Level 256

==Description==
===Basic Description===
Level 256, known as the "Neon Children's Center", is the 257th level of the Backrooms. The appearance of Level 256 is the interior of the children's center or children's palace. High-Tech ceramic tiles and walls are widely used in the decoration of level interiors. Wanderers can find art and sports facilities for young wanderers anywhere within this level. The entire level is divided into 3 zones; each area has its own function, but all zones are in an atmosphere of consistency and dense relationships: All zones exist for the healthy, happy growth and holistic development of young wanderers and Facelings.
When wanderers enter this level, the most familiar nursery rhyme sound in the wanderers' mind will be played throughout the Level, but the source of this sound has not been found yet. Wanderers who hear nursery rhymes are positively influenced by psychology, become more competitive, and show a desire to win a game. At the same time, they will feel more comfortable because all harmful bacteria, viruses and fungi have been cleared.
There are elevators in Level 256, except for the middle two that take the wanderers to the 1st and 10th floors of this level, but the other elevators will only teleport the wanderers to the other levels in the backrooms. These floors are often associated with children or games, but most of levels that these elevators attach to might cause mental aftermath to wanderers.
The gravity in the vast majority of zones with Level 256 is extremely low; consequently, the M.E.G. considers the level is in space; however, the effects on humans' body like the changing of DNA or mitochondria, have never been reported.
Owing to the fact that elevators in Level 256 are unable to effectively connect each floor, crossing through the floors within Level 256 is only made possible by the presence of stairs or escalators. Additionally, by reason of the low gravity in Level 256, it's challenging for a vast majority of wanderers to move within the level except kids and young facelings.
Entering Level 256, wanderers will discover that the temperature within Level 256 fluctuates between 15-20 degrees Celsius, which is very pleasant, so M.E.G. recommends wanderers wear T-shirts or short sleeves so that wanderers can release a little bit of inconvenience within Level 256.
Within Level 256, wanderers' physical fitness is affected, which is related to wanderers' age: wanderers will obtain positive buff if they are children or adolescents, while other wanderers whose age is over 18 will suffer debuff, namely the younger wanderers are, the more benefits they will enjoy; relatively, wanderers over 40 will die of physical exhaustion. At the same time, wanderers who have a record of abusing a kid will die from unknown reasons.
===Gym===
The Gym is located on the 1st to 4th floors of Level 256. When wanderers enter Level 256, they often arrive in this area rather than the Studying Zone or Arcade.
When wanderers reach the Gym, they will suffer the effect that makes wanderers or entities glow with energy. Blue space alloy was inlaid on the wall to take the neon's place, which has the function to heal the wounds of wanderers. Scattered across the gym are a variety of sports facilities, namely basketballs, volleyball, baseball, tennis, pingpong and dumbbells, while they are located in corresponding ground, as a result wanderers are able to find the corresponding sports facilities when they want to exercise by themselves or with others. However, wanderers need to pay attention to the accident owing to the low gravity, including the impact of wanderers on the ceiling and no-clipping without reason.
Natatorium is the only zone with abnormal gravity. Roaming in the Natatorium, wanderers have no paresthesia, but they will feel earthlike gravity pull them into the water when they approach the swimming pool a little bit. All actions to cross the swimming pool by using the low gravity have failed.
Walking around the pool, wanderers will find the pools are saturated with the mixture of almond water and pure water, which can be safely drunk. The pools are classified into 4 types according to different functions: 0.8m pools for having fun, 1.2m pools for beginner training, 1.4m pools for professional training, and 2.0m pools for competition.
When wanderers enter water, they will spot themselves able to breathe freely underwater, for that a large amount of oxygen and substances that benefit children or young facelings are dissolved in pool water. Moreover, wanderers who experience sudden discomfort will also be quickly cured in the swimming pool. Additionally, some entities, like Wretches and people infected with Sanguine Festivus that come from the wanderers will begin to transform back to what they were before if they are thrown into any swimming pool.
As a result, wanderers can let themselves, or those who do they cherish soak in pools to deal with discomfort. Alternatively, some wanderers who have been unfortunately transformed into other entities can also be sent into the pool when they're unconscious to assist them in turning back.
===Study Zone===
Study Zone in Level 256 was located on the 5th to 8th floors, which can be entered via Gym and Arcade.
The Study Zone is like an indoor science and technology museum; a series of items, such as well-maintained spacesuits and space facilities like astronomical telescopes and speed measuring devices will randomly appear in the Science and Technology sub-area.
The layout and arrangement of study zone will undergo certain changes based on experiences of wanderers during their boyhood. Some exterior walls may consist of no-clippable materials. As a result, a wanderer will be missing if he no-clips through the exterior wall if he's not a child or an adolescent.
Looking up at the ceiling, wanderers will find stars blinking on their heads. Still, these stars will disappear before a wanderer over 18 touches them.
Traversing within study zone, a bulk of electrical products are located in a certain way. Tablets, desktop computers, and laptops surround astronomic equipment. All of the knowledge and information about science, namely mathe, physics, chemistry, biology, informatics, and programming, can be found in these equipment.
