Level -62

**Level -62 is the 63rd negative level of The Barrenrooms**

## Description

### Basic Description

Level -62 is described as a yellow building with 2 main entrances, this building has been named by Wanderers, "The Balance". There is always the sound of trains, and cargo ships, outside of "The Balance". level -62 has a 12-hour cycle, being day for 5 hours and night for 7 hours.

### The Outside of "The Balance"

Outside the building, there are human statues made of frozen oil. They are always carrying grocery bags, filled with normal food from The Frontrooms. It is safe to touch and melt these statues. There is a parking lot in front of "The Balance", it's reported that there are usually no cars parked, during the day, but at night there are usually 5-19 cars parked there, no Wanderer has ever reported watching any of these cars, entering or leaving the parking lot. When entering one of these cars, you will start to violently puke everywhere. There have been no reports of entities outside of "The Balance". There are always normal Household Objects Surrounding "The Balance", they start from the ground and appear to go up into the sky forever. Touching or Breaking any of these Objects will send you to Level 5999. There are palm trees and light posts surrounding the entrances to "The Balance". The palm trees are described as looking and acting like normal palm trees from The Frontrooms. The light posts, are described as appearing grey, and they will never work, sparks will always fly out of these light posts like mini bullets.

### The Entrances

The Entrances to "The Balance" always have names above them, there are 3 different names you can see: "gnitteS modnaR ehT" "gnitteS tecfreP ehT" and "gnitteS dednE ehT". The names will also appear in 4 different colors: Grey, Black, Red, and Teal. The names will change randomly every 5-10 minutes. There will sometimes be huge blue and yellow stop signs, hanging upside-down by the entrances. There are rubies held together by black metal chains holding these stop signs by the entrances. After Entering one of these entrances, it will disappear behind you, and you will have to find another exit. It is reported that there are usually 4-5 other exits.

### "The Tealed Mall"

#### Scenario 1

The Tealed Mall is the main part of "The Balance" and is described as a mall with main hallways colored with Teal. There are red stripes made of cloth, that are always taped to the ceiling of the mall. The stores inside the mall, are always filled with mannequins, they usually are wearing clothes that come from the 1930s, it is recorded that there are usually 1567-2347 mannequins. The mannequins will drip Liquid Pain from their eyes if you bump into or touch them. If the entrance had the name, "gnitteS tecfreP ehT" then it will be filled with stores, that always give important resources from the backrooms (Ex. Almond Water, Food, Water, Shelter). It will also be devoid of entities. Staying in this mall for an entire day in level -62 will cause Liquid Pain to start dripping from the ceiling, the amount that drips will increase every 45 seconds the more you stay inside the mall.

### Survival Difficulty: Class 5

#### Scenario 2

If the entrance had the name, "gnitteS dednE ehT" The Tealed Mall will look abandoned and torn down, with it being extremely dark, any light sources will not work in the mall. All of the resources will instead be replaced with Rotten, and extremely poisoned Versions of themselves. The mannequins have also now turned into either, Smilers, Facelings, or Skin-Stealers. Skull Crabs will now be crawling in and out of the roof, of the mall. Hounds are always surrounding the exits of the mall, and alongside them are Death Rats. The only way to exit the mall in this Scenario is by luring the entities by pulling one of the huge fire alarms that only appear on the walls of the mall after 34 seconds have passed, and somehow getting to one of the exits after that. It is only reported that one Wanderer has ever made it out alive.

### Survival Difficulty: Mental

#### Scenario 3

If the entrance had the name, "gnitteS modnaR ehT". It is only said that 6 Wanderers have entered this scenario. It is described to look very unstable and glitchy, the Wanderers say it was still walkable and that the glitches and unstableness didn't affect them. The Wanderers have said that they feel very paranoid about something stalking them. One of the Wanderers say that they had a fellow wanderer with them but after a while, they started acting strange, and started breaking things and laughing quietly all the time, and seemed to talk to something that just wasn't there and they called it a "God of the mall". The Wanderer says, that eventually, the other wanderer disappeared without a trace. The 6 Wanderers that have reported making it out, all have something in common, they now all have mental disorders, like nothing anybody has ever seen before.

