Level 15

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Level 15 is the 16th level of the Backrooms.
==Description ==
Level 15, informally known as "Futuristic Halls," is a labyrinthine structure made of futuristic corridors. These corridors generally exude a "futuristic" aesthetic due to the association travelers create between Level 15 and the archetype of an innovative utopia that circulates in The Frontrooms. The interior features white walls that are composed of lightweight building materials, including aluminum alloys, composite materials, stainless steel, and other such mediums. These materials are known to exhibit excellent strength-to-weight ratios, corrosion resistance, and structural integrity. The flooring is usually ceramic with occasional carpet or non-slip coatings. This level has an infamous isolation effect similar to that of Level 0, meaning no two wanderers can meet with each other.
A constant buzz echoes through the hallways of Level 15. Some of these sounds have documented mechanical origins, but most are considered inexplicable natural ambience. The ambience is occasionally interrupted by sounds of distant beeping (please scroll to the end of this page and play the audio sample). The hallways are consistent in size and outlook, but there are documented areas that are incredibly spacious, like parts of a futuristic mall. Level 15 has some other macroscopic patterns. The level lacks any sort of life whatsoever, suggesting that this level is more so an embodiment of pure technology. The Futuristic Halls can be considered infinite for all explorational purposes, and to this day the explorational frontiers made in the 20th century remain static.
Upon entering the level, the first impression is usually that of a barren space station, an abandoned futuristic mall, or a vacant tech exhibition. As a wanderer progresses through Level 15, many will become disorientated due to the uncomfortable juxtaposition of futuristic, minimalist, ideal architecture with bizarre geometry and liminal nothingness. While it is highly contentious what Level 15 intends to imitate, anecdotal observations gravitate towards the level resembling a monolithic space station. This statement is often brought into question due to its strange architectural details, namely instances of oddly angled ceiling beams. The level's non-euclidean nature can also prove to be disorienting. However, certain repeating areas are documented in great detail and should be memorized for exploration of this level.
An interesting anomalous effect that Level 15 possesses is its ability to cleanse itself. Massive amounts of garbage were spread over documented areas and all the trash mysteriously disappeared. Such tests were conducted multiple times, even with large objects like dirty couches, unused M.E.G. technology, and dirty puddles of water. They were all erased without a trace. It has been established that the level maintains its own cleanliness. To what extent does the level consider an object "unclean" is undetermined, but considering the circumstances one should keep themselves as clean as possible within this level to prevent any possible misfortune.
It is unadvised to enter Level 15 under any circumstances. Although the level poses no immediate threats to life, it is devoid of resources and exits are seldom in appearance. Disappearances are common. The reasons are unknown. Technologically, Level 15 can be considered a paragon but many wanderers argue this level's technological theme would naturally oppose life since they are contrasting concepts. Groups have considered establishing outposts here due to apparently promising conditions but the isolation effect prevents them from doing so.
 
Various grilles neatly positioned around the hallways circulate the already-immaculate air within this level. The air quality in this level reigns superb, with a measured Air Quality Health Index of 1.00. It is not stale or dry, but very comfortable to breathe. Each hallway possess a consistent air temperature, and the air always remains exceedingly clean and virtually devoid of any dust. Special ventilation designs feature light sources and axial fans that maintain natural airflow rates at relatively low pressures. In addition, the presence of these massive Air Handling Units (AHUs) tend to be prominent components of HVAC systems that distribute and purify air throughout a building, implying a central power source.
A network of ventilation tubes and ducting channels underly the corridor floors, conveying conditioned air from the AHU to assorted locations. The ventilation sparked some interest among early explorers, because these hidden systems are usually indicative of anomalous properties or exits. The ventilation system is made of white carbon fibreglass tubes. The tubes are essentially devoid of dust, really highlighting the incredible air quality of Level 15. The ventilation system is incredibly useful for traversing the level, but one should only travel in documented areas as the ventilation is incredibly complex.
The part about the ventilation that piques public interest is the presence of scribbled arrows and words on the walls of the tubes. These arrows are labeled with random phrases like "H15" or "eco3x10c". They are presumably labels for certain sectors of the Futuristic Halls. M.E.G. conducted a systemic operation in the 1990s and discovered these arrows were not random, but a part of a sophisticated and principled nomenclature that split Level 15 into sectors. The code certainly has meaning to it and is generally considered a significant step in demystifying this level but remains uncracked. The fact that this code is found in the ventilation system leads to the daring hypothesis that the ventilation system used to be the highway of some covert organization that inhabited Level 15.
