TBE: Levels & Sublevels 3
Lorebookfrom ChubTBE stands for True Backrooms Expirience (ver. 0.3.2)from Chub
by shapeshifty· on Chub· added
Tokens: 0 permanent · up to 3,655 lorebook · budget 3,655
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TBE is my series of lorebooks about backrooms. All the information in the lorebooks was taken from here and only here: https://backrooms.fandom.com/wiki/Backrooms_Wiki. Separate from the other lorebooks, this is just a collection of locations. This is the third lorebook providing descriptions of levels and sublevels. upd: i became lazy asf so im gonna be veeeery slow
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25 entries · scan depth 15 · budget 2,000 tokens · recursive
- #1Level 88: "Atlantis: Aquarius Dining" by unknownselective
Keys: level 88 · Secondary: faceling waiters and cooks, breathe underwater in aquarium, restaurant around giant aquarium, lost city of Atlantis theme, glass wall repairs itself, serves high-quality seafood
Level 88 is the 89th level of the Backrooms. Level 88 consists of an extremely large dining restaurant which loops around an enormous aquarium filled with countless sea creatures from the Frontrooms. The entire facility has a radius of 1 kilometer and is filled with round tables which can fit up to 2 guests, and rectangular tables which can fit 4 guests. Inside the aquarium, many abandoned structures reassembling the popular lost city of Atlantis serve as decoration and decoration only, but due to the water's medium turbidity, these structures may be hard to see. Level 88 has a strong Wi-Fi signal throughout all the dry parts of the level, which can be accessed without a password for a period of 4 hours. The restaurant in fact works: it serves high-quality seafood dishes, which makes it a popular attraction for couples and tourist families in the Backrooms. The glass wall that separates the restaurant from the aquarium has a particularly strange property: it can be easily broken. However, due to undetermined reasons, the water may not and will never enter nor flood the diner area. This strange property allows for wanderers to enter the aquarium at their own risk, while not harming or putting the lives of those in the restaurant in danger. While inside the tank, wanderers will be able to breathe underwater just like regular fish. It is not recommended that unprepared wanderers to break nor enter the tank, as potentially harmful sea creatures may cause serious injuries including death. Swimming too far into the center of the tank is also not recommended. The walls will repair themselves after 8 minutes by unknown means. The glass seems to be unbreakable from the inside of the tank, meaning that if a wanderer ever gets stuck inside the tank they will either have to wait until someone else breaks the glass from the inside or swim towards the top of the level.
Colonies and Outposts: M.E.G. Base Atlantis: Population of around 500 M.E.G. personnel. Secret radio monitoring and communication base. Top secret shape-shifting device test location.
Entities: Waiters Waiters are regular facelings that can be found all around the restaurant. These entities will take orders from guests who are sitting down and bring them food and drinks prepared by the cooks. All waiters are adults, and they all wear tuxedo suits. After all the guests have eaten, a waiter will bring them a paper bill that contains all the items consumed by them. After paying/trading with the waiters, one may safely exit Level 88. Cooks Cooks are also facelings, however they can hardly ever be seen, as most of the time they are located at the kitchens, behind the restaurant opaque walls. These entities are responsible for preparing all the foods and drinks ordered by guests. Small holes located at the wall serve as windows where cooks can hand waiters food to be delivered to the tables. If one peeks through these holes, they may see a cook. Kitchen doors can only be accessed by cooks, meaning that wanderers are unable to enter the kitchens.
Entrances: Going through silver double doors in Level 610 with "Atlantis' Aquarius" written on them. Entering any restaurant in Level 11 that serves seafood. Crawling into a lower cabinet in the kitchen in Level Level 406 might take you here. No-clipping into an aquarium on Level 43. Noclipping through a fish tank in Level 570 will send one here.
Exits: Glass doors at the front serve as a direct entrance to Level 11. Attempting to enter the kitchen through the kitchen doors will instead take you to The Hub. Swimming towards the top of the tank will take you to Level 7.
- #2Level 89: "Shocking Anomaly" by BartekMadyckiselective
Keys: level 89 · Secondary: everything is conductive, high risk of electric shock, endless shops full of electricity, strange electrical products, wires hanging from ceiling, maze of heavy metal shelves
Level 89 is the 90th level of the Backrooms. Level 89 is a complex of oddly connected rooms that expand endlessly. The floors are tile, the walls are torn, dark-colored concrete, and the ceilings are aluminum, metal, or conductive material. The rooms resemble shops, including arts and crafts shops, electronic stores, etc. However, regardless of the room type one is in, there will be one thing consistent throughout the rooms: the overabundance of electricity. The rooms are typically tiny and rarely large. Furniture is what one would expect from a home improvement store, and it's usually constructed of aluminum, metal, iron, or conductive materials. The most frequent furniture item is a shelf, which may be placed anywhere in the area and contains objects and supplies that can be navigation equipment. Each room will feature shelves that appear to be the same size and style; some rooms are arranged in an orderly fashion, while others are positioned randomly, creating a complicated layout. These rooms feature a maze-like arrangement where the shelves will lead to several dead ends and intersections; in rare cases, the shelves may block all of the room entrances, creating a closed room. This makes navigation difficult since one must climb, crawl, or walk sideways to avoid becoming trapped. The shelves are known for being exceedingly heavy and difficult to move. There is a counter in the corner of every room. The counter shows up in the room's design-appropriate form. This level's products aren't any of the ones we are familiar with from The Frontrooms, and some of them also appear to have uncertain functions. Some products could combine two products that are not included in our reality tools. Some of these products have unexpectedly odd features, while others are worthless since they don't serve any function. The level also ensures all electrical devices, including those that stray individuals bring into the level, will always have power. The room has a lot of decorative items, especially lighting that embellishes the ceiling, walls, shelves, and counter. Most other decorative items are electrical items, as they offer beautiful aesthetic views. The electrical decorating items will be put through a lot of effort, especially the lights, which shine quite brightly. Some electrical items may overheat, which can harm or ruin their internal components. An electrical excess may occasionally result in an explosion as well. It is well known that these electrical items will be recovered over time if damaged. Multiple electrical wires that are braided into complicated patterns hang from the ceiling. Any electrical equipment at this level receives its electricity from these wires. The electricity comes from Level 3 as it provides a large quantity of energy to this level, causing the electricity at this level to have a very strong current—60 volts up to 500 volts—which causes the level to be hazardous to the environment, thus contact with wire should be avoided at all costs. Electric wires can occasionally be broken, and wires hanging from the ceiling can spill a lot of electricity. Since the majority of furniture and other items are composed of materials with strong electrical conductivity, the high-voltage leakage may also affect those nearby. Contact with these artifacts will result in shock, injury, and possibly death. Due to the extremely high electrical level, it is possible for electrical appliances to overheat, break, and explode. Broken electrical appliances may also result in high-voltage leakage. It is recommended to stay in a room with less electrical equipment and material conductivity. You will get an electric shock if you touch a high-voltage electrical source. The amount of electricity that passes through your body will determine how harsh the shock will be. You will suffer tingling, muscular spasms, and difficulty breathing after an electric shock. Although you will feel an electric shock at this intensity, your muscles won't contract, so you'll still be able to move. It is recommended to flee if you find yourself in this circumstance. However, after experiencing an electric shock for more than 7 to 10 seconds, muscles will begin to contract, leading to paralysis or involuntary movement, and eventually passing out. The time of pass out will depend on when the electric shock was received; it can be anywhere from 6 hours to 2 weeks, or it can result in death.
Entities: Shocker Ghouls are the only known entity on this level. Shocker Ghouls are not harmful to wanderers.
Colonies and Outposts: There are no known colonies or outposts in this level.
Entrances: The level has only two known entrances; noclipping via Level 3 or Level 88.
Exits: The room's seemingly inaccessible door will lead to Level 90. Entering a large workshop and playing any musical instrument will transport you to a workshop section of Level 444 when exiting the door.
- #3Level 90: "Pseudoliminality" by Arbiselective
Keys: level 90 · Secondary: disturbing drawings on walls, drawings warp and change, sad detuned piano music, whispering and crying children, endless small party rooms, lights suddenly go out
Level 90, otherwise known as "The Funspace", is an infinite segmentation of small, claustrophobic rooms styled to resemble a child's birthday party. The appearance of each room varies greatly while still containing the same consistent layout. While the flooring, wallpaper, and ceilings vary, each space possesses the same dull yellow tone for its walls and the same red tint for its carpeting. Each room, square in shape, leads to one or more rooms via a small doorway in its wall. These doors, however, may be irregularly placed and appear to be slightly above the ground. The rooms are usually devoid of content but may contain one or more pieces of randomly placed furniture. The walls of each space are decorated with disturbing drawings of characters from popular childhood shows, often portraying them in a distorted or warped style. It is unknown whether these drawings were manually sketched onto the level's walls or if they are part of the level itself. The ceilings of each room are covered with two fluorescent light panels that emit a quiet hum. Many wanderers who have closely listened to ceilings have reported faint whispers from above the level. Throughout the level, an indeterminable source endlessly plays a short piano song that is extremely detuned, amplifying the eeriness of the level. Additionally, this song has abnormally strong echoes as it resonates through the entirety of the level for long periods. This song appears to be a mental hazard for wanderers, as those who are exposed to this tune will undergo feelings of sadness or neglect as if they had been ignored for their entire lives. This often leads to insecurity and anxiety, thereby making the song a cognitohazard. Additionally, the constant repetition of the song will ultimately lead to mild delirium, where wanderers will begin whispering unintelligible phrases and aimlessly wander the level with a weakened sense of direction. Despite this, however, the song will provoke a small sense of tranquility within wanderers, often tempting them to stay on the level. While earmuffs and headphones are possible opposition to muting the song, the song will still faintly play in one's ears, regardless of the amount of muffling applied. Throughout the level, as one further explores the rooms, one will hear voices, primarily that of a small child, reverberating throughout the labyrinth. These voices are often indiscernible, but some wanderers have been able to make out nervous laughter. Additionally, the voices of these phantasmal children take on a disappointed tone, as if no one had paid any attention to them. At times, however, one may even hear faint crying. The origin of these despairing children is unknown, and many consider it exceedingly unsettling. On rarer occasions, one may hear the voice of a yelling adult, presumably directed at a nonexistent child.
Events: Extensive exploration of Level 90 has led to discovery of multiple "events" that can occur in the level. These events occur at random and have no way of preventing or predicting. However, before each event occurs, several signs will appear that can help wanderers in identifying what event may occur. The Darkening: Before The Darkening occurs, the lights of the level will begin flickering at alarmingly fast speeds before gradually dimming to incredibly dim levels. While visibility is still possible on the level, wanderers cannot see more than a few meters from their position. The temperature of the level will drop within a few minutes before stopping at an uncomfortable chilliness. The music will begin to fade away until silence prevails in the level. Consequently, all mental effects of the music will also diminish away, which unfortunately includes the sense of tranquility. The singing of the children will also reduce to quiet whispers. Wanderers will be promptly sent into panic as their sense of direction deteriorates. It is unknown whether these effects result from the event or if the level's properties provoke these emotions. Unfortunately, consumption of Almond Water does not seem effective against these hazards. Darkenings last for a few days at most and wanderers are advised to immediately seek an exit during this event due to its mental hazards and increase in possible entity attacks. The Children's Song: In the event that The Children's Song commences, the voices will begin to die away, leaving wanderers in an off-putting silence for a few seconds before the singing returns. The voices will begin to grow in volume before reaching alarmingly loud levels, often driving wanderers mad. Accompanying the voices will be loud laughter from both children and adults. As of currently, the song has been fully documented and does not match any known songs from both the Backrooms and Frontrooms. Unfortunately, almost nothing is known about the song, and it still remains shrouded in uncertainty. The Children's Song always lasts for three minutes before returning to the normal state of the level. However, it has the greatest impact on wanderers due to its purgatorial lyrics and utterly disturbing atmosphere. The Distortion: Unfortunately, The Distortion has no signs of when it will occur, as it randomly occurs without warning. During this event, the paintings of the level will begin to warp in appearance, often becoming altered beyond initial recognition. The drawings will appear to change facial expressions, primarily switching between terror and disappointment. The children's singing becomes more offtune along with the piano song starting to fade away. Wanderers will experience a sudden rush of anxiety and are often tempted to crawl into a fetal position and murmur to themselves. Many travelers have claimed that the images have been permanently engraved into their minds; some future aftereffects may include unease around drawings, difficulty of rationalization, et cetera. Unfortunately, Almond Water cannot treat these effects.
Entities: Many entities wander Level 90, including Death Moths, Hounds, Boardlings, and many other common entities. It is important to note that they also experience the same mental hazards as wanderers and have a higher chance of committing suicide if they were to be exposed to the level for long enough. It is debated on whether the voices on the level can be considered entities. However, due to a total lack of information regarding their existence, they have yet to be documented.
Entrances & Exits: Entrances to Level 90 take on the form of a red door marked with a white balloon; the door may be adorned with party decorations, primarily glitter or confetti. Exits to the level, which lead to other random levels, appear as black doors marked "EXIT".
- #4Level 91: "The West End" by Skyvoryselective
Keys: level 91 · Secondary: sweltering desert heat, abandoned desert towns, highways with strange signs, gigantic desert, sudden blurry vision, speeding car on highway
Known as "the West End", Level 91 is a gigantic desert named as such, resembling a mix of Terra's Mojave, Sonoran and Chihuahuan Deserts; hence, this similarity often puzzles wanderers who enter the level into believing it is reality. The desert consists of various desert flora and land formations, including mesas, rock buttes, plateaus, canyons, meteor impact craters and small mountain ranges. However, a visual difference one will notice is their extreme dimensions; as examples, canyons found within the West End can reach depths of ~5,400 meters, and likewise can stretch for long distances. There have been reports of some rock buttes and mesas in the desert rising to unrealistic towering heights, with the tallest mesas that reach an estimated height of 3,600 meters. If one digs around 4 feet deep into the ground of Level 91, they may find skeletal fossils that don't correspond to a human skeleton. These fossils are thought to be entities that once inhabited the level. Additionally, Level 91 comprises various bodies of rather saline water, usually rivers, as well as freshwater oases. Almost all instances of lakes are either in the brink of or are completely dried up, leaving either a salt flat in its place or having salt deposits on their shores. Moreover, the dried-up lake beds are littered with empty, rusted fishing vessels that have sustained major damage to the point that they are unrecognizable. On the other hand, no marine life nor any potential remnants of them have been discovered. Notwithstanding the water is not Almond Water, extensive treatment allows the consumption of the water from these fluvial bodies. The rivers are unsuitable for transportation, as they are too shallow, narrow and flow too rapidly for boats to smoothly sail on. Unnamed highways are found within Level 91, with electrical pylons running adjacent to them and commercial buildings beside them. However, these highways do not lead to any particular location, nor have an origin, and only takes wanderers deeper into the desert. These roads may in occasion have abrupt stops, haphazardly placed stoplights, sudden hard turns, or cut through the desert's natural features without being enclosed in a tunnel. Moreover, the signs accompanying the roads are typically gibberish, having unrealistic speed limits or warning signs of hazards that normally are not in a desert. For instance, one might spot a sign that alerts wanderers of a risk of a deer crossing, even though there have been zero incidents of this animal. The signs may also display directions to the level's settlements; likewise, there are infrequently encountered exit signs that provide directions to a random level. Billboards are present, advertising products (e.g. Almond Water) or various habitable and dangerous levels (e.g. Level 399) with overwhelmingly positive reviews included in the advertisement. No-clipping or interacting with these billboards leads in no result. From time to time, abandoned cars can be found off to the side of the highways; these cars are the only known spots that retain a handful of necessary resources. As a bonus, several of these vehicles are able to be started, providing temporary air conditioning against the tremendous heat of the desert. Resources obtained from the vehicles should be used wisely, as they are not renewable. Although these roads are not inherently hazardous, in periodic conditions, a car of an unidentifiable model will swiftly drive through the highways of the level, not hesitating to stop regardless of what is in its path; being ran-over by this vehicle leads to an instant death. Signs of prior inhabitation in the vacant desert are noticeable, with commercial structures beside highways, e.g., gas stations, observatories, oil wells and private sovereign households, and entire settlements scattered across the landscape. The structures are implied to have been abandoned for decades, yet still remain in near pristine state even without human intervention, say for the occasional graffiti vandalism. The interiors of these structures are void of furniture, more often than not, with the lights, pipe and ventilation system having already been set up. Nevertheless, no water runs through the pipes, as a likely result of water scarcity within the desert. The interiors, in addition, are poorly lit up, and flicker spontaneously; bringing flashlights or any other light source is recommended. Useful resources are absent in these structures; therefore, residing in the level without any long-term supplies is infeasible. Level 91's deserted settlements are described to be empty, as well as eerie. The towns generally occupy no more than 1 square mile (2.59 square kilometers) and are given peculiar names that always start with the "New" prefix. Their architecture mirrors most desert towns of the U.S., along with a select few buildings that boast a Western False Front architectural style. The majority of the buildings of the settlements are commercial buildings; residential households can be found but are less in quantity. This implies the West End's towns are more oriented to business and tourism, with housing inhabitants not a priority. Almost all buildings the settlements possess are blocky, with some outliers having hip designed roofs, and are built out of either bricks or wood. These are paired with parks that consist of rock gardens with dead bushes and empty water towers. In a similar manner, the infrastructure of these towns remains in adequate condition, with rare incidents of minor damage mainly inflicted to the roads. Furthermore, in larger empty expanses uninterrupted by any landforms, one will be met with undeveloped flat expanses that bear marked, unpaved pathways that resemble roads, driveways and parking lots, indicating a construction project of a potential city once in operation, though eventually discarded under unknown circumstances. The layout and pattern of these roads mimic a Cul-De-Sac layout as opposed to the already established settlements of Level 91. Weather within Level 91 are mainly partly cloudy to clear conditions; in partly cloudy conditions, the clouds only appear in the distance, which never drift near the wanderer. As a result, the sun illuminating the level is not normally obstructed in the vicinity of a person. The sky displays itself as a blue to white gradient in afternoon, and aside from the star continuously illuminating Level 91, no other celestial bodies have been found. Any hints of precipitation never occurred in the level thus far. The sun of Level 91 does move across the sky in a 24-hour day and night cycle fashion; however, whilst the sun does get close to the horizon of the desert (creating dawn and dusk for 4 hours), it never fully sets. Temperatures in the level fluctuate but can build up to a sweltering 33°C (91.4°F) in the level's afternoon—whilst doable, it is not uncommon for one to pass out due to heat exhaustion if without the proper equipment and resources.
