- Extremely Unsafe
- Unsecure
- Non-Entity Hazards
An image of the level taken by an unknown wanderer. The sand seems to be colder at this moment.
Level 440 is the 441st level of the Backrooms, also known as the "Boiling Desert."
Description
Level 440 is a non-linear, infinite desert that has a 20 minute daylight cycle, as well as having little to no drinkable water. The sun in Level 440 resembles that of one in The Frontrooms.
When a wanderer enters, they will immediately feel dehydrated, dying of thirst 60 minutes later due to the lack of water resources. It is highly recommended to stock up on Almond Water before entering this level.
The desert seems to constantly experience a 4.4° to 13.3° Celsius breeze while the temperature rises and drops depending on the time. However, every couple of days, heat waves will occur. The temperatures begin to rise at an extremely fast rate, the maximum temperature being 75.5° Celsius.
The sand's temperature rises up and down on its own, ranging anywhere from 32.2° to 102.2° Celsius. The sand, when above 61.6° Celsius, will start to bubble and act like quicksand. When a wanderer gets stuck in this quicksand, they will sink to the bottom. If a wanderer sinks into this sand, it is advised to pull them out as quickly as possible. Should one be completely enveloped by the sand, they are to be presumed deceased.
Various members of the M.E.G. have discovered large plants that have been buried beneath the sand. These plants constantly produce fire, which they believe is causing the extreme heat of the sand. These plants are too tough to dig or snuff out. There are three documented types of trees: birch, dark oak, and palm trees, which surround these flame plants, each type seeming dehydrated and and extend for, presumably, infinity. Rarely, these trees will have coconuts, and said fruits will have shells made of 90% solid iron. The sap from all of the trees will burn skin on contact and combusts under any pressure. These trees also have a mixture of Cashew Water within their sap.
Rarely, gray puddles of liquid can spawn, which are extremely deep. It is unknown how these puddles don't vaporize in the extreme conditions. It is advised to stay away from them, as digestion of this liquid leads to stomach pains, severe hallucinations, or dissolving of organs. Contact with the liquid leads to the skin being torn off of a wanderer's body and near-lethal bleeding if not treated quickly. Research by the M.E.G. has led to the conclusion that the liquid is a mixture of Cashew Water and an unknown substance.
Bases, Outposts and Communities
Due to the environmental hazards this level poses, there are no known bases, outposts, or communities.
Entrances And Exits
Entrances:
- Level 440 can be accessed from its respective door in The Hub.
- No-clipping through a discolored patch of leaves in Level 14 can send you to Level 440.
- Stepping into a large, gray-colored puddle in any level of the Backrooms. These puddles will not appear if a level does not have an exit.
- Executing the "NICEDAY.EXE" file on a computer in The End.
Exits
Wandering in one direction for around 5 kilometers will make a damaged steel door appear in a nearby mound of sand. The only way to open these doors is by using a Level Key.
History
This level has vastly changed over the years. It used to be a large, lush forest that was suitable for life, however a disaster occurred which destroyed the ecosystem. Trees died of sudden dehydration, plants were quickly surrounded in compacted sand, and bases or outposts collapsed quickly due to the increasing temperature and shifting environment; the level was rapidly turning into a wasteland, and at the time no one knew how it happened or what caused it. As more and more wanderers entered the level, the amount of sand quickly increased and caused it to cover the ground, as mass amounts of people flooded the level. No one noticed the increasing amount of sand, and no one cared until it was too late to turn back their actions. As the sand kept increasing, the attempts to dispose of it were futile. No attempts to stop it could take place. Everyone immediately rushed to escape the level while sandstorms decimated the surrounding environment. Many wanderers experienced severe injuries, while others had died in the hot storms.
- {$one}
- Flourishing Fauna and Flora
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Level 440 is the 441st level of the Backrooms. This level consists of an an infinite forest, and is extremely suitable for human life. If possible, it is recommended to travel to Level 440 when seeking a resting site.
Description
Close-up picture of some of the trees and plants. Plants aren't using their unique properties in this image.
Level 440, also known as "The Scaling Forest," is the 441st level of the Backrooms. It takes the appearance of a lush forest, consisting of large-scaled trees. These trees usually consist of dark oak and birch, but other types of trees have been found within this level, such as palm trees. Inside these trees is a silky form of sap. When applied to injures, this sap will slowly heal them, while consumption leads to a major increase in stamina. These trees have various items hanging from them, such as coconuts. The coconuts seem to be made from iron, and the insides contain Almond Water mixed with the tree sap.
Small rain clouds can be found in this level. The rain droplets produced from clouds can range anywhere from -12.2° to -6.6° Celsius. When a wanderer comes into contact with these droplets, they will regain stamina and their injuries will begin to heal similar to the effects of Almond Water.
