Pitfalls

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## The Pitfalls

* Image 1
* Image 2
* Image 3

## Information

### Hazards / Anomalies

**Environmental Hazards*** Blood Moon Periods
* Blackout Periods
* Blue Moon Periods
* Non-Euclidean Geometry

*Regular Anomalies'*

* Massive Rooms
* Confusing Architecture
* Frequent Dark Rooms
* Auditory Hallucinations
* Large Entity Congregations
* Appearance of Doors

### Entrances

 All Known Levels

**The Pitfalls**, is an enigmatic area of the Backrooms that has various connections to other levels. While the level is classified directly as enigmatic, it encompasses an area known as the pitfall regions of the Backrooms, the size of this area is unknown though is theorized to encompass an infinite area beneath all levels of the Backrooms. Along with this fact, comes the inherit nature of the Level. It encompasses pretty much every Backrooms level there is, ever has existed, and ever will exist. There is no one consistent theme between all the rooms and areas of the level, and a prevalent theme is not present anywhere across the Level. Farlands are typically found across this level, even within the area that should be the relative starting area of the Level. These ones; however, are far larger comparatively than the average for Farlands of any level. Due to its inconsistency and abnormality from other levels, it is far from an easy place to both navigate and reach. Most entrances into this level are done so through large depressions (holes) within a level that will drop a person down into the level. Where is never consistent, in fact, it could be anywhere within a level. This high amount of instability makes it a breeding ground for various phenomena and hostilities present within the Backrooms. However, despite all of this, most of the level is quite remote and safe from any form of danger. Most entities are incapable of entering most areas of the Pitfalls, and huge swabs of it are completely safe from any entity or environmental presences. However the drawback for most of these secluded and safe areas is that they are nullzones, completely devoid of any natural resources, and usually so filled to the brim with anomalies and architectural hazards that just staying within the area of it is enough to cause your inevitable demise. For all its safety these are are ironically the least safe parts of the level. As for the larger areas that resemble Farlands, they are often filled less with anomalies and more so with entity hazards and environmental hazards. These areas are chalked full of some of the most deadly and fatal entities that the Backrooms as to offer. Signal Bears, Blighthouses and Lighthouses, Jukeboxes, Flesh Mimics, Skin-Stealers, Gore-Trains, Partygoers, Drywall Men, and so on. This enough can be deterrent enough; however, in these areas there are no Nullzones which allow for human contact to be applicable and therefore, communities.

As mentioned before, this level is purely accessible only through holes or gaps within levels, these holes instead of leading to further down floors will instead lead into separate areas, not always identical to level 0 or even their parent level for that matter, however it will show similarities regardless, and you can tell where a hole would lead by looking at the surrounding area and inferring what level matches that theme. You can infer that you've entered a pitfall by this method, as sub-levels or even other levels are not normally accessible through these means. Areas are often however made up of different materials or even slightly differing architecture, such as the addition of windows, doors, or things that wouldn't necessarily be found normally within the level. The area may be completely abstract or even liminal, they can invoke certain feelings within the users and put people one edge, they may even be the exact same thing as the level you had just fell from just slightly, like in the case of the Level 0 Pitfalls, which are represented by larger rooms stretching up approximately seven meters in height

## Footnotes

1. ↑ You could drop through that same hole after exiting the pitfalls and end up in a completely different area than the one you had originally entered into before.
2. ↑ This has both a positive and negative side effect. Positives in the fact that it makes these phenomena easy to come across and in term easy to catalogue (or discover) and study to help make it easier to understand for others. The negative being that they are easy to come across, which itself should signal danger.
3. ↑ Almond Water, Useful Objects, and so on.
4. ↑ However this can vary depending on hallways and rooms, they may actually be taller than this in some areas. Its quiet inconsistent, which is a theme of the level itself.