Phenomena: Whilst Level 91 consists of a variety of anomalous properties, 2 noticeable phenomena are present within the level. Phenomenon-X: Phenomenon-X, colloquially referred to as the Blurriness, is a phenomenon that primarily affects one's vision within Level 91; it occurs inconsistently and only affects one person at a time, though the likelihood of happening to one is reported to be higher for individuals younger than 20 and older individuals over 65. Should Phenomenon-X commence, a hot-air balloon will materialize and be ingrained into the victim’s sight. Anyone who is unaffected that is in the vicinity of the affected individual will not see the balloon. Shortly after, the sufferer will experience symptoms of tinnitus and myopia in the duration of the phenomenon, resulting in many panicking and becoming overwhelmed. Further, the victim’s other senses (i.e., smell, taste, and touch) will be less effective—their fingers may become numb and may feel the sensation of pins and needles in random areas of their body. Phenomenon-X will not go away by itself; one must either enter a dark enclosed space or exit the level entirely to cancel the effect out, which usually returns everything back to normal. Although considered as more of a nuisance rather than a serious problem, Phenomenon-X can be lethal depending on one’s reaction to it and their situation. Phenomenon-Y: Phenomenon-Y, known as Carbon Copying (C.C.) is a phenomenon that duplicates the West End's terrain. It is generally thought to be a harmless event, only posing as a minor inconvenience at most. Similar to Phenomenon-X, this phenomenon occurs randomly, though has a less frequent occurrence in comparison. When the phenomenon occurs, a strip of land will be arbitrarily chosen and duplicated along with whatever is on it. The phenomenon will not copy any living organism on the chosen strip of land, excluding Level 91's flora. The original terrain and its contents will be duplicated endlessly, with them stretching into north to south and being no more than approximately 1.6 kilometers (1 mile) long, 3.2 kilometers (2 miles) wide, 260 centimeters (9 feet) deep and 304.8 meters (1000 feet) tall from the lowest point of the strip of land. The copies will look exactly identical to the original, though the copies and the original can sustain damage without the damage likewise affecting the rest of the copies or the original. Any land in the way of a duplicate will be simply replaced by it; if a wanderer is on the land that will be replaced, they will immediately be transported outside of the area once it has been replaced by the copy. The duration of Phenomenon-Y is inconsistent and may last for days; once Phenomenon-Y concludes, the copies will fade, and everything will revert back to normal. The duplicated items in the copies are able to be brought out of the copies and will remain even after the conclusion of the phenomenon. Conversely, the copies may in rare scenarios, overlap with the pre-existing land, which subsequently causes the overlapping pre-existing land to vanish alongside the copies.
Entities: Level 91 is devoid of any living entities besides the natural flora. However, the fossils found in the level are speculated to be an indication of former entity habitation in the level. Nonetheless, this fact cannot be confirmed for sure. In addition, there have been a few reports of wanderers allegedly seeing shadows sneaking up near them accompanied with audible footsteps, which are claimed to be entities—albeit these claims are disregarded and are presumed to be hallucinations instead as a consequence of resource absence.
Colonies & Outposts: The gargantuan size of Level 91 immediately does not work in favor for colonies and outposts, as wanderers are separated thousands of kilometers/miles apart from each other upon entry. The overall lack of incentive to set up bases in a mostly empty level and the lack of resources are other factors as well.
Entrances: It has been speculated that Level 90 has an exit that leads to here; No-clipping into the ceiling of Level Fun, with a small chance of bringing one here; Interacting with a lone stop sign in Level 35; Being carried aimlessly by a river in Level 11, which may rarely lead one here; Gazing at a rock butte that may materialize in Level 671; No-clipping into a piece of asphalt road that uncommonly appears partially buried under Level 600's sand dunes.
Exits: Wandering through an unusual field of sand dunes may transition one to Level 671 without realizing; Swimming to the bottom of an oasis may lead to Level 37; No-clipping into a window depicting a snowy hellscape with crimson skies will teleport one to Level 93; Finding a highway sign with directions to a different level and following those directions will eventually lead a wanderer to the respective level. The following levels listed below are the levels exited to using this method of exit thus far, along with the recorded number of cases of said level appearing: Level 41, 13 cases. Level 50, 22 cases. Level 11, 17 cases. Level 85, 6 cases. Level 690, 24 cases. Level 9, 16 cases. Level 306, 3 cases. Level 111, 7 cases. Level 82, 9 cases. Entering a white, blocky building that may manifest anywhere in the level seamlessly transitions one to Level 38; Resting one's palm on a wrecked vessel for an unspecific amount of time teleports the wanderer to Level 17; It has been rumored that following the electrical pylons eventually leads one to Level 754; however, performing this exit may take weeks to succeed, if the exit is true in the first place; No-clipping in a tunnel brings one to either the Hub or A Long Ride; In 2015, an undisclosed wanderer brought a modified tracking device with a sticky side to stick it onto the anomalous swiftly driving vehicle of Level 91. Once the tracking device successfully stuck onto the vehicle passing by, it disappeared off the wanderer's radar within the level after a week and reappeared beached in their radar after the same wanderer managed to enter Level 100 a month later. This report has motivated many to enter Level 91 unprepared in hopes of finding this implied exit; nevertheless, it is highly advised against as many tend to disappear into the desert or be found dead due to heat exhaustion as well as a lack of resources to remedy it.
- #5Level 92: "Puer Aeternus" by UnpopularCatselective
Keys: level 92 · Secondary: Christmas shows on TV, windows showing snowy forest, fairy lights and scented candles, warm and cozy tunnels, endless blanket forts, makes you want to stay
Level 92 is an expansive, interconnected network of blanket forts with undefined boundaries. These structures resemble subterranean caves in their irregular, terrain-like connections and tunnel-like formations. The general atmosphere is warm and inviting, with heated surfaces that evoke the sensation of lying atop a bed. The tunnels are typically wide enough to accommodate two to three individuals at once. However, if subjected to excessive weight, they may collapse downward, leading to deeper sections of the forts or, more frequently, dead ends. The forts are heavily furnished with blankets and pillows, in addition to various decorations and pieces of furniture. Most furniture is wooden, primarily consisting of seating arrangements and dressers, though small screens, fully stocked mini-fridges, functioning space heaters, and bean bag chairs are also present. The screens operate like televisions, perpetually displaying Christmas-themed broadcasts from television channels dating back to the level’s discovery in 2006. The most prominent decorative elements within the forts are their lighting arrangements. These typically consist of small fairy lights strung along the walls and edges, casting a warm yellow glow, as well as perpetually burning scented candles. Although instances of these candles igniting sections of the forts have been observed, such fires remain highly localized and tend to extinguish almost immediately. Additional decorations include plush animals, hand-knitted garments, remote controls, brooms, and similar miscellaneous objects. It is uncertain whether an external world exists beyond the forts. Cutting or removing a section of the structures generally leads to further forts or empty blanket fort corridors that end in dead ends. However, certain larger forts contain unbreakable windows that provide an external view. These windows are often accompanied by wooden furniture, such as chairs or dressers, and may feature candlelight or other forms of illumination. The scenes visible through them are either an empty void or, on rare occasions, a snow-covered forest landscape. This landscape is usually devoid of any significant features, though in the distance, a mountainous region can be seen, believed to correspond with Level 490, along with structures associated with that level. For most wanderers who enter Level 92, it serves as a point of surrender. The level’s potent atmospheric allure has led to numerous expeditions being involuntarily abandoned, as wanderers become ensnared by its overwhelming sense of comfort. This effect causes individuals to wander aimlessly under the influence of the Alone phenomenon until they reach a state of relaxation. Once a wanderer is experienced in a level's mentally debilitating effect, its progressive development more and more leads it into a more extensive network of forts—each new area more broad in scope than those that have welcomed wanderers who have experienced the same phenomenon. The growth eventually leads into an area that is not generally accessible, with a great supply shop as well as the single known location in which wanderers can socialize with each other. But leading towards this sector is followed by a growing sense of lethargy as well as mental fuzziness, induced by the phenomenon. While its full scope is not known, written notes left behind by affected individuals provide some insight into its nature.
Additional Information: The following note was left by an unknown wanderer and is suggested to be connected to the level’s phenomenon. File - Note.pdf: "Never give up!" "Always face adversity head-on!" These words echoed in my mind dozens, hundreds—perhaps even thousands of times. Even as a child, at an age when I should have been playing, I was being molded for these ideals. And even though I now understand how deeply their eager words have worn me down, I still miss them. I never gave up. No matter how much I suffered, no matter how broken I became, a final sliver of hope within me always survived—always endured. But now, I realize how much it has begun to tear me apart. From the moment I arrived here, from the instant I stepped out of that damned office only to plummet into hell itself, then somehow return to that same accursed workplace, I thought my goal was always to keep moving forward. I was wrong. A store’s backrooms, parking garages, underground pipe tunnels, a station... Then beyond that, a bourgeois hotel, a pitch-black realm of secrets, and an endless ocean of thought. And in searching for answers within these thoughts, I reached caverns—a reflection of my own mind. But in the end, what I found was nothing like the answer I had expected. Enough cryptic speech—I should be clearer. Now I see that these caves were meant to be an ending. A realization that there would never be a final, absolute truth. No definitive right or wrong. That some questions were never meant to be answered. What I found was a realm of secrets. I returned to my childhood. I felt the weight of my burdens wash away, as if I had regained my purity. But no. This was not my childhood. This was the childhood I should have had. The life I should have lived. But I did what was right—or at least what I thought was right. Surviving. Making rational choices. As my caution slowly eroded, I felt warmth, serenity, nostalgia. And when I looked toward the exit, I saw the cruelty of reality. That was when I felt a fear unlike anything I had ever experienced before—the fear of losing this joy, of having these emotions stripped away. The fear of being reduced once again to a hollow puppet, burdened with responsibilities so heavy they could very well lead to my death. That old version of me is gone. That past self died in Level 8, searching for the answers to life while drowning in meaningless duties and obligations. But I… I will stay here, forever, with my new family and friends. This is not the ending I expected—but it is the ending I deserve.
- September 6, 2006.
Colonies and Outposts: The only known settlements within the level are small encampments established by lone wanderers. Larger factions, such as the M.E.G., have deliberately refused to set up an outpost within Level 92, and as a result, no formal trade colonies or official bases exist.
Entrances: There is no definitive method of entry into Level 92. Instead, access appears to be contingent on specific conditions, often occurring when a wanderer experiences a profound sense of helplessness or disorientation within other levels. The earliest recorded instance of this phenomenon occurred in Level 8, though entry is highly situational and lacks a precise triggering mechanism.
Exits: Returning the way one came. Performing a No-Clipping action through the exterior-facing windows has an equal probability of transporting the wanderer to Level 420, or The Void. Deep tunnels within the forts may, on rare occasions, lead to Level 322.
- #6Level 93: "Erythrophobia" by Mikeselective
Keys: level 93 · Secondary: freezing cold outside, brutalist buildings in snow, warm basements with furnaces, thick red mist, intense fear of red, always midnight
A vast collection of approximately 60 buildings, built within the snowed field tinted with thick red mist. All buildings follow brutalist or post-soviet architecture styles, with no other designs reported thus far. The buildings have a constant electricity, heat, and water supply, possibly being renewed by Level 2 and Level 3. The count of buildings' floors varies, usually from five to seven. Every floor contains approximately six apartments, filled with things one would expect to find in an ordinary apartment, despite fridges and kitchen counters containing no food at all. All buildings have a built-in elevator, which has proven to not function anymore. Most of the light sources (approximately 70%) in the buildings shine bright red instead of the color one may suppose them to produce. Level 93's outdoors are stuck in the constant state of midnight, despite clocks in the level showing completely random time varying from 23:30 to 5:00 and GPS not working. Level 93 is known to isolate any wanderer from another by spawning them in entirely different buildings upon entry, making it impossible for them to somehow communicate due to the critically cold temperatures within the field. It should be noted that Wi-Fi is absent at this level, making sanity drain faster due to the absence of communication. The buildings' condition is dirty and dusty, with floors inside the entranceways covered in trash, bottle shards, smoked cigarettes, and dried mud. The roofs of the buildings are filled with aerials and wiring connected to other buildings, handling electricity. The aerials' purpose is underdetermined, as Level 93 lacks any internet connection. As said before, every level of the building has six apartments, some of which are impossible to enter from inside or outside (frequent explorations have stated that they seem to be obstructed by an enormous amount of dirt and discarded furniture from the inside). More data explaining this phenomenon is needed. The number of apartments is completely shuffled, making navigation within them very difficult. The buildings seem to be constructed out of strangely indestructible concrete, which seems to be supported by a series of rusty rebars from inside. Several buildings have basement entrances outside. The basements are the most warm part of the level due to boilers, heating machines, and other similar machinery. The basements often contain large industrial furnaces, always lit up, and strangely, it is impossible to somehow weaken or snuff out the fire, despite the usage of large amounts of water, fire exterminators, and even several explosives (neither the basement nor the building itself have suffered any destruction, strangely). The basements also act as storage for countless boxes, crates, and packages, usually containing nothing but rubbish inside; sometimes not only boxes but even larger objects appear, such as barrels with rusted Almond Water, bicycles, etc. Snowy fields and forests surround the buildings, with the temperature going down to -20°C, capable of freezing anyone alive without proper equipment. The strange mist of crimson and pinkish shades is present constantly. The snow and ice from outside are supposed to be made of Almond Water, but with large numbers of bacteria. It is advised to boil the snow in the basement before consuming it. Hazards such as snowstorms and blizzards may happen randomly and without any warning, causing no damage to buildings, trees, or other environments. The pylons may be placed haphazardly within the landscapes, like on Level -250. These powerlines lead to miniature "cities" composed of the aforementioned buildings. These cities sometimes contain other buildings, such as schools, groceries, and suburban households. The layout of streets and sidewalks is extremely unorthodox in these areas, occasionally denying the laws of physics. The empty cars are located on the streets, swamped in snow. The cars are devoid of most parts essential to driving or using them (controls, engines, etc.). It should be noted that wanderers inside the level experience intense erythrophobia (the fear of red colors). The affected wanderers will start to block the windows if in buildings; if outside, they will try to seek any available shelter. If shelter isn't found, one will start to experience uncanny hallucinations and other mental effects and will soon submit to insanity. Due to this, so far, no colonies have been established at this level.
