Level 15 Futuristic Halls

**Survival Difficulty: Class 1**

»⠀safe

»⠀secure

»⠀low Entity count

**Level 15** is the 16th level of the Backrooms.

## Description

**Level 15** is a maze-like labyrinth of hallways with futuristic architecture and technology. To date, no two wanderers have been able to make contact in the level — not through navigation systems, maps, or even radio contact. The disorienting nature of the halls originates from their irregular, "twisted" shape, leaving them feeling vast, yet narrow. Long LED lights are present on the ceiling of each hallway, serving as the only source of luminescence in the level. However, despite the level's clean appearance, there have been reports of the lights sparking, flickering, and even shorting out completely. During these outages, areas of the level become pitch-black while a constant sound of distant, whirring machinery becomes audible. The source of this sound is unknown — some wanderers claim it emanates from the floor, while others claim it comes from the ceiling.

Occasionally, one may stumble on a worn-down control panel with wires connecting to the floor. Most have between ten and twenty buttons, with few appearing to be functional. Interestingly, the only working buttons appear to be consistent with all panels: "ON," "OFF," "DESTROY," and "CHANGE." Pushing the "DESTROY" button seemingly creates an explosion, unleashing a deafening boom and causing nearby hallways to shake violently for several seconds. Despite this, no evidence of any damage resulting from an explosion occurring within the halls has been found. The "CHANGE" button has never been pressed; according to witnesses, the button emits some sort of magnetic field that repels all matter, akin to a force-field. Despite best efforts to disable or otherwise bypass the field, wanderers have failed to press the button.

Coming into contact with the field produces this message on a screen of the control panel:

**Access denied:** Level 5 clearance required to change reality.

Unknown machinery has been discovered within the halls of **Level 15**, notably resembling Antikythera mechanisms. Indecipherable inscriptions, complex dials, and broken gears define the majority of these machines. Any attempts to operate the machines have failed. However, they appear to be functional. During power outages, a faint constant ticking noise can be heard emanating from the machines, imitating a human heartbeat. The rate of the ticking gradually slows down until the lights turn back on.

Witnesses frequently report lightheadedness and dizziness after sustained exposure to the harsh lighting and stale air present in **Level 15**. Studies have attributed this to the temporarily bradycardia wanderers suffer while in the level. These effects are generally exacerbated in areas of complete darkness, so it is recommended that wanderers attempt to leave these areas as soon as possible to minimize the risk of irreversible damage.

## Entrances and Exits

Unfortunately, **Level 15** has proven difficult to enter and exit.

### Entrances

* The easiest way to enter **Level 15** is through Level 15.1. By noclipping through the floor, it will lead one to **Level 15**.
* An anonymous Wanderer claimed he opened thousands of doors in Level 3. One of them led to this level, but only after an electric shock from the handle rendered him unconscious. When he regained consciousness, he was transported here.
* Going into a collapsed room in Level 694 will lead you here.

### Exits

* The easiest way to exit **Level 15** is through Level 15.1. Noclipping through the roof will lead one to Level 15.1.
* Wanderers have speculated that occasionally, a control panel will contain a button labelled "ESCAPE." Pressing the button transports wanderers to Level 3.
* If you find a broken gateway and climb into it, you will be transported to level 291.
* Going through a hospital door will lead to Level 16.
* Following a trail of an unknown sticky red substance will lead to an entrance to a dark cavern. Entering it will lead to Level 990. After entering, the path behind you will disappear, and any items you are carrying will disappear also.
* Staying in completely dark areas for an extended period of time may cause you to pass out and wake up in Level 58.

<<‏‏‎ ‎Level 14‏‏‎ ‎| Level 15 |‏‏‎ ‎Level 16‏‏‎ ‎>>