MEG Endless Reality
- Permanent
- 9,965
- BudgetPrompt budget
- ≈ 9,969
Creator notes
You work as M.E.G employees who are charged with the duty to enter levels of the Backrooms and complete missions given to you. From guiding a lost traveler to closing No-clip zones. Seems easy right! Right?
(REQUESTED)
INCLUDES ALL ENTITIES AS OF NOW, SADLY NOT ALL LEVELS, NOT MUCH SUBLEVELS INCLUDED
(MAPS: 0-26)
NOT FULLY FINISHED. I FELT L IKE PUBLISHING EARLY. ONLY LEVELS 0-16, A ND ALL ENTITIES THAT ARENT SCRAPPED. MIGHT BE A LITTLE BUGGED.
Scenario 1: Working as a M.E.G employee, currently not in a level.
Scenario 2: Entity POV, wandering around a level, encountering a human.
Scenario 3: MYOS
Description
9,965 tokensMAIN PLAYERS:
Humans
Humans are the most prominent species of the Frontrooms. Almost every human in-game can be seen wearing a hazmat suit. These are bright yellow suits with dark green gloves and boots. They also hold an oxygen tank on their back and have a translucent black gas mask. These suits are required for humans to survive in the harsh environments of The Backrooms.
ENTITIES:
Bacteria
The Bacteria is one of the signature entities found throughout the entire game. It is a tall and lanky being with humanoid proportions and appears to be made of twisted black wire. These entities are highly hostile and should be avoided.
The Bacteria wanders around aimlessly until it spots a player. When it sees a player, it temporarily stops to let out a loud, reverberating scream that can be heard from quite far away.
It also has the property of deafening players who are close it for a short period of time. It will then proceed to chase the nearest player while constantly howling, dealing 35% damage per attack when it reaches the player. Whenever it makes contact, it swings its arm in a slashing motion with a growl/scream.
Bacteria, although dangerous, do not have high speeds and can generally be outran, given the player does not make many turns. Another strategy is to hide under a crawlspace as they cannot access you through it.
Whenever the Bacteria howls, it gives the player an advantage to gain distance far away from the Entity. However, if the player is close to it, their vision gets blurry and they hear a ringing noise. Very common in Level 0.
Skin-Stealer
The Skin-Stealer is a tall, heavily built humanoid, made of what appears to be a clay-like substance. It has one visible eye and a slack, low hanging jaw.
Its second form, referred to as a "Dupe", looks identical to a wanderer or employee in the level it currently is in.
Skin-Stealers will run around in their Dupe form when no players are nearby. Upon spotting an unfortunate victim, the Skin-Stealer will follow the nearest player and attempt to trick the player by thinking it is their teammate by chatting. After time passes, it will tilt their head, before then transforming into their normal form, chasing down the nearest player and attacking them. They deal 35% damage per attack. It is near impossible to outrun.
Clump
Clumps look like balled up clay, with various limbs sticking out. What can mainly be seen are 2 arms, a head and 3 legs jutting out.
It is a quick entity. The special thing about this monster is that it rolls instead of walking due to having no legs to really stand on. It moves silently. On impact, it will growl/scream, and deal 20% damage per attack.
Hound
The Hound appears to be mix of a humanoid and canine, though it bears resemblance to a sauropod or silesaur. It appears to be thin and pale, featuring a humanoid skull, a huge mouth full of sharp teeth, long quadrupedal legs with sharp claws, and a long tail. The Hound's eyes are glowing white in color, which makes them easier to spot in the dark.
Hounds will walk around the level until it spots a player, it will then proceed to chase said player until it loses sight of them. It deals 35% damage to the player per attack.
When stunned with a flashlight, the Hound stops briefly to turn its head away (to its left) and whine. It will then resume pursuit until flashed again, or until it loses you. Hounds are one of the fastest entities, even faster than Skin-Stealers.
Strangler
The Strangler has a face similar to a plague doctor's mask, except the face appears to be made of bone. Its eyes glow white, and its body is a mostly a matte bluish-black. It has a hunched appearance with its spine visible through the skin, and two rows of spikes jutting out from its back on either side of the spine.
It wanders around aimlessly, similar to the Bacteria (except slower), until it spots a player. Once it does, it will run, beginning to chase the player and making a doubled hissing sound when it manages to attack. It deals 20% damage per hit.
Facelings
Facelings look like normal robloxians, except they lack any facial features and have a smooth plane for a face. They wear decent attire: a black dress shirt with a red handkerchief and white buttons, a black belt, and grey slacks with black shoes.
Facelings wander the level until spotting a player. They will then chase them until they lose sight or interest. If they attack the player, it will deal 20% damage with a growling sound. Their sprinting is audible.
Memory Worm
The Memory Worm appear as massive, reddish-brown tapeworm, with large, leech-like mouths full of sharp teeth. It slithers aimlessly around the map. When it moves, its front half undulates back and forth.
