Level -80

Level -80 is the 80th negative level of the Backrooms.
==Description==
Level -80 is an endless complex of empty halls, twisting and winding with perculiar layout and geometry. The level's color remains around constant, all variations of yellow; this color scheme no matter where or far one travels. These halls contain occasional exit signs and commodities placed in strange places. Numerous power outlets are ingrained into the walls in unorthodox places and angles, with some rooms containing over 100 power outlets. LED, halogen, or fluorescent skylights of odd design and location take up most of the ceiling, and all of the aforementioned electronics have an undetermined power source.
This level's size presumably infinite. The strange geometry will randomly repeat, deeming this level non-euclidean. Sections will recur with subtle changes, like an strangely angled ceiling beam protruding from one wall to another. For the first hours in Level -80, the layout will resemble a classical liminal space like Level 0, whom this level shares great similarity with. However, as an explorer wanders deeper and deeper into the level, the outlay will become increasingly idiosyncratic until the explorer in question is simply unable to comprehend their surroundings any further, and their minds will slowly "waste away". This process is known as the Monotone Madness, eponymous to the name of Level -80.
As previously mentioned, this level has considerable impacts on mental health. During past lives in the Frontrooms, wanderers might have entered a place akin to Level -80 - a liminal space. It would be a rapid experience that lingered not for long in the human mind. This level completely rejects the fundamental notion that liminal spaces are "temporary", leading to outbreaks of confusion, nausea, and dizziness during exploration. These spaces are ignorable in the real world. They are meant to be short and quick and serve a transitory purpose between more critical areas. When one is forced to focus on the ignorable, they will suffer. 
These halls contain occasional doors labeled with exit signs. Most of these exits simply lead to more of the level. Some sections are empty, with nothing but the bare minimum of what defines a "space": Rough concrete floors, ceilings, and solid barriers with absolutely no light source. This level is easy for some and hard to exit for others. Going through doors and attempting to noclip through walls are things you should all try.
Supplies are very and virtually non-existent in this level. The only supplies one can find are in abandoned outposts. The outposts are mainly old M.E.G. outposts dating back to the 1960s. However, ancient encampments have been found. These outposts are thought to be over a hundred years old, dating back to the 1820s. It is unknown what group these outposts are from as they have no markings to indicate what group they belonged to. This points towards exploration of this level far before its recent "discovery."
Advertisements or images will occasionally appear on the walls. Promotions will be of brands from real life, but they will always be misspelled, and the design will be very strange and unearthly. For example, a Macbook Air advertisement poster showed a literal apple as the logo, the brand name was spelled "Apel," and the product was a book colored like an apple computer. The wallpaper will usually be an assortment of random colors and images. These posters are comonly found in wide-open spaces. Pictures are another anomaly found on this level. These pictures depict liminal spaces from self-cotaintained levels like Level 66 and Level 0.
===The Distortion===
As wanderers travel deeper and deeper into the level, a strange effect will transpire. Parts of the level will appear warped and twisted, as if someone applied a swirl filter onto the level. Distortions may manifest in hallways, on walls, or sometimes in the air. Distortions emit a chilling aura of cold around them, despite no measurable temperature change. Study of these distortions are incredibly difficult. First, these distortions are barely perceivable through direct sight, and rather increases in cocentration as they appraoch the peripherals in one's vision. This makes them incredibly disorientating for inexperienced wanderers. Cameras are unable to capture these distortions. This has led to the theory that these distortions are mere hallucinations, but this statement is brought into question by the fact that one can interact with these distortions.
Anything that interacts with distortions will become distorted with recorded properties identical to distortions. Distorted items can further distort anything it comes into contact with. Distorted items dissapear completely under a direct line of sight, but are indirectly visible. They carry the prominent hues of their former self. Fourtunately, distortion is not permanent. The object will slowly melt back into its original form without any lasting damage.
