Level 16

> “It shall be known the calming, yet mad greenhouse is an ocean of infinite, shallowed beauty; the bouquets and the chromatic façade overshadows the darkness beneath it”
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> — *Unknown*
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## Description

The level has altered its environment throughout its history.
Level 16 is comprised of interconnected, linear corridors with architecture similar to that of conservatories, more precisely a greenhouse which seems to function as a location to host special events, as one may expect an abundance of furniture in Level 16; common appliances such as chairs, tables, and pots with vegetation found in the Frontrooms, including occasional LED lights hanging on the exposed steel rods beneath the gable roof are common within Level 16. The flooring consists of a straight stone pathway positioned in the middle, with smaller pathways connected to it. Separation in between corridors may occur occasionally, divided by walls constructed out of glass panes or wood planks; the presence of these borders may also imply the occupancy of a nearby engine room, producing faint noises which presumably originate from these inaccessible areas.

Level 16's overall edifice is seemingly afloat amongst an empty, obscure sky; however, no such support that prevents the structure from collapsing has ever been observed. Such conditions may simply prohibit any views of the foundation; yet, on several occasions―the fog within the sky may steadily diminish―meaning that if the occurrence of such abnormality does not exist, it may allow these supports to be seen. Instances of wanderers observing the pillars remain divisive; entire theses and explorations have been concocted to simply confirm the existence of these supports―in keeping with the aforementioned instances―the results heavily contradict each other. Besides, there exist various cases of wanderers witnessing a multitude of landscapes, most commonly an ocean or a desert lying underneath the structure. It is supposed to be a mere illusion, though it is theorized the phenomenon may imply a whole separate region beneath the halls of Level 16.

Latest image of Level 16 taken by a photographer.
One will come upon separate, similarly enclosed areas with an increased concentration of plants which are unlike most regions within Level 16; they are extremely infrequent, heedless of their hypothesized purpose as a public greenhouse. The presence of these areas is usually indicated by the abundance of tables and shelves brimming with flower bouquets and pots, alongside a variety of photographs and murals plastered or hung over the roof and walls. It appears these areas are flower shops―whether operational or not―as labels, welcome signs, and price tags are present within these areas, albeit they are mostly left out to be blank, having no text altogether or even blurred/pixelated by unknown means.

It should be noted the vegetation, including the totality of foods within Level 16 such as the plates on the tables containing half-eaten meals should not be consumed by any means necessary. This compound, which contains an unprecedented version of a toxin found in Almond Water―though significantly small amounts: omega-glycoside amygdalin, directly proceeds a continuous cycle of minor bodily pains and difficulties, mainly headaches, dizziness, and nausea when consumed. The effect is suspected to be not enigmatic, excluding the immediate arrival of its effects/symptoms, sometimes even before the initial entrance to the body, specifically during chewing of the said plant. The aforementioned cycle, when continuing to bother the victim, may lead to a cardiac arrest following 2 days if no medical attention is present which may be able to delay their eventual fate.

> “Following a multitude of tests, I had most likely come to the closest to replicating the toxin; a breed of an almond plant containing an unnaturally concentrated *Cyanocobalamin* mixed with *Cyanogenic glycosides* creates a compound wherein bears an almost identical consistency, lethality, and color to that of this unknown poison.”
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> — *Ingram █. ███████*
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>

Weather and climate within Level 16 persist in being consistent throughout the year, remaining at an average temperature of 15-20 degrees Celcius regardless of the time of the day. Rainfall in Level 16 is an hourly phenomenon, and occasionally, storms may occur within each particular week. The day-and-night cycle in the level is arbitrary, possessing no noticeable pattern; the duration of daylight and nightfall is disorderly, which is ostensibly determined by the level itself. An orange tint within the sky signifies nightfall, and an instantaneous fading of this hue denotes the dawn of daylight. The substance the rain is made out of has a scent similar to Almond Water; however, it cannot be confirmed the said substance is precisely Almond Water, as no consumption of the liquid has ever been attempted due to the rarity of holes that may allow one to collect them, in addition to the walls of Level 16 which are constructed out of indestructible glass.

In a short while, one may discern music from a distance; the main constant of the anomaly is the captivating, party-like harmony. The source for the outlying music remains indefinite, as any electronic devices encountered within Level 16 is not operational. It has been reasoned the music may be nothing more than a hallucination―yet, in several recordings occurring in the level―the music can still be heard within the audio. The music may perhaps originate from an undocumented entity, potentially luring wanderers with the catchy tunes before attacking; yet, the music remains to fade away, not to mention the distance between the "entity" and the wanderer serves no significance in the nature of the entity's behavior and the theorized method of attack, remaining constant as the "entity" moves further away from the wanderer.