Almond Water rivers can be found in this level, which are safe sources of potable water to drink from. It is highly recommended that if looking for a permanent settlement area, you set up near an Almond Water river. These rivers lead into long holes in the ground, which are seemingly endless, and are filled to the brim with gray colored Almond Water.
This level is able to to satisfy any needs or requests that a wanderer may have. If a wanderer were extremely thirsty, the level would provide multiple bottles of Almond Water in close proximity. If a wanderer wants to go to a level, they would eventually stumble across a Level Key that leads to the level, followed by a locked trapdoor that only accepts said key.
Many of the plants on this level grow in small spaces, most having unique properties. These plants easily grow and reproduce, and will kill each other to prevent overpopulation. The most common occurrence with these plants is spontaneously combusting into flames upon contact, along with the areas around them. Wanderers are not affected by the flames, but will feel a quick breeze of hot air that makes a wanderer jump back. Another plant type takes the shape of a water pitcher that collects water. It uses the water to lure animals in, then snaps shut on the animal's head, suffocating it. It does not snap shut on wanderers.
These logs were recovered after the level had changed to its current state, and documents a first-hand experience of the transformation.
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<Begin Log 1>
Time: 11:42
Date: 4/18/2015
Evelyn: Hey, this is, erm, Evelyn. Not sure who this is being spoken to, or if anyone is every gonna find this. I think this level is changing… something seems… uh… off about this level.
The trees, they seem… how do I put this… dead? They don't really seem alive, and the coconuts they… they appear different? Their color has changed, and the… insides? They don't seem like Almond Water anymore, but, uh… they seem more like Cashew Water at this point. Same with the, uhm, Almond Water rivers too, pretty sure those are, uhm, Cashew Water too.
A-and the sap, it seems to be different as well. It's sticky now, not silky, like it, uh, normally is. And it's also… sorta, acidic? It's dissolving things, like research equipment… and it doesn't seem to heal injuries anymore like it used to.
I don't know what's causing this change or why, but something is, uhh, different about this level, and I can't figure out a reason for this… so if anyone can hear this… I hope… d-"
{The audio seems to be cut off right at this point, followed by static.}
<End Log>
<Begin Log 2>
Time: 17:09
Date: 11/3/2015
John: O-okay okay, just chill out for a second… so my name is John, and I noticed something. The sand; it's growing. It's not stopping, nor is it going to stop any time soon. It's overpowering us, and it's taking over everything.
The trees usually used this sand as nutrients, which would appear when a, uhm, a person entered the level. But ever since the sand started appearing, the trees have started dying, and the sand has been, like, piling up, and we still have yet to find the cause of the trees dying!
The- the sand is extremely hot, and nobody has actually tried to to halt it! The M.E.G. doesn't even seem to, like, care about this! They've warned us to stay calm and they'll handle it, but they're not doing anything to prevent it! A-and the huts, the bases, everything that was set up here has been getting destroyed!
Something is absolutely going wrong, this level is d-dying and there's nothing we can do to stop it. No attempts to stop it have taken place, and the ones that probably can stop it, are just pushing it off! This phone is pretty low on battery, so I-I have to, err, cut this short… but if anybody is able to hear this, please, don't let this level die on us!
<End Log>
Bases, Outposts and Communities
The Gardeners.
- First wanderers to discover this level.
- Open to new members
- Takes care of the environment.
- Has no base or outpost.
M.E.G Base Caladron.
- Consists of around 100 people.
- Guides lost wanderers with tree carvings and signs.
- Makes small bases for wanderers to stay in, consisting of 3-5 huts, each made of wood with camp-fires, usually near Almond Water rivers.
Other outposts are able to be established in this level, but none have been documented.
Entrances And Exits
Entrances
One of the easiest ways to enter this level is by accidentally tripping in a forest-like biome in Level 18, with with an estimated 50/50 chance of success..
The only other way to enter this level is by no-clipping into an extremely long tree in any of the levels. The tree has a very low chance to spawn every minute, and the noclip is likely to fail if not done precisely. Losing a direct line of sight onto this tree will make it vanish.
Exits
Wandering for 10 kilometers in the same direction will lead to a large, stone wall with a heavy steel door located in the middle. A huge wall of Level Keys, each with a number tag located above, can be found here, with ladders to reach higher keys. Entering a level key within the lock and opening the door will send wanderers to the level marked on the Level Key.
When a wanderer enters, small pockets of sand appear. This sand, upon contact with a fire plant, will begin to make it stronger while rapidly growing, and upon contact with trees will quickly dehydrate them.