⚠️Information Notice⚠️
With recent discoveries showing new zones within Level 197, we have found it necessary to add a supplementary document to contain the new found data. As new zones within Level 197 are discovered, they will be added to this document and updated accordingly. Any and all Groups of Interest are welcomed to add their findings to the document should they have the initiative to do so.
Zone 1.1 - Spelunclaustro
This entry was recorded by the Eternal Repository in accordance with the Major Explorer Group. All findings are credited to the Data Diggers who unfortunately could not be recovered. Both SD Classes will be used to convey the combined effects of this zone.
SURVIVAL DIFFICULTY:
Class Ψ
- Unsafe
- Unsecure
- Mental Hazard
Low Dangers | No GOI Presence | Extreme Environmental Danger
When walking through the Turquoise Zone, one may come across a change in color of the environment. The shades of all crystals will turn from a light cyan to a dark blue, and it is believed that one has now entered the Sapphire Zone, also known as Spelunclaustro, which is a mix of two known fears: the fear of caves, and the fear of tight spaces.
Zone Formation
The Sapphire Zone is known to be very tight and claustrophobic, with many caverns being only a few feet in width and height. The terrain is speculated to change rapidly, going from a straight line to zig-zag formations, and even a couple reports of going at a steep decline into a darkened pit. Some may think that, with Kazuo Nishimura's reports, this might be a consistent entrance to Zone 4.
Wanderers who have entered this zone have reported heightened feelings of paranoia and stress, even when stating weeks or months prior that they do not have fears such as claustrophobia or speluncaphobia. Many who enter the caves are too scared to come out or only walk a few feet in before turning and leaving.
Rarely, wanderers have discovered small circular rooms that allow a breath of fresh air from the cramped tunnels. These circular rooms are around 10 feet in diameter and do not have any crystals on their walls, say for a small bunch hanging from the cavern ceiling.
Those who have entered these rooms advise many that they are not to be trusted. Reports state that the floors of these rooms are not stable, and when carrying more than two people or an estimated 300 lbs, the floors will break and collapse. Below these floors are pits of sharp onyx crystals, and it is impossible to trek further unless bringing special equipment. No wanderers have survived the pitfall due to the severity of their injuries.
Note: "It is currently unknown how these black crystals are so sharp or what causes their efficient killing properties. More research is required once we can find a reliable entrance to Zone 4." ~ Senior Data Digger Jex
The sapphires themselves do not seem to have any special properties or effects. When analyzing these geodes up close, the only noticeable discrepancy was that rays of light inside the gem seem to "fly around" as described by those who have inspected the rocks. When trying to extract the sapphire for closer inspection in another location, the gems proved difficult to remove. Currently, only shards or incomplete pieces of sapphires have been retrieved.
Bases, Outposts, and Communities
Due to the environmental dangers and tight spaces of this zone, it is deemed inhabitable by the Repository. The M.E.G. continues to look for a possible area of stable construction.
Entrances and Exits
Entrances
To enter this area, one must find a discoloration along their travel through the Turquoise Zone.
Exits
The only known exit is to return the way one came. It is currently unknown if there is an exit by venturing further into the zone.
Zone 4.1 - The Quartz Zone
SURVIVAL DIFFICULTY:
Class Rho
- Unsafe
- Secure
- Psionic Hazard

One of the many beautiful sights found within this zone, birthed from the dark one's discarded ichor.
The Oynx Zone is one shrouded in mystery, home to an endless dark that forever veils the zone. A lone overlord dwells there, leaving horrible, black scars upon all who enter. Though, even here, life finds a way to flourish. Find the blood which seems to perpetually blossom and enter the tranquil garden.
Zone Formation
Contrasting the previously mentioned Onyx Zone, the Quartz Zone takes form as a large, flourishing garden, primarily made of silica. This area is one of the smaller zones in Level 197 and is an open space, around 40ft3 in general size, much more akin to a "room" rather than an actual zone. This section can be the most habitable if proper precautions are taken.
Masses of quartz litter this zone and emit a soft warm glow, illuminating their proximity. Upon the quartz entering a human's flesh, the human's body will steadily transform into a stony substance, much like the very quartz that penetrated them. This process will take place over the course of six days, though the development takes place exponentially. As such, several quartz statues in a humanoid form with expressions of eternal agony are scattered throughout the zone.
Wanderers entering this level will find themselves on the west side of the zone, in a small clearing devoid of any plant life. Small quartz growths attach themselves to wanderers as they enter which may prohibit movement in some cases; caution must be taken whilst removing the quartz as cuts can be easily caused.
Instances of Protea nitida are extremely common within this zone1 and demonstrate several abnormal properties unlike those found in The Frontrooms. They seem to be able to telekinetically affect nearby clusters of quartz, though the method behind their ability to do so is currently unknown. Whenever a foolish wanderer attempts to make physical contact with a waboom, quartz will suddenly launch itself at the hands of the victim, penetrating their flesh and causing deep wounds that may become lethal if left untreated. Though, they don't do this out of hate; they do this purely out of self defense. It's respectable, in a sense. Not even I can stand up for myself, all I do is hide in the shadows, waiting for wanderers to pass through the level hoping they don't stumble upon me.
