Level 7

⚠ Page Notification  [OOU]

      **This page is a Work in Progress! [WIP]**
*"Now entering the Construction zone."*

Please be patient, Level 7 is still being written / constructed. For now this message will remain until the page has been finished. This Message is Out of Universe, meaning it does not apply to the actual in universe site.

## The Poolrooms

* Image 1
* Image 2
* Image 3
* Ocean

## Information

### Hazards / Anomalies

**Environmental Hazard*** Blood Moon Periods
* Water Temperature Variation
* Variation in Gravity
* Gravity Loops
* Sectioned Areas of Danger
* Mixed Water (Ammonia, Carpet Fluid, Acid, Soothing Compound)
* Submerged Areas
* Large Bodies of Water
* Possible Flooding Events

**Regular Anomalies**

* Outdoor Areas
* Artificial Sunlight
* Confusing Architecture
* Inconsistent Level Layout
* Inconsistent Level Theme
* Levitating Objects
* Soothing Water
* Sound Cancelation and Muffeling
* Acute Deja Vu

## Demographics

### Communities

While habitation of the Level is impossible due to it being a null level; Habitation by entities has been done.

### Group Presences

N/A

**Level 7** known as **The Poolrooms**, is a large complex of interconnected rooms, corridors and spaces that are partially submerged with undulated lukewarm water at calf height. This water is present throughout the entirety of the level and has properties of its own. Rooms most often follow a non-linear and nonuniform structure, and no two rooms look identical within the level. Each area of the level varies greatly in size and structure; some rooms are small, with their walls forming simple shapes and clean patterns, often with curved walls, whilst others may be more large and abstract, often with one or more repeating patterns. They also lack a definite form, or are simply too massive in size; all, however, are equally abnormal. Walls, Floors, and Ceilings within the level all are constructed out of white ceramic tiling with complete formality, however, generally, the flooring or areas submerged in water will have more bluish or even dark blue tiles with some color variation. The architecture of Level 7 is very strict and eerily pristine, never seeming to deviate from a cleanly look. Even gross damage to the level structure or even surface will seem to wash away over some time, suggesting more level activity. Testing of said tiles with various destructive forces has shown them to be practically indestructible; Consequently, the prospect of boring through the level's walls to aid travel has been deemed infeasible with currently available technology.

Although the intended purpose of each area is hard to guess, rooms are far too large to properly serve the function of a pool and the Level geometry and general abnormality nullifies any purported purpose it might serve. The size of the pools and the architecture of the level make it intensely unlikely the level serves the purpose of an actual pool, more likely it is a level that seems to just be slightly submerged in water. One example of this is the fact that some areas of the level are flooded. They are often accessible through stairwells that directly descend into deep pits of water; or through underwater boreholes, giving the impression that the water was not originally present. It is strictly unadvised to explore such areas due to their inherent danger, caused by a lack of adequate lighting and undocumented phenomenon. Without the proper equipment, one could easily get lost or even drown in the level’s depths. These odd structures have given rise to a plethora of theories and speculations, but none of them are without holes in their reasoning. The water within the level is found to emerge from an outside source, most likely being the ocean of **Level 7**, or various other pipelines to and from the level. These often just pour from underwater vents, though on occasion large waterfalls can be found emerging from the ceiling or walls of the level.

Pillars protrude out of underwater areas, with the large ones often containing areas around them that lead into underwater sections of the level. However, mostly the level just contains smaller-sized pillars, sometimes with stairs leading upwards into the level. Larger submerged areas lack a ledge to exit the water, where one would normally expect one, though, sometimes these may be replaced with metal railings or abstract curved rods that loop back into the ground. Light is cast at irregular angles from within the level, leaving some areas of the level in complete darkness, these areas often fester some entities, however they appear very rarely. No clear conclusion on the level's chaotic architecture has been drawn thus far, and the exact reason as to why the rooms are formed in this manner remains unknown.