Moreover, it appears that entering Level 16 with the company of another person is virtually impossible, as all discovered exits have been attested to consistently fail when utilized with a separate group/individual. Whilst it is not known if the anomaly alters the position in which an exit is present to intentionally prevent wanderers from ever returning, or merely an attempt to retain its solitary nature; certainly, every expedition shall be individualistic. Nevertheless, it should be noted one is more hypothetically to enter Level 16 inadvertently, only occurring during specific situations such as an accidental noclip, an overwhelming compulsion/unwanted desire to enter an area which may lead to Level 16, or simply a chase involving them and an entity which ends in a hit to the wall and losing consciousness, followed by an awakening in Level 16.

Within Level 16's soubriquet: "Vitrum *Madness*", a term familiarized with the level after its discovery, represents a psychological phenomenon that distinctively transpires only in Level 16. This phenomenon is dictated by probability, though the state of the person's mind may be an additional factor due to its subconscious essence. Documentation of this phenomenon is especially lacking due to its psychological nature, meaning it is only visible to one unlucky individual; it can be said it is merely a hallucination specific to one person, but its consistency in appearing within an individual's visions in Level 16 cannot be ignored. Shall one come upon this phenomenon, it is instructed to escape the area at which the phenomenon is present; it should be noted consuming Almond Water may not take its usual effects, and there is no certainty the substance can halt/prevent the phenomenon from occurring within the wanderer.

This psychological phenomenon, nicknamed "Madness", often emerges as an expansive, thriving environment; the exact description of the landscape is vague as per the shortage of information due to most wanderers encountering the said phenomena within Level 16 is considered to be deceased or missing. The environment would appear in a wanderer's vision during the point whereupon the wanderer gazes at one of the glass walls; the said environment is situated behind these walls, thus preventing the wanderer from gaining access to the landscape beyond the border. It is supposed the vision may trigger an unknown psychological breakdown or some sort; perhaps the utter extensiveness of the environment in these visions may additionally stimulate an inner phobia amongst wanderers. A likely contender of the said phobia may be *Megalophobia*, though the inevitable psychological breakdown cannot transpire due to a mere irrational fear which only triggers a sense of paranoia, not adequate to entirely trigger a nervous breakdown.

## Supporting Information

*A Personal Outlook*

Abstrusity, an attribute of the Backrooms―a component far too familiar within the minds of explorers, it is the one that determines the sheer complexity and ambiguous nature of the dimension's physical embodiment(s). It can be said the Backrooms are once locations buried under memories that are much more fruitful than those that are integrated into one's sentience lie above; these are hiding what is beneath: places that never were, and never will. The reminiscences of these places are destined to be forgotten, only partially remembered when seen by the eyes; perhaps, the abstract essence of the Backrooms originates from a lost memory so disfigured, the mind has to interfere―causing a metaphysical alteration within a space; hence, the intrinsic features of what makes a space a physical embodiment of the Backrooms, namely solitude, anguish, and liminality.

The greenhouse is amongst one of the Backrooms' physical embodiments; it is connected with other physical embodiments, either physically or emotionally linked within memories. In a physical sense, the greenhouse can be said to be connected with others: the madness of mono-yellow of the Lobby; the shadowy realm of the Terror Hotel; the ceramic halls and calming nature of the Poolrooms; and the expansive, eerie quality of the Silent City. A characteristic found among them is their remoteness, not to mention the sheer magnitude of size most may possess. Though their monumental scale is noteworthy, they are certainly merely minuscule, deserted islands. They are one of the infinite quantity of other islands that are distinctive, yet similar that are sited within an ocean of innumerable sizes―waiting for an unlucky, naive fisherman to be stranded among one of them.

These spaces provoke a subconscious fear within everyone which developed throughout childhood―it is the fear of being eternally confined inside of a space with no knowledge of anyone towards your whereabouts. Shall one encounter a transitional space in normal reality, they are finite and temporary in a physical manner; it is the memories that cause them to be eternal. While a certain memory within a single individual cannot be perpetual as they fade away when the person perishes―the inherent characteristics of the Backrooms prove otherwise. In whatever manner these spaces remain everlasting, the memories of these spaces must remain likewise; given that persons may bear memories that are correlated with one another, perhaps a space within the memory shall persist to survive for long enough, the Backrooms would state its permanency within its compounds, evolving to become one of its physical embodiments.

