Lab 56

__NOTOC__
Lab 56 is an anomalous level of the Backrooms.
 If marked for Deletion, move to sandbox instead. Thanks! I hope you enjoy reading this level, as this is my last level. -SirBotsAlot.
==Description==
Lab 56 is described as a multi-floor Laboratory spanning around 100m2. The lab has a puzzle that must be solved to escape the level. The level is split into 4 sectors, with each floor consisting of 2 sectors. The sectors are different from one another and contain different structures and items inside to help solve the puzzle. Below are the details for each of the sectors:
===Sector 1===
Sector 1 is the first sector in Lab 56. Upon arrival, the first thing one will see is a steel, gray, lengthy staircase leading to the second floor and into sector 3. Sector 1 spans the length of the first half of the first floor. Sector 1 consists of testing rooms, with each one storing various vials of a mysterious liquid, these vials are scattered along tables, the floors, or on shelves. It is highly advised to not touch or consume the liquids in the vials, as the substance is believed to be random for every wanderer who enters. There have been occasions where said vials contained Liquid Pain. Along with the various labs and testing rooms, there are also research rooms. These research rooms, it is highly unadvised to enter, as they contain undocumented entities as well as mutated versions of other entities. If one of the aforementioned entities is spotted, turn around and run. If a fuse is found (See Events) in the same room in which the entity is located, bring out a weapon. The most preferred weapon in cases like this is a firearm. Be prepared for a lengthy and dangerous fight in such scenarios. 
Sector 1 contains 2 fuses, each spawning in random locations.
One other notable feature is the medical stations along the hallways. These are located adjacent to the labs and research rooms. These medical stations take the appearance of 2 concrete walls, about 5 feet apart, with the entrance being a red stall door with a white cross on it. The interior of the medical station is a single chair, a lamp, and a table with a massive assortment of syringes, vitals, Almond Water, and first aid kits. These locations are a great source to restock on medical supplies or to repair any wounds inflicted on one in the past. If one were to get hurt during their attempt to escape, these would become prime locations to fix themselves up. Be aware of how much time you have to escape the level, so when inside a stall, exercise time management to ensure you can address your wounds and still make it out in time.
===Sector 2===
Sector 2 is located on the first floor and is where the generator room is located. This sector does not have very many key areas; however, it does contain much of the needed fuses to overload the generator (See events). Sector 2 contains 3 rooms: The Cafeteria, The Generator Room, and the Storage Room. 
The Cafeteria is the first location to which one must go upon entering the sector. Upon arrival, one will see a huge assortment of chairs, tables, and other similar furniture known to be in use within such locations. The tile is a beige marble, and the walls are painted a slate gray. Along the tables, there is an assortment of uneaten stale food, bottles of drunk Almond Water, bottles of water, and random junk of various kinds. The entrance to the kitchen is located at the back of the cafeteria. Inside the cafeteria, there is a massive walk-in freezer, a walk-in food pantry with a similar layout as the freezer, a gas stove, a refrigerator, a massive sink, and an industrial dishwasher. All food in this room is deemed editable, but with a limited amount of time to escape, it is advised to not eat anything to exercise proper time management. This room contains 2 indispensable fuses. The first fuse is located on one of the many tables scattered in the room. The table in which said fuse spawns is random. The second fuse can be found in the industrial dishwasher located at the back of the kitchen.
The next room one should go is the Storage Room. Inside the storage room, hence the name, contains thoroughly organized boxes of various items. These items can range from medicine, food, vials, chemicals, and other aforementioned objects. While this room does not feature a ton of items, it does hold a fuse. This fuse can be located in a lone box in the very back of the room.
The last location to visit is the Generator Room. This room is rather empty, except for a large industrial generator and an attached corresponding breaker box. This is the room in which to insert the fuses. For the order and total amount to put in, see the Events section. You can insert the fuses at any time, but in the order which you have collected them.
===Sector 3===
This sector can be accessed by the staircase inside the entrance of the level. Sector 3 contains a huge majority of storage boxes, electrical rooms, and control rooms, and is significantly harder to navigate than any of the other sectors, mostly due to the winding, stone claustrophobic hallways. This is one of the biggest sectors in the level, taking uo about a third of the 2nd floor. This sector contains up to 6 fuses, each appearing in a random location. Wiliest in the sector, you also can gain access to the control room, which is a prime location as this room is where the generator can be activated.
While in the sector, make sure to have a stable light source on hand, as this sector lacks any proper lighting. Along with this, try to avoid spending a long time here, due to its large size and its confusing layout. If possible, if you have a map, this will prove to be very useful later on. 
===Sector 4===
The most important sector of all; this sector consists only the level's control room. 
Upon arrival, one should head to the center panel, a single table in the center of the control room. This panel usually has three buttons on it: one red, one blue, and one green. One must figure out and press the correct button to exit Lab 56. If one presses the incorrect button, the level will instantly crumble under them, plunging evrything into the void. Upon arrival inside the control room, take the time to study the colors of your fuses. Whichever color type or shade (For example, shades of blue, green, etc), that you have the most of, will be the color of the button you must press.
==Found Notes, Lore, and Attained Knowledge==
<tabber>
|-| Lore 1=
If you are reading this, I am just now about to escape.
Do not spend very long here, or you will die. The level steadily crumbles as your time here runs out. Trust me. 
This level is not very big. Honestly, it is the first level I have ever been that is limited in size. And to be honest, shares some kind of connection to Level !, having to leave or die.
I need to go know, I hear the level deteriorating. 
- Unknown.
|-| Lore 2=
"YOU...NEED...TO...LEAVE.
