TBE: Levels & Sublevels 2
Lorebookfrom ChubTBE stands for True Backrooms Expirience (ver. 0.2.8)from Chub
by shapeshifty· on Chub· added
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TBE is my series of lorebooks about backrooms. All the information in the lorebooks was taken from here and only here: https://backrooms.fandom.com/wiki/Backrooms_Wiki. Separate from the other (currently unwritten) lorebooks, this is just a collection of locations. This is the second lorebook providing descriptions of levels and sublevels.
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67 entries · scan depth 15 · budget 2,000 tokens · recursive
- #1Level 26.1: "Vintage Insanity" by Xanth & Brittneyselective
Keys: level 26.1 · Secondary: deadly colored tea, losing your sanity, killer paintings in gallery, old vintage mansion, dangerous cigarettes, hypnotic gramophone
Level 26.1, also known as "Vintage Insanity", is currently designated as a sub-level ubicated between Level 26 and Level 27. Level 26.1, in its current state, seems to bear the resemblance of an old, dilapidated vintage mansion that is desolated and severely neglected in appearance and structure. It seems to take great visual, psychological, and physical aspects from its parent level, Level 26, yet in a more "antiquated" look and feel, hence its designation. The layout of Level 26.1 is rather uncomplicated, yet still appears to be more complex than its parent level, seeming to be mildly labyrinthine and non-linear, even for a residential building. The physical space of the level itself is composed of a vast array of hallways, corridors, and rooms, all segmented to resemble the layout of a standard house, yet a lot more vast and illogical than usual. The floor is partially or entirely made up of dusty, typically brown tiles or a moist and dirtied carpet surrounded by wallpaper that commonly features rosemary flowers, reminescent from the 1900s. Chandeliers and wall lamps have been observed to be the only natural light source in Level 26.1 and illuminate most of the level, though windows are quite common in the level as well. However, windows will always be covered with a thick, dusty curtain, typically with a design that is in theme with the current room it is in. The true size of Level 26.1 is unknown and cannot be fully determined, but it is said to be very large despite only being confirmed to be just 8 stories high. The rooms contained within are mostly barricaded and purposefully blocked off by heavy furniture; however, breaking inside will only reveal more destroyed Victorian furniture and nothing of actual interest. No resources can be found within Level 26.1, and all that will be left beisll be the container used to contain its intended contents (e.g., a moldy bottle of Almond Water). When first entering Level 26.1, most wanderers can expect to be greeted by a staircase leading up. The path branches off in two directions, but the destination remains the same. One can go into the rooms and look around, though there isn't much a point in doing so. The rooms and surroundings will be run-down and unruly, but still somewhat resembles what it once was. Furthermore, the farther down a wanderer travels in Level 26.1, the more impetuous and inhospitable it becomes. The wallpaper begins to fade and peel. The floors are cracked and broken. None of the lights will work and most of the doors will fall off of their hinges. The mental effects similarly start off subtle and minimal, becoming more apparent and dangerous the deeper one goes. On floors 8 and 7, the wanderer can expect to feel hopelessness and depression weighing heavily on their mind. On floors 6 and 5, the effects grow stronger to the point where the wanderer begins have thoughts of hurting themselves or others. Floors 4 and 3, the thoughts of suicide become nearly unbearable and impossible to ignore. Wanderers on floors 2 and 1 have little time to find the entrance to Level 27 before they succumb to Level 26.1 and end their lives. The defining features of the mansion and the rooms it holds is true to a traditional Victorian mansion. The ceiling has steep, gabled roofs. The building itself has round angles and the windows are stained glass. There are towers and shapely windows, especially bay windows and decorative woodwork can be found throughout all floors. There are countless rooms within Level 26.1, but there are also five specific types of rooms that can be found. It's thought that more types of rooms can be found within Level 26.1. though this has not been proven. These rooms are all different in purpose, but still possesses the traditional Victorian style that the rest of the mansion holds. Room types: As stated above, there are countless rooms you can come across while exploring Level 26.1, but there are 5 types of rooms one's more likely to encounter during their time here. The Parlor Room: The Parlor Room is the room one's more likely to come across while traversing through Level 26.1. The Parlor rooms always house a couch and a chair with a few more different types of furnishings inside. It can have a few tables and some additional chairs, as well as curtains with a floral pattern over the window. A lone gramaphone can always be found within all Parlor Rooms, and it is advised to show great caution if a wanderer attempts to mess with it. One strange anomaly in the Parlor Room in addition to the already sanity-draining effects of Level 26.1 is that the gramaphone has been known to start playing its record at seemingly completely random intervals. While this normally wouldn't be cause for alarm, this gramaphone has hypnotic properties and will entrance wanderers to sit on the couch or one of the chairs. Once the wanderer takes their seat, they go into a frozen state and will sit in that spot until they perish from either starvation or dehydration. It is unknown if wanderers can be saved once sitting down after the gramaphone being to play its mesmerizing tune. A few wanderers have attempted to take the gramaphone apart or smash it altogether, but all attempts to cause harm to the gramaphone have been met with failure. One wanderer has tried to take the gramaphone out of its corresponding room and while he was able to pick it up and carry it, it vanished from his arms after he crossed the threshold and appeared back in its respective spot. At the time, no other "experiments" were attempted with the gramaphone. The Parlor can most commonly be found on floors 7 and 8 but has also been found on floor 5. The Library: The library is the second type of room one'll see while making their way through Level 26.1. This room is always full of bookshelves that are equal parts empty and filled with books and various documentation. One can find books labeled with different level numbers and names with a picture of the level on its cover, however, the pages inside are always blank. It is unknown if there is nothing written or if people aren't able to read it. These books have been seen floating around the room open to a page and words can be seen, but upon taking the book from the air, the words disappear and won't return until the book is left to float around the room of its own volition once more. Other books with odd titles contain words of an unknown language and are signed by various authors that don't exist. Trying to read most of these books won't cause any adverse effects, however, it is advised to leave the foreign books alone. Attempting to read or decipher the words contained within the pages has caused severe migraines, nosebleeds, blurry or double vision, and oddly, the inability to read or write if the wanderer reading the book is literate. A few paintings have been seen on the walls by the bookshelves but haven't been found to hold any anomalous properties. This room can only be found on floor 6. The Smoking Room: The smoking room is the third type of room you'll find on Level 26.1. The Smoking Room consists of a few tables set up around the room with chairs placed around them and ashtrays sat on the tables. Numerous types and brands of cigarettes can be found in this room. While some of them have known brands from reality, there are also brands that have never been heard of. As far as we know, cigarettes with real brand names are considered safe, or as safe as a cigarette could be, to consume. Numerous Wanderers have smoked these experienced had no adverse effects from them, besides some coughing and wheezing. The fake brand name cigarettes cause a number of different effects based off of what brand the wanderer chooses to smoke. It is currently recommended to leave all cigarettes alone, even if you are a smoker and wish to have one again. While the real brands have been deemed safe, it is best to just leave them be to make sure you don't suffer any adverse effects. The following brands have been found inside of the Smoking Room. Real Brands (Safe) Newport Marlboro Camel Misty Pall Mall Fake Brands (Unsafe) AllParty Solid Black Backrooms Original Unluckies Mad Old The effects that these fake brands cause have been seen and documented firsthand by wanderers who brought them out of the Smoking Room. They are as follows: AllParty: Wanderer named Steve smoked one of these and was instantly sent to Level Fun. Wanderer had a radio in his possession at the time and is now considered turned into Sanguine Festivus instance. Solid Black: Wanderer named Arlene smoked one and her lungs began to grow Black Mold at an alarming rate. Arlene did not survive. Backrooms Original: Wanderer was a M.E.G. Operative and was instantly sent to Level 0. They have since returned to their base. Unluckies: Wanderer developed bad luck. It started with small things, but ultimately, ended his life when he was sent to Level !. Mad Old: Wanderer became elderly and developed Dementia, as well as Alsheimer's Disease. The wanderer passed away hours later. There is a pack of cigarettes that was claimed to have been found called "Smoker's Choice" and smoking them causes wanderers to lose stress and gain sanity. This has been unproven, and it is considered false at this time. The Tea Room: The Tea Room is the fifth type of room one can come across while in Level 26.1. This room always has a small table with a few chairs set around it and a few comfortable, but old looking recliners off to the side. The table also has a large tea pot in the middle of it that is always hot and full of tea. The tea cups sat by the plates remain empty until one or more wanderers enter the room. At that time, the cups fill themselves with the tea from the tea pot and will begin to give off an aroma that is irresistible to wanderers. No wanderer has been able to resist drinking the tea once they walk into the room. Five different colored teas have been seen and consumed and their effects have been documented. A blue tea, red tea, orange tea, green tea, and purple tea are the colors and their effects on wanderers are different based on the color consumed. Blue Tea: Drops the wanderers body temperature lower and lower until they eventually freeze to death. Red Tea: Complete opposite of Blue Tea. Raises the wanderers body temperature until the wanderer overheats and dies. Orange Tea: Wanderer becomes radioactive. They don't die and are resistant to further radiation, however, wanderers that have been in contact with a wanderer that consumed orange tea developed severe radiation poisoning and died as a result. Wanderers that consume orange tea are generally banned from their base if they have one or are sent alone to another level. Usually, dangerous levels to ensure they do not return. Green Tea: Gives the wanderer the Black Plague or something similar. Wanderer is either killed or dies on their own. Purple Tea: Causes wanderer to become violently infatuated with the next person they see. Wanderer will end up killing their target if not killed themselves. Drinking any of the tea in this room is considered a death sentence and as such, it is HIGHLY recommended to stay FAR AWAY from the Tea Room. The Portrait Gallery: The Portrait Gallery is the last type of room found within Level 26.1. Wanderers reported a strong sense of fear and uneasiness as soon as they set foot inside of this room. Paintings of all kinds can be seen hanging on the walls, but most of them are of unknown people. The people featured in these paintings do not smile or show any kind of emotion on their faces. The same cannot be said for their eyes. No matter where the wanderer is in the Portrait Gallery, they will feel the eyes of the people in the paintings follow their every step. As soon as they look directly at one of the paintings, the painting looks normal. Observing it out of the corner of their eye shows something very different. The emotionless faces twist in fury and rage as their mouths turn into a scowl. The longer the wanderer keeps their gaze away from the portraits, the worse that feeling becomes and the wanderer will begin to see them moving soon after. If still left unobserved, the wanderer will hear a terrible scream and when they look at the portraits, they will all be empty. At this point, the wanderer had better begin to pray that a miracle miraculously happens because they have less than a minute before the people from the paintings begin to violently rip them apart, limb from limb. At this time, three wanderers have lost their lives inside of the Portrait Gallery. The sounds heard were reported as being "the most violent, painful murder I've ever heard". If you find yourself in the Portrait Room at any time, it is advised to keep your eyes on the portraits AT ALL TIMES and to leave as soon as possible. It is not recommended to look for anything useful in this room, or any of the rooms found inside Level 26.1, as this level has been repeatedly reported as being devoid of any and all supplies or resources. It is strongly advised to get through Level 26.1 as quickly as you can and to have plenty of bottles of Almond Water to be able to safely make it to Level 27.
Colonies & Outposts: Due to the level's undoubtable properties, any assortment of attempt into establishing a colony or outpost in Level 26.1 will be unsuccessful, thus rendering it infeasible to do so.
Entrances: The most common entrance to Level 26.1 is by ascending a certain staircase in Level 26. Riding a rollercoaster with a karma rating below -100 in Level 999 has a chance to lead you here. Successfully no-clipping through a mirror in Level 611 will send you here.
Exits: Finding a basement entrance on floors 1 or 2 will lead one to Level 27. Smoking AllParty brand cigarettes in The Smoking Room will instantly transport one to Level Fun, while smoking Backrooms Original brand cigarettes will transport one to Level 0. Falling through a gap in the tiles can result in you entering Level 141. Tearing at the carpet in the Parlor Room will take one to Level 638.
- #2Level 27: "Ligneous Desolation" by Egglord1selective
Keys: level 27 · Secondary: layout constantly shifting, endless wooden rooms, knocking sounds from walls, labyrinth of winding corridors, no life or supplies, dusty air hard to breathe
Level 27, commonly referred to as "The Woodrooms", is a presumably endless, labyrinthine complex of wooden rooms and hallways, varying minutely in design. Upon entering the level, one may find it difficult to maintain an accurate sense of direction due to the nature of its layout; its winding corridors often cause confusion and disorientation among even the most seasoned of explorers, with no useful supplies present whatsoever to assist. Rooms and corridors branch off in numerous directions, some leading to dead-ends or looping back upon themselves. The level's layout seems to shift and change, making it quite difficult to create a reliable map or navigate in a straight line. The level's methods of architecture are as of yet undetermined, but appear to be a strange amalgam of natural and manmade techniques. Analysis has indicated that the wood used in its construction is of an unknown strain, with its advanced state of decay seemingly dating back much further than the level's modern architecture would imply. The carpeting throughout Level 27 is a drab gray, in stark contrast to the wooden walls and floors. It appears to be made of a more modern synthetic material, and its presence adds another layer of mystery to the level's design, leading some to believe that it serves a more sinister purpose, possibly hiding or disguising something beneath its surface. Several reports of explorations within Level 27 detail strange sounds emanating from "behind" its decayed walls, akin to that of knocking. The source of these sounds remains an ongoing mystery; no wanderer has ever reported coming across any other life within the level, including other wanderers, so the theory posited by some that the sounds originate from others is shaky — the widely accepted conclusion is that they are likely the result of natural processes, such as the settling of the wood and its expansion and contraction caused by minute temperature changes. The weak, artificial light sources located throughout the level provide little actual illumination, and as such, many report the level to be unsettlingly dim. Adding to this atmosphere of eeriness is the air within Level 27, which is rarefied and stale, being inherently stagnant as a result of heavy dust buildup and a lack of ventilation; due to these factors, wanderers often report having trouble catching their breath and frequently coughing.
Entities: Level 27 is thought to be devoid of any life. To date, all explorations of the level have detailed a stark emptiness within. Due to this, the creation of colonies and outposts has been deemed infeasible.
Entrances: Entering a hole in the cabin of Level 26 will lead to this level. A basement in one of the houses in Level 39 may lead one to Level 27. Entering a door with a wooden frame on Level 387 has a chance of leading to this level. Some have claimed that one may enter this level from Level 0 by tearing off the carpet and breaking through the floor, though this has yet to be proven.
Exits: Accounts of explorers that have returned from this level differ, as some claim they simply and suddenly found themselves in another level, while others state they came across a lone, unremarkable wooden door in one of the level's countless rooms.
- #3Level 27.3: "Out of Mind" by Mycatcaughtamothselective
Keys: level 27.3 · Secondary: constant ventilation buzzing, lower floors are water-damaged, messages appear on walls, endless commercial basement, forget you were here, no furniture or supplies
Level 27.3 is a sublevel of Level 27. Level 27.3 resembles an interminable commercial basement seemingly built in the 1980's. The building seems to have been stripped clean of all furniture and has minor damage and paint chipping. The walls appear to be wooden, and the floor is covered in blue-gray carpet. Level 27.3 is fully vented and the ventilation is active despite the level's state. This puts Level 27.3 in a mildly chilly climate with ventilation buzzing being a constant. It is exclusively lit by lights connected to fans. This light is dim and the bulbs are often damaged by water. Hallways will occasionally run between the rooms, connected to them by doors but they have no lighting whatsoever. Practically the only real danger of Level 27.3 is its lack of supplies. It is devoid of any items, useful or dangerous aside from the basic construction materials of the complex. These materials are also noted to be of poor quality and often water-damaged. The level spans multiple floors with stairs connecting them. Level 27.3's higher floors tend to have varied carpets, more exits, and are in better condition whilst the lower ones may be heavily damaged. Several abnormal rooms have been found which contain different floor styles and wallpaper. These rooms are very scattered and often are the only source of any usable material on Level 27.3, often small scraps of supplies. The most notable property of Level 27.3 is its inability for anyone to remember going there. This will specifically only occur upon exiting the level and only affects the memory of traveling there. This means details about Level 27.3 are still known, although they're believed by the wanderer to be from alternative sources. Individuals can be told of their entry into Level 27.3 but are often adverse to taking it seriously. It is unknown if this is a property of Level 27.3 or just a natural reaction. As such it is recommended to log any entrances and experiences into Level 27.3. The only other cataloged property is messages scrawled onto the walls of Level 27.3 via a variety of methods. (Marker, paint chipping, dried blood, and human teeth are all common). It is unknown when these messages appear, but it is verifiable that they can appear in already mapped areas. Many of these messages are noted to appear on the paths of wanderers, often with delay. In one case it was reported that a wanderer fell asleep only to wake up to one of these messages. Wanderers often report feelings of intense dread from the rooms near and around these messages.
Entities: Level 27.3 has no known entities and is highly suspected to be deserted. Reports of various effects are most likely hallucinations brought on by low sanity or high amounts of stress.
Bases and Outposts Level 27.3 is generally considered to be very hard to inhabit. Anything established can only be sustained by imports of vital resources. It is strongly to establish any outposts in easily locatable areas with proximity to entrances and exits.
B.W.O. Material Outpost Minor construction material gathering base. Friendly and actively helpful to Wanderers. 6 permanent members Maintained by regular supply shipments
Entrances: Descending a staircase behind a door on Level 27 will lead one here.
Exits: Uncarpeted Staircases will lead back to Level 27. Finding a door in a naturally dark room will lead to Level 462.
- #4Level 28: "The Attic" by WindXDselective
Keys: level 28 · Secondary: cramped dark attic crawlspace, supplies in dusty cardboard boxes, fragile floorboards can break, enticing warm floor glow, confusing wooden labyrinth, rotting wood foul smell
Level 28 is the 29th level of the Backrooms. Not to be confused with The Attic, a location commonly considered to be the "top" of the Backrooms which shares the same name. Level 28, commonly referred to as "The Attic," "The Crawlspace," or "The Loft," is an immense complex space incorporating numerous interconnected attic chambers, with the level design constructed of wood generating a random room shape. When entering the level, one will discover that traversing throughout the level is difficult due to the narrow and claustrophobic structuring and the darkness that fills the entire place if the individual does not bring an illumination source, so a flashlight or other illumination source is highly advised in order to navigate inside this level. Although light bulbs suspended from the ceiling via thin wires are occasionally around, they are constantly damaged or inoperable. Despite the absence of light, vintage furniture, and wood panels could assemble an obstacle by blocking the route. Level 28's layout is fragile and cramped, with little room to stand straight up within, necessitating stooping and crawling while exploring. The arrangement may become unconventional as it loses the function of the attic. For instance, many share their space in an extensive region with visuals similar to Level 27. Some garrets have deep elevated ceilings that seem to go on forever as the rooftop is barely visible, and numerous wooden supports and beams serve no purpose other than to make negotiating more difficult. The sole distinguishing feature of every attic room is its wooden texture, which all resemble identical at first glance. As a result, innumerable visitors have reported feeling as though they are wandering in circles inside a timber labyrinth. The wood structural substance is currently unidentified. These materials resemble regular oak wood, possess a dark color consistency and tend to be old with dust cover—stimulating dust spread is not suggested since it will make inhaling difficult for those nearby. According to additional research, this wood-like substance will rot and degrade if exposed to water for an extended time. When wood decomposes, several chemical compounds are generated during the process, some of which might create unpleasant scents. If one breathes for a period, the foul odor may cause symptoms including headaches, coughing, and difficulty breathing. Note that the wood construction of Level 28 appears to have strange properties—especially the floorboard, which emits a mild warm light. When individuals stand above this orange glow, they feel cozy and comfortable. This radiance has a peculiar, enticing quality that draws wanderers by creating a sense of peace and tranquility. Long-term residents usually report feeling a persistent sense of familiarity and nostalgia despite the surroundings, frequently altering the perception of wanderers. Due to ongoing research, it is currently unknown what the source of the glow is or how the illumination could impact a person's mood. The wood structure seems inadequate, perhaps due to age, as can be easily destroyed. Analogous to the floor, when a person puts on too much weight, one may cause the wooden panels to collapse in specific locations and fall into the space underneath the bottom, which might cause injury. It is advisable to keep your weight below 170 lbs (77 kg) to avoid such things occurring. The utilization of this concealed empty area and its connection to the attic room is still undetermined. The pit depth isn't sufficient to be lethal, yet there seems to be an additional empty crawlspace beneath the floor. Some attic rooms may already have shattered floors, resulting in massive openings deep down into the bottom; it is unclear if these deep holes were perpetually present or caused by the traveler; nonetheless, no repairs will be made to these structures. Substantial disorganization of boxes, vintage furniture, and other miscellaneous stuff may rarely occur in the corners of rooms. Level 28's packaging is cardboard boxes sealed with tape and dust-covered. Inside are frequently critical meals, electrical appliances, and cataloged goods indispensable for life. Additionally, cobwebs may be seen on the walls, although none imply spiders or other living beings are likely culprits. Almond water may seep and drop from the ceiling, emerging from nowhere. Although this leaking water can continue perpetually, it can also produce large puddles. It highlighted the question of whether or not there were any significant sources of almond water above the roof. Several wanderers claim they hear a faint sound of rain when listening carefully, although it's most likely a false sound caused by the level's anomalous properties.
Entities: Level 28 is almost devoid of life except for the Deathmoth, which may fly around the level's light source.
Colonies and Outposts: Due to the remote possibility that wanderers would encounter one another at Level 28—unless they entered the level together, there are no known colonies or outposts in this level. The confined and unpleasant setting of the level makes it difficult to establish a base. However, you can locate rooms having signs of previous habitation, such as mattresses and accumulated goods.
Entrances: One may come across "Holes" in the relatively small walls on Level 1. If one crawls through these openings, they can get to Level 28, and the entrance will disappear behind them—it is also rumored that these entrances can appear on Level 4 and Level 8. However, this data doesn't have enough evidence to be confirmed. A trapdoor can occasionally appear on Level 27's ceiling; climbing up will get one here. Although these entrances are rare, there could be a more straightforward entrance to Level 28.
Exits: Wanderers may unintentionally noclip to Level 19, Level 26, Level 29, Level 93, and Level 170 by falling through the floorboard. Boxes may contain old and decayed consoles. Activating one will noclip one to Level 25, although using the same consoles in other levels won't do anything. Areas that exhibit higher ceilings also sometimes feature slightly damaged wooden doors. These doors are reported to take one to Level 139, Level 5, Level 12, Level 19, Level 20, and Level 42 all with a random chance. Windows may appear at the dead ends, breaking through them will noclip one to Level 9, Level 38, Level 597, or Level 39. Successfully breaking open the roof will forcefully no-clip the wanderer into Level 398. Note that Level 0 and Level 28 are the only confirmed levels that feature an egress to Level 139.
- #5Level 29: "Artistic View" by WindXDselective
Keys: level 29 · Secondary: brick wall rooms are dangerous, massive confusing art gallery, sudden lights out event, sudden reverse gravity, dangerous anomalous paintings, constantly shifting rooms
Level 29, otherwise known as "The Lost Art Gallery" or "Artistic View", is the current 30th level in the Backrooms. Level 29, also referred to as "The Lost Art Gallery" or "Artistic View," is a massive but finite art gallery measuring 50 trillion miles (approximately 80 trillion kilometers) in diameter. The level consists of an unending space expanse with artwork arranged in a confusing maze. Each room has a distinct aesthetic, and the surrounding rooms were not designed to have identical aspects. Separate rooms with similar appearances to the main area may also be located in the large room. The rooms vary in size, from large to small to microscopic, and in look from the mid-15th century to the current era; the modern style is the most prevalent and typically appears at the beginning. The paintings are scattered around the gallery and range in size from tiny to large enough to cover an entire wall. Artworks could involve landscapes, objects, geometric shapes, and occasionally people and animals. Acrylic paint, chalk, watercolor, and poster color are the most common materials used in art; additional materials can be discovered, although their prevalence is less likely than those described above. Most artwork is from an unidentified source and appears to generate randomly; occasionally, there are duplicates of artwork from The Frontrooms. The age of the artifacts is anywhere from a million years ago to the distant future. The surroundings are dreary and dull as one begins in a plain room, but this is only the beginning of a complicated and dangerous labyrinth. Rooms' wall materials indicate how hazardous they are. Plain wallpaper denotes a conventional room, which is the most frequent room one will find while entering the level. This room often appears as a living room, with several collections of paintings and furnishings within. In contrast, a brick wall represents a highly hazardous area that should be avoided since entities can be located and manifested here. For a particular reason, certain brick-walled rooms might not contain any paintings with an appearance similar to an Electric Station. The final type of wall is concrete, and these rooms are typically located between wallpaper-walled rooms and brick-walled rooms, perhaps indicating that a brick wall is nearby. These rooms have the appearance of an art gallery. This level's floor is either smooth-textured wood, concrete, or tiles. Certain areas may represent typical household rooms with paintings, furniture, and other items commonly found inside. These items include chairs, tables, sofas, lamps, and other things that will depend on the type of room. There are also air conditioners in the rooms, which lower the temperature. The temperature at each place varies and is unpredictable. There is also Wi-Fi and a supply of Almond Water provided. Even though the level is dangerous, wanderers indicate that numerous significant resources can be found here, as Super Almond Water is the only recognized object found at this level. Collectors' cabinets are observed in particular rooms and house valuable collection items and objects, like rare and ancient things that exist or are missing in The Frontrooms—including undetermined things—in this cabinet. Even though the level has many valuable materials, it should be avoided at all costs. The perplexing layout of Level 29's architecture is the consequence of several rooms arranged in a convoluted manner, given that the level's rooms weren't designed to be connected systematically. As a result, certain rooms may have several entrances or only one entrance that does not link to another space. Level 29 is non-Euclidean and continually evolving as if it was sentient. The ever-shifting rooms of the level are a mental hazard for wanderers, as their minds cannot comprehend the physics of the level. The M.E.G. attempted to map and explore this level on multiple occasions, but these expeditions have proven to be fatal. Several M.E.G agents had gone missing, and several had died due to the mental hazards and other circumstances that made this level dangerous. Multiple floors can be accessed by stairs, with the highest floor yet to be defined; as one goes higher, the stairways become less frequent. The art gallery will be clean, and no entities—except paintings; nonetheless, the level appears to have anomalous properties in that the higher and deeper one travel, the more abandoned and many entities you are likely to find, and the more dangerous the level gets. Furthermore, the amount of brick wall and mold grows with each subsequent phase. However, even if any region of the level appears clean and secure, you should not trust it since it may contain unknown anomalous features that might change the fate.
Anomalous Paintings: Paintings have the most dangerous and mysterious properties, which cause the level's undetermined survival difficulty class. The paintings possess unusual properties, the majority of which are still undefined, with only a few typical paintings lacking any peculiar elements. However, there is no definitive way to determine whether a painting is dangerous, and every painting can't be trusted. The most frequent features of paintings are those that can lead to other locations and that, when touched, allow the drawing image to move through various places. These locations are ambiguous and should be avoided due to the potential risk. Many wanderers have perished or gone missing when passing through the picture. The wanderers that make it out of this area alive describe finding themselves in an expansive, open room full of entities, some of which can also be undocumented and powerful. Escaping from this dangerous blank room is possible by going out from the entrance where they ended up or entering other paintings present in the room, while others say that when they enter, the entry where they come gets blocked, leaving wanderers stuck in the room and having to find another way to escape. The painting can also lead to other locations, such as additional areas of the level, but frequently leads into the level's dark depths, where it becomes more hazardous and has a lot of entities. The paintings also operate as the primary exits from this level; when wanderers engage with them, they noclip through the pictures and end up on different levels. The painting could advance to any level depending on the drawing that is included in the painting. The drawing image on the painting will have the same look as the drawing level at the painting's destination. It is understood that there is no way to determine which artwork is the level's exit and which is the trap. Or, even worse than that, the painting may lead to a level that is more lethal. Paintings have the potential to degrade the mentality of those who view them. These drawings have the potential to move, change brightness quickly, flash, or create an illusion that has a detrimental effect on those who view them. Looking at these illusions might result in headaches, vertigo, and other symptoms, like disorientation. A person may have memory loss, hallucinations, convulsions, loss of consciousness, or even death if the condition is more severe and worse than this. Some paintings of people or strange creatures may appear eerie and terrifying since such images may drive wanderers to become paranoid, anxious, and insane due to the cognito-hazard effect. There are still a lot of unknown qualities about painting that haven't been disclosed as inquiry and research about this still decay due to hazardous properties, and many M.E.G. explorers have gone missing and are dead at this level, so M.E.G. won't risk going into this level other than this.
Occurrences: As of present, there are just two events on this level that are odd and could potentially raise the level's hazards. There are still several occurrences that wanderers have reported, but they are unconfirmed and are still being looked into and investigated. Other events will be counted as hallucinations by M.E.G. Lights Out: When Lights Out event occurs, the level's lighting abruptly and unexpectly fails, enveloping the area in total darkness. The event has similar features to Level 6, but artificial light, including flashlights or camera flashes, can still function. However, the light is much lower than usual, making examination more difficult because unidentified things and beings may hide in the darkness. If one spends too much time in total darkness during this event, they may suffer visual hallucinations, including seeing their loved ones dead or regretting their actions. One will either become a Wretch, cursed to live on this level forever or get hunted down by entities after hours of unpleasant recollections. Therefore, it is advised to leave this level immediately or bring a light source. Some areas can have a source of light that appears out of nowhere. This occurrence usually occurs to those who stay at the level for too long. For some reason, it will not happen to every wanderer on the level. Given the theory that different entries to the level lead to different randomly-generated labyrinths, the only way to meet other individuals is if they were already in a group when they arrived. This occurrence is unsafe because undocumented entities roam and are visible more often than usual. Reverse Gravity: This occurrence will reverse the level's gravity. Although it may not seem dangerous, it will happen right away, causing wanderers who haven't yet set up to hit their heads on the ceiling or fall from a high place and suffer injuries or even death. Once the occurrence occurs, it will likely only last for a short while before things return to normal. So wanderers should stay in rooms with low ceilings or compact spaces to avoid getting hurt again. There have not yet been any photos taken of this highly unusual occurrence.
Entities: This level has numerous entities; however, they are rare unless you go further and higher. These include Skin-Stealers, Smilers, Windows, Hounds, Facelings, Clumps, Deathmoths and Anethikas.
Entrances and Exits: The only known way to get here is by noclipping at random level, generally Level 28. The primary exit is through the paintings, which will take one to random levels. Other exits are yet unknown and unreliable.
- #6Level 30: "Aquatic Cycles" by Gominhoselective
Keys: level 30 · Secondary: noclipping back to the start, chemical water causes sickness, large interconnected pool complex, five different pool sections, decayed pools with plague, confusing twisting waterslides
Level 30, also referred to as "Aquatic Cycles", is an extensive pool complex consisting of segmented, interconnected aquatic sections that vary in safety. The complex is divided in five distinct areas, each with varying layouts, which are connected linearly; however, two of the stations were progressively interdicted from the other ones with piles of random debris, as one of them presumably contained chemicals in its water, leaving wanderers sickened, while the second one was left in deplorable conditions, assumedly being the birthplace of the Hydrolitis Plague. Upon entering the level, one will find themselves in the first station, Totum, estimated to be the biggest and most inhabited out of the other ones. Even though its architecture varies with the different sections, some aspects are common to all of them; most pools are covered with monotonous, faded ceramic tiles, with athermic cementitious flooring in its surroundings, which maintains a constant lukewarm temperature through various settings. The building is mainly surrounded by opaque walls, separating the exterior through multiple layers of glass and acrylic; the outside often shows a mountainous landscape, with its fog beclouding the boundaries between earth and sky. Numerous machinery stations can be recurringly found throughout the level, as to keep its water in a constant lukewarm state; apart from those stations which have been relinquished. Although the rest of the complex remains in a state of silence for most of its space — enough to hear the ripples in the pool — noises coming from the drain tiles indicate that such equipment is also maintained through subterranean systems. Certain sections of Level 30 are unstable; although the sections of the water park appears as they are adjacent, with no deviations on its path, areas leading back to Totum can be found on Terminus through various rooms and pools. Those noclipping spaces can be identified by slight changes in their appearance which magnifies proportionally to the proximity of a being to its effects. The most common digressions include distortion of matter and loss of physical boundaries – the latter one is mainly visible with nearby objects. During the traverse, one will experience a brief period of darkness, shortly returning to the first section. Totum: Totum is where one would find themselves as soon as they enter Level 30; consequently, it is home to most wanderers and small groups on the level. Compared to the other sections, Section 1 accommodates more facilities and less machinery areas — it is speculated that the subterranean maintenance system is present in greater quantities in Totum — and due to its size, resources can be found in abundance, although more blemished spaces can be found close adjoining the next station. As for its architecture, it maintains a beige hue in its reflective walls and flooring, endarkened by the irregularity of its downlights; the facilities at the pools include warped waterslides, trampolines, and fountains, the former being a common mechanism for the noclipping spaces. Eventus: Eventus follows an ocean-based architecture, representing its fauna and flora amidst its darkness; timeworn mechanical installations were formerly its main feature. Currently, rust covers their remnant derelict carcasses, creating an unnerving atmosphere for those who go through unaware. The area eventually became desolate, depredating its structure during the process. It is theorized that humans formerly occupied this section due to findings of appliances and litter, despite its current unoccupancy. Nocturna: Nocturna is the central section of Level 30, roughly dividing the complex in equal segments. The perplexing layout of Nocturna appears to have been randomly placed; twisting waterslides — which often link to one another — and errant walls augments its instability, forging an area prone to non-Euclidean anomalies, including noclipping spaces. Proper exploration is erratic, with regions containing irregular amalgamations of structures, which can obstruct its linearity or create new passageways. The pools of the section are mostly shallow, which peculiarly contradicts the general theme of the level; however, the color scheme maintains the contrasting characteristic of Eventus, displayed by the contrasting waterslides. Exitus: Exitus originally was a section seemingly designated for hydrotherapy purposes; its installations included jacuzzis, saunas and steam rooms. Pastel tones are primarily used for the walls, namely cream, lavender, and baby blue. The brown tones of the flooring contrast with the rest of its parallelism, creating an identity for the area. However, Exitus was partially blocked by debris continuously, as passersby reported liver damage, asthma, and general metabolism alterations, which resulted in its isolation by anthropic methods. As a result, its waters degraded, becoming even more nocive in comparison with its initial descriptions. Terminus: Terminus is the last section in Level 30, and presumably the origin site for the Hydrolitis Plague, a highly deadly disease that is most commonly found on water-related levels. Its distance to the starting point of the level is the most feasible theory for the proliferation of the bacterium, as less exertion was designated to keep its waters maintained; as for its specific cause, the lack of chlorine facilitated its expansion. Boundless piles of detritus and dust makes up Terminus' structure, as if it was left to decay. Its labyrinthine layout renders resistance for those who cross its fragmented pools and hallways; the latter being a possible process of transportation to the first station, Totum.
Colonies and Outposts: Despite the evidence of preceding stable groups, no colonies or outposts are settled in Level 30, much on account of its erratic particularities.
Entities: The Hydrolitis Plague
Entrances: Areas of Level 37.1 leading to a water complex will redirect one to here.
Exits: Entering an employees-only door in one of the abandoned stores may lead one to Level 4. Entering the outflow of one of the pools will lead one to Level 84. Entrances to Level 37 may be found in unstable areas of Level 30. Submerging oneself in a steaming turquoise green jacuzzi sends wanderers to Level 597.
