As you might have noticed there hasn't been an update for AnCaL for a while. I am deeply sorry for that but it probably won't change for now. I want to start university next month but they place so many hurdles in my way and I have no idea on how to solve my problems. All this has killed my drive to write, please don't hold it against me. Sigh. I will of course not abandon AnCaL anytime soon but updates will most likely finally come irregulary from now on (though I said that a few times already and uploaded 36 Chapters within a month so yeah). Just keep that in mind. Also I wanted to do something different for once and so this came to exist. Oh and if you want to help me with plot suggestions you are always free to do so. The following link is to my discord. I am still not sure if the links I previously posted work so yeah here is another one. For my FFN readers go to my Ao3 profile since FFN doesn't allow links for some reason.
/fmugrUbYHP
Level 210 - RMS Queen Mary 3
Basic Information:
Level 210 is the 211th level of the backrooms and similiar to a modern cruise ship with several decks and different areas.
This cruise ship resembling the RMS Queen Mary 2 from the outside (and also from the inside in many areas) is
surrounded by a seemingly endless ocean and doesn't appear to have a certain target it travels to as no report received mentions that it ever reaches land.
Only one wanderer so far reported to have seen a coast once but it's been determined that this report is unreliable as the wanderer was an obvious alcoholic.
The ocean surrounding the ship is usually completely calm with no waves whatsoever. There is a day / night cycle of 16 hours day and 8 hours night and has a
gradual but swift shift between the cycles. The temperature can change and on the outside is generally between 20 and 35 degrees celcius at day and between
10 and 25 degrees celsius at night. There have been instances of the temperature dropping beneath the freezing point or rising slightly above 40 degrees.
It is recommeneded that wanderers stay inside the heated / climatized areas of the cruise ship where the temperature hovers around 23 degrees in most areas.
Wifi is available on the whole ship and strongest at the top of the ship, the connection becoming weaker the further down you are and disappearing
completely once you reach deck 1. The Wifi is only useful if you enter the level as a pair or a group and can message each other via messengers or other
social media as communication with the outside via your phone is impossible (scroll down to the information regarding the Communication Room).
Time passes by normally on this level and always at the same speed regardless of the area or the deck. Jumping into the water is discouraged as objects
dissolve immediately and no wanderer has succesfully made it back on the cruise ship or atleast there are no reports of this occuring atleast.
Entities appear randomly and often out of thin air.
Despite the dangers, this level is increasingly popular amongst wanderers and many have died trying to find a way into the level.
Discovery:
Level 201 was discovered by a group of friends consisting of Marius Blitzenburg, Chloe Ming, Giovanni Esino, Mohammed Lammis, Christina Goldstein, Mary-Juana Weedland and Jeffrey Dinkelberg on 11th September of 2019. They were together on deck 6 on the RMS Queen Mary 2 when they noclipped through the ground landing on deck 6. Noticing the differences and similiarities to the Queen Mary 2 they decided on the name Queen Mary 3 or QM3 and named themselves the Queen Mary Discovery Group or QMDG.
QMDG slowly lost most members:
After exploring deck 0 for too long, Mary-Juana relaxed in the pool on deck 13 to distract her mind in March 2020. The hallucinations caused her to lose her sense of reality and she (unnoticed by Marius at first who was with her) sank to the bottom of the pool. Closing her eyes she unintentionally found the first exit of the level before drowning and was later found dead swimming on top of the water in a pool on level 370 by an exploration team of M.E.G. Marius only saw her on the ground of the pool for a moment before she suddenly disappeared. This incident caused the group to taboo deck 0.
Christina, seen by Mohammed, suddenly disappeared on deck ? as she stared at the painting of her house in December 2020. It is unknown if she exited to another level or if she found a way back to the frontrooms.
Mohammed accidentally angered a caretaker on deck 4 and was sliced in half in June 2021.
Jeffrey was brutally killed by a small number of soulsuckers on deck 1 in July 2021 causing the Skylight Battle across all ships on the level.
Losing 2 of their friends so quickly caused the remaining three to become extremely cautious. Giovanni nearly died in a splish-splash event in April 2022 but managed to survive.
