Level 880 is a presumably infinite, glowing sea-floor environment, with a self-driven, unorthodoxly constructed submersible vehicle serving as the level's only habitable area.
The Reefwalker
The only habitable portions of Level 880 are the innards of an incredibly large submarine that has been named The Reefwalker by the level's main inhabitants. The Reefwalker appears to be primarily made out of brass, copper, large windows with very strong glass, and an unknown type of metal resembling steel that has a distinct, dark blue hue. The metal in particular appears to be The Reefwalker's main ingredient, thus rendering the majority of the submersible a deep blue.
The Reefwalker appears to function entirely on its own, leading some to believe it may even be sentient, or at the very least, puppeted by an outside force. The submersible has remained active despite having no known functional power source or control mechanism — further providing evidence both theories. Additionally, due to The Reefwalker's lack of a power generator, the vehicle almost entirely lacks any sort of mechanical light source, instead being mainly illuminated by the dim glow of the ocean outside. The very small amount of light gives most of the submersible the vague impression of 'night time'. Should you have poor vision, while not mandatory, it's certainly not recommended to bring portable light sources (I.E. flashlights) to Level 880, as the inhabitants of the level have very sensitive eyes and may become annoyed or disgruntled. Due to the nature of the aforementioned inhabitants, reactions to the light may vary — some may politely ask you to put the it away, some may aggressively threaten you, and some may stare directly into the light as some sort of challenge. Overall, it's best to not risk a hostile encounter.
The Reefwalker is constructed unlike any known submersible within the Frontrooms, consisting of four floors that are connected together via a singular elevator. Some of the rooms on these floors don't appear to serve any clear purpose to the ship as a whole, leading the Level's inhabitants to appropriate the rooms into living quarters and storage units. Perhaps the strangest detail about The Reefwalker is that it appears to have legs. Outside certain portholes embedded within the walls, one has the chance to catch a brief glimpse of one of an assumed fourteen thin mechanical legs that propel the submarine forward, rather than any sort of orthodox propeller based systems. These legs have led to much speculation as to what the Reefwalker truly looks like on the outside, with most believing that it's in the overall shape of a giant isopod or some other sort of large, deep-sea crustacean.
The entirety of The Reefwalker has been taken over by a strange group of sapient entities known as the Trench Singers. It's unknown when they initially took over the level, but they have since converted it into a thriving community, even going as far as to construct a small village in one of the larger rooms.
A basic schematic of the Reefwalker's innards, provided by the artistic Aster Conkreet.
The four floors of The Reefwalker, from top to bottom, are as follows.
- The Starlight Floor, which has some sort of religious significance to the Trench Singers.
- The Upper Floor, which is the primary entry point for wanderers.
- The Middle Floor, which consists only of two areas.
- The Lower Floor, which is mainly a labyrinth of electrical hardware.
For more information on any individual floor, including the specifics of their rooms, please view any one of the collapsibles below.
The Starlight Floor
The Starlight Floor is the upper-most floor of The Reefwalker, and also the smallest. Consisting of only one hallway and a singular room of unknown size, the Starlight Floor seems to hold a deep religion-based importance to the Trench Singers, and appears to be recognized as a sort of 'sacred ground' by them. Of every floor, it has the most windows and glass walls, thus making it the brightest floor of the whole ship.
Starlight Corridor: A decently long hallway with walls covered in portholes and a ceiling lined with glass domes. This hallway leads directly to the Starlight Chamber, and is almost guaranteed to have at least two physically capable Trench Singers patrolling it at any given time. The floor of the corridor is usually covered in puddles of salt water, despite the walls and windows not appearing to have any sort of leakage. Caution is advised in this hallway should you take pride in your footwear.
