Level -7

## Level -7: "Dinner Party?"

### Description:

**Level -7** is a highly dangerous level of the Backrooms. It should be avoided *at all costs*.

Nevertheless, should a wanderer encounter this level, they will be faced with a large configuration of extensive hallways and rooms. Though the level can be easily referred to as a house, it can best be described as a "non-linear structure". However, though it is indeed not of linear or euclidean space, there are still recurring locations that can be found throughout the level. Most notable of these locations is the Dining Room of the level, as it is the room one first appears in. It is in the "classy" zone (discussed later), and is a large dining room with disembodied heads on the plates; these heads appear to belong to unfortunate wanderers who failed to reach the exit.

Another characteristic of this level is that it is shrouded in almost complete darkness; and, even though one might be more comfortable with the lights on, one must ***never*** turn them on. The only circumstance in which one should turn on the lights is when they are searching for one of the key fragments (see Exits). Even so, they must be quick in their search.

Moving on from the darkness aspect of the level, music can also be heard playing throughout the complex as well. However, it is hardly music; it is more like a collection of random notes and sounds. Regardless, this collection sounds fascinating. It can be described as unnatural, liminal, and perhaps otherworldly.

Though the level is not linear, nor euclidean (as aforementioned), there are still defined "floors" and "zones" in the level. The floors are accessed by taking occasional stairways that appear throughout the level, and the zones manifest randomly throughout the level. Upon one accessing a new zone or floor, they will find their original entrance obstructed; which means that one must wander throughout the level until they get into a new zone, or floor. The zones house different key fragments, and also have different styles, such as gothic and neon (though all neon lights will be turned off upon one entering the zone). However, the zones' styles do not serve any purpose. The floors serve as manifestation grounds for certain zones (ex. Brutalist, liminal, and neon zones for Floor 1, and gothic, poolroom and classy zones for Floor 2). It should be noted that all of the zones are resteraunt-themed. There are three floors, and seven zones in total. There are three zones per the first two f‌loors, and there is only one zone in the final floor; referred to as the "end zone".

The end zone is not a real zone, by any means; it is simply a large room with a door on the other end. This door is the exit out of the level; however, it cannot be unlocked unless one is in possession of all of the key fragments.

Elaborating on the irregular layout of the house, the geometry of it always shifts; however, this appears to only happen when one is not looking. Thus, it is recommended that one never turns back. (Although, it should be noted that these alterations only apply to the hallways, and not the rooms.)

People have also reported seeing malfunctioning neon signs inside the level, forming phrases such as "HIDE" or "RUN".

### Entities:

#### Johnny:

**Johnny** is the main entity residing inside of **Level -7**. He is the main reason people should not turn on the lights when in this level, as he can somehow sense when and where the light is on in the level. Upon sensing this, he will then travel to the wanderer's location and proceed to dismember/decapitate the victim, and then eat the remains. How exactly he travels throughout the level is currently unknown. **Johnny** is also hard of seeing; so, if one turns the lights off and hides upon his arrival, he will be unable to distinguish the wanderer and leave. However, one should still never attempt to get close to him, as he will still sense it. It is best to stay far away.

#### Avoiding Johnny: The R.A.O.H. Policy:

* If you hear footsteps coming from outside the room you are staying in, **R**un **A**way **O**r **H**ide.
* If the music stops while you are inside a room with the lights on, **R**un **A**way **O**r **H**ide.
* If you hear something stumbling in the darkness, **R**un **A**way **O**r **H**ide.
* If you have been a bad freReHsEoGtXeTdEhCtIlG

***Where the fuck were you?***

dEhCtIlGtSuJiEdUdHaOw **O**r **H**ide.

### Colonies and Outposts:

Due to this level's strange properties, no colonies/outposts can be established. Although, a few groups have tried:

#### M.E.G. Outpost Alpha:

* Experimental.
* Disbanded after 1 day.
* No members returned back to their original base in Level 4.

### Entrances and Exits:

#### Entrances:

The most common way of accessing the level is by touching a piece of paper in any level reading "You've been invited!", inviting the reader to "Johnny's Special Dinner Event". This is also how the entity got its name. No other known entrances have been discovered; however, this paper's manifestation is quite common.

#### Exits:

There are multiple magnetic key fragments located throughout the level. One is required to search for them, and is thus (sadly) required to turn the lights on for a quick search. Upon finding all of the key fragments, one must stick them together to unlock the door in the "end zone". Upon going through the door, they will end up in someplace random.

Alternatively, finding a bookshelf and reading "Johnny's Favorite Book" up to where it explains the exit will lead to Level -8.