Level 666

# 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.

**Survival Difficulty: Class Variable**

**》Varying Safety**

**》Heavily Unstable**

**》Diverse Entity Count**

# WI-FI

The internet connection in this level is stable where you spawn in. If you're 5 miles deep in the level, there is no internet connection at all. You can also get stable wifi connection once you have survived and walked 1200 miles.

# Do's and Don'ts

## Do's

- Walk south and **NEVER** north.

- Be as quiet as possible, even talking in a normal voice can make the entities hear you and track you down.

## Don'ts

- Do not drink the almond water in this level, it is not safe for consumption.

- DO NOT follow exit signs. (Green or Red)

- DO NOT walk North. Walk South (THE EXIT IS A TRAP NEVER GO IN TO IT it sends you to Level ∞ where it basically sends you to rot)

-DO NOT EVER FOLLOW WHERE CARTOON MUSIC IS COMING FROM

# Survival Difficulty Chart

## First 5 Miles:

**Survival Difficulty: Class 0**

- Very Safe

- Very Secure

- Devoid of entities.

## 5 - 10 Miles In:

**Survival Difficulty: Class 1**

- Safe

- Secure

- Minimal entity count

## 10 - 20 Miles In

**Survival Difficulty: Class 2**

- Unsafe

- Secure

- Low Entity Count

## 20 - 40 Miles In

**Survival Difficulty: Class 4**

- Unsafe

- Unsecure

- Medium Entity Count

## 40 - 80 Miles In

**Survival Difficulty: Class 5**

- Unsafe

- Unsecure

- Entity Infestation

## 80 - 120 miles in

**Survival Difficulty: Class 6**

»⠀Extremely Unsafe

»⠀Very Unsecure

»⠀Deadly Entities Infestation

## 120 - 160 miles in

**Survival Difficulty: Class 7**

»⠀Absolutely Unsafe

»⠀Dangerously Unsecure

»⠀Infestation of Hazardous Entities

## 160-200 miles in

**Survival Difficulty: Class 8**

**»⠀Deadly Absolutely Unsafe**

**»⠀Absolutely Dangerously Unsecure**

**»⠀Numerous of Lethal Hazardous Entities**

## 200-240 MILES IN

**Survival Difficulty 9**

»⠀Absolutely Very Deadly and Unsafe

»⠀Absolutely Dangerously Very Unsecure

»⠀Numerous of Lethal Hazardous Entities Overflow

(One made it past this section) It is true that there's **A LOT MORE SECTIONS**

## 240-280 MILES IN

**Survival Difficulty: Class 10**

»⠀Deadzone

»⠀Absolutely Dangerously Very Unsecure

»⠀Lots of Lethal Hazardous Entities Overflow

## 280-300 miles in

**Survival Difficulty: Class Variable**

**》Varying Safety**

**》Heavily Unstable**

**》Diverse Entity Count**

## 300-340 MILES IN

**Survival Difficulty: Class 11**

**»⠀Completely Deadzone**

**»⠀Completely Deadly Unsecured**

**»⠀Most of Dangerous Hazardous Entities Overflow**

## 340-380 MILES IN

**Survival Difficulty: Class 12**

**»⠀Past Deadzone**

**» Dangerously Deadly Unsecure**

**» Near full Hazardous Entity Count**

## 380-420 MILES IN

**Survival Difficulty: Class: 0**

**»⠀Safe**

**»⠀Stable**

**»⠀Devoid of Entities**

## 420-460 MILES IN

**Survival Difficulty: Class Freakshow**

**》Mind-melting Properties**

**》Strange Information**

**》Freaky Entities**

## 460-500 MILES IN

**Survival Difficulty: Class Ψ**

**》Unsafe**

**》Unsecure**

**》Mental Hazard**

## 500-600 MILES IN

**Survival Difficulty: Class 20**

**》Unsafe**

**》Unsecure**

**》Presence of Multiple Godly Entities**

## 600-665 MILES IN

**Survival Difficulty: Class Biohazard**

**》Environmental Biological and Physical Hazards**

**》Abundance of Viral Diseases**

**》Disease-Carrying Entities**

## 666**-**699 MILES IN

**Survival Difficulty: Class 5c - Cosmic**

**》Time Changing & No Oxygen**

**》Guarded Entrance & No Exits**

**》Presence of Entities Undetermined**

## 699-700 MILES IN

**Survival Difficulty: Class ?!**

**》Safe?! Unsafe?!**

**》Unsecure**

**》Minimal E- Devoid of- Entity Infestations?**

## 700-800 miles in

Survival Difficulty: Class 5

- Unsafe

- Unsecure

- Entity Infestation

