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SURVIVAL DIFFICULTY:
Class Variable
- Mysterious Properties
- Scarce Information
- Sudden Changes in Environment
The Crystal Caverns is the 198th level of the Backrooms. It is a large cave system with an abundance of crystals that have various unique properties and effects.
Description
Level 197 is an expansive crystal cave of undetermined size. Its walls are large and form a spacious cavern, with crystals hanging from the ceiling and growing from the ground. These crystals have anomalous properties that can affect wanderers in different ways, which can be either beneficial or dangerous depending on the zone a wanderer is located in.
There are currently four known zones in Level 197, which have been named as follows:
- "The Turquoise Zone"
- "The Amethyst Zone"
- "The Ruby Zone"
- "The Onyx Zone"
Zones are sections of Level 197 that are filled with different minerals. There have been rumors of zones that are made of other minerals such as diamonds, emeralds, or topaz, but these claims are unconfirmed.
More information about the different zones can be found below. Due to the major differences between zones in Level 197, every area has been given its own Survival Difficulty, BOC list, and Entrance/Exit lists. Every zone will also have a new section labeled "Zone Formation" to inform wanderers of area geometry and possible spaces to avoid.
Zone 1 - The Turquoise Zone
SURVIVAL DIFFICULTY:
Class Zeta
- Potentially Safe
- Potentially Secure
- Pending Entity Documentation
The Turquoise Zone is the area where a wanderer is most likely to appear upon entering Level 197. This zone is abundant in turquoise crystals that possess a calming effect, which have caused wanderers to report feeling particularly relaxed, and was described to be 'as if they had just gotten home from a long day at work'. The minerals can be removed from the ground and ceiling with relative ease, whilst maintaining the aforementioned calming effect.
Zone Formation
The Turquoise Zone is very spacious. It has a width of 15' and a height of 17', and is composed of a material comparable to diabase. The igneous rock does not break, and all tools used to try and harvest it have failed. There are no notable differences in the tunnels within Zone 1, and the walls are very smooth. All caverns in Zone 1 form in a rough cylindrical formation. Unlike the other zones, Zone 1 is structurally sound and has no weaknesses in any areas. If cracks are seen in the surface of Zone 1, then notify an operative at M.E.G. Outpost "Good Feels" as soon as possible.
Stalactites and stalagmites are common throughout Zone 1 and drip water at a consistently slow rate. Falling stalactites have not been reported as of yet, and all stalagmites are abnormally round and tipped with average heights of 11" to 4'. There are visible, man-made smoothing marks on stalagmites, but who smoothed the rocks and when they were smoothed is unknown.
The only change in the Turquoise Zone is a large space, which has been called "Meditation Cove." The space is reportedly somewhat difficult to find, and descriptions are tough to come by. It is said to have a massive turquoise geode in the center of the room, which has a 30' radius. The crystal in the center of the radius is estimated to be around 30' tall, and the large formation has other turquoise crystals growing out of it. The formation pours distilled water like a fountain, and does not seem to stop. The room emits a heavy feeling of tranquility, and those who have walked inside state that they wanted to stay there as long as possible. Meditation Cove is theorized to be the origin of The Entranced, but this cannot be confirmed.
The crystals in the Turquoise Zone can grow in a wide range of sizes, with the smallest documented being around 3" by 1" and the largest being around 5' by 4'. Very rarely, breaking turquoise off of the terrain of Zone 1 will cause distilled water to drip from the bottom of the crystal and leak slowly from the place where it was removed. This water does not have any negative properties and is safe to drink. The water cannot leave Level 197 like the crystals can, so it is recommended to drink the water before leaving.1
Zone 1 is relatively well-lit thanks to the light generated by crystal bunches, which form on the ceiling or grow on the ground. It is highly recommended to gather as many turquoise crystals as possible, as they will help with Zone 3's dangerous environment.
