recursal/Fanatic-Fandom huggingface dataset:
Level 102

# Level 102 - "Space Dream"

## Difficulty: Class 2 - Unsafe - Secure - Low Entity Count.

**Level 102** is the 103rd level of **Infinispaces**. This level is a large network of futuristic tunnels and buildings on a giant space station.

## Description

**Level 102**'s main structure resembles a city-like area located in space. All of the buildings are connected via medium-sized tunnels that twist and turn. There is no solid ground outside of these buildings, but it doesn't matter because it appears to be impossible to exit to the outside. The tunnels and rooms in this level are made of glass, metal, and concrete, with a few other materials.

Strangely, gravity is present in this level despite it existing in space. There could be two explanations for this. It can either be that there is some sort of gravity machine, or that it is a part of some anomalous effect. It is also noted that it is unable to be tested, due to there being no exit from the rooms and tunnels of **Level 102**.

Sometimes, modern-day objects can appear in this level. Things like wet floor signs or swivel chairs are the most common examples. However, all of these objects exist in the complete wrong location. For example, the wet floor signs will appear in places where the floor is actually dry. It is not known why they appear in such ways.

## Entrances and Exits

### Entrances

* A futuristic-style door in Level 101 or Level 110 can lead here. It is also found in The Connection.
* If one cannot locate one of those doors, you can enter from Level 91 through unknown means.
	+ The way is unknown, because, when entering this level from that entrance, a wanderer seems to forget how they entered. It appears to be more like they just "ended up" here.

### Exits

* After wandering in the same direction for a few days, the nearby surroundings get more industrial as one walks. At a point, a rusted metal door can be found. This door will almost always lead to Level 96.
	+ If you do not end up in Level 96, you will instead appear in a randomized location. Notably, this can be used to reach hard to enter levels, like Level 42.
* A red or orange painted door is known to lead to Level -188.
* A pair of glass sliding doors guarantees entry to Level 108.
Level 880

# Level 880 - "The End of the World"

## Difficulty: Class 5ex - Absence of Food - No Entities - High Sanity Loss - Constant Storm.

**Leve 880** is the 881st level of **Infinispaces**. It is a long cobblestone path with a constant storm above.

## Description

**Level 880** is a 100 mile long cobblestone path over an infinite ocean. Railings follow the path on the sides of it, and the occasional ladder leading to the ocean can be found. No entities are in this level, but food is scarce.

A constant storm with thick fog is always above **Level 880**. Never ending rainfall occurs, with the droplets of water being non-consumable, and cold to touch. Heavy fog is present because of the storms, making visibility in some foggier areas hard. Distant lightning strikes can be heard, but never identified or seen. It is believed that the lightning strikes the ocean.

Powerful waves happen as a result of the storm, potentially knocking wanderers off. If you fall off, you must pray that there's a nearby ladder, since the ocean water is very cold, and hypothermia-inducing. Because of these waves, it is smart to hold onto the railings.

There are 2 ends to the path of cobblestone. There is the end near the entrance to the level, and the other, which few have found. The other side is believed to house an exit to the level, however nobody truly knows how, other than its the exit.

## Entrances and Exits

### Entrances

* After the events in Level 879 one is transported here.
* You can exit from a damp wooden door in Level 820.

### Exits

* The end of the path is known to possess an exit, but it is not known where it leads or how to get to it.
Level 9

# Level 9 - "The City"

## Difficulty: Class 1 - Safe - Secure - Minimal Entity Count.

**Level 9** is the 10th level of **Infinispaces**. **Level 9** also appears to be an infinite city.

## Description

**Level 9** is a large city. The city is infinite in size, with no defined edges. All typical city buildings exist in **Level 9**, such as apartments, police stations, or grocery stores. Most buildings tower high, without any reasonable number of floors, typically in the hundreds for each building. Rare cases with a thousand or more floors have been documented.

**Level 9** is also quite a safe level. Entity encounters are rare, and resources are frequent. Because of that, many people live in **Level 9**. Several colonies of varying sizes exist here. Whenever an entity is found, it is likely friendly or weak. Typically resources are found in the buildings.

At a certain point, which is about a kilometer up, there is a large plane of extremely thick clouds that barely let sunlight through. Some buildings go up to this level, but none go above. Gravity in this section also appears to be weakened. More research is required here.

## Colonies

Many hundreds of colonies exist in this level, so listing them would be a futile effort. New ones are constantly popping up and disappearing, meaning any list would be incorrect no matter what.

## Entrances and Exits

### Entrances

* A metal door in Level 8.
* Noclipping in Level 8.2 will lead here.
* A doorway in Level 11 also leads here.
* After travelling in Level 30, one may see city buildings in the distance of that level. Following them will lead here.

### Exits

* Some metal doors to Level 10.
* It's believed that there is an exit past the clouds.
Level 57.1

# Level 57.1 - "Poison Woods"

## Difficulty: Class 3e - Unsafe - Unsecure - Low Entity Count - Poisonous Chemicals.

**Level 57.1** is the first sublevel of Level 57, being a forest with many puddles of purple, poisonous fluid.

## Description

**Level 57.1** is a forest level with a similar layout and form to Level 57, which grants it the spot of 57.1, as it has many ties with Level 57, like the aforementioned layout. One defining thing within **Level 57.1** that sets it apart from Level 57 are the pools or puddles of a vibrant purple, poisonous liquid, and more darker rocks.

