
← → ↻ ⌂
!!warning!! This page, by unknown means, can crash the M.E.G. Database at any moment; you have been warned.
Description
Level 111, known as the Malfunctional Metropolis, is an immense, slightly futuristic city full of shiny buildings and skyscrapers. Other areas, such as parks, forests, or rivers, are only found in small, limited quantities and are polluted with plastic litter, toxic chemicals, and metallic hardware. The Metropolis's most notable sight, however, is the abundance of large screens with BSODs. These can range from including but not limited to advertisement signs, billboards, airport displays, other stuff when something is triggered, etc. The city is permanently stuck at dawn; moreover, it lacks any weather changes. Level 111 is divided into two distinct areas: the Malsquare and the Errorport.
The Malsquare
The Malsquare is the main area of the city, representing a compact, crowded center of most major cities from the Frontrooms. The streets of the Malsquare are flooded by tons of idle vehicles likely from the same year. Despite the lack of drivers or passengers within the vehicles, honking is constantly heard in the city, which can easily irritate a wanderer. One can get into the vehicles, as they are seemingly unlocked, although there isn't anything valuable or beneficial to the wanderer within the vehicles. In addition, the vehicle's controls cannot be interacted with, nor be driven, and the settings are set purely at random.
The road intersections are more chaotic, as flipped, crashed, plus dilapidated vehicles are seen blocking the intersections, suggesting the primary cause of the heavy traffic in the Metropolis. Consequently, the smell of gas, along with smog, is prevalent throughout the cityscape, obscuring vision and being able to inflict nauseating effects on anyone who inhales it. Instances of unintelligible and nonsensical road signs are randomly placed without consideration of the surroundings. All of the buildings in the Malsquare cannot be accessed, and will glitch you back out of them when attempting to enter. Regardless, their interiors can be seen through windows, appearing relatively normal.
Anyone who follows the roads leading outside of the Malsquare for long enough will eventually encounter a dead end; attempting to go beyond the dead end will teleport one to the next area of Level 111, the Errorport.
The Errorport
The Errorport is the second area of Level 111, resembling a modern airport. Upon attempted entry, you will be glitched a few meters into the building, with a few BSOD monitors behind you, likely meant to display a welcome message. Despite the inside of the Errorport appearing large, an invisible barrier near the proximity of the BSOD monitors will prevent anyone from wandering off any further in the Errorport. Behind the monitors are three corridors, the left corridor leading to a supposed dead end, the right corridor leading directly into two closed office-looking rooms, and the middle corridor to some three stationary Errorplanes. Getting on any of the planes will glitch you a few meters into it. Afterwards, it will will- will- will-
!!page unresponsive!! This page is not responding; you can either wait it out or open Task Manager. ERR_CODE_111
> Open Task Manager?


Advanced Boot Options
Choose Advanced Options for: M.E.G. Database
(Use cursor to click your choice)
>>Safe Mode
>>Safe Mode with Networking
>>Safe Mode with Command Prompt
Click = Choose
ESC = Escape
← → ↻ ⌂
>Rebooting...Loosely connected to the ceiling of the middle corridor is a rather large terminal with a BSOD. Unlike all other mounted screens in the level, this one can be detached, and with surprisingly little force. Using the terminal, it is possible to break into the first room, revealing a room consisting of a few long white tables along with many old, somewhat thin detachable computers with the BSODs on top, plus office chairs next to the tables.
Using the computers deriving from the first room, the second room can be broken into. The door leading to it, whilst coated with wooden paint, is made of an unknown material, which produces a dense metal sound if hit. Behind the door is a room very similar to the first, except the light is dimmer, the tables have regular wooden paint, and the thinner computers are replaced with larger, even older, yet undetachable ones. These computers also display a BSOD; however, they do accept some form of input. Pressing the spacebar key on any of these computers will perform one of the following actions, with that % chance:
- A 48% chance of crashing, turning the screen red, and making the computer unusable.
- A 32% chance of safely logging out; turning the screen yellow, making the computer unusable, but making a random computer in the room unable to crash or log out.
- A 14% chance of malfunctioning; nothing occurs after.
- A 4% chance of Accessing Reboot Gateway; turning the screen green and glitching you to the left hallway, where a vibrant green door has opened up.
- A 2% chance of turning the screen black, causing the entire level to glitch out and transport one to the Beginning.
Rebooting
Rebooting is a common event that is mainly triggered whenever one applies too much force into the level, which can be done via hitting something hard enough in the level, albeit it can occur randomly as well. During the Rebooting event, objects and entities, aside from humans, will be rapidly teleported to various spots on the ground in Level 111, causing moderate instability. Likewise, glitches will pop up in one's vision. Any screens displaying the blue screen of death will switch to display a white and blue progress bar, seemingly stuck at 99%.
The only known way to stop this event is by exiting the level entirely. As no-clipping doesn't work throughout the rebooting event, the only means of exiting is in the Errorport; doing so will let it finish rebooting, making the level normal again upon the next visit.
Theories & Hypotheses
The reason for Level 111's existence is unclear, as there aren’t a ton of immediate hints and evidence for its existence. Many have speculated Level 111 is, or was a testing ground for newly generated entities and objects created by them. Furthermore, a city was chosen to be the theme; thus, any newly generated entities and objects can test their abilities against the various structures in the metropolis. The constant shift in the landscape of Level 111 may be the culprit for the instability of the level. Another theory states Level 111 may potentially be a sandbox for creating and configuring new levels in the Backrooms before being released.
Level 111 may have also suffered the exact origin as the Corrupted Instability, being either a fragment from the Frontrooms that collided with the Backrooms, being a scrapped level of some sort, or formerly having a particular designated number in the database that glitched the metropolis. However, current observation and evidence seem to make these theories less probable for the level's instability and its glitchy nature.
Entities
Fortunately, due to the Malfunctional Metropolis's glitchy nature, they don't pose a major threat.
Entrances & Exits
Entrances
- Removing the legs of the doll in Level 110 will cause a wanderer to no-clip through the ground, where they will end up;
- No-clipping during the BSOD event in Sub-Level 2 of the Corrupted Instability will teleport one here;
- Pressing keys "Alt" and "F4" together on the keyboard in the Beginning will take one here;
- Replicas of large buildings in Level 488 leads wanderers here.
- Deleting System 32 on a computer in Level 162 will bring one here.
Exits
- Attempting to no-clip anywhere normally will bring you to Level 404;
- If one of the computers in the second room turns black, the entire level glitches out and transports one to the Beginning;
- Burning a blue flower may bring you to Level 612.
Rewritten By and Current Author: Skyvory
Greenlighted By: Pexy
Notice: No, this is not a rewrite of Run for Your Life, it can be found here
Image(s):
- All images were provided by Pexy, but their sources are undetermined.