Entities
- There have been two reports of a Smiler spotted in Zone 1, but these reports are still unconfirmed. M.E.G. operatives are advised to notify their commanding officer about any confirmed sightings. No other entities have been confirmed at this time.
Bases, Outposts, and Communities
M.E.G. (Major Explorer Group) Outpost "Good Feels"
- Outpost "Good Feels" excavates turquoise crystals to deliver back to largely-inhabited areas, such as Level 11, The Hub, and Level 901.
- Approximately 53 operatives are stationed in Zone 1 of Level 197.
- The outpost is located close to the entrance to Level 197 for easy access for M.E.G. members.
- M.E.G. operatives stationed at the outpost have permission to hand out gas masks to wanderers who do not have them and are entering Zone 2. If no gas masks are available, then "Good Feels" is allowed to let wanderers stay in or around the outpost until masks are delivered.
The Entranced
- The Entranced are a group of around 125 wanderers who refuse to leave Zone 1.
- They are entirely passive unless provoked
- The Entranced seem to act like a hive mind or colony, as if one makes an action then the rest make the same action.
- There is no confirmed leader to this group.
Entrances and Exits
Entrances
- If an abrupt feeling of relaxation or calmness occurs in any level, look for where the feeling may be coming from. There will most likely be a dark doorway conforming to the level with a slight blue glow when looking for the source. Enter the darkened doorway, and you will no-clip into Zone 1.
- As of 13 Dec 2021, the most consistent way to enter Level 197 is randomly no-clipping through the floor in Level 210. This has a moderate chance of happening, and slightly higher if walking forward without closing your eyes. Expect to no-clip at the middle of the hallway. If you don't no-clip, close your eyes and walk forward to the elevator for another attempt at a later date.
Exits
- Continuing down the lit path of Zone 1 will lead to Zone 2.
- There have been rumors of an unlit path in Zone 1 that can lead to Level 108, but this is still unconfirmed.
Zone 2 - The Amethyst Zone
SURVIVAL DIFFICULTY:
Class deadzone
- Environmental Hazards
- Strictly Uninhabitable
- Low Entity Count
The Amethyst Zone is the second area that a wanderer will encounter. The zone is filled with a large quantity of lavender-scented amethyst which can either be very helpful or very dangerous. The crystals emitting the smells have been known to soothe and relax anyone who comes into contact with it, but on the other hand, they have also been documented to emit and infect wanderers with dangerous diseases that share similarities to various diseases from The Frontrooms, such as smallpox, Spanish flu, and in rare cases the Black Death. Despite these similarities, these infections possess mutations that allow them to incubate much faster or manifest any symptoms far earlier than expected. With this, wanderers are advised to come prepared with Almond Water and gas masks if making prolonged trips in Zone 2.
When wanderers enter Zone 2, a wall of amethyst will slowly grow from the ground and ceiling of the entrance simultaneously, blocking re-entry to Zone 1. Escaping back to The Turquoise Zone is possible given the slow movement of the formation, and all wanderers who return will do so unharmed.
If a wanderer turns around to continue exploring Zone 2 instead, the sound of shattering rocks and crystals will be heard behind them. When turning around, the tunnel that previously showed Zone 1 will now be a tunnel from the Amethyst Zone. This tunnel gets tighter as you continue, and eventually ends. The end of this tunnel has many airborne diseases which can breach gas masks and kill wanderers in a matter of minutes. Continue the way you entered and do not attempt to go back.
Zone Formation
The formation of Zone 2 is drastically different than Zone 1. While the Turquoise Zone was cylindrical in form, Zone 2 is shaped haphazardly and can take any formation. The Amethyst Zone's size cannot be consistently determined, but the most commonly seen measurements are 7' high and 5' wide. The amethysts, however, are almost always grown in the dimensions of 6" x 1". The material that Zone 2 is composed of is brittle diabase and can crumble easily if enough weight is applied.2
On 05/16/18, the Amethyst Zone was discovered to be linear. A group of wanderers stood in a weak point and all used makeshift pickaxes to break through the ground in Zone 2. The members fell ~10', landing in another tunnel, and the wanderers claim to have been mining through the floor to see if there was anything underneath the ground. They state that their actions were motivated by pure curiosity, but have been taken into M.E.G. custody for questioning.
