One specific Wanderer's memories included this kindergarten classroom.
Description
Level 18 resembles a familiar place from one's childhood memory — when they were no more than 10 years old. Wanderers have reported the level's appearance being that of daycares, preschools, bedrooms, playgrounds, and classrooms. Every traveler will see something different, and the setting that the level decides on will be devoid of life. It is impossible to exit the main area where your childhood memory is focused; attempting to so will result in you leaving the level. If the Wanderer lacks or cannot remember any childhood memories, the level's appearance will conform to match the setting of the Wanderer's earliest known memory.
Level 18 will change form frequently, cycling between many different settings from your childhood; however, every setting has one thing in common: voices in your head will mimic your interactions from that childhood memory. Unfortunately, these are no ordinary interactions. These interactions are the embarrassing moments of your life that the level forces you to relive. All the mistakes you made, all the regrets you have. You may have long forgotten these interactions, refusing to dwell on the bad parts of your life, but Level 18 always remembers. It never forgets.
There are no immediate threats to your life, thought traumatic events may resurface, destroying your sanity. While it is recommended that Wanderers avoid this level because of the potential for certain "triggers" to take form and cause mental breakdowns, some brave individuals stay in Level 18, fully immersing themselves in the nostalgic experience. However, these individuals come out of the level with an entirely different personality; in some cases, permanent physical alterations can be seen in the brain during scans. The experience in Level 18 is so unsettling, yet sometimes so addicting.
It is a place to ponder, to reminisce, to experience. The Wanderers who exit the level are never the same as they were before entering; some newfound knowledge, repressed memory, or unconscious desire was brought up in that room, altering the Wanderers’ cognition and behavior temporarily, if not permanently. Running out of memories leads you to your best memory... FOREVER!
Come play with us… You're never going to get any older while stuck in the Backrooms…
Colonies and Outposts
Due to the nature of this level, colonies and outposts are unable to be established.
Entrances and Exits
Entrances
Dreaming about a childhood memory while sleeping will have a high chance of bringing a Wanderer here.
Sleeping in The Gasp Zone in Level 865 will bring you here.
Hiding behind the chair in front of The Ballerina until it repeats a dance will transport you here.
Walk through the shoji screen door in Level 549 to be transported here
Exits
Go out of bounds or die; you'll wake up exactly where you slept when entering the level.
Find a race car toy in and flush them in a toilet. The toilet will also pull you down the stream and you will end up wet in Level 278.
Playing with toy army men will send you to a variety of military themed levels, such as Level 1914, 1944, 1918, and so on.
Having a singing memory will send you to Level 708.
Notice: Due to the level's odd quality of resembling a childhood memory and the only method of entry is sleep, it is frequently debated whether this level truly exists, or whether it is simply all just a dream shared 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 behaviour during the sleeping hours. With the additional revelation that time passing in Level 18 has no correlation to time passing in the real world, we are leaning toward the conclusion that Level 18 is not a physical place; just a mental image made up in Wanderers' heads.