Level 666

## Level 666: "Welcome To Hell"

### Description:

**Level 666** cannot be truly described in the traditional sense, as every Wanderer who walks into its confines has a different experience. Because of this, two people cannot exist in the same Manifestation and cannot cross into another individual's Manifestation. One universal constant exists between all Manifestations, and that is the presence of signage that states "Welcome to Hell" in the language the Wanderer is most fluent in. This most commonly takes the form of neon signs, graffiti, or welcome mats; stylistically fitting with its surroundings. No matter the light level nor sensory abilities of the Wanderer, this signage is visible to them. If the Wanderer is illiterate, the signage will always be spoken in their most fluent language instead. Wanderers who do not know any language, written or spoken, instead get a visual sign communicating that they have entered the level.

All Manifestations of **Level 666** consistently play up and exploit a Wanderer's fears, vulnerabilities, and insecurities. Whether the individual is conscious of these fears or not has no element in how the Manifestation is created. The combinations of human fears possible are theoretically infinite. If a Wanderer has no concept of fear, conscious or subconscious, for any reason, they cannot enter the level. Even if the combination of fears is the same for multiplt different Wanderers, Manifestations will still generate different between all of them. There are no limits to the number of Manifestations that can appear simultaneously, and the number of Manifestations does not affect how one is generated.

### Manifestation Classification:

Because Manifestations of **Level 666** are so varied, a shorthand guide to classify what your personal hell's dangers are is in use. Classifications are divided into multiple categories and noted using a letter and a number (such as L1). The categories are Destruction, Entities, Audio, Lighting, and Sanity; shortened to an acronym DEALS.

#### D (Destruction):

Destruction describes the physical and environmental dangers a Manifestation has.

**D0:** No environmental threats are at play. All land is stable, with no natural disasters. Most, if not all substances are safe to inject or drink.

**D1:** Slight environmental threats are at play. The land is slightly unstable and natural disasters may occur if provoked. A good chunk of chemicals are safe but proceed with caution.

**D2:** Moderate environmetal threats are at play. The ground may be worrying to walk on, and natural disasters are somewhat prevalent. Only about a half to a third of chemicals are safe at this destruction level.

**D3:** Major environmental threats are at play. The ground may give way at any moment or may not even exist, and natural disasters are as far as the eye can see. A majority of chemicals are unsafe and should not be ingested at any point.

#### E (Entities):

Entities describes the frequency of entities in a Manifestation.

*This category is functionally identical to the Entity Count levels in Survival Classes.*

**E0:** Devoid of Entities.

**E1:** Minimal Entity Count.

**E2:** Low Entity Count.

**E3:** Medium Entity Count.

**E4:** Entity Infestation.

#### A (Audio):

Audio describes the level of ambient noise in a Manifestation.

**A0:** No noise is present, not even ambient noise. This can present a sanity hazard even if the Manifestation has no other sanity hazards.

**A1:** A small amount of ambient noise is present. This amount of Noise is about equivalent to what would be present in a majority of The Frontrooms.

**A2:** A moderate amount of ambient noise is present. While noise at this level may not cause permanent damage, it is a constant presence and cannot be ignored by most Wanderers.

**A3:** A high amount of ambient noise is present. Spending a long time at this level will cause permanent hearing loss, though it will not cause any other symptoms.

**A4:** An extreme amount of ambient noise is present. Wanderers cannot spend long at this level, as it poses the risk of bursting eardrums and causing damage to internal organs.

#### L (Lighting):

Lighting describes the amount of natural light in a Manifestation.

**L0:** No natural light is present at all. Anything with this level of lighting is pitch black. Sanity may be an issue at this level, as various biological processes controlled by light cannot work properly.

**L1:** A small amount of natural light is present. This is about equivalent to the lighting in The Frontrooms at night. Wanderers will not be able to see well at this level of lighting, but most creatures that have good nocturnal vision can see just fine.

**L2:** A medium amount of natural light is present. This is about equivalent to the lighting in The Frontrooms during the day.

**L3:** A high amount of natural light is present. Staying in this level of lighting is painful to most, and may cause permanent vision damage if resided in for a long amount of time.

**L4:** A blinding amount of natural light is present. It is almost impossible to see at this level and can cause permanent vision damage and blindness quickly.

#### S (Sanity):

Sanity describes the mental danger a Manifestation has.

*Something can only count towards the Sanity level if it is not explained by a better category, such as the lack of noise in A0. Existing mental conditions also do not count towards the Sanity level.*

**S0:** There are no abnormal mental threats in the Manifestation.

**S1:** There is a low amount of abnormal mental threats in the Manifestation. Symptoms of hypomania or dysthymia are examples of S1 threats. No abnormal form of psychosis happens in this sanity level.

**S2:** There is a moderate amount of abnormal mental threats in the Manifestation. Symptoms of mania or depression are examples of S2 threats. Delusions and auditory hallucinations may occur at this sanity level.

**S3:** There is a high amount of abnormal mental threats in the Manifestation. Full-blown psychosis with symptoms of hallucinations across all senses almost always occur at this sanity level. Staying at this level for too long usually causes permanent psychological damage.

### Colonies and Outposts:

It is impossible to establish Colonies or Outposts in this level, as only one person can ever be in a single manifestation of the level.

### Entrances and Exits:

#### Entrances:

An exhaustive list of entrances is not possible to create as of yet, as the theoretical amount of entrances are infinite and are different for every person. However, some entrances are more common than others. However, the only universal way of entering **Level 666** is through Level 332.

#### Exits:

Finding a message displaying the text "Ready For Round Two?" in blood and writing I'm ready with your own blood next to it will lead to Level 666.1.