A M.E.G. rescue team was sent to help two wanderers who had crippling injuries and reported that the walls of the cave were now graphite instead of the usual diabase, which the first layer of Zone 2 consisted of. Crystals in this layer were rare, entities were more aggressive, and rooms were larger than the first layer. When returning, two operatives were lost. Entities cannot seem to climb ropes that were lowered, and are stuck in the second layer. It is not advised to enter the second layer without proper weaponry and a sizeable party.
It is unknown if there is a third layer, if there are infinite layers, or if there are more layers beyond the second layer at all. Tests will be conducted when a safe region in the second layer is established and secured.
Entities
Zone 2 is host to entities such as Smilers, Deathmoths, Shades, Skin-Stealers, and occasionally Bone Thieves. These entities take shelter in pitch-black grooves and open areas, which are sporadically placed around the caverns.
Said rooms can be found along paths throughout Zone 2, and can usually be seen before crossing the room due to the irregularity of the light given off of a nearby amethyst. If there are no gems near these rooms or grooves, then tossing a light source ahead of where the wanderer is standing can prove useful. If the wanderer does not have a light source, it is recommended to slowly walk past dangerous areas. These grooves harbor a large amount of entities, usually swarms of Deathmoths. If the beings are awoken they will rush out of the cave trying to find what woke them.
If a wanderer encounters an entity within Zone 2, then it is recommended to evade the entity, as entities from the Amethyst Zone carry high stage diseases in their bloodstreams.
Military-grade light sources can rarely be found in Zone 2. These chem-lights, similar to glow-sticks, can be found within small green containers, reminiscent to pouches on military rucksacks from the Frontrooms. These packs can only be found within open areas or grooves that entities are present in.
Zone 2 is relatively darker compared to Zone 1, with less light being emitted by natural sources. Singular amethysts do emit light, however the light emitted from these singular crystals is dim and is prone to fading in-and-out. It is highly recommended that wanderers bring a flashlight into this zone, as the distance between singular amethysts can grow considerably larger to the point were it becomes too dark too see.
Bases, Outposts, and Communities
There are no known bases, outposts, or communities in Zone 2.
Entrances and Exits
Entrances
- Zone 2 can be entered by following the lit path in Zone 1
Exits
- Retreating through the slow-moving amethyst blockade is possible, and will result in safe passage back into Zone 1.
- Continuing through Zone 2 can take you into Zone 3.
Zone 3 - The Ruby Zone
SURVIVAL DIFFICULTY:
Class 4
- Unsafe
- Unsecure
- High Entity Count
The Ruby Zone is the third zone of Level 197, and is filled with rubies that glow at all times, bathing the cave in a thick, red hue. The temperature within Zone 3 becomes "unbearably hot" as reported by wanderers exploring the zone. Some crystals along the walls are searing, and multiple wanderers have experienced fourth-degree burns from touching them.
When wanderers break off cooled crystals from the walls there is a high chance that they will leak liquid similar to turquoise in the Turquoise Zone. However, the liquid coming from these crystal outcroppings are not potable as rubies from Zone 3 will leak Cashew Water. It is highly advised to not touch or break any rubies from the surface of the area.
Zone Formation
The Ruby Zone has a consistent geometry of 10' high and 10' wide. Changes in height and direction are commonplace as some inclines in Zone 3 have a steep angle of 83° and may require climbing equipment. Crystals are known to grown on the surface of inclines and burn wanderers climbing, so it is highly advised to clear off crystals and check surfaces you are climbing before attempting.
