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User:Pexy0/monovoided.css [[{{{1}}}]]

M.E.G Notice[]

This level is undergoing an investigation to allow future information and possible through the level. Some information may be changed during this process.


SURVIVAL DIFFICULTY
CLASS 3

Exit: 1/5
Easy to Exit

Environment: 3/5
High Environmental Risk

Entities: 4/5
Extreme Hostile Presence

The bus to nowhere
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Description[]

Level 136 Or "The Bus To Nowhere" is a vehicle-related level, in a similar manner to Level 292. The level itself consists of two parts: the bus and the landscape around it. The landscape and the bus itself are closely linked and both make up the level. This is one of the level's anomalous properties: The level in a way, "follows" the bus. The level extends to the landscape around the bus, and as the bus leaves a landscape the landscape disconnects from Level 136. When a landscape disconnects, the entire area seems to dissipate into another, similar level. Wanderers or entities left behind in previous landscapes disconnect from the level itself, and instead, the entire area noclips into a related level, bringing whoever was in the area with it. The bus itself can be thought of as the level itself, and the bus can travel to other levels. The bus has been documented in various levels, such as Level 1, Level 6.1 And Level 11.

When wanderers come to this level, they can spawn anywhere in the level, even on the bus in an empty seat. If one spawns outside the bus, it is heavily advised to head to the nearest light source high up, which usually indicates a bus stop. Make sure it's not a Smiler.

Landscape disconnect[]

Bus Stop 114 image

A photo of a naturally spawning bus stop in Level 136. Oddly this does not have the number 136 anywhere.

Bus Stop 114 image

One important thing to be aware of in this level is the landscape disconnect phenomenon. It was elaborated on earlier but this is what is understood at the moment. The transition when a landscape disconnects is more subtle than noclipping, but wanderers can feel it. The feeling of being in a landscape that noclips to another area has been described as "that feeling in your gut when you're in a car and you suddenly stop". It has been confirmed that staying in that same area when the bus comes back brings you back to Level 136. These landscapes that the bus can travel through don't seem to be directly connected to any known levels (with a few exceptions), and they are not very well understood. Some theorize that they are temporary "transitional" areas that link levels together that the bus can travel through. However, more research is needed to confirm anything.

The only exception to being left behind and disconnecting from Level 136 are various bus stops that can be found across the Backrooms. These are always part of Level 136, no matter how far they are from the actual bus itself, and the bus can travel to any level with a bus stop on it. Artifical bus stops also qualify for this, as revealed in M.E.G. testing. Because of this, there have been some attempts to build bus stops across various habitable levels for easy transportation. The only thing required to make these connect to Level 136 is the number 136 inscribed or displayed somewhere. The more prominently displayed it is the easier it is for the 136 Bus to find. It is even easier to connect if a piece of it came from a naturally spawning station or from the bus itself. These bus stops seem to be more or less safe and hostile entities usually stay away unless they are highly aggressive. Some bus stops even spawn within Level 136's zones.

The Bus[]

The bus is the main feature of the level and is what designates it as a vehicle-related level. The bus's outside resembles an early 2000s double-decker bus from the The Frontrooms. It is approximately 12 meters long, 5 meters tall, and 4 meters wide, but these are general figures. Due to the bus's anomalous properties, its size can vary, but it is generally around these numbers. Even here, it is a bit larger than a standard bus. While the bus appears to be made for civilian use, there are modifications by wanderers that outfit it more for Backrooms traversal. The bus is by far the safest place on the level, and it is heavily advised to head there unless one wants to harvest supplies or head to another level. The bus does require fuel, but it can be refuelled from inside the bus uses some form of steam for power, and can be refuelled by throwing any small enough object into the furnace, even those that are difficult or normally impossible to burn. Oddly the fire does not seem to harm any living things.

The Outside[]

Black and White Bus in Fog

A photo of the outside of the bus from a distance inside the London zone.

