SURVIVAL DIFFICULTY:
Class 1
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Photo of the friendly entities of Level 1,000
Description
Level 1,000 is the 1,001st level of the backrooms, and the first level of Cluster II. It is one of the smallest levels and hardest to get to. Level 1,000 is about 1,000 square miles in size, and resembles Level fun =) and Level 0. There is a lot of party décor banners saying "congratulation's", and presents. food courts and bathrooms liter the levels outskirts. Along with that, multiple useful items like almond water, various food items, high quality weapons, and gas masks. Just note that getting to this level is extremely difficult, as it can only be accessed by surviving the most dangerous levels of the backrooms, like Level 6, but if you're sure you can survive, you could try and access it.
Entities
this level, despite its rating, is filled with entities, common entities include adult and child facelings, smilers, male and female deathmoths, hounds, skin stealers, anethikas, deathrats, camo crawlers, and the long thought dead party poopers. Rarer entities include jerry, insanities, party goers, and the blue pheonix. On top of that, certain level exclusive entities can be seen here, such as info man, the conductor, the beast of Level 5, the coach, the tutor, the plush dino, the artist and, surprisingly, the game master and dollmaker are found on this level as well. Rumors are that clumps, the bride and the maker are on this level. The reason as to why this level is so safe is that most normally hostile entities (minus a few rare ones) are all docile, and seemingly, act like it's a big party, and you are the special guest. This affect is different from Level 11 affects as it affects almost all entities and even affects wanderers. Listed below is how all the entities act on this level:
Adult Facelings, skin stealers and anethikas: they all act like normal adults at a party, talking, drinking, and making sure the "children" don't act up. Adult Facelings can also be seen at food courts throughout the level, giving out food and drinks, which are safe to eat. Skin stealers and anethikas just act as stated above.
Child Facelings: Child facelings still act mischievous, but while instead try and prank you, or play games such as tag, hide and seek, and rarely, a food fight. If you are entering another room in Level 1,000, they may jump at you to try and hug you. They are also wearing party hats and average pajamas, similar to the artist
Smilers and party poopers: they attempt stand up comedy, but to most wanderers, only smilers are funny, but comedy is subjective
Hounds, camo crawlers, and deathrats: They all act like house pets, either on leshes, in cages, or roaming around. Deadbeats are the most common and act like hamsters, often in cages or in hamster balls roaming, so watch your step. Camo crawlers are noticeably smaller and are in cages. Hounds are the rarest of the pets, and can be found on leashes or roaming free.
Deathmoths: in pitch black rooms, if a wanderer where to enter, the lights would turn and you would be greeted by a bunch of death moths hanging from the ceiling, with party hats on their head and streamers in their mouths. Out of this levels affects on entities, death moths have it the greatest, appearing to have a human body, whilst keeping main characteristics of their anotomy. More on this later
The game master and dollmaker: they are seen going around the level, going up on stages and giving a magic or puppet show, depending on the entity. You can talk to them, but only while they are traveling between stages.
Info man, the conductor, the coach, and the tutor: very little have changed about all these entities, aside from the fact they seem to have gained knowledge about the backrooms and are willing to share this info. Though, the tutor and the coach will try and avoid each other, as it seems they have had a troubling past together.
The artist: she runs a painting stand near the far right of the level, she does face paints and can paint a painting to allow you to exit and return, so it is recommended that you do so. She also has gained knowledge on the backrooms, like the ones mentioned previously.
The beast of Level 5: it sits near the artist a few rooms to the left, it is smoking a pipe and offers one to you if you talk to it, this is not recommended however, as it leads out of Level 1,000, so only take it if you are ready
Wanderers: wanderers get a boost in energy, happiness, and sanity. It is nearly impossible to go insane on this intentionally, as the level makes turning into an insanity take much longer to happen, and all entities will give you almond water if you start turning into one if they see you.
Jerry: acts like a parrots, likes to sit on a wanderers shoulder, Jerry won't (or can't) indoctrinate you and when encountered in other levels, won't indoctrinate you there, as long as you interacted with him on here.
The blue phoenix: the blue phoenix only starts appearing cluster 2, and resembles a Phoenix that is blue. They are helpful creatures that will try and protect you if you tame it. Taming it is easy, just give it some food and it will follow you through all levels (minus levels from cluster 1). It also can't die and is a great food source.
Party goers and insanities: The only 2 entities that are still hostile, though ALL other entities while protect and wanderer from these entities, and will kill the hostile entity as well, so little worry about them.
