Level 213

==Description==
Level 213, also known as Imaginative Dullness, is the 214th of The Backrooms and is a part of Cluster 1, and serves as a level for wanderers to eat and rest with its abundance of resources and simple calming atmosphere. It is considered one of the recommended levels to visit.
Level 213 is an old family diner housed in a massive structure in the middle of an open field, specifically open fields of other levels. The walls are painted a bland yellow and are equipped with dining chairs and tables, with condiments and food racks filled with snacks and simple foods like sandwiches and soup. This level, like almost every other Backrooms level, is endless, requiring tedious exit work as it would require going down flights of stairs or using elevators, which will be discussed more later.
Other than the general appearance of Level 213, there are windows put near dining tables for view, depicting a plain field and sometimes mist or fog being the only possible weathers documented in the level other than grey cloudy skies. The view outside is a plain, open field, as said before, but some report seeing hills and mountains or cities and skylines in the distance. The most common reports are for Level 11, Level 10, and Limitless Mulch. Depending on which level it is depicting, exiting while the level is located in that period will lead one to the level the windows are depicting, so it is plausible to assume that the level can change locations. This happens unexpectedly, which is strange, but if you wait long enough, eventually the same levels will come back in a somewhat repeating order.
The food in level 213 is incapable of rotting; that being said, it is limited, and you should only take what you need. If there ever is a shortage of supplies, one is able to create and cook their own food and drinks by reading magazines and newspapers on racks. We recommend the Wanderer Cookbook, as most of the meat in the level comes from sanitized entity flesh. Random assortments of salt, pepper, and other condiments can be found, and strangely, the stovetops do not require any gas. Water and soda dispensers are dispersed throughout the level, each containing its own respectable drinks.
===Freeze Dining===
After a while, the skies may darken to the point where there is nothing left but a slight mist and a dark city or field. During this period, there will be much colder temperatures and darker lighting, like lights dying out or flickering strangely. Sometimes, objects might start malfunctioning, but strangely, they work when the nights are over. Freeze dining is nothing too significant to your health except for minor colds. It is advised to wear warm clothes during this period or double your clothes if you are unable to find any warm clothing. 
==Entities ==
Level 213 does not have any known entities or beings that would be able to harm one's mental or physical health, making the level a safe haven for both its lack of entities and its great amounts of resources. The only real danger are the cold nights that happen rarely, as said before in Freeze Dining, and could give someone a cold.
==Colonies and Outposts ==
Although creating an outpost in Level 213 is feasible, many outposts have been abandoned due to two factors. The first being lack of maintenance due to the lack of life and other humans at the level. The second factor is the least concerning, being the tight spaces and little room, though there are many solutions to manage this. However, with enough patience, there is one outpost that managed to stay operational for months. 
===MEG Outpost Yellow: "Old Fashioned Dine-In" ===
Being one of the recommended travel points for wanderers, the MEG manages to stay afloat in a field of voids and endless possibilities, promising: 
*Safe and habitable environments and societies, filled with about 30 or fewer survivors who have become permanent residents or guests to stock up for further travels,
*a place to talk and communicate with others and get a break,
*designed small living quarters made for comfort from scrapped materials.
As of now, no other outposts are yet to be documented other than Outpost Yellow. To prevent getting lost and detached from the outposts, it is advised to take the first few elevators, as they are the closest to this outpost.
==Entrances and Exits ==
These are the listed entrances and exits that are documented to have worked on several reports by both MEG and wanderers.
===Entrances=== 
*The Hub may contain doors, specifically diner-entrance doors. With the right Level Key, you have a new level to go to at your disposal.
*It is possible to no-clip into Level 213' through Level 6.1 through "Old Fashioned Dine-In" stands and signs. This also expedites the process of reaching base MEG yellow. 
*Swimming deep enough in Level 901 will eventually lead you here, but this is quite difficult, so it is advised to have the right equipment before attempting this. 
*Noclipping through a pipe in the pipe room will lead to Level 2. 
===Exits===
*The most common exit that most wanderers take is the typical entrance-exit door at the bottom floor, which always stays consistent, unlike the many floors of the level that shift unexpectedly. Possible level entrances are listed from commonest to rarest: Level 10, Level 11, Limitless Mulch, and Level 336.
*Level -108 is an exit that is rumored to work if picked by me! Some reports stated that this exit involves eating candies made by the owner of Level -108, and you can only get here if you are invited by her. Of course, I don't invite people who bring entropy to my sweetness!
*If you have entered the level from Level 6.1, you can always go back through the door where you first came from.
*An apartment door varying in numbers may lead to Level 170's empty rooms or a cafeteria of it. Some elevators may bring you to this level, but it is rarely encountered such elevators.
*A door with an electrical or power symbol that looks forgotten could possibly lead to Level 3.24. 
Category:Levels
Category:Cluster I
Category:Safe
Category:Class 0
Category:Unconfirmed Levels