Entrances: Level 42 may hide an entrance to Level 93, usually taking the form of a misplaced crimson window. Level 334 may provide an entry to Level 93 randomly by entering any staircase.
Exits: Losing one's mind due to intense erythrophobia may lead one back to Level 0. Certain miniature cities contain transients to Level 998, though the chances of ending up there are very slim.
- #7Level 94: "Haphazard Remnants" by SherlsFselective
Keys: level 94 · Secondary: museum different for everyone, terrace overlooking abyss, mirrored circular rooms, mazes with ancient carvings, duplicates of powerful artifacts, inside a black hole
Level 94 is the 95th level of the Backrooms. The strangeness Level 94 possesses is the inadequacy to perfectly describe its appearance. It manifests into multiple appearances, with each wanderer having their own respective manifestations/interpretations; therefore, it is assumed one is prohibited from entering another person's manifestation, as no reports of sightings of visuals of other manifestations had been seen to transpire within. Nevertheless, it is known the main constant of the level itself is its resemblance to a museum, in addition to a temple-like appearance. Furthermore, all rooms within Level 94 are interconnected circular rooms conjoined by arches warping on the perimeter of each room. It has been concluded countless times each room is mirrored; multiple characteristics such as its pattern, position, and even the smallest of decorations and dust are examined thoroughly. The circumstances by which this transpires is presumably the level's inability to construct more unique rooms — more commonly dubbed as a 'mesh' — resulting in a computer-like effect noticeable if one carefully see the multitude of details. Any endeavors to damage the structure before its initial generation would not alter other duplicating rooms; it does not help either by which the material the rooms are constructed of is not particularly known; it shares correspondence with that of marble: undistinguished appearance, a nearly identical cellular structure, and durability/toughness. The texture of the aforementioned material is discretely soft; however, its styrofoam-like characteristic does not deter its resilience otherwise. Level 94 remains stationed inside the inner regions of a vast black hole, expanding into the horizon visible if one is located on the terrace in which borders the structure itself from the black hole. A shield of an undetermined force may exist between the border, resulting in the level's longevity regardless of its location. It is confirmed the shield is easily penetrable; one might accidentally place their arms crossing the border or the enclosure preventing one from falling into the abyss. If, one is clumsy enough, the limb in question would undergo an instantaneous process designated as "spaghettification" in which the body part would stretch and sucked into the epicenter of the black hole. Main Hall: October 2nd, 2033 came to be the date of the discovery of the first known primary piece of evidence for the existence of the Empyrean race which emerged as Level 94. In an M.E.G expedition deep into the level, the task force encountered the replica of the Temple of the Exalted Ecclesiast, dubbed "The Temple" or the "Main Hall" which had formed within the level itself. At the time, entering the structure was impossible due to the inability of the task force to decipher the incomprehensible script which explained how to enter the unbreachable building. A presumption developed pertaining to the circular rooms acquiring most of the level's volume; it is thought a 4-dimensional effect by some means created an illusion of a perpetual space created by these rooms. A grandiose church hall-like structure is what the interior of the Main Hall comprised of, with most segments of its walls and even the surface enveloped by thin, white sheets that appears to be crafted from silk. Its imperial architecture induces the sense its purpose is mainly as a place of worship; however, it has been compared to a location of sacredness whereupon the [DATA EXPUNDGED] arranges an assembly in a specific setting appropriate for such. Most ornaments, furniture, in addition to countless amalgamations of other objects scattered throughout are assumed to range from ordinary objects for decorating and polishing the looks of the structure to be purposed as religious items. Certain objects do not possess a noticeable feature or what their purpose is — it is theorized most are possibly pieces for sacrifices; nonetheless, no signs of any machines resembling a place for laying objects for sacrifices had been discovered within. Gardens fashioned with a variety of carefully sculptured statues and fountains are present in the exterior of the Main Hall. A majority of the entrances leading to the underground of Level 94 is scattered throughout on this area by the formation consisting of mostly potholes, haphazardly positioned walls residing in seemingly out-of-placed areas, and certain walls of the Main Hall(the majority in which possesses windows), including the caves surrounding the outdoors itself. Below the subterranean regions of Level 94 lies a plethora of mazes upon mazes; it is conspicuous in that the walls of the mazes in question are orderly and lined with stones which bear durability that may perhaps be compared to that of a diamond. The abundance of archives and catalogs of ancient and historical records carved into these indestructible stones were hypothesized to be written by an obsolete/prehistoric race, possibly belonging back to the primitive years of the Frontrooms — an approximate 13 billion years ago. 11 years following the discovery, M.E.G's cryptography division executed a complete translation of the language the script is written on — currently known as the Common Script — conjectured to be the sole language adopted by most advanced civilizations in the universe as their predominant dialect. It should be noted the instructions transcribed in the Common Script detailed the method to enter the Temple: an advanced magi-tech ritual involving various elements that were scarce at the time despite its discovery being an accidental, and perhaps a chucklesome misstep in the form of noclipping. Subsequent to the successful but a painstaking journey on acquiring these materials, a more well-equipped task force was able to breach the edifice. Inside, they discovered the imitations of the Grand Empyrean Artifacts, one of which had been taken by [DATA EXPUNGED]. Furthermore, a vast repository of information concerning the Empyrean race was uncovered, allowing the human species to learn of the existence of the Children. Great societal turmoil followed for several hundred years, eventually resulting in the M.E.G and other major groups at the time merging to become the modern B.F.L, unified at last. Artifacts: Empyreans also form a single fabricated Artifact, embodying their nature and often utilized as a focusing device for channeling their extreme powers. These artifacts themselves possess magic-like abilities, keeping these even after their creators have perished. New wielders need to be acknowledged by the Artifact before fully activating it, changing the size to that which can be used efficiently by the new user. These objects are highly sought after, and being in possession of one without the necessary strength to keep it will likely result in one's untimely death. Generally though, the user will receive a substantial boost in power from the Artifact, especially if it takes the form of weaponry — giving an edge to the obtainer. The location of these Artifacts is unknown; however, their exact duplicates — which does not possess the powers the original variants have — are set within the subterranean areas of the Main Hall in Level 94. It should be noted the chambers the duplicates of these Artifacts are scattered within the chambers, resulting in a difficulty of venturing deep to just enter one of these chambers. Stealing and contact with these Artifacts is highly discourage from doing, as the uncertainty of what will transpire is still undetermined. Lord of Apparatus Details about the Lord of Apparatus' Artifact are unknown, with sources giving conflicting claims. Some theories suggest that the Artifact fell into the hands of the Resseran race, but these rumors are unconfirmed. It can be assumed that this Artifact gave the wielder some sort of power relating to machines and technology. Ruler of Seas This Empyrean's Artifact was known as the Trident of Monolith, an enormous ten-meter tall trident which was noted to appear to be constituted of a form of granite, among other types of metamorphic and igneous stone. The inferior copy of this object retrieved from the replicated imitation of the Temple of the Exalted Ecclesiast on 12/23/2731 also displayed a very similar exterior appearance, and testing revealed it to indeed be made up of various types of rock, generally ones deep within rock strata. However, despite the outward structure, during testing the material composing the object displayed various anomalous properties, including: Extreme resistance to physical trauma, pressure, and heat. A 90 exawatt(90 times 10^18 watts) yield high-frequency gamma-ray laser was used in order to attempt to extract samples from the relic; the energy of the laser beam was entirely absorbed by said object with no observed change in the level of electromagnetic radiation, exterior appearance, or the stability of reality in the vicinity. Constant absorption of all liquids in contact with the surface of the Artifact at a rate of approximately 900 liters per second.This is accompanied by an emittance of electromagnetic radiation from the surface of the object with a wavelength of 450 nanometers, observed by the human eye as a sheen of blue light at an intensity of 230 lumens. Inability to be moved, shifted, or otherwise transported within three-dimensional space, other than through direct manipulation of gravitational forces.The reason for this selectivity is unknown, and the Artifact in legends was said to be able to manipulate gravitational fields at will. Up to now, the Anomalous Assets Division has been unable to either activate and/or harness the secondary abilities of the duplicated Artifact. Similarly, the presumed conditions for Artifact activation are also unknown. All of these anomalous capabilities can be assumed to be even greater in magnitude for the true Artifact, whose location is currently inaccessible; the spatial coordinates of the Temple of the Exalted Ecclesiast have been triangulated to an area of space currently occupied by the TON 618 hypermassive black hole. The properties of the Artifact's copy lead many to theorize that the Grand Empyrean, the Mistress of Space and Time, had a hand in the modification of the object. This is made more plausible due to the existence of a variety of ancient sources citing an amiable relationship between the two Grand Empyreans. The ultimate fate of the Ruler of Seas is unknown, but it can be safely assumed that the Empyrean died at the end of the Dawn Wars, along with the vast majority of the Empyrean race. Ào Shù, Asura of the East The Empyrean's Artifact, the Epilogue: Dao of Shifting Flame, further enhanced his effects. Assuming the shape of a glowing slate of an unknown material, this Artifact is said to transform into four different modes. Sword of Hellfire: This mode takes the form of a one-edged blade, made of the same sort of material as the original Artifact, but without the luminescence. The blade itself is extraordinarily sharp, capable of cleaving hyperdimensional space in two, and generates crimson fire when it is swung. Solar Morningstar: This mode appears to be a mace-like weapon formed of molten metal. When striking anything(such as space), it shatters the target into an uncountable number of pieces. Lance of Eternal Burning: This mode seems to be a spear-like weapon that is invisible when not activated, completely transparent to all known types of radiation. When thrown or thrusted towards the target, the target is immediately attacked by pale, white flames which do not cease burning until all constituent particles are annihilated. Bow of White Flames: Assumed to be the Epilogue's most powerful form, the Artifact becomes a bow of higher-dimensional space-time, manifesting arrows of the same material, shot at massively superluminal speeds. Angel of Life Her Artifact is the holy Scepter of Vitality, a magic staff-like object which allows her to better channel her powers to facilitate the spread of life. A luster of moonlight coats the object, which only allows itself to be held by one with a pure heart. Conjurer of Fears The Conjurer of Fear's Artifact is the Orb of Trepidation, a sphere-like crystal of strong memetic power which manifests and generates the victim's worst fear into reality, given that the user knows said fear. In the Conjurer's hands, this is an extremely powerful weapon against any entity, except entities which possess no fears. However, these types of emotion-devoid entities are far and few between; the Conjurer claimed over several dozen souls of Empyreans throughout his life. Emperor of Dominion His Artifact, the Staff of Domination, assumes the form of a thick steel rod, able to influence and sway beings in an unspecified radius to the holder's will. The copy of the item inside of the duplicated Temple of the Exalted Ecclesiast was obtained by proto-B.F.L forces on July 3rd, 2184. Since then it has been stored securely within the B.F.L main vault in Level 1. Additional details are hard to discern due to an repulsive force generated by the Artifact, pushing away all but the owner. Mistress of Time and Space Of those, only fragmentary records exist about this Grand Empyrean of which B.F.L currently has, but it is known that she was quite amiable to mortals and was in possession of a spatial-type Artifact containing an alternate universe of higher-dimensional space, allowing her to tap into the powers of said area. The Artifact is known as the Broken Realm, for reasons that will be further elaborated upon. Resembling a cube of glowing metamaterials alongside several rings orbiting this shape, this object periodically shifts into pieces and back again, for reasons unknown. Semblance of Agony His Artifact, the Jawbreaker, is an unknown item presumably formed of a higher-dimensional fractal pattern, with powers relating to the concept of pain. The reason why the Monger of Pain's artifact is so mysterious is because it was the only Artifact copy missing from the facsimile of the Temple of the Exalted Ecclesiast in Level 94. Whether this is because the original Artifact is missing, or because something or someone stole it after the counterfeit's generation, the B.F.L has soundly no clue. Harbinger of War The Artifact of this Grand Empyrean is the Bloodied Arsenal, a metallic device of sorts which could form unbreakable armor, powerful weapons, and even entire armies of warriors through magical means. The copy of this Artifact still resides within Level 94, but the B.F.L has currently been unable to awaken it, even partially. The Harbinger most likely was killed in action at the end of the battle at the Crystal Palace, as he never since appeared ever again. Paragon of Oblivion The Exalted One's Artifact is an object that changes appearance based on the observer. To a human, it seems as if it is an miniature sandbox of sorts. The B.F.L has gone to great lengths in order to try to obtain the duplicate of this Artifact, but all have been completely unsuccessful. What conditions are required to even begin activating it, or even the powers of this item are similarly unknown.
Entities: Level 94 is entirely desolate of any animated life; no entities had ever been encountered within.
Colonies & Outposts: Due to the nature of the level, it is infeasible to establish a community.
Entrances: Rare unjustified entrances from Level 93 had been reported to lead to areas possessing large bodies of water such as a lake or a large reservoir from dams; Nonexplanatory circumstances in Level π will lead one to Level 94; Entering any notable houses in Level 974; Rare anomalies in Level 399 will lead one to Level 94 without the assigned note/app/any physical forms of the list of things one should do to enter the Frontrooms; meaning, one could not exit to normal reality without entering Level 399 once more; Swim physically (conveyance will not work) for an egregious fifteen kilometers in the oceans of Level 7.1.
Exits: Holes caused by natural provocations occasionally lead one to Level 95, Level 60 if the hole in question outlooks a multicolored surface similar to the surface within the level.
- #8Level 95: "When The Crickets Chirp..." by JustASpecificGuyselective
Keys: level 95 · Secondary: cricket chirps compel home, constant night, increased gravity in apartment, invisible barrier to void, Almond Water from fridge, apartments by forest
Level 95 appears to be a large, sprawling group of apartment complexes enclosed by a forest characterised by the faint brown tint of the lights emanating from various sources. The moon constantly hangs overhead, trapping the level in a constant state of night. From the forest the faint chirping of crickets can be heard, however there have been no documented entities; hence, investigations are currently underway to discover what makes this noise. A cool wind whips through the level, which has a cosy room temperature of roughly 20 degrees Celsius. Many of the apartment buildings are locked with no clear method of entry, however there is one which is open. When wanderers enter Level 95, they will notice the chirps of the crickets immediately. It's faint, but can be heard constantly through the entire level. Beyond the forest is an invisible barrier behind which lies The Void, and within it wanderers are able to faintly see a swirling mass of gas, though what the gas is has not been discovered as of now. Additionally, the cricket chirps seem to entrance wanderers, compelling them to enter the forest "to go home", as many of the affected have been heard saying. This effect seems to affect wanderers who have experienced homesickness or a longing to return home more effectively. If wanderers remain too long within Level 95, the effect of the cricket chirps will grow stronger, up to the point where it is unavoidable. When wanderers are under the influence of this effect, they will start making their way towards the forest. Based on numerous accounts by witnesses, they will seemingly bypass the invisible barrier and walk directly into the swirling fog, never to be seen again. It is advised to wear earplugs or any other sort of device which muffles the sound to ensure the highest possible survival rate. Lastly, although wanderers have been in this level at the same time, many wanderers have stated that they were completely alone, hence this level may have a sort of isolation effect on certain wanderers. The Apartment: The Apartment is the only apartment out of the five present which is accessible. Within it an elevator is present, however it is nonfunctional. Due to this, wanderers are forced to use the stairs to traverse upwards, which poses some difficulty as gravity within the apartment seems to have increased. This makes every step harder to take, every breath more challenging. Each floor contains the same layout of apartments with lamps hanging overhead, all radiating the same brown light; however, the light is more intense and emits quite a bit of heat, causing the apartment to heat up to roughly 30 degrees Celsius. Each apartment contains a living room, kitchen, bedroom and bathroom. The refrigerator located within the kitchens seems to have a constant supply of Almond Water, which restocks every time a wanderer closes the door of the fridge. The bed itself is extremely soft, and compels wanderers to stay in the level for an extended period of time, causing them to be more susceptible to the effects of the cricket chirps. Hence, it is not advised to come into contact with the beds. On the roof of the building there is a pool which is filled with water which never evaporates. Further testing of the water has discovered it to be Almond Water, and wanderers can use this source to refill their bottles. The water never seems to run out, so this could be a good source to collect Almond Water from. Please do not swim in this pool, as it may cause contamination and dirty the water. Lastly, windows within the apartment always overlook the forest, even if the orientation of the building does not allow for this. Simply looking at the forest from the apartment is enough to increase the effect and desire to walk into it, so it is unadvised to peer out any windows within the apartment. The Forest: The Forest is the most unexplored portion of this level, due to the dangers which entail. What is know so far is that the forest circles around all the apartment complexes, forming a thick ring. Beyond this, the void along with hazy mist are separated from the forest by an invisible barrier, which is inaccessible to anyone other than those under the influence of the cricket chirps. There appears to be a path within the forest, however it is known to shift locations at random intervals. As one ventures deeper into the forest, the sound of the crickets grow louder, going as far as drowning out most other sounds. The brown light of the moon shines overhead, somehow causing the forest to be brighter. As wanderers continue venturing into the woods, they feel a desire to forge ahead, running towards the barrier and into the void where they are consumed by the fog. Many of the affected wanderers will often claim that they heard a voice, and start reciting a strange poem of unknown origin which has been included. The only known way of reverting the effects of the chirps is to knock the affected wanderer unconscious and safely carry them out of the level, at which point they would be fine after they awaken, and they claim to have no recollection on the level as a whole.
