Level 810

Level 810 is the 811th level of the Backrooms.
== Description ==
Level 810 appears a level that's considered to be extremely hard to exit, considering it has seemingly only one exit found up to now. The level itself is divided into three sections, and altough both of them are similar in terms of structure. Both areas of the level are extremely dark and poorly lit, all of the ceiling lights are turned off. Even with a flashlight, wanderers have trouble on being able to see their surroundings. The place appears to be very empty, being open and with huge areas to explore. The whole place appears to be seemingly endless in size, and since the place is covered in dark fog, it's difficult to estimate what is the size of the area. 
Upon entering this level, wanderers feel very lost and disoriented, and are unable to see their surroundings. After a few seconds however, their vision starts to clear as they find themselves in Section 1 of the level. Due to the level being unstable, many wanderers have reported happenings such as objects suddenly breaking, devices not working, and most importantly, even though some areas are completely devoid of entities, a feeling of being attacked or loss of sanity happens in this level, especially in Section 1.
One of the special attributes of this level is that due to it having only one exit, the level wanderers get sent to after leaving this level varies on the time wanderers have spent on this level. More information about it can be found on the Section 3 part.
==Section 1: "The Top Floor"==
Section 1 of Level 810 appears to be a very open and big area, mostly it's structure is made of wood or concrete. This is the area where anyone who no-clips into this level starts. There are pipes present on most places and walls, and the floor appears to be full of broken wood or items. These items are mostly left by other wanderers, or by the level itself. Items can be found on the floor of this section or the shelves. If items are found on the floor, most of them will be broken, except for items which the wanderer brought from the previous level, if they brought any. If items are found to be on the shelves, they will be more functional and stable, altough all shelves in this level are either empty or partially empty. Items present are flashlights, Moth Jelly, Almond Water and common objects from facilities. It's important to grab all useful items found here, because the next sections seem to have none of extremely few items.
This section of the level is extremely quiet overall, and usually no sound is heard. This contributes to the wanderer's sanity slowly decreasing due to the lack of any sound. In this section, there doesn't seem to be any entities. It's not a safe area however, as the place has many broken wood and glass scattered around the floor, possibly causing injuries or damage to the wanderer and their items if they're not careful. The atmosphere in this section is extremely dark, almost no light comes through. However, places near the area where wanderers get sent to when they enter this level appear to have some sort of ceiling lamps that provide light for the wanderer. A flashlight is recommended.
This section is huge, but not infinite, and it's the smallest compared to the other sections in this level. This section doesn't seem to be a maze, it appears to be more similar to a single room. It's not easy to measure this level's size due to the lack of light, and messy structures, however this section is estimated to be around 20 square kilometers in size.
To exit this section, one must look for a red carpet on the floor. The carpet goes all the way to a spiral staircase, which leads to Section 2 of this level. The staircase seems to be long in height, so entering Section 2 of this level takes a long time. Wanderers seem to take, on average, 30 minutes to get up the staircase. It appears to have around 3600 steps, and is approximately 700 meters in height. Upon reaching the first 200 meters of the staircase, wall lights will be visible, however they don't produce too much light and flicker often. At 450 meters, the lights will stop flickering and produce a slightly higher amount of light. And at 650 meters, the place will start to get almost fully lit. On 700 meters, at the last step, there will be a door leading to Section 2 of the level. 
It's important noting that the staircase appears to have areas that are commonly reffered to by wanderers as 'safe places' or 'rest areas'. This is because these areas contain small rooms that have couches, a bed, boxes, an elevator, and shelves full of items that are commonly found in this section. These are the only areas where shelves appear full of items in the whole level. Altough most boxes are empty, wanderers have found some items in the boxes that are rare to find in the backrooms itself. It's not recommended to enter the elevators, since most of them either don't work or are locked. If an elevator does work however, it has a random chance of either going up or down, and will only move once. If the elevator goes up, the wanderer gets sent to Section 2 instantly, and on some rare cases, instantly to Section 3. If it goes down however, it goes down to the previous rest room, and on some rare cases, to the very beginning of the staircase.Should look function
between
gate code
Rest areas are found in every 100 meters of the staircase. The rest areas aren't fully safe to stay in however, as sanity decreases the fastest in this area. 
==Section 2: "Watch Your Back"==
Section 2 of Level 810 is the darkest and largest section in the whole level. Not even flashlights are able to be used to light up the place. The only light present in Section 2 is from windows in the starting area, and computers which are able to be found in rooms. The computers are an important object in this level. This section of Level 810 appears to be a huge, dark maze of concrete walls, floor, and pipes on the ceiling as well. This area is seemingly endless, there being an infinite amount of rooms connected by the hallways, and there are different exits to this section.
The most important aspect of this section is that, opposite to Section 1, it produces an extremely loud echo from any sound. This can be an disadvantage and advantage at the same time, because altough wanderers are vulnerable and have to be extremely quiet and careful to not be heard by any entities in this section, it can also work as a warning for the wanderers to listen for any entities coming. This is important, because wanderers have to take a long time on the computer monitors to unlock an exit, essentially making them more vulnerable for any entity to suddenly attack them while they're at the computers.