 
Contrary to this level's veneer of technology, electronic communication devices fail to operate. To date, no two individuals have been able to interact inside the level, not even electronically. Due to the level's non-euclidean organization, conventional navigation processes like maps are also ineffective. The lack of communication and Wi-Fi connectivity point the level's lack of sincerely "futuristic" components, calling the level's premise into doubt. According to The Kauer Thesis, based on the technology that mankind now possesses, this level is only a symbolic representation of the future.
=== The Facility ===
Wandering through the futuristic halls, one may find a gate made of sleek metal or bulletproof glass at the route's end. Beyond the gates are a series of intricate spaces, emulating the layout of a large research facility. It should be warned that this space is endless, and deep explorations into these spaces should be conducted with plan. These rooms are connected via heavy-bolted gates that open upon detection of the presence of a wanderer. This infinite space is commonly referred to as "The Facility".
These gates were obviously not designed to open upon detecting movement. There are handprint detectors, ocular sensors, and 3D scanners around all these doors but they are all disabled in function. These doors were obviously meant for classified individuals only, but unfortunately the analysis ends there due to lack of any further evidence. These areas are all fashioned with smooth, white concrete and an assortment of LED light configurations. Rooms vary greatly in size and may contain desks, drawers, vaults, and even food service appliances but they are completely empty and dysfunctional. Aside from these superficial similarities, particular spaces may include labels through the form of a number printed in vantablack on the room walls. 
It is unclear whether this number expresses any significant function, yet many have proposed these compartments served a grand experiment because of its quarantined formation. It is possible to speculate a room's function. Some great, spacious halls with a stage and chairs are obviously lecture halls of some sort, while dimly lit grey rooms with storage racks function as a storage space. As one wanders deeper into these areas, strange architectural designs will emerge.Pillars many randomly protrude from the floor or wooden doors may be randomly ingrained into the walls. This anomaly is considered the epitome of Level 15's unsettling combination of minimalist futurism, classic liminality, and atypical geometric architecture.
== Machinery ==
Machines are an uncommon occurrence in the hallways, mainly manifesting in siderooms. They are responsible for some of the noise present in this level. Acoustic analysis of documented reveals Level 15 allows sound to traverse prolonged distances and thus be overheard from afar, meaning the noise heard from one location might be the combination of several machines.
Side chambers are accessible through an L-shaped auxiliary hallway. These chambers have a large, futuristic security gate but they are disabled much like the ones in The Facility. Beyond the gates, futuristic-esque devices ranging in size from a laptop to devices of monolithic proportions present themselves in various ways. While individual machines may vary, they carry the collective theme of futurism. These devices are sleek and reflective, featuring minimalism and incredibly smooth aesthetic.
Many devices are covered with incomprehensible writing, intricate dials, and displays. A few explorational reports mention rather primitive engine noises emanating from behind corridor walls; the noises bear no resemblance to airflow systems nor the noises of machinery within the chambers. Missions were conducted by a variety of prestigous organizations inside the Backrooms to fathom the source of the noise, but all of them to no avail. Many machines serve no identifiable purpose. They are non-anomalous in nature, and their insides are completely empty with no power source whatsoever. Again, this reinforces the idea that Level 15 is not a perfect embodiment of futurism but rather a facile metaphor.
In parallel with the discovery of machines, Level 15 also houses appliances and gadgets. They feature monochromatic exteriors that mirror the level's architecture hue. Notwithstanding the self-evident complexity in these appliances, and extensive sizes, these devices are no more than straightforward machinery. These devices, under their façade of futurism, are no more than simple The Frontrooms appliances like coffee machines, 3D printers, and computers stripped of their inner machinery.
Throughout the years, however, one device has caught the eye of explorers more than any other: Display Panels.
=== Display Panels ===
Display panels are a common type of appliance found in Level 15. They are commonly positioned on the walls of hallways, on machines, or even on the ceiling. These panels span the area of a tablet to entire walls. These tablets consume electrical power in a power grid that runs throughout the level, and feature high-resolution LED displays. 
