Level 6

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## Information

### Hazards / Anomalies

* Environmental Hazard
* Constant Blackout Period
* Pitch Black Environment
* Memory Alteration
* Increased Insanity Levels

**Regular Anomalies**

* Light Source Failure
* Changing Environment
* Visual Hallucinations
* Auditory Hallucinations
* Sub-Layers

## Demographics

### Communities

Communities are not possible in this level. **Period**

### Group Presences

N/A

**Level 6**, known as the **Blackout**, is an extensive network of either interconnected brick rooms, or a claustrophobic maze made up of chalky and smooth walls. Other areas of this level include: railing-less catwalks, walls covered with wires and pipes, and vast chasm-like rooms submerged in absolute darkness. Rooms that are accessible within these Stygian depths are commonly encountered made of rough worn-down brick with flooring made up of what appears to be iron grading with what vaguely appears to be pipes, wires, and coolant pipes underneath what appears to be an endless void. Each room also usually has at least one entrance into a larger maze, these areas having smoother walls with some kind of fine layer of dust or particle coating the walls of the maze. Visibility here is greater than would be around the rest of Level 6, and generally is far more dangerous. Walls present within rooms often have a heavy rotting factor added to them that feels like heavy corrosion. Walls due to this corrosion may be covered in some kind sticky adhesive liquid that has similar constancy to tar when felt. The source of this liquid is currently unknown but it is theorized to emanate from the walls. The exact layout method for the level is completely up to speculation because of the all-encompassing darkness present within the level that is similar to a Blackout Period; however, what is known about the layout of the level is its inconsistency. For one, often the level will follow a maze-like pattern with most of the level being made up of these tight knit corridors that have frequent dead-ends and sometimes balloon out into larger and larger rooms, sometimes impossibly large. Some hallways have a doors that leading to rooms with more doors, and then so on. The format sometimes shifts occasionally to have some rooms turning into circling corridors that seem to go back onto themselves, and that fan out into larger and larger rooms, and then so on with some rooms being smaller than usual until becoming completely impassable dead ends. Corridors can zig-zag and go all sorts of directions, hallways can have a confusing layout to them, often with objects blocking part of the hallway, or the hallway moving in a completely different direction, such as up or steeply down. One room may have a never-ending, ever expanding *staircase* that seems to stretch and contort and squeeze at random. Some entrances that were previously there can disappear, and some new ones can appear out of nowhere. Rooms may transition into railing-less catwalks that run the risk of you falling into an abyss, some rooms may echo several hundred times from a single sound causing deafness if not careful. Some rooms are so quiet it might drive you to madness. And some rooms may just simply be dead ends. Due to this and the impervious darkness, it is a notoriously hard level to navigate for people who are unfamiliar with the level's tricks. New wanderers to the level will often be stuck here for a long time, not helped by the fact that this level is considered a null level. It can easily drive any wanderer to madness within minutes, or even to ones death.

All light sources above 20 lumens will not be visible within this level, making conventional light sources used for navigation dimly lit areas unusable. Such as flashlights, lanterns, LEDs, fire, et cetera. Candles are presently found across the level however and make up the only natural light present within the area except for the rare few windows present in some rooms. Strangely enough when encountering windows They completely negate the rules of this level and shine their light like normal. This makes windows a very desirable find within the level and the only remedy to the permanent black abyss of this level. However, candles are found quiet commonly across Level 6, to the point they may as well be in every room. The majority of these are unlit; however the ones that aren't unlit and have a light to them are unextinguishable. Even submerging them underwater, starving it of oxygen, or other methods of putting the flame do not extinguish it. It is a heavily reliable source of light within the otherwise pitch-black Level 6. The flame also has a dual purpose as well, apart from being a light source it is also a method of avoiding certain dangers within the Level. The flame when near the presence of any sort of danger, will shift to a blueish gray flame and burn brighter than average, by about a lumen or so. A small area around the user is illuminated around their feet, at least allowing the ground below the individual to be seen very dimly. While it isn't particularly helpful in any regard, as Doctor Carsten put it "Its good to know the ground is still under you."

