Level π

SURVIVAL DIFFICULTY:

Class habitable

  • {$one}
  • Local Community
  • {$three}

Quote the local from park greeter.
"Wow, a visitor! A human visitor! Do you know how long it's been since we had a real, human visitor here? Welcome, welcome, welcome! We hope your stay here is as enjoyable as mathematically possible!"


rating: 0+x

To avoid confusion, Level π is a theoretical level that has only been access through computer simulations. The M.E.G. has facilitated these simulations, having done a little over 1,000 sessions of 10 minutes each. This means that the simulations were run over a period of just a week. More exploration of how these simulations were run will be below the level description.

These simulations showed how a variety of details can change slightly through different visits for different individuals. Some of these will be talked about here, as a majority of the data collected is still classified, and is being used for study.

After the software's destruction following the events of simulation #1,040, the M.E.G. has stated that testing theoretical levels likely will not take place in the near future. The M.E.G. claims that the experiment is too costly, and is likely still at risk to incidents similar to simulation #1,040. Negotiations to start testing in the foreseeable future are in the works.

Pi-Land

Level Description

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A photo of the Ferris Wheel local to Pi-Land.

Level π, from the data gathered from the many simulations, is an island in a sea of numbers. This island only contains a theme park, with a multitude of rides, spanning from kids' carousels, to a Ferris wheel, to rollercoasters.1 There hasn't been any observed day-night cycle, but that may be due to errors within the simulation setup. From what has been observed, the daytime temperature tends to be in the 70s and 80s.2 The level is never seen to exhibit precipitation in any form, likely to keep the park open.

Level Simulation

To simulate level π, data from many other Backrooms levels were compiled into a "walking simulator" sort of technology, and this was used to predict the existence, nature, and structure of the level. By averaging a large range of data together, and using a sort of algorithm to, firstly, test how accurate the software was in predicting existing, but not inputted levels— reaching an accuracy rate of around 76%. Then, to find the first undiscovered level, the ID of π was decided on for testing. As a result of digital prediction, many tests had to be run to see all of the possible outcomes for this level. The next 2 sections will go over both the constants within the level, and a few of the different variables that were observed.

Level Constants

To understand the changes within observances of this level, the things that stayed generally unchanged must be defined first. Do keep in mind that these things weren't completely the same— orientation, looks, popularity, etc. did occasionally change, but the presence of these structures are the unchanging part.


Constant 1 - The Ferris Wheel

In approximately 99.9% of simulations3, the Ferris wheel within the park always stayed identical, excluding popularity and orientation. The importance of this structure is, while easy to assume and theorize, currently unknown. No matter the simulation, the physical appearance, a white frame with red cars, always stayed the same.


Constant 2 - Carnival Games

In nearly simulation, carnival-style games were always present. These games usually had prizes of modern-day carnival games, plastic toys and over-sized stuffed animals. There were a large variety of these, from knocking over pins, to fishing for ducks, to rolling a bowling ball into a dipped rail. These were some of the more popular attractions within the park, as they were always being played by someone, whether that be a young park-goer or a fully grown one.


Constant 3 - Posters

In 80% of simulations, propaganda posters were visible around the park. While the quantity did vary, their general theme was the same. There was imagery involving the park-goer species, and what seemed to be an adjacent species.4 These posters are very similar to that of propaganda posters during the Vietnam War in the Frontrooms. Some were seen to be torn and drawn over— in both marker and spray paint. Most of the times, these symbols were unidentifiable.


Notable Simulation Changes

Oftentimes, details in simulations would change. While some changes were common, others were much rarer. This list will go over a few different ones, in order from most common to a mid-level rarity. Be wary that these changes were observed in a simulation— the proper nature of the level is currently unknown, and the properties the level has when traveling in person are also unknown.


Variation 1 - Park Orientation

From the many simulations run, the physical orientation of the park varied the most. This simply means which way the park was facing— the island shape itself didn't change nearly as often, creating a few different varieties of park shape. There were a total of 8 observed orientations— North, West, East, South, and all of their combinations. Each and every rotation showed up around 12.5% of the time, meaning each one appeared 130 times respectively. Rides often moved to different places from the previous simulation, and different miscellaneous buildings changed. While these changes aren't very notable, these changes can lead to other, rarer variations— which will be discussed later.


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A photo inside the steam train edition of the Pi-Land Express.