Starlight Chamber: The only other room of the Starlight Floor, which is highly undocumented at the moment. Very little information on this room has been discovered, due to how highly protected it is by the Trench Singers. As of writing this, no successful exploration of the room has been conducted, due to the fact that only members or soon to be inducted members of the Trench Singers are ever allowed in. What is known for sure about the room is that it's very large, relatively round, and has walls dominated by an incredibly large window that causes it to be fully illuminated by the ocean. Some rumors also claim that the floor of the room was covered in a layer of water that wanderers and Trench Singers alike can walk upon like any other solid surface.
According to various inhabitants of Level 880, one must be 'chosen' in order to enter the Starlight Chamber. What the process of being chosen exactly entails is unknown, as most Trench Singers respond to the question with completely different answers. However, what is known is that when chosen wanderers enter the chamber, they undergo a supposed 'ritual' that results in the wanderer becoming a Trench Singer, and by extension, permanently staying within Level 880. There are only two known wanderers who have entered the chamber and left without joining the Trench Singers, being a vagabond known as Kirby 'The Egg Lord' Shatner, and the M.E.G's own Cyrus La'Bumski.
The Upper Floor
The Upper Floor of The Reefwalker is situated just below the Starlight Floor. It functions as the effective 'main hub' of the submersible, containing the starting point for wanderers and the housing floor for the Trench Singers. It is, without a doubt, the least dangerous section of the level.
Entrance Hall: A small, rectangular room, supposedly situated in the dead center of the Reefwalker. It has a large porthole on its back wall, an elevator on one of its side walls, and a door leading to the Main Chamber on the wall opposite to that of the porthole. This room received its name from the Trench Singers due to it being where most wanderers begin upon entering Level 880. Several agents have questioned why the Trench Singers called it the 'Entrance Hall' despite it not being a hall. Those questioned provided a myriad of different responses that ranged from 'It was named before my time' to 'It's just a cool name.'
The Elevator: A small, cubical elevator that can be initially located within one of the sidewalls of the Entrance Hall. Its walls and doors appear to be made of some kind of brass, and it's primarily illuminated by a glass back wall that shows the ocean outside. There are eight buttons on the elevator's panel.
- The buttons labeled 1, 2, and 3 lead to the Lower, Middle, and Upper floors respectively.
- The button labeled with a star leads to the Starlight Floor.
- The open and close door buttons function as they would in any elevator.
- The red emergency button will seemingly reactivate The Elevator if it ever gets stuck mid-ride.
- The button labeled with a question mark doesn't do anything.
Just like in any standard elevator, there is a small black screen situated above the buttons. The screen will read off several phrases whenever something is done within The Elevator, such as entering, leaving, or pushing a button. It's speculated that The Elevator could possibly be some variant of Entity 81 due to these unusual commentaries.
Main Chamber: The second largest room in the entire submersible. With a perimeter believed to be somewhere around the size of a football field, and walls that climb fairly high, this room dominates the upper floor of The Reefwalker with it's large size. It's unknown what purpose such a large, open room would have had for the vehicle originally, but the room has since been converted into the grounds for a 'village' of sorts, made for and by the Trench Singers. Said village consists mostly of flimsy-looking structures made of scrap wood, and occasional tents cozily nestled in-between the buildings.
The room is dimly illuminated by six large windows embedded within both sidewalls, three on each wall. However, even with such large windows, the chamber is still incredibly dark. Despite this darkness, the chamber is constantly active with life, having a consistent bustle of Singers going about their daily lives and businesses. Mild caution is advised when traversing the area, as one could very easily trip over something, or in some cases, trip over someone.
Eastern and Western Halls: A pair of long hallways that can respectively be accessed from one of three doors found along either the western or eastern wall of the Main Chamber. Both hallways appear to be equal in both width and length and are lined with portholes. This, combined with the fact that there aren't any Singer homes within the hallways, make both halls the most optimal spots for viewing the ocean outside.
The Middle Floor
The Middle Floor is located between the Upper and Lower floors, and is the only one to be considered dangerous. Its danger comes from the fact that it is the only part of The Reefwalker that has hostile entities within it. Worse still, the majority of the floor is taken up by a constantly shifting and changing terrain that's entirely shrouded in pitch blackness. Extreme caution is advised when entering the Middle Floor.
