recursal/Fanatic-Fandom huggingface dataset:
Level 48

# Level 48 - "The School Library"

## Difficulty: Class 0 - Safe - Secure - No Entities.

**Level 48** is the 49th **Infinispace**. This level appears different for most wanderers, yet always appears as a school library.

## Description

**Level 48** appears as a school library that shifts and shapes itself based on what wanderer is in the level. The level's form is based on ones school library from grades 3 to 8, with any one being chosen at random. All objects found in this library are nearly identical to the ones from the library the level is mimicking, yet sometimes there are minor differences. For example, one computer or shelf is missing, or that none of the desks in said library have no chairs or have an excess of chairs.

Like many other small one-room levels, no wanderers can interact with each other. This is likely due to the fact that most of this level's properties would cease to function with multiple wanderers, or at least that is what is currently thought.

If someone that has not finished any grades between 3 to 8, then the grades unable to be used will be ignored, and the library will appear as a small, white painted carpeted room, with two shelves and one computer. It is unknown if the level will always appear this way for these circumstances, yet this is what is known to happen.

## Colonies

Colonies are impossible in this level for obvious reasons.

## Entrances and Exits

### Entrances

* Noclipping into a bookshelf in Level 125 will lead here.
* A wooden door that appears similar to a school door will lead here. The door is typically found in Level 1.

### Exits

* Exit from this level is at random, as it appears one will exit the level after a certain amount of time passes. This time length is unknown.
Level 156

# Level 156 - "Checkers"

## Difficulty: Class Unknown - Unsafe - Unsecure - Unknown Entities - Anomalous Properties.

**Level 156** is the 157th level of **Infinispaces**. This level appears as an infinite labyrinth of rooms that appear to be taken from some sort of house or industrial building covered in a repeating checkered pattern.

## Description

**Level 156** is a maze of checkered rooms and halls. The specific type of area **Level 156** takes place in is unknown, as many rooms appear similar to a suburban house, and others, more like an industrial factory. Along with this, the general structure of **Level 156** appears to change from time to time, "warping" rooms into other rooms, with other styles and furniture.

The most recognizable property of **Level 156** is the checkered pattern appearing everywhere. Every room and most bits of furniture are covered in this texture. The reason is unknown, yet most wanderers prefer to simply just say ¨its simply just because its like that¨, rather than any deep answer.

**Level 156** is very mysterious. Of course the "warping" effect for rooms is strange and anomalous, many other effects are found in this level to be anomalous. Sometimes doors will lead to a checkered wall, and then when opened another time, will show something else, typically another room, yet sometimes it will show a void. Another strange property is that all technology brought into **Level 156** appears to get colored to the same checkered effect as the rest of the level. This effect is non-permanent, and will wear off over time, or when exiting **Level 156**.

### Entities

Entities in **Level 156** are strange. It is unknown if entities truly exist in **Level 156**, as all attempts to photograph or encounter enemies as groups fail. Strangely, when a wanderer explores by themselves and reports to a team on their findings, the wanderer will always report finding an entity. This action is not remembered by a wanderer, and when presented, the wanderer will deny saying anything.

## Colonies

### MIG: Team Checker

* Medium sized, 32 people inhabiting it.
* Used to research **Level 156**.

## Entrances and Exits

### Entrances

* A checkered door in any level will lead here.
	+ The same door is also found in The Connection.

### Exits

* Sometimes, the doors leading to voids can lead to The Void.
* Noclipping can lead to any level near **Level 156**, specifically going up to Level 160 and as low as Level 150.
Level 148

# Level 148 - "No Exit"

## Difficulty: Pending

**Level 148** is the 149th room of **Infinispaces**, appearing as a small, humid room.

## Description

**Level 148** is a small hallway one would typically find in a suburban house. This hallway is small, with around 6 doors connecting to it, and a width just enough to fit about a person and a half across. The room's floor is a carpet, with the walls and ceiling being plaster. There are two lights lighting up the room, along with a smoke alarm.

All of the doors connected to this hall are locked. Evidence suggests that there is nothing but a brick wall on the other side, from various reports of people whom entered the level.

It is also known that this level has a strange property, that is even weird for **Infinispaces**. This property prevents any wanderers in this level from noclipping out, in some strange way. More research is needed to be done, yet it is likely impossible to determine why / how.

Another effect **Level 148** possesses is the inability to come in contact with other wanderers. This effect is shared by many other levels, and is rather helpful for anyone stuck in this level, since they would not have to be crammed in with at least 5 other people in the same, small hall.

The hall this level is composed of is also very humid. The air humidity in this room makes the walls, floor, and ceiling all feel wet. The extent of the significance of this is unknown.

## Colonies

These are impossible, due to the levels small size, and the effect that makes it so wanderers cannot interact with eachother.

## Entrances and Exits

### Entrances

* Sometimes in Level 7 one will find a wet-feeling wooden door. This door leads into the level from one of the 6 doors on the walls. After entry, the door will completely shut, trapping whoever went inside.