Black and White Bus in Fog

The outside of the bus was originally painted white with blue lines, but now the blue and white are painted to resemble dazzle camouflage, meant to help break up the silhouette. The bus is scratched up and banged up, revealing the original silver parts on some of the bus's parts. On the upper decks, there are a few gun ports on the second deck which function the same as they do in The Frontrooms. There are 3 doors—one on the front right side of the vehicle, and 2 doors on its sides. The wheels on the bus have plate armour that's nailed to the bus alongside spikes to deter attacks from the sides.

The Inside[]

The bus to nowhere

A photo of the area that you can appear in once you enter the level.

The bus to nowhere

The inside of the bus fitting for the exterior is an early 2000s bus with multiple decks. There are 10 rows of 4 seats, which are identical to their Frontrooms counterparts and can be seen in the photograph. The bus sports regular features, such as adjustable air conditioning, lights, and curtains. Similarly to the outside, the seats are quite old, and some have missing features like missing or broken seatbelts. There is a TV attached to the right ceiling near the front which displays the weather forecast as well as a list of stops for the bus. It has also been rigged up to play computer games, but so far, it can only run 80s-90s PC and arcade games. The back of the bus also has a table on the left-hand side opposite the TV screen which houses another screen equipped with radar and a radio, both scavenged and put together by wanderers. A Mini-fridge can be found next to one of the televisions. The furnace is also found here.

The back of the bus has a stairway that leads to the 2nd deck. This is also where the anomalous effect occurs. The bus is non-euclidean and can sport more decks the more wanderers are present. However, no matter how many decks there are the bus's outside will always resemble a compact double-decker bus. However, that is the only non-euclidean property of the bus as the floor, chair, and furniture layout stays consistent. The bus's interior is larger than the exterior would suggest. One wanderer described it as "That one time travel machine phone booth I forgot the name of.". Currently, the bus has 2 decks, but more will appear as the lower decks are filled. Despite the extra decks, this does not seem to affect the bus's handling and behaves as its outside suggests it would. This also applies no matter how many people are present on the bus.

Instead of compact seats, the 2nd deck sports tables with benches on 2 of its sides parallel to each other. There are 4 total tables, with 2 on each side. Here the gun ports are operated, and weapon stashes are kept. Wanderers can rest here too, but the seats have less cushioning. The benches have 2 seatbelts each, and a few of the cupboards contain food items such as packs of nuts and sometimes Almond Water. A spot near the front has a bed in a small compartment attached to the roof of the bus. The temperature inside the bus has been recorded to be approximately 22°C and stays constant unless someone turns up the air conditioning or heater.

The Landscape[]

Noescape

A photo taken by a M.E.G operative who was send to explore the outside.

Noescape

The outside of the bus is the most dangerous part of this level. The landscape changes constantly, but there are a few things that are relatively constant in the landscape.

1. There is seldom full visibility and is either dark at night or fog covers the area (with a few exceptions).

2. The place will always have a road of some kind, whether it will be dirt or concrete that the bus drives on.

3. The landscapes can range from safe to mildly dangerous to incredibly hostile.

4. Some old abandoned buildings can appear on various levels. It is advised to avoid these at all costs because they can house dangerous entities or even no-clip wanderers to other, usually hostile, levels. In one specific case, if you see an old building resembling a mental hospital, it is recommended to take extreme precautions due to this being an entrance to Level 666.1.

There are various landscapes and environments that the level can cycle through, referred to as "zones". To encounter these you just need to keep moving through the level, either through the bus or some other mode of transportation including foot. However, it's easiest and safest on the bus. The different zones have been documented here, along with safety and rarity. Requesting the Bus Driver to go to a specific zone is met with "I'll try" or "I'll find a path". The Bus Driver doesn't seem to be able to control which zones are encountered but attempts to find a route to a specific zone. Zones transition to each other either through subtle changes in the landscape until they fully transition or through tunnels. These are all the zones that have been discovered and confirmed so far:

