Level 360
rating: +54+x

SURVIVAL DIFFICULTY:

Class 5?

  • Unsafe and Unsecure
  • Environmental Hazards
  • Medium Entity Count
Level360

A photograph of a manifestation of Level 360 and its holographic features.

Level 360's most important feature is a winding road that stretches as far as the eye can see.

Description

Level 360, although hardly distinguishable from other levels initially, differs from them due to how the level interacts with those within it. The main example of this is that the level has several different "manifestations" that change from time to time. They alter both the state of the Road and the wanderer's surroundings. In addition, each one is never the same as another one, as they vary depending on several unknown factors; however, some people think that Level 360 itself decides what manifestations appear at what time.



It is strictly advised to stay on the Road at all times. This is due to the fact that most aspects of the level aside from the Road are completely illusory; attempting to walk on the surrounding environment will make the wanderer phase through the ground and fall into a massive pit. This pit is a dark, flat, and extremely hot1 landscape, expanding infinitely in all cardinal directions. It is located 400 feet below the Road; this means that entering the Pit is almost always a death sentence. In addition, this place is also infested with some of the most dangerous entities in The Backrooms—so much so that oftentimes, these entities can barely move.2


Entities

Nearly every entity in the Backrooms3 can appear on Level 360; however, their quality and quantity heavily depends on the location they appear in. Weaker entities tend to appear on the Road in amounts comparable to levels given a Class 3 survival difficulty, while the Pit contains an extremely high number of powerful and sometimes immortal beings that will kill any wanderer in sight.

Furthermore, many other previously unknown and yet-to-be documented entities exist within Level 360 as well. Listed below are three of them that have gained much recognition across wanderers in the Backrooms4.

Living Cars

CONCORD ENTITY CLASSIFICATION SYSTEM
ENTITY ID: 360-A
HABITAT(S): Level 360
IETS
2AXX
CLASS:
Itemic
PROPERTIES:
HVM
VRL-A
VRL-B
NCR
MCH
CBR
SYN
DMN
SSV
CVL
RLA
UNQ
AGR
BNV
{$custom-tag-name}
{$custom2-tag-name}
{$custom3-tag-name}
RAD
NRO
TXC
PYR
LivingCar

A living car in Level 360 that's driving through what looks like a forest.

As one can guess from their name, living cars are driverless cars given sentience. They can be found nearly everywhere on Level 360, although they are mostly found in brighter areas. These entities tend to travel alone, although some wanderers have reported sightings of them in very large groups.

On the outside, living cars vary in size, shape, and color, sometimes having incredibly bizarre structures. There are often brand logos on them, although these are not any recognizable brands from the Frontrooms.

On the inside, living cars heavily resemble normal cars, having eight seats, an operating system and driver's controls like those in the Frontrooms. However, both the operating system and the controls can not be utilized by humans, as they anomalously cease to function when anything gets near them. This has caused some to speculate that these parts are "organs" of the entity, and that the aforementioned effects are simply defense mechanisms built into them.

Living cars are always passive and slow down to let humans board them. Upon entry, the car takes off at extreme speeds (between 180-230 MPH), occasionally bumping into entities but not getting damaged5. However, one must not stay in a living car for too long, as doing so for more than three minutes will cause violent headaches and hallucinations. To exit, a wanderer needs to pull on a gray chain behind the driver's seat. Said action will cause the living car to slow down and teleport any passengers out of it.

Living cars also have psychokinetic abilities, meaning that they can move things with their "minds", forcibly kill entities, and even fly. However, they only usually use these abilities when they are absolutely necessary.

The Star in the Distance

CONCORD ENTITY CLASSIFICATION SYSTEM
ENTITY ID: 360-B
HABITAT(S): Level 360
IETS
4AXX
CLASS:
Spectrous
PROPERTIES:
HVM
VRL-A
VRL-B
NCR
MCH
CBR
SYN
DMN
SSV
CVL
RLA
UNQ
AGR
BNV
{$custom-tag-name}
{$custom2-tag-name}
{$custom3-tag-name}
RAD
NRO
TXC
PYR
StarInDistance

An attempted photograph of the Star in the Distance. In this photo, it is disguised as a light from a lamppost.

The Star in the Distance is a rare but extremely deadly entity found in Level 360. It can be found on the Road, and wanderers are notified of its presence upon hearing wind chimes and large gusts of wind. The entity itself is a small, blue-green ball of light far away from its target(s). Looking directly at the Star will result in the subject being pulled towards it, not being able to free themselves due to the entity's intense gravitational pull. Victims close enough to the entity become immobilized and freed from gravity, only to float helplessly in the sky. After immobilizing its prey, the Star starts expanding, releasing heaps of radioactive substances. This usually ends up killing the victim and injuring others nearby. It disappears after doing so, with all traces of the Star being completely gone.