### Exits

* No exits are known. Exit is likely impossible.
Entities

Entities are the main figures found in **Infinispaces**. They are not the most common, yet they can always be dangerous and take several forms. This page will document entities 1-200.

### Entities 1 to 100:

* Entity 1 - "Beings"
* Entity 2 - "Shadows"
* Entity 3 - "Lurkers"
* Entity 4 - "Rats"
* Entity 5 - "The Deformed"
* Entity 6 - "Moths"
* Entity 7 - "Furniture Mimic"
* Entity 8
* Entity 9
* Entity 10 - "Insanities"
* Entity 11 - "Deathspiders"
* Entity 12
* Entity 13
* Entity 14
* Entity 15
* Entity 16
* Entity 17
* Entity 18
* Entity 19
* Entity 20 - "Branchbeings"
* Entity 21
* Entity 22
* Entity 23
* Entity 24
* Entity 25

The rest of the entity list will be revealed when these first 25 slots are filled.
Level 23

# Level 23 - "Store Abandoned Forever"

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

**Level 23** is the 24th **Infinispace**, appearing as an abandoned supermarket.

## Description

**Level 23** is an abandoned supermarket of normal size. The supermarket itself is clean, however the bathrooms are not. This level is split up into three sections, being "The Market", "The Bathrooms", and "The Employees Room".

### The Market

This is the main section of **Level 23**, and the easiest to traverse. This takes the appearance of a regular supermarket that is in the middle of closing. No shelves are found in this section, making it quite barren, minus the pillars and checkout. The checkout is non-functional, and the pillars are of no significance. Entrances to the two other areas are found here, yet the other areas do not connect with themselves.

### The Bathrooms

This is the second area, and the much smaller area compared to the other two. This area is a normal public bathroom saturated in an unknown substance. Toilets, stalls, and sinks are all found, yet none of them function properly, and many stall doors are locked, despite nobody being in them. This area is small, only being about the size of a normal room.

### The Employees Room

This is the more dangerous area of the level, being a large employees only area. The area is entered via an employees only door. "The Employees Room" is a labyrinth, rather than one room, and appears industrial. This area is also much warmer than others, and entities are more common.

## Entrances and Exits

### Entrances

* Entrances to **Level 23** typically appear as employee only doors or sliding glass doors, that are normally found on safer levels.
* You can also enter from a brightly colored window in Level 20.

### Exits

* Going far enough into "The Employees Room" will lead to Level 24 or Level 2.
Level 63

# Level 63 - "The Hill"

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

**Level 63** is the 64th level of **Infinispaces**. It appears to be an arid hill, about 60km2.

## Description

**Level 63** is a hill, with few trees and an abundance of bushes and grass. The level is very hot, being about 90°F at all times. The level is very dry, too. No rainfall happens here, leaving the soil cracked and hard, and the grasses a tan-brown color. The level is 60km2 in a square-like shape.

Few entities have been seen in this level, but reports exist. Mostly, entities like Shadows, Moths, and The Deformed. They typically lurk around the lower parts of the hill. Objects like Almond Water can also be found near areas where entities lurk, so staying in the lower parts can be beneficial.

A constant hum similar to Level 0 or Level 4 can be constantly heard in some distant place. The source of this hum isn't known, however it is likely some sort of hallucination. The hum will slowly wear on one's sanity, so bottles of Almond Water are near-crucial to survive here.

## Colonies

### MIG: Research Outpost 63

* Studies **Level 63**.
* Lightly guarded.
* Quite small, only 13 members.

## Entrances and Exits

### Entrances

* A wooden door in Level 61 is known to lead here.

### Exits

* Near the top of the hill, one can noclip to end up in Level 85.
Object 4

# Object 4 - "Elemental Crystals"

## Danger Rating: Varies

**Elemental Crystals** are crystals found in various levels of **Infinispaces**. These crystals can be found in 4 main variants, and are used in creating other objects, or alternatively, as weapons.

### Water Crystals

Water crystals are the first form of **Elemental Crystals** that was discovered. This form is the safest, and appears as bright deep blue. These crystals are wet in nature, and anomalously, always feel wet, despite there being no water.

Water crystals notably can be used to extinguish any flame, even fires not able to be extinguished with normal water. Water crystals are found in any water based level, and any level related to the Poolrooms.

### Fire Crystals

Fire crystals are the second discovered **Elemental Crystal**. These appear maroon to dark orange in color, and are typically jagged in texture. These crystals are normally found on warmer levels, mostly desert levels, on the ground.

These crystals burn to touch, and can easily start a small fire. These crystals are very useful if you are needing to boil liquid or cook food, as these easily produce heat and ignite.

### Earth Crystals

Earth crystals are brown to dark orange colored crystals with hexagonal protrusions. These crystals are the hardest out of the bunch, being a 9 on the Mohs Scale.

These crystals cannot be found on the surface, but they are commonly found underground in levels or in cave levels. These crystals are typically non-reactive, and are also the most stable.

No image of the earth crystals that are proven exist at this point.

