Level 73

Level 73 is the 74th level of the Backrooms.
==Description ==
Level 73, colloquially known as "Shooting Gallery," is an extensive shooting range network extending in every conceivable direction. Its disregard for shooting gallery layout regulations results in multiple chambers placed intricately and improperly systematically conceived, and different gates contribute to stumbling into other shooting galleries. Within the compartment, shooting lanes group in a row, each lane featuring a shooting bench or table and allocated by physical barriers or partitions. Steel cables column across the firing lane or bay at a handy height corresponding to approximately the exact measurement as the ceiling. Occasionally, bars or hangers are employed at both extremities of the string to support it and preserve the target taut. On the stainless steel line are hung pieces of paper replenished with different target patterns, including the most widespread bullseye targets, silhouette targets, and other target configurations.
Individuals exploring Level 73’s solitary may find the surroundings exceptionally muffled and bare, exclusively the creaking of their footsteps. Due to the soundproof panels' ability to immerse sound waves and lessen reverberation inside a space, including soundproof drywall, acoustic committee, acoustic insulation, and others—attempts to produce sound frequently result in relatively loud. Individual chamber textiles might not hold intentionally scheduled to attenuate sound, resulting in premature vociferous and echo sounds when one emerges. A few accounts of examinations within Level 73 represent sounds emanating from "far away" within its confines when ears are attached; some suggest these noises were provoked by other travelers owing to the possibility of meeting others, whereas others contend they were a result of the level's peculiar features. The flooring is more diversified and distinct in each subject matter, with most rooms having concrete, rubber, or steel flooring that is resilient, straightforward to clean, and capable of enduring the impact of expended casings and errant bullet rounds.
The shooting lane is enlightened by bright and adjustable fluorescent lighting fixtures, guaranteeing no darkness in the surrounding region. Although particular spaces possess ceiling windows, portraying a dazzling white emptiness that performs as a light source for the shooting range, it exists equivalent to what constitutes "sunlight." Many hypotheses suggest this void-like location represents an additional undiscovered level or entity. Efforts to corroborate this notion have so far interfered with the invincible windows. The backstop at the end of the shooting lane wall is a crucial protection attribute, preventing gunfire from departing the specified firing area. Occasionally, many imprints of remote holes from a neglected gunshot on a backstop or bullet trap. A thorough gunshot investigation demonstrates it transpired recently and presumably happened by travelers.
Certain shooting galleries might possess a room or lounge that functions as a separate room from its own, such as a waiting area or retail and rental services where weapons, ammunition, and accessories can be purchased or leased, but the location typically remains unoccupied. The most prevalent firearms in shooting rentals include pistols, rifles, shotguns, and air guns—one may locate these commodities in other locations, like floors or shooting lanes. Crossbows, archery, knives, and other throwing weapons are also available as additional weaponry. At first glance, these resources offer great insight for navigation on many different levels. Immediate inspection reveals considerable contents are compromised, malfunctioning, and consequently worthless. Many guns lack ammunition and are of an unidentified classification, requiring specialized gun ammo.
It is widely acknowledged that the shooting gallery periodically deviates from its intended course, and many onlookers consider the chamber's arrangement unnatural and unsettling. Many rooms are excessively extensive and not arranged to perform for shooting. Common instances involve rooms with exorbitant width/length measurements, unnecessary heights, and innumerable pointless pillars obstructing the shooting target. Furthermore, a chamber might be barren, with few things inside that can't conform to any use, or it might exist in an abandoned condition with everything thrown around and demolished, leaving visitors in an uncomfortable mood.
==Colonies and Outposts==
===The Gunners===
A group of thirteen survivors have made this enclave their home. Interestingly, The Gunners are amiable and willing to trade with other explorers. They have an armory of weapons and are accommodating to exchange firearms for food, precious almond water, and rare and prized resources in the Backrooms.
===M.E.G. Base Firewatch===
A small group from the M.E.G. established the outpost in order to track down the level resources, particularly firearms and other weapons. After gathering all the resources required, the group will transport them to the main outpost at Level 76.
==Entrances and Exits==
===Entrances===
* Three-story abandoned cyan building randomly manifest through the whole of Level 11, entering these buildings will lead here.
* It is also possible to enter through a rare door with a sign above saying "Shooting Gallery" in german on Level -8.
* Find certain doors on Level 28.
* Shooting an SSS in Level 72 leads one here.
* Noclipping through the soil of blossoming flowers in a stylish garden on Level 72 has a high probability of bringing one here.
* Noclipping through an arcade machine named "Malla Halla" in Level 499 is guaranteed to bring an individual here.
===Exits===
* Exiting through the fire emergency doors will lead one to Level 22, Level 23, or Level 28.
* A bench in Level 73 possesses a chance of noclipping through it due to the unstable material used, which will lead one to Level 39.
* Shooting a bowling ball on a wall or by knocking down a bowling pin that somehow is impervious (immune) to shooting and appears in a random part of the spawn area (on the floor and not where a wanderer is) after 499 seconds will instantly teleport you to Level 499. The bowling pin disappears after being knocked down but respawns shortly after if there are still wanderers in Level 73. The pin also disappears when a new wanderer enters the level and the 499 second process repeats.
* Coating a bullet in Liquid Pain or any other acidic substance sends wanderers to Level 597.
* Corridor has an erratic probability of graduating to Level 67 or Level 76.
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Written by: Unregistered Fandom User.
Rewritten by: Wind
Category:Levels
Category:Unconfirmed Levels
Category:Cluster I
Category:Class 0
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Category:Safe
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