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The only known photo of this level, taken by a M.E.G Operative. The camera started decaying minutes after entering the level.
Level -696 is the 697nd Level of the Backrooms. It was discovered on 1/15/2014.
This is a highly dangerous level that imitates places that are familiar to Wanderers but are in a state of decay.
Description:
This level appears to be a replica of the frontrooms but everything is in a state of decay. Only one wanderer can be inside the level at any given time, trying to enter the level while someone is inside will result in the wanderer getting sent to a random level. The decay of the level is extremely dangerous and should not be touched without proper equipment as it will consume someone in a matter of minutes.
Wanderers can see every place that they have been in the frontrooms, but this is not to be confused with the real frontrooms. While inside, if the wanderer doesn't wear a protective suit they will be exposed to lethal amounts of radiation, the origin of which is still unknown. This level was discovered after a wanderer by the name of [REMOVED] accidentally no-clipped through the floor of Level 696 while exploring it with his friends. As of now, nobody knows what happened after, but it's most likely that he died because of the level's effects. The only proof that Level -696 exists is a recording by the wanderer who discovered the level that is currently in the possession of The M.E.G.
Many experiments have been conducted after the discovery of this level. Most of them have resulted in death, until 3/10/2009 when one wanderer managed to escape the level. Further experiments have resulted in one more way to enter the level.
While conducting experiments for this level the M.E.G found out that all the Wanderers that enter it will go through an event called "Decay", made of 5 stages, before death. It was also discovered, after interviews with the wanderers who visited the level, that buildings play an important role in this level because of their anomalous effects.
Things to remember before entering the level:
Almond water and cashew water effects are swapped.
Any unprotected liquid, with the exception of almond water, cashew water, and Access Denied will turn into liquid pain.
Everyone that leaves the level must be put in quarantine for a week and all of their clothing and gear must be incinerated.
Some areas of the level have no oxygen so bringing oxygen supplies is advised.
The dangerous decay looks like black goo.
Decay Event:
Stage 1:
Anyone who enters this level will experience a strong sense of nostalgia.
This stage begins as soon as a wanderer enters this level and lasts for 20 minutes.
In this stage, wanderers can drink cashew water to slow down the effects.
Everyone will go through this stage, this is the first warning to leave the level.
Stage 2:
In this stage, blisters will begin to appear in random places of the body.
Drinking cashew water will have no effect from this point on, the only way to cure these blisters is by leaving the level.
This is the last chance before everything becomes irreversible.
Stage 3:
Stage 3 starts after spending approximately 1 hour in the level.
Most subjects will experience severe memory loss and fatigue.
Stage 4:
Happens after spending 2 hours in the level.
The vast majority of individuals will fall on the ground, unable to move.
At this point, human bodies will lose most of their fat.
Wanderers will usually attempt to move to a house they're familiar with and lay at the front door.
Stage 5:
Happens shortly after stage 4
The wanderer's body will start decaying, leading to death.
All wanderers that die in this level are to be called The Decayed.
The effects of the level were discovered by a wanderer by the name of Carlos.
He recorded his entire experience on the level sending everything to the M.E.G before dying with a message saying "Don't come".
Entities:
The Decayed:
The decayed are the remains of people that died at this level. They are a hive-minded entity that roams around the level, they are harmless and will only attack when a level collapse is happening.
Communities And Outposts
Due to the effects of this level, establishing or sustaining a community is impossible.
The buildings of level -696
One story houses:
One-story houses are a somewhat safe place to be in, as they slow down the effects of the level for an hour. Walk carefully inside the building as it can break down and crush anyone inside it.
Sometimes, wanderers find valuable objects that have not been touched by the decay. These items can be taken out of the level.
Two-story houses:
Two-story houses are similar to one-story houses. However, entering the second floor will result in falling through the floor, which can kill a wanderer on impact.
Any apartment building or very tall building:
Entering any of these buildings will result in a heart attack unless the wanderer had previously lived in the same building in The Frontrooms. If the wanderer had lived in an apartment then they are advised to enter only their room, as entering any other room may result in instant death. Elevators should not be entered while in the building as they will break down once reaching the floor
Your house:
The safest place a wanderer could be in Level -696 due to the effects of the level being stopped while inside. The decay of the level does not affect anything that is inside the home and any food or water on the premises is safe to consume. This place is the only way to leave the level safely.
Cars:
Entering one will heal any wounds. However, starting a car has a 90% chance of overheating the engine, exploding the car. Successfully starting the car initiates an event known as Level collapse, opening an exit. If the wanderer had owned a car, then that car will have a 10% chance of exploding.
Sewers:
Sewers should be avoided due to the effects of the level being more severe inside.
If any of the wanderers die in a sewer they will be transported to a city level as a Decayed.
Restaurants:
Restaurants should be avoided, as the food is poisoned.