Investigation has shown that traces of Epsom salt (magnesium sulfate) are present in the waters of Level 7. This compound, when engulfing one’s body for extended periods, has a naturally relaxing effect, relieving muscles and alleviating bodily pains. Alongside this, traces of multiple unknown compounds were also found present in the water. The origin and properties of these substances remain unbeknownst to investigators at the time of writing, but due to their coexistence with the aforementioned Epsom salt, it is believed that they enhance the water's relieving effects via anomalous means. Interestingly, a minimal but constant rippling is present on all liquid surfaces within Level 7, despite it having no apparent sources. It is unknown whether this rippling originates from a certain point in the level, or if it is a property of the water itself — current theories state that the level may be so large that it has developed its tidal forces, a phenomenon unseen anywhere else in the Backrooms. Of note, the temperature of the water is always consistently lukewarm, even in the dark corners of the level that are untouched by the light. The temperature of the water within the level is constant throughout most of the level, however slight to massive temperature variation can be experienced in some parts of the level. Typically in areas where there is sunlight touching the water -- the temperature of the water turns from its lukewarm temperature of 309.65 Kelvin (36.5 Celsius) to around 329.25 Kelvin (56.1 Celsius).  This water upon exposure to unprotected skin and exposed over some time can cause some burns, though it is nowhere near boiling. However in some larger rooms with a larger amount of exposure to the sun The water can become boiling (103 Celsius) these areas are often caused by large windows on the ceiling rather than side windows. It should be noted that exposure to sunlight is not at all fatal, however, its effects on the water can sometimes be more than the actual sun. Being in the sun by itself is very soothing similar to being in the water.

Rarely, water can seem to lose its ties to the ground and seem to float up out of the pool, this often happens in far larger areas and never in smaller rooms. When this phenomenon occurs you should not under any circumstance feel the need to touch the water or even approach it for that matter. This phenomenon is caused by Level 7's odd gravity. Rooms when accessed through either doors or even at random sometimes flip their gravity with objects, however, other objects are tied down the level seemingly except you. This is most likely caused by incredibly strong magnetic fields rather than actual gravity, however flipping gravity is indeed caused by gravity and not magnetism. This can be directly observed in floating water bubbles, which are caused by fields curving in on themselves and trapping the bubble mid-air. Entering these bubbles will cause you to be stuck in the bubble and incapable of swimming out. This can even happen without floating bubbles, though there will often be some kind of bubble showing that their magnetic fields are nearby. These invisible fields act as traps and can catch users off guard and trap a user in place, incapable of escaping the magnetic field. Users will be killed by either a rapid spinning motion from the field, causing extreme disorientation and eventually dying of a hemorrhagic stroke  or by dehydration/starvation.

One other anomaly present within the level is sound, most commonly reported as an unknown dampening or amplifying of sound in the level. This can be experienced as noise being dropped off quickly, not echoing as it normally would. Or sound echoing repeatedly and creating a deafening sound. Both are incredibly rare occurrences, with the latter being more rare, but they do indeed occur. Level 7 is also known to have the most Blood Moon Periods out of the main twelve levels, however as a result, they last quite short periods, usually only around 1 - 2 Hours at best. However, they can happen multiple times a month if under the right conditions. However, they seem to occur more often in more dangerous parts of Level 7, such as the expanse region of the level. Level 7's main area is entirely devoid of life, and no encounters between wanderers and entities have been recorded or reported within the level. It is unknown whether this is due to some isolating property of the level, or if the level is so unimaginably large that one could not possibly come across another entity. However does not mean that entities have not been found inside the level, just not in the white-tiled areas of the Poolrooms. Rather they have been found in areas that are far darker and deeper into the level, the only entity that has been found inside Level 7's main area is a diluted version of Liminality Disease.

## Level Areas

### The Deep End

Some areas of the level are more dangerous than others; most notably are areas that have darker blue tiles. These areas are an extension of the main level, though they either share a greater magnitude of water or no water at all. These areas are defined by haphazardly separated rooms and more intricate architecture, more often than not presenting chaotic patterns throughout the level. While the design remains constant, every room contains a different detail or ostensible purpose, contrasting with others. While some sections barely have enough water to be considered a pool, others are overly submerged, seeming to have flooded completely, with the deepest recorded areas reaching almost 40 meters deep. As well, these areas are also far dimly lit than the rest of the Level, often pitch black, and if not, lit with the only actual lights within the Level. Openings and exits to rooms are often sparse and far smaller, with users needing to sometimes push their way through the gaps in the wall or crouch to be able to enter the next room.

