User:Dealrs/sandbox

Tutorial LevelLevel 0 is a seemingly infinite non-linear space, resembling the back rooms of a retail outlet. All rooms in Level 0 appear uniform and share superficial features such as yellowed wallpaper, damp carpeting, electrical outlets, and inconsistently placed fluorescent lighting. However, no two rooms within the level are identical.

The fluorescent lighting present in Level 0 hums at a constant frequency. This buzzing is notably louder and more obtrusive than ordinary fluorescent lights, and examination of the fixtures to determine the source has been inconclusive thus far. Secondly, the substance saturating the carpet cannot be consistently identified; it is not water, nor is it safe to consume.

Linear space in Level 0 is altered drastically; it is possible to walk in a straight line and return to the starting point, and end up in a completely different set of rooms than the ones previously passed through. Due to this phenomenon, and the visual similarity between each room, consistent navigation of Level 0 has proven very difficult. Devices such as GPS locators and compasses fail to function within the level, and radio communications are audibly distorted and often unreliable.

Entities Interactions with entities in Level 0 are rare, but may occur; if encountered, they can be very dangerous. It is advised to distrust others that one may come across in the level, as they are most likely an entity.

Entrances and Exits Entrances Level 0, and by extension, the Backrooms, can be accessed by accidentally noclipping out-of-bounds in normal reality. Noclipping out of certain levels may transport one to Level 0. Exits There are four currently known methods of exiting Level 0.

A variety of factors will eventually cause the hallways to fade into Level 1. Noclipping through a wall will transport one to Level -1. Breaking through the floor may lead to Level 27. It may also lead out into the void. Rarely, wandering far enough in any direction may lead one to the Manila Room.

Level 1 Level 1 is a massive warehouse with concrete floors and walls, exposed rebar, dim fluorescent lights placed on the walls and a low-hanging fog with no discernible source. The fog often coalesces into condensation, forming puddles on the floor in inconsistent areas. Unlike Level 0, this level possesses a consistent supply of water and electricity, which allows indefinite habitation by wanderers providing that appropriate precautions are taken. It is also far more expansive, possessing staircases, elevators, isolated rooms, and hallways.

The fluorescent lights at any time can flicker and turn off for minutes or even hours. When this occurs, hostile entities may appear. These entities rarely attack in groups and tend to avoid light. If the lights turn off, It is strongly advised to try and navigate your steps, Try and avoid any strange noises and then find a room, Make sure to bring a light source with you.

A Hallway Leading To A Exit A hallway of Level 1.

Crates of supplies appear and disappear randomly within the Level, often containing a mixture of vital items (food, Almond Water, batteries, tarps, weaponry, clothing, medical supplies) and nonsensical objects (assorted car parts, boxes of crayons, used syringes, partially burned paper, live mice, mice in a catatonic state that have been injected with unknown substances, shoelaces, loose change, bundles of human hair). The crates should be approached with caution due to their contents, but are a valuable resource.

In addition, crude paintings and drawings with no apparent origin or meaning appear on the walls and floors. They are known to change in appearance and disappear when not in direct line of sight or when unlit. The light fixtures within Level 1 are prone to flicker and fail at inconsistent intervals; when this occurs, supplies are liable to vanish inexplicably and hostile entities may appear unexpectedly. These entities rarely attack in groups, and tend to avoid light and large gatherings of people. It is advised to carry a reliable light source and sleep holding whatever items you do not wish to lose.

Level 1 also serves as the entrance to The Hub.

Entities Beings typically lurk in Level 1, especially when the lights are off. Known beings on Level 1 include Dullers, adult Facelings, Hounds, Skin-Stealers, and Scratchers.

Colonies and Outposts There are currently eight known colonies and outposts in Level 1. It should be noted that attempting to meet up with these colonies will prove extremely difficult, as the Backrooms stretch out for millions of miles. Some of them may not exist now; some might have not existed at all.

