recursal/Fanatic-Fandom huggingface dataset:
Level 70

# Level 70 - "Nuclear Wastes"

## Difficulty: Class 5e - Unsafe - Unsecure - No Entities - High Levels of Radiation.

**Level 70** is the 71st level of **Infinispaces**, appearing as a large plain with a power plant.

## Description

**Level 70** is a large desert plain similar to many places in the midwest of the United States. The level's plain is assumed to be infinite, with no evidence to either side on if it is infinite or not. The level is stormy, with bluish gray skies and sometimes thunderstorms, which can be very dangerous in such a flat area.

In the distance from the plains, one will see a power plant, with it's giant cooling towers. A green glow emits from the plant, along with heavy amounts of toxic fog, likely radioactive in nature. Approaching this power plant is ill-advised, as one will easily perish on the way to the plant. Most of the time, people die before they even reach the halfway point, meaning information on this area is scarce.

The entirety of **Level 70** is covered in radiation. The whole level is radioactive, with high amounts of radiation around 20 to 30 times the weekly value one gets on earth. This radiation will slowly eat away at a person until they die on this level. Luckily for most people on this level, cars can be found on the many highways dotting the plains. These cars are devoid of resources, yet they hold an anomalous effect that prevents any radiation from entering the car.

Various objects and buildings are found in the plains of this level. These can range anywhere from concrete barricades to destroyed barns and fences. None are anomalous, yet these can hold many resources if found. However, cars lack any resources.

## Colonies

This level has been deemed too dangerous for colonies, and such, none are found in **Level 70**.

## Entrances and Exits

### Entrances

* A metal door that emits radiation in any level after this will lead here, through one of the destroyed buildings.
* Noclipping through a multicolored cube in Level 80 has a 100% chance of leading here.
* A door in Level 68 leads here.

### Exits

* Sometimes one will noclip into either Level 68 or Level 78.
Level 100

# Level 100 - "The Village of Loneliness"

## Difficulty: Class 4x - Unsafe - Unsecure - No Entities - Mental Hazard.

**Level 100** is the 101st **Infinispace** level. It is a 10km2 village with houses spaced far apart, along with a thick fog.

## Description

**Level 100** is a large village with houses spaced far from each other. The village is 10km2 in size, on an infinite flat plane of grass, shrouded in blue fog and rain. Each house is connected via dirt roads shoveled into the grass, and the distances are usually long. The number of houses in this level varies, as one report says there is only a couple of houses, whilst another listed hundreds. The amount of houses connects with the length of the pathways.

This level is covered in a blanket of fog. This fog makes exploring difficult, and can result in lowered sanity, and possibly, insanity. This fog is bluish in color, and can be notably felt as a mist throughout the level. Sometimes, rain will start falling. During this time, sanity lowers much faster than normal for some strange anomalous effect.

In **Level 100**, no entities or other humans can be found. This can drastically lower sanity along with all of the other hazards to sanity. It is unknown what causes this effect though. Entering **Level 100** with multiple people will result in the group being separated due to this effect.

## Colonies

It is impossible to form a colony in **Level 100**.

## Entrances and Exits

### Entrances

* One door in Level 99 will lead here.
* A door labeled "loneliness" in The Connection will lead here.

### Exits

* Inside one of the houses, one can noclip through a TV to end up in Level 104.
* Rarely the houses can lead to Level 45 instead of one of the home interiors.
* Noclipping through a bench leads to Level 101.
Level 90

# Level 90 - "Darkened Bathroom After Hours"

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

**Level 90** is the 91st level of **Infinispaces**, and is an infinite bathroom shrouded in darkness.

## Description

**Level 90** is an infinite bathroom without functional lights. The overall level appears as a public bathroom with long rows of stalls and sinks. Some rows can reach several kilometers in length, but nobody knows why. It is known that these are too long to properly function as a public bathroom, and that they are too long for any building.

These bathrooms are all interconnected with similarly decorated hallways. These hallways sometimes contain stalls and sinks, however these stalls and sinks are always glitchy and appear halved, in several pieces, or destroyed in some anomalous effect.

This level is one of the more dangerous levels, being class 4. Entities typically lurk in our outside of the stalls, but never in the hallways. Sometimes corpses of these entities can be found, specifically in the halls. Entities also hide inside the toilets, however most entities that cannot swim end up drowned in the toilets.

All forms of liquid native to **Level 90** appear to be replaced with some sort of strange fluid not found on Earth. This liquid is relatively unknown, as no outpost to research it has been set up. It is known that this liquid is unsafe to consume, and toxic. Only a couple symptoms are known, these symptoms are: darkness of skin, turning almost pitch black. This black is noticeably darker than vantablack. Many people confuse other wanderers for entities because of this symptom. The second known symptom is fatigue. This fatigue is very heavy, and typically "glues" somebody to wherever they are sitting.

## Entrances and Exits

### Entrances

* Entrance to this level is random, but it is generally known you can enter here from a bathroom stall door in Level 24. This door rarely appears, and is covered in grime and dirt.
* You can also enter through Level 89, by walking off the dirt path or noclipping anywhere.