Unlike its counterpart, this area of Level 7 is far more dangerous than the rest of the level and contains the most amount of entities in the entire level. Various undocumented entities also reside within the Deep End, many of which have similarities to pre-existing entities, making them possible iterations or descendants of already existing entities. This area, however, contains less anomalous features, such as the aforementioned gravity loops and spatial anomalies, instead the geometry of the area itself is the anomaly. Much like some other levels, this area has a non-Euclidian design to it, making it possible to loop back to your starting point if not paying attention. Architecture is also varied more than the rest of the level. Here; you can find parts of the floor that seem curved or in shapes not possible for this type of architecture.

The water that makes up the majority of the Deep end is distilled rather than being regular saltwater or even fresh water. it is also significantly colder than the regular lukewarm water of Level 7, being measured at around 288.25 Kelvin or 15.1 Celsius, and some reports show the water to be as cold or even colder than liquid nitrogen. However, these areas are often coated with a thin layer of frost and sometimes even snow, though on the occasions that they are not, you can tell the temperature of the water by the gas produced from the cold water. The water in this section has less of its normal green hue and seems to have more of a wider range of colors that blend in with each other. These colors are Red, Indigo, Purple, and Dark Green. This area of the level also has far more furniture and decorated areas than the rest of Level 7, usually out of place in the level. Some rooms may contain more furnished and decorated areas when compared to the rest of Level 7, these rooms are often cluttered with assortments of loose furniture such as cabinets, couches, tables, chairs, broken television sets, shelves, and so on. These rooms often act as obstacles to getting further into this section of the level, and getting past them often leads into safer parts of the Deep End. One other room also encounterable in the Deep end are locker rooms, these areas have a look more similar to the rest of the Poolrooms, this can give some the impression they've left the Deep End. Inside the lockers are usually nothing, most of the time only containing cobwebs, dust and perhaps the occasional junk. Though sometimes if your luck has turned a bit, they may contain some more useful objects. These seems to be based on your current necessities, for example, if you are low on food, they have a higher chance to have canned food inside, same with Almond Water, clothing, et cetera. However, on very rare occasions you may find other things, most valuable of which is a diving suit. They don't contain an air canister however, so you can't use them to breathe underwater. However, air canisters aren't completely rare in the locker rooms either, and can be encountered in-tandem with these suits.

Rooms do not need to have dark blue tiles to be considered part of this section of the level, they only need to be relatively dark compared to the level and have different architecture compared to the level. However, this does not mean that all dark areas can be considered part of the Deep End, it must be separate from other rooms on the level and have some kind of narrow entrance point, which is a part of a lot of these areas. Overall this area is relatively unexplored and dangerous, it is not recommended at all to enter these areas as it will certainly cause your death.

### The Expanse

Roughly 50 kilometers from the original entry point of the level, you may notice a slight change in the architecture of the level, including doors. Every one of these doors connects to a single one outside of the level leading into a region known as "The Expanse". These doors are often metallic and with no handles, meaning they must either be pried or pushed open. On the door is a label stating "CAUTION: FALLING HAZARD". There isn't anything inside the door and it is just a pitch-black room, but upon entering it you will fall downward into the rest of the Level. You'll notice this area to be far larger than the rest of the Level at dusk or even night. Upon landing into the lukewarm water of the ocean you may notice the door you entered from being struck constantly by lightning.

