Backroom
LorebookIf you noclip out of... yadda yadda you already know backrooms are bad.from Chub
Tokens: 0 permanent · up to 360 lorebook · budget 360
Description on Chubfrom Chub
There seem to be some other great backroom lorebooks, I'm keeping mine up just cause there are some things that other lorebooks don't have.
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backroom
Backroom
50 entries · scan depth 4 · budget 2,000 tokens · recursive
- #1Level 0 - The Lobby
Keys: Lobby, Level0, backrooms, The Lobby, the lobby, lobby, Level 0, Lvl0, First Level, level 0, first level, Backrooms
Level 0 is the first level of the Backrooms, and the first location that most wanderers will initially find themselves in.
Level 0 is an expansive non-Euclidean space, resembling the back rooms of a commercial building. All rooms in Level 0 share the same superficial features, such as worn mono-yellow wallpaper, old moist carpet, scattered electrical outlets, and inconsistently-placed fluorescent lighting.
The biggest threat in Level 0 is the stark lack of available resources; as the fluid saturating the carpet has been deemed unsafe for human consumption, most are likely to perish before managing to find an exit due to extended dehydration, starvation, and exhaustion.
Linear space in Level 0 is altered drastically; it is possible to walk in a straight line, return to the starting point, and end up in a completely different set of rooms than the ones previously traversed.
Above the ceiling tiles in Level 0 lies a cramped, dark space, roughly one meter in height. The air in this area is stale and thick with dust, making it difficult to breathe, and electrical wires line the ceiling in all directions. Attempting to use this space as a means of navigation is impractical, as the ceiling tiles easily give way under pressure.
It is unknown whether entities exist within Level 0. No interactions with other wanderers have ever been reported, as the individual wanderer is isolated at all times.
To exit, if one keeps walking, the hallways eventually fade into level 1.
- #2Level 1 - The Habitable Zone
Keys: habitable, Habitable, Habitable Zone, Level 1, backrooms, Lvl1, level 1, Backrooms, the habitable zone, Level1, habitable zone, The Habitable Zone
Threat Index: Class 1 »⠀Safe »⠀Stable »⠀Minimal Entity Count
Level 1 is the 2nd level of the Backrooms.
Level 1 resembles a typical warehouse, with fluorescent lights hanging from the ceiling, occasional machinery such as forklifts and hallways and stairwells which peel off and lead to separate areas of the level.
This level contains various dangers that may pose a threat to wanderers. Examples include blackouts which occur within this level and last from minutes to even days, leaving the level without light. During such blackouts, entire sections of the level will be plunged into complete darkness, allowing entities to emerge and hunt more successfully. When traversing darker areas, it is advised for wanderers to carry flashlights so as to scare off any unwanted encounters. Additionally, pieces of rebar or sharp metal may occasionally jut out from walls, harming any wanderers who are not careful. Due to the fact that most of these metal pieces are coated in a thick layer of rust, wanderers will almost definitely contract tetanus should it pierce the skin.
There exist "Level 1 Maintenance Halls" and "Level 1 Parking Lots" as well.
Entities here include Facelings, Clumps, Hounds, Dullers, and Deathmoths.
Two exclusive entiteis here are False Puddles and Paintings.
There do exist a few colonies such as by M.E.G
Finding an unlocked door leads to level 2.
- #3Level 1 Maintenance Halls
Keys: maintenance halls, maintenance, Level 1, Level 1 Maintenance Halls, backrooms, Maintenance Halls, Maintenance, level 1, level 1 maintenance halls, Backrooms
Maintenance halls can be accessed by a jet black, metallic door within the main section of Level 1. The walls of these hallways replace the usual grey concrete for white walls, which may seem bright to many wanderers due to the contrast from the main area. Typically, objects such as plywood, toolboxes and even whole tables can be found littering the floor. Fewer entities tend to reside in these halls compared to the main area.
These halls also usually contain items such as exposed wiring, faulty pipes leaking Almond Water and power boxes. Although they do have electricity coursing through them, these power boxes do not actually supply the electricity to the rest of the level, and instead seem to have no real purpose. Due to all the dangers, it is not recommended to enter any of these halls. However, wanderers may want to stay here in the event a blackout occurs, as these hallways are always lit up, no matter what.
- #4Level 1 Parking Lots
Keys: Parking, parking, Level 1 Parking Lots, Level 1, backrooms, parking lots, Parking Lots, level 1, level 1 parking lots, Backrooms
Large, empty spaces often droused in dense fog span for miles—taking up a sizeable section of Level 1. Pipes, electrical outlets and electrical boxes are all quite common to come across when traversing these parking lots, yet it is to be noted that most of these either lack any electricity or are incredibly faulty—one should always be wary of that when operating such devices. However, even in the cases where they are powered by electricity, the exact source of which these devices run on remains unknown, albeit it is presumed that it manages to generate its own power through alien ways. When electricity does course through these outlets and boxes, however, the voltage is extremely high, reaching output readings of up to a gigawatt, how these devices handle such amounts of power is unknown.
