The Haze

The Haze is an enigmatic level within the backrooms particularly associated with Suburban levels such as Level 9.
==Description==
The Haze is an eerie and foggy neighborhood, particularly named for the purplish gas that surrounds the neighborhood and whatever is within it. Its streetlights are particularly useful to get around, as the fog mainly obscures the wanderer’s vision. However, it does have a day and night cycle. The night, although threatening, clears the fog due to a process similar to humidification of anything that leaves the houses of this level’s external body.
The day part of the Level is what the people that live here call the unsafe part of this level, as it is less able to function properly thanks to the fog being the only thing that’s able to be seen within the perception of vision from the wanderer. This cycle is also where most of the enigmatic entities of this level are most active and dangerous, as there’s quite possibly hundreds that’ll consume and living thing. On par with that, the level is also slightly glitchier and less traversable because of what seem to be rendering problems the level faces because of the fog.
The night part of the level is what people describe as a safe haven that only lasts for about 16 hours, but the fog is significantly less present within the level. The level is also significantly more traversable thanks to the less prominent fog no longer covering the level during this time. Most of the entities here also sleep during this period of the day and are much more docile. However, caution is also necessary to ensure that you won’t find any other entity that stalks prey within the darkness of the night.
==Entities==
The enigmatic entities here thrive thanks to the fog hiding their form, and can easily snatch away prey to use as either a coat to keep them warm or fresh food to continue prospering within The Haze. As the entities that inhabit this level grow and grow more dangerous and complex, they also evolve into more skilful and more unseen predators than the likes of the backrooms have ever seen.
===Streetlight Shadows===
Streetlight Shadows are humanoid entities that hide beneath the warm glow of one of the many street poles that exist within the level, which trick their prey into thinking they are docile. After the prey is successfully fooled, it’ll rush to the victim and take a large bite out of their skull, going through the skull. This kills the prey mercilessly and painlessly. After the deed is done, the Streetlight Shadow drags their food into the shadows and consumes the flesh of said prey. The Streetlight Shadow will be docile for two days after this, as it is sufficiently full by the meal thanks to its low metabolism.
===Monroe Twolegs===
Monroe Twolegs are docile entities that come out during the night in order to absorb the light of the Streetlights in a process similar to photosynthesis, and are one of the main entities that wander specifically during after hours. Monroe Twolegs although horrifying can be domesticated and are often the dogs of this level, and can eat treats and candy. But you should stay away from the wild ones as much as you can as they could see you as a threat and attack you.
Monroe Twolegs are entirely devoted by using their legs by any feat necessary, using them to defend against other entities that reside in the level, using them to pick up anything they need to use, and moving around. And will do anything they can to either defend themselves against any threat or do anything else.
=== Turnip Men ===
Allium Tenebris, known as “Turnip Men” or “Man o’ Turnip” are humanoid entities that move around especially at dawn, and walk around looking for any wanderers or any other entities moving at the near edge of night. Where most of the predators are mostly gone by now, as Turnip Men easily thrive during these hours of the day.
Turnip Men usually invade into the backyards of the houses, looking specifically for any living thing to eat. It could either be rats, skunks, lawn snakes, and other creatures that thrive within these areas. Whenever a prey item gets by this particular entity, it’ll first produce a spray like smell from its Tenebris Roots that protrude from their skulls. This will make the victim cry uncontrollably and break down, then it’ll stab the prey within the abdomen with its own claws. It will soon inject the venom that is produced by the proteins of the entity itself and wait for the prey item to die. Which will take 4 hours for the side effects to fully kick in and kill off whatever remaining neurons there are in the brain.
Turnip Men usually look humanoid in stature, with long almost rope like arms that can rapidly move at break neck speed. There are also lumps of where the fingers would usually go to, but instead two sharp claws that can be retracted into the body of the creature. Like a cat stretching out its own claws, it can easily extend outwards with its claws but at the cost of the venom leaking out. But however can penetrate most squishy and less durable materials and can even break through muscle. Turnip Men also have four legs which are dexterous enough to walk very easily throughout the suburban streets, and can make their move much more efficiently other than the daytime entities that exist currently.
The faces of the Turnip Men usually are randomized, but the most commonly seen formation is a vague, almost uncanny smile that seems to be ripped open from its face. The skin of its maw peeling away due to a loss of chloroplasts to the cheeks, ripping away like wet paper towel. This reveals the teeth and mouth of the entity, with teeth colored a putrid brown. However, it always seems to be in perfect condition, and always clean. The stem growing from their skulls are also very note worthy as the stems actually seem to function like individual branches of brain matter, giving the neurological responses a normal brain would usually do. In turn, the stems are both the brain AND the self defense mechanism of the creature.
Along with this info, the Turnip Men also have an asexual way of reproducing. Once the Turnip Man is about to the point where it’ll die of natural causes, it’ll use up all its energy to pluck out every single one of its teeth from its gums. The teeth are already wriggly and ready to fall out at this point, and will soon be buried by the decomposing body of the now deceased Turnip Man. Soon, the body will turn into fertilizer and will used by the teeth to soon grow into smaller juvenile turnip men, which are nicknamed “Turnip Kids”. These Turnip Kids will soon look around to find raccoons, skunks, and any small prey items that these young turnip men can feast upon. However, their full body under the wrappings aren’t usually full grown at this stage. After four to five weeks in advance, the turnip kid will soon fully grow into a Turnip Man and will finally be ready to consume more larger prey.
==Colonies and Outposts==
There is exactly one single colony that calls itself a “Community”, and rightfully so. This community is called “The Standing Committees” for their resilience against the entities that once were thriving within this level, but thanks to the TSC, they’ve been keeping the entities under control as much of possible to insure safety within their community.
They often have BBQS, have parties, but mostly fight against the entities that thrive within The Haze that would usually pick them off one by one. But thanks to their resilience and strength, they were able to do so with sheer will power. Their motto if you ever enter the Haze is “In the Thicket, we shall kick the Lion to the Curb.”.
==Entrances and Exits==
===Entrances===
Most entrances to The Haze include entering a foggy part of two levels, which include Level 9 and Level 11. Which foggy days can become present and can result in people entering The Haze, which in turn make it impossible to notice until you’re within the streets of the level. However, there is another way to get in, and that is by noclipping into the void area within The Loading Screen. Where you’ll be forcibly noclipped out of the void and into one of the many houses within The Haze.
===Exits===
Funnily enough, there is an exit to the neighborhood. Despite all of the cars having no GPS on them, you can still use a vehicle to escape the neighborhood and entirely leave behind The Haze. But, it’ll take a total of four hours if you know where the exit is. You can also leave on foot, but it’s fair more safer to use a locomotive like a car or a jet to get out of there. This exit will lead one to Level -69. You can also noclip during the daytime via using anything that is seemingly becoming polygonal, such as the streets or the streetpoles. Noclipping through any of these glitch state objects will send you to Level 777.
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Category:Levels
Category:Secret Levels
Category:Anomalous Levels
Category:Dangerous