- #7Level 31: "Roller Rink" by had86 (WindXD & Mike)selective
Keys: level 31 · Secondary: confusing looping hallways, muffled pop music plays, sounds of skates from above, special easy-to-use skates, food court with almond water, endless 90s roller rink
Level 31, labelled as "Roller Rink" is the 32nd positive Level of The Backrooms. Level 31, also known as "Roller Rink," resembles a 1990s-style roller rink that spans hundreds of miles—rumored to be infinite in extent, even though the exact level size is still unclear owing to individual non-Euclidean space that might result in persons proceeding in a loop. This seemingly unending roller rink consists of multiple interconnected chambers, each with shimmering architecture and surfaces that reflect light effectively, notably the ceiling, walls, and floor. The ground features smooth concrete that seems recently cleaned; nevertheless, if one does not travel cautiously, one may slip and fall. The rink often features smooth concrete or polymer floor coverings—similar to the floor but delineates its borders from the surrounding ground. The rink often appears immense and may have an extensive equivalent room scale, although one may discover little ones that struggle to fulfill their function. Level 31's central light source originates from several fluorescent light bulbs positioned on the ceiling, initiating the surrounding 1990s-era mood. The light may throw a mixture of color tones and, with varied hues in each room, frequently offers a range of sensations for each color. Despite their abundance, these tiny light bulbs have a delightful arrangement that allows them to negotiate themselves into many forms and objects. Contrary to Level 0, the fluorescent lighting doesn't make any noise while operating appropriately. However, one may hear a buzzing or humming sound, typically compelled by the ballast that controls the electrical current going to the fluorescent lighting. Numerous hallways of inconsistent lengths may link roller rink chambers. These hallways follow a similar pattern to the primary region, with a well-reflective material and neon lights across the hall. Note that the corridor contains non-Euclid space, for instance, having an extended distance to travel to another room or confident pathways that extend indefinity; other possibilities include looping or traveling back to a previous room that will lead to an unfamiliar location. It is questionable if the hallway in Level 31 exists as an unstable location that could transfer individuals to additional regions, considering two or more corridors may appear to cross over; the inside doesn't support any connection. The ambient fills with muffled radio pop songs playing from the ceiling speakers. Music can conflict in two areas—the speaker transmission source reiterates from the DJ station, periodically spotted near the rink area. Attempts to supervise the DJ sound system, which links to the announcers, will maintain no impact, considering it automatically plays. In addition, numerous wanderers continually reported noises emerging from "above," regardless, there were no additional floors on this level, which included the sound of skates hitting the rink floor and laughter. Although the origin of the sound has not yet been established, it is most likely to have originated from the level's anomalous aspect. The room's corner has HVAC ducting and cooling system pipes connected to the ventilation and air conditioning. Although they repeatedly malfunction and create cooler air than expected, which compels Level 31's extremely frigid atmosphere. For whatever cause, they could get damaged, allowing water to percolate and form a big puddle. Radiators and heaters may remain in some locations but have allegedly been destroyed by age, departing a irregular heat sources within the level. Further rooms flood outcome of leaking water, with a relatively cool temperature of roughly 8°C—rooms often saturate without damaging adjoining regions. Furthermore, carpet may encompass the floor, creating a walkway from room to room and generally having an outer space design. Similar to Level 25, this carpet possesses a phenomenal quality that allows glowing lights to arise from it in areas without any additional light sources. Despite how close the level attributes are, Level 31 is sometimes referred to as the mirror of Level 25 because, for illustration, internal building architecture and layout stand almost comparable in some locations. Likewise, you may observe arcade cabinets and devices hooked into power outlets inside certain rooms equivalent to those in Level 25.
The Skate Rental: Doors in the skating rink may guide one to the storage site for skate rentals, which loads with multiple shelves of roller skates. The room's countenance may differ from the remainder of the majority of the level due to the tile floor and other textile wall construction. One may discover an unexpectedly huge room's area size even though it exclusively contains a few storages of rink's objects, leaving the leftovers of the space empty. Advertising for unidentified brands of meals, beverage, and equipment—including ones that don't exist in Frontrooms—can be seen regularly in this area, while it's unusual for them to do so in the rink area. Futhermore, there are navigational guides for renting skates and a mini-map of the surrounding area. The roller skates on Level 31 are distinguishable from the ordinary ones seen in Frontrooms, although they seem to hold an abnormal function that responds to smooth flooring. The rotations of the skate contain an attribute that makes it more difficult to tumble while still attaching to the ground and being smooth. The wheel encloses a feature that makes it more straightforward to control one's movement, and wanderers unfamiliar with control may be able to comprehend fast. Future study reveals that Level 31's skate is made of an unknown irregular substance that reacts to slippery flooring, permitting individuals to utilize it comfortably and quickly without risk of injury, as one can use the skate to proceed throughout the level. The Foodcourt: Traveling towards the fragrance of pizza and soda will direct one to the food court, a small section with a dining area that resembles analogous to the remnant of the level. The food court may be located inside the rink area or in a separate miniature room, which often includes inexpensive roller rink food stores that have been confirmed to be safe to consume, a soda fountain pouring almond water, and an employees-only zone behind the counter. The area furnishes clean furniture replicates restaurant furnishings, such as tables, benches, and seats. This section of this level is the safest to reside in and employ as a temporary home for travelers. The Arcade: Double doors near individual rinks may reveal an open yet desolate room with lined arcade cabinets. The arcade contains numerous game cabinets stemming from the 1990s to the present, although several sets of arcade machines retain unknown companies that aren't listed anywhere. The doors that lead to the arcade possess handmade paper signs attached to sticky tape with "OUT OF ORDER" written by a black marker. As expected from the symbols, the arcade machines inside are defunct for particular reasons. People reported operating arcades with numerous broken appliances and a tangle of exposed wiring covering the room. It is yet unknown if these reports are accurate. Arcades often serve as an easy exit to Level 25 due to their relative frequency. Employees Lounge: As mentioned earlier, behind the foodcourt's kitchen, the employee's lounge is located. Most of the walls in the area are either exposed brick or concrete, while lockers line confident walls. The floor is almost fully carpeted by plain grey carpet. Custodian closets, storage areas lined with equipment, and miniature kitchens for employees are all current in this area. The surveillance rooms are also attending, with CCTV cameras spectating all over the complex. Such camera systems may spontaneously combust at random, activating the fire alarm. Due to such phenomena, approaching any camera system is a significant safety risk. Contrary to constant music and laughter heard within other areas, the employees lounge is eerily silent, giving an insulation atmosphere.
Entities: Level 31 is practically barren of all life besides for Facelings, which is in a docile condition and may appear strolling across the level, most commonly in the DJ station and food court—although they are generally witnessed and rapidly disappear once out of sight due to the non-Euclid aspects of the place. However, there have been unconfirmed statements of Hounds being spotted in a dim area of the level.
Colonies and Outposts: Due to the level's non-Euclidean space, there are currently no known colonies or outposts in this level as travel in the group may occasionally lead to failure and separation; as a consequence of unstable layout, avoid splitting from the group and always stay together. Furthermore, it is unlikely that two people will meet together inside the level.
Entrances: This level may be accessed via a wooden door in Level 3, Level 6, Level 26, Level 27, or Level 28, whatever appears to have bubblegum pop from the middle of the 2000s playing on the other side. However, it is irregular in those levels, as it becomes even less frequently found in Level 6. Nonetheless, it is simpler to locate when it occurs.
Exits: Continuing further into The Arcade will trigger the region's appearance gradually changing until one reaches Level 25. Going through The Revolving Door will land one in either Level 9, Level 10, or Level 11. Trying to steal any roller skates from the Level will manifest an immediate noclip to Level 0, without skates themelves. This phenomena only appears to affect roller skates, as stealing anything else (e. g. food or equipment from storages) is completely safe for some reason.
- #8Level 32: "The Future" by Musicfreak5555
Keys: level 32 · Secondary: ruins of a civilization, dry polluted irrigation canals, abandoned decaying cities, empty overgrown farmland, underwater skyscrapers in lake, giant bottomless lake
Level 32 is the 33rd level of the Backrooms. Level 32, better known as “What Happened Here?” or “The Future”, is a large area of land resembling a large plain with a lake in the center, with decaying infrastructure (buildings, roads, canals, etc.) scattered throughout it. Like most other levels in the Backrooms, Level 32 seems to be infinite in size, though, notably, it can easily be divided up into “zones” based on the absence or presence of certain infrastructure, which will be discussed shortly. Most of Level 32 appears to be an extremely flat arid plain, rarely broken up by small patches of dead trees or overgrown farmland irrigated by small canals. Although the level is not very hot (the average temperature is around 80 degrees fahrenheit or 26 degrees celcius), there is a major lack of water in most of it. Though one might think that they could simply drink from the canals, most of them are dry and the water which is present in some of them is extremely tainted by fertilizer, sewage, and other pollutants and is unsafe to drink. The only safe source of drinking water in the level is a large lake in its “center”. Food is rather hard to find here, and often comes in the form of canned goods one can scavenge from the buildings throughout the level. The buildings and canals themselves are at the core of the great mystery surrounding Level 32. Although most levels with such structures are often chaotic and laid out in a way which makes little sense, the infrastructure on Level 32 is extremely orderly (aside from being in various states of decay), non-anomalous (unlike Level 11), and is mostly designed in a way that makes sense. As a result, many have theorized that Level 32 was once inhabited by either humans or some other being/race of beings, who built the infrastructure before abandoning the level or dying out. However, no trace of these “builders” has ever been found. The level has a day/night cycle, complete with stars, extremely similar to the one in the Frontrooms, along with a similar weather cycle. However, rain rarely falls in the level, with clouds simply passing over it no matter how dark they appear. The level is extremely dry, although rarely humid days can come. The following is an in-depth report on the “zones” of the level, created as a result of years of research. Zone 1: The Lake The lake in the center of Level 32 resembles a normal lake one would find on Earth, being filled with regular freshwater and ringed with sandy beaches. However, it is extremely large for an ordinary lake, and has an area of about 20 square miles. It is roughly circular, with some of its shores (particularly those with cities on them) having concrete piers extending into it and seawalls, along with structures seemingly designed to weaken waves before they reach the shore. Interestingly, the waves on the lake themselves are far too weak to warrant the existence of such structures. Interestingly, the farther one goes into the lake from any direction, the more the depth increases. Though this might seem like a normal characteristic of a lake, the increase in Level 32’s lake’s depth is exponential and seems to never end, giving the lake (if viewed somehow from the side) the appearance of a bottomless funnel, with the “tube” in the center. It is currently unknown if there is a bottom, or, if there is, just how far down it could be. It is unlikely that the “bottom”, if it exists, will ever be reached due to the limitations of M.E.G. technology. Such an expedition would likely require a type of submarine which has yet to be found in or enter the Backrooms, and transporting it to Level 32 would be extremely difficult. Although material found in some of the cities suggests that there are fish (or at least a Backrooms version) in the lake, current expeditions suggest that there is no life in the lake whatsoever. It is dead and empty, with little to suggest otherwise. The sole exception is a series of skyscrapers constructed underwater near the lake’s center resembling modern office or apartment buildings. Any attempts to enter them have failed, and little is known about them, including what they are made of, how they were built and why (if they were built by humans or some other being at all), and even how tall they are (the bottom of the lake at this point is beyond the range of SCUBA gear). The lakebed seems to be mostly made out of stone, clay, and sand, with what appear to be pieces of metal scattered throughout it. While many of them appear to be mostly pure “nuggets” (rare finds, certainly, making their common presence here interesting), there are also large sheets, I-beams, what appear to be boat hulls, and more scattered across the lakebed. Where these came from is unknown, though it is believed that they are not part of the natural state of the level due to how the lakebed seems to be disturbed around them. Zone 2: The Cities The area between the lake and an area about 5 miles away from it is essentially one large metropolis (though there are clear divisions between parts of it), all completely abandoned. Large, empty skyscrapers pierce the sky, most of them over 100 stories tall. Empty shops line the streets, though, notably, many of them appear as if they were open for business (complete with spoiled food on counters). The names of many shops, restaurants, and other businesses interestingly seem to be corrupted versions of or exact copies of Frontrooms businesses (for example, restaurants named “Subwai”, “Taco Bell”, and “Nald’s McDo” exist). The skyscrapers resemble those currently existing in the Frontrooms (particularly those in North America), though they are not exact copies. Many are simply built in similar styles, whereas others are almost exactly the same as certain skyscrapers in the Frontrooms with the exception of a prominent detail. The layout of the cities, however, is strikingly similar to the layouts of North American cities such as Chicago, New York, Los Angeles, Detroit, and San Francisco, though they are not exact copies. While the cities might look mostly pristine from the outside, when one enters them it is clear how decayed they are. Buildings often have collapsed walls and ceilings, and large rubble piles are often found. Most of the windows are broken, and potholes are scattered across the roads. As a result, it is recommended not to enter buildings within cities due to the danger of the building or another one collapsing. It is unknown if the cities ever had any inhabitants. Although they seem to have been abandoned for a long time (if not since their creation either by a being or by the Backrooms itself), documents and objects within the cities suggest that they were once home to a large population of humans, entities, or both. The first recorded mention of Level 32 suggests such a thing, saying that the cities were inhabited upon discovery by humans and Facelings. However, by the time another person got to the level, the cities were in their present state. One final structure of interest in the cities are the canals which begin at the lake and wind their way through them. Like the rest of the cities, they appear to have been constructed, with sides and bottoms made of concrete (although the concrete is decaying). It is possible that the canals might just be channelized rivers, though this theory is not supported by how they are straight or nearly perfectly curved for most of their length. Although the canals seem to be designed in ways which would allow them to carry large amounts of water, they are mostly empty or dry, many so because they are blocked off near their source by rubble or dams. The water remaining in them has a cloudy green color and is highly tainted by pollution, most notably fertilizer and sewage. Pieces of garbage or abandoned cars can often be found in them, most looking as if they haven’t been touched in years. An interesting note is that the canals appear designed to flow out from the lake instead of into it, with some actually still doing so (though the water levels in them are not much higher than the others). While this might not seem noteworthy, it suggests that the lake is being “drained dry” by the canals, although the lack of a “bathtub ring” or other signs that the lake’s water levels were once higher suggest the opposite. Indeed, calculations done based off of the amount of canals connecting to the lake and the amount of water they should be able to carry (and which did not take into account the current in the canals or how long they are, as both are unknown—the former due to most of the canals being dry or nearly dry and the latter due to the size of the level and the spread of the canal network) suggest that the lake should be much lower than it actually is. More research is needed here. Zone 3: The Outskirts The last major zone of Level 32 is the area beyond the cities, resembling a rural area which might not look out of place in the Midwestern United States. Most of this area is composed of empty, dry plains and what appears to be overgrown farmland, occasionally broken up by groves of dead trees and decaying buildings. This is the only area with non-human life confirmed to be present, that life being tall grass-like plants which cover the plains and a plant resembling wheat in overgrown farmlands. These two plants are extremely similar, and it is relatively hard to distinguish between them. The canals from the cities extend out into this area, though they lose their concrete sides and become more river-like in appearance. They remain mostly straight with some curves, though they are more “natural” in others. It has been theorized by some that this is due to nature taking over the canals now that the entity/entities or humans who built them are gone. It is here that what is believed to be the true purpose of the canals is revealed: irrigation. Many of them divide into multiple branches near the farms, and others are diverted into rusted irrigation sprinklers. However, none of the irrigation equipment works, and the canals themselves are of little use due to them being mostly dry. The buildings in this area are abandoned and decaying, with broken windows, collapsed walls or ceilings, and with little sign of human habitation. Many of them appear to be old industrial buildings or other factories, such as processing plants. Silos also litter the landscape, though any grains which might have been stored in them have long since disappeared or decomposed. Small, empty towns can be found throughout the outskirts, all of them long since abandoned. The outskirts, unlike the other two zones of the level, do not have an obvious ending point, and are believed to continue forever.
Entities: There are no entities present in the level. As previously mentioned, evidence from within the level suggests that it was once home to a large population of either humans or entities (likely Facelings), but the level is currently devoid of life with the exception of those who enter it and the plants found in the outskirts.
Colonies and Outposts: There is one settlement on the level, known to its residents as “Village #32”. Originally created as a base for M.E.G. expeditions in the level, it has since grown due to the arrival of more wanderers and now has a population of about 50 people. As its name might suggest, it is located in a city, the one in particular being on the shores of the lake. Though it might be hard to find, there are some maps of the level which can make navigation easier.
Entrances and Exits: Entering Level 32 seems to be mostly random, with doors in many levels (in particular Level 1, Level 130, and Level 11) leading to it. Notably, these entrances are stable, allowing one to enter the level from the same door another person used. One can exit Level 32 by entering a particular building resembling an asylum in the Outskirts; this will take one to Level 16. Another way of exiting is highly unrecommended. If one will enter a cluster of slightly abandoned dystopian buildings, they will end up in one of Level 41's cities. Exiting the way one came is possible, althrough works rarely.
- #9Level 33: "Dead Mall" by Artguy255557selective
Keys: level 33 · Secondary: rare items in deep areas, deeper is dark and cold, confusing twisting hallways, stores have strange rooms, endless 80s neon mall, paranoia gets worse inside
Level 33 is the 34th level of the Backrooms. Large mall with retail stores inside spread across thousands of miles, reminiscent of a neon mall from the 1980s. The floor tiles are arranged in a pattern that varies in design. The fluorescent lights were positioned randomly, cast a variety of color tones, and produced a range of feelings for each color. Lights shine and cut at random times, and certain lights may be constantly off without shining again. The air conditioners around the place made no noise but provided a breeze. A constant breeze blows through the air, causing temperatures to fluctuate; there is no warmth at all. The speakers release soothing music, yet the space is utterly silent, isolating the place for all time. The mall hallway is endlessly wide, with retail stores on each side. The halls themselves twist and curve at random, occasionally forming ineffective loops and curls. However, some stores have a mini-map of their current location for simple navigation. The hallway may have an intersection that leads to another hallway. Doorways within the hallway can also lead to another hallway, or they may simply be a shortcut. Block System: The hallway divides into several paths using a block system. These block systems have their own names that are assigned at random. The name contains one or more characters from A to Z, including numbers. Planters and metal railings separated the blocks, with floor-washing lights in a variety of colors. Blocks are commonly short, eventually leading to areas with intersections that lead to other blocks; however, some blocks may result in dead ends, necessitating the need to reach other blocks. Each block has distinctive features, such as a walkway that uses stairs, an escalator, or a tilted floor. The tile designs, colors, and sizes on the floor vary, and certain tiles are made of different materials. Some halls have multiple blocks, resulting in a complicated area when viewed, while others may have only one block. Store: The stores are typically closed by iron gates, empty, and covered in darkness. However, certain establishments that resemble shopping malls, restaurants, pharmacies, and apparel stores are open. The stores stock a wide range of items that can assist in survival and many other things. However, occasionally a store may have distinctive features; an interior space larger than the exterior structure. A hotel room, a pool room, a trampoline park, a gym, and so on. are some additional spaces that can replace a store. The store itself can constitute a vast maze. Dream: There are numerous items and furniture, including small benches, planters, water fountains, tables, vending machines, waste bins, and so on. Additionally, the mall has many decorative things, including non-functioning drains, non-working fire alarms, multiple exit signs, ladders, fire extinguishers, and security cameras that are only capable of recording. As time goes on, more anomalies start to show themselves. The anomalies make the environment chaotic and complex by providing unease and creepiness when observed while also providing a familiar feeling. It is unclear how many floors there are in the mall; there may be an endless number. These floors are all the same and are accessible by escalators or stairs. Most windows are found at the end of the hallway or on each side. The windows display an overcast night sky, giving a feeling of nostalgia. Darkness: As progress continues, the quality of the mall deteriorates. This can be observed in many ways. The randomly generated structures, which can cause the place to look nothing like a mall, the lights being off and unable to be turned on any longer, resulting in the mall being completely dark, and misplaced equipment are notable examples of such deterioration. As time goes on, the place will become completely silent and isolated, which will make you feel more alone and uncomfortable. The temperature will start to fall, possibly below zero. Some areas may be freezing and covered with ice, while others have been observed to be covered in snow; it is unknown where the snow comes from. The mall's layout will begin to take on a chaotic and complicated appearance. The mall doesn't have any non-euclidean features, but it employs a trick by placing numerous dead ends that force wanderers to turn around and proceed to another intersecting hall. Without a choice, some hallways might lead back to the same location. At this point, the wanderer will begin to get lost and won't know where to turn around. They must decide which way they will go; some will return to a safe location, while others will venture further into the darkest part of this place.
Level 33 is known to be the frequency at which a level-specific phenomena known as Paranoia occurs. This phenomenon will be more likely to occur as you proceed further. The phenomenon is more violent than usual as it can make wanderers experience more severe mental symptoms. Wanderers who encounter this phenomenon are mostly safe if they can find a safe location. However, if the wanderer got stuck in the level's deep area, that case would be dangerous. Many wanderers who become trapped in the deep part of the level (where it is extremely dark, isolated, and completely silent) may either have various mental symptoms that are very severe or commit suicide. Since there are numerous rare items and objects to be found here, many wanderers want to explore the level's deep area. Most wanderers are lucky enough to be able to return safely, but some are not... As there is nothing that can halt this phenomenon, traveling in a group is the most convenient course of action. However, because the area is so quiet, dark, and has a structure that resembles a maze, a group may become separated and become lost. When traveling in a group, it is advised to do anything that can keep everyone together, such as tying a rope around every one or holding hands. There are many valuable resources to be discovered. Basic survival essentials are available in practically every store as supplies. Weapons, electrical appliances, equipment, and other supplies are some of the things that are regarded as useful tools. Numerous more items, such as Almond Water, and other miscellaneous items, may also be found here. Supplies and many other things will become more prevalent as you go along. The appearance of several valuable and uncommon items will begin. There will be an increase in shops that offer expensive goods, such as jewelry stores, upscale eateries, and many others. Theoretically, Level 33 is where all of the Backrooms' objects are located, because wanderers frequently report finding mysterious objects there as well.
Entrances: Enter slide glass door in Level 330. Find a sign in Level 3.6 that is labeled 033 and noclip into it.
Exits: Taking the elevators back to Level 330 is also a possibility. Pairs of oddly pristine glass doors (often accompanied with a sign indicating hotel entrance) will lead one to Level 42.
- #10Level 34: " The Sewers" by Ariaselective
Keys: level 34 · Secondary: unstable floors give way, Hydrolitis Plague in air, claustrophobic sewer tunnels, rickety walkways can collapse, wading in infected water, radon gas in tunnels
Level 34, colloquially known as The Sewers, is an expansive sewer complex notable for its abundance of infections and diseases. A breeding ground for bacteria, it is a claustrophobic network of sewer tunnels, interconnected by haphazardly placed junctions and drainpipes. The "floor," if it can be called such, is filled with a foot of lukewarm and infected water - filled with various wastes. The walls are made out of worn, slippery bricks, smooth to the touch from being worn down over time. Much of the sewer system requires one to crawl; mostly due to the low hanging ceiling not allowing one to stand up fully. Infectious water drips from the ceiling, often joining the cesspool below. Much of the level is lit by fluorescent lights, which go out on occasion for unknown reasons. Much of Level 34 is made up of these tunnels; however, they are typically joined together by junctions and drainpipes. These drainpipes drain all of the infectious liquids into a singular cesspool, and are typically much taller than the tunnels, allowing one to stand up. At the end of most tunnels is a similar smaller drainpipe, often blocked off by corroded iron bars. These bars are notably indestructible, much like the ones on Level 3, for indeterminable reasons. Junctions, on the other hand, serve as the main means of travel in-between tunnels. They are lined with rickety metal walkways, which can easily give way under pressure. The climate of Level 34 is relatively cold - averaging at around 50 degrees Fahrenheit. This temperature causes the bacterium in the level to multiply and infect much more slowly yet having some complications. The temperature fluctuates between 40 and 60 degrees every few hours, giving the level an ever-changing cold climate. The climate is humid, allowing for an abundance of bacteria in the air, leading to further infection if one stays in the level too long. The vast abundance of bacteria, diseases, and the general toxicity of the water greatly corrode much of Level 34's structure, causing the bottom of the tunnels to be completely smooth. These smooth floors are unstable, and may give out under pressure, leading to other sewer areas. In between the different tunnels lies various maintenance tunnels - whilst appearing safe, much of them are filled with radon gas, a toxic, odorless gas which can cause various health complications, including cancer, if inhaled. This gas makes the tunnels the only reliable form of travel in Level 34, despite the risks. Disturbing the uniform network of tunnels, graffiti - in numerous languages - can be found occasionally on the walls, floor, or ceiling. Albeit posing no significant harm, many of these artworks are haphazardly tagged on various surfaces. Physical damage to the structure can be found on various tunnels, such as pieces of a wall missing, are occasionally observed as well. The walls may occasionally contain posters, advertising items such as Almond Water. Such posters are found in close proximity to junctions, drainpipes, and other structures. Resources such as Almond Water can be found in relative abundance throughout the sewer complex; seemingly hidden from normal view. Reports state bottles being found in nooks - others in ventilation. These bottles, despite the condition of Level 34, are mostly safe to consume, yet have some exceptions. Almond Water on the level is typically infected if it is opened or tampered with in any way, allowing certain bacterium to seep in. Cashew Water have been discovered in similar conditions.
Sentience: Humans: The existence of biohazards within the level poses a significant threat to human life within the level; nonetheless, a few research groups and permanent settlements have been established within the vast network of sewer tunnels, mainly to collect resources and study the vast microscopic ecosystem within Level 34. A few small research bases by the M.E.G. and the Backrooms Colonists have been set up here. Humans are typically equipped with well-ventilated gas masks, allowing them to withstand the infectious waters. The Hydrolitis Plague: The Hydrolitis Plague is a bacterium which thrives in untreated waters. Due to the climate and conditions of Level 34, it is found in vast abundance all throughout the sewers. Mainly spread via air particles containing said disease, it has varying symptoms if consumed, and is the primary source of danger on Level 34. In addition, other bacterial life exists on the level as well, mainly in the infectious waters of the sewers. Other Entities: There are no other entities in Level 34.
Entrances: The main entrance to Level 34 is via descending a sewer grate. These grates can be found in various outdoor levels, most notably Level 11 and Level 84. They are typically marked with a crudely painted "34," either on or near the grate. It can also be accessed from Level 2 by finding a sewer tunnel crossing in the middle of a hallway, through a hatch in Level 43, finding a tunnel in Level 3.6, or from certain areas within the waters of Level 37.
Exits: Level 34 doesn't seem to have a solid exit point. It fluctuates in-between various positions; some wanderers report descending down a metal ladder, whereas others find a wooden door to exit the level. Exits that have been recorded vanish mere hours later, as a new one appears in its place.
- #11Level 35: "Day Zero" by SherlsFselective
Keys: level 35 · Secondary: exiting sends you forward in time, artificial insects and plants, calendars all say day zero, time pockets cause dilation, colorless creepy meadow, sharp hollow black houses
Level 35 is the 36th level of the Backrooms. The first encounter of the level was thought to have transpired in c. 1967, although it may have occurred in the much more distant past; quite possibly during the Middle Ages(est. ~1300 CE) or possibly even before the advent of written language. Level 35 is an expansive spatial anomaly mainly consisting of a macabre meadow where any varieties of color are non-existent due to an effect the level possesses, which diminishes the saturation of all colors that may have existed previously. Curiously, every indication of what could be a living thing is instead replaced with its artificial counterpart — sightings of sophisticated, sentient androids imitating insects had been formerly reported. Any presence of what was once a lively environment with flourishing plants and perhaps fauna is entirely nullified under unknown circumstances: plants, fungi, and insects seemingly stuck in during its decomposition process, unnaturally pristine surfaces devoid of noticeable signs of microorganisms, and abnormally preserved corpses of vertebrates without any chemicals discovered to do such task. Bridges randomly positioned in ill-fitting areas are standard structural aberrations in the bounds of Level 35, they are almost always placed in a location where a bridge is unnecessary. By unknown means, these structures do not include any sensical architectural design; it is a perplexing scene for examiners of the bridges as the irregularity of the design does not cause any problems such as the unstableness and susceptibility to the wind. It has been authenticated a multitude of times that these bridges are stronger and much more stable in contrast to bridges with accurately calculated layouts regardless of their dimensions/appearance. It should be noted the time within the confines of Level 35 is tremendously altered; however, any appliances with the ability to represent time such as clocks, smartphones, and watches remain functioning: accurately representing the hypothesized time corresponding to that of the Frontrooms'. Contributions made by painstaking investigations regarding the said fixtures and anomaly have yet to establish any clear explanation, with the only significant conclusion emerging as a hypothesis which concerns the level potentially bears countless pockets haphazardly dividing the 3-dimensional space of Level 35; each of these pockets possesses its respective continuum that differs from other pockets — creating time dilations that may particularly bewilder wanderers. Multiple situations of tremendous blizzards as tall as a mountain had occurred within Level 35; these snowstorms generally ensue erratically, as one could unanticipatedly emerge without warning; their sudden appearance predominantly signifies the start of the winter season and the end of the summer season. Temperatures inward of Level 35 persist in being constant despite the start of the winter season; a tolerable 60 °F(15.56 °C) amidst the summer and winter periods. Snow originating from these blizzards that swathe the expansive enclosure of Level 35 could potentially have a depth of 600 inches(15.24 meters) to an impossibly deepness of 1500 feet(38.1 meters), notwithstanding the revelation in which the snow is much more dense and compact — thus making a journey to explore the level during the winter not much easier than the summer, as one may not sink below the snow. Despite the unnatural temperatures for the winter season, the snow cannot melt; otherwise, a major flooding event may arise within Level 35. Houses in Level 35 functioning as seemingly "ordinary neighborhoods" are situated in a disorganized manner similar to that of the aforementioned bridges; the overall shape of these houses is an aberration from other structures present in Level 35. These houses resemble more hollow black cubicles than living spaces for wanderers; the edges of these houses are inordinately sharp which may be in comparison with a kitchen knife. Construction of these houses persists to be unascertained — the material by which these houses are forged by a plastic-like material; nevertheless, it is highly regarded the process of assembling these houses may require contraptions that retain 3D printing technology. The construction material these houses are built out of is entirely black, as light cannot be reflected off of it. Said texture of this material is similar to that of plastic, with durability compared to that of steel; even so, it has been evaluated that the material in question is non-conductive, countering the argument that the color of these houses is unsuitable for such cold temperatures. Within the interior of these houses, the perfect black appearance it has on the outside completely vanishes. Tests carried out by executing a myriad of bombardments on these houses by explosives had determined an utterly solid block filled with the "plastic" material that is devoid of space. Upon closer inspection, the door that leads to the interior will open up to a stereotypical shack with decoration and an array of furniture. Granted that its appearance on the outside coupled with its overall shape and size prevails to be consistent throughout, the position in which the furniture is arranged in these houses is whimsical in terms of the positions — not its inherent characteristics. Regardless, two constants are repeatedly identified within the interior: a calendar, and the presence of not less than one unrecognizable object/furniture/decoration. Calendars in the interior of these structures do not portray the precise date, instead opting for a mystifying date designated as "day zero", which is the origination of Level 35's a notorious nickname. All pages of these calendars are substituted by this enigmatical date with no perceptible justifications. Supplies and necessities such as Almond Water and sleeping bags are scarcely rare within these houses, with only an approximation of one Almond Water bottle per 250 houses. Instances of bottles of the said liquid containing Liquid Pain in preference to normal Almond Water have transpired — it is advised against consuming the substance instantaneously before inspecting the mixture beforehand to prevent consequential injuries that may cause prolonged disabilities or an even greater degree: certain death. Cans of odd but edible substances can be uncovered hidden atop the tiny attic; they often contain chunks and the typical texture of these "foods" can be compared to that of a sludge, otherwise, it may be a sign of decontamination/mold/expiration. Level 35 does share a moderate capacity of bodies of water such as rivers, lakes, and artificial reservoirs. These waters are universally gargantuan in size — a loosely estimated area of 30,000 square miles for lakes, in addition to a length of 3,500 miles for rivers. Notwithstanding how enormous these waters can get, they tend to be considerably smaller/shorter as they get closer to the center of the level; in such a manner, it is feasible to dictate the pinpoint of the position where the absolute middle of Level 35 lies. Furthermore, the viscosity of the "water" these lakes, rivers, and reservoirs are comprised of is fairly more viscid and opaque than ordinary water. Bubbling explosions on these waters can be encountered on occasion, it is common for pockets of air to form atop the surface; the lifetime of these bubbles has been estimated to be approximately 7 minutes. Temperatures within the surrounding area affected by these explosions will promptly rise to a burning 300 °F(148.89 °C); due to this, it is advised against lingering within a circle with a 10-meter radius encircling the bubble. Nevertheless, one should avoid staying near these waters altogether, as the risks of being within the vicinity are adequately hazardous. The distance of these waters downwards is extraordinarily unstable, with the presence of geometric polygon trenches inside of these beds dug/positioned in orderly patterns. The extent of these trenches heavily ranges in length, an average of 150 feet(45.72 meters) is estimated to be the depth of these bodies of water. Subsequently, it is urged not to venture on a plunge into these waters — one could get disoriented and go astray due to the opaqueness and the fluctuating/unpredictable depth. Moreover, the substance these waters are comprised of is edible; however, it should be known this substance is nearly identical to that of distilled water disregarding certain aforementioned factors: its consistency and mistiness. Hence, one should not consume large amounts of this substance, the effects of drinking distilled water would appear. Dams within Level 35 are monstrously tall in length, they primarily lie beneath the subterranean area of the level — with a sizeable opening revealing the structure itself. These dams appear to be abandoned, no human intervention can be encountered anywhere within the interior. Equipment and machines in these dams are spotless and seemingly operational, though any attempts to activate them will result in a complete malfunction of all machines within the dams; the source for the interconnected nature of these machines remains indefinite, as examinations of these fixtures have yet to conclude any results. The predominant risk of entering Level 35 is the existence of time pockets. As previously mentioned, each of these pockets possesses a time of its own, creating time dilations that may significantly modify devices that represent time such as clocks, watches, and phones to the point these appliances malfunction. The quantity of these time pockets that exist within Level 35 is possibly infinite, as the estimated size/area of the level has yet to be calculated. No accurate measurements can be made of these pockets due to the limited number of people exploring Level 35 who packed an exact measurement tool to estimate the size of these pockets, as most gadgets simply malfunction entirely if they travel more than approximately 5 of these pockets. These time dilations may result in an accidental time travel that transpires upon the exit from Level Level 35 to another level, causing the date to slightly, or even significantly transform. It may illustrate that most people who are confined within Level 35 would not return following a few years, to a more exceeding, speculated extent upon multiple millenniums; although it is implausible for one to backtrack to previous times, it is only possible to proceed to the future. The age of the said person would remain the same, though the said person may come upon an utterly contrasting timeline compared to theirs; regardless, the random nature of the duration a person "remains" within Level 35 purely dictates it. If for instance, the confirmation of the existence of time pockets within the level cannot be determined, a hypothesis has been concluded which states that the exits in Level 35 which leads to other levels may influence the space-time continuum within the level, distorting it amidst the process in which one crosses into other levels, perhaps altering the timeline marginally or drastically. In correspondence to the aforementioned hypothesis, a phenomenon within the Void that causes one to be trapped within the utter darkness for an extent of a period ranging from mere hours to self-described "eons", may be modified by an unknown effect Level 35 possesses by which skips the waiting process — and instead of causing one to wait for the determined countdown to enter the intended level of entry — the effect simply reverses the alteration of time and causes the countdown within the "waiting" state to be transferred outside of the level, making one travel to the future once entering a level utilizing an exit. In short, one must expect to encounter a time-dilating phenomenon when exiting Level 35; although oftentimes harmless, it may alter the time in such a significant manner one has to adapt to the new timeline they are trapped within, not being able to return to theirs. Henceforth, one is required to carry a physical, non-digital object such as a calendar that may determine how much time one had skipped during their stay within Level 35.
Colonies & Outposts: The time-dilating phenomenon within Level 35 has enabled establishing colonies and outposts infeasible. However, settlements before the 1940s when it was yet to be discovered did exist.
Entrances: Entering a region within every level in the Backrooms which bears a black-and-white, static-like effect may lead one to Level 35; Crossing a border separating Level 10 and Level 35 will lead one to the level, in addition to locking one from entering Level 10 again; Tunnels within Level 34 may abruptly alter its environment which may lead one to Level 35; Experiencing a sudden loss of consciousness within Level 39 may lead one to Level 35, though the chances of this loss of consciousness are unlikely to occur; Jumping off a window which outlooks a field haphazard in color in Level 290 has a likely chance to send one to Level 35; Exiting the large glass door on the ground floor of Level 48 leads to Level 35; Entering a floor hatch on Level 138 used to lead here, but no longer does.