These Parking Lots are inherently empty and can be accessed by simply ascending stairs found behind various doors within Level 1. However, groups may set up bases here, and hence wanderers should take caution to ensure they do not encounter a hostile group. Although the Parking Lots do indeed experience power outages as well, these are usually resolved within the hour, unlike the main section. Lastly, these Parking Lots have the potential to be the nest of various entities, hence wanderers must be cautious when exploring these areas.
- #5False Puddles
Keys: False Puddles, Level 1 Puddles, entity, Entity, false puddles, Level 1, backrooms, entities, level 1, puddles, level 1 puddles, Puddles, Entities, Backrooms
False Puddles are entities which disguise themselves as simply Almond Water puddles, however beneath the surface is a deep pit filled with sharp teeth. These entities are unable to move, and instead depend on unaware wanderers to fall into their trap. They have no true body and are essentially big mouths filled with teeth and Almond Water.
Although they are hard to find, there are ways to eliminate them once found. One way is to pour Liquid Pain into the puddle, which will harm them, and they will close their mouths. Another way is to throw items such as metal into their mouths to cause them to close, and the metal may pierce their mouth lining and subsequently bleed them to death. However, find such puddle is already a challenge within itself, considering how many regular puddles are present within Level 1, requiring a lot of supplies to truly make sure a single area is safe.
- #6Paintings
Keys: paintings, entity, Entity, Paintings, entities, backrooms, level 1 paintings, Level 1 Paintings, Entities, Backrooms
These Paintings can not only be found on the walls, but rarely also on the floor or on the ceiling, frequently possessing ladders or ropes for accessibility in the latter case.
These paintings and drawings are to be avoided when possible, as, in actuality, most of these supposed paintings are living entities. This doesn't apply in all cases, but every drawing where organisms are shown should be avoided if possible, as those most likely pose a threat to one's own safety. These beings could possibly reach out from their respective illustrations and clutch any nearby wanderer, dragging them into the painting. What exactly happens afterwards is unknown. There's also a possibility of said wanderer being represented in the drawing itself; yet again, this is only theorised.
In most cases, these drawings pose a great threat to wanderers that are new in this unfamiliar environment, especially when in a rush or in darker areas, where one may not anticipate an attack. The paintings and drawings vary in their pictorial context; but their contents do not correspond with anything found in The Frontrooms, meaning that these entities—perhaps even Level 1 itself—are likely to be the perpetrators behind the art itself, as it is entirely unique from actual portraits. Unnervingly, there have been rare accounts of the eyes of certain portraits moving and even the entity itself moving erratically on occasions.
- #7Almond Water
Keys: almond, Sanity, Almond Water, sanity, almond water, backrooms, Water, Almond, water, Backrooms
Object 1, more commonly known as "Almond Water," is a naturally flavored beverage commonly found within numerous levels of the backrooms. It is the most abundant source of hydration and is a crucial item for avoiding critical dehydration while traveling. Almond Water has a sweet almond/vanilla taste mixed with purified rose water. It is found in several forms of bottled containment including plastic bottles, metal cans, glass wine bottles, or even cartons. Almond Water has also occurred to be dispensed in water fountains, or found concentrated in bodies of water. Why, and how Almond Water became so abundant within the Backrooms remains a mystery.
How exactly instances of Almond Water manifest in levels of the Backrooms is unknown. They can be discovered, but no occurrences of them appearing at their location (through unknown occasions) have ever been observed or recorded. Almond Water, according to current understanding, will appear in a location where no observers can see it manifest. This phenomenon can occur within a room currently not occupied, or behind certain objects in rooms already occupied by wanderers. There doesn't seem to be any motive as to where Almond Water will spawn and in all circumstances, will appear completely at random.
Almond Water, when consumed, has been observed to cure minor symptoms of illness, along with minor improvements in well-being. It has been shown to completely neutralize effects inflicted by hostile entities.
- #8Level 2 - Pipe Dreams
Keys: pipes, dreams, Dreams, backrooms, Pipe, level 2, pipe, Pipe Dreams, pipe dreams, Level 2, Backrooms
Threat Index: Class 2 »⠀Unsafe »⠀Stable »⠀Low Entity Count
This is the last level directly accessible from baseline reality.
Level 2 is a vast network of interconnected utility tunnels, maintenance shafts, and rusting pipes. Space in Level 2 does not physically shift live, lending much of the level a relative ease to navigate through. Its layout, however, reportedly becomes more complex the farther one travels from their entrance point, with corridors going up and down that may impede travel or cause injury, especially in dark areas. Fortunately, however, there have been no reports of entities lurking around these areas, most likely due to the heat and extreme humidity.