The Junk Room: A decently large room with an unending deluge of soggy junk in place of any floor. The room is very dark, and can be very difficult to traverse — it takes incredibly delicate and mindful steps along the piles of scrap to ensure you don't get caught in the garbage, or in a worst case scenario, fully sink into it. Combined with the fact that this is the only area of The Reefwalker with hostile entities living in it, it is certainly the most dangerous area of the level. The floor of garbage is presumed bottomless, as no one has yet reached a solid floor beneath it. Additionally, removing garbage from the room in attempts to clean it appears futile, as the deluge of trash seems to remain at the same level no matter how much is taken from it. Said trash mainly consists of scrap wood, scrap metal, and tattered fabric, but can occasionally have more interesting items within it, such as:
- Basic sewing equipment.
- Waterlogged pillows.
- Little knick-knacks that are just fun to look at.
- Small tumbled stones, that can vary in color and rock type.
Along with the miscellaneous trash, decaying corpses of sea creatures can commonly be found among the garbage. These corpses serve as the sole food source for the Trench Singers. More lightweight Singers can occasionally be found fishing through the the garbage in hopes of finding future meals for either themselves, or more rotund cohorts that cannot safely travel into the Junk Room.
This room is also the only place one can find hostile entities within Level 880, that being entity 85, entity 43, entity 89, and entity 107.
The Drive Room: Sometimes also referred to as 'The Engine Room' or 'The Reactor', The Drive Room is a large room that can be accessed from a door found along one of the walls in the Junk Room. The room is large and cubical, and is mainly dominated by a large, turbine-like structure that is believed to have at one point been The Reefwalker's engine. That being said, the engine appears to be completely non-functional, being coated with patches of rust and several outright missing key pieces. The room is littered with scattered bits of junk that were most likely dragged in unintentionally from the Junk Room.
The Lower Floor
The Lower Floor is the bottom floor of the Reefwalker, and one of the strangest in the whole ship. The majority of the floor consists of a large, labyrinthine room known as 'The Electrical Zone'. This part of the submersible is by far the darkest, meaning that getting lost on this floor is very easy. It's ill-advised to traverse this floor without the assistance of at least one Trench Singer.
The Electrical Hallway: A long hallway that leads to the Electrical Zone; vaguely similar to the Starlight Corridor of the Starlight Floor, though marginally shorter than both it and the Eastern / Western Halls of the Upper Floor. This area has very few portholes to illuminate it, making it almost impossible to see. In place of portholes, the walls are mostly dominated by non-responsive panels that are covered in various flashing lights and buttons.
Electrical Zone: The largest room in The Reefwalker, and by far the most notorious for causing disappearances of wanderers. The Electrical Zone is nothing but a nonsensically constructed maze of walls that are covered in strange screens, pressure valves, buttons, keypads, and various other miscellaneous interactibles one would find in the control room of an average submarine. It's believed that this area would have served as a strangely built control room for The Reefwalker, but none of the controls within seem to actually serve any sort of purpose. Screens show off random messes of pixels, valves jitter around randomly, and buttons glow and beep cutely, but nothing in The Electrical Zone seems to actually do anything.
Aside from the dim light of screens and buttons, the room is incredibly dark. Not to mention, this room is notorious for being filled with tripping hazards. Some wheeled chairs are scattered around, and the control covered walls may occasionally jut out into just as non-responsive panels. With it's maze-like structure, one could very easily get lost in The Electrical Zone. It's highly recommended to ask for a Trench Singer to escort you through the room, as they usually know how to navigate it more efficiently than the average wanderer.
The Freezer: A fairly cold room that can be entered via a door found right next to the elevator in the Electrical Hallway. The Freezer is a small and rectangular room that has been converted into a storage room of sorts for the level's occupants. It's most commonly used to store not-as-decayed meat and vegetation for the Trench Singers, but also provides housing for various other oddly placed items, such as clothes. This room is kept at a constant 32°F (0°C) via a pair of vents embedded within its ceiling that constantly spew cold air.
