Level 57

Notice:
 has been designated Impresario Class Priority. If you have suddenly been assigned to , please read the following document.
Reason: High missing cases of people and personnel due to the nature of 
Protocol: Follow the E.N.D Protocol
#Enter a group with no less than four individuals.
#No personnel shall enter without a rope to track one's footsteps.
#Do not get separated by your fellow colleagues. That being said, good luck on your expedition, .
M.E.G. Notice: Information about this level is based on a mysterious book found in Level 1. Do not take the information about this level as a fact, as some of the description about is still unconfirmed.
Level 57, otherwise known as "The Lost Art Gallery" or "Artistic View", is the current 30th level in the Backrooms.
Description
Level 57, also referred to as "The Lost Art Gallery" or "Artistic View," is a massive but finite art gallery measuring 50 trillion miles (approximately 80 trillion kilometers) in diameter. The level consists of an unending space expanse with artwork arranged in a confusing maze. Each room has a distinct aesthetic, and the surrounding rooms were not designed to have identical aspects. Separate rooms with similar appearances to the main area may also be located in the large room. The rooms vary in size, from large to small to microscopic, and in look from the mid-15th century to the current era; the modern style is the most prevalent and typically appears at the beginning.
The paintings are scattered around the gallery and range in size from tiny to large enough to cover an entire wall. Artworks could involve landscapes, objects, geometric shapes, and occasionally people and animals. Acrylic paint, chalk, watercolor, and poster color are the most common materials used in art; additional materials can be discovered, although their prevalence is less likely than those described above. Most artwork is from an unidentified source and appears to generate randomly; occasionally, there are duplicates of artwork from The Frontrooms. The age of the artifacts is anywhere from a million years ago to the distant future.
The surroundings are dreary and dull as one begins in a plain room, but this is only the beginning of a complicated and dangerous labyrinth. Rooms' wall materials indicate how hazardous they are. Plain wallpaper denotes a conventional room, which is the most frequent room one will find while entering the level. This room often appears as a living room, with several collections of paintings and furnishings within. In contrast, a brick wall represents a highly hazardous area that should be avoided since entities can be located and manifested here. For a particular reason, certain brick-walled rooms might not contain any paintings with an appearance similar to an Electric Station. The final type of wall is concrete, and these rooms are typically located between wallpaper-walled rooms and brick-walled rooms, perhaps indicating that a brick wall is nearby. These rooms have the appearance of an art gallery. This level's floor is either smooth-textured wood, concrete, or tiles.
Certain areas may represent typical household rooms with paintings, furniture, and other items commonly found inside. These items include chairs, tables, sofas, lamps, and other things that will depend on the type of room. There are also air conditioners in the rooms, which lower the temperature. The temperature at each place varies and is unpredictable. There is also Wi-Fi and a supply of Almond Water provided. Even though the level is dangerous, wanderers indicate that numerous significant resources can be found here, as Super Almond Water is the only recognized object found at this level. Collectors' cabinets are observed in particular rooms and house valuable collection items and objects, like rare and ancient things that exist or are missing in The Frontrooms—including undetermined things—in this cabinet. Even though the level has many valuable materials, it should be avoided at all costs.
The perplexing layout of Level 57's architecture is the consequence of several rooms arranged in a convoluted manner, given that the level's rooms weren't designed to be connected systematically. As a result, certain rooms may have several entrances or only one entrance that does not link to another space. Level 57 is non-Euclidean and continually evolving as if it was sentient. The ever-shifting rooms of the level are a mental hazard for wanderers, as their minds cannot comprehend the physics of the level. The M.E.G. attempted to map and explore this level on multiple occasions, but these expeditions have proven to be fatal. Several M.E.G agents had gone missing, and several had died due to the mental hazards and other circumstances that made this level dangerous.
Multiple floors can be accessed by stairs, with the highest floor yet to be defined; as one goes higher, the stairways become less frequent. The art gallery will be clean, and no entities—except paintings; nonetheless, the level appears to have anomalous properties in that the higher and deeper one travel, the more abandoned and many entities you are likely to find, and the more dangerous the level gets. Furthermore, the amount of brick wall and mold grows with each subsequent phase. However, even if any region of the level appears clean and secure, you should not trust it since it may contain unknown anomalous features that might change the fate.
