A shack that dons the universal "Welcome To Hell" writing which signifies that you have entered Level 666.
Level 666 is the 667th Level of the Backrooms. It was discovered on 6/16/2016 when a single Wanderer took a picture of a strange sign in the Backrooms and shortly went missing, presumably dead.
Level 666 can be aptly described at what its entry sign universally calls it, hell. No matter who enters, the experience is described as distressing, and many have gone missing in its confines. Any specific version of the Level is called a Manifestation. Although Level 666 is described as survival difficulty "?", this is only due to the sheer variation the Level provides for whoever enters it. In actuality, this Level is usually survival difficulty 4 or 5 for those who set foot in it.
Description:
Level 666 cannot be truly described in the traditional sense, as every Wanderer who walks into its confines has a different experience. Because of this, two people cannot exist in the same Manifestation and cannot cross into another individual's Manifestation. One universal constant exists between all Manifestations, and that is the presence of signage that states "Welcome to Hell" in the language the Wanderer is most fluent in. This most commonly takes the form of neon signs, graffiti, or welcome mats; stylistically fitting with its surroundings. No matter the light level nor sensory abilities of the Wanderer, this signage is visible to them. If the Wanderer is illiterate, the signage will always be spoken in their most fluent language instead. Wanderers who do not know any language, written or spoken, instead get a visual sign communicating that they have entered the Level.
All Manifestations of Level 666 consistently play up and exploit a Wanderer's fears, vulnerabilities, and insecurities. Whether the individual is conscious of these fears or not has no element in how the Manifestation is created. The combinations of human fears possible are theoretically infinite. If a Wanderer has no concept of fear, conscious or subconscious, for any reason, they cannot enter the Level. Even if the combination of fears is the same for multiple different Wanderers, Manifestations will still generate differently between all of them. There are no limits to the number of Manifestations that can appear simultaneously, and the number of Manifestations does not affect how one is generated.
Bases, Outposts and Communities:
It is impossible to establish Communities or Outposts in this Level, as only one person can ever be in a single manifestation of the Level.
Manifestation Classification
Because Manifestations of Level 666 are so varied, a shorthand guide to classify what your personal hell's dangers are is in use. Classifications are divided into multiple categories and noted using a letter and a number (such as L1). The categories are Destruction, Entities, Audio, Lighting, and Sanity; shortened to an acronym of DEALS.
D (Destruction)
D0: No environmental threats are at play. All land is stable, with no natural disasters. Most, if not all substances are safe to inject or drink.
D1: Slight environmental threats are at play. The land is slightly unstable and natural disasters may occur if provoked. A good chunk of chemicals are safe but proceed with caution.
D2: Moderate environmental threats are at play. The ground may be worrying to walk on, and natural disasters are somewhat prevalent. Only about a half to a third of chemicals are safe at this destruction level.
D3: Major environmental threats are at play. The ground may give way at any moment or may not even exist, and natural disasters are as far as the eye can see. A majority of chemicals are unsafe and should not be ingested at any point.
E (Entities)
This category is functionally identical to the Entity Count levels in Survival Classes.
E0: Devoid of Entities
E1: Minimal Entity Count.
E2: Low Entity Count.
E3: Medium Entity Count.
E4: Entity Infestation.
A (Audio)
A0: No noise is present, not even ambient noise. This can present a sanity hazard even if the Manifestation has no other sanity hazards.
A1: A small amount of ambient noise is present. This amount of Noise is about equivalent to what would be present in a majority of The Frontrooms.
A2: A moderate amount of ambient noise is present. While noise at this level may not cause permanent damage, it is a constant presence and cannot be ignored by most Wanderers.
A3: A high amount of ambient noise is present. Spending a long time at this level will cause permanent hearing loss, though it will not cause any other symptoms.
A4: An extreme amount of ambient noise is present. Wanderers cannot spend long at this level, as it poses the risk of bursting eardrums and causing damage to internal organs.
L (Lighting)
L0: No natural light is present at all. Anything with this level of lighting is pitch black. Sanity may be an issue at this level, as various biological processes controlled by light cannot work properly.
L1: A small amount of natural light is present. This is about equivalent to the lighting in The Frontrooms at night. Wanderers will not be able to see well at this level of lighting, but most creatures that have good nocturnal vision can see just fine.
L2: A medium amount of natural light is present. This is about equivalent to the lighting in The Frontrooms during the day.
L3: A high amount of natural light is present. Staying in this level of lighting is painful to most, and may cause permanent vision damage if resided in for a long amount of time.
L4: A blinding amount of natural light is present. It is almost impossible to see at this level and can cause permanent vision damage and blindness quickly.