The Freezer has a hatch in one of its corners that when opened leads to a long, metal-walled hole that drops wanderers straight into the ocean outside. This oddly placed hatch is the only known way to access The Ocean, the only source of light within The Freezer, and the only source of water for the Trench Singers. It's important to note that the hatch is one way, as it has no ladder. The hatch's exit point is located near the southern end of The Reefwalker.
Seven different attempts have been made to utilize the hatch in order to enter the ocean and get a proper full view of The Reefwalker's outside, but none proved successful.
Trophy Room: The smallest room of The Reefwalker, and objectively one of the strangest. Its entrance is tucked away deep in the south-western corner of the Electrical Zone, almost as if it was purposefully hidden. The Trophy Room feels strangely out of place within the level, having a dark wood floor and yellow and red striped, wallpapered walls instead of the standard blue-steel barriers used everywhere else in The Reefwalker. The room is illuminated only by a single dim bulb hanging from the ceiling of the room, being the one and only mechanical light source found within the entirety of Level 880.
The room gets its name from the fact that it has eight taxidermy sea creatures within it, all of which are mounted on pedestals or plaques. None of the eight displayed creatures are of any known sea-life in the Backrooms, nor in the Frontrooms. Similarly to how one could enter Level 906, dragging your finger along the name of one of the fish will send you to another level, with each trophy sending you somewhere different. For specifics, see the Exits section below.
The Ocean
As mentioned earlier, outside of The Reefwalker's walls is a large ocean that presumably takes up the majority of Level 880. As its name may imply, The Ocean takes the form of a presumably endless cold-water coral reef that lays at the bottom of an ocean with light levels believed to be somewhere between the lower mesopelagic (twilight) and bathypelagic (midnight) zones. It's unknown if the ocean has a surface, however, despite the ocean seeming to be deep underwater, undersea pressure doesn't seem to exist at all within Level 880.
Instead of leaving the whole level in pitch darkness, however, The Ocean is riddled with hundreds upon thousands of bioluminescent plankton. While not lighting up the entirety of the ocean, the plankton still shed a decent amount of light into The Reefwalker and the cold-water reef itself. Many wanderers who have entered Level 880 have described The Ocean as resembling a 'star filled sky'.
With the glowing plankton, various species of deep-sea Frontrooms fish, coral, and crustaceans have been documented among The Ocean's 'stars'. All of the documented species appear to be sea creatures commonly found within the bathypelagic zone of the Frontrooms' oceans.
The Trench Singers
The Trench Singers are a cult-like group that lives solely within Level 880. Generally, the group is fairly friendly, though they refuse to allow any non-Trench Singer to remain within Level 880 for an extended period of time. The group has gone through extensive efforts to transform the Reefwalker into their home, constructing an entire village within the main chamber, developing a currency system using shiny stones found in the junk room, and sustaining themselves on dead fish and seawater. They've undergone all of these trials so they could live in Level 880 and worship a deity known only as 'The Wet One'.
The physical appearance of The Wet One is currently unknown, as every single Trench Singer appears to have a completely different idea of what the deity looks and sounds like. However, while it's visage is unknown, some accomplishments and details on the being do remain consistent through each different iteration. Some of these constants include —
- The Wet One created Level 880, and by extension, also created the Trench Singers.
- The Wet One has an extreme affinity for the deep ocean and all of its creatures.
- The Wet One doesn't live within Level 880 itself, but instead spends most of its time in an 'empty blue abyss'. It's unknown if this is referring to the Blue Channel, or something else entirely.
- The Wet One selects wanderers to become Trench Singers by itself.
- The Wet One is not by any means a cruel or demanding deity.
- The Wet One apparently really hates dolphins.
