SURVIVAL DIFFICULTY:
Class 5P
- Potential Unexpected Danger
- Unsecure
- Undefined Entity
Level 978, Endless Multi-Time Park was discovered on 8/15/2009 by a group of wanderers. Until now, Level 978 has only been discovered in 5 Zones. There are rumors that Zone 6 has been found, but this has not been confirmed.
Description
This level is extraordinarily huge, spanning about 1200 square miles (~3107 square kilometers). Some of The Frontrooms' most popular parks, such as Central Park, are mixed up by Zone. There are rumors that in Zones 2 and 3, it is easy to see a distorted section of the park as if the photo is twisted. Survival Difficulty varies by Zone. You will end up in Jerry's Followers Section if you are not careful.
Next, Zones occupy the most important parts. Because it will have a certain level of living difficulty according to each Zone. The deeper you go into the zones, the more necessities you will find, but it also comes with danger. The longer you stay in Zones 3 to 5, the more tormented you are. Your memories become fragmented and mixed together, even if you exit the level, but it is unlikely that you will be psychologically stable.
Third, all attempts to take pictures failed, and neither did I memorize the scene. After you exit the Level, you have no idea how you got there. Sometimes you will hear howls in Zones. The howl is similar to wolf howls and the sound of speakers. Howls can last from 30 seconds to 3 minutes. The longer the howl, the more exhausted you will feel. The light and dark state of Level is very random. Sometimes the morning is only 2 hours, and sometimes the dark state is 9 days. However, the bright state only lasts 12 days, whereas the dark state might last up to 15 days. In Zones 2–5, in the dark state, the danger is higher than during the day. Exploring at night is too dangerous. Adult Facelings will be extremely easy to find; Child Facelings are often hard to find. Especially when the dark state is switching, the faceling will always look in any direction. After the darkness turns completely dark, the faceless will permanently hide in a corner.
Furthermore, at Level, you may detect delicious or appealing odors but do not pursue those odors because the fate of those wanderers who follow those odors is unclear.
Zones
Zone 1
SURVIVAL DIFFICULTY:
Class 1
- {$one}
- {$two}
- {$three}
Lead Painting in a Single Corner in Zone 1
Zone 1 will be the Zone you appear in first when you reach this level. Zone 1 is in its late 19th-century state. You can easily see architecture from the late 19th century. Zone 1 is nearly the safest. Entities or Environmental threats, for example, are exceedingly unlikely; nonetheless, the likelihood of sustaining life in Zone 1 is extremely low. So you have to go to Zone 2 to stay alive. Recognizing entities in Zone 1 is challenging; for some reason, individuals frequently confuse entities. Even so, Zone 1 will be your refuge in danger. There are rumors that when you are exhausted in Zone 1, you will be taken to Level 0, which is not confirmed.
Zone 2
SURVIVAL DIFFICULTY:
Class 3
- {$one}
- {$two}
- {$three}
One-Corner Lead Painting in Zone 2
After traveling about 200–220 miles in Zone 1, you will be taken to Zone 2. Everything in Zone 2 is from the early 20th century, and it contains some typical FrontRooms architecture, such as the Barcelona Pavilion and the Seagram Building. The scene in Zones 2 and 3 is of stacked parks collapsing terribly. M.E.G. tried to explore, as the terrain structure here is not easy to explore. The danger here appears infrequently, being a reasonably easy Zone to reside in. But be careful; it has been documented that the number of risks and entities increases in the night states, and hostile entities are more likely to appear. The night in Zone 2–Zone 5 is tranquil and very dangerous. Trying to get help could also put more people at risk. It is relatively difficult to identify entities in Zone 2. Because the beings are hazy and slightly deformed, attempt to flee if you encounter one. It is preferable to avoid them because you cannot identify them. Although the number of necessities is small, it is sufficient to support life for a short time. You can easily find objects like Almond Water, Candy, and Lucky O' Milk.
