SURVIVAL DIFFICULTY:
Class 2
- Unsafe
- Secure
- Moderate Entity Count

Image of Level 635 taken when first seen on 1/19/2022.
Description
Level 635 is comprised of 36 approximately five-miles-wide floating islands with an unknown number of smaller islands surrounding them. The islands sit within a dark-blue colored, cloudy nighttime sky-box with unknown celestial bodies of various colored moons and planets drifting across the sky. The lighting of the level is comparable to being under a blacklight. The environment sits at a cool 10.5o to 20o C (51o to 68o F) and has a habitable atmosphere when a storm cycle is not active. Five distinct biomes have been documented within the level.

Picture taken of the painting used to enter level 635.
The Storms:
Once every 86 hours a storm will form across random islands that lasts for a total of 2 hours. These storms range from mild rain to intense hurricane-like conditions. These storms also fluctuate greatly in temperatures, some as cold as a blizzard and some having scalding hot rain. Gravitational anomalies have also been documented including reduced, increased, and lack of gravitational forces. Islands affected by the storms appear covered in a thick fog when viewing from adjacent islands. The storms have yet to affect the island containing The Sapphire Tower and it is theorized that storms cannot form there.
The Quartz Exhibits:
Seven of the 36 main islands are covered in various marble columns and quartz statues representing a collection of objects and entities seen throughout the Backroom's levels, arranged like art exhibits. Upon contact, these statues will start to exhibit properties of the objects and entities they represent. Items representing liquids become a clear, gritty liquid that exhibit the same properties as their normal counterparts. The most common statues are those of mundane objects, hounds, and facelings; rarer entities are also seen somewhat frequently. There appears to be a direct correlation between the rarity of the creatures and the number of statues depicting these creatures.
Some of the marble columns are large enough on some islands to form bridges, towers, and housing near the outskirts of the islands. Each island has an ornate marble bridge that crosses between islands. The marble houses and towers act as a temporary safety point from any active storm cycles. Long term habitation in these structures has proven difficult but not impossible, the main difficulty being prolonged stay in the structures weakens their ability to protect their inhabitants from the island storms.