The true anomaly of these display panels roots from the type of content they display. These panels display images of other levels. Through these images, M.E.G. was able to procure high-quality images of the entity from Level -7, The Thing on Level 7, the Storm Chaser from Level 10.5, and perhaps most interestingly, images of Level 18. The process through which these images were inaugurated into the system is unknown. 
For example, the Storm Chaser of Level 10.5 appeared to be a thin, sharp dark line of sorts with a dense black aura surrounding it. Level 18 was depicted as a series of low-quality rainbow hallways, almost as if it were an unrendered video game, occasionally glitching with memories of random wanderers.
=== Machinery-Related Events ===
When wandering through the halls, LED lights may begin to spark, flicker, or even shorting out entirely. This is thought to occur when oversized machines ingest vast amounts of power. The following will result in a net energy deficit and compel other machines to operate more slowly and unsteadily. Despite all appliances being wireless, an excessive loss of sufficient energy can result in a total power outage, with all performing machines and equipment ceasing to function and all nearby areas ending up entirely dark. Even though the engines stop conducting during power outages, a faint, persistent ticking sound that resembles a human heartbeat may emanate from the machinery. The ticking rate gradually slows until the power returns to normal. 
Witnesses periodically report becoming dizzy and lightheaded after prolonged exposure to Level 15's intense lights and stale air. Studies have attributed this to the temporary bradycardia travelers suffer while on the level. These effects typically worsen in pitch-black places or power loss regions; therefore, travelers should depart these areas as quickly as possible to minimize the risk of irreversible damage. Further research has demonstrated that the concentration of carbon dioxide will increase significantly in locations with frequent power outages. It is ambiguous where the substantial quantities of carbon dioxide arise from, suggesting diverse airflow and ventilation systems prevent the level from carbon dioxide accumulation.
=== The Control Panels ===
In the competition for the most intriguing machinery, Control Panels hold a close second behind Display Panels. Control Panels contrast greatly with the aesthetic of this level as they are worn-down control panel with convoluted wires directing into the floor. Control panels feature many monitor screens that are linked to a physical surveillance camera in a nearby corridor.It is interesting to note that the surveillance cameras connected to the control panels are identical in design to the rest of the level. Due to the contrast that control panels have with their environment, their existence is accepted as a cornerstone in fathoming the mystery of Level 15. 
Most panels feature ten to twenty buttons, with only a few capable of performance. These panels are seldom traditional in design, and are often shaped in irregular ways. For example, unlike the regular slanted rectangular board, some panels are hexagons that stem downwards from the ceiling.
Interestingly, the only working buttons are consistent with all panels: ON, OFF, DESTROY, and CHANGE. Arbitrarily pressing ON buttons results in sudden sounds of the grinding of machinery. All attempts to find the source of the machinery has failed, yet repeatedly spamming the button will trigger a regional power outage. The entire affected sector will be covered in complete darkness as the sound of rumbling machines resonate throughout the halls. Conversely, pressing random OFF buttons will cause an explicable wave of silence, as if a large amount machinery instantaneously powered down. There are several palpable results, including a regional shutdown in power. Wanderers have compared their experiences during these shutdowns to the darkness of Level 6.
Pushing the DESTROY button provokes an eruption, unleashing a thunderous crash and severely shaking nearby corridors for many minutes. Despite this, no manifestation of any deterioration will be visible throughout the hallways. Witnesses claim that the CHANGE button, possesses a strong field of sorts that repels matter. The nature of this field is unknown. Bypassing the field is an arduous task, yet a select number wanderers claimed they came into contact with the switch. On one of the control panel screens, getting into touch with the switch displays the following message:
Access denied: Level 5 clearance required to change reality.
This message suggests the panel, despite its dilapadated appearance, is capable of altering reality. These panels and their strange buttons are a major mystery in this level's puzzling outlay. Combined with unsettling geometry and perplexing corridors, many Groups have reached the consensus that this level is hiding a secret under its seemingly futuristic façade, and the panel is only the beginning. Especially under the light of recent discoveries of ████ ██████ in the hallways, Level 15 should be explored with utmost caution and vigilance.