Zone 3
SURVIVAL DIFFICULTY:
Class pending
- {$one}
- {$two}
- {$three}
After traveling about 208–300 miles, you will enter Zone 3. Although the information is not 100% certain, it can still be said that Zone 3 is quite dangerous; you have about a 50% probability of encountering threats or hostile entities. Zone 3 stacks, shuffles, and incorporates parks that were famous in the mid-20th century, and so are the structures. The necessities in Zone 3 are easy enough to sustain life, but you also have to deal with potential hazards. Identifying an entity is difficult. There was even a person who faced a hostile entity but remained unidentifiable. Entities from Zone 3 onward appear to distort the shape. The Zone 3 daytime state is similar to the Zone 1 night state. Moving, changing hiding places, and defending are the right things to do in the night state. There have been a few empty cameras; their owners appear to have vanished without any trace. The M.E.G. had a hard time researching and exploring Zones 3 and 4. Several M.E.G. members were missing during many discoveries. Although this zone has a great propensity to maintain life, no one is certain of its safety.
Zone 4
SURVIVAL DIFFICULTY:
Class unknown
- {$one}
- {$two}
- {$three}
An unknown artist's painting of Zone 4
Going about 250–280 miles from Zone 3 will get you to the Zone; be very careful. Zone 4 appears to be a combination of Zone 2 and Zone 3. This howl usually ranges from 1 minute to 2 minutes. The area was developed in the late 20th century. The probability of finding the computer is relatively small. You can find a few cars, but most of them do not start or have no fuel left. Entering this Zone is not advisable. According to some of those lucky enough to escape Zone 4 who assumed that supplies were adequate, the potential for danger abounded. Most of these people died shortly afterward or were traumatized. From Zone 4 onward, you can easily hear giggles and savage sounds. Once, M.E.G. discovered a human skeleton. According to some studies, on several occasions, buildings have collapsed. But it wasn't long before it was miraculously erected. The devilish thing is that sometimes you will see shadows passing by like ghosts. Zone 4 is also known as: The Area of Mysterious Forces
Zone 5
Zone 5 is undocumented and very dangerous. No one knows what's going to happen.
Architecture & Building
As mentioned earlier. The structures depend on each Zone. The buildings in the Zones are locked, but some buildings and structures can be entered. Some of the structures are unoccupied, while others are nearly full. In Zone 1, buildings and architecture are mostly newly built In Zone 2, the buildings and structures are mostly under construction. Zone 3, most of which is nearing completion, and Zone 4, which is 60% finished, according to meager resources, while Zone 5 buildings and architecture range from 75% to 80% complete. Sometimes, the doors of buildings and structures will open and close randomly.
As previously said, notable architecture and buildings from The FrontRooms will occasionally surface around the zones. Consider Zones 2 - 4, which contain well-known structures such as the Chrysler Building, The Glass House, the Seagram Building, the Hong Kong and Shanghai Bank, etc.
Bases, Outposts, and Communities
M.E.G. Outpost "Park Watchman"
- Main outposts in Zone 2, secondary outposts in Zones 1 and 3.
- This Outpost is made to protect other Groups from Entities and to research and explore Level 978.
- This Outpost is open to new Wanderers to fill out their applications to stay.
- They have active food and place service to keep the Wanderers safe.
Group of courageous and reckless people
This is a group of 20 members. Bobby Kender is the leader. This community is not particularly pleasant, but if you ask for assistance, they will assist you once. In addition, you can also exchange some items or apply to join the group if you are brave and reckless enough. They have previously explored Level 978 from Zone 1 to Zone 4 twice.
Discovery and Support Detachment
The Discovery and Support Detachment mainly provides essential supplies and weapons for self-defense. Based on Zone 2, explore Zone 3 from time to time. This detachment has about 30 people; you can also exchange. If you want, you can apply to join. This detachment is in desperate need of personnel.
Entrances And Exits
The entrances and exits will be updated when Zone 5 is finished exploring and researching.
Entrances
- Noclip into the park picture of the late 19th–early 20th century in Level 5, 40% success rate
- At Level 33, find a store that says 'Complete Handbook,' And look for a book that says '1902 Park Camping Handbook'. Taking the time to read through it for 5-10 minutes will lead to Level 978
- Walking on the boardwalk at Level 300, there will be a random chance to take to Level 978
- Reading a journal about level 978 at level 153 will lead directly to level 978 (only works at level 153 and cannot be done at another level)
Exits
- Find paths like park exits in any Zone that will lead you to Level 9 or Level 166 at night state
- Find a boardwalk in any Zone with a 'The Boardwalks to the Rainbow' sign to return to Level 300
- In any Zone, find an icy place with the sea: 'The Frozen Lake', and enter the area that will lead to Level 420
- In Zone 3/Zone 4, finding a building with the word 'Office' will randomly lead to Level 4 or Level 81


