Level 11 - "The City That Never Sleeps"
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Level 11 is an empty metropolis, its architecture taking inspiration from a variety of urban cities. In all ways inconvenient, it is also the unofficial hub of the Backrooms.


The description of Level 11 written by Arthur Mellon, former B.N.T.G. leader, on his group's database.
-Circa 2017.

SURVIVAL DIFFICULTY:

Class 2

  • Safe
  • Unsecure
  • Low Entity Count
An empty, American looking high density street with trees skirting both sides of the road. The buildings are very basic in their construction.

Level 11 upon being found by the M.E.G., the 36th substantial group to 'discover' it in recent history.

A city area comprised of both low rise structure and single-storey brick buildings. Empty plots of concrete are also present.

A block in Level 11 placed midway between a high and low-density area.

A row of small shops in the corner of a parking lot, with further shops down a pedestrian pathway.

A strip mall in one of Level 11's low density areas.

A large body of still water flanked either side by modern, squat skyscraperss.

A wide canal with multiple crossing bridges.

A room still under construction. The walls are bare concrete, the roof has visible ducts, and a ladder is in the middle of the room.

A room in one of Level 11's offices.

Level 11 is exactly what one would expect when picturing a typical Western city. The roads are aligned in block formations, each one peppered with various metropolitan constructs. They fulfil a variety of purposes and are interconnected by secondary roads, alleyways, plazas, and parking areas. No wild terrain exists in Level 11 besides parks, nor do any large swathes of forests or plains.

The building density varies from area to area. Some sections of Level 11 are comprised only of skyscrapers, while other areas have buildings which barely reach three stories. High density buildings are grouped together in multiple blocks, and subsequent blocks transition into lower densities gradually, or vice versa. Because Level 11 is most famously known as "the city level", it has led many who arrive in Level 11's more suburban lots to believe they are in another level, particularly Level 9.1

All varieties of buildings exist in Level 11. Basic apartments and offices are plentiful, while specialist structures like schools, malls, gyms, power stations, public transit stops, and museums are less so. This is a non-exhaustive list, but these are some of the most common to find, second only to basic houses, shops, offices, and factories. Though these are the most abundant styles, any type of building that exists in the Frontrooms can exist within Level 11 also. All buildings have an extremely bland and unassuming architectural style, which leaves many looking similar and some blocks identical from a passing glance.

Despite the blandness, other unique features exist in Level 11, such as railway lines, subways, canals, tunnels, and bridges. Subways expand infinitely, following the same layout of the roads above and intertwining in intersections and junctions. Canals do the same, and although they start or have stations at factories or locks, they never unite with an ocean. Canals also go underground for several periods of time, connecting to subways, sewers and maintenance passageways in fashions non-standard to Earth architecture.

All of Level 11's structures are indestructible on most accounts, and despite being buildings superficially, they are more akin to tall cliffs of concrete. The windows of many buildings offer no view of an interior, operating instead like dull and black-tinted mirrors. These interior-less buildings, as one would expect, are also unenterable with locked doors and generally impenetrable architecture. From comparing the averages on singular blocks, 1/3 of buildings are indestructible and unenterable.

Buildings which are open have interiors which resemble layouts typical of their building type, but they always have sparse furnishings. Appliances are fully operational, which at minimum encompasses lighting, heating, and taps. Level 11 generates its own electricity, water, waste recycling, food, et cetera, all from its specialised buildings. Places of production are entirely automated, even if the process that a product is made by is not automated itself, like sewing machines or sculpting studios.

Materials that are transported across cities with no human intervention, such as power and water, are constantly transferred across Level 11 through said conventional means.2 Most materials that are not power or water make their way across Level 11 via noclipping when not being witnessed.

All of Level 11 is completely self-sufficient, and despite its quiet façade, there are many processes the level undergoes to keep itself stocked. Underground shafts perpetually stone, small plantations cut down spontaneously growing trees, and refineries generate synthetic goods like plastic. Anything produced noclips to factories or warehouses to become goods, and when finished, they noclip to shops or directly to homes. This noclipping cannot be witnessed both with the human eye and digital surveillance, as any objects that would noclip, or are going to noclip, only do so when not observed.

This fact can be exploited not only for getting a vast quantity of supplies but also for controlling whether or not they leave where they were produced. Should a substantial enough community reside in a factory, they may be able to limit or halt this exporting. While this would require multiple places to be claimed simultaneously to affect even just the local area, it is still viable and has been done in the past.

Stephen Arwell: It was tragic, because… I mean, it just was, wasn't it? Do I need to explain it? There I was, lost and dehydrated in some indoor world I don't remember, suddenly appearing in Urban 1. It was a big change, let me tell you, but-

Mark Darvill: Please don't do another tangent.

