Level 13

Difficulty: 1

Safe

Secure

Minimal Entity Count Level 13 is the 14th Level of the Backrooms.

Description
Level 13 is seemingly an apartment complex with an extremely high number of floors. The apartment complex of Level 13 is a structurally insulated building with an unprecedented amount of interior space, housing a number of rooms beyond the scale of the complex's exterior. Large, but by no means infinite, the level has been roughly mapped out over time and physically stretches out into a multi-floored complex of long hallways, room clusters, and dark entity-infested corridors. Appearing to be intelligently designed, the complex contains replenishing food and resources, making it a highly contested location to settle down and colonize. Low-end estimates suggest a few thousand people could comfortably live here, high-end estimates suggest Level 13 has the physical space to sustain a colony of well over a hundred thousand individuals if thoroughly managed and supported by connecting levels.

The main source of transport between floors on the level are the stairways that are located on each floor. These are the main means of intra-level transport due to the fact that all Elevators will take you to other levels, not transporting you through Level 13. Another prominent entity on this level are Windows. These will usually show a bright blue void on the exterior of them, and they are less hostile on this level. However, these Windows are still very dangerous, so be sure to avoid them.

Wi-Fi is present on this floor and available for use. Computers can be found within some apartments, along with many other materials, so this level is very useful for supplies. You are also able to claim housing within Level 13, but you should be sure to claim housing away from any Clump infestations. If you want to claim housing, make sure to go down to the lobby first.

The lobby is on Floor 0, and within it there will be a single Faceling attending the front desk. This Faceling is unresponsive unless you ask for an apartment. If you do, you will receive an apartment key from this Entity. This key can be used to open up its respective apartment, and can allow you to have an apartment on Level 13.

Anomalies
While the physical layout of Level 13 never changes, the interior hallways and rooms are sometimes subject to what settlers often call glitches, which are periods where the floor and walls may fluctuate in their material composition. Examples of these anomalies might swap a carpeted floor with an assortment of uncovered wooden beams, or metal grating. Standard drywall halls may dissolve into bathroom tiles or sheet metal tunnels in patches and unstable grids. The nature, cause, and immediate effects of these anomalies are yet to be determined, although they have been deemed as minor inconveniences and not much else. In areas where an anomaly has deteriorated the components of the level, settlers are advised to avoid and instead travel through more stable locations. Over time these affected areas will revert to their original state with no apparent residual effects.

Entities
Entities present on this floor are rare, however these can be rather dangerous. These include Clumps, Elevators, Smilers, and Deathmoths. Clumps are most commonly found within cabinets in apartments, and other enclosed places. It is recommended to keep apartments illuminated due to Smilers and Deathmoths.

Colonies and Outposts
Each occupied room is considered a "colony" of its own.

Entrances

 * Entering an apartment building on Level 11.
 * No-Clipping through the floor on Level 12.
 * No-Clipping into a yellow wall on Level -2.

Exits

 * No-Clipping through the floor will cause you to fall down every floor. Once you reach the ground floor and clip through it, you will be on Level 14.
 * Touching a rusty pipe will lead you to Level 3.
 * Exiting through the front door in the lobby will lead you into Level -5.