Average temperatures on Level 6 are quite frigid, being around 20 degrees Fahrenheit, making it recommended that you bring warm or comfortable clothing for this level as it can be fatal after enough exposure within the level. However, temperatures do vary across the level, and it is possible for someone to enter into a room or space that has extremely high temperatures, enough to be fatal. This heat should disperse across the rest of the level, though only permeates within the given room, rather than spreading out which can make some rooms out into death traps, luckily however, these are not at complete random as there are signs that you are getting closer, usually variation on heat and cold within the area around the extremely hot room. The temperature of the level seems deliberate as various small vents have been found pumping in cold air to cool the complex down to its frigid temperature. Together with Level 2's Electrical station, this level completes the Backrooms' energy cycle, with many coolant towers across the entire level acting as a heat sync and providing necessary coolant to various levels across the Backrooms.

Wafting throughout the entirety of the level is an exceedingly noxious aroma that seems impervious to olfactory fatigue, constantly attacking the senses. This frequently induces pronounced bouts of nausea, pounding headaches, and, in unfortunate instances, vomiting, malaise, or even fainting for those in constant exposure for an extended period of time. Unfortunately, there exists no discernible means of avoiding the scent; it invisibly permeates the Level, along with the obvious fact of Level 6's darkness it is virtually untraceable and a great hurdle to unfortunate visitors to Level 6. The origin of this smell remains as conjecture, with intrepid wanderers likening it to a mix of (or just); rotted fruit, rancid milk, charcoal, sulfur, and mercury to name a few. Many who traverse Level 6 for long periods of time example a disconcerting feeling of a slimy substance adhering to their skin and clothes—a likely consequence of the substance saturating the air. Though not adhesive—in fact it removes from the body with relative ease—if neglected, it can accumulate exponentially, adhering persistently and uncomfortably to the wanderer's body. It has a consistency akin to melted wax, and proves malleable to an extend, though gradually solidifies and turns brittle upon exposure to the frigid air of the level. The proliferation of this substance can escalate to such an extent that it causes the inadvertent fusion of body parts—For example; you're arm becomes connected by several layers of the substance to your torso, just under the armpit. However, for the most part you shouldn't get covered with the substance any time soon, as it is quite noticeable. However, amid the cacophony of other sensory overload within Level 6, hallucinations being one such hurdle, its not hard to imagine that you might become a little disorientated and maybe even complacent in simply letting the substance accumulate overtime over your body.

As mentioned before, there are a number of different disorientating effects found within Level 6; chief of which being hallucinations. Level 6 is cited as being the largest contributor for causing Insanity within wanderers. Its isolating properties as well as labyrinthine darkness make it a strong contender for driving a person mad. Many factors aid in this as well, Hallucinations are caused naturally within the level, not requiring any prerequisites to manifest. Hallucinations are limited person to person, but the most common hallucinations are auditory and are as such;

* Sounds made either by the level or the person, repeating themselves over and over, sometimes in growing volume.
* The sudden and abrupt appearance of a humming sound, in similar frequency to the one within Level 0.
* A sharp object scraping itself across metal, a chalk board or general clicking against a distant metal object.
* Rumbling Machinery.
* Doors knocking with no origin point.
* Roaring and Screaming, both human and non-human.
* Laughter and conversation in a very low tone, almost unrecognizable to a human voice.
* Incoherent babbling in various changing pitches.
* Sudden sound of wind and rustling leaves.
* Chattering and squealing noises usually in only one ear.
* Sounds from previous levels that may be troubling to wanderers, possibly examples include but not limited to: The voice of the Beast from Level 5, Smiler laughter, Skin-Stealer howl, running water, flickering lights, heavy rain with or without thunder, heavy snow with or without thunder, the words "The End is near" said over and over again, the intercom from The End, Radio-Crabs rendition of "Heartaches", Shadow People glitching sounds, Flesh-Shelf laughter.
* Coughing in ones ear, sneezing or otherwise a loud unexpected sound.
* An object suddenly falling.
* A whirring sound.