Contact with the fluid will cause minimal harm, yet it is known that it is slightly corrosive, and can leave burns after contact. Ingesting the fluid will show a variety of symptoms, with several documented. These effects are random, and a lot of the time, do not make an reasonable sense. One thing that is guaranteed is death within 3 days of consumption. The plants in **Level 57.1** appear to be completely immune to this effect. Some plants have even been found growing in puddles of the poison. Wells in this level are instead filled with this liquid instead of water, too, for some strange unknowable reason.

## Colonies

No colonies have been established within **Level 57.1**.

## Entrances and Exits

### Entrances

* Sometimes, when dropping down the bottom of a well in Level 57, one may be transported here.

### Exits

* Normally, the poison is dangerous, yet if you come across an off-color pond (ex: blue, green, etc), you can swim in it to get back to Level 57.
Level 32

# Level 32 - "The Dark Forest"

## Difficulty: Class Omega - Unsafe - Unsecure - Medium Entity Count - Environmental Hazard.

**Level 32** is the 33rd level of **Infinispaces**, which is a large pitch-black forest of unknown size.

## Description

**Level 32** is a forest of many trees and plants, without any light. The whole level is shrouded in complete darkness, with the only lights being those from wanderers. This level is made up of large areas of dirt, and paths cutting through. Do NOT step into any area that isn't on a path, since a wanderer will almost instantly get dragged in and likely suffocate. The reason is unknown.

Entities appear to not abide by not touching places that aren't the path. They appear to be immune to it's dragging effects. Animals can also be found too, but they will sink into the dirt like wanderers. Because of that, they are normally located only on the path, or are simply just birds sitting in trees.

Trees in this level aren't too safe either. If tree roots grow onto the path, do not come in contact with them like you would the dirt. They will start to wrap around you and swallow you into the ground, like some kind of octopus monster. The roots also have thorns on them, so if you can escape, you will likely be covered in wounds.

## Colonies

Because of how dangerous **Level 32** is, no colonies or outposts exist.

## Entrances and Exits

### Entrances

* Trying to hide inside a chest in Level 31 will have you appear here.
* Noclipping through a dark-colored tree in Level 14 will also lead here.
* Non-trap windows in Level 53 can be opened to get here.

### Exits

* On very rare occasions, tree roots will instead send you to Level 37.
* Another, much more safe way of leaving **Level 32** is to find a small shack, which can be located anywhere in the level. Going into it will lead to Level 47.
Level 31

# Level 31 - "A Hospital"

## Difficulty: Class 2 - Unsafe - Secure - Low Entity Count.

**Level 31** is the 32nd **Infinispace**, which appears as a dark hospital at midnight.

## Description

**Level 31** is a hospital, with all features a regular hospital would posses, like long halls, rooms for patients, or cafeterias. All areas within this level possess a simple aesthetic of faded pink coloring, with walls, covers, and blankets all following this. Other, less common objects also obey to this theme, like window curtains and some furniture, specifically shelves.

Entities in this level appear different than their normal counterparts. Most weaker enemies can be found in this level, roaming, yet they all appear to be dressed up as either patients or nurses for the hospital. It is unknown why this change occurs.

Another strange effect **Level 31** possesses is the fact that some rooms can "shift" from one place to another. Say you are in a hall, and you enter a room labeled "20". When you exit that room and re-enter, the room number and layout will change to one of another rooms, maybe it could now be room 53, or even not a hospital room, and instead a cafeteria or waiting room. Due to this effect, proper navigation and mapping of **Level 31** is near impossible, and hasn't been attempted as of now.

## Colonies

### MIG: Staff Room

* Used to study **Level 31**.
* On the smaller side, with 20 members.
* Mostly nomadic, but will set up base every once in a while.

## Entrances and Exits

### Entrances

* Entry to **Level 31** is difficult, but not impossible. No true entrance that always leads to **Level 31** has been found.

### Exits

* Finding a door made purely out of ceramic will lead one to Level 27.
* A chest can sometimes be found in rooms. Trying to hide inside will lead to Level 32.
Level 15

# Level 15 - "Isolation"

## Difficulty: Class Unknown - Potentially Safe - Unsecure - No Entities - Unknown Properties.

**Level 15** is the 16th **Infinispace**. It appears to be an infinite labyrinth, with a heavy feeling of isolation.

## Description

**Level 15**'s structure is simple. The floor is made of either concrete, or carpet, and the walls are made of plaster. The ceiling is tiled, with the occasional light. Outlets can also be found, yet it is unknown if they supply power or not. No furniture can be found here, making most rooms feel very empty.

In **Level 15** it is impossible to come in contact with any other wanderer or entity. Due to this, many people will feel extremely isolated and alone, potentially causing insanity. Not much is known about this effect, but it is known that the feelings of isolation are not natural.

The safety of **Level 15** isn't known. It is unknown whether the level is safe or not, due to the isolation, and the fact it's quite hard to come across **Level 15**. While food and Almond Water can be found rarely, it's normally only in small rations and portions, not fit for a full meal. As of now, approximately 12% of **Level 15** is mapped.