Anomalous Paintings
Paintings have the most dangerous and mysterious properties, which cause the level's undetermined survival difficulty class. The paintings possess unusual properties, the majority of which are still undefined, with only a few typical paintings lacking any peculiar elements. However, there is no definitive way to determine whether a painting is dangerous, and every painting can't be trusted. The most frequent features of paintings are those that can lead to other locations and that, when touched, allow the drawing image to move through various places. These locations are ambiguous and should be avoided due to the potential risk. Many wanderers have perished or gone missing when passing through the picture. The wanderers that make it out of this area alive describe finding themselves in an expansive, open room full of entities, some of which can also be undocumented and powerful. Escaping from this dangerous blank room is possible by going out from the entrance where they ended up or entering other paintings present in the room, while others say that when they enter, the entry where they come gets blocked, leaving wanderers stuck in the room and having to find another way to escape. The painting can also lead to other locations, such as additional areas of the level, but frequently leads into the level's dark depths, where it becomes more hazardous and has a lot of entities.
The paintings also operate as the primary exits from this level; when wanderers engage with them, they noclip through the pictures and end up on different levels. The painting could advance to any level depending on the drawing that is included in the painting. The drawing image on the painting will have the same look as the drawing level at the painting's destination. It is understood that there is no way to determine which artwork is the level's exit and which is the trap. Or, even worse than that, the painting may lead to a level that is more lethal.
Paintings have the potential to degrade the mentality of those who view them. These drawings have the potential to move, change brightness quickly, flash, or create an illusion that has a detrimental effect on those who view them. Looking at these illusions might result in headaches, vertigo, and other symptoms, like disorientation. A person may have memory loss, hallucinations, convulsions, loss of consciousness, or even death if the condition is more severe and worse than this. Some paintings of people or strange creatures may appear eerie and terrifying since such images may drive wanderers to become paranoid, anxious, and insane due to the cognito-hazard effect.
There are still a lot of unknown qualities about painting that haven't been disclosed as inquiry and research about this still decay due to hazardous properties, and many M.E.G. explorers have gone missing and are dead at this level, so M.E.G. won't risk going into this level other than this.
Occurrences
As of present, there are just two events on this level that are odd and could potentially raise the level's hazards. There are still several occurrences that wanderers have reported, but they are unconfirmed and are still being looked into and investigated. Other events will be counted as hallucinations by M.E.G.
==Lights Out==
When Lights Out event occurs, the level's lighting abruptly and unexpectly fails, enveloping the area in total darkness. The event has similar features to Level 6, but artificial light, including flashlights or camera flashes, can still function. However, the light is much lower than usual, making examination more difficult because unidentified things and beings may hide in the darkness.
If one spends too much time in total darkness during this event, they may suffer visual hallucinations, including seeing their loved ones dead or regretting their actions. One will either become a Wretch, cursed to live on this level forever or get hunted down by entities after hours of unpleasant recollections. Therefore, it is advised to leave this level immediately or bring a light source. Some areas can have a source of light that appears out of nowhere.
This occurrence usually occurs to those who stay at the level for too long. For some reason, it will not happen to every wanderer on the level. Given the theory that different entries to the level lead to different randomly-generated labyrinths, the only way to meet other individuals is if they were already in a group when they arrived. This occurrence is unsafe because undocumented entities roam and are visible more often than usual.
==Reverse Gravity==
This occurrence will reverse the level's gravity. Although it may not seem dangerous, it will happen right away, causing wanderers who haven't yet set up to hit their heads on the ceiling or fall from a high place and suffer injuries or even death. Once the occurrence occurs, it will likely only last for a short while before things return to normal. So wanderers should stay in rooms with low ceilings or compact spaces to avoid getting hurt again. There have not yet been any photos taken of this highly unusual occurrence.
Entities
This level is completely devoid of entities, save for Entity 41.
Entrances and Exits
The only known way to get here is by noclipping at random level, generally Level 28. The primary exit is through the paintings, which will take one to random levels. Other exits are yet unknown and unreliable.
----
Author Information >
Original version written by: Unregistered fandom user.
Rewritten by: WindXD.
Collaborator: (help with grammar and concept): SherlsF, Mike, Xanth.
Ported from The Backrooms Fandom Wiki to The Backrooms: Convergence by Mctoran, with additional revisions.
Category:Levels
Category:Class Undetermined
Category:Liminal
Category:T.A.S.
Category:Apollo