These are but some of the few examples of auditory hallucinations within Level 6, that by far are the most common when compared to other types of hallucinations. Physical manifestations occur sometimes, most commonly as entities, thought these only occur when the wanderer is mentally fatigued enough to experience it. They often appear as Flesh-Shelves or Skin-Stealers, two entities which do not exist on Level 6 as far as is know. As you become more accustomed to Level 6 however, the more these hallucinations get worse and worse eventually manifesting themselves physically. The environment of the level may change to reflect this state of being for the user, and a new layer of the level has been discovered. While this can be seen as a good thing; at least you've entered a new area, it is a very bad thing. Level 6 is made up of several complex sub-layers, with the topmost one being the pitch-black first layer. Delving into these layers means a wanderer will have less and less of a chance of escaping Level 6 as these areas essentially are manifested within their own mind rather than being an actual part of the Level. However, one positive thing about these layers is the fact that you are able to encounter other people within these sub-layers. The downside that is typically experienced from this is that the people encountered are most likely insane; lost within Level 6 forever, their mind corrupted by the level forever haunted by visions distributed by the level itself. They more resemble Insanities than actual people. Also within these sub-layers there are rumored to be unique entities as well as other more dangerous environmental dangers that can be fatal to an extent. Some examples of such are small, worm-like, maggot-like entities known as memory worms. While they seem harmless, upon contact they are capable of inducing strong hallucinogenic effects that cause powerful visions the majority of which being insufferable in some fashion. They induce regret into the wanderer, sometimes for long periods of time, driving them insane with regrets of others that they do not share. This causes intense and insufferable pain toward the wanderer eventually causing them to either die from the shock or turning into an insanity. The worms though, also have the power of trapping you in this kind of state forever, though it is usually pretty rare. Other entities may have an effect on perception or time, possibly causing wanderers to become stuck in a time-loop over and over again of a particular moment either in their life or within the sub-layer.

Sub-layers continually go down forever and ever, getting worse and worse as you're mental state deteriorates. Eventually past a certain point, there is no escape from the sub-layers and you are never able to make it back to the actual Level 6. However, while it is possible to use the sub-layers to escape Level 6, it is far from an easy going experience and more than likely will end up with you ending up as an insanity or on the verge of it. Keeping your sanity high within Level 6 is a priority, and unfortunately in that regard, Almond water is found nowhere within Level 6, hopefully you have stocked up some, or are still carrying enough water from you're previous trips to Level 4 and 5, otherwise you might have to improvise in order to survive. To hammer in the point about Sub-layers one last time, there is a possibility that you may become permanently stuck in one position for a long period of time, the time of which being indeterminate. This event happens at random and there is no way of predicting when it will occur, though it usually happens to people past a certain threshold of insanity. Sensory Deprivation, Isolation and overall hallucinations make this a more than undesirable area to be, but as mentioned before its possible to escape them if you are only within the first two layers, the second layer being the hardest to escape as you have to back track to the first layer and then to the top layer, being Level 6 itself.

Exiting Sub-Layers is done typically in two ways; one is through simply regaining your sanity. This already in and of itself inherently difficult as the Level is already scarce of resources to remedy you of your dwindling sanity. It should also be noted that water works a little differently here than other levels, when it comes to recovering sanity you will need to intake a fairly larger portion to regain a bit of your sanity, making it all the more challenging to ascend back to a higher up layer. The second and more difficult method is through confessing sins. This method was discovered in sub-layers through small notes scattered throughout the level that all usually say the same thing.

***"** Whispers confess deeper sins.*

*Outward you must convey those immoral acts within.*

*Ascending through veiled layers, paper-thin.*

*A dance with penance may find redemption within.*

*Confess now, you must pray.*

*Lest your soul condemned to stay.* **"**

There is no limit to how many you must confess, usually a number greater than five will suffice, but it helps to confess all the sins you can think of to guarantee your chances of escape. However, these feelings must be genuine, because if not you may be rejected and left to try your hand again later. There are supposedly an endless number of layers you can go down into Level 6; however, in terms of explored areas there around nine (9) explored layers of Level 6, all gradually increasing in severity as you go on. The appearance of these varies between person to person but always have constant properties found within them. Past layer two however, there is no meaningful reason to explain any further as the conditions are practically unsurvivable given the circumstances required to enter them in the first place, taking an extreme toll on your mental stability.

