Level 66

Level 66 is the 67th level of the Backrooms.
==Description ==
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A photo of the Entrance Room.
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Level 66, also known as the Procedural Generation is an elusive level of the Backrooms, as the level generates as one wanders through it. If a wanderer opens any door in the level, a randomly generated room or hallway will appear on the other side of it. Some wanderers have said they heard metallic clanking and crashing noises just as they opened the door, and some said that they could see the other side of the door before the room finished generating, they said that the room faded into existence from what looked like The Void. It is difficult to give an accurate description of the level since the level is different for anyone who enters it and the level makes different copies of itself for all wanderers inside of it.
There is one room that all copies of Level 66 have in common, said room being the Entrance Room. The Entrance Room appears as a long hallway with walls painted brown, a carpeted floor, and sconces on the walls. The number of doors is random but is always between 5 and 15 doors. 
There are exit signs scattered across the level, but the signs don't lead anywhere and are thought to be misleading. The level is strictly Euclidean, and if any door is blocked by another room, the door will lock itself with no way to unlock it, some rooms can be dead ends because of this.
===Room Generation===
The way rooms and hallways are generated within Level 66 is entirely randomized, such as a clean office leading to an abandoned maintenance tunnel. The rooms have no way of telling how they will generate, making it impossible to accurately guess what will generate on the other side of any door present within the level. Supplies in Level 66 are also randomized, as one room could be completely barren of anything, and the next could have a plentiful amount of anything, catering to one's needs.
On rare occasions, rooms have been generated to be on fire, be flooded, be able to collapse in on themselves, and contain toxic chemicals. These rooms are extremely dangerous, but oddly enough their hazards don't spill out into the rooms surrounding them, such as water in a flooded room not being able to spill out. 
There have been some rooms and hallways that a few copies of the level have had in common from the descriptions that wanderers have given, some of these will be listed below.
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The Stair Room
The Dark Room
The White Hallways 
The Hallway
The Chair Room
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The Stair Room has had around thirty (30) reports of it by wanderers of Level 66, it appears as what seems to be a living room, with stairs leading upwards to another door, a kitchen with a blue light coming from a fake window, and a closet, there is another door next to the closet. Most wanderers of the room say that the room has no supplies, while a few have said that the fridge has Almond Water and/or Liquid Pain inside of it.
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A photo of the Dark Room.
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The Dark Room or the Dirty Room has had around twenty-five (25) reports of it from wanderers of Level 66, it appears as an abandoned hospital hallway with six doors, with one of them being a set of double doors. The room's lighting flickers every few minutes, and fails at inconsistent intervals, along with some fallen and broken ceiling tiles. All reports of the room state that the room gave them a slight sense of paranoia, saying that they feared something would come out of the doors at any second, although this feeling vanished when they exited the room. This room is devoid of supplies.
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A photo of the White Hallways.
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The White Hallways has had around twenty (20) reports of it from wanderers of Level 66, it appears as a set of hallways that aren't separated by any doors, the walls are either drywall or bricks but are all painted white, the halls always have exactly eighteen (18) doors with a reddish colored floor, the halls have random objects such as fire extinguishers, wet floor signs, and scattered black carpets. All reports of this room have stated that it contains a plentiful amount of Almond Water.
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A photo of the Hallway, the version in this picture is shown painted white.
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The Hallway has had around fifteen (15) reports of it by wanderers of Level 66, it appears as a long hallway with an unusually high ceiling, the hallway has been reported to be different colors from all descriptions of it, from hot pink to olive green. The hallway has only one door, with said door being at the end of the hallway. This hallway is abnormally long, being exactly 107 ft in length. The hallway is devoid of supplies
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The Chair Room is the rarest room that has been encountered in multiple different copies of Level 66, with only five (5) reports of it, it appears as a dark room with white drywall, carpeted floor, two pillars, and a few chairs scattered across the room. The logo on the carpet has no known origin. On the other side of the room is a set of double doors that are always locked, even if there isn't anything obstructing it, making the Chair Room a dead end. All lights in the room do not work. The room is devoid of supplies.
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==Wanderer Reports==
The logs and interviews below show reports of a few wanderers of Level 66, and their experience within it.
Wanderer LogThe following log is from Ezra H. Naumov, a wanderer that found a door to Level 66 in Level 24.
BEGIN LOG
Ezra: "Alright, I found this door that had the number sixty-six on it in Level 24, good thing I have this camera with me. It shouldn't lead anywhere but, knowing this place, it probably does."
Ezra opens the door, showing the Entrance Room.
Ezra: "Well, that's odd."
Ezra walks behind the open door, the door is shown to be open but does not reveal anything on one side, but reveals Level 66 on the other.
Ezra: "No harm in entering, I suppose."
Ezra enters the door, as she turns around to look behind her, she notices that the door has vanished.
Ezra: "Well at least I don't have to go back to that alien hellscape, but what even is this level?"
She opens a door, revealing the first randomly generated room of her journey.
Ezra: "This room doesn't even fit with this... hotel? Is that what this is?"
She pauses for a moment.