Colonies and Bases: Due to the effect Level 95 has on wanderers, bases are unable to be established.
Entrances: Falling from the roof of any building in Level 11 has a high chance of bringing wanderers here as they carry enough momentum to enter, though it is unadvised to do so.
Exits: No-clipping into the floor will send wanderers to Level 0. Sleeping inside of the apartment will send wanderers to Level 204. Walking deep into the forest may have a chance to bring wanderers to Level 994. Noclipping through a kitchen-like area inside one of the apartments will lead one to Level 96. This is the safest and most recommended exit. As stated previously, being under the influence of the chirps and walking into The Void would most likely bring one out of the level, but wanderers should never do so.
- #9Level 96: "Downtown Diner" by PandaShark71004selective
Keys: level 96 · Secondary: street inside concrete chamber, music from empty buildings, food never spoils, yellow themed restaurants, endless diner restaurants, street full of tables
Level 96 is the 97th level within the Backrooms. Level 96, often known as "Downtown Diner," is a seemingly replica structure housed inside an extraordinarily enormous concrete chamber that repeats sections of a building-lined street for thousands of miles until eventually looping itself. The concrete textile construction resembles ancient architectural manners with predominantly two to three floors. Nevertheless, it can rise higher. Most stated the building looked forgery, with no interior and most doors restricted, as the structure's upper-level window facing off to a barricaded concrete wall, presumably for aesthetic intents solely. Certain buildings include signs indicating that they were formerly eateries. These signs bear the restaurant's name, which may emerge in manifold languages. Upon closer inspection, further examination reveals most content in Frontrooms—naturally from Asia—has phrases of iconic food from different countries. Level 96 bears the title after the presumed location, of which a large yellow sign with the inscription "Downtown Diner" hangs at every street intersection. Level 96's exterior general perspective is a stripe establishment on both sides with a brick/asphalt roadway in the middle and numerous lampposts nearby. Multiple posters, including restaurant or food advertisements and regulatory signs with fines, materialize and are pasted on many buildings even though they may retain various languages. With no vehicle presence, the street seems to benefit no purpose; instead, an assortment of tables and chairs line the street's center, as if the road itself had no intention for vehicular transit. The level's outside has been described as a "fake exterior," having the building and street imitate the actual city, yet the level itself appears to be bounded by an immense concrete box. Thus far, attempts to breach and evacuate this concrete box have proved unsuccessful since the wall is exceedingly thick and unlikely to have any room beyond the enclosure. The exterior's ceiling has an additional light source, a ceiling fan, and air conditioning, assembling a chilly atmosphere with a temperature of about 20 degrees Celsius. Some buildings may open with a restaurant inside, with an outstanding yellow theme overlaying on the walls and accompanying floor tile, all in exceptionally immaculate condition and unspoiled by any probable dirt or decay. Every restaurant has a distinct urban atmosphere owing to the regional architecture and its conventional layout, featuring furniture and décor representing the area's heritage and traditions in a more classic and vintage style. However, the location faced space constraints, considering the buildings were lengthy and narrow, affecting the layout and seating arrangement. The restaurant includes wooden chairs or couch seats, tables, and condiments. Each area has a distinct aesthetic and looks, but nearly every place has a yellow color scheme, concurrently with food/drinks, flavorings, and table's number set on the table. The furniture exhibits aging signs due to deterioration, such as flaking paint, cracked wood, and asymmetrically shaped furnishings. A counter with a cash register located in the room's center, otherwise appearing as a buffet station or food service station, allows for self-service dining depending on the restaurant type of food served as a buffet station is typically found in shops selling curry paste and bakery, nourishing many different selection food to choose from. A vending machine and beverage refrigerator reside adjacent to the food counter, offering an array of drinks, snacks, and beverages. The goods can be removed but are not replaceable. Some stores might besides have an ice cream cabinet. Unexpectedly, foods and drinks in this level never rot or decay and remain fresh and tasty despite the passage of years as the spoiling time has prolonged for many years via unknown means; this also applies to all food brought into the level. Some locations might possess a sizable menu board, hung from the ceiling or resting against a wall, displaying the main course menu and prices in different languages around the room. Despite understanding that the primary light source pertains from the lampost together with extra light sources from the exterior, the building interior has multiple LED lighting with dissimilar configurations for each area, plus lighting decoration such as lamps and wall lighting, typically holding a yellow color shade tone, fitting the environment theme. Artificial foliage plants with wall holders are frequently employed as decorations, suspended from the ceiling or positioned on the wall to deliver a natural, energizing flicker to the restaurant. Some restaurants may include decorations and furnishings such as artwork, an electric fan, and plant pots. Higher-tech items, including televisions and music radios, can bear familiar music inside many diners. The music may even be audible outside. Regardless, several accounts report music playing inside buildings without interiors or outside exterior boundaries; the generally accepted hypothesis is that these occur naturally by nearby music waves that pass through solid walls. The restaurant's kitchen is in the establishment's rear and may constitute a pick-up station by uniting to the dining area. The entrance to the kitchen and restaurant restrooms lie in the back corner of the dining area. The kitchen and dining room have identical layouts, with ample space for cooking appliances and worktops such as ovens, stovetops, sinks, and microwaves, alongside several cabinets and drawers housing a variety of culinary tools. Supplies and other items appear within the kitchen, notably meals and beverages inside the refrigerator; however, Level 96's stockpiles do not appear limitless and require restocking since many restaurants have been stripped and taken away, leaving cleared. Many individuals reported smelling breakfast food wafting into the room and hearing pots, pans, and cutlery clattering from the kitchen, regardless of being aware that nothing was in the room. Many restaurants do not have a sign or a stairway to the second level. Nevertheless, a few do, and they generally seem like added eating spaces, and no rooms fulfill other functions.
Colonies and Outposts: The Diner Group A group consists of several travelers who remain at this level; however, the member's total amount is never consistent due to wanderers arriving and departing the group. The crew settles into a couple of restaurants that link each other and establish their eateries, serving various cuisines that are typically famous Southeast Asia meals. The group regularly welcomes newcomers as considerable participants are close friends and have chosen to stay inside the level for an ample duration. Every month, the group base's food and other supplies come in via the door that connects to Level 33.
Entrances: Entering yellow color doors in Level 33 may lead to this level. Pressing the buttons "9" and "6" on the vending machine in the break room of Level 16 will transport one to this level. Entering a metallic door sometimes found in The Ballrooms of Level 5 will lead one to this level.
Exits: Noclipping into a dark wall will lead one to Level 97. One can use the same entrance gate to Level 33. Few individuals allege to have entered Level 6 by stepping down the dark alleyway between the buildings. Noclipping anywhere else has a possibility of reaching Level 99. Entering a dark, indoor hallway sends one to Level 570. nostalgic ain't it?
- #10Level 97: "PIERCING THE CLOUDS" by Terrariaselective
Keys: level 97 · Secondary: float through air, supply crates on rooftops, glowing skyscrapers at night, skyscrapers in clouds, low gravity, invisible barrier below clouds
Level 97 is a vast expanse of white stratus clouds that stretch across a seemingly infinite plane. Dotting the clouds are a set of skyscrapers with varying heights, their sleek metallic materials glinting faintly. The level is permeated by a cool, gentle breeze that carries with it the soft, almost melodic sound of the wind. Occasionally, faint, shimmering rainbows can be seen arcing across the horizon, though they often vanish as quickly as they appear. The clouds themselves carry a faint ripple akin to an ocean. A distinct feature of Level 97 is its surprisingly low gravity, which allows wanderers to float effortlessly through the air. Many describe a feeling of weightlesness, not bound by gravity. Movement through the level often resembles the sensation of swimming in water, with graceful, fluid motions. However, it is possible for one to become disoriented and lose their sense of direction, though this disorientation is usually temporary. Deep beneath the sea of clouds lies an invisible yet impenetrable barrier. This prevents the wanderer and other beings from interacting with whatever lies below, which is currently unknown. Upon approaching the barrier, one will notice their surroundings starting to take on a reddish hue. Should one attempt to move closer, a powerful gust of wind will manifest, blowing the wanderer back up to skyscraper height. Any pictures taken or sounds recorded near this barrier become distorted, with it intensifying as one approaches closer to it. The skyscrapers are typically impossible to enter, with windows that are made of impenetrable glass and steel. However, under specific conditions or with the use of the right tools, it is possible to enter these structures. Inside, wanderers encounter a variety of spaces, including modern offices, hotel suites, and observation decks offering views of the sea of clouds. On the rooftops of the skyscrapers, wanderers can find supply crates containing food, water, and other necessities, making Level 97 an ideal level for finding resources. When night falls in Level 97, the skyscrapers illuminate a vibrant array of hues, their windows emanating a plethora of colors. Spotlights of various hues emerge from the sea of clouds below and sweep across the skies, which soon become dotted with countless stars.
Bases and Outposts: One base exists within this level. That being Base Equilibrium, the primary outpost for the Void Control Unit (VCU). This group has managed to enter the interior of one of the tallest skyscrapers, declaring it their base of operations. Members of the V.C.U. have adapted the structure into a functioning headquarters, conducting research.
Entrances: Wanderers can enter Level 97 by noclipping through specific locations, such as the windows of Level 95 or certain points within the Absolute Infinity Of Unknown. Additionally, noclipping through Level 75’s invisible barrier leads to the lower parts of Level 97, though the wanderer will immediately be pushed back up by the gusts of wind.
Exits: Exiting Level 97 typically involves the skyscrapers. The destination level depends on the architectural style of the building entered. For instance, skyscrapers with a futuristic design may lead to Level 833.
- #11Level 98: "Under Construction" by Arkansas Animationsselective
Keys: level 98 · Secondary: active electrical cords, rusty nails on floor, unfinished building, construction zone, random holes in floor, plywood and metal walls
Level 98 is the 99th level of the Backrooms. Level 98, otherwise known as Under Construction or the Construction Zone, appears as an unfinished building with the layout of multiple different rooms. Although the level is finite, it is still extremely large. The level's rough shape is a square, with each side estimated at around 300 miles long. As for the structural design, the framing is made mostly out of plywood, while the walls are made out of metal sheets that are painted white. Some of these walls can be covered with white tarps, as well as blue tape on the wooden beams. Level 98 has around fifty (50) to seventy-five (75) floors, both above and below the center of the level, all floors have been explored but have yet to be mapped out. One notable detail between floors is that they all have a unique layout besides the grid of metal sheet walls all across Level 98. All squares formed by the grid are connected by polished, unpainted wooden doors. Among the Windows in this level, there are also non-hazardous windows spread across the level, most of these windows portray a lush green forest, and the glass that makes up these windows is unbreakable. There have also been windows leading out to any outdoor level, the glass on these windows is breakable and can be used as an exit out of Level 98. Any walls containing one of these windows have a light emanating from where they meet with the ceiling. Level 98 has many environmental dangers, such as rusty nails poking out of the walls and floor, broken support beams, collapsed sections of the level, and random holes in the floor. The level's many hazards pose a great risk to anyone wandering inside it, such as getting splinters from the broken wood, or tetanus from the exposed nails. Some parts of Level 98 can collapse without any warning, posing a great risk to wanderers. Some smaller collapses such as parts of the ceiling falling, the floor buckling underneath an unlucky wanderer, or wooden beams suddenly snapping. There have been many reports of electrical cords being scattered around the level, these cords are active and dangerous. The source the cords get electricity from is unknown. There are random objects scattered around the level, such as papers, loose change, and empty cardboard boxes. Useful tools for defense against wanderers can also be found, such as hatchets, hammers, bats, and tasers. There have been some bottles of Almond Water, as well as other useful items for survival found across the level, they are usually found in cardboard boxes. There have been tables seen with blueprints on them, although only mindless scribbles are on them, as well as other construction-related objects scattered around them. Structure Anomalies: There have been a few areas of the level that have been deemed "Structure Anomalies", these are large portions of the level that have a different aspect to the rest of Level 98. All of these will be listed below. Missing Floors: There is a section of Level 98 where seven (7) floors are missing, creating a gigantic open space across these floors. The missing floors are connected by the doors mentioned previously, making it impossible to know when it will be reached. These missing floors are located near one of the corners of Level 98's structure. Water Damaged Area: There is an area at the very bottom of Level 98 that has sustained water damage from an unknown source. The water makes the floors brittle and easier the fall apart and in general easier for entire sections to collapse. This area has dripping water all across it, causing a hazard when in contact with any electrical cords. The bottom floor is flooded with a foot of water, and the depth of the water grows 0.5 inches every month. This could be a problem as the water could flood and compromise the bottom floors of Level 98. Completed Area: This area is on the very top floor of Level 98, and is a completed version of the level. This section has some of the same hazards as the rest of the level, such as stray electrical cords and scattered rusty nails. This area resembles a house like that of Level 53, the walls are made of drywall and are painted white, parts of the floor are carpeted while other parts of the floor are made of mahogany wood, and has a popcorn ceiling. This area has an abundance of Almond Water, causing the only base to be located near it. This area has a close overlap with the missing floors mentioned previously.
Entities: Level 98 has a few entities that reside within its unfinished corridors, these being Hounds, Windows, Facelings, Wretches, and Skin-Stealers. Most of these entities suffer the same injuries as wanderers due to the level's environment.
Colonies and Outposts: So far, only one colony has been formed in Level 98. The Cleaning Crew A base of forty-nine (49) people. They have cleaned up the area surrounding their base. They have plenty of supplies for wanderers trapped in Level 98. Accept new members and are willing to trade. Created by a ragtag group of four (4) people, they made the base to serve as a safe zone in Level 98, especially against its structural hazards. It eventually grew and became what it is now.
Entrances: Entering an area that is under construction in Levels 0, 4, 19, 27, 42, 193, 444, and 859, will all lead to this level. Entering an unfinished house in Level 9 or any of its sub-levels will lead to this level. Jumping down a hole containing many wires in Level 97 will lead to this level.
Exits: As stated previously, all windows that lead out into a different level can be shattered, and vaulted through to exit Level 98. Another alternative exit are double glass doors leading to Level 238.