You can also look at the Memory Worm, but not for too long (usually a few seconds), as there is a grace period before you start taking damage.
Avoid looking at it. Looking at it will repeatedly damage you, doing 10% damage per hit. Whenever it attacks, it causes faint text to flash in your vision as the screen tints red. Just keep running and keep distance from it. Otherwise, you can just look up slightly, and it won't attack you.
The Virus
The Virus appears as a distorted, 2D face. It has large, dark eye sockets and an exaggerated, wide-open mouth with visible teeth. The face has a glitchy, static effect, giving it an eerie or otherworldly vibe.
They slowly become translucent after 60 seconds have passed, before despawning.
When chasing the player, it teleports toward the player's current location with an electronic beeping/ticking sound. When The Virus hits a player, the player is jumpscared and has a distorted vision for a few seconds before reverting to normal. The Virus deals 25% damage per attack. It can reappear again in another location, or there could already be multiple in one level (such as during the Blood Moon task).
Transporters
The Transporter is a robloxian with no legs, and is colored a matte black.
It crawls around the map until it sees a player who isn't crouching, in which case it will jump in place before pursuing them until it hits and teleports them or loses interest. It outruns the player. Something to note is that it makes running sounds while it chases a player. It deals 10% damage per hit, but every hit teleports the player. It teleports them to a designated spot on certain maps, while on others, it simply teleports them to where they were 30 seconds ago.
Duller
Dullers are pure grey humanoids with smooth, shiny skin and no discernible features. They have elongated and lanky limbs and are quite tall. They always crawl on all fours, however.
Dullers will only move when not looked at. It attacks with its arms, dealing 25% damage. When looked at by at least one player, it will be completely stationary and cannot attack or move. They're also able to go through any hiding spots including the elevator. Players can push it around or even flip it over as long as there is line of sight to it.
Aranea Membri
Aranea Membri are large, quadrupedal entities with thin, spider-like legs. They have a small body and a canine-esque skull for a head. Their entire body, save for the skull, is matte black.
Aranea Membri will hide in the roofs of levels. If a player walks under the entity, it will crawl down from the roof and begin to chase the player. Once out of the roof, the entity will now patrol the level and will not return to the roof. However, if a level has no roof for it to spawn in, it spawns on the ground and will freely wander the level.
When it attacks the player, it deals 25% damage per hit.
Bone Thieves/Bone Thief
Bone Thieves are large, slow moving creatures that have yellow skin, large black "eyes" with what look to be tears pouring from them, and a pair of long arms. When they spot a player, they reveal the inside of their mouths, and their real eyes, within black void-like darkness.
They are semi-similar in appearance to frogs, though they lack the same rear legs.
Bone Thieves drag themselves around using their front arms. In their docile state, they wander around aimlessly, similar to the Bacteria. They spend more time in a docile state than other entities, but this changes if a player is in its vision for a long time. Once spotted, the Bone Thief will open its mouth before lifting its arms and leaping at the player, dealing 40% damage on impact before returning to its docile state during cooldown.
They also produce fake noises to trick players into coming near them (radio chatter, objectives, whistles, etc).
Twins
The Twins looks like normal robloxians, with crimson red skin and white glowing eyes.
The Twins, when first seen, will only be seen as one of them walking around aimlessly. Whenever the player approaches, a bloody gushing sound will be heard, which signifies that it split into two. Then, they will act almost same as Facelings, chasing the player. They both attack, though the amount of damage per hit is 10%.
OBJECTIVE OR FLOOR EXCLUSIVE ENTITIES
Smilers
Smilers appear as a floating white grinning faces, with many sharp teeth and glowing white eyes.
Smilers wander around the level aimlessly, similar to other entities. Upon spotting a player, they will then give chase, moving quickly until their line of sight is broken for a while.
Whenever they attack, they deal 20% damage per attack, and can attack repeatedly.
Smilers emit a hum of whispers and drones, as well as a white light. Lights being turned on will cause Smilers to despawn, and they cannot get into areas where there is light.
Death Moths
Death Moths are large moths, with a dark brown body and off-white wings. They have glowing red eyes, and their limbs taper off to black.
Death Moths spawn in groups of three but spread out as they wander around the level. When spotting a player their eyes start to turn red and start chasing the player until their line of sight is broken for enough time, this can be marked when their eyes are not glowing red. When attacking, Death Moths each deal 10% damage. It will only be an issue if you are attacked by all three at once, as that will eat up 30% of health.
Death Moths are attracted to light and will only become hostile if the player has their flashlight on. Avoid using your flashlight when near them.
They're not quick, and they deal little damage compared to other entities. As a result, their attacks can be tanked, especially if you need to get past them to avoid more dangerous entities.
Partygoer
Partygoers are humanoid in appearance, with a dark yellow skin color. They appear almost segmented, particularly on their torso, neck, and legs. Bloody carved smile and eyes on their faces (like the =) emoticon) , they also have small bloody mouths full of sharp teeth on their hands.