All remaining entities act as they do in other levels
Cluster 2 from cluster 1 and the cold Reich presence:
As mentioned before, entities such as death moths have different looks, which carries on through cluster 2. Facelings have eyes and mouths, but appears drawn on an lack pupils. Child Facelings have eyes similar to adult Facelings, but will either make a OwO or UwU face, depending if their eyes are open or closed. Hounds have fur, a big tail, eyes, droopy ears, and just looks more like dogs or, rarely does and cats, than they do cluster 1 hounds. Death moths have humanoid bodies, with arms, legs, feet and wings, still maintaining the looks of Death moths, just as humans. Smilers have black bowties and hats. Anethikas have four arms and 3 heads. Skin stealers appear more muscular and more advance capabilities of speech. These versions of entities have been dubbed their 2.0 version, as they are more dangerous, and should be avoided, especially in groups. They also attack insanities, leading to dwindling population of them in cluster 2. Another note on cluster 2, the cold Reich seems to be more active here, as soldiers serving the cold are observed walking around, and are hostile to every on sight to anything, so always be cautious.
Bases, Outposts and Communities
Party guests
They have almost 100 members and reside near the artist, rarely leave the level, and are open up to trade
The planners
12 wanders and all level exclusive entities inhabit this group, and plans parties for the inhabitants of Level 1,000, open to trade and very friendly
M.E.G. base "party"
Only 10 members are in this group, as this level is extremely dangerous to get to, aren't open to trade but are still friendly to wanders, house one of the three exit doors to Level 1,001.
Cold Reich confirmed base (do not approach)
A base in the top right of Level 1,000, 30 members of the cold Reich are their an shoot on sight of anything, it might be where the party goers and inanities come from, as they appear near the base most. House the second exit to Level 1,001.
Entrances And Exits
Entrances
- The only confirmed way to enter this level without a invitation is repenting all your sins in Level 999 and being taken here. Although The M.E.G. have interviewed most entities here, and here are some other potential ways of entering, with how likely true they are (the more entities say it is a entrance, the more likely it is) and if they can be accessed with or without a invitation.
- Surviving levels 6-9 for a month (31 days) without harming a single entity (likely, we recommend to do this in Level 9)
- Trying to open the door in Level 12 for 12 hours (turning the knob) without stop (unlikely, but could still a rarely safe potential)
- Surviving The whiteout, The blackout, or Level -81 for 1 month (unprovable, as all three levels can neither be entered or kills you before 31 days have passed)
- Asking any of the level exclusive entities to go to a party and going with them for 48 hours (the safest, just be prepared)
- Entering a cold Reich base and discover the door (whilst most likely true, highly recommended against, as it likely leads into the cold Reich base on this level)
- a one in a thousand chance to end up here by no clipping in Level 1, Level 11, and Level 111 (unlikely, not recommended)
- Enter Level 22 and find another passive anethika (probable, but highly unadvised)
- Via The Hub (proven false, as cluster 2 and likely 3 have separate hubs to 1)
- Succeeding the kings trial in Level 94 (it may work, but due to the sheer amount of levels, unlikely to take you here)
- Lasting one month in Level 666 (it is most likely true, but depending on who you are, it could be impossible)
- Executing command "party.exe" in The End while being chased by 5 or more entities (proven possible, but advised against)
- walking 10k miles in Level 33 and being taken by all the entities (probable, but don't attempt it, as it is dangerous to wander that far)
- It can be reentered through Level 1,001 with a door like the exit doors in Level 1,000, the doors have a banner saying "welcome back :)".
Exits
Exiting and returning to Level 1,000 is fairly easy, but some methods of exiting don't give you an invitation
- Taking the door labeled "bye friend :(" will lead to Level 1,001
- Talk to any level exclusive entity to take you to there level
- ask the artist for 2 paintings, one of Level 1,000, and one of your desired level, preferably Level 6.1 or Level 11.
- Attempting to attack an entity multiple times will lead to the entity to push you through the ground, leading to Level 0. This method is not advised, as you don't get an invitation
- Asking any facelings at a food court that you want to leave, they will ask if you are sure, if you say yes, you will be knocked out and taken to Level 6.1
- Saying "OwO" to a child facelings will cause it to respond with "OwO" as well, do this 100 times and you will be taken to Level 94
- Breaking through the walls lead to Level 10 or Level 11
- Trying to kill yourself will take you to Level 13, Level 16 or The End
- Asking the plush dino to take you to the hub 1 or 2 will have him take you to the hub you asked for
- Accepting the pipe from the beast of level 5 will take you to Level 5