- #12Level 99: "Anemoia" by Mysteriousperson123selective
Keys: level 99 · Secondary: glitched versions of other levels, words appear on walls, eyes on the walls, surreal dreamy spaces, familiar places from the past
Level 99 is the 100th level of the Backrooms, twisted and entangled with a collection of levels mainly found in Cluster I and potentially a few Anomalous Levels. The level alone is highly anomalous and unstable giving it these properties. Level 99 is well known as "Anemoia". It is a level comprised of an unstable amalgamation of surreal dreamy spaces (referred to as The Dream Spaces) and a separate physical warped conglomeration of previous levels (referred to as The Multi-Level Error). Both of these parts of Level 99 are prone to a wide range of local events that can unpredictably occur and which can space-to-space. Its apparent physical proximity to where Level 18 resides results in it mimicking the properties the level, causing the spaces within Anemoia to instead send wanderers to spaces resembling places that they find familiar or have indeed visited in the past. Historically, it is unknown whether or not the level was always like this. Perhaps it is the frontier to prepare wanderers for the gradual complexity and chaos residing further in the clusters of the Backrooms. As the wanderer explores the spaces they are in within Level 99, they are subjected to a plethora of events such as abrupt space transitions or other miscellaneous occurrences. It is thought that Level 99 is capable of entangling the consciousness of a dreaming wanderer with itself, a property that was initially thought to be exclusive to Level 18. As a result of this entanglement, it shapes the consciousness into a physical Eye Decal that wanderers encounter within Level 99. Additionally, this could also be how Level 99 obtains new Dream Spaces, through the constant flow of dreaming consciousnesses, harnessing their most surreal memories of locations or altogether powering the Dream Spaces by the existence of the constant throughput of the consciousnesses. It is relatively difficult to prove if this hypothesis is actually true or not, but it is at least acknowledged that it had most surely gotten some of its aspects from Level 18. Level Transition Events: Level 99 can do a few things to transition its spaces to different ones, and sometimes tricking the wanderer into thinking that they've escaped into another level. Wormhole Events and False Noclip Events are what allows wanderers to traverse both types of spaces within Level 99. Wormhole Event: Occasionally, a black circular smudge may appear in the physical realm of the space a wanderer resides in. It will remain in this location indefinitely until the wanderer enters the location. It has a light gravitational pull that only affects the wanderer; it's weak enough to do essentially nothing. When a wanderer hesitates to enter, Text Hallucination events will occur, indicating whether it is safe to do so or not and instructing the wanderer to depart. If the wanderer still refuses to go into them, the text hallucinations will grow angrier and larger. Wormholes come in a variety of sizes because they enlarge with time until they are as big as the wanderer. According to reports, wormholes may develop to a radius of up to two kilometers, making them quite big. wormholes may have different color tones, such as white or gray, but there are no other colors besides the two not including the default black color. Wormholes can emerge on floors, walls, ceilings, and as well as on furniture including beds, couches, tables, and chairs. When these wormholes develop, they make people feel uneasy when they are close by. Upon entry, it will take time for the wanderer to reach the destination. They will sometimes feel a sense of faint vertigo but this appears to be an inconsistent occurrence throughout all of these events. After a few seconds or so, the wanderer finds themselves a new space within the Dream Spaces. False Noclip Event: Attempting to leave Level 99 through noclipping may have a high chance to fail, and instead lead you to a location you'd expect to find yourself in from successfully noclipping, but is instead actually a location inside of the Multi-Level Error, a mysterious portion of Level 99. While it is very difficult to distinguish the initial location one can find themselves in from noclipping, it is still possible such as being able to see other spaces that one wouldn't find in the level they intended to reach. It is most likely better to leave through The Walk's exit which can be found in the Dream Space segment of Level 99. Miscellaneous Events & Anomalies: Text Hallucinations: Text Hallucinations can happen anywhere in the dream spaces, although they are more common when Events & Anomalies are present. The texts was not generated at random since they usually respond to the context of the situation. The writing primarily attempts to persuade wanderers to stay, as well as to trigger nostalgic and good memories for them. However, occasionally Text Hallucination may depict a text in a negative way, such as trying to make the wanderer feel guilty about something bad or embarrassing they did in the past, or occasionally claiming that something unknown is constantly watching and following the wanderer, making the wanderer feel uneasy and paranoid. Text Hallucinations can come in a variety of sizes, but they never be so large as to impair vision. Because it may appear in any color, the color will generally match the surroundings in which the wanderer is present. They are statements in any language that the wanderer is able to understand written in a basic font as two-dimensional graphics. The text may repeatedly repeat itself, have effects that force the reader to tilt or turn around, or contain other symbols. Text Hallucinations can take the form of beloved words that individuals who wanderer knows regularly speak, or they can originate from wanderer's thoughts. Eye Decals: Eye Decals are manifestations of animated decals that depict realistic eyes. These decals are projected onto surfaces and cannot move, however the imagery of the eyes themselves can appear as if they are observing their surroundings. They do not contribute mass to objects they manifest. Eye Decals typically manifest in clusters, where they manifest and re-manifest continuously by opening and closing their imaginary eyelids. These eyes have variable iris colors, and typically respect the commonly found colors that are found among the human population however occasionally they can be found as entirely monochrome or a bright red color. Censor Rectangles: Censor Rectangles are two-dimensional anomalies that cover parts of parts in a rectangle-shaped void. It is assumed that these anomalies are forced hallucinations that occur in observers, however any form of photography is also affected by Censor Rectangles. They serve no obstacles to wanderers, and it is apparently possible to pass through them without any form of consequences. Why they exist or what they truly do is unknown, but they have been known to hide spots of interest to certain wanderers. They typically last for as long as a wanderer remains in the space, but can sometimes de-manifest (and even return afterwards. They typically bring no actual trouble to wanderers and only serve as a hinderance depending on where they manifest and what they hide as a result of their manifestation. Sky Textures: Sky Textures are a sudden brief event where a portion of an object or piece of architecture temporarily shifts into the appearance of a sky in various stages of weather (typically clear) for a random period of time gradually dissipating. This miscellaneous event occurs rarely within Level 99 and typically within bright illuminated spaces that can be found in the level. None of the actual properties of the affected change in any shape or form and only how observers perceive its appearance as. When Sky Texture manifestations are large enough (most reported cases of the following tend to include larger Sky Textures) sounds of faint wind could barely be heard, but it was definite that it came from the manifestation events. Each individual manifestation of a Sky Texture can be unaffected by external light sources and appear as constantly illuminated to some wanderers, they can sometimes be affected by presence of light, or be a light source itself.
Dream Spaces: There are many spaces within the Dream Spaces, and so only the most notable and common ones wanderers have found themselves in will be documented. Sub-Spaces, continuations of the main spaces within these Dream Spaces, will also be included in their respective parent spaces. Grass Halls: The Grass Halls consists of a large edifice building whose interior is made of drywall painted white and beige in the lower sections with the flooring of the space made of grass that simultaneously feels fake and organic. Occasionally, parts of the wall look to be made of a sky and don't resemble drywall at all, but is in actuality the same material is the rest of the walling found throughout this space. Windows can be found occasionally on the walls, revealing a beautiful field of grass and patches of trees with a vibrant sky filled with clouds, this area appears to be its own sub-space. The windows leading to this area is indestructible. Under the grass lies nothing but carpet instead of what is expected to be soil. What maintains the life of the grass is unknown if it even is alive. The temperature of this space is maintained at a constant room temperature, and is generally quiet with no sounds besides the muffled rumbling of leaves that are present in these apparent fields of grass and trees. There has only been a few cases of someone ever finding a window open, allowing them to reach to the outside field, in which there are not many things besides the higher frequencies of Text Hallucinations and Censor Rectangles manifesting. The outside field is considered to be a sub-space, but can also be accessed through Wormhole Events. Occasionally, houses can be found scattered across this grass field sub-space. They are highly prone to Wormhole Events and Text Hallucinations unlike any other place in this space. These houses are oftentimes barren, devoid of any furniture or even appliances. Last Day of School: the Last Day of School resembles what could be an elementary school furnished with miscellaneous decorations due to it being the last day of school for its year, about an hour from school ending. It is air conditioned and is at or slightly below room temperature. Ambience of hundreds of student's conversations overlapping each other can be heard, but nobody is present within this space. In the cafetorium resides delicious food in a state of stasis like in Level 197 which the food can be consumed but never rots outside of the stomach. Computers in the space consist of a plethora of Microsoft-based operating systems ran on work computers. These operating systems consist of Windows 95, 98, XP, Vista, and 7. Evidently, these computers don't have the hardware to run many tasks. Interestingly enough, they appear to have internet, but the internet they are accessing seems to be a frozen snapshot of an older phase of the internet. The outside of the school feels oddly vibrant and filled with many different structures, playgrounds, and football fields. One can access a sub-space that consists of a neighborhood, in which almost all houses are locked except for one that the wanderer finds the most familiar or even identical to their house that they were in during their childhood. If they never had a house, the one that they sense most déjà vu from will find that they can access the house. The house appears to be filled with a relatively large supply of food and snacks originating from the Frontrooms. The Store: The Store was originally thought to be a sub-space as one can access it from the neighborhood sub-space of The Last Day of School subspace, but it has now been classified as its own space. It is in synchrony with The Last Day of School's passage of time. As time progresses, the store will enter the phase of closure without wanderers being kicked out. Eye Decals are much more common during this time with the other miscellaneous events occurring much less. During the day, Wormhole Events and Censor Rectangles can be found often usually within the aisles of the store. Finding exits to the store will send one to The Last Day of School's sub-space, the neighborhood. The Store appears to also have ambience of lots of people conversing and walking around, even though it is in actuality completely empty and devoid of any other lifeform but the wanderer and the anomalies present throughout the level. This is the most viable way to obtain food if one stays in Level 99 for longer periods of time. The Stairwell: The Stairwell is a relatively unknown space vertically infinite in size resembling a stairwell. Most sources of illumination come from permanent Sky Textures embedded on the walls of the space. Lots of Text Hallucinations and Eye Decals can manifest the longer one stays in this space, and gradually Wormhole Events will start occurring allowing one to escape this space. Sounds of things moving within plumbing presumably beyond the walls can be heard, along with the sounds of air condition being present. Whether or not. There appears to be a barrier preventing one from going over the staircase rail to let one fall indefinitely. The Stairwell appears to have an inconsistency for every time it is encountered by a wanderer. Every time a wanderer ends up here, it appears that the style, integrity, and time of day of every encounter with this space varies. Whether or not it is completely random or from a list of possible themes is unknown. Playground: The Playground is an interesting space for it appears to act like a hub, as the slides has a high chance to sending one to a random space. When going down one of the slides, a Wormhole Event is catalyzed to occur at the end of the slide the wanderer is travelling down to, leading them to either the Multi-Level Error or a different Dream Space. The Playground is highly prone to various miscellaneous events that have been documented such as Text Hallucinations and Sky Texture Events. Retro arcade machines can also be found in this space in a functional state and a small integrated bistro filled with various cooked food items. Vending machines are also found in this space, accepting coin-shaped objects. The Walk: The Walk consists of a long checkboard floor residing within what seems to be the Void with rows of oversized mushrooms adjacent to it. This space appears to show curvature, as one cannot see the exit until they walk long enough. This is the only way to leave Level 99 without noclipping, which has a low chance of succeeding as the level appears to override many noclip attempts of the wanderers stuck here. The only events that occur here are the manifestation of Eye Decals and Wormhole Events.
Multi-Level Error: The Multi-Level Error is an individual interconnected part of Level 99. Whether or not this is an individual level to Level 99, it has been accessed only by entering Level 99 and being subjected to its events and architecture. It is the only section of Level 99 to contain entities non-native to the level. Entities present in this section are oftentimes rare but mainly consist of common ones such as Deathmoths, Hounds, and Anethikas. It consists of various spaces similar to the various levels within the first 99 levels of Cluster I. There are key differences to these spaces and eventually wanderers can tell they have ended up here instead of the intended level they wanted to go to. For example one can find a pool of stagnant water in a room full of tiles similar to that of Level 37, but it is known that Level 37's water is clean. The Multi-Level Error could theoretically be of assistance in discovering unknown levels and sublevels for there appears to be unrecognizable spaces similar to no known level within the range, unless Level 99 does not work the way as currently thought to be. Where the Multi-Level Error comes from is unknown but it is thought that Level 99 is simultaneously close to every level within the range of levels 0-98, creating a conglomeration of spaces that have resemblance to the levels they actually come from. They're not exactly connected directly, but show definite connection. This has yet to be proven but is highly plausible. Common Spaces Because of how the Multi-Level Error is connected, many wanderers tend to find themselves in a specific region containing "common" spaces that are interconnected. Mall: The Mall, as explained in its name, is a mall space. The Mall is made up of architecture from various times, but generally from the 2000s. Many shops and locations within the Mall appear functional albeit devoid of human life, but is fully stocked with resources. This space within the Multi-Level Error has low presence of entities. Pools: The Pool unlike its most likely source level is typically found in a much dirtier state with stagnant water. There are lights illuminating this space, yet no electronics providing such a light; an invisible light source, one could say. There are occasionally versions of this space that have been found to be clean and well illuminated such as the source level. Hotel: Halls can be found resembling corridors one can find as they traverse a hotel space, and these corridors typically contain arrays of rooms connected to the corridor. Doors can be found either locked or unlocked, sometimes broken. The rooms are relatively empty and only a few cases of furnished levels have ever been found within the spaces of the Multi-Level Error.
Entrances: Level 98's anomalies are capable of transporting the wanderer to either the Multi-Level Error spaces or Dream Spaces of Level 99. One noclipping around in Level 96 can send one to any part of this level.
Exits: See the exits in The Walk space within the Dream Spaces segment. This is the most viable way of leaving the level. There is a rare chance of successfully noclipping out of the level without undergoing a False Noclip event, in which you have a rare chance of ending up in Level 100, but most commonly any level before Level 99.
- #13Level 0.22: "Fully Remodeled" by Clousure & Its Jostarselective
Keys: level 0.22 · Secondary: yellowish-green walls, completely alone, empty industrial building, construction equipment, badly built rooms, flickering fluorescent lights
Level 0.22 is a sub-level designated between Level 0 and Level 1. Level 0.22, commonly referred to as "Fully Remodeled," is an empty industrial building. It consists of fluorescent lights, a basic white ceiling, yellowish-green walls, and patterned gray carpets, with the typical appearance of light metal heaters, vents, and modernized office doors. The architecture of the level is an odd fusion of Level 0 and seemingly man-made methods; the walls are indented for easier access to wiring, the paint color of walls tapers off into another color as if done in a haphazard fashion, and overall the space looks as though it was meant to serve an obscure purpose. Although the construction efforts in the level are poor, environmental and electrical hazards are a rare occurrence. The level also possesses the same non-Euclidean nature from Level 0. To add onto this, the level is diverse in size, wanderers have reported Level 0.22 being as small as a single room, while others reported to be exponentially large. It is currently unknown if Level 0.22 generates completely differently for each person, or if the level is segmented into separate regions that do not connect to each other. Despite the lack of any furniture, Level 0.22 can feature modern-day construction equipment, such as hammers, paint buckets, or even forklifts. The objects seem to have appeared to be "used" in some way. The objects in question show signs of rust and breakage, which has led some to speculate that a group or person somehow "created" Level 0.22 in some way. Despite the aforementioned weathering of the construction equipment, it is still in fairly decent condition and able to be salvaged and brought out of the sub-level for actual construction by wanderers. Actualities: Level 0.22 is completely devoid of life, and has an isolation effect similar to Level 0 and Level 27. Because of this, nobody has ever encountered an entity, or another person. Attempts to create outposts and colonies have failed due to the reasons stated above, though it is still used to collect useful equipment. Occasional Hazards: Heaters spontaneously combusting. Loose ceiling lights. Rooms becoming extremely hot or cold. More frequently, shoddy craftsmanship has led to phenomena that are not dangerous but somewhat inconvenient, such as: Doors not being able to open. Dark rooms with lights that won't turn on. Malfunctioning electrical sockets.
Sentient Prescence: Due to Level 0.22's non-linear geometry and isolation effect, the odds of a wanderer and an entity to coexisting at the same time are improbable.
Settlements: Due to Level 0.22's non-linear geometry and isolation effect, creating a settlement of any form is impossible.
Entrances: Rarely, finding a door on Level 0 labeled "Second Attempt" will lead you here. Entering a building that is under construction on Level 11 or Level 111 will bring one to this level. Various unknown factors in Level 0.23 may lead back here.
Exits: Going through an exit door will lead you to Level 27 or back to Level 0. Various unknown factors may lead to Level 0.23.
