PREPARE2MEETYOURSELF

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Same As It Ever Was is a secret Level of the Backrooms, formerly designated as Level 600.

Same As It Ever Was takes the form of several settlements haphazardly put together. These settlements appear to be a few feet away from each other, however attempting to reach these settlements on foot will take several hours, as if the distance was actually several miles. Non-Euclidean geometry may be in effect.

Description:

Same As It Ever Was is a cluster of scrap towns in the middle of a desert. There is a day and night cycle. These towns are occupied by humanoid entities known as Bandits and Wastelanders. There are several broken down vehicles worn by age surrounding the biggest buildings in each scrap town, and some scrap towns have obscene signs and threats written on them. The areas outside of the scrap towns appear to have non-Euclidean geometry, as attempting to reach another settlement on foot will take several hours to accomplish. Entities also appear to be affected by this, as any pursuing Bandits or Wastelanders will either stop chasing or use their ranged weapons if their target is exiting the scrap town.

Within the scrap towns are buildings such as bars, houses, and motels. These buildings contain poor, low quality but mostly functional items such as radios, flashlights, batteries, and lamps. Almond Water can also be found in worn but functional refrigerators and vending machines. These refrigerators and vending machines are also faded and appear to be fixed with patches of scrap metal. The bottles containing Almond Water appear to be plain water bottles with almond stickers on them. Twin Fingers can also be found in the vending machines.

Occasionally, the song "Once In A Lifetime" by the band known as "Talking Heads" will play on the radio. There are also writings on the walls outside of the buildings that depict lyrics from the song. This is how the Level was named, as the Wanderer who found the level stumbled upon a wall with the words "Same as it ever was," written on it. This graffiti can still be found on the wall, on a motel in one of the towns.

To the East of the settlements is a road. This road is near the Eastern-most scrap town, which is identifiable by its slightly larger size and more distinct shape compared to the other towns. This road also has no distinct markings, and like the rest of the Level appears to be worn and faded with time. Going North on this road leads to The End Of The F#c*ing World. Going South leads to Road To Ruins. This road is also not affected by the non-Euclidean geometry in the Level, and is just as long as it appears to be.

The sand is rumored by both wanderer and Entity alike to be ash, however no proof has ever been found to back up this claim.

Straying far enough from the towns and roads will lead to you to areas with seemingly incomplete chunks, with the missing parts replaced by gaping holes filled with deep blue liquid. This was discovered by a trio of unfortunate wanderers and a Wastelander who tagged along. They had attempted to explore the area, in spite of the non-Euclidean geometry and found what appears to be the edges of the Level. Unfortunately, two of the group members died of dehydration on the journey back to the towns. This information has been relayed to M.E.G. operatives resting in one of the motels. The "Deep Blue", as the wanderer had dubbed it, may have a correlation to The Blue Channel.

Colonies And Outposts

Scrap Settlements

  • These settlements are where Bandits and Wastelanders reside.
  • The supplies appear to be infinite, as emptying all the supplies will simply result in them appearing again after 1-3 weeks.
  • Most Wastelanders appear to be friendly or neutral, and very rarely will a Wastelander show hostility to someone without provocation. Bandits however can be neutral or hostile, however they will never show aggression in crowded areas such as the middle of towns or in bars.
  • Due to the nature of the supplies, the non-Euclidean geometry and the threat of Bandits, staying for prolonged periods of time is not recommended.

Bandits

Bandits are the main threat in this Level. They are humanoid entities that move in groups of 7-12 members, can talk like humans, and can use firearms and other handheld weapons. However, unlike humans, they appear to be rotten and decayed, and smell like decomposing corpses.

The most common weapons Bandits are seen using are small knives, batons and makeshift blunt weapons. Rarer weapons are any type of bladed weapon larger than small knives, spiked bats, makeshift maces, patchwork rectangular shields, and firearms. On one occasion, a Bandit with a chainsaw was seen.

Bandits in this Level also follow a rank structure for each group. The lowest ranks act as distractions and scouts, and are armed with batons and pocket knives. They wear little to no armor, and any armor that they do wear appears to be restricted to scrap chest plates and shoulder pads.

Medium ranked Bandits are more uncommon than the run of the mill Bandit, but they make up for it with experience and better equipment. Medium ranked bandits can be identified by their weapons, which are usually pistols, spiked bats, batons and sometimes semi automatic rifles. These Bandits also have more armor, and can sometimes be seen wearing bullet proof vests.

And finally, the highest ranked Bandits are the least common but most dangerous type of Bandit. They have the best equipment out of all the other Bandit ranks, and are also more resilient and agile than their brethren. These Bandits are usually seen with automatic rifles, SMGs, high caliber sidearms such as revolvers, and bullet proof vests. Some of them also wear ballistic helmets. It is highly advised for you to avoid these Entities under any circumstance.

For each 4 low rank Bandits in a group, there will be 2 medium ranks to lead them. In groups of 12 however, instead of 8 low ranks, there will be 7 low ranks, 4 medium ranks and 1 high rank making up a group. For this reason, if a 12 Bandit group is ever spotted, one must either prepare themselves or stay in the settlements. No matter how dangerous Bandit high ranks are, for some reason, they will not attack in areas with several Wastelanders.

Bandits can be instantly killed with a salt firearm. Upon death, no matter the cause, their bodies will disappear, fading to dust along with most of their firearms and weapons, save for their contusive ones. However, some of their equipment may remain. The equipment that remains appears to be randomized, all with an equal chance to fade away or stay behind.

Wastelanders

Wastelanders are humanoid Entities resembling Bandits. They appear to be decomposing and smell like rotting corpses. Unlike Bandits, instead of being hostile to anyone that crosses their path, they are either friendly or neutral. Some Wastelanders act as barkeepers, motel receptionists, and other occupations in the scrap towns. Other Wastelanders will also take part in activities such as drinking, sleeping, and talking to other Wastelanders.

Wastelanders appear to wear modern clothes, however these clothes are usually faded, in poor condition, and have patches covering any holes in them. Wastelanders are not as heavily armed as Bandits, instead having seemingly randomized weapons and equipment. Some have pocket knives, others have bats. However, one thing remains the same. Guns, bulletproof equipment and ammunition are scarce, for both Wastelanders and Bandits.

Bandits, for some unknown reason, do not attack if there are several Wastelanders present. It is theorized that Bandits do not attack when Wastelanders are present because most of them will stop the hostile Entities or kill them.

Wastelanders can exit the Level and take the road to Road To Ruins and The End Of The F#c*ing World. As of now, there have been no confirmed reports of seeing Wastelanders in any other Levels. Wastelanders also seem to be unaware about the existence of The Blue Channel.

Hostile Wastelanders exist, however most will only act when they have been aggravated enough or are in secluded areas, away from other Wastelanders.

Entrances And Exits:

Entrances

Travelling North in Road To Ruins will lead you to this Level. Note that the transition from Road To Ruins to Same As It Ever Was is almost completely seamless, and the only way to know if you've entered this Level this way is if there are noticeably less broken-down vehicles and if you see several silhouettes to the East. Another method of entering this Level is by wandering The Blue Channel and swimming into this Level. If you enter the Level through this method, you will be teleported to one of the scrap towns. Your destination is chosen randomly.

Exits

You can go North on the road to get to The End Of The F#c*ing World. Going South instead will lead you back to Road To Ruins.


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