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Backrooms Chroniken Wiki

Level 15: „Futuristische Hallen“

Vorlage:Klasse 3e Level 15 ist das 16te Level der „Backrooms“ (Hinterzimmer).

Beschreibung

An image of the futuristic halls.

Level 15, informally known as "Futuristic Halls," is a maze-like labyrinthine structure of immaculate, futuristic corridors. The all-encompassing corridor view generally exudes the mood of a "futuristic" aesthetic due to the association's travelers constitute between Level 15 and the overarching vision of an innovative utopia circulating in The Frontrooms. The place features pristine white walls that tend to be composed of lightweight materials, including aluminum alloys, composite materials, stainless steel, and other light materials, that exhibit excelling strength-to-weight ratios, corrosion resistance, and structural integrity. The flooring is either ceramic tile or the same material as the corridor walls, with occasional carpet or non-slip coatings.

Various air conditioners inaugurated across the ceiling of the futuristic halls emit chilly conditions, with each hallway posessing a distinguishable temperature dependent on its air system. The ventilation is exceedingly clean and virtually devoid of any dust or humidity. Specific pathways may instead feature metal grating, accommodating a light source and axial fans that maintain natural airflow rates at relatively low pressures. In addition, the presence of these massive Air Handling Units (AHUs) tend to be prominent components of HVAC systems that distribute and purify air throughout a building, implying a central power source. A network of tubes and ducting channels underly the corridor floors, conveying conditioned air from the AHU to assorted locations. Registers and grilles are positioned on the walls and ceilings, but in rather abnormal locations.

Another image of futuristic halls.

Upon entering the level, the first impression conventionally follows the motifs of a barren space station, an abandoned futuristic mall, or a vacant tech exhibition. Visitors often experience disorientation at the uncomfortable juxtaposition of futuristic, minimalist, ideological architecture with bizarre geometry, and liminal nothingness. While it is highly contentious what precisely Level 15's existence and formation intend to imitate, observations gravitate towards the level resembling a monolithic space station due to its futuristic architecture alongside its enigmatic machines closely resembling those discovered in science fiction spacecraft. This statement is often brought into question due to its strange architectural details, namely oddly placed ventaliation griddles and oddly angled ceiling beams. The interior can be interpreted as a spacecraft for explorational purposes, but long-term explorations have concluded the interior takes on the shape of a sphere.

Wandering through the futuristic halls, one may find a gate made of sleek metal or bulletproof glass at the route's end. Beyond the gates are a series of intricate spaces, emulating the layout of a large, cutting-edge research facility. These rooms are connected via sophisticated gates. These gates open upon detection of the presence of a wanderer. These areas are all fashioned with smooth white concrete and an assortment of LED light configurations. Aside from these superficial similarities, particular spaces may include labels through the form of a number printed in vantablack on the room walls. It is unclear whether this number expresses any significant function, yet many have proposed the compartment was for an experiment because of its quarantined formation. Some areas resemble laboratories, while others are simply white rooms. As one wanderers deeper into these areas, strange architectural designs will emerge, such as a pillar randomly protruding from the floor or a wooden door randomly ingrained into the walls. This anomaly is considered the epitome of Level 15's unsettling combination of minimalist futurism, classic liminality, and atypical geometric architecture.

Contrary to the veneer of level's technology, electronic communication devices fail to operate. To date, no two individuals have been able to interact inside the level, although some reports of corpses and dried blood with bodily fluids appear in the passageways. An inspection of the dead body discloses that it has the potential to be another traveler who perished inside the level. The bodies seem to lose enough water to imply that they have been here for several months or conceivably years despite the absence of bugs permitting the decomposition process. It is unknown how one can encounter others in such a scenario concerning the level generally prohibited for suitable meetings and interactions. Due to the level's non-euclidean organization, conventional navigation processes like maps are also ineffective. The lack of communication and Wi-Fi connectivity point the level's lack of sincerely "futuristic" components, calling into doubt the level's premise. According to The Kauer Thesis, based on the technology that mankind now possesses, this level is only a symbolic representation of the future.

Machinery

An image of an empty room.

Operating machines in rooms can initiate engine noise to propagate over the outer room's corridor, as noise may traverse prolonged distances and be perceived from afar while passing via halls. These devices range in size from a laptop to unmeasurable proportions, and their vibrations don't seem to be impacted by their dimensions. Individual machines have apparent purposes, such as making steel rods, and are strikingly reminiscent of Antikythera gadgets. Many devices have incomprehensible writing, intricate dials, and damaged gears, while few materialize to have an analog in Frontrooms. A few reports on explorations mention engine noises emanating from behind corridor walls; the noises don't sound like ventilation or airflow systems; instead, they sound like a particular type of hidden generator behind the wall. Any attempt to determine the origin of engine noise fails owing to interference from impregnable construction material.

Despite the discovery of numerous machines, Level 15 likewise consists of appliances and gadgets, with its exterior examining monochromatic comparative to the level's architecture hue, notwithstanding being that most present in complex-looking technology, extensive size unsuitable for its definition, and many install various functional systems as it usually turns out to be straightforward ordinary appliances, including a coffee machine, 3D printer, a computer, and appliances in daily use, as these gadgets are demanding to comprehend and scarcely ever used. Almost all devices and apparatuses utilize radio waves or sensors to transmit data without physical wires. Nevertheless, some appliances seem to be impossible to function with a wireless system; these wireless system in question correspondingly includes LED lights and air conditioning—this seems not to be the case with the security cameras that operate throughout the hallway; their authority origin is unrecognized, it probably from the control panel.