When exploring for long amounts of time - usually 1-2 hours, a wanderer may come across a room known as "The Crimson Fortress." The Crimson Fortress is an enormous room with four bridge formations made out of obsidian that connect to a large, square platform. The bridges, although only 1 inch thin, are sturdy enough to carry many people, and all extend an estimated 1000' before reaching the center platform. The platform in the center of the room has an area of around 100,000 square feet and is supported by seemingly nothing. It is not recommended for people to look down the cavern, as the bridges are around 4' wide and looking down may cause vertigo, causing a wanderer to fall to their death.3
The Crimson Fortress has no determined height, although with current estimations seems to be around 700' tall. While named the Fortress, the crystal formation does not resemble a fortress from any time period on the exterior. Temperature works differently inside the Fortress, as heat does not seem to radiate from the crystal walls since they are surprisingly cold to the touch. This is theorized to be emitting from somewhere within the structure. Staircases and rooms are abundant, and in most rooms there are aggressive entities ready to assault unknowing wanderers. In few rooms there are ruby chests that, when opened, contain many useful materials that may help wanderers progress through the rest of Zone 3, such as cooling cloths or freezing cold bottles of almond water.4
Exiting the Crimson Fortress is simple, as four gates accompany all sides of the crystal formation. When leaving a Fortress it is highly unlikely you will see one again, so if you spot a Crimson Fortress it is up to you to decide if you are prepared to take on the structure.
Entities
Entities within Zone 3 are abundant and highly dangerous, harboring all entities from Zone 2 along with Reviooks, Wretches, Nguithr'xurhs, Crawlers, and the Disease. Entities can be found in grooves and open areas similar to Zone 2, but have also spotted roaming the pathways of Zone 3.
Zone 3 seems to have a psychological effect on all entities within it. When a wanderer is spotted by an entity that is actively roaming, the being will enter what is called an "enraged state," and relentlessly chase a wanderer until caught, or until a turquoise crystal is seen. This is not a proven strategy for all entities, so it is highly recommended that when showing a turquoise crystal from Zone 1 to an enraged entity that a wanderer pay attention to the emotional state of the entity chasing them.
Once the entity slows and looks dazed, in a trance, or exhausted, then it is recommended that you quickly get away by running past it or in the opposite direction. Once using a crystal, it will start to shake and rattle. Drop the crystal and get away from it while escaping from the dazed entity. The crystal will lose all color and detonate, expelling sharp shards than can tear through flesh, bone, and even highly rated body armor.
A group of wanderers reported that by looking at entities through a turquoise crystal, the entities showed less aggressive behavior towards them. This strategy appears to work on Wretches and Crawlers, however the same method does not apply on any other entities, and has been proven useless. Looking through turquoise crystals can also help see through the thick red hue.
Bases, Outposts, and Communities
Due to the highly aggressive nature of entities within this area, there are no bases, outposts, or communities on Zone 3.
Entrances and Exits
Entrances
The only way to enter Zone 3 is to go through Zone 2.
Exits
Currently, all probable exits of Zone 3 are deemed uncertain, as reports indicate different exits, contradicting each other. Some have reported being able to exit to Level 8, and finding their way back to M.E.G. Outpost "Cave Raiders." Others have reported hearing a buzz similar to that of the fluorescent lights present in Level 0 down an unlit tunnel, which upon entered, will send any wanderers back to Level 0.
As of now, it is unknown as to why these random exits exist, or how they manifest.
Zone 4 - The Onyx Zone
⚠️Information Notice⚠️
All information regarding “Zone 4” is currently subject to change and has not been finalized, and is only public due to an unknown party releasing it prematurely and without permission. Some of the details present in the following article have been confirmed. However, most details are still unconfirmed and are mere claims made by unknown wanderers.
With such, we ask wanderers to be careful with this information
SURVIVAL DIFFICULTY:
Class Contested [non-human]
- Entity Superiority
- Mysterious Properties
- Unknown Information
The Onyx Zone is the most treacherous and difficult to reach area of Level 197, and its existence is still unconfirmed and based solely off of alleged eyewitness interviews. The main staple of proof that Zone 4 exists is an onyx crystal that was retrieved by a wanderer.
