recursal/Fanatic-Fandom huggingface dataset:
Males

**Males** (雄, *Jōyō*), are the biological term used throughout the many worlds, and beyond. They are a gender identity within the binary genders. **Men** (男, *Otoko*) is a term used for adults, and corresponds to the terms boy (for children), male (adjective) and masculinity.

"*.*"

—About Males.

## Overview

### Anatomy and Design

Children are born with penises and testes are often raised with the expectation that they will identify as men, although intersex children may also be assigned to this identity while possessing some but not all of the above characteristics, Men may be cisgender (assigned male at birth and identifying as male) or transgender (assigned female at birth, yet identifying as male).

Identifying as a man is often associated with male sex characteristics such as a penis, testes, narrow hips, a prominent Adam's apple and a low-pitched voice, as well as a masculine gender expression and gender role, but these are not neccessary, and it is still possible to identify as a man without them.

## External links

* Males *Wikipedia* — Wikipedia article on assassins.
* Males *MOGAI Encyclopedia*
* Males *Gender Wiki*
Locations

**Locations** are a content construct shown throughout all things. They are various places set in different world consisting of several countries. Every location spans over many climatic zones, from deserts and exotic islands to tundra, and has different landscapes - mountain ranges seemingly being very common.

"*.*"

—About Locations.

## Section heading

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Entity 1 - The Fossil

### SURVIVABILITY | VARIABLE /10

If you find a sternum bone in any level it resides in, do not touch it. It will attach to whatever has touched it, and slowly kill and incapacitate by inducing a toxic venom. If you ever interact and get it stuck on you, get as far away from people as you can, as it is undetermined how long it might take before it takes your bones for itself.

## DESCRIPTION

Entity 01 is a sternum bone that is usually found on an and all animals, including humans. The one difference, however, between this bone and others is its ability to shape itself using other bones. This entity can technically reproduce, however is vastly different from what we would think reproduction would be. When the entity gets large enough, and kills a creature, it will use the creature's sternum bone as a new entity, that sticks to the main entity until it gains new bones from a kill, and in doing so will start the process over again, although slowly and over time.

This entity, alone and without any other bones, can still attack and kill, however. only if something touches or rubs against the bone. If something does, it will attach, and if it's a creature, will also inject a toxic venom into the blood stream, slowly neutralizing the creature. Depending on sternum size, it may take 1-5 hours to fully succumb to the venom. If it's smaller, it will take longer. If it's larger, it will take less time. If attachment may occur, separate yourself from your group, or away from other people, as there is no known way to detach entity 01 without amputation, which is impossible to do with the limited resources we have.
Level Unknown - Mass Graves

## DESCRIPTION

We have had many reports of wanderers arriving on level 0 and making their way into an outpost/ Base, and describing this level with the utmost terror in their eyes, acting close to insane, barely making sense. This is what we've gathered.

Everyone who has entered this level has entered from the balcony on Level 0, after jumping off into the void. Descriptions vary, however, but most wanderers have said the level is a hallway, with extremely bright white paint on the floor, ceiling, and walls, and Behind them is the opposite, Matte black ceiling, floors, and walls, with no light at all. When a wanderer enters the level, They end up at that connection of bright white and deep black.

If you choose to walk through the white hallway, Most have recalled both a headache, and nausea will form, but once the door at its end is reached, and touched to be brought to another level, will instantly go away.

The Black hallway, however, is much, *much* different. If, at any point, including within the white hallway, you turn around, you will be instantly within the deep black hallway. Once you realize it, a screech can be heard echoing towards where the white hallway used to be, and a faint thumping noise, which is quickly approaching the wanderer, will also be heard. Everyone then begins to sprint to the end of the black hallway after hearing the noise, and doing so would be a great idea. Most people who have turned around when running has caught a glimpse of a large, tall humanoid figure.

No entity currently exists about it yet, so nothing is known about it. The only description of it has been that it is an over-sized humanoid, extremely lanky, that pulls itself along the hallway by using its arms to maneuver like somebody in a tight vent.

Instead of the white hallway's length, of 5 miles, The Black hallway's length is double, at 10 miles. once you reach the end of the black hall, you are brought back to that threshold at the beginning, at the line separating the bright from the dark. Most people get stuck in a loop of escaping the figure, just to end up doing it again when checking behind themselves, due to human instinct. If you fight the urge to do so, and at any point within the renewed cycle travel the white hallway, you will exit at the 5 mile mark.

## OUTPOSTS/ BASES

None, due to the impossibility of the task.

## ENTRANCES AND EXITS

### ENTRANCES

Jumping off the balcony into the void on level 0 has a small chance to send you here, but we have not yet accessed it.

### EXITS

Reaching the door at the end of the white hallway will send you to a random level, with the main 7 levels being more common to reach than other levels.
ITEM 06 - ??? - SAFE ?

Item 06 appears to be nothing but physical TV static, but is capable of rendering any harmful entities and wanderers immobile once stepped in or interacted with. **It only goes after the dangerous/harmful entities/wanderers**. When a peaceful wanderer or entity interacts with it, instead, it will envelop them, much like it does to the harmful things, however will instead let you go and walk through it, possibly leaving static on your clothing or body to later drop off and grow in a new spot.