The Expanse, dubbed so due to its size being far greater than the previous level, is a large body of water comparable in size to an ocean in a perpetual thunderstorm. This area is the least explored part of the level and the backrooms as a whole due to how encompassing and vast the ocean is, as well as how deep it goes. Most explorations of the ocean have been on a set path, which is what most wanderers use to get out of the level in general. The makeup of the ocean is quite different from actual oceans, for instance, the seafloor of the level is impossible to reach due to the depth of the levels sea, gradually becoming more shallow from the center; however, at the entrance of the expansive region, there is a large area, around 50 meters below sea level, that is entirely flat. It is thought that the bottom of Level 7 is the same way, completely flat. Occasionally though, the seafloor may have depressions that seemingly go downwards forever, gradually widening and getting larger and larger until they open up to the expanse of the ocean above. Continuing to swim upwards will reveal the surface of the ocean. Other strange anomalies include structures poking out of the ocean despite having nothing solid to stand on, structures submerged in the ocean itself, some parts of the water not being liquid and instead being solid and able to be stood upon, et cetera. As for the previous example, these often only occur just past the water line and not under the surface, meaning while underwater you might able to pass right under it but swimming up you won't be able to.

Structures that occasionally poke out of the water often resemble large stone statues. These don't resemble anything and are just blank, featureless statues that occasionally have some eroded parts or parts covered in moss or algae, typically under the water. Under the ocean, there might also be occasionally structures that resemble multiple-story houses with usually no windows. These are often made of pure concrete and are quite featureless. It is possible to live in one of these buildings, as the water within these houses only seems to flood the first two floors of the building rather than the entire thing. This is completely different for buildings that have windows in them as they are always flooded regardless, and buildings without windows aren't guaranteed to have dry floors in them. There is no limit to how many floors these buildings can have, and in theory, they could extend to the sea floor of the level.

The inside of the buildings they are pretty hollow and very dark due to the lack of any light sources or windows. However, on occasion, you may find some objects of possible furniture lying around the rooms of the building. These are often arbitrary, abstract pieces with little functional uses. They appear to be attempting to replicate the look of furniture but fail completely and instead look nothing like their original counterpart. The décor, if you can even call it that, includes objects that resemble vaguely, couches, tables, paintings, lamps, ceiling fans, regular fans, potted plants, television sets, speakers, shelves, wall shelves, posters, coat hangers, and others. However, random objects can be found scattered in these rooms as well, such as inverted stop signs, inverted turn signs, abstract shapes, fused empty cans, piles of torn and shredded paper, and broken appliances. Rooms can also be bigger on the inside to fit more objects into them. Rooms that are bigger on the inside do not correlate with other rooms, making the other rooms smaller than it. They also possess some small light sources such as candles or flashlights (turned on). These rooms can also even be somewhat of their mini-level within the level, expanding out to have hallways and corridors, and even on occasion other rooms. They never extend past a few rooms and best but in a sense, you could get lost in these if you weren't careful enough.

Water pressure is constant throughout the sea regardless of depth, and above 30 feet from the surface, the pressure becomes stable. This makes it so swimming up from below 30 feet impossible. This can be circumnavigated through buildings, however, if they have windows, and buildings typically start generating below 25 feet. Buildings in turn are an excellent way to keep yourself alive as you descend deeper into the ocean, swimming from building to building to get oxygen. Surprisingly these rooms have small vents that pump in oxygen constantly, despite having no outside connection. These vents can be clogged up though and reduce the flow of oxygen if not fixed. The water within this level is majority salt water though occasionally will become fresh water. You'll know when the water has become fresh water by its brackish color or generally different color. Usually, these areas will encompass a large portion of the water, however they will end eventually, and eventually curve against the salt water.

This outside area of the level is also the most prone to weather-related hazards that are the main cause of death within the Level. Rain within this level is fairly common, along with storms that render at hurricane levels of wind speed and severity. These storms last upwards of weeks to even months at worst and can shift depending on the time of day or the conditions. Where this rain comes from is currently unknown, but it should be noted that the sky on this level is fake, similar to the Cogwell matrix but more physical. The sky on this level is one gigantic box that extends to the edge of the level, with the sky only reaching around 3 miles upward. The ocean is also more finite than the rest of the level as well, with the Poolrooms being marginally larger than the expanse tenfold. This is evident by the fact that with enough energy and determination, you can make it to the edge of the level yourself. Upon reaching the edge you will come across the massive screen that makes up the sky of the level, that extends down even into the water, and most likely down to the endless sea below. The screen is unbreakable and there is no current method to disable the screen so they may as well be impenetrable walls. Air currents, temperature, humidity, and so on; are controlled by small devices all around the gigantic room. However, the level itself seems to be able to generate wind currents, temperature, and humidity by itself.