Do not stop to explore. Do not stop to rest. You have 1 hour to leave. That's it. No extra time. No breaks.
You need to overload that generator with at least 12 different fuses. You got to blow that generator.
Now, whilst there are little entities, your biggest danger is yourself. What you do uses precious seconds. Use them wisely.
Use good time management. Please...you will regret it if you don't.
Good luck, John"
|-| Lore 3=
"What the hell is this? This is like that level where you run for 10 miles from a marauding horde of entities, but now you have 1 hour to solve puzzles. Its like there is MORE! MORE I SAY! Of these dangerous levels. Could the Backrooms be collapsing?
This is definitely a weird level. The only good thing about it is I got to restock on medical supplies. Do not come here. Its the worst hour of your life. Precious minutes must be spent to escape. Nothing else.
|-| Lore 4=
This was a found recording. For security and safety reasons, it will not be shown. We have provided a Description of what is happening in the tape.
A female is running down a sector 2 hallway, a backpack full of fuses. She appears to be mumbling "Get to the generator, get to the generator" 
It is difficult to tell.
She continues to run, slowly sipping a bottle of Almond Water (unknown type) she grabbed two minutes before. This may explain how she is not on the ground exhausted. I applaud her efforts. She is making great time, and soon she arrives at the fuse box. With a note in her hand, she puts the fuses in order she had grabbed them. She does this in 30 seconds, without making a single mistake. She keeps a steady hand, a look of desperation on her face, but nonetheless determination and confidence as well. I strongly believe she can escape.
Then, she climbs a ladder on the opposite wall of the generator and enters the control room from a broken window. She looks back at the paper, and then the fuses. She says one word:
"Orange"
She presses the orange button, and ducks for cover. 
An alarm sounds. 
And a massive explosion occurs. Like with everyone else who has escaped, she is unharmed. She screams in happiness, and she walks out of the hole in the wall, and into the snowy environment of Level 225. Where in front of her, is the town's Pentecostal church.''
|-| Document 1=
With what little time we can spend here, and how busy we are, what is the point of research?
Honestly. 1 hour. What can you do in 1 hour? Maybe write a page of notes. Take several dozen pictures. Use first aid. There is a lot you can do, yet so limited compared to a human lifespan.
Therefore, this greatly hinders any studies of the level, and our most reliable source of knowledge is the people who have escaped. 
It will be years before we have a solid database of this level.
 - Lt. Jason
|-| Document 2=
Again, another deadly level. This marks the 15th level in a row we have given a Class 5 or higher categorization to. We refuse to give it a numerical value. It's too unique to your typical Backrooms level.
We have seen the number 56 on many walls of the level, so we have decided to name it Lab 56. I think it might share similar features like Level !, where you have no other option to run, no other option but to escape.
The level's only redeeming qualities here is the level's only exit. Which thankfully leads to a safe level, and the sheer abundance of medical supplies. But again, the dangers and features are far bigger than what the level can offer.
Over and out.
- Unknown employee. 
</tabber>
==Events==
There is only one confirmed event.
===Escape===
This event automatically occurs upon entry of the level. Upon entering, a countdown begins. This timer is set to 1 hour and marks the time you have to escape the level. During this countdown, you must locate and obtain at least 12 of the total 20 fuses in the level and insert them into the breaker box in the Generator room. These fuses must be inserted in the order which you have obtained them, otherwise, you risk killing yourself in the process. If you are unable to grab the sufficient number of fuses to overload the generator, the whole level collapses, plunging you into the void. If you successfully overload the generator in the specified order, it will explode without causing any physical harm, and you can escape freely. Upon escaping, you are taken to Level 225.
==Colonies and Outposts==
Due to the level's properties, as well as autonomous features, it is impossible to establish any form of settlement in this hazardous environment. 
==Entities==
There is no official entities documented here, but many wanderers have reported to see mutated variants of many entities. Some variants are included below with some basic info of their differences from their original counterparts: 
*Smilers
Smilers in Lab 56 have been mutated by chemicals found in this Level. This has made their amorphous form change into one made of toxic gases. Additionally, their distinctive smile has changed to a bright green color. Being made of gas has given Smilers the ability to fly limited distances, making them even more dangerous. Despite their newfound abilities, Smilers in Lab 56 still tend to cling to dark areas.
*Lighters
Lighters in Lab 56 appear to have absorbed the properties of some of the Level's electrical equipment. This has led to them shifting into a form made more of electricity and plasma than light. Lab 56's lighters are accompanied by an electromagnetic field around them, disrupting electronics and making one's hair stand on end. Lighters prefer to lurk around fuse boxes, although they can be distracted by strong magnetic forces. 
*Howlers 
Howlers in Lab 56 appear to have contracted a bacterial infection. Instead of making the Howlers sick, the bacteria instead have developed a symbiotic relationship with the Howlers. This makes wounds inflicted by Howlers grow a mold-like bacterial substance. Due to this, the variant of Howlers has been nicknamed "Bacteria" by some. 
==Entrances and Exits==
===Entrances===
This level has a multitude of entrances:
*Entering a sliding metal door in Level 973 will take one here.
*Escaping any lab themed level may send one here.
*No-clipping into a wall in Level 173 whilst inside one is in the many labs will take one here.
*Dying in a safe level has a marginal change to send on here.
*Long stairways in Level 289 may lead here.
===Exits===
In contrast, the Level has few exits.
*Successfully solving the Level's puzzle sends one to Level 225.
*Attempting to noclip out before solving the puzzle leads to The Void.
Category:Levels
Category:Unconfirmed Levels
Category:Anomalous Levels
Category:Dangerous