Variation 2 - Park Express

Throughout around half of the simulations, a train ride that would transport riders through the park was present. This train's appearance only had two forms— an older-looking steam train and, at other times, a more modern train, reminiscent of the bullet trains of Japan. 75% of the time, a steam train would appear, but the other 25% of Park Express appearances had the more modern look. This meant there were 390 instances of the steam express, and 130 appearances of the modern express. Something that also changed in variation was the amount of park-goers using the express. In about 2/3 of simulations with expresses present had a middle-of-the-row amount of park-goers within them, the other third sharing both large amounts and smaller amounts to zero park-goers.


Missing alt text.

A photo of some machines within the arcade.

Variation 3 - The Arcade

While most important buildings, such as rides or restaurants, are always present, one particular building, the arcade, is usually not present. However, a sixth of the simulations run had an arcade. The layout of these arcades often varied, and so did the general theme. Some were old— similar to that of the 90s —while others were more modern. Similar to the Pi-Land Express, the popularity of these areas often varied. Sometimes the arcades were the most popular areas of the park, filled with park-goers, while other times there were very few park-goers inside the arcade. In a single simulation, the arcade was closed entirely. Signs outside claimed that it was under renovation and that it would return soon. From what was observed, police tape seemed to have been put up around the arcade building. Due to the short simulation length, no other information could have been gathered.


Entities

Within Pi-Land, there are entities referred to as park-goers. They are humanoid entities within the park that participate in the many activities. These entities, as seen in the simulation, are sentient and speak American English. These entities are mostly humanoid, with one major difference. Rather than possessing regular human heads, they instead have reflective spheres. These are estimated to be a foot (~0.3 meters) in diameter for adults and 9 inches (~23 cm) for children. These entities are observed to usually be in a positive mood, even if provoked in some way. While these entities are titled park-goers, workers at the park are also seen to be of the same species. Due to the limiting nature of the simulation, this is the only information regarding this species. If physical access to the level is eventually reached, it will likely be vital to the understanding of this species.

Entrances & Exits

Due to the fact that the only way the data on this level has been accessed is via computer simulations, there is no known way to enter this level. While there is an entrance area on the island on which the park resides, there is no known way to access this level. There are theorized entrances, inferred from the simulations and what has been observed, but nothing has been confirmed. Any paraphernalia that seem tied to this level; arcade tickets, rubber ducks, etc. must be reported to M.E.G. agents.


SURVIVAL DIFFICULTY:

Class deadzone

  • Irradiated & Destroyed
  • Unfit For Life
  • Unknown Entity Status

Pi-Land: Abandoned

When simulation #1,040 booted up, everything was instantly wrong. The sky was a deep, dark red. The usually bright landscape of the park has been reduced to nothing more than rubble. Strong winds blew through the area, and everything was dark. The sun was shrouded by blood-red clouds. The simulation detected a radiation level of 3.14 sieverts. As exploration began, the usual calming feeling of the level has been replaced by bitter dread. The only sound was the hollow-sounding wind. No park-goers are to be seen.

When exploring the area, the simulation showed that everything was just as desolate as it seemed— no lights, no working rides. It seemed like the park was just freshly destroyed— no plant life had any time to grow. It's clear that the park had been violently destroyed by something, whether that be a meteor or some form of bomb. From what's been shown in the simulation so far, it's unknown.
As the exploration continued, the park was still just as empty. Despite the fact that the park had been destroyed seemingly quickly, no bodies were to be found. It seemed as though the park-goers had been evacuated prior to what happened to destroy this place. However, remnants of popcorn buckets and drink machines have all been left in ruin on the ground. It seems as though all the plants that were once here have all burnt away.

After another minute of silence, the sound of planes soaring overhead finally filled the speakers of the simulation. The sound of something unhitching and falling begun, and, when looking up, what looks to be a bomb had fallen from the planes. The planes soar off, not quite reaching the horizon, before the bomb hit the ground and exploded.

The computer running the simulation froze, and eventually shut off. When it's checked, it seemed as though the computer had overheated so much that the insides had begun to melt. Everything inside the computer wad melded together, as the heat destroyed it.

This rendered the only computer containing the B.V.I.E. technology useless, which meant the B.V.I.E. was destroyed. This is why testing for Level π was ended at 1,040, and the M.E.G. states that it's unlikely the technology will be recreated.

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