**The static will not be seen if the wanderer or entity is hostile, but is seen when they are peaceful or docile.** Eventually, the item will shrink and become smaller, eventually dissipating into liquid electricity.
Entity 03 - The Surgeon

### SURVIVABILITY | 5/10

It is completely random whether it will kill or let you live. Best way to survive is to not get close.

## DESCRIPTION

Entity 03 is an entity that is like a bird but the size of a human, but instead of wings, it has blades of unknown material, but sharper than obsidian, so just placing your finger on the edge of a blade can easily cut it, and merely pushing on it can make you lose the limb. The, head, and legs are much like a bird in reality, standing straight up instead of how a bird usually stands. The body is a light blue to cyan color, with a mixture of blood matting the feathers. The head has enlarged eyes and yet an extremely dull beak, not even able to fully cut eggs or other soft foods. We suspect that, due to the sharpened blades, the beak no longer needed to be sharpened, and have dulled it to give maximum sharpness to the blades on the wings.

The birds only come in one singular color: A light blue to cyan color, with yellow bird legs and deep black eyes. The beak is yellow with black on the ends.

The entity is randomly hostile, so if you see one it is best to get away quickly, since it is easily able to slice through any material.
Level Nought Point Nought

## DESCRIPTION

Level Noguht Point Nought is an extremely unstable and dangerous level, with the only dangers being the geometry, glitching and aggressively shifting and moving. The longer you stay in the level, the worse it will get. The only way in and out is by noclipping through an open doorway with glitching geometry on the other end. The entrances and exits will change every time a wanderer walks into them, so entry and exit is up to luck.

The level itself is a shifting, changing mass of land, most likely in a forest, city, and water at the same time, as though multiple levels collided and glitched the geometry enough to get worse the longer something is inside. The geometry is also completely random bright colors, like broken frequencies on old TVs. The sky is a pure blank white color, with nothing within it. The ground, or whatever you walk on, will change from a grey, to a lime-green, to a blue color, looping infinitely. Buildings and other geometry have been found, but it's hard to figure out what or where they came from, if anywhere. Eventually, exits can be found, with multiple next to each other, that will take the wanderer who enters a door to a random level.

## OUTPOSTS / BASES

None. It is not possible to start a base here due to the ever-shifting and dangerously unstable geometry.

## ENTRANCES / EXITS

### ENTRANCES

Finding and entering a door with glitched geometry

### EXITS

Finding and entering a door with glitched geometry
Level 2.5665 - The Overgrowth

## DESCRIPTION

Level 2.5665 is a sublevel of level 2, "Libet's Library", that was found after an unknown plant started growing out of a pillar within the northern region of the level. touching the plant sends the wanderer here, Level 2.5665 is similar to level 2, with a library-like environment, however is overgrown and destroyed, as though an apocalypse has occurred. most lights are off, with only a few being on or flickering. Plants, covered in spiny thorns, hang from the tall ceiling through cracks and breaks within the ceiling. Pieces of the dropdown ceiling have fallen, and can fall at any moment, with the only cue being a metallic snapping sound emanating from somewhere above the wanderer.

Along with the apocalyptic setting, evidence of fires have also been noted, with soot-covered pillars and walls, burnt books and bookshelves, and charred remains of unknown people or wanderers., all with thorny and spiny plants growing out of the damage. All plants, however, are an unknown species not found anywhere else.

Some suspect this level was once like level 2, but some event diverged it and started deteriorating. Or perhaps, the abyss protected the original level by breaking a portion off that caught fire. Many speculations have bounced around outposts and bases, though not many truly know what had occurred.

## ENTITIES

Timids

Fossils

Skin Dogs

Shadows

## ENTRANCES / EXITS

### ENTRANCES

Finding and touching a plant growing out of the wall in level 2 will send you here

### EXITS

Randomly noclipping is the only way of exiting this level.
Females

**Females** (雌, *Jōyō*), are the biological term used throughout the many worlds, and beyond. They are a gender identity within the binary genders. **Women** (女, *Onna*) is a term used for adults and corresponds to the term's girl (for children and adolescents), female (adjective) and femininity.

"*.*"

—About Females.

## Overview

### Anatomy and Design

Children born with vulvas are often raised with the expectation that they will identify as women, although intersex children may also be assigned to this identity while not possessing all of the above characteristics. Women may be cisgender (assigned female at birth and identifying as female) or transgender (assigned male at birth yet identifying as female).

Identifying as a woman is often associated with female sex characteristics such as a vagina, a uterus, wide hips, breasts and a high-pitched voice, as well as a feminine gender expression and gender role, but these are not neccessary, and it is still possible to identify as a woman without them.

## External links

* Females *Wikipedia* — Wikipedia article on assassins.
* Females *MOGAI Encyclopedia*
* Females *Gender Wiki*
Timids - Entity 05

### SURVIVABILITY | VARIABLE/10

If you suddenly feel a wave of doubt, or uncertainty within an area, ignore it and continue, or move away. If doing so causes the feelings to go away, you have just survived an encounter with entity 05.