The lobby (deck 3):
When a wanderer enters the level they will find themself in the grand lobby of the ship on deck 3 in most cases. Depending on the entrance the wanderer
enters through they can begin their exploration of the level in other areas but even then this rarely happens. After entering the level you will
quickly notice the absolute silence in the lobby realise that there aren't any other humans or entities nearby.
As you explore the level you will quickly find the Grand Staircase. Each deck you go to has multiple labels on the walls near the staircase which allows you
to always identify on which deck you're on currently. The lobby and the staircase are usually completely safe as you will find no entities here.
From the staircase and only from the staircase you can get to the other decks, all decks below 7 are seemingly infinite while the decks starting with
deck 7 are as they would be in the frontrooms.
Deck 2 and 3:
You will find the entrances to the theatre and cinema on deck 2 and 3 while the main dining room is only accesible on deck 2.
These locations are always found near the staircase. Endless hallways lead away from these locations.
The main dining room should always be your target when you're hungry. Entering the dining room you will find only one small table with a
normal looking chair in the center if you entered the level alone, the rest of the dining room is completely empty. The number of tables and chairs correlates
with the number of people that are on the ship. Sitting down on the table will give you access to food in form of a menu
that appears on the center of the table consisting of standart foods and specialities you would find on a cruise ship in the frontrooms.
Speake out the number followed by the name of the menu and the menu you wish to have will appear in front of you. This action can only be done once every
24 hours. This instruction is found on a letter that appears on the table the first time you sit down. The letter is always signed with 'caretaker'.
Any food and drinks brought out of the dining room will immediately disappear once you exit the dining room.
When you come back the next day the table has been cleaned by one of the entities on this level. The theatre and the cinema both have a normal appearence with the exception that they are completely empty.
There is also a casino on deck 3 which can be entered through the lobby.
The casino allows you to use golden coins found throughout the level to access the machines.
To play other gamble games you will have to find a partner.
The rest of Deck 2 and 3 consist of a endless hallway where, besides mentioned rooms, you will find
storage room after storage room filled with junk and occasionally useful supplies like Almond Water, various utilities and even short ranged weapons
(axes, swords, spears, hammers and wooden shields). The storage rooms vary in size but are generally pretty large.
The further away you go from the staircase the higher the chance is you will find these useful supplies but you will have to go quite far in order to have
a decent chance of getting anything useful. This comes with danger however and is only recommended if you think you really need them because as you're
walking away from the staircase the hallway gradually loses quality but this happens very slowly and only three wanderes (two on deck 2, one on deck 3)
walked so far on these decks that the hallway begins to be littered with cracks in the ground. It is extremely recommended to turn around once
you start seeing cracks in the ground as the hallway quickly becomes less accessible from here on. From the three wanderers to have come this far only
one wanderer named Reba Shan decided to go further and after roughly 2 more minutes of walking almost lost her life as she broke through the floor with
one foot revealing the beginning of a black void. In her report she managed to get her foot out of the broken spot and immediately turned around
to get back to the safer part of deck 2. It is believed that several wanderers have lost their lifes exploring decks 2 and 3. The hallway itself isn't the
only danger however. The further away you are from the staircase the higher the chance is to also come across entities like smilers, wretches, clumps,
camo crawlers, and soul suckers in the storage rooms. Should you see one of these entities they will attack you and you should immediately shut the door
again as these will follow you into the hallway otherwise. There have been no reports of surviving a fight with any entities on deck 2 and 3 which leads
command to believe that these are more dangerous versions of the original entities. It is thusly recommended not to take your chances even if you carry
a weapon with you.
Deck 1:
Going down the staircase from deck 2 you will reach deck 1 which hosts a finite arcade room similiar to level 239 in appearence.
All arcade machines are in pristine condition here. You can play games by inserting a small golden coin into one of the arcades. These coins are found
throughout the ship and appear randomly. The rest of deck 1 behaves similiary to deck 2 and deck 3 with the difference that this happens a lot quicker here
and that the rest is just an empty hallway so other than exploring for the sake of it there is no reason for you to go further away from the staircase.