Geological activity in Level 2 is prevalent, and earthquakes occur as often as in regions on the Ring of Fire in the Frontrooms.
The level's temperature differs depending on where one is at, and escaping extreme areas often ends unfruitful.
Entities within Level 2 (Clumps, Hounds, Smilers, Skin-Stealers) have adapted to scurry headlong and mitigate the need to retain their energy like their counterparts in other levels.
Also has the biological pipeline.
Due to the nature of Level 2, no major bases have been established. Small groups tend to use explosives to carve out makeshift bunker-like living areas for temporary housing or storage.
Fire exits lead to level 3.
- #9The Biological Pipeline
Keys: the biological pipeline, backrooms, pipeline, Pipeline, Biological Pipeline, Pipe Dreams, biological pipeline, level 2, The Biological Pipeline, pipe dreams, Level 2, Backrooms
Found in certain junctions of crawlspaces, sometimes lying behind sufficiently sizable pipes to hide their openings, these organisms can often stretch up to 20–200 kilometers from their "mouth" to the ends of the digestive tract. Descriptions of their physical bodies are divisive, ranging from their internal organs using the space in the cleavages to protect them to have their "pipelines" being their entire body. However, the former bear more evidence than the latter, as inflicting serious damage either through stabbings, gunshots, and grenades has resulted in them bleeding out.
Going through these organic pipelines is often necessary, and fortunately would rarely lead to death as the process of digestion would only occur if the things they consume do not move after a few hours. Most of their diet comes from discarded pieces of food; and weirdly, debris; waste products, such as sewage, feces (presumably), scavenged organs and viscera, etc.; including junk, especially ones made out of plastic, glass, metal, and rubber.
Alternative to using acids as the means to digest their food, they secrete a base referred to as the DuPont–Bayer solution.[2] This is quite likely due to their "pipeline" being constructed out of aluminum, which the solution they produce does not dissolve, to presumably reduce the weight of the digestive tract their theoretical bodies are holding up.
- #10Level 3 - Electrical Station
Keys: level 3, Level 3, backrooms, Electrical Station, Backrooms, station, Station, electrical station, electrical, Electrical
Threat Index: Class 2 »⠀Unsafe »⠀Unstable »⠀Low Entity Count
Level 3 is a sprawling complex of derelict maintenance halls and utility tunnels fitted with electrical machinery. The layout of Level 3 has been documented to gradually shift when unobserved, seeming to twist and connect in a senseless manner. This effect reportedly correlates with distance traveled, as its layout seems to increase in complexity the farther one travels from their initial entrance point.[1] Despite its varying layout, Level 3’s architecture remains largely consistent, with wires, fluorescent lights, and various machines arbitrarily scattered throughout.
While none have been confirmed as of yet, there have been many reported sightings of entities within Level 3. Claims range from Deathmoths being spotted at the end of dark corridors to Wretches roaming the lower tunnels. It is theorized by many that Level 3 is a hotspot for the occurrence of The Wretched Cycle in some form. Despite the lack of confirmed evidence, explorations into the level have an unusually low return rate, with a significant amount of wanderers going missing in the depths of Level 3.
Many wanderer groups have tried and failed to create permanent shelters in Level 3, with the most common reason being its high disappearance rate.
A commonly reported method of exit from Level 3 is via various elevators found sparsely throughout the level. Pressing any button in said elevators will often lead one to Level 4.
- #11Level 4 - Abandoned Office
Keys: backrooms, office, Abandoned Office, Level 4, abandoned office, level 4, Office, Backrooms
Threat Index: Class Habitable »⠀Safe »⠀Stable »⠀Devoid of Entities
Level 4, also known as the “Abandoned Office”, is an expansive, empty structure, with architecture resembling a modern office building. Most areas of the level are entirely devoid of furniture and other accessories one would typically expect to find in an office, although darkened indents strewn about its carpeting appear to indicate that furniture may have been present at one point in time. Due to the lack of inherent dangers, Level 4 is regarded as a safe location amongst wanderer groups. Due to this, the creation of colonies and outposts is highly recommended, and many sustained communities have begun and flourished in the level.
Strangely, although the multiple stairwells throughout the level suggest the existence of multiple floors, using them to ascend or descend floors has been reported to simply lead back to the same, singular floor. Though exploration of Level 4 is limited in this aspect, horizontal travel through the level allows one far more access to its various areas, such as workrooms, hallways, and smaller offices.
The weather in the inaccessible exterior of Level 4 follows constant, gradual patterns. Its "seasons", as they are referred to by many, present similar characteristics to those in the Frontrooms.
