Level 6.5

Level 6.5, often referred to as "Blinding Lights", is a sub-level between Level 6 and Level 7.
==Description==
Level 6.5 is a sub-level notorious for its sheer brightness and strange optical qualities. In direct opposition to Level 6, the light sources here make it practically impossible to navigate through the sub-level. When one enters this level, one's eyes will be almost blinded by an intense wave of high-amplitude electromagnetic radiation that originates from unknown sources in all directions. Further investigation has revealed it emits all frequencies of visible light equally, thus making it a pure white shade. The light is overwhelming to the point one will not be able to distinguish one's own hands from the surrounding environment.
NOTE: Since this sub-level emits all electromagnetic wavelengths equally, this means that one will be subject to excessively high amounts of gamma radiation, X-rays, ultraviolet radiation, and microwaves. This poses a serious threat to any and all biological life inside of Level 6.5, as radiation poisoning, high-degree sunburns, and genetic mutations are all a prevalent threat. Be wary of this. If you find yourself in Level 6.5, attempt to find an exit as quickly as humanly possible.
Level 6.5's disorienting qualities are exacerbated by the fact that the environment tends to warp; that is, parts of the level will change in shape, size, material qualities, and hardness. Additionally, sound behaves strangely in this level, echoing in strange ways that do not seem to fit the somewhat cramped and claustrophobic environment.
Experts have rightly noted that Level 6.5 seems to be a direct opposite to Level 6. While Level 6 is known for its sheer absence of electromagnetic radiation (that being light) and its ever-present stillness and silence, Level 6.5 is loud, disorienting, and confusing, as well as physically changing almost constantly. Somewhat similar to Level 37's auditory qualities, sound waves seem louder here than is physically possible.
With the constant emission of radio waves within the sub-level, most radio receivers will only emit white noise when powered. However, with a specific wavelength, that being exactly 3.6 megahertz (MHz), it is possible to communicate through the Backrooms, as, for a currently unknown reason, this is the frequency that Level 6.5 does not emit. NOTE TO M.E.G. COMMUNICATIONS OPERATORS: If an important M.E.G. entity or employee enters Level 6.5, it is required to use this frequency for communications, and any other channel utilizing this frequency must be immediately suspended.
The physical layout of the level is extremely similar to that of Level 6, being made up of brick floors, metallic walls, and metal pipes lining the walls. Keep in mind that this may not always apply, as mentioned above, material properties can quickly change here. As of yet, it has not been determined whether this sub-level is infinite in size or not. There are cramped, claustrophobic hallways, with the occasional steel exit door present. These may lead to other areas of Level 6.5, or they may lead to other levels. Either way, these doors are one of the only exits from this sub-level. The metal pipes are made up of an alloy of standard-grade steel and an unknown heat-producing metal that is slightly radioactive, though not enough to be harmful. Attempts have been made to take samples of this new element, but the pipes are, effectively, indestructible. The fluid inside of the pipes has not been extensively analyzed, though there are occasional spigots that one can use to gather samples of the fluid. Analysis has been slow and ineffective, due to Level 6.5's physically disorienting properties, but it is believed that the fluid is Almond Water. At times, one may come across strange architectural anomalies, such as doors located on a corner of a hallway and being shaped as if it were part of the wall itself, as well as dead ends, hallways that, instead of going left or right, go up, backwards doors, pipes that are located in such a way so as to barricade one inside of an area, holes in the walls or floors that lead to The Void, and other strange phenomena. Occasionally, one may find areas of the level that have sunken down up to 10 feet, creating a gap in the hallway, with the walls of the hallway also being extended downwards to compensate. These pits will consistently be filled with pure, distilled dihydrogen monoxide, also known as water. It is perfectly safe and even recommended to swim across these gaps. On occasions when the gap is only 3 or 4 feet deep, it is not difficult to wade through. Do note the humidity in these areas is notably higher, with steam issuing out of cracks in the pipes. Although it is mentioned above that the pipes are virtually indestructible, the cracks in the pipes seem to be caused by pressure bursts from inside the pipes. This steam is perfectly safe to inhale, and no adverse effects of consumption have ever been reported or observed.
