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- Description -
Level 118 consists of an intricate network of abandoned camps scattered throughout a dense taiga forest. The forests are similar to those found in the northern United States, such as Alaska. The forests cover most of Level 118, with a total area of 2 kilometers in length. It is noted that the level has been mapped, and it was discovered that it is finite, with a total length of only 3 kilometers, including the area occupied by the camps present there. This extension in the camp area is due to the fact that each camp is very far from the others. There are only 6 camps present on Level 118, but all are abandoned.
One of the camps present in the level.
Level 118 also has entities, but they do not act logically. There are adult Facelings and Volpes on the level, but they do not behave normally, varying greatly in their attacks and being docile with Wanderers. There is no pattern to these attacks, but they always act in a manner consistent with the time of day. In this regard, the level does not have a visible diurnal cycle, as it is always under a dense fog of dark colors that blocks the view of the sky. Therefore, specific devices must be used to determine the time of day on the level. Tests have been conducted, and it has been proven that entities attack more frequently at night, in different ways. The Volpes always come in packs to attack Wanderers, usually by biting or suffocating them. They usually attack while the Wanderer is asleep. The Facelings of this level are called "Lumberjacks" and possess items belonging to real lumberjacks, such as axes and characteristic clothing. Attacks usually occur when the Wanderer is not looking, and almost all recorded attacks involved axes being driven into vital parts of the body, such as the neck, head, and central parts of the body. Only twice did they not use their weapons, because the Wanderers in question disarmed them. However, they were finished off with physical blows. Level 118 Facelings are extremely strong and unbalanced compared to ordinary humans.
U.E.C was at Level 118.
Level 118 also has electric fences covering the level boundary, making it impossible to access the so-called "Far Lands," which are pieces of forest that lie beyond the level boundary, i.e., its edge. These lands are visible but inaccessible, since if you try to jump over or obstruct them, a strong anomalous shock will reach the Wanderer, seriously injuring them, and in more serious cases, killing them.
The U.E.C. tested the properties of Level 118 and found that the electric fences are indestructible. And the "Far Lands" are mirages propagated by the level, as a way of saying that the level cannot be escaped by conventional means.
Reasons for the research: We at U.E.C. were testing possible ways to expand our influence in the Backrooms. The options were good; we tried intelligent contact with the Facelings Lumberjacks that permeate the level, but without success. They are too enigmatic. And with one failed attempt, we were able to obtain solid research without many human casualties, given that most of the tests/guinea pigs were the Facelings themselves present on the level.
Level 118 camps are mostly composed of approximately 4-8 tents per camp, sometimes with tents that are half torn, ripped, and on fire. Under no circumstances should you touch them in such a state. The tents are all different colors and made of the same material. All the resources that would be inside them are outside, such as food, Almond Water, and, in rarer cases, some Greasy Marshmallows. Lumberjacking equipment can also be found, such as axes and chainsaws. Around the first four tents, there are lakes with Almond Water, which in theory would be ready for consumption.
- Consequences of staying: -
As the Wanderer remains at the level, the dead zone begins to take effect, and with it come the consequences of remaining there. These effects are:
- Water that rejects the body: In the almond-shaped lakes found around certain camps, if the Wanderer remains at the level for too long, the water begins to evaporate instantly, that is, if the Wanderer touches it or has any kind of contact with it on their body. When ingested, it will disappear, and when it comes into contact with the surface of the human body, it will also disappear. Even with equipment covering the body, it is still impossible to ingest or touch it.
- Indestructible wood: At first, the wood on this level is completely ordinary and even recommended for use at first glance, but as time passes and the Wanderer remains on the floor, the wood becomes indestructible, and any tool used to cut wood will be unable to function. Electric saws explode, axes quickly become dull or clogged, and any other object used to cut wood will be stopped in some way. If the Wanderer obtains wood from another source, it will instantly combust.
- Instant erosion: the soil present on the level, which until then was considered stable, will begin to degrade and decay gradually after the Wanderer's stay. The ground may sink, fall into a long drop below the floor, or even suck the Wanderer in, like quicksand. If the Wanderer is even more unwanted, the level will begin to place barbed wire and endless fires in the falls.
- Death correlation -
Through many sacrifices, we were able to correlate events that led to accidental or perhaps indirect death.
- Sleeping in one of the tents on the level can cause an instant forest fire, which can obstruct the cabin and cause trees to fall on the Wanderer present there. The level anomalously recovers from the damage.
- There is a small chance that a flashlight will appear next to one of the tents. When picked up, the level instantly spreads acid rain. Damage is minimal, but the Wanderer will be immobilized during this event, and as long as they hold the flashlight, use it, or even touch it, they will remain subject to this rain. It is recommended to bring your own light sources.