One may observe that adjacent LED lights begin sparking, flickering, or even shorting out entirely when oversized machines ingest vast amounts of power. The following will result in less energy and compel other machines and devices to operate more slowly and unsteadily. Despite all appliances being wireless, an excessive loss of sufficient energy can result in a total power outage, with all performing machines and equipment ceasing to function and all nearby areas ending up entirely dark. Even though the engines stop conducting during power outages, a faint, persistent ticking sound that resembles a human heartbeat may emanate from the machinery. The ticking rate gradually slows until the power returns to normal.

An image of the control panel.

Witnesses periodically report becoming dizzy and lightheaded after prolonged exposure to Level 15's intense lights and stale air. Studies have attributed this to the temporary bradycardia travelers suffer while on the level. These effects typically worsen in pitch-black places or power loss regions; therefore, travelers should depart these areas as quickly as possible to minimize the risk of irreversible damage. Further research has demonstrated that the concentration of carbon dioxide will increase significantly in locations with frequent power outages. It is ambiguous where the substantial quantities of carbon dioxide arise from, suggesting diverse airflow and ventilation systems prevent the level from accumulating disproportionate carbon dioxide.

Occasionally, one could chance upon a worn-down control panel with wires directing to the floor, with many monitor screens that conjoin to a surrounding surveillance camera in a nearby corridor. Most feature ten to twenty buttons, with only a few materializing to be performance. Interestingly, the only working buttons are consistent with all panels: "ON," "OFF," "DESTROY," and "CHANGE." Pressing arbitrarily "ON" buttons usually results in operating more equipment or ensuring the machinery works more diligently, which may trigger a power outage. Conversely, pressing random "OFF" buttons typically shut down operating equipment, as sometimes, it turns off all LED light sources and ventilation systems in nearby hallways, increasing the amount of carbon dioxide in the vicinity.

Pushing the "DESTROY" button provokes an eruption, unleashing a thunderous crash and severely shaking nearby corridors for many minutes. Despite this, no manifestation of any deterioration was visible throughout the hallways. Witnesses claim that the "CHANGE" button, the exclusive button on the control panel that has never approached, creates a magnetic field that repels all matter, akin to a force field. Wanderers proved reluctant to successfully press the button despite their best attempts to deactivate or otherwise bypass the domain. On a control panel screen, getting into touch with the switch displays the message:

Access denied: Level 5 clearance required to change reality.
Recovered Note:


I still vividly recall that moment in Level 10 when the massive, apparently never-ending white barrier abruptly appeared at the very edge of the field. The little mental fortified door awaits me as it seems entirely for my discovery, and I wonder where it goes. Cold air flowed in as I turned the handle, revealing a vast corridor beyond. These frigid surroundings offered me an overwhelming sensation of tranquility and an impression of contemplation that seemed to settle into my bones. The walls were tan in a white shade, with conduits expanding collaboratively together the boundary. Grating ground illustrated it underneath an extensive space with little flooring visible, with every step emitting noise of contact mental as the breeze blew up to the atmosphere, discerning as though the grating floor was roughly to descend into the abysmal pit.

The door that brought me here seemed to disappear into the wall behind me, understanding that I would remain here for a while. Miles into the endless futuristic halls, the induction of emptiness left me in a daze. This constant expansion, the darkly lighted alleys, and the never-ending structures had become my norm. It's unlike anything I've ever felt. It's like being hauled to another plane of existence. I proceed onward to an uncertain setting. I passed by other brightly illuminated regions with contemporary designs and spotless walls. Although the odd, twisted shapes made me determine the bizarre concept back in the Frontrooms, I couldn't help but wonder if it was a spacecraft or merely an ordinary futuristic corridor. But as far as I know, neither a GPS connection nor any indication of a communication signal were there, nor was there anything to support my assumption. Doubt started to creep in. Is this the future? Something is missing...

I made a steady, leisurely pace. I was unaware of the duration or how far I had come. My thoughts perpetually focus on the last hallway each corner approaches, desiring that one more will bring me to redemption. The hallway has grown exceedingly high and tight, leaving me exhausted and questioning what this place could be. This design pattern keeps repeating, with every intersection developing an innovative layout and configuration. That one junction, yet I don't remember exactly how far or how many corridors I've strolled, but I went too much; the door lies beyond me, including a cold mood coming from beneath the gate with the sound of the engine within. When I entered, the white space seemed to be a lobby; it wasn't a corridor like previously. Perhaps I had gone into the new section?

This area once again left me empty and isolated, having no food or water supply. My head begins to feel lightheaded and tired as my breathing becomes difficult like the air is draining out. The exhaustion and disorientation drive me to feel like I need to rest, hoping that someone will find me here.

Entrances and Exits

Unfortunately, Level 15 has proven difficult to enter and exit.

Entrances

  • The easiest way to enter Level 15 is through Level 15.1. By noclipping through the floor, it will lead one to Level 15.
  • An anonymous wanderer claimed that an electric shock from the door handle in Level 3 rendered him unconscious. When he regained consciousness, he ended up here.
  • Rarely will an immense white wall identical to the one from Level 15's interior that stretches into the distance without an apparent end arise at Level 10. Finding the wall-mounted reinforced door will lead one to this level.

Exits

  • The easiest way to exit Level 15 is through Level 15.1. Noclipping through the roof will lead one to Level 15.1.
  • Wanderers have speculated that a control panel will occasionally contain a button labeled "ESCAPE." Pressing the button will result in a nearby locked gateway available, leading to Level 3.
  • Going through a hospital door will lead to Level 16.
  • Staying in dark areas for an extended period may cause you to pass out and wake up in Level 58.
  • Following a trail of an unknown sticky red substance will lead to an entrance to a dark cavern. Entering it will lead to Level 990.