Shadowed Beings

CONCORD ENTITY CLASSIFICATION SYSTEM
ENTITY ID: Unassigned
HABITAT(S): Level 360
IETS
5AXX
CLASS:
Anthropoid
PROPERTIES:
HVM
VRL-A
VRL-B
NCR
MCH
CBR
SYN
DMN
SSV
CVL
RLA
UNQ
AGR
BNV
{$custom-tag-name}
{$custom2-tag-name}
{$custom3-tag-name}
RAD
NRO
TXC
PYR

At first glance, a shadowed being looks like nothing more than a humanoid creature completely coated in a color resembling vantablack. However, upon further inspection, one will notice that they also have a glowing rib cage, six fingers on each hand, and even a pair of small, unusable wings. Additionally, one will find that they lack several features a normal human would have, such as a face, hair, fingernails, and toes.

Although shadowed beings are rare, they can be found in most areas in Level 360, including the Pit. They have a strong dislike for bright areas, and as such, prefer to stay in incredibly ill-lit locations within the level. Upon even taking a glance at bright places, they will hiss and try their best to find another dark location, or at least, look away from the source of the light.

Shadowed beings are incredibly hostile and tend to hunt in groups. When in the vicinity of prey, they will send an invisible neurological wave that wipes any nearby wanderer's brain of everything they have learned. They will then grab their helpless, confused victims, and brutally dismember them.

Several tests have been conducted on these entities in order to discover any weaknesses. As such, people have discovered that any variation of bottled lightning is the most efficient way to kill them. If one does not have bottled lightning, they can use a living car to efficiently avoid them.6


Universal Manifestations7

There are three distinct and universal manifestations of Level 360 that one will commonly find throughout their stay within the level.

Toxic Tundras

The most common UMN of Level 360, toxic tundras are snow-covered parts of the Road that stretch for several miles. Their surroundings resemble those of an average tundra from the Frontrooms, having features like dead trees, shrubs, and frozen puddles. The snow is not only extremely cold, but also incredibly acidic, burning most clothing articles, skin, and even bones easily. It is advised that one takes proper clothing to Level 360, as they will almost certainly encounter a toxic tundra.

These places are devoid of any entities that cannot fly or avoid the snow. This means that there are infestations of deathmoths in these UMNs, due to the fact that there are no death rats to feed on them. They are usually much more hostile in toxic tundras than anywhere else in Level 360, as their acids have somehow reached a new level of danger not found in any other levels.

Graveyards

Graveyards are collections of multiple entity corpses, many of which are not native to Level 360. They are marked with signs that say "GRAVEYARD AHEAD" . Graveyards are always full of supplies, such as energy bars, water bottles, and in a few cases, weapons. Wanderers must be aware, however, as entity counts are unusually high in these areas.

Shadow Zones

ShadowZone

An example of a wanderer getting near a shadow zone.

Shadow zones are incredibly cold areas of the Road shrouded in complete darkness, with any light sources making little to no difference in terms of increasing visibility. They are highly unstable and are best avoided using a living car. People have reported mysterious appendages8 grabbing those who stayed in them for too long and dragging them into the dark pit below. Due to this, the fates of these people are most likely death.


Additional Content

  • Level 360 is constantly stuck in a state of nighttime. This is most likely due to the fact that there is no sun or moon in the level, meaning that it is only illuminated by the stars and the clouds9.
  • There is a notable absence of certain entities that are derived from other creatures, such as wretches and crawlers. When these creatures enter Level 360, they will begin quickly transforming back into the organism they previously were, in a process that is the exact opposite of how they transformed10.

Bases, Outposts, and Communities

The Travelers of Level 360

  • This is the only known group of Level 360.
  • 36 members and counting.
  • Friendly and are willing to trade.

Entrances and Exits

Entrances

Level 360 can be accessed by:

  • No-clipping into the road of Level 9 or Level 166;
  • Touching a streetlight in Level 45;
  • Sitting on black sand in Level 201 for more than one minute; and,
  • No-clipping into a small, dark green pyramid in paradise.

Exits

  • Those who attempt to no-clip through the surface of the Pit will ultimately be imprisoned within Level 256.
  • No-clipping into a concrete slab will put one in Level 69 in a broken down car.
  • Attempting to touch fire will instantly transport one to Level 666.
  • No-clipping in significantly cold areas within Level 36011 will lead one to Level 56.
  • Shadow zones have a possibility to contain several marble statues from unknown origins. Touching any of these will immediately send one to Level 841 in its "lights out" state.
  • Being engulfed in a tsunami or a flood may cause one to pass out and wake up in Level 405.
  • Sleeping within the confines of a living car will cause the wanderer to wake up in Level 238.

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