SURVIVAL DIFFICULTY:
Class 2
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A recreation of Level 67, as seen from the human eye.
Level 67 is the 68th level of the Backrooms.
Description
Level 67 is an infinite complex of several rooms and corridors that are completely devoid of furniture. What's unique about this level is that a wanderer can see nothing but a white void and themselves; however, still feel a sense of touch to the landscape that surrounds them. The walls of Level 67 have been described as having a cold, plastic texture. and the floor has a cold wood texture. Several doors that feel like wood can be found in this level, leading to an empty corridor or an empty room. It is heavily recommended to explore this level with a hand constantly on the wall for better navigation.
This level's layout could be comparable in a lot of ways to Level 0, with an ambient buzz being heard throughout the whole level, despite no fluorescent tube lights being found in this level. Wanderers also have a risk of injury or death if they try to run from entity attacks, because they could ram head-first into an invisible wall, and may face major injuries or even death.
If anyone attempts to bring any spare equipment to Level 67, the equipment will still exist and serve its desired function, but will be completely invisible. Entities that can be found here are Camo Crawlers, Hounds, and Nguithr'xurhs, however, all Entities have trouble finding prey, since they have the same vision as regular humans, and will most likely not see or attack them, they are able to hear sound cues such as footsteps. Staircases that lead upwards can be rarely found in this level, but almost always lead to an exact copy of the room that the wanderer has previously been in. Several visual and auditory hallucinations of the wanderer being in normal reality will most definitely happen, and can have several downsides, such as the wanderer accidentally running into an invisible wall, fainting, or rarely being in a coma for several days.
People often have a strong sense of paranoia in this level, as if something is chasing them or something bad will happen. The reason for this paranoia is currently unknown, although it may have a strong link to the supernatural and unpredictable nature of this level.
Bases, Outposts, and Communities
There are no known bases, outposts, or communities on this level.
Addendum
If anyone has the misfortune of staying in this level for more than 2 months, they will start to undergo a consistent cycle that is moderately similar to the Wretched Cycle, but has a few major differences. This cycle has been dubbed "Invisible Syndrome". It was discovered after the B.N.T.G found a dead body with half of its skin ripped off in Level 1 with several notes in its pocket. This cycle is always inevitable, and there is no known way to prevent it.
Stage 1
The wanderer will have a strong sense of paranoia and heavy auditory and visual hallucinations, and start have a hatred of anyone they personally know. This stage happens approximately 1 day after the wanderer has stayed in the level for 2 months.
Stage 2
The wanderer will have a strong self-hatred towards themselves and everyone they have seen or known, and will start to show symptoms of schizophrenia. They will often refuse to eat any food they have, and will destroy any object in their possession if they deem it as "useless". These objects are most commonly Almond Water and flashlights. This stage happens approximately 3 weeks after Stage 1, if they don't starve themselves or die from any other reasons.
Stage 3
The wanderer will have an incredibly strong urge to harm themselves, and will most likely tear off their skin for whatever reason. They will also destroy every object they have. They have a strong sense of hatred towards everyone, including themselves, and will try to kill any object they touch. After 4 days of this stage, the wanderer will die of cardiac arrest if they have not committed suicide or any other way of dying. This stage happens a month after Stage 2.
Entrances And Exits
Entrances
Finding and entering a white, cold plastic door in Level 1 or Level -1 will lead you here. This entrance is locked soon after. It is heavily advised to run back if you see this door, since you will always have a constant urge to go inside it.
Exits
The only known way to exit Level 67 is to fall asleep, and start lucid dreaming about any place the wanderer desires to be in. Once the wanderer wakes up from the dream, they will always no-clip into Level 0.