## Colonies

Due to the effects mentioned, colonies are completely impossible.

## Entrances and Exits

### Entrances

* Sometimes, one can get here from Level 16, by bashing down a door in the resort section of the level.
* Noclipping into a bush in Level 85 has a chance of bringing one here.

### Exits

* After travelling for miles in a certain direction, one may be lead to Level 21, as the surroundings gradually change to that of Level 21.
Level 19

# Level 19 - "The Arcade"

## Difficulty: Class 1 - Safe - Secure - Minimal Entities.

**Level 19** is the 20th level of **Infinispaces**. This level is a relatively safe arcade themed level.

## Description

In **Level 19**, one will find a generic arcade from the 90's. In the arcade, the floor is carpeted of any color, and the walls are normally made of wood or drywall. Arcade cabinets and machines dot the level, but they are in low quantities. Doors and such can also be found, leading between different sets of rooms like a house.

A lot of the time the machines will contain food and Almond Water, along with some items exclusive to **Infinispaces**. Notably however, the objects cannot be too anomalous or be super dangerous to appear here. Vending machines are also found here. They will normally work like a regular vending machine. In rare-ish cases the machines either contain Almond Water or they will not function.

Sometimes, one will come across one of two areas that aren't part of the arcade. These areas are known as the Snowfields and the Atticspaces.

### Snowfields

Sometimes, one will come across doors with an exit sign on them. They will lead to what is presumably outside of the arcade- an infinite field of snow. Occasionally, one will find street lights or trees here, but nothing else. Here, entities cannot be found whatsoever, for it is likely too cold for them. It is also too cold for wanderers, so don't explore this area.

### Atticspaces

These areas are small, cramped spaces that can be found above the ceiling in some areas. They contain various machines and pipes, with a large amount of fiberglass insulation and cardboard boxes. These areas are very hot, and almost impossible to survive in for any longer than a day. The boxes can contain many useful items, but for some anomalous effect, many cannot be opened. Entry to this area is usually by a large hole in the ceiling.

## Colonies

### Arcada

* Very large colony, ~240 inhabitants.
* Has working departments, and even a school.
* Akin to a small town.
* Considered a nice place to stay for wanderers.

### Outpost Omega

* Near the entrance from Level 5.
* Unmanned, no people stay here permanently.
* Has a small store of supplies and such.

## Entrances and Exits

### Entrances

* You can enter from Level 18 by noclipping near the edges of the level.
* A metal door found in Level 5 can lead here.

### Exits

* Going too far into the Snowfield (roughly 50 kilometers) will lead to Level 26.
* Sometimes one can crawl into a claw machine to end up in Level 20.
Level 36

# Level 36 - "An Empty Mall"

## Difficulty: Class 1 - Safe - Secure - Minimal Entities.

**Level 36** is the 37th **Infinispace**, appearing as an infinite dead mall.

## Description

**Level 36** shows as an infinite mall without any people. All shops in this level are closed down, and if one manages to get inside any, they will be met with a blank room. This level has several floors, with an unknown amount to them. Most of the level is either tiled or carpeted, with few sections of wood or marble flooring.

Many objects can be found here, like outlets or light switches. None of them function though, with outlets providing no power. Light switches do not control the lights, which appear to be on permanently. Sometimes, one can find mildew or mold growing around different places of the level, this is uncommon to see though.

This level is notably almost completely devoid of any resources. Almond Water, food, and anything else useful or needed for survival are all very rare in this level. On rare occasions though, one can find a few shelves stocked with food. They will normally have some Almond Water and generic types of food. Sometimes the food is stale or rotten though.

## Colonies

Due to the lack of food and drinks, no colonies exist on this level.

## Entrances and Exits

### Exits

* Sometimes, a store can be enterable, leading to Level 4. This is extremely rare though.
* Noclipping through a pillar can lead one to Level 39.
Clusters

Welcome to the Clusters page. Clusters are groups of a 1000 levels, with each cluster going up, the stranger they get.

## Cluster 4

Unstable cluster, large amounts of anomalies present, levels 3000 to 3999.

## Cluster 5

Unstable Cluster, large amounts of anomalies present, levels 4000 to 4999.

### Other Info

Any cluster above 5 is unheard of and should not be considered fact. The only level above cluster 5 to be proven true is Level 5000.

# Negative Clusters

Negative clusters are just like normal clusters, yet using negative values. Notably, there are less proven negative levels than positive.

## Cluster -1

Unstable cluster, large amounts of anomalies present, levels -0 to -999.

Any cluster lower than -1 is unproven.

# Special Clusters

These clusters are extraordinary and do not follow normal numbering.

## Secret Levels

Strange levels that do not fit normal standards and naming.
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Level 115

# Level 115 - "Empty Superstore"

## Difficulty: Class 2 - Unsafe - Secure - Low Entity Count.

**Level 115** is the 116th level of **Infinispaces**. It appears to be a completely infinite empty store.

## Description

**Level 115** is an infinite store, devoid of any objects but shelves and the occasional pillar or wall. The only items not affected by this are bottles of Almond Water and rarely, food rations. The food is normally stale though. The shelves in **Level 115** appear to be intentionally organized in such a way to make the level maze-like in structure, and difficult to map.

