of what has been observed of **Level -2** always form right angles and have never been seen to make rounded turns. They are also very narrow, which may cause distress to explorers with claustrophobia.

The depth of **Level -2**'s pool can vary from shallow to extremely deep due to irregularities in the floor, so Wanderers are heavily advised to exercise caution when travelling in corridors where the depth is uncertain. The light in **Level -2** acts as a safe place, as the darker portions of the area Wanderers will experience a lot of fear and paranoia. This has occurred even when the Wanderer was extremely calm beforehand. The Pool itself has been given an unknown class for the time being due to a number of anomalies which have occurred in the level, though their frequency is still being researched. One of the events is when all of the level's lights suddenly go out, making the level pitch black. Wanderers who have experienced said events have consistently reported a spontaneous feeling of dread and paranoia while the lights are out. Another anomaly has occurred where the water of The Pool seems to temporarily gain a mind of its own and start to move. During this event, the water has been noted to directly attempt to communicate with the Wanderer through little spouts of water, raising the theory of sentience. Research is still ongoing to confirm this possibility.

When moving on to the next area, the halls will slowly conjoin with the other area as the flooded pathways slowly transform into the Blue Halls. Once in, returning to The Pool directly is impossible.

### Screamers:

(We have to make a entry thrice for this entity. However, all three have failed to properly work. Hence why description for Screamers is here)

Screamers are a species of tall, humanoid beings that have no facial features besides nostrils and a large mouth, which it uses to scream at Wanderers and incapacitate them. These screams seem to only be heard by the victims chosen. It is reported that the screams have an effect of rapidly rewinding a Wanderers previous movements to where they once were minutes or even hours ago. It is unknown whether or not this entity has benevolent intentions.

### The Hall of Dull Flames:

The Hall Of Dull Flames are a large expanse of halls with stained baby blue concrete walls, and white carpet which is equally as stained. However, the entire area is covered in a dark blue glow from the lanterns on the wall, containing candles with a blue flame. The color of the halls seems to change its blue hue at random intervals to create different shades of blue. The halls themelves curve and turn in a circular manner. Fluorescent lights are present but not activated.

The structure of this area represents a large, Victorian era mansion with long, smooth halls, completely covered in blue light. Pillars and floral constructs can be found within this area, as well as many paintings of people that seem to originate from the 1600's.

Reports of varous strange sounds have been heard within The Hall of Dull Flames. The most infamous of these is the distorted piano that can be heard playing in the distance. The piano lays a vast array of music: anything from Mozart to Tip-Toe Through the Tulips. Skin-Stealers and Screamers are fairly common within these halls, but it seems that they are the only entities that have been seen to appear in The Hall of Dull Flames. It is quite possible more could be found.

The lights of the halls have a rare chance of turning red. This event causes any wanderers who travel deeper into the hallways to slowly fade out of reality until evetually becoming inexistent. It suggested that Wanderers cease all movement if caught in the red lights, as the entities seem to freeze once spotted by the red lights. Please be cautious within The Hall of Dull Flames when it turns red.

It seems that only entrances to Level 725 can be found within this area. Luckily, entrances to Level 725 are fairly common in this area, and it is suggested that Wanderers enter them immediately.

### The Abyss:

The Abyss is the third area of **Level -2**. It consists of a large expanse of void. There is a floor, however, so it is able to be traversed. The Abyss seems to be as bright as daylight, despite the surroundings being a pitch black void. However, there are areas that seem to go into darkness, which create the immense fear effect mentioned previously. You candetermine this from the shadows on your own body. In The Abyss and areas above, various shafts can rarely be found which all lead back to The Pool.

Despite being mostly empty, the area does have a few random structres scattered all over the place, oddly made up entirely from kitchen utensils. Various examples of this include patches of kitchen floor tiles and countertops, with various items scattered around it, and various utensils such as: mixers and fridges seen stranded alone in The Abyss, to large piles of them. An immense ticking noise can be heard throughout the area, but it is distant and quiet. No entities have been reported in this area so far, and for the most part, this area is fairly safe. This is where exploration is mostly halted, as most wanderers find an exit to Level 725 at this point. The areas beyond The Abyss are, as a result, largely undocumented. With the only exception being The Kafkaesque Maze:

It is mostly unknown just what the rest of this area is. Some believe it to be a gateway to The Void, while others believe it to the “top” of The Void, or a plank floating within The Void. In addition, some people believe this area is not just one plank, but a series of planks scattered across the endless void, and that there is a small chance you can land on one if you fall, but this theory is unconfirmed.

These parts of The Abyss seem to be an intersection point of all of the areas in **Level -2** since properties of all of the areas have been seen here. Machinery noises can sometimes be heard in some parts of The Abyss, and pieces of metal can occasionally be found on the plank. Sometimes the light from above has briefly been tinted blue, and, rarely, a purple leaf can fall from the sky.

### The Kafkaesque Maze:

The Kafkaesque Maze is a hedge maze that stretches on for miles. The hedges and grass are purple, and at the center of the maze is a statue. The statue will look different for everyone, resembling a family member or close friend of the person who looks at it. These statues are on pedestals that say "The Shavic" on them. The hedges are extremely strong, and are almost impossible to tear down. Sometimes, the hedges have been found on fire, with the fire being blue, but putting the fire out shows that the hedges cannot be damaged from the fire. Blue orbs can be found that telport anyone who touches them to be teleported to a random part of the maze, typically farther away from the exit. Hallucinations are common since the level is very monotonous and boring to wander through, and exits are very rare.

The longer you stay in the maze, the more you lose hope in leaving the level. After spending a long time in the level, many ignorant wanderers wonder if the level even has an exit at all.

Besides these properties, this level is fairly safe, being completely devoid of all entities. Unfortunately, this safety cannot be utilized to its full extent since any foreign objects left alone in the level will fade out of existence, making bases in the level infeasible. This also affects living things, including humans, so staying in the same spot for too long is a death sentence.

Few reports have mentioned that a fifth area exists, that was described as a "Hotel Lobby". However, it is a possibility that this is instead the Lobby of Level 5. Not much information is known, as Wanderers that have entered it can't seem to describe the area any further.

### Colonies and Outposts:

It is fairly difficult to create a group within **Level -2**, but The M.E.G. are quickly trying to find a way to set up a base in The Abyss.

### Entrances and Exits:

#### Entrances:

* To enter, noclipping any level has a miniscule chance of taking you to **Level -2**.
* Entering one of the doors in Level -1 has a chance of sending you to **Level -2**.
* Clipping through a yellow wall in Level 13 will lead to **Level -2**.
* Going down a flight of stairs in Level 14 will send you to **Level -2**.
* Damaged doors in Level 19 can lead to this level.
* Finding a junction room in Level 34 has a chance to take you to **Level -2**.
* Falling asleep in Level 37 will bring you to **Level -2**.

#### Exits:

* Finding a door that resembles the front door of your house leads to Level -3.
* To exit, there seems to be a set of stairs that lead to either Level 14 or Level -14.
* In all areas above The Pool, you can find entrances to Level 725.