### Air Crystals

These crystals are the hardest to find and the most rarest. These crystals appear similar to quartz in texture and color. However, these crystals are extremely light and weak in hardness, scoring a 1 on the Mohs Scale. These crystals are normally cold to touch, and usable in making freezers.

These crystals are only found in clouds of levels with clouds, making finding them very difficult. The MIG is researching a way to create these, and the other 3 crystals.

## Do's and Don'ts

### Don'ts

* Use improperly / abuse the more dangerous variants.
* Improperly create weapons.
Level 35

# Level 35 - "The Darkness"

## Difficulty: Class 4 - Unsafe - Unsecure - High Entity Count.

**Level 35** is the 36th **Infinispace**. This level appears to be an infinite suburban house shrouded in darkness.

## Description

**Level 35** is a large, presumably infinite, middle-class suburban home in complete darkness. No lights exist within the level, and the most people can do to illuminate the level is to bring a light source. Strangely, bathrooms and kitchens are not found in this level. Rarely attic-like spaces can be found though, however nothing is found in them, and that they only go so far until being blocked off.

Entities are common in this level, however they will stay away from you if you have Almond Water or a light source. It is also believed that there is a species of entity only found on this level, however no proof exists so far, and most evidence is anecdotal.

A light but noticeable hum similar to a low-power generator is constantly heard in this level. This hum is known to bring sanity to lower levels. Paired with the insanity of the darkness, this hum can be quite dangerous, even if it doesn't appear so.

## Colonies

Colonies in this level are extremely difficult to set up due to the darkness and entities, so it is thought that there are no colonies on this level.

## Entrances and Exits

### Entrances

* A black painted door in Level 45 can lead here.
* Noclipping in Level 34 also leads here.
* Noclipping in the middle of a large temple in Level 25 has a high chance of leading here.

### Exits

* Some doors lead to Level 36 or Level 39 instead of another room.
* Doors that blend in with the wall can be found. These doors are very difficult to find, and they lead to Level 28.
* A room much larger than the rest of **Level 35** has an entrance to Level 40.
Level 133

# Level 133 - "Chair Land"

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

**Level 133** is the 134th level of **Infinispaces**. From the few images taken, it appears this level is a large maze-like set of rooms containing an abnormal amount of chairs.

## Description

**Level 133** has a generic layout compared to other levels. Nothing special is about the layout. It appears similar to the layout of Level 0, but with more furniture, including the main part of the level- the chairs. Chairs can be found in abundance here, typically stacked on top of each other. Various different kinds of chairs can be found, from plastic chairs from a school to fancy wooden chairs.

Sitting in the chairs by themselves does not show any anomalous or out of the ordinary effects, as such would sitting in a normal chair. Something strange happens when sitting on top of a stack of them, though. When performing this action, the wanderer will feel a sense of importance, like they had done something great. No real explanation for this effect exists, and it likely only exists because of the **Infinispaces**' tendency to be weird at times.

When it comes to the safety of the level, **Level 133** is very safe. Entities only lurk in dimly lit or unlit rooms, which there are few of. If an entity is coaxed out of these dark spaces, it will act more aggressive than usual. This is likely due to the light possibly putting stress onto the entity. However, entities are out for our blood, and not our friends. Do not try to befriend any entities, since they will backstab you.

## Colonies

### MIG: Chairpost (ABANDONED)

* Created when the level was discovered, back in 2016.
* Ended up running out of food and Almond Water, so the MIG was forced to abandon it.
* Remains of plywood walls and rooms exist.

## Entrances and Exits

### Entrances

* Noclipping into a chair in any level previous has a high likelihood of leading here.

### Exits

* Sometimes, wooden doors can be found in the rooms of this level. The doors typically lead to Level 130 or Level 55.
Level 16

# Level 16 - "Ski Slopes"

## Difficulty: Class 3e - Safe - Secure - Minimal Entity Count - Freezing Cold.

**Level 16** is the 17th **Infinispace** level. This level appears to be a large set of ski slopes.

## Description

**Level 16** appears as a large ski resort of unknown size. This level is made of two main parts. The first, being the resort itself, and the second being the slopes.

### The Resort

When you enter **Level 16** you will find yourself in the resort. This area of the level appears to be a large complex of interconnected rooms with wooden floors and walls, appearing similar to wooden cabins. This area of the level is the safer of the two, as it is much warmer here, yet this is the only section entities are found.

The resort has electricity, lighting, and occasional vending machines complementing the furniture found in these rooms. Sometimes windows can also be found, yet these all show a dark grey exterior of fog, supposedly being snow. Rarely in this area, the lighting can shut off. During this time, entities are more common, and the level becomes much more darker, drastically lowering sanity. This time can last anywhere between 1 hour and 2 days. Wanderers newly entering this level cannot enter during one of these times, sometimes overriding a current time the lights are off. If you have already entered this level once, this effect is non-existent.