Sometimes, a more open area within the shelves can be found. It will always have a few benches and bookshelves. Almond Water also appears here, along with non-stale food. These are the safest parts of the level, and most habitable. Entities appear to be repelled by these places.

Sometimes, whole sections of the store where the lights are dysfunctional can be found. These are more dangerous than usual, but not completely dark, like some other levels, such as Level 35. Normally, entities frequent this section.

## Colonies

### MIG: Base Lambda

* Lesser known MIG base.
* 35 inhabitants.
* Not much is known about it, even to most MIG personnel.

## Entrances and Exits

### Entrances

* Usually, one will enter via a door located in Level 114, Level 110, or Level 180.
* You can also get here from noclipping into an empty shelf in Level α.
Level 66

# Level 66 - "Devil's Gift Shop"

## Difficulty: Class 5e - Unsafe - Unsecure - Low Entity Count - Environmental Danger.

**Level 66** is the 67th level of **Infinispaces**. It appears to be a very hellish gift shop.

## Description

**Level 66** is a gift shop with many hellish red and orange accents and colors. The sky in this level is a pale reddish color, and everything is baked in an orange light. The gift shop appears to be rather small, but is bigger on the inside. A few pools of magma can be found outside the gift shop.

### Outside the Gift Shop

Outside, the ground is a cracked, reddish stone that reeks of blood. Pools and rivers of magma are found further out, along with many chasms and pits. Spike-like parts of the terrain jut out in some areas. Here, entities can be found rarely. Noticeably, the outside appears to have a "barrier" of sorts, about half a mile from the gift shop. The barrier is a mix of lava rivers and giant ravines preventing further exploration.

### Inside the Gift Shop

Indoors, the floor appears to change between either red or orange ceramic tiles, or burnt wooden floor. The walls are made of painted wood, that appears to either be red or orange but, due to some anomalous reasons, wanderers cannot make out which color. Images show the walls to be more of a reddish color. The roof is made of orange-colored metal sheets layered on top of each other. An iconic 'WELCOME TO HELL" sign can be found, along with a sign at the entrance labeling the building.

Various shelves containing more anomalous and dangerous objects can be found. Normally, the objects appear only once, and do not repeat. Some of them are safer than others, but some can easily kill. Because of that, it is advised not to try to take or buy any of the items.

### Environmental Events

Sometimes in **Level 66**, an event may occur.

#### Earthquakes

Self-explanatory. An earthquake will strike. Normally a higher magnitude.

#### Tornadoes

Rarely, a tornado may appear outside the gift shop. It is normally a smaller tornado. The shop appears to never get destroyed during these events.

#### Undocumented

There are many undocumented events, and these are the only 2 documented ones.

## Colonies

No colonies reside in **Level 66** due to it's high danger.

## Entrances and Exits

### Entrances

* Doing anything considered 'bad', and then noclipping will normally lead here.
	+ If you are using a normal exit out of a level that requires noclipping, then this will have a 50% chance of happening instead.

### Exits

* Sometimes, a burning bridge can be seen going past the "barrier". Going through will normally lead to Level 68, but it can also lead to these levels on rare occasions:
	+ Level 54
	+ Level 71
	+ Level 81
	+ Level 89
Level 120

# Level 120 - "Empty Office"

## Difficulty: Class Unknown - Unsafe - Secure - No Entities - Devoid of any objects.

**Level 120** is the 121st level located in **Infinispaces**. This level appears to be an office with a strange and empty layout.

## Description

**Level 120** is an office similar to the one of Level 0, yet with many major differences. This level is not fully yellowed like Level 0 though, as the floors and ceiling are not yellow, with cold orange floors and light gray ceilings. This level is known for it's emptiness and mystery, as not much is known about it, and nothing other than the walls, floor, and ceiling have been found. Only objects taken from outside of the level can take place here, with no naturally occurring objects, including food and almond water.

This level is extremely difficult to enter, as there are very few reports of wanderers actually entering **Level 120**. Entry to this level is uncertain, along with exit. This layer is also mostly dark, with few areas of functioning light. Where the light functions, it is safe, as the dark areas are known to cause people to go insane, based on MIG reports.

This level, like many others, has an effect that makes it so no two wanderers can find each other. This effect is shared by many other levels, yet it is worth noting.

This level is only proven to exist by wanderers that have a device that allows for communication. Wi-fi does exist on this level, letting the very few who came here with devices that have a form of communicating with others to talk with other wanderers outside of this level. No new reports of entry to **Level 120** have been noted since November 15th, 2022. It is likely entry still happens though.

## Colonies

Colonies are impossible in **Level 120**, as wanderers cannot come in contact with others. If this effect never existed, it still wouldn't be possible due to two reasons, being: 1. The size of this level is unknown, and can possibly be infinite. 2. Not enough people have entered this level to even form a colony.

## Entrances and Exits

### Entrances

* No known entrances exist. Most "known" entrances do not function, and instead lead to other levels.
	+ Some of these forms of entry have worked, yet only on a few occasions. All forms involved noclipping, though.