S (Sanity)
Something can only count towards the Sanity level if it is not explained by a better category, such as the lack of noise in A0. Existing mental conditions also do not count towards the Sanity level.
S0: There are no abnormal mental threats in the Manifestation.
S1: There is a low amount of abnormal mental threats in the Manifestation. Symptoms of hypomania or dysthymia are examples of S1 threats. No abnormal form of psychosis happens in this sanity level.
S2: There is a moderate amount of abnormal mental threats in the Manifestation. Symptoms of mania or depression are examples of S2 threats. Delusions and auditory hallucinations may occur at this sanity level.
S3: There is a high amount of abnormal mental threats in the Manifestation. Full-blown psychosis with symptoms of hallucinations across all senses almost always occur at this sanity level. Staying at this level for too long usually causes permanent psychological damage.
Recorded Manifestations:
Manifestation 1
Background: The Wanderer in this Manifestation was deathly afraid of spiders and the dark.
DEALS Rating: D1/E4/A1/L0/S0
Entry Point: Level 8. The Wanderer reportedly touched a spider before suddenly being transported to Level 666.
Signage: A large spider web with the words "Welcome to Hell" weaved onto it was sighted upon entry.
Description: This Manifestation is near identical to Level 8, with the key difference being that the spiders lived in a highly eusocial structure. Cashew Water dripped from the stalactites instead of Almond Water.
Outcome: The Wanderer fell through the floor and ended up at Level 9, before eventually making it to Level 11 and living to tell the tale.
Manifestation 2
Background: The Wanderer in this Manifestation had a close family member die in a car accident before entering the Backrooms, and this left an impression on them.
DEALS Rating: D2/E1/A3/L2/S1
Entry Point: Level 80. The Wanderer entered via the universal entry point in the Level.
Signage: The signage that is characteristic of the universal entry point was present.
Description: The Manifestation consisted of a rough, bumpy road, but somewhat different to the road the Wanderer had just traveled. The sky was red instead of its usual blue. The Wanderer was at the driver's seat and was talking to an M.E.G. official who was outside of the Level through the radio. The family member who died in the car accident also boarded the car in the back seat, presumed to be an Entity. The car could not be stopped no matter what was done to slow it down.
Outcome: After approximately 5 minutes of driving, the piece of land the Wanderer was driving on completely disappeared. The car fell for approximately 300 feet before colliding with the ground, killing the Wanderer on impact.
Manifestation 3
Background: The Wanderer in this Manifestation was deeply religious and had fears of what would happen to them in the afterlife. They also prioritized freedom and was afraid of what would happen if it was taken away.
DEALS Rating: D1/E1/A1/L3/S3
Entry Point: //The Entry Point used to enter this Manifestation is unknown.
Signage: "Welcome to Hell" was prominently featured on what seemed to be the gates of Heaven as part of the gates themselves.
Description: This Manifestation resembled a stereotypical form of Heaven, with clouds as terrain and bright light all around. Only two real living things existed, being the Wanderer and an unknown Entity. All other humanoid figures in the seemingly crowded area were hallucinated.
Outcome: After two months of inhabitation, the Wanderer was killed by the Entity via a lightning strike. M. E. G. officials were notified of this after the Entity broadcasted the information present in this documentation of the Manifestation. The Entity said the Wanderer had sinned beyond reprieve, and 'had to take them out of their misery'.
Entrances and Exits:
Entrances
An exhaustive list of Entrances is not possible to create as of yet, as the theoretical amount of Entrances are infinite and are different for every person. However, some Entrances are more common than others. It is impossible to enter this Level for a week after visiting Level 60, and this effect weakens the longer you go without revisiting it, resetting back to the normal rate after 6 months. There are two universal entry points known thus far.
- Level 80
- Level 80 contains one of the two discovered universal entry points to Level 666. If you drive off Route 66 into the desert at a consistent speed of at least 1.5x the speed limit, you will eventually reach a worn-down shack that reads "Welcome To Hell" on the rooftop. It is considered to be a part of Level 666, as the colors of the Level completely change close to the shack. Entering the shack takes you to the level via falling through the floor, and overrides the usual entrance sign.
- Level 105
- Level 105 is home to the other known universal entry point. To access this entry point, you must arrive at an altar or any other religiously significant area, and recite Revelation 13:16-18 of the KJV Bible in English 5 times. A voice of an unknown source will recite the aforementioned verses 1 more time and drag you down to Level 666. Signage is unaffected by this ritual.
Exits
Other universal exits have been theorized to exist, but they have not been found or confirmed.