- #14Level 100: "Soundless Solitude" by Skyvory & WindXDselective
Keys: level 100 · Secondary: completely alone, island sickness hallucinations, infinite sandy beach, warm shallow ocean, rotting boats on shore, relaxing ocean sounds
Level 100, colloquially known as either "Soundless Solitude" or "Silent Sounds" comprises a narrow, waterlocked shoal of smooth sand stretching infinitely from east to west, being bordered at the northern and southern ends by an everlasting warm ocean; it is shallow, retaining an average depth of approximately 12 meters (39 feet) deep, moreover, is estimated to have a max depth of 100 meters (328 feet). Although the shoal is entirely connected during low tide, in high tide, the sections of the shoal within the tidal range are partially or completely submerged, dividing the singular shoal into islet archipelagos of varying size. Absolutely no signs of marine life nor notable geographic features, namely trenches, seamounts and underwater caves, can be found underwater; this also applies to the mainland, which lack any signs of vegetation and is flat throughout. Besides the level's shoal, no other islands or guyots are present. Every individual gets assigned to an independent location without encountering another person after they have entered the level. Due to the level's limitless vastness, finding additional travelers has proven difficult. Although one might recognize other persons by following their footsteps on the ground, the imprints occasionally fade due to the level's continuing breeze. Furthermore, radio transmissions are audibly distorted and frequently prove ineffective. The ambient is satisfied with the indefinitely continuous sound of ocean waves accompanied by the occasional breeze. For a particular explanation, the level's sound atmosphere permits any naturally occurring undesirable noise, creating a repetitive and rhythmic sound sequence as they break on the shore and recede into the water. This consistent pattern seems to imitate the natural rhythms of breathing and heartbeats at a steady and optimal frequency associated with relaxation and tranquility. Further studies and experiments demonstrate that Level 100's relaxing impact of sea wave sounds may help significantly reduce stress hormones like cortisol—despite being aware that many people are isolated and alone. When stress levels decline, it becomes less problematic for individuals to rest and sleep at this level. The temperature of the ocean is normally around 26.7°C (80°F) in the peak afternoon, and conversely down to 15°C (59°F) at midnight. Additionally, the water is saline, containing around 34 ppt salinity; its visibility is near perfectly clear, allowing one to observe the sea floor from above during bright daylight. Small waves are generated by winds, which the waves reach 30-60 centimeters (1-2 feet) near shore. The sea is reported to intensify the further one ventures away from the main sandbar—it has been suggested that there lies a certain distance away from shoal where the sea becomes intense to the point that travelling beyond is impossible, albeit this suggestion is yet to be confirmed, as nobody has ever attempted to venture out to the sea in Level 100. The remnants of Sodium Chloride (Table Salt), alongside Magnesium Salts, Calcium Salts, and Potassium Salts, have been detected in Level 100 waters. As seawater evaporates, it leaves salt fragments in the air, contributing to the distinctive saline fragrance, which, collectively with the scents of these salts, tends to be associated with serenity and a sense of well-being. Many believe salty air and the peaceful sounds of the water are comforting. These salt components in seawater assist people to float more readily. When people float in highly concentrated salt water for lengthy periods, especially in warm conditions, individuals naturally relax and relieve tension, unwinding muscles and alleviating physical problems. Seawater, like Terra's, also includes traces of several other elements, including iodine, iron, manganese, zinc, and copper. One may find rotting launch docks, relatively intact recliners, dilapidated wooden boats and rusting vessels haphazardly beached on the sandbar's shore. These vessels only possess a handful of items in most cases, such as empty glass bottles, Mercator Projection maps of Terra, snapped wooden paddles, ripped life jackets, and plain, empty aluminum cans. Otherwise, no useful salvageable resources can be seized from the shipwrecks. Strangely, despite the abundance of them on land, no shipwrecks can be found underwater. Due to their neglected condition, most of these boats are not seaworthy, and can easily fall apart when faced against the ocean's waves. Furthermore, some boats may retain small, stagnant puddles of water in shaded areas of them; these puddles are contaminated by the Hydrolitis Plague. Therefore, it is unadvised to drink water from them. Should one burry into the ground of Level 100, they may encounter several items in the ground. These items can range from inoperative cellphones, photos of random natural scenery presumably from Terra, bags, to articles of clothing, and other such items that would be considered as personal belongings. Whilst not understood how these objects managed to get buried in the sand, it is generally accepted that the objects originate from the shipwrecks on shore. The composition of Level 100 is thought to be almost entirely sand, as many drillers that dug into the surface reached deep down relatively effortlessly and quickly as opposed to drilling down into other surfaces with a different composition. The bottom half of the level is also suggested to be metamorphic rock, since the pressure and heat would morph them into metamorphic rock. Nonetheless, many fear that digging deep enough into the level or creating a large enough hole underground would cause at least half of it to become unstable and collapse within itself due to its sand and water composition. The climate of the level resembles a tropical climate, with temperatures that reach up to 28°C (82°F) during peak afternoon hours, and conversely cool down to a steady 15-16°C (59-60°F) at midnight—the wanderers experiencing the sweltering heat are aided by cool, frequent breezes. The weather conditions are partly cloudy throughout the day and night, with cumulus, stratocumulus, altocumulus and cirrus clouds materializing in Level 100. Fortunately, no natural disasters, such as tsunamis, flash floods, extreme winds, quakes, etc., occur in the proximity of the sandbar in Level 100. The relatively high temperatures at daytime guarantee the quick evaporation of fluvial liquids (e.g. Almond Water and captured seawater) inside unsealed bottles—one must store liquid bottles in shaded areas of the level and seal them if they wish to retain an adequate water supply. Besides the existence of distant stars during the night in clear conditions, there are no notable celestial light sources as a result of the absence of the sun and moon. Nevertheless, Level 100 retains a 24-hour day and night cycle, with illumination sources during the day, and at night to a lesser extent. Fortunately, prolonged exposure to a Level 100 "natural" light source doesn't result in illness or symptoms, including sunburn, heat exhaustion, or heatstroke. An in-depth examination indicates that the environment includes exotic gases that generate visible light when excited by the level's natural processes via unknown means. These unknown substances interact with cosmic radiation and other energetic particles, giving the atmosphere a bright glow. Level 100 likewise shows no sign of precipitation due to this unknown substance gas, which appears to impede the creation of water droplets and prevent them from developing sufficiently big to fall as rainfall. Currently, the level's atmosphere is being researched and studied for further information. Visitors frequently feel comfortable considering the waterlocked shoal's tranquil environment and the fewer threats at Level 100. Individuals typically feel secure and protected as it offers the sensation of being at "home" or in a safe place. Following the level's soothing influence on travelers, one could stumble onto a concealed danger without being aware when strolling through the shoal. Dehydration poses as one of the primary threats of this level because freshwater sources are formidable to discover. Wanderers' water supplies have the potential to become low due to extended stays. Since freshwater sources are scarce within the level, dehydration can develop rapidly and even be fatal in certain circumstances. Drinking seawater will result in saltwater poisoning, which may aggravate dehydration, increase thirst, and disrupt electrolyte balance, triggering nausea, vomiting, weakness, and disorientation. The Level 100 Illness: The Level 100 Illness, shortened to the 100 Illness or sometimes referred to as Island Sickness, is a phenomenon that arises after a wanderer stays within Level 100 for an extended period of time, being approximately more than a week. It shares many characteristics with Rock fever, a similar psychological phenomenon that occurs on Terra, though Level 100 Illness has slightly more severe and additional symptoms. Albeit not lethal, wanderers who are affected by the Level 100 Illness should consider exiting the level whenever possible, to prevent any further potential harm to themselves. The Level 100 Illness has several stages, with the commencement of each stage having an inconsistent occurrence. In the first few stages, wanderers with the Level 100 Illness experience through milder symptoms, which in progressive order, are boredom, drowsiness, laziness, claustrophobia, the desire to return back to a "mainland," have certain amenities that are usually not on Level 100's isolated sandbar environment or visit their family members again. The further one progresses into the stages of the Level 100 Illness, the more serious the symptoms become; these are anxiety, sadness, restlessness, irritation, aggression, unordinary thoughts and feelings. On top of that, it is at this point where victims begin to undergo visual hallucinations, typically of human resorts, settlements, vegetation or mountains. These visual hallucinations may be accompanied by auditory hallucinations such as human chatter and birds chirping. These hallucinations disappear after the hallucinator approaches near the said hallucinations. As previously mentioned, the Level 100 Illness itself is not lethal, and is noted to not succumb those affected into the Wretched cycle, regardless of how long one continues to persist the illness; however, the actions one might do as a result of the phenomenon's symptoms may cause injury or fatality at worst, with the most common types of death recorded being drowning whilst approaching a visual hallucination, or getting into conflict with anyone who tries to assist with their illness. A thorough examination of the atmosphere above Level 100 reveals that the daylight cycle functions similarly to fluorescent lights. While fluorescent lighting has a phosphor coating within the bulb and a small quantity of mercury vapor inside. UV light results when an electric current flows through the mercury vapor. The phosphor coating is subsequently affected by this UV radiation, which causes it to glow and emit visible light. The mercury vapor is responsible for creating the initial UV light as the mercury is not discharged into the surrounding environment because light bulbs are sealed containers designed to keep the mercury vapor within. In contrast, Level 100 exotic gas appears to contain an unidentified material that, when activated by the level's biological processes, produces a light source while also dispersing the substance's vapor into the atmosphere. When this unidentified chemical vaporizes by exotic gas, it will seep into the ambient air and blanket the entire level. Although it doesn't initially exhibit any signs of threat when a person originally enters the level, the chemical will begin to exert an effect when one stays and inhales for an extended amount of time than the prior condition. This substance emerges to make persons who inhale feel relaxed and comfortable; nevertheless, it appears that if one does not delight the body and leaves the body dehydrated, the substance will generate adverse reactions, leading to the Level 100 Illness. This is presumed to be why the phenomenon only occurs usually a week after one's arrival, as it correlates to around the same time where most wanderers run out of any resources they brought into Level 100. Although Almond Water, other freshwater and leaving Level 100 as a whole can help lessen these side effects, it takes an extended period to return to normal. Furthermore, Almond Water detected at this level contains traces of sodium chlorides that, if depleted, would exacerbate dehydration.
Entities: The Hydrolitis Plague; The "Lurker of the Shadows";
Colonies & Outposts: Currently, no colonies and outposts exist within Level 100, because as aforementioned, wanderers enter at their own designated location within the level, which potentially separates them thousands of kilometers/miles apart from each other right away. Along with the lack of long-term resources and the Level 100 Illness, these factors render establishing colonies and outposts infeasible. Nevertheless, there has been many attempts to establish resorts within Level 100, including one such example, named the Sunset Resort by the Liminal Remodeling company. The documents regarding the attempted establishment of the outpost are provided below:
Entrances: There is an unlikely probability of successfully noclipping out of Level 99 without undergoing a False Noclip event, in which one has a rare chance of ending up here. There has been a speculated entrance from Level 91 by wandering off to the edge of the level, although the immense size of the level would most likely have one to succumb to the lack of resources before reaching Level 100, if the entrance is confirmed to exist. Swimming through the river that cuts through the hallway in Level 666, which possesses a miniscule probability of leading one here. Entering a door labeled with an "ocean wave" symbol in Level 4. Finding a beach on The Ground section of Level 264 brings one here. An exclusively accessible trapdoor that materializes during the psychological tormenting event within the Seashore in Level 85, which rarely takes one here. Swimming out for long enough in Level 833, which may lead one to Level 100's sandbar. Swimming through underwater passages in Level 255 may lead one to Level 100.
Exits: Aggravating the Lurker of the Shadows enough will cause it to take the offender to Level 101. Finding holes may lead one to Level 990. Dropping something onto the sand and picking it up has a small chance to bring one to Level 110. Entering a vehicle leads one to Level 178. Incorrectly no-clipping might cause one to fall through The Void. Spotting a bland tower with a slight salmon-orchid tint on the ocean and swim towards it to take one to Level 989.
- #15Level 100.6: "Slow Erosion" by CodenameKrakenselective
Keys: level 100.6 · Secondary: black spires on horizon, dangerous tides and rip currents, sudden violent thunderstorms, sandy beach next to cliff, crashing waves make you sick, freezing cold ocean water
Level 100.6 is a sub-level of Level 100 and is a significant environmental and mental hazard to those who may enter it. Level 100.6 seems to be a sandy beach under a cloudy sky, stretching 20–30 meters wide. On the left side is a sheer cliff that ends with sharp rocks. Farther than this cliff is a frigid ocean with below-zero temperatures. It is unknown how the water is below-zero, but is not frozen over. On the right side, there is a patch of thick brush. Entering this thick brush is not advised, as it is unknown what happens to those who do. The water is either calmly lapping at the cliffs or crashing into them—it depends on the state of the tides. This beach is decidedly empty, and this may contribute to feelings of loneliness. Wave sickness will add to this as wanderers progress deeper into this level, and some may be overcome by this feeling. This mental hazard alone would make it a deadly level, but the main cause for concern is the anomalies on this level. The temperature on this level’s beach is mild, unlike the freezing water. A wanderer entering this level will be separated from any groups they were previously with. They will feel a sense of dread encompassing them—this being the beginning of the wave sickness. This wave sickness is the first hazard that wanderers will encounter in this level. The waves create a repetitive crashing sound that gradually deteriorates wanderers’ mental stability—causing dizziness, slurred speech, and ultimately, insanity. For some unknown reason, anybody with wave sickness has been shown to have severe encephalitis. Encephalitis is an often-fatal condition in which the brain swells and creates pressure against itself. There are tides on this level, with low tide exposing sharp rocks near the bottom of the cliffs. The Spires event is far more common during low tide, according to most survivor accounts. Though the calm waters may delay wave sickness, this fragile reprieve comes at a cost—Spire events become alarmingly frequent. At high tide, the waves are crashing, and the currents in the water are much stronger. There have been extremely fast and strong rip currents recorded, and getting in the water is exceedingly dangerous and unadvised when the tide is near the top of the cliffs. Strangely, high tide has been recorded to be much more common than low tide. While this may serve as a detriment to wanderers, it does make the Spire event much rarer. It is theorized that this entire level will be either inhospitable for human life or destroyed in the near future. This is because at high tide, the waves slowly erode the sand into the water. This causes the stability of the sand near the shore to be low, and it is unadvised to approach the edge.
Anomalies: Level 100.6 is known to have many dangerous anomalies. It is speculated that there may be more than these listed anomalies, but due to the limited information from survivors, these are the only anomalies that can be documented with confidence. Thunderstorms: The horizon overlooking the frigid waters will normally be cloudy, with slight and rare rumbles of thunder. Over time, these will become more and more frequent, and then the first anomaly may occur. Without warning, the sky will open up, and a torrent of rain will begin to fall. Temperature will rapidly drop, and winds of up to 60 MPH will begin. This will cause wanderers instant distress and may even contribute to casualties. Being in the water during this time is a death sentence, as lightning will rapidly strike the water. The world will become extremely dark, with the lightning as the only thing to illuminate the beach. These thunderstorms are much more powerful than anything ever recorded in reality. Spires: This is the other anomaly on this level, and one of much more danger. This event will be preceded by all clouds going away and a sense of hope filling the wanderer. This usually occurs after a thunderstorm. To survive, it is advised to instantly leave the level. After this, black jagged spires of inky black material will rise from the horizon. Wanderers will feel the urge to stare at these spires. These spires will continue to grow after erupting from the ground, and once they reach the clouds, something very mysterious will happen. A cacophony—described by some as agonized screaming and others as angelic singing—will fill the air. It is unknown what happens to wanderers who remain on this level when this sound fills the air, but only three very lucky individuals have survived hearing this sound. No images of this event have ever been recorded, and any images taken near this event are distorted, as seen with the earlier picture. Theories: There are many theories on the nature of these spires. Some believe that they are entities unique to this level, and others believe they are part of the level. The main debate concerns what they do to people, and therefore, how to counteract it. Some people think that the sound drives people to jump onto the rocks. Evidence supporting this conclusion is that the event is more likely to transpire at low tide, when rocks are exposed and more dangerous. Others think it simply absorbs them into the level. The fate of those who succumb to the spires is unknown.
Entities: The presence of entities is highly unlikely, unless we consider the Spires themselves as entities. This belief is most likely incorrect, as the Spires do not act like entities but more as part of the level. Some survivors report seeing massive shapes in the water at high tide, but this is believed to be a hallucination. Even if it is, this serves to discourage wanderers from entering the water further.
Entrances: Noclipping into a puddle on Level 1 may bring wanderers here, though the chances are very low. Seeing a spire just out of the ocean on Level 100 may noclip a wanderer here. Another rare entrance is to find an out of place empty bathtub in Level 19 and jump into it. Rarely a wanderer who is hallucinating due to the Level 100 Illness may noclip here.
Exits: Swimming about a mile out into the water at high tide will bring one to Level 353. This exit is unadvised because of the deadly rip currents that can occur at high tides. Jumping onto the rocks during the Spires event may transport one to Level 100, but it also may end in the person's death. Finding an inky black puddle on the beach and touching it will lead to Level 6. If a dark fog rolls in from the sea, any wanderer caught within it will be transported to Level 287. The fog appears without warning and envelops the entire beach within minutes. At low tide, a single colorful pool float may appear drifting offshore. Swimming up to it and touching it will lead the wanderer to Level 30. The purpose and origin of the float remain unknown, and its appearance is rare and unpredictable.
