Level 212

Level 212 is the 213th level of the backrooms.DescriptionLevel 212 takes on the appearance of an infinite house from the 1970s. There are various objects everywhere, ranging from dumbbells to cardboard boxes. The temperature is somewhat cold here, averaging at about 10 degrees Celsius. The air here is very humid as well. Paintings are hung up everywhere, but the faces on said paintings are smudged and indiscernible. There are different areas here (the entry, hallways, and bedrooms being the most common). People who visit will always start in the entry. Visitors will almost always go through hallways as well. Windows are everywhere but can only be broken through with extreme force. Even then, they will lead outside.
During one's stay at this level, gravitational pulls can send objects flying everywhere. This is generally from one wall to another, but it can also be from the floor to the ceiling. Every time a gravitational pull happens, the wanderer will go in the opposite direction as any objects in the room. The wanderer will not experience any repercussions from falling. The only threat is colliding with other objects. This effect also applies to objects, making them seem indestructible. The pull applies to clothing, which can range from not very dangerous to extremely dangerous, depending on where you are. For example, wearing a tie in one area will only make it fly up, but the tie could strangle you in other areas. Each area starts looking perfectly normal before the first gravitational pull occurs each time a wanderer enters the room. 
There are a total of 8 discovered areas. They are listed from most to least common.The Entry"The Entrance" is the main room of this level, as well as the first place where wanderers arrive. It is also one of the largest rooms, approximately 20 m². The walls are painted ecru white. There are just 2 wooden tables with plants and a wrought iron chandelier hanging from the ceiling. It is the only place without the gravitational pull phenomenon. These factors make it the safest room in the entire level. Climbers (see colonies and outposts) have established a base here and are willing to trade with other wanderers for climbing gear and weapons. This room has 4 exits: 2 on each side that lead to the hallways, and one opposite that leads to a living room. There are also doors that lead outside, but it is not recommended to go through them (see "Outdoors"). "The Climbers" live in this room but will ignore you unless you talk to them first or provoke them.
 
HallwaysHallways can be found everywhere throughout the level. They stretch for extremely long distances, with turns every 8 meters. There are also a few small tables with plants on them scattered throughout the hallway, as well as paintings on the walls. The tables, plants, and paintings do not seem to be affected by the gravitational pull. The carpets in this area have carpet fluid on them. Gravitational pulls happen about every 3 minutes and are relatively weak. Hallways are great ways to access other rooms, as they are usually the only way to get to other areas. They are also the safest way to get around the level. 
BedroomsBedrooms are very common in this level. Relatively strong gravitational pulls here happen about every 30 seconds. The main hazard in these areas is the bed in the middle of the room, which has crushed or suffocated wanderers to death in numerous cases, making this area the most common cause of death (but not necessarily the most dangerous; see "Gymnasiums" and "Kitchens"). Bedrooms can sometimes have doors to bathrooms or closets, but this is uncommon. Sometimes mini-fridges can be found in these areas, which can be opened and taken from for food or drink, although food here is also sometimes rotten.
KitchensKitchens are common at this level. There are powerful gravitational pulls that happen every few seconds. This area is pretty hazardous due to all the silverware flying around, including butcher knives. Fridges are also a hazard, commonly crushing wanderers, but opening them will reveal a lot of food (if you can get to them 
safely). Kitchens can spontaneously start flooding with almond water without any discernible reason. This water is very dirty and it is not recommended to drink.
Dining RoomsDining rooms are less common than a few other areas. They usually have frequent but not very strong gravitational pulls, and food lies everywhere. The most common kind of food is meat. Steak and turkey, for example, are found in these areas commonly. These rooms are not very hazardous, aside from a few stray knives. Tables crushing wanderers here are rare, as they are very lightweight. It is still recommended to seek these out for food and water. 