### Exits

* Sitting INSIDE a toilet and flushing will "flush" you into Level 34. This is likely due to noclipping.
* Sometimes you can noclip through the glitchy stalls and sinks, this leads to The Void normally, but it has a chance of leading to a random level.
* A metal sliding door has a chance to replace a stall door. Going through leads to Level 95.
* One stall door is known to lead to Level 68.
Level 20

# Level 20 - "Indoor Playgrounds"

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

**Level 20** is the 21st level of **Infinispaces**, appearing to be a large maze of interconnected play places.

## Description

**Level 20** is a presumably infinite labyrinth of indoor play places connected together in a maze-like fashion. The level's size is unknown, but as stated earlier, it is thought to not be finite, rather, infinite. No true map of the level exists either, and with the unknown size, makes this level hard to explore.

This level is split up into multiple distinct sections. They are known as "The Bright", "The Night", and "The Unknown".

### The Bright

The Bright is the most prevalent and common area of **Level 20**. This section takes the place of basic, brightly lit play places one would see in any generic building. The floors of this section are either of fabric netting, colorful mats, or brightly colored plastic/metal. The walls though, are almost always plastic or netting, with netting typically used deeper inside, with plastic normally being used for smaller rooms or any tube. Slides also appear in this area.

### The Night

The Night is the second section, and the lesser-common section. This section appears nearly identical to the Bright, with a few major differences. The lights are dimmer, or nonexistent, and the plastic, netting and mats are all darker colored. In this section, entities are more common, meaning one has to explore this area with caution.

### The Unknown

The Unknown is the rarest and least-documented section of **Level 20**. Not much is known about the Unknown, hence the name. More research is needed, but, it is described to be much darker than the Night, yet also much brighter than the Bright. Here, entities are said to be extremely common, with anomalous objects also being found here.

## Colonies

### MIG: Playland

* Larger MIG base.
* About 90 inhabitants.
* Set up in the Night.
* Has a small government set up.
* Has a few non-residential buildings, like a school and fire department, even a mansion for the government of this colony.

## Entrances and Exits

### Entrances

* A brightly colored door that can appear in Level 3 or Level 7.
* You can also get into a claw machine in Level 19 on rare cases to get here.
* A door near the edges of Level 13 can lead here.

### Exits

* Sometimes windows showing a bright/dark exterior can be found. The bright windows lead to Level 23 when opened, and the dark ones lead to Level 18.
Store

The **Store**, is where Kirka.io players can purchase skins and cards with coins, and limited time skins with diamonds.

### Chests

   **Chests** are used to unbox skins for weapons.

* Wood
* Ice
* Golden

### Cards

**Cards** are used to unbox characters.

* All

### Limited Time Skins

**Limited Time Skins** can be purchased with diamonds. All limited time skins rarity are **Epic**, **Legendary** and **Mythical**

* Easter 2023
* Saint Patrick 2023
* Valentine 2023
* Christmas 2022
* Halloween 2022
* Samurai
* Forth Bundle
* Easter 2022
* Christmas 2021
* First Bundle

 Choco
 Egg Hunt
 Sunday

 Fortunado
 Billion
 Lucky

 Teddy
 Heartbeat
 Infraction

 Peppermint
 Sweater
 Yule
 Wrapping

 Skel
 Kin
 Widow

 Hideyoshi
 Zen
 Bushido
 Samurai

 Maze
 P-40
 Labyrinth

 Bunny
 Ostern
 Easter
 Paques

 Grinch
 Candy
 Gift
 Cane

 LOL
 Nyan Cat
 Crazy
 Toxic

### Purchasing Diamonds

Using real world money, diamonds can be purchased in Kirka.io.

 80
 200
 650

### Purchasing Coins

Using diamonds, coins can be purchased in Kirka.io

 40000
 100000
 325000

### History

 v0.35
 v0.36.7
Level 95

# Level 95 - "The Empty Underground"

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

**Level 95** is the 96th **Infinispace**. This level appears to be an infinite abandoned metro station.

## Description

**Level 95**, also known as the empty underground, is a large system of completely empty and generally flat metro tunnels. Many of the rooms can be quite big, others can be much smaller though. The image is an example of a smaller tunnel. The tunnels are also very dusty, with most surfaces covered. Any staircases, elevators or any other form of elevation to the surface will instantly disappear once a wanderer stops looking at it. If these are entered, they are presumed to lead to The Void. Notably, there are no trains.

Entities are very prevalent in **Level 95**, and found frequently throughout the level. However, no more than 2 entities can be found in this level. So generally, entity encounters are common, yet not dangerous or hard to fend off. Strangely, they are never found on the tracks, despite there being no trains in this level.

### Ruined Tunnels

Sometimes, sections of completely ruined tunnels can be found. Holes in the ceiling letting sunlight through can be found here. Most of the metal is rusted, and entities are much more common. These areas are also completely devoid of any resources like Almond Water, and sanity will drop faster than usual. It is recommended to stay away from these areas. Not much is known about the ruined tunnels.

## Entrances and Exits

### Entrances

* Sometimes, a metal sliding door in Level 90 can be found. It will lead here.