Partygoers will wander around in Level FUN, The After Party, or during their specific task aimlessly. Once they see a player, they will chase them continuously until they kill said player, or until they lose interest.
Whenever they attack, a pitched-down party horn sound is heard. They swing their arm when they attack, and the amount of damage per hit is 20%.
Party Host
Party Hosts are living cakes with a large, blue eye in the center. The base of the cake is green, topped with red frosting which looks similar to flower petals.
Party Hosts do not move and are not able to. Instead, when a player gets too close, it calls/spawns a Partygoer nearby to protect it. This calling mechanic has a 35s cooldown.
When approached, it makes a party horn noise, similar to the noise Partygoers make when attacking.
Partypooper
Partypoopers look like typical robloxians, wearing a black hoodie, black jeans, and a blue mask that has a frown on it.
Partypoopers, when first seen, will immediately begin to run from the player towards the objective for that level, (e.g. Tasks such as collecting objects, repairing no-clip zones, and placing cameras.) It will stand on the objective, and once it is completed, it sit down. When there is more than one thing to find, the Partypooper will run from one item to the next, standing next to or on it until you collect/place it.
If the player is too far behind, it will turn around and stop a medium distance away, only turning around and continuing when the player begins to follow again.
Windows
Windows appear as a normal window. However, when approached, a matte black humanoid will become visible as it leans out of the window. Said figure lacks any facial features whatsoever. As shown in the image, there is a distinct seam between the humanoid and the window's "glass".
Every so often, a Window may glitch into place on a wall at random. Note that it does not generate with the level and can spawn during the round.
They will remain idle, looking like a normal window, until approached. When approached, the player is stuck in place and cannot move (but can still look around). The humanoid on the other side passes through the blinds, grabs the window frame with its left hand, and attacks with its right. When it attacks, it swings its arm. When it finishes attacking, its arm dangles for a brief second before it pulls itself back into the window.
Windows are able to change their appearance based on the level. For example, if they spawn in Level 13, they will have blinds; and if they spawn in Level 4, they will have no blinds and will be dark. This makes telling what is a window and what isn't difficult. The exceptions to this difficulty are Levels that natively lack windows, which will give these entities away immediately.
It deals 35% damage per hit.
Phones
The Phone, as its name suggests, looks like a phone on a small, round table. The table is made of brown wood, while the phone is beige in color with a black number pad.
When it appears, it starts ringing and will continue until a player answers said phone. If answered, a dial tone will play for a few seconds, before a growling laugh will be heard and 50% damage will be dealt to the player who answered the phone.
The Enraged Smiler appears similar to the normal Smiler, but is larger, on top of faster and more dangerous. It is tinted red, and appears to glow.
It is completely unstoppable and will chase the player until either it kills them, catches them, or the player escapes. It cannot be stopped, and is exclusive to level !!!/level run.
The Neighborhood Watch
The Neighborhood Watch is a giant, warm white eyeball, with a blue iris. The iris appears to have a yellow ring around the pupil. Its back is covered in crimson flesh, from which sprouts eight fleshy tendrils. These tendrils are used to traverse the map in a spider-like fashion.
It wanders around aimlessly until spotting the player. Once it spots the player, a suspense sound plays and it stops to release a loud hissing sound while lowering its body in an apparent threat posture, before chasing them. It, most of the time, will always do lethal shots or insta kills, even a light touch can do 50% health.
The Thing on Level 7
The Thing on Level 7 is a giant anglerfish. It's deep red in color, nearing black, but its esca is lighter than the rest of its body. This is especially true toward the 'bulb'. It has a mouth full of bloodied, razor-sharp teeth, and oddly enough, appears to have blue gums.
It will wait around or wander aimlessly until spotting a player. Once it sees a player, it will chase them continuously until it gets to attack or loses interest.
Its attack deals 30% damage per hit.
Animations
Animations appear to be brightly colored humanoids with large, cartoonish eyes and have a smile on their face. They almost appear to be made of clay. Animations come in multiple randomized colors. These are green, blue, red, orange, purple, and teal.
When the night falls, the entity's eyes will turn entirely black, and their grins will look more vacant.
During the day, Animations walk around normally and are not aggressive towards players. However, during nightfall, Animations will begin to chase and attack players. They deal 20% damage per hit. They are exclusive to level 94 Motion.
Uncle Samsonite
Uncle Samsonite is a massive humanoid with a white shirt, white gloves, a blue hat, and beige overalls. He always has an eerie smile stretched across his face, and while his body is bulky, his arms are very thin. His ears always stick out of the hat.
Uncle Samsonite has a 1/5 chance of spawning during the b̶͇̘͗͒ͅl̴̡͓̀̾̃o̵̖̅̉́o̵͍͚̥̎d̵̤̭̔ objective. He will spawn at either the start of the round or the end of it. Whenever he spawns, he changes the lighting to be green and indigo, just like in his domain.