The Trench Singers have several ritualistic events within their culture that are performed in the name of The Wet One. These events are performed not as a means of appeasing it, but are instead done to 'give back' to it. Should a Singer not feel up to it, they could even decide to sit any one of the rituals out; neglecting to participate in every event is generally frowned upon by other Singers, but still permitted.
As stated before, in order to join the group, one must first be 'chosen' by The Wet One. Acquiring the title of being chosen is an incredibly hard task, and no one is quite sure what the process actually entails. That being said, the Trench Singers all seem to be able to recognize when a wanderer is chosen or not. Should a chosen wanderer enter Level 880, they will be recommended to visit the Starlight Chamber, where the effective leader of the Singers will conduct an unspecified ritual that results in the wanderer permanently becoming a Trench Singer. The leader of the Trench Singers is the eccentric, three armed Pelican Eel, who is said to be more 'in tune' with The Wet One than any other Trench Singer.
When a wanderer is indoctrinated into the Trench Singers, they'll undergo several notable mental and physical changes. Generally, a wanderer turned Trench Singer will retain their prior memories and personality, but will begin to become entirely unwilling to leave Level 880. With that, they'll also begin to go by a newly chosen name, that being one of a specific deep-sea creature. Some Trench Singers have become so used to their new names that they have outright forgotten their original ones.
Every single Trench Singer appears vaguely humanoid in appearance, but will often have some sort of peculiar biological quirk that renders them as clearly not human. These quirks can range anywhere from elongated body parts, to twisted or bulbous bodies, to having multiple or none of certain limbs. It's known that these quirks clearly don't exist at first, but chosen wanderers will slowly acquire them as they spend more time within Level 880. It is believed that when a wanderer's physical appearance has stopped shifting, they have fully become a Trench Singer, and are no longer human. Beyond the obvious, the full biology of Trench Singers is unknown, as every single one of them is always fully covered in a layer of unique clothing, with the most notable asset of their wardrobe being that of a felt cowl made to resemble the creature a Trench Singer shares its name with. It's from the mouths of these cowls that the glowing eyes of the Trench Singers can be seen.
Screen Messages:
As mentioned earlier, by interacting with The Elevator found within The Reefwalker, its small built-in screen will light up with certain phrases, depending on what you do while inside. Shown below is a list of every standard phrase that has been recorded so far. With that, there is also a list of more peculiar phrases that have only been recorded as showing up once.
Entering Phrases
These phrases have the possibility to show up when initially entering the elevator.
- [A standard greeting in whatever language the wanderer is most fluent in].
- Bubbling Noises
- How Interesting
- Hit a button to go
Leaving Phrases
These phrases have the possibility to show up when the elevator has reached its destination, and you're departing.
- [A standard goodbye in whatever language the wanderer is most fluent in].
- Have a pleasant
- Walk carefully
- Please be considerate
Number Phrases
These phrases have the possibility to show up after pushing the buttons labeled 1, 2, or 3.
- Going Somewhere!
- Rise or fall — whichever
- Do re mi
- Grinding my gears
Star Phrases
These phrases have the possibility to appear when pressing the star labeled button.
- Sea the stars
- Celestial
- Looking to become?
- Starlight starbright
- Twinkle twinkle
Stuck Phrases
These phrases have the possibility to appear in the rare case of the elevator getting stuck.
- Uh
- Huh
- Hang on a second
- Oh golly
- This doesn't usually happen
- Sorry
- :(
Question Phrases
These phrases have the possibility to appear when attempting to press the question mark labeled button.
- What?
- No
- Please cease
- I don't know what that means
- ????
- I Can't
- Error
- Cut it out
Occasionally, interacting with The Elevator will cause 'unique' messages to appear. These unique messages have only appeared once, and have been deemed as one-time 'error messages'. The fact that these error messages appear at all is near identical to the occasional unique messages found within instances of Entity 81, thus serving as further evidence of The Reefwalker's elevator being an instance of Entity 81.
