Level 847 -"Habitability?"
rating: 0+x

SURVIVAL DIFFICULTY:

Class 0

  • Safe
  • Secure
  • Rare Habitable Areas
Missing alt text.

The Hallway

Description

The level has the appearance of a corridor that is lit by lights from above, with doors to the side; most of the doors are locked and indestructible. However, every 20 rooms are unlocked and have supplies like Almond Water, Lucky'O Milk, food, very rarely computers with Wi-Fi, and random items. The supplies are restocked every 12 hours. The corridor has the appearance of beige walls and a ceiling with wooden doors.

When the wanderer gets to this level, he will be in the middle of a hallway. After 10 km, the person will come across 8 paths, each with a different color. Be careful, because if the person already went 1 way, they can't go back as the way will be walled off, and that wall will be indestructible. After 20 km on each path, an exit will reveal itself in the form of a door; the doors have different colors depending on which level they lead to. The doors have very small traces of numbers on them; it's as if someone or something erased the numbers from the door.

Phenomena

The Collapse

If a wanderer stays in the corridor for a month, the floor will collapse under the wanderer; after this, the floor automatically fixes itself; this makes the corridor uninhabitable.
This phenomenon is only in the hallways and the rooms, thus making only the special areas habitable.
This phenomenon is one of the factors in the level's habitability.
The wanderer can not escape this effect, no matter what.
Other wanderers can not see this effect, unless they are also experiencing this phenomenon.

Possibly Habitable Areas

There can also be 3 extremely rare areas on this level; these can be accessed by opening doors
The rarity of these areas combined with the Collapse makes the level be classified as class 0.

The Outdoors: A random door can lead to what looks like a forest. There is a windmill in the forest every 600 meters, in these windmills one can find almond water, crops, fishing supplies, and farming tools. The outdoors is seemingly infinite, and the breaking effect does not apply to this area; this makes it the second place on the level where setting up bases is possible. Rivers can be found in this area; this makes fishing, hydrating, and farming possible in this section. The rivers have no beginning and no end. Overall, this section is a very habitable area on this level.

Missing alt text.

A river in the outdoors

The Cavern: The cavern itself looks like a dripstone cavern with crystals. The caverns are rarer than the forest. The crystals can be used for armor, weaponry, and currency. There are also occasional water sources in the cave. In the cavern is no food in this area; this makes it so that this area on its own would not be habitable. There is no natural light source; only manmade light sources are visible.

Missing alt text.

The Dripstone cavern

The Endless Ocean: This area looks like a giant ocean with presumably no end. In the ocean there are fish from the frontrooms (even some that aren't meant to be in an ocean), like clownfish, catfish, bass, coral, swordfish, alligators, and sharks; the level also has aquatic plants, that are edible. The fish are passive; they will not attack anything. Some of these fish have traits that are irregular to their frontrooms variants, like some have more fins, some have different scales (even scales made out of minerals), and some can even telepathically communicate with the wanderer. The only danger in this area is drowning and going more than 100 meters under the ocean. There is no standing ground in this area. This makes it so setting up bases here is difficult, but not impossible. This area is the rarest out of the 3.

Missing alt text.

The ocean

Entities

The swimming giant

Habitat(s):Level 848's Endless ocean

Description

The swimming giant resembles a giant isopod from the frontrooms. The giant shares almost all similarities with his frontroom variants, except for his size, the giant is about 100m meters tall and around 800 meters long. The size of the giant does not mean the giant is slow, however the giant has been seen moving at 400 km/h, moving at this speed has no effect when the wanderer is being lifted to the surface. This entity has been seen saving wanderers from drowning or going too deep into the ocean by lifting them to the surface with their limbs.

Do's and Don'ts

Do:Let him help you return to the surface.
Don't:None, he has not shown any kind of aggression to the wanderer.

Bases, Outposts and Communities

The Foresters

  • One of their settlements consists of around 20 people per base; they are willing to trade and give supplies to wanderers.
  • They inhabit the outdoor sections of the level, most of them live inside the windmills
  • There are more than 500 settlements like this one across the level.
  • They welcome wanderers that want to join their settlement.

The Blacksmiths

  • They live in the caverns and make weapons and armor out of crystals.
  • One of the bases consists of around 20 people; they are willing to trade with wanderers and often give weapons to them.
  • They are often seen trading with the foresters.
  • There are only around 10 Bases of the Blacksmiths.

The Divers

  • They are not in the flooded section; instead, they inhabit rooms next to the endless ocean areas.
  • They research the fish and the swimming giant in the endless ocean.
  • Only 3 bases are present on the level; they only have around 7–10 members.
  • The reason for the low member count is the breaking effect.
  • They found out that rooms near endless ocean areas often contain diving gear.

Entrances And Exits

This level acts as a passage between safe levels, this means one can enter a safe level from Level 848, and it is possible to return to here from a safe level. Many groups have used this level to get to a habitable level.

Entrances

One can enter this level by finding a picture of this level and ripping it in half in any of these levels: 48, 162, 201, 303, 414, 864, 900, or 979. These levels are ones that can be entered via this level.
Additionally, one can enter this level from levels 98, 109, or 183 using the same method

Exits

There are 8 possible exits:
You can exit the level by leaving through one of the 8 colored doors; luckily, all of these levels are safe and/or habitable. The possible exits are the red door leading to level 201, the blue door leading to level 303 the yellow door leading to level 48, the green door leading to level 414, the orange door leading to level 864, the purple door leading to level 900, the white door leading to level 162, and the gray door leading to level 979.


Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License