This was discovered after a wanderer took some leftovers from a restaurant and ate them. Their body was later found in level 11. After some analysis, the poison was identified to be cyanide, mixed with some other, unknown substance. Pouring cashew water on the food will make it safe to eat, but this method won't work with drinks.
Hospitals
Hospitals are full of medical supplies that can be taken out of the level and are great for stacking up on almond water since it is commonly found in bottles that can be taken out of the level.
Hospitals are quite dangerous as well since some drawers are filled with grenades that will go off once the drawer is opened.
Bridges:
Bridges should be avoided, as walking on them will result in the bridge breaking down. Wanderers have reported feeling a strong urge to walk on a bridge when close to one.
Drinking cashew water will stop this urge for a short amount of time.
Highway:
Walking on a highway is very dangerous.
Metal pipes, logs, car tires, and other objects may come flying from random directions.
Getting hit by one of these objects may be lethal.
Power plants:
Getting close to a power plant will cause it to explode, killing anyone in its vicinity.
Wearing a hazmat suit will stop it from exploding. Strangely enough, no traces of radiation have been found on these power plants.
Schools:
Entering a school will lead to instant death from a heart attack.
From time to time, a book will fly out of a window, hitting any wanderer, killing wanderers unlucky enough to get hit.
No one knows who throws these books, even if they look at the window they came from.
Shops:
These places store decayed food and drinks.
Nothing is safe to eat or drink. Taking anything from a shop will result in the wanderer getting severely wounded. Any taken item from a shop will instantly decay once outside.
Prisons:
Going inside a prison is extremely dangerous as they send any wanderers inside a copy of Make Believe, killing them in the process. The wanderers that survived while inside report hearing voices saying: Why are you here, Leave, No, RUN AWAY, IT COMES. After hearing the last two phrases wanderers always see a 6 ft tall white creature running at them from the corner of their eye, making eye contact with this creature will result in instant death. Death can be easily prevented if the wanderer closes their eyes and slowly walks in the opposite direction.
Greenhouses:
Greenhouses will suffocate all wanderers inside.
Wearing a gas mask will give wanderers 15 minutes to be inside before suffocating.
Gas analysis revealed that it is just carbon dioxide.
Mines:
Mines will collapse upon entry killing all wanderers inside.
Screams can be heard when near one.
Lighthouses:
Lighthouses are dangerous to be near because of the higher gravity crushing any wanderer that gets too close. At night, a light will shine through the lighthouse, permanently blinding anyone looking at it.
Malls:
Malls are full of supplies that can be taken out of the level, but these items will decay after five hours.
The food and drinks inside are poisoned and should not be consumed unless they are treated with cashew water first.
While inside a mall, wanderers can spot mannequins. Getting close to one is very dangerous, as they will strangle anyone close to them. Splashing cashew water on them will make their grip weaker enough to escape.
Police stations:
Police stations will sometimes have unloaded pistols, first aid kits, and other items that can be taken out of the level.
Staying inside for 10 minutes will result in the wanderer's heart exploding for reasons still unknown.
Some wanderers have reported hearing knocking sounds coming from seemingly random directions, it is highly recommended to not follow the sounds. All wanderers that have done so were later found dead on random levels.
Pools:
Pools are a dangerous place to be in, as they drown any wanderers that enter them.
One Wanderer that escaped alive admitted to feeling like something grabbed them by the legs.
While close to a pool, most subjects will start feeling severely depressed.
Other buildings remain undocumented as of now and should be avoided.
Level Collapse
Successfully starting a Level collapse will make the sky dark red. The level will start to shake and crumble.
After 20 minutes the entire level will explode, killing any wanderers inside. The level itself will be inaccessible for 12 hours after that.
If anyone tries to enter the level during these 12 hours they will instead be sent to a random level.
Subjects that attempt this will get chased by the 6ft creature found in the prison. The creature will always run slightly slower than a car, but if the driver crashes into something or slows down too much, they will be killed by the entity.
Entrances And Exits:
Entrances
There are only two known ways to enter Level -696.
Going into the deeper floors of Level 696 has a chance of no-clipping Wanderers inside this level. This can happen on any floor, but it has a higher chance inside the deeper ones.
Fainting inside Level 18 will cause Wanderers to be transported inside this level.
Exits
There are two known ways to exit this level.
Entering your house, going into your bedroom, then thinking of any positive level while going to sleep will cause you to wake up inside the level you thought about.
Thinking of a Enigmatic level will do nothing unless the Wanderer really wishes to go there. In that case the wanderer will be sent to that level before instantly dying from a heart attack.
The second exit is very dangerous, because of the many risks involved, not to mention that the Wanderer will end up in a dangerous level.
Getting into a working car, triggering the level collapse, then driving on a highway for 15 minutes will send you to Level 150.