### Exits

* You can enter Level 98 by noclipping, however this can also lead to Level 97.
Entity 1

# Entity 1 - "Beings"

## Habitat: Most levels.

**Beings** are the first discovered entity in **Infinispaces**. They appear to be shadow-like creatures that are not as hostile as other entities.

## Description

**Beings** appear to be humanoid shadow beings that will hunt wanderers within most levels. They are the most prominent and common entity, and are not as hostile and dangerous as other entities. Most **beings** are not armed, and use unknown means to kill.

Unlike their larger cousins, Shadows, **Beings** cannot phase into walls, and are found all across **Infinispaces**, instead of just dark levels. It appears that most **Beings** will stalk around corners, until a wanderer comes nearby, and then it will attack.

Also unlike Shadows, **Beings** cannot be tamed.

## Do's and Don'ts

### Do's

* Avoid.
* Be careful around corners in levels with many **Beings**.

### Don'ts

* Fighting the **Being**, as they are very strong.
* Ignore any danger presented by a **Being**.
Level 820

# Level 820 - "The Greenrooms"

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

**Level 820**, also known as **The Greenrooms** is the 821st **Infinispace**, being an infinite maze of green walled rooms and ceramic floors.

## Description

**Level 820** has a structure of long halls of green walls, ceramic floors, and offset ceiling lights. These rooms are empty, repeating, and in general, all very typical and generic. Not many things of interest can be found in this level, yet sometimes objects of interest can be found, such as Almond Water, or any object from the rest of **Infinispaces**.

Sometimes in these rooms, signs, furniture, and pillars can be found, breaking up the generic filling this level. The signs are always written in a nonsensical language, and do not direct anything. The pillars can have entities behind them, rarely. The furniture is the most unique.

Furniture in this level is anomalous. Shelves and counters are not anomalous, yet furniture with a purpose relating to electricity, like fridges and ovens are. Ovens, rather than warming up on the inside, will cool objects, while fridges are the exact opposite, warming whatever is inside. Lockers can be found, with random numbering, with the most common being 820, giving this level its name. Sometimes Almond Water can be found in the lockers and shelves though.

## Entrances and Exits

### Entrances

* A green-painted door can be found in Level 810, leading here.
Level 85

# Level 85 - "Road to Nowhere"

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

**Level 85** is the 86th **Infinispace** level. **Level 85** appears as an infinitely long highway in a desert.

## Description

**Level 85** is an infinite highway with a desert on either side. **Level 85** is known to have a consistent dryness, and a constant temperature of around 95°F, or 35°C. **Level 85** is also split into two (2) sections, the Highway, and the Desert.

### The Highway

The highway is the safer part of **Level 85**. Here, entity encounters are rare, and supplies of varying contents can be found either on the side of the road, or in broken down cars. This section is the less glitchy part of **Level 85**, but multiple anomalies are found here.

Anomalous in the highway include of glitchy cars and strange objects. The cars are buggy in the form that they do not have a proper working interiors. Sections within cars can some times be non-collidable or be collidable in areas in which they should not. Supplies within **Level 85** can also be anomalous. Normally, objects are in the form of wrappers, food, and Almond Water, yet many anomalous objects are also to be found. Sometimes, an object will instantly phase through the floor when touched, or that it will float up into the sky like a balloon.

### The Desert

The desert is the other section of **Level 85**. This area is also more dangerous than the highway. In this area, no supplies are to be found, and entity encounters are more common. This area is only composed of sand, dirt, rocks, and various bushes dotting the landscape. On these bushes, research done by the MIG has proven that these bushes are anomalous in the fact that some are non-collidable.

In the desert, glitchy cabins are to be found. These take the appearance of standard wood-log cabins, and glitch in many forms. When approaching one, a wanderer will feel a sense of forebode, and that the wanderer will lose sanity at a very quick rate, faster than normal. Another anomalous effect appears to keep wanderers away from these houses, and nobody knows how or why. When around these houses, a wanderers memories may also get switched or fabricated into other things. Thankfully though, these houses are very rare.

## Colonies

### MIG: Sandy Outpost

* Small MIG research outpost.
* Researches the cabins in the level.
* Has 9 members.

## Entrances and Exits

### Entrances

* Rarely, a destroyed car door that opens like a normal door can be found in the ground of Level 14. This door will lead one to **Level 85** via a car door in one of the cars.
* One person claims they entered into **Level 85** from Level 89 via a house door in the level. This has only been recorded to happen once, and is likely very rare.

### Exits

* A wooden door can be found standing up right in the desert. Going through leads to Level 95.
* One can noclip through a bush. This can lead to a variety of levels, most notably: Level 0, Level 1, Level 3, Level 15, and Level 60.
Level 57

# Level 57 - "The **Infinispace** Woods"

## Difficulty: Class 2e - Unsafe - Secure - Low Entity Count - Potential For Dangerous Fauna.

**Level 57** is the 58th level inside **Infinispaces**, appearing as a large forest of unknown size.

## Description

**Level 57** takes the appearance of a typical forest, without any unique properties or anomalous, such as anomalous flora and fauna. This forest contains all things a normal Earth forest would contain, such as trees, ferns, and rarely small rivers.