Stephen Arwell: Hey, don't cut me off! I'm getting to the tragedy, alright?


A former administrator of the defunct group called P.U.G.3 detailing his first encounter with Level 11 on public radio.
-Circa 1966.


Further Fluidity

The front of a wide, grey apartment building littered with small windows. In front of it to the left are a handful of parked cars, and to the right is an area under repair.

A handful of cars and a simulated roadworks site.

Three different images (one in black and white, one in vintage film, and in modern-day digital) of a squat, square building in a U shape.

The same street corner in 1921, 1966, and 2011.

Level 11's streets are just as fluid as the level's supplies. Vehicles, when not observed, move between car parks and kerbsides. Advertising pillars and billboards change what they advertise4 and can sometimes stop changing and become faded or torn. Roadworks and city maintenance appear spontaneously, alongside scaffolding, graffiti, waste bins, etc. Other times, they move across Level 11 or change minute details. Things taken from these temporary set pieces will not vanish/move with the rest of the items; however, any item moved out of place will.

As many first-timers to 11 attempt to utilise vehicles, it is important to note they can be moved by hand via disengaging the parking brake, though no cars have fuel. Since all fuel from any level yields no results, the only known way to make a vehicle from Level 11 actually operate is to change the fuel injectors and pumps with an identical one from another level. Depending on the model, one may also need to replace elements like the intake manifold. Luckily, many levels that contain cars connect to Level 11.

Although it is already known that levels evolve over time, Level 11's evolution operates under the exact same principles of the rest of its fluidity. This can leave entire areas looking older than other parts, though there are very few areas that display this effect. This evolution effect never leaves Level 11 with overly modern or futuristic buildings, and it also eliminates naturally occurring historical districts. Sometimes, buildings with aesthetics from decades past will be modernised with modern halogen bulbs , air conditioning, etc.

Usually, the level will change around what people have set up,5 and some areas can be held in an anachronistic appearance as long as enough people permanently reside in an area. Though there are exceptions to this rule, a good way to locate stable settlements in Level 11 is to find ones which appear anachronistic to uninhabited areas.

"Do you know what he asked me? He asked me if the roadworks were real! Of course they are not, you blithering idiot. If it was not for the fact I relied on this man for my medicine, I would have ditched him at the Capital."


A diary excerpt from one of the Leaders' Level 11 Ambassadors.
-14/09/77.


As a Hub Level

A wide street with confusing markings and entrances to car parks for the modern buildings around it. The image itself has various parts of the buildings and roads highlighted in white.

A street on Level 11 that has some of its exits mapped out. Most led to already discovered levels, some were new and have been catalogued, and one has not been revisited since its discovery from this mapping.

A big but secure jumble of wood pallets, metal planks and tarpaulin sheets. Words have been spray painted onto them, but they are illegible.

A barricade blocking an entire street in Level 11 that, reportedly, contained nearly a hundred different exits.

Despite the intricate systems that have been described, Level 11 is most famous for its most basic one: that it connects to almost every known Backrooms level.

Exits out of Level 11, despite being in fixed positions,6 are as inconspicuous as they are numerous. These are almost always a one-way trip and can leave the uninitiated trapped in an unknown level or lost in a corner of the Backrooms not yet discovered. It has often been the task of those who permanently live in Level 11 to map and publicly mark where the most exit-filled areas are. It is not uncommon for people in Level 11 to randomly and permanently vanish, not because of their demise, but simply from becoming lost in a level nobody will ever discover apart from themselves.

Vehicles and furniture are commonly used by groups to create barricades away from these areas, and spray-painted trails are common on just about any street where a community is nearby. They are not always accurate,7 but they are the best option to traverse safely. It is also common to find memorials or tributes to people near these barricades, and many trails across safe streets have been named in remembrance of the missing.

Coupled with a high density of exits that connect to thousands of levels, almost every level of the Backrooms has a connection to Level 11 somewhere within it. With the exception of dead-end levels, like the strangely infamous Level 790, practically every level has passage to this level. Many fall into Level 11 accidentally, and, depending on where one ends up, it can only take a few steps to accidentally fall back out of it.

Level 11 is not just a hub for humans. A wide variety of entities from across the Backrooms also reside in it. There does not seem to be a native entity population, as even if it is not clear where entities originate from, the melting pot correlation between high entity areas and high entrance/exit suggests that all entities are foreign. Common creatures, like Facelings and Hounds, are the most numerous entities on Level 11, and rarer ones like Lucky Cranes appear less often. For levels that connect to Level 11 that have level-exclusive entities, there is a non-zero chance they can wind up on 11 also, such as Level 458's Living Pizzas.