A wanderer that identified herself as Lori, the leader of a group of originally 7 members,
reported that they had previously lost two members of the group on one occasion as they split from the main group to explore
the level again. The report reads: Jenny and Songwon were always way more curious and adventurous than the rest of the group and were the explorers of
our group. One day they didn't come back after a few hours to report as usually so we searched each deck above deck 6 and the areas near the staircase of
deck 6 and below for them but we couldn't find them. Then Marius noticed a letter near the entrance to Deck 0 where they informed us that they had just left
the deck after staying there for roughly 4 minutes and that they would now go back up to deck 1 to have some fun in the arcade room. We were angry at our
friends as we had collectively decided to leave this deck alone after suffering through the last hallucinations caused by the deck. We had searched the
arcade room before so we became worried for our friends. Searching the room for a second time we eventually found two letters both were from Songwon.
The first told us that Jenny had begun to behave oddly within the past 15 minutes, giggling at random times as if she had just been told a joke.
In the second letter Songwon informed us that he had written the first letter 32 minutes earlier and that Jenny had just heard Carlos' and Emma's voices
outside in the hallway calling for help. She had apparently been determined to go help Carlos and Emma (who were safe with the rest of us) and Songwon,
obviously not being able to contact us, didn't want to leave her alone so he would go with her. We rushed into the hallway and split into two teams to
look for Jenny and Songwon agreeing on coming back to the staircase within the next 90 minutes. Me and William went to the left and passed the staircase
again while the other three went to the right. We had walked swiftly for about 25 minutes at which point we found the next letter. Songwon informed us that
both of them had just seen Carlos and Emma in the distance but that he doubted if what they had seen was even real. He also noted that Jenny had begun to
speak nonsense constantly. Picking up pace we eventually found them dead in the hallway which was by now in serious disrepair and even showed small cracks
on the ground. Jenny and Songwon had obviously committed suicide, the sight broke our hearts as we knew that we had just lost two people we had been friends
with for a long time. A final letter from Songwon informed us that Jenny had already killed herself before he started writing the letter.
He wrote that he loved us and that he was sorry as he had failed us by failing to help Emma and that he would thus pay with his life.
The rest of our group was devestated for multiple weeks. We eventually gave them a goodbye ceremony and threw the bodies over board where they dissolved
in the water on impact. End of report.
There were entities on this level once, that is until the Skylight Battle happened. Since then no entity somehow appeared on this level ever again.
Deck 0:
Going further down will lead you to deck 0. It is recommended to avoid entering the double door leading to the deck as the deck has been found
to cause hallucinations that begin after roughly 10 minutes of staying on this part of the ship. The longer you stay in the empty hallway the more
extreme the hallucinations are. A wanderer that identified himself simply as Noel escaped after around 45 minutes or so he reported but not before suffering
extremely from these hallucinations. The given time of 45 minutes is questionable however as his perception of time was probably deeply affected by the
hallucinations. His report to an outpost on level 2 was given in slurred sentences, a psychologist residing on the level at the time was unable to help him.
Staying here for only a couple minutes can already affect your mind as previously mentioned so it is advised to avoid this deck at all costs. If you still
explore the level for a couple of minutes it is strongly recommended not to do so for atleast a week. Should you explore deck 0 for 5 minutes and then leave
it will take roughly 30 minutes for the first small hallucinations to appear and around another hour for the hallucinations to reach their high point.
The worst is over after a day but smaller hallucinations can appear during the next few days so it is advised to stay in the safe parts of the level during
that period. Staying between 5 and 10 minutes on deck 0 will shorten the time until the first hallucinations appear and lengthen the duration of the period
during which you experience these hallucinations. Leaving the deck after staying longer than 10 minutes on deck 0 will increase the period where you suffer
through the hallucinations.
Decks ?:
Going even further down will lead you to five more decks each labeled as 'deck ?' of which only the first one is accessible.
The single doors to the other 4 are locked and unbreachable as every wanderer that tried reported.
One wanderer claimed to have tried using an axe but was unable to even harm the door.
Deck ? is an art gallery consisting of a hallway that upon entering shows you a painting of the place you grew up in.