Exits: A section within a house would rarely appear, separated by a door which if entered, would lead one to Level 13; Noclipping through the walls of a monumental airport within the field of Level 35 may lead one to Level 36; Wandering too far may lead to an area obstructed by a chainlink fence, with many radiation signs placed near it. If one manages to venture past this fence, they will end up in Level 41. One may enter the way they came if they will manage to find the exit again. Doors within the underground dams which are labeled with the number "301" serve as an entrance to Level 72; A 60s-themed ride will lead one to Level 85 if ridden; Stairs in houses within the neighborhoods of Level 35 will lead one to a random floor of Level 130;
- #12Level 36: "Desolate Terminal" by WindXD & Skyvoryselective
Keys: level 36 · Secondary: fake flights no destinations, can't go outside, deeper parts are corrupted, endless airport terminal, free supplies from machines, vents are a shortcut
Level 36 is the 37th level of the Backrooms. Level 36, frequently referred to as "the Airport" or the "Desolate Terminal," is a vast airport terminal building that stretches indefinitely. Many travelers consider Level 36 to be a secondary hub of the Backrooms, similar to the Hub, since its exit leads to any outdoor levels, with the designated numbers of the levels increasing as one travels deeper into the terminal. The central hub features multiple gates surrounded by waiting seats, tiny cafés, food courts and gift stores. The airport has marble-tiled flooring periodically covered in carpet. The walls are a mixture of clay, plaster, and concrete with a white hue. The waiting room supposedly for the flights have multiple seats lined up; because the flights don't actually exist in Level 36, the waiting rooms seem to serve no purpose other than giving off the dismal atmosphere of the terminal. The chairs are generally made of metal or upholstery and appears differently in each space. The corner's large windows provide a clear view of the airport runway, extending miles of concrete and asphalt. However, the airport's exterior is inaccessible, and thus, any routes towards the outside are unreachable as they're blocked off. Likewise, the windows neither can't shatter due to unusual features that make it exceedingly strong. The outside is still enigmatic and mostly undocumented—but what can be observed from the inside, outside of the airport's reaches are rolling grassland hills covered in fog. Furthermore, no external roads leading to the airport have been seen, suggesting the airport itself is isolated. Multiple stainless steel airport queue barriers make a maze-like labyrinth of nothingness, merely acting as an obstacle that could show up in front of the halls and nonsensical areas. There are also several check-in desks with placards displaying a nonexistent destination location. The signs don't imply the destination location; rather, the only display the flight number about to depart. In addition to English, the placards are also available in Chinese, Japanese, French, and Spanish. Moreover, the sign can direct visitors with an arrow to the region name, making navigation through the airport easier; nevertheless, the exit sign never goes to the actual exit, instead blocking the doorway. Small fluorescent lights in steel ceiling tiles and light from the sign serve as the primary illumination sources. Howbeit, the level's fluorescent lights commonly flicker and can cause miles-long blackouts, especially near the deeper portions of the airport. Entities may lurk in the darkness, though this is uncommon. Additional investigation has revealed the culprit of the blackouts are the miniscule amounts of electricity being delivered to Level 36, and deeper into the level receives less of that energy. Studies are ongoing to determine the source of the electricity. Several observers have reported spotting electric poles around the runway's perimeter and hearing what sounds like buzzing near walls and ceilings, which are believed to be power generators. The airport will remain virtually clean by any means, with the marble tiles state appearing as it has just been cleaned, possessing a shiny and slippery texture. Whenever something gets dirty, the level will instantly clean itself up as soon as the stain(s) are out of view of any wanderers. However, despite the airport looking well-clean, the safety of foods and drinks that are on the table and floor in various rooms in the terminal is questionable; they are mostly spoiled, having expired a long time ago, and are unconsumable. Further studies suggest that some foods are highly poisonous with some of them containing dangerous chemicals like cyanide, which consumption can result in death. Large cafeterias are scattered throughout the airport terminal, consisting of restaurants and convenience stores; the restaurants and stores in question are derived from the Frontrooms, serving food and selling items corresponding to their brand. The restaurants and arrangement of them, however, are inconsistent throughout the airport terminal's cafeterias, with each cafeteria having their own unique arrangement and restaurants. Multiple chairs and tables found inside the cafés, which give off the mood of emptiness. The cafés are perhaps the only sections with clothing, objects and bags on the furniture, described as if everyone had left and forgotten to grab whatever they left behind. Most meals in the cafeteria are unfinished and expired (presumably due to age), being bitten in arbitrary areas, and cups paired with deformed paper straws being half-empty. Several utilities, including sockets, drinking fountains flowing fresh Almond Water, vending and soda machines are a frequent occurrence. The soda machines may contain instances of Almond Water and/or Energy Drinks, while the vending machines primarily possess Energy Bars. All of these products in the machines are safe to consume, plus, can be obtained freely without requiring any form of payment. At first glance, the layout of Level 36 appears simple, with the main corridor connecting various rooms and gates by additional halls, but this corridor can also intersect with one another as the result of the size of the airport. Some spaces have been created in overlapping areas of 2 or more terminal buildings and stacking airport buildings. As a result of the perplexing, erratic and strange architecture, the pathways between buildings may be incompatible, resulting in dead ends and making it difficult to explore into another area any further. The overall mood of Level 36 is described to be absolute silence and isolation; the only noticeable noises being white noises and the wanderer itself. Moreover, the sound of plane taking off or arriving can be heard in the distance, though no instances of airports departing or arriving have been spotted. The ventilation system of Level 36 is incredibly complex, as it stretches out as far as the airport terminal extends, and constantly shifts and twists in random directions. Despite this, they are astonishingly clean. The size of the vents is large enough for anyone to crawl through, but not too large that one able to stand straight up inside. The vents contain fans inside them which constantly spin fast, and might block certain paths. The vent is often used by many as a short cut through the level. Nonetheless, the system lacks any light sources inside—bringing a light source is recommended if needing to navigate through. Entities may also crawl inside these vents; if one hears something hitting the steel, it probable that something is lurking inside. Deeper Into the Terminal: Should one adventure further into Level 36 from their initial entry point, they will ultimately reach the place's absolute limits, where the boundaries become absent, leaking an undetermined force of static entwine inside. Wanderers here will begin to feel erraticism and unsettlement, as the place becomes more and more unstable and glitchy should they travel even further. Many have reported the deeper portions of Level 36 to become another part of an ethereal labyrinth, where the overview emerges from the unexpected glitches. The architecture becomes more erratic and stranger to the point that it bears no resemblance to an airport. Although this location can be reach by travelling a great distance from the entry point in Level 36, some wanderers have unintentionally ended up in this corrupted agglomeration through no-clipping in a level that either is designated with a high integer or an unstable and corrupted level. The upper void of Level 36's outside has been glitching with the clear appearance of something resembling the border between the level and unknown corrupted location of some sorts. This indicates that the sky of the level may possibly be the border to many other levels. These flaw glitching things seem to release an unknown force of static energy overflowing into the level. This unknown static substance affects the viewer's perspective of the interior, ranging from an unstable level attracting fractals of light, to the distorted place's texture. Attempts to photograph this area of the terminal have failed and caused the devices to malfunction, as the images have appeared inexplicably monotone static with an unclear distorted view of the airport's background. Images may sometimes blur and have their image resolution corrupted, potentially damaging phone lens. Because of the glitched atmosphere of this absolute limit, a conspiracy has begun to emerge among regular wanderers, claiming that Level 36 might be substantial evidence that the Backrooms are genuinely limitless, without a chance of escaping back into the real world. Others think the Backrooms, and perhaps the Frontrooms, are parts of an unidentified "simulation" whose genesis is unknown. The presence of "The End" and "the Beginning" lends credence to these theories. Others, however, claim that the escape to the Frontrooms is located at the furthest section of Level 36. However, there has yet to be a report of anybody finding the supposed exit, and they usually end up missing, never to be found again. Therefore, it isn't worth the risk. Recent research has shown that the Level 36 deep portion can also produce hallucinations, including seeing glitches or corrupted 2D images and having visions of one's ancestors. Some unfortunate travelers have also reported seeing countless entities roaming throughout the airport terminal; it is not recommended to make eye contact because it might cause paranoia and a loss of sanity. People who experience these phenomena may end up depressed or suffering from mental illnesses. There is currently no way to prevent these consequences other than to step back. Additionally, the level has a memetic and irreversible effect on any gadgets brought to these absolute limits, which also affects the documentation and database inside the devices. These effects include corrupted and glitched parts of documents and articles within files and ciphered messages from an unidentified race of beings, which are presumed to be related to the "telepathic" messages and hallucinations found earlier in the level. To avoid this, M.E.G. urges all travelers to avoid using technology when exploring Level 36's deeper portions.
Entities: It is unusual to encounter entities on this level; they generally emerge in a dark corner or in a ventilation system. Entity sightings include Smilers, Hounds, and Deathmoths. Although several wanderers claim to have seen undocumented beings in the deep area of Level 36, this is likely a case of hallucination. M.E.G. is still unclear whether there are any anomalous entities there.
Entrances: The most known entrance to this level is by going on train in The Metro. No-clipping/entering an airport-like structure within Level 35's field. Hallucinating an aeroplane in Level 597 sends wanderers to this level.
Exits: Overflowing a sink, which are found in the level’s restrooms, and submerging one's head in it for a moment will transition the level to Level 37. Pairs of oddly pristine glass doors (often accompanied with a sign indicating hotel entrance) will lead one to Level 42.
- #13Level 37: "Sublimity" by Egglord1selective
Keys: level 37 · Secondary: endless white tiled pools, relaxing Epsom salt water, empty and devoid of life, constant rippling water, strange senseless architecture, muted and dampened sound
Level 37, commonly referred to as the Poolrooms, is an expansive complex of interconnected rooms and corridors submerged in undulating, lukewarm water. Each area of the level varies greatly in size and structure, ranging from uniform pools and hallways to more open, abnormally shaped areas. The majority of surfaces in the level are composed of white, ceramic tiling, with the only deviation from this color being the blue-green hue of the water. The tiles are eerily pristine in condition, all identical to one another, without a single hint of damage on their shiny surfaces. The architecture of Level 37 is varied, but strict in design; all areas in the level connect to one another in a senseless manner, with none having an easily identifiable purpose. Although the intended use of each area is difficult to determine, they are much too large to properly serve the function of a pool. The abnormality of Level 37's geometry negates any purported purpose it might serve: pillars protrude out of the water in certain areas, much too large in quantity to be practical; light is cast from irregular angles, leaving some areas completely cast in darkness; and certain staircases descend directly into deep pits of water. Entrances to these deeper areas are typically found in the form of descending staircases or direct underwater holes. It is advised to avoid exploring such areas due to their inherent danger; without the proper equipment, one could easily drown in the level’s depths due to their lack of lighting and unpredictable currents. Upon investigation, traces of magnesium sulfate (Epsom salt) have been discovered in the waters of Level 37. This compound, when engulfing one’s body for extended periods of time, has a naturally relaxing effect, relieving muscles and alleviating bodily pains. Alongside this, traces of multiple unidentified compounds were also found present in the water; the origin and properties of these substances currently remain unknown, but due to their coexistence with the aforementioned Epsom salt, it is believed that they enhance the water's relieving effects via anomalous means. By unknown means, a minimal and constant rippling is present in all liquid surfaces within Level 37, despite them being otherwise undisturbed. It is not known whether this rippling originates from a certain point in the level or if it is a property inherent in the water itself, though some wanderers theorize the level may be so large that it has developed its own tidal forces. Sound is severely altered in Level 37. Examples include the sudden dropping-off of noises produced in the level, soundwaves not reverberating as they should, and speech feeling "muted" or "dampened". It is suspected that this primarily stems from the sound of the water, which behaves in a subtly unorthodox manner. In certain explorations, the sound of the water has been described as quiet, almost calming, whilst in other cases, it has been reported to be obtrusive, drowning out most other sounds. The cause of these effects is still undergoing research, but no concrete conclusion has been drawn thus far.
Entities: Level 37 is thought to be entirely devoid of life. No encounters with entities or other wanderers have been recorded in the level as of yet; it is unknown if this results from some isolating property of Level 37, or if the level is so unimaginably large that one could not possibly come across another living being within it.
Communities and Outposts: Due to its layout not easily allowing for permanent settlements, along with its possible isolating properties, no outposts currently exist within Level 37. The level's immense size and its inability to sustain life also do not incentivize the creation of permanent housing, and community-building would likely prove difficult due to its strange auditory properties.
Entrances: Certain locations under the water of Level 7 can lead one to this level; Oases in Level 46 may lead to Level 37; Entering inflatable pools in Level 54 will lead one to this level, with it being more common on the first floor; Entrances to Level 37 may be found in the Exitus and Terminus areas of Level 30.
Exits: Wading through the dark, dingy areas of this level may lead one to Level 37.1, a sublevel of Level 37, typically without one taking notice; Long corridors in Level 37 may rarely lead to the workrooms of Level 4; Enclosed tunnels in this level may lead one to Level 43; Certain staircases may lead to Level 34.
- #14Level 37.1: "The Deep End" by OGominhoselective
Keys: level 37.1 · Secondary: risk of drowning in dark, dirty and broken tiles, twisted nonlinear layout, dark endless poolrooms, murky frigid water, water makes you sick
Level 37.1 is a sub-level in between Level 37 and Level 38 of the Backrooms. Level 37.1 is often seen as an extension of its main level, Level 37. It shares the magnitude of the main pool complex, with haphazardly separated rooms and intricate architecture, more often than not presenting chaotic patterns throughout the level. While the design remains constant, every room contains a different detail or ostensible purpose, contrasting with others. While some sections barely have enough water to be considered a pool, others are overly submerged, seeming to have flooded completely, with the deepest recorded areas reaching almost 40 meters deep. Navigation through the level is starkly different from that of Level 37; light is very scarce, with sparse openings in the walls emitting a poor, dim glow — emanating from an unknown source — barely enough for one to reliably observe their surroundings. Some areas lack light completely, making safe exploration virtually impossible due to the inherent safety risks. Deeper submerged areas may not contain direct exits from the water, forcing wanderers to swim back out in the dark, cold waters to find a way out, possibly running the risk of drowning. The connections between rooms can vary, most in the form of small, half-submerged tunnels that one must crawl or swim through in order to traverse. The water of the level has a murky, deep green-blue tone, intensified by the leaden darkness and contrasting with the superficial structure of the level. Unlike its main counterpart, the tiling present throughout Level 37.1 starkly varies; some sections are comprised of the typical porcelain-white tiles, whilst others contain more abnormally-shaped, off-colored tiles. In addition, the tiles making up the surfaces of Level 37.1 do not share the same anomalously damage-resistant properties seen in Level 37, possibly serving as the reason for the level's advanced state of disrepair. The level's complete lack of maintenance gives it an ominous aspect — filthy grouts, destroyed tiles, and poorly-built structures are some of the most common features of Level 37.1, directly opposing the perfection of the Poolrooms. In addition, the temperature of the water is constantly frigid, remaining around an algid 17-21° Celsius in most sections, with the deeper, more isolated areas reaching even colder temperatures. Along with this, the level's air is dry and stale, with a notably unpleasant scent throughout. The structure of the level changes quickly and haphazardly, resulting in a twisted nonlinear space. The usage of communications devices such as audio recorders and live video equipment yield no decipherable result upon examination, which is thought to result from the level's warping, non-Euclidean nature. Due to this, consistent navigation and localization of the level has proven exceptionally difficult, and has since been deemed improbable.
Colonies and Outposts: Due to the nature and magnitude of Level 37.1, the existence of colonies and outposts is considered infeasible.
Entities: Level 37.1, possibly due to its magnitude, does not present many entities in its surroundings, with the only two confirmed being the Facelings and the Hydrolitis Plague, a deadly disease that lurks around untreated bodies of water.
Entrances: Going through the darker, colder areas of Level 37 may lead one to here. The pool in Level 58 has the possibility of no-clipping directly to Level 37.1.
Exits: Certain parts of the level where the sources of light are stronger can redirect back to the original entrance level. Will lead you to The Deep End when you go to a cave entrance. Areas leading to a water complex will redirect to Level 30.
- #15Level 37.5: "Mist Procedure" by unknownselective
Keys: level 37.5 · Secondary: relaxing cold water trance, thick warm mist everywhere, water causes frostbite, deep pits of cold water, moldy vine-covered rooms, interconnected sauna rooms
Level 37.5 is a sublevel, located between Level 37 and Level 38 of the Backrooms. Level 37.5, commonly referred by wanderers to as «Mist Procedure» is a vast, sprawling network, stretching endlessly in all directions, and mainly comprised of interconnected rooms and corridors, similar to traditional eastern saunas – hammams. Contrary to the main level, the interior, seems to never grow in size or share other hints of deformation, being almost identical to each another in every area. The walls, ceilings, and floors of the level, usually appear to be constructed from ceramic tiles, although variating, because of their belonging to state change, that mainly affects the structure of passages, and as said before, material they are built by. This, however, never seem to destroy, or deform rooms, located inside the level, relating to the properties of tiles, making them, most stable and safe areas to the potential wanderer. While traversing within the boundaries of winded hammams, one will, although rarely, found small, but unusually deep pits, filled to the top with cold, ultrapure water. The holes, seem to serve the functions of pools, although being too deep for them. Maximum depth of them seem to variate, typically reaching about 50-60 meters long, and in some cases, stretching below indefinitely, without the presence of any confirmed bottom. Those who submerge to them, however, for, unknown reason never feel the coldness of water, instead being in the state of trance and relaxation, similar to that of Level 37’s effect, but in much higher scale. Discovered traces of magnesium sulfate (Epsom salt) and anomalous component from the aforementioned level, most likely not involved in this condition, because of their weakened effect on this level. Although, it is not recommended to stay in the cold water for prolonged periods of time, because of possible risks regarding potential frostbite, that can affect wanderer’s body, if staying long enough in the pools. It is advised to avoid any attempts of diving procedures due to their danger without the equipment of additional lights, as their depths lack any light sources, which could easily lead to lethal drownings. Ceiling lights shine brightly with the hot, orange lighting, illuminating the countless passages with blurred, remarkable light, and creating feelings of potential nostalgia in one’s relaxed mind. These sources seem to increase effect provided by cold pools, by giving wanderers, as said in their reports, state of mild delight. Dimmed shadows cast upon ceramic walls in the slightly irregular angles, leaving some small areas completely darkened, as no presence of windows exists within the boundaries of Level 37.5. A distant, mist-like substance flies through countless interior rooms, covering them in constant, never-changing patterns of thick, viscous air, filled with the same ultrapure water with it being lukewarm temperature, instead of the usual bone-chilling coldness. Its lukewarmness, compared with the fact of general abundance regarding this substance across the level can suggest its possible origins – vents, rarely found on the floor in the rooms. Although, it is impossible to completely ensure this statement, because of mist invisibility in the forming stage. Sound variation, nonetheless, have been confirmed to behave normally within the bounds of Level 37.5, serving as depicted contrary to the main level. All of their properties seem to never differentiate from those of normal soundwaves, with the only exception being slight «muffling» created by aforementioned mist. Rarely, dead ends could be found, serving as a restriction to the exploration of interconnected rooms, if wanderer decides to not go back. These dead ends seem to manifest in form of closed rooms with the openable set of sliding glass doors, cutting them off from the regular areas. Interior of these rooms represents wooden saunas, distinguishing themselves from normal hammam aesthetics. However, due to the leakage of a meaningful amount of steam to them, many the of wooden rooms, as they were called by wanderers, have been molded, making entrance to them not recommended, leading to potentially dangerous situations. Overgrowth flora is seen to commonly appear in these areas, surrounding the walls, and, in seldom cases, the entire interior space of them, making traversing through the wooden rooms difficult, as breaching plants presented within the aforementioned rooms is considered among wanderers, mostly impossible with usual equipment. The visual structure of flora specimens varies, but always tend to stay in the boundaries of what are considered herbal plants, most of the time they are encountered in the form of vines, existing or simillar to the counterparts located in the Frontrooms.
Bases, outposts and settelments: Because of lacking resources compared with the little amount of useful exits it is believed impossible to create such established communities within the boundaries of sublevel.
Entrances: To enter this level, one may venture inside the Terminus part of Level 30 to find abandoned hammam within it. Once wanderer exits it, they will appear inside Level 37.5. If wanderer is currently taking a hygenic procedure inside the pools of Level 37, after completing it, they will most likely end up within this level. Immersing inside the Guts part of Level 989 has small chance to take wanderer to this level.
Exits: While swimming to the bottom of cold-watered pools, wanderer has the potential opportunity to find ice inside it, if they noclip through them, they will appear in Level Level 202. Nocliping through wooden rooms inside the level has chance taking one to Level 416.
- #16Level 37.6: "True Eternity" by Cambriselective
Keys: level 37.6 · Secondary: endless red tiled pools, red water is a drug, dangerous cult guards doors, loud aggressive water, endless spiral staircases, metallic steam stings lungs
Level 37.6 is a sub-level between The Poolrooms and Air Pollution. As with most sub-levels, Level 37.6, colloquially called simply the “Red Poolrooms”, is in many aspects similar to its mother level, Level 37. It too is a sprawling, architecturally nonsensical complex of interconnected rooms, halls, staircases, and atriums which are, to some degree, submerged in red-tinted water with completely submerged and dry areas to match. All of the level’s surfaces are entirely clad in pristine maroon-red tiles, which are taller and more diamond-shaped than the ones found in Level 37. Due to the level's temperature averaging around 46.2°C (115.2°F), a majority of the level's air is clouded by a thick red steam, which carries a sharp metallic smell and stings the eyes and lungs after prolonged exposure. The water's undulation is far more aggressive than that in Level 37. Its sounds are noticeably louder, drowning out most others. A substance nicknamed “Aeternol” is present in the level's waters. It is an immensely dangerous psychoactive drug acting as the primary threat of the level. Its presence has determined Level 37.6 as uninhabitable and extremely dangerous to enter. It is recommended to avoid doing so at any cost. Aeternol: In its pure form, Aeternol is a viscous deep red liquid most commonly found dispersed in the water of Level 37.6. Aeternol has a slightly lower evaporation point than water, making it a prominent part of the level's omnipresent steam. Aeternol has a strong metallic smell. Although an in-depth chemical analysis has never been conducted on it, it is likely that a notable part of Aeternol's composition is iron due to its red color and proven responsiveness to magnetic forces. Naturally, this has sparked rampant speculation regarding Aeternol's origins, leading to a plethora of theories regarding it. This has led to the creation of Aeternol's colloquial nickname "Godblood." Aside from being present in Level 37.6's water, Aeternol is also theorised to be the colouring agent responsible for the maroon-red appearance of the level's tiles. Unfortunately, this theory cannot be tested due to the level's tiles being indestructible, much like their counterparts in Level 37. The general way to proceed when treating Aeternol intoxication is as follows: Remove The Wanderer From The Area Check Responsiveness - Typically, the wanderer is treatable as long as they actively responds to your speech. Blood Filtration - This can be achieved with dialysis or by filtering the wanderer's blood through a Portable Purifier. Administration of Devilblight Concentrate - It is important to carry out this step after you have already started blood filtration, as there are several dangerous toxins which are created as byproducts of Aeternol breaking down. Increase Water Intake - Preferably Almond Water. Unstable Regions: The level's stability varies from area to area. There are 18 known major hotspots of instability scattered throughout the level. Within these zones, Level 37.6 and Level 37 seemingly overlap, causing the former to adapt sections of the latter in a modified state. Interestingly, the sections that Level 37.6 adapts correspond to their original locations in Level 37 with shorter distances between them. These regions contain the most common entrances to and the safest exits from Level 37.6, and it is thus recommended to exclusively search for an exit within them if possible. Due to their instability, the likelihood of noclipping within these regions is also increased. Noclipping certainly may serve as an exit from the level, but note that there is a high likelihood of noclipping to a level with a much more prevalant threat of physical harm than that of Level 37.6. (See Entrances and Exits.) It is recommended to do so as a last resort at your own risk. The Towers: While not always definite indicators, a common marker of unstable regions is an abundance of spiral staircases within them and their surrounding areas. When present, these staircases are consistently placed in a grid, continuing upwards seemingly infinitely. This phenomenon has become known as "The Towers." From their base level, The Towers continue upwards through multiple other areas and eventually through "The Roof", a featureless expansive plane clad in the same tiles as the rest of the level's surfaces. It is presumed to be the typical top of the level. The Roof is constantly damp with the same water present in the pools below it. The average temperature of The Roof is much colder, not allowing for the steam prevalent below it to form. Instead, the roof's air is clouded by a much thinner fog. Aeternol levels in this fog are greatly reduced, although it is still not safe to breathe. It is presumed that the space above The Roof, or perhaps the level as a whole, is enclosed within a larger object, as the fog would dissipate into the surrounding void without such precaution. The staircases continue upwards from here as well. Independent attempts have been made to reach some sort of top, although none have been successful. Today, the highest point to which any staircase belonging to The Towers has been climbed is at 16 kilometers upwards from its bottom-most stair.
Entities: Entities residing in other levels have shown to instinctively avoid Level's 37.6's entrances, as entities are seemingly affected by Aeternol as well. This includes the Hydrolitis Plague, which, once exposed to Aeternol, has been observed to significantly increase the speed of its reproductive cycle before stopping all of its biological activity entirely. No entities inhabit this level.
Colonies and Outposts: Due to Aeternol's presence, the creation of any permanent settlements inside of the level has been deemed infeasible. However, a raider group that regularly enters the level based outside of it has been formed.
Descendants of Babel The group is based outside the level, primarily active around its entrances. Knowledge regarding it is very limited. It is believed to be a cult based around the "Towers of Babel" theory. The cult is immensely dangerous, armed with bladed weapons and Kalthoff rifles. The group reportedly abducts wanderers and subjects them to Aeternol intoxication as a form of religious sacrifice. They possess multiple hazmat suits and regularly enter the level. It has set up outposts around the most used permanent entrances to Level 37.6, and it is thus recommended to avoid them and their immediate areas entirely.
Entrances: Certain narrow hallways in Level 37, Level 37.1 and Level 188.8 will eventually lead to an unstable region within Level 37.6. These hallways can be identified by an increasing red tint. Noclipping within Level 37 or Level 34 has a chance of leading to Level 37.6. This entrance is the most dangerous, as it may place one far from any safe exit. There are 6 documented permanent entrances through nondescript doors in various levels. Each one is guarded by members of the Descendants of Babel. They are as follows: 3 doors in Level 1. 2 doors in Level 11. 2 doors in flooded sections of Level 17. 1 door in Level 4.
Exits: Noclipping within Unstable Regions may lead to either The Void or Level 293. Noclipping outside of the Unstable Regions generally leads to The Void. Exits frequently appear and disappear within Unstable Regions. They may lead to all of the levels in which doors to Level 37.6 appear alongside Level 8 and Level 65.
- #17Level 37.9: "Polluted Pools" by CanineAnnoyerselective
Keys: level 37.9 · Secondary: hard to breathe, houses with unclimbable walls, supplies at pool bottom, cracked slimy falling tiles, murky water makes you sick, hatch connects pools to houses, toxic air
Level 37.9 is a sub-level existing between Level 37 and Level 38, sharing characteristics of both levels. Level 37.9, also know as Polluted Pools, or Poolution consists of two sections: The Pools and The Houses. The Pools: The Pools are the area wanderers find themselves in after first entering the level. Level 37.9s pools resemble those of Level 37 in structure, being a complex of tiled rooms and winding hallways with mostly shallow water. Passages vary in width, ranging from being barely wide enough to move through to being wide enough to move a vehicle through, although the latter is rare. Occasionally, some corridors can be found made of concrete or stone instead of pool tiles, but are still in the same general layout as the rest of The Pools. The stone making up these walls has a similar appearance and composition to that of Level 38's buildings. However, the environment of Level 37.9 is drastically different than its parent level. Level 37.9's air is similar to that of Level 38 in being uncomfortably warm and humid as well as heavily polluted, reaching temperatures up to 98.2°F. The air contains a mixture of ozone, smoke, an unknown form of pollen, and toxic chemicals. Unprotected exposure to the air can cause several negative symptoms, especially for wanderers with respiratory conditions, with prolonged exposure resulting in death. The water of the level is also polluted, appearing a murky greenish-brown and is opaque, making it impossible to judge the depth at a glance. Sediment floats within the water, mostly consisting of clumps of dust particles and unidentified biological matter, giving it a strange smell. One should not ingest this water, as it contains a variety of diseases, including the Hydrolitis Plague. It is highly recommended to wear protective gear, such as face masks or goggles to avoid ailments within the air and water. Level 37.9s tiling appears to be in a decrepit state. In many places, the tiles are slimy and covered in mold and algae, making tiled surfaces within the level slippery. Many are also cracked and have fallen from the walls and ceiling. Occasionally, tiles can fall from their places, potentially injuring wanderers. Additionally, some rooms and halls in the level are tiled in a brick-like manner. These sections are in a less damaged state then the rest of The Pools, and have a lower chance of tiles falling, although the ever-present danger of pollution remains. Strangely, the water in the bricked rooms also contains a small amount of Cashew Water. Some of Level 37.9's pools are deeper than the rest, reaching a maximum depth of 20-30 feet. These deeper pools and the rooms that contain them are visually identical to ordinary pools. This and the water pollution makes it hard to judge the exact depth of a given pool. Supplies ranging from Almond Water to flashlights have been known to be found at the bottom of these pools. However, attempts to retrieve these supplies manually are unadvised, as prolonged skin contact with the chemicals in the water has been shown to be dangerous. Transit: Precise information about transit from The Pools to The Houses is currently unavailable, as there are many conflicting reports from wanderers who travelled between the two. Known methods of transit are listed below: Entrance method / Confirmed Cases / Notes Entering a sewer drain / 32 / Can also lead to Level 49 Random Noclipping / 18 / Seems to work best in the bricked sections Climbing a ladder and opening a hatch / 67 / Wanderers are encouraged to be careful, as polluted water falls out of the opening Climbing a flight of stairs / 102 / Most commonly reported entrance, be aware of slippery tiles. The Houses: Upon entering The Houses of Level 37.9, wanderers will find themselves at the bottom of an outdoor pool. The depth and type of the pool varies, with both in-ground and above-ground pools being reported, although all recorded pools have been known to be circular in shape. Due to these pools also being polluted, wanderers should exit them as soon as possible. It is possible to re-enter the previous area by opening a hatch at the bottom of the pool. The first thing one notices upon exiting the pool is the house. Houses in this section are singular suburban homes with architecture being most similar to those in Level 38 and Level 38.1, although some houses have also been recorded to resemble those of American suburbs. Most houses have 2 floors and a spacious backyard. Houses also have various forms of vegetation such as trees and flowering plants in their yards. It is unknown how these plants survive the environmental conditions of the level.
Around the house is a stone wall slightly taller than the height of an average adult human. Attempts to scale the wall are futile, as it appears to grow in length the closer one is to the top, despite appearing the same to an external observer. This is thought to be due to a variant of Shifting Geometry. Beyond the wall, a road bordered by houses akin to that one is in can be seen, but cannot be accessed. It is theorized that these houses are other houses seen in the level, and that all of Level 37.9's houses are located in an innaccessable neighborhood, although the fact that breaking the wall leads to other urban levels suggests that they may instead belong to another level. The air around the house has a worse level of pollution than the air in The Pools, although it is less humid. The heat is similarly sweltering, with a maximum temperature of 101.5°F. The composition of the pollutants in the air also differs from that of The Pools, having more dust, sulfur dioxide, and trace amounts of an unknown chemical also found in Liquid Pain. Thus, it is advisable to enter the houses, where the level of pollution is somewhat lower, although protective equipment should still be worn at all times. Unlike the ones on Level 38, the rooms inside of the houses are spacious, with rooms containing little furniture or debris. The interior walls of the houses are painted a drab white, and have no decorations. While the spacious and empty nature of the homes prevent a potential tripping hazard, it means that potentially useful supplies are also absent from the area. Additionally, notes and supplies left by wanderers can be frequently found in the houses. Some of these items have been reported by different wanderers, suggesting that there are a finite number of houses, the number of which is estimated to be at least 200.
Entities Hydrolitis Plague; Pool Slugs;
Colonies: Despite wanderers being able to interact, establishment of a colony is infeasible due to the ambient environmental risk.
Entrances: Entering a polluted hallway in Level 37.1 leads one here. Corridors in Level 34 can lead here. Exiting Level 4's windows during the summer has a chance to send one here.
