DAISY, DAISY...
Level 18
presents itself in a unique form to each wanderer. It is similar to a normal kindergarden and it also appears as a lifeless, eerie recreation of the wanderer's memories during early adolescence. The environments in this level vary greatly, as one would expect, being able to manifest either indoors or outdoors, representing various places from the wanderer's past, with major examples being homes, schools, parks, cars, and other significant __cpLocations. However, these memories appear to be completely devoid of life, with only occasional microorganisms and plants present. Furthermore, these memories seem to be "tampered" with, not manifesting exactly as the wanderers remember. It is said that some people may feel dissociated from themselves if they don't have fond memories of their past.
Memories are separated from one another and capable of being accessed at one's will. They are suspended in a black void, where the wanderer can jump from one memory to another. The low gravity of the void makes traversing it an effortless task, but this is not the case for the memories themselves. It feels almost as if one could be hallucinating, just like any similar facade in the backrooms. Consequently, places not resembling this level's appearance often elicit suffering.
Upon first entering this level, the wanderer experiences a wave of nostalgia and happiness, reminiscing about the good times they had in these places. However, the isolation of this level gradually takes hold as each wanderer has their own memories, making it impossible for two wanderers to meet within the same memory.
The isolation of this level starts to take a toll on one's sanity as they wander through their memories, searching for an exit. [1] This level typically evokes a sense of hopelessness, making the wanderer believe that there is no exit. Exiting this level presents a challenge, as one must drink Almond Water constantly to stay focused and avoid giving up. Almond Water bottles can be found floating in the void, and jumping to them is necessary to keep going.
Attempting a large jump in the void and failing results in a ten-minute fall, accompanied by intense pain, before waking up at the starting point. It is recommended not to attempt such a jump if one is not physically fit. This level has no connection to the outside world, such as the internet or a signal. Bringing anything from this level outside is impossible, as it disappears as soon as it leaves the level. For some unknown reason, the only things that can be taken out of this level are photographs.
This level appears to be as ancient as the Backrooms themselves, having been discovered in 1930 by a wanderer named Ronald M. His memories of the level depicted an old house and a park. However, soon after, the wanderer fell into the void and woke up where they had first fallen asleep. While in this level, wanderers are unable to fall asleep, no matter how hard they try, nor can they fall unconscious. One is always awake in this level, though wanderers may become increasingly fatigued. If one is exceptionally tired, it is recommended to simply jump into the void.
Numerous rumors abound about various hallucinations that can occur in this level, ranging from auditory to visual and even to the sudden flooding of past memories. These hallucinations are typically regarded as a part of The Paranoia Effect, which intensifies as time goes on. Entities are commonly encountered in this level, but they pose little danger to wanderers. If a wanderer catches sight of one, the entity will pursue them but will not cause any harm. Instead, it will simply follow them for a while. It is during this time that wanderers can potentially meet and form colonies, but these groups are often fleeting and broken due to the complex and unstable nature of this level.
After some time, The Paranoid Effect will begin to manifest, causing the level and one's memories to become increasingly dark and obscure, to the point where nothing is visible without a source of light. The longer one spends in this level, the more likely they are to experience glitches and encounter visual anomalies reminiscent of Level -1000. While not inherently dangerous, these glitches can result in the duplication of memories in the void, which poses a risk of falling through. As wanderers descend further into madness, their memories will shift into traumatic recollections, perpetuating the cycle of The Paranoia Effect.
The "Paranoia Effect" stage is the most noteworthy aspect of this level. It begins shortly after a day or two of travel, when memories and surroundings become so black that nothing can be seen without a lantern. Entities arrive with increasing frequency, although they pose no significant harm to wanderers. These entities might pursue a wanderer who might catch their attention, but they don't intend to harm them and simply follow them for a brief period of time.
This phase is distinguished by wanderers establishing colonies, though after a while, they become unable to accumulate materials in a single __cpLocation for an extended period of time and then can do so again. It's an elaborate and disconnected system as a whole just like the level itself.
As time passes, the level begins to show signs of instability and will start to resemble Level -1000. Though not entirely dangerous, there is a possibility that the memories may duplicate in the void, and said duplicates seem to lack a physical form, thus causing wanderers to fall into the void. Furthermore, it is common for the pleasant memories of the wanderers to shift into traumatic one as their mental wellbeing worsens.
THE DREAM THEORY
THE DREAM THEORY
Due to the level's odd quality of resembling a childhood memory and the fact that the only method of entry is sleep, it is frequently debated whether this level truly exists or whether it is all simply a shared dream by many wanderers. As additional backing for this claim, when the user supposedly "exits" the level, they wake up exactly where they fell asleep. Wanderers accompanying sleeping individuals who claimed to have entered Level 18
have reported that there was no odd behavior during the sleeping hours. With the additional revelation that time is passing in Level 18
has no correlation to time passing in the real world, so we are leaning toward the conclusion that Level 18
is not a physical place; it is just a mental image made up in wanderers' heads.
THE TORMENT THEORY
THE TORMENT THEORY
Various wanderers claim that this level is a sick punishment given by the Backrooms on wanderers, however there is not much evidence that supports this theory.
THE LOST CREW
THE LOST CREW
- Consists of about 28 members
- Happy to feel their past memories
- Willing to guide you through
UPSET TEENAGERS
UPSET TEENAGERS
- Feel bad for their "terrible" future
- Wanted to stay here for their memories
- Upset for all pain they've felt
ENTRANCES
ENTRANCES
- Sleeping in Level 17 will take one here.
- Noclip on the child drawings that can appear in Level 963 will bring you here.
EXITS
EXITS
- Fall in the void and you'll wake up exactly where you slept when entering the level.
- Entering a strange place resembling a dark hallway will bring you to Level 19.
- Noclipping in a memory resembling a hospital will lead one to A Long Forgotten Exclamation.
- Noclipping will rarely bring you to Level 142.
- Imagining a high school will bring you to Level 52.
- ↑ Rumors have it that some people feel anxious about their past, considering the things they've done.