E
E
Sd-hexagon
Survival Difficulty: Class 1e - Environmental
»⠀Safe
»⠀Stable
»⠀Minimal Non-Entity Hazards
The Seaside Zone is the third most common zone and resembles a regular Frontrooms beach. The bus travels along a concrete road that has a beach on one side grassy-sandy hills with palm trees on the other. Fog surrounds the area, but in the area approximately 20 meters from the road it clears, allowing a portion of the level to be seen. This zone is the safest of them all barring the last two and houses no entities. The only real danger present is the tides, which can create waves that reach 2 meters tall. However as long as one stays on the road one should be safe, and the waves don't seem to be capable of washing one out to sea. It is also possible to scavenge for items on the beach. The beach has flotsam, jetsam and beached ships on the shore. These can be scavenged for items such as firewood for the bus, mechanical parts from some of the ships (this was how the bus's added radio was found) and cans of canned food. However, before consuming any canned food one should check to see if it's expired. If one is unsure if it is spoiled or not, bring it to the Bus Driver. He will identify it for you and hasn't been wrong so far.

3
3
Sd-hexagon
Survival Difficulty: Class 3
»⠀Unsafe
»⠀Unstable
»⠀Moderate Entity Count
The Fog Forest is the most common zone, resembling an extremely foggy and rainy forest from the Frontrooms. Not only is this level foggy, but it has constant rain which can range from moderate rain to rainstorms. The rain itself is not usually a problem, but it produces deep fog and rain can make it harder to traverse without slipping on something. The main problem is the hostile entities present in the forest. Hostile entities in the forest include Smilers, Hounds, Wretches, Deathmoths in some of the houses and more unconfirmed entity sightings. Moreover, there are numerous abandoned buildings in the forest, all of which are dangerous. Some are filled with hostile entities. Some are exits to dangerous levels. Some just have a decaying architecture that can collapse on you. Avoid these buildings at all costs unless you need to hide from a more dangerous threat, and even then, don't stay long. Or simply stay on the bus. If one is chased by an entity, running to the bus or a nearby bus stop has the greatest odds of survival.

E
E
Sd-hexagon
Survival Difficulty: Class 2e
»⠀Unsafe
»⠀Stable
»⠀Numerous Entity and non-Entity hazards.
The House of Thunder is an uncommon zone, the fifth most common, and is characterised by the never-ending lightning strikes that occur over this bog. This zone is similar to a Frontrooms location with similar never-ending lightning with similar properties: the Catacumbo River emptying into Lake Maracaibo in Venezuela. Unlike the Frontrooms, hostile entities are present. The lightning is more dangerous than the entities here because it can appear without warning and strike the tallest thing, which depending on where a wanderer is standing, could be the wanderer themselves. Wanderers have a high chance of surviving lightning strikes but will be left with severe burns, nerve damage, paralysis and more, making them vulnerable to hostile entities. Many entities from the fog forest are also present here, such as Smilers, Hounds, and Wretches are present, but also Anethikas and Dullers. However, the lightning can be used against these entities as well. Many of the entities like the Anthikas and Dullers are taller than most wanderers, thus luring them into an open area to get struck by lightning is a viable way to escape. Oddly, the lightning seems to kill the entities instead of paralysing them, causing them to explode into black vapours. This is theorized to be caused by their different biology but nothing is confirmed.

ChristmasSDIcon
Survival Difficulty: Class 3
》Unsafe
》Stable
》One Extremely Dangerous Entity

The Stone Cold Ocean is the second most common zone. In this zone, the bus drives through an enormous highway built across several small islands in a frozen ocean. This zone is frigid and the temperature is always below freezing, so warm clothing is essential to avoid freezing to death. Various abandoned Arctic research vehicles and structures can be found out on the ice, some even embedded into the ice. These structures and vehicles come from various time periods, so it is possible to find a dog sledge dating to the 16th century next to 20th-century Arctic snowmobiles. So far These vehicles and structures include off-road vehicles, tents, dog sledges and more. These structures can be scavenged for items, the most common useful items would be bits of metal intact wood, or scientific equipment.