Exits: Entering sewer pipes sends one to Level 49 Breaking through the wall surrounding one of the houses sends one to Level 9, Level 9.2, Level 38, or Level 85 Entering a house's attic has a low chance to send one to The Attic or Level 28 Exiting through a gate sometimes found in the wall surrounding a house leads to Level 38
- #18Level 38: "Air Pollution" by Skyvoryselective
Keys: level 38 · Secondary: polluted orange air, ground can suddenly collapse, ocean depth changes randomly, cramped dangerous houses, strong winds and sandstorms, ghost ship horn sounds
Level 38, colloquially referred to as The Polluted Orange or Air Pollution, is an environmentally hazardous level notable for its terrible air quality. Level 38 is a finite, waterlocked town consisting of residential buildings, open plazas, and brick walkways. The level's structural design appears to be a mix of Mexican, Omani, and Turkmen architecture, with white, blocky structures sparsely coated in gold and silver. A notable aspect of Level 38 that becomes obvious upon entry is its overpowering orange hue and pungent, rarefied smell, likely as a result of the level's poor air quality. The lack of a discernible day/night cycle is commonly attributed to the dense haze obscuring any incoming light. Curiously, plant life can be found in long rock gardens bordering the path walks, as well as palm trees in their separate gardens, although the majority of them are uprooted because of the level's extreme winds. With the absence of pollinators to pollinate the flora, the plants do not nor cannot produce any food for one to consume. How some of the plants are still able to persist the environmental factors remains unclear, though it is suggested that Level 38 only recently has undergone the current environmental conditions. Whilst this rarely occurs, the ground of Level 38 is somewhat prone to collapsing and may do so if enough strenuous pressure is applied to it. Furthermore, these holes can turn into major sinkholes that patch several minutes later, which during the time the sinkholes are not patched, can lead one to fall to their demise. Besides the abundance of groundwater, nothing noteworthy can be found underground. The majority of the residential buildings can be accessed, as their doors or windows are usually unlocked. Inside the residential buildings, one will be met with a varying cramped, claustrophobic environment, with haphazardly placed furniture, objects, and architectural design not considerate for appearance or convenience. The objects on the floor especially act as a tripping or slipping hazard, which can be fatal. Additionally, the interiors of the buildings are not orange as opposed to the outdoors; however, the same factors (I.E., the visibility, temperature, humidity, and air quality) from outside are present here as well to a less severe extent. Whilst not in terrible condition, the infrastructure of the buildings is damaged in random areas, with dents, holes, cracks, and ceilings dripping contaminated water being common. The insides are poorly lit up by exposed light bulbs that may occasionally flicker. Touching the light bulbs, no matter if it is off or not, is unadvised, as it could potentially easily electrocute one. The interiors additionally give off a distinct smell, described to be a mixture of rotten fish and eggs. However, even though the smell grows stronger within kitchens and laundry rooms, a specific object or object that is confidentially thought to emit the smell has not been discovered. The walls are plastered with a dried maroon substance, hypothesized to be the origin of the rotten fish-like smell. This has further led some to believe the substance is dried blood of an undetermined lifeform. Cashew Water is also dispersed through faucets and showers. Furniture acts rather strange, with electronic gadgets with screens displaying static, radios broadcasting an unintelligible voice, furniture that either heats up or cools down objects doing the opposite, and fans possessing sharp blades, seriously injuring anybody who comes into contact with them. Stairs most of the time do not lead one to their intended destination but rather go through walls to the next neighboring household. Though not all households have one, entities manifesting as daily objects are frequent; therefore, one must be cautious of the item they are planning to approach. The Ocean: Going in a certain direction within the town will have one encounter a mostly calm ocean devoid of life, stretching for an indefinite length. Reaching this destination may take a while due to the repetitiveness of the town's structure and layout confusing explorers, and compasses failing to function properly in Level 38. The shores of Level 38 are jagged rock beaches littered with plastic, and leaking metallic hardware, and coated in a thin layer of sand. These pollutants are to be found in the ocean; as a result, water from the ocean is not safe to consume without extensive treatment. Unlike the rest of the level, the fog in the ocean remains the same density, with one incapable of seeing more than ~18 meters ahead of themselves. Arbitrarily placed rusting sailboats and rafts are a frequent sight upon the ocean, but one is unable to make use of these boats for transportation since the strong winds of Level 38 can tear apart the sails, and no paddles are present onboard any of the boats. The sea of Level 38 is known to harbor some anomalous properties. Firstly, the depth of the ocean fluctuates uncommonly, meaning a wanderer may be able to stand on the seabed for one moment, and next suddenly sink below water levels as a consequence of the seabed being swung deeper. Moreover, this can occur without warning, and one is unable to tell when the depth of the ocean has shifted, as no signs, such as ripples in the water are apparent. Secondly, one might be able to spot various lights glowing behind the dense fog on the ocean. The color and brightness of the lights vary, and oftentimes, approaching the lights will send one to a different level based on the factors stated previously. Nevertheless, because the ocean depths can shift drastically with barely any floating objects to hang onto, and the fact it takes a while to be sent to a different level by approaching the lights, this method is considered inefficient for exiting Level 38. Although it is unknown what exactly emits the lights, one may be able to make out the silhouette of certain structures behind the fog via the placement of the lights. Should a wanderer adventure even deeper into the ocean, they periodically will hear the sounds of ship horns becoming progressively louder, suggesting it is seemingly headed towards them. Waves will also be generated that move outwards akin to water moving in response to an actual ship sailing through the waters. Howbeit, a ship possibly producing the noises has never been seen. This phenomenon particularly is reported to give wanderers in the vicinity a sense of paranoia, and many tend to shriek, backing off from the direction the sound originated from. Environment: Level 38 has hazy, arid, humid, and poor air quality conditions, which are prevalent throughout the level, with temperatures reaching as high as 32°C (89.6°F), and humidity levels reaching as high as 88%. These qualities always fluctuate suddenly without any warning, which in some cases, can be too drastic of a change for one to handle. To add more fuel to the fire, other extreme weather phenomena, namely strong winds and sandstorms can occur every once in a while. One can tell when a sandstorm is about to commence when the sky becomes a darker hue of orange. However, the origin of the sand cannot be traced, as anyone who travels to the outskirts of the level will encounter the same repetitive landscape or the ocean. Being caught in a sandstorm may cause sand to enter one's eyes, temporarily blinding them; sand particles to scrape exposed skin hard enough to create minor to relatively deep scratches; and sand to be deposited on the ground, slipping uncareful wanderers. Despite what may be suggested, the risk of being buried by sand is low due to sand piles typically collapsing against the intense winds. Any object not firmly connected to the ground or not inside a building (which the buildings are strangely unaffected by the weather conditions) is vulnerable to being tossed around or thrown into random locations by said winds, injuring or killing any wanderers in the proximity depending on the object and its momentum.
Entities: Windows inhabit the households of Level 38. No entities possibly lurking outside of the houses have been found.
Colonies & Outposts: Whilst wanderers can meet each other in Level 38, establishing colonies or outposts is infeasible due to Level 38's nature.
Entrances: Going through a gap glowing orange instead of white in Level 37. Walking through an orange fog that may appear in any escapable level. Going inside an abandoned white blocky building in Level 91, which will seamlessly transition here should they exit the building. No-clipping to a window frame resembling the windows of Level 38's buildings in the upper floors of Level 22. Seeing pale orange fog settle in Level 7, which in some conditions will transition the level into this level's ocean.
Exits: Venturing deep enough into the level will lead one to Level 39. 2 exits can be performed by approaching specific lights in the level's ocean. Approaching neon blue lights outlining a roller coaster may bring one to Level 995. Staring at a large circular dark blue light in the sky for a couple of seconds will take one to Level 306. There have been various instances of witnesses spotting dilapidated and run-down cargo carriers sailing through Level 38's ocean; managing to reach onboard any of these carriers will bring one to Level 17. Under specific conditions, wandering about may cause the level's buildings to morph into the buildings of Level 82. Continue to wander and the landscape will shift to Level 82. Finding and inhaling a glowing powder suspended in the polluted air will lead one to Level 166, though this is strongly discouraged as the powder was found to be asbestos, which can cause irreversible damage to the lungs if interacted with. Passing out due to the poor air quality (notably the sulfur dioxide) present in this level provides a chance that one will wake up in Level 127.
- #19Level 38.1: "Summer Heatwave" by Terrariaselective
Keys: level 38.1 · Secondary: hallucinations of false rescue, safe underground bunkers, scorching summer heatwave, polluted lakes and rivers, dangerous flash floods, sandstorms bring more monsters
Level 38.1 is a sublevel in between Level 38 and Level 39. Level 38.1 resembles a Mediterranean countryside baked in the scorching heat. The level’s temperature ranges from 32.2°C (90°F) to 60.4°C (140.7°F) but usually averages around 37.9°C (100.2°F). The level shares many characteristics with Level 38, from the poor air quality to the orange hue, although the level’s main threat is not intense air pollution but rather extreme heat, as the air quality in Level 38.1 is better than its parent level. The landscape of Level 38.1 varies throughout. The level has features no varying terrain features such as mountains; the vast majority of the landscape consists of rolling hills. Strangely, trees on Level 38.1 never combust notwithstanding the excruciating heat. Wanderers may find massive lakes, gushing rivers, and sparse towns. The bodies of water are also devoid of life and are polluted with trash, primarily summer-themed, such as surfboards and swimwear, resulting in the water being unsafe to drink. The towns follow Mediterranean architecture. Greek and Italian architecture dominates Level 38.1. The level also follows a summer theme, with murals of palm trees and beaches on many structures and objects. The houses on Level 38.1 have mainly Italian and Greek architecture. All the houses have damaged glass windows. The houses have no sources of light, so wanderers should bring their sources of light when exploring the houses. The Houses have no furniture except a dusty fireplace, wooden tables, chairs, and doors. A house always has 2 bottles of Almond Water anywhere in the house. Rarely, one may find a weapon in a house, such as a firearm or a knife. Signs of past life can be seen in the houses, such as graffiti, indicating prior occupancy and potentially a lost civilization. Houses that appear abandoned have more dangers than other houses, such as Liquid Pain puddles, falling debris, increased difficulty traversing, and even entities in rare situations. Wanderers should not take shelter in Houses but in the level’s bunkers. Rarely, one may find bunkers underground. These bunkers have very low temperatures compared to the rest of the level, at 18.4°C (65.1°F). Taking refuge in these bunkers is the best option for wanderers to avoid certain death. These bunkers vary in size, from a trailer to a small stadium, although these are rare. These bunkers follow the same Brutalist architectural style, similar to Level 11. Puddles with Hydrolitis Plague are present in these bunkers; wanderers should be careful when traversing the bunkers. All bunkers have resources such as Almond Water and are very abundant. Bunkers have limited oxygen supply; when a bunker runs out of oxygen, wanderers should relocate to another bunker. Once a wanderer has been in the outdoor areas for 45 minutes or more, they begin to have auditory and visual hallucinations. These hallucinations mainly give the wanderer a sense of hope. These include rescue helicopters, boats, and M.E.G. personnel. These hallucinations disappear once they get too close to the wanderer. All wanderers see the same hallucinations. Going to a bunker or entering another level will prevent these hallucinations from appearing. Many wanderers who see or hear these hallucinations will often refuse shelter in bunkers due to the hallucination’s mental effects on the wanderer. Events: Level 38.1 has two events that increase the danger of the level for a short period. Wanderers should take shelter in bunkers and take special precautions depending on the event inside of bunkers for the duration of the event. Rain: The Rain Event is the most frequent event that occurs on Level 38.1. The event has two phases. In Phase 1, heavy rain will begin, which causes no more than lower visibility and slipping hazards. In Phase 2, the level will begin to flood. Wanderers who have not found proper shelter should find higher ground as fast as possible. After 30 minutes, the flood will rapidly recede. Wanderers in bunkers should close the bunker’s access to the outdoors as tightly as possible to prevent water from flooding the bunker and spreading the Hydrolitis Plague. Sandstorm: The Sandstorm Event is the most dangerous event that occurs on Level 38.1. The event lasts 40 minutes, and the intensity is the same throughout. The event starts somewhat gradually but ends abruptly. This event is much rarer than the Rain Event. During the event, there is a noticeable drop in visibility, an increased difficulty in breathing, and an influx of entities. The senses of entities are heightened during the event. In some cases, wanderers should barricade bunker entrances to avoid hordes of entities breaking in. Fortunately, any entities summoned during the sandstorm vanish as the storm ceases.
Colonies and Outposts: Currently, there are no colonies and outposts on Level 38.1. The M.E.G. attempted to set up a colony in a large bunker. The bunker, along with nearby others, ran out of resources, and the colony resorted to cannibalism, with few escaping to safer levels. The bunker housing the colony is sealed off, never to be seen again, with warning signs all over the entrance. Due to the events, no one has attempted to establish another colony in Level 38.1.
Entities: Deathmoths, Hounds, Skin-Stealers, Aranea Membri, and those infected with Sanguine Festivus appear during the sandstorm event. Smilers and Clumps can be found in abandoned housing. Hydrolitis Plague can be found in stagnant water puddles, mainly in bunkers. Level 38.1 features two unique entities: the Mediterranean Elementals and the Sand Crawlers.
Entrances: Noclipping through a summer-themed object in Level 38 leads one to this level. Drowning on the oceans of Level 7 will lead one to this level. Wearing a summer-themed party hat in Level Fun will lead one to this level. Climbing to the top of a metal pole in Level 23 sends one here.
Exits: Noclipping through an ice blockage in a house or a bunker sends one to either Level 44, or Level 202. Entering a cave leads one to Level 8 or Level 990. Noclipping through a blockage of chains will lead to Level 192.
- #20Level 39: "Megalophobia" by SherlsFselective
Keys: level 39 · Secondary: loud echoes cause earthquakes, your items disappear on entry, hostile windows on factory wall, holes to clean marble tunnels, town inside giant factory, weird glitched houses
Level 39, otherwise known as "Megalophobia", is a seemingly normal town that consists of buildings that appear to have originated from the 1800s to the 1980s. Although possessing houses deriving from such a wide range, buildings in Level 39's town appear uniform and well-preserved. They share indistinguishable features such as old 1920s wallpaper with a design similar to Level 0; outdoor light-blue paint coating; enclosed by unpainted wooden fences, and its architecture overall. The town is entirely devoid of any asphalt roads, instead solely relying on dirt or rocky pathways. Disregarding the aforementioned wooden fences and houses, the town of Level 39 bears electrical poles and wires, trees, bushes, abandoned telephone towers, and very rarely, parks. Buildings in Level 39 are all exclusively houses. No articles of anyone stumbling upon any other buildings which appear in the town of Level 39 had ever been reported. Houses in Level 39 are randomly positioned and generated. They are predominantly peculiar in some ways; furniture placed in odd positions and/or inverted; houses overrun each other, producing one single house from two; inverted houses; lack of foundation to keep it stable; non-Euclidean rooms which appear bigger on the inside than the outside; rooms which are completely flooded with a random liquid; doors and entrances to the inside completely disappear once one looks behind them; and houses which are cut in half, revealing its interior. Due to these odd characteristics, the purpose objective of these houses functioning as a living place/home for communities or people alike to live in is annulled. Entering these houses could quite often be difficult due to the abnormal properties these houses possess. The standard and easiest method to successfully enter one of these houses are to knock down the walls, although it could quite be hard as supplies that were carried by a wanderer when entering Level 39 will vanish upon entering the level. However, houses in Level 39 are filled with supplies of Almond Water, usually appearing on shelves, occasionally in fridges, or even a room flooded with it. The town of Level 39 is superficially confined and surrounded by a superstructure, bearing no intended purpose whatsoever. It has an architecture resembling a factory from the 1900s; nonetheless, persons who had glanced at the interior of the superstructure had proven otherwise. The windows have traces of coal and radiate a scent similar to ash. These windows reveal the interior of the superstructure, as it had been described as "empty, eerily clean, futuristic, and bright", making its purpose even more unclear and harder to determine. The aforementioned superstructure has an unknown size, although it is large enough to even create its climate and clouds inside, making rain and puddles of water quite common inside the town. It is advised not to approach the superstructure's walls; as they are infested with the Windows which are more hostile than other variants which inhabit other levels. Sound in Level 39 is severely echoed. These echoes are quite often loud and strong enough to produce an earthquake with a magnitude of 5. Radio waves and other sound waves are anomalously altered in Level 39, making them completely useless in Level 39. Occasional screaming and screeching coming from houses are commonly auditory hallucinations. However, if these sounds seem to originate from the holes, it is advised to run as fast as possible in the opposite direction. It is unknown whether some of the sounds come from the radio or any sort of audio source, or if the level makes it’s own sound. Holes leading to underground tunnels habitually appear. If one manages to survive the fall, they will stumble upon an underground system of long, claustrophobic tunnels that are lightly flooded with stagnant lukewarm water. It appears to function as a sewer, yet it is negligibly clean and well-preserved, devoid of any trash, gunk, or dust. These tunnels are entirely made of an unknown marble-like white rock that dampens sounds such as splashing, making it harder to detect nearby entities. The supposed floor of these tunnels is instead a pool of turquoise and drinkable water. The tunnels are presumably lit up by invisible orbs which give off a significant amount of light for wanderers and entities alike.
Colonies & Outposts: There are no current communities that permanently reside in Level 39. Nonetheless, the M.E.G. sends a group of 10 people consisting of scientists and guards alike to study and gather information about Level 39 every 2 months. They are not willing to interact with anyone, however.
Entities: Excluding Windows which infest the superstructure that surrounds the town of Level 39, one may encounter Hounds and Facelings in the town of Level 39, however it is rare. This is not the case for the underground tunnels though, as it is overwhelmed with Clumps, Hounds, Hydrolitis Plague, Insanities, and Skin-Stealers.
Entrances: Gondola lifts occasionally appear in levels below 1000 which possess a snowy terrain that will take one to Level 39's town by noclipping through the ceiling of Level 39's superstructure; It is rumored that one could randomly no clip through the floor involuntarily in Level 38 and find themselves in this level, although this is unconfirmed; Noclipping through walls of Level 40 will quite rarely lead one to Level 39, although any endeavors on doing this is highly advised not to attempt, as it usually leads one to the Void; Sleeping on a bench in Level 73 possesses a chance of noclipping through it due to the unstable material it is constructed out of which will lead one to Level 39;
Exits: Certain video store leads to Level 40, being the most stable exit; Tunnels which seemingly blend in with Level 67's waterways occasionally appear which will lead one to the level; Noclipping through the Windows on the superstructure's walls without dying will lead one to Level 14; Basements inside one of the houses rarely have an architecture similar to Level 27, which if entered, would lead one to the level; Certain parts of Level 39 which possesses a similar scenery as Level 974 will slowly fade into the level; Jumping into holes possessing an effect resulting in the increase in darkness darker than other holes will lead one to fall into Level 60 from the "sky" without sustaining injuries from the fall; If one discovers an abnormally tall forest and continues to wander through it for a while, they will eventually enter the forest of Level 45; Abruptly losing of consciousness in Level 39 may lead one to Level 35 after waking up; On rare occasions, the pristine water in Level 39's tunnels shall act as a mirror to Level 910's waters — this entrance is accessible when one attempts to submerge themselves.
- #21Level 40: "Video Rental Store" by Cattywampusman07selective
Keys: level 40 · Secondary: loud annoying hum-buzz, strange noises make you paranoid, small movie theater rooms, confusing shelves make maze, endless retro video store, dangerous movies and videos
Level 40 is the 41st level of the Backrooms. Level 40, also known as "Video Rental Store," is an expansive retro video game and film rental business from the 1990s. The actual size of the level is still unclear but likely infinite, while many others declare it limited yet extensive to the point of producing the illusion of infinity. Upon entering this level, one will find themselves in a large room filled with randomly arranged shelves; each room is interconnected, establishing a sequence of chambers. Level 40's architecture is unnatural and generated arbitrarily, resulting in rooms with odd shapes, with each room connecting improperly, having rooms featuring multiple entrances or becoming dead ends. The space of a room can be shared, resulting in spacious rooms. The rooms are entirely concrete, with varied color tones similar to mono-yellow, gray carpet on the floor and plaster ceilings or regular ceiling tiles. Ceiling lights are fluorescent lights that produce a noticeable, everpresent, and headache-inducing hum-buzz similar to Level 0's, and they will often flicker. Lighting is often misplaced and mismatched patterns, leaving some areas slightly more aphotic than the rest. Level 40 is also known for making wanderers unintelligible after over an hour. Overall, the level is nearly empty and just as dusty, hinting towards it having been abandoned and unattended for quite some time, including dust on the walls and shelves, parts of the carpet are pretty dirty, and a coating of dust covers the ground. Some areas may be clean, unlike others. The shelves are constructed of unidentified wood and occasionally painted white or beige. They are often adjacent to the wall corner and placed in an organized way, but they may distribute arbitrarily, losing their store purpose. The stands are five feet high, or possibly the same height as the room. They can only inflict minimal harm and can be moved cautiously due to their substantial weight. Because these details obstruct room entrances, block paths, and create labyrinths inside the space, they disrupt travelers and make transit more difficult. The stands are virtually devoid of games and videos, leaving only price tags and product advertisements. Sometimes video games and movies stock sparsely on shelves. Their titles and product images indicate they are not present in The Frontrooms. Some products are low-budget knockoffs, while others are high-quality. Video games and movies can appear as VHS tapes, DVDs, compact discs, and other traditional video recording formats. It is only possible to play these video formats on the device that is present in the level. The shelves are often adjacent to the wall corner and placed in an organized way, but they may occasionally distribute arbitrarily, losing their store purpose. Aside from fluorescent lights, advertisement boards or signs hang from the ceiling, enticing customers to buy various items or displaying posters on the wall. These signs show many phrases and usually appear in rooms where products are still on shelves. Furthermore, numerous outlets reside on the wall, although some may appear on the ceiling or floor. These outlets have strange features. For instance, some outlets charge gadgets faster, while others charge devices rapidly, slowly, or constantly. It is advised to utilize floor outlets if you ever need to charge any electronics here because those are often the ones that charge things quickly. The mood is unsettled and isolated, especially in darkened rooms with no hum-buzz sound. There are strange noises like banging, rushing footsteps, or hitting the wall that comes from nowhere in the distance. These noises are considered enigmatic and difficult to identify. It is also a result of a phenomenon known as "Paranoia" occurring within, which can cause the environment to become eerie and unsettled, coupled with unusual noises. Level 40 escapees frequently describe physical and emotional dangers, including migraines that last for days, intense vomiting, and persistent paranoia. However, some people have also reported a shared feeling among Wanderers: an overwhelming feeling of nostalgia. Doors are located throughout the level as those lead to another retail store. Nevertheless, Some doors can lead to an enclosed theater area with a sign or emblem indicating a movie theater. These theater rooms are small and have multiple rows of chairs in front of a big screen with a projector. The room may have various designs and dates from the 2000s or before. Its design is identical to retail stores, except for its hue. Any movie format is compatible with the projector in the back of the room. Video Format: Video formats sold on shelves are susceptible to damage due to age. This results in unplayable movie and video game formats or, in particular cases, damaged video such as static video. Certain films or videos are viewable but frequently show strange substances or movies that do not represent the plot, confusing viewers. Some videos may feature unpleasant sounds and images that might cause viewers to feel very emotional, especially if perceived as ominous or upsetting. They could feel overwhelmed and terrified by images of violence or disorder. Sound stimuli, for example, can also cause anxiety. People, especially those sensitive to sound, might be startled and scared by sudden or unexpected noises. Some people are susceptible to certain sounds, such as loud noises or music. These reactions may be so strong that they cause paranoia, anxiety, or unreality. For instance, if someone hears a loud noise, they might think someone is harming them, with delusions or hallucinations. Do not attempt any of those Level 40 products, as there have only been three fatalities from this occurrence thus far. As a result of seeing these videotapes, a phenomenon known as paranoia tends to occur more frequently.
Colonies and Outpost: Rip-Off Movie Collective An outpost consist of 18 members and will accept new members. Focused on collecting and watching the low budget/rip off movies and movies in general from the level.
Entrances: Entering a rental store in Level 11 will bring one here. Stacking 40 movie cases in The Delta Mall will teleport one here.
Exits: Noclipping through the walls might lead one to Level 39, although it is very rare. Going through the revolving door will land one in either Level 9, Level 10, or Level 11. Falling asleep while whatching any media about radiation will transist one into the city of Level 41. It should be noted, that the exact place where one will wake up almost always resembles abandoned video rental retail. Noclipping through a cartridge of the classic Tetris video game sends one to Level 245.
- #22Level 41: "The Greed of Man Knows No Limit" by Mikeselective
Keys: level 41 · Secondary: shore with wrecked ships, tornadoes and acid rain, abandoned grey cities, empty fields with bunkers, high radiation everywhere, dangerous glowing factories
Level 41 is the 42nd demise of unfortunate reality. An irradiated array reminiscent of Earth, filled with abandoned man-made structures cluttered for kilometers from each other. The sun shines rarely, usually being obstructed by polluted clouds. Most canals and rivers are dried up because of the lower sea level. The surface of Level 41 is suffering from high amounts of radiation, reaching approximately 5,000 mSv as an average dose. This dose is capable of killing half of the people exposed to it within a month. The weather at Level 41 may be very dangerous, as it may form tornadoes, hurricanes, or acid rains. During these events, it is recommended to hide in buildings' basements. The temperature of Level 41 stays at the constant of chilly 0° Celsius. Strangely, this level is fully devoid of any lifeforms aside from microscopical ones, which makes the level entirely silent, with no sounds but the wind. The grass is very dull, and the vegetation is poor. This makes Level 41 devoid of edible plant life as well. It is highly advised to search for safe exits once one enters Level 41. This level was discovered in 1974 by an unknown group of wanderers. Cities: Abandoned cities of dystopian layouts and monochrome buildings may be encountered seamlessly within Level 41, featuring brutalist and post-soviet architecture. The buildings are empty and forsaken inside, usually filled with debris and broken furniture and having no heat, water, or electricity at all. Certain cities may imitate structures from The Frontrooms, e.g., the Eiffel Tower, the Empire State Building, and many others. The cities' streets are rarely used for wanderers to travel through, as the rooftops are more efficient. The roads of the cities are filled with wrecked cars, and the sidewalks are cracked and obstructed with piles of garbage and debris. Propaganda posters are stuck to the buildings' sides. The abundance of shops and stores is yet another feature of the streets. But they are all looted, containing rotten food and objects incapable of use. The overall conditions of cities suggest that their citizens were suffering from protests, mafia, and tyrannical governments. Highways: Most cities are connected by highways, reminiscent of Level 690. The highways don't have a particular pattern and may experience anomalies such as looping back to themselves or leading to nowhere. The road signs can be found normally, but they are usually too rusted to determine their meaning. The huge billboards can be found at the sides of the road; they usually show advertisements or propaganda, both in an unknown language. Highways are in absolutely pristine condition; however, cracks and other obstacles may be found. The other structures may be encountered on the sides of highways, like occasional diners, gas stations, or simply farms. All of them contain nothing but debris and the remains of civilization. Wrecked cars, sometimes with useful items inside, may appear on the roads too, usually containing extreme amounts of rust, missing wheels or doors, or being burned down. The car plates contain number codes that don't match with any of The Frontrooms' car plate code formats. The bridges are rare on Level 41's highways, usually being shattered. It should be noted that bridges can sometimes be in a state of construction, obstructed by scaffolding. Industry: Many industrial objects such as factories or power plants are located on Level 41, with nearly all of them having fatal amounts of radiation near them. These objects emit a constant faint green glow of unknown origin. All industrial objects are known to be highly insecure due to long-forsaken nuclear equipment, that may combust or even explode on impact, causing large damage to wanderers, and level itself. All of the roads and highways leading to these structures usually appear to be blocked by military checkpoints and outposts, containing a lot of old weapons and medicine. Sometimes roads are simply blocked by barricades or wrecked vehicles. It is also known that crashed aeroplanes are encountered more frequently near industrial objects, possibly suggesting that they emit some sort of aura, capable of making aircraft malfunction. Certain stations were supposed to provide a constant power supply to the cities, according to the pylons and powerlines scattered throughout the level, but aren't functioning due to certain reasons. Fields: Fields are the most common area within Level 41, featuring fields of wheat or barley, sometimes with haphazardly placed structures, e.g., barns, stables, watchtowers, broken windmills, cabins, etc. The fields are also known to take up most of Level 41's space. Rivers, lakes, and other water bodies are known to appear within this area, usually partially or fully dried or highly polluted. The crops in this area are mostly suitable for consumption despite being irradiated. Bunkers appear haphazardly within the fields, containing the irradiated remains of people and sometimes thresholds to other levels. The remains of furniture and other objects are found randomly sinking in the fields' mud. The trees can sometimes be observed within the fields, having abnormally fast and effective growth. The fields are surrounded by fences with barbed wire. Corpses of humans and animals can sometimes be found near those fences. Sometimes they can lead to Level 10 or Level 35 when crossed. Shore: The Shore. The border of Level 41. The levels of water in the sea are lower, but the storms near them are still frequent. The salvaged, wrecked ships of different purposes can be found half-buried in the soil. The rust has taken over those old ships, which are in critical condition. Baywalks can come across the shore, sometimes with coastal villages that are abandoned. The mountains can be seen in the distance from the shore but cannot be reached in any way. The seawater is cold, creating big waves that flush into the sand and rocks.
Entrances: When entering reactor rooms of Level 3, one may be transferred to the industrial structures of Level 41. Swimming too far into Level 7, or Level 630 may seamlessly lead a wanderer to the level's shore. Wandering too far into Level 10 or Level 35 may lead to an area obstructed by a chainlink fence with many radiation signs placed near it. If one ventures past this fence, they will end up here. Noclipping through a pile of concrete blocks in Level 238 sends one here. When leaving Level 11, Level 32, or Level 85, one may encounter a cluster of abandoned buildings. When entering them, the wanderer may be sent to one of Level 41's cities. When in Level 40, sleeping while watching any film about radiation will lead here. This level may be achieved through Station 154. Highways of Level 690, Level 50, and Level 91 can connect to the roads of Level 41. It should be noted that during this transition, the roads will become more broken and filled with wrecked cars. An abundance of radiation signs near these areas should also be noted. Roboticizing and then killing a wanderer out of greed in Level 997 will bring you here.
Exits: Venturing the way one came is the most simple option to leave Level 41, but the exits may disappear seamlessly, leaving one stranded in the waste. Certain buildings within the cities may be an entryway to Level 4, Level 16, Level 42, or Level 59, depending on the purpose of building. Office buildings lead to Level 4, any hospitals or asylums to Level 16, hotels lead to Level 42, while malls appear to contain an egress to Level 59. Bunkers may lead to Level 2, Level 6, Level 14, or Level 22. Following street signs that read "9.6FOG" for approximately twenty-five miles will lead to Level 9.6. Venturing deep into salvaged ships near the shore will lead to Level 17. Suffocating yourself in the ground with the intent of self-burial may make one wake up in one of Level 207's structures. Unrecommended, as the most usual places to wake up are the Paris catacombs or the Great Pyramids.
- #23Level 42: "Surreal Continuum" by WindXDselective
Keys: level 42 · Secondary: rooms with strange machinery, always completely alone, huge indoor courtyards, fake windows are passages, rooms bigger on inside, endless hotel hallways
Level 42, referred to as "Surreal Continuum" or "Reverberant Passage," is a seemingly never-ending urban hotel complex featuring multiple network corridors and hotel rooms beyond the doors on either side of the hall. The interior architecture of the buildings consists predominantly of concrete, with the infrequent expansion of manifold white-toned wallpaper. Some of the forenamed wallpaper may have a texture configuration that approximates miscellaneous textiles; the most frequently noticed textures are those that imitate brick and wood. The carpet foundation commonly exhibits signs of hasty cleaning, with dust witnessed accumulating in one area, or it may not reveal any indications of cleaning, leaving the carpet saturated with dust. Likewise, some carpeted domains have manifestations of improper installation, such as overlaying carpet, worn-out carpet, or flooring with moisture issues, all of which can stimulate mold and mildew maturation and inflict impairment. Level 42 encloses consistent illumination owing to LED light bulbs operating throughout, barely leaving any spots to remain shady. Several light bulbs with distinguishable figures and forms may exist in the exact hallway; individuals may find the countenance of the illumination unpleasant. The place displays no light tube deterioration or malfunction. Nevertheless, vandalism of the lamp bulb is conceivable, but the penalty emerges to reconstruct when destroyed, albeit this process takes many days to conclude. A fragment of a shattered glass bulb may be discovered on the flooring, suggesting recent traces of devastation by travellers or unspecified forces. An accessory breakdown into Level 42's power headwater implies that the electricity derives from a massive automated electric generator located in rough chambers, delivering reverberating throughout the hotel. The pattern of Level 42 is created by the configurations aligned and interconnected throughout. Despite this, the different hallway widths in individual buildings are unlikely to affect the layout insufficiently because of the overlapping and associated architecture. Instead, the sliding glass entrances will connect each building's passage at the end of the corridor. Each building has an assortment of floors accessible through stairwells, generally more than five, but not unlimited—the highest point is still under debate because innumerable individuals have claimed to have witnessed the formation floor continue eternally, but no established whether it is limitless or not. It is not recommended to navigate on high building floors since there is potential to be no route to another building if another directly connected structure does not have a comparable high floor as the one presently on. Regardless of having a straightforward floor plan, a building's hallways periodically possess a bizarre layout that makes individuals uncomfortable. For instance, a corridor might display a pattern of abrupt zigzags that continuously shift direction as every turn results in another zigzag. This pattern can be perplexing, as one can efficiently lose track of one's location. Additionally, fire sprinklers, fire alarms, fire extinguishers, fire exits, and other emergency equipment sporadically materialize throughout the halls but lack any benefit aside from providing the image of tbeing and dismal. Beyond The Doors: Doors alternate on either side of the passageway, with intervals between them ranging from close concurrently to far separated. Entryways can remain locked and require a key or key card to access the interior. It is relatively straightforward to open an impenetrable gate by weakening the lock. However, additional doors cannot be damaged or extended due to vital materials or unknown means. At first glance, a room appears to be comparatively compact and seems to receive little use. But upon closer inspection, it discloses itself as non-Euclidean in nature, allowing absurd sizes to be fitted inside without affecting the rest of the accommodation, which usually constitutes an Euclidean space. As a result, the interior can appear much more immense or extensive than the construction itself. Some buildings incorporate chambers with openings and curtains visible via a hallway, permitting one to glimpse inside. As a result of its haphazard nature, each chamber is distinctive and undoubtedly unique. These enclosures naturally resemble average hotel chambers or barren rooms, at least partially furnished, but certain areas may deviate from this standard. For illustration, a few rooms retain the previously mentioned electric generator and abnormal structures, giving viewers disorientation and unsettled feelings. Furthermore, one may come across unidentified vintage machinery, nonexistent in the Frontrooms, associated with wires and pipelines within the room, creating an echo sound of equipment. Inspection and examination findings regarding the room's tubes indicate they transport a variety of liquids, frequently ethylene glycol (antifreeze), and occasionally chemicals equivalent to those in Level 2's pipes, similar to Level 21's pipes. It is uncertain whether Level 42's room system operates similarly to Level 21 or whether these two levels have significance or performance related due to their similar looks. The most prevalent items are implements and electric devices, with a limited quantity of essentials such as water and, notably, food situated inside the chamber. Note that the freshwater observed within the level is not exclusively Almond Water, considering Level 42 likewise possesses supplemental objects such as Liquid Pain and Cashew Water. For a specific intent, the precious resources within the room exist in spots where nobody is interested in searching. These surroundings include under beds, behind cupboards, within furniture, and other hard-to-find places. A secure safe box arises to retain valuable items concealed somewhere in the vicinity, and it assumes instruments or equipment to interpret down to accumulate admittance therein. The chambers incorporate ventilation and air conditioning, and certain rooms may have additional HVAC ducting and cooling system pipes; the temperature inside these spaces is at the significantly lower rate than in the hallways. The Courtyard: The courtyard is reminiscent of massive indoor openings materializing in confident buildings similar to Level 188. Any condominiums or passageways that connect to the courtyard possess windows offering a view of the courtyard. The wood-fabric floor in the plaza center leads many to speculate about a particular kind of trap entrance association on an unknown level. The flooring is composed of imitated grass, complemented by concrete or brick footpaths throughout the area. Indoor plants, planters, and benches on artificial turf may provide an atmosphere trace of greenery. An indestructible glass leak in the courtyard performs as a barrier, requiring one to climb when passing through. A series of conduits on the wall's corner guided to an appliance reverberates machine noise throughout the space, comparable to the one in the chamber. Multiple pairs of doors on the ground floor proceed to various corridors, while higher-floor passageways on the opposite side of the courtyard may require an occasional bridge to join. Attempting to get up the walkway in the yard is impractical as considerable bridges need access by traversing on the same foundation. Aside from the infrequent lampposts, no courtyard section has a dedicated primary light source. In contrast, the bridge and its associated hallway provide sufficient light to illuminate the whole space. The inner courtyard on Level 42 frequently displays anomalous light attributes, where the pitch-black region appears to be brightening up with no reference located, or illumination makes the space darker. This occurrence won't persist long, and eventually, everything will return to its usual form. This occurrence can also transpire in hallways but is less frequent here. The overall height of the courtyard depends on the building's elevation, having an acoustic tile or plain plaster ceiling at the ceiling. Additionally, certain courtyards may have roofs that filter all visible light; these occurrences tend to occur in locations with outrageously high ceilings. These vacuum ceilings feature a few light-producing starlike spots, which may rule out any parallels to The Void that we are familiar with. This void-like ceiling is most likely a weakened barrier between the main components of the level and The Void itself. A traveller allegedly claimed to have instigated a void ceiling, which replaced the conventional acoustic tile ceiling on the courtyard's top. They said they were flowing through the emptiness like it was outer space as they managed to breach this ceiling via physical force. Probably, one will travel to The Void by diving further into the ceiling void. Unlike conventional windows, those in the courtyard have particular characteristics that permit entry and exit. Studies have revealed that this material, which mimics a window, was developed through the advantage of optical and visual principles. It seems to be a window or opening from a distance, attributable to the method that reflects and refracts light. Many speculate that the glass may have nanoscale features layered or coated, bending light in particular ways. When viewed from a distance, these structures provide the illusion of an interior or outside scene. The illusion begins to break down as one approaches the material, and what initially appears to be a window turns into an aperture leading to another area. This effect is created by strategically placed angles and patterns, causing the illusion to crumble when the viewer's viewpoint shifts. It is unclear whether or not this content should be considered Entity 2 instances. Furthermore, some windows may conduct to random levels; however, the window may arise in a location where attending without any equipment is inconceivable, as it suggests one obtain climbing gear to this level, as individuals report accessing these windows through the hallway will result in a locked entryway via unknown means. There is no available method to enter rooms with escape leads to other levels; all attempts to violently open these impenetrable doors have failed.