This particular painting seems to have a mystical element as many wanderers have reported to only be able to
look away from the painting with great difficulty. It has been determined that this difficulty likely aligns with how much the wanderer misses their home.
Going left leads you to an endless row of paintings picturing locations, mostly landmarks, from the real world. Most of these paintings only
depict the location not the people that visit them, only occasionally it happens that you will find a picture of a location with a person relatively close
to the pov staring at you with a judging look and following you with their eyes. The artworks on this part of the deck appear to be random as each report
mentiones different locations. Only one artwork is always mentioned, a painting picturing the grand staircase of the RMS Titanic. This particular painting has always been reported to be very near to the door leading back to the staircase.
If you go right after you enter the deck you will see another hallway
with thousands of paintings on the walls each depicting a normal level of the backrooms starting from level 0. The paintings that would normally picture
a level that hasn't been discovered yet are completely blank. The art gallery seemingly updates as new levels are discovered and goes on further then level
999 as 7 wanderers reported. It is unknown however if you will eventually reach the painting of level 9223372036854775807 known as the True Final Level as
no wanderer managed to get that far yet. A wanderer identifying as Azra Carglar made it her mission to get as far as possible and reported to have once
walked for 4 hours straight only getting to the blank painting of level 3269 before she decided to turn around needing 5 more hours to get back to the
staircase at which point she almost fell unconscious from sheer exhaustion.
The Engine Room:
After reaching the bottom of the staircase (a deck below the fifth 'Deck ?') you will be able to enter a double door that leads to an empty, white hallway of
average condition. You will notice that the temperature on this deck is higher than usual hovering around 32 degrees celsius.
It is generally advised to avoid this deck aswell as you will often encounter smilers, skin stealers and bone thieves that have overrun this deck.
On the sides there are openings on the floor from time to time that lead down to a boiler room. It is advised to not go down into one of these boilers even
if you manage to avoid the lurking entities. Here the temperatures can rise above 50 degrees celsius, the boiler rooms are generally inhabitable. Only one pair of two wanderers managed to survive long enough here for one to make it back and give a report and for the other to noclip through the wall into level 2.
Entity XXX - Caretaker:
Deck 4 is the lowest deck the caretakers appear on. Each deck above deck 4 is populated by a atleast five caretakers relatively near the staircase
at any given time and above deck 6 by atleast 3 caretakers at any given time. The caretakers are basically the cleaning and maintanance staff of the level.
The caretaker appears as a washed out genderless character in a hazmat like suit carrying cleaning or maintanance utilities with it around with an ID
labelling it as a caretaker. As the halls they appear on are generally always in pristine condition it is currently unknown why they appear in such a way.
They are usually friendly creatures that will protect you should they see an entity attacking you. They do not seem to possess the ability to communicate
verbally however or they just choose not to do so, additionally not one wanderer has ever heard a sound coming from them or their utilities. It is advised
to leave them alone however as a wanderer reported that she had lost her partner after he had attacked a caretaker. It had ignored his attempts at
communication and then his attemtps to get it flustered by throwing insults at it. Ignoring her pleas to stay calm he had then attacked the caretaker who
took a broom it was carrying with it and used it to slice through the man without effort traumatising the wanderer. The wanderer soon chose to use one of
the exits given to her via the mail room and gave her report to a MEG member on level 1. She committed suicide two weeks after delivering her report.
Already the first report mentioned an ongoing war of some kind between the caretakers and the other entities on the level. Other entities that are hostile
on other levels are even more aggressive and dangerous here, often damaging the structure of the ship while they try to kill you. The ship has the ability
to repair itself, especially there where the caretakers aren't (anymore) but they don't appear to be aware of that. As the caretakers are
fiercely protective of their home they respond extremely aggressively towards anyone they see damaging the ship and this doesn't exclude wanderers.
A wanderer reported that every other member of his group had been killed by the caretakers when they tried to break through a blocked door on deck 6.
The entities stand no chance against the caretakers without surrounding them in groups as the caretakers can take a lot of damage while still operating
on full capacity.