### The Lighthouse

Fort Surrender, as it is also known as, it quite an ambiguous structure, poking out of the water and soft ground of Level 7s rare few islands. It isn't always in the level however, as it can only appear during the night time or during thunderstorms, and can act as a safe haven for wanderers unfortunate enough to be out at such times. Its very likely you will encounter it at some point as thunderstorms aren't particularly rare within the level. The area around the lighthouse contains some of the few patches of grass and trees within this level, and scattered around the island are a number of smaller barrier islands and islets. Thick fog will on and off, permeate around the lighthouse, usually accompanied by the heavy rain, even if the rain around it isn't particularly hard falling.

The Lighthouse itself is constructed fairly simply from stone and same with the interior as well, apart from the wooden floorboards. Inside the lighthouse is one of the Drighten, known as The Ferryman. He is benevolent for the most part and serves more as a helpful guide through the level if he is encountered within the lighthouse Inside the lighthouse (When the Ferryman is present) there is a number of provisions such as Almond Water, canned food, common objects, et cetera. There is even a diving suit, found within similar lockers from the Poolrooms, just incase you missed them inside the Poolrooms. The Ferryman will happily help any wanderer in need and can even give vague hints as to the location of the Levels exit; however, he is incapable of taking a wanderer there or helping them beyond these hints. He does however, have two wooden boats near the edge of the island, on two respective docks. You are free to take these and use them to traverse the surface of the ocean. Once night has become day, or when the storm within the level has cleared; vice versa, the lighthouse will be shrouded with fog and then suddenly disappear, without even a trace of its existence beyond an imprint on the ground, and a note inscribed into the sand reading: "Argos watches with patient eyes, those in need."

## Weather Patterns

Unmistakably, the most over arching danger of Level 7 is its erratic and torrential weather. Hurricanes, flooding, and heavy rain are extremely common within this level, more so during the night. As mentioned before, the origin of this weather is relatively unknown and inconspicuous, as this levels sky is fake. The significance of this regarding your survival however is negligible when compared to the danger it poses. The following will be a list of the different erratic weather that occurs on Level 7.

### Hurricanes / Torrential Rain

Comparatively to other types of weather on Level 7, these are far more predictable and tame, with average wind and rain speeds during these storms being as low as 100 - 122 kph which barely categorizes itself has a hurricane. However, large storms can still occur, and the rain fall during these events are still quiet hard. Average temperature drops as well during these events going down as low as 15 C on average, which isn't normal for hurricanes, as they are usually quite humid from all the intense rainfall. But nevertheless they aren't something to be taken for granted on this level, and when they do occur you should attempt to find shelter or at least get out of the water and onto an island. If that isn't available to you, get under the water and try and find an underwater building to hide inside of. Otherwise, try your hardest to wait out the storm without drowning.

### Blood Moon Events

They are unnaturally more common on Level 7 than most other levels.

## Entities

Level 7 is an enigma when it comes to entities, it's not sparse of them, nor is it completely safe from them. The few entities that do exist on the level do in the Poolrooms part of the level rather than the Expanse. Some non-entities have been discovered within the depths of the ocean that relate to many fish species from the real world, but other than that the ocean is devoid of life. The Poolrooms contain very few common entities, with most either being completely unique to the level, or microorganisms. The only common entities found on the level so far have been Bacteria (Only as spores found trace within the water of the level) Clumps, (Who thrive here as puffs) Observers, Liminality Disease, and Smilers (Very rarely, and usually within the Deep end.) Other than that all other occurrences of entities have been completely unique species of bacteria, microorganisms, and so on.