Colonies and Outposts: Wanderers who noclip in groups will never be able to encounter each other at this level, for the level isolates all who enter Level 42. Because of this, it is entirely impossible to establish any form of settlement that allows the residency of multiple wanderers, and attempts to defy this have failed. While the level steadily maintains the air at room temperature, it provides limited food and drink options. It is best not to settle at this level and remain on the move in this level to find a way out.
Entrances: The following levels are influenced by the presence of "entrance windows" that can be accessed to send one into this level: Level 0, Level 5, Level 9, Level 11, and Level 93. The exits in Level 99 have a rare opportunity to lead one to this level. Level 21, Level 26, Level 27, Level 28, Level 33, Level 36, Level 41, and Level 43 have individual glass slide doorways with signs labelling them as an entrance to a hotel, which will lead to this level. Entrances from Level 41 may not work due to extreme dilapidation and a lack of electricity. Due to this fact, it is sometimes necessary to break through the doors to enter the level. Contrary to how most entrances look, Level 26, Level 27, and Level 28 provide access through a wooden door instead.
Exits: Entering an open window in the courtyard that doesn't resemble a regular hotel room may send one either to a non-euclidean room or other levels, notably those that physically contain windows. There is a small potential that some doors will redirect to Level 0. Successfully going through the ceiling of a courtyard while it resembles a void may send one to the legitimate void itself.
- #24Level 43: "Water World" by Stretchsterselective
Keys: level 43 · Secondary: aquariums with sharks, flooded offices, frequent power outages, can't see other people, level floods with water, underwater theme park
Level 43 is the 44th level of the Backrooms. Level 43 appears to be a complex of rooms resembling an infinite underwater theme park. From what eyewitness accounts entail, Level 43 is seemingly located underneath Level 32, and right next to Level 30, thus explaining how it is easy to access Level 43 from Level 32 and Level 30. The history of the company responsible for Level 43, known as “Water World, Inc.”, is currently limited. However, what is known is that Level 43 seemingly first “opened” in 1991, as an “attraction” for both wanderers and Entities within the Backrooms. In 1998, Water World, Inc. filed a lawsuit for allegedly getting 3 wanderers killed after a shark had broken out of a tank. Water World, Inc. eventually lost the lawsuit, and the park was then closed down in 2000. Level 43 creates an isolating effect where all wanderers appear to be invisible to each other. Due to the wanderers being invisible to one’s view in Level 43, any objects carried by the invisible wanderers will become invisible as well. Wanderer’s voices will be silent for others, and they will not be able to collide with each other. Upon first entry to Level 43, or by entering from Level 30, you will arrive at the park’s entrance. Similarly to Level 32, you will see an instance of InfoMan. A ticket will then spawn in one of your pockets, and you will have to grab the ticket and give it to the InfoMan within a time frame of 25 seconds. Should you give him the ticket late, or refuse to give him the ticket at all, he will display behaviors similar to a Skin-Stealer, and will attack you. If you were to give the InfoMan the ticket in time, he would give you a wristband, and admit you to the park. After this, future entry to Level 43 will not require giving the InfoMan a ticket, and will not require a wristband, unless entering from Level 30. First entry to Level 43 without a wristband is virtually impossible. Cafeterias can be found within Level 43. These cafeterias appear to be massive, and are somewhat difficult to navigate. The only form of consumables within these cafeterias is Almond Water. Rides within Level 43 will almost always not work, and after the car has advanced for around 10 seconds, it will stop abruptly, before going back to the start of the ride. The rides that do work, however, are highly unstable and thus should be avoided. Studies show that Level 43’s active rides have no-clipped into the Backrooms from Reality. Most rooms within Level 43 experience frequent power outages; lights will usually stay on for around 2 days before shutting off for 12 hours days, before turning back on again. Night-vision goggles and flashlights are necessary for expeditions in Level 43, as failure to bring one will frequently result in walking into walls, and rarely bumping into entities. Aquariums within Level 43 usually contain a barrage of sea life, mainly Sharks. However, there have been sightings of albino gators within Level 43’s aquariums. There have also been instances of Backrooms entities within Level 43’s aquariums which have adapted to the water, and have learned how to swim. These entities include Skin-Stealers, Insanities, and Facelings. Offices: Offices may randomly appear within Level 43, replacing entire rooms. These offices appear to be flooded, with the water reaching up to a wanderer’s neck. While, in theory, the water should be flooding the rest of Level 43, there appears to be an invisible barrier that prevents the water from ever leaving the offices. These offices appear to have 39 1990’s computers, 12 of which are powered on. Some computers appear to be normal business computers from a man named “Mike Josephson”, with E-Mails talking about the ocean, sea life, and the history of Water World, Inc. For unknown reasons, Mike was banned from accessing the Laboratory, although it is speculated that the reason is because he knew too little. The other computers appear to be MS-DOS computers, which are specifically for Water World, Inc.’s manager. These computers appear to be damaged and are highly corrupted as a result. All of these computer files have been completely erased from them, other than a video known as “New_Video.avi”. The video itself was 9 minutes long and was fairly glitched. From what wanderers could make out, however, the video appears to be a video of the manager running around, and screaming for help. Eventually, the sound of waves can be heard, before the entire building floods. The rest of the video consists of just static. There have also been sightings of a 3rd type of computer, which appear to be modern-day Windows computers. These computers will allow wanderers to view security cameras hidden around Level 43. Whether these computers exist or not is unconfirmed. The Laboratory: On rare occasions, metal doors will appear on Level 43’s walls. Entering these doors will result in entering a section nicknamed “The Laboratory”. As its nickname suggests, this section is a huge Laboratory. Walls in this area appear to be cyan, with occasional pink stripes. Similarly, doors will occasionally contain radioactive symbols. Opening these doors will result in death via excessive amounts of radiation. Similarly to the Offices, the radiation in the Laboratory is blocked by some sort of invisible barrier. There have been reports of wanderers somehow managing to break down the barriers, resulting in the radiation completely plaguing the Laboratory. Thankfully, the radiation was “neutralized”, and was kept in the Laboratory before it could reach the rest of Level 43. Most of the lab rooms are a complete mess; chemicals are spilled everywhere, equipment appears to be smashed, and most test tubes are broken. A few test tubes will also appear to be comically oversized. As such, encountering a furnished, clean lab room would be once in a blue moon. Pipes may occasionally be found in the Laboratory. These pipes leak out Almond Water, and are somewhat safe to drink. Drinking too much, however, will result in your body becoming a puddle of water. As a result, it is highly recommended to take breaks between drinking the Almond Water. Floodings: On rare occasions, the entirety of Level 43 may become completely flooded through anomalous means. During these floodings, all life in the aquariums will escape the aquariums, and will be swimming around Level 43. In addition, Level 43 will become an infinite ocean, and all non-living matter will become Water. Wanderers will be able to swim through walls, floors, and ceilings as if there’s nothing there. On occasions, pieces of furniture will float in the waters of Level 43 during flooding. This furniture is somehow drinkable, and is said to taste like "Slobber with a hint of Dr. Pepper". Upon consuming the piece of furniture, wanderers will experience different effects based on what they've consumed: Lamps: Wanderers will get electrocuted, and then turned into ash. Wardrobes: Wanderers will become a piece of wood. Tables: Wanderers will have their necks stretched, before their neck snaps off of their body, killing them. Couches: Nothing happens, at least of what we know of. During the beginning of Floodings, wanderers hit by a massive wave will be knocked unconscious, before waking up around 25 seconds later. Flooding usually lasts for 3 hours. After those 3 hours have passed, Level 43 will revert to its normal state. Floodings will then re-occur after 2 months have passed, and the cycle will repeat. The Water of the floodings is Cashew Water, resulting in entities being more focused on hunting wanderers. However, sometimes, entities may end up attacking and going after each other instead of attacking wanderers. Entities have also been sighted going after marine life, such as sharks, showing that entities in Level 43 have some sort of distaste for non-entity life. Why they have non-entity life is currently unknown at the moment. Some parts of the water, however, will occasionally turn into Almond Water. While one is in a spot where the water is Almond Water, all entities will leave wanderers alone, even swimming away from them when one is in Almond Water. How this works is unknown, but it is said that the reason is because all entities in Level 43 are allergic to Almond Water. There is, however, a consistent way to trigger a flooding; execute a file known as “Flood_Experiment.exe” on an instance of Object 15. Usually, instances of Object 15 are located in the Offices and Laboratory of Level 43. However, it is possible to find a Computer in the main area, and sometimes even the Outdoors. The Outdoors: The Outdoors was once a rumored section of Level 43 before a single, successful expedition confirmed its existence. It can be entered by going through a very rare set of glass doors that randomly appear on the glass of an aquarium. Upon going through the glass doors, wanderers will be completely soaked in water, before waking up in the Outdoors. The Outdoors appears to be an infinite, outdoor theme park, also themed after Water. This area is usually in pure daylight, although there is a rare chance that it may turn night. Restrooms, benches, lamp posts, food & drink stands, prize counters, and signs will also appear in the Outdoors, sometimes disappearing and reappearing within the blink of an eye. Rides within the Outdoors are more functional than the main area of Level 43. However, rides may occasionally malfunction, or even break down completely. The cars of the roller coasters may also fly off of the tracks, resulting in wanderers landing somewhere in the main area of Level 43. It has also been reported, and confirmed, that wanderers can see Level 44 from the Outdoors. All forms of consumables in the Outdoors will taste like water while one is in the Outdoors. This includes things taken with wanderers from the main area of Level 43, and things taken from the Outdoors. On occasions, consumables may also turn into bottles of water, usually when one looks away. Various plushies of Backrooms Entities can be found in prize counters of Level 43. These plushies cost 10 bottles of Almond Water, and are sold by a docile Faceling. Despite the soft appearance of these plushies, they feel like smooth, hard concrete. Sleeping with these plushies will give wanderers a sense of hope and determination. These plushies will be known as "Object 199" in documentation.
Entities: Facelings, Skin-Stealers, Insanities, and rarely Windows have been documented to roam around Level 43. There is also a single, Level-exclusive entity in Level 43, known as “Fish-Men”.
Colonies and Outposts: Due to the isolating effect of Level 43, Colonies or outposts are unable to be established.
Entrances: Getting on a train with an ocean-related item, such as a shell, will result in the train arriving at Level 43. Noclipping through a painting of an ocean in Level 42 will send you here. Going down manholes in Level 32 will send you to Level 43. Enclosed tunnels in Level 37 may lead one here. Some doors within Level 54's Floor 2 have a chance of leading one to this level. On occasions, one can find Level 43’s park entrance in Level 30. This entrance is considered to be a part of Level 43. Stabbing the walls of a pyramid and no-clipping in Level 301 can lead you here.
Exits: Noclipping through walls will lead one to Level 44. Going through a hatch will lead to Level 34. Find an attraction resembling a race car, and get into the car. Then, close your eyes. You will hear the sounds of a car starting up, before going abruptly silent. Once you open your eyes after it goes silent, you will end up in Level 278. Noclipping through an aquarium will bring one to Level 88. Attempting to attack the InfoMan will result in one getting sent to a random level.
- #25Level 44: “Under the Ice” redacted by meselective
Keys: level 44 · Secondary: very slippery floors, everything looks the same, deeper areas are hazardous, no confirmed entities, knocking sounds in the ice, tunnels made of ice
Level 44 is the 45th level of the Backrooms. Level 44, often referred to as the “Iceways,” is a seemingly endless network of narrow, interconnected tunnels and chambers composed entirely of solid ice. Although the tunnels vary in length, all share an unnervingly precise cylindrical shape with nearly identical dimensions. The walls are unnaturally smooth, reflecting light in a way that exaggerates the sense of depth and repetition. The only deviations from this pattern are the areas classified as “rooms” — widened sections or massive chambers several dozen feet in height — all sculpted from the same blue-green ice. The ice itself resembles glacial formations from the Frontrooms, though its hue often shifts subtly between blue and green as one moves through the tunnels. Its surface is highly reflective, allowing visibility far ahead despite the absence of any identifiable light source. The effect creates long corridors that shimmer faintly, amplifying echoes into a hollow, distorted resonance. The smoothness and slipperiness of the floors make prolonged travel difficult, and falls are common. Attempts to break into the walls reveal the ice to be impossibly resilient, as though the tunnels were carved into an endless frozen mass rather than constructed. Occasionally, explorers encounter tunnels blocked by great deposits of packed snow or solid ice. While these may appear to result from ceiling collapses, their arrangement suggests otherwise; the dispersion is too uniform, and no evidence of falling ice has ever been recorded. Most tunnels in Level 44 are flat, but some feature steep gradients, descending into greater labyrinths or rising toward higher and largely unexplored regions. The uniformity of the environment makes reliable navigation impossible, and mapping attempts have all failed. In many cases, wanderers report a creeping sense of déjà vu, as if returning to a place they had only just left. The deeper one travels, the more oppressive the level becomes. The ice gradually loses its translucence, shifting into cloudy, opaque blue. The tunnels grow irregular, with abrupt angles and passages that twist unnaturally into each other. Sound behaves unpredictably in these areas, sometimes carrying faint voices or echoes that seem to originate from nowhere. The “lower areas” are particularly hazardous; many who descend without precise navigation aids vanish without a trace.
Entities: No confirmed entities have been documented in Level 44. Despite this, faint tapping noises are frequently reported, echoing through the ice as though produced by knuckles rapping against hollow wood. The sounds often originate from behind walls far too thick to penetrate. Some wanderers describe the rhythm of the knocking as deliberate, though no pattern has ever been recorded.
Colonies and Outposts: Due to the hazardous conditions and lack of stable landmarks, no colonies or outposts have been established in Level 44 to the knowledge of the M.E.G.
Entrances: Certain doors throughout the Backrooms may lead to Level 44. Once passed through and closed, these doors vanish when unobserved. Entering an ice tunnel in Level 202.1 leads directly to Level 44. The entrance disappears behind the wanderer, replaced by more tunnel. A single unconfirmed report claimed that falling into a hole in Level 202 led to Level 44. Noclipping through an ice blockage in Level 38.1 may deposit wanderers into Level 44.
Exits: Following the faint sound of dripping water may lead to Level 30 or Level 37. Those lost in the “lower areas” without a light source may unknowingly transition into Level 6.
- #26Level 45: "Otherworldly Timberland" by YourImpendingDoom & SherlsFselective
Keys: level 45 · Secondary: edible glowing neonberries, glowing neon water, large cave system underground, endless forest with blue mist, tall trees that fall down, trees closing in on you
Level 45 is the 46th level of the Backrooms. Level 45's outdoors consist of a never-ending, uniquely fashioned forest with convenient terrain attributed to tall trees, bodies of water, and diverse regions. The ambiance is coated in a blue mist through and beyond bounds, and a small, quiet breeze can be felt breathing over the entire vast area. Level 45 barely provides an active weather cycle for the most part, nor does it have a rhythm for daylight, as the atmosphere remains in a period of darkness and the surroundings are topped by a timeless hazy fog; conditions stay naturally at a habitable and balanced degree, suitable for life forms to inhabit disregarding the treacherous factors Level 45 acquires. Random doors can be found in areas that are cold. The landscape in Level 45 has some unstable components and elements that are troubling to consider adjusting; suddenly, trees can tumble down fiercely if one is not alert enough. Trees also carry an abnormal height despite their puny width, and a good theory, perhaps, as to why the trees fall. The wood from these trees is a special sort from typical wood across any level in the Backrooms, ignoring anomalous and secret levels. The tree materials are comprised of a softwood similar to pine and vary in tints of grey and a pale dingy blue color, additionally involving an abundant amount of blunt splinters but can still and may provoke pain during physical contact with an individual touching it. There is an anomaly that exists only within Level 45 and other similar-looking levels — mainly forest levels — in which the concentration of the trees simultaneously increases. This designates that the trees close in on themselves as if they are sentient entities capable of motion. The circumstance of this event remains undetermined; the materialization of this event increases in probability as one advances deeper into the level. The distance, similar to its prospect, is unknown; it is estimated that the approximate length one has to traverse before succumbing to this anomaly is 100 to 500 miles. Death due to suffocation caused by this anomaly is common; it is highly advised to not proceed to venture deep into the level unless there is a good reason to. There is an exclusive type of plant from this level that is edible called Neonberries. As the name suggests, these are conventional and standard berries many people can remember, but are subsumed by the self-explanatory gas called neon and therefore emit a bright glow regardless of the fleshy structure. Neonberries' traits are similar to Neon Water's as well; individual colors can produce a specific energy when the food is consumed, where red neonberries are responsible for increasing blood flow, turquoise ones induce a sensation of relief and relaxation, and yellow can either increase the sharpness of anyone's vision while wearing off for a while or make the person that ingested the food's brain doze off and have tough trouble remembering for a median period of time. The colors for Neonberries that should be avoided are purple and green, whereas purple's conditions can inflict psychological torment for a long duration, and green will impose threatening and physical symptoms (strep throat, vomiting, asthma, diarrhea, inflammation) that eventually wear off but for a long and egregious span. As for their contingent on regarding a special fluid substance; Neon Water, providing a luminous shine and a reassuring view to the eye. Neon Water is an unusual liquid safe to consume, but can also preserve a warming passion and ease muscles that have been tense ahead of time. This element is peculiar for renovating sensitivity when ingested, responsible for senses such as smell, perception, visual acuity, and mentality. Nevertheless, death due to overdose of Neon Water is quite common. Dissimilar from other levels with Neon Water, Level 45's version particularly contains an unknown chemical which if consumed in high doses will cause severe paralysis and poisoning (3 liters is the best unit for drinking Neon Water daily). Albeit, touching or submerging oneself into physical contact with Neon Water does not induce injurious conditions. The Underground: Level 45's underground area is comprised of a single expansive cave system. It is not dictated in any particular formation, its geometry is thoroughly different from the Frontrooms, it is simply impossible for the dissolution of limestone to form such cave; unnaturally smooth texture of some regions and structure-like; formations inordinately supported by thin substructures without collapsing; an expansive region possessing the surface to that of a small planet; and peculiarly deep pitfalls and tunnels either going further into the underground or are entrances to the cave itself. Many sufficient plants occupy the upper layers of caves providing unique and incomprehensible life forms, the most notable factor of this relation is the common sightings of bright blue neon mushrooms that managed to thrive and flourish throughout the higher heights of the caves. It's innermost for discerning out discrepancies and differences from the approval of the bright lights scattered roughly across the open giant spaces within potholes. The support of the luminous and miniscule pockets of lights radiate from the translucent organisms Glow Larvae. One can describe the caves upon entering encompassing as cold, moist, icy, and humid. A brand crystal implanted within the subterranean of Level 45 is merely worth over the price of $50,000 (U.S.D - United States Dollars) compared to the year 2020's global economy. This crystal is called Pictonite; the forename derived after the hexidecimal color "Picton," correlating to a light blue color in equivalence of the neon gemstones bright pigment. Before the official name 'Pictonite' the wanderers who came through this level called it "Luminite". The molten pictonite is called "Liquinite" and the aqueous version of Liquinite is called "Luminum". The density of this diaphanous stone is eminently inconsequential and is mainly compressed with air for the neon gas it contains to travel freely; without this certain element, the evident ornament itself wouldn't be a hefty value for discussions and marketing purposes. The nobility of Pictonite is an extravagant evaluation originating with the inferior depths it is most universal in; the deeper and volatile environments often populated by hazardous entities are a more commonplace for contributing to this jewel, making it highly advised to equip protection before searching for these minerals, since in-fact they have nearly the greatest odds of growing in natural spaces rather than physically mining for an outcome.
Entities: The majority of entities that inhabit this level casually reside in Level 45's caves for most of their time. These include Smilers, Hounds, Death Moths, Clumps, and the Hydrolitis Plague. Regardless, multiple level-exclusive entities had been discovered to wander/inhabit the level. These entities are mostly native to the level itself, however, some or even a few are not. Strands, Cerberus, Glow Larvae, Hunchbacks.
Colonies & Outposts: Regardless of possessing a habitable environment with enough supply of food and drinkable water, Level 45 remains uninhabited under unknown conditions by humans and is completely devoid of life other than the aforementioned entity(s). Many communities like D.E.E.P. gathered to attempt forming a successful territory while all of the experiments were discarded from the bizarre circumstances and the unstable habitat Level 45 holds.
Entrances: Noclipping through a blue tree in Level 455. Losing consciousness within Level 13 is an indication of a nearby exit to Level 45. Wander into a forest from Level 39, pursuing deeper will eventually transition the level's appearance to Level 45 and therefore ending up here. Noclipping through the edges of the gazebo in Lurking Demise may take one here. Entering a forest within Level 9.6 will lead to this level. Noclipping through an oak tree on Level 887 will lead to this level.
Exits: Wandering deeper and deeper into the hazardous caves may lead one to The Hive. This method is heavily discouraged and shall not be attempted by all means. Locating and Noclipping through a Cherry Blossom will take you to Level 110. Nocliping through a door will take you to Level 974. Reaction to intoxication from overdoses of Neon Water and miraculously surviving the disorientating influence will bring one to Level 7. Do not attempt this, as most often victims will die if not drinking the water carefully. Noclipping into unstable trees consistently bring wanderers to Level 0. Certain unforeseen areas in Level 45's caves can transition and lead to Level 8. Dry areas in this level may lead one to Level 46. Discovering a sewer system in the caves of Level 45 will lead to Level 49.
- #27Level 46: "Arabian Desert" by Imadgalaxyxselective
Keys: level 46 · Secondary: entities made of sand, ancient ruins, extreme temperatures, dangerous sandstorms, safe oases, vast desert
Level 46 is the 47th level of the Backrooms. Level 46, often known as "The Arabian Desert" or "Empty Quarter," is a vast, boundless expanse of desert reminiscence of the Arabian desert—one of the immense and harshest deserts in The Frontrooms. The level's size remains undetermined, and the attempts to prove the presumption have been ambiguous due to the hazardous circumstances. Some argued that the barren landscape would change as one moved further from the entrance, while others believed the levels could be infinitely large. The desolate desert resembles a wasteland with irregular and intricately patterned golden sand, forming enormous dunes that can reach impressive heights. In response to wind sculpting, dunes may develop mesmerizing terrain with ridges and valleys. When climbing or navigating steep dune slopes, dunes can be unsteady alongside unstable dunes and collapse, burying or retaining individuals. The level's diurnal cycle materializes out of sync with what happens in The Frontrooms; exhibiting an inconsistent time process via both days and nights that doesn't follow the predictable pattern and encompasses additionally prolonged periods, meandering from more than 48 hours to up to a week. Afternoon temperatures exceeding 120°F (49°C) provide an arid and drastic climate that could be lethal to human life. But nighttime temperatures often fall below zero, signaling a significant drop to -30 degrees Celsius, leading to hypothermia if one is not well equipped. Sunrise and sunset are the most convenient times to navigate, as the temperature is between 50°F and 80°F (10°C and 27°C) or lower inferior. Level 46 displays intermittent and unpredictable precipitation, resulting in stagnant puddles in shaded areas next to vegetation. Even so, these moisture sources usually remain contaminated by the Hydrolitis Plague, rendering them unreliable and unfit for human consumption. The atmosphere of Level 46 distinguishes itself with unobstructed scenery and intense sunlight during the day, with minimal sky coloring hues due to its scarcity of consequential greenery. Clouds are relatively infrequent due to the grinding environment and are often associated with specific weather conditions, such as the possibility of rainfall. The twilight skies tend to be unambiguous, making it an immaculate establishment for those curious about stargazing and astronomy. Studies and investigations reveal that this desert-like terra boasts three manifest celestial bodies, named Luna, Titan, and Europa, with the latter observable wrapped in a striking blue and green shade concealed among other starlights. Starlights and celestial bodies are apparent with outstanding clarity. Each night view features star patterns that are unevenly shifting. Many individuals declare that Level 46 starlight has an advantageous impact on one's sanity in a scientific, unproven manner. Should one bury into the foundation or utilize a metal detector, they could stumble upon considerable antique yet intriguing objects underneath the ground. Coins, necklaces, containers, axes, metal bars, clothes, and other specialties that might qualify as intimate belongings—many suppositions propose multiple little metal bars cut into fragments, perhaps performing as coinage. The ruins discovered within the level further reinforce the widely accepted assumption that Level 46 was formerly an aspect of an ancient civilization. When the sun rises, the ground coating rapidly heats up, concocting thermal disparities between the surface and the air above, compelling amiable air upwards. Muscular currents and turbulence in the outermost layer may pick up unconsolidated sand particles as this warm air inflates, eventually generating sandstorms. Dry sand and dust particles from the desert floor will blow into the ambiance at accelerations altering from 25 miles per hour (40 kilometers) to 50 miles per hour (80 kilometers) or more. As the winds haul sand particles, treacherous circumstances emerge, and the sandstorms persist. Sandstorms dramatically impair visibility, making it difficult to maneuver and explore. As an outcome of the gravel air, one's eyes may get clouded, irritated, and painful. Inhaling fine sand and dust grains can affect an individual's health. It may worsen respiratory diseases, irritate the throat, induce coughing, and result in long-term health issues. The desert is mainly known for its dry and harsh characteristics. However, in Level 46, vegetation has adapted to the extremely arid conditions and thrives in this challenging environment. Resistant species like acacia trees, date palms, and drought-tolerant cultivated shrubs can materialize around aquatic oases. Other plant life and flora are naturally scarce and restricted to positions with abundant water. These plants, like saltbush, desert needle grass, and sand couch grass, can thrive in somewhat wetter environments and are well-suited for deserts with salty soil due to their adaptations. Several of the aforementioned plant species may be worthwhile in desperate or necessary situations, serving as vital supplies of nutrition and vibrancy like date palms, or they may present materials for manufacturing handicrafts and building shelters. Oases: Level 46 has been known for hosting five oases strewn around the landscape; the oases, notably the one in The Frontrooms, represent comparatively tiny agricultural regions replenished with water for inhabitants, taking the form of a natural spring or subsurface aquifer. Their thick forested foliage and the presence of ample water distinguish them from the surrounding desert landscape. These areas not only support plant growth but also provide nearby shelter and a variety of food and water sources for sustenance. According to inquiries into the water's source, those may emerge as a minimal lake or pool following a prolonged downpour or as a natural spring erupting upwards from the subsurface. The mere presence of water is essential to allowing an oasis to thrive in the harsh, arid desert habitat. The vast and endless desert terrain makes it unlikely for people to find oases, which are vital hubs in the harsh desert conditions, offering nourishment and relief from the obstacles. Each of the five oases in Level 46 has the following names: Desert's Mirage, Life's Spring, Night's Haven, Enchanted Spring, and Water's Edge. Those peculiar, still-unknown qualities are yet to reveal themselves, including keeping entities from infiltrating the zone, prohibiting natural disasters from occurring there and being exhaustively complimentary of catastrophes. Although further research and breakdown into the abnormal feature fail to uncover any information of interest, this location seems blessed with its remarkable possessions. The remnants of magnesium sulfate (Epsom salt) and other inexplicable substances have been detected in Level 46's oasis water, showing that they are indistinguishable compared to Level 37's lukewarm water. While the oasis's spring water is pleasantly frigid and appropriate for the desert's summer weather, further inspection discloses that Level 46's water composition and unknown constituents differ from those in Level 37. This research determination led to the belief that the level's unidentified compounds correspond to the oasis's incognito traits. The following is a list of five oases located on Level 46: Desert's Mirage: The first prominent oasis on Level 46 is called Desert's Mirage. Due to being the one that many individuals overlook, it was later developed into a small community. The oasis's immediate water reserve made it feasible to develop agriculture that generated food-producing plants and fruits. Life's Spring: The Life's Spring oasis lies 95.59 kilometers south of the M.E.G. base outpost. The oases have several ancient dwellings, farms, and other buildings excavated near an oasis, exhibiting indications of an old occupancy of people from decades ago. The oases also display historical signals of what used to be human civilizations and the production of crops around oasis regions. Night's Haven: The Night's Haven oasis distinguishes itself from the rest of the four oases due to its unconventional and distinctive markers. The sky's intention gradually turns nighty as one approaches the oasis, notwithstanding the duration of the level. The time cycle in Night's Heaven perpetually stays the same even though the oasis mood temperature will warm in disparity to the ordinary level's nighttime temperature. Enchanted Spring: The Enchanted Spring oasis includes springs comparable to other oases, but the water appears neon and illuminates its own. Under a thorough examination, the water in this oasis is composed of Corruptocolor—also known as Substum Insolor—a neon liquid associated with Corruptionite. Due to its unrestricted size, Level 46 could incorporate more than the five oases stated previously. Several individuals proclaimed to have found more oases but were still uncertain. Temple Scrolls: The Ancient One, a long-gone civilization that attained Level 46, constructed the grandest ruined site known as Temple Scrolls. The building's architecture and design are equivalent to those of Egyptian temples. Nevertheless, there is no manifestation on-site or documented record that the temple is an establishment of worship or rituals. Instead, the temple's prominent purpose is to gather precious artifacts like sculptures and paintings, accompanying a collection of multiple valuable objects and articles. Extensive, towering gates marked the entrances of temples adorned with artistic reliefs and the civilization's language. The sweeping courtyards seen in temples are likely to have been employed for gatherings and discussions. The interior incorporates a labyrinth of passages and hallways that resemble a maze, ostensibly meant to mislead invaders and safeguard the temple's resources. The chambers within the structure are enormous and supported by several columns, with exquisite carvings, paintings, and linguistic characters decorating the walls. The temple wall inscriptions matched the astronomical and geographical features of Level 46. They offered details about events like the movement of stars, forecasts for rain and daylight patterns, and a map of the nearby land. This information, based on a detailed analysis of the inscriptions, also included directions to other settlements. Furthermore, the record uses a mathematical formula comparable to The Frontrooms and computes the ordinances of Level 46's physics. The M.E.G. has a station set up afterward to the temple, manipulates the temple as its headquarters of operations, and conducts breakdowns both within and outside the temple. The Ancient One: The name "The Ancient Ones" refers to the now probably extinct civilization that formerly inhabited Level 46 and has been speculated to be the origin of the many aberrant ruins. The headwaters of their demise are unknown. It is probable that a phenomenon known as "The Flicker" led to The Ancient Ones' disappearance and the abandonment of their structures. Although plenty of wax tablets and papyrus writing discovered on Level 370 show that The Ancient One relocated there after the occurrence and established a new association there, it is still undefined where they have proceeded or where they live because the community does not exist till this day. What is clear is that The Ancient Ones possessed a degree of scientific development sufficient to provide astral charts and a solar cycle forecast that are relatively more accurate and comprehensive than those assembled by the M.E.G.
Entities: Facelings and Hounds are the exclusive entities at Level 46, predominantly appearing at night or during a sandstorm. Although several people declare to have seen creatures emerge from the dune, it generally seems that they are not identical to the usual entities in the Backrooms, as they are considerably more aggressive than regular and lack any symptoms of vulnerability. This level's Hounds and Facelings are sentient sand in the constitution of their entities, with the sand conducting to form into the bodies and flesh of the entities. Nevertheless, exerting sufficient pressure on one of the entities—such as a punch or kick—triggers the sand to lose its anomalous properties, causing it to lose its body parts of bodies or die. The M.E.G. attempts to study the entities on this level, but fails since when entities perish, their bodies shift and pour into the sand floor.
Colonies and Outposts: M.E.G. Outposts "Desert Rose": The Major Explorer Group (M.E.G.) has strategically placed outposts near modern-looking ruins and Temple Scroll, the purpose of which is to be related to the containment of valuable and ancient objects and items inside the temple and investigate and study the unknown behind The Ancient Ones. Each outpost shelters a small number of individuals, typically between 8-20 people. M.E.G. members will politely request that travelers vacate after a time but can provide directions to the nearest safe areas.
Entrances: Entering a gateway composed of sandstone on Level 21. Dry areas in Level 45 may lead one to this level. Walking out of Level 50's highway for an undetermined number of miles towards the desert may slowly gradient into this level.
Exits: Purposely no-clipping into the ground for this level may lead one to Level 47. No-clipping into one of the modern-day-looking ruins may lead one to Level 1 or Level 22. No-clipping into the bottom underwater in Enchanted Spring oases will lead one to Level 37. A person may suddenly appear in Level 671 without notice of the move. Attempting to self-bury oneself will lead to Level 207. Interacting with a mono-yellow colored stone might transport one to Level 0.
- #28Level 47: "Interrogative Infohazard" by Egglord1selective
Keys: level 47 · Secondary: descriptions turn into questions, impossible to navigate, empty drywall rooms, unnerving silence, shifting layouts, causes memory loss
Level 47 consists of a vast, interconnected system of empty drywall rooms filled with scattered half-walls, stairwells, and numerous dead-ends. Linear space within the level is heavily distorted, making reliable navigation virtually impossible. Wanderers often report being unable to retrace their steps, as layouts appear to shift or loop unexpectedly. Sound behaves abnormally in Level 47, with most noises dampened to near silence. This creates an unnerving sense of isolation and makes orientation by auditory cues ineffective. The most distinctive feature of Level 47 is its anomalous memetic property: all attempts to record or describe information about the level are involuntarily reformatted into the form of questions. The writer typically does not notice this alteration while documenting, and only external review reveals the distortion. Because of this effect, Level 47 is considered a significant memetic hazard with potential for widespread information corruption. The cause of this anomaly is unknown, as the level’s structure and appearance otherwise resemble those of other drywall-based levels. Additionally, wanderers frequently retain little or no memory of their time in Level 47 after leaving, further complicating research efforts.
Colonies and Outposts: No known colonies or outposts exist within Level 47 due to its hazardous properties and navigational difficulties.
Entrances: Various doorways located in Level 4 and Level 4.3 may lead to Level 47. Certain areas of Level 46 have also been reported to connect to this level.
Exits: Some stairwells and doorways in Level 47 lead to Level 0, Level 4, or Level 4.3.
- #29Level 48: "The Inconvenience Store" by Gammaselective
Keys: level 48 · Secondary: causes sickness and hallucinations, toxic radioactive air, endless supermarket aisles, frequent power outages, loud buzzing lights, inedible and dangerous products
Level 48 is the 49th level of the Backrooms. The Inconvenience Store (Level 48) consists of a boundless, labyrinthine complex of supermarket aisles, sharing many superficial features one may expect to find in a store. While abundant, the products on Level 48's shelves are bereft of anything edible, with the most prominent danger within the level being a stark lack of available resources. As one would expect, Level 48's overhead fluorescent lighting is unpleasantly loud, with many individuals going through extended stays experiencing sharp migraines. As the products on the shelves do not contain anything edible, they are instead filled with a wide variety of questionable items, ranging from questionably sourced live worms to Liquid Pain, among other things. The electricity within Level 48 is predictably poorly maintained—with blackouts being abundant in occurrence, though it is suggested that this may be the result of external causes. Due to this, vast sections of the area are frequently without power for extended periods of time, often for days at a time. In addition, it is impossible to communicate efficiently, as the level omits radio signals. It is theorized that Level 48 exists within the confines of Waste Disposal—as numerous pollutants from there have been found in the many aisles. The existence of these substances further elevates the risk of human inhabitance, as the contents of the aforementioned are disgusting and repulsive in nature. In addition, a strange fluid has been observed seeping through the floor tiles, with its composition and properties remaining under investigation. Since initial analysis suggests it is toxic and therefore unfit for human consumption, it is suggested that it may be similar to the fluid saturating Level 0's carpets. In addition, the faint, rancid smell of rotting food, mold, and other putrid substances can be observed at all times, wafting periodically from seemingly arbitrary directions. Numerous symptoms can be observed when one stays within Level 48 for an extended period of time. Since the prevalent biohazards can cause a wide variety of effects, individuals who remain in the level for too long often experience severe side effects. The most common physical symptoms include dizziness, nausea, and headaches, among other things. Prolonged stays in the level can also lead to respiratory issues, as the air quality in Level 48 is remarkably poor as a result of radioactive contaminants. Many reports also detail gradual psychological deterioration, with many experiencing visual and auditory hallucinations as a result of the poor air quality. These hallucinations often exacerbate oneself with subtle changes in the environment, such as subtly shifting walls, creaking floors, or objects appearing or disappearing when not directly observed. Due to the presence of numerous lethal contaminants, Level 48 is extremely dangerous to traverse. Initial investigations into the level suggested that it posed minimal immediate threats, leading to early expeditions and settlements. However, further attempts to establish stable communities were met with fatal outcomes, as settlers soon perished in the hundreds for seemingly unknown causes. Subsequent research initiated by the Major Explorer Group found an abundant amount of radon gas within Level 48, with all known external entrances being sealed off completely.
