Level 7 - "The Prison"

## Description

Level 7 is the 8th level of the Backrooms. Level 7 is an infinite edifice that resembles that of a prison. The walls on this level are a dark-slate gray color. Scattered across the vast area of this level are chains of unknown origin, some are hanging on the roof, some are attached to the wall, and some are on the floor and are attached to nothing. The purpose or function of these chains are unknown.

The walls are strewn with graffiti with cryptic or incoherent messages. These range from random phrases such as "Fear him. He is here." to languages that aren't understood by humans. It is unknown who writes these messages, or what they mean, but they are shown to exhibit anomalous properties, which will be listed below:

- Occasionally glowing red for a short period of time. This glow is often blinding and it is recommended to look away immediately.

- Wanderers have reported whispers that emanate from the graffiti itself. When this happens, run away as fast as you can, as this means the roof above is above to collapse. However, when you look away, the wall will immediately return to its original state.

The level itself is a vast expanse of rooms that are typically found in a prison. The roof is a dark rosy-brown in contrast to the life-less gray of the walls. At the western and eastern side of each room is a door, which leads to a random different room. All these doors are white and wooden. The rooms found in this level range from prison hallways filled with cells, to cafeterias, to courtyards, to more. Each area will be explained individually shortly.

### The Hallways - Area A

**"The Hallways"** is an area in Level 7. These hallways have prison cells along the side, placed at even intervals. It is seemingly impossible to access these cells, and the bars used are made of an unknown material that is supposedly indestructible. The hallways themselves range from 1-2 miles long, with dim yellow lights similar to that of Level 0. Wanderers have reported auditory and visual hallucinations in this area of the level, ranging from whispering to seeing hostile entities in your peripheral vision. The effects of Almond Water aid in warding off these hallucinations, so it is recommended to stock up on bottles of them before entering this area of the level.

### The Cafeterias - Area B

"**The Cafeterias**" is an area in Level 7. These cafeterias have different colored walls and floors, having white walls and a light gray marble-tiled floor. There are white tables and chairs scattered across this area of the level, typical to that of a regular cafeteria. Each cafeteria has an open kitchen that can be seen in the northern part of the room. However, the door leading to the kitchen is locked, and cannot be opened through any means. On the tables, there are bottles of Almond Water, food that you would typically find in a prison , and occasionally, Royal Rations. These replenish every hour.

### The Courtyards - Area C

"**The Courtyards**" is an area in Level 7. It is a typical courtyard you'd see in the Frontrooms, save for one anomaly, which is that the courtyards are covered by a pitch-black roof, There are occasionally gates randomly strewn throughout the courtyards, in seemingly random positions. This area is mostly empty, but is reported to drain your sanity rapidly, so is recommended to exit right away.

### The Holding Rooms - Area D

"**The Holding Rooms**" is an area in Level 7. It is an enclosed square-shaped room with a chair and a table, that typically have handcuffs and random crumpled papers on them. This area typically has flickering lights that occasionally turn off for an extended amount of time. This area is also incredibly unstable, and the roof occasionally crumbles at random, that, once again, regenerate/return to its original state after a short period of time. It is recommended to leave this area immediately.

### The Meeting Rooms - Area E

"**The Meeting Rooms**" is an area in Level 7. This room is split in half by a plexiglass wall, with two stone-brick dividers between every 1/3rd of the plexiglass wall's length. meaning you have to enter from another room to get to the other side. There are three chairs on each side, with an equal amount of telephones. These are reminiscent of typically meeting rooms in normal prisons, however, the telephones don't seem to work and produce white noise/static.

### The Lobby - Area F

"**The Lobby**" is an area in Level 7, and is typically the first one you arrive in. There is a front-desk with 5 computers that don't turn on. There are two glass doors on each side of the lobby, which lead to random rooms. There is a revolving glass door at the very back, however, there is an invisible barrier preventing you from entering it. Behind it, a gleaming white light can be seen. There is a carpet infront of the glass door that reads out "Welcome". There are 5 chairs and one couch on each side of the lobby, and it is perfectly symmetrical.

## Addendum

### **Addendum #1**

**Anonymous:** Right. I've just arrived in Level 7, was it?

**M.E.G correspondent:** Correct. We've sent you there to document some of its properties, got it?

**Anonymous:** Gotcha. So I've spawned in what seems like a lobby of sorts?

**M.E.G correspondent:** Alright. Can you describe what you see?

**Anonymous:** There are four glass doors. Each leading to a different room, which one do I take?

**M.E.G correspondent:** Take the one on the very left.

**Anonymous:** You sure? Why exactly?

**M.E.G correspondent:** Just trust me.

**Anonymous:** Okay..? It took me to a courtyard of sorts.. but it's covered by a pitch-black roof?

**M.E.G correspondent:** Odd. Are there any more doors?

**Anonymous:** Yeah, two on each side.

**M.E.G correspondent:** Take the one on the right.

**Anonymous:** But, wh- You know what, never mind. Alright, so it took me to this hallway of sorts? There are prison cells scattered along the sides it seems like. And there's.. graffiti?

**M.E.G correspondent:** That's weird.

**Anonymous:** I- I hear whispering coming from the graffiti. It's telling me to come closer.

**M.E.G correspondent:** Do not come closer. Avoid it.

**Anonymous:** Oh no! I heard something loud.. Wait- THE ROOF IS CRUMBLING!

Crunching sounds can be heard as the man and his device are destroyed.

**M.E.G correspondent:** Hello? Do you read? Sigh.. He's dead. I repeat, he's dead.

### **Addendum #2**

A note was found in one of the Meeting Rooms. It contained the following text.

 I am bound by shackles that get heavier with every step. My actions have lead to this and the consequences are soon to come. If you are reading this, don't trust him.

## Colonies

Due to the nature of this level and the scarcity of building materials, it is impossible to form a colony. However, a few strangler groups have been found throughout the level. They will be listed as follows. So far, only 2 have been documented.

**The Prisoners**

- 16 members

- Hostile

- Unwilling to trade

**The Anticepts**

- 32 members

- Hostile

- Unwilling to trade

## Entrances

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

- No-clipping in Level 6 has a chance of sending you here.

## Exits

- No-clipping into the floor has a chance of sending you into Level 8.

- Opening a door with labelled "!" will send you to Level !.

- Opening a door labelled Office Sector will send you to Level 5.

## Entities

No entities have been documented on this level.