The Raiders Recently discovered group, with a expected number of 68 members; They are mostly friendly with regular travelers and are willing to trade, but will shoot down members of certain groups; Currently, they're not very strong; (so they got knocked out after being suspected of making an alliance with the Partygoers during Operation Endparty) Apparently, their main objective is to eradicate every big group in the backrooms, claiming that adding corruption or politics into the backrooms would make it a even worse place. They plan to get bigger and bigger by stealing and taking over colonies and outposts. This however failed when they tried to steal Outpost Funtime. Although recounts don't show this, a camera footage has been found. 60 Raiders were killed in this incident. This led to M.E.G to believe that they were making an alliance with the Partygoers so they were recently destroyed in the Battle of Midtown. Base Flickers of the Backroom Colonists Relatively a small base. Owned by the main group. Friendly and open to trade. Population ranging from 25 to 200, depending on the number of people stationed there. Usually used for fandom or reddit posts by people there. Has public Wi-FI and allows people to go here for any internet catch up Often interacts with other outposts or bases in the level (mainly The Republic of Level 153 and The Orderly Republic). Republic of Level 153 Outpost of the Republic of Level 153. Has around 40 members. Takes in survivors. Existed since the creation of the Republic of Level 153. Has bounties on certain entities. Has around 60 guns and 3 machine guns. The Biologists Large outpost; Friendly and open to trade; Study the population of entities; Analyze and collect DNA samples; The Orderly Republic The largest outpost in Level 1. Consists of mainly young adults. Quite friendly, always open to trading. Guide Outpost 03 2nd outpost of The Tourism Guide and the 2nd largest group in Level 1. Heavily armed at all times due to entities. Normally open for trading except for during search and rescues. Open for staying with them (for safety) for a week or so in exchange for small amounts of supplies. Sanction Previously hidden behind a false wall roughly 98m/~321.522 feet southeast from the "exit". Devastated by unknown entity/entities. No members found but noises are common when near the false wall. Some still claim to see the residents and even talking to them, only people who didn't know the fate of the Sanction report seeing them. Strange markings on the walls. Claimed to have to be a cult with being reborn as their objective, considered alive by most, since people still talk to them and prove that they aren't lying, by revealing things only they would know. Easily recognizable as all of the documented members have a scar on their left cheek. Oasis Lyra of The OFSEB Accommodates, supplies, and recruits wanderers; Population is ~130; Supplies are dependent on supply chains; Not open to trade, but willing to supply travelers passing through. Entrances and Exits Entrances Level 1 has many entrances; opening ordinary doors in many levels has a small chance of leading to the level. One is able to enter this level by noclipping in Level 0. Noclip in Level 1.5 to enter this level. One can enter this level by switching a lever given by The Younging in Level 995. One can also enter this level by entering the correct number on the number pad in Level 1051. Exits One can exit Level 1 by simply continuing to explore the Backrooms. Level 1 usually leads to Level 2 or back to Level 0. Other methods of exiting the level are as follows:

An unlocked door may lead to Level 2. The Hub can be accessed from this level. From the entrance of Level 1, head straight down the corridor, and stop at the door. Go through the door, then continue until the end of that corridor. Then, double back to the entrance of the level. There should now be a diverging path that goes left or right. Take the left. There will be another divergence. Take the right. Then, at the next one, take a left, and at the next one, take a right. As soon as the right path is taken, the path will lead to two doors, labelled A and B. Take the B door. Upon going through that door, the new room will look identical to the last one. Now, take the A door. This is the door that leads to The Hub. If any of these steps are completed incorrectly, like taking the wrong turn or not doubling back, one may end up somewhere completely random. If you somehow encountered Entity 126 and got caught, there will be a small chance for you to not be killed and be dragged by it to Level 6 Noclipping through walls that have outlets may lead to either Level 229 or Level 188. Rarely, falling asleep in this level may lead one to one of the bedrooms in Level 1950. Finding and interacting with a black doll may lead one to Level 7453. Noclipping through the other side of the walls without falling to the void will lead to Level ½.

Level 2 consists of long, dim concrete maintenance hallways with steam pipes lining the walls and ceilings. Doors are rarely found, housing metal shelves, and ventilation ducts. The pipes cause the heat in Level 2 to reach immense temperatures, reportedly reaching 200 Fahrenheit (93 °C) and higher, boiling any Wanderer alive. It is described as being generally more decayed than the previous levels.

Occasionally, doors can lead to small rooms that may contain machinery that are connected to the pipes present throughout the level. Random items that were left by other explorers can be found in the metal shelves. Due to the insalubrious conditions found in Level 2, roaches and mice are found around the hallways.

Some sections of Level 2 are completely devoid of light, while some others are only lit up by alternate sources of light, such as flashlights and lamps. A notable humid, musty smell can be found in areas where the pipes exist.

Level 2 is far more dangerous than Level 1, due to the hazards above and sheer number of entities inhabiting the level. If you come into contact with a creature in this level, it is advised that you should run immediately, as they are incredibly hostile and will kill off most victims.

As one walks in this level, after a few days the pipes will start to go farther and farther in until one cannot walk any further without suffering severe burns. If one persists at this point, the tunnel will close up behind them and they will be cooked alive.

Entities Known entities that lurk in Level 2 are Facelings, Hounds, Smilers and Scratchers. Additional entities likely lurk in the level, however.