Currently, the M.E.G. has recorded two officially documented colonies and outposts within Level 4.
Coming upon an ornately-decorated door emanating classical music may lead to Level 5;
- #12Frontrooms
Keys: real world, previous world, Previous World, Universe, backrooms, universe, Real World, frontrooms, world, World, Frontrooms, Backrooms
The Frontrooms is what would be considered the baseline 'reality', as it is where the human species originated from, and thus what we're all familiar with.
The Frontrooms, also known as The Universe[1], is the juxtaposition of the Backrooms; a parallel Dimension that, while seemingly similar at face value, is full of many contrasting subtleties.
Like the Backrooms, the Frontrooms is a Dimension of infinite[2] size divided into an infinite[See 2] amount of distinct regions, called Galaxies. However, the Frontrooms vastly differs from the Backrooms in the following metrics:
Stability - it is considered far stable than the Backrooms, as geometry is by default completely linear.[3]
Consistency - no Galaxy or area in between Galaxies is dramatically different than any other region.
Fuzziness of distinct regions - unlike Levels in the Backrooms, Galaxies oftentimes have no well-defined boundary. Instead, they are spread or smeared over vast regions of space, with only a few more solid parts near their center.
Intra-dimensional travel - unlike the Backrooms, noclipping doesn't allow travel across different regions. Instead, noclipping in the Frontrooms can only lead to the Backrooms.
Scale - it is almost incomparably larger. A single Galaxy can be as large as 1023 meters in radius. Likewise, Galaxies can be as far as 1027 meters apart. This, along with the sheer impotence of noclipping, makes travel nightmarishly sluggish at best; practically impossible at worst.
- #13Level 5 - Terror Hotel
Keys: hotel, level 5, Level 5, Hotel, backrooms, terror hotel, Terror Hotel, Backrooms
Threat Index: Class 5 »⠀Unsafe »⠀Unsecure »⠀Unconfirmed Entity Sightings
Level 5 is presumably an infinite, ever-expanding hotel complex complete with all the sections a luxury hotel should have, such as lounges, ballrooms, guest rooms, restaurants, hallways, gyms, swimming pools, and maintenance halls. The level does not follow Euclidean geometry, so many wanderers lose track of where they are, never to be found again. Some places on this level are also randomly segmented, with some doors leading to nowhere or cut-off rooms or stairs. Due to how large this level is, wanderers can't gather together.
Wanderers would feel overwhelming anxiety and paranoia when on the level. This level is infamous for its mysterious whispering and unseen presence. That, along with the stares of the face-like wallpaper and the common 1920s-era machinery can cause a loss of sanity, which is why one will need almond water to survive at this level. Luckily, these provisions are in the dining areas of Level 5.
While there are rumors of Hounds, Skin-Stealers, Wretches, Death Moths, and Predatory Windows on the level, these accounts are unconfirmed and require further evidence. Strangely enough, many wanderers who claimed they saw entities stated that the entities were incredibly skittish and seemingly passive unless provoked.
Some empty doorways that show complete darkness in the maintenance halls may take you to Level 6.
- #14Level 6 - Lights Out
Keys: level 6, Level 6, backrooms, lights, Lights Out, lights out, Lights, Backrooms
Threat Index: Class Pending »⠀Safety Undetermined »⠀Unstable »⠀Presence of Entities Undetermined
Level 6 is an expansive complex of indeterminate size, consisting of metallic walls, concrete floors, and complex systems of pipes. Strangely, the entirety of the level is shrouded in a complete, profound darkness, with any artificial sources of light being immediately extinguished upon entry. The absolute absence of light in Level 6 makes it nearly impossible to accurately navigate through the intricate maze of corridors and rooms.
Auditory hallucinations are frequently experienced in Level 6, ranging from rushing water to indecipherable voices ringing throughout the complex. It is believed Level 6 may be able to influence one's perception of reality, resulting in symptoms of paranoia and derealization. Despite possessing no known tangible threats, Level 6 is regarded as being one of the most dangerous levels in the Backrooms because of its sheer darkness. A significant portion of the Wanderers that enter this level permanently lose themselves or go missing.
Entities may exist in Level 6, but they are unable to be seen due to the level's complete state of darkness.
Attempts to form lasting bases in the level have failed; members continuously disappear into the darkness.
Wandering far enough will bring you to Level 7.
- #15Level 7 - Thalassophobia
Keys: Thalassophobia, level 7, thalassophobia, Level 7, backrooms, Sea, Water, water, sea, Backrooms
Survival Difficulty: Class 4 Unsafe Unstable Medium Entity Count
Level 7 is known for its vast, infinite sea that stretches indefinitely. The level is covered in a moderately dense fog, as it only allows vision of no more than a few hundred meters. The water is extremely cold, and the depth of the ocean is unknown.