- #30Level 49: "Spreading Darkness" by Ulrica-Moon & Shiyu-TimelyRain & XRHXselective
Keys: level 49 · Secondary: darkness beyond guardrails, scattered empty buildings, random empty intersections, furniture from your past, endless dark roads, faint murmuring sounds
Level 49, also known as Level ZH 0, is the 50th level in the Backrooms and the first level originally documented in Chinese. Level 49 is theorized to be a non-Euclidean space composed of countless infinitely extending roads, sparse intersections, and scattered architectural clusters. Its primary characteristics include bright street lamps installed along both sides of the roads and the endless darkness beyond the roadside guardrails. Within this level, signal and positioning systems are inoperative, and the IP addresses of most communication devices are assigned to Level 0; this phenomenon has led many to speculate that Level 49 might be a sub-level separated from Level 0. In conceptual frameworks, the dark expanse beyond the guardrail in Level 49 is theorized to connect with The Void. Although this theory remains unverified, we strongly advise wanderers against crossing the guardrail due to the unexplored nature of the outer regions. The two-way roadway at the entrance crosses the entire level, devoid of sidewalks or emergency lanes on either flank. Wanderers have observed traces of tire tracks within Level 49, potentially indicating vehicular activity during an unspecified era. However, roads approaching structural clusters predominantly exhibit deteriorated conditions, strongly suggesting prolonged abandonment of the level's transportation network. After wandering a certain distance, three-way intersections emerge with increasing frequency. Most are equipped with traffic signals, though the majority have been rendered inert. With roadways devoid of vehicular traffic, the few remaining functional signals currently pose negligible impact on exploration or survival. However, as intersection spawn patterns are entirely stochastic, a wanderer’s choice may unpredictably lead them into unmapped zones. The wanderers often encounter randomly appearing traffic signs at crossroads, most of which resemble those from the Frontrooms. Below is an excerpt from a 1978 research report on these signs. Although the study yielded no significant breakthroughs, its hypotheses might eventually be verified. Under normal circumstances, a small number of structures appear along both sides of roads. However, the emergence of large-scale buildings is exceedingly rare, which is why such areas are termed "architectural clusters." Among these buildings, only a few contain basic living supplies or household furnishings, while the majority are hollow and decayed internally. Prolonged stays in such spaces often induce dizziness and disorientation in wanderers, rendering these structures functionally uninhabitable. Intriguingly, wanderers frequently report encountering furniture they once owned within certain rooms. This phenomenon suggests a possibility: the interior layouts of Level 49 may manifest as psychological projections of the wanderers themselves. Concurrently, structures with identical interior layouts have yet to be documented. When wanderers remain within structures for extended periods, they may perceive faint auditory phenomena resembling murmurs. These sounds appear to originate from distant sources, their content rendered indistinct. Some hypothesize these could be auditory hallucinations induced by prolonged exposure to silent, lightless environments. However, no empirical evidence exists to substantiate either this hypothesis or alternative explanations. Should wanderers proceed further along the architectural clusters' axis of extension, the structures' interiors manifest escalating structural degradation proportionate to traversal distance. Leather sofas become dust-caked, family portraits oxidize into indiscernible amber blurs within disintegrating frames. Concurrently, stored living supplies undergo accelerated entropy: rust-eaten ironware, mycelium-infested foodstuffs, and pharmaceuticals exceeding half-life thresholds emerge as pervasive phenomena. Extreme discernment is advised regarding such materials, given the absence of empirical validation for their biochemical stability.
Entities: To date, no entities have been documented within this level.
Colonies and Outposts: Within a spatial expanse exceeding Earth's surface area by multiple orders of magnitude, the intersection probability of stochastically distributed wanderers within this level approaches nullity. Consequently, persistent colonies and outposts prove exceedingly sparse, with verification protocols remaining nonviable. Most documented colonies and outposts retain unsubstantiated or apocryphal status, their existence oscillating between hypothetical constructs and spatial phantoms.
Entrances: Finding a glass door out of the putrid Level 48 store will lead here. When wanderers remain in Level 0 for an extended period without entering Level 1 or the Manila Room, they often arrive here; this constitutes the most common pathway for wanderers to reach this level. When a wanderer opens a door in Level 5, there is a chance they will enter the architectural clusters. If a wanderer travels sufficiently far within the piping system of Level 6, there is an extremely low probability of arriving at this level. Level 49 maintains numerous entry points, with detailed specifications available in the relevant documentation.
Exits: Unverified rumors suggest that climbing over guardrails may lead to The Void, though this remains unsubstantiated. Attempting to no-clip to walls in architectural structures could transition wanderers to Level 1, whereas no-clip to interior decorations carries high probability of arriving at Level 6. Shattering building windows and leaping outward has been documented to transport individuals to Level 4. The road of the level may occasionally shift into the Level 50 one.
- #31Level 50: "The Moribund Highway" by Joey Springerselective
Keys: level 50 · Secondary: endless desert highway, dangerous hostile wanderers, confusing looping highway, abandoned cars on road, extreme heat and fog, abandoned gas station
Level 50, also known as "The Moribund Highway", is the current 51st level found in the Backrooms. Level 50 is a seemingly infinite paved asphalt two-lane highway amid desert terrain, with the street stretching in both directions and indefinitely fading into the distance fog. Every step makes a little echo that adds to the impression of solitude, and the sound of the air blowing across the route slowly coating it with dust and sand. Every stride forward feels like a loop back in on itself, as no one knows what lies beyond. The path intersects once it has traveled a decent distance—around every mile or when the ascending path cannot continue in a straight line. The pathway is also known for having a non-euclidean temperament, which makes it exceedingly difficult to navigate or localize the level. Some intersections or roads themselves loop back to the beginning of the route, forcing wanderers to change lanes. The highway lies in a frigid desert basin that lengthened much beyond the size of the actual route. As a representation of a wasteland, it has irregularly and elaborately flattened sands, as well as a mountain range that can be seen nearby from a great distance away. The descriptive information for the mountains is sparse since they frequently have hazardous environments and are demanding to scale. Except for the road and an electric pole that serves no use, there isn't much human infrastructure in the region. Plant life resembles that found in front rooms, including brittlebush, sagebrush, cologne, and other species. However, if one were to turn off the road, the desert would grow more arid and plantless, and the environment would become more hazardous. Numerous vehicles without license plates rarely appear on the road. Numerous of them seem to be in a condition of time halting, and none are accurately parked as if time were to stop while they were moving. Although virtually all cars are locked, it is necessary to note that it is still feasible to get into them. Supplies and other necessities for survival are known to be inside. Traveling by vehicle becomes difficult at this level since the automobile may suffer damage and run out of gasoline due to long-term abandonment. Function cars can ease and smooth out a journey for the traveler regardless of whether it depends on luck, offer cover from the scorching air and brisk breeze, and serve as a place to rest while traveling. The terrain is illuminated by constant light during the day without a cycle. Anyone present at this level will experience a variety of atmospheric conditions. The most common circumstance is sunny weather, which can raise temperatures to 38°C (simply over 100°F). Because of this, it is advised to stay on the path and in an operational vehicle. Almond water is also highly suggested due to the high temperature. The additional condition is foggy when the entire landscape is covered in fog that limits the range of vision. Although this state can cause the temperature to drop, it typically brings on a strong breeze that might nearly result in a storm. Although the highway path is non-euclidean, there is a greater likelihood that you will come across other wanderers on your journey. Additionally, due to the heat and terrible weather, the bodies and bones of people can be found decomposing by the side of the road with the flesh torn off the bone. The idea of meeting and traveling with other wanderers may sound great, but the hazards of this level come from the stray people that walk the highway. Many unfortunate travelers tend to be hijacked and robbed while moving, with the hijackers often pointing out the car that the traveler is driving. Although individuals are rarely killed during robberies, victims sometimes die from a lack of livelihood supplies due to harsh weather or from wounds and blood loss during the fighting. Much of this level remains unexplored, as there is only one way out. If one travels far enough, one could find a way out of this level by taking a route that leads to a petrol station amid the desert. The gas station and empty parking lots are in an abandoned state. Goods and supplies in gas station stores are frequently worthless and rotting owing to their perfect condition, leaving just a few items, including tinned food, batteries, flashlights, a crowbar, a bulletproof vest, and more. The exit is located in the back of the store and will take you to Level 51. In addition to having a single exit, one source reportedly claimed to have discovered a highway exit that appeared to go on for miles. Because the individual did not delve inside it, it is unknown what waits at the end, assuming one exists.
Entities: There are few entities in Level 50 that are frequently seen in the desert further on. Even if the entities aren't the most dangerous thing on this level, it's still not an ideal choice to wander around the wasteland, especially when it's cloudy, because anything may be concealing inside the dense fog. Hounds and Skin-Stealers are the two currently known entities on Level 50.
Colonies And Outposts: There are no known colonies or outposts on this level.
Entrances: Level 50 may be accessed from Level 79 by escaping through a fire escape. Via Noclip, it is possible to enter from Level 22. Another way to access Level 50 is through riding an escalator sporting a centered couble continuous yellow line found on the roadways of this level. Lastly, a road tunnel in Level 416 will lead one here.
Exits: Level 50 may be departed through the door in the gas station store, which leads to Level 51; this only works in the month of Autumn however. Another exit is to seamlessly wander through the route until it slowly transitions to Level 41. The level may suddenly turn to a state of dusk. This may be a sign one is about to enter Level 690. Besides, going far on both sides of the road in Level 50 will lead you to Level 224.
- #32Level 51: "Illimitable Temple" by Gamma980selective
Keys: level 51 · Secondary: causes violent war visions, ancient Japanese temple, makes you dangerously patriotic, Almond Water in sake jars, windows lead to other levels, erases your memories
Being among the most pervasive and mysterious levels of the Backrooms — in no small part due to its persistent anomalous properties — The Illimitable Temple (Level 51) resembles an ancient religious temple, presumably of Japanese origin. Ancient kanji symbols can be found scattered around the level's many corridors in arbitrary patterns. The entire locale is constructed out of wood and paper — materials typically used in the construction of Japanese homes, among other things. Kanji symbols present on the walls are significantly modified from their counterparts in The Frontrooms, often completely losing their original meaning as a result. Despite clearly being modeled after a Japanese temple, the locale is devoid of any texts or objects that would indicate the structure's historical and religious significance, such as religious texts and statues. Liquids within the level coalesce into puddles; as a vast majority of surfaces are hydrophobic. Scattered torches and lamp posts can be found throughout many rooms, with the fire-esque substance contained within them behaving much like Greek Fire. An abundant supply of Almond Water can be found in containers typically used for storing sake, seldom containing other substances such as Liquid Pain and the like. Almond Water may also be found coalescing on windows located in large rooms. Such windows show a variety of grass-covered hillsides and mountains — resemblant of rural Japan. The outside areas of Level 51 are confined spatial anomalies, essentially functioning as thresholds into other levels, most prominently Level 909. The windows are covered in a light mist on the interior side as a result of humidity and the occasional light drizzles from outside. Whilst the structure of Level 51 suggests the existence of multiple floors, access to said floors is infeasible — a vast majority, if not all of the stairwells within the level are completely inaccessible, and other attempts to reach higher floors are inconclusive. The entire level has an active convection cycle which persists throughout the entire level; this cycle of warm and cool air seems to defy the laws of physics altogether, as it is able to pass through structures and access a vast majority of rooms, which are typically closed off completely by the abundant shoji doors within the level. The climate of the locale is typically warm, measuring around 71°F (21.7°C) on average, albeit with significant deviations as much as ten degrees in certain areas. Mental Hazards: Level 51 contains a wide variety of mental hazards which exhibit detrimental effects on wanderers. Many of those who have visited the level have reported a distinct and all-encompassing form of dementia in which memories are graudally erased, being replaced with profound and grotesque visions of Japanese history. Whilst these visions tend to vary between wanderer accounts, they are most commonly pertaining to Japan during the Second World War — including their atrocities against the Chinese population during the Second Sino-Japanese War, often in extreme grotesque detail. Whilst these visions and memories may seem harmless in the short term, studies have shown that they are extremely detrimental on one's mental state; with many wanderers who have visited the level either committing suicide or succumbing to Roth Syndrome after an extended period of time. Whilst the effects tend to gradually get worse the more time an individual spends within the level, even short visits have been proven to cause irreparable permanent psychological effects to them. Although most methods to reverse the effects certainly have been tried, such as consumption of Almond Water or electroshock therapy to name a few, it often results in the symptoms merely getting worse. Those of whom did not already kill themselves or succumb to the Wretched Cycle tend to exhibit violent and uncontrollable tendencies, often developing mental illnesses such as schizophrenia and post-traumatic stress disorder. Individuals often feel an intense patriotism for Japan, often seeking out other individuals and incapacitating them in cruel and unusual ways.
Entrances: Various corridors in Level 666 and Level 909; Entering doors marked with kanji symbols within Level 5; Walking through scattered torii gates within Level 10 and Level 55; Touching or No-clipping through assorted Japanese products within Level 72; No-clipping through discolored walls in Level 85; And various doorways within Level 4; A Japanese styled door in Level 464 will send one here.
Exits: Long, dimly lit hallways which gradually fade into the torii gates of Level 666; Entering Level 490 by interacting with scattered stone tablets marked with archaic symbols; Jumping out of an open window and into Level 427; Entering through a door labeled 'τ' will lead to Level Tau; Entering through a door labeled 'φ' will lead to Level Phi; And noclipping directly into the floor, which may lead to The Void, seldom worse.
- #33Level 52: "The Greenfield Campus" by WindXDselective
Keys: level 52 · Secondary: safe haven for wanderers, pristine empty classrooms, green plains and courtyards, easy to navigate, vast school campus, major wanderer hubs
Level 52 is the 53rd level within the Backrooms. It was discovered on March 4, 1954 by Dr. Greenfield and Marshall David of the Major Exploration Group. After a few days of exploring the level, he reported his discovery to his organization, eventually leading to a thorough analysis of the level's properties. Level 52, formally known as "The Greenfield Campus," presents a vast school campus of buildings nestled in verdant plains housing a university, the usual componential facilities and structures of a regular college campus, and several collections of apartments. As a case in point, the level possesses well-known habitable properties and strangely pleasing environments, many have attempted to establish outposts and communities. Travelers often consider it a paradise of sorts, attracting wanderers to its confines for its tranquil isolation, security, and overall likability. Due to its Euclidean geometry and the outstanding features of each sector, the location is easily navigable and convenient to map. Each entrant will land in the same building or one nearby within a radius of one to ten miles; whereas many communities and outposts exist. The campus's layout is appropriately stable and well-categorized in an ongoing series of construction lay-in sequences—each with its own allocated sector; its precise geometry displays a neatly systematized exterior pathway, allowing simple transfer from one spot to another. Occasionally, however, an assortment of building components merge into a singular edifice, either branching out to another building, forming a bridge-like architecture (pedestrian bridge), or directly contacting each other if their proximity is exceptionally close. A few meters height of a concrete barrier and a chain link fence encircle and separate each campus; nevertheless, their inadequate height permits individuals to climb over. While the campus scarcities any entrance gateway, certain border portions are misplaced or installed in abnormal and meaningless locations, meaning one may enter and depart without engaging the barrier. Every campus presents its own look and aesthetics, but they share many similarities in common; the most notable feature is the uncomplicated campus' internal layout. Other elements include solid concrete structures and smooth concrete/tiles/multicolored carpets flooring applied throughout all architectural structures, exhibiting virtually no signs of deterioration or mold proliferation. The exterior and interior appear painted in neutral hues on architectural motifs. These colors often include pale brown, gray, beige, and off-white. All fabrics inside the campus facility are remarkably pristine upon their initial discovery, with no signs of mildew or decomposition on their surfaces. Although the setting lacks self-cleaning properties, any imprint can remain on the structure without changing. Campus buildings typically boast a moderate elevation, featuring anywhere from two to ten floors, each accessible via stairs or elevators. They consist of identically furnished classrooms filled with writing boards, audiovisual equipmentt, desks, seats, and other conventional teaching supplies. The same component likewise encompasses exterior window placement and desk and chair arrangements, while a few others may differ due to varying interior chamber layouts. Upon entering the classroom, all electrical equipment and ceiling lights remain closed in contrast to the building's other parts, wherein all appliances and instruments are perpetually in function. A specific campus area holds a series of rooms, all offering a distinctive appearance and seemingly fulfilling a dissimilar purpose from the others. Particular sections are administrative offices—mimic the principal's office, administrative staff offices, and reception area; such spaces absence critical materials. Others are faculty rooms, specialized instructional spaces, laboratories, libraries, and utility rooms. The said rooms are generally vacant and missing contents or stuff that one would expect to come across. The opposite is also true; such actions deprive essential resources, for example, chemicals, books/publications, maintenance tools, and others. The average campus comprises approximately a hundred rooms, depending on their dimensions. One can determine the number of rooms by examining the labeled signs above the chamber's entrance. In general, labeled signs include four digits; the first two digits represent the total quantity of rooms counted, the third digits means the floor one is currently adjacent, and the last digit corresponds to the number of each campus building. Despite the aforementioned, none of the classrooms possess any detail regarding their subject matter or instructional purpose, considering each seems comparable. Thus, the case also applies to the campus; it doesn't display its name or any additional data concerning itself. Merge buildings naturally assemble an internal courtyard in the center, consisting of artificial grass and sidewalks from one gateway to the next, as they replicate the visual appeal of the outdoor surroundings. The ceiling is generally translucent or without one, which permits sunlight to illuminate the inside; alternatively, some courtyards come with a further rooftop light. Several courtyards tend to emulate parks, including lampposts, benches, garbage cans, and trees. Others may resemble sports complexes with sports courts positioned inside. The canteen is an auxiliary feature on all campuses; it lies on the first floor of a building, in a standalone structure, or sits in the courtyard area, featuring plenty of seating and vacant food stands. No food or drink sales or establishments appear in the canteen. Generally, one may find water fountains, vending machines, and lockers there; similar features are also present in various parts of the campus, particularly in the hallways. Environment: Level 52's exterior is a plain green setting enclosed by campus buildings, with some portions left untouched. The repeated elevation increases and decreases in particular regions are unstable, resulting in a vast wavy-like pattern hillscape; the whereabouts of these locations are generally unconstructed. Rarely, however, several plain landscapes are barren of construction; relatively, an extensive rubble and gravel/sand walkway stretches between campuses. Excluding lush grass and the street, there are a few distinctive characteristics that disturb the terrain's consistency, such as a tiny assortment of flora and a long fence that serves no use. The outer atmosphere possesses no day-night cycle or environmental shift pattern. The sun represents the sole luminous celestial object, offering the only light source; its sunlight commonly changes its intensity throughout time. Further study suggests that, at Terra's nighttime, sunlight levels are lower than during the day. Consequently, temperatures fluctuate as time passes, ranging from 50 degrees Fahrenheit (precisely 10 degrees Celsius) to 90 degrees Fahrenheit (roughly 32 degrees Celsius). Soft gales blow inconsistently around campus partly because of temperature differences between areas; many may be severe if the temperature changes abruptly. The sky is constantly blue with few clouds since the level has no water source for evaporation. Landmarks: M.E.G. labels campuses in Level 52, most of which are designated after the first person who found the location or after another name with a logical meaning. Many campuses or buildings are tourist attractions and wanderers' hotspots, mainly due to excessive visitation and located near the level's midpoint, where most visitors first arrive. Marshall David Campus The Marshall David Campus received its name in recognition of "Marshall David," the first M.E.G. explorer who found Level 52. The campus was well-known as a popular hotspot, primarily where most newcomers ended up. The building's outstanding attributes, notably its all-white concrete structure and many hallways filled with lockers—its appearance initially led one to assume the place was a high school. M.E.G. employs this campus as an outpost and workplace. The overabundance of outsiders and non-staff members stepping into and out of the building, the frequent occasions of people ending up inside the building upon reaching a level, and the enormously immense dimensions of the building, these aforementioned are to the point that M.E.G. is unable to maintain control and decides to permit outside visitors to enter the building without acquiring permission. Marshall David Campus is a merged of multiple campus buildings totaling five floors. M.E.G. renovated the fifth floor to operate as an administrative office for M.E.G. superior staffs, a meeting spot for discussions, a storage for critical documents, and an imperative workspace for the member group. Foreigners are forbidden from entering the topmost floor and will be sent to the previous floor if they step across. The regulation may not be enforced partly because of the floor's few safeguards. Every room will remain locked and unaccessible and only available to group members. M.E.G. also revamps classrooms on other floors into offices for discussions, interviews/interrogations, and workrooms for ordinary group members. These rooms aren't locked; therefore, they can be used by outside passengers to meet with other travelers. The Marshall David Campus was well-known among travelers as a venue for community growth for wanderers and M.E.G. group members. Presently, the campus shows indications of degradation throughout the facility after receiving thousands of visits per month, such as indelible dirt prints on the surface, cracks in concrete parts, and rubbish strewn in neglected areas. M.E.G. has announced the application of the protocol in the building's affected areas. J. Barry. Campus J. Barry Campus is named after the mental institution's proprietor on Level 16 due to the similar look of both sites. The building is entirely constructed of painted blue or white concrete and has a smooth and gritty concrete floor. Several well-known commercial enterprises, such as Cool Mart Co. and Almond Water Inc. ™, own large amounts of merchandise and supplies stored on campus. The campus is renowned for its trade and selling hub for a wide range of goods, as well as its use to transport goods to other levels, mainly commodities like medical supplies and almond water. In particular, the location is crucial for M.E.G. to purchase items for their outpost. Through M.E.G. assistance in negotiations, each region has been divided and rendered separate for utilization by corporate groups while trying to avoid conflicts in claiming the space. The location is highly secure, with numerous security measures and fire emergencies erected inside the storage that each organization adds to its storage. The place received several alarms from outside visitors who attempted to take supplies without authorization or steal the group's stuff. Furthermore, false alarms often occur, with frequent wanderers setting off alarms for no apparent reason or security feature error. J. Turner Campus J. Turner Campus has a title after James Turner, an M.E.G. staff member who discovered the campus. The building's general design resembles Marshall David Campus's, retaining a white textile structure and merged structure; the only exception is that this campus has two floors alongside a basketball court and courtyard in the campus' core. Despite the building setting about a mile from the Marshall David campus, M.E.G. chose not to interfere with it. Currently, many tourists utilize this campus as a base and community meeting location, and extensive renovations are taking place, such as converting all classrooms into lodging.
Entrances: Opening doors on many levels has a small chance of leading to the level. Emergency exits or elevators in Level 1, Level 2, Level 3, and Level 4 may lead to one of the campus buildings. Entering any sort of a high school building in Level 11 will lead to this level.
Exits: Rarely, one might find doors that were not part of the structure, leading to random levels.
- #34Level 53: "Alone" by WindXDselective
Keys: level 53 · Secondary: always dawn outside, abnormal house layout, sealed doors and windows, strange feeling of familiarity, confusing room connections, empty suburban house
Level 53—a compact urban home with a layout reminiscent of a contemporary home—has an interior distinguished for its distinctive fashion, given that each room has specific furnishings and accent details, leading to a unique layout and adorning aesthetic. It's mainly defined by its vacant condition, with either almost or no furniture in virtually all the rooms, resulting in many rooms offering an abundance of unoccupied space. This property has housed occupants occasionally. Personal artifacts, including clothing, pictures, and intimate documents, may seen on particular furniture or scattered throughout the rooms. Tan wall coverings and beige carpeting over hardwood floors, all in remarkably pristine shape and unaffected by any conceivable dirt or decay, are the primary traits of the house. Every entrance to the home's exterior is inaccessible given the impregnable textile. The house's windows capture a suburban landscape in the morning light: countless trees, lampposts, and walkways directing to neighboring homes. Many acknowledge the outside view represents an illusion, with the whole suburb still and constantly remaining at dawn, with no trace of a day-night cycle, although the theory has been uncharted. Once entering Level 53, one will find themselves in a living room on the residence's bottom floor. The living area holds two chairs around the corner, one wide sofa with cushions, and a glass table in the center. Despite the window's external light constantly flooding the room, a switch was present at the entryway, allowing one to turn on the ceiling light and the three functional lamps around the room. The living room features an enormous reflection over the couch and a large window with a red curtain displaying the front house's scenery with a balcony and neighboring suburban property. One doorway opens to the kitchen directly across from the window, while the other leads to the front door. Based on such portals, one could ascend to further rooms downstairs of the house, totaling seven. The kitchen highlights the table counter filled by, above all, drawers and cupboards storing cooking equipment concurrently with a wood dinner table and chairs. The room's wallpaper appears white instead of tan, with gestures of being ripped away. Moreover, pottery and food containers are arranged separately on the cabinet, accompanied by belongings of every type, including a message affixed to the refrigerator. Aside from the door heading back to the living room, two other doorways in the kitchen connect with the stairwell or the bathroom. If one proceeds to the front door in the living room, one ends up in an empty rectangle entry room with a white front door and a window. The nearby entryway is a practically empty, prolonged, narrow room with two windows covered with white curtains and some missing outlets on the walls. Despite all this, the room appears unusable—regardless of a chair with a television plugged into a nearby socket—contributing to the supposition that the area was formerly a living room. In the room, supplementary items include a wooden chair, a table with a lamp, and a captivating painting. A ceiling fan hangs on the ceiling alongside a pair of light fixtures; nevertheless, a single of the light switches holds a missing button, preventing it from being closed and remaining open. The miniature bedroom links to this room, consisting of a beige bed with a floral design and an undersized chandelier. A walk through a different doorway in an empty chamber—leading one to a cleared patio room with a rotating ceiling—is an outstanding glass door at the patio room's corner exhibits a panoramic view, presumably of the house's rear, encompassing an unclogged concrete courtyard surrounded by a wood fence, with a handful other suburb house roofs and the dawn sky perceptible. The sliding glass door is securely locked from the outside, making all attempts to access it ineffective. This same level of security extends to the front entrance as well. Stairwells accessed from the kitchen and patio room extend to the residence's upper level. Upstairs is a balcony walkway enclosing an overlook opening to the downstairs, which is obstructed by a wood leak, as all doors adjacent to the balcony go to the remaining eight rooms on the house's second floor. Upon reaching the second level, the left hallway lies two entrances; one leads to the master bedroom, and the other to the tiny bedroom. Both include an old mattress on a wooden bed, while the remote bedroom offers two beds—each equipped with a pillow and blanket—alongside a table and chairs. Conflicting with the downstairs, there are no light fixtures; although none, the primary light source originates from the ceiling fan, featuring light jointly. Although the main bedroom has a closet joined by one wooden door, alongside a handful of personal belongings and fabrics hanging from the steel, another bedroom doesn't have one, tending to be empty, despite being aware that the room possesses its bathroom. The tiny bedroom has numerous instances of astounding odd and bizarre designs—involving the window showing off an impassable wall—the lengthy corridor ushering to the bathroom, and the ceiling fan in the bathroom. A stroll around the balcony overlook endorses one to the location speculated to be living rooms. Those are unoccupied, with one linked to a tiny bedroom that's generally in equally good shape, albeit with missing fixtures or faucets. Parallel to the empty room downstairs—comprising a sofa for seating and no electronics or other technology to fulfill its intended role. Despite that, one room had indications of having devices, merely a DVD player and a Wi-Fi router plugged into the available socket. The chamber has a solely wood door, although impenetrable, despite seeming it doesn't require a lock and seemingly is aged and broken. Studies disclose that the wooden doors reach the building limit boundary and leave little space beyond, suggesting that the entrance leads to the home balcony above the backyard. Entering an oblique angle door will take one to the living room-linked bedroom; in opposition to the remainder of the house's design, those appear in modern furnished and present-day attribute items, akin to newer polished peeking mattresses, futuristic lamps, and gray modern-looking wallpaper. These two living rooms highlight an issue regarding whether or not they perform any function, given that they share the same possessions, such as identical sofa seats and windows. Level 53's nature: The precise nature of Level 53 rooms occasionally remains uncertain to newcomers due to their sparse furnishings and otherworldly layout design. Furthermore—when first entered—individuals often feel disoriented about the purpose and flow of the space, considering the unfamiliar layout space, as each room never seems used to belong in the same, given that every room's wallpaper and carpet have different shades as most rooms possess their distinctive style: the feeling of not being in a typical home, increasing the sensation of being out of place. Simultaneously, the protagonist of particular rooms routinely evokes visitor nostalgia, recalling them of locations from their past or dreams, accompanied by a sensation of familiarity: the liminality. The unusual surroundings pique people's curiosity and interest, making them desire to comprehend more about the location's background and intended usage. Multiple investigators have noted that the house contains sealed voids, such as a filled dead space between the master bedroom and second bathroom and a thick wall near the stairwell. M.E.G. has endeavored a map of the two-story house. Therefore, each room seems to have different proportions and dimensions, with an attempt to piece the rooms together arising in an abnormal layout. Moreover, the home likely has more filled gaps, resulting in multiple thick wall locations.
Entrances: As previously stated, Level 53 is only accessible via a wormhole event or noclipping at any level, with most instances occurring inside Level 58. Several reports assert that approaching a random residence in Level 9 has an excessively low likelihood of advancing to this level, while this allegation is pending verification.
Exits: If one enters by a wormhole event, they may readily use the same wormhole that took them here to return to their previous level. The wormhole, however, only lasted for around ten minutes before fading. Likewise, the wormhole occurrence may reappear within the house, or one could noclip and depart the level.
- #35Level 54: "Stairwell Of Spirals" Someonehelpme007700selective
Keys: level 54 · Secondary: appearance changes for everyone, endless spiral staircase, very cold air, danger of falling, light from blurred windows, doors to random strange rooms
Level 54, often known as "Stairwell Of Spirals" is the 55th level of the Backrooms. Level 54 is an expansive spiral stairway that extends to an undetermined elevation with varying appearances distinct from each of its entrants. The photographs and details given by each traveler exhibit how the level appears unique to everyone arriving; the place's main aspects show no indication of anyone having previously been or visited there, and there are no reports of two people encountering the same level's appearance. Every area of the location remains untouched and possesses an invariant design, with stairs and building structures all consistent. The building is constructed entirely of the same concrete and resembles an urban structure spanning the 1960s to the current era. The textiles within are remarkably immaculate, leaving no trace of mildew or deterioration on their surfaces. Safety features on stairs raise concerns about their effectiveness in safeguarding individual well-being. A typical scenario involves an iron leak enclosing the open well around the stairwell. For instance, the leak's altitude is considerably lower than the permitted height limit, and some are broken and threatening to collapse. Stiff and brittle stair steps' surfaces are likely in recently cleaned condition, allowing for slip if caution is not taken. Falling into the stairwell void may lead to acute injuries or death. Therefore, one must be careful when ascending. Accessory features on each stairwell step include anti-slip stair treads and stair nosing. Few locations may have alarm switches and fire extinguishers attached; attempts to trigger a fire alarm appear hampered by the absence of a sound source. No light fixtures are visible within the stairwell; instead, a vibrant window on a wall fills the space. The window extends upward, lining up with the wall as every facet of the staircase remains illuminated by external light. All windows exhibit a blurred and uncleared nature, rendering it inconceivable to detect the light's origin or the other side's aspect. Several accounts exist of people witnessing a city view in daylight via a window. The outside view lingers constantly with no movement, including a day-night cycle, and no life appears. Furthermore, guiding one to a higher floor will not alter the perception of a high sky as it stays at the same altitude. Others claim that the viewpoint changes but eventually redirects to the prior one. Wall air conditioners and vents installed in specific places keep the atmosphere frigid. Any determination of where the opening vents end proved unfeasible. Many described a slight breeze from a miniature open portion of the duct. Due to its narrow aperture and impenetrable steel panel, traversing across the vent is impractical. Numerous vents and air conditioners may be erected in the same spot to induce breeze flow down the stairwell. The air conditioner generally sets at 20°C or drops to 10°C, making temperatures excessively cold. Moreover, individuals receive a bitter and forceful wind from the stairwell void, presumably from a very elevated location. When one enters, they will find themselves in a large, circular region with stairs in the middle that branch off into an endless stairwell. The room features a stairwell design and incorporates the exact wall and floor textiles. It tends to be primarily empty, with few furniture and items like tiny seats, a vending machine, and a fountain set in the center—the fountain is perceptible when gazing from the stairwell void. The absence of room lighting makes the interior gloomy. Despite the seemingly random nature of Level 54 upon arrival, its appearance is affected by a variety of distinct traits for each traveler. In-depth research and interviews with those who visit Level 54 suggest that the manner the level presents is related to the wanderer's dominant thoughts and emotions. Individuals who were depressed and suffering at the time described seeing a dimly lit shadowy staircase with smallish windows that allowed in faint light. Moreover, some stairways are in an archaeological design evoking a bygone era. Such as vintage furniture and decorations, they appear in disarray, implying upkeep and replacement. The Chamber: The staircase consists of landings that oppose the windows' placement. Every landing possesses a door. Occasionally, one can stumble across stairs without landing, only doors against the wall. Beyond these doors is an assortment of random chambers, each with distinctive textile textures, furniture, and design schemes. There's no indication whether the two rooms are identical, and each gate opens into different areas. Indoor Form: The Indoor Form manifests itself as a network of interconnected rooms and hallways, forming a complex labyrinth. The interior construction typically takes the outline of an intricate labyrinth built up of a network of affiliated spaces and halls. The entire structure contains various textiles, including metal, concrete, and plaster. Rooms and hallways are irrationally adjusted in an arbitrarily designed and bizarre layout. The space has small decorative pieces and furnishings. Particular locations might feature several identical objects throughout the area. Notably, the architectural layout adheres to conventional Euclidean geometry, lacking inherent non-Euclidean features. The location's spatial dimensions are constrained, exhibiting a finite extent that spans from one to ten square miles. Attempts to venture beyond the area's limited range will lead to impassable barriers. Any stairway structures extending to upper floors will descend to a dead-end ceiling since the chamber lacks upper space or a second story, while a miniature crawlspaceis inappropriate for any visitor may be apparent beyond the ceiling. Outdoor Form: The Outdoor Form is a massive, box-shaped chamber constructed of smooth concrete or plaster. The room presents itself in an authentic external setting or provides a panoramic sky view. The room's walls and ceiling are an array of outdoor wallpapers that depict various moods of the day and night sky, substituting for real nature. Occasionally, the chamber may install an enormous monitor with an overview of clouds and skylights on the ceiling. These wavelengths provide the observer with a simulated outside atmosphere, nearly identical to the actual one. Few travelers report that some rooms' entire space appears in different hues. The chambers vary in size and height, and no structure or construction extends beyond the room's boundary limit. The enormous box room mimics and resembles multiple kinds of outdoor environment. Any natural resources, such as plants and other flora inhabiting the space, are artificially established. The primary light source is an LED light fixture mounted on the ceiling. Particular areas lack illumination sources that outturn in pitch black. A place may also resemble a cityscape with various buildings present; these structures are limited in size and do not extend beyond the room's size. Certain interior spaces might be considered the Outdoor Form for a clear perception of being inside a massive rectangular room cover surrounding the region, including an expansive play area or a gigantic warehouse. Similarity: Many stated that multiple chambers resemble random levels in The Backrooms, imitating specific levels within that context. These rooms exhibit distinguishing qualities that make them recognizable. Depending on the room, there may be differences between the expected features and the actual representation of the intended level. Additionally, instances arise where rooms adopt a hybrid composition, combining elements from two distinct levels. Many suggest that every room on Level 54 is replicated, and an unidentifiable room is the result of a difference in possessions or undiscovered levels.