Elevator Errors
Entering Phrases
- Welwelwelwelcome
- Nice shoes
- Hhh
- Washington
Leaving Phrases
- Watch out for CREATURENAME
- I'll see you again, I hope
- Fimsh
Number Phrases
- Two is my favorite number, I think
- Going… left?
- Gnarly choice, my homecicle
- Try our FOOD and meet our FISHPEOPLE.
- Don't forget to visit the PLACELOCATION.
Star Phrases
- Do you hear that?
- Feel that delectable smooth feeling
Stuck Phrases
- Urk
- Oof
- I'm gonna puke
- I just stopped so you could appreciate that really cool looking thing outside
Question Phrases
Every so often, one of the screens found upon the control panels in the Electric Zone or Electrical Hall will appear to temporarily shut down, moments before reactivating to what appears to be some sort of error screen. However, instead of documenting what went wrong with the machine, these error screens will instead output borderline gibberish, odd poems, or even recipes. These errors often last less than an hour or so before the screens seemingly fix themselves and return to displaying their normal outputs.
After being 'chosen' to become a Trench Singer, an M.E.G agent who is now known as Tripod Fish has been kind enough to record these errors and inform other operatives of them when they stop by. Below are some of the more notable logs acquired from error screens.
Error Phrases
The following list consists of various, usually single-sentence phrases that have appeared upon error screens. Several of these appear to be standard computer error messages.
- Your PC has come across a problem!
- Deep Blue Screen
- Control Alternate Delete
- Syntax Error: Please unplug and replug
- Please save immediately, so as to not lose your data
- The Computeus Is bokren. Fix?
- Looks like someone purchased a pirated copy of FISHNAME. For shame.
- Cozycomfy. Entering sleep mode.
- ERROR: I have the brain of a fish. Blub. Blub.
- Hardware Malfunch. I am in need of physical.
- I seem to be EXTRAORDINARY
- Drink saltwater. The dehydration will fuel you.
- The waves batter and bruise me at a continuous rate. I continue to protect. Are you proud of me? Y/N
- Poach the dolphins
- CORRECTION: Dehydration is actually a very bad thing.
- The anus of the snipe eel is in its throat. Did you know that? I did.
- My stomach hurts. It pains.
- Teach a man to fish, and he'll never go hungry again
Random Musical Event
On a date that has since been forgotten, a peculiar error occurred that caused an electrical screen to completely black out. However, supposedly radiating from the screen itself, a chip-tune beat began to play that was soon accompanied with lyrics. These lyrics were very hard to understand, becoming outright unintelligible at some points.
In and out
Flap about
In and out
(Flail / Wail) about
Fish out of water
How do you breathe?
Fish out of water
How do you (See / Seem)?
Out and in
(Scream / Screech) and Spin
Out and in
Shriek and Sin
Oh, fish out of water
Are you (Aware / Unaware)?
Oh, fish out of water
Are you scared?
In and Out
Fall into sad
In and Out
Go mad, go mad
Fish out of water
I have seen so many
Fish out of water
At least eight hundred eighty
Out and In
(Unintelligible)
Out and In
And then do it again
Oh, Fish out of water
Do you fear death?
Oh, Fish out of water
Don't worry, I'll put you back in
The song looped twice, before hanging on the last note for about three hours, and then reverting back to the original screen.
Unknown Recipe
On July 7th, 2021, one of the Electrical Zone screens entered an error state and slowly prattled off the multi-step instructions for the creation of a currently unknown dish. At the time of writing this, it is impossible to recreate the dish due to its nonsensical ingredients.
Step 1: Take the biggest bowl you have, and add to it the following:
- Five (5) cups of freshly pressed flour
- Five (5) cups of non-freshly pressed flour
- Three dozen (36) gallons of salt water
- A dash (like a little bit) of freshly minced oxygen (YUM!!)
- A slab of ground gribblebits from the local MARKETSHOP
- A full can of Big Tonythan's Deluxe Tomato Bean Soup - Supreme Edition 2.0 Blazing Blue III Esquire + Knuckles
- Five (5) teaspoons of lemon juice. The lemon juice must come from a very special lemon tree. Legally, I am not allowed to name where it is, but you'll know it when you see it.