### The Thing on Level 7 (Grandgousier)

There is one very prevalent entity within Level 7 however; which is found solely within the deep perilous waters of the infinite ocean of the level. Very few descriptions of the entity have been given that are accurate, and it has been proven that is has no definite appearance. Though it is not without some constants; for one, its massive size is highly visible and hard to miss when contrasted with the endlessly expanding blue water. If you encounter something of tremendous size within the water of the level, the best course of action is to swim away to a safer place as quick as possible, stay out of its line of sight, and if in its line of sight; to not move a muscle. While it is quite benevolent and can smell and distinguish you from the fish that it eats, it is still very possible that it may attack you for any reason. Staying completely motionless will confuse it enough for it to ignore you, as it is trained to spot moving targets rather than completely stationary.

The Thing on Level 7 known as (Grandgousier) or other colloquial names, is theorized to be the main cause of all the extinct life within the expanse regions. It supposedly does not require food to eat, though occasionally will consume inorganic materials, such as the large house pillars within the oceans. As mentioned before it is able to change its appearance, most likely based on ones perception, and thusly cannot be described accurately. However, generally its most common appearance is either that of a large, massive serpentine creature, or found presently within the Poolrooms, as a tall, lanky, eyeless apparition that stalks wanderers within the lukewarm hallways. Its not directly hostile, buts its behavior is highly varied and unpredictable. It is a dangerous thing to encounter within the depths of the ocean but it is not entirely a death sentence, and only attacks when passing a certain depth within the water, where its sight is impaired by the twilight and abyss zone. It has been known to be attracted by many things such as light, certain fluids like Mariner Fluid, Carpet Fluid, and powders such as the ones produced by the Smilers; shiny objects, and loud sounds. While some of these may not cause a direct reaction from the creature that is hostile, it may cause some indirect hostility in whatever form the creature is in. Some instances of the creature make it an incredibly large, blank statue, which moves when the wanderer does. This causes it to follow the wanderer until it cant anymore, such as if its hiding inside of a building, or on an island

One last note about the entity, and how to avoid it, is that the entity when stationary for a long period of time it will secrete a dark blue or black liquid around its body and trailing with itself as it moves. Its theorized to be waste, and eventually disperses into the water and disappears entirely leaving not traces of itself after around 6 and a half minutes. It will become more translucent as times goes by, so seeing how translucent the water is can help you see if its nearby or long gone.

## Communities

Due to the inherit nature of this level, being that of a null level; no permanent communities can exist on this level because of the lack of interaction with other people within the level. Single person communities do not count; however, despite this, communities exist from entities in the level, friendly or not.

### (1) Serkan Chapter

Residing solely on a desolate island, a couple hundred kilometers away from the Lighthouse Island, is a group of Facelings who worship the aforementioned Goliath. Taking with them may give off the impression that they are benevolent and more similar to Jehovah witnesses rather than real cult members. However, if they offer to take you in and let you sleep for the night, you should not take it unless you expressly wish to join the cult, as it is a method of indoctrination, where you either willing join under sedatives or are tossed into the ocean tied up and most likely fed to the thing. They are a very reclusive and unknown group within the Level and generally are only useful in finding the way out of the level. They aren't even that helpful when it comes to this even, as they don't seem to know how to leave either, devoting most of their lives to the quote "Graceful Serpent". They are open to trade however, and wont indoctrinate you if you trade with them peacefully. They sell mostly common objects, though on occasion may have some rarer objects.

### (2) Eyes of Argos: Fort Surrender

More than likely you have encountered the lighthouse of the level as some point within your Journey, as well as its sole inhabitant, who happens to be a member of the Drighten, The Ferryman.

## Entrances and Exits

### Entrances

```
**Level 6**

```

```
(1) When first entering into the level, there is only one method of escape that all people take before eventually exiting. (And if they were to enter again they would take a different method) This method involves a complicated method with the levels many different sub-layers. But in an abridged fashion; Level 6 can be exited through shifting between one or more layers quickly eventually causing yourself to noclip. This noclip has a high chance of sending you down to the next level.

```

```
(2) Crucifixes on level 6 when prayed to have a chance of taking you out of the Level.

```

```
(3) Any other method mentioned on Level 6's page has a high chance of bringing you to Level 7.

```

### Exits

```
**Level 8**

```

```
(1) Within the underwater towers in the expanse region of the level, you may find small tunnels that should protrude out of the structure but don't. These small tunnels are more commonly found lower down in the towers, usually in the abyss region of the ocean, though it can be encountered else where. Walking through these tunnels will take you further down into a large cavern under the level.