Sometimes, objects and buildings that are not natural. These include of wells, abandoned houses, fences, and crates made of wood. For the most part, none of these are anomalous, yet wells sometimes hold anomalous properties. Wells can lead to other parts of a level, like a tunnel instead of a typical well. Sometimes the wells are filled with random liquids. Normally they are filled with water, but rarely, they can be filled with milk or Almond Water instead.

**Level 57** contains a large selection of fauna, too. Most of the time, fauna one will find are small insects, like ants, but sometimes, larger animals can be found. These include of foxes, wolves, boars, and bears. These animals act the same as their real world equivalent, yet they appear to have a heightened sense of fear against humanoid figures than normal, likely because of the abundance of humanoid entities.

The size of **Level 57** is unknown, yet a picture of a supposed ”edge” of **Level 57**. Further research by **Infinispace** Castle is being done.

## Colonies

### The Forest Way

* Large complex of settlements on a main path going through **Levle 57**.
* Each settlement has at least 20 members, with the largest having 92.

## Entrances and Exits

### Entrances

* A door made of bark will lead here. The door mainly appears in The Connection, yet it can also appear in Level 25.

### Exits

* Noclipping will lead one back to Level 25, no matter what.
* Sometimes one will end up in Level 57.1 after jumping down a well.
* Noclipping through a red colored tree leads to Level 8.
Level -37

# Level -37 - "Square Poolrooms"

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

**Level -37** is the 37th negative level of **Infinispaces**. It appears to be an infinite stretch of rooms filled with water.

## Description

**Level -37**, commonly referred to as the Square Poolrooms, is an infinite maze-like structure of the same square rooms, filled with vibrant blue water. Each room is filled with water knee-deep. While the water is clean, it lacks any possible nutrients to sustain life. Rarely, a couple bottles of Almond Water can be found submerged.

This level is considered a "sister level" to Level 22, due to both showing many similarities. Both appear to be filled with the same water, and that both appear to be made of the same tiles. This has truth to it; as both levels are connected via both entry and exit points. They appear to be in the same general area if you look at the levels from the Void.

Most rooms in this level are sunlit, but some are dark, lacking any light. These rooms appear to drain one's sanity, until the room is exited. Entities appear in these rooms, normally swimming in the water.

## Entrances and Exits

### Entrances

* You can only enter this level by noclipping in a square-shaped room in Level 22. Doing so will lead here.

### Exits

* Noclipping will normally lead one to Level 22.
Level 300

# Level 300 - "Ungentle Hum"

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

**Level 300** is the 301st **Infinispace** and it is an infinite suburban house with constant humming.

## Description

**Level 300** appears as a dark suburban house, with a hum of fluorescent lighting at maximal volume playing. This level contains all things a normal suburban house would, such as doors, stairs, and various forms of furniture.

Entities in **Level 300** are very common, with instances of Shadows found everywhere, typically behind doors. Entities also like to sit around staircases and in closets, so before exploring into a new are between stairs and doors, it is recommended to not go in unarmed, or without using the sense of hearing.

Another danger **Level 300** possesses is its loud noise. As stated earlier loud fluorescent lighting hums are heard in this level. This hum is very loud, yet cannot damage ears. This hum however, can damage sanity, leading to this level's heavy amounts of insane people roaming the halls of **Level 300**, making Almond Water a must.

Sometimes, other rooms than the typical rooms in this level can be found. These are kitchens and bathrooms.

### Bathrooms

Bathrooms are the less anomalous rooms other than the typical in **Level 300**. Bathrooms are small rooms always with at least one toilet and sink. The hum in the rest of **Level 300** cannot be heard here, and entities are much less common, making these rooms the safest point in **Level 300**.

### Kitchens

The kitchens are the much less safe rooms in **Level 300**. These have much more common entities, along with environmental hazards due to the gas stoves in this level commonly killing wanderers. Not much is known about the kitchens.

## Colonies

**Level 300** has been considered too dangerous to support colonies, and so, nobody has started one.

## Entrances and Exits

### Entrances

* A wooden door can be found in Level 295, leading here.
* Noclipping through a door made of metal in Level 305 can lead here, into one of the bathrooms.

### Exits

* A metal door leads to Level 302, yet it can also lead to Level 304.
Level 10

# Level 10 - "Wooden Labyrinth"

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

**Level 10** is the 11th **Infinispace**, which appears to be an infinite maze of halls with wooden walls.

## Description

In **Level 10**, the floors are damp concrete, the walls made of wood, and with tiled ceilings. The floor may also have carpet on it, equally as damp. Both liquids saturating the floor in areas is unknown, and unsafe to drink. The entirety of **Level 10** has a strong, distinct smell of wood. Doors can be found, separating rooms, but they never have a window.

Many beings are located in **Level 10**. Most of them lurk in smaller hallways or behind doors. Be sure to check doors before opening them, as an entity may ambush. Due to this, not many people make it past **Level 10**, and die before levaing.

