viper_one 8.1
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SURVIVAL DIFFICULTY:

Class Solace

  • Safe and Secure
  • Reality-Warping properties
  • Devoid of entities

Level 231, also referred to as "Everlasting winter solstice", is a level that takes the appearance of an early 2000's suburb from England, seemingly during Christmas time.

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A tree suspending colourful lights.

Description

Level 231 appears to be a large suburb stranded around Christmas, with a day-night cycle dissimilar to that of The Frontrooms, with 8 hours of light and 9 hours of darkness. Furthermore, additional research of the level has been unsuccessful in identifying the size of this level, which is concurrently infinite. Moreover, the inside of the buildings on this level are clad with Christmas decorations such as seasonal lights, trees, stockings, and tinsel. Some residences have working radios or televisions that play Christmas music by a variety of performers, but wanderers have stated that something was audibly odd about them and that they couldn't figure out what it was. Wanderers have have also reported feeling incredibly safe and worry-free while in this level, some described it as "Feeling like a kid again".

Some of level 231's buildings interiors are an expansive complex of rooms and halls, some are small with the walls forming clean designs and others are more unnaturally shaped, either lacking definitive form, or being colossal in size. Hallways commonly contain fluorescent lights, with indirect rooms on either side of the concourses. Appliances that require power can be found and operated within the dwellings, despite the fact that no visible power sources have been spotted. It is unknown how the lights and appliances function. Vehicles can be found at Level 219 as well; however, they cannot be entered or activated. It's unclear why their surface is impenetrable.

The sky on Level 231 is extremely black at night, equivalent to Level 6. With temperatures ranging from 1°C to 7°C; nonetheless, because of the abundance of artificial lighting, vision is not greatly impeded; however, certain locations in this level lack illumination systems such as streetlights and lamps. The aforementioned areas are not dangerous in any manner to wanderers and are comparable to hallways between rooms in that they lead to another area of this level. Furthermore, the daylight on this level is quite bright, similar to that of The Frontrooms, with temperatures ranging from 3°C to 9°C, Level 231's night sky features few stars but many are visible, and a moon appears both at night and during the day, with the day's sky being bright blue in color and includes clouds and a sun. Wanderers and M.E.G. operatives on Level 231 have described emotions of nostalgia and familiarity, as well as emotional warmth while near the aforementioned Christmas lights.

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An empty path within this level during the day.

The area of Level 231 past the shaded regions were originally assumed to be a Sub-Level. Later investigations revealed that it was the same level, but greatly distorted. Buildings can be seen no-clipped into each other, lamps can be seen glitched through the earth, and numerous appliances are defective or do not work across this sector. Some of the structures in this area can even warp into the wanderer's childhood home or a contemporary one where the wanderer lived before entering The Backrooms.

Many buildings in this level can sometimes contain helpful items such as Almond Water, Liquid Silence, Firesalt and rarely Level Keys and Royal Rations. Desktop Computers, laptops and tablets can also be found within the buildings, and these devices can harbor exits for wanderers. Some of the machines have apps or files installed, and when these applications are launched, an exit with the same name as the program appears behind the wanderer. Reported destinations include Level 9, Level 11 and Level 90.

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A example of a darker area, dimly lit by hanging lights.

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This road, found near the starting point of many wanderers is claimed to be infinite, these claims are not proven.

Entities

No entities reside on this level.

Bases, Outposts and Communities

No bases outposts or communities have been established due to the inability to encounter others.

Entrances And Exits

Entrances

  • No-clipping through a wooden board of Level 19.
  • Entering any house on Level 9 has a small chance for the wanderer to fall unconscious and wake up here.
  • Rarely it is possible to enter through Level 35 through one of the many exits within that level.

Exits

  • No-clipping through any tarmac surface will bring the wanderer to Level 36
  • Touching a stairwell for a prolonged period of time has a small chance to bring one to Level 54

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