### "The Impossible Halls"

The Impossible Halls, are the second part of "The Balance". They have been given that name because the hallways can be any size and length, inside even though on the outside it appears that they can only be 5 feet wide and 6 feet tall. These halls are described as being mint green and have white tile floors, they always have windows on the walls closest to the front entrances.

#### Scenario 1

If the entrance has the name, "gnitteS tecfreP ehT" then the halls will be completely safe and will be devoid of entities. In this scenario, there are 12 rooms, are each of the halls, they will always appear to the left and right. These rooms resemble a variety of hotel rooms from The Frontrooms. The only thing commonly shared amongst these hotel rooms is that there are no windows, no furniture and that all water that comes from this room is Almond Water in disguise. They also all have kitchens that only have fridges, that work without electricity, and always have mini versions(usually 4x smaller than the actual versions) of food, from The Frontrooms, These foods will not replenish themselves.

##### Colonies of Scenario 1

"The Impossible Halls" are home to 2 colonies.

* The Halls People are a colony of 56 people, living and working together to sustain a healthy community. They are welcome to others, and will never make anyone walk away. They have turned some of the hotel rooms, into gardens for food. They sometimes send people out to check if "The Tealed Mall" has the name, "gnitteS tecfreP ehT" and if it does that loot the mall for resources.

* The Hall Lurkers are a group of 12 people, these people are not welcome to others, and will attack anyone who comes near. It has been reported that they have killed 57 Wanderers in their lifetime. It is highly advised to stay away from anyone, with a red mark across their face, inside of level -62.

### Survival Difficulty: Deadzone

#### Scenario 2

If the entrance has the name, "gnitteS dednE ehT" then the halls will be Extremely unstable and the halls are filled with puddles of Liquid Pain, and even stepping inside could kill any wanderer. The only known entities here are Smilers, Death Moths, Death Rats, Death Wasps, Skin-Stealers, Scratchers, and Insanities. There are no reports of any Wanderers making it out alive. It is believed that this Scenario breaks every Law of reality.

### Survival Difficulty; Undetermined

#### Scenario 3

If the entrance has the name, "gnitteS modnaR ehT", Then the halls will seem to warp between 4 types. It is not known what they mean or what they do but they can be described. Type 1 looks like the regular style of the halls except there is nothing, except for the hall itself (Ex. no lights, no rooms, and no windows). Type 2 will make your eyesight blurry and it feels very surreal, there will be no windows but there still will be lights and rooms. It is not known what is inside the rooms for this type, but Wanderers always report loud banging coming from the rooms. Type 3 is described as looking like a VHS-style movie and Wanderers report that you can't move as much in this type. Type 3 is also described as having no rooms and feeling very dreamlike. Type 4 is described as being in complete darkness, there are still windows and rooms, but no lights, and the rooms don't have anything inside them when being in this type. The windows in this type, show a huge broken television outside covered in what seems to be other Wanderers.

## Entities

* Smilers
* Skin-Stealers
* Scratchers
* Hounds
* Death Moths
* Death Rats
* Death Wasps
* Skull Crabs
* Facelings
* Insanities

## Entrances and Exits

### Entrances

* Being in Level 1912 for 5 hours, banging on a wall twice, and then diving into the water will bring you here.
* Being in Level 0 for 3 hours, and 42 seconds, exactly and slamming a wall with both of your hands at that exact moment will bring you here
* Being in Level 4000 and banging on one of the rock formations in the second section of Level 4000 will bring you here.
* No-clipping through the houses on Level 20 will bring you here

### Exits

* Touching or breaking any of the Household objects outside of "The Balance" will send you to Level 5999.
* Ripping off one of the upside-down stop signs seven times will bring you to Level ∞.
* Eating Exactly 766 of the mini foods inside Scenario 1 of "The Impossible Halls" will bring you to Level 766.
* Breaking through the roof of "The Tealed Mall" will bring you to any level.
* No-clipping through the ground will bring you to Level 5999
* Breaking one of The tealed Malls windows will bring you to the houses of Level 6589
* Eating corn on this level may bring you to Level 3
* Covering any window with cloth may lead one to Level 5