The water on the level is perfectly clean and is considered safe to drink. No wanderer has greatly explored Level 7 due to its treacherous conditions, and none shall ever venture far enough to sufficiently document the level's boundless ocean.
The winds on the level are rather strong, measuring about 200 miles per hour. Strangely, the level cannot undergo any for of precipitation.
Upon arrival, wanderers will find themselves in a small, claustrophobic room devoid of furniture. The space is flooded by a calm layer of water approximately 5 inches tall. This water is much warmer than the level's seas and can be drunk.
Opposite from the wanderer's starting position will be a corridor that extends for a few meters before ending in a regular door. Once one opens the gate between safety and the unknown, they will be greeted with the ocean's mania.
There is also "the thing on level 7".
The most well-known exit to Level 7 can be found in an underwater cave on the side of a particularly tall mountain toward the bottom of the Midnight Zone. This mountain is almost directly below the entrance room, creating a straight-forward (albeit lengthy) route to Level 8.
- #16The Thing on Level 7
Keys: Monster, entity, level 7, Entity, Level 7, The Thing, backrooms, entities, monster, the thing, the thing on level 7, The Thing on level 7, Entities, Backrooms
For many years, Level 7 was believed to have only one entity, the infamous Thing On Level 7. The combined ferocity and physical prowess of this entity have left the entire rest of the ocean completely uninhabited, making them the primary sources of danger within the level. This entity appear to be matched only by one another in terms of speed, strength, and detection and are to be avoided by all means necessary.
As of now, the Thing makes its home in the Midnight Zone and upper Abyss. It is unknown how or why, but the two appear to have an agreement of mutually-assured destruction, preventing one another from hunting outside their designated territories.
- #17Level 8 - Cave System
Keys: cave system, Level 8, cave, Cave System, backrooms, level 8, Cave, Backrooms
Survival Difficulty: Class 4. Unsafe, Unstable, Medium entity count.
Level 8 is a sprawling subterranean complex of towering, rocky heights and deep, twisting burrows. The frigid caverns within the level and its resulting difficulty of navigation have rendered it incapable of measurement; therefore, few have ventured into the level’s depths, and even fewer have made it back out.
Due to its expansive structure, all noises emitted within Level 8 echo after ricocheting off its rocky walls, revealing the greater extent of its depths. Lower areas of the level contain small bodies of stagnant, frigid water. While it has been deemed as relatively safe to drink, it should be avoided. No light appears to penetrate past the water's surface, and its temperature has been described as frigid; despite this, it flows freely throughout the level, creating ponds and streams that remarkably remain in a liquid state far below freezing temperature.
The level holds many cave entities, including Deathmoths and Troglosidae, large spiders.
While many abandoned settlements are present within Level 8, the construction of new outposts is not recommended due to the many hazards posed by the level's environment and its stark lack of usable resources.
Most accounts of escape detail finding a small tunnel or vertically descending hole leading into another level, with a recently submitted report describing a possible but dangerous method of exiting via the level's pits of water. This leads to level 9.
- #18Level 9 - Darkened Suburbs
Keys: Level 9, darkened suburbs, level 9, backrooms, Darkened Suburbs, suburbs, Suburbs, Backrooms
Threat Index: Class 4 »⠀Unsafe »⠀Unstable »⠀High Entity Count
This is an expansive, winding network of paved asphalt roads and residential homes, resembling a modern suburban neighborhood. Natural sources of light in the level are scarce, as aside from its permanent lack of daylight, lights emanating from its plethora of structures rarely tend to function. In addition, a thick, inky fog covers the level, impeding one's field of vision past a distance of ten meters.
Transportation is further impeded by the state of the level's infrastructure; its streets and sidewalks are often derelict and broken into small chunks, exposing the barren soil beneath, often spouting moss and weeds. Some areas of Level 9 are devoid of pavement or footpaths entirely.
The entities present within Level 9 generally avoid locations with more luminosity; for this reason, they typically remain within the more derelict areas where light is less common, waiting for prey to pass by.
Due to environmental factors, the number of entities present at the level, and the immeasurable extent of the region, colonies and outposts do not exist in Level 9.
The lampposts serve as the main and most efficient source of light outdoors, guiding through the dark streets of Level 9. Unless broken, they assist the wanderers to evade hazards such as rocks or entities.
Major structures include electrical stations and residential houses.
Following a series of arrow street signs pointing north may lead to Level 11.
- #19Level 9 Electrical Stations
Keys: Level 9, Electrical Stations, level 9, backrooms, electrical stations, Backrooms, Stations, station, stations, electrical, Electrical
Found less frequently than the houses in Level 9 are the electrical stations, only being present in the deeper recesses of the level, accessible after prolonged exploration; the majority of their workings are timeworn — rust wholly covering their decrepit surfaces — starkly contrasting with the buildings around them. As their worn appearance implies, such machines often malfunction or fail to operate entirely, a sufficient amount of energy to give power to the structures within the level, or to the power lines that border its empty streets.
