Level 1357

Level 1357 is the 1358th level of the Backrooms.

Description
Level 1357 is an endless expanse of grasslands, roads, and small house complexes that is always stuck at 1 PM. This level is one of the many levels located on top of the Wonderrooms. In fact, this level is another source that sends power to the Wonderrooms. Most of the roads in this level are filled with cracks, Reviooks are rarely reported here though.

The most used machine to power the Wonderrooms is the one in the picture. It is called the "Power Wonder 6000" according to some labels in this level. Here's how this works: They usually have 2 buttons to produce power. The black can shut down power (this does not affect said level, since there are an infinite amount of them in this level), and the red and overspeed it. They are connected to pipes that instantly become invisible when in the Wonderrooms.

They can be in random order, but we'll say the order of the ones in the picture:


 * 1) Level 1
 * 2) Level 2
 * 3) Level 4
 * 4) Level 5
 * 5) Level 9
 * 6) Level 6

The houses usually contain furniture from the late 1990s to the early 2010s. Most of them have Wi-Fi and they all seem to share the same password, which is "welcometothewonderrooms". Some areas of the houses are anomalous and even non-euclidean, making you lost in the house.

Entities
The entities present in this level are the afromentioned Reviooks (albeit rare), Hounds, Skin-Stealers, Facelings with the 11 effect in houses, Male Deathmoths, Partypoopers, Lighters, Dullers but also two level-exclusive entities called "Sundy" and "The Power Man".

Sundy
Sundy is a male white dog with very thick fur. This dog is very agile and intelligent. His eyes are black and are made of a secret black jelly substance. You can see him whenever an entrance of the Wonderrooms is near. He will run towards you, this is typically a sign of a potential entrance of the Wonderrooms. Even though he is docile, DO NOT TRY TO ANNOY HIM, because if he gets too annoyed, he will begin to run and bark at you. Don't even think of trying to outrun him, very few people had escaped him successfully, he is more agile than an average Frontrooms dog. If he catches you, he will brutally attack you. You can stop this by throwing Cashew Water at him. He hates Cashew Water, since when thrown, he will fall unconscious for 2 hours and eventually return to its docile state.

Discovery of Sundy
On May 12, 1991, a wanderer claimed to have clipped in the Wonderrooms after finding this dog. Here is what he wrote on his diary: ''To anyone who is ever gonna find this, I was wandering in this endless expanse of poorly maintenanced roads and houses. I ran after I saw a Skin-Stealer. I was safe, but then, this white dog began to run in the opposite direction as me.''

''Where was this dog going? I'd likely want to name him Sundy since I find the name catchy. So, Sundy went somewhere, right? And afterwards I felt a weird nausea sensation, that something bad was gonna happen. Then I fell into that room... I'm currently documenting this from the Backroom Colonists outpost from Level 2. What does this February 7, 2020 thing even mean? And who even is Joseph?''

The Power Man
Very few people have encountered the "Power Man". He seems to be the one operating the PW6000s scattered around the level.

He takes the form of an old man wearing a hat and looks strongly like the American environmentalist poet John Burroughs. He was born on 18██ and lives in a large apartment made of brick panels. He has a vinyl player and a huge vinyl collection, but don't even dare touch those. Those who used his vinyls have never returned.

When you enter his room, you will be greeted with 1930s music and the old man will approach you. He offers you to have lunch in his house and a talk. Whenever an interview was set by the M.E.G. he refuses to ask the origins of the PW600. This man is immortal and can sustain any type of pain and recover easily. He is stuck (by body perspective) in the mid-80s.

He usually wears a white coat and farmer jeans, and a brown hat (sometimes he is seen wearing a black one instead)

Partypooper Colony Boredom Wonder

 * Population of 20 partypoopers and 8 wanderers
 * Friendly and open to trade
 * Will offer you supplies and shelter

WRC Outpost Exousía

 * 80 researchers form the WRC
 * One of their very few outposts outside the Wonderrooms.
 * Not open to trade, but friendly to outsiders

Entrances
On the Coding Room, you can generate a pipe hallway that eventually leads to a moldy zone. These are not the Mold entities, they are safe to touch. Wander until the hallway begins to decay so much that the outdoors is shown. You're now on Level 1357. Another way of entering is via jumping in a rare window with a note "THEY CAN'T FIND US HERE! -PARTYPOOPERS" in Level 52.

Exits
One may accidentally slip into the Wonderrooms while wandering this level. Several cracks or glitches on the roads may have a chance to send you to the Wonderrooms, or by playing with a PW6000 controller too much. Pressing the buttons faster than ever will cause a rift to form. Attempting to break the road near a PW6000's pipes will also send you to the Wonderrooms and you will fall via the ceiling in any Wonderrooms entry. Wandering far enough into a forest will send you to Level 440. Trying to kill yourself will send you to Level ! No-clipping into a wall will send you to Level 21. No-clipping into Sundy will send you to the Whiteout. Some houses can lead to Level 0, Level 25, Level 94, and Level 53.