## DESCRIPTION

Entity 05 hunts by creating fields of feelings, a loss of confidence and motivation to continue. When the unsuspecting wanderer sits down, they are softly grabbed, forcefully glued to the spot. Once in this state, it is difficult to escape. If another entity doesn't reach the wanderer first, entity 05 will slowly engulf the wanderer, slowly excreting more of the same feelings into the area. The stronger the feeling is, the more entities there are around you. The best way to survive an encounter with this entity, is to force yourself through the feelings and move away. If at any point within the field you sit down, you will not survive.

Most wanderers recommend, when you enter a field, and get the feelings, to drink a *void bottle*, to gain both hydration, and strength.
"The Zombie Disease" - AD-1

## DESCRIPTION

AD-1, "The Zombie Disease" is a brutal disease that can be contracted when interacting or just walking by a large amount of corpses, but doesn't depend on if they're human, animal, or entity. Symptoms of the disease include:

* Shortness of breath
* Labored Breathing
* Difficulty Breathing
* Stinging pain on a certain side
* Skin breaking and flaking
* Difficulty moving or doing simple functions
* Difficulty staying awake
* Difficulty feeling pain
* Itchiness of the nose after passing by dead creatures/entities/humans

If you have any symptoms, find a base ASAP, as you could have the disease. The disease itself is in stages, with each stage being progressively worse than the last. The stages are:

Stage 1: 5 minutes after walking by a corpse pile your nose will persistently itch/ have shortness of breath/ have difficulty or labored breathing.

Stage 2: Approximately 3 hours after exposure, the side of the body having passed the bodies will begin to itch furiously, with the feeling being said to be "as though millions of mosquitoes had bitten you only a few minutes prior... and you noticed it". - Researcher *Alen D. Turen*

Stage 3: 5 hours after exposure, the side of the body that was closest to the bodies will start to decompose, yet the wanderer cannot feel the pain of it. **Once past this stage, there's no saving you.**

Stage 4: After approximately 5 hours and 45 minutes after exposure, the entire side of the body will be severely decomposed, and the wanderer starts to feel exhausted and hungry. No matter how much you eat, however, you will stay starving.

Stage 5: 6 hours after exposure, your body cannot hold itself up, and the wanderer will go limp, although still alive. The half of the body that had decomposed is now fully decomposed to an extent, and starting to spread to the other side. Organs, most of which are still working, can be seen functioning and moving during this stage, along with bones and other tissue not yet broken down, but all motor functions will cease.

Stage 6: 10 hours after exposure, your body will be fully decomposed while still alive, however without any feelings of pain. All motor functions are stopped, and the only action you can do is stare blankly.

Stage 7: Approximately 10 hours and 7 minutes after exposure, your memories will begin to deteriorate, much like how dementia works. The wanderer will lose all recollection of who they are, where they are, how they got there, or what might be happening to them.

Stage 8: Approximately 10 hours and 30 minutes after exposure, the wanderer will finally pass away, having most bones exposed, and only a few vital organs remaining. Before one dies, they will suddenly start to feel pain, making the last 5 minutes excruciatingly painful.

Stage 9: Approximately 11 hours after exposure, your body will stop decomposing, revealing a gruesome sight for whoever might find your corpse. At this stage, liquid will start to pour out of you, which is one way the disease will spread.

**This will occur to anything that has had exposure to the disease, including animals and entities, not just humans.**
Secondary Levels

Level 12 - Somber Calm

* Level 12.31 - Subtle Disturbance

level 14 - Forest of Night's Grey

level 16 - Difficulty unmanned | Level can be accessed from reality

level 17 - blissful night | :) Everyone should be here. Why aren't you?

level 21 - The Calm Before the Storm

level 45 - All in a Day

* Level 45.2012 - And All in a Night

level 46 - A Sea of Grey

level 68 - Transpired tranquility

level 69 - The Ductworks

level 78 - What's Left Behind

level 90 - The Runaround Man

level 105 - Reddened Fields

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Level 68 - Transpired tranquility

## DESCRIPTION

Level 68 is a peaceful level, unlike ~~level 17~~ :) Are you sure? that uses your favorite songs, as well as uses whatever you like most, and expands on it. For instance, if a wanderer loved to wander around old, abandoned malls, the level will try to replicate it. If you have multiple, it will instead link them together, letting you explore and find them. As stated before, the level also knows your favorite music, and will play throughout the level. If, at any point, you feel unnerved and anxious, the level will bring you to a waterfall within a forest within a blink of an eye.

To go further, the memories of old, forgotten places can also be used to help the wanderer. For instance: Their old childhood home, childhood neighborhood, childhood school, etc.

This level seems to be sentient enough to know your favorite music/environments and whether it is benefiting the wanderer or is doing the opposite. Due to this, the level is classified as "Safe" and without any danger.

## ENTRANCES / EXITS

### ENTRANCES

At any point, at any level, you begin to deteriorate, and say words along the lines of "Why can't I leave?" "Why was it me?" I can't do this." "I'm done with this bull---t." You will be sent here, with a voice reassuring you, echoing when you first enter.