- The same cup spoon you used to add the flour.
- A newly discovered species of frog (Must not have been discovered by any living being beforehand)
- Part of your mortal soul. If you do not have a soul, you can use a friend's soul instead.
- However much iron you feel is appropriate.
- If you're feeling funky, add several sheep-shaped marshmallows. They MUST be sheep shaped. If they are not sheep shaped, the dish will fail miserably.
- If you're feeling rambunctious, add some chocolate.
- Only if you are feeling groovy, can you add both.
Step 2: Use a whisk to form the mixture into a batter. I do not have a whisk, so I will instead be using my hand. It'll probably be the same. Ensure that you break down even the toughest materials into soupy batter. Stir until the concoction is practically liquidized.
Step 3: When you think you are finished mixing, continue to mix for another five minutes. This is an important step. Forgetting the extra five minutes of mixing will lead to dire consequences. You won't be able to tell that the consequences have occurred, but they did.
Step 4: After you're finished mixing, pour the batter into an ice cube tray's ice cube shaped holes. Make sure it isn't a plastic tray, as it will melt in the oven. Make sure it also isn't metal, as it will freeze in the oven. Don't forget your oven gauntlets.
Step 5: Season the uncooked dish with one or some of the following options -
- Ripe Helium. Must be ripe. If it is not ripe, you run the risk of catching Salmon Vanilla.
- A funny little witch hat. Under no circumstances should you EVER season the dish with a wizard hat.
- Something vaguely related to the sun
- Norovirus
Seasoning the dish with ANYTHING that isn't one of the four above options will lead to incredibly dire consequences. Season wisely, young chef.
Step 6: Place in the oven for somewhere between seventeen minutes and eight hours. Let your most dominant or well respected organ decide.
A Lesson on the History of Submarines
On October 6th, 2020, a peculiar error screen appeared that prattled off what appeared to be some sort of history lesson on submarines. The accuracy of the supposed lesson has come into question various times by several different historian-types that live among the M.E.G.'s ranks.
Part of the error message has been recorded below.
Since the beginning of sapience, mankind has always sought out to be in control of things. Whether an object, animal, or other person, the ability to command something to change or act at your behest is a truly addictive power that many craved. As time dragged on however, people soon desired power over bigger and bigger things — and the biggest and best thing to possibly control was land. Thusly, the concept of kingdoms was invented. By being a king, you had power over PLANETNAME itself, and with that, any and all living things that dared to exist in your space.
However, as time continued to drag forward through the bloodshed and tears of the dark ages, many of those that lived life above the average peasant began to place their sights on the two places beyond land; that being the sky and the sea. However, the sky was nigh untouchable. It was the domain of deities galore, and defended itself from colonization with harsh winds, biting cold, and storms one could only dream of. Thus, while awaiting technology to evolve in order to push past the limits of the stars, the ocean became everyone's next target. However, it wasn't the surface of the ocean that people desired — it was the depths. The untold treasures that lurked deep beneath the waves. And thus, that is how the concept of the submarine came about.
Since then, various men would attempt to sketch out ideas, and some would even attempt to create and use faulty submarines. The first successful submersible dates back to 1620, being designed and constructed by a Dutchman known as Cornelius Van Drebbel. The vehicle itself resembled a large, sealed off boat that was propelled by oars and coated in a water-proof leather. In order to solve the problem of no oxygen, Drebbel used a peculiar mineral known as saltpetre to create more oxygen for him and his crew to subsist on. Surprisingly enough, it worked. Drebbel and his crew managed to dive underwater within the submarine, and rise back up about three hours later fully unharmed. It was an engineering marvel for its time.
After the success of Drebbel and the proof that one could exist below the tides without drowning, like any technology, the submarine advanced. Wood and leather facades were replaced by fully waterproof and pressure resistant metals. Oars and manpower were replaced by propellers and masterfully crafted engines. Saltpetre air was forgotten in favor of actual oxygen, stored in tanks. Of any sort of technology, the submarine has most certainly come the farthest.