The section is infested with entities such as Wretches, Hounds, and Skin-Stealers. All of the entities will wander around the hallways, and they won't be present in the rooms most of the times, however they might still go inside the rooms occasionally, potentially finding wanderers. The entities in this level are able to identify any wanderer with ease if they're not careful enough, as the echo in this section is extremely loud, even the smallest noise can be heard from the furthest areas of the section.
Rooms, which are present almost everywhere in this section, all have a quite similar layout. They're small, dark concrete rooms, with a table, many cabinets, and on 40% of rooms, ladders. Inside the cabinets, there are no items present, except for papers, which have illegible or destroyed content on them. The ladders are useful for locking the entrance to the rooms for avoiding entities, as the rooms don't appear to have doors on their entrance. In 70% of the rooms, computers are present on top of the tables. These computers are the only way to exit through the different gates in this section. The gates have a letter and a number that appear to be drawn on them by the level itself. It requires around 2 to 5 computers to open one gate, as the numbers in the gates vary from 1 to 9999, and the letter is either A, B, or C. Each computer in the tables are labelled with a number, either 1, 2, 3, 4, or 5. Each number on the computers represent one digit of the code to open a gate. 
For example, if a gate has the code '583B' written on it, a wanderer must look for different rooms to find computers. The computers take a long time to boot up, as 90% of them are turned off, that being the reason why wanderers are recommended to look behind them or lock the entrance to avoid any entities. The computers, when turned on, accept digits from 0 to 9 and any letter. Following the exampe of the gate with the code 583B on it, on a computer with the label 1, the wanderer type the number 5, as it represents the 1st digit of the code. On a computer with the label 2, the number 8, on a computer with the label 3, the number 3, and finally, on the last computer required for the code, the letter B. Then, the last computer will change it's screen to a digital map, showing the wanderer's location and the gate's location, allowing them to escape to Section 3.
==Section 3: "Your Last Hope"==
Section 3 of Level 810 appears to be a long bridge, surrounded by a wooden hallway, and one can occasionally find green street lamps that light up the way. On the outside, windows are visible, showing an outside sky that resembles a forest. It's recommended to keep an eye on the windows, as there is a seemingly mutated version of the entity Snare. A giant Snare is present on this section.. It appears to be much bigger and faster than the other units of the entity. The Snare in Section 3 wanders around the outside forest, looking at the inside of the hallway. If it detects any wanderer, it will immediatelly break the window and lunge at the wanderer. The wanderer must crouch to not be seen by the Snare if they hear or see them ready to attack.
The area is relatively empty. The hallway expands on for around 2 kilometers. The area isn't as dark as Section 2, however it's darker than Section 1. Grass and rocks can also be found on the side of the hallway. The atmosphere in this section gives the wanderers here an uneasy feeling. Altough the area looks abandoned, the place is relatively stable. There is a wind sound coming from the outside, which may distract the wanderer from hearing the Snare, so keeping an eye on the windows is more recommended. Items are rare in Section 3, however they are usually hidden from plain sight, usually under rocks or behind lamps. The only items that have ever been found in this section are Cashew Water and Chocolate Sludge.
The windows in this section aren't able to be broken by a normal wanderer, only by the Snare. They seem to be fortified, however the Snare in this place is strong enough to break any of them. The wood in this area appears to be even more fortified, as nor the Snare or any wanderer has been able to break or even damage them.
To exit this level, one must reach the exit door at the end of the hallway without being attacked by the Snare. This is the only way to exit the level. Since this level has only one exit, the exits vary depending on how much time the wanderers have spent on the level. It seems that, the longer the time spent here, the safer is the level a wanderer gets sent to.
1 hour or less 
*A random Class 5 level.
1h00-1h40
*Level 8
1h40-2h30
*Level 6
2h30-3h00 
*A random Class 4 level.
3h00-3h30
*Level 3
3h30-4h00
*Level 307 
4h00-4h25 (Average Time) 
*A random Class 2 level.
4h25-4h50
*50% chance of either Level 2 or Level 320.
4h50-5h20 
*A random Class 1 level.
5h20-5h40
*Level 19
5h40-6h00 
*A random Class 0 level.
6 hours or more
*Level -33
== Entities==
Section 1
There are no entities present on Section 1.
Section 2
A large number of Hounds, Skin-Stealers and Wretches are all present in Section 2 of the level. They mainly stay on the hallways, and sometimes enter rooms. Since Section 2 produces a lot of echo, they have a great advantage on hunting wanderers.
Section 3
A giant Snare is present on this section.
==Colonies and Outposts==
Due to the nature of this level, colonies and outposts are unable to be established.
==Entrances and Exits==
===Entrances ===
*Slipping on a red carpet in Level 307 has a 35% chance to lead one here.
*Touching green neon lights on Level -206 may send one here.
===Exits===
The only way to exit the level is through reaching the door at the end of the hallway in Section 3. In this level, the next level a wanderer gets sent to after leaving is relative to the time they spend here, seemingly leading wanderers to safer levels the longer they spend here and more dangerous levels the quicker they exit. a M.E.G. Notice has been left in Section 3 for more information
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