### EXITS

If, at any point within the level, you decide to leave, you can say "Thank you for helping me. May I keep exploring?" to leave, being sent to a level within or near a peaceful outpost. For instance, you can be sent to level 16 near the *USA Regressors* outpost, or within level 0 and near the *AV* outpost.
Level 3 - Office Afterhours

## DESCRIPTION

Level 3 is an extensive office building, with both large openings and small hallways. The lights also buzz loudly, and can be broken by any means, making this one of the only levels to have an allowable-destruction environment and level, and is useful in doing so, as well. When you break a light, there is a chance to get a piece of paper, labeled *God's Pamphlet*, which leads to level 4, an *unreturned book*, which leads to level 2, or a *grocery list*, leading to level 7. All of the items, look somewhat old, yet appear in any light, meaning multiple exact items can be gotten from different broken lights.

Level 3 has weathered-cyan walls and white wall borders. The ceiling tiles are easily accessible, however, cannot be moved. If someone attempts to, it is described as something heavy holding it down. It can shift, but the upper regions cannot be accessed, meaning anything could be up there. Attempts to mine through have proven nothing, as only the lights seem to be able to show and sustain visual damage. The carpet is an off-shade of white, mixed in with a random assortment of fluids on the ground, ranging from bodily fluids to liquids, especially unknown liquids from within the abyss itself.

Within the open rooms, some objects and furniture can be found, with most being unable to be moved. The furniture seems to float sometimes, as well. For instance, some furniture would be stuck to the floor, while others may be floating within a room, able to interact with and float freely around by push like it's in its field of gravity.

## OUTPOSTS/ BASES

"Paperwork"

"Paperwork" is a small group nested within level 3 that openly accepts new members and is willing to trade, mostly for sustenance and other useful supplies. They are located in the larger rooms, to be situated roughly north of where you arrive, roughly 5 miles.

## ENTITIES

Skin Dogs

Fossils

Shadows

## ENTRANCES AND EXITS

### ENTRANCES

You can enter from an office door on level 0, level 0.84, level 1, level 2, and level 7, level 8

Randomly noclipping from level 7 can take you here

### EXITS

Breaking lights produce 3 exits:

* A grocery list will take you to level 7

* An unreturned book will take you to level 2

* An old paper, "God's Pamphlet" will take you to level 4

Finding and opening a rusty door will take you to level 8
U2-"Smokey Eyes"

## DESCRIPTION

Entity U2, "Smokey Eyes" is a strange entity. It has an unknown body shape, due to it's body being within a smokey cloud, with only off-shade yellow-colored eyes showing through. When the entity moves, the smoke will trail behind, never lessening and never growing. When it finds a wanderer, it will quickly approach and try to engulf it within the smoke. If it manages to do so, or get most of the body into the smoke, it will proceed to be almost grabbed into and crushed, breaking bones and shortly killing whatever it was trying to eat. After the crushing is done it begins to digest and eat. If it is unsuccessful, and either the wanderer manages to outrun the cloud, or get out of its grasp, can they survive. The closer one is to being crushed, the more cuts and scrapes can be found on the body.

What makes this entity unpredictable, however, is how random it *actually* cares to attack a wanderer. Sometimes it will, and other times it won't. **It's best, if you find one, to walk away no matter if it's safe or dangerous**. If you manage to find one in a docile state, it won't attack and will instead float around, before randomly, again, going after the wanderer. We don't yet know if the docile state is merely a trap to lure wanderers into a safe space to then attack, or genuinely just an attack-or-no-attack state.
Level 0.5 - Lost Halls of the Abyss

## DESCRIPTION

Much like the main level, This sub-level of level 0 is in a hotel hallway however looks dilapidated and old, as though it hasn't seen people in years. Because of that, the level is in darkness, with the only light coming from the room's windows. The walls and flooring are a dull color, and some walls have been destroyed to show the wooden studs within. The ceiling tiles are randomly missing, with most barely hanging on. When walking, walk slowly, as your footstep vibrations could be enough to loosen a ceiling tile, sufficiently enough for it to drop, injuring you or killing you instantly. The carpet, now a dull, weathered color, has random stains, and missing spots where the bare wood is shown beneath.

To top it all off, the level also has entities which reside within the rooms. When walking through the level, you must watch everything, as the entities can easily fit between the studs of the wall, or surprise you when you open a door to one of the rooms you cannot see into.

## BASES/OUTPOSTS

The AV have tried to set up a base, however most members were killed, and the project was abandoned due to how risky they realized it would be.

## ENTITIES

Fossils

Skin dogs

Shadows

Timids

## ENTRANCES AND EXITS

### ENTRANCES

Entering an abandoned room on level 0 will seamlessly bring you here

### EXITS

The only exit is to find the balcony, like the one on level 0, and jump off of it into the void to be sent to a random level.
S1-1-"Clumps Held Together"

### EXTRA INFO

This can occur, and *only* occurs, if a ball has an unsuccessful mitosis attempt, however even then can only occur if a certain part has been extremely damaged, enough for it to not recognize that it's both dead an unable to undergo mitosis. Only when these requirements have been met can this variation occur.