There are two main dangers here. First is the thin ice, which can be identified by transparent or translucent ice. Thin ice is fragile and is prone to collapsing when stepped on, which can lead to cold shock (a series of bodily responses to cold water) and drowning if fallen into. If one finds themselves in icy water, call for help (it will usually be found) and keep one's head above the water, then head for shore. Grab the edge of the ice, kick, and get as much of your upper body as possible. Lift one leg onto the ice, and roll away. The second hazard is a colossal entity underneath the ice. There is currently no information on what the entity itself looks like, but it is theorised to resemble a giant squid. However, this is only a theory based on the tentacles that break the ice that are capable of crushing steel. The entity is incredibly hostile but only seems to appear once enough living things appear in this zone for more than 2 minutes. If one hears or feels rumbling, alert others nearby and HEAD TO THE SHORE.

4
4
Sd-hexagon
Survival Difficulty: Class 4
»⠀Unsafe
»⠀Unstable
»⠀High Entity Count
The Suburbs of Chaos is the fourth most common zone and is a zone which is a mix of resemblances to other levels, but can also change at seemingly random moments to more closely resemble different suburb-related levels. For example, the level can resemble Level 9, then the sun could come out and houses could morph an hour later to resemble those from Level 974, wind could pick up and houses could rapidly decay to resemble decayed houses from Level 707, etc. The "flips" between level resemblance changes could be subtle or completely un-subtle depending on the change. Level flips related to the time of day such as Level 9 or levels based on house characteristics such as Level 974 have subtle changes. However, changes based on weather such as Level 9.1 are completely un-subtle, with weather such as snowstorms appearing with little warning aside from cloud formations. Unlike a lot of changes in the Backrooms, changes can even occur while observed, so it is possible to see houses rapidly decay or beer signs suddenly appearing. Most of the time the bus travels through the main street of a zone reminiscent of an American suburb of varying time periods. Most of the houses are abandoned, with boarded-up windows, and decay and some are in pieces with massive sections of the walls missing or the building in remains as if an explosive went off inside. Some are oddly, flooded with beer. Some entities reside here, most notably Smilers who are usually present inside the abandoned houses. However, some houses are completely safe, marked by not changing during the "flips". These are unlocked and contain Almond Water and canned goods which replenish themselves when returning, so it is advised to take as much as one can carry back to the bus.

Class3psi
Survival Difficulty: Class 2Ψ - Psychological
》Unsafe
》Secure
》Mental Hazards

The Victoria Zone is a zone that goes through the main street of a dimly lit city that resembles Victorian-age London. The zone is always night and, naturally for a zone reminiscent of London, it is always raining. The rain isn't heavy, but it is enough to make the sidewalks slippery. This zone has the property of draining colour from an item, meaning everything in this zone, including anything from the outside, is in black and white tones. Tall buildings rise out of a smog-filled sky, and various gas lamps can be found on the street. Entity residents of this zone share the streets with carriages drawn by entities resembling horses. Carriages can be found here, and the level smells of coal smoke and rain. Puddles are present everywhere in this zone.

This entire zone, along with turning everything black and white, is a mental hazard. Some wanderers even call it "The No-smile Zone". While in this zone, any kind of positive feeling or emotion, such as happiness, love, pride, et will be numbed. Any kind of intense feelings like intense anger will also be much harder to feel. Meanwhile, feelings of apathy, sadness, boredom and similar emotions will be increased. Pessimism increases overall, and one's overall tone will become less sympathetic with time. That is not the only danger though. Entities that use insanity or use psychological attacks such as Dullers also reside here and are very common to see in this zone's alleyways. This zone also houses entities that seem to be spreading to other levels: Cads. Cads. These are entities also a mental hazard and are elaborated more in the entities section. There aren't that many items to get here, but a few shops are around which can be entered to barter for various items, many of which seem to be junk but some are useful.