"For my little strawberry"


A remembrance/memorial for an eight-year-old called Tamsin Clarke. According to her parents, she had left their home and randomly noclipped through the floor. She has not been found since.
-Some time after 03/03/09.


The Human Touch

A traditional painting of Egyptian-like buildings in some kind of disrepair. There is about a 70/30 mix of buildings and sandy terrain of a hilly kind.

An illustration of Level 11 of how it appeared in 3000 BCE, drawn in 1790 CE.

Why Level 11 is a wildly unpredictable hub level has always been a topic of debate. Even ancient documentation8 frequently references it. Because they also reference 11's habitability, it is believed that the level's nature was caused by human habitation itself. Over the course of people entering Level 11 across many thousands of years, the puncturing and bending of reality may have caused a weakening in the level's Euclidean structure.

As it has taken over 7000 years for Level 11 to reach this state, it can be assumed that it will take another 7000 to double the current exits and millions for the level to be destroyed by this phenomenon. As such, no resident of the Backrooms or Level 11 needs to worry about overusing it.

There is much debate surrounding its pacifying effect. Now called the "Level 11 Effect", it is a witnessed yet not understood phenomenon which causes hostile entities to be less inclined to attack. It is not a fool proof abnormality, because deliberately provoking entities can cause the passivity to falter, and some entities are not affected by it at all.

Though there is little archaeological or anthropological evidence to prove it, it is believed that Level 11 was once just a flat plain9 without buildings and entities. People flocked to it, causing the already detailed punctures to grow and inadvertently allowing creatures inside. People stayed, however, a fact that was aided by 11's gradual transformation into a city.10

"Never seen a Hound up close before… They're pretty fucking gross, huh?"


The apparent last words of Hoy Léi, an M.E.G. explorer testing the bounds of the Level 11 effect.
-22/12/21.


Major Players

As Level 11 has been a staple of Backrooms history, listing every group is impossible. In total, counting for the many that are born within the Backrooms, Level 11's population is approximately 129,500, a number calculated from volunteer census gathering from the General Public Database's staff.

Some of the current major groups, however, are the following:

"The Capital"

A high density city street jam packed with people and stalls for various foodstuffs. The people, who are walking on the pavement and tarmac, are from various religions and ethnicities.

A busy market in the heart of Level 11's capital.

"The Capital" is the main residential hub for the entirety of Level 11. While there are many individual communities that are not aligned to major groups, this capital of Level 11 boasts itself as the main nonaligned centre for people looking to settle. Due to the size of this occupied space, both in dimensions and in population,11 the city has adopted a vague governmental system and currency-led economy. Homes are free to any resident so long as they are employed, with two months' leeway for new inhabitants or those between jobs. Basic food ingredients and clothes that are grown, made, or scavenged locally are also offered in the form of free supplies.

Paid services come from luxuries such as anomalous objects, rare foods, building supplies, intricate clothing, and imports. Getting basic food ingredients beyond what would be expected for yourself or your family also comes at a price.

Thanks to collaborations with the Backrooms Remodelling Company, the Capital have made almost all buildings in their territory not only enterable but fully furnished for whatever purpose the building originally fulfilled. Thanks to establishing an alliance in their early years, they have constantly worked hand in hand on the Capital's expansions and modernisations. Although original records are long lost to history, it is believed that when the original Capital figureheads noticed the Capital looked old-fashioned in comparison to the rest of 11, they contacted the BRC for help. As a result, Level 11's evolution is constant, regardless of if it is being observed. The same is also true for its noclipping of goods, which has allowed researchers to confirm the effect exists.12

The Capital has existed in many forms and was not the first major community to be established in Level 11. Its oral records predate its written records by 50 or so years, having begun around 1200 BCE, with some of its original members descending from what would later become Cahokia. The Capital, despite moments in its history where it teetered towards the opposite, is neutral and welcoming. Currently, it is run by a group of presidents who are rotated yearly, with all decisions for the Capital passing through them before being enacted or denied.

"Here's to another millennium of the Infinite Industry!"13


The greetings written on a New Year's Card passed around the Capital to commemorate the city's 3000th year of existence.
-Circa 31/12/1799.

Entrances and Exits

Level 11 is accessible from almost anywhere at any time, oftentimes by accident. The page does not list all entrances and exits to and from Level 11, as tallying infinity is an impossible task. Instead, this list will highlight obvious and key entrances and exits.

Entrances

Exits

"Confused on where to start? So was I!

"The dos, don'ts, and differences of Capital living."


The caption of a book written and published by the Capital government to aid new residents with becoming a model citizen, titled "A Different Kind of Urban".
-21/10/74.


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