## DESCRIPTION

S1-1 " Clumps help together" is a variant of S1-"Balls of Fluff" that can only occur when the mitosis has been abruptly stopped, and a certain organ/part has been killed/destroyed, this variant can occur. Once these requirements have been met, the fur balls, once organized, will start growing exponentially like a cancer, unable to detach and quickly expanding for 100 clumps before the original fully dies. Eventually, once it does die off, the massive mass will slowly compress like a deflating balloon, eventually decomposing and dissipating.

This variation is extremely rare to see due to the complex and precise requirements, but once it occurs, it is recommended to get away until it has fully deflated because of how dangerous it would be getting stuck in it.

If a wanderer *does* get stuck when the process occurs, they will be slowly crushed and suffocated, before slowly breaking down along with the broken balls. The process is extremely painful, and if it can be avoided, to do so.
Level 4- God's Cries

## DESCRIPTION

Level 4 is a small, yet endless hallway with church pews on each side, and windows looking into the void. These windows cannot be broken. The walls are an old, off-white color, with spruce planks for the flooring. The ceiling tiles on this level can actually be moved, whereas most of the other levels with ceiling tiles cannot be moved for unknown reasons. After getting into the ceiling, you will find supporting timber, and walls from below going up endlessly. Within the attic, you can find the random placement of flooring and things. Rarely, however, when you walk around within the attic, you will noclip, being sent to level 4.1.

## ENTRANCES AND EXITS

### ENTRANCES

interacting with an old pamphlet stored within the lights of level 3

finding and noclipping into a bluer-colored wall in level 8

### EXITS

In random windows, a random window will show a wall instead. Noclipping through the wall will take you to level 0

Noclipping within the attic has a chance to send you to level 4.1
Entity 54 - "Parking Lot enforcers"

## DESCRIPTION

Entity 54 is a large, lanky and tall, almost stretched and a deep-black colored humanoid entity residing in parking lots, most notably being seen the most within level 7.312, but can be seen wherever a parking lot is in any level, except for safe levels. When a wanderer is spotted within the vicinity of said parking lot, the entity will make a loud, shrieking noise, alerting others around it, and will proceed to chase the wanderer until either they step out of the parking lot, hide and not be spotted, or get killed by the entity.

If you survive, and make it out of the parking lot, they will not go past the parking lot, and instead wander back within it until another wanderer finds themselves within the same situation. To make this entity even more dangerous, **not all parking lots within levels will hold this entity**, and it is completely random whether it may be within a parking lot or not. To note, this entity can be in groups, easily swarming the wanderer until death. **When a group swarms, you only have a fraction of a second to start running before they surround you**.

**Staying as far away as possible from them, as best as possible is the best way to survive an encounter.**
Level 17 - blissful night

## DESCRIPTION

It is a very peaceful level that all wanderers should strive to find and be in. It takes the form of whatever the thing likes most and uses it to put them at ease. As it is very different, it is not able to be properly talked about and explain as everyone has a different experience. I will do my best to make anything at ease. the level takes any desire a creature wants, and fulfills it, and it can be anything, no matter how inappropriate or brutal, the level makes one happy. ***GET ME OUT OF HERE***

This level ~~should not, at all costs~~ can be entered by touching something happy, to gain sanity and happiness feeling. The level is in light for all peaceful manifestations, as nobody wants to be in darkness in a peaceful setting. That wouldn't be peaceful.

Sometimes, I ***CAN ANYONE SEE THIS??*** wonder how far people will go for their happiness. Do you want to help me find out?

## OUTPOSTS / BASES

too many to count :)

Do you want to see?

## ENTRANCES / EXITS

### ENTRANCES

find a smile

stay a while :)
Vilja Axford

#### Early life

Vilja Axford was your average district 9 child. she ate the small amout of grain she got, signed up for tessare, and worked in the fields like everyone else. She can handle a sickle and a scythe with ease.

#### Reaping + Games (WIP)

Vilja was reaped for the [000th] games. during her reaping she resigned herself to death and started making game plans.

She saved her ally **Gem** from boiling plants in the capitol arena they have been placed in. shes allied with **Gem, Anderia** and **Ziro**

She has not died yet.

#### Other

Shes afraid (phobia level) of really really wide fields and being chased. she has played tag as a kid, had a meltdown, everyone had to stop playing because she was screaming. oof.

She currently resides in Riverton Country, on Bee Ave.

## Vilja Axford

### Relatives

Marie AxfordFred Axford

```
idk
```
Item 07 - Void in a Bottle

Item #7, "Void in a Bottle", not to be confused with Void Water, is a liquid comprised of the void material that is capable, once interaction with a wound or injury, to heal up the injury much quicker than left to heal naturally. It drips from most crevices and holes within any and all levels, no matter if its an indoor level or an outdoor level. Once contact is made on a wound or injury, it will go within the wound and spread itself around, which can cause discomfort or pain in some individuals. After a few minutes, it will come out, and depending on the size of the injury, gather more of itself to cover the wound, before connecting to the skin and healing the wound over time, much quicker then normally healing by roughly 3 hours less, however is entirely dependent on the size and extreme of the injury.