GymnasiumsGymnasiums are some of the most hazardous rooms in level 212. They aren't even worth going into, as nothing can be used here unless one is aiming to exercise. Extremely violent gravitational pulls happen here about every 3 seconds. The gravitational pull here is so violent that doors can occasionally fly off their hinges and lights can simply go out. Some exercise balls seemingly defy the gravitational pull and bounce around randomly. Damage from colliding with heavy weights is common here. Common furniture includes bench presses, yoga balls, and rowing machines (although other exercise equipment can also be found here). Objects that can be found here include dumbbells and kettlebells. 
OutdoorsVery little is known about the outdoors, and exits to the outdoors are uncommon, as all rooms are windowless. Going outside will lead to nothing special, just a field of grass, but you will get infinitely flung into the air due to the gravitational pulls, as the pulls are extremely violent. Two recorded cases have been reported where people came back down, with one of them being flung up immediately after. Flying into the air probably just leads to death, but some people theorize it is an exit to the level. 
GaragesGarages are extremely rare rooms in level 212. They are very supply-rich, having a variety of tools like hammers, knives, and even small vehicles (there are also some other items such as bottles, cans, games, or toys). There are sometimes cars in these garages, always blood red. Rare but extremely violent gravitational pulls happen here, so it is recommended not to stay in here for too long, as there are some heavy items in these areas. The garage door can be broken through here to reach the outdoors. 
Journal EntriesJournal Entry Series:A New LevelDay 1:
So, I've found a door with a Greek letter on it in level 11. It led me to this weird house-looking place. I started in this big room with a few sets of doors. I walked through one, and it seemed like another, possibly more obscure hallway level. I think I saw a hound, but it could just be my mind playing tricks on me. When I walked into the hallway, I noticed that the gravity changed. Most of the objects in the hall went the opposite way that I went, which was very strange. After some exploring, I also found a bedroom, but I didn't stay there for long because the bed almost crushed me. It appeared the same gravitational phenomenon applied in the bedroom as well.
Day 2:
I found a new room. It looks like a dining room. I was relieved to discover that the food here was real, as I was running low on rations. I took a knife with me in case I needed it for self-defense. I also found a kitchen, but I didn't have time to explore it as knives were getting flung everywhere due to the gravitational effects (that seemed to happen across the entire level except for the room I started in). Nothing else of note happened today.
Day 3:
So, I was attacked by a hound today. Thankfully, the knife I brought came in handy. I saw a room that looked like a gym to me, but I was hesitant to go in because knowing the gravitational effects, the heavy equipment in there could crush me. Nothing else of note happened today.
Day 4:
I decided to go back to the gym I found yesterday. I prepared myself mentally and physi
The rest of the journal entry is smudged by blood. The wanderer, who we can now identify as a man named James Tartal. He was found just outside of a gymnasium, probably the one he was talking about in his journal entry. There was significant bludgeoning damage to his head, which makes it most likely that he was hit by a dumbbell and died. Some people believe he was murdered by a person named Connor Hardin due to his poor relations with him, but there is no evidence to back this claim up.
EntitiesNo entities reside within this level (presumably because the climbers killed and ate them all, as there is evidence of hounds).Colonies and Outposts
===The Climbers===
The climbers are a small group of people residing in the level's entry area. They are made up of 5 people and are not accepting more, but they are willing to trade. Their main survival tactic is scaling walls with hooks and finding dining rooms or kitchens to acquire food. They are willing to trade with other wanderers. This level was previously infested with entities, but the climbers seemed to have killed and eaten all of them.Entrances and Exits
===Entrances===
*Jumping into a seemingly random hole on any level can sometimes lead here. This is the most common way to arrive here.
*Entering a door with a gamma on it on Level 11 can lead here.
*Entering a house with a gamma on the door in Level 9 can lead here.
===Exits===
*Noclipping into a door leading to a hallway will lead to Level -1.
*It is rumored that flying into the sky in the outdoors will lead to Level 6.3, but this is unconfirmed.
*Noclipping into anything in the entry will lead to Level 0.
*Climbing into a car in a garage will cause one to appear in a car in Level 22.