0
0
Sd-hexagon
Survival Difficulty: Class 0
»⠀Safe
»⠀Stable
»⠀Devoid of Entities
The Hub Zone isn't exactly a zone and is straightforward: it connects to The Hub. This zone is overall the second rarest and is unique from other levels due to the fact the route to the Hub Zone is always consistent and doesn't travel to related levels, sublevels or similar levels. This zone connects only to the hub. This zone is also a half-consistent stop, similar to the Neon Stop and the bus reaches here once a month. But when exactly in a month seems to be random. This zone is always transitioned through a concrete tunnel, unlike some other zones where transitions are smoother. The zone itself resembles a long concrete tunnel lit up by several yellow-tinged lights with no entity or non-entity hazards. However, it has no doors, unlike the Hub, until the zone fully connects to The Hub, at which it becomes The Hub, and the Bus will have gone to another level. For anyone wishing to head to levels such as Level 154 or to seek the The Keymaster, this is a relatively easy and safe way to get here.

NeonClassHabitable
Survival Difficulty: Class Habitable
» Safe
» Sustained Communities
» Devoid of Harmful Entities
The Neon Stop is what it says it is: it's a route to safe neon levels. This zone is the rarest of them all, and in fact, is not found randomly like the others. It is consistently reached, but only once a year. So far this stop has not connected to any of the dangerous neon-related levels, such as Level 399.1. This zone has access to all safe neon levels, but once the 136 Bus enters one it can only head out to drive again and return after another year. The neon void itself is an anomalous liquid/solid object that has very little consistent behaviour. The bus can drive on it like it's solid, but touching it makes it behave like a liquid. If a wanderer were to fall into it the neon void will suck up the wanderer and "spit" them out back onto the bus. Being submerged in the neon void is said to have a calming effect on wanderers and has mild but fast healing properties. Drinking this has a similar effect to unexpired Mixologist's Delight, specifically the eaftós variant, resulting in healing for the wanderer, both physically and mentally. Bottling the liquid retains the effects, but oddly stopping to bottle the liquid results in just normal water. Some theorize the bus "churns" the neon void into a healing liquid but this is unconfirmed. This zone/stop is usually considered the final destination and for many wanderers, including the driver, it is the place where they disembark. The Bus Driver takes a rest here before heading back to drive again.

Entities[]

There are various entities on this level and how many and what type changes depending on the zone the 136 Bus is travelling through. Some of the entities depending on the zone are listed above in the zone section, but there are some which are always present, as well as some that were first found in these zones:

The Bus Driver[]

The bus driver is an entity that is specific to this level. The bus driver takes the form of a 30-year-old male of European descent but disturbingly has characteristics similar to that of other entities, most notably that of Skin-Stealers. His skin is incredibly pale, nearly bone-white. His blood is transparent with a milky texture, which can be seen when his ears occasionally leak out some of his blood. His face is similar to a Faceling. His mouth, eyes, and nose are all hidden underneath the loose, patchy skin on his face, and he can expose more of his facial features at will, most notably when he eats food. His eyes lack pupils and are pure white, and his nostrils are always visible on his face. He has a habit of tugging at loose patches of his skin, some of which fall off. His hair is brown and he appears in many sets of clothing, but usually some form of bus uniform. Also disturbingly, usually when not in view of others, he will bite at his own hands and drink the blood that leaks out of his ears.

Despite looking like a Skin-Stealer the bus driver is for the most part friendly, however, he is noted to be rough around the edges. "He says what he likes with no filter," one wanderer said. But he is still mostly friendly to wanderers and will assist them when he finds them on the bus. He prefers to be referred to as "driver", "sir" or oddly, "chariot". He charges nothing for the bus ride in exchange for helping him maintain the bus. He is seemingly capable of sensing if a wanderer or entity is waiting at a bus stop. Not much is known about his past as he refutes or ignores personal questions but will usually answer what he can when he isn't busy. Try not to ask him or bother him when he is busy as this will make him even angrier. The only thing that seems to bother him more than annoying wanderers are hostile entities which attack the bus. Oddly he seems immune to any mental hazards from any zone or entity, which makes him capable of fighting off entities unless he is driving.