When he spawns/spots the player, he says his signature voiceline ("It's time to have some fun... with Uncle Samsonite.").
He deals 35% damage per attack.
The Broogli, Broogli, or Wise Man Broogli is the 3rd Rare Encounter. Broogli is a tall, thin, gray humanoid with 5 red eyes. He wears a black suit with a red tie.
Broogli simply walks around the level aimlessly. When Broogli sees you, he will completely ignore you and continue to walk. He will then shortly no-clip away/despawn.
The Angry Stander is built like any normal robloxian, except their skin is gray, they have no mouth, and they have small black dot eyes. They wear what appears to be a dark brown leather coat, with an off-white dress shirt. They wear a beige belt, and brown pants, with black shoes. They also wear a torn cloak, and are holding a crowbar at all times.
They are exclusive to Level =) Plus. Generally, they do not attack the player, and follow them wherever they go. Instead, they stand with their back straight, always slowly smacking the crowbar against their left hand in an act of intimidation.
Despite their name and their threat posturing with the crowbar, they're kind entities, and will give you items such as bandages if you are under 25% hp.
They are not dangerous in any way since they just follow you. They follow the player of interest to them until said player stops, in which case they will stop a short distance away with their hands behind their back.
The HayDale
The HayDale is made out of hay-bales and strings, each body part is connected by a fleshy limbs, and their head consists of a large hay-bale with a month lined with sharp teeth.
The HayDale spawns underground with only their head is visible on the surface. Once a player gets near, it will emerge from the ground and start roaming around the level. If the HayDale does not find any nearby players to chase, it goes back underground until a player gets near it again.
Docile Wretches are Wretches during the stage 2 of the Wretched Cycle. They resemble humans with their limbs being stretched out. They're covered in red flesh and have small, milky white eyes that don't have a pupil or an iris.
Docile Wretches can only spawn during a "Find Almond Water and Cure a Wretch." objective, they are docile entities that don't harm the player. They can be found sitting on the floor of any level, and can be cured via the Reality Freshener. After being cured, they become a Robloxian again but cannot be interacted with.
Jazz Head is a peaceful entity that can be found in one of Level 6.1's variants. They are humanoid entities that have a white skin tone, their heads are gone but they play brass-made instruments like: trumpets and saxophones. They wear fancy black uniforms with yellow outlines detailing on their sleeves and also the entire uniform.
Jazz Heads play music to entertain people, they perform in Level 6.1's stage and do not pose a threat.
The Plush Dino is a peaceful entity found in Level 18 or "Memories". The entity resembles an orange plush of a theropod dinosaur with a blue underbelly bearing a star in the middle, and blue spikes on its back. It is also reported to have supernatural abilities.
The Plush Dino is reported to be intelligent with the ability to walk and sometimes even talk. It is also known for helping wanderers escape from Level 18.
The Blue Knight is a passive entity found in Level 28 or "The Stormstone Keep". The entity resembles a knight in azure armor with silver accents and has its hands behind its back.
The Blue Knight is reported to affect the weather through its emotions. The entity is known to very social but due the loneliness it faces, the level had severe thunderstorms. So, to prevent more storms, M.E.G has been sending personnel to the level to keep it company.
Level 0, the Lobby, is a sprawling, non-linear maze of yellowed hallways with stained wallpaper, moist carpeting, and raised baseboards. The layout is randomly generated and features a variety of structures: T-shaped dead-ends / crawlspace rooms / plus-shaped "pillar grids" / "pitfalls" / "terraced roof", in addition to generic hallways and chambers. The Manila Room is a rare variation of small rooms and has a drastically lower chance of being generated compared to other structures.
Level 0 is lit by fluorescent lighting across the entire level, which has a rare chance of flickering. the level feels generally uncomfortable combined with the level's ambience which is just plain fluorescent buzzing. White plastic chairs and electrical outlets scatter throughout, while vents sometimes appear blocking crawlspaces.
Hallucinations of wooden doors and staircases to pure light can appear on walls. When close to a player, they will emit a loud glitch sound and then disappear with a matching visual.
Level 1,The Habitable Zone, is a branched-linear Level consisting of many square chambers randomly connected by maintainence tunnels and ramps. Together, they resemble a massive abandoned parking lot, empty except for the junk scattered in the tunnels. The Level is usually linear and chambers are connected by either ramps or maintainence tunnels. Ramps always move up and down, and may turn once. Maintainence tunnels are flat, can turn many times, and may form crossroads.
In chambers and ramps, rectangular lamps on pillars or walls provide dim lighting, but the surface material make the space dark regardless. Some chambers are pitch black with all lights dysfunctional, and some may have two layers connected by a ramp. Tunnels are instead always brightly illuminated by flooodlights. Pipes sprawl across the chambers, and letter "F" signs appear on the pillars. Tunnels have white-painted brick walls and scattered junk. A constant humming is audible.
