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Beware! This page contains content that is considered Non Canon to the main series. Please keep this in mind as you read the article.

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Beware! This article contains information that may be considered Spoilers to newcomers to the series. Please keep this in mind while reading.

SMS 1999 Levels
Normal Mode (The HouseThe ForestThe StreetThe StudioThe Inferno) • Challenge Mode


The dark stretch of forest in-between Tim's house and the city he used to live. Explore the sinister woods, and evade the demons that continue their violent pursuit. Find the relics, and survive.
 
— Description from selecting The Forest map on Slaughter Me Street 1999

The Forest is one of the playable locations in Slaughter Me Street: 1999, being it's second level.

Appearance[]

Slaughter Me Street: 1999[]

Not much was initially known about the forest as it was an unlockable preview in the game's demo rather than a full level outside of it being an outdoors area with trees at night. When the game fully released the Forest is shown to be connected to the bunker to the House. It is also discovered through Files that strange events happened in the area such as strange Bird-like tracks being spotted and a haul of fish being decapitated and scattered all over a shop has caused people to leave the area over time from workers to campers. Interestingly, This area also has a statue of what is described as the town's local legend as well as a campsite. There is also a warehouse and two bridges that connects parts of the map together as a large river divides a portion of the Forest. A trail of gravel lined by logs connects most of the notable areas together. The three points of Exit are a crosswalk with a stop sign, the Welcome to South Laughterville Sign, and the storm bunker.

v4.1.23[]

In demo v 4.1.23, The April Fools Demo, The Forest was supposedly playable as the only level. This build had a few distinctions compared to The House before it in terms of function and compared to the Forest in the Full release of the game in terms of appearance.

Keep in mind this build was not meant to be an accurate depiction of how the level would look like or function on full release.

  • There were no Safe Zones anywhere, meaning the player would have to rely on their flashlight to fend off creatures, but can not recharge their flashlight effectively themselves and can not hide. The map on full release included Safe zones and a very different layout.
  • The Tokens take the role of mandatory collectables needed to beat the level taking the place of the Relics. In the full release, and the other normal levels, Relics are still the mandatory collectables.
  • There was only "one" threat, as with the Full release Gomez was joined by the other Demons
  • There was also no notable landmarks like the full release of the Forest has.

Areas of Interest[]

Bunker[]

This is the area the player usually spawns near. It simply serves as one of three exits and is nearby one of the bridges.

Bridges[]

There are two bridges on the map that connects the level together. These bridges can be toggled to be raised or lowered but both can not be raised or lowered at once, as when one bridge is lowered, the other will be raised. While this could be used to block off some threats, the bridges will not move if it detects someone or something is still on either of the two bridges.

Warehouse[]

The Warehouse is a large building made up of blue rusted sheet metal on the outside and metal girder beams, support beams and concrete on the inside with lights on the ceiling. It is mostly a single room with a bottom "floor" with a car, shelves, a ladder and stairs that lead to an upper area that has a table with a coffee machine and microwave on it and a door that leads to small room that overlooks the warehouse that has a desk and a chair. Another door simply leads back with a staircase leading back down that is also held up by girder beams, though the railing is jumpable. There is a Safe Zone located near the corner by a car and a file can be found on the desk on the upper floor and the window in that room can serve as a vaulting point. Alternatively there's a staircase on the ground floor that leads into a tunnel that'll lead the player near one of the bridges According to a File/Note found on the desk, This Warehouse was subject to a strange activities and a sighting. A worker has been complaining about something moving in the bushes while at work while another worker assured them they were hearing things but soon figured that they were on do something. The other worker felt like he was being watched in the woods and found a lot of tracks leading into the Warehouse itself, described as "massive friggin' bird feet". The unnamed worker then decided to quite not wanting do deal with whatever creature was stalking the area and claiming they'd rather work another job. It is implied that the Investigator had also found this note.

Information Board[]

A standard Information board that has a log next to it and has a file nearby. It notably has a visualization of the map on it that while not everything is visible, does show both bridges, where they connect to and the general area of the Forest.

Boat House[]

A small boat house near one of the bridges and overlooking a small pier with a boat in the water. This simple wood and stone building has two boats propped up on the side in it. Inside are three small rooms. A "main" area with red walls and wood plank flooring with a chair, a waste bin, a lamp on the wall and a few small pictures. A restroom with blue walls with tiled flooring, a toilet, sink and mirror. A small office that has a table with some bottles, a toolbox and a coffee machine on it, a bookshelf, and a desk and chair with a waste bin in from of a painting where the player can vault out the window of, and a "porch" that also as a vaulting point. A Safe Zone can also be found here behind the desk. According to a File/Note found on the desk, this shop was subject to a strange incident that scared off one of the workers where when coming back to shore they found that a haul of fish from the night before had be decapitated and scattered all over the shop. It is implied that the Investigator had also found this note. It is also located close to the Campsite.

