Level 898

Level 898 is the 899th level of the Backrooms.
==Description==
Level 898 is an incredibly mysterious and anomalous secondary school that has seemingly been forgotten for many years. It is composed of infinite sets of bright hallways, with red lockers lining the walls, with said walls being only slightly aged, yet covered with dust. An eerie stillness seems to permeate the air, making one feel as if they have stepped back in time. The hallways are narrow, with low ceilings, and the floor is worn from years of use. The walls are painted white and have a popcorn-like texture. Tiles on the ceiling are lowered, with beam lights connected to the side of them, these beam lights are the main source of light in this level.
 
Hallways are lined on one side with red lockers that are divided into clusters of five by doors to classrooms. These lockers contain supplies and snacks such as Almond Water, granola bars, and packets of chips, as well as various miscellaneous objects such as notebooks, empty pencil cases, pens, notes, and sometimes empty envelopes. The classrooms have non-anomalous windows that are usually open, with an "outside" that appears to be a field.
When one walks to the other end of the hallways, a near copy will always be to the left. These hallways don't loop back to the previous set of hallways. With each loop, the hallway gets slightly messier, and more decrepit. As one progresses through the level, everything becomes messy or increasingly worn.
====The early stages of the messiness include:==== 
*Both regular and lead pencils started to show up on the floor — the most amount seen in a loop was 30.
*Papers appearing on the floor — the most amount seen in a loop was 15.
*Binders being next to lockers — the most amount seen in a loop was 5.
==== The medium stages include:====
*Clothing similar to winter coats and hoodies appearing — the most amount seen in a loop was 10.
*Knocked over trash cans with varying amounts of garbage in them — only 3 per loop.
*All occurrences of the early stages.
====The late stages include:==== 
*Lights flickering or being off.
*Ripped carpets.
*Ladders leading to an open hole in the ceiling.
*A slight increase in Smilers.
All of the early stages and mid-way through the medium stages can contain colonies made by wanderers of the level who established their outposts in a single room, a set of rooms, a whole hallway of rooms, or possibly even a whole loop.
Though there are many colonies within the first half of all recorded loops, there are rarely any colonies or outposts past the middle of the medium stages or in the late stages, because the end of the medium stages is a place where entities could enter and because the late stages can be dark in some places, so tripping or encountering one or more Smilers is quite likely to happen.
As mentioned earlier, in the late stages, some ladders lead to holes in the ceiling, and these can lead to another level if one were to climb above the roof tiling, though falling off the ladder can send one to another level as well. There was an attempt to break through the roof, but it seems to be made of a strong material that can't be broken or damaged. There was a similar attempt to tear up the carpet and break through the floor, at which the result was what looked to be a hole to the void; after this attempt was made, the hole seemed to have repaired itself through a period of about 5 hours.
It is unknown what lies past the 100th loop as no one has made it past the 99th loop. After #File Addition 10/24/22, it was proven that the current highest loop is between 120 and 135. It's rumored by the colonies established here that, after the 90th loop, the lights are permanently off, and light sources malfunction when in the area. An expedition was led into the late loops by M.E.G.. Only an audio file was recovered, as the members who led the expedition never returned.
==Entities==
Only Smilers are normally present within the level, however, Skin-stealers and Hounds were seen during the event named "Harmful Expectations", and Aranea Membris were seen during the "Infestation" event.
===Entity Behavior===
Smilers only stay in places where the lights are completely off or broken for more than two halls. The number of Smilers will increase during the "Lights Out" event and start a hunting period where they search for wanderers. During this, Smilers will search up and down halls and sometimes inside classrooms, but most of the time they will ignore classrooms and keep moving through the halls. When the event ends, Smilers will return to the higher loops' dark hallways and the number of them will notably decrease.
Hounds and Skin-stealers are only apparent in the level during the "Harmful Expectations" event. Both entities will flood into the level from every hallway's double doors, at which they chase any entities on sight and will search up and down the halls for wanderers. During the event, they will attempt to break down doors to invade colonies and outposts and will sometimes even search inside lockers to check if any wanderers are hiding in them.
Aranea Membris only appears during the "Infestation" event and will drop down from above the tiled ceiling. Upon the Aranea Membris entering the level, they'll enter their hunting phase, and begin running down the halls to search for any wanderers. Afterward, the entities will then attempt to search inside any of the classrooms they can find their way into. Due to the overall anatomy of Aranea Membris, they do not search the lockers.
==Events==
<tabber>
|-| "Lights Out"=
===Lights Out===
During this event, all lights will turn off for a varying period of 1–4 hours.
The windows outside, on the stairwell, and in the rooms, will also switch to depict midnight. During this event, Smilers will appear within the level, and resources in lockers will become rare. It is recommended to get inside a room and stay there until the lights come back on. Most colonies and outposts will close their doors when this event happens, but if one hasn't yet, it is crucially advised to head there.
|-| "Harmful Expectations"=
===Harmful Expectations===
During this event, All of the LED lights turn red, the windows in the stairwell turn a vivid crimson red, and Skin-stealers along with Hounds start coming into the level through the stairwell doors. While this happens, cracks form in the walls, and a high-viscosity black goo leaks out of them and form letters on the walls that would become hurtful and aggressive words such as "If only I tried harder..." or "If only I studied harder..."; Over time, the messages become less thought-provoking and more threatening and aggressive. 