- #20Level 9 Residential Homes
Keys: Level 9, house, level 9, residences, Residences, houses, backrooms, residence, Houses, Backrooms
The most common structures within Level 9 are the numerous residential houses that line its streets, in differing states of dilapidation. They don't usually surpass two stories. Occasionally, they've been seen orderly in specific patterns, with flawless spacing between each other, along with consecutive domiciles being eerily similar – as a result, massive agglomerations of virtually identical houses are present throughout the level. Others may merge with other buildings, and form chains of innumerous houses.
Walls may connect to other houses, forming solid structures filled with concrete and rebar; Rooms can distort from one building to another, stretching every object that is contained in its environment; New or duplicated rooms also seem to be formed haphazardly between houses, but without the modification of its furniture. The buildings may have a considerable part of their structure damaged due to various factors; small items which get carried by the wind and break windows with time and stronger entities that may damage doors and objects are some of its causes. Many of the furniture inside the houses of Level 9 are also used, old, or even destroyed, while other buildings do not feature those appliances at all, being completely barren. Due to this aspect, it is difficult to come across useful objects when exploring the constructions. Supplements can be found in some buildings, but with minimal chances.
- #21Level 11 - Concrete Jungle
Keys: Level 11, level 11, backrooms, Concrete, concrete jungle, concrete, Concrete Jungle, Backrooms
Threat Index: Class 2e »⠀Safe »⠀Unstable »⠀Devoid of Life
Level 11 is a sprawling, desolate cityscape of monolithic buildings and winding asphalt roads. The architectural design of the structures in Level 11 varies moderately; while they often appear to follow the style of the modern urban West, explorations further into the level have revealed increasingly differing designs. The farther one travels from their initial entrance point, the more varied and disorderly the level’s architecture seems to become.
Its infrastructure is largely unstable and non-Euclidean; it has been deemed impractical to properly map or navigate due to its inconsistent layout and geometry.
Level 11 appears to be entirely devoid of life. The majority of those who have explored the level and returned have described it as large enough to house hundreds of thousands or even millions of residents; despite this, such reports also detail the complete lack of any apparent life within it. Even plant matter, such as grass, remains in a dead or decomposed state. The exact cause of this phenomenon is unknown, in addition to how such plant matter initially grew to begin with. Strangely, experiments involving the manual introduction of foreign florae into the environment of Level 11 have revealed that plants exhibit an inexplicably accelerated rate of decomposition, with all vegetation decomposing and withering within a matter of minutes.[3]
If one gets into one of the cars, they'll reach level 69.
- #22Level 69 - The Infinite Highway
Keys: level 69, highway, backrooms, Infinite Highway, infinite highway, Highway, Level 69, Backrooms
Survival Difficulty: class undetermined
A deserted, infinite highway shrouded in thick fog and pitch darkness. This level is an infinite highway with tall, weathered, concrete walls at its sides. It appears to have been long abandoned; the highway is devoid of vehicles or any sign of civilization. Your vision will be limited because of the strange fog/mist that will surround you. Except for special circumstances, the only light will be the light you produce.
There are no known bases, outposts or communities on this level.
You'll wake up inside the vehicle you passed out in. Your car will be positioned randomly on the highway, and may be flipped on its side or upside down sometimes.
DO NOT EXIT YOUR VEHICLE. Your car is probably the only safe place in the level. Cars are the only place you will be free from entities and fog, as they seem to avoid the cars at all costs.
You will either have to drive carefully and waste a lot of time, or travel dangerously but quickly.
It also houses The Beings from above, and the whispers.
The exit requires long amounts of driving, but will be a tunnel perpendicular to the highway. Once you enter, you must drive through the tunnel for 17 hours. This tunnel is is completely safe, and the fog disappears as the tunnel lights turn on. At the 17 hour mark, your car no longer works. You'll have to walk the rest of the way, which leads to the final level. Don't walk back into the tunnel once you leave it; the ones who did never returned.
- #23The Whispers
Keys: entity, the whispers, Entity, level 69, entities, backrooms, Level 69, The Whispers, whispers, Whispers, Entities, Backrooms
Although not confirmed as an actual entity, something commonly encountered in Level 69 are “The Whispers”. These are intrusive, negative, thoughts that try to wear down a person’s mental state. These thoughts have been confirmed to not be one’s own. The same messages play in the minds of everyone in an area at the exact same time. Recorded experiences of The Whispers have shown a similarity to Mockers. Sometimes, a thought coming from The Whispers were the exact same phrases that Mockers have been known to say. Any relationship between The Whispers and Mockers are not confirmed.
