Level 64 : "The Lurking Darkness" (Trimmed; Open for Rewrite)

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Information

Name: "The Lurking Darkness" (Trimmed; Open for Rewrite)
Author: Stretchsterz
Rating: 41/71
Created at: Wed Feb 24 2021

SURVIVAL DIFFICULTY: Class 3
🔶 Unsafe
🔶 Unsecure
🔶 Low Entity Count

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A photo of Level 64 engulfed in darkness.

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Level 64 is the 65th Level of The Backrooms. Level 64 seems to be an infinite house, with dysfunctional lighting fixtures.

Description

Level 64 is an infinite house area with many rooms, halls and stairways. The Level itself is littered with house decor, more than what you would find in an average everyday household. The darkness in Level 64 absorbs light, and light sources are dysfunctional. A working method is being constructed by The M.E.G. at this moment. The structure of the house seems to change when no sentient beings are looking, which can cause the Wanderer to feel anxiety and/or paranoia. Level 64 can also cause Wanderers to receive symptoms similar to nyctophobia for the amount of time that one can spend in the darkness.

The furniture in Level 64 is very average to what you can find normally in The Frontrooms. However a significant amount of mold and dust can be found on different surfaces. Most of the Level has a large amount of items, to the point where some items are placed in impossible ways. There are many light sources spread across the Level but cannot be activated and if they can ever even be activated. any books and other written material to be found will be blank. Many rooms and halls found in Level 64 can be drastically different than normal, such as a room full of clocks ticking in unison with a grandfather clock in the center on a pile of more clocks, upside-down halls, pitch black halls of void and many more oddities.

Only one Entity seems to appear in Level 64, those of which are known as 'Lurkers'. Lurkers are humanoid Entities that have a worm-like body. The height of the Entity is estimated to be normally six (6) feet tall, few reports have mentioned a Lurker to be twenty (20) feet tall, Lurkers are able to climb any surface with the Entity's large amount of legs, that being five (5) on each side. These Entities are hostile, and will attack on sight. Moving quickly and out of view is the best way to escape Lurkers as they are incapable of hearing. Lurkers are sensitive to light and is the likely reason to its absence in most of Level 64.

Through unknown means, Level 64 will transform itself to a normal house interior that is finite, and many entrances and exits can be found. All light sources will be activated, and no Entities will appear during this stage. It is unknown how or why this happens, as it appears to happen randomly when traversing too far in Level 64. It is suggested to exit through one of the many access points during this stage.

The following document was found on January 7th 2020 in a recently discovered Insurrection base. This base seemed long abandoned, which is also shown within the date of the document which was made on August 28th 1962. This specific document seems to be one out of many pages of a routine schedule.

Insurrection Document 34-E: 08/28/1962

The Insurrection:

Wherever the battle may take us.

Layer-0024 Routine Protocol Document 34-E

Security Breaching Events:

In the event of a security breach, all personnel must retreat into the Layer-0112 Exit immediately if all else fails. Many events may occur within Layer-0024 that can cause mass panic or destruction. it is critical that all personnel remain in good condition for further use.

These are the following events that may occur within Layer-0024

Hostile Creature Attack:

In the event of an attack via hostile creatures, all guards stationed will attack by force. All instances of Creature-00581 will be eradicated immediately. In the event of the hostile creatures breaching the project, all evidence and discoveries must be evacuated immediately to insure the safety of our work.

Hostile Group Raid:

In the event of a hostile group invading our workspace, all soldiers must attack via force. All scientists must retreat to the nearest Layer-0112 Exit immediately. Any valuables left over by hostile invaders can be used against invaders in combat or other uses for our projects.

If the project has been compromised and has been taken over by the enemy, we must abandon the project or move the project immediately.

Unknown Catastrophe Event:

Updated as of August/28th/1962
This is placed here in case of an unknown event that may occur within our workspace. The following example log has been placed here as a warning for further use of this project.

Event Log 0024-02:

On ████/██/1962 a soldier whos name will be anonymous had encountered a strange figure made out of clocks in Project-0014: Sector-0004. The man has then repeated the phrase "I Must Be Free' with a sensation of ticking noises repeating throughout the soldiers mind. The soldier was standing for a few minutes which had felt like hours. Another soldier had walked in with two scientists ready to conduct tests which caused the man to disappear and free the soldier that was frozen still. Ticking noises lasted in their head for forty-two hours. This soldier has been seen to have random violent outbursts after the event took place. They are now being held in the Project-0014: Sector-0002 medical bay for proper treatment.
In the case of a breach caused by this creature, we must be ready for anything.

Returning To Base:

If any personnel is lost after an expedition or a security breach, we have many methods of returning safely. Base coordinates have been given to all personnel that are tasked with working on this project. For more info, please switch to the next page.

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Housekeepers

  • A mysterious Group that resides in house-like areas.
  • This Group has discovered information about houses in The Backrooms that is unknown to The M.E.G.
  • The amount of members are unknown.

Entrances And Exits

Entrance:

  • To Enter, Elevators entrances can become an entrance to Level 64 in any Level, removing the elevator that was once there. Including Level 65.
  • Finding a cellar in Level 98 will lead to Level 64.
  • Finding a couch in Level 6 and using it will lead you to pass out and wake up in Level 64.
  • Finding a large decorated room in Level 2 will lead you to Level 64.

Exit:

  • To Exit, you must survive until the safe stage is active for most exits to function, then find a glass door that will lead to a yard of a house in Level 9.
  • Walking outside the front door can lead you back home.
  • One exit can be found early by finding a lit room full of light can lead you to Level 0.
  • No-Clipping through paintings can lead you to Level 57.
  • A hole can be found in the walls or ceiling that can lead to Level 8.

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