Zone 4 of Level 197 is an expansive cavern of onyx crystals. The crystals are very sharp, with one wanderer reporting to have a deep gash on their palm from touching the tip of a crystal. Zone 4 is also thought to be almost pitch-black, with barely any natural lighting being emitted from the crystals. It is also theorized, based on unconfirmed reports, that no technology works inside of the zone, including flashlights, cameras, night-vision goggles, and even chem-lights.
Zone Formation
Due to the lack of information on the Onyx Zone, no clear understanding of the area's geometry can be determined. The only known fact is the darkness in the level and that there are no inclines or declines.
The following note was discovered at Outpost "Good Feels" on Zone 1. Who delivered the note is unknown, and who it was written by is also as elusive. The note has been transcribed below.
This is a warning to Outpost “Good Feels” on Zone 1 of Level 197. There is a 4th zone that exists. Heed my warning.
I almost died from those damn crystals alone. Since you can hardly see, you need to use something protective on your hands to LIGHTLY touch the walls. Utilize your hearing to see how close you are to a wall, almost like a bat's echolocation in a cave. If you hear more sound on your right, for example, that means you're too close to the left wall and need to move over.
Another thing is that you need to keep moving. I don't know how to put it, but it's almost like something is…near you. You can't see it, you can't hear it, so on so forth. You can almost feel its aura near you.
I don't know what it is, but the group I went in with called it the Dark Sovereign, or just the Sovereign to keep it short. All seven of us had a feeling that when the Sovereign came near we had to submit to it. No one else from my exploration party survived. I figured out that when you kneel, bow, or show a sign of respect, it will dismiss you and almost vanish.
Please, if you manage to find this level, do not try to rebel against the Sovereign. You'll vanish along with it.
Since the Onyx Zone has not yet been confirmed to exist, any contents mentioned in the note and all the threats mentioned above cannot be verified.
Entities
The Dark Sovereign is an unconfirmed entity known only to the Onyx Zone. It is thought to be a spectral figure made of black smoke, and is said to have a dark black item floating above its head signifying royalty. No other features are noticeable, save for two white dots that float with the Sovereign, which are presumed to be its eyes.
Bases, Outposts, and Communities
No bases, outposts, or communities have been discovered or verified.
Entrances and Exits
Entrances
Since the zone itself has yet to be confirmed, no entrances are known as of now. Those who have supposedly exited Zone 4 claim that by going through dangerous parts of Zone 3, or by trying to run back to the entrance to Zone 2, one will end up in Zone 4.
Exits
There have been no confirmed exits to Zone 4, but three Wanderers claimed that they were sent to whatever level they wished after exploring long enough.
UPDATE: New Data Detected
On 14:16 of 04 May 22, the M.E.G. discovered a new zone to Level 197 with the help of the Eternal Repository. With this disclosure, and the possibility to find more zones within level 197, a new document has been created to store new data.
Visit the Supplementary Document here.
Written by NavyEOD_24
Custom SD Logo created by Entro_P
Relentlessly criticized by a bunch of people.
Thanks for the help, y'all!
Cite this page as:
"Level 197" by NavyEOD_24, from the Backrooms Wiki. Source: https://backrooms-wiki.wikidot.com/level-197. Licensed under CC-BY-SA-3.0.
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"<a href="https://backrooms-wiki.wikidot.com/level-197">Level 197</a>" by NavyEOD_24, from the <a href="https://backrooms-wiki.wikidot.com">Backrooms Wiki</a>. Source: <a href="https://backrooms-wiki.wikidot.com/level-197">https://backrooms-wiki.wikidot.com/level-197</a>. Licensed under <a href="https://creativecommons.org/licenses/by-sa/3.0/">CC-BY-SA-3.0</a>.
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