Levels: The Whiterooms (2194)
In this page you'll find:
- Level Overview
- Level Entities
- Level Entrances & Exit
- Level Gallery

Level Class: Omega
- Mainly Stable
- Mostly Unknown
- No entities
Overview
The Whiterooms are the third level of the Manor path (2194). The Whiterooms is a strange and liminal level, made up of two different zones. The main zone takes the appearance of a bright, completely white hallway, with holes in the ceiling that let the sun's rays in, giving the level an ethereal look. The main area of the Whiterooms is considered beautiful by many wanderers and is often seen as a place that feeds our dread of exploration, creating a feeling that encourages moving forward. The second area of The Whiterooms is an intersection that opens up to another hallway, known as The Dusk. The Dusk is a dark, pitch-black hallway that extends forever in both directions. It is the result of the failed wish to explore something that wasn't meant to be discovered. The darkness in The Dusk deprives any wanderer of the hope given by the main area, often leaving them speechless and altering their perception of reality. When a wanderer is in The Dusk, lightning and thunder can be heard, although there are no signs of rain.
Entities
No entities are present in the Whiterooms or even The Dusk, or at least none are yet to be discovered.
Entrances & Exits
You can enter the Whiterooms through the cracked floor in The Ballrooms.
Exits:
- The exit of The Whiterooms can be found in The Dusk, taking the appearance of an old, broken grandfather clock in a room with many signs, a brown carpet, cobwebs, and a barrel. Walk into the grandfather clock to noclip into Closing Time.