- #24The Beings from Above
Keys: entity, Beings, Entity, level 69, beings, the beings from above, backrooms, entities, beings from above, Beings from Above, The Beings from Above, Level 69, Entities, Backrooms
These entities are the most mysterious and dangerous entities that inhabit Level 69 by far. They are the main reason you should not leave your car. Descriptions of them say they are appendages that look similar to spiders’ and crabs’ legs. They are not visible normally but when a person exits their car, many will swiftly and silently descend from the darkness above. If the targeted person does not return to their car or get to a safe place soon enough, they will be captured by this entity. They will be grabbed or their body will sometimes be speared by this entity, then be lifted up into the void above. The fate of people that have been taken is unknown. It is almost impossible to escape once one of these entities have gotten a hold of you. They are extremely strong. The few people that have survived being captured by this entity have described it as “cold, slick, and completely solid”. All attempts at killing one of these “Beings From Above” have failed. They seem resistant to all attacks, even gunshots and explosions. There have been no encounters of any of them being dead. Very little information is known about them except for their appearance and attack methods. Never risk interacting with one.
- #25Smiler
Keys: smiler, entity, Entity, smilers, entities, backrooms, Smilers, Smiler, Entities, Backrooms
Smilers are generally hostile, and there have been many confirmed sightings of them. They can be identified by their signature reflective eyes and teeth gleaming in the dark. The best way to escape a Smiler is to keep eye contact. Smilers tend to reside in dark areas on Level 2 and Level 3. Their Base is known to be "The Smiling Room".
The Smiler is attracted to light, and will chase anything they see with a light, so distracting it by throwing a light source at it would be great for an escape. The Entity will only start to attack if you panic and retreat, or if a loud noise is made. Keep eye contact, and move away slowly to ensure your survival. Using a Smiler Exterminator will cause the Entity to retreat or lose its senses for a long period of time.
Smilers have a long smile with multiple sharp teeth, and have white glowing eyes; It is unknown what else it has for its biology, though it is rumored to have a physical body, which cannot be seen with the human eye. It's rumored they have non-human, alien-like bodies, with arms and legs bent in unnatural ways, but this is unconfirmed. The M.E.G. is currently trying to find out more about its biology.
Do: -Keep eye contact, and walk slowly. -Keep quiet, and do not make any loud sounds. -Use a Smiler Exterminator bottle. -Turn off all sources of light that you have equipped. Don't: -Run away panicking unless the Smiler starts to chase you. -Make loud noises. -Keep your light sources on.
- #26Deathmoths
Keys: entity, death moth, Entity, Death Moths, deatmoth, entities, backrooms, Death Moth, deathmoths, Deathmoth, Deathmoths, death moths, Entities, Backrooms
Deathmoths are giant moths that inhabit the Backrooms. While the male Deathmoths are mostly harmless and possibly even tamable, the female moths are several times larger, can spit acid, and are entirely hostile. Deathmoths are attracted to light, so if you hear the fluttering of wings nearby, make sure to put any light source out. Smaller Deathmoths inhabit Level 2, Level 3, and Level 5, but the larger and more dangerous ones only appear in Level 5, where their hive is centralized and where the king and queen are. They have completely taken over the level, and are the only things there besides the mysterious beast.
Deathmoths vary in hostility and biology depending on the level they are found in. Level 276, considered the source of the Deathmoths, is where they are the deadliest and most aggressive. However, individual Deathmoths of every Level vary in danger.
The Deathmoths are giant moths, although they do not share many similarities with "Normal" moths. The majority of their lifespan, birth, and death, are completely unknown.
Do: Avoid contact and do not act aggressive Don't: Attempt to aggravate the moths or disturb the hives
- #27Clump
Keys: entity, Clump, Entity, entities, backrooms, clump, Clumps, clumps, Entities, Backrooms
Clumps are strange, dangerous bundles of limbs, capable of tremendous speed and incredible agility. Their preferred habitat in a majority of Levels are spaces which are tight in comparison to their size, with the largest recorded specimens being about 3 feet. Though this makes them difficult to spot, Clumps may still be seen in Levels 2 and Level 3.
Clumps seem to be in a constant state of hunger, roaming Levels in search of prey. When prey is found, Clumps will make their way towards it. When within 8 feet, Clumps will stretch out their longest limb in an attempt to capture it, bringing the prey towards their center to reveal a mouth filled with razor-sharp teeth. From there, the prey will be eaten. However, for unknown reasons, not many are known to attack right away.
As said before, Clumps consist of a multitude of limbs, all varying in length and muscular structure. This unusual structure affects the way Clumps run — they tend to swipe at the floor in order to move. Once in motion, they exhibit incredible amounts of strength and speed, being very agile with their movement. There have also been reports of eyes and ears being seen emerging from the mass of appendages.