### Exits

* Exit is also uncertain, yet noclipping will likely lead to another level.
Level -15

# Level -15 - "The Storm"

## Difficulty: Class Beta - Varying Danger - Partially Secure - No Entities.

**Level -15** is the 15th negative level of **Infinispaces**. This level is split into two sections, being inside, and outside of buildings.

## Description

**Level -15** is a large suburban area in which the outsides of all buildings are covered in a thick, orange storm with extreme heat.

### Inside

Inside the buildings is much safer than outside. This area lacks the extreme danger that the outside possesses. The insides of houses are not anomalous, yet the interiors of areas like stores or offices are. Many sorts of anomalies are found inside these buildings, yet the most documented one is on the fact that all products within stores will instantly reappear once a wanderer leaves and reenters the building.

### Outside

This is the much more dangerous area of **Level -15**. Here, there is a very thick orange fog that is not safe for breathing. Strangely, this fog cannot enter into buildings due to a strange effect. This area is also extremely hot, with most areas being around 110 degrees F. The temperature lowers in the colder areas to about 90 degrees.

Most of the levels resources are found outside the buildings, yet exploration in this area is very dangerous and difficult.

## Colonies

A few minor colonies set up in the houses and stores are located in **Level -15**.

## Entrances and Exits

### Entrances

* A dusty door in any negative level before this will lead here.

### Exits

* Noclipping in the outside of this level will lead to Level -20.
Level 45

# Level 45 - "Suburban Home"

## Difficulty: Class 1 - Safe - Secure - Minimal Entity Count.

**Level 45** is the 46th level in **Infinispace**. **Level 45** appears to be an infinitely sized suburban house.

## Description

**Level 45** is an infinite suburban home interior of empty carpeted rooms with plaster walls and ceilings. Almost all rooms of **Level 45** are empty without furniture, giving the "moving out of a house" vibe to the entire level. However, some rooms with furniture have been found. Ovens, drawers, counters, and fridges have all been observed. One person claims they found a toilet and sink, in a bathroom-like room. No proof exists though. Outlets, light switches, and lights are much more common, and can be found regularly.

In **Level 45**, a calming effect can be found. This effect calms most wanderers who enter the level, however some less-sane people do not work with this effect. The reason is unknown though.

Entities on this floor are rare, yet whenever they are found, they are much more stronger than usual.

## Entrances and Exits

### Entrances

* One can noclip through a window in Level 40 to end up in **Level 45**.
* You can also enter through some of the houses in Level 100.
* Sometimes the suburban homes in Level 69 can lead here.
* Another entry is from some of the houses without interiors in Level 18.
* A trapdoor in Level 40 can lead here.
* The door opposite from the window in Level 43 leads here.

### Exits

* Entry to The Connection can happen, via a door numbered "Connection".
* You can exit to Level 51 from a rarely found office door.
* A black painted door leads to Level 35.
Level 4

# Level 4 - "Midnight Store"

## Difficulty: Class 1 - Safe - Secure - Low Entity Count.

**Level 4** is the 5th **Infinispace**, and is an infinite store at midnight.

## Description

**Level 4** like mentioned earlier, is a store at midnight. This level is known for its calming effect, as in each part of the level, no matter how dangerous, there is a slight calm haze, accompanied by the humming of freezers. This level is mostly composed of infinitely sized corridors made with shelves stocked with food. Proper walls and corners also exist. Something to note: around corners, entities are more common, so it is recommended to stay in them for short periods of time.

The halls of **Level 4** are normally created via long aisles composed of freezers and shelves. These freezers and shelves contain food, typically produce and basic things like milk, however nothing is branded. A lot of the time, the food is stale or rotten, because of that, not as many colonies as one would think reside on this level. This level is very safe too, with the only real danger being the cold from open freezers, as entities are rare.

Uniquely to **Level 4**, all food items on shelves appears stagnant until interacted with. This effect works similarly to when you're in a game, and you don't interact with a physics prop, causing it to not move. It is unknown why this happens, and research by Foodland Outpost is currently being done. It appears they are also who discovered this effect.

## Colonies

### MIG: Foodland Outpost

* Used to collect food from **Level 4**.
* Attacks anyone that isn't part of the MIG.
* Has 23 collectors.
* Supplies LVL4 Main Base.

### MIG: LVL4 Main Base

* 240 inhabitants.
* City-like in structure.
* Ran out of food recently, so Foodland Outpost was created.

### ITC: Trading Post C

* Used to collect food and Almond Water.
* Trades with LVL4 Main Base and Foodland Outpost Frequently.
* Small, with about 10 known workers.

### Unnamed

* Attacks anyone nearby on sight, with no mercy.
* Only has 8 people.
* Extremely guarded, nearly impossible to get through.
* If you see a small, heavily guarded base, it will likely be this.
* Do not approach.

### ***Infinispaces** United* (IU): Base 1

* The first IU base created.
* Has 98 members.
* Heavily guarded.
* Allied with LVL4 Main Base.
* Accepting of new members and trading.

## Entrances and Exits

### Entrances

* Metal doors in Level 3 can lead here.
* Staircases in Level 1 or Level 5 can also lead here.
* Falling accidentally in Level 8.1 will make one noclip into this level.

