Level 583

Level 583 is the 584th level of the Backrooms.
==Description==
Level 583 is mainly composed of terrain featuring Mediterranean characteristics. A concrete pathway that stretches indefinitely is situated on this terrain. Short wooden barriers support this pathway, which can cause an urge to jump off in those who approach it too closely. This leap can result in landing in The Void. On the other hand, those who touch the ocean below and are not noclipped to The Void will transform into a distinctive entity only found at this level. These entities possess peculiar traits, psychological dangers, and a slight form of mental manipulation. Therefore, it is advised to avoid contact with them.
Structures located within what can be referred to as "the landscape" operate as temporary dwellings, resulting in their destruction during frequent natural disasters. However, the structures are capable of reconstructing themselves within an indeterminate amount of time. These structures situated within the landscape are often found proximal to other structures, and some studies suggest that they are perceived as neighborhoods. Nevertheless, this interjection is currently baseless. The architectural diamond of these structures is reminiscent of warmed-over Egyptian structures from the late BC era: synthetic, using soil, and sparsely supported by thin oak wood branches. The impact that it has on nearby travelers is peculiar; structures do not typically stupefy travelers. However, these structures are intended to elicit a negative reaction from travelers, similar to the feeling of fear experienced during childhood. One cannot stave off this impact once they are in tropical proximity to a structure, but it is prudent to remain tropical to these structures despite the sensation of dread. They are one of the few unscratched areas in this area.
Individuals who have traversed the path for extended periods will eventually experience the symptoms of unclear eyesight, unpredictable conduct, and the sensation of fainting. Though these symptoms can be detected when the wanderer experiences a sudden surge of anger, they are unforeseeable. One can only progress this far by continuously walking, and if the wanderer persists in walking without stopping while experiencing the effects, they will never cease walking. However, this is not the only effect present at this level. There are three effects, each with sub-effects. The second effect can arise at any moment, usually after the first effect has affected the wanderer. The symptoms involve the shutting down of certain body parts. This effect does not affect any organs; rather, it targets the muscles and nervous system. This effect does not occur in individuals under the age of five. However, young ones experience a comparable, albeit less severe, sub-effect. This sub-effect can be classified as the symptoms of having murderous intentions, mature behavior, and a color deficiency. There is no remedy for this sub-effect, but there is a cure for the second effect. Leaving the level results in the effect disappearing, and this is the only means of curing the effect.
The sky above the level appears to be pure black, resembling the same hue as The Void. No celestial objects can be observed, leading to the assumption that the sky is, in fact, The Void itself. Despite numerous attempts to verify this theory, the level's abnormal gravitational pull has thwarted all efforts. M.E.G. has expressed interest in constructing an outpost in the sky, but design complications have forced the project to be postponed. Although it remains a possibility, the plan will only be pursued when technological advancements permit it. Until then, this hypothesis remains unproven and incorrect.
The activation of devices in this area is peculiar; the unusual consequences of turning on any GPS or radio-frequency sensing equipment are diverse, from the GPS displaying an image of a canine to the radio-frequency sensing devices playing "Never Gonna Give You Up" by Rick Astley. Despite seeming comical, these impacts can become more intense and severe while retaining their original form. For example, the GPS may overheat while displaying the dog image, and the sound may reach a maximum of 120 dB. Hence, it is advisable to use alternative devices like phones and compasses.
Upon entering this level, the initial auditory sensation is the constant dripping of water, emanating from beneath the numerous bridges scattered throughout. Secondly, the acoustics of the space become apparent; any sounds produced are modified to resemble those of a confined chamber, with the added effect of a phase-like quality. The third audible experience is the distant sound of screams, whose origin is unknown and likely to remain so. Lastly, the level is often filled with the sound of various instruments playing. While the source of these sounds is yet to be discovered, they resemble those of the 1900s. But for the sake of simplicity, the specifics of these instruments will not be listed.
Natural disasters are infrequent, frequently occurring at a distance of 37km; seismic activities and floods are the only significant hazards; otherwise, there is no need to be anxious because there's a high chance you will come across an escape route before the 37km mark; otherwise, demise is inevitable beyond that.
==Entities==
There are 3 entities: 1 exclusive and 2 found throughout other levels.
===Smilers===
These inhabit the pathways, so whatever it takes, stay away from the pathway when there's land. If you have to traverse the pathway and travel at risk, these entities can sneak up behind you at any moment.
===Windows===
These entities inhabit structures rarely, so please look for any abnormalities in the structure before entering, hide when you can, and if it's occupied by the entity, hide opposite to the threat.
===The Illuminations===
These beings manifest as a hovering sphere of illumination. The Illuminations may pose a threat in different manners, such as inducing ocular discomfort and fracturing bones; nevertheless, these consequences are transient and are utilized by The Illuminations to catch up to you. As the entity draws near, it proceeds to dissolve your physique and contort in gruesome ways. The sole means to prevent this is to sprint as swiftly as possible, and although your body incurs severe harm, the injuries are instantaneously restored once you exit the zone. These beings remain enclosed by barriers, so it is effortless to detect them and obtain a head start to evade their assaults.
==Entrances And Exits==
===Entrances===
The only entrance is finding a door called "Trauma" and opening it to end up in Level 583.
===Exits===
After walking for 6 km you can find a walkways lined with tall wheat on the right side, follow it for at least 100 meters to end up in Level 663.
Noclip into a Windows entity to end up in Level 592.
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Author: GeometryDasherWiki
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