Once it has fully covered the wound, it will slowly change its own color to match the wanderer's, able to fully blend in. We don't yet know why it does this, as once it begins to heal the flesh of the damaged skin, it'll be pushed out, and once the wound is fully healed, it'll fall off and disperse to find other wanderers.

**The liquid is content in being within glass containers, however any other container that cannot show the liquid will be broken.**
Level 12 - Somber Calm

## DESCRIPTION

Level 12 is a moderately sized house, like one that was taken from the middle of a party, at midnight. When you first arrive at this level, you will be in the upstairs bathroom, hearing the faint sound of music begin playing. Once a wanderer enters this level, a timer will start, being the music. If 5 consecutive songs are played and you are not yet out of the house, all lights and power will be shut off, now letting the shadow entities access the inside and engulf you. When traversing and exploring/escaping the level, you can catch glimpses of the shadow entities moving and roaming outside. It is unknown if they keep watching to turn the power off, or if they expect it to do so automatically and wait. The ways of escape have all been mixed, however, a wanderer will always end up opening and leaving through the front door, sending them to an outdoor level. You will unfortunately never explore the outside, as before you step foot outdoors, you will be brought to another level, for the cycle to start again for anybody else who arrives here.

We have had multiple questions, with some being answered, and others left unknown. Here are some, with bold being the most important:

**Q:How do you escape?**

**A: To escape, you must search every drawer for a front door key, which is always random. Once you find it, you can then open the door. Do not wait to listen to the music that's playing, since doing so can and will get you killed.**

**Q: How long is the escape time?**

**A: Depending on the songs, it is around fifteen minutes of time.**

Q:What happens if you leave as the power is shut off?

A: As long as you reach the door before the entities can get to you, you will be okay.

**Q: Can you hide and wait until somebody else arrives?**

**A: Actually, you cannot. Once the power is off, anything a shadow touches can be accessed by the entity and you will be killed, including in tight, cramped spaces. If you can fit into a shadow, so can the entity.**

Q: What songs play during the countdown?

A: It is able to know what songs you like most, and uses those songs. It is unique for every wanderer who enters.

Q: Can you leave a camera recording within the level, and leave it?

A: You cannot. if you leave *anything*, it will be erased when you leave, almost like the level factory-resets when a wanderer escapes or gets killed.

## ENTRANCES AND EXITS

### ENTRANCES

Interacting with a paper, with an invite to a party placed on it, from any level.

### EXITS

Successfully escaping will send you to any outdoor level.

Randomly noclipping when making your way to the exit will take you to level 12.31 instead.

Entering an oddly colored door will send you to level 21
Dreadful Fear - AD-2

## DESCRIPTION

AD-2, "Dreadful Fear" is an airborne danger that is capable of completely breaking down the mental and emotional state of any wanderer who comes into contact with it. **This danger can also deteriorate the functions of the brain and nervous system and can easily lead to the death or maiming of the wanderer**. When a foggy, off-blue shade mist forms within levels, it is recommended not to enter the gas, as the more you inhale, the less you exhale, and the more devastating the effects will be. **We are not sure if it is alive, or if it is just deadly gas within levels**.

If a wanderer, for any reason, decides to enter the mist, this will occur:

Stage 0. | The wanderer will feel a prickly sensation. If the wanderer doesn't breathe during that time while traveling through the mist, they will survive. If they keep breathing, and if more than 0.6 g is inhaled into the lungs, the wanderer will move to...

stage 1. | The mental and emotional state will break down, eventually causing the wanderer to feel nothing but fear, dread, and nervousness. The wanderer will not want to move, and will most likely sit down where they started feeling stage 1. The next stage is...

Stage 2. | The wanderer's nerves, nervous system, and brain will begin deteriorating, after approximately 3 hours after stage 1. Once this stage hits, the body will become nothing but a husk of what it once was. The gas will force the husk to scream constantly, and most entities will arrive and decimate the wanderer once this happens. After the husk is opened, the same mist will rise and escape from the body, to do it all again.

**We Recommend you to not enter any foggy, off-blue shade of mist on any level, regardless of how safe the level is. Be cautious on *all* levels, not just the danger-classified levels**
U1 - Door Knockers

### SURVIVABILITY | VARIABLE /10

Depending on location and if doors are nearby, the danger of this entity fluctuates. If there are doors, the survivability goes to a 9/10. If there aren't any doors, the survivability is at a 2/10.

## DESCRIPTION

Entity U1, "Door Knockers" is an entity resembling a dog, yet with human features and an unnatural strength. The body is made of unknown material. If you pass by rooms with doors while it's in pursuit, its priorities will change to break the doors down instead. It is unknown why it does this, but your best way of escape is within the vicinity of multiple doors, as it will break each one down before continuing the chase, where hopefully you are away from it when it reaches this point. If you label doors as "VC", whether by graffiti, or by any other means, it will break it down like it does with other doors, but will then walk into the room, and somehow reform the door and disappear afterwards. Because of this, it is the best idea to have something to quickly write "VC" on doors within the levels this entity resides in.