Yet, I do not believe that a single man or woman has yet to create a submersible that could exist to the fullest possible potential. Imagine it, if you will — a submarine that could be lived in forever, like a home. No longer would you or friends and family have to deal with the average common problems that resided above the waves. You could all expunge yourself to a life free of strife deep within the bowels of the ocean…
Supposedly, there were at least two more paragraphs of information, but Agent Tripod Fish was unable to copy the rest of the message down before the screen reverted back to its original state.
Sunshine Rant.
On January 18th, 2021, a screen within the Electrical Zone entered its error state, and then proceeded to read off some sort of strange rant about sunshine. The full rant has been recorded below.
Y'know, I never understood the deal with sunshine.
Why does everyone insist on enjoying it so much?
It makes you sweat, and it burns your flesh.
Not to mention, get too much of it, and suddenly you have an unwanted guest.
Worst of all, it blinds you if you try to admire it.
What is there to enjoy in that?
I simply do not get it.
I cannot wrap my brain around it.
Why settle for gross heat and blinding light, when you can instead have pleasant cold and darkness?
Objectively, cold is superior to warmth.
In the cold, you can grow more layers of skin and fat until you are properly temperaturized.
But in the warmth, you can only remove so many layers of skin before you're nothing but bones.
And sure, you can see in light better than in darkness.
But darkness protects you from the ugliness of those around you,
with their weird and stringy head fur,
and their odd, mucus-filled beaks,
Eugh.
I feel like staticing out just thinking about it.
Anyways, getting back to the point…
In the darkness, no one can see you sweat or cry.
In the darkness, no one can see you embarrass yourself after you spill yellow liquid in the general area.
And in the darkness, no miniature teratoma can suddenly claim your body as its home.
The only parasites we have down here are eaten before they can properly live.
A sad existence for them, but a good one for everyone else.
Someone has to take the fall.
I rest my case.
Entrances And Exits:
Entrances
- Occasionally, one may find a submarine's periscope poking out of large bodies of water. Grabbing onto a periscope will cause you to be dragged underwater for a brief time, before seemingly 'waking up' in the Entrance Hall. Periscopes are most often found in Level 85, Level 97, Level 134, or Level 233. There have also been reports of periscopes showing up in the pits of Level 283.
- In Level 817, one may come across the misplaced corpse of a long dead sperm whale. Getting too close will cause you to faint, and later wake up somewhere in the Junk Room.
Exits
- Dragging your finger under a fish's name on its respective plaque in the Trophy Room will send you to a different level.
- The Simplistic Bottlehead sends you to Level 37.
- The Vortex Waste Eel sends you to Level 34.
- The Binary Mistake sends you to Level 201.
- The Curabitur Gulper sends you to Level 45.
- The School of Oilies sends you to Level 117.
- The Formal Origami Starfish sends you to Level 409.
- The Hephaestus Forge Crab sends you to Level 8.
- The Pop-Eyed Whatsit sends you to Level 43.
- Jumping into the ocean via The Freezer's hatch will cause you to wash up on the shores of Level 134 or wake up in Level 119. It's rumored that this method of exit could also possibly send you to Level 100, but like the status of the level, this is entirely unconfirmed. Do note that this method of exit requires you to pass out due to oxygen loss in the water, which could be very scary to some.
Cite this page as:
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"<a href="https://backrooms-wiki.wikidot.com/level-880">Level 880</a>" by PromboTheSeventh, from the <a href="https://backrooms-wiki.wikidot.com">Backrooms Wiki</a>. Source: <a href="https://backrooms-wiki.wikidot.com/level-880">https://backrooms-wiki.wikidot.com/level-880</a>. Licensed under <a href="https://creativecommons.org/licenses/by-sa/3.0/">CC-BY-SA-3.0</a>.