### The Slopes

This is the second area of **Level 16**, and the much more dangerous area. This area is comprised of ski slopes of unknown length and amount, endlessly going up or down, depending on where you exit the resort from. This area is covered in a thick forest of pine and fir trees. It is impossible to enter this forest due to some unknown anomalous effect this level possesses. Out of the 2 areas in **Level 16** this one is the more dangerous one due to temperature. Temperature in this area can go down as low as -8 degrees Fahrenheit. Because of this abysmally low temperature, no entities can be found in this section. However, some reports indicate frozen entities can be found near entrances to the resort though.

## Colonies

### *Residents of **Infinispaces*** RoI: Base Epsilon

* The first and only RoI base.
* Located in a few larger rooms in the Resort section of the level.
* Has about 90 members.
* Planned to split off some time in the far future to create more RoI outposts and bases.
* Has a large amount of resources, very rich.

### ITC: Trade Post E

* Created because of Base Epsilon's richness.
* Trades with them frequently.
* Has 12 workers.

## Entrances and Exits

### Entrances

* A wooden door in Level 18 has a chance of leading here.
* Another way to enter **Level 16** is by noclipping through a box of frozen Almond Water found in Level 114.

### Exits

* Walking too far into the ski slopes in the second area leads to Level 36.
* You can head back through the wooden door you entered in Level 18 to go back.
* Some doors in the resort are locked. Bashing these down and going through leads to Level 17, and sometimes Level 15.
* You can noclip into Level 18 sometimes.
Level 67

# Level 67 - "Infinite School Library"

## Difficulty: Class 0 - Safe - Secure - No Entities.

**Level 67** is the 68th **Infinispaces**, which is an infinite school library.

## Description

**Level 67** is a school library, infinite in size. The level contains all one would expect from a library, such as tables, computers, and many bookshelves. It is a safe level, with no entities or dangers present. Sometimes, bookshelves may be empty, or computers may be broken.

**Level 67** doesn't have many resources like food or water, only being found as the occasional left-behind bottle of Almond Water or a bag of chips. Because of that, **Level 67** isn't too good of a place to stay long-term.
Level 113

# Level 113 - "The Fog"

## Difficulty: Class 4e - Unsafe - Unsecure - Low Entity Count - Dangerous smog.

**Level 113** is the 114th level of **Infinispaces**. This level appears to be a large suburban area shrouded in fog.

## Description

**Level 113**'s appearance takes the place of a suburban neighborhood, with a thick mist covering the level like a blanket. This level is relatively unsafe also, and it's easy to get lost in, along with a high amount of entities. The houses have been regarded as the safest part of the level, and the only part devoid of the fog. The entities are still present though, so it is advised to take some caution into action.

The most notable aspect of **Level 113** is it's heavy and thick fog. The fog is unsafe to breathe in, due to high frequencies of dangerous chemicals, and thinner amounts of oxygen. This fog has been noted as reminiscent of the smog seen when wildfires are burning nearby. It has also been observed to make ones lungs black, and can kill in 50hrs of exposure. Thankfully though, the houses appear to not have any of this poison fog.

Houses are another part of **Level 113** that should be noted. These are middle-class suburban houses that all appear very similar, with scarce or light differences between. Most houses are connected to gas, water, and electricity. Ovens, fridges, and any other household appliance similar all function, and can be used.

## Colonies

### Fogtown

* Set up in a group of houses with proven safety.
* 34 members, but always open to new people.
* Guarded to a medium extent.

## Entrances and Exits

### Entrances

* You can enter **Level 113** from Level 110 by finding a wooden door and entering through.

### Exits

* A way of exiting **Level 113** is easy by noclipping through a trashcan, which will lead to any nearby level. Most commonly, Level 117, strangely.
Entity 6

# Entity 6 - "Moths"

## Habitat: Most levels.

**Entity 6**, AKA: **Moths**, are large, red moths with tattered, fleshy wings.

## Description

The appearance of a **Moth** is that of a typical moth found in the real world, with a few major differences. The wings are blood red, with tattered ends, with the body being hard like rock, also reddish in color. The **Moths** can also appear to be in orange, purple, or yellow.

**Moths** typically come out and live in hives across **Infinispaces**. These hives are similar to nests made by wasps, but maroon in color. The hives are also made of a material much stronger than the material used in wasp nests. Each hive typically holds about 20 **Moths**.

**Moths** are also proven to be much faster than the average person. Each **Moth** can move at around 24mph while flying, which is much faster than the average human running speed.

The way **Moths** kill wanderers is by drinking blood similar to a vampire. They do so with small teeth they have near their mouth. Typically, when a group of **Moths** come in to fight, it is feeding time, from what the MIG understands about them.

## Do's and Don'ts

### Do's

* Attack **Moths**.
* Hold ground.

### Don'ts

* Try to run away.
* Assume they are weak.
Level 37

# Level 37 - "Corn Maze"

## Difficulty: Class 4 - Unsafe - Unsecure - High Entity Count.

**Level 37** is the 38th level of **Infinispaces**. It appears as an infinite corn maze, with narrow halls, carved out of the corn plants.

## Description

**Level 37** is a corn maze at the dead of night. Most "halls" carved from the corn are narrow, and hard to explore. Very few areas are wider than a wanderers shoulders. More open areas typically have more entities, which means that the more narrow an area, the "safer" it is, despite **Level 37** being Class 4.