Decks 4, 5, 6:
Decks 4 to 6 host the hallways leading to the cabins of standart quality. These are again endless but don't suffer the same decline of quality like Decks
1 to 3. A room on these decks normally consists of a small bedroom and bathroom. You can shower and sleep here but there isn't much else to do here.
These decks are mostly safe during the day and somewhat safe during the night.
During the day any entity that appears is generally pretty quickly dealt with by
the caretakers.
When the day passes and the moon rises the number of entities appearing on these decks rises slightly causing the caretakers to not be able to deal with
all entities immediately. You should remain in your cabin during the night if you don't have a weapon with you. It is advised to avoid a cabin with a larger than usual
window as this is often the sign of an entity. The cabins with only the small round windows are always safe.
Deck 7:
Deck 7 is the promenade deck and thus the first one where you can actually go outside. This deck and every deck above it are finite but seem to be larger on the inside
than one looking from the outside would assume. Here are bars, a restaurant and other enjoyable rooms... if they weren't completely abandoned, they are only fun if you entered the level with someone else. The bars here have a
limitless supply of both drinks and smaller snacks, simply use the same method as in the main dining room.
You will be able to get a bottle of Almond Water once every week here.
The restaurant here has food of higher quality than the dining room on deck 2 and is fully furnished but only accessible on the weekends.
Besides the bars and the restaurant there is a large room where you can play
tabletennis, pool and air hockey on deck 7. There is also a small football (or soccer if you're uncivilised) field here with a football in it but this ball doesn't always follow the laws of physics as we know it.
Deck 8 to 12:
These decks host the more luxurious cabins. A cabin on these decks consists of a large bedroom, a comfortably large bathroom with a shower and a bathtub, a table where you can play card or board games on and a desk for writing, there is also a large locker where you can put your stuff into. When you first enter a cabin on these decks you can find snacks, clothes of vavious sizes, small bottles of almond water, a writing block with a pen and other similiar stuff. These things can also appear once you've initially raided the room but this doesn't happen very often so make sure not to waste any of the stuff you find here. There is also a tv in each of the cabins where you can watch your favourite shows. The grand staircase ends at deck 12, to reach deck 13 you will have to go to the outside and find the stairs that lead upwards.
Deck 12, the bridge:
The bridge is on deck 12 and has been reported to cause confusion and temporary memory loss. There are no entities here and all instruments, even the steering wheel, seem to be operated by invisible hands. You can find binoculars, a map of the ship and a globe here.
Deck 13:
This is the deck at the top of the ship and is home to a large pool area, the pool is filled with almond water. The pool has a relaxing effect in it's normal stage but the almond water in it is undrinkable as it causes great nausea.
The mailroom:
The mailroom is probably the most interesting place of the level as it appears randomly between deck 1 to 6 (usually near the staircase) and deck 7 to 12 (anywhere). It disappears at sundawn and reappears on sunrise, this time on a different part of the ship. One wanderer once spent 5 hours searching for the mailroom and eventually found the entrance to it on deck 3 in the cinema by removing two seats that looked 'glitchy'.
Another wanderer found the entrance to the mailroom by opening a huge wooden locker in a cabin on deck 10. The mailroom is pretty small and consists of a bunch of drawers, a cupboard, a sink in the corner and a large desk with a PC on it.
This PC has some arcade games from the early 2000s on it but these are prone to crash at some point so they are not the ideal form of entertainment.
The only other thing you can access on the PC is a programm called 'Netrooms'. Opening Netrooms allows you to see the registration number of your ship (one example could be: QM3#69420321707, another could be
QM3#626063) and to enter a username which can be anything you want. This will activate your registration number. This needs to be done every week, failing to do so will deactivate the registration number. Having done so a Discord like screen will pop up asking you to add a registration number. Anything goes but keep in mind that the interface will only accept registration numbers that are active the moment you try them. Should a registration number remain active it is coloured green, if a registration number is deactivated it is coloured green. This happens very regularly as many wanderers, especially those that are alone on their ship, struggle to find the mailroom everytime. 'Destroyed' registration numbers appear red in your contact list, it is currently unknown what destroyed actually means in this context. A registration number appearing in red has only been reported twice so far. The discovery of the mailroom in early 2021 and its report to M.E.G. Command in late 2021 allowed command to confirm their belief that there is an endless number of ships in the ocean in level 210.