Rarely, various rare resources can be found in this level. Things such as elemental crystals, computers, or cashew water are most common. Sometimes, more anomalous or dangerous objects are found, like instances of anomafruit. Sometimes, outlets can be found in the walls so you can power other objects. Computers are most common in rooms with several outlets.

## Colonies

Due to this level's danger, no colonies are located here.

## Entrances and Exits

### Entrances

* A metal door in Level 9 is the easiest way of getting here.
* You can also get here from breaking the floor of Level 1 and going through.

### Exits

* Any metal door in this level is guaranteed to lead to Level 11.
Level 43

# Level 43 - "The Break Room"

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

**Level 43** is the 44th **Infinispace**. It is a small break room.

## Description

**Level 43** is a small break room. It is a rather dark room, only being illuminated by the vending machines, and a single window showing a dark, nighttime exterior. There's also two tables in the level. A circular table at the center of the room with a few chairs, and another, square-shaped table near the window. The square table always has a bottle of Almond Water on it.

Between two to six vending machines can be located in the room. At least one is non-functional. The contents and theming of the vending machines appears to be random, yet there is always one that has soda, and two that dispense food like chips. The others appear to be fully random. Rarely, the soda vending machines may have Almond Water. The vending machines use Infinidollars as currency.

The walls of this room have been described as a few non-specific things. They can be made of plaster, bricks (specifically concrete bricks), or concrete. The floor is always made of beige-ish tiles though. The ceiling is made of ceiling tiles, and sometimes, one or two may be missing. You can potentially use the tables to climb up. Normally, this space contains nothing, but can sometimes contain a few bottles of the rarer forms of Almond Water.

This level has a few effects that are always present. First of all, only one wanderer can be inside of **Level 43** at any given time. If a group tries to enter, separate "copies" of the level are believed to be made, however this is unproven. The second, much more prominent effect is a feeling of tiredness and comfort. Even if a wanderer enters this level distressed, and not tired, this level's effects will make one feel those emotions. The significance of this is unknown, but it is known that people will commonly fall asleep here, from various interviews with people who have entered.

## Colonies

Due to the effects listed above, colonies are impossible.

## Entrances and Exits

### Entrances

* **Level 43** is quite difficult to access, but a door located in Level 40 is guaranteed to always lead here.
	+ If a wanderer is already in **Level 43**, then either another copy of the level will be made, or the wanderer will be sent to The Void.

### Exits

* A single door opposite of the window is found. It leads to Level 45.
Level 114

# Level 114 - "Pipe Factory"

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

**Level 114** is the 115th level of **Infinispaces**. It appears to be a large, cold factory filled with many colorful pipes.

## Description

**Level 114** is a likely infinite factory of large halls and rooms with a lot of pipes in each. The floor is typically a greenish or bluish color, and the walls are normally gray. The pipes appear in all sorts of colors, most notably red, yellow, green, and blue.

It is unknown what the pipes carry, but it appears that they hold some sort of coolant, as the pipes are very cold to touch. Sometimes, the pipes are empty, but nobody knows why. No pipes have any way of opening them. Valves can be found, but they appear to be sealed shut forever.

The temperature of **Level 114** appears to be at a constant 50°F (about 10°C). Some sections are colder, being about 40°F (about 4.44°C). Because of that, it is recommended to wear some kind of jacket or coat while traversing this level.

### Freezer Halls

Sometimes, a long narrow hall lined with freezers can be found. These halls are much colder than the rest of the level, being 30°F (about -1.11°C). The freezers are mostly empty, but a couple will normally have a bottle of Almond water or 2. Refrigerated food can also be found here, but it's just about as rare here as Almond Water is. Each hall appears to have 2 end points, with each end having 1 door. Doors do not normally appear in the middle sections of the halls.

## Colonies

### ITC: Trading Post P

* Small trading colony.
* Set up in a group of the long freezer halls.
* Near an exit to Level 115.

## Entrances and Exits

### Entrances

* Noclipping through a pipe in Level 17 can lead here.
* Another entrance is through Level 105, where a red-painted door can be found leading here.

### Exits

* A door can lead to Level 115.
* Exit to Level 118 is possible via noclipping.
Level 5

# Level 5 - "The Warehouse"

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

**Level 5** is the 6th level of **Infinispaces**, and it appears as an infinite warehouse storing many objects.

## Description

**Level 5** is an infinite warehouse that is stocked almost fully with various items. The general level is very flat, with a maze being formed out of the objects stored on the pallets. The halls of the maze are cramped, as this level is almost fully filled to the brim. It is possible to move any pallets if you need though.

Objects found on top the pallets in this level include of many things. Most items found are normal objects from the real world, that dont serve any useful function in **Infinispaces**, however crates full of food and Almond Water can be found in this level. Other objects have also been found, but they are unconfirmed to have come from the pallets. Most of the food has gone bad though, and nobody knows why. It is not recommended to drink the Almond Water without boiling however, as it can possibly be contaminated.

Notably, some rooms in **Level 5** appear to be flooded with some form of unknown liquid. This unknown liquid appears similar to water, however it is noticeably cloudier than regular water. It is possible that this is a mix of Black Almond Water and regular water, but it is unknown how Almond Water could've gotten there.

