SURVIVAL DIFFICULTY:
Class 0
- Safe
- Secure
- Docile Entities
Description
Level 20 is the 21st level of the backrooms.
Level 20 is an expansive deciduous forest, containing trees from eastern America. This forest is always shrouded in a light fog, and is locked in nighttime. The space this forest inhabits is seemingly infinite, as no boundary or end has been reached.
Inside this forest, there is what appears to be a common Summer Camp-esque campsite with a mess hall, shooting range, several bathrooms, nature center, several pavilions (presumably for teaching classes, since they all have a whiteboard and standard BSA scout books), an amphitheater with a campfire, ranger station, utility garage (with golf cart and many landscaping tools), dock including multiple canoes, kayaks, and rowboats, as well as many campsites. These campsites have many different brands, sizes and colors of tents set up. Leaving this camping area and entering the forest will cause a heightened sense of dread and loneliness, so it is not advised to leave the campground.
Outside of the campsites, there is a number of useful materials inside the other buildings. The mess hall contains a seemingly infinite amount of junk food, snacks, common camp food, and almond water.
NOTE— IT SHOULD BE KNOWN THAT THE EGGS ARE LETHAL WHEN INGESTED, WITH SIMILAR PROPERTIES TO LIQUID PAIN. The many pavilions around the campsite however, contain very little compared to the mess hall. This being a whiteboard, dry erase markers, Boy Scouts of America scouting handbooks, as well as rope and similar camping supplies. These may come in handy in other levels, so it is suggested that you gather what is needed.
In the shooting range, there are .22 single action rifles, all seemingly inoperable due to rust. However, there are no traces of ammo, gunpowder, or any other firearms in the range.
The utility shed is where Dave spends most of his time and gets his tools. (see 'Entities')
The ranger station is locked, with no way to enter. This includes breaking walls, windows, doors, locks, and any way of trying to break into the ranger station has all been proven unsuccessful. The windows display a very bright light, partially illuminating the surrounding area, so it is unknown what is on the inside of this building.
The dock is on a small lake which is roughly 500 feet around, and 20 feet deep at its lowest and is roughly circular. The dock has an empty boathouse, but there are several vessels tied to the dock. This includes 8 kayaks, 3 canoes, and 5 rowboats, all of which have their paddles/oars in them and are usable. Being out on the water for too long, however, will cause the boat to start to fill with water. This phenomenon occurs even when there is no hole in the vessel, or water is pouring in from the top at all, it will simply rise from the bottom. This will lead to the boat sinking, and leaving you to swim for the shore. The sunken vessel will soon reappear at the dock when it is not being observed.
The amphitheater, bathrooms, and nature center are all completely empty, with the amphitheater only having stone steps for seats, the nature center being completely devoid of any furnishing, and the bathrooms being totally gutted, leaving nothing but exposed pipe.
Entities
Further examination of tents show that there are sleeping facelings inside them. However, no amount of noise, jostling, or damage can be done to wake up these sleeping facelings, even though they display signs of life like a pulse and breathing.
The only other entity seen to be in the level is only referred to as "Dave" the groundskeeper. This faceling, named Dave from the tag on his shirt, is seemingly intelligent. Dave is known to use the tools found in the utility shed to keep the landscape of the campsite clean and clear. He can be seen using lawnmowers, rakes, leafblowers, hedge clippers, chainsaws, and other generic landscaping equipment. Dave is never seen to be hostile, and will dismiss you with a grunt if you try to interact with him.
Level Properties
As stated before, this level is in a permanent midnight. There is a constant light fog surrounding everything, and leaving the camp to enter the forest will lead to fear and loneliness.
Bases, Outposts and Communities
There are no currently known bases, outposts or communities on this level, although there is one being established by the M.E.G. in the mess hall.
Entrances And Exits
Entrances
- Traveling far into a forest in several forest-based levels will bring you to the main entrance of Level 20
- Entering a tent and sleeping in it has a very small chance to teleport you and the tent to one of the sites with the sleeping facelings. There is only 3 recorded instances of this happening.
Exits
- Diving into the bottom of the lake will have you resurface in the waters of Level 7.
- Leaving through the entrance of the campground by walking down the road that leads into it will have you travel through the forest, but eventually end at a road tunnel and send you to The Hub.