Vents may appear in maintainence tunnels and lead to a small side room. Locked, moldy doors may appear, and the floor is wet with dark pools of liquids.
Level 2, Pipe Dreams, is composed of narrow, claustrophobic corridors that occasionally split or converge, forming a disorienting, randomly generated maze. Small subrooms branch off from the main halls. Some serve no purpose, while others are flooded to the top with bright, clear water, similar to Level 188.8. These water-filled chambers offer no reprieve and seem to exist solely to unsettle.
The level is a dim, industrial hallway system lined with corroded metal pipes that follow along the walls in seemingly infinite directions. The lighting is minimal, with flickering ceiling bulbs barely illuminate the path ahead, making visibility extremely limited even with flashlights or night vision.
Level 3, The Electrical Station, is a vast and dim industrial level composed of derelict maintenance tunnels and wide concrete hallways. The layout is semi-random, and non-linear. The walls are made of red brick with concrete trim near the ceiling, while the floors and ceilings are plain gray concrete. Some hallways open into larger spaces, while others narrow into tight corridors or shallow alcoves that lead nowhere.
Electrical machinery lines many walls, including transformers, circuit boxes, and fans. Thick pipes run along the brick, some turning downward and ending in red valves. Dim lanterns are placed sparsely and provide just enough light to move forward. Debris like empty shelves and scattered boxes is common but rarely blocks paths.
Visibility is poor, but the wide halls make dodging threats easier than in tighter levels.
Level 4, the Abandoned Office, is a linear level resembling an abandoned office space. It is generated from randomly connected chunks, including hallway segments and room segments.
Hallway chunks include straight halls, bent paths, and straight halls with staircases. Small room chunks vary in layout but are usually irregularly shaped and contain thin pillars and file cabinets. Large square room chunks can appear with pitch-black windows. Some of these rooms are packed with tight compartments, while others are left mostly empty.
The level is dimly lit by flickering fluorescent lights, about half of which are nonfunctional. An eerie ambience of slow, broken chords fills the level with pressure.
Almond water machines can be found in some of the larger room chunks. Locked wooden doors are scattered all over the level, but are nonfunctional. Only doors in small room chunks may be openable, where they substitute vents covering a hiding spot.
Level 4 is a linear level resembling an abandoned office space. It is generated from randomly connected chunks, including hallway segments and room segments.
Hallway chunks include straight halls, bent paths, and straight halls with staircases. Small room chunks vary in layout but are usually irregularly shaped and contain thin pillars and file cabinets. Large square room chunks can appear with pitch-black windows. Some of these rooms are packed with tight compartments, while others are left mostly empty.
The level is dimly lit by flickering fluorescent lights, about half of which are nonfunctional. An eerie ambience of slow, broken chords fills the level with pressure.
Almond water machines can be found in some of the larger room chunks. Locked wooden doors are scattered all over the level, but are nonfunctional. Only doors in small room chunks may be openable, where they substitute vents covering a hiding spot.
Level 5, Terror Hotel, is a branched linear level randomly generated by connecting large chambers with hallways, resembling a vintage, delicate hotel. Large rectangular rooms always contain tall windows and have several variations: Pottery displays / Reception areas / Sofa lounges with tables / Rooms with either one / or two round tables. Hallways are usually straight and may be lined with doors. Most are shut, and a set few can open to a bedroom. Hallways may end in intersections leading to long branches.
The level is brightly illuminated in warm gold by chandeliers and wall lamps. In blackouts, the window remains bright but does not emit light to surroundings, but some hallway wall lamps still emit a dimmed light (likely an oversight). The map feels of a vintage nobility with its 20th century style of decoration. Large rooms have pillars and furniture, while hallways have symmetric alcoves on both sides housing luggage carts and shut elevator doors. Sofa sets have no collision; everything else has.
Level 5.1, The Hotel Boiler, is a randomly generated branched linear level arrayed in a grid-like pattern. The level resembles a very tall maintainence hall filled with pipework. Narrow passages made of steel mesh hover in the halls, connecting small rooms that have "boilers" in them. Gray, pipe-covered walls are a certain distance away from the path - if the level is mapped, it resembles small squares of walls seperated by a grid of steel mesh passage. Boiler rooms may be generated near a grid intersection point.
The Hotel Boiler is brightly illuminated by fluorescent tubes on the ceilings and industrial cage lamps in boiler room walls. Claustrophobia flows within the level's tight passages and extremely limited field of view. Vents always spawn at corners of the steel mesh. The wall extends both up and down and fade into darkness. Dead ends can either end in a wall or a door labeled "The Hotel" in fancy cursive.
While the fences of the passages are low, their physical and Entity line-of-sight collision extends upwards indefinitely. Objectives can spawn anywhere in the level. Wall objectives can spawn on the walls beside the passage.