* This is still **Infinispaces**, though, so Almond Water located there is not too out of the ordinary.

## Colonies

### MIG: The Warehouse

* Larger base, with 112 inhabitants.
* Set up in a few "dome-like" structures, made out of the crates and pallets.
* Has several layers to each dome, typically 2-4.
* Trades with Perfectonia on Trade Path Alpha.

### ITC: Perfectonia

* One of the few ITC main bases.
* Has a huge marketplace.
* 515 inhabitants, still growing, making it one of the largest colonies in **Infinispaces**.
* Created Trade Path Alpha, a long path connecting Perfectonia and The Warehouse, along with an exit to Level 6.

### Survivors of the Negative

* Very mysterious, with more research needed.
* Claims to have survived Level -0.
* Has 4 members, travels across the level.
* Likely insane.

## Entrances and Exits

### Entrances

* A metal door in Level 4.
* Sometimes double metal doors can be found in Level 22, entering through leads through a pair of double doors on this level. Strangely enough, the material always appears as wood when exiting, despite no wooden double doors existing on this level. This effect appears to ware off when nobody is looking.

### Exits

* Metal doors sometimes lead to Level 6 instead of the normal location they lead to.
* A wooden door with ceramic tiles glued on leads to Level 22.
* Sometimes wooden doors can be found. These lead to any level between 1 and 7. The number printed onto the door will show where the door leads.
* A singular metal door located in one of the smaller rooms has been found. It leads to Level 19. This door is different from the metal door that leads to Level 6.
Level 994

# Level 994 - "Snowy Hellscape"

## Difficulty: Class 5e - Unsafe - Unsecure - Low Entity Count - Freezing Cold.

**Level 994** is the 995th level of **Infinispaces**. It's an infinite flat plane of snow with abandoned buildings and a constant storm.

## Description

**Level 994** is easily recognizable, being a large expanse of snow and abandoned buildings. While the majority of the level is frozen plains of snow and ice, various buildings and ruins can be found scattered about the level. Outside the buildings, it's very cold, at a constant -2 degrees fahrenheit, or about -19 degrees celsius. The ground, while generally flat, contains hills and various other deformations. Long areas of ice, alike to rivers can be found, presumably just being frozen over rivers.

Inside the buildings is not safer than outside, as they are small, and provide nearly no insulation. They also have a tendency to collapse when there's too much weight, making permanent habitability impossible. However, various useful objects like Almond Water or food rations can be found, making exploring the buildings beneficial.

A nearly constant snowstorm is covering **Level 994**. While it isn't permanent, and only lasts between a few days to a week, periods without storms are short, being at most a day long. Because of the storm, high winds will likely blow large amounts of snow into ones face, or knock over some weaker buildings. Because of all of this, it is advised to leave this level as soon as possible.

## Colonies

### IU: Snowbase (ABANDONED)

* Abandoned **Infinispaces** United base.
* Had around 12 members at one point, along with a large store of food.
* Was abandoned due to this level's harshness.

## Entrances and Exits

### Entrances

* A metal door covered in ice in Level 890 is known to lead here. It also appears in The Connection.

### Exits

* After traveling for a few kilometers, a wooden door in the snow may appear. It leads to Level 997.
Level 18

# Level 18 - "Crumbling Neighborhood"

## Difficulty: Class 3e - Unsafe - Unsecure - Low Entity Count - Very cold.

**Level 18** is the 19th level of **Infinispaces**. It appears as an infinite abandoned suburban neighborhood.

## Description

When entering **Level 18**, one will find themselves on a long snowy highway with no cars present, and heavy darkness of night. The highway itself is not dangerous nor anomalous, and is considered one of the safer parts of the level, besides from the extreme cold plaguing this section.

Going further down the highway, you will find suburban houses of varying amounts of decay, yet all appear abandoned. The first couple houses you see will have minimal amounts of abandonment, yet the progressively get more decayed and destroyed as a wanderer explores further.

Inside these houses, not much different from a normal suburban house can be found, yet no furniture is present. If furniture is found to be present, it is a Furniture Mimic.

Exploring far enough into **Level 18** will yield the wanderer anomalous effects. First off, some houses appear to be fully solid, with no interior. After this, the houses will appear ¨glitched¨ inside of each other, which will make exploring some houses difficult. At the 100km point, all houses appear to disappear, yet their collision is the same. Soon, after an unknown amount of kilometers from this point, the collision also disappears, and many other objects also lose collision, like trees or rocks. What is known, is that at the 800km point you will instantly noclip into a random level.

**Level 18**´s decay does not appear to be part of the level, but rather, the level appears to be slowly getting decayed over time. Many holes to the void can be found, and in general, **Level 18** is not a stable level. The severity of this is unknown.

## Colonies

No colonies on **Level 18** stay for long, and all have appeared to "disappear into thin air".

## Entrances and Exits

### Entrances

* A decayed wooden door can appear in levels before this. The door leads into the level.
* You can noclip in Level 17 or Level 16 to appear here too.
* A dark window found in Level 20 can lead here.

