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Level 672: "The Medical Center"
Level 672 the 673rd level of The Backrooms.
The entrance point of Level 672. This was taken in The Center.
Description
Level 672 takes the form of a medical center from the 1980's. This level works like any other level in The Backrooms with infinite randomly-segmented rooms, and like Level 0, no rooms are the same. There are only 2 areas, The Center, and The Labyrinth. This level is rare to end up in, and most people who enter this level don't come back.
You can often find vending machines in this level that give you Almond Water, Cashew Water, and half of the time will mistake your Almond Water for Liquid Pain.
The Center
The Center is where wanderers start off in this level when they enter it. As stated previously, it takes the form of a medical center from the 1980's with infinite randomly-segmented rooms, and like Level 0, no rooms are the same. This area is where the vending machine can be found.
There are also medical rooms and offices in this level. The rooms will either have a Faceling in there, or in very-rare occurrences, they will have a Insanity. There has also been Deathmoth nests scattered around tis area, however they seem to be empty as no one has seen one come out it.
Most doors will be locked, some can be broken open and lead to either Level 1 or Level 188. If you explore deep enough in this area, you will enter the next area, The Labyrinth.
The Labyrinth
A photo of The Labyrinth, with the photographer running away from a entity.
The Labyrinth is one of the dangerous areas of this level, but the main exit seems to reside in this area. This area takes the form of a hotel with white walls and a decorated black carpet. This level level acts a complicated labyrinth, with doors on almost every hall of it. Almost all the doors are locked, with the ones that are unlocked containing one of the entities stated below. The carpet is wet with an unknown substance, though it is theorized to be the same liquid on the floor of Level 0.
You can occasionally hear the vents in the ceiling make loud noises, M.E.G. tests proved that this is an undocumented entity that makes these noises. This level is also infinite, all rooms look the exact same, and leaving an object on the floor for too long will cause another undocumented entity to pull it down. This makes it extremely difficult to return to a certain point.
The entities of this area wont come out until all the lights shut off, this happens every 1-3 hours. And when they come back on, the entities scatter off because they are scared of light.
The stairs leading to the exit.
As stated before this level contains the main exit which is an elevator. To find it you must travel a extremely long distance, and if you get lucky you will find a set of stairs, these lead to the exit.
UPDATE LOG - 3-19-22. TIME = [REDACTED]
We have been getting numerous reports of an third area of this level. The M.E.G are currently investigating this 'third area' and we will update the page right after everything has been documented.
UPDATE LOG - 3-27-22. TIME = [REDACTED]
We have discovered, traversed, and documented this third area we kept getting reports about.
The Aqua Halls
After plenty of documentation, we have found out about this area and its properties.
The Aqua Halls...
The Aqua Halls takes the form of an infinite dark hospital with an darkish aquatic color emitting from the lights. It can be entered by reading a leather-bound book taken from a cardboard box from Level 371, and currently at the time that is the only way in side this zone. One defining trait about this zone is that all the doors are replaced by windows which leads to an empty room holding an Insanity. The hum-buzz of the lights are very loud similar to that of Level 0's.
Every 1-5 hours, the lights completely shut off, however it has been documented that it is most likely not the lights on their own, because there is an room which holds an Faceling that seems to be near an control panel, one of the many buttons on it says 'LIGHTS TOGGLE' which will be on if the lights are on and vice versa. Similar to The Labyrinth, the entities of this area wont come out until all the lights shut off, and Partygoers also seem to come out and make this area dangerous because of how they hunt, and that most likely has an huge advantage due to the fact that it's pitch black dark.
This area also has one exit, finding an elevator has AN CHANCE send you right back to Level 371, in other times, you will sent to The Labyrinth.
Entities
- Smilers
- Insanities
- Death Moths
- Hounds
- Figures
- Partygoers(
rarelyThey inhabit The Aqua Halls.) - Facelings(aggressive ones)
- Skin-Stealers
Colonies and Outposts
There are no colonies or outposts on this level.
Entrances and Exits
Entrances
- Enter a building that says 'Medical Center' on Level 11.
- Reading a leather-bound book taken from a cardboard box from Level 371 will take you to this level, however we do not recommend this because this leads to The Aqua Halls.