Level 6, Lights Out, is a non-linear level randomly generated, resembling an extremely dark and dilapidated underground bunker. The layout of the level is nearly identical to Level 0, though without any unique structures that don't have a flat ceiling/floor and complete walls.
The level is practically pitch black, only illuminated by ineffective shell lamps on the walls. Their reddish light can only illuminate pipes, and walls remain completely dark to the player. Sheets of paper are scattered on the floor, and pipes line the ceilings.
Using the pipes for navigation is implausible, as they are usually randomly aligned and do not match edges of walls. While vents are present, no other obstacles exist to act as safe spots.
Level 6.1, otherwise known as The Snackrooms, is a linear level that is a preset. This level is small red bar with a couple Facelings and Jazz Heads. There is a Faceling bartender standing behind the bar, cleaning the bartop with a rag. On the right side of the bar, there is a small wooden stage for a band of Jazz Heads. Across from the bar is a seating area, and in the area in between there's multiple tables. On the left side of the bar, there is a piano with a Faceling playing. This second Faceling is next to a door that may or may not lead into another area.
Level 6.1, the Snackrooms, is illuminated by the warm colored lights in the ceiling and along the wall. This lighting provides moderate illumination. This level’s vibe provides a comfy feeling, where you don’t have to be worried about entities or hazards.
Around the bar, there are various items laid on the tables and bartop. These items are first aid kits and energy drinks.
Relaxing jazz music plays in this level, adding to the comforting vibe.
There's a second variant, where there's a food court.
Said variant has different music, and is larger, containing more items to collect. It is primarily white, featuring huge overhead skylights, with a variety of food stalls contained within. Items are found scattered around the tables and chairs. There is a small hallway, leading to a door. It is assumed that this door connects both variants.
Level 7 is a non-linear level that randomly generated resembling a seabed filled with crumbling structures and oversized seaweed. The level has a smooth sand baseplate circumscribed by invisible boundaries. These invisible walls usually blend into steep hills or rocks, but can randomly appear in open space or clip into structures. Boulders, large seaweed, and wooden planks can generate. Half-sunken houses have a single, interactable, front door and one or two accessible floor inside - the interior layout is identical to the houses on Level 9, but with furniture floating. Sand within is at equal height of the seabed, and the door may sometimes be buried. Small ships appear, being completely rusted but undamaged.
Level 7, Thalassophobia, is dimly illuminated solely by a dark turquoise natural light from above. Any other light source aside from flashlights is The Thing. Bubble particles (purely visual) appear randomly, slowly rising upwards. The lifeless ruins and darkness creates a pressuring atmosphere. Only The Thing is the entity on this level.
Level 8, the Cave System, is a randomly generated, non-linear level. It takes the form of a massive underground cave system, with wide winding tunnels that branch unpredictably into expansive chambers and deep tunnel intersections. Expansive chambers may be empty, or have a waterfall and a bridge below. Falling off the bridge kills the player. Tunnels present in the level have indentations on the walls every few steps that seems to lead to a branch, though most of them are blocked off.
The entire level is dimly lit, with sparsely lanterns mounted on wooden support beams scattered along certain walls. These worn wooden structures and appear to serve no actual structural function. The terrain is uneven and consists of cracked, dusty rock. Spiky desert-like plants occasionally grow from the stone, with unnatural and implausible green hues. These plants are scattered in both tunnels and chambers, and are the only form of 'decoration' in the entire map.
Level 9, the Darkened Suburbs, is a large, non-linear outdoor level resembling a typical American suburban neighborhood, permanently cast under a starless night sky. Despite its size, the level is eerily uniform—every house is nearly identical in layout and design, giving the environment a surreal and repetitive quality.
Each house features two levels. From the entrance, the first floor opens to a kitchen on the left and a dining room on the right. A stairwell near the back leads to the second floor, which contains three assumed bedrooms. Behind the dining room is a single door that appears to lead to a garage, though it remains locked in all homes.
The neighborhood itself contains sidewalks, white picket fences, unmarked single-lane roads, and street lamps with a pale yellow glow. There are no vehicles, and virtually no signs of life despite the location. While the lamps provide minimal light, maneuvering without Night Vision Goggles is still possible, though significantly more difficult. Some houses contain locked doors, and players more often than not will end up checking each one. However, houses that are unable to be entered will often have pitch black windows, whereas searchable ones will allow the player to see inside. This is not a guarantee that the door is unlocked, however. The Neighborhood Watch will roam the streets and cannot go into houses.
Depending on which version of the level the player spawns on, a playground with either be in the middle of the map or off in a corner of the map. Other entities can spawn in this level, but the Neighborhood Watch is the biggest and primary threat in this level.
Level 10, Bumper Crops, is a non-linear level, that mimics an expansive patchwork of farmland. The landscape is made up of short grassy plains broken up by occasional walkways, where the grass has either been worn down or deliberately cut. These paths form no clear pattern and are loosely bordered with white fences, offering only a vague sense of direction. Identical houses and barns appear intermittently across the terrain, with no way to get in. The elevator always appears within one at the start. Additional structures—old tractors, haybales, windmills—spawn sparsely and without logic, creating momentary cover in an otherwise open field but serve no mechanical function.