### Exits

* Glass sliding doors can be found on walls, leading to Level 14, but these are rare.
* Doors made of metal labeled "EMPLOYEE'S ONLY" lead to Level 5.
* Finding completely out of place store items and touching them leads to Level α. This is extremely rare though, and not a reliable exit.
* Noclipping through a bag of "Poison Flavored" chips that poisons a wanderer upon consumption will lead to Level 108.
Level 14

# Level 14 - "Infinite Parking Lot"

## Difficulty: Class 2 - Unsafe - Secure - Low Entity Count.

**Level 14** is the 15th **Infinispace** level, and appears to be an infinite complex of repeating parking lots.

## Description

**Level 14**'s appearance is an infinite parking lot complex, with many connected via normal roads. These parking lots are set in a damp forest climate with trees and dense patches of grass, with rare patches of dirt instead. On the borders of the level, where it leaves into a dense forest, this level has a unique mental effect that keeps people from exploring these forests.

These parking lots are not empty, as infinitely repeating cars, wooden benches, garbage cans, and grates can be found. Benches and garbage cans work the same they do in the real world, but the grates can be opened, leading to another part of the level, instead of a pit. Cars are the most interesting, as they repeat for the entire length of the parking lot. All cars in one lot are the same, even down to the insides. Sometimes, Almond Water can be found in these cars, making this level very valuable for people in need. Be warned though, as entities can reside in these cars, however entities do not repeat through all cars, possibly meaning they were not originally there when **Level 14** was made.

Out of all sections in this level, the most dangerous by far is the connection roads, connecting the different parking lots. These sections are where entities are found the most commonly, and they typically attack in groups. It is advised to move between lots avoiding the connection roads, due to entity hazard.

## Colonies

### ITC: Trade Post D

* Nomadic.
* Frequently will take resources from cars.
* Is used to trade, and normally will trade with the wanderers on the level.

## Entrances and Exits

### Entrances

* Glass sliding doors in Level 4 lead out to here.
* Noclipping through the bottom of a car in Level 24 can also lead here, inside of one of the cars.
* In Level 108, one can enter from Level 102 via a glass sliding door. Heading back through leads here.
* It is possible that breaking the glass in Level 42 and going through will lead here.
* Sometimes the entrances to the dark areas in Level 55 will instead lead here.

### Exits

* Grates sometimes lead to Level 24 other than the normal part they lead, but this is rare.
* A destroyed car door in the ground leads to Level 85.
Level 8.2

# Level 8.2 - "Crimson Village"

## Difficulty: Class 2 - Unsafe - Secure - No Entities - Mental Hazard.

**Level 8.2** is the second sub-level of **Level 8**. This level appears to be of a small town with a red sky.

## Description

**Level 8.2** is a relatively safe typical American suburb which is around 50km2 in size. There isn't anything too special about the suburbs though, with the houses and the sky being the more interesting and notable portion of **Level 8.2**. The houses typically hold resources and materials inside, with things like Almond Water. Not all houses have items inside though.

The sky in this level is tinted a dark red color, similar to Level 8. It is presumed that **Level 8.2** and Level 8 are in the same location because of this. However, the sky in this level is much more hostile. If you stare at the sky for any longer than 5 seconds, you will slowly start to go mad. It is unknown to why this happens, as will many things in **Infinispaces**.

Very rarely in **Level 8.2**, one can find a store of some kind. These are large buildings found here, and they are normally are small corner stores. The smaller ones are abandoned, yet still contain shelves and objects. The larger supermarkets do not contain anything though, and are completely empty.

## Colonies

### ITC: Cornerland

* Set up in a small corner store.
* Has only about 10 members, due to the store's size.
* Has a small market set up for wanderers.

## Entrances and Exits

### Entrances

* Walking for days in the same exact direction in Level 8 leads here.
Level 50

# Level 50 - "Your Home"

## Difficulty: Class 0 - Safe - Secure - Devoid of Entities.

**Level 50** is the 51st level of **Infinispaces**. This level appears to mimic the appearance of any wanderers childhood home.

## Description

The layout, design, and even the placements of objects of one wanderers childhood house will be copied onto **Level 50**. The exact reason why this happens, or moreover, how, is unknown. Sometimes, more "specific" objects (things like photos or complicated objects / objects containing information) will not be perfectly recreated, and instead, will appear blurry, like an unloaded texture in a video game.

The home is entirely devoid of entities. Not even bugs or any generic pest are located here. This creates an overpowering feeling of loneliness, to complement the likely nostalgia cased by this level. So far, no wanderer interviewed has lacked this feeling of loneliness, so it is likely an effect of this level.

On rare occasions, the house will instead mimic how the house appears in modern times. The reason why this is known is because some wanderers have come to **Level 50** without finding their childhood home. The cause of this is unknown, but it likely is related to the positivity of any memories of the home a wanderer may have. If the house is demolished, then the level will appear as it did before it was demolished, typically a couple of days before then.

## Colonies

Colonies are impossible in **Level 50**, due to how the level works.

## Entrances and Exits

### Entrances

* ~~No true entrance to **Level 50** has been located, yet wooden doors have a very small chance of leading here.~~
	+ A proper entrance to **Level 50** was discovered in Level 55, from a specific door discovered by the MIG.