Entrances: Finding a spiral staircase at a random level—generally a safe level—will lead to this level. The staircase presents the same design and textiles as the level where one is currently on. However, one will notice that the stairwell is remarkably high, and if an individual manages to reach the top, they will encounter a reinforced door leading to this level. Reinforced doors on Level 1, Level 4, Level 5, and Level 11 may lead to the circular chamber on this level. If the gateway goes unnoticed, eventually, the entry will disappear when no one is looking or paying attention. However, the entryway is only visible when a person ventures out alone with no additional individuals in the area. Attempting to access the level with a group will result in the entry disappearing. In The Ruthless Selva biome of Level 427, one may rarely encounter a staircase deep within the biome. There are several staircases with varying appearances, but the most common are spiral, curved, and straight stairs. Climbing up to the top of these stairs will send one here via noclipping. In Level 511, noclipping through any staircase will rarely send one here.
Exits: The same entrance that one previously used to enter the level can also serve as an exit—noted that one sometimes may appear at a different location but still on the same level. The phenomenon appears as an abyss; interacting with the abyss will send one to a random level. With very little probability of opening the door, one will find a small empty room with another set of short spiral stairs. Climbing out of the steps will lead to a random level.
- #36Level 55: "Mindless Hills" by Arbiselective
Keys: level 55 · Secondary: identical empty houses, unnatural muffling silence, endless grassy hills, electronics and lights fail, causes confusion and lightheadedness, fake grass over concrete
Level 55 is the 56th level of the Backrooms. Level 55 is an expansive infinite landscape of grassy hills under a solid blue sky, devoid of sun and life. The hills consist of a thick blanket of fake grass atop concrete mounds, thus adding to the level's artifactual ambiance. The concrete appears indestructible, as many common methods of destruction do not work on it. Across the hills, houses of identical appearance can be found placed in the center of their respective hills, each one devoid of electricity and content. Additionally, irregularly placed fences may circularly surround their assigned houses, sometimes failing to encompass the full perimeter of the building. Other miscellaneous forms of architecture can also be found on hills, such as empty water towers, television towers, et cetera. From each building, a paved street stretches from one structure to another; street signs can be found along the roads. In addition to an indeterminable origin of level-wide illumination, there are no other light sources in the level, with all the houses being devoid of their necessary illuminative objects; additionally, any light sources manually brought onto the level will instantly fail to function. The sky is completely devoid of clouds; furthermore, there have been no reports of weather events occurring in the level; there is also no wind. With the lack of light on the level, Level 55 is completely devoid of water and is thereby used as a temporary rest place by wanderers. However, due to the level's possession of mentally hazardous anomalous properties, it's recommended to not linger. The houses of Level 55, as previously said, are all identical in appearance, design, and interior. Their composition mainly consists of weak panels of plaster and is easily damaged; simply leaning on the wall may cause it to collapse. However, the households themselves are unable to experience temporal decay. Each building houses two stories, each one being an empty, square space of considerably large size. These areas are commonly found in an incredibly dusty state and are consequently considered biohazards. The first story is featureless with the exception of the entry door and three indistinguishable windows on the opposite wall. In the corner will be a staircase that leads up to the second story, which possesses two identical windows on the same end as the first story's windows. The ground of Level 55 is covered by a thick blanket of fake grass, as stated above. The false vegetation spans across the entirety of the level in a fluent fashion, being able to cover the ground according to its curves and bends. Roughly one foot below the grass cover is solid, indestructible concrete. After a few minutes of venturing the level, lightheadedness will begin to overcome the wanderer, decreasing their ability to form rational thoughts. However, the consumption of Almond Water can stabilize the mental effects of the level's phenomenon. Foods brought onto the level will slowly get a disorientated taste, often causing lightheadedness and difficulty in rationalization. Consequently, consumption of food is highly unadvised if one has wandered the level for long periods of time. The texture of the edibles will gradually become clay-like, eventually making it extremely unappetizing. Aside from the mental hazards, however, it has shown no effects on one's metabolism. As one continues to explore the level, their vision will begin to undergo distortion; the colors of the level will appear more vibrant as well and the saturation of the level will slowly increase. Level 55 is known for its vast diversity in anomalous properties, with the most famed being the prevalent silence in Level 55, with its lack of sound measuring -10 decibels. In addition, any noise caused on the level will sound "muffled", being much quieter than what it was; echoes unusually do not occur in Level 55, thus amplifying the quietude. Due to this phenomenon, wanderers may go insane within a short period. The sound-stifling property of the level, however, does not affect the interior of the houses. Damaged houses, however, are still affected. Additionally, any images taken of the level will undergo a large range of possible filters, with the most common causing the photo to appear low-quality. However, many other attainable filters may slightly alter the level image. Additionally, these filters may also alter how the level appears, such as removing all shadows from the image. Furthermore, Level 55 is believed to possess a phenomenon that isolates all living organisms from one another. Additionally, every electronic brought onto the level will immediately malfunction for unknown reasons. The most beneficial of these properties is the fact that wanderers cannot experience hunger or thirst during their time on the level.
Entrances & Exits: The most common entrance to Level 55 is via a lime-colored door marked with a white house. These doors, however, manifest for a few minutes on random levels before disintegrating, thereby making this level rather difficult to access. The primary exit method is to simply find a lime-colored door that emits loud humming noises; opening this door will lead one to a random level. These exit doors often stand in the middle of a field and are attached to seemingly thin air. It should be noted that the level's structure is incredibly stable and, thus, cannot be noclipped into or out of.
- #37Level 56: "Respite" by SoulWithSorrowLaidenselective
Keys: level 56 · Secondary: cozy cottage in a forest, hallway of your memories, forest becomes dark and hostile, blood runs from taps, safe place to rest, decays if you stay too long
It is a squat Georgian building, constructed from bricks coloured a dull orange that borders on the brown of rotting autumn leaves. Singled-storied and slate-roofed, it stares out at the landscape through two iron-latticed bay windows. It is looking toward the treeline that surrounds it and forms an arboreal ring around the building. Virginia creeper snakes up the right side of the cottage, putting the stormy slate and mud-red bricks to shame with its sunset gradient. The saturated crimson hues make the house seem awash with flame, as if a scarlet inferno had been caught in the act, standing frozen with embarrassment. The building itself seems as if it were alive, with the creeper a nervous blush framing glass eyes. The partially paved path leads up toward the door like a thrown rope trailing in a turbulent sea. It is uneven, but welcoming in a way that any shelter is, once you've experienced the worst a storm can offer. The expanse between the house and the treeline is a small, circular meadow of wild grasses and seeding dandelions that reach just above my knees. I like to trail my hands through the grasses and feel the scratchy seed heads brush past, trying to latch on so they can later fall and grow elsewhere. For all their effort, the gentle green waves proceed no further than fifteen metres. They end, or begin, at the forest. Golden-brown oaks dominate the treeline, with branches and roots spreading out across the forest like carved clay. Silver birches gleam like distant strangers in white, and mountain ashes scatter bitter berries across mottled mud. There is good food in the woods. Pumpkin patches grow like ripening boils, and tangles of brambles offer up shrivelled blackberries. Raspberry canes poke from the fallen leaves with their fruit dangling like tiny red lanterns. Apple trees dot the forest too; their fruit grows small, speckled, and red, like nearly everything in the level, but are tart and refreshing. Between these and the sparsely stocked kitchen, I've been able to cook things I'd never dared imagine since I've ended up on this strange journey. A diet of almond water, canned mysteries, and roast rat is certainly not a comparable feast for the senses. The house embraces you when you first enter, as if you were meeting a distant relative or a kindred soul. Opening the front door presents you with a short hallway to its back counterpart, with two inner doorways on your left and one on your immediate right. Then the tour commences. Turning right will take you into the dining room, which boasts the right front window, and leaves the back window to the adjoined kitchen. A single chair sits at the table, a single set of cutlery sits in the kitchen drawer, and a single candle burns gently on the front windowsill. A grey carpeted floor gives way to the kitchen's chessboard tiles where a cranky white oven and dull chrome countertop await your culinary whims. The first threshold on the left will lead you into the living room, where the textured wallpaper presses in close and comforting. An armchair sits centred against it, staring with the house out onto the wild lawn, and accompanied by an antique, curved coffee table sitting at its feet. The second doorway on your left precedes the bedroom. Like the rest, it is modest and boasts a neatly made bed in the middle of the room, empty rosewood drawers on either side. A blue lamp on the left drawer casts the room into a sleepy haze when lit. However, the very last and very first space is the most interesting. The short hallway is lined with framed pictures, far too many to maintain a symmetrical or orderly pretence. They hang in patchwork fashion, covering the walls in different shapes and sizes until the original cream of the wallpaper appears like veins or tributaries flowing around the geography of the photographs. I believe these are the only things to change from visitor to visitor, because each and every one depicts me. The memories follow a vague chronology, progressing further through my life as they continue down the hall. At the start, my mother is hunched in a hospital bed, cradling my small, new form. Her face is tilted down towards mine, displaying a roiling cocktail of emotions. I am shown learning to crawl, walk, cycle, and drive. My mother and I exchange Christmas gifts in our third home in my tenth winter. That brass lighter proved invaluable in my smoking years, as well as all the arson I was never caught for. It was a thing of beauty, engraved with the intricate floral patterns of a grand hotel's wallpaper that gleamed mischievously even after years of handling. I still have it, though the urge to see things burn has faded like the lighter's pattern: still noticeable, but not prominent. However, the rest of my soul is not emptied so easily: I am still the child left on the doorstep, still the rebellious teen in the headmaster's office, and still the young man with old addictions. I've shacked up in rotten apartments, squatter's shelters, green belts, and brownfield sites. No empty mall or homely hall has ever felt as welcoming as this cottage. It seems by design, but the artificiality only draws me in further. The memories that hang in the corridor do not energise me to continue on. They do not fill me with wanderlust, nor the need for new experiences. When I look back through my life, I cannot find a single settled moment, and so here I will make my own. This house will be my home whether it likes it or not. Unfortunately, all the beauty and homeliness seem to hinge on one condition: you do not stay for long. This is a tranquil place with a benevolent feeling to it. I want to believe it is a kind and gracious host; simply one that does not tolerate guests who overstay their welcome. It has all the makings of a quick and comfortable rest, one that would revitalise a wanderer's spirit to no end upon discovery, but I am being greedy. One thing I've learnt on my travels is to trust my instincts. These rooms are in tune with emotions, or built on them, or emit them. Whatever it is, trusting your hunches may just see you safely to the next level. But neither the tingling fear of a quiet noise around the corner nor a suspiciously smeared party invite can compare to what grows in this level. Where once I had to run the taps for fear of rust and dirt, I now have to wait for half-clotted blood to dissipate before it is drinkable. The lamp in the bedroom has gone out, and the kitchen lights begin to flicker. The pictures in the hall are peeling and ageing faster with each passing day. From the window I see the forest press closer; the distant, sunlit oaks being replaced with the dark spears of pines and hostile masses of holly bushes. Foraging trips reward me with more scratches and dirt than food, and tame, edible mushrooms are being outgrown by caps that drip foul clear liquids. A venomous winter greyscale is suffocating the passionate reds of autumn, but still I will not take the hint. Maybe it is selfish to settle in a place meant for many, but I do not find that I care. This is me wresting the well-earned rest I am owed from whatever set me on this godforsaken path, consequences be damned. If you find this wood once again hazy with evening sun, this house glowing with subtle invitation, and the path inviting you to rest a while, then beware. I have not left, and I am not going to leave, so if this cottage is empty, then I am dead. If all this is the case, then do not overstay your welcome. Take heart and keep going. Keep wandering. Good luck.
- #38Level 58: "Unstable Conditions" by Muqonselective
Keys: level 58 · Secondary: mostly empty stores, endless old shopping mall, calm music and strange whispers, constantly changing layout, windows show an empty world, home to many colonies
Level 58 is the 59th level of the Backrooms. Level 58 is a building resembling an old shopping mall that seems to go on forever. The level is constantly changing due to its non-Euclidean geometry, and it is possible for one to move in a straight line and return to the point where they were, or suddenly end up in a completely different place. Despite these characteristics, the level is considered quite safe and contains a large number of colonies, including many undocumented groups. The floor of the building is made of brown square tiles and the walls are covered with smooth white plaster. Most parts of the level are completely empty and occasionally trash bins or vending machines can be found. The building is illuminated by LED ceiling lights and is quite bright most of the time. The design of the structure is similar to that of a conventional 1980s retail mall, with several tweaks. Corridors connecting to random chambers or fully dead-end halls, uncomfortably cramped areas, and looping, seemingly infinite corridors are quite common throughout the level. In addition, passages blocked by an invisible barrier and corridors leading to The Void are also common. Some parts of the level may have windows showing the outside. It is not possible to damage these windows in any way and climb out. As visible through the windows, the outside of the level consists of empty asphalt roads in empty plains. Although these roads are mostly empty, occasionally completely empty cars with no driver can be seen passing quite fast on these roads. Observations of the sky have shown that time is at least several times slower in the level than in The Frontrooms. Furthermore, the day is much longer in the level than the night, and it is quite rare to experience the level during the night. Passing through doors that appear to lead out of the building will take one to another mall building that is nearly identical to the one from which one exited. Returning via these doors may take one back to the same mall or to an entirely different building. On average, each mall building has 7 to 10 floors. Even though all of these floors are almost identical, it has been observed that time bends as the floors change and that the higher one goes, the closer the time of day is to night and the lower one goes, the closer it is to noon. The majority of the shopping center's stores are practically empty, with only a few vending machines, garbage bins, and empty buckets. However, some stores may continue to operate. Many of these stores are controlled by the B.W.O. or the Level 58 Clan, however some may be stocked with resources even if they are not owned by any group. These stores are probably the most ideal option for a base, other than joining a colony. The resources inside are generally safe to consume, however occasionally harmful products like expired Almond Water might be found. Random doors mounted on walls may be found within the level. Some of these doors are unlocked while others are locked, and the locked ones cannot be opened by muscle power or tools of any kind. Unlocked doors will usually open to another random part of the level, but some may open directly to The Void or another level. It is not recommended to no-clip at this level, as the chance of falling into The Void is extremely high. According to a B.W.O. researcher, three of his friends were suddenly lost at the level, and it is likely that they no-clipped and fell into The Void. In addition, hazardous substances such as broken glass, Memory Flame drops, etc. may be found on the floor. There also may be boxes scattered on the ground around the level. These boxes are mostly completely empty, however, the ones that aren't empty are often filled with harmful substances such as Memory Flame. Throughout the level, a calm, quiet music can be heard playing from the building's loudspeakers. This music is often relaxing for the wanderers and, with one exception, it plays non-stop at all times. In addition, The wanderers at the level have reported hearing strange whispers or footsteps as the time progressed and that these sounds increased as time went on. This is thought to be a psychological effect of the level on the wanderers. Experts recommend drinking Almond Water once these noises start to appear. If the noises do not decrease, it is advisable just to ignore them completely and focus on the objective.
Entities: Level 58 contains mostly only non-dangerous entities, such as harmless Facelings, however, it is possible to encounter dangerous entities such as Smilers on very rare occasions. While there is a risk of encountering dangerous entities such as these, they are considerably slower than normal in this level, so they do not pose much of a threat.
Colonies and Outposts: There are three colonies that have been documented by the B.W.O. in the level so far.
Base Unus (B.W.O.): Established by the discoverer of the level, Jerry M. Sercher and his team in a sheltered area of the level, it covers a large part of the level and has a large number of bunkers throughout the level. At one point during the base's operation, after an incident, it was attacked and destroyed, but was rebuilt a few months later. Each base owned by the B.W.O. throughout the level is managed by an administrator and two guards selected by the group. They are open to helping lost wanderers and welcoming new members, and the members they recruit will usually be a researcher or explorer working in one of the bases in the level. Each base has roughly 15 researchers who manage B.W.O.'s database.
Level 58 Clan: They do not have a fixed settlement on the level, but can often be seen wandering around the level in groups. They make their living by robbing the wanderers on the level. They do not welcome new members into their group. Following an altercation with a B.W.O. researcher in the level at the time, a small-scale war broke out between them, which resulted in the destruction of several B.W.O. bases in the level and the death of many members of the Level 58 Clan, resulting in no clear winner.
Backroom Residents: Quite neutral and not involved in any ongoing conflict at the level. They live in small shelters around the level and rely on the resources of the level for their survival. It is estimated to consist of 40-60 members.
Entrances: Finding a door in Level 59 that leads to an emergency staircase will bring one to Level 58. There are rumors that sleeping at Level 19 will bring one to Level 58, but this remains only a theory. Staying in dark areas for an extended period at Level 15 may cause one to pass out and wake up in Level 58.
Exits: Entering a random door that appears to lead to daylight may lead one to Level 69. Level 58 may fade into Level 73 if one waits in it long enough. Entering one of the random doors located on the walls may result in a trip to The Void.
- #39Level 59: "The Sins of a Massive Mall" RoboticCow2selective
Keys: level 59 · Secondary: distant ominous music, multiple floors with elevators, uncanny mechanical announcements, expansive shopping area, flickering erratic lights, heavy unsettling atmosphere
Level 59 and also referred to as “The Sins of a Massive Mall” takes the form of an expansive shopping area, featuring a multitude of various retail stores and malls that would be normally found in the center of a city. These stores are found scattered throughout the area and range in size. It is important to note that the lights within this environment are in no way functional and instead, flicker at a pace that is erratic and spontaneous. The reason for the lights’ erratic, flickering behaviour cannot be accurately determined at this point. The rooms that make up the majority of the environment appear to have been constructed of both painted and unpainted concrete. The architecture of this environment mainly consists of square and rectangular shapes, which can be seen in both the walls and floors. All of the rooms are mostly empty, but contain a varying amount of supplies ranging from simple supplies such as empty bottles of Almond Water, to other supplies such as a few empty battery packets. The contents of the stores are often not of notable brands, and can instead commonly be a variety of unknown and in some cases, dangerous objects. Those who traverse the landscape of Level 59 have often reported the feeling that there is something ominous about the environment. Reports of the air and atmosphere feeling heavy or even claustrophobic, as if some unseen force is weighing down are common, as well as accounts of a feeling a creeping, paranoid feeling when traveling through the rooms and hallways of this environment. All of these senses and feelings, though not inherently dangerous, can cause extreme discomfort and paranoia to anyone unfortunate enough to find themselves traveling through this environment. Upon entering the environment, a faint but distinct sound will become audible. This sound is that of distant but constant music. This music, though at a low volume, can still be clearly heard by wanderers and adds to the already ominous feel that this environment exhibits. This sound has been characterized by many different explorers and wanderers alike, with many of them describing the music as being familiar, yet having an ominous tone and a noticeable difference from its normal real world counterpart. During the time spent in Level 59, you may be subject to hearing announcements of one variety or another. While these announcements are mostly innocuous, sometimes the announcements or service desk notices are read out by an almost mechanical male voice. This voice is often described and lacking any sort of tone or human elements, leaving the listener with an uncanny and almost chilling sensation. In Level 59, there are elevators and stairs which lead to the higher floors above as well as the lower floors below. There is currently no confirmed number of how many floors this environment consists of, but there is believed to be a finite, though extensive, amount of floors that can be travelled through. The existence of these floors can be confirmed by the presence and use of elevators as well as the design and size of the level itself.
Entities: Level 59, at this point, is not known or suspected to have any entities of any kind. This is in part due to the lack of any sightings of any entities at this level, as well as the lack of any noticeable evidence for the presence of any entity having been within or around this level at any point.
Entrance: Finding a mall entrance at various levels (mostly within 0-99) would send one to Level 59.
Exits: Finding a door that leads to an emergency staircase would send one to Level 58.
- #40Level 60: "shall strive to mend" by SherlsFselective
Keys: level 60 · Secondary: confusing misleading hallways, dangerous dark doorways, persistent bright white light, endless columns in white fog, strange deity manifestations, ancient Greek temple
Level 60 presents itself as a dipteral ancient Greek temple. The naos, the inner sanctuary where sculptures of deities are traditionally placed, is considerably smaller compared to the surrounding peristyle. Its columns stretch upward endlessly, vanishing into a ceiling of white fog hanging several hundred meters above, obscuring the entablature. False brick walls as thick as dams hamper access to the naos. In addition, misleading pronaoi, vestibules that lead to the sanctuary, scatter the complex. Some of these lead to unknown locations and are usually marked by the absence of grilles and a profound darkness lurking behind the opening. What lies beyond is enveloped in the same persistent white fog. An invisible wall bars access to what would be the crepidoma; the ramp, by extension, remains obscured. Ionic order columns are arranged in a hexagonal lattice, their placement maximizing count and minimizing visibility. The intercolumniation is fixed at 2.74 meters, forming precise LX-degree angles—possibly echoing the temple’s hypothesized triangular pediment. This perimeter is where most wanderers remain, often indefinitely. It is also where most corpses are found, decomposing near the base of the columns. See Detail Fig. 7b, compiled in 1923 from an unknown source, for further reference. Though never officially measured, the columns are estimated to rise approximately 1083 feet, with a diameter of 9.84 feet. Their square marble bases are perfectly uniform, their geometry bordering on divine, or on something far older than divinity. The columns themselves contain a suspiciously excessive volume of concrete. Several extraction groups have attempted to mine them, targeting the bases for their valuable composition. Some believe the 2.74-meter spacing represents a compromise, though it remains unclear between whom or between what or even between when. The level’s misleading pronaoi features two front columns, seemingly symmetrical, but concealing two grille-lined gaps that descend into voids. Apart from these and the naos, this is the only elevation shift present in the level: a stylobate, 3 meters tall, that wanderers must ascend. To veto dittoing the hitherto actions of Tartarus—that is what saved them wanderer lives. What am I even saying? Oh, yes. Allegedly. Do not use Reference 18a from Chapter 89 of the 1980 document again, please. Anyways. Anyways. When entering a pronaos, one should take precautions? Should they really? Read it again! Try to memorize them! If there is no mysterious, warm sunlight and no thick dust hanging in the air of the pronaos, do not engage. Hide behind either of the two columns and wait until its void-arms stretch out and grasp at nothingness, clutching at air that does not exist. A single warning: Disengaging will make it very sad. But you will be happy. It is Level 60’s only entity hazard. The hazard. Of the entity. Entity—meaning being. To Be. Once the danger has terminated itself, evacuate the area at once. The columns may disorient, and at times, octopus-like appendages—organic, black, and coated in slick, slimy residue—have been found strewn across the peristyle, as dead as a rotting log of '’sequoiadendron giganteum, overcome with black mold. It smells like metallic, rotten meat. There is nothing in the fullness of light. Do not panic when escaping. Hold your breath, take a few long steps, and exhale—slowly. The peristyle is where one must remain. Bypassing the wall is not advisable. If one reaches into it, the length of an arm—perhaps more—may be lost. Falling off is, in other words, suicide: the chair and rope of this level. The similarity lies not in method, but in the power of the made-weak and helpless, and the quiet spite of the act. Level LX appears to reside within The Broken, though it exhibits none of its known anomalies. Despite its brightness, it does not blind, not even when standing directly before the invisible wall. There is order in the whiteness. No Corruptionite have been witnessed. How the ever-present light remains visible to the naked eye is unknown. But, if one stands flush against the wall and stares for hours, a mirrored silhouette of the level slowly emerges. Half-formed, beyond the white. Some report having "accessed" these areas. Most sources, however, attribute them to visual hallucinations. Many from different sources. Sources from wanderers of differing backgrounds. Their nations were different. The light always follows one when wandering the level, never seemingly fading into darkness even in the deepest parts of the level. Video recordings taken within the level have depicted instances of Almond Water appearing spontaneously on the floor. These claims remain unconfirmed, and the individuals who submitted the footage are currently miss— The most comprehensive account of the manifestation derived from a case report documented in 1938. When cross-referenced with other recorded encounters, some observations have been confirmed. While capable of replicating human behavior and speech with high fidelity, these manifestations do not consistently exhibit traits or motivations associated with the deities whose names they bear. They also carry items unrelated to the temporal context where they appear. These objects originate from periods far preceding or succeeding the contemporary timeline, or otherwise impossible to produce given the cultural, technological, and material constraints. Exempli gratia, the 1938 case report details a manifestation that self-identified as “Zeus.” Described as a “socially inept computer science” student, it wore a dirty, “oddly textured” silk suit. The only apparent connection to the deity’s powers was a superimposed image of lightning bolts on the cover of his notebook. The suit may have been made of polyester, a synthetic fiber not developed until the early 1940s, as theories suggest. Furthermore, photographic images were not commonly used on book covers until the 1950s. The subject, an unnamed female teenager, appeared unaware of, or chose not to acknowledge, the manifestation’s affiliation with “computer science.” This omission remains unexplained. Entry into Level 60 is a documented anomaly that can occur from any location, including those previously considered inescapable. Such classifications are temporary, as reports of individuals noclipping into Level 60 from these areas are inevitable. However, it is uncertain whether currently designated inescapable locations, such as The Broken, contain an access point to this level. This may be caused by the hazardous environmental conditions preventing prolonged human presence, limiting the likelihood of transition events. Exiting the level is a different story. Immediate attempts to noclip through any shadowed surface are advised upon arrival. Although such areas are difficult to locate due to the encompassing illumination and may not consistently enable escape, they are the most accessible way of egress. Do not engage with any entities. There are documented cases of individuals vanishing from the Backrooms without a trace. Their fate remains unknown; possibilities include reemergence in the Frontrooms or descent into the Void.
- #41Level 61: "A Renowned Urban Legend" by Snowselective
Keys: level 61 · Secondary: endless foggy tunnel, losing my memories, train stations are traps, vintage train carriages, train restaurant car, date stuck in 1911
The physical appearance of Level 61 constitutes a series of interconnected vintage train carriages, with a pattern of leather seating separated by an aisle, square windows on both sides, and rows of electric lightbulbs providing light to each carriage. The entirety of Level 61 largely moves forward at a steady pace, similarly to a typical train within the Frontrooms; however, the train itself is capable of decreasing or increasing speed at random intervals, making navigation throughout Level 61 unpredictable. When one first enters Level 61, they will be transported into a peculiar area of the level resembling a traditional locomotive. At the front of the locomotive is a control panel with a number of switches and buttons, though it does not seem to affect the movement or direction that the train travels, or anything at all. Adjacent to the panel is a shaft seemingly for coal, although the door is unable to be opened. Behind the control panel is a door allowing access into the rest of Level 61. Upon exiting the locomotive, it will disappear and be replaced by more of Level 61's carriages. There are currently no reports of individuals regaining access after exiting the locomotive. Despite initial external observation, outside the train carriages of Level 61 is an endless tunnel, seemingly constructed out of stone and clay. Beside the train lies a second track running in the opposite direction. Surrounding the train is a boundless milky white fog, swirling in distinct patterns and shapes. Doors allowing access to the outside of the train are locked from the inside but are able to be destroyed via a degree of force. Open windows also provide outside access. However, it is unrecommended to exit the train, as when one steps out of the train and into the outside, they are never seen again, seemingly consumed by the milky white fog. It is possible to encounter a particular train car within Level 61 resembling a typical restaurant area. Circular tables line both sides of the car and are separated by an aisle in the middle. Each table is adorned with an ornate tablecloth and an additional cloth surrounding a flowerpot in the center. Additionally, an arrangement of cutlery and porcelain plating corresponds to four leather chairs surrounding the table. Similar to the entrance locomotive, exiting the restaurant car causes it to disappear and be replaced by more of Level 61's train cars, though it is able to be accessed again after a certain distance. Time functions in a peculiar way within Level 61, as any electronic devices will be set to the date of July 14th, 1911, though time will appear to flow normally within the level. Once any digital clocks or watches hit 12:00 AM, the date will briefly move to July 15th, 1911, before moving back to July 14th upon the next minute. All objects one retrieved within Level 61 will vanish upon hitting 12:00 AM unless one exits the level. Strangely, any objects that did not originate from Level 61 are unaffected by this phenomenon and will remain within one's possession no matter the amount of time spent within Level 61.
Anomalies: Memory Replacement and Preservation: An interesting characteristic regarding Level 61 is its uncanny ability to collect, preserve, and transfer memories between subjects. As one begins to spend prolonged amounts of time within Level 61, symptoms similar to brain fog and lack of energy may occur, as memories are slowly extracted from one's head and replaced by new memories originating from other subjects. The degree of memory replacement increases the longer one spends with Level 61, until all of one's memories are entirely replaced. Mostly complete recovery is still possible if one escapes Level 61 in a timely manner, as memories are able to be gradually reintroduced upon examination of any of one's most significant objects. However, once a certain threshold is crossed, recovery is no longer possible, and subjects will not be able to retrieve their memories. Subjects affected by Memory Replacement will adopt traits such as constant personality shifts, dementia, and the forfeiting of certain learned skills one has obtained throughout their life. Aside from Memory Replacement, Memory Preservation is another related anomaly affecting photographs taken on and surrounding Level 61. Upon the cessation of any individual within Level 61, all photographs taken by that individual will begin to wear down and become thicker with a texture similar to parchment paper, no matter if photos were taken within Level 61 or not. One's immediate surroundings within photos will also become akin to the early 1900s, with buildings, objects, and clothes changing to match that time period. Within specific photos, facial expressions, mainly ones containing smiles, frowns, or other elements, will begin to change into a solemn, serious expression, which is theorized to take place due to the tendency to not smile within photographs taken around that time period. Stations: Stations are another prevalent anomaly within Level 61 manifesting as procedurally generated train platforms in which the train will stop at for a brief moment. Despite each station's seemingly outdoor nature, they are all located within an enlarged version of Level 61's tunnel, with a single oil lamp forming the "moon" of each station. Stations appear as small train platforms, always considerably lit and sterile. Each station takes on a similar appearance to train stations in the late 19th century and often possesses features such as an overhead canopy and archways/pillars supporting it. A station is usually encountered once every 6 hours within Level 61, and approaching a station is marked by the tunnel widening, the appearance of foliage beside the tracks, and the fog slowly dissipating. This approach is visible no matter where one is present within Level 61. Upon arriving at a station, the train will come to a halt and open all doors, allowing access into the station itself. The train will remain in the aforementioned position for approximately five minutes before departing from the station. As the train departs from the station, it will resemble a finite train with 6-10 train cars, including a locomotive. After departure, the foliage will disappear, followed by the reemergence of fog surrounding the train itself. Though tempting and posing the facade of a potential exit, it is advised to not exit at any station one may encounter, as upon the train's departure, the entirety of the station will begin to decrease in stability before collapsing in on itself, crushing any unfortunate individual. Afterwards, it is assumed that the remnants of the station fall into The Broken before a new section of tunnel replaces it. As of now, no one has survived a station collapse.
Entrances: A vintage train carriage can be found on any outdoor level of the Backrooms. Entering it will bring one to Level 61. Finding a toy train within Level 60. Entering a store labeled "Italian Books and Stories" within Level 59. Entering a stationary train within the expanse of Level 913 will bring one to Level 61. If a train station is present outside any of Level 238's windows, entering it will lead to Level 61.
Exits: Noclipping into a table within Level 61's restaurant car will bring one to Level 68. Sometimes a structure will be present within Level 61's stations, leading to specific levels depending on the structure: A house will lead to Level 62. A grocery store will lead to Level 711. A hotel will lead to Level 187. A shopping mall will lead to Level 121. Finding a piece of paper labeled "Cowboys, YEEHAW!" will lead to Level 695. Noclipping into an out of place vending machine within Level 61's restaurant car will lead one to Level 610.
- #42Level 62: "The House of Silent Storms" by Snowselective
Keys: level 62 · Secondary: people vanish in bedrooms, feeling of being watched, house bigger on inside, run-down suburban house, silent storms, inescapable brick walls
Level 62, also known as the “House of Silent Storms,” resembles a dilapidated suburban house with shattered windows. The house itself is surrounded by brick walls that are impossible to climb since they grow taller as you climb upward. The entirety of Level 62 is shrouded in an early twilight, with visible streetlights outside of the brick wall. Level 62’s temperature usually averages out at around 71 degrees Fahrenheit (21.6 degrees Celsius). Level 62 does have a sort of day-night cycle, but it only consists of the level’s environment bouncing from twilight to midnight and then back again. Level 62’s exterior consists of a front yard and a backyard. The outside has a lot of gardens within it, but the flora and fauna usually in the garden have already died, and weeds apparently took it over. The front yard is also home to a patio, which contains a front door to access the inside of Level 62. The backyard is larger and dominated by sheds and a dog house, which seems to be in horrible condition. A shed exists in the back, which is dominated by gardening tools and rakes. The backyard also has a playground with a couple swings and a jungle gym. Journeying into the inside of Level 62 reveals an interior that is way larger than the outside. The inside is filled with decaying objects, furniture, and even moldy food. The house seems to have been left in a mess, as if the owners of the house suddenly left in a hurry. Numerous types of mold and dust are strewn around on Level 62, which can make it hazardous to stay in for too long. Unlike the exterior, the interior causes wanderers who enter it to feel some sort of paranoia, as if they are being watched. Sounds of creaking and breathing have been reported in the interior, but they are assumed to be auditory hallucinations from paranoia. Numerous disappearances have also been reported on Level 62 from wanderers who enter the inside. The disappearances have always been linked to wanderers entering the bedroom areas of Level 62. When one enters a bedroom area, there is a 10 percent chance that the door will close on them, at which point their fate is sealed. When the door reopens, the wanderer is nowhere to be seen. Nobody knows if this is an anomalous property of the level or if it is the work of a specific entity. Extremely powerful storms that emit no sound can start occurring ten minutes after entry, thus earning the level the nickname "The House of Silent Storms”. These storms are very discernible by their fluffy white clouds, in exchange for the normal black clouds that occur during the storm. When these storms begin, the normally quiet house begins to shake and jostle; plates fall all over the place; furniture is down on the floor; and even some of the doors loose their hinges and fall off. These events are known as “Storm Events,” and it is during these times that the level would physically trap anyone in the bedroom areas.
Colonies and Outposts: Due to the nature of Level 62, a colony or an outpost is not possible.
Entrances: Entering the gates of an abandoned house on Level 9 will transition you to Level 62. Finding a door on Level 6 will bring you to Level 62.
Exits: Exits doesn't exist.