However, the most terrifying circumstances are with regards to biological distortions. When human arm is distorted, for example, sensations will immediately disconnect from the arm. The arm will begin to flail uncontrollably, leading to distortions over the entire body. A distorted human is no longer a human. They are immune to any forms of damage, and are essentially mad monsters that will attack anything in sight. The only way to eliminate them are to use non-solid or non-fluid weapons, like fire or potent lasers. It is notable that once the distortion begins to wear away, the possessed human will physically dissapear.
==The Monotone Madness==
Most outposts didn't become abandoned because of a lack of food or water. Many early groups set their outposts next to a noclip point, allowing for the easy transport of resources. The true danger lies in another anomaly known as the "Monotone Madness". 
*After a few hours, one will feel lightheaded and nauseous.
*After 4 hours, one will start to see random flashing lights. It is thought this is due to radiation poisoning, but that has not been proven.
*After 6 hours, one stops vomiting and starts acting like one has contracted rabies, wildly attacking other wanderers. It is also noteworthy that one's skin will begin to turn a dull shade of tan.
*After 9 hours, one's skin will thoroughly blend with the carpet making these wanderers highly dangerous.
*After 12+ hours, one will perish if one has not received medical attention or almond water.
The only way to not contract Monotone Madness is never to enter Level 0. And if one has, all they must do to prevent Monotone Madness is drink almond water every 3 hours. If one sees the beginning signs appearing, one must immediately seek medical attention. Strangely enough, average water can completely stop the Madness in the first two stages.
==Entities==
The first explorations into this level revealed no entities. Wanderers wandering in levels leading to Level -80 are heavily advised to be equipped with Almond Water. Entities are arguably rarer than paintings on this level, but an encounter might prove fatal.
==Colonies and Outposts==
===M.E.G. Outpost -80===
*Safe, friendly, and willing to trade
*Can be found by using a compass and walking south.
*Resourceful and armed
*Used as a experimentation station by M.E.G.
*Around 80 members
=== Backroom Colonists Outpost Descent ===
* Safe, friendly and open to trade,
* Holding established to research about the Monotone Madness,
* Around 40 members.
===The Walkway Wanderers===
*Abandoned colony set up by the first wanderers to enter the level.
*Nearly all of them succumbed to the Monotone Madness.
*Remains of the colony have been sighted, but an exact location is yet to be determined.
Most outposts didn't become abandoned because of a lack of food or water, but this level inflicts on one who enters due to the madness. The symptoms and signs are pretty apparent. Do drink almond water to alleviate the stress this level induces.
==Information Logs==
The following information is highly classifiedThe following information has been publicized since 3/28/2023. It is advised that you read the following logs to gain a better understanding of Level -80. However, your ID is still required to access these files.
 M.E.G. Database Login Form Insert Full Name Insert Password ****** 
> Open Log-80G#1 > CloseLog-80G#1 
Gravitational Distortions
Below is a M.E.G. scientists exploration of the level and the explanation of how the unstable nature of this level affects wanderers and entities alike.
M.E.G. Dispatcher: You're cleared for entry. Authorization #3239 Delta Sector.
M.E.G. Escort Leader Foxtrot: 
Okay men clear out, your prime directive is to protect scientist James Percival.
M.E.G. Private First Class Smith: 
Over and out sir, preparing for drop.
M.E.G. Escort Leader Foxtrot: This level remind you of anywhere.
M.E.G. Scientist: Yeah, now that you say it.
M.E.G. Escort Leader Foxtrot: This place may look like Level 0 but it is anything but, stay on your guard men.
M.E.G. Private First Class Smith: Hey look a door, wonder what's on the other side.
M.E.G. Escort Leader Foxtrot:WAIT DON-
(Loud roar of air escaping through the door)
M.E.G. Escort Leader Foxtrot: THAT IDIOT, WHAT WAS HE THINKING.
M.E.G. Scientist: Well we can't undo what has been done.
M.E.G. Escort Leader Foxtrot: What did you say.
M.E.G. Scientist: I said we can't und-
M.E.G. Escort Leader Foxtrot: I could just leave you here, so shut your trap!