Entrances and Exits Entrances One of the two the only known way to enter Level 2 is via a stairwell in Level 1. There, one can find an unlocked door that will lead to here.

Exits There are 4 known ways of exiting Level 2.

Finding a fire exit in Level 2 will transport one to Level 3, despite the dangers and risks. Entering an office-styled elevator will lead to Level 4. Noclipping through a corner will rarely lead to Level 364.

Although most would say the Backrooms are infinite, those that know about this level would disagree. Those that have managed to reach this level have not been able to go higher for years, and for some, even millennia. Not only is Level 9223372036854775807 one of the most dangerous levels in the Backrooms, it is one of the hardest to enter. The only way one can properly describe the surroundings of the level is a simple, cold, brutalist staircase, about 29 steps tall, that leads upward into an "end." The color of the End is not humanly describable. The most one can compare it to is black or white. It is void of any color, so empty that looking at it directly for too long can make one begin to cry. Nobody knows if there is anything after this, at least there is no way to get there if so. The space continues for at least billions of miles in all directions. There are hundreds of entities that come here to try to find an escape. This is the final level known to life, no official number can be beyond it.

Entities As said above, all sorts of entities may congregate close to the void itself to try and find an escape. Approximately 50-100 were spotted the last time reports came in.

The only recovered direct photo of the Void in Level 9223372036854775807. A photo of the void in Level 9223372036854775807. Cameras have trouble processing the actual appearance of the void.

Colonies and Outposts Due to the harsh reality and overall environment of Level 9223372036854775807, creating a colony or outpost in the level is not feasible.

Entrances and Exits Entrances It is currently rumored that the fake reality The End could be a decoy or secret entrance to the true end. All we can infer from photos and explorer's accounts is that there is an elevator that leads to the front of the level in this level.

Another photo of the void in Level 9223372036854775807, this time from a slightly further distance.

Exits The elevator right before the staircase. If the elevator opens for you, there are many buttons in the elevator that can take you to different places, one being Level 0.

'''Level ! (backrooms)''' Level ! consists of a long hallway, approximately ten kilometers in length, with architecture resembling a hospital. Flashing red lights are present at even intervals along the hallway, along with an audible emergency alarm noise. At random intervals, doors are present along the hallway, but all have been locked thus far.

Upon entry, one will immediately notice a horde of entities (Hounds, Skin-Stealers, Facelings, etc.) heading directly for them, a long distance down the hallway. The apparent "objective" is to escape the level as fast as one possibly can before it's too late. The only way one could escape is by running to the end of the ten kilometer-long hallway. One must run non-stop, avoiding various obstacles along the hallway, such as hospital beds, chairs, and even Clumps blocking the way. Along the hallway, there are various items that can be consumed to keep one running, such as energy bars and bottles of Almond Water. If one manages to run past the ten kilometer mark, they will come upon an exit door at the end of the hallway. Entering it will lead to a random level, with the Backrooms never sending them back here again. If the horde of entities catches them, however, the victim will be killed in a very painful and gruesome way.

Entrances and Exits

Entrances One can enter this level through any level of the Backrooms when least expected. Very rarely, going through faulty elevators can lead here. One may enter this level by noclipping under a table in Level 521 (specifically in the 521-A section) that has "!" written on it. Wandering in Level 354 provides a guaranteed gateway into this level when a certain thought arises. You can enter by falling asleep on the benches on Level -4532, you have a 30% chance to teleport here If you die before a year has passed in Level 365, you will be sent here. Turning around in Level 1007 will bring you here. Entering "out-of-bounds" areas in Level 357 will lead one to this level. Turning around in Level Frown and trying to run will lead one to this level. Noclipping through Level 2020 will transport one to this level without supplies.

Exits To exit, one must run ten kilometers to the end of the level, where they will be transported back to the level from which they entered, or Level 0.! if unlucky enough. If you reach the exit and you find a glass door instead of the normal door (This has a 0.004% chance to happen) you will appear at the entrance to the level, with a new set of entities chasing you. Make it back to the exit and this will guarantee you wind up in Level 550 Instead, going into the direction of the entities and eventually surpassing ten kilometers will lead to The Void. Do not attempt this. Dying in this level has a very rare chance to lead to Level Rush. Noclip through the ground to reach Level 52; this is extremely difficult. Noclipping through one of the hallway doors may lead to The End. Falling asleep in this level may transport one to Level 139. One rare occasions, coming across a vent and entering it will lead to the Maze of Vents. Rarely, one may find two open doors, one on each side of the hallway; entering any of the two doors will lead one to Level 7191. Staying still has a small chance to bring you to Level X. Do not attempt this. Going To A carpenter's room will lead you to Level Maker. Attempt this. You will be safe here