M.E.G. Command advises you to add QM3#88183101 first as this is the registration number of the PC that has been recovered from the level.
The Skylight Battle:
On the 17th July of 2021 Jeffrey Dinkelberg was brutally killed on one of the ships on deck 1 by a number of soul suckers. Dozens of reports that have been send to M.E.G Command over the many months since then mention caretakers from all decks entering deck 1 and killing off not just the soulsuckers but all the other entities there aswell that day. The caretakers only returned 13 later when the sun set and no entities besides a caretaker have been sighted on deck 1 since the Skylight Battle.
Operation Data Retrieval:
On 13th January of 2022 two teams of 6 heavily armed M.E.G. members each put up a temporary base on level 210 and later found the mailroom on deck 1. Removing the PC from the desk worked after a few attempts but the lights immediately went out the moment a member carried the PC out of the mailroom. They turned on their flashlights and left the arcade room to go back to their outpost on deck 11. A member of team 2 was immediately killed by a caretaker, whose suit had turned to a dark red, when he entered the staircase. This shocked the two teams so much that the caretaker attacked another member managing to kill him. The caretaker was then taken out by continous fire provided by the remaining 10 M.E.G. members.
Realising that the level had become totally unsafe for them and that command needed the PC they quickly ran back into the arcade room where they searched for the lever that would allow them to exit the level.
They eventually found it but not before 4 other members had been killed by more caretakers storming the arcade room.
Only 5 of the 6 remaining members appeared alive on level 239, the member holding the PC in his arms died during the transition. The survivors eventually managed to bring the PC back to Base Alpha on level 1. M.E.G. Command has since then kept contact with wanderers on level 210 via this PC to give advise and further instructions. It has recorded 128 new active registration numbers since then and 69 registration numbers that have since then become deactivated. If the wanderers with these registration numbers died or left the level is currently unknown.
Outpost Omikron:
Outpost Omikron was the second, this time successfull, try of an outpost on level 210. 5 members (2 of which were part of Operation Data Retrieval) entered the level through the entrance of level 1 on the 15th March of 2022. The team then found 2 of them missing and reported this to command who instructed them to set up the outpost nethertheless.
The two members who had previously been part of Operation Data Retrieval found themselves on a ship alone and eventually found the mailroom.
There they found the PC missing which caused them to search the ship.
They found the bodies of their teammates that had died in Operation Data
Retrieval and came to the conclusion that they were on the same ship again. The caretakers didn't seem to recognise them however. They eventually managed to report this to command which came to the conclusion that wanderers always appear on the same ship. This theory was proven by others who were given this information and tried to do the same thing. Since April 2022 many more exits and a few more entrances have been found as wanderers could now leave and enter the level without the worry of losing their new home that they had found on this level.
The Splish-Splash Event:
Normally the ocean surrounding the ship is completely calm but this can change. Every few weeks you will experience that the ocean suddenly becomes unruly, which is the sign that stage 1 of the event has started.
This stage of the level only lasts about 15 minutes and it is advised to get your belongings down to deck 4 to 6 for the duration of the event. After 15 minutes a storm suddenly appears and the ship is shakes extremely which causes the electricity on the ship to fail. Entities will spawn on decks 7 to 13 in droves starting a brutal fight between them and the caretakers on those levels. This goes on for about an hour before stage 3 starts. The entities will disappear again and decks 7 to 13 begin to repair themselves. Stage 3 (and thus the event) ends when the ship has repaired itself. This lasts another 15 minutes after which the level has returned to normal. Basically every wanderer has reported to have experienced this event so it is advised to be prepared for it.
The Titanic Event:
An explosion somewhere deep in the ship signal the start of the Titanic Event. Where the explosion occurs is currently unknown but it is thought to be in the boilers. Nethertheless it is advised to pack the things most important to you and to leave the level as soon as possible as ice cold water quickly fills the ship starting from the staircase on the entrance to the boiler rooms.