- #16Level 101: "261 Turner Lane" by Wes Cravenselective
Keys: level 101 · Secondary: messed up furniture and blood, signs of a recent party, surrounded by invisible barrier, house from scream movie, always pitch black outside, mansion on a hill
Level 101 is a two-story mansion situated atop a hill, resembling a large house from the 1980s concerning layout and design. The place exists in the Frontrooms of Spring Hill Estate, a 300-acre estate in Tomales, California. The residence is well-known for being the setting where the movie "Scream" takes place at the near-end of the film, although the level first appeared while the film was not yet released, presumably during the time the movie was filming and nearing completion. Regardless, no one was concerned or aware at the time that the level mimicked the fictional house 261 Turner Lane, which was initially home to the Macher family, where Original Woodsboro Murders accomplice killer, Stu Macher, lived before and during the events of the original Scream film. It took months after the movie's premiere for the level to gain recognition as the setting for its climax. The house exhibits indications of a small party with several bottles of alcohol and wine, plastic cups, and popcorn bowls, alongside a few cans of soda and snacks from the 1980s spotted throughout the downstairs house, particularly in the living room and kitchen. According to the movie, Stu throws a party at his home when his parents are away after Woodsboro High Principal Arthur Himbry's announcement that all classes end early and curfews enforced. The living room served as a gathering spot where guests would watch horror films. However, objects and furniture got messed up and dispersed because of a fight that broke out when Billy and Stu attempted to track down Sidney. The television appeared to shatter and tumble on the floor as a consequence of Sidney pushing the television into Stu's face, causing his likely death—it is uncertain if Stu Macher died or not because the filmmaker wanted to include him in Scream 3 and later Scream movies but did not. Tan wall wallpaper and hardwood floors coexist with other decorations, including paintings, tables, vases, and lamps, all in remarkably pristine shape and spotless. Nevertheless, certain parts may appear disrupted on the floor and blood stains as a result of Ghostface killers attempting to kill everyone inside the house with chasing and fighting occurring in the film. Upon arriving, one will find themselves in the house's entry room, with every doorway leading to each room downstairs, totaling seven. The left side doors of the entry room open to the living room and the downstairs bedroom; both are fancy furnished and decorated with furniture. The living room contains a fireplace, and the bedroom includes a mattress. These said rooms also had several camera setups, spotlights, and recording equipment strewn around, presumably to be rooms for keeping and storing filmmaking equipment, as none were used or shown in the film. Other doors in the foyer proceed to the kitchen and another living room; those two chambers are prominently featured in the film and become iconic. The living room is identical to the previous one except that it has a television with speakers, bookshelves filled with vintage movie tapes, and a window overlooking the residence's rear. After the incident where Stu attempted to kill Sidney, many items became detached and damaged, with a television that fell to the ground, broken and scattered glass pieces across the floor, blood on furniture, a sofa that was ripped apart, and padding all over the place. The kitchen was constructed differently than other rooms, with rose-shaped white tiles wall in the cooking area. There are counter tables for placing food, ovens, stovetops, sinks, microwaves, a refrigerator, and multiple cabinets and drawers housing kitchen equipment, culinary tools, snacks, and drinks. On the other side of the room was a dining table with seats, a bowl of various fruits, bottles of wine, and an array of snacks. Other rooms, like the garage, can be accessed from the kitchen, holding multiple items like cardboard boxes packed with furniture, gardening tools, and mechanical equipment. A refrigerator with many bottles of wine resides in the garage, where Stu asks his girlfriend, Tatum Riley, to fetch some beer. When she was alone in the garage and attacked by Ghostface, she threw two beer bottles that scattered and broke on the floor. The garage door also shattered because Tatum tried to escape through the garage door's cat flap but struggled to squeeze through. Ghostface takes advantage of Tatum's situation by activating the garage door, which raises her and, once at the top, crushes her neck and electrocutes her. Despite neither her body nor any other dead bodies appearing inside the home—this is the first homicide to occur there. The kitchen connects to the pantry; the area is vacant with no food storage within; it was a location where Stu tied up Sidney's father and kept him within the room before planning to kill him. The closet lies beneath the stairwell in the entryway, where Sidney hides herself and her father from Stu and Billy. There were umbrellas within the room, and Sidney used one to strike Billy. Stairs in the entryway and kitchen lead to the upstairs, directing to a balcony overlooking the entry room. The upstairs layout is particularly unique and abnormal since it contains numerous rooms. While most rooms don't appear in the film, they appear as conventional bedrooms with huge mattresses and decorating similar to downstairs, while others are bathrooms. The master bedroom stands on the left side of the staircase. The bed has crimson, blood-like syrup streaks on it from Billy's attempt to stage his death to convince Sidney of his innocence. The outside is an expansive barren hill scenery with no neighborhood around. There are a few barns and abandoned buildings with numerous telephone lines and lampposts set nearby, with an asphalt road in front of the house stretched in two directions. The atmosphere is constantly pitch black with no moon or stars as no daylight cycle occurs. Only four vehicles are visible outside the house: Dewey's police car, where Sidney tried to hide from Ghostface killer; Neil Prescotts's car that Billy abandoned in the middle of the forest and used to kidnap Sidney's father; the news van that left after Gale discovering a dead Kenny body on the car ceiling; and Stu's parents' car, that was left near the garage while they were outside. Approximately two kilometers from the home, travelers will come across an invisible barrier enclosing the entire area, preventing them from leaving.
Entrances: Making contact with Scream-related posters or advertisements that are spread throughout 2-digit levels lead to Level 101. Nocliping in Level 53 and Level 86 has a likelihood of ending up in here. Aggravating the Lurker of the Shadows enough in Level 100 will cause it to take the offender to Level 101.
Exits: Entering an unusually placed manhole will lead to Level 102 A gateway that emerges nowhere in the residence and seems to not belong to any room will lead to Level 123. The entrance may feature text from the Pulp Fiction series, with frequency instant like "Vincent & Jules," which is the character's name. While there have been a few rumors of noclip to Level 123 while attempting to collect a Pulp Fiction movie tape in the living room, this is likely false. A door that emerges out of nowhere will take back to either Level 86 or Level 53. Noclipping out of levels bourdaries will return to Level 0.
- #17Level 102: "Freshwater Abyss" by Cendimixselective
Keys: level 102 · Secondary: always pure drinking water, paranoid feeling and hallucinations, rundown connecting tunnels, dark with unreliable lights, water cleans anything put in it, concrete structure filled with water
Level 102 is the 103rd level of the backrooms. Level 102, otherwise known as "Freshwater Abyss," is a, presumably infinite, concrete structure filled with potable water, which can be drunk without any fear of ailment or dangerous material, thus making Level 102 a fairly safe and frequently visited level, often used to acquire clean water. The structure of Level 102, which shares a resemblance to freshwater storage in Munich, Germany, possesses an unnatural toughness, and only the first few inches of concrete can be damaged before the material is unable to be affected, though structural pillars can be destroyed (with no repercussions to the structural integrity of the level). Lighting within Level 102 is often scarce and unreliable, so wanderers are encouraged to bring their light sources to better navigate the level. The main source of light found within the level is small, concave ceiling lights that cannot be broken or turned off. These lights are predominantly found within the primary section of the level and tend to have far fewer entities in their immediate vicinity. Despite the presence of entities, other wanderers, rubble, and other contaminants, the water within Level 102 remains pure and unable to be tainted, so long as the water remains within the level. Water taken from the level and transported to other levels will no longer possess this purity, being able to become polluted. Any pollutants within the water will fail to mix with the water and immediately sink to the floor, including pollutants on the surface of living beings such as wanderers, meaning the water within Level 102 can be reliably used to clean garments or other items. Level 102 has several smaller sections that all inevitably connect back to the primary area of the level. These smaller sections may look more dilapidated and old and are often far smaller compared to the main area of Level 102, but despite their far more rundown state, the water maintains the same purity as the rest of the level. Smaller sections within the level tend to harbor an increased number of entities, less light, and less stability, possibly resulting in a tunnel or sub-section collapse. Sub-sections one may find can include small corridors, far more primitive freshwater storage, or a mixture of both. Wanderers within Level 102 may experience what are thought to merely be hallucinations; these include a dark hand sliding behind a structural pillar, the sound of water splashing behind them, and other unusual hallucinations. It is not known what causes these, and some theorize that they may be an undocumented entity. Hallucinations scarcely occur outside of the primary area of Level 102, though one may rarely hear water splashing or see a featureless black head peak around a corner. Wanderers feel notably more paranoid and claustrophobic within these sub-sectors. The drain on their sanity due to this is fairly nominal, although the risk of undergoing the Wretched Cycle still lingers.
Entities: Clumps; Needlelimbs; Wretches; Narco Jellyfish;
Colonies and Outposts: M.E.G Outpost Lacuna Willing to trade. Uses Level 102 to acquire clean drinking water. May help lead wanderers to an exit if they ask.
Entrances: Wandering deep into the pools of Level 37.9 has a small chance of leading you here. There is an incredibly minute chance that floating on the lake within Lakeport on Level 124 will take you here.
Exits: Corridors within the level may lead to Level 2. Noclipping into notably darker pillars may lead to Level 30. Wanderers have successfully entered Level 330 through this level, though it is not known how. Noclipping through the walls of a sub-section may very rarely lead to Level 597. Falling asleep sends one to Level 416. Noclipping through an out-of-place pane of glass sends one to Level 48. Numerous medhods can lead to Level 102.1, the level's sub-level.
- #18Level 102.1: "Abandoned Freshwater" by Neverselective
Keys: level 102.1 · Secondary: contaminated dangerous water, abandoned water filtration system, cult that worships bacteria, sudden hot and cold zones, dark underground reservoir, overgrown with glowing mushrooms
Level 102.1 is known as "Abandoned Freshwater". This sublevel is the first sublevel of Level 102. Level 102.1 manifests as a dim, subterranean reservoir filled with darkness and the noises of the water droplets. Stagnant freshwater fills vast basins and narrow troughs, which reflect fractured light from corroded fixtures above. The environment is suffused with plant overgrowth; long vines hang from rusted beams, thick moss carpets slick concrete, and bioluminescent mushrooms grouped in quiet corners, moving faintly with pale shades. The air is damp and humid, bringing the pungency of decay and minerals. Leaks from unseen cracks form gentle droplets that echo intensely through the sublevel, wich distorts spatial awareness. Structures seem to link a forgotten purpose: broken pipes, submerged areas, and hanging valves hint to a long-abandoned filtration system. Despite its decaying state, the sublevel is strangely pristine. Navigation is treacherous; plant matter usually hides water depth, and sudden drops lead to hidden chambers. No known entities reside within, but subtle movements appear through the water, implying otherwise. The individuals who linger too long report dreams of drowning and memories not their own.
Threats: Contaminated Water: The water within Level 102.1 is heavily contaminated, harboring a complex blend of harmful bacterial lives. Lab-grown samples have revealed anaerobic colonies, biofilm-producing pathogens, and parasitic microflora previously undocumented. Some bacterial agents seem to exhibit mildly adaptive behavior, altering structure based on environmental stimuli, which suggests a possible link to the strange properties of the sublevel. Prolonged contact with the water, whether through skin contact or accidental ingestion, can lead to rapid-onset symptoms including fever, muscle weakness, dizziness, and dermal irritation. In severe cases, subjects report hallucinations, cognitive lapses, and necrotic skin lesions. Despite the calm surface, this liquid medium acts as a biological hazard field; still, but teeming with unseen threats; Overheated Zones: Certain zones within Level 102.1 exhibit extreme, localized heat surges; sudden temperature spikes that can reach upwards of 60°C (140°F) without warning. These areas are usually found dry, cracked, and devoid of moss or fungal growth, which forms parched clearings amidst the otherwise damp and overgrown environment. The air in these areas feels heavy and motionless, usually carrying the scent of scorched wood or smoldering minerals. In rare moments, spontaneous ignition has been documented, with dried plant matter or fungal groups catching on fire and burning with unnatural coloration: bright blue or green flames that vanish without leaving ash. These volatile microclimates appear randomly and without a known pattern, which makes traversal perilous. Witnesses report that the temperature change is rapid; Frostbitten Zones: In contrast to the overheated zones, certain sections of Level 102.1 are crowded in a pervasive cold. These cold regions are usually dimmer, with condensation clinging to surfaces and thin mist pooling along the floor. Mushrooms and vines in these areas appear frostbitten or pale, and water surfaces ripple faintly even in total stillness. The air feels damp and still, but occasionally pierced by sudden gusts of icy wind that sweep through without warning; strong enough to extinguish flames or disrupt equipment. These breezes are unnaturally directional, often flowing against enclosed spaces or originating from solid walls. Prolonged contact can lead to mild hypothermia, sluggish cognition, and auditory hallucinations, such as whispers originating faintly from the wind;
Human Presence: Beytists / B.L.W (Bacterial Lives Worshipers): A peculiar religious group known as the B.L.W. (Bacterial Lives Worshipers), or as they call themselves: Beytists, in devotion to the faith of Beytism; has developed within the lower reaches of Level 102.1. These individuals believe that bacterial life, especially the harmful and aggressive strains found in the stagnant bodies of water of the sublevel, are divine entities in microbial form, primal architects of decay, rebirth, and transcendence. Beytists revere rot, mold, and infection as sacred expressions of organic truth, and claims that the smallest forms hold the deepest power known to mankind Their rituals involve immersion in contaminated pools, the ingestion of bio-laced fungi, and long meditations beside bubbling algae groups. Garbed in damp fabrics layered with moss and stained linen, Beytists inscribe sigils into fungal mats and whisper invocations to bacterial colonies, and believing that consciousness spreads cell by cell. They interpret sickness as communion, and fever as an awakening sign of cellular enlightenment. The group refuses all purification and disinfection practices, considering antiseptics blasphemous. Outsiders usually regard them as deranged or dangerous, but they are usually non-violent; unless sacred colonies are threatened. Rumors persist that deeper sects of Beytism believe that true ascension comes when one’s body fully succumbs to infection, dissolving the self into the bacterial whole; Freshwater M.E.G. Outposts / F-Series Outposts: The M.E.G. had established a small group of loosely connected outposts within Level 102.1, and each classified under the F-Series, initial for "Freshwater," to show the aquatic theme of the sublevel. These outposts are marked by operational age and construction order: F-0, F-1, F-2, and so on. They function as research and containment hubs, although progress is usually hindered by harsh environmental conditions; F-0 Outpost: F-0, the oldest and most cracked, is a semi-submerged storage unit retrofitted with dehumidifiers and filtered water containers. It primarily acts as a monitoring station for bacterial growth and water quality; F-1 Outpost: F-1 is a compact stone shelter situated near a moss-draped aqueduct, being as a watch post and emergency shelter. Solar lights and elevated bunks keep researchers safe from sudden temperature shifts; F-2 Outpost: F-2', a recent addition, is built atop elevated grates in a zone prone to fungal outgrowth and rising steam vents. It hosts an infirmary, where contaminated individuals are briefly quarantined for treatment; Newer F-Series Outposts: Newer, and mobile stations like F-3 and F-4, are made by tents and relocate as bacterial activity spreads. These outposts exists as flexible platforms for bio-sample collection, water filtration experiments, and checking ritualistic Beytist behavior;
Entrances: Following an area with cracked walls and dirty water in Level 102, leads one here. No-clipping into a floor near a fire within dirty regions of Level 102, may transport to this sublevel. Igniting a flame in rare dry areas of Level 102, teleports the individual to this sublevel.
Exits: A rare dry door in the over-heated zones, opens to Level 102. No-clipping through a wooden, and strangely clean floor, sends back to Level 102. Traveling through a clean area transitions the sublevel to Level 102.