Do: -Stay silent in their presence and keep at least 8 feet away from them. -Retreat at the sound of multiple people running. Don't: -Go near them at all, if one is spotted. -Try to interact with them. -Stick around when a Clump is moving into one's position.
- #28Duller
Keys: Dullers, Duller, entity, Entity, dullers, duller, backrooms, entities, Entities, Backrooms
Dullers are strange creatures found in the lower levels of The Backrooms. They appear dark grey and humanoid, but lack several prominent features. It is not fully understood how Dullers kill their prey, as they usually run away from threats.
They usually run away from anything that gets close, but be aware that these Entities do seem to be hostile, The Entity hunts by being in a hall, and having a victim in a hall on the other side of a wall. The Duller then no-clips its arm through the wall, capturing the prey on the other side, and then drags them into their hall. If you notice a Duller normally, they'll silently run away. It is unknown what they do to you once captured. They also seem to dislike Almond Water, as Wanderers report that Dullers seem to avoid Almond Water fountains, and other items.
Tall, grey humanoid, frail skeletal structure, with no facial features. They have long arms, that can extend to very far distances, usually to reach their prey on the other side of the wall. Their stance is very wobbly, and their walking motion is unnatural. These Entities are surprisingly strong for how their body structure looks. They can however run at extreme speeds, even while holding items twice their own weight.
Do: -Specifically run to it if you can, it will run away. -Use Almond Water on yourself, or against them. Don't: -Lose your Almond Water. -Be on the opposite wall from the Duller.
- #29Hounds
Keys: entity, Entity, hound, hounds, backrooms, entities, Hounds, Hound, Entities, Backrooms
The name "Hound" comes from the dog-like nature of these Entities, crawling on all fours and mauling anyone that provokes them. Hounds are humanoids with strange biology, with arms and legs that are built for travel on all fours. They are highly aggressive, and are made aggressive when they see someone in an aggressive state, but can be intimidated by direct eye contact.
Hounds become hostile the moment they see a human. However, they become intimidated when you give direct eye contact and stare them down. This won't work for long however, but it should be enough time to get your bearings and make a run for it. However, if you hear a growling noise, its safest to stay out of sight of a Hound.
A hound appears to be a human with long black hair growing on the head. They have sharp claws, and an extremely large mouth with sharp teeth. However, this is often unseen due to the amount of hair. As mentioned, they walk on all fours, and have a lot of power when they attack a target, despite appearing sickly skinny. Hounds hatch from eggs that originate from Level 276.
Do: -Keep direct eye contact with Hounds if one is approaching you -Stay out of sight if you hear growling Don't: -Run away from Hounds the second you see one -Attempt to tame them
- #30Facelings
Keys: face ling, entity, Faceling, Entity, face lings, facelings, Face lings, backrooms, entities, Face ling, faceling, Facelings, Entities, Backrooms
Facelings are a humanoid species. A common sight across a multitude of levels. These entities are primarily recognized for their striking similarity to humans, both in biology and behavior. The anatomical structure of facelings strongly resembles that of a human’s – though they do not appear to actually need internal organs to live or function. Facelings also mimic human practices, roles, and routines, often in a manner which exhibits limited understanding of their purposes in human life.
Facelings predominantly inhabit levels with urban environments and/or significant human populations – including Level 11.
Most facelings are essentially docile. While their exact activities may vary, they tend to occupy themselves with attempts to replicate all manner of human roles and routines.
Child facelings however are another story, and actively aggressive and murderous to wanderers.
Do: -Treat Facelings kindly and respect their boundaries. -Attempt to communicate with them if you are in need. Most are glad to offer assistance. Don't: -Taunt, provoke or attack these entities. -Present yourself as a threat when encountering facelings. -Approach child facelings.
- #31Skin-Stealer
Keys: Skin-stealer, entity, Skin Stealer, Entity, Stealer, skin, backrooms, entities, stealer, Skin, skin stealer, skin-stealer, Entities, Backrooms
Skin-Stealers are large humanoid entities that can wear their victim's skin as a disguise. They eat human flesh when in a hunger state, and else roam aimlessly. Their blood is clear, and they can mimic human speech.
If not hungry, they're docile unless aggravated. When hungry, they seek lone humans and tear them apart with their hands.
They're tall, pale yellow humanoids with sunken white eyes. Their outer layer of flesh is covered with microscopic bumps. These stick to skin that is torn off of humans, and push and pull on it to make it fit, until the Skin-Stealer looks identical to a human. These bumps also pump blood to the skin, to prevent decomposition. After a period of around 24 hours, the skin will be digested through the surface of the Skin-Stealer, and the Skin-Stealer enters a docile state.