- Eating a portion of ChocoBytes adulterated by the level can kill the Wanderer from poisoning, but death occurs much more quickly than normal poisoning by ricin, for example. This poison is not extractable and can kill the Wanderer in up to 20 minutes. There are no treatments; it is unknown at this time.
- Wind gusts can be seen in the level; they are extremely strong and easily stun the Wanderer. They can tear down tents, knock down trees, extinguish large fires, and also cause and increase fires. During this event, large objects can easily fly through the level. If you are within 2 meters of the object as it glides by, it will hit the Wanderer with force, causing various injuries to the body.
Smokey bear sign
Note: The plates cannot be recalled; they have properties that make it impossible to recall them, such as Level 12 censorship. The photo of "Smokey Bear" seen below is an image issued by the US government.
Only you!
Upon entering Level 118, the Wanderer will be greeted with a "Smokey Bear" sign, giving tips on what to do and what not to do at the Level 118 camp. These signs can be found in abundance on the level, both upon the Wanderer's arrival, i.e., at the point where he arrives, and also stacked near the entrance to the forests and near the tents on the level. With each wanderer who steps onto the level, the signs change their messages. There are also signs that cannot be changed throughout the level, subject to some effect that makes it impossible to change their content and material, and which are scratched in Morse code, saying how harmful the level is. The messages vary from messages explaining why one should not remain on the level to saying that the level is a veritable hell or that there is no escape from it.
In addition to the anomalous signs mentioned above, there are some peculiarities present in Smokey Bear's signs, let's take a look:
- When trying to remove the sign from its location, a large tree will fall on the Wanderer. It is extremely fast, but difficult to dodge. After falling, it will regenerate in the same place in about 30 seconds.
- Rotating the signs causes an explosion in a random part of the level; the explosions are not logical. The hole left by the explosions contains gasoline, nitroglycerin, and explosive compounds. The level appears to produce these compounds in an anomalous manner.
Range Rover 1998
Near what would be the entrance to the level, there is a 1998 Range Rover the same color as the pine trees surrounding the level's camps. Here is a short list of the vehicle's features:
- When entering the back seat of the vehicle, there is a chance of a gasoline leak, which is constant and will only stop when the Wanderer exits the car. The gasoline in the vehicle is 50% more flammable, its properties are altered, and in the event of an explosion, such as opening a tent, the area will be engulfed in a huge explosion.
- If you get into the front seat, nothing will happen at first, but if the Wanderer turns the key, the car will explode. Also, if the Wanderer stays in the car for too long, there is a chance that the airbags will explode with enormous force, killing the Wanderer.
- When you turn on the car radio, a static sound echoes throughout the car, with a power of over 200 decibels, which will damage the Wanderer's eardrums and cause serious injury.
- When opening the trunk of the car, there is a chance that poisonous gas will be expelled from its gas pump. It is very toxic and can cause premature death if inhaled in large quantities. Most of the toxins it releases can be neutralized with almond water, but it is still very harmful.
Record of a U.E.C explorer, confirmed dead on this floor.
Note from U.E.C.: There are also several spatial anomalies in terms of the environment, from the level restarting every time you exit and enter to damaged objects regenerating.
What is in question is the investigation of anomaly #172, VYCK100VPH. The anomaly in question is about the Range Rover's glove compartment, which contains a map that, when opened, shows a precise mapping of level 118, but when you blink, the map changes, as if the environment had changed, even though nothing on the floor has actually changed. It's intriguing.
We don't know for sure why this is, but it's most likely a defense mechanism of the level itself. It is believed that it is alive, and it doesn't do this for fun or because someone invaded its body, but because it feels threatened. Apparently, the level is more afraid of us than we are of it.
- Bases, outposts, and communities -
A U.E.C. outpost was established at Level 118 for exactly four days, which was the furthest Wanderer had ever managed to reach in that level. This made it possible to carry out the research listed above.
- Entrances and Exits -
Entrances
- Performing an accidental no-clip on Level 148, Level 74, and Level 14 leads to Level 118. The frequency of these no-clips is higher when the Wanderer is in constant danger.
- Finding any structure resembling a campsite at Level 39 takes the Wanderer to Level 118 when accessed.
- Finding a large tree from a taiga biome in the middle of one of the streets of Level 237 takes the Wanderer to Level 118 when performing a no-clip on them.
Exits
- There is a small chance that when you open the Range Rover's hood, the Wanderer will end up at Level 39, Level 300, and Level 413. There is no exact chance of reaching these levels, as every time Wanderers left Level 118, they went to different levels.


