Level 125 - The Hole to Nowhere

## DESCRIPTION

Level 125 is a dangerous level due to the floors being capable of breaking apart after being stood on for more than five seconds. The level is a 8 square mile box, with walls extending infinitely upwards made of an impenetrable and unbreakable brick-like substance. Many attempts to break said wall have subsequently failed. **The floors have been safe to walk on due to the workarounds that have been found and used. The workaround found was standing on top of objects that were on top of the floor seems to negate the floor from breaking in its entirety. Due to this, many plywood walkways have been placed down to help wanderers and group members alike to traverse the level safely. Makeshift signs have been made to warn the wanderers who want to step away from the walkway.**

Many holes litter the level, most likely from wanderers who had fallen into the giant pit below the floor. Some are larger than others, with some having blood on the edges, as well.

**This Level also has a day-night cycle, equally lasting fifteen hours and thirty minutes in length. the transition from night to day and vice versa takes five minutes, and during the day, entities will be frozen in place, able to be touched and moved without worry. *Once night changes, the frozen entities will begin to wander. It is recommended to stay on the path, and in the middle, because the entities cannot traverse on the man-made objects. Most entities in general do not want to interact with any object brought into the level.*** Due to this, most bases are made of cheap, easy to get materials.

Multiple outposts that exist on this level have also made it their job to upkeep the paths and other platforms to make sure wanderers have a safe travel through this level.

## OUTPOSTS / BASES

The Abyssal Voyagers, "AV"

The AV is a peaceful outpost, consisting of nearly two hundred members. They are open to trade and new members. They have a rather large base/building located within the northwestern quadrant of the level, near the wall. They have made a makeshift building with multiple rooms to house their members and materials to renew the walkways.

Code 1

Code 1 is a peculiar outpost, but useful and safe. They're situated on the northern border of the level, working alongside another, albeit smaller group, to manage the entity population. They have successfully "jailed" nearly 45% of all hostile entities, utilizing the frozen nature of all of them during the day to quickly move them into separate rooms. They round up as many as possible during the night time and wait until the day to then lock them up. As stated before, they have nearly gotten rid of 50% of the entire entity population. The group has roughly five hundred members, with a decent portion from the other bases and outposts on this level along with merged outposts and bases from older groups.

Skippers

This peculiar group has only twelve members, who all live in tree-house-like conditions. Their base is situated fifty feet in the wall, who used to be propped up against the north wall, they have now moved the south wall with the "Code 1" group to help them out in gathering the entities. They have an intricate maze of walkways to get from one side of the large base to the next, making it also quite safe and expansive. A decent portion of the houses are also used for the "code 1" members as a watch tower and as a secondary base if things go wrong.

## ENTITIES

Shadows | 30% have been contained

Skin Dogs | 10% have been contained

The Fossils | 5% have been contained

Door Knockers | <1% have been contained. Also the only entity to remotely interact with man-made materials brought into the level.

Balls of Fluff

## ENTRANCES / EXITS

### ENTRANCES

Finding and interacting with a shifting hole within concrete within any level, but most prominently within level 109.

Noclipping into concrete materials has a higher chance of sending you here.

Jumping into a hole within a concrete floor will take you here.

Randomly imagining jumping into a hole will send you here.

### EXITS

Noclipping is the only known exit currently.