Survival Difficulty: Class 4
》Unsafe
》Unstable
》Presence of Lethal Entities
A photograph of Sciophobia's main area.
Sciophobia is a level of the backrooms that resembles modern hospitals located in the Frontrooms. The level in itself appears to be in a condition of disarray, with basic hospital supplies and patient beds being scattered throughout the rooms and halls of the level. The level appears to occasionally be missing floor or ceiling tiles. Upon entering the level, wanderers often note an acoustic guitar playing very softly. It is unknown if this is an anomalous effect or if it is played over a hidden intercom system.
There are sections present in Sciophobia in which the wall's inner piping and electrical wiring may be exposed to the outside due to forceful removal of the walls. Lighting in these areas is sparse as it is believed by M.E.G reporters that the wiring seems to have been tampered with purposely.
Light on this level is dim, and far between.Sciophobia is ridden with green neon lights most commonly found on the faces of bars, restaurants, and businesses located in the Frontrooms. These lights are responsible for the majority of illumination on this level.
Sciophobia possesses multiple "segments" which possess multiple defining features of which separate one another.
A photograph of "The Sewers".
"The Sewers" of Sciophobia are made of up long concrete tunnels lined with fluorescent lighting, which provides the consistent green hue present on the rest of the level. "The Sewers" floors are comprised of concrete flooring containing an imprint of a repeating Diamond Pattern. Doorways line the left and right halls of this section, often leading one to a separate section or conjoining sewer tunnel
Wanderers have reported hearing the sounds of rushing water and electrical audio emitting from the walls and ceiling of "The Sewers". This is believed to be caused by the fact that "The Sewers" appear to be the primary center for electricity and plumbing present in Sciophobia. One should be wary of this section, as exposed electrical equipment has been found, and is dangerous to the touch. The water flowing through the pipes of "The Sewers" should not be drunk or touched as it has been analyzed and found to be highly contaminated with an unknown substance.
A photograph of "The Maintenance Tunnels".
"The Maintenance Tunnels" of Sciophobia represent long, narrow tunnels, lined with metal safety bars and the occasional drain input into the floor. Often, this area winds underneath and through separate parts of Sciophobia. These tunnels often contain segmented rooms that have been reported to contain separate assortments of cleaning and mechanical supplies. It is believed these tunnels would be used to enact repairs on the level yet no evidence of this has been put forward.
These tunnels have been reported to contain flooding in certain areas. This is often attributed to the area intersecting with "The Sewers" portion of the level. It is recommended still to avoid contact with this water as it is highly contaminated and will cause disease or infection. This water has been rumored to have contained the Hydrolitis Plague.
This area has been shown to be electrically active, possessing multiple breaker switches witch is assumed to control lights on the level, though this is not proved as the afflicted lights are often several kilometers or more away. It is recommended to exercise caution in this area as the high voltage mixes poorly with the high amounts of leakage in the area causing a dangerous environment to be present.
The usual and most apparent classification of "Class 4" levels would most often lead one to assume that the level's architecture would be unstable, or often deliberately trapped, this level is often considered an exception.
After one wanders the level for a fixed amount of time, one will begin to notice the properties of the level change and shift.
15 minutes after entry to the level, the brightness of the green neon lights present on the level will lower by approximately 25%. As a result, some objects that were easily viewable before might be more difficult to discern. This includes the aforementioned loose wires, pipes, and steps that may be hidden from view. From this point on, the wanderer in question may notice the beginning of drops in sanity level.
30 minutes after entry to the level, the acoustic guitar playing will abruptly cease, sending the level's overall decibel level to -7db. In comparison, the softest sound a regular human has been recorded to hear is 0db. The lowest decibel level ever recorded in the Frontrooms was approximately -9.4db. Due to the complete and overwhelming nature of the silence, most wanderers are sent into hysteria.
After approximately an hour after entry to the level, wanderers report noticing movement, at this time the movement may be near indiscernible from the darkness often encompassing it. This phenomenon is often reported to be accompanied by a shadow that may appear for very little amounts of time. Often times wanderers who notice this, and those who have already been affected by the aforementioned hysteria often panic and try to escape what they believe to be a danger. They believe this to be the only way to -! Corruption detected if you are seeing this please report to M.E.G tech support for further assistance as this may cause permanent damage to sensitive articles or information.Thank you !
A photograph of the "shadow" that resides on the level. Photographer believed to fear yetis.
If one was to wander further into the level, one may start to notice these "shadows" appearing more often. Wanderers often report symptoms of headaches, dizziness, nausea, Shadows staring at them from within the corner of their eyelids, and/or minor irritation of the eyes. If a wanderer tries to observe the phenomenon, the shadow will teleport out of sight into a nearby floor, wall, or object, as these shadows are not observed to follow basic laws of optics.
2 hours after entry to the level, a wanderer may notice the shadow start to take shape. The shape has always been reported to be a manifestation of the wanderer's worst fears. For example, if the wanderer was to be afraid of spiders, the shadow will change into what one presumes to be the shadow of a large spider. If one is afraid of heights, they may notice their own shadow below them, getting further away, creating the illusion of falling.... It is reported that in the face of a wanderer who does not show an apparent fear the shadow will dig into one's psyche until one is created, or found.
As one venture further into Sciophobia after this point they may notice the thing getting closer...
But that's impossible, it's intangible, a shadow, it's all in your head.
The shadow is reported to continue its approach. It will slowly begin to appear closer until the wanderer in a heightened sense of hysteria may attempt to view the anomaly, this simply results in the anomaly leaving, and returning once sight is broken.
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Making her wait finally worth it in Level 113 will send you here.
Going through a neon green lined door in Level 120 will lead here.
Noclipping into a rusted column on Level 332.
Entering a greenlit dilapidated hospital on Level 11.
Climbing through a neon green window on Level 363.
Go backwards in Level -114.
Entering a door in "The Sewers" labeled "Exit" shall lead to Level 49.
Clipping into the floor of "The Maintenance Tunnels" will lead to Level 2.
Falling into a pit of water in "The Sewers" will lead to Level 7 or Level 400.
Being in an area during loss of electricity has a chance to lead one to Level 6 or Level 412.
Noclipping into a contrasting red neon light will lead one into Level Critical.