Level 9

5
5

**Survival Difficulty: Class 5**
»⠀Unsafe
»⠀Unstable
»⠀Entity Infestation

## Description

**Level 9** is a seemingly endless suburban area, with the time of day never changing from midnight. This Level has the same darkness similar to that of Level 6 and Level -100, but not as dangerous. The houses in this level vary in design and size, although there are reports of spotting two houses near each other that are the same.

The houses of **Level 9** appear to be furnished and fairly new, although there is no power source for the lighting systems to function. Some houses have a chance of being empty. Many useful objects can be found inside of these houses and areas similar to them. The furniture of these houses is what a person would expect for a normal house, such as sofas, televisions, beds, refrigerators, etc. The items that require a power source aren't functional due to the missing requirement of a power source. Some of these houses have fully furnished yards at the back of the house. Another anomalous property of this Level is that you can find two houses weirdly clipped inside of each other when traveling too far, which is physically impossible to happen in the real world.

The streets of **Level 9** are the more dangerous areas of this level. The wet asphalt roads are unpainted and are covered with leaves in some areas. The puddles in some spots of the roads indicate that the Level had once rained before. The stone sidewalks are normal and don't seem to have any anomalous oddities. Any walkways that lead to grass fields will lead to Level 9.1, Wandering off the walkway into the fields will for some reason lead to Level 10. The street lamps are usually powered off, and are inactive, although some flicker off and on and are sometimes even powered. It is unknown where the power originates. While The Netherrack typically teleports to level 9 to destroy buildings, and roads.

## Entities

Entities that can appear in **Level 9** are Deathmoths, Yosters, Death Sheep, Smilers, Skin-Stealers, Jerry, Hounds, Transporters, Death Rats, Anethikas and many Insanities due to the level depleting sanity the most out of the main 9 besides level 6. **Level 9** also includes some of its own special Entities, the most notable ones include The Observer and The Mangled.

## Colonies and Outposts

There are a few groups that live and roam in **Level 9**, and since this is a very dangerous task, none have been recorded for this entry at the moment.

## Entrances and Exits

### Entrances

* To enter, falling through the floor randomly in Level 8 is the main method of entering **Level 9** for most Wanderers.
* Crawling up the sewer grate in Level 34 will lead to **Level 9**.
* One of the many doors inside Level 92 can lead to **Level 9** as well as other Levels.
* The revolving door in Level 40 will lead to **Level 9**.
* The yellow arcade cabinet in Level 25 will lead to this Level.
* Entering one of the doors in Level 54 will lead to **Level 9**.
* The animated houses of Level 94 can rarely bring you to this Level.
* Break the window in Level 87 to enter **Level 9.**
* Going into a trapdoor on the ceiling in Level 160.
* Opening a wooden door in Level 4112 will probably lead to **Level 9**, however may lead to Level 11.
* Entering a Coach's booth on Level Lights will also lead to this level.
* Walking far enough in the path in Level 364 may result in ending up in Level 9.
* Walking outside the thin field in Level 270 will bring you here.
* Going through the tunnels in level 1819 has a small chance of bringing you here.
* Jumping out the highest window in Level 885 may transport one to here.
* Entering a modern, suburban village on Level 791 will lead you here.
* The door of H2 in Level HOSPITAL will lead an adventurer here.

### Exits

* To exit, following the arrow street signs will soon lead to Level 11 after one-hundred (100) to two-hundred (200) miles, although this will only be the case when following the signs.
* Walkways that lead to grass fields will lead to either Level 9.1, Level 10, or Level 9.2.
* Level 60 can be accessed by No-Clipping through the street floor in **Level 9**.
* Level 23 can be accessed by surviving for a week.
* An airport can be found while following the signs to Level 11.
* Enter the airport to be transported to Level 36.
* A nondescript brick building with a metal bar door and a sign on the door that says "No Sagging Pants" will lead to Level 931 when entered.
* No-Clipping will lead to the first few Negative Levels.
* Finding a playground and crawling through any kind of tube structure with white glowing interior windows will commonly teleport to Level 283's tubes.
* No-clipping into a broken curb leads to Level 251.
* Finding a yellow lamppost leads to The Safe Place.
* Finding a pinkish brick house will take you to Level 290.
* Find a hidden bunker underneath a house and open a trapdoor inside the bunker to enter Level 160.
* Wandering until losing the sense of distance will take you to Level 404.
* Going into a bunker and climbing down it, while not looking down has a chance of leading you to Level 1398.
* Somehow noclipping through the houses will lead you to Level 75423.
* Touch a wall with snow on it, one may black out and get transported to Level 9.1, which is a bit safer than this level.
* Spending 24 hours in this level without looking up from the ground will cause you to teleport to Level 536.
* Waiting for a bus with Operadora Pulsa written on it's sides or a white bus with a red stripe will lead to Level 1983.
* Staying in the shadows in Level 23 will lead you here.
* Breaking a working street lamp will lead you to Level 270.
* By walking 800 kilometers away from spawn until it turns day and see an USA flag, you will be in Level 1980.
* Entering a trashed grayscale house will bring you to Level 885.
* Going into a swimming pool in the backyard of any house will lead you to Level 9.4
* Clipping through a mirror will lead you to Level 60.
* Enter an old looking House and fall off the Stairs and you will be Teleported to Level 534