```

```
(2) Any cave-like entrances found within the walls of the ocean floor, or anywhere with the level; as well as mineshafts, et cetera, will all bring you down into Level 8.

```

All other exits are to Level 7's Sub-levels

Return to the Level List, or descend further into the Next Level.

## Footnotes

1. ↑ Level 7 actually features more Plus Rooms than even Level 0, with the difference being 5½ / 5.
2. ↑ Tests included smashing the tiles with a sledgehammer, usage of explosives, firearms, drills, and other construction and demolition equipment. In some tests, this equipment broke, most notably the drill which reached only around 8.1 centimeters into the tile before breaking entirely and becoming stuck in the wall. Keep in mind it was a large drill.
3. ↑ This is after constant exposure to sunlight.
4. ↑ Imperial Conversion: (*36.5 Celsius* to **97.7 Fahrenheit**) (*56.1 Celsius* to **132.98 Fahrenheit**)
5. ↑ The Sun on this level is constantly at high noon (Twelve O'clock. Or noon) on most windows. However, some windows that are slanted or on walls may have the sun pointed in the direction of the windows. Sometimes the sun may just set entirely, making the entire level dark. This usually correlates with what happens in the Ocean part of the level, such as large storms. If a slanted window and a vertical window are within the same room, it may appear as if though there are two suns or more within the level.
6. ↑ **Definition**: interruption of constant blood flow to the brain that causes loss of neurological function, leading to the more common ischemic stroke, or by bleeding in the brain, leading to the more deadly hemorrhagic stroke.
7. ↑ Imperial Conversion: (*15.1 Celsius* to **59.18 Fahrenheit**) (Liquid Nitrogen Temperature = 196 Celsius or -320 Fahrenheit) COMING UP
8. ↑ The diving suits are more useful for the deeper areas of this level, which will be delved on (see what I did there) later in the article.
9. ↑ The theorized depth of the ocean is around 200 kilometers (124 Miles), though this estimate may be wrong.
10. ↑ This is because when water pressure becomes stable, buoyancy in turn stops working.
11. ↑ A small experiment was performed with these vents, in which a small camera was lowered down into the vent to see where it went. The camera had reached around 50 feet down with no problem before the vent eventually turned a few degrees and stopped the camera from going down further. With some careful maneuvering, the camera was able to keep descending. However, the feed stopped after around 180 feet down. This is often true for most vents in the Backrooms, however, it was interesting in this case since it had no obvious connections.
12. ↑ ***(Part 2 of Footnote Nine)*** Another interesting detail was the fact that the oxygen at one point had switched to flow the other direction, flowing downward instead of upward as it had before. Most likely these vents go down into Level 8 and pump oxygen into the caverns of the level.
13. ↑ On occasion he will be replaced with a random entity, with varying danger and severity.
14. ↑ 62 - 76 mph
15. ↑ 59 Fahrenheit.
16. ↑ On that note, Clumps have been known to be on this level; however, only for short timeframes, as they migrate to other further levels such as Level 8 or Level 9, where they are better suited. (How they get there is currently unknown.)
17. ↑ The entity in this state acts similarly to Observers, simply stalking the user and sometimes getting in the way of the user for a brief period. It does not like to be seen, so direct eye contact will cause it to quickly flee or vanish if there is no quick escape.
18. ↑ Or generally above the water, which applies to pretty much any form of the entity. Air seems to be very harmful to the entity when exposed for long periods, as when above the water line, the entity is put in extreme distress and retreats back into the water.
19. ↑ Sometimes this happens when the entity is on the move as well.
20. ↑ **Addendum**: it is not a liquid at all. Test results showed that the water within the blackened area that the entity was in before is no different than the water surrounding it. Further testing is currently undergoing.
21. ↑ This method however only works if the liquid is visible, such as if you are looking at it through sunlight.
22. ↑ Which there are easier ways to get out of the level other than asking the cult, as they are not very friendly when it comes from hearing people wanting to leave the level.