The entity will *almost* never be in groups, but when it is, it is slightly more dangerous as you have less time to run due to both entities working together on breaking down the doors around itself.

## NOTE

When wandering within levels this entity resides in, it is best to note where doors are to make escaping this entity much easier. **They are able to run as fast as a dog**, **so by introducing doors, you have a *much* higher chance of survival** than within, say, an empty hallway, for instance. The more doors, the better.
The Unending Abyss Wiki

Welcome to the Abyss. The space between spaces. The place between places. Nothing but weird landscapes, the familiar yet unfamiliar geometry, the endless walk from place to place, and the unending abyss for you to be trapped in. But be warned. Once you're in, it'll never want to let you go.

Do you want to read the book i'm working on based on this? Here it is!

Docs Book Button

### Items

The list of items found within the abyss.

### Airborne Dangers

Self explanatory. Dangers within the abyss that are airborne.

### Infections/Viruses/Diseases

Infections/viruses/diseases that spread from either contact or by a flesh wound interacting with an infected person or entity,
Level 126 - Urban Fields

## DESCRIPTION

Level 126 is another unique level out of the list. It consists of an infinitely amount of homes much like those within real life, however have little to no space between them. Intersection between buildings have not yet been found or noticed, so currently it is a maze of randomly openable doors and backyards. a stated before, the homes, with some being able to be entered and exited, are within a cramped space from one another, with some spaces to tight to fit even a finger, while others are enough to fit an entire car. Another peculiar aspect of this level are the infinite floors up, going up indefinitely. The roofs o these houses can be seen, but only due to the size of some of them. If it is small like a normal single story home, the roof cannot be seen, but if the house is larger, like the size and shape of a family suburban home, sections of roofs can be seen along the edges, but with one or more infinite pieces upward.

Entities are rare if not impossible to find, but what we have in lack of entities, is a unique property of level 126. **The buildings will shift, with only a low rumble noise to indicate their moving**. If a wanderer is inside a house for too long, then step out, the houses will attempt to crush the wanderer or force them into a cramped and tight space. When this is occurring, any opened doors and windows will lock, preventing the wanderer from entering a building during the "attack". If the crush is unsuccessful, whether by if getting any closer will cause a collision between the buildings, or the wanderer manages to become small enough, all buildings will move further away than the were before and not move until the conditions have been met again.

Randomly, a "ruin biome" can be found, consisting of houses that look akin to what they might look like after a nuclear explosion. These contain exits to *Level 16*, *level 12*, or level 12.31.

## OUTPOSTS / BASES

Due to the impossibility, no bases have been formed here successfully

## ENTITIES

Skin Dogs

Shadows

Timids

Possibly the houses themselves, however more research is needed.

## ENTRANCES / EXITS

### ENTRANCES

Randomly Noclipping from level 16 will send you here, a higher chance than to other levels.

### EXITS

Entering a house with a hole in the ceiling in the kitchen and walking under it will cause a noclip to level 16

Breaking down a basement door within a toppled house will send one to level 16

Finding a pristine house within the "ruin Biome" and entering the upstairs bathroom will seamlessly send the wanderer into the level, beginning the event in the process.

Finding a lonesome, electricity pole with a torn paper for a party will send one to level 12.31
Entity 2 - Skin Dogs

### SURVIVABILITY | 2/10

Entity #02 can run at quick speeds and is able to quickly accelerate, despite its physical conditions/ capabilities.

The only way to survive an encounter is to prevent it.

**Do not look at or around it. If you do, even in its vicinity, it will attack, being able to kill you mercilessly**

## DESCRIPTION

Entity #02, "Skin Dog" is a dog-like entity, with all physical attributes attained to dogs. The only difference is with its head. Instead of a dog's snout and facial features, it is instead only a giant mouth, stretching onto the sides of its face. When a Skin dog smiles, its skull bone, however, can, in fact, be seen within the enlarged smile. The entity's body also looks like it has not been fed in weeks, with its skin stretching over its bones, with no fat underneath. All other features, however, are like that of a normal dog. you will see many different colored furs, breeds, and sizes. The only ability that is present within all of them is their insane speed, acceleration, and stopping power, along with strength.

**It can be within any dangerous or unsafe levels, so be diligent when exploring them.**

## CAPABILITIES

The entity can bite through mostly anything to reach you, including most metal materials, like iron, and steel.

The entity can reach insane speeds quickly if its environment allows for it. For instance, for level 3, most open rooms will be ideal for their true speed, however, will slow down more often to keep from slamming into walls or obstructions.

Along with its speed, it can also brake and stop extremely quickly, almost seeming to turn on a dime onto an existing target.

**The entity can also accelerate extremely quickly, reaching from walking or idling to almost 15 (fifteen) times their normal speed of 3MPH**

There is a disease associated with this entity, known as the 'Skin Dog's Poison' that is capable of converting a human being into the entity.
Level 4.1 - Church Attic

## DESCRIPTION

Level 4.1 is a sub-level of level 4, And is an infinite attic space, expanding in all directions. Beams and flooring dot the level randomly. It is also in complete darkness. Due to all three factors, it is difficult to map or even traverse this level safely, as at any moment you could easily fall and either break your spine or other bones or fall endlessly into the void. **It is severely recommended to bring a capable light source, as doing so will immensely help in traversing and exiting this level**. **If you do not, walk slowly**, as the only entities that exist here are timids, and are harmless if you know how to successfully survive an encounter.