Bases, Outposts, and Communities
Due to the slim chance of entry and environmental dangers present in the level, bases are hardly ever established within this zone. Though, a single human forever lives here, "Korah" is what they call him, though his true name has never been truly revealed. He seems to be in a state of homeostasis within the zone and has had his physical form altered due to his prolonged exposure to the wagon trees present within this area. They almost seem to speak to him; whispering in his ears tales of the forsaken individuals who have fallen within the zone. The words moved him deeply, so he wished to put an end to the endless death caused by the crystals. So, he gave himself to the blooming flowers, allowing them to take him over both mentally and psychically. Maybe he is the only exit to the level; perhaps the only true freedom is found within acceptance of those who give their heart to you.
Entrances and Exits
Entrances
Entry to this level can only be accessed after suffering an injury caused by the lone overlord. Following this, you shall slowly lose your sense of self and then awaken within this domain.
Exits
Exiting the level cannot be done through any normal means. One must give themselves to the level and reach equilibrium with their environment, in which "Korah" will offer you a pathway to Level 8. Though, we all know why Korah allows us such knowledge, right?
Additional Notes:
Follow the shepard of change; free yourself from this mortal shell and bleed on our blossom.
Eohhg lq pb qdph.
Ehzlwfk doo zlwk wkh vdfuhg iodph.
Idoo rq brxu eodgh dqg vfduh brxu zlwv dzdb.
Doorz brxu zloo wr iruhyhu exuq dqg iodb.
Zone 5 - The Emerald Zone
SURVIVAL DIFFICULTY:
Class 2e - Environmental
- Safe
- Unsecure
- Non-Entity Hazards
The Emerald Zone was the fifth zone to be discovered. The zone is comprised of brilliant green emeralds, which shine very slightly with an unnatural light. Wanderers have been observed on numerous occasions becoming entranced and staring at this light for upwards of 20 minutes in rare instances.
The most important properties of these crystals are the radiation they emit and the mental effect they have on wanderers, both of which can cause moderate harm during prolonged expeditions. The radiation emitted by crystals of the Emerald Zone is low enough to not be an immediate cause for concern, however extended stays are expected to cause severe health complications later in life.
The most notable property of the Emerald Zone is its mental effect, which causes selflessness and decreases feelings of greed and desire. This effect is incredibly potent in individuals who hold a greater amount of power and those who tend to act in selfish manners, and is nearly unnoticeable in those who act with good will towards others or have particularly low self-esteem. The duration of this effect depends on the amount of time one spends in the Emerald Zone, with feelings of selflessness lingering far longer for those who have stayed for extended periods.
Zone Formation
The Emerald Zone takes the form of an immense labyrinth, with the organic and natural shapes of the crystals that line and form the walls bending to form tight turns and branching paths indicative of deliberate design intended to confuse and misdirect wanderers. The reason for this layout is unknown; however, this layout can cause trips through the Emerald Zone to last far longer than planned and result in stronger effects than anticipated.
On 07/19/19, a small group of wanderers attempted to use pickaxes to excavate portions of the zone and make access to it easier. This plan backfired immediately when the ceiling of the cavern caved in on them, killing all but one instantly. Upon a return trip to the area to investigate, the caved-in location had reverted to how it was before with no trace of the bodies or debris.
All attempts for excavations in the Emerald Zone are strictly prohibited to prevent another similar incident.
Bases, Outposts, and Communities
There are no known communities currently living in the Emerald Zone. The only known attempted community, created by a party of 5 people, failed after several days when all members refused to eat and subsequently left the zone to protest each others' refusal to do so.
Entrances and Exits
Entrances
The Emerald Zone can be entered by following small tunnels dotted with green crystals that occasionally appear within Zones 1 and 2, which then disappear when unobserved.
Exits
At what is believed to be the center of the Emerald Zone, a hole in the ground leads to the Ruby Zone. Caution should be taken when descending into this hole due to the height and the environmental conditions of both zones.
Rusted doors can be found embedded in the walls of the Emerald Zone on rare occasions. Due to the crystal formations around them, these doors require significant force to open. Successfully doing so will lead to Level 401.
How to add a zone:
First, make it deep! Most zones within the original Level 197 are very focused on worldbuilding and descriptive content, and I'd like to keep that ball rolling. For the structure of the page, it's as follows:
Description: blah blah blah
Zone Formation: very important do not forgor
Bases, Outposts, and Communities: are there people or no
Exits and Entrances: yes it's the same
Use whatever SD class you see fit as long as it works with the zone.
HAVE AN UNDERLYING IDEA! For all zones within Level 197, there are undertones which can be easily discovered: Zone 1 is calamity, Zone 2 is disease, Zone 3 is rage, and Zone 4 is loneliness. I'd like to have the same thing happen here: have something that you base your zone around. It helps a lot with the writing and structure of your work.
Images would be greatly appreciated, but of course they are not mandatory.
I would love it if you ran the work past me first, but any GL/GLT that you get approval from is also welcome.
That's it! If you have any questions, please PM me or send me a message on Discord.
Please only add one zone to your name! I'd like to have as many people as possible, and if you make more than one level I may be inclined to remove it for someone else. So please only have one zone to yourself in this nice little doc :3
- NavyEOD_24 for "Spelunclaustro" | Author Page
- Hikarinu for "The Emerald Zone" | Author Page
- WhoYouCallinAPinHead for "The Quartz Zone"
Quartz Flower licensed under CC BY-SA 2.0 and was created by Sara&Joachim.