## 800-900 miles in

Survival Difficulty: Class 4

- Unsafe

- Unsecure

- Medium Entity Count

## 901-999 miles in

Survival Difficulty: Class 3

- Unsafe

- Unsecure

- Low Entity Count

## 1000-1100 miles in

Survival Difficulty: Class 2

- Unsafe

- Unsecure

- Low Entity Count

## 1100-1200 miles in

Survival Difficulty: Class 1

- Safe

- Secure

- Minimal Entity Count

## 1200-1300 miles in

Survival Difficulty: Class 0

- Safe

- Secure

- Devoid of Entities

## 1300-1400 miles in

Survival Difficulty: Class -1

- Safe

- Secure

- Minimal Almond Water Count

## 1400-1500 miles in

Survival Difficulty: Class -2

- Very Safe

- Very Secure

- Low Almond Water Count

## 1500-1600 miles in

Survival Difficulty: Class -3

- Very very Safe

- Very verySecure

- Low Almond Water Count

## 1600-1700 miles in

Survival Difficulty: Class -4

- Very very very Safe

- Very very very Secure

- Medium Almond Water Count

## 1700-1800 miles in

Survival Difficulty: Class -5

- Near impossible to die

- Near infinite Security

- Almond water in a huge bag on a mountain of almond water

## 1800-1900 miles in

Survival Difficulty: Class -6

- Impossibly Safe

- Impossibly Secure

- Medium frequency of super almond water

## 1900-2000 miles in

Survival Difficulty: Class -7

- Cant even die

- Cant even get no security

- Infestation of Super almond water

## 2001-4000 miles in

Survival Difficulty: Class -8

Doesnt matter anymore

- Almond Water Empires and Super almond cities

## Beyond 4000 miles

Doesnt matter now

- Infinite Almond Water and havens of super almond water

# Colonies And Outposts.

There are a total of 4 outposts or colonies on this level.

The O5 Council have found this place by destroying the Destroyer of Worlds

## Backroom Colonists

The Backroom Colonists outpost on this level is decently big, and there are two of them, one being 3 miles in and the other around 11 miles in. It is used to prepare for going further into this level and both outposts are extremely armed, and equipped. They also interact with the P.E.A and have around 35 people stationed to each outpost.

## Outpost

P.E.A Base Golf

Very Big

666 People

Willing to trade

## The 666ers

The 666ers is a colony that explores the main section of this level, some went deeper and died, there are only 3 people in this colony. (7 died, there used to be 10.) This colony explores only the main sections of this level and when a member goes to a deep part, they die. This colony has been exploring this level since 2018. This colony is almost eradicated and is friendly and open for trade.

3 People

Very Friendly

Willing to trade

## The Orange Base (thejuiceyarmy)

* Small base made up by me juiceyorangmang and two generals in my police force
* We are friendly unless you legit broke a law in any way
* Willing to trade, we will give partygoer mac n cheese for free
* we are 8000 miles in but we might expand, we also got Wi-Fi here if needed
* we have expanded the base to consist of a good army.
* we have a police station set up 2000 miles in
* have teleportation devises so we can solve those damn friggin problems the entities cause

# Level -666

Level -666 is just like Level 666, but with a few key differences. Level -666 is glitched and less details, it is also way less dangerous then Level 666 because most entities in -666 are very slow and have a low IQ. Also, you can only see in Black And White in -666. Also, this level has drastic effects on the mind while entered.

# 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. Having a Karma Rating -81 to -100 while riding a roller coaster in Level 999 has a rare chance ended up to **Level 666.1**. It's highly advised to not have high amount of negative karma ratings due to it's ended up into this level.

## 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 399.