Road To Finale

## **Description**

Level 8 is the 9th level of the Backrooms. Level 8 is an infinite throughfare/road that goes on forever in one direction, but branches out into several roads later on. The sidewalks and barriers are a light stone-gray, whilst the main road-area is a dark-blue. There are yellow lines placed at even intervals through the center, which is typical in most roads. There are random street signs strewn randomly throughout the level, such as Stop and Slow Down signs. There are also random street lights placed seemingly at random, even outside the bounds of the road. Some may be grouped so close together that the light is blinding, while some could be so spread apart that it leaves a few areas pitch-black. These pitch-black areas are where the majority of the entities in this level reside and hunt for prey, so it is heavily recommended to avoid traversing these areas at all costs.

It is impossible to leave the road, as there is a strange mental effect on this level that stops you from leaving the road. The area visible outside the road manifests itself as a grassy field, incased by grassy hills. The Shadow entity can often be seen from the hills, however, they have glowing yellow eyes, in contrast to their usual appearance. Maintaining direct eye contact with them is known to rapidly decrease your sanity, so looking at them is not advised. Level 8 has several distinct zones, that appear the further you go.

### **The Safe Zone - Zone A Jerry**

This area is the first zone you encounter upon entering Level 8. This area is devoid of entities. It stretches from the start of the road to 2 miles in. This area is filled with supplies lying on the floor, so it is recommended to stock up on them, as the later zones in this level have proven to be extremely dangerous. It seems to be noon in this part of the level, although it is difficult to tell, as a large veil of fog covers the sky.

### **The Dawn Zone - Zone B**

This zone is where the first entities can be encountered. The lights occasionally flicker in this zone. The grassy plain turns red in this area. This zone stretches from 3 miles to 6 miles into the level. The time appears to be dawn in this area. Once you reach the 6 mile mark, there will be 6 branched paths. These are called "The Ordeals". The Ordeals -

### Zone C "The Ordeals"

"The Ordeals" manifests itself as 6 paths, each having a different environment, with varying entity counts. Each will be explained briefly.

#### **Path 1 - Zone C1 "Never-Ending Fog"**

This is the first path [going from the left] of "The Ordeals". It leads to a thick foggy area, which takes place during the evening. This path has entities roaming around freely, so this path is to be avoided. This area goes on infinitely.

#### **Path 2 - Zone C2 "Summer Times"**

This is the second path [going from the left] of "The Ordeals". It leads to a sunny area, which takes place at high-noon. This area is devoid of entities, so you can use this area as a resting place. However, the heat of the sun is noticeably more evident than usual. This area goes on infinitely.

#### **Path 3 - Zone C3 "Rainy Weather"**

This is the third path [going from the left] of "The Ordeals". It leads to an area that experiences a never-ending downpour. The road here is noticeably more crumbled and destroyed. However, the road never seems to flood. This area seems to take place at midnight. This area is crawling with entities, so it is recommended to avoid it at all costs. Upon entering this area, the grassy plain seamlessly turns into a vast ocean, and reverts back upon exit. This area goes on infinitely.

#### Path 4 - Zone C4 "The Groves"

This is the fourth path [going from the left] of "The Ordeals". It leads to an overgrown area, filled to the brim with moss. This zone takes place at an unknown time. This zone is devoid of entities, but poses environmental hazards. There are occasionally holes in the road, that take you to an unknown place when fallen through. There are also stones and even trees scattered randomly about. This area goes on infinitely.

#### Path 5 - Zone C5 "Lurking Danger"

This is the fifth path [going from the left] of "The Ordeals". It leads to an extremely dark area which has little to no street lights present in one area. This area is infested and filled to the brim with dangerous entities. This zone takes place during midnight. This area goes on infinitely.

#### Path 6 - Zone C6 "Your End"

This is the sixth and final path [going from the left] of "The Ordeals". The streetlights here are a tint of red, aswell as the grass. This area is the most entity infested out of the 6. The entities here are all a tint of red, and the shadows watching from afar also have glowing red eyes. This area does not go on infinitely, and instead goes on for 5 miles. Traversing this treacherous area leads you to an exit door, however, it also has a rare chance to send you to Zone D. Approaching this exit makes the road start to crumble and be filled with holes. Entities often jump out of these holes in an attempt to kill you.

### Zone D "Suburbia"

This is the final zone of Level 8. It resembles Zone A, with a few key differences. There are random gas stations scattered around, which you can actually enter. The gas pumps do not seem to function, however, some gas stations have a store, that often have bottles of Almond Water on the shelves. These gas stations are based off of ones from real life. There are random houses scattered around the grass plain. This area stretches out for 6 miles, and is devoid of entities, except for the Shadows. At the end is a safe exit door, that resembles that of a fire exit door, with the words "You're safe now.. nothing can get you here, right?" engraved onto it. This area takes place during the evening.

## Colonies

Due to the nature of this level, forming a colony is impossible.

## Entrances

- No-clipping in Level 7 has a chance to send you here.

- Entering a fire exit door on Level 0 has a chance of sending you here.

- No-clipping into the train-tracks/road on Level 6 has a chance of sending you here.

## Exits

- No-clipping often doesn't work on this Level, however, when it does, it will always send you to Level 0.

- Entering the Exit Door in Path 6 has a chance of sending you to Level 9.

- Entering the Exit Door in Zone D has a chance of sending you to Level 9 or Level 14.