If the ship survives the Event is thought to be implausible but currently unknown. The longest anyone has reported to stay on the ship during this event was Robert Lee who eventually jumped from deck 7 into the water and found exit #12. This event doesn't happen often and has only been reported 11 times. The remaining members of QMDG by now have stayed close to 3 years on this level and have never experienced this event.
The Costa Concordia Event:
The beginning of the Costa Concordia Event is signaled by a loud scraping noise and by the lights going out for a minute.
An announcement is made suddenly sounding eerily similiar to the announcement on the real Costa Concordia when it sunk saying "On behalf of the captain we regret to inform you that due to an electrical fault which is currently under control we are currently in a blackout, our technicians are working to resolve the situation and we will inform you of developements as they occur". Again it is strongly advised to pack the things important to you and to leave the level as soon as possible as the ship begins to tilt and to sink. This event has only been reported three times so far.
Recorded Entrances:
1: noclipping through ground or a wall on the QM2 in the frontrooms
(appearing on whatever deck you were on the QM2)
2: noclipping through ground or wall inside your home in the frontrooms
(appearing in front of the picture of your home on deck ?)
3: noclipping through ground or wall on a landmark in the frontrooms
(appearing in front of the picture of the landmark on deck ?)
Note that the entrances above are extremely unreliable.
4: Attempting to break the glass of an aquarium on level 43 will make you
noclip and appear on deck 13. This only works sometimes.
5: Using an elevator on level 233 will cause you to exit the elevator here on
deck 3.
6: Going through the iron door on level 440 will lead you to deck 7.
7: Noclipping through the ground on the bridge on level 291 will make you
appear on the bridge on deck 12. This is hard to achieve.
8: Walking through a door on level 13 can lead you to exit a cabin door on
deck 5.
9: Wandering long enough on level 14 can make you appear on deck 0. This
basically never happens.
10: Noclipping through a wall on level 1, 9, 25, 36, 78 or 143 will lead you to
the lobby on deck 3. More than two thirds of wanderers entering this level
enter via this method.
11: Being killed by tiny on level 7 gives you a chance of surviving and
appearing on deck 10. This chance isn't very high as a group of 4
wanderers found out, only one survived.
12: Using the elevator on level 515 to get to stage 1 has a low chance of
leading you here to deck 1.
Recorded Exits:
1: Submerging oneself for a minute into the water and closing your eyes
will lead you to level 370.
2: Using a lever that is found on one of the arcades on deck 1 will lead
you to level 239.
3: Touching the globe found in the bridge on deck 12 will lead you to level 94.
4: Killing a caretaker and throwing it's utilities in the water will lead you to
level !. Not advised.
5: Noclipping through ground or wall in a boiler room will lead you to level 2.
6: Breaking through the ground on decks 1, 2 or 3 after the cracks begin
and falling through the void for 32 seconds will lead you to level 6.
7: Using one of the lifeboats located above the outside of deck 7 and letting it
down into the water while a wanderer is in the lifeboat will lead this and
only this specific wanderer to level 1912. Not advised.
8: Going inside a locker on deck 8 or 11 and staying in the locker for 11
minutes will lead you to level 118.
9: Winning 5 times in a row in the casino on deck 3 will lead you to level 347.
10: Noclipping through the ground in the dining room on deck 2 will lead you
back to level 0. Only 3 times reported so far.
11: Killing all caretakers above deck 6 will lead you to level 666. Not advised.
12: Jumping from deck 7 into the water gives you a low chance of survival.
In that case you reappear on the reefwalker on level 880.
13: Hallucinating heavily on deck 0 has a low chance to give you access to
level 499.
14: Walking down the hallway on deck 5 to the right has a low chance of
making you glitch into level 448
15: You can sometimes glitch through the painting of level 57 giving you
access to the actual level 57.
16: Drowning during a Titanic Event or a Costa Concordia Event gives you a
low chance to noclip into level 109.
17: Jumping from any deck above deck 7 onto the outside of deck 7 gives
you a low chance of noclipping into level 132.
18: Walking through the hallway on deck 2 long enough can lead
you to level 61.
