Level 100 is the 101th level of The Backrooms. This level appear to be a beach that is surrounded by a ocean. While wandering through this level you may find phones and photo laying around on the beach. The ocean doesn't seem to lead anywhere. There is only one entities here, a shadow that had the ability to bring you here. He is the only way of accessing and exiting Level 100.
Level 12 is an infinite, brightly lit, a static-textured room containing nothing more than a table and a chair. Boxes are scarce throughout the level. The ambiance of level 12 consists of a static sound and an eerie, echoing ambiance.
Written by Aerial7.
Thanks to Pytho for helping me to improve the level and to CutTheBirch for finding a frick ton of SPaG mistakes!
4th part was inspired by Fandom level !.
Blinking code taken from Level 6.2.
The voice recordings below must not be trusted. Though the explorer took many photos and has a lot of evidence to prove the level's existence, we cannot just trust him without checking. So, we're going to send people here and update the article as soon as we can confirm whether or not the level exists. Watch your back.
Overseer-A
Staying in this place for a long time will cause death in 98% of cases, which is not only because of the psychological effects of the level itself. The main cause of wanderers' deaths is an undocumented entity, which is unique for this level, called "Chaser". This entity looks like a 30-year-old office worker, but it will transform into the wanderers' biggest fear while getting closer to them. Its origin and motivation are unknown and will likely continue to be unknown. Some dialogue was recorded with this entity.
Lara successfully no-clipped to the 2nd part of Level 124 and recorded her level exploration log, sending it to Stretch in her last seconds of life. Sadly, she died while outrunning entities in the 4th part of Level 124. Xander is considered dead.
After no-clipping from the 1st part, wanderers will find themselves in the 2nd part. This part of Level 124 appears to be a staircase. This place is completely safe, but there are neither resources nor food. There is no beginning and no end of this staircase; that is why going down searching for an end is useless. The only possibility to exit this part of the level is to find a very suspicious-looking black door after walking down for several hours or, if you're lucky, minutes. After using this door, wanderers will find themselves in the 3rd part of the Level 124. In random places in this part of the level, wanderers can no-clip. No-clipping will lead wanderers to Level 432.
After that, the wanderer's only option to survive is to run through this hallway. To the left and right of the wanderer, energy drinks and bars will appear, helping them to not tire. In random places in the hallway, wanderers can no-clip, but it is not recommended because no-clipping here will lead to negative levels.
The remnants of Sodium Chloride (Table Salt), alongside Magnesium Salts, Calcium Salts, and Potassium Salts, have been detected in Level 100 waters. As seawater evaporates, it leaves salt fragments in the air, contributing to the distinctive saline fragrance, which, collectively with the scents of these salts, tends to be associated with serenity and a sense of well-being. Many believe salty air and the peaceful sounds of the water are comforting. These salt components in seawater assist people to float more readily. When people float in highly concentrated salt water for lengthy periods, especially in warm conditions, individuals naturally relax and relieve tension, unwinding muscles and alleviating physical problems. Seawater, like Terra's, also includes traces of several other elements, including iodine, iron, manganese, zinc, and copper.
Should one burry into the ground of Level 100, they may encounter several items in the ground. These items can range from inoperative cellphones, photos of random natural scenery presumably from Terra, bags, to articles of clothing, and other such items that would be considered as personal belongings. Whilst not understood how these objects managed to get buried in the sand, it is generally accepted that the objects originate from the shipwrecks on shore. The composition of Level 100 is thought to be almost entirely sand, as many drillers that dug into the surface reached deep down relatively effortlessly and quickly as opposed to drilling down into other surfaces with a different composition. The bottom half of the level is also suggested to be metamorphic rock, since the pressure and heat would morph them into metamorphic rock. Nonetheless, many fear that digging deep enough into the level or creating a large enough hole underground would cause at least half of it to become unstable and collapse within itself due to its sand and water composition.
