SURVIVAL DIFFICULTY:
Class 2
- {$one}
- {$two}
- {$three}
A photo of the level.
Description
Level 127, also known as "Vacation Park" is an abandoned vacation park inside a forest. The level is always dark but has a cloudless blue bright sky without a visible sun or moon.
Park
The park itself consists of concrete roads with small houses connected to the road, mostly with a car parked besides the house or along the road. Wanderers walking along these roads often report the strange sensation of a car driving behind them, even though no vehicle is ever present. The parked cars tend to be hatchback type cars without a visible brand marked on them. Their license plates generally show them being from the Netherlands, though it is unknown whether the level actually originated there or merely imitates it. Many of these cars have roof boxes attached to them. These boxes are usually empty, though some have been found containing items such as Almond Water or bicycle parts. The concrete roads range from short dead-ends to long stretches that disappear into the darkness. All of these roads have houses built beside them. These structures are wooden and typically follow a triangular prism-shaped design. Most houses are dark from the inside but some have their lights on. Some houses can be further away from the road and have a dirt path connected to the road instead. The houses always have a wooden sign with a seemingly random number engraved in them. These signs are generally hard to see due to the level's darkness. Some reports were made about signs containing negative numbers or strange symbols, if you or someone around you encounters such a phenomenon, please do not enter the house and report it to M.E.G. The concrete roads always have light poles, looking at them closely reveals them having Guiding Lights inside. These Guiding Lights can be freed by breaking or dismantling the light poles. Because of this, wanderers have occasionally been seen dismantling the poles to capture the Guiding Lights, which are believed to be valuable for trading. If you encounter such behavior, please make sure to report these individuals to any M.E.G. officials. It is strongly believed that the darkness increases the number of entities inside the park. Wanderers are strongly advised not to dismantle these poles, as doing so may increase the danger within the park.
Park Entrance
The entrance of the park consists of a lobby, restaurant, swimming pool, and a parking lot. The lobby is a small building with racks filled with clean bed sheets and towels piled up and wrapped in plastic. The lobby is fully illuminated, though no visible light source can be found. Behind the counter are racks of keys belonging to houses in the park. Most of these keys have a small wooden nametag displaying a number matching the signs found in front of the houses. In rare cases, a key may not have a nametag attached to it, these keys are known as Level Keys and can be used to exit the level (see exits). The lobby appears to have once been staffed, though it is now seemingly abandoned. A piece of paper was left on the counter.
Restaurant
The restaurant is a large open building with an outdoor seating area with tables and chairs, typically seen in Dutch restaurants in The Frontrooms. The tables always have a salt and pepper shaker with a menu card next to them. The menu card has things such as French fries, Spaghetti, Spare ribs, and more related items. They also offer drinks such as coffee, tea, beer, wine, and water. Wanderers report seeing the menu cards change after a few days mostly changing one or two items. The kitchen of the restaurant seems to always be empty of any consumables or supplies. There are speakers scattered around playing mostly Jazz music. Wanderers often report a faint sense of nostalgia when hearing the music, despite being unable to recognize any of the songs. Wanderers who sit down at one of the tables for a bit get approached by a Faceling appearing as a waiter. If nothing is being said towards the entity, the Faceling will walk away. If a wanderer attempts to order an item from the menu, the Faceling will write it down and walk away. The Faceling will enter the kitchen and seemingly disappear, only to return later with the requested order. It is as of yet unknown where the Facelings obtain the food from. Wanderers who order water will get Almond Water instead.
Swimming Pool
The swimming pool is widely considered the safest location within the level, as hostile entities have never been seen entering the area. The swimming pool is fully lit up with working lights similar to the street lights in the park but lower. These lights also contain Guiding Lights. A popular theory behind these lights is that Guiding Lights scare off entities in a way, which would make sense why the Swimming Pool is devoid of entities. The pool itself gradually slopes from shallow water to a depth of roughly two meters. Next to the swimming pool is a small building consisting of showers and locker rooms. The lockers have strange properties. Once a wanderer closes a locker after using it, only that individual appears to be able to open it again. Items stored inside occasionally change position when the locker is reopened. Objects placed at the back may appear near the front, though nothing has ever been reported missing. The odds of this happening increases with time. Any attempts at breaking open or destroying one of the lockers have always resulted in failure. Attempting to drown in the pool can lead one to Level 37 or Level 130 but this does not work consistently thus it's not recommended to try.
Parking Lot
The parking lot is a commonly avoided place due to its effect on a wanderer's sanity. The parking lot is surrounded by tall bush hedges with street lights everywhere. These street lights do use electricity compared to the ones in the park and have different looks. The parking spots are always devoid of any cars. Being in the area for a few minutes will cause hallucinations of cars or other vehicles parked in the parking spots. These hallucinations may include ordinary cars, vans, or occasionally unfamiliar vehicles. Approaching them causes the cars to disappear. The parking lot is well lit up but entities can still enter, although mostly Skin Stealers.
Forest
The forest can be entered by following dirt paths that are longer than usual. The forest consists mostly of pine trees, with pine cones scattered across the ground. The forest is the darkest place in the level so it is recommended to bring a source of light when exploring this part of the level. It is also the most dangerous area of the level, as hostile entities are most commonly found here. The forest is home to entities such as Smilers and Skin Stealers. It is unknown how big the forest is or if it even has an end. Several wanderers have reported encountering large flower fields connected by a rocky path lined with electrical poles. All reports mentioned there being a lack of any entities in these fields. Sightings of Warning Kites flying above the flower fields were also reported by some. These reports are currently being investigated and expeditions are planned to look for these flower fields. There is a group of people in one of the flower fields. I have seen them.
Houses
The houses in the level can be entered via the front or back door. These doors tend to mostly be locked requiring a key from the Lobby. In rare cases, they have padlocks attached without locks. The codes behind these padlocks have not been found as of yet. The interiors of the houses are unusual, containing both outdated and modern technology. For example, oil lamps may be mounted on the walls while a modern smart refrigerator can be found in the kitchen. These houses have basic food products and/or drinks located in cabinets or refrigerators. Most houses have faucets within their kitchen, these faucets let out Almond Water. In other cases there may be wells or pumps in the gardens filled with Almond Water. The houses always have at least 2 bedrooms with one always having two beds next to each other. The backyards mostly have a table with some chairs but in some cases have wells for water or a shed with gardening tools. Some houses have broken windows or leaking roofs, despite the fact that rainfall has never been observed in the level. Chairs may be fallen over or old moldy bread may be sitting on the table. In rare cases Clump infestations can exist within one of the rooms in the houses. Instances of Entity 2 have also been confirmed to exist rarely within these houses. They mostly appear in small rectangular windows at the side of the house.
Entities
The level contains entities such as Smilers, Wretches, and Skin-stealers. These are most commonly encountered in the forest, though they are also frequently seen in the main park. Clumps and Windows can only be found within the houses. Guiding Lights are contained within the level’s light poles. Do not release them.
Bases, Outposts and Communities
As of yet there have not been any bases, outposts, or communities located in the level. Although a note was found inside one of the houses hinting at a base in the Forest area.
Entrances And Exits
Entrances
- Unconfirmed reports suggested Level 9.3's highway can lead here.
- Level 35 can lead to the Parking lot in very rare circumstances.
- Finding a forest in Level 77 after 6km may lead here.
Exits
- The easiest exit is by using a Level Key on a house which will lead one to the level the house was numbered at.
- Swimming in the pool for a while and then drowning can lead to Level 37 or Level 130, this is not recommended as it's not always guaranteed to travel there.
- Attempting to No-clip in a tree can result in entering Level 39.