Typically, the corn is too thick to explore through, but sometimes it is thin enough for a wanderer to explore. In these areas, entities appear, so exploring these areas is unadvised, due to potential danger. These areas also sometimes lead to small square or circular rooms, typically with a watchtower of some kind. The watchtower always contains at least 1 bottle of Almond Water.

The corn in the field can sometimes be harvested, however most corn appears to be "taken" or gone. This corn shows no harmful effects upon taking, and can be safely eaten by a wanderer. If the corn has not been taken, it is likely not fully ripe, making finding this food quite hard in **Level 37**.

## Colonies

### Cornsplorers

* Nomadic outpost set up by a few wanderers.
* 12 members.
* Helps people deal with **Level 37** and escape it.

## Entrances and Exits

### Entrances

* Sometimes, a door in Level 54 will lead here. The door always has a farming-themed mural painted on.
	+ The door has been known to appear on Level 30, also.

### Exits

* Noclipping in the wooden watchtowers will lead to Level 61.
* Another door will a different mural, typically about corn, can also be found, leading one to Level 40.
Level 69

# Level 69 - "The City of Snow"

## Difficulty: Class 4e - Unsafe - Unsecure - No Harmful Entities - Extreme Cold.

**Level 69** is the 70th level of **Infinispaces**. It is an 8km2 city shrouded in fog and raining snow.

## Description

**Level 69**, or The City of Snow, is a large city being 8km2 in size. This city has fully functioning departments such as police departments, however it appears nobody actually works in the departments. The city does have a suburban area, found near the edges of the level, working as a 1km wide ring between the level's edge and the city. When you enter **Level 69**, you will appear in the suburbs first.

In the suburbs and main city, you can actually enter the buildings, however most are locked and require some form of key or form of bashing the door down. Inside most buildings are normal interiors, however some buildings have random brick walls behind some doors. It is unknown why this occurs.

Moving on to the main city, you will find much larger buildings, and many more streetlights, benches, and general city decor. In this area, the level will reach much colder temperatures, some being hypothermia-inducing even when wearing proper clothing for the weather.

## Colonies

So far, no colonies reside on **Level 69**.

## Entrances and Exits

### Entrances

* Noclipping through a pink and black checkered wall in any level will lead here.

### Exits

* Sometimes the suburban homes lead to Level 45 instead of their normal interiors.
* No other form of exit has been identified, but an anonymous wanderer said that they found the same pink and black checkered wall inside this level. Noclipping through may work as a form of exit.
Level 125

# Level 125 - "Full of Stuff"

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

**Level 125** is the 126th level of **Infinispaces**. This level appears to be an infinite warehouse filled with random objects.

## Description

**Level 125** has been described as a warehouse with plaster walls, concrete floors, and bright lights. The floor is always a warm-hued gray, with the walls being a light gray or white color. The most notable part of this level is the random objects each room is filled with.

Every room within **Level 125** is filled with one specific randomly chosen object. This object can range anywhere from the most specific possible LEGO part in a rare color, to things like ovens or fridges. Notably, the object is always non-functional, and also cannot do harm to wanderers.

## Colonies

### ITC: Item Takers

* Medium ITC outpost.
* Hoards items to sell to other ITC bases.
* Travels around **Level 125** commonly.

## Entrances and Exits

### Entrances

* Noclipping through any appliance found in Level 110 will lead here.

### Exits

* Noclipping into a school bookshelf will lead to Level 48
* A garage door leading to Level 3 can be found after walking in any direction for an extended period for time. The door does not disappear once used though.
* Noclipping into a garden gnome leads to Level 89.
Level 863

# Level 863 - "863"

## Difficulty: Class 0 - Safe - Secure - No entities present.

**Level 863** is the 864th level in **Infinispaces**. It is a level strangely centered around the number "863".

## Description

**Level 863** takes the appearance of a large, empty office room with no furniture or objects of interest besides pillars and exit signs, with some doors on the wall. The room has one table with Almond Water, food, and various supplies to the south of the room. Strangely, around the table one will find party stuff themed around the number. Sometimes, the lights go off, yet nothing dangerous happens.

The main gimmick of **Level 863** is it's concentration on the number "863". All doors, signs, or really anything relating to text will always display the number, no matter what, and it has even changed things with signage on them entering the level. Another strange phenomenon relating to the number "863" is that whatever wanderer entering the level's mind will fill with the said number, until exit. This is non-hazardous, yet can be confusing.

The doors in **Level 863** are all locked, yet one door isn't. This door leads to the bathroom, which is a small room made of ceramic tiles with toilets, stalls, and sinks. Party stuff is found here too, weirdly. The toilets do function, yet they always appear full of some sort of viscous black sludge. This sludge is not harmful, and can be safely touched, yet it may be infested with some sort of bacteria.

## Colonies

**Level 863** is too small to support colonies.

## Entrances and Exits

### Entrances

* Noclipping into a sign saying "863" in any level will lead you here.
* A door labeled "863" in the connection will lead here.