The Twin Steads[]

The Twin Steads are a pair of horses that wander around Level 136. Each horse is a different colour, and is larger than a normal Frontrooms horse. One has a shining black coat and the other is pure white, except for their manes and hooves, which appear the colour opposite to their coat. Both have no spots and also don't seem to be completely solid at all times. They also both have barding, or horse armour, with designs reminiscent of England in the 15th century. Both also have saddles which they let wanderers get on, and once they do, they'll head for the 136 Bus. If there is a group, they'll carry at most two people and allow the rest to follow. Once near the bus, the wanderers (by force if not willingly from the horses) will dismount, and the horse will ride off.

They usually appear closer to formed whisps of smoke than solid animals. Their eyes glow and seem to be able to make them brighter at will until they can function as searchlights. They can appear in many places but are always present no matter what level or zone the bus is travelling through. They are helpful and usually do whatever they can to help wanderers get to the bus, whether by transporting them, there or by helping in fighting off hostile entities. What horse usually appears depends on what zone and usually has colour contrasting the zone or level it appears in, making them easy to spot and get close to. They are helpful and usually kind and gentle but can be startled, causing them to buck or kick one in the face with their hooves. Taking photographs of the Twin Steads has proven difficult since they are startled by photos and can seemingly tell if someone is going to take a photo and buck.

Cads[]

The Cads are entities that were first found in the Victoria Zone here in Level 136. They are entities that in many ways, are similar to Wretches. However, while Wretches are entities that are humans transformed through intense insanity, Cads are transformed through becoming emotionally unattached and immense apathy. Cads resemble humans but all their colour is drained and are entirely in monochrome, and this includes their clothing. Their clothing resembles the last clothing worn when they were humans but is featureless, blank and lacking any kind of distinguishing marks, even holes and tears. Their faces are all regular and are either similar or are carbon copies of each other. When they are in groups their faces seem to blend together, lacking any kind of individuality. Their voices are quiet and will usually mutter negative statements about their surroundings, whether that be the level or even wanderers who approach them. Their personalities have some differences but all share traits of being unsympathetic, apathetic and pessimistic. Some are constantly angered and berate anyone who gets close. Some are endlessly miserable, whining about everything. And some don't speak at all. Additionally, any photographs of Cads become black and white no matter where they were taken and they become faceless.

Being near these entities is a mental hazard. Being nearby has a similar effect to the Victorian Zone. They increase negative emotions while decreasing any positive emotions, as well as making them more pessimistic. This includes other entities, but so far only the ones that are capable of expressing emotions themselves, such as Glowfolk. They are also capable of transforming wanderers and more intelligent entities into more Cads. This can spread through speech but just being near a Cad and letting their words get to you can cause transformation. Unlike Wretches the transformation into a Cad is much more subtle, slowly happening and those being transformed usually don't notice unless someone points it out. Those transforming become more like Cads themselves. They lose any individuality or uniqueness until they also become muttering, wandering Cads. The transformation is still reversible in its early stages, marked by their colour draining or their clothes changing. Once their faces transform it is usually too late. It is possible to revert this by having the transformer think more positively, and if it works their colour will return and they will be able to fully feel emotions again. Some are entirely immune to this transformation, usually those who are highly optimistic to begin with.

Colonies and Outposts[]

There is only one colony, and that is the bus's passengers. The landscape's constant shifting and no clipping into other levels makes establishing outposts or colonies in Level 136's various landscapes borderline infeasible for long periods of time. The bus's non-euclidean nature gives it the ability to potentially carry infinite passengers, but the number usually hovers around 60 passengers at any given time. The number changes from time to time as new wanderers board and disembark from the bus, and a large number disembark at the Neon Stop. However, there are around 20 permanent bus passengers which help other wanderers find their way and also assist the Bus Driver. These members don't have any official name and are usually referred to as bus crew. They consist of regular wanderers, some researchers and at least 2 engineers. They are open to trading, and new members, are friendly and willing to help others at every opportunity. Naturally, they are found on the bus.