### Exits

* Exiting through any door that leads outside of the original home will lead to Level 51.
Level 7

# Level 7 - "The School"

## Difficulty: Class 3 - Unsafe - Unsecure - Medium Entity Count.

**Level 7** is the 8th **Infinispaces**, appearing as a large school, likely infinite in size.

## Description

**Level 7** appears as a labyrinth-like school with small tight corridors similar to one of a school, yet much more cramped in nature. The halls are always strangely set up, with nonsensical blind corners, misleading exit signs, and strange divergences, going in no normal way. Typically doors and lights are found, with the latter much more common. However, most classrooms are minimal in size, or are replaced with closets or bathrooms.

In **Level 7**, entities typically lurk around blind corners or behind doors, with a slight but noticeable chance of entities ambushing through these ways. Typically, more generic entities appear here, like instances of Shadows and Lurkers. Sometimes, entities are weaker than their normal counterparts, also appearing small and childlike in appearance. These entities are only found in classrooms, though.

Sometimes, doors will lead to one of three things, those being classrooms, closets, and bathrooms. The most common rooms found are classrooms, with bathrooms and then closets going higher in rarity. Bathrooms appear as normal school bathrooms with no anomalous properties, however closets present some anomalous properties. Of course entities typically ambush in these, but sometimes the contents of a closet will be "rerolled" if exited and re-entered. This is not a proven resource of infinite resources though.

## Colonies

### IU: Base Omega

* The largest IU base, with around 510 inhabitants.
* Very expansive, covering a large chunk of **Level 7**.
* Large store of materials.
* Welcome to trade, but hesitant.
* Extremely guarded, nearly impenetrable.

## Entrances and Exits

### Entrances

* A metal door in Level 6.
* Any typical school door in levels below this down to Level 0.

### Exits

* A metal door leads to Level 8, but noclipping also works.
* Noclipping through a vending machine leads to Level 77.
* A brightly colored door can be found replacing some doors in this level. Going through leads to Level 20.
* A wet door leads to Level 148.
Level 200

# Level 200 - ”The Path of Snow”

## Difficulty: Class 1e - Safe - Secure - No hostile entities - Slightly Cold.

**Level 200** is the 201st level of **Infinispaces**. **Level 200** appears as an infinitely long path of snow.

## Description

**Level 200** is a relatively safe snowy path going on for infinity. This path varies in thickness, but a forest is always on the right of the path, and a grassy plain on the left, both covered in snow. A strange anomalous effect keeps people out of these areas, so information is limited.

**Level 200** is also known as a level that always snows, as consistent snowfall covers the whole level, along with a thick fog. For some unknown reason, this snow is not as cold as normal, and feels to be warmer than usual. Research is needed for this.

Sometimes, the trees in the forest will be cut out. This leads to a small opening in the forest, circular in shape. This area typically has typical snowy forest wildlife running around, along with dead trees, potentially meaning these cutouts were not here originally.

## Colonies

### MIG: Snowy Cutout

* Set up in one of the larger forest cutouts.
* Not much has been heard from them, and is likely dead.

## Entrances and Exits

### Entrances

* A cold to touch door made of dark wood in The Connection will lead here.
* Alternatively, you can also enter via noclipping in Level 199.

### Exits

* Noclipping in the cutouts leads to Level 201.
* Sometimes the cold to touch door can be found, leading to Level 202.
Level 140

# Level 140 - "Acrophobia"

## Difficulty: Class 2 - Unsafe - Secure - Low Entity Count.

**Level 140** is the 141st level of **Infinispaces**. It as a complex of pentagonal ¨voids¨ that appear to go down forever, with halls on either sides.

## Description

**Level 140** is made of concrete structures resembling spires with pentagonal voids that go down infinitely. These ¨voids¨, as they´re called go down forever. When a wanderer jumps down, they will fall for a varying amount of time, before emerging in one of this level´s concrete halls. This can easily kill a wanderer, as speed is kept during teleportation.

Inside these structures, dark concrete halls containing random objects are found. These halls have almost no light, making transportation difficult. Another factor making transportation is the appearance of desks, chairs, and beds in these halls. Plastic chairs from schools can be found, along with metal desks and bedframes. Sometimes chairs will instantly appear where the wanderer is walking, which can trip a wanderer. When this happens, no injury occurs, and if one falls out into the voids, then the wanderer will teleport back, making the entire process non-harmful.

In **Level 140** sometimes wooden planks can connect the windows. Typically, they only connect to closed windows, but sometimes they connect between 2 open windows. This allows for easy transportation around the pentagonal structures.

## Colonies

### ITC: Trade Post Y

* One of the trading outposts by the ITC.
* Trades with any wanderers who come here.

## Entrances and Exits

### Entrances

* A metal door in Level 130 will lead here.

### Exits

* Sometimes one will noclip when they fall into the void. This leads to either Level 141 or Level 139.
* The same metal door mentioned in the entrances can be found, leading to Level 40.
The Connection - Doors

This page is devoted to noting all different doors found in this level.