### Exits

* One of the doors is always unlocked, find it and go through to end up in Level 0.
Level 110

# Level 110 - "Abandoned Complex"

## Difficulty: Class 5 - Unsafe - Unsecure - Entity Infestation.

**Level 110** is the 111th level of **Infinispaces**. It appears to be a seemingly infinite complex of abandoned, dystopian buildings.

## Description

**Level 110** is a level thought to be infinite in size. It is a large, complicated network of tall, abandoned buildings.

### Outside

Outside of the buildings, desolate empty streets weave between buildings. The street lights don't work, making this part of the level very dark, due to it being overshadowed by the buildings above. Here, no resources can be found but simple bits of scrap one can get from the cars. This place, despite having less entities, is devoid of any food or resources that allow survival, making it entirely uninhabitable.

### Inside

Once one goes inside, gigantic piles of rubble and garbage are seen. They can contain useful items, like Elemental Crystals or rarely working Computers. Most objects found have lost their power, or are completely non-functional though. While the trash can be cleared out of rooms, it will re-appear through unknown means. In this place, entities are more frequent, but rarely food rations and bottles of Almond Water can be found.

## Entrances and Exits

### Entrances

* Supposedly, one can enter **Level 110** through a door in Level 103, but this is unconfirmed.

### Exits

* Exit out of **Level 110** is only doable through one way, being a door located in one of the buildings that always leads to Level 115.
Objects

Objects are unique things not from the real world that manifest in **Infinispaces**. These can be anywhere from simple materials to entire machines with proper functions.

Currently, this page only has objects 1 to 200, as it is planned that objects 201 to 999 will be on another page.

## Objects 1 to 200:

* Object 1 - "Almond Water"
* Object 2 - "Infinidollars"
* Object 3
* Object 4 - "Elemental Crystals"
* Object 5
* Object 6 - "Outlets"
* Object 7
* Object 8 - "Anomafruit"
* Object 9
* Object 10
* Object 11
* Object 12 - "Cashew Water"
* Object 14
* Object 15 - "Computers"
* Object 16
* Object 17 - "Portable Vending Machines"
* Object 18
* Object 19
* Object 20
* The rest of the list will be opened when these first 20 are filled.
Level 13

# Level 13 - "Apartment Complex"

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

**Level 13** is the 14th **Infinispace**. It appears to be an apartment complex.

## Description

**Level 13** was discovered on May 10th, 2019 by a group of MIG explorers in Level 11. The main structure of **Level 13** resembles a large, fancy apartment complex with distinct red carpets and white walls. This level has around 150 floors, with each being presumably 500km2 across. This level is made up of mostly curved/straight halls with rooms attached. The rooms vary in size, but normally contain useful items such as Almond Water or computers.

### Halls

The halls of **Level 13** typically twist and turn in many directions. Sometimes, the halls appear near infinite in size, reaching two of the level's edges, or being very short. There is no proper defined way for these halls to go by, so many are different. However, due to the visual similarity between halls, one can get lost in the depths of **Level 13** very easily.

Each hall has at least a few doors attached. These either lead to staircases to access the other floors, rooms, or another hall.

### Rooms

Rooms in **Level 13** have been found to be many sizes. They appear to range in size from between a closet to a very large room like that of a gymnasium (the largest discovered room was about 80ft by 80ft). All rooms contain at least 1 bed, a small-medium sized kitchen, and sometimes an attached bathroom. Normally, objects can be found in these rooms, along with leftover food in fridges.

The rooms are by far the safest part of **Level 13**. They normally lack entities besides the larger rooms, and always contain some sort of resource, albeit food, Almond Water, or computers.

### Staircases

Staircases are the main way of getting between floors in **Level 13**. They are normally made of concrete walls and floors, and are set up in a way where every staircase reaches all floors. Rarely though, the staircases may have collapsed making them unusable and unsafe.

## Colonies

### MIG: L13 Base

* Created by the team that discovered **Level 13**.
* Used to research the level's properties and functions.
* Has 8 permanent members, but normally has a few more staying.
* In one of the larger rooms of the level.

### Lost Hallway

* A presumably abandoned outpost.
* Was in a small section of hallway completely disconnected from the rest of **Level 13**.
* Disconnected because it was connected purely by a weak staircase that ended up collapsing.
* No form of entering the outpost.

## Entrances and Exits

### Entrances

* In Level 11, a few discovered doors are known to lead here. They are all made of the same wood as the doors in this level.

### Exits

* Rarely, a door near the edges of the level may lead to Level 12 or Level 20.
* A completely collapsed staircase that was discovered is known to lead to Level 0 if you no-clip.
Level 80

# Level 80 - "Gray Apartments"

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

**Level 80** is the 81st **Infinispace**. **Level 80** also appears as a large apartment building made entirely of gray plastic.

## Description

**Level 80** is a huge apartment block made of gray painted plastic. The apartments are not only anomalous in the fact that they are entirely made of plastic, as random doors, tables, and chairs found in nonsensical places are all found.

