Level 20

Level 20 is the 21st Level of the Backrooms.

Description
Level 20 is a deep labyrinth of meandering concrete brick halls and walls lined with endless lines of lockers; These can vary slightly from the average red tone and can contain valuable resources. Doors strewn throughout the halls lead to bathrooms differing in size, style, and quality. Large and abnormally colored, a pattern of tiles stretches out over the floor of Level 20. Each unique color of these tiles has a separate effect from one another once walked upon. The effects are sometimes instant, sometimes lingering. An effect will materialize upon any contact with a tile, skin contact or not. The majority of the flooring is slick, or riddled with puddles and occasionally mold. Additionally, the floor tiles are comprised of granite, and come in 42 colors.

To up the ante of the anomalousness even further, furniture and appliances within the bathrooms or the halls (excluding the lockers and contents) chaotically fade in and out of existence, always keeping you on the move. In the halls, benches and occasionally tables are strewn throughout. Bathrooms can contain sinks, toilets, showers, baths, and any other objects or appliances you would generally find in bathrooms. Medicine cabinets are usually partially stocked with various medications, as well as bandages.

The hallways of Level 20 are always concrete bricks of various colors. The only anomalous features of the walls and the ceilings is that they self-regenerate over a lengthy period after being damaged. All of the hallways in Level 20 are lined with endless lockers. These vary slightly, but are usually metal, red, and unlocked. Locked lockers tend to contain higher quality/more useful items. Lockers may also be inhabited by crustacean entities known as Rustbugs.

There is no location within the level in which the tiles are not present on the floor, which makes it beneficial to be knowledgeable of the effects — both beneficial and mercilessly deadly. The guide to the effect of each tile is listed below.

Floor Survival Guide / Tile Classification
The danger level of a tile can have five ratings.


 * N / Depends on the situation greatly.
 * 0 / This effects of this tile are beneficial under most circumstances.
 * 1 / This tile’s effects are neither greatly favorable nor dangerous in most situations.
 * 2 / Effects of these tiles are dangerous, and almost always result in major inconveniences.
 * 3 / Tiles rated at this level either kill without exception, or leave wanderers in a state where death is near-unavoidable.

Other Classification:


 * W / Tile will turn white after initial contact for ~12 hours.
 * E / Tile inflicts effects on entities as well as wanderers. Tiles without this classification do not effect most entities with the capability of making physical contact to a tile.

Colonies and Outposts
Due to the hazardous floor, permanent civilizations are unfeasible. But, the M.E.G. is trying a way to solve this.

Entrances
Completing Level 19 may have a chance of sending you to Level 20.

Exits
Falling through the floor will lead to Level 6. Entering a trapdoor in the ceiling will cause you to spawn near a door in Level 21.