Without a doubt, the greenhouse qualifies as one of these "islands"; it possesses the features of all attributes of a physical embodiment: an essence of seclusion within the space and the simple, yet a facade that is the environment, which represents the cheeriness and liveliness of the space that simultaneously gives a desolated atmosphere. The first indication of the tranquility can be encountered as soon one enters the mad greenhouse―the endless background noise of rainfall and the monotonous hum of old, almost subdued machines running within warping and filling the mind. A portal leading to the outside that is uncertain, possibly much treacherous is beyond reachable to be dreamed of―the space purposefully erasing memories of the souls lucky to escape. One is compelled to be trapped within its interiors for perhaps an eternity, secluded beyond the bounds of reality.

To put it concisely, the mad greenhouse is one of the many symbols of perplexity within the Backrooms, perhaps one that is the beginning of complete abstrusity. Further explorers venturing further from this specific space shall foresee more distinctive and obscure, as the segments of the memories they are within may be fuzzier. They are not too broad, only tapping into the innermost or specific subconscious emotions and fears, whilst also having the premier characteristic of the Backrooms' physical embodiments at large. The mad greenhouse―the starting point in which the islands of the Backrooms transition from spaces of solitude to the manifestation that is nothing but nonsensical, a space that is the uttermost causer of emotional and mental terror―shall remain eternal and dormant as it is.

It is a space like any other, though it is unique in a way that is not physical, nor does the psychological trauma provokes anything to be described as "never-before-seen". It is a space that marks the beginning of something pivotal, something explorers seek within the Backrooms, something that is anything but dull halls, something that finally frees the explorer from eternal and internal sorrow. The fisherman who is secluded on the island may return home to his family, or be trapped for eternity, awaiting an opportunity that is nothing but futile; an individual―represented as the fisherman―has to decide whether he is a lost cause, or a soul devoted enough, shall time passes, escape from the damned dimension is possible.

> *- Prof. Sherwood D. Holmes*
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**> OPEN RECOVERED FILE ZERO-DAYS-AHEAD**

**> CLOSE RECOVERED FILE ZERO-DAYS-AHEAD**

*Zero Days Ahead*

Walking forwards, I found nearly no change of scenery. With every new florid, conservatory-esque room that I entered, I lost more and more hope. This vista should have the opposite effect, I believe―perhaps that of hope, or perhaps that of happiness―but it maintains a differing ambiance. With every glance over the edge of this unending greenhouse, I see nothing. Occasionally, there is a faint rain, with a pleasing sound―the only comfort I find here. Aside from that, and the occasional, multicolored LED lights that stick out of the configuration of this place, there is nearly no deviation.

That, truly, is the reason I wonder if my fate shall deviate or remain still. There is seemingly no threat here, perhaps the only hint of danger is the oddity of the calmness, but I only barely clinging to hope. I believe that I have the means to survive, should I spend the remainder of my equipment… but God knows if I’m right. I most certainly learned my lesson the hard way; in this otherworldly realm―I’ve heard it referred to as the Backrooms―you cannot trust everything you see and hear.

But if I cannot trust myself, then I suppose it would be a minor loss if I lost myself. The aforementioned lack of variety… it became so blandly slight to me, the divergence between rooms. And now, as I find myself in one with leftovers scattered upon tables, I know not if I should stay―if I should lean against the wall as the sky darkens, as does my heart, only consoled by the faint sound of rain, persuading me into eventually taking a bite―or if I should persist, with the ounce of hope that I barely adhere to.

And with that, I walk forwards, unfirm in my decision, nor my will to go on―but driven by something indescribable.

> *- James H.*
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## Entities

The illustration of said entity described by a C.B.C. researcher.
There exists a single species/entity which is present in Level 16, though not in a quantity that may be equal to levels within the Main Nine. As to not disturb the solitude of the level―these entities are rather uncommon to encounter―only appearing within specific time intervals which are inconsistent at best. It should be mentioned the discovery of the said entity transpired within recent years, as they mostly attaining a low profile, avoiding wanderers which may be within its vicinity.

The said species is that of *Phyllodoce vitrum*, an exotic variant of the *Phyllodoce genus* which exclusively exists within Level 16. Contrastive to their genus, it appears to be an amphibian, though they appear to predominantly linger inside the soil within pots that exist in the level, only surfacing to feast on the toxin-infused plants they are seemingly impervious to the said toxin. Their inconspicuous behavior is putatively caused by the sheer solitude of the level which hardly ever be disturbed; thus, there is no motive to encounter/suspect the presence of other nearby living creatures. It is estimated the total population of the species within Level 16 is around half of a thousand, although results are divisive at best―generally ranging from a population of 75-1000 that are present in the level―even so, the number could arguably be astronomically greater than the numbers stated by the previous assessments.