Undoubtedly there is many dangers to being in Level 6, chief of which being its impervious darkness you are subjected and forced to stumble through, with a likelihood of you falling off the catwalks and into the endless abyss of pipes and nothingness below. To survive you must use your other senses in order to navigate your way through the darkness, sound and touch will most likely be your best source of navigation through the winding corridors and impossible geometry of this unknown abyss. However, other methods may befall you by chance; Level 6 has some small mercy in this regard as it can on occasion have objects specifically used for navigating dark spaces; most notable being Scanners. These objects come in a few varieties and all have different methods of accomplishing the same goal; most use either sonar, infrared / night-vison or LiDAR. Either way, they help massively if found and can be the saving grace for any wanderer stuck within the level. However, they are unfathomably rare in terms of the Backrooms, it may take you weeks to find one on your own and even more accounting for the fact the level is pitch black. Whatever method you chose to navigate the level, the most important thing is that you both keep calm whilst traversing the level, and to follow anything you possibly can. Usually in the Backrooms if you hear an unusual sound you should stray away from it; however, that same logic can be applied but in reverse, you should follow any sound you possibly can. Level 6 is completely silent apart from the occasional rumbling of the labyrinth itself, any sound is not made without a reason, so it was definitely caused by something. For the most part any sound made is some sort of salvation as they typically lead towards exits. However, exits in the typical sense do not exist in Level 6, rather they exist in a semi-physical way As mentioned before there are more superstitious ways of exiting; these methods require some will power to achieve but other than that they aren't too hard.

But in general the best bet you have to escape is by simply exploring long enough. Using your available senses to both feel and hear your way around the labyrinth will give you the best chance of survival. Following any unusual sound you hear, or even using echo's to determine the size of rooms and where other rooms are to find an exit is a good way to get out. Candles can also help you have a small visual reprieve to help you navigate the maze,

## Footnotes

1. ↑ Even on materials that aren't susceptible to rotting.
2. ↑ Do not mistake this with Mariner Fluid. The liquid is quite cold when compared to it.
3. ↑ For many citing this as a. which came first kind. of conundrum, the level came first, followed suit by the discovery of the anomaly. However, the properties of Blackout Periods are far less severe on other levels than this. A running theory is that Level 6 is naturally dark, piled on with this effect, which is why most light sources do not work very well on this level.
4. ↑ Which are typically present on the ceiling or the rightmost wall of the room.
5. ↑ It should be noted that putting a lighter up to the candle will not light it if it is in this state.
6. ↑ Outside of Level 6 these light sources aren't of much help however. The flame outside of the level acting as normal and even being more weak than an actual candle or fire for that matter. A weak breeze would blow it out almost instantly.
7. ↑ -7 Degrees Celsius. Also a side note; average temperatures on level 6 drop by about a half a degree over a long time span, most likely a year. So far the change isn't significant enough to pose a threat, but the level is getting colder.
8. ↑ Most likely these rooms are cooling towers, however this is speculative.
9. ↑ Olfactory Fatigue: also known as odor fatigue, olfactory adaptation, and noseblindness, is the temporary, normal inability to distinguish a particular odor after a prolonged exposure to that airborne compound. Essentially when your body becomes completely numb to a certain smell.
10. ↑ However, it is not uniform across Level 6, meaning pockets of normal, non-foul air exist pockmarked across the level. Lucky is an understatement for how hard it is to find these areas, however.
11. ↑ On that topic, since it hasn't been discussed as much, there are no reported entities on Level 6.
12. ↑ Survivable mentally, it is fully possible to reach the said bottom of these layers however only with severe and irreversible damage to your mental state, more than likely turning you either into a hive (rarely) or an insanity (commonly).
13. ↑ LiDAR by far being the most common, the other methods not even being within Level 6.
14. ↑ Meaning they do exist physically, but in away only accessible through higher forms, like spiritually.