## Doors

* Doors numbered any number above 999 lead to Level 999. This is rare though.
* The door labeled 3.14 leads to Level π.
* The large, heavy, metal door leads to Level 9 or Level 99, depending on luck, as the door leading to Level 9 is much more common.
* Doors labeled any negative number under -20 lead to Level -0.
* Sometimes a rusty iron door can be found, leading to Level 121.
* A dusty wooden door leads to Level 0.
* Sometimes a door can be found on the window, this leads to Level 222. This door is also entirely made of glass.
* A fully gray-colored plastic door leads to Level 80.
* The door labeled "loneliness" leads to Level 100.
* A blood-covered door of any material, normally metal, leads to Level 666.
* A door that opens like a garage door leads to Level 3.
* A multicolored, out of place door leads to Level α.
* A door that appears similar to Greek architecture leads to Level β.
	+ A door leading to Level γ has not been found yet, but is are believed to exist.
* The door labeled with an empty sign leads to The Void.
* Any door that is painted fully black, no matter the labeling, leads to Level 600.
* Small doors that are at most 3 feet tall lead to Level 89.
* Double doors lead to Level 2 no matter the labeling.
* Trap doors turned on their side on the wall lead to Level 6.
* Doors not on the wall can still be opened like a normal door, with these leading to Level ε.
* Bashing down locked doors lead to Level Ω.
* A futuristic style door leads to Level 102.
* Doors labeled -20 to 70 lead to their respective levels.
	+ Notably, if it is any less or higher, it will lead to The Void.
	+ Legendary levels like Level 42 cannot be accessed though.
* Sometimes, a door made of pure iron can be found. This door smells of almond water, and leads to Level 998.
* A checkered door leads to Level 156.
* A door that feels cold to touch that is made of dark wood leads to Level 200.
* A door made of bark will lead to Level 57.
* The door made of metal covered in ice leads to Level 60. The door requires a lot of force to open though.
* A similar door made of metal, also covered in ice, instead leads to Level 994.

For now, this is all of the doors that have been discovered, but it is likely more exist.

If you find any door that does not fit into any of these, add it to the list!
Level Alpha

# Level α

## Difficulty: Class ? - Unsafe - Unsecure - Unknown Entity Count - Unknown Properties.

**Level α** is a secret **Infinispace** level, which appears as a normal store, filled with strange and abnormal objects.

## Description

**Level α** appears as an infinite American store of any type (walmart, wegmans, etc) that appears different for each wanderer. In this level, many strange and unique things can be found. Using the image as an example, some aisles can be filled with completely different objects than what is mentioned on signs.

### Anomalies

Because this level has so many anomalies, a list is found here. This list is not comprehensive, as it is likely an infinite amount of anomalies exist on **Level α**.

* Aisles filled completely with a random food item, which can be Cheeseballs, chips of any flavor, or any kind of pastry.
* Aisles without any items on the shelves.
* Aisles filled with a completely random object, which can be anything from a bag of air to small-scale replicas of vehicles, which properly function
* Sometimes dangerous items can be found in aisles, like poisonous mushrooms or anything else dangerous, however poisonous mushrooms are the most common.
	+ Strangely, the mushrooms are not labeled as poisonous, yet are labeled after a non-poisonous edible form of mushroom.
* Aisles where the sign indicating the aisle and the items the shelves are stocked with are switched, where the item on the shelves is hanging, with the sign being sold on the shelves. Notably, the signs always sell for a random amount of money.
* Self checkout machines that only work with specific food items.
* Checkouts with life-size dolls working them. Some wanderers have reported these dolls to change locations, but this is unconfirmed.
* Items native to **Infinispaces** can be found on shelves, completely contrasting any other objects being sold.

Those are the only anomalies that are well documented, however more exist, as reports of entirely new anomalies come in every day.

## Entrances and Exits

### Entrances

* Finding a completely out of place store item in Level 4 leads here, however this is extremely rare.
* A multicolored and out of place door in The Connection leads here.

### Exits

* Sometimes near cash registers, breakable windows can be found. These lead to Level 14 when broken.
* Sometimes objects that can transport people to other levels can be found, however this is mostly random, with all levels between -20 and 70 being included.
* Greek-style doors lead to Level β.
* A fully empty shelf leads to Level 115.
Level 71

# Level 71 - "Zig Zag"

## Difficulty: Class 5e - Unsafe - Secure - No Entities - Freezing Temperature.

**Level 71** is the 72nd level of **Infinispaces**. It is an infinitely long snowy path that goes in a zig-zag pattern.

## Description

**Level 71** is an infinite path made of concrete and bricks that goes in a zig-zag pattern. Constant snowfall is also present, making the level appear white. Sometimes, the snow is frozen Almond Water, however it isn't safe to drink. Due to the frigid temperatures, survival in this level is unlikely.

Sometimes, bottles of frozen Almond Water can be found on the floor. This is the only resource located in **Level 71**, as food appears to be non-existent. Because of this, survival is even harder, and one must not stay here for long, or go already supplied.

While there's a railing on the path, it isn't impossible to fall off, and it's actually quite easy. If one will fall off the path, it is unknown what will happen. It's believed to lead to worse places than **Infinispaces**, or death.

## Colonies

**Level 71** is extremely dangerous, and so, no colonies exist here.

## Entrances and Exits

### Entrances

* Sometimes, doors in previous levels may lead here at random.
* You can also get here from a burning bridge in Level 66.

### Exits

* Exits are uncertain in this level, but it's believed that a door may appear a few miles down the path.