Campsite[]

A campsite left in the middle of the forest by some rocks and a fire pit and some logs surrounding a campfire. Several things have been seemingly left here including tables, a grill, three tents, and even vehicles as a car and RV can be seen still parked nearby. Evidently, at least one family and some others were camping but have seemingly left leaving all their stuff behind. When the Investigator stumbles upon this ground after losing track of the footprints, they questioned what happened here and if its connected to Tim's Daughter's disappearance. It is here they also find another one of the Relics, A Dollhouse. A File can also be found on the fire pit.

Bramble[]

A sizable "ball" of bramble located nearby the campsite.

Crosswalk[]

A small stretch of road with a crosswalk, sidewalk and a stop sign. This serves as one of the potential exits of the Forest.

Fountain[]

The is a small fountain with some logs by it that is near the "Local Legend" Statue. A File can be found on it.

"Local Legend" Statue[]

A statue of what locals described as the town's local legend, specifically a Cryptid due to comparisons to the likes of Bigfoot or the Loch Ness Monster. It is unknown what this creature is meant to be as it is hard to identify what type of animal it is meant to be, though current guesses state that it resembles a Giraffe or a Dinosaur. A file can be picked up by this statue of the Investigator coming across this landmark before finding more tracks that would lead into the City. Around the statue are two lights and a couple of logs, on the path it is near the Fountain. It is also next to the South Laughterville sign and a fountain.

South Laughterville Sign[]

A sign that simply says "Welcome to South Laughterville". This landmark serves as one of the exits in the forest and can be found and is located nearby the "Local Legend" Statue.

Tips[]

  • Because the Forest is a big wide open area as apposed to the House, players could try and take advantage of the open space to figure out routes as it may take creatures a while to find them depending on the difficulty. However, this also means if the player is playing with the intended lighting/gamma settings, it may be hard to know where the player is headed as well as see the threats themselves, allowing them to potentially ambush the player if they are not listening closely. This issue is more prominent in harder difficulties like Slaughter where creatures will not have an "reaction" sound when spotting the player outside of "Alarmists" like Screamer and Gomez who will make their presence known very quickly if they are not alone to alert the other creatures in the area.
  • Trust the Path, The path in the Forest connects all the areas of the forest together including each of the zones/ landmarks that would hold a collectable.
  • While the Bridges could be used as a blocking tool, this will not trap creatures if done successfully. Not only because threats like Gomez and Nightmare will simply fly over the river regaurdless but also because threats will find other ways around that doesn't use the bridges (such as the tunnel located at the Warehouse) and even teleport.
  • This level Introduces Gomez/ Dropper, He behaves similarly to the Screamer but with Nightmare's ability of having all movement capabilities (accessing crawlspaces and being able to fly over obstacles) as well as him being much smaller and thus much trickier to spot, hear and see coming. So it is best to flash Gomez quickly as to not trigger his alarm, similar to how the Screamer's alarm can be canceled if he is stunned quick enough. Fortunately, Gomez has a longer recovery time than most creatures and is considerably slow.
  • Several Safe Zones in this map are Bushes and while not immediate obvious, the player can crouch down into these and be considered hidden from creatures.

Trivia[]

  • The Forest's April Fools build was not meant to be beatable, however it is actually possible to beat this specific version of the level. It will however, crash the game afterwards should the player end up getting all the Tokens.
  • Due to the differences between the 4.1.23 version's build and the Full release, this has led to some other distinctions exclusive to the April Fool's version:
    • The "Pre-Game" phase never technically ends as the Tokens are not counted as Relics by the game (Prior to Token Hunt challenges being properly added in later versions), so they do not trigger any phase changes.
      • Because of this, The threat also spawns in 20 seconds into a player's run rather than spawning in on the "seek" phase.
    • While there is only one threat in the April Fools build, Gomez, there are 10 of him spawned in random points around the map.
      • Because of this it is possible to be chased by more than one Gomez on the map.
    • Unlike the levels in the other demos and full game, the Collectables needed are actually in set positions rather than spawning randomly in certain parts of the map.
    • It is also possible to walk off the map as there are no borders to prevent a player from falling off.
  • It is heavily implied that the Demons caused some of the events that has caused people to leave the Forest, as the strange looking tracks seems to belong to them (Especially Stalker due to one note describing one as bird-like).
    • These notes were made to quash the notion that the demons were all in Tim's head. Files in later levels would continue this notion.
  • Coincidently, Gomez is the only threat introduced in the Forest which is the same location he was "revealed" in for the April Fools build of the level.
  • This level is the first instance of a actual location being given rather than an address, as one of the signs reads "Welcome to South Laughterville" (Which is a play on the word "Slaughter).
  • Although there's sparse lighting in the Forest itself the gravel path is actually illuminated slightly to help players incase they get lost.
  • The Statue in the Forest was specifically inspired by how some towns would have statues of local legends, typically involving some form of cryptid or tall tale.
  • Like the House, there is an implication here that the Investigator has also been picking up the same notes the player has. Specifically notes from the local workers in the Forest quitting or being scared off by the demons that the investigator alludes to in another one of the files found in this map.