If one is fortunate enough, one may be able to find a safe haven throughout the sub-level. This place is most comparable to The Manila Room in Level 0, being similar both in size and premise. Keep in mind that these safe rooms shift locations and warp at random moments, and as such it is fruitless to attempt to navigate back to its location at a later time. Navigating through the hallways, one may come across a steel door with a handle. Inside one will find a small (10 feet by 10 feet) concrete room, with one singular wooden table in the center, along with a straight-backed wooden chair. Occasionally, there will be a bottle of Almond Water on the table. However, the most notable difference in the room is the lack of bright light. There will always be one fluorescent light fixture on the ceiling, emitting a much fainter light than even lights in Level 0, perhaps to offer one relief from constantly squinting one's eyes. The door that serves as both the exit and the entrance to the room is completely impervious to all forms of electromagnetic radiation, as it would obviously have to be. As well, this safe room does not share the strange auditory properties of the sub-level it resides in, giving much-needed relief from the maddening echoes. It should be noted that there have been reports of entities such as Hounds and Skin-Stealers waiting to attack an unfortunate wanderer to enter the room, and take advantage of their recent disorientation. It is recommended to stay prepared for this situation, as one should throughout all of the Backrooms.
Unlike Level 6, there seem to be a multitude of fluorescent lights on the ceiling, emitting a loud, discomforting buzzing sound, adding to the already horrible auditory experience this sub-level offers. It has been postulated that these may be the source of the white light that Level 6.5 is so famous for, but this has not been proved.
Addendum:Recovered Log
==Recommendations==
When traversing Level 6.5, there are several recommendations one should promptly follow after entering this sub-level.
Because of the sheer intensity of Level 6.5's light, there is a noticeable difference in temperature from other levels in the Backrooms. The temperature here is consistently 95 degrees Fahrenheit exactly. Because of this, it is recommended to change into lighter clothing and keep oneself hydrated. Almond Water is especially recommended to counteract the heat, as its soothing effects tend to give oneself the feeling of being in a pleasantly cool environment. Do note that there have been reports of sunburns and mild scalding from the light and heat. Reports of sunburns proved that Level 6.5 also emits ultraviolet radiation, as before it was thought to only emit electromagnetic radiation in the visible spectrum.
While opening one's eyes inside this level will actually blind oneself, it is possible to retain one's eyesight by keeping one's eyes shut, though one will still notice a significant amount of white light through one's eyelids. As such, it is recommended to bring blindfolds, sunglasses, tinted goggles, or anything that may block light sufficiently enough to be comfortable. As well, navigation is especially difficult due to the lack of the ability to use one's sight. Thus, it is recommended that one should keep one's arms extended in front of oneself in order to keep oneself safe from mundane accidents.
Earmuffs or headphones are especially useful within Level 6.5, as the auditory effects can sometimes be too much to bear. As with Level 37, there have been reports of auditory hallucinations, as well as outright insanity from the noises.
==Entities==
It has been theorized that entities such as Lighters, and Lightlurkers may exist in this level, as this environment would be an almost perfect habitat for them, but their existence here has not been proven.
==Colonies and Outposts==
Due to the nature of this level, colonies and outposts are unable to be established; although, unlike many levels in the Backrooms, there are no isolating properties, meaning groups may enter this level as one.
==Entrances and Exits==
===Entrances===
*Finding a very bright area in Level 6 can bring one to this sub-level, with one's surroundings fading into this one's.
*Coming across a white door in Level 6.1 can lead here.
*Attempting to enter Level 996 has a 5% chance to be sent to this level instead.
*No-clipping through white clothing in Level 6.2 can send you to this sub-level.
*If one happens to create an electrical spark via batteries in Level 6, an experience similar to a flashbang will occur and one will be teleported to this level, though without their belongings.
===Exits===
*Falling into a random hole has a 5% chance to send one into one of Level 8's sub-levels, but a 1% chance if done intentionally; if not sent to Level 8, one will be sent to The Void.
*Finding a dark area with dim lighting will lead one to Level 6.
*Tripping on a wire can no-clip one into Level 6.1, though if done deliberately, nothing will happen.
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Category:Unconfirmed Levels
Category:Dangerous
Category:Levels
Category:Cluster I
Category:Sub-Levels
Category:Dangerous