Contents
Level description:
Level 260 is the 261st level of the backrooms. Level 260 appears to be a stretch of subways tunnels, stations and maintenance routes, this stretch of tunnels is thought to have an end, and consists mostly of civilian tunnels and rarely train tunnels and maintenance tracks, but mapping this level can be hazardous. Level 260 can be separated into three areas, these areas appear randomly in this level, and each zone getting more dangerous and anomalous.The water in Level is relatively normal, it is drinkable, but has anomalous abilities, example; when you drown in this water, you seemingly, "respawn" at the last place you slept. This water also combusts when mixed with almond water, it could be used as a makeshift explosive device When this water is combined with liquid pain, it creates a it creates a mixture that behaves like Greek fire, and nothing happens with liquid silence, memory juice has not been tested Word for caution, only drink the water in clearwater, as the other areas water is not drinkable. There is also a level exclusive entity, see entity chapter. This areas class rating is rated off its most dangerous part of the level, the darkwater area.
The areas of level 260:
Clearwater:
There is not a lot to say about Clearwater. Clearwater areas are safest zones in level 260, vending machines appear rarely here with basic supplies like almond water and an assortment of food. These resupply themselves twice a week. Most clearwater areas look like civilian tunnels, occasionally maintenance tunnels, all flooded by about a foot of crystal clear water. The WI-FI here is moderate, but more than adequate for contacting others in the Backrooms. Most of bases and communities of bases are set up here, with the clearwater areas being so safe.
Image taken of a clearwater area.
Muckwater:
A more dangerous area that can be found where water is “mucky” or very muddy Water.Vending machines appear much more often than clear water. These resupply every 4 and a half hours, and shops can be found in the side of the walls of this place. These shops are filled to the brim with food and almond water., but most muckwater areas are in areas that look like the tunnels that the trains would go through. Muck water is also where all the entities and physics bending starts The physics in muckwater areas can get mildly warped, like areas being proportionally way too big or too small. Or the water “climbing” up the side of the walls. There is no WI-FI here or in darkwater.
Image of an area of muckwater in a rare train tunnel.
Darkwater:
Dark water is the most dangerous areas of level 260 There is absolutely no light in the areas of darkwater, but unlike level 6, all light sources do work here. This area is smiler and deathmoth infested, but the smilers do not cross borders form darkwater to muckwater, and vice versa, there is also an increased chance of finding a frowner here. The physics in darkwater areas are nearly nonexistent; perception is change erratically, optical illusions are almost around every corner, segments of these areas can get so large that the structure could not be supported, and hallways appearing to stretch out, or shrink, this area also contains no food or water of any kind, BUT, rare items can be found here, like weapon racks, armor from different time periods, and even rarer things like the infamous squirt gun. These resources resupply every month, and resupplied materials are randomized and scattered in these areas.
An image taken of a darkwater area, presumably with flash on.
Out of all 2,894 km² the mapped parts of this zone have shown there are a total of 24 clearwater zones, 17 muckwater zones, and only 7 darkwater zones, with darkwater zones being the largest, followed by clearwater, then muckwater.
Entities.
The entities of this area include; Dullers ,Smilers, Nguithr'xurh , and Deathmoths (rarely)
- A level exclusive entity resides here: The Ealdgeníðla Áttorsceaða
- All dangerous entities live in the muckwater and darkwater zones.
- A super rare entity in this area is the Frowner.
- Now to the level exclusive entity that resides here
The Ealdgeníðla Áttorsceaða is a long serpent like being that appears like a standard garter snake, but is measured to be around 6 and a half feet tall and an unknown length, presumed to be infinite.The Ealdgeníðla Áttorsceaða is highly intelligent and speaks many languages, its primary seems to be some kind of dead language. Ealdgeníðla Áttorsceaða is initially neutral to any wander, and will become friendly to anyone who is kind back. Ealdgeníðla Áttorsceaða is hostile to any entity or wander it finds, and typically stays around large groups of people that have been friendly to Ealdgeníðla Áttorsceaða. Interacting with Ealdgeníðla Áttorsceaða for prolonged periods of time can cancel the wretched cycle for someone.
Colonies and Outposts.
M.E.G. Base Water Waders: M.E.G. Base Water Waders are a Relatively small base due to the tunnel size in clear water 68 people call this place home. M.E.G. Base Water Waders is also where Ealdgeníðla Áttorsceaða is found a lot of the time when not roaming Level 260. Base Water Waders will take periodic raids into muckwater and then into adjacent darkwater or other muckwater areas, usually assisted by Ealdgeníðla Áttorsceaða.]
The Travelers: The Travelers are a nomadic group of 33 traders spread across 260, they usually remain distant from bigger groups, they set up shop in different places across 260, often selling rare goods from other levels.
Zenith: Zenith is a group of 110-150 people that live in a muckwater area in 260. Zenith is hostile to M.E.G., The Travelers, and Ealdgeníðla Áttorsceaða, and any traveler that has helped the prior in the list. Zenith has tried to kill Ealdgeníðla Áttorsceaða and the respective M.E.G. base, failing to kill Ealdgeníðla Áttorsceaða, as it is impossible to kill thus far, and M.E.G. is better armed and manned. Zenith recruits by finding wanders who just entered the level, lying to them that the M.E.G. base Water Waders is actually a cover for group of fanatics, devoted to the tyrant snake Ealdgeníðla Áttorsceaða. If you see wanders in black masks and leather coats, run.
The Explorers Coalition: The Explorers Coalition is the major groups that map Level 260, they work with M.E.G., bolstering them with a additional 25 people, they travel with M.E.G., wearing distinct white lab coats to distinguish themselves.
Entrances and Exits
- Exit to Level Frown by following a frowner.
- By finding a red door in the darkwater area that is labeled "emergency exit," to be transported to Level !
Finding and grabbing a colonial style light pole will lead you to level 9 Holding and drowning yourself while holding an american flag will teleport you to Level 1980