Phenomenon 32 - "Level Velocity"

Phenomenon 32, also known as "Level Velocity", represents the continuous movement of levels inside The Blue Channel, as well as their physical fluctuations it causes. Most of the time this effect is subtle, only causing small changes to a level's appearance or revealing previously inaccessible parts of it. In rarer cases, some exits and entrances change or stop functioning entirely.

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Info

Written by: Abdallah AmrAbdallah Amr; Greenlit by: Praetor3005Praetor3005

This is my first ever page, (that is not a component, that title goes to PTS) have fun!

Special thanks to:

for critiquing this page, and to ReyDayReyDay for being around for me 💙

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VE

{$title-class}Class:

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{$title-sub}Area of Effect: All Levels

Continuously Happening

{$title-one}Frequency

Non-Stopping

{$title-two}Duration

Variable Intensity

{$title-three}Intensity

Description:

Phenomenon 32, also known as "Level Velocity", represents the continuous movement of levels inside The Blue Channel, as well as their physical fluctuations it causes. Most of the time this effect is subtle, only causing small changes to a level's appearance or revealing previously inaccessible parts of it. In rarer cases, some exits and entrances change or stop functioning entirely.

Sometimes, and for different periods of time, a level may experience changes in velocity, or collides with another level;1 when that happens, the level starts to exhibit multiple changes and instabilities, with previously solid surfaces losing collision and an occasional No-clip of objects and entities, both in and out of the level. It is extremely dangerous to be in a level experiencing such cases, as there's a high risk of No-clipping into the void and No-clip fusion.

Frequency:

This phenomenon is believed to affect all levels in The Backrooms, making them constantly move around in The Blue Channel. It is thought that velocity directly correlates to the properties and appearance of its level, yet this is unconfirmed.

Each level has a unique velocity, that does not change unless disrupted, in which case the level will exert energy to stabilize the velocity. The nature and source of the aforementioned energy exerted is unknown.

Measurement:

Level Velocity is measured using three distinct values in relation to Level 11's velocity2 with the unit km/s.

  • The first of said values is the 3 axes that we know (the three axes x, y and z) and is given the real part of the value.
  • The second is a 4th axis (named axis w) somehow perpendicular to all of them yet not any of them3 and is designated the first imaginary part of the value.
  • The third is the magnitude of the vector of the rest of the axes of The Blue Channel (from the p-axis, the fifth axis, to the v-axis, the eleventh) and is given the second imaginary part of the value.

Any velocity is written in the syntax $L11+(a+bi+cj) \space km/s$, where a is the real part, b is the first imaginary part, and c is the second imaginary part. The real part is always positive, as it is a magnitude of a part of the acceleration vector, and so is the second imaginary, as it also represents a magnitude of a part of the acceleration vector, while the first imaginary could be positive or negative. This results in acceleration graphs being 4D, as the first three axes of the plot are the three parts of the value in relation to Level 11's velocity, and the fourth axis is time.

Factors:

There are multiple factors that can affect the velocity of a level, including:

Level Acceleration

Level Acceleration is defined as the change of velocity over time ($\frac {\triangle V}{\triangle t} km/s^2$, where V is the velocity value and t is time) and is represented using the syntax $a+bi+cj \space km/s^2$. This value is usually zero4 when the level is in a normal stable state, but is non-zero when the level is experiencing Level Acceleration.

During a Level Acceleration, the level starts to lose both its physical and visual properties. Furthermore, many surfaces start to lose collision, and accidental No-clip in and out of the level becomes very easy for both entities and objects. No-clip fusions and No-clipping into the abyss are also substantially easier and more common in such levels. The intensity of such changes depends mostly on the acceleration magnitude.

After a Level Acceleration, the level gradually returns back to its normal state. The time to recover depends on the rate of change and the period of the phenomenon.

Some remnants of acceleration remain, gradually building up over time, giving birth to very glitched levels and/or sub-layers,5 and with enough time, a level could change entirely.6

Acceleration also makes Level Evolution7 occur more or less rapidly in addition to affecting the physical velocity of the level. The rate of the aforementioned effect heavily depends on each level's harmonical velocity and might take anything between hours, years, or even centuries for that effect to make a noticeable difference.8

Acceleration results vary wildly from one instance to another, but some of the more known examples are:

  • Layout changes: from the position of light fixtures to the layout of some rooms.
  • Topological changes: from hills showing up to the appearance of new lakes and islands.
  • Laws of Physics changes: from the length of the day-night cycle to the strength and direction of the level's gravity to electromagnetic and thermodynamic behavior.
  • Other changes: like the color scheme of the level changing or some parts of it disappearing or corrupting completely.

Level Collision

Level Collision is the intersection of two or more levels inside the channel. Levels can collide directly or indirectly.

  • Direct Collision: When a level collides with another directly, both levels intertwine, causing properties of one level to show up in another, and usually results in a Level Acceleration to both levels.
  • Indirect Collision: When two levels collide indirectly, they enter close proximity of each other, without touching physically, where they start to exhibit effects similar to the interaction of magnets together.9 During this collision, both levels will share a consistent entrance/exit to one another until they move apart.

Levels always leave effects on each other after they collide, and in some cases a level can become a sublevel of the other, causing them to move together in harmony, with a consistent method of exit and entrance connecting both at all times; in other cases they can become perpetually connected, with some part of the level always leading into the other and vice versa.

A collision can also do the opposite effect, making "tidally locked" levels decouple and some sublevels and rooms completely detached from their parent.

Discovery:

The first documented occurrence of an acceleration was in Level 5, where an entrance to Level 5.3 appeared overnight. After studying a spike in readings from the sensors the M.E.G. had previously placed in the level, it was found that the level experienced a huge change in velocity. This force was later defined as a Level Acceleration.

Other documentation of similar accelerations was found in books authored by older groups like The Lost, naming it "the realms' rage", though these occurrences were not studied nor explained at the time.

At first, accelerations were thought to be the only instances of movements that happened to levels, but the sensors were saying otherwise. Sensors zeroed in one level would give a non-zero reading in another. Researcher Alan Wagner later showed that all levels experience a constant velocity, and studied the nature of velocities in multiple levels.

The first documented collision was between Level 15 and Level 10 and caused a giant wall to show up in Level 10 connecting the two. After the levels separated, the door connecting the levels slammed shut, and the wall disappeared from Level 10, leaving a wanderer stranded in Level 15.

Related Files:

Tips:

  • Avoid levels experiencing Level Acceleration or Level Collision. You can know if a level is experiencing either of these phenomena by the change of things like gravity or color, or by the increase of a level's instability.
  • If you are in a level experiencing Level Acceleration or Level Collision, leave immediately. Don't Attempt to No-clip if there's a safer exit method available.10 When you reach a safe place, report the phenomenon the M.E.G. as soon as possible.

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