Level -10

# Level -10: "The Edge"

**Level -10** is the 11th and final negative level of Enter the Backrooms.

## **Description:**

**Level -10** is the collective name for five (six counting the black void you end up in before going to Level 404) different Sublevels. All five of them share the same grayscale palette. The player spends a minute in each level before going to the next sublevel, Corruptors are the main and only threat on this level. Stability in this level runs out at the same rate regardless of artifacts, and running into two Corruptors will be enough to guarantee stability running out. Additionally, when you first enter the sublevel, your inventory is cleared of all items. Because of this, replenishing stamina is hard, so it is recommended to farm Level 0 Artifacts before attempting to complete **Level -10**.

### Accessing

To access the level, you first need to find it's Level Key in The End. To do this, you have to loot shrines to **Level -10** that spawn in The End's false reality. Once you find **Level -10**'s key, you then need to navigate through the Negative Levels. When you get to Level -9, instead of looking for a rift, look for a door labelled "**Level -10**"; when you find one, enter it, and you should spawn in **Sublevel 0.**

## **Sublevels**

### Sublevel 0

This sublevel is very similar to Level 0 in both appearance and layout. An inverted grayscale variant of the wallpaper covers the walls, ceiling and floor, with the ceiling's wallpaper being much lighter than the walls and floor. This sublevel's ambience is heavily warped static. This sublevel is the one that you spawn in, and it shakes aggressively **(Note: the aggressive shaking is present on all other sublevels, so if you have epilepsy it's recommended to avoid this sublevel entirely**) Corruptors spawn the slowest on this sublevel out of any sublevel, making it the safest sublevel in **Level -10**. However, the sublevel's layout has many dead ends, so stick to long corridors as much as possible. After a minute, the ambience turn into something that more closely resembles music, with percussion and synth noises starting to play, and you will be transported to Sublevel 1.

### Sublevel 1

(**Warning: There is flashing lights on this sublevel**)

This sublevel is similar to Level -4, except the sublevel is not mirrored. This sublevel's music consists of a simple loop with synth noises and drums. The sublevel's appearance changes with each hit of the drum, with the ground and trees switching colors.. Because of this sublevel's open space, this sublevel is one of the easiest in **Level -10**, but the spawn rate of the entity is higher. After a minute, a choir will begin to sing, and you will be transported to Sublevel 2.

### Sublevel 2

   This sublevel is yet another pillar rooms variant, with the pillars resembling ancient architecture. The floor is made entirely of glass; below it is an ocean submerging another pillar room, except most of the pillars have fallen or tilted to some degree. Many Corruptors will spawn from the water underneath you and fly up, the spawn rate of the entity is even higher than the last 2 sublevels. Upon being transported into the sublevel, a choir will begin to sing, and the underlying drum beat will get more complex; as the time you have left in the sublevel runs out, more percussion will be added to the song. After a minute, the beat will drop, and you will be transported into Sublevel 3.

### Sublevel 3

This sublevel has large dark grey buildings which extend infinitely into the sky. Much like when you first get to **Level -10**, the walls will be **aggressively** vibrating which may cause motion sickness. It is extremely easy to get trapped with Corruptors within this sublevel, so spend as little time as possible in dead ends. The wall textures in this sublevel shake aggressively. The music of this level consists of a guitar, another percussion loop and the beat dropping noise from Sublevel 3. After a minute, the choir will begin to sing again at a higher pitch and you will be transported into Sublevel 4.

### Sublevel 4

**(Warning: There are flashing lights on this sublevel.)**

This sublevel is a series of brick hallways that alternate in color between gray and black. Much like Level -6's event and Level -8, the layout of the level constantly shifts with each beat. The music of this level is similar to Sublevel 3's, but with a choir singing (higher in pitch than Sublevel 2), louder percussion (so that it becomes part of the main beat again), and a more intense guitar. After a minute, the song will play one final percussion/synth beat that slowly fades over the next few seconds, and you will be transported to a black void with white particles, which is technically Sublevel 5, although you spend only around five seconds there before going to Level 404. The entire screen will shake throughout Sublevel 4.

### **Events:**

* Around every minute, the song gets more complex and encouraging and you will be transported to the next level.

## **Entrances and Exits:**

### Entrances:

* Entering a door labeled ***"Level -10***" on Level -9 will bring you here.

### Exits:

* Waiting for the sequence to end will send you to Level 404.

## **Trivia:**

* Every sublevel appears to be below the previous, as your Y level increases when you move between areas.
	+ Note that an increase in Y value indicates a decrease in height.
* Because you will lose all your items getting here, it is recommended you proceed with caution
* The stability loss in this level completely overrides the "status change speed" setting in the sandbox menu.
* Each sublevel contains some reference to other levels.
	+ Sublevel 0's layout and appearance is an obvious reference to Level 0.
	+ Sublevel 1 uses the same tree models as Level -4 and has the same layout except the ceiling has no trees. However, the existence of a ceiling has been confirmed by the fact that Sublevel 0 is above Sublevel 1.
	+ The pillars in Sublevel 2 are the same ones found rarely in Level -9.
	+ Sublevel 2 also is a reference to the fact that many of the positive levels have Pillar Rooms or some variant of them.
	+ Sublevel 3's building texture is the same texture as the walls of Level 2.
	+ Sublevel 4's shifting layout is a reference to both Level -6's event and Level -8's.
* It is possible that the grayscale palette and sublevel mechanics of this level was based on Th3 Sh4dy Gr3y.
* If you use the *Mender spawner* item in this level, it will spawn a corruptor instead.