Though their discreet behavior is a prominent characteristic of the species, they could potentially transition into an aggressive state if significantly harmed(i.e. throwing, cutting, and pesticides). An accident that causes them to be damaged would not trigger their aggressive state, however; they may possess adequate intelligence to comprehend the concept of mistakes, though they would attempt to intimidate one regardless. The physical appearance of the worms would not mutate when progressing into an aggressive behavior; hence, there is no certainty of telling whether they are in their usual state or not. Additionally, it is unproblematic to capture one on sight by transferring them in a container―it is suspected the entity does not have a sense of touch, as it cannot determine a surface's texture transformation.

For the duration of their state of aggression―they mainly remain tranquil―oddly staying in a motionless-esque look, often persisting to be in silence. Their state of immobility is an indication to retreat from the stationary entity as the alteration of their body would start within a few seconds following the state of tranquility. Subsequently, a sudden growth in size and mass of their physique would commence which is ensuingly followed by a pursuit of the culprit; they will remain to run down the wanderer up to the time that it conclusively captures the said offender. It should be furtherly noted that if the damage caused is minor, the growth of their body's mass would still transpire, though they would merely attempt to frighten the wanderer without capturing them.

It is an undetermined cause of what befalls the wanderer when captured by the entity as the number of survivors are inadequate to attain information concerning the species, not to mention the destitution of signs of life within Level 16 additionally culminates in a complete impracticability to find out the anatomy and how the entity catches one. A traditional method of immobilizing is to lock the victim with a gigantic mouth, lined with sharp, long teeth, howbeit worms classified under the genus of *Phyllodoce* does not bear a visible mouth. Suffocation may perhaps be the entity's endeavor to decimate prey, as the exterior section of their bodies is covered in scales which increases the friction to prevent any likelihood to abscond.

The exact source of the entity is undecided, though it is hypothesized a worm of an indecisive species which belonged to the *Phyllodoce* genus one way or another appears in Level 16, eventually adapting to the environment which causes an alteration in species, eradicating any presence of the previous species that may have populated the level. Regardless, the main location of their point of origination is possibly the Frontrooms; yet, the similarities amongst the typical genus which exists in normal reality perhaps coincidentally correspond with the *Phyllodoce vitrum* within Level 16, inducing a misapprehension of the point of origination between these two, separate organisms.

## Colonies & Outposts

There are no known established communities within Level 16 currently. Locations settled by past outposts have been noticed to possess no clues/indications of human settlements ever being present within the area, including abandoned outposts that have never been encountered. Understanding the anomaly is difficult, whilst most hypothesize the sheer size and unpredictability of Level 16 may cause perfectly identical copy(s) of a said location to exist within, and the quantity of these replicas that increases the chance of enabling wanderers to randomly come upon them.

## Entrances & Exits

Level 16 is regarded as a major roadblock for persons who desire to traverse levels beyond it; current known exits are heavily inconsistent and predominantly infrequent. Howbeit it should be known that noclipping―the common way of transport within the Backrooms―cannot be performed normally, meaning one may not utilize such endeavor when attempting to exit the level.

### Entrances

* Certain circumstances such as an adjustment in the appearance of one's surroundings within Level 15 may grant one access to Level 16, progressing into the next level.

### Exits

* People may end up in Level 17 under unknown conditions, as no endeavor has been found to consistently work;

**> Open Author & Licensing Information**

**> Close Author & Licensing Information**

* **Main Author:** SherlsF
* **Concept for Vitrum Madness:** BroccoliPlantMan
* **Author of *Phyllodoce vitrum*:** NormalDudeWithaNormalLife
* **Author of *Zero Days Ahead* & proofreading the article:** Schicksalhaft
* **Migration:** 1morro.com (This is migrated from the fandom, by permission of the rewrite author)
* Code for the image heading made by Eclipse, modified by the Main Author. Code for MS-DOS Prompt made by SherlsF. Feel free to use the code in your page and modify it, though it is appreciated if you credit me!
* **Note:** Any rewrite requests of this article *will* be respectfully declined. Any requests to translate the page is permitted, though it would be appreciated if you ask for permission. The article is licensed under **CC-BY-SA 2.0**, excluding other content such as images, code, additional information, etc. which are licensed under the same licenses determined by their respective authors, meaning you may or may not include them in your own work. Others may share and adapt the work(e.g. translations), though it is required to credit all of the authors above including applying the same license to your derivative work.