The labyrinth of the gray halls are found. This area is around 10km2, and on the edges, a large white abyss is to be found. This abyss, from studies, is proven to work similarly to The Void, with an absence of gravity and no physical matter. This area acts as a large 100km diameter sphere engulfing the level. Travel outside this sphere has not been done, so it is not known what is outside.

Uniquely, all of **Level 80** is composed of some form of hardened plastic with a hardness of rock. This plastic is painted gray, and comes in several different shades of gray displaying different materials, as if this level were in a black and white film. This plastic will also change its texture to better represent a material, such as concrete being much rougher in texture compared to normal smooth plastic. Light bulbs also appear to be made of 100% plastic. It is not known how these function, as these bulbs producing light should be impossible if they are fully plastic.

## Colonies

### The Explorers of **Infinispaces**

* Small group of 15.
* Planning to map out any and all possible levels to map.
* Heavily guarded, but nomadic.
* Has several maps for sale, if you have enough Infinidollars to buy them.

## Entrances and Exits

### Entrances

* A fully gray plastic door in The Connection will lead to **Level 80**.
* You can also enter by noclipping through anything plastic in any level between 3 and 15.
* A gray door made of plastic in Level 79 is also known to lead here.
* Traveling through the ventilation system long enough in Level 65 will lead here.

### Exits

* Sometimes, the more nonsensical doors lead to Level 82 or Level 84.
* Sometimes, a multicolored cube can be found. Noclipping through leads to Level 70.
* It is presumed that traveling through the sphere around **Level 80** to the endpoint will lead to The Void.
The Connection

## Difficulty: Class 0 - Safe - Secure - No Entities.

**The Connection** is a secret **Infinispace** level, and appears as an infinite hall with doors leading to other levels.

## Description

**The Connection** is a long concrete brick hall that curves. A window lighting the hall with many colors is on the right, and the floor is made of carpet. Doors found on the left wall are found. These doors are numbered. Each door leads to a different level.

Notably, it is impossible to find or see any other wanderers.

### Doors

This section is devoted to documenting where each door leads. If you find yourself in **The Connection**, this section will be useful.

Link: The Connection - Doors.

Note: Each door is separated by a kilometer difference. Sometimes you wont end up in the level you want to, as the doors are all randomly generated from the entrance.

## Colonies

No colonies exist on this level, as it is impossible to see another wanderer.

## Entrances and Exits

### Entrances:

* A wooden door can be found in any level, leading here. This door is extremely rare though.
* Another form of entry has been discovered. Rarely, in Level 45, one can find a door labeled "Connection". It is known that this door leads here.

### Exits:

* To view exits, look at The Connection - Doors.
Level 3

# Level 3 - "Industrial"

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

**Level 3** is the 4th **Infinispace** level, and is an infinite industrial complex of machine filled rooms and halls.

## Description

**Level 3** is an industrial complex of machines, pipes, conveyors, and there is also old computers from the 90's. This level is mostly rooms and halls, in which rooms are normally filled with machines, and halls are normally filled with pipes and desks. Garages can also be found, sometimes even with trucks.

Machines, computers, and conveyors notably work, despite not normally working on previous levels or levels after this. Because of that, many people decide to salvage these machines, but that normally leaves to an electrified death, as these machines are normally made of metal. Computers, when turned on though, only show a bluescreen. Conveyors do work, as mentioned, but do not move anywhere as they are turned off by default, however switches to turn them on are typically found nearby.

Onto garages, these rooms are medium to small in size, but they can contain locked trucks without gas. The doors cannot be opened though. Notably, garages are more damp than other parts of this level.

## Colonies

### ITC: Trade Post B

* Minor trading outpost.
* Has only 2 full-time members.
* Near an exit to Level 4.
* Used to do trading within **Level 3**.

## Entrances and Exits

### Entrances

* Metal doors in Level 2.
* Staircases in Level 1 can lead here.
* A normal door that opens like a garage door in The Connection leads here.
* Noclipping through a bush in Level 85.
* A garage door found in Level 125 can also lead here. The door appears to also be located in Level 53.

### Exits

* Some doors, always metal, lead to Level 4.
* Staircases going down lead to Level 1.
* Noclipping through the floor leads to Level 2.
* A brightly colored door can be found here, transporting one to Level 20.
Дарла Зайцева

**Данная страница является незавершённой!**
Она содержит неполную информацию. Вы можете помочь нам, закончить её, написав недостающую информацию.

## Основные данные

### Вид:

Медведь

**Дарла Зайцева** (англ. *Darla O’Hare*) — персонаж из игры «Cozy Grove». Он является вторым медведем, которого находит Огонёк.

## Информация

Каждую субботу Дарла предлагает игроку пять случайных париков, которые можно купить в её коллекции.

## Появление

Каждую субботу, если игрок желает, он может принять квест от Дарлы. Она попросит игрока найти и надеть три предмета одежды, которые либо принадлежат игроку, либо продаются у мистера Лиса или любом другом магазине, торгующим одеждой.