## BASES AND OUTPOSTS

Abyssal voyagers, "AV"

The AV has a rather small space here, easily noticeable from where you first end up within the level, as a light in the distance. Most of the level has been made safer, by adding boards to drops, as well as lighting up the level, making traversing much, *much* easier. the base currently has 12 members and is open for trade, and wanderers to join them. They are currently in an unending fight with the *TS*, who is attempting to kill every human within the abyss.

The Toaster Strudels, "TS"

The TS is an *extremely* hostile outpost, that attempts to eradicate all human life within the abyss, and revert to before they arrived here. They are currently too hostile to do said task, as they are attempting to rid the *AV* from this level before venturing into other levels. Many people have managed to sneak in, and have noted something interesting about the group. They seem to be orientated around a vessel, a black, swirling mass, with items around it that it engulfs after time. Everyone who has looked at it or has come into its vicinity has a voice in their head, beckoning them to touch it. It is thought that this is why the *TS* is currently on a genocide run.

## ENTRANCES AND EXITS

### ENTRANCES

Noclipping within level 4's attic, above the moveable ceiling tiles

Jumping into the void on level 0 can send you here

### EXITS

Randomly Noclipping will send you to any of the main levels

Interacting with a ladder going into the void below will take you to level 12
Level 0.84 - Hotel Basement

## DESCRIPTION

Level 0.84 is the basement level of level 0, where level 1, and level 3 can be accessed.

The walls, ceiling, and floor are all made of a varying color of concrete, with the walls being brick and darker than the floors and ceiling. On the ceilings, circle lights stick out in random intervals, at random spots, with some being on, while others are off. Some spaces are also damaged, with some showing wooden studs inside the concrete bricks. There are many rooms, but most are dead-ends and lead nowhere. Crates can be found in those rooms, however. due to the random shadows, entity 04, "*Shadows*", are prominent and very dangerous. Entity 05, "*Timids*", also exist and are more rare, but have been documented. Entity 02, "*Skin dogs*", also dwell on the level, but are very rare. You may only find one if you are *looking* to find one.

## BASES/OUTPOSTS

The AV have tried to set up a base, however most members were killed, and the project was abandoned due to how risky they realized it would be.

## ENTITIES

Shadows

Timids

Skin Dogs

## ENTRANCES AND EXITS

### ENTRANCES

Entering an elevator, with the label "Basement" will take you here

### EXITS

Finding and entering an old, rusty door will take you to level 1

Finding a space labeled "Stairwell" and traversing it, then finding and entering an office door within it will take you to level 3
Level 7 - Shopping Palace

## DESCRIPTION

Level 7 is an infinite abandoned supermarket, with shelves and multicolored walls. The ceilings, while extremely high, have a grid-like pattern made of some sort of stone-like or concrete-like material, gray. The floor is made of large, shiny tiles, in an off-white color. There are random walls placed around, making traversing the level much more dangerous, and you can easily run into dead ends within the many isles. There is an overabundance of entities, most of which are pretty quick and lethal, with the most dangerous and prominent one being skin dogs.

## ENTITIES

multiple entities exist within the level, however, the most reported ones are:

Skin Dogs

The Fossil

The Surgeon

## OUTPOSTS AND BASES

None, as it is too dangerous to get one set up

## ENTRANCES AND EXITS

### ENTRANCES

finding a grocery list on level 3, and interacting with it

Wandering away from the walls within the sub-level level 7.312 for an unknown amount of time can send you back here.

### EXITS

Finding an office door and opening it will send you back to level 3

Randomly noclipping while being chased can send you to level 0, level 1, level 2, or level 3, with possibly more levels we do not yet know about

Wandering in any direction for an unknown amount of time will send you to level 7.312
Entity 4 - Shadows

### SURVIVABILITY | 3/10

Entity 04 can easily be mistaken for a real shadow. The way to tell is a slight waviness around the edges where the entity resides.

## DESCRIPTION

Entity 04 will stand in darker spots, and shadows to wait until somebody, or something, that isn't an entity to walk past, where it will then grab the target and take them into the shadows, disappearing inside the shadow. We don't know where they go, or if they do die. The entity form itself is like a human's shadow, a bit elongated, without any features. In the levels it resides in, it can form together with any shadow, to a certain size. To put simply, if a normal human can be fully engulfed by the shadow, entity 04 can hide within it.
Main Levels

Level 0 - Halls of the Hotel | Level can be accessed from reality

* level 0.5 - Lost Halls of the Hotel
* Level 0.84 - Hotel Basement

Level 1 - Maintenance Halls

Level 2 - Libet's Library

* Level 2.5665 - The Overgrowth

Level 3 - Office Afterhours

Level 4 - God's cries

* Level 4.1 - Church Attic

Level 7- Shopping Palace

* Level 7.312 Walls of the Market

Level 8 - Factory Walls