Level 666.1

**Notice:** The following page you are about to read is far better in dark mode, and in the dark. It fits well with the background color and dark images of the level. Bonus points if it’s at 3:00 A.M!

- NightmareFreddybear
**Notice:**

`Level 666.1 has been designated Impresario Class Priority. If you have suddenly been assigned to Level 666.1, please read the following document.`

**Reason:** `Similarly to Level 666, it’s parent level, **Level 666.1** contains an extremely dangerous nature, although the level isn’t an entrance to hell itself.`

**Protocol:**  `If you decide to enter **Level 666.1**, make sure to bring proper equipment, and to always stay in groups of around 5-13 people. Venturing into **Level 666.1** alone is basically a death wish. alone is basically a death wish. alone is basically a death wish. alone is basically a death wish. alone is basically a death wish.`

*Survival Difficulty: Class Deadzone**> Environmental And Mental Hazards**> Strictly Uninhabitable**> Presence Of Lethal Entities***Level 666.1**, formerly thought to be Level 666 itself, is a sub-level between Level 666 and Level 667 of the Backrooms. It is believed to be connected to Level 14 in some way.

## > Description

**Level 666.1** appears to be an infinite, standard, and abandoned mental hospital. The walls appear to be gray concrete, and the floor and ceiling are both made of the same material. The doors **in Level 666.1** usually appear to be blue, and contain what various wanderers call "mini-windows". However, it is also possible to find brown, wooden doors. **Level 666.1** appears to be highly vandalized as well. Drawings can be randomly found on the doors, and various graffiti can be found on the walls. After a few interviews, researchers have managed to trace the graffiti all the way back to a wanderer named Josh Hamm, a popular graffiti artist who had no-clipped into the Backrooms at age 25, and had entered **Level 666.1** at age 37. He had eventually lived the rest of his life spraying graffiti on the walls since. In addition, various WW2 propaganda posters can be found on the walls.

Various doors will occasionally lead to small hospital rooms. These rooms contain an abnormal amount of graffiti on the walls, and usually contain titled ceilings with some of the titles falls, revealing pitch-black voids. Inside the hospital rooms contain Doctor Facelings torturing Facelings in indescribable ways. According to a survivor of **Level 666.1**, they would torture the faceling by carving a smile on their mouth using a flamethrower, then stabbing them with a huge syringe, before finally finishing them off by carving 2 eyes and a nose on their "face", before lighting them on fire. Attempting to rescue the tortured faceling will result in the Doctor Faceling immediately attacking you. As such, it is advised to avoid the hospital rooms at all costs.

The "ambience" of **Level 666.1** consists of old cartoon music, usually from cartoons from the 1940's - 1950's. While this music is not a mental hazard, it can get rather irritating if one chooses to stay in **Level 666.1**. However, one should never attempt to find the source of where the cartoon music is coming from. While nobody has identified the source, any attempt at getting close to it will result in one being attacked by an unknown, hostile entity force. On occasions, deep, Australian male voices would appear on the opposite side of the cartoon music.

The environment of **Level 666.1** is heavily unstable, thus resulting in various environmental hazards. On rare occasions, the walls of a hallway may close in, causing any wanderer or entity that was in the hallway getting crushed. Various doors may randomly slam on one’s face, usually resulting in black eyes. The level may randomly show static, replacing all of the shadows of the level. Walking on the static is highly unadvised, since all of the wanderers who have touched it were never seen again.

**Level 666.1** contains various mental hazards, similar to It's parent level. One may end up getting an odd feeling of being watched by entities, in which if not taken care of, can result in one developing scopophobia. **Level 666.1** will also make one have hallucinations of loved ones getting injured or dying, most likely due to car accidents, fires, suicide, or suffocation. In addition, various auditory hallucinations appear somewhat commonly in **Level 666.1**. Witnessing these hallucinations for too long results in one believing they are dead, when they're actually perfectly fine. Almond Water is also said to work less commonly in **Level 666.1**. Due to the mental hazards **Level 666.1** presents, the level is infested with Insanities.

## > Entities

**Level 666.1** is infested with entities, most commonly bearing Smilers, Clumps, Dullers, and so on. The most common entity within **Level 666.1**, however, are Insanities. Due to Level 666.1's mental hazards, it is undoubtable that they were wanderers who went mad while wandering **Level 666.1**. However, no Partygoers, Skin-Stealers, or Death Moths have been spotted in **Level 666.1**.

### > Doctor Facelings

Doctor Facelings are a type of faceling exclusive to **Level 666.1**. Usually, they are found in the hospital rooms although they do occasionally appear in the halls of **Level 666.1**. When a Doctor Faceling detects a wanderer, it will stab them with a syringe, before scraping off the skin of their nose, and then finally cutting off one's finger. Weirdly, when one dies from a Doctor Faceling, their eyes will still work regardless if they were taken out or not.

## > Colonies and Outposts

Despite the dangers of **Level 666.1**, one has somehow managed to create a community in it.

### > The 666’ers

According to their leader, Wyatt Allen, The 666’ers were founded after Wyatt had found a safe hospital room. The 666’ers had 7 members at first, although the rest were either killed by the entities or environmental hazards, or they went mad and fell victim to the Insanity cycle. Nowadays, The 666’ers reside at just 3 members. They usually tend to explore **Level 666.1**, while also making sure not to go too deep, presumably to avoid losing more members. They are friendly, and are willing to trade.

## > Entrances and Exits

### Entrances

Entering **Level 666.1** is done by entering a mental asylum door in Level 666. Usually, this door will have screaming, along with the sounds of chainsaws buzzing. While various other mental asylum doors do appear within Level 666, they are usually just continuations of Level 666. The second way to enter **Level 666.1** is to travel too deep into Level 14. Before you do this, do not bring any supplies with you, make sure to leave them behind. After walking approximately 100,000 miles into Level 14, you will eventually notice your surroundings shapeshifting into **Level 666.1**. In addition, it is possible to enter **Level 666.1** by entering a mental asylum in Level 11.

### Exits

A couple methods to successfully exit **Level 666.1** have been discovered. Most commonly, entering a red door will send one back to Level 666. Finding an elevator will send one back to Level 0, or send them to The Hub if lucky enough. Going through a white door will send one to the house portion of Level 777. No-clipping on this level will send you to Level 667. Finally, following a deep, Australian male voice will send you to Level 3999.