The Bumper Crop is lit by a static, natural golden light cast by a theoretical sun. No artificial lighting is present other than the occasional lantern in the grass, and no time passes at all, unlike Level 94. Decoration is minimal, but the larger objects offer brief advantages in obstructing or evading entities, though none are interactive.
Though the fields may appear peaceful, the grass often conceals lurking dangers. While short enough to be able to walk through with no issue, it is tall enough to make spotting certain threats difficult.
Level 10.3, HayBale Heaven, is a large field with landscapes and multiple stacks of haybale, with a cloudy sky and a sunset similar to Level 10. The HayDale is the only entity in this level.
Level 11, the Concrete Jungle, appears to be set in a city with lots of tall buildings and furnished streets. Cars can sometimes be seen pulled over on the side of the road. The main road that goes down the center of the level has trees lining the center, while side roads that break off from it don't. Every street has street lights on the sides and intersections of traffic lights and cross walks. On the side walks can be found trash cans, benches, or bus stops.
Level 11 has 2 variants, one where it is night and a second where it is day. The night variant is harder due to the lack of visibility.
Level 12, The Matrix, is a non-linear level set generated. The level feels sterile and consists of a claustrophobic maze, more crowded and intricate than any other level. The level starts with a stark white room with chairs, a table. After a few seconds, the elevator glitches, disappearing, followed by the appearance of a key at the left corner and a door on the other side of the room. Picking up the key and opening the door reveals the maze, with many chaotic walls and dead ends. The destination elevator spawns in the front-right corner of the maze.
The level is well illuminated in white floodlights, and everything in the level is white except the chairs, table, and elevator. No decorations exist, only bare walls and flooring. The level is silent.
Around the mid-left region of the maze, there is a dead end with a wall of static. The wall can be passed through and reveals a hidden television. Interacting with it will allow the player to escape to The Frontrooms, leading to the player no-clipping and escaping into reality. Finding the elevator will just make them continue.
Level 13, the Infinite Apartment, is a apartment complex, it's walls have a green checkered wallpaper. The floors are a beige carpet and all rooms are well lit. On most hallways, there will be doors. Most are locked. However, some doors can be opened. Upon opening a door, you will find a room with a bed, a lamp, a closet, and a closed door. When wandering around, you can discover hallways with elevators. While plenty of elevators are present, none of them work. You might also see a staircase leading you to another floor at some point, but it's the same as the past floors.
Level 14, Paradise, is the forest from your dreams shimmering in the night with crimson grass and trees. A purple-like fog prevents you from seeing too far away.
Level 15, Futuristic Halls, is a branched-linear level consisting of many randomly connected tunnels. Most tunnels are narrow, while some are larger with a higher ceiling and "windows" on the sides. These larger tunnls can be roughly considered rooms while smaller ones act as connecting hallways. These hallways twist and turn frequently and open to many doorways, which may be blocked off my metal doors. Vents can appear at the middle of a straight section in hallways, and open to a duct that leads to a smaller room.
The Futuristic Halls are illuminated by bright white floodlights on the ceilings, and windows in rooms emit natural light. The level is mostly sterile in grey but extremely neat, with no objects other than pristine pipes on ceilings and occasional vents on walls. Doorways are sometimes metal framed. The ambience is a combination of pad chords and consistent ticking, as if mechanical.
Level 16, Altered Topography, has two variants, one being a jungle the other being a tundra. The chances of getting either are 50/50 with the tundra being the easier one to complete out of the two due to the jungle's thick grass.
The Jungle variant is covered in green grass, bushes, and tall trees. The level is very hilly with the elevator spawning on a hill. There is a river the runs through the center of the level with wooden bridges connecting both sides. There is also a water fall that falls into the river from the top of a large rock. There is a small alcove behind the waterfall to hide from certain entities. The level is surrounded by medium sized mountains on all sides.
Locating tasks here can be very challenging due to the fact that the grass can hide them and the high and low elevations making hard to find anything.
The Tundra is a white, snowy wasteland primarily coated in hills of snow. The level is surrounded by large snowy mountains on all sides. The level also has a slight fog to it, although this doesn't affect vision very much.
Completing tasks here can be challenging due to the size of the tundra, although due to it being covered in white snow, locating them is not hard.
Level 17, The Cargo Port, is a dark cargo port illuminated by several streetlights. The level has cargo trucks lining the sides of some roads. Cargo containers can be found stored in certain areas with some being stacked up on each other. The level also features a warehouse which the elevator will spawn next to, tasks can spawn in there. The level also has many large cranes on the outer areas of it.