M.E.G. Scientist: Are you alright? Your skins turning a weird shade of tan.
M.E.G. Scientist: Wait, no you couldn't have.
M.E.G. Escort Leader Foxtrot: Couldn't have what?
M.E.G. Scientist: You sat down in a chair didn't you.
M.E.G. Escort Leader Foxtrot: And so what if I did.
(Sound of a gunshot)
M.E.G. Corporal Caleb: WHAT HAVE YOU DONE.
M.E.G. Scientist: I did what needed to be done, he was infected.
M.E.G. Corporal Caleb: YOU DIDN'T NEED TO SHOOT HIM.
M.E.G. Scientist with a gun pointed at his head: On the contrary, I did need to shoot him as there is no cure.
M.E.G. Corporal Caleb: BUT ALL HE NEEDED TO DO WAS DRINK ALMOND WATER RIGHT.
M.E.G. Scientist: No that wasn't Monotone Madness, otherwise he could've been cured.
M.E.G. Corporal Caleb with his finger on the trigger: But then what was it.
M.E.G. Scientist: The chairs are the source of the Gravity Distortions in this level, anyone who sits down on one will contract an incurable strain of the Monotone Madness.
M.E.G. Corporal Caleb: What the hell is that?
M.E.G. Scientist: The chairs seem to be made out of some type of hound skin, any contact with it will result in one slowly becoming volatile and eventually exploding.
M.E.G. Corporal Caleb: Why weren't we made aware of this.
M.E.G. Scientist: It is above you pay grade, you simply cannot compr-
(Sound of a gunshot echoing through the level)
M.E.G. Scientist: You insolent little worm DO YOU KNOW WHO I'A-
(A loud bump as the scientist's body falls to the ground)
M.E.G. Corporal Caleb: And that one was for foxtrot.
To this day Corporal Caleb is a wanted fugitive, if seen report directly to M.E.G. command. Do not approach.
==Entrances and Exits==
===Entrances===
*Wandering deep into Level 120 might lead to hallways that fade into Level -80.
*Noclipping an odd patch of pale-colored concrete on Level 0 leads here.
*Finding a hidden passageway behind a bookshelf on Level 80 leads here.
*Noclipping into a white corner on a pillar in Level 0.1 leads here.
*Walking down an unlit hallway on Level 0.22 leads here.
*Walking down an exceptionally clean stairwell in Level 0.41 leads here.
*Noclipping into an oddly shaped pillar glowing in the fog on Level 0.5 may lead to this level.
*There has been one report that going through the HOT vent when entering Level 0.67 leads here. Do not attempt.
*Climbing into a slanted, claustrophobic tunnel carved into the walls of Level 0.8 leads here.
*Running deep into the Expanse on Level 0.95 may lead to this level.
===Exits ===
*Walking into a vegetation-covered hallway leads to Level 112
*Walking into a true exit door leads to a random level in the negative Main Nine.
*Walking into a suddenly spacious room is a sign that an exit to Level 193 is close by.
*Any exits to the sub-levels of Level 0 are possible through the same way one entered them, but they are rarely found.
- Liminal
Liminal spaces.
You've seen them before, right? In the beginning. The true beginning, when thoughts of death ran through your mind in the hallways of Level 0. Most accepted fate, but by strength or by chance, your made it.
What do you feel when you see a liminal space? Fear? Serenity? Appalment? Beauty?
You probably forgot about all that. Settling down in a base, collaborating with people, and thinking that perhaps this place was survivable after all.
Liminality? That is history, you think. That's nothing compared to the other horrors in this place!
But now, you've landed in an oddly familiar place.
Something is happening to me, you think, I can't stop looking at the strange geometry! I am going mad! 
What are you begging for now? Forgiveness. Yup. As expected.
The Backrooms found a way to teach you your lesson.
And it always will.
Category:Levels
Category:Cluster -I
Category:Negative Levels
Category:Dangerous
Category:Unconfirmed Levels
Category:Neutral