- #19Level 103: "The Corrupted Plain" by Dragonmaster0725selective
Keys: level 103 · Secondary: pyramid mountain with supplies, neon green grid world, hills made of green grid, intense electromagnetic interference, distant video game noises, ground regenerates when damaged
The Corrupted Plain consists of a neon green grid stretching out infinitely characterized by different elevations, linear complex shapes (e.g., a curved hole as present in fig 1.), hills, and flat planes. The climate of the level, or lack thereof, has particularly little variation, temperature ranging from 22.3°C-28.1°C, an exclusive form of "rain", being neon lines falling briefly which has been presumed to do no effect, and a barometric pressure which is not consistent (no confirmed range yet far), low or high enough to cause symptoms. Information regarding the level is limited as there are no consistent entrances or exits present. Attempts to mine into the ground have been proved mostly futile; the equipment used to mine is dented and damaged. Despite this, people have only retrieved small, crumb-sized parts of the ground. Further oversight resulted in the broken piece of ground to regenerate after 1-2 days. Primitive analysis of the retrieved material has shown that it will transform into ice if waterlogged. This ice, notably, does not melt and is hydrophobic. Throwing the material on slanted surfaces has resulted in the sample either: bouncing off the surface extremely, or absorbing into the surface. The ambience of The Corrupted Plain is characterized by "video game-like noises" and nature noises, sounds like: laser blasts, cartoon-sounding explosions, brief pixelated sound blips, rocket noises, water dripping/gushing, sounds of birds but pitch changed, and landslides can be heard reverberating throughout the level when it occurs randomly. These sounds have no source and are usually described as being far away from the listener. Curiously, wanderer-made noises do not reverberate but rather get instantly absorbed, akin to that of an anechoic chamber, although, unlike them, one does not lose their spatial awareness or suffer any effects somehow if left in the pure silence of the level. Psychotic disorders or hallucinations are not psychologically possible at this level, even despite a low mental health state. If one is about to have an episode of such, people have described the feeling to be similar to anti-depressants, feeling happiness albeit hopeless thoughts or recent pains, followed by an undertone of sadness. However, if one is about to have a hallucination, this will channel to subtle physical sensations like tingling, hypersensitivity or numbness, and muscle tension to name a few. Additionally, people without any disorders have reported emotional dysregulation, feeling emotions more intensely and the feelings could last longer. One must be cautious of using devices constantly, as the level undergoes brief but intense periods of electromagnetic interference (EMI), and in some rare cases, the EMI may anomalously be device-specific. Observers have reported this interference to be so extreme that their device temporarily or stops working completely after the EMI. This typically lasts 5 seconds to 2 minutes, averagely occurring twice or thrice randomly every 24 hours. Additionally, the level contains a high-functioning Wi-Fi signal, named "Plain0-4". Devices that preceding 4G can not connect to the signal, obscurely. This Wi-Fi signal is anomalously not affected by the EMI but rather becomes faster during the aftermath of the interference. There have been notable landmarks documented on The Corrupted Plain, 3 being discovered so far. Analysis of these reports has shown that their position is not consistent and is teleporting, rumouring evidence of non-Euclidean properties. The Mountain is the most common and largest landmark one can find, taking the appearance of a pyramid-shaped mountain with minimal deformations (small hills, caves/holes) and being as tall as a three-story building. It has been rumoured that the landmark bears additional features like bridges and small huts, or even other small hills alongside it, but as aforementioned, inconsistent reports have deemed this information unconfirmed. This place is the only confirmed area of the level with resources, consisting of bottles of warm water and a rope. Additionally, these resources have been observed to respawn every 2 weeks. Oceanside takes the appearance of a flat coast, albeit the ocean is unable to be distinguished by the levels' constant grid texture. Reports have claimed that this coast can vary between infinite or small upon each new encounter. The Oceanside's liquid is safe for consumption, causing one to lose their taste briefly. This liquid can be a substitute for hydration, but there is a chance you may get long-term side effects of nausea or vertigo. One can not drown in this liquid but instead breathe in it. The Hole is distinct from the other holes you see throughout the level, being extremely large in comparison. Estimated measures say that The Hole is about 500x500m. For example, an average hole in the level is about 50 meters (see fig 1). Attempts to go down the landmark via rope have resulted in nothing but permanent descent. Attempts to fly a drone down or drop a microphone have resulted in the audio/visual being static from EMI.
Exits: The Corrupted Plain does not have any exits, but has entrances that are inconsistent in nature (ranging Levels 0 to 500).
- #20Level 104: "Drowned Cellar" by Decayingapparitionselective
Keys: level 104 · Secondary: creepy fetus statuette, floating broken objects, freezing cold water, flooded cobblestone basement, darkness and fog
Backrooms level Drowned Cellar is the 105th level of the Backrooms. Level 104, also known as "Drowned Cellar," is an old, dilapidated, and flooded cobblestone basement, fully covered in algae. Additionally, the level is constantly shrouded in darkness that acts almost like a veil of fog, that disrupts sources of lights from reaching further than a few feet. The amount of water in level Drowned Cellar is enough to reach the thighs of an average height person, and is full of bacteria and a deadly disease which is exclusive to this level, that is known as the "Deliquesce Disease", as well as having a massive amount of broken objects floating around, such as chairs, glass, plates and metal shrapnel. The full size of Drowned Cellar is unknown due to only an iota of research being done on the level's layout, altough the explored tract never seems to change in the slightest as a result of the level being built from the seemingly exact same dilapidated rooms. The air in the Drowned Cellar has its own peculiarities, acquainted with large amounts of dirt, lint and bacteria, floating around the in the air, contributing to the light-rejecting effect of the level. In addition, breathing in copious amount of this dirt and bacteria may result in some minor flu like symptoms. The temperature experience constant anomalies, that make this level very unpredictable, and hard to prepare for. The temperature usual resides around 0 °C or 32 °F as one enters the level, however, it will swiftly start rising and sinking in an unforeseeable matter. It can rise to a maximum of 4 °C or 39.2 °F, and a record low of -28 °C or -18.4 °F. The water is also frigid, being around -4 °C or 24.8 °F, but it does not possess the same ability of changing temperatures. Though the Drowned Cellar has been scarcely explored, one unique area of interest has been discovered. The mentioned area is a room similar in nature to the normal rooms; however, it is about doubled the cubic size, going from 60 cubic meters, to 120 cubic meters. The trash has also skyrocketed into outrageous amounts, now piling out of the water in places and filling the room with the putrid smell of ammoniac and rot. In the middle of this room, a small statuette is located under the water, its head barely breaking the surface. The statuette depicts what seems to be a fetus standing on its feet, with its umbilical cord still attached to it, and with fourteen eyes instead of two. The material it is made from has been tested and confirmed to be a mix of limestone and graphite, though the statuette has been proven to be completely indestructible despite its usually frail materials. The reason as to why this statuette is indestructible or why it depicts such a bizarre concept, is unknown; although, theories have surfaced. The most popular of these theories is the idea that the statuette depicts a form of deity or unknown entity that resides within this level. However, this is only speculation, and the reason for the existence and the meaning of the statuette remains unknown.
Entities: Shamblings;
Deliquesce Disease Deliquesce Disease is a deadly disease with a relatively low amount of people that have survived. It resides in the water of Drowned Cellar, and one becomes infected as soon as the water makes contact with eyes, ears, nose, and mouth. 0 - 8 hours after being infected; the affected person can be saved from drinking almond water and resting. 8 - 16 hours after being infected; the affected person will start losing energy, moreover they will become very paranoid. 16 - 20 hours after infection; the infected person will uncontrollably start crying, as well as losing color in their skin, turning a lifeless white, 20 - 25 hours after infection; the infected person skin will now start melting off, along with them desperately trying to put themselves back together. At this stage the infected person no longer has any organs, and only remnants of bones. 25 - 28 hours after infection; the infected person is in the final stage of infection. They have no semblance of themselves anymore, they no longer look, act or sound like themselves anymore. An infected person at this stage now looks like a more intact Shambling and no longer has any bones, as well as only producing a mix between a gurgling and wheezing sound. Furthermore, the infected is now aggressive, and will try to make physical contact with anyone nearby. 28 - 30 hours after infection; the infected person has now fully transformed into a Shambling.
Entrances: Finding a small wooden door frame in Level 2 leads one here. Finding and jumping into a puddle of freezing water within “Ruins Left Behind” or “Polluted Ruins” in Level 22 leads one here. Walking through the basement of Level 109 has a low chance of bringing one here.
Exits: Finding a broken gasoline pump in the water will lead one to Level 324. Finding a line corded phone in the water, picking it up and pressing it to one's ear will take you to Level 5. Randomly finding an out-of-place door frame and walking through it will take you to Level 232.
- #21Level 105: "Factory of Fog" by JustASpecificGuyselective
Keys: level 105 · Secondary: memory erasing fog, perpetual night and rain, safe employee break room, factory enshrouded in fog, glass chambers with fog, broken cages outside
Level 105 is the 106th level of the backrooms. Level 105 is a massive factory enshrouded in a thick layer of fog surrounded by a grassy field. The level is in a state of perpetual night, with the moon in the sky at all times. Furthermore, a slight drizzle constantly occurs throughout the entire level, and is moderately windy, with temperatures reaching as low as 15 degrees Celsius at times. The field does not seem to possess any particularly strange properties, except for that the blades of grass all seem to be pitch black in colour. Inside of the factory are numerous machines such as conveyor belts, crushers, furnaces and molds, though so far none of them are operational. A factory canteen and an employee break room are also present, which will be explained in detail below. This level is roughly 5 kilometres by 7 kilometres, with the edges of this level simply dropping off into what seems to be a void. Additionally, there are several glass chambers, in which contain the same fog, compacted so tightly that it is impossible to view the interior of the chambers. The fog within writhes and turns, sometimes slamming into the glass walls. These chambers have a long tube running from them to nearby smokestacks, and some chambers have cracks running down the side, with one even having a large hole in it, the result of the fog ramming into the glass. Although there are no entities on this level, numerous M.E.G. agents have gone missing while exploring the level. So far, only one of the four M.E.G. agents dispatched to the level have returned, with the rest presumably being consumed. Strangely, no records on the missing M.E.G. agents can be found, as though all mentions of them have been erased, save for an audio file which has not disappeared, and will be provided below. These M.E.G. agents have no information sheets, no recorded expeditions, and none of the existing agents have any recollection of them, though some family members of theirs do remember their existence, which is the only reason the M.E.G. have included this section. This may mean that those who had friends that ventured to this level may have no memory of them. Additionally, the agent that returned safely claims that for half of their expedition, the fog was absent from the level, meaning it may only be present at certain intervals. Due this, traversing this level for prolonged periods is difficult and not recommended, as the intervals which the fog comes and goes is unknown.
Special Areas Factory Canteen: The factory canteen is a 100 metre by 50 metre room with benches and tables spread evenly apart throughout the entire room, and a serving counter at the back of the room. Additionally, a kitchen behind the serving counter can be found, containing items such as stoves, ovens, pot and pans, though none of the stoves or ovens are operational. There is a small cooler in one corner of the canteen which contains a stash of Almond Water and restocks at unknown intervals. Additionally, this canteen can only be accessed during "break time" which is indicated by the ringing of a bell. When break time is over, wanderers are compelled to leave and the door shuts, locking itself and preventing wanderers from entering. Should wanderers try to break into the canteen when it is not break time, the fog will increase in volume, obscuring vision even more until the wanderer stops; Employee Break Room: The employee break room is a small, 10 metre by 10 metre space furnished with a red carpet, coffee table and a blue couch. There is a mini fridge which contains a few bottles of water that do not restock, so use sparingly. Interestingly enough, the fog seems to not be able to enter the break room, as if there is some invisible force keeping it out. So far, this is the only safe section of the level. It is located in the section of the building near the parking lot and has signs nearby pointing towards it to inform people of its location. Similar to the canteen, the break room is only accessible during break time. After the break, wanderers will be compelled to leave. If wanderers decide to break into the room, the fog will increase in volume, similar to what occurs when wanderers attempt to break in to the canteen; The Cages: Outside of the factory, cages roughly 3 meters in height are present, and seem to comfortably fit five people in them. The cages have metal bars, however all of the cages seem to have been destroyed, with metal bars deformed and even broken in half in many areas. It is thought that this level was used for some sort of testing, with the experiment having gone awry which led to the subjects escaping. Plaques on each cage can also be seen, all of which state that the cage was containing an entity called the Pzouchix, though it is unknown what this entity could possibly be due to the lack of information;
Entities: So far, no entities have been spotted, but it is theorised that the fog on this level may be an entity itself, though there are no possible answers as to why all memory of a person is erased when they are consumed by the fog. Furthermore, some surviving wanderers have claimed to have seen human faces in the fog, though this is unconfirmed.
Colonies and outposts: Due to the nature of this level, no bases can be established here.
Entrances: Entering any building in Level 11 has a chance to bring wanderers here. Wanderers that pass out and survive overexposure from the sulfur dioxide gas present in the air of Level 127 will bring wanderers here. No-clipping into the ground on any foggy level will bring wanderers here.
Exits: The only known way to exit this level is to wait for the fog to dissipate, then no-clipping into one of the broken cages outside to be sent to Level 200.
- #22Level 106: "EDEN" by Portul!selective
Keys: level 106 · Secondary: talking to God, the grand tree, infinite fields at sunrise, passive extinct animals, blue marble corridors, addictive purple death chemical
Entering Eden for the first time places wanderers in a marble corridor. On the right side, a repeating set of openings are affixed to the wall. Each of these openings are precisely 2.5 meters tall and 1.6 meters wide, and will repeat themselves every 3.3 meters. They open up to a party cloudy sky, with the clouds adorning a pink and white color, similar to the clouds seen at sunset. However, the sky remains blue, and there is no sun or natural light source to be found. The left wall does not have any holes, instead only comprised of the marble found in the level. The walls and ceiling in the corridor are made up of Arabescato Marble specifically, with it receiving a coat of aquamarine blue paint. The paint is from a supplier named "Tezo's Art Supplies", and buckets of the product, alongside paint rollers, can be found across the corridors. When applied on the walls, the paint appears to replace the walling with the same type, but now in that blue color. This change applies to any surface it interacts with. The ground in the corridors is completely covered in plant life. The flowers in Eden are entirely consisting of Lilacs and Alliums, with their visual qualities being virtually indistinguishable from the same plants found in the Frontrooms. False Grass is incredibly common in this level, with smaller versions of the entity common in the corridors. These variants are not immediately dangerous if stepped on, with their bite force only strong enough to break skin. If killed, however, False Grass will produce a chemical with similar agents to Opium called "Purple Death". The substance enters through the bloodstream, and produces and intense euphoric rush similar to heroin. Purple Death is highly addictive, and overuse can lead to catatonia and excessive hemorrhages if not counteracted quickly. Laxatives and other detoxifying chemicals have been proven to be effective against Purple Death, with a 97% survival rate. Without, the survival rate drops to 36%. About an hour of travel through the corridors will open up into the main area of Eden.
The Fields: After passing through the corridors, the world around them will open up to the fields. This section of the backrooms is a space truly seen as infinite, with continual land generation going out millions of kilometers every way. Many have seen new sections of land high up in the sky, though none have been able to reach it. This is assumed to also appear below the level too, with it going upward and downward forever. The Sun in Eden always sits due east, casting a sunrise light across the entire landscape permanently. Cloud altitude allows for all in Eden to freely interact with them. The various hills and mountainous ranges give way to great bodies of water. These lakes blend into the clouds below them, and will continually cause rain onto the land below. Despite this, none of the bodies of water in the fields have changed volumes. Each one hosts its own sea life, most of which edible to those traveling through the level. Much of the fields are inhabited by various wildlife. Many of these are either endangered or extinct in the frontrooms, and are completely passive to wanderers. Colonies in Eden have been entirely successful, with many spread out amongst the first 42 kilometer radius of the grand tree. The grand tree is greatly similar to the one found in the garden of Eden in the Bible. Its fruit has been told to provide great regeneration benefits, but does not function the same as the one in the biblical story. This tree sits alone, with a massive forest surrounding it. This forest is separated by 5 meters of grassland, in which the only life inside of it are plants. Other similar forests exist as well, and have served as a mostly endless supply of wood and resources for base management and housing.
Entities: God;
Entrances: White glowing doorways with replaces other doors across levels, stepping through these will provide passage into Eden. Angel statues (Level 896) and other angelic imagery (Level 941) may come to life and take wanderers to the level. Most cases the angel asks if the wanderer wants to leave before taking them.
Exits: Disobeying all of God's rules will have the wanderer permanently kicked out of Eden and sent to a random level in the backrooms. However, asking God to leave will also send wanderers away. However, God will first ask where the wanderer wishes to go. Some patches of the forests blend into Level 45, causing those who enter to be sent there. Entering a sandy area may take the wanderer into Level 255. Do not believe in all paradises.
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