During this event, wanderers left in the hallways experience thoughts of self-doubt, anxiousness, and anger. It's said that these effects are caused by wanderers hearing the voices of the people who are now in the Backrooms who have had negative thoughts from their childhood. The only way to avoid the effects caused during this event is to hide inside a classroom, a colony, or an outpost, although most outposts and colonies were destroyed during the 30 minutes the Harmful Expectations event lasted.
It is advised that when this event occurs, one should escape the level immediately. If escaping is not an option, try to hide in a classroom and barricade the doors for safety. Do not attempt to attack entities with school supplies during this event or you will get sent to Level Critical
|-| "Infestation"=
===Infestation===
Before this event occurs, the lights within the level may malfunction and flicker slightly or some small parts of the lighting system in the hallways may stop working entirely. This is a warning sign for whats to come.
After an estimated 10 to 15 minutes after the lights malfunction, about 3 to 5 Aranea Membris will enter the level by opening tiles on the roof and dropping down into the hallways. It is recommended to hide inside a classroom and prepare a weapon of sorts, as the entities will quickly search the halls before attempting to search inside classrooms. If you are in a group with several wanderers, the group may be able to take down an Aranea Membri if one does happen to get inside the room.
Aranea Membris is seen as a moderate threat within the level, as most of the level is long looping hallways, making it fairly easy to charge down hallways and crush wanderers against walls and lockers.
</tabber>
==File Addition 10/24/22==
The Research Department has conducted an expedition into the level's deeper loops and made a decent discovery. The information they have gathered is noted below:
From M.E.G's expedition, there was no light whatsoever in deeper loops, specifically on loops 90 and higher. The results of the expedition only showed how long the level went on. The expedition simply resulted in the team of explorers losing contact with the team, supposedly getting attacked by Smilers; it's currently unknown if they survived, as there are no sightings of the team.
The team of Expeditioners, however, showed that there appears to be an anomaly in the level itself around loops 100 and 105 on the first halls. There appeared to be a hole in the level itself with nothing visible other than a black void, but the void appeared to be emanating a light source somehow, even though there was nothing that could be producing the light. One of the Expeditioners described it as looking like "poorly made lighting in a video game".
Currently, the Research Department is making theories about what this is, why it's here, and what's to come in the future.
===Current Theories:===
====The Invasion Theory:====
This theory says that the pit found in the deepest loops is slowly growing due to an unknown reason, at an unknown rate. It's presumed that this pit will likely consume the entire level at some point. It's currently unknown if the level will be swallowed in the void pit, making this level cease to exist.
It is currently being assumed that the pit may shift itself to engulf wanderers who happen to walk too close, as it appears that there are no other highly probable reasons for the disappearance of the M.E.G. groups.
This is presumed to be the most likely just a theory.
====The Growth/Growing Theory:====
This theory is the opposite of the Invasion Theory. This theory says that the level is slowly growing, slowly gaining more loops, hallways, and rooms.
There isn't much more to this theory besides it being the opposite of the Invasion Theory.
==Colonies and Outposts:==
===Expeditioners:=== 
*Consists of around 15 members.
*They work together with the Research Department to uncover more secrets about the level by going into the deeper loops of the level.
*Has a fair number of supplies.
*Doesn't accept new members.
*Shares a base with the Research Department.
===Research Department (RD):=== 
*Consists of 7 members.
*The primary goal is to study and figure out things involving the level itself and its properties by working with Expeditioners.
*Has a fair number of supplies along with the typical stuff you would see in a science classroom.
*Doesn't accept new members often. When they do, they usually figure out who knows much about the backrooms and their level's physics.
*Main bases are set up within the 2nd loop within a hallway in 6 classrooms.
===Hall 4 (BC)=== 
*Consists of 20 members.
*Outpost formed by the Backroom Colonists for those who M.E.G denied.
*Main purpose is to provide a safe shelter for those within the level.
*Has a fair amount of supplies.
*Accepts new members often
*Found within the 3rd loop's 4th hall
===E.R.C Outpost ===
*Consists of 10 members
*Outpost formed for research purposes
*Has a moderate amount of supplies
*Currently not open to new members
*Found within the beginning of the 4th loop
==Entrances and Exits==
===Entrances: === 
*Any unpredictable No-clipping in Level 597 has a chance to send wanderers here.
*Entering a building in Level 11 with the sign "School House" above it will send you to this level.
*Certain rooms that look like classrooms in Level 35 may bring you to this level.
*Entering a classroom in Level 191 has a low chance of sending you here.
*One can enter via The Hub.
*Entering a court-like space on Level 268 might lead one here.
*No-clipping into a locker in Level -353 will send one here.
*Noclipping in a Carbase in Level 847 will send one here.
*Entering a large space that looks similar to basketball court or sports facility in Level 268 will send one here.
===Exits:=== 
*Get into the crawl space and continue crawling for 20 minutes until you end up in Level 19.
*Trip on something littering the floor to go to Level 22.
*Attempt to attack an entity during the Harmful Expectations event to get sent to Level CRITICAL.
*Create a hole in the floor and jump into it to fall into the The Void.
*Enter a glitched locker to enter Level 9.9.
*Entering an area that's under construction will send one to Level 98.
*No-clipping into a locker while in medium loops will send one to Level 462.
 
Category:Levels
Category:Unconfirmed Levels
Category:School Like Levels
Category:Cluster I