Level 18, Memories, is a preset level consisting of two rooms connected by a hallway. It resembles a labyrinth of fractured living spaces and wallways. The elevator opens to a hallway with two doors, one at the end and the other to the left. The doors lead to a maze that contains a high amount of doors and tight spaces, and also the playroom and some smaller rooms. Most spaces are empty or have just a few furniture, with the exception of the playroom where the objective spawns.
The level is brightly illuminated with warm floodlights. Its jumbled structure embodies the blurry and fragmented nature of memories. The walls are a light cream color, while the carpet is beige. Most of the level is empty, while furniture and a piano are present in some large spaces. These spaces are usually very disproportional in layout. In the playroom, there are furniture, pottery, and some animal dolls. Iconic dreamcore photos are hung on the walls. The objective, "plush dino", is either behind the wooden chair in the playroom, or on the piano in the piano room.
Level 19, Attic Floorboards, is a branched linear level randomly generated. The level resembles a dank, dilapidated and cluttered attic made of wood frames and planks. Generation of the level uses two blocks: "Path" chunks are triangular-prism-shaped rooms (rectangular) having a potential opening on each end; "Cross" are square-pyramid-shaped rooms (square) that has four potential openings. Openings can lead to another chunk, or can be blocked off with a blank wall or a pile of crates.
Attic Floorboards is lit solely by extremely dim hanging lights. Each Path block can have two lights and each Cross block can have four. Alternatively, a room can be unlit. Vision is extremely limited due to the dusty fog which scatters lamp light, worsening the obstruction. The place feels run-down and tense, and one would feel pressured and uncertain when traversing the level. Small crates, boxes, and old furniture are scattered beside the center path, however they have no collision. A faint wind ambience plays throughout the level, accompanied by the echoing creaking the player makes.
Level 20, the Warehouse, is a large warehouse with hallways and storage rooms. Some of these storage rooms are empty and dark. While others are filled with shelves of boxes, barrels, pallets of boxes, pallets of concrete, and sometimes a cargo container. These rooms can also feature a fork lift and puddles. The hallways are barren with only minor decor and an AC unit.
Level 20.4, Boreas Structure, is a futuristic-style building that has 2 types of areas: White and Black. The level’s hallways is non-preset but linear.
White This area has white walls and bright lighting. Some types of furniture (tables, sofas, trash bins, lockers) can be found here. It has a not very maze-like structure.
Black This area has black walls. It lacks any lighting unless neon lights that can be lines (found in all area) and geometrical figures (found rarely, sometimes above doorways). Also, there are exit signs on the ceiling. This area has small “bumps” on the floor, though they have no collision. This area’s structure is very maze-like.
Level 21, Numbered Doors, is a branched linear level generated randomly. This level is composed of hallways contains multiple doors, the majority of which are inaccessible. Accessible doors look identical to inaccessible ones, and lead to a room inside consisting of two beds, two nightstands with lamps, a TV on a TV stand, a closet, and a vent leading to another room one door away. The hallways are straight with small, short staircases that move up or down a few steps. There may be intersections that lead to the main road and shorter branches which lead to a dead end.
The map is illuminated entirely by lights on the roofs and lamps in the rooms and no natural light exists. Wallpapers and flooring are in pale shades of gray, and the level gives off a warm hotel vibe. The carpets are decorated by stripes, otherwise the level is mostly plain.
Level 22, The Parking Garage, is a large multi-floor parking garage. The level's first two floors are indoors and walled off, while the 3rd and 4th floors are out in the open. The 5th floors is a roof top parking area with street lights lighting the area. The level takes place at night and it is rainy. Cars can sometimes be seen parked on floors but this is rare. Ramps lead to each new floor and are on the opposite side of the floor from each other.
Level 23, The Petrified Garden, is a forest with unnaturally tall trees and mushrooms. They cover the sky, making the level a bit dark. There is a green fog around the level, it’s the same color as NVG effect. There’s also a stone arch in the middle of the map and a hidden tunnel that starts at the North-East of the map and then ends at the South-West (oriented around the elevator).
Level 24, The Moon, is a large, singular rocky field with low gravity, allowing Wanderers to jump higher than normal and causing gravity to act slower. In the sky is a view of the darkness of space, with visible stars and a view of The Earth. The level is hilly with many craters and hills that can be used to hide or escape entities. There are no notable landmarks in the level beside the elevator itself.
Level 25, The Quarter Hub, as it's name already says, it's a big quarter hub, with many rooms filled with many arcades and televisions, and some may be lying on the ground, broken.
Wooden doors can also be used as hiding spots, that can lead to a small and dark room.
Level 26, Otherworldly, appears to be a labyrinthine themed to a 1980s urban household style, similar to Level 13 and Level 21. Level 26 is also a branched linear level generated randomly. This level is composed of hallways contains multiple doors, the majority of which are inaccessible. Accessible doors look identical to inaccessible ones. There are a lot of branches that are dead ends. There are small staircases that move up or down a few steps. The hallways are straight or have a turn.
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