### Exits

* Sometimes the houses without interiors lead to The Void or Level 45.
* At the 800km point, you will instantly noclip into a random level, the most common being The Void.
* You can noclip near the edges to end up in Level 19.
Object 15

# Object 15 - "Computers"

## Danger Rating: 1/10

**Computers** are rare objects that serve as the main form of communication in **Infinispaces**.

## Description

**Computers**, also called terminals, are used as a form of communication between levels. They do not require wi-fi to communicate with another wanderer, and are portable, just with a battery that can be refilled with an outlet. Typically, one comes with an attached keyboard or mouse, sometimes both.

They appear to be unbreakable, but, like with other objects, are breakable. **Computers**, while strong, can still be broken. Breaking one will make it non-functional, and completely useless. A broken computer can be repaired if the damage isn't too bad.

## Do's and Don'ts

### Do's

* Use properly, like all objects.
* Find a keyboard that works with one, since some may not come with one.
Entity 2

# Entity 2 - "Shadows"

## Habitat: Most dark levels.

**Entity 2**, or more commonly known as **Shadows** appear as stick-figure-like shadows that appear to move.

## Description

**Shadows** manifest as shadowy stick-figures given humanoid properties. Such properties include of proper feelings, human-ish joint movement, and vague facial features up close. Getting up close with a **Shadow** isn't recommended though.

**Shadows** are hostile, and will likely attack on sight. It has been observed that a **Shadow** will only attack if it's prey is weaker or equal in strength to the shadow. If a foe is stronger, the **Shadow** is likely to run away in fear or "melt" into the floor.

Sometimes, **Shadows** appear and disappear by a process called "melting". This process changes the visual state of the **Shadow** to be less gas-like, but more akin to a liquid. During this time, the shadow will fall to the ground and seep into it. It has been noted that **Shadows** cannot move locations during this process, and that some **Shadows** use this as a means of making traps to catch prey. If you see a strangely out-of-place black area on the floor, a **Shadow** is likely to jump out for attack.

From recent studies done by the MIG, it is possible to make some **Shadows** friendly. This process has no definitive way of achievement, yet it is possible. More research is needed for this.

Notably, attacking **Shadows** or coming in contact with one cannot happen, as it appears **Shadows** are mostly composed of a dark gas. The only physical part of a shadow is a thin black fleshy stick across the torso and arms with claws attached.

## Do's and Don'ts

### Do's:

* Run if you are being attacked.
* If there is nowhere to run, try to appear menacing to scare one away.
* Avoid out of place black areas in the floor.

### Don'ts

* Attempt to attack.
* Appear menacing when other options are available.
* Appear weak or attempt to hide.
Level Beta

# Level β

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

**Level β** is a secret **Infinispace** level, and is an infinite maze similar to Level 0, but with Greek architecture.

## Description

**Level β** is an infinite maze similar to that of Level 0, but with Greek architecture instead of the normal Level 0 architecture. This level is much more dangerous than Level 0 though, as entities are common.

Notably, an entity unique to this level can be found. This entity's name is "The Shadow of **Level β**". This entity appears to be a shadow on the ground that can shift into any shape. This entities is one of the most dangerous out there, so it is recommended to run, rather than fighting it, as any attempt at fighting the shadow will not work, as it is a shadow, but the shadow is slow and easy to outrun.

## Entrances and Exits

### Entrances:

* A Greek-style door in The Connection can lead here.
* This Greek-style door can also be found in Level α.
* Sometimes when noclipping through a temple in Level 25 one can end up here.

### Exits:

* A rusty metal door found on this level leads to Level γ.
Level -91

# Level -91 - "Grassy Field"

## Difficulty: Class 1e - Safe - Secure - No Entities - Devoid of Resources.

**Level -91** is the 91st negative level of **Infinispaces**. This level appears to be an infinite grassy field, devoid of anything else.

## Description

**Level -91** is an infinite grass field with medium length grass with no deformations, hills, or trees. No structures are found on this level either. **Level -91**, because of this, is entirely devoid of resources. With that, any colony on this level is impossible, without a reliable way to get back in and out of the level. Even then, said colony is not fully in **Level -91**.

The temperature of **Level -91** is constantly locked at a consistent 95° F. Sometimes the temperature varies between temperatures around this, but it never goes below 90 degrees.

Many other things one would normally connect to summer are found in this level. The constant humming of cicadas is heard in this level, but the source is unknown, as no cicadas are present. The only living life in this level is composed of small ants and flies, which typically ignore wanderers. These bugs can be eaten as food, yet they cannot sustain ones hunger for any longer than an hour, due to small size and lack of nutrients.

A strange audio-based effect in **Level -91** is that rarely, one will hear the sound of a lawnmower. No lawnmower is found, yet there is a constant sound of one running. The grass still remains untouched during this event.

## Entrances and Exits

### Entrances

* No easily identifiable entrances to this level exist.
	+ It is believed that a door somewhere leads here.