== Addendums ==
Recovered Note
I still vividly recall that moment in Level 10 when the monumental, apparently never-ending white barrier abruptly appeared at the very edge of the field. The little fortified door awaits me, as it seems entirely for my discovery, and I wonder where it goes. Cold air flowed in as I turned the handle, revealing a vast corridor beyond. These frigid surroundings offered me an overwhelming sensation of tranquility and an impression of contemplation that seemed to settle into my bones. The walls were tan in a white shade, with conduits expanding collaboratively together the boundary. Grating ground illustrated it underneath an extensive space with little flooring visible, with every step emitting noise of contact mental as the breeze blew up to the atmosphere, discerning as though the grating floor was roughly to descend into the abysmal pit.
The door that brought me here seemed to disappear into the wall behind me, understanding that I would remain here for a while. Miles into the endless futuristic halls, the induction of emptiness left me in a daze. This constant expansion, the darkly lighted alleys, and the never-ending structures had become my norm. It's unlike anything I've ever felt. It's like being hauled to another plane of existence. I proceed onward to an uncertain setting. I passed by other brightly illuminated regions with contemporary designs and spotless walls. Although the odd, twisted shapes made me determine the bizarre concept back in the Frontrooms, I couldn't help but wonder if it was a spacecraft or merely an ordinary futuristic corridor. But as far as I know, neither a GPS connection nor any indication of a communication signal were there, nor was there anything to support my assumption. Doubt started to creep in. Is this the future? Something is missing...
I made a steady, leisurely pace. I was unaware of the duration or how far I had come. My thoughts perpetually focus on the last hallway each corner approaches, desiring that one more will bring me to redemption. The hallway has grown exceedingly high and tight, leaving me exhausted and questioning what this place could be. This design pattern keeps repeating, with every intersection developing an innovative layout and configuration. That one junction, yet I don't remember exactly how far or how many corridors I've strolled, but I went too much; the door lies beyond me, including a cold mood coming from beneath the gate with the sound of the engine within. When I entered, the white space seemed to be a lobby; it wasn't a corridor like previously. Perhaps I had gone into the new section? 
This area once again left me empty and isolated, having no food or water supply. My head begins to feel lightheaded and tired as my breathing becomes difficult like the air is draining out. The exhaustion and disorientation drive me to feel like I need to rest, hoping that someone will find me here.
The monotonous halls echo with confusion...
==Entrances and Exits==
Level 15 is extremely difficult to enter or exit.
===Entrances===
* Noclipping through the walls of a hallway similar to this level in Level 220 leads one here.
* An anonymous wanderer claimed that an electric shock from the door handle in Level 3 rendered him unconscious. When he regained consciousness, he ended up here.
* A rare futuristic-looking door in Level 14 will lead one here.
* Theories suggest that one may no-clip to said level from Level 24.
* Rarely will an immense white wall identical to the one from Level 15's interior that stretches into the distance without an apparent end arise at Level 10. Finding the wall-mounted reinforced door will lead one to this level.
* Entering the door labeled "3" in the 3rd alternate event sequence on Level 496 leads to here.
===Exits===
These exits were written based on individual accounts and are unstable. Level 15 is much harder to escape than the exits imply.
* Wanderers have speculated that a control panel will occasionally contain a button labeled "ESCAPE." Pressing the button will result in a nearby locked gateway available, leading to Level 3.
* Going through a hospital door will lead to Level 16.
* Going through a door labelled "The Archives" will lead to Level 80.
* Going through a door labelled "The System" will lead to Level 166.
* Staying in dark areas for an extended period may cause you to pass out and wake up in Level 58 or Level 6.
* Walking into a futuristic door labeled "Medical Center" will send you to Level 14.
* Entering a black door emblazoned with an image of a volcano sends one to Level 603.
* No-clipping into an oddly colored section of the floor sends one to Level 748.
* Venturing into a dark hallway sends one to Level 220.
- The Future
Discovery.
It was like an enlightenment that suddenly swept over me, sourcing from a a jaded motif.
A liminal hallway complex, presumably infinite in size.
I have heard rumors about this place. Forlorn, yet frozen in time,
Beyond the gates there's knowledge, invisible yet ambient
The machines, grand and so full of themselves
Mere empty shells of their previous forms.
The Future is a singularity. Your future lies here.
Everything you know and everything you will know...
No escape.
Category:Levels
Category:Unconfirmed Levels
Category:Cluster I
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pt-br:Nível 15
zh:Level 15
fr:Niveau 15
it:Livello 15
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Category:Environmental Hazards
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