Archived/Level 8

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SURVIVAL DIFFICULTY

**CLASS {{#var:class}}**

**Exit: 2/5**

Somewhat Difficult to Exit

**Environment: 2/5**

Some Environmental Risk

**Entities: 0/5**

No Hostile Presence

[[Category:Class {{#var:class}}]]

File:MawBackground.jpg

File:Maw3.jpg

Pictured is the hotel's courtyard. Many of the rooms connected to the visible windows have yet to be found.

File:Maw3.jpg

## Description

**Level 8** is a concrete structure resemblant in layout to a modern hotel. The level's entirety is characterized by its dilapidated condition, with all surfaces coated in a thin layer of dust, all furniture made of rusted metal or rotted wood, and what few light fixtures can be found all being shattered or short-circuited. There is no natural light anywhere within the level, with some wanderers claiming the hotel is so thoroughly dark that even their brightest flashlights somewhat struggle to illuminate their surroundings.

Upon first entering **Level 8**, wanderers almost universally find themselves in a featureless, cramped room, with an empty doorway opposite them leading out to a balcony overlooking the central point of the level: an expansive roofed courtyard whose walls are lined with large rectangular windows. Going off of said windows, it can be inferred that the balcony is located on the third floor of the hotel comprising the level, out of five floors total. The floor of the courtyard appears to be made up mostly of a lawn of discolored turf grass with damaged stonework paths, but as of yet there is no known safe way of reaching the ground floor of the hotel to access it.

On opposite ends of the balcony, adjacent to the cement railing overlooking the courtyard, are two empty doorways leading into the interior hallway of **Level 8**'s third floor. Attempts to map out the level indicate that the hallway likely rings the central courtyard, along with the main hallways on the other reached floors of the hotel. Lining these hallways at regular intervals are rusted metal doors, most engraved with room numbers or names. It's estimated that all the hotel's floors have a total of 20 residential rooms per hallway, with roughly a dozen other various rooms in the form of what appear to be lounge rooms, bars, staff rooms, or janitorial closets. The exact nature of these rooms is often uncertain due to most of them having sparse furnishings, if any at all. On what is presumed the side of the hotel opposite the balcony, a large stairwell allows access between floors 2 through 5, with the first floor being barred off by a large barricade of tangled, twisted rebar pipes and hunks of crumbling cement.

Unlike the other assorted rooms, the residential rooms are often found at least partially furnished, with many reported to even have beds or chairs within that are in surprisingly good condition and clean of any potential decay or filth. These rooms are also outfitted with connected bathrooms, usually found in similarly decent condition despite often having missing fixtures or faucets, with broken copper piping jutting out from the wall where they would be and water refusing to run even when they're present. Almost all of these residential rooms additionally house one of the windows found along the walls of the courtyard, however when looking through them at the previously mentioned balcony, many report seeing it in significantly worse state than when they'd seen it previously, with the railing damaged or even destroyed despite being undamaged once again upon returning to the balcony to investigate further.

File:Maw1.jpg

A presumed lounge somewhere on the 4th floor, whose contents comprise of a single table strewn with dusty belongings and an operating radio.

File:Maw1.jpg

## Phenomena

**Level 8** has been host to dozens of accounts from wanderers over the years of varying events and phenomena, with many showing similar trends and patterns. One such confirmed phenomena is that of the various radio sets found scattered across various rooms within the level's halls. Due to their nature, wanderers often describe hearing them well before seeing them, with most being able to hear faint frequency static echoing through the hotel from some nearby room or corridor shortly after arrival. The crackling drones of these radios can sometimes grow to almost aggressive volumes and distortions, with some claiming occasional breaks in the static as the signal of the closest radio spastically shifts, sometimes managing to land on coherent frequencies containing damaged recordings of vintage music or barely intelligible speech from some unidentified newscaster. Some deciphered transcripts of this unknown radio host suggest them to be reporting on a disaster of some form, with undefined statistical numbers or unclear warnings towards listeners being a continuous trend, but the event these broadcasts are reporting on remains unknown.

A staggering amount of accounts from wanderers all try to claim that an unknown person or entity exists somewhere within the level's confines, all of which describing an inescapable feeling that one more individual is present with said wanderer(s) than there should be. These claims recount instances of hearing extra footsteps or feeling as though someone is standing close behind when navigating the hotel's hallways, hearing breathing or whimpering without any certainty of where it originated from, doubling back to previously explored rooms only to find their contents have been disturbed or moved in some way, and so on. As of writing this article, however, no confirmed reports of any such individual or entity have come to light, so it is presumed for the time being that such accounts are simply the manifestations of anxiety or paranoia in wanderers' minds playing tricks on their senses due to the omnipresent darkness and garbled radio static comprising the level.

## Colonies and Outposts

Given the lack of any known resources within **Level 8**, and the psychologically unsettling circumstances wanderers find themselves in when exploring this level, no attempts at colonization have yet occurred.

## Entities

**> At this time, there are no confirmed entities within this level.**

**> Wrong, Wrong, Wrong, Wrong, Wrong...**

## Wanderer's Report #028:

*The following was taken from a scrawled journal entry and a damaged photograph submitted by an anonymous wanderer.*

I saw the damn thing.

Isaac didn't believe me when I kept saying there was one footstep too many as we came walking through here last time, but I knew it. I absolutely knew it.

Isaac refused to accept the truth. Up to his grave.

Found him spread out across the bed in Room 219. His eyes wide open. Too wide.

I don't remember if he was bleeding or not. There's blood on my sleeves though. I don't remember getting hurt. I don't remember if I tried to check on him.

I thought if I stayed quiet and crept back towards the door it might help somehow. All it did was make its footsteps louder than mine.

It breathed on my neck. Its air was cold. Its lungs almost rasping.

I tried to ignore it for as long as I could until I saw the balcony ahead of me.

I couldn't hear the radios anymore. I hadn't noticed they'd switched off for several seconds. They might have even been off before I left the room.

Its breathing stopped.

I turned to look behind me thinking I was in solitude, using my phone camera to try and illuminate the hall.

And it stared back at me.

And its voice echoed from behind me on the balcony as I watched its lips barely even budge.

And its voice sounded like a child, scared and tearful and whispering.

File:Maw2.jpg

*"Hurry home, sweetheart... The cricket song is starting..."*

File:Maw2.jpg

## Entrances and Exits

### Entrances

**Level 8** is somewhat unique in that it doesn't appear to have any concrete entrance in the Backrooms. Instead, the means to enter the level seems to shift at random. Wanderers have reported finding a rusted steel door set into a wall or natural surface across dozens of different levels, which upon entering almost universally leads them to the same empty room just before the balcony of the hotel's central courtyard. The position of this door constantly change however, with wanderers often trying to relocate an entrance just hours after finding it only for it to have vanished from its position without a trace.

### Exits

Exiting **Level 8** is thankfully a straightforward affair in contrast. Most wanderers can simply return to the level they originally departed from via the door near the courtyard balcony they arrived through. However, if this is not an option for some reason, a confirmed secondary means of escape exists in the form of a door labeled "emergency exit" located somewhere in the hotel's hallways. The exact location of this door varies between wanderer accounts, however, and the level it leads to is known to be in constant flux, with no guarantee as to its output point when used. It's advised that this means of exit be used only in dire circumstances, whatever those may be.
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**Author**: KosefSturre

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