Besides the existence of distant stars during the night in clear conditions, there are no notable celestial light sources as a result of the absence of the sun and moon[1]. Nevertheless, Level 100 retains a 24-hour day and night cycle, with illumination sources during the day, and at night to a lesser extent. Fortunately, prolonged exposure to a Level 100 "natural" light source doesn't result in illness or symptoms, including sunburn, heat exhaustion, or heatstroke. An in-depth examination indicates that the environment includes exotic gases that generate visible light when excited by the level's natural processes via unknown means. These unknown substances interact with cosmic radiation and other energetic particles, giving the atmosphere a bright glow. Level 100 likewise shows no sign of precipitation due to this unknown substance gas, which appears to impede the creation of water droplets and prevent them from developing sufficiently big to fall as rainfall. Currently, the level's atmosphere is being researched and studied for further information.
Visitors frequently feel comfortable considering the waterlocked shoal's tranquil environment and the fewer threats at Level 100. Individuals typically feel secure and protected as it offers the sensation of being at "home" or in a safe place. Following the level's soothing influence on travelers, one could stumble onto a concealed danger without being aware when strolling through the shoal. Dehydration poses as one of the primary threats of this level because freshwater sources are formidable to discover. Wanderers' water supplies have the potential to become low due to extended stays. Since freshwater sources are scarce within the level, dehydration can develop rapidly and even be fatal in certain circumstances. Drinking seawater will result in saltwater poisoning, which may aggravate dehydration, increase thirst, and disrupt electrolyte balance, triggering nausea, vomiting, weakness, and disorientation[2].
The Level 100 Illness, shortened to the 100 Illness or sometimes referred to as Island Sickness, is a phenomenon that arises after a wanderer stays within Level 100 for an extended period of time, being approximately more than a week. It shares many characteristics with Rock fever, a similar psychological phenomenon that occurs on Terra, though Level 100 Illness has slightly more severe and additional symptoms. Albeit not lethal, wanderers who are affected by the Level 100 Illness should consider exiting the level whenever possible, to prevent any further potential harm to themselves.
A thorough examination of the atmosphere above Level 100 reveals that the daylight cycle functions similarly to fluorescent lights. While fluorescent lighting has a phosphor coating within the bulb and a small quantity of mercury vapor inside. UV light results when an electric current flows through the mercury vapor. The phosphor coating is subsequently affected by this UV radiation, which causes it to glow and emit visible light. The mercury vapor is responsible for creating the initial UV light as the mercury is not discharged into the surrounding environment because light bulbs are sealed containers designed to keep the mercury vapor within. In contrast, Level 100 exotic gas appears to contain an unidentified material that, when activated by the level's biological processes, produces a light source[3] while also dispersing the substance's vapor into the atmosphere.
When this unidentified chemical vaporizes by exotic gas, it will seep into the ambient air and blanket the entire level. Although it doesn't initially exhibit any signs of threat when a person originally enters the level, the chemical will begin to exert an effect when one stays and inhales for an extended amount of time than the prior condition. This substance emerges to make persons who inhale feel relaxed and comfortable; nevertheless, it appears that if one does not delight the body and leaves the body dehydrated, the substance will generate adverse reactions, leading to the Level 100 Illness. This is presumed to be why the phenomenon only occurs usually a week after one's arrival, as it correlates to around the same time where most wanderers run out of any resources they brought into Level 100. Although Almond Water, other freshwater and leaving Level 100 as a whole can help lessen these side effects, it takes an extended period to return to normal. Furthermore, Almond Water detected at this level contains traces of sodium chlorides that, if depleted, would exacerbate dehydration.
The Hydrolitis Plague, or simply shortened to Hydrolitis is a bacterium most prevalent in stagnant pools that lack any chlorine and can be transmitted by airborne particles containing the bacterium, or by consuming water containing the bacterium. Wanderers who catch the plague experience symptoms such as chills, weakness, pain, vomiting, etc. In the case of Level 100, the Hydrolitis is only present in shaded, contaminated pools on shipwrecks. Unlike in most other levels where the plague is present, Hydrolitis does not pose as much of a threat within Level 100, due to only being concentrated in relatively avoidable areas of the level. Displacing the bacterium into the seawater kills it, likely believed to be the result of the seawater's salt composition, the waves and underwater currents circulating the body of water.
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