Entrances and Exits[]

Level 136 has several entrances and exits, many of which are related to the bus itself. Various entrances to Level 136 exist in other levels, taking the form of bus stops across various levels. However, the bus itself is in a way, the level. So Level 136 can in a way, enter other levels. Being left behind by the bus in some zones usually noclip the wanderer and any entities into a related level.

Entrances[]

As mentioned earlier, The 136 Bus is capable of travelling to any bus stop in the Backrooms with the number 136 marked on it. This makes any marked bus stop an entrance to 136. You might end up waiting a while, depending on the time listed at the bus stop. The exact times for how often each bus stop is visited have not been found yet, and the bus may not have exact times at all given the Bus Driver seems to have some control of where the bus goes. Many levels with sustained communities have bus stops or have bus stops under construction. For the sake of length, not all stops will be listed here, but some of the most prominent or unique will be. Some even spawn in urban levels, and some are even being discovered.

  • Bus stops can be found in Level 6.1, Level 9 and Level 11. Waiting here for some time will eventually have one encountering the bus.
  • An entire bus stop area has recently been found in Level 154. Waiting here will eventually lead one to encounter the bus.
  • Occasionally the bus itself can be seen travelling through levels with long roads, for example Level 10. Waving at the bus will get it to stop and then it can be boarded.
  • Entering a bus stop in Level 292 will render one unconsicous. This will lead one to wake up in Level 136 on a bus stop about to be visited by the bus.

Exits[]

As mentioned previously, being left behind in zones can lead to one being noclipped into a related level, and some zones are only connected to one level and disembarking means they have exited the level and will be in that other level. Some exits are written here, but remember that some exits are still being discovered. Here are some of the current ones:

  • Getting left behind in the seaside zone will lead one to Level 100.
  • Entering a mental asylum in the fog forest will lead to Level 666.1.
  • Getting left behind in the fog forest can lead to Level 455 or Level 240. This is unadvised because both of these exits lead to dangerous levels.
  • Wandering in dense fog until one cannot see beyond 5 meters in the House of Thunder will lead to one heading to Level 902.
  • Getting left behind in the House of Thunder will lead to Level 257.
  • As long as one is not more than 10 meters away from the shore, getting left behind in the Stone Cold Ocean will lead to Level 224. If one is on the ice, they have a chance of being brought to Level 7. But this requires more testing to see if there are more exits.
  • Getting left behind in the Suburbs of Chaos usually leads to one being brought to what level resembles the current state of the Suburbs of Chaos the most. For example, if it is day and the houses are decaying, one will go to Level 974. But if the place is snowing at night, one will go to Level 9.1.
    • However, this exit is unrecommended to use due to the instability of this zone, potentially warping at the last minute, resulting in one heading to a level they didn't intend to. Add to the fact that this zone leads to some potentially very dangerous levels and this becomes a risky exit to use. It is recommended to use another exit.
  • The Victoria Zone is unique because rather than taking a wanderer left behind to related levels, it takes wanderers to other mental hazard levels. This includes Level 18, Level 16 and Level 70. Due to all of these being hazards, it is heavily advised not to use this exit.
  • Disembarking and being left behind the The Hub will naturally leave one in The Hub.
  • Disembarking after the transition in the Neon Stop, one will find themselves in Level 399.
  • Rarely a car will appear on the side of the road. Getting inside the car and driving it will eventually lead one to Level 292.
>Credits
> Close Credits

Level concept and writing by Somerandomfinnishdude
. Additional writing by QubeQuester0987.
Background bus image, interior bus image and green bus stop images from Somerandomfinnishdude.
Victorian zone image from QubeQuester0987.

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