Как только игрок наденет предметы и поговорит с Дарлой, она вознаградит его эксклюзивным предметом. Одежду, подаренную Дарлой, нельзя получить где-либо ещё.

## История

***Этот раздел нуждается в заполнении.***

## Интересные факты

***Этот раздел нуждается в заполнении.***

## Диалоги

***Этот раздел нуждается в заполнении.***

## Галерея

***Этот раздел нуждается в заполнении.***
Level -1

# Level -1 - "Monochromatic Halls"

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

**Level -1** is the first negative level of **Infinispaces**. It appears to be a labyrinth of repeating grayscale halls.

## Description

**Level -1** was the first discovered negative level. It was discovered on January 3rd, 2011. It appears to be an infinite maze-like structure of gray colored halls. Most halls in this level are very thin, and cramped, with most being 2-4 feet thick. Rarely, more open halls can be found. Each hall is also adorned with 3 to 8 doors, partially dependent on size. Smaller halls have fewer doors than the larger halls.

The floor of this level appears to be some sort of moist carpet. The carpet in this level seems to be saturated with some sort of unknown substance, similar to that in Level 0. The liquid can be collected, but it is not water or any known liquid. It isn't safe to drink either, mostly due to bacteria.

Many walls and the ceiling normally have mold or a colony of insects growing on them. Typically, the insects are flies, but can be other things, like ants or mosquitoes. The insects in this level appear to be immune to the effects of the carpet liquid, for an unknown reason.

## Colonies

No colonies reside in **Level -1** due to it's small size.

## Entrances and Exits

### Entrances

* You can normally get here from Level 1 by noclipping. This can also lead to Level -2.
* Sometimes, doors in Level -3 or Level -4 may lead here.

### Exits

* After traveling for a while, one may come across a staircase that leads to Level -2 or Level 0.
Level 53

# Level 53 - "Neon Parking Lot"

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

**Level 53** is the 54rd **Infinispace**. It is an infinite parking lot, with many neon lights.

## Description

**Level 53** takes the appearance of an infinite parking lot made of concrete, with several lights taking on neon colors. The structure of this level is generally flat, but raised areas, other floors, and ramps can all be found. Sometimes, windows or garage doors are also located here, but rarer. Do not approach any window though, as it is likely a trap.

The area of **Level 53** is mostly lit up with neon-colored lights, ranging from colors like blue, green, or red. The most common color is a greenish-blue color, that many of the lights are colored. Some rare examples of colors include of yellow, purple, or orange. These "rare" lights typically indicate something anomalous nearby.

Cars can rarely be found parked in this level. These cars are very dangerous due to a myriad of anomalous properties, not fully documented. There are some known things though. Known events from entering cars include:

* Any black-colored car will instantly cause the wanderer to noclip into a class 3 or above level.
* Red cars appear not to do anything, but if they are started, they may explode.
* Yellow cars are rarer than the other colors, and will normally contain an entity.
* Green cars are also located here. They will normally cause a wanderer to die of unknown means. If that doesn't happen one may be seriously injured with no memory of the incident.
* A blue colored car may contain an anomafruit. Due to this, any blue cars should be avoided at all costs.
* Any other color or appearance of the cars should be avoided, or be approached with caution, as they are undocumented and unknown.

## Colonies

### ITC: Trade Post L

* One of the many lettered trade posts from the ITC.
* Has a small manned outpost, with typically 4 people working.
* Mostly used for collecting objects, but will trade with wanderers in **Level 53**.

## Entrances and Exits

### Entrances

* **Level 53** is most commonly came across by a metal door that is located in Level 64. Notably, the door only appears after one travels through the level for a few days.

### Exits

* Some garage doors can lead back to Level 3 on occasion.
* Windows that aren't traps can be opened to appear in Level 32.
* Instances of black-colored cars will lead to a class 3 level or above.
Level -8

# Level -8 - "The Concrete Tunnel"

## Difficulty: Class 5 - Unsafe - Unsecure - Extreme Entity Count.

**Level -8** is the 8th negative **Infinispace**. It appears as an infinitely long tunnel made of concrete. It was discovered on March 24, 2012.

## Description

**Level -8**, unlike its positive counterpart, is entirely indoors and made of concrete, with a light layer of cold water at the bottom. Gravel is found at the bottom of the tunnel, in the shallow water. Minerals are found in this gravel. Sometimes geodes are also found.

The tunnel faces in only 2 ways, being forwards and backwards. Assumed to be infinite in length, so when you enter the level, you will always appear in a random section of the tunnel. It is almost always a new section that is unexplored. Navigation in this level, and finding where you are in the tunnel, are both impossible due to the level's size.

In **Level -8**, entities are found much more frequently than other levels. Most hostile entities not exclusive to other levels are found here, meaning a great variety of entities are found here.

## Colonies

No significant colonies or outposts have been found since the level's discovery.

## Entrances and Exits

### Entrances

* Typically, a small patch of damp, dark grey concrete can be found on Level -7. Noclipping through it leads here.

### Exits

* Sometimes, a door made of rusted metal can be found, leading to the next negative level, Level -9.