Level 108 is the 109th level of the Backrooms lore.
Survival Difficulty: 4
- Major environmental threats are at play. The ground may give way at any moment or may not even exist, and natural disasters are as far as the eye can see. A majority of chemicals are unsafe and should not be ingested at any point.
- Minimal Entity Count
- An extreme amount of ambient noise is present. Wanderers cannot spend long at this level, as it poses the risk of bursting eardrums and causing damage to internal organs.
- A small amount of natural light is present. This is about equivalent to the lighting in The Frontrooms at night. Wanderers will not be able to see well at this level of lighting, but most creatures that have good nocturnal vision can see just fine.
- There is a high amount of abnormal mental threats in the level. Full-blown psychosis with symptoms of hallucinations across all senses almost always occur at this sanity level. Staying at this level for too long usually causes permanent psychological damage.
Description
A hallway found in Level 108
Level 108 consists of endless hallways, painted with fresh blue paint. With the usual void eating up parts of the level- wait what! Void eating the level? Oh yeah, there's a void that will slowly eat away everything. Nothing too big... There are also rooms lines up on walls connected to heavy reinforced steel doors. The rooms are empty and contain no potential threat or tools that can assist, so they can be ignored. When entering the level, slight screaming can be heard from no particular direction. At this time, it can easily be brushed off as mind playing tricks on you. Sometimes, new hallways or doorways will appear, causing euclidean laws to cease to exist. The very balance of physics and geometry as humans as a species know it, don't follow those same rules.
Some other "closets" appear that are very small, like a broom closet. There is a reoccurring hallucination that is activated when a wanderer sees a child-like humanoid enter a broom closet. The wanderer is now known as "the target". The target will almost immediately begin to think an individual (or individuals) watching them from elsewhere in the level. Typically, these individuals first appear on the far end of a hallway where the hallucination was activated. Third-party observers are unable to perceive any individuals observing the target. Attempts to seize, record, or photograph the individuals supposedly watching the target have not produced evidence of their existence. Descriptions of the "watchers" are fragmentary and do not show any consistent traits.
Within two hours of hallucination activation, the target will display symptoms similar to those seen in early-stage dementia. If the target does not immediately get within a group of people larger than 10, they begin to demonstrate signs of confusion, difficulty completing everyday tasks, and short-term memory loss. After two hours have elapsed, the target also begins to feel a gradually increasing sense of fatigue. Within four hours of, the fatigue typically reaches the point that it becomes difficult or dangerous for the target to perform basic activities such as walking or talking. Survivors report feeling as if their mind is "too active" yet their body is "too inactive".