Level 666.1

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Notice:
 has been designated Impresario Class Priority. If you have been assigned to , please read the following document.
Reason: Similarly to Level 666, its parent level, Level 666.1 contains an extremely dangerous nature, although the level isn’t an entrance to hell itself.
Protocol: If you decide to enter Level 666.1, make sure to bring proper equipment, and to always stay in groups of around 5-13 people. Venturing into Level 666.1 alone is a death wish.
Survival Difficulty: Class Deadzone> Environmental And Mental Hazards> Strictly Uninhabitable> Presence Of Lethal EntitiesLevel 666.1, formerly thought to be Level 666 itself, is a sub-level between Level 666 and Level 667 of the Backrooms. It is believed to be connected to Level 14 in some way.
==> Description==
Level 666.1 appears to be an infinite, standard, and abandoned mental hospital. The walls appear to be gray concrete, and the floor and ceiling are both made of the same material. The doors in Level 666.1 usually appear to be blue and contain what various wanderers call "mini-windows". However, it is also possible to find brown, wooden doors. Level 666.1 appears to be highly vandalized as well. Drawings can be randomly found on the doors, holes are punched through many surfaces, and various graffiti can be found on the walls. The source of this graffiti is unknown and has been theorized to be an entity of sorts. In addition, propaganda posters from the World War II era have been found here. Signifying a resemblance to the 1940s era.
This level has been found not to have a cellular or internet signal. As a result, compasses and radio communications cease to function, making this level quite isolating to wander. The layout of Level 666.1 is bizarre and will result in the disorientation of some wanderers. Halls are known to have sudden dead ends and can suddenly circle into a maze or back where you were, with the layout rearranging when attempting to retrace your footsteps.
Elevators and staircases will occasionally be found to fool wanderers into thinking they will escape. However, all staircases will stretch to infinity and lead to areas that look identical to where you were before, while elevators contain approximately 30 stories and contain the same effect when the door opens. The sound of the elevators is unsettling and paranoia-inducing, as it’ll creek and make sounds of cords snapping off. Despite this, the elevators will never trap wanderers inside of them. The doors do not close during entity pursuit and will be propped open if there’s an entity close to your area, rendering them unfit for hiding from entities. It is generally ill-advised to attempt to go down stairs or elevators, as they do not lead anywhere and only serve to cause further disorientation and confusion.
Various doors will occasionally lead to small hospital rooms. These rooms contain an abnormal amount of graffiti on the walls and usually contain tiled ceilings, with some of the tiles falling, revealing pitch-black voids. Occasionally, inside the hospital rooms will depict a Doctor Faceling violently torturing a Faceling. It is not advised to attempt to intervene, it will result in death.
The "ambience" of Level 666.1 consists of old cartoon music, usually from cartoons from the 1940s - 1950's. While this music is not a mental hazard, it can get rather irritating if one chooses to stay in Level 666.1. However, one should never attempt to find the source of where the cartoon music is coming from. While nobody has identified the source, any attempt at getting close to it will result in one being attacked by an unknown, hostile entity.
The environment of Level 666.1 is heavily unstable, thus resulting in various environmental hazards. On rare occasions, the walls of a hallway may close in, causing wanderers or entities that were in the hallway to get crushed. Various doors may randomly slam on one’s face, usually resulting in black eyes. The level may randomly show static, replacing all of the shadows of the level. Walking on the static is highly unadvised, as all of the wanderers who have touched it have never seen it again.
This level also contains environmental hazards in terms of air quality, as black mold and asbestos are abundant. Lead can be found in puddles and leaking water, and traces of radiation are found in the oxygen at this level. If exposed for too long, one may form cancer or radiation poisoning.
Food and drinks are not found within this level, meaning starvation and dehydration are some of the biggest risks when traversing this level. Various supplies found around the level, however, can be used as weapons, such as crowbars, chairs, and decaying fixtures. The use of weaponry is, however, not advised, as fake entity sightings tend to be more common than genuine ones.
Level 666.1 contains various mental hazards, similar to It's parent level. One may end up getting an odd feeling of being watched by entities, which, if not taken care of, can result in one developing scopophobia. Level 666.1 will also make one have hallucinations of loved ones getting injured or dying, most likely due to car accidents, fires, suicide, or suffocation. In addition, various auditory hallucinations appear somewhat commonly in Level 666.1. Witnessing these hallucinations for too long can result in the wanderer believing they are dead.
Other common hallucinations experienced contain exit doors, going back to Level 0, and walls beginning to close in. Almond Water is also said to have negative effects on sanity in Level 666.1, other drugs or products that prevent insanity or hallucination will also not work on this level, making this an exclusive anomaly. 
==> Entities==
Level 666.1 is infested with entities, most commonly bearing Smilers, Clumps, and so on. All entities found on this level are hostile on contact, and odds of survival are low upon encounter.
Despite the infestations, Skin-Stealers, or Death Moths have not been spotted in Level 666.1.
===> Doctor Facelings===
Doctor Facelings are a type of faceling exclusive to Level 666.1. Usually, they are found in the hospital rooms although they do occasionally appear in the halls of Level 666.1. When a Doctor Faceling detects a wanderer, it will stab them with a syringe, before scraping off the skin of their nose, and then finally cutting off one's finger. Weirdly, when one dies from a Doctor Faceling, their eyes will still work regardless if they were taken out or not.
==> Colonies and Outposts==
A Group known as “The 666ers” Miraculously created a community that stood for approximately 3 years, however, all people in said group have perished. Due to the risks this level poses, it has been deemed impossible to form a colony.
==> Entrances and Exits==
===Entrances===
Entering Level 666.1 is done by entering a mental asylum door in Level 666. Usually, this door will have screaming, along with the sounds of chainsaws buzzing. While various other mental asylum doors do appear within Level 666, they are usually just continuations of Level 666. The second way to enter Level 666.1 is to travel too deep into Level 14. Before you do this, do not bring any supplies with you; make sure to leave them behind. After walking approximately 100,000 miles into Level 14, you will eventually notice your surroundings shapeshifting into Level 666.1. In addition, it is possible to enter Level 666.1 by having a Karma Rating -81 to -100 while riding a roller coaster in Level 999 has a rare chance of ending up to Level 666.1. It's highly advised to not have a high amount of negative karma ratings due to its entrance up into this level. Entering an mental asylum in Level 136 will lead one to appear in this level.
===Exits===
A couple methods to successfully exit Level 666.1 have been discovered. Most commonly, entering a red door will send one back to Level 666 and going through a white door will send one to the house portion of Level 777.
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Category:Levels
Category:Sub-Levels
Category:Dangerous
Category:Class Deadzone
Category:Unconfirmed Levels
Category:Dangerous
Category:Cluster I
Category:Environmental Hazards
Category:Mental Hazards