Level 10

**Survival Difficulty: Class 1**
**》Safe**
**》Secure**
**》Minimal Entity Count****Level 10** is the 11th level of the Backrooms.

## Description

 The major image of **Level 10** anywise taken. An unknown entity wanders through the grasslands.

**Level 10** includes a seemingly infinite grassland of wheat with an unpaved soil road permanently leading off towards the horizon, a fate mystery. Small pouches of Almond Water, enhanced by the sugar of the wheat harvests, can exist found in the area. A detailed summary of long-forgotten bloodstained wooden fences dots the ground of **Level 10**, seemingly boundaries between sovereignty and evidence of a reasonable historical controversy. It is unspecified who, if anyone, developed these arrangements, but they materialize to belong taken off forthwith. While the fences may be nonexistent in existence, there remains a vibrant hierarchic. Several guards headquarter comprising humanoid archer present on entities, maintain the wheat production. Upon sighting, a trumpet sound, a flare-up of arrows may rain down on a wanderer position moment. It informs that to avoid headquarters whether it is feasible to navigate apparent of them.
Aside from the limited abundance of the wheat existing, one may moreover uncover items from primary inspections of **Level 10**. Wanderers may find out knives, empty containers of liquid, rotten food, flashlights, or certainly cellphones (with dead batteries). However, despite the sheer amount of percentages reclaimed, not a single deceased corpse has subsisted found, abandoning those that ventured out into the labyrinth eternally MIA. The faint tone of crying and formless singing can frequently be listened to in the level and is speculated to be related with the disappearances of significant wanderers though the M.E.G. theorizes that those who vanish completely disintegrated instantly in the dirt, fertilizing the wheat harvests. Despite the reference of the moment, the arena is always cloudy, with downpours occasionally going on.

## Recovered Note

Recovered Note**"The Recovered Note"**

Recovered statements from a Wanderer immediately before their inferred demise.
*I’ve been walking for six days and there’s been nothing but this dirt road and the field surrounding it. I discovered this delectable substance, tasting almost like Almond Water, in the fields on multiple occasions; it tastes sweet.*

*There seems to be something roaming in the mist but I've been incapable to get a clear photo of it yet, It doesn’t appear to resemble anything currently on our databases.*

*Do not leave the path. DO not. Upon the sounding of trumpets roaring in the distance & a loud voice echoing 'Fire!' a flurry of arrows can be seen, I've been hit by 3,4 — I've lost tally of how many fucking arrows hit me. I'm still bleeding, and it doesn't look like medical attention's arriving anytime soon. of course not, God, it looks like I'm going to perish here.*

*No, everything is calm, everything is fine — It is completely silent. **She saved me**. An angel appeared in the sky, trumpet in hand.*

*If you find yourself here,  stay & rejoice, She will guide you.*

## Entities

There are 2 types of entities on this level. The first of which are archers. Archers live on giant stone towers. These towers are lit up by torches and having furniture from about the 7th century. If you hear a trumpet sound and you are near and archer's tower, you have 2 minutes to get away from the tower before the archers shoot you. Their main objectives is seemingly to protect the wheat harvests. No one has ever seen them closely, of how they look like.

The second entity that is found here are called Gluffs. Gluffs are giant balls of fat that resemble giant tumors.Tthey like to frolic around in the wheat fields and their bodies sweat almond water which helps grow the crops. Gluffs can also help you throughout Level 10 if you ever get lost. Gluffs can answer any question you have about the level. Gluffs can understand or even talk, write, almost every basic human knowledge. If you questions like these, "How the Backrooms is made?", it will reply: "I can't answer that". Seemingly avoiding questions like these. l.

## Colonies And Outposts

 **Level 10** includes miniature cities which lead to Level 11.

Simply three settlements inhabit the level. It is expected there might be similarly as many attempts to develop a settlement or outpost at the level.

### Church of the Crops

* This supporter comprises seventy-three people obsessed with the finding of an angel here. They obsess over redemption, believing the asserted angel is here to seize them back to The Frontrooms. However, their statements cannot be verified.
* They can occasionally be sighted performing sacrifices, demanding wheat to the "angel" above while screaming in unison unintelligible messages.
* Their efforts at summoning the angel possess not achieved well-off.
* Members repeatedly go missing in this level, abandoning nothing but their reddish devotee's clothings behind.

### The Backrooms Investigation Foundation - Site Omicron

* This base serves as a training location for amateurs because of **Level 10**’s foggy nature.
* 200 civilians are presently enlisted in archery lessons. The barriers are utilized as marks.
* An additional 100 are enlisted in the stealth lessons, focussing on hiding from entities.

### [Novus ōrdō sēclōrum] Outpost mors

* 50 members inhabit this outpost
* They expect to maintain Rosewater that appears of level 83
* They identify the Church of the Crops

## Entrances and Exits

Numerous entrances and exits are understood at the level. **Level 10** is especially manageable to enter and leave however outstanding to the quantity of an entity surviving at the level. It makes harder to.

### Entrances

* Find a pasture meadow in Level 9
* If you are from a small community, wander through The Revolving Doors in Level 40 to enter this level. The Revolving Doors will fade away in Level 10 after your departure.
* Hop off the western edge of Level 696. You'll wake untouched on this level.
* Walk 50 kilometers in Level 83 in any recommendation.
* You can go into the locked entrance in Level 139 to come out here.
* On Level 166 if you lay your timepiece to 7:00 AM you will turn out here.
* Touch a portion of bobbed furnishings in Level 9.9 to pan out here.

### Exits

* Locating a city will direct you to Level 11.
* Knocking down a scarecrow in a feild will bring you to Level 807
* Walking into a random house has a chance of teleporting you to a random level
* Noclipping into a barrier will steer you to The Listening.
* If you stumble into a snowing district, you will be seamlessly transferred to Level 176.
* Attending the east road will ultimately lead to level -100.
* Discovering a lustrous lamppost heads to The Safe Place.
* There is furthermore a tiny cliff range on the eastern aspect of Level 10 that, if passed over, will put up with you Level 311.
* Uncovering a pumpkin will seize you to Level 666.
* Noclipping through the surface puts up with you to Level -63.
* Spontaneous dilapidated unbending farmhouses can be found and when entered, conveyance you to Level 9.3.
* Noclipping through a farmhouse embankment grabs you to Level 2090.
* Locating an obsidian arch and stepping through it will transfer you to Level 394.
* Dropping in the wheat grains for extended intervals can provide a slight possibility of teleporting you to Level 948.
* Noclip into a fog from the atmosphere of this level to move to Level 10.001. This can usually be accomplished by discovering a murky gloomy introductory school stool, sitting on it, clenching it, and frequently leaping until you go near the mists then noclip.
* Noclipping into a haybale will lead you to Level 694.