===Arcade===
The arcade in Level 256 is deemed to have a fantasy color since a part of abnormal arcade machines or game equipment were always mixed with secure and safe arcade that baffled wanderers; at the same time, the arcade is also full of thresholds and disordered sense. Wanderers can discover that a part of arcade was drowned in pools which are filled with almond water. Those wanderers who're over 40 need to consider that is it tomorrow or accident will comes first, because of these arcades will pulse on and dash to attack those wanderers by their own heavy bodies to let the wanderers suffer their doom when an abnormal and aggressive arcade machine has detected a wanderer over 40.
The Exception of arcade machine which in the interior of Level 256 was associated with the bio-induction ability and room-temperature superconductivity of the arcade machines. Consequently, M.E.G. suggests that everyone should not access the game machines except child and adolescents.
The Arcade can access via Studying Zone or the central lifts from Gym.
==Race Program==
Race programs are an extraordinary important substance in Level 256, also an important method to acquire supplies. Similarly, the race is also why M.E.G. defines survival difficulty as class 5 for this level. The race contents conducted by wanderers within the Level 256 include what kids learn in The Frontrooms and some additional programs exclusive for the Backrooms. Still, listed below are them that have gained much recognition across wanderers in the Backrooms. Wanderers can only get suppliesThe supplies often include 1~3 bottles of Almond Water and Moth Jelly. Through competitionIf a wanderer is incompetent, they cannot obtain anything what can supply their survival, which often lead to their death. except they had joined in any colony or outpost.
===Program designing===
Wanderers must design a game creation like Minecraft, Minesweeper and Plants vs Zombies in a specific type of programming language within 24 hours: Only Python, Java, C++ was allowed to be used. When a creation was over and submitted, it will be exhibited in front of other wanderers, the wanderers and the system will give mark to those creations based on the fluency and playability of the work. The grade of a creation is the sum of 30% from Wanderers' rate and 70% from system.
===Mathematics and Physics===
Suitable for highly intelligent wanderers and entities, it will contain all math and physics problems from the 5th grade of elementary school to the end of college, and the problems will be randomly selected by system. All contestants have the same question, so don't worry about who is difficult and who is easy.
===Chemistry and biology===
As with Mathematics and Physics, the questions are mainly selected by the computer system. In addition to the content of the Frontrooms, the Chemistry and Biology questions are unique to the Backrooms: knowledge of the physical sections, such as what the chemical composition of is a entity, and what should or should not be done with entities. The evaluation mechanism of chemistry and biology is similar to Mathematics and Physics.
==Bases, Colonies and Outposts==
Due to the wanderers can return to the Frontrooms through this level and devoid of hostile entities, multiple outposts have been established within the level. Moreover, these outposts have become supply depots for incompetent wanderers, and all of them have been proven to exist.
===M.E.G.'s Zeta base===
*350 members
*Living in the arcade zone
*Friendly, were glad to communicate and open trade
===Swimmers===
*27 members
*Living nearby the swimming pools
*Aid those drown wanderers
===Tomorrow Little Scientists===
*Friendly, offer assistance to wanderers ready to join the competition about the realm of science
*48 members
*Accept those people who had won the prize in Level's Competition
==Entities==
===Young Facelings===
*Age between 3 and 17.
*No hostility to wanderers but Naughty.
===The Doctor===
*The Doctor is a 11-year-old boy skilled at drawing, model building, mathematic, chemistry, biology, data analyzing and programming in Python language or JAVA language, who always assist wanderers without skill to practice their abilities. He seldom traverses between other dangerous levels to take wanderers far from threat of entities.
===Level Itself===
*Due to the equipment's critical hunting and killing of those wanderers whose age over 40 and wanderers who had criminal record about abusing a kid, and accumulating abnormal events which had gained much recognitions across wanderers, M.E.G. had proposed a hypothesis that the level had penetrated, acquainted the databases of M.E.G. and read the information of every wanderer who came into the backrooms, and then drew a conclusion that this level has high-intelligence and some characteristics of young kid. According to those result deduced by M.E.G. Level 256 has its own life.
==Entrances and Exits==
===Entrances===
*A corridor in Level 26 will lead to Level 256.
*Taking a lift in Level 399.
*No-Clipping in The Game.
*No-clipping through a neon wall in Level 4.
*A neon corridor in Level 8 will lead wanderers into here.
*Finding a door marked arcade in Level 0 and Level 1.
*Following the children's playing noise in The Fucking dark.
*Going into a children's palace in Level 11.
*Finding a glass door in Level 0.1.
===Exits===
*Step out of the glass door before winning 100 times in the competition will teleport wanderers into a random habitable level.
*Trying to cheat in arcade game or competition will let you to be sent into You Cheated area of The Game.
*Losing 3 times or run out all of golden coins 3 times in the arcade game will teleport you to Game Over area of The Game.
*Escaping from Level 256 without playing with kids will let you go to Level 22.
*Taking elevators will usually take you to Level 18 or Level 399.
Category:Levels
Category:Space
Category:Dangerous
Category:Cluster I