Picture taken of the rumored Soul Sculptor found on an abandoned camera.
The Soul Sculptor is a rare entity that roams The Quartz Exhibits. The entity is able to create the quartz statues located in The Quartz Exhibits by converting normal objects into them. The exact reason the entity does this is unknown, but observations show the entity appears to act as an avid collector of items not naturally present to its own level. Other data has been hard to obtain as the entity has been known to actively avoid encounters with wanderers outside of when its converting objects and other entities into quartz statues. Trying to directly interact with the Soul Sculptor has proved futile as the entity will evaporate into thin air upon a distance of approximately 10 meters. Cameras with close ups of the entity have been found on occasion scattered about the islands. It's unknown who or what had taken the photos.
The Wailing Lights:
The Wailing Lights comprise twelve of the 36 main islands. The islands are covered in unmarked gravestones and dotted with geysers that emit white light, smoke, and purple ash. Analysis of the geysers showed a high amount of potassium permanganate present. Three entities are known to inhabit the islands:
1, If wailing is heard coming from a geyser avoid it. The wailing geysers will use hands made of light to pull any victims nearby inside where they will be dissolved.
2, Headless skeletons roam near the graves. If a wanderer is caught, they will detach the wanderer's head and attach it to their undead body. The wanderer's body will turn into a skeleton after an undetermined amount of time. Their head, now attached to a skeleton, remains alive with no control of its new body. After about 2 weeks, the skeleton will discard the head into one of the wailing geysers.
3, The mineeps are small bipedal humanoids with white fur, orange stripes, and pouches on their stomachs. While these creatures seem only to say 'mineep' they are actually quite friendly and curious creatures. The mineeps if given an item, they will procure an item of equal value from its pouch and give it to the wanderer. An example of a trade would be a guitar for a banjo.
The Shadowed Halls:
The Shadowed Halls are present on seven of the 36 main islands. The Shadowed Halls each appear as flat grasslands with a building in the center. The buildings that can be found are a post office, a nursery, a skyscraper, a mansion, a funeral home, a department store, and a farmhouse.
The post office is an approximately 25 meter by 35 meter building that looks like a small town's post office built in the 1970's. The inside of the building has mailboxes covering the walls numbered between -156 and 5651. A key for one of the mailboxes may be found on a key rack on the lone office desk or given to you by a shadow mailman. Putting any letter or package with a stamp on it in a mailbox will send the package to the level corresponding to the mailbox number. Do not attempt to send a live specimen through the mail, it will not survive.
The nursery can be accessed by opening a blue door on a 3 meter by 3 meter concrete building. The door opens into descending stairwell. The stairs open into a dimly lit series of hallways covered in wallpaper depicting red and orange triangles. Found throughout the hallways are baby cradles, bottles, and children's toys. Two entities can be found in the nursery, The Smiler and a unique entity called shadow mothers. These shadow mothers resemble the shadow of a motherly figure and care for shades that resemble babies. It is unclear if these shades are also entities, but the shadow mothers protect them from any potential threat. If one sees one of these shade babies, it is recommended not to approach or follow it, as a shadow mother is likely lurking nearby and will attack anyone too close to the shade baby.
The skyscraper is a copy of the Pittsburgh steel building. The only furnishing to be found here is copy machines. All of the lights in the building are flickering or burnt-out fluorescent bulbs. The entire building has a sound dampening effect. Many who have entered the building have reported feelings of being watched or stalked. However, no entities have been observed in the building.
The mansion is a Victorian style house that appears burnt on one side and pristine on the other. Three blank, white tombstones surrounded by white picket fence are placed to the left of the house. The tombstones produce static electricity. The mansion's entrance room has dark wood walls and flooring, a motif that remains consistent in the rest of the mansion. The entrance room contains a flight of stairs and two doors on the lower level. The right-hand door leads to a large fully furnished and working kitchen. The left-hand door, if unlocked, leads to a large dining hall. The walls in the dining hall are covered in mirrors under bedsheets. Never enter this room alone and leave immediately if an uncovered mirror is seen. If a mirror is uncovered and a wanderer enters the room, they will be drawn to look into the mirror. If a wanderer does look into the mirror, they will no clip through it. Those who went through the mirror have never been heard from again. At the top of the stairs is two doors, one leading to a burnt-out hallway filled with aggressive shadow knights and the other leading to the master bedroom. The master bedroom is safe, however, sleeping in the bed causes nightmares involving mirrors.
The funeral home is to be avoided at all costs, as it is infested by shadowy versions of Wretches. The few survivors of this report that it is a typical one-story funeral home with caskets and containers strewn about containing medical supplies. These survivors were subject to the wretched cycle a few hours after leaving the building.
The department store is a large building that resembles a typical department store from The Frontrooms. No lights are present in the store. The store is fully stocked with off brand products typically found in a department store. Shadow security guards roam the building. The guards are mostly passive, only becoming aggressive if a wanderer tries to take a product without paying. Products can be purchased in any self-checkout line in the store using any national currency. If any store product is stolen, the doors of the store will lock, and the guards will hunt down the thief. If caught, the thief will be brutally beaten.
This location, despite being the smallest of The Shadowed Halls, consists of two buildings, a roofless barn filled with hay and a three roomed 20th century farmhouse. The entrance room contains a tube tv and a couch. If the tv turns on, a shadow person will appear on the couch. Do not interrupt the shadow, it will attack with a shadowy firearm. The other two rooms are simply a furnished bedroom and bathroom, both free to use.
The Vine Woods:
The Vine Woods are present on 10 of the 36 main islands. The islands are covered in four types of vines. The most prominent of the vine species is the vine grass. Vine grasses are purple, wide, flat, and covered in fine blue-green grass like fibers that are soft to the touch.
The second most common vine type is the black vines. The black vines curl around each other to mimic trees and have olive green berries covering the tops to look like leaves. The berries are edible, but cause those who eat them to glow with a faint green light for up to three hours.
The 3rd vine type on the island is the teacup vines. Teacup vines look like typical grape vines and grow small teacup shaped flowers filled with a honey like sap. Drinking the sap induces auditory illusions of music playing behind one's back. This effect persists for up to 18 hours.
The final vine type is the tumble vines. Tumble vines act like tumble weeds rolling across the islands. Breaking open one of these vines has a chance to yield sugar powder.
Only one entity lives in The Vine Woods, Halu the Beekeeper. Halu is a living beekeeper suit filled with honeybees. Halu is friendly as long as no ill will is shown towards him. Threatening him will result in him releasing his bees to chase the offender out of the Vine Woods. If a wanderer approaches Halu with a pound of flowers, he will offer a 10oz bottle of honey.
The Outer Islands:
The Outer Islands are desolate and are ill advised to explore. The outer islands range from a few feet to about half a mile in width and fill the void around the main islands for an unknown distance. The only use for The Outer Islands is access to floating paintings that sometimes inhabit the islands. These paintings depict other levels and can be no-clipped into to get to the requisite level.
Bases, Outposts and Communities
The Sapphire Tower:
- The Sapphire Tower is the only permanent base in level Level 635 and acts as a resting point for wanderers. The tower is entered by touching any of the sapphire monoliths located around the islands containing the Quartz exhibits.
- Only the first three floors of the approximately 100-meter by 100-meter tower are considered clear and devoid of the quartz entities. No group has control over the first 2 floors of the tower, meaning they act as a neutral zone amongst wanderers.
- The third floor has been claimed by a group of 132 wanderers known as the Onlookers. They act as a local trading guild and housing firm for Level 635, often interacting with The M.E.G.
- The floors above the third are closed behind a large, decorated marble door. These floors contain living quartz statue entities along with the Soul Sculptor.
- On one of the higher floors, a wall made of solid black glass has been found. The other side of the glass shows images of unknown locations that do not correspond to any known levels. These images shift at random intervals, revealing new locations with every shift. Lettering around the door shows a single sentence "The shifting worlds". All attempts to open or get through the door have been met with failure, as the glass material appears to be unbreakable.
Entrances and Exits
Entrances
- Rarely one can find a clock within a basement hatch on Level 5 or within the closet of a blue house on Level 9. The clock has a cerulean gemstone ring located within its face. Looking into the clock face or putting on the ring will open a gateway that will pull wanders into Level 635.
- The most consistent entrance to Level 635 is in Level 122 within an art supplies store, where a painting of Level 635 can be found and subsequentially jumped through to enter the level. Be advised, the painting must be jumped through. Simply walking or running into it will result in the painting vanishing.
- Digging into a grave on Level 48 will no-clip wanderers into The Shadowed Halls biome in Level 635
Exits
- Jumping into any floating paintings on the outer islands will cause wanderer's to no-clip to the level the painting represents.
- One can break a marble column and bury themselves in the dust to be no-clipped to Level 48 under a pile of leaves.
- Falling into the skybox between the islands will transport a wanderer to the top of one of Level 9's houses. However, it is not recommended due to the danger of that level and the completely random placement of the wanderer.