- #43Level 63: "Engulfed in Night" by Twostselective
Keys: level 63 · Secondary: buildings with useful supplies, safe island city, park full of entities, permanent nighttime city, lake that corrodes skin, lake water changes color
Level 63, also known as "Engulfed in Night", is the 64th level of the Backrooms. After appearing in this level, wanderers will find themselves on a smooth, asphalt road. This road is separated from the wide expanse of a lake, reaching depths of up to 550 feet, or 168 meters, at its lowest point. There are also two bridges on two different sides, both connected to the road the person originally finds themself on. These two bridges connect to an island housing a relatively large city with houses, restaurants, hospitals, etc. This level was given its name due to an mysterious presence abruptly interrupting the day and night cycle, leaving it in permanent nighttime. Despite the previous fact and how the moon is seemingly nonexistent, Level 63 is still visible due to most lights being open, and still reminiscent of a Frontrooms city. This level is split up into three parts - The Lake, The City and The Park, all three of which have extensively been explored, recorded and documented. The Lake: The Lake is the first section of Level 63 and completely unfit for human and animal survival. This is due to a highly corrosive that only affects the skin of animals, humans included, but does not corrode other materials, which means that measuring equipment is completely safe and can be used. This has led to the discovery of the depth of the lake, the full area of the lake and the substance that resides inside of the lake. The substance is [REDACTED] - although it is usually referred to as X - which is unique to the level, and the full area of this lake is 80km2. There may be a flood occuring, which is completely harmless as X will sink to the bottom of the lake when this event happens. The Lake may also sink, which is a sign that a flood may be happening soon. The City: The City is the second section of Level 63 and the largest area of the level by far, spanning an over 200km2 area in total. This section houses harbors many buildings that a normal city would, some of which are abundant in useful materials. The city is completely safe, making it a hotspot for travelling throughout The Backrooms. It acts as a resting spot, as it has many other entries to different levels, whether safe or dangerous. It is reminiscent of a Frontrooms city, due to the similarity in size, buildings, etc. and especially of other Backrooms settlements. In this part of Level 63, houses will be furnished with beds, desks and chairs for bedrooms, couches, televisions and tables for living rooms and sinks, cupboards, fridges and more for rooms like kitchens and bathrooms. The carpets in the buildings are damp with Carpet Fluid. Uncommon finds may include Moth Jelly, Almond Water, Lubiks Cubes, etc. These finds could be helpful, and it is advised to not hoard all of these objects, but to instead give them to other wanderers. If you do hoard these objects, a fate worse than death will be awaiting you. Most roads are unnamed ones, with many amounts of houses, apartments, one or two parks and unoccasionally restaurants, supermarkets and skyscrapers. Every building is made of inextirpable concrete. The Park: The Park is the third and final section of this level, being by far the most dangerous place. It harbors multiple severely dangerous entities, such as: Hounds (The A.E.G. has successfully terminated all Hounds.) Smilers Wretches Clumps (nearly exterminated) Deathmoths Skin-Stealers Few people have ever survived this area of the level, most not going further than a couple of metres away from the entrance. The only people who has been reported to survive The Park after going far away are Marcus and an unnamed exploration group, and Marcus has stated that many dangerous entites stay far away from the entrance. This area of this level is currently being locked down for extermination of all entities by the A.E.G. It may be updated soon. Events: Many events can occur in this level. There are three categories of events - city events, lake events and full level events. City events: Occasionally, there may be short bursts of energy seemingly forming from building(s) in The City which look like small lightning . These energy bursts are a sign that many essential items may be present in the building(s) that give them off, like food, water, or bandage packs. Therefore, it is advised to follow these energy bursts. Lake events: The lake may occasionally change colors, including the following: Changing to a glowing green: Never go near the lake when this occurs. Evacuate as soon and quickly as possible if you are near the lake when this happens. The lake has turned highly radioactive. Changing to brown: This means that X that is in the lake has multiplied, and any floods that occur may include this substance. Changing to a dark-blue/orange: X has been removed from the lake temporarily, and it is safe to swim. Be warned, as this event happens for a shorter time than other events. Changing to red: Nobody knows why the lake does this. The most believed theory is that X has fully multiplied to be in every space of the lake, while others believe that the lake may become deeper during this color change. Full level events: At this moment, only one event has been recorded to occur, and it is called "The Sunset Event" This causes the level to temporarily enter a state of sunset instead of the usual nighttime it is engulfed in.
Colonies & Outposts: Despite this level's safety, only two colonies and outposts have been created so far. These two are: THE BUILDING DWELLERS: Consists of 25 wanderers All nomads, going from one building to another Move every day, sometimes staying in a specific building for up to a week Moving patterns currently unknown Unfriendly unless you politely ask to join their group Amount of people is not usually everchanging, usually stay in numbers of 20-30
M.E.G. BASE Θ-Λ Large outpost, houses several hundred researchers Their name is pronounced "Thell" Stay within lesser cramped areas of the main city area Most help research with mysterious levels, entities and objects Friendly, willing to give helpful items and tips
Entrances: Leaving the neon train on Level 154 after a robotic voice says "Leave for Level 63." If you pass out on a bed in Level 130, you have a high chance of entering this level. No-clipping through any building in Level 11 could bring you here.
Exits: No-clipping in a nearly pitch-black area of The Park that cannot be illuminated by lights will bring you to Level 6. Drowning or being corroded by X in the lake will bring you to your jet black doom. Noclipping into a bush is said to lead to the next level.
- #44Level 64: "Underground Pollution" by Homie Robotselective
Keys: level 64 · Secondary: sound echoes very loudly, ponds corrupted by infection, tight tunnels are flooded, secret path used in war, used to be a jungle cave, vast purplish caves
Level 64, also known as "Underground Pollution", is a network of vast purplish caves that seem to stretch on endlessly. Local colonies that fled the level noted that Level 64 was in a more "habitable" condition; they described a mysterious substance closely resembling the traits of the infamous Nuclear Infection had pervaded the level, completely corrupting the natural ponds and surrounding environment. Any kind of sound, whether quiet or loud, reverberates with incredible intensity. Wanderers possess the ability to discern even the faintest of sounds emanating from afar, while conversely, any distant presence is equally attuned to their attendance as well. It is strongly recommended that wanderers tread lightly, synchronizing each footfall with the rhythmic drip of liquid echoing throughout the level. Although the level is predominantly spacious, wanderers may encounter tight, narrow tunnels along the way. These spaces are usually flooded with Nuclear Infection, rendering it infeasible to navigate through. Prior to the infection, the level was described as a lush, vibrant jungle-like cave filled with a diverse array of plants. Flickering shafts of sunlight filtered through the cracks of the cave, illuminating the plant life and casting a warm glow throughout the level. These shafts lead to Level 630, suggesting both levels may be connected in some way. Furthermore, giant ponds and rivers were present; these bodies of water would usually be safe for consumption as long as it was boiled. In current days, the natural lakes have been corrupted by Nuclear Infection alongside with the rest of the level. During the Infra War, militants strategically entered Level 64 to launch surprise attacks on their unsuspecting enemies. This infamous subterranean level served as a clandestine pathway for soldiers, as they would often station themselves near the surface of Level 630 to ambush their foes. As the conflict raged on, the element of surprise became a crucial advantage for those who understood the intricate layout of Level 64. Due to its strategic importance, the level was kept as a secret by soldiers and higher-ups who were aware of its existence to prevent their tactics from being discovered or countered by enemies. After the discovery of Level 64 in 2016, initial assumptions suggested that the level's current state was always the same. As time went on, refugees who fled the level after the infection dispelled this misconception by affirming that Level 64 was in a much more "habitable" condition. This would eventually bring up the idea that Level 630 was infecting other levels via Nuclear Infection. It wouldn't be until a few months later that this theory would be confirmed, as Level 22 would also be infected. Level 64 would eventually be designated for testing the effects of Nuclear Infection due to being less dangerous than Level 630. The level also posed a lower chance of accidentally spreading the infection to adjoining levels since it was already infected.
Entities: Many of the entities that roamed around Level 64 derived from Level 630. Any entity that had inhabited the level prior to the infection had either been killed or fled the level.
Colonies and Outposts: Although Level 64 was formerly considered as a somewhat "safe" level, very few settlements were able to thrive. Nowadays, efforts to establish a long-term sustainable colony within the level has been regarded as "unachievable" due to various constraints and challenges. There was, however, a temporary base used by scientists for experimenting with Nuclear Infection. Outpost 64: A small group of 4 scientists; Abandoned; Their main purpose was to discover and learn more about the anomalous properties of Nuclear Infection. Their experiments and results have been recorded.
Entrances: Certain narrow spaces on Level 8 will lead you here. Going below the surface on Level 630 will lead you here.
Exits: Entering the surface will bring you to Level 630. Finding a wrecked ship and entering it will lead you to Level 65. Unknown factors can bring you to Level 87. Wandering through the tight tunnels may bring you to Level 8 or Level 117.
- #45Level 65: "Hyperborea" by Mikeselective
Keys: level 65 · Secondary: abandoned snowy industrial port, constant freezing fog, empty brick warehouses, frozen canals and sewers, derelict ships in drydocks, endless snowy forest
Asset 65 represents a relinquished industrial port, lined with barren drydocks and empty storehouses. A frigid temperature is constant, with snow lying down on the surroundings, while everything is engulfed in a thick mist. Recurrent temperature always crumbles around -10℃, although may be decreased, if in the state of a blizzard or similar conditions. Skybox always remains starless, devoid of any celestial bodies, adding to the desolate atmosphere. Weather is mostly still, with blizzards or rains sometimes occurring, although the aforementioned hazy fog is always present. The ground is carpeted with a mess of gravel and old, broken asphalt, which is sometimes interrupted by patches of dirt with several withered trees. Various ships and vessels are placed unto Asset 65's numerous drydocks, varying from salvaged fishing boats to gargantuan icebreakers and container ships. Their condition and ability to function greatly varies, although most of them appear to be forever defunct. Certain ships appear to be flipped over by an unknown force, presumably a natural decrease in the docks' condition. Derelict shipping cranes are present near them, devoid of power and left rusting into nothing. Various cargo is placed in shipping containers and crates are randomly scattered through the area. Cargo mostly contains various machine parts, car oil, and many other components vital for vehicles functioning. Small brick buildings are settled haphazardly on the snow, their purpose is assumed to be the warehouses, although some of them exhibit various oddities, differing from apartment rooms to the whole new sets of buildings beside them, like watchtowers, etc. Sometimes buildings appear to be under a certain state of construction, covered in numerous scaffolding, even bearing equipment (cranes and such) near them. Rarely, do buildings carry the appearance of depots containing trains. Numerous railroads sprawling off them appear to extend through the whole level, although their appearance is undetermined. The tracks possess old, ravaged trainwrecks that do not appear to function at all. Sprawling sets of iced canals expanse parts of the level, usually connected to the most drydocks. The canals also contain vessels in them, although slightly salvaged and rusted. Water in canals appears to change its level from time to time for unexplained reasons, even causing several structures to collapse, allowing them to flee into the watery wastes. Sometimes canals may blend into the ground, creating continuous sewer-esque areas out of brick and concrete. These areas possess numerous rusted grates and dirty, polluted water. If wandered far enough, it is revealed that the boatyard is coated in thick still woods, consisting of nothing but a limitless expanse of trees on the snowscape. The forest is devoid of any lifeforms aside from the aforementioned trees. It appears to be spanning for eternity, coating borealis in the mystery.
Entrances: One must find a ravaged vessel landed haphazardly on the land of Level 74. Entering it will lead to Asset 65. The same method appears to be able to be done on the land of Level 93. Noclipping through snow in the Level 245 leads one here.
Exits: Entering an icebreaker of sorts will lead one back unto Level 17. Any buildings have a least possibility to lead to the Level 1.
- #46Level 66: "Procedural Generation" by Arkansas Animationsselective
Keys: level 66 · Secondary: different copy for everyone, metallic clanking behind doors, new room behind every door, rooms generate randomly, dangerous rooms can generate, no entities here
Level 66 is the 67th level of the Backrooms. Level 66, also known as the Procedural Generation is an elusive level of the Backrooms, as the level generates as one wanders through it. If a wanderer opens any door in the level, a randomly generated room or hallway will appear on the other side of it. Some wanderers have said they heard metallic clanking and crashing noises just as they opened the door, and some said that they could see the other side of the door before the room finished generating, they said that the room faded into existence from what looked like The Void. It is difficult to give an accurate description of the level since the level is different for anyone who enters it and the level makes different copies of itself for all wanderers inside of it. There is one room that all copies of Level 66 have in common, said room being the Entrance Room. The Entrance Room appears as a long hallway with walls painted brown, a carpeted floor, and sconces on the walls. The number of doors is random but is always between 5 and 15 doors. There are exit signs scattered across the level, but the signs don't lead anywhere and are thought to be misleading. The level is strictly Euclidean, and if any door is blocked by another room, the door will lock itself with no way to unlock it, some rooms can be dead ends because of this. Room Generation: The way rooms and hallways are generated within Level 66 is entirely randomized, such as a clean office leading to an abandoned maintenance tunnel. The rooms have no way of telling how they will generate, making it impossible to accurately guess what will generate on the other side of any door present within the level. Supplies in Level 66 are also randomized, as one room could be completely barren of anything, and the next could have a plentiful amount of anything, catering to one's needs. On rare occasions, rooms have been generated to be on fire, be flooded, be able to collapse in on themselves, and contain toxic chemicals. These rooms are extremely dangerous, but oddly enough their hazards don't spill out into the rooms surrounding them, such as water in a flooded room not being able to spill out. There have been some rooms and hallways that a few copies of the level have had in common from the descriptions that wanderers have given, some of these will be listed below. The Stair Room: The Stair Room has had around thirty (30) reports of it by wanderers of Level 66, it appears as what seems to be a living room, with stairs leading upwards to another door, a kitchen with a blue light coming from a fake window, and a closet, there is another door next to the closet. Most wanderers of the room say that the room has no supplies, while a few have said that the fridge has Almond Water and/or Liquid Pain inside of it. The Dark Room: The Dark Room or the Dirty Room has had around twenty-five (25) reports of it from wanderers of Level 66, it appears as an abandoned hospital hallway with six doors, with one of them being a set of double doors. The room's lighting flickers every few minutes, and fails at inconsistent intervals, along with some fallen and broken ceiling tiles. All reports of the room state that the room gave them a slight sense of paranoia, saying that they feared something would come out of the doors at any second, although this feeling vanished when they exited the room. This room is devoid of supplies. The White Hallways: The White Hallways has had around twenty (20) reports of it from wanderers of Level 66, it appears as a set of hallways that aren't separated by any doors, the walls are either drywall or bricks but are all painted white, the halls always have exactly eighteen (18) doors with a reddish colored floor, the halls have random objects such as fire extinguishers, wet floor signs, and scattered black carpets. All reports of this room have stated that it contains a plentiful amount of Almond Water. The Hallway: The Hallway has had around fifteen (15) reports of it by wanderers of Level 66, it appears as a long hallway with an unusually high ceiling, the hallway has been reported to be different colors from all descriptions of it, from hot pink to olive green. The hallway has only one door, with said door being at the end of the hallway. This hallway is abnormally long, being exactly 107 ft in length. The hallway is devoid of supplies The Chair Room: The Chair Room is the rarest room that has been encountered in multiple different copies of Level 66, with only five (5) reports of it, it appears as a dark room with white drywall, carpeted floor, two pillars, and a few chairs scattered across the room. The logo on the carpet has no known origin. On the other side of the room is a set of double doors that are always locked, even if there isn't anything obstructing it, making the Chair Room a dead end. All lights in the room do not work. The room is devoid of supplies.
Entities: Level 66 is entirely devoid of any life, the leading theory being that entities can't generate with the rooms. Due to this, wanderers don't need to take much caution when exploring the level.
Bases, Communities, and Outposts: Since Level 66 makes copies of itself for every wanderer, it has been deemed impossible to make any sort of base, community, or outpost.
Entrances: The only known entrance to Level 66 is by entering a door with the number sixty-six (66) on it, this door can appear in any level, if the level the door appears in doesn't have any walls, it will appear as a door frame that looks like it shouldn't lead anywhere. The appearance of this door is most common in Levels 60-69.
Exits: The only known exit is by finding a room that looks identical to any level, if one enters this room, they will enter the level that looks identical to the room. For example: If one enters a room that looks identical to Level 0, they will enter Level 0. After one has entered the room, the door behind them will vanish. The most common levels to exit are Levels 62-72.
- #47Level 67: “Forgotten Harbor” by WinnDixieselective
Keys: level 67 · Secondary: misty abandoned harbor, orange morning dawn areas, no entities, fog causes anxiety, abnormally high gravity, wood docks crack randomly
Level 67 is the 68th level of the backrooms. Level 67 is best described as a heavily misty harbor that takes place sometime early in the morning. The harbor appears to be very large, as several expeditions have shown no barriers in either direction. The area is trashed, with abandoned boats and other metal objects lying around all over, indicating abandonment from a long time ago. Since the level seems to lack any life forms, it is currently unknown why the level is in a state of disrepair. Despite the rundown nature of Level 67, lights scattered throughout the vicinity still seem to function, likely due to an anomalous source. Level 67 has a gravitational acceleration of roughly 33.7 ft/s2, which is slightly higher than Earth’s. Due to the high gravity present in the area, the water surrounding the harbor is stagnant. The water is also known to be particularly unclean and to host bacteria similar in nature to the Hydrolitis Plague. Attempts to transport across the waters have failed several times, with the boats and other vehicles not being able to work. It’s been known that Level 67 lacks a day and night cycle, as the sky and environment tend to stay the same over several months. Since no sun or stellar objects have been recognized to appear in the sky of Level 67, it is speculated that light comes entirely from the lights that are found throughout the harbor. Although stellar objects have yet to be confirmed, it is thought that a ubiquitous light source exists in the sky. The reasoning behind this is that simple lights are not capable of lighting up a sky to such a degree. Level 67 is affected by Alone, making studying Level 67 a tedious task, as several instruments and people are required to accurately study the level. The fog present in Level 67 consists of an odd compound that causes anxiety if exposed to it for over an hour. Because of the fog’s effects, it is not recommended to stay here for extended periods unless such stays are for research purposes. If one persists in staying here after being exposed to the compound for a few hours, their sanity will begin to diminish due to constant paranoia. The temperature in Level 67 typically stays at around 60°F (15.55°C), with occasional increases in temperature every few days. It’s currently being investigated why the increases happen, though it remains unknown. The temperature, although cool, is counterbalanced by the level's high humidity due to its setting near the ocean. "Morning Dawn" Areas: "Morning Dawn" areas are locations in Level 67 have a more orange sky in contrast to the dark blue skies present everywhere else. Strangely, morning dawn areas seem to have older buildings and boats, unlike other places, for unknown reasons. Although these boats seem to have less damage, it is still nearly impossible to use them as a way to transport across the seas. The majority of the morning dawn locations are isolated from the rest of Level 67, with only a few connecting through bridges or metal structures. It's tough to examine and study them because they're so isolated. Furthermore, they are extremely rare. This ultimately makes them hard and obscure to find, making them not a high priority when it comes to exploring. The first-morning dawn area was discovered on January 4th, 2020, by S.E.O. explorer I. Frank when he reported an area with older boats and brighter skies in Level 67. When observed, the area seemed to be disconnected from the main dock, and the place had an orange atmosphere. Since the discovery of the first-morning dawn area, four more have been discovered and have been given certain designations. For instance, the first-morning dawn area is designated “67M-I.” The “67” is the level’s number; the “M” symbolizes that it’s a morning dawn area; and the “I” signifies it’s the first to be discovered. A list of known morning dawn areas is provided below with their respective discovery dates: 67M-I: January 4, 2020 67M-II: July 19, 2020 67M-III: May 24, 2021 67M-IV: February 16, 2022 67M-V: December 21, 2022 67M-VI: November 26, 2023 67M-VII: April 6, 2024 67M-VIII: October 31, 2024
Hazards: Level 67 has no known entities due to its spacious and not ideal environment for entities, meaning they’re impossible to find in Level 67. Howbeit, there are two known anomalies present in Level 67 with an undefined cause. Due to this, they’re currently under heavy study by the S.E.O. Gravitational Shift Anomaly: The gravitational shift anomaly is an odd anomaly present in Level 67, where the gravity subtly increases or decreases due to the unstable gravitational force that Level 67 emits. Because of these subtle changes in gravity, wanderers may feel dizzy after staying for a prolonged period. Until recently, it was initially thought that staying in Level 67 for extended periods would cause dizziness until the S.E.O. began studying their strange phenomenon. After discovering that it was caused by mild gravitational shifts, it was eventually classified as an anomaly. Broken Wood Anomaly: The broken wood anomaly is another well-known anomaly in Level 67, in which the wood present on the docks randomly cracks and breaks in certain areas. Since the docks are made of mahogany, which is notoriously strong wood, it’s unknown why the dock randomly breaks. It’s been suggested that it’s due to the pressure, though no large amounts of pressure have been detected in Level 67. Because of this odd property, this phenomenon has been classified as an anomaly.
Entrances: Certain tunnels in Level 39 might lead you to Level 67. Corridors in Level 73 have an uncertain chance of being sent somewhere here. Descending a staircase in Level 268 might send one here.
Exits: Level 71 can be entered by entering certain doors and hatches found throughout the harbor. There is a chance then entering and leaving a ship could lead one to Level 375. Various levels can be accessed by certain noclipping techniques.
- #48Level 68: "Think About The Water Bills" by Schicksalhaftselective
Keys: level 68 · Secondary: sad piano music playing, empty restaurant, chairs stacked on tables, large church-like window, floor is wet and slippery, elevator with random destinations
Level 68 is the 69th level of the Backrooms. Level 68 resembles an empty restaurant, with nearly no décor present. Several chairs are stacked on top of their respective tables, granting the parallelism that the restaurant is in the process of closing. In addition to this, parts of the floor are slippery, as if they were being mopped. Potted flora is present in each corner of the room; it does not appear to exercise organic functions, and while their foreign leaves feel similar to rough polyester or, in some cases, sandpaper — the former being what fake plants are generally manufactured from — they appear to be constructed from a hard variant of spandex. The cloth that covers the tables present on Level 68 cannot be removed. In addition, chairs stacked on top of these tables are unable to be moved in any way. The reasoning for either of these phenomena is unknown, as there are no determinable factors that should restrict an average person from being able to move either the tables or the chairs; neither physical nor mental. At one side of the room is a large window with a grid pattern on it. Furthermore, ornamentation of unknown purpose lines the large window; patterns and shapes that cast shadowy patterns on the room — and also on an empty, moderately sized stage — bear a resemblance to what one may find in a cathedral or church building. The nature of Level 68 implies, in every way, that it has fallen out of use, but there is no evidence of any inhabitance or prior utilization. From the mopped floors to the stacked chairs, there is every implication of abandonment. Many wanderers even state that the ambience of Level 68 feels equally deserted. In a far corner of the room, which is slightly illuminated by the large window, is a piano, and a constant song plays from it. The audio plays on this page, a solemn version of Rick Astley’s 1983 hit, “Never Gonna Give You Up.” Notes on the piano do not appear to move, but the sound does emanate from the instrument, by unknown means. The light from the window is present at all times in the level, though its origin is unknown. On the side of the room opposite the window is a bar. Barstools line its counter, and the other side is barren except for a few bottles containing regular water. Near this bar is a door that leads to an elevator; the elevator is the sole exit of Level 68, though the destination is seemingly random. Whilst the numbers 0–9 are present, none of them have a set location; clicking 3 may bring one to Level 3, but it may bring a different person to a completely different level entirely in another circumstance. There is no reliable link between the documented levels of the Backrooms and these levels, which appear unsystematic. In appearance, the elevator is comparable to a regular office building lift.
Entities: There are no entities present in Level 68.
Entrances: Level 68 can be entered from any of the Main Nine levels, though means of entrance are seldom documented and appear inconsistent with one another.
Exits: The elevator on Level 68 acts as the sole exit.
- #49Level 69: "Hilbert's Motel" by Lunon & PlutoniumOnInternetselective
Keys: level 69 · Secondary: random natural disasters, self-restocking almond water, infinite passenger bus arrivals, rooms with free wifi, infinite motel cabins, arid grassland with cacti
Level 69 is the 70th level of the Backrooms. Level 69 takes the appearance of an expansive motel located in an arid grassland biome, featuring a seemingly never-ending amount of rooms, which allow the motel to accommodate an endless quantity of wanderers and Facelings, respectively. The grassland around the motel flourishes prickly pear cacti along with many other major dark hued flora that have over time adapted to the level's excessively dry environment. The level features an infinite number of motel cabins that resemble typical suburban housing buildings, with every motel cabin's exterior design being identical. However, their interior varies, with some of them appearing unrecognizable when compared to others. Level 69 is set in a perpetual state of day-time and does not contain any fog within it. The houses look to be built using white plasterboard and cement, with pitched roofs. The edifices lack any pillars or other objects to hold them, yet they do not crumble, though they are susceptible to physical damage. When a motel cabin was attempted to be demolished, the walls and other parts were successfully destroyed, yet the ceiling remained in the same position, floating. Additionally, one may occasionally stumble upon a parking lot. These parking lots are seemingly scattered through random locations near the level's motel cabins. A few of the parking lots feature vehicles with varying functionality and stability; some are in perfect condition, yet others are unable to start and break down when one enters them. Furthermore, the interiors of the motel cabins possess non-Euclidean and often confusing geometry, as many of them are either larger or smaller than how they appear when being observed from the exterior. Each motel cabin is assigned an unique number ranging from 1 to ∞ that is displayed on the cabin's respective door. Unlike the size, the layout of most rooms contain many similarities, such as the same objects or identical wallpaper. Items that can be found within the motel cabins feature, but are not limited to: one or two beds of varying sizes, paintings depicting seemingly random things hanging on the walls, lamps that are usually fully functional, chairs, desks with self-restocking bottles of Almond Water, dusty carpets, and refrigerators that contain healthy meals and ice or sparkling water. Additionally, each room has its own ventilation system and is equipped with a cable TV that is unfortunately non-functioning. Every one of Level 69's rooms offer free Wi-Fi of exceptional quality. The Wi-Fi's password is "HiLbErT69", with a capital "H," "L," "E," and "T". If one is to constantly use this Wi-Fi connection, it will start permanently deteriorating and at a certain point will be unusable unless a completely new device is used. This level features a wide array of objects that are deemed out-of-place in such environment. These objects include: electrical pylons, barrels full of oil, patches of grass that randomly come out of the concrete floor, et cetera. These objects, while not extremely unusual, are out-of-place as they have no determined purpose nor function. It is unknown why they are there, though they are considered as just another one of Level 69's many abnormalities. Level 69's designated name is "Hilbert's Motel" due to many of its properties being in some way related to the Hilbert's Hotel Paradox, a paradox that shows how a hotel with infinite rooms can still become full with the correct amount of inhabitants. However, this level's motel establishment is actually named "Roy's Vacancy Motel Cafe," yet it features no cafes within it. The level's true name has been determined by the large sign located near the motel. Due to it being related to the Hilbert's Hotel Paradox, Level 69 is the home of numerous research institutions that specialize in investigating the paradox.. These establishments have set up stations within the rooms to examine and experiment with the features of Level 69. While some tests carried out on this floor are confidential, others are accessible to the public. The research teams frequently occupy a series of adjacent rooms to prevent excessive use of a single router device, which is hampered by the weak Wi-Fi signal. The temperature remains steady at an average of 32 °C (89.6 °F), with the lowest point being 21 °C (69.8 °F) and the highest point being 39 °C (102.2 °F). The minimum temperature is only observed during winter, which, even at that period, rarely descends to the minimum level. The other two temperature limits are frequently encountered. Unlike most levels, Level 69 frequently experiences natural disasters such as earthquakes, floods, and blizzards. If a natural disaster is lethal, it possess the ability to greatly damage, and even destroy certain motel cabins affected by them. However, when out of an individuals sight, damaged motel cabins will instantly regenerate and appear as good as new. If one is to travel far enough from their starting point, they will be met with a seemingly randomly generated landscape containing many mountains and hills that start and end at unusual positions. Similarly to the area near the motel, this region is infested with large quantities of flora. However, this area is not confirmed to be infinite, as it has a "border" point that can be recognized by its gigantic, white fence. If one attempts to cross the fence, they will be instead sent to their starting point or alternatively to the interior of a motel cabin. Additionally, an asphalt road stretches across the level's entire landscape, seemingly never ending. It extends beyond the level's border point, though it does not lead to anywhere useful nor notable.
Colonies and Outposts There are currently 3 notable documented colonies and outposts in Level 69.
Outpost Beta of the Major Explorer Group Population of roughly 54 researchers dedicated to studying the level's abnormalities, a portion of them are also dedicated to studying the Hilbert's Hotel Paradox. Friendly, will offer a temporary safe haven in one of the rooms that they control. Frequently communicates with the Major Explorer Group's Editorial Council about new discoveries related to Level 69.
Kauer Mathematical Anomalies Research Outpost A small colony containing around 8 researchers. Private and will not help wanderers. All their research is confidential.
Kevin's Party Rooms Colony that owns 3 motel cabins. Population of 38 wanderers who "wanna party till they die!". Kevin gave up on his PhD thesis to create this colony Open for new members Frequently gets attacked by the Mustang entity. The refrigerators and desks in Kevin's Party Rooms are filled with two more bottles of Almond Water than usual.
Entities: The Motel Manager; The Driver; The Mustang; Facelings;
Events: Events are rather rare occurrences in Level 69, and are the main focus of researchers who reside in the level. These events occur when one or infinitely more wanderers enter the level. New Arrivals: This event occurs when a wanderer reaches Level 69 without taking a bus. All the facelings and wanderers occupying rooms in Level 69 will move to the next room. For example: someone in room 5 would move to room 6, and so on to infinity. Infinite Passenger Buses: This event occurs when a bus carrying an infinite amount of passengers arrives at the motel. All wanderers and facelings occupying the rooms in Level 69 will move to a new room, whose number's is twice their last room's number. This allows for a infinite amount of new wanderers and facelings to occupy the infinite number of odd-numbered rooms. Infinite Infinite Passenger Buses: This event occurs when an infinite amount of buses carrying an infinite amount of passengers arrives at the motel. If this event occurs, all the wanderers and facelings occupying rooms in Level 69 will move to room 2, the first prime number, to the power of their current room. This means that a wanderer or faceling occupying room 4 will move to room 24, or room 16. Then, each bus will be assigned to unique prime number, in increasing order. The passengers on the first bus, for example, will go to the room 3 to the power of their seat number. This means that a wanderer or faceling seating in the fifth seat of the second bus will go to room 55, or room 3125. This allows for an infinite number of infinite new wanderers and facelings to occupy a unique room. This will create many vacant rooms such as room 6, which is not a power of any prime number. These vacant rooms will be then filled with facelings who will spawn inside them.
Entrances: Interacting with a Pepsi advertisement within any level will take one here. The elevator in Level 68 is able to lead one here. Taking a seemingly infinite bus in Level 9, Level 11, or Level 117 will take one here. Wandering far enough in Level 477 has a chance to lead here. Entering a car that closely resembles The Mustang within Level 9.2 will transport one here.
Exits: Stay in the bus after all the passengers have exited to be taken by the driver to Level 11. Alternatively, board the bus after all the passengers have exited to end up in the same level. Noclipping into the room's wall will take you to Level 143. Interacting with a stained glass window will teleport one to Level 717. Picking up a rose will cause the level to transition into Level 70. Sleeping in a tub will lead to Level 129. Entering room number 66 has a slight chance to lead to Level 66.
- #50Level 70: "Gamma Garden" by the fungusselective
Keys: level 70 · Secondary: highly radioactive epicenter, mutated flowers smell bad, fountains with radioactive water, leaves constantly falling, weird animal-like creatures, labyrinthine gardens
Level 70, colloquially known as "Gamma Garden," is the 71nd level of the Backrooms. Level 70 is characterized as a series of labyrinthine gardens and small patches of grass that all surround a highly radioactive portion of the level dubbed the Epicenter. Whilst the level lacks an entity presence, it is still incredibly dangerous due to the presence of gamma radiation as one approaches the Epicenter, leading to radiation poisoning and death. Initially, the flowers within Level 70 are an exact match to many flowers within The Frontrooms, though as one approaches the Epicenter the flowers become mutated and begin to smell more and more potent and appalling. Cobblestone pathways are commonplace within Level 70, and are one of the only surfaces that a wanderer will walk on, other than grass. Plants are planted within the soil found on either side of the pathways, it is believed these plants obtain moisture anomalously due to the lack of rain in the level. Hedges and bushes are occasionally found throughout Level 70, and it has been noted that they are found more commonly close to fountains. Occasionally, these hedges can be found creating a maze-like structure leading to the next pathway. Wanderers have noted that leaves seem to eternally descend from the sky whilst traversing Level 70, even in the lack of trees or plants with noticeable leaf-like structures. These leaves are believed to simply manifest within the sky at random intervals, creating this strange effect. Whilst the leaves themselves do not mutate, as one approaches the Epicenter they will begin to carry more and more radiation; until accidentally ingesting even just one of them can cause damage. Fountains are an occasional break from the monotony of plants in Level 70. Distributing Almond Water from an unknown source, fountains are rarely found, with the two closest fountains ever recorded being about seven kilometers from each other. Regardless of their distance to the Epicenter, the water being distributed by fountains is always radioactive and dangerous to drink. The presence of radiation in every fountain is believed to be from the system containing the water being contaminated in one way or another. Various strange, animal-like entities have been spotted frequenting Level 70. These creatures are most commonly seen as birds, though they have been reported to occasionally take the appearance of other animals, with the most common type of animal these creatures masquerade as - other than birds - being pests and rodents. Regardless of what these creatures masquerade as, they always emit high-pitched squeaking sounds and occasional bird whistles. Plants within Level 70 were once believed to emit radiation of their own, though this has since been disproven with samples collected for MEG researchers. Prior to the discovery of the Epicenter, it was believed that all of the radiation within Level 70 was from the sheer amount of the flora emitting radiation at once. This has - of course - been disproven along with the discovery of the Epicenter and that the plants do not emit gamma radiation. Numerous species of fungi found only within Level 70 parasitize the flora, causing the plant to wilt and die. These species have been noted to be heavily resistant against gamma radiation due to a layer of a strange compound across their body. Samples from these fungi have been taken out from Level 70 for study. A male deathmoth was coated in the compound, had a tracker inserted into him, and was sent to Level 70; where it did, indeed, have resistance to the radiation. The Epicenter: The Epicenter is characterized by the sudden disappearance of any living flora, replaced by what looks like an infinite horizon of dull, dead grass. Without heavy duty equipment, stepping near the Epicenter is almost immediately fatal. Even with heavy duty equipment, a stop near the Epicenter can cause severe problems in the long run. Whilst at first glance the Epicenter appears to go on infinitely, it is no where near that. The effect of the grass seemingly going on for eternity is simply due a thick fog in the air surrounding the Epicenter preventing one from seeing the horizon. The soil of the Epicenter is reportedly incredibly unstable, one wrong step and the grass will fall beneath whoever set it off, leading to The Void. The grass falling down can only be seen by the wanderer who set it off, and if anyone was next to them all they would see is them phasing through the soil. Attempts to save falling wanderers have been proven futile, as they fall too fast into the ground. Plants nearby to the Epicenter undergo rapid mutation, some merging together and others creating completely new species. It has been reported that, in rare instances, humans can also undergo the rapid mutation process. Documentation salvaged from a burnt-down settlement states that they were bombarded by zombie-like creatures, presumably people that had underwent the rapid mutation process. People believe this as additional documentation salvaged from the rubble alleged that a large squad was sent out into the Epicenter. The Epicenter is a point of no return. If one somehow braves the expanse of dead grass, they will live to tell the tale, not for much longer. Even with the most heavy duty of equipment, it is impossible to venture to the end of the Epicenter without contracting numerous cancers at the lightest. MEG has issued warnings for all of its operatives venturing through Level 70, "steer clear of the Epicenter."
Colonies & Outposts: Fountain Town Fountain Town is a Backroom Colonists outpost established on the outskirts of Level 70. Untouched by the radiation of the Epicenter, Fountain Town is open to wanderers in need of shelter from the Epicenter's radiation and has a free Almond Water supply for all.
Flora Mutations: Fasciation: Fasciation is a phenomenon found both in The Frontrooms and Level 70. Fasciation is characterized by the flower adopting a peculiar, elongated appearance. This phenomenon can occur in any part of the flower, including the fruit. In Level 70, fasciation is caused by radiation-induced hormonal imbalances in the plant cells where growth occurs. Fasciation has additionally been noted to occur even on the outskirts of the level, where there is no radiation. When fasciation occurs on the outskirts, it is most likely due to fungal infections. Trypophobic Clusters: Trypophobic Clusters are characterized by heavy mutations in members of the family Rosaceae, also known as the rose family. These mutations take the form of several holes at the top of the plant, with seed-like structures growing from them. Edible members of the Rosaceae family affected by Trypophobic Clusters are deemed as poisonous, and ingestion can cause numerous gut problems. It was previously theorized that plants affected by Trypophoic Clusters adopted a more fungus-like nature, reproducing via spores that would infect other plants with the mutation. This has since been debunked following the discovery of the Epicenter and the radiation within the level. Trypophobic Clusters occur closer to the Epicenter.
Entrances: No-clipping through suspiciously vibrant flowers found in Level 630 can lead either to the outskirts or Epicenter of Level 70.
Exits: Traversing backward from the direction one found themselves looking after they no-clipped into Level 70 can lead one back to the level they came from; Immediately no-clipping through the grass of the Epicenter as one enters it can lead to Level 10; No-clipping through a shorter tree will take one to Level 118; Taking a wrong step whilst walking through the Epicenter will lead one to The Void.
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