Level 1034 is the 1035th level of the backrooms.
Contents
Description:
The level is mainly a large maze of rooms in a grid-like faction. Each room is connected with at least one tunnel in one of the 4 cardinal directions. The walls and ceiling are made of a concrete-like substance that is in a state of moderate decay, with cracks and holes littering the area. Carpet fluid does leak from some holes. The floor is tiled and carpeted in some areas. With both mainly following a grayscale colour pattern. Avoid areas of tiles that are red or blue.
Some rooms are ripped away entirely, exposing the outside of the rooms to be an empty void, this is not The Void, but is in fact an exit, more in the exit area of this submission.
A few rooms have ladders or stairs in varying stages of disrepair, with some being entirely unusable. These lead to identical grids of rooms not dissimilar to the first layer.
Most rooms are entirely empty, however some contain furniture and/or supplies which can be useful. Each room usually has a theme like a living room or a mine or other themes.
The grid of rooms is supposedly 500x500x50, but nobody has been able to get an accurate count yet. Occasionally, a room will start to creak and crack at a nearly deafening volume. If this happens, run, the Rearranger is trying to move it.
It is recommended to drink at least 1 litre of almond water before going to sleep, if you don't you may wake up as a nightmare or dream kin.
In the Corners of the grid lie the Hives, AVOID AT ALL COSTS. The entities inside are incredibly deadly. You can tell when you are getting close to a hive when the hallways and rooms start turning red or blue instead of their usual grey.
Entities:
Smilers are incredibly common here due to a lack of lighting. They are also much more aggressive than usual.
Wretches are uncommon but not impossible to encounter.
Windows are common in rooms with such, such as living rooms.
The Nightmare Swarm: A swarm of firefly-like creatures that will wander around their hives and the other rooms in swarms. Upon seeing wanderers or other entities, especially Dream Swarms, they will attack, charging at them and detonating into a powerful red flame on contact. They are untamable, and are not scared of entity warders. They can move faster than a normal human and are incredibly dangerous, Avoid any unknown source of light if you can. They track via infrared so hiding is very hard.
The Dream Swarm: Similar to the Nightmare swarm, but blue instead of red.
The Rearranger: A massive, floating entity who flies around the void of level 1034, it is nearly completely invisible apart from his hands, which occasionally grab rooms and move them around, there is no pattern to which rooms he moves or where. Attacking the hands is liable to get you crushed, so hostility isn’t a good idea.
Colonies/outposts:
The Dreamland Inhibitors:
Reported Population: 43
This group of people are open to trade and make frequent deals with M.E.G. and other coalitions in exchange for the incredibly rare and valuable resources in the level.
They use special materials in order to prevent being seen by the swarms, these materials are [REDACTED].
The Nightmare Kin: Population: ~80, may be more.
This group of people is incredibly hostile and serves the nightmare swarm, the swarm won't attack them. They should be avoided whenever possible.
The Dream Kin: Population: ~80, may be more.
Also incredibly hostile. These people serve the dream swarm.
The Nightmare Kin and Dream Kin regularly get into armed fights, be careful if you notice people from either group, as they retain full cognitive function after conversion to nightmare or dreamkin.
M.E.G. Base Somnium: Population: ~40 foragers, ~50 guards.
The third M.E.G. base attempt on this level, the first two were destroyed by swarms. The M.E.G. base now uses similar materials to the Dreamland Inhibitors in order to maintain security. The Foragers explore frequently and are highly valued due to the reluctance of people to take the job. Most foragers are always accompanied by at least one guard.
Available resources:
The main reason that anyone may want to go here, the abundance of useful items. Despite most rooms being empty, there are enough that have items of interest inside to make the exploration of the level worthwhile. Drawers and closets regularly contain safe food and clothes. Office rooms contain almond water. Certain other rooms may contain varying tools and weapons including guns and occasionally ammunition. There is a single room which moves frequently which contains the best possible resources.
This room is a safe room, locked with a combination lock that changes every 24 hours. It contains Royal Rations, Super Almond Water, heaps of both weapons and armour and many other powerful and useful items. All rooms restock every week and is the reason everyone wants a base here.
Entrances:
- Wandering around level 0 may bring someone here, although this is immensely rare.
- Taking an elevator on any level has a small chance of bringing you here.
- No clipping through the ruins on level 3219 brings you here.
Exits:
- Entering an elevator may take you to level 13. This is the preferred method of exit.
- Shouting “Take me Lucifer, take me to hell” six times in a row will teleport you to level 666.
- Playing in an arcade-esque room for 4 hours will take you to level 3999.
- Jumping into the Void Has a 80% chance to send you to level 6 and a 20% chance to send you to The Void.