Ezra: "Whatever, I'll just continue through this. How 'bout this door?"
She opens the door, revealing a room set ablaze.
Ezra: "Yeah, no. I'm not going in there."
She closes the door, muffling the sound of crackling coming from the fire.
Ezra: "Well, I'll try this door then."
As she opens the door, she notices that the room faded into existence from a black void.
Ezra: "What? Did the room just come into existence?"
Ezra: "Well that was... odd. Now there's this dusty old room."
She continues to wander the level, encountering more of the level's randomly generated rooms and hallways.
Ezra: "So, what I'm getting from whatever this level is, it seems to be randomly generated, like a video game, except that it's completely random."
She opens another door, the room on the other side shares a striking resemblance to Level 4.
Ezra: "Huh, this looks like that one office level, I think it was Level 4 or something close to it."
She enters the room, exiting Level 66 entirely.
END LOG
M.E.G. InterviewThe following interview was conducted by M.E.G. official Dominic Dixon, who interviewed Lance Fargo about his experience of Level 66.
BEGIN LOG
Interviewer Dixon: "So, can you tell me about your experience in Level 66?"
Lance Fargo: "Yeah. I was in Level 50, then I saw this door that shouldn't have led anywhere right on the side of the road. I was curious and went up to the door, opened it, and entered."
Interviewer Dixon: "Alright, and what about your experience in the level?"
Lance Fargo: "Well first, I entered the entrance room, as you do. I wondered what it even was because I'd never seen the level before, so I had no idea what to expect from it."
Interviewer Dixon: "What rooms did you see in the level?"
Lance Fargo: "Well they were extremely random."
Interviewer Dixon: "Well that much is obvious."
Lance Fargo: slightly chuckles "Yeah I was just messing with you."
Interviewer Dixon: "Alright, well please take this seriously."
Lance Fargo: "Okay, well first after the entrance room, I opened a door at the very end of it, and on the other side is what kind of looked like those hallways you'd see in a movie theater, with that kind of fun-styled carpet."
Interviewer Dixon: "Alright, keep going."
Lance Fargo: "So then I entered a door that had one of those staff-only signs. On the other side was a big room that kind of looked like a concessions store of the sort, it had a few pillars near the back of the room, along with a tile floor that had a checkered pattern of red and white. Only the lights near the door were on. There was a door at the end of the room, and was the only door in the room."
Interviewer Dixon: "Interesting, but anyways, continue."
Lance Fargo: "The next room was pretty surreal, but it had sand as the floor, the walls were painted white and there wasn't a ceiling, but it revealed a blue sky that didn't have a sun. There were four doors including the one I entered from, but two of them were blocked by sand, and I didn't feel like digging through all of the sand, so I just went through the door that wasn't blocked."
Interviewer Dixon: "There wasn't a ceiling?"
Lance Fargo: "Yeah, I thought it was pretty weird too, but just wait until you hear about the next room."
Interviewer Dixon: "Well I wanted to a- okay, whatever, go on."
Lance Fargo: "Okay so, after the sand room, the next room just looked like an empty room, besides the pale blue carpet and brick walls, it didn't have anything except another door and a green sign that had 'FUCK YOU' in big bold letters, I just thought that was the funniest thing ever."
Interviewer Dixon: There's a brief moment of silence coming from Dominic. "Okay... were there any spelling errors?"
Lance Fargo: "Nope, it was spelled correctly."
Interviewer Dixon: "Well that's... odd. There has never been a case of the level perfectly replicating any English words."
Lance Fargo: "Odd, but also kind of funny. Anyhow, the next room I entered after I had a quick laugh was pretty odd. It was a room painted all white, and it had these weird sets of circles that kind of looked like cartoon eyes all over the room, a few of the circles had two eyes, while the rest of them had one."
Interviewer Dixon: "Strange, but keep going."
Lance Fargo: "Alright, well after I entered a door that had an unsettlingly realistic eye on it, the room I entered looked identical to Level -560, and then I entered said level." 
Interviewer Dixon: "Alright, well thanks for participating in the interview, Mr. Fargo." 
END LOG
==Entities==
Level 66 is entirely devoid of any life, the leading theory being that entities can't generate with the rooms. Due to this, wanderers don't need to take much caution when exploring the level.
==Bases, Communities, and Outposts==
Since Level 66 makes copies of itself for every wanderer, it has been deemed impossible to make any sort of base, community, or outpost.
==Entrances and Exits==
===Entrances===
The only known entrance to Level 66 is by entering a door with the number sixty-six (66) on it, this door can appear in any level, if the level the door appears in doesn't have any walls, it will appear as a door frame that looks like it shouldn't lead anywhere. The appearance of this door is most common in Levels 60-69.
===Exits ===
The only known exit is by finding a room that looks identical to any level, if one enters this room, they will enter the level that looks identical to the room. For example: If one enters a room that looks identical to Level 0, they will enter Level 0. After one has entered the room, the door behind them will vanish. The most common levels to exit are Levels 62-72.
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Category:Levels
Category:Cluster I
Category:Unconfirmed Levels
Category:Safe