### Exits

* Noclipping will guarantee exit to a random negative level near this.
Level 255

# Level 255 - "Orange Hue"

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

**Level 255** is the 256th level inside **Infinispaces**, and it appears as an infinite maze of orange hued rooms.

## Description

**Level 255**, also known as the Orange Hue, is an infinite labyrinth of orange halls and rooms. These rooms can range anywhere from plaster walls and ceramic floors to wooden walls and carpeted floors, however, all rooms have orange color and dim-strong lighting.

**Level 255** is much more than these rooms and halls though, as doors, outlets, light switches, and vents can all be found. Most of these function the same as they do on Earth, however doors and vents show some anomalous properties. Sometimes doors will function non-euclideanly, along with vents. Vents appear to show no form of ventilation system, also.

In **Level 255**, it is normal for a wanderer to feel a sense of forebode. This effect is not documented well, but it is known that it sometimes does properly forebode negative events, such as an entity popping out to attack. Most of the time though, this sense does not work properly, meaning it can possibly be a mental hazard to some.

## Colonies

### Fort Orange

* About 12 members.
* Always accepting of new wanderers.
* The only proper colony within the Orange Hue.

## Entrances and Exits

### Entrances

* No entrances to **Level 255** are known currently, and entrance appears at random.

### Exits

* Sometimes the doors and vents lead to Level 260.
Level 40

# Level 40 - "Damp Caverns"

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

**Level 40** is the 41st level of **Infinispaces**, appearing as a dank cave system.

## Description

**Level 40** is a damp system of caverns, likely infinite in size. Many stalagmites and stalactites cover the floors and ceiling of the level. Puddles of Almond Water are found, too, yet the water is too saturated with minerals to be safe. Shelves containing items like bottles of Almond Water or Elemental Crystals can be found, yet these are rare.

In this level, entities are frequent. Entities like Shadows are most common. Reports of Moths have also been sent out, and proven. Entities appear to be more common in the lower, darker sections of the level. If you stay in light areas, you are safer.

Weirdly, in **Level 40** one can find huge deposits of rare minerals, like pink diamonds. Because of this, the prices of many minerals in **Infinispaces** are much more lower than normal.

Some stalagmites in this level strangely look almost humanoid. When at a distance, one might see potential movement or maybe some sort of facial expression, while sanity decreases. Moving closer, the face is more pronounced, and some wanderers report blinking. At just a couple meters away, all of these details seem to just vanish without the wanderer's knowledge.

## Colonies

### Cava

* Large settlement, 80 members.
* Set up in a larger shelf in **Level 40**.
* Heavily guarded, due to entities.
* Will help wanderers in **Level 40**.
* Always open to new visitors.

## Entrances and Exits

### Entrances

* Rarely, noclipping into a stalagmite or stalactite in Level 6 may lead here, otherwise, it'll lead to The Void.
* A much more reliable and safe way of entry is via a door in Level 35 in a much larger room comparted to the rest of the level.

### Exits

* Sometimes, the shelves will also have a trapdoor leading to Level 30, Level 45, or Level 55.
* Sometimes in the lower parts of **Level 40**, one can find a seemingly bottomless pit. This pit is proven to lead to The Abyss, as The Abyss' only entry point.
* A single door is known to lead to Level 43. If a wanderer is already in Level 43, it may lead to The Void, so express caution.
Level 998

# Level 998 - "Unreachable End"

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

**Level 998** is the 999th level. It appears as an infinite grass field with a castle on the horizon.

## Description

**Level 998** is a grass field with rivers, animals, grass and hills. The field itself is basic, as it is more of a randomly generated "maze" of rivers, with groups of various animals, with the most common being buffalo and cattle. The rivers found are full of almond water, making this level one of the safer ones out there, along with the near infinite supply of food from the animals.

On the horizon of **Level 998**, one will see a gigantic castle. This castle is reachable, yet is several thousand miles away from where the wanderer starts. When a wanderer reaches the castle, a large wooden door will open. The door will lead to Level 999, as the only form of entry to Level 999. The castle itself though, cannot be entered.

In **Level 998**, one cannot find other wanderers, as this is one of the levels that appear to have this effect of isolation. This effect normally would be dangerous, yet almond water rivers flow through most of the level.

Sometimes in the field, different "biomes" from the field-like area with the animals can be found. There are two biomes, being the sparse forests and the wheat fields.

### The Sparse Forests

These appear very similar to the normal field, with a couple of alterations. No rivers are found in this biome, but instead, trees are found. These trees appear to be oak, with some being birch or ash. These trees can be cut down using normal tools, and used for whatever the wanderer needs. A strange property of this biome is that the trees appear to follow paths similar to the rivers. The reason is unknown.

### The Wheat Fields

This is the second discovered biome. Here, the rivers shrink in size, and the grass grows to tall wheat-like plants, typically being just a few inches over six feet, or around 2 meters. This wheat is edible, and can also even be turned into bread. This area is devoid of animals though, so one must survive off the wheat found here.

## Colonies

Because of the isolation effect, colonies are impossible on **Level 998**.

## Entrances and Exits

### Entrances

* Sometimes a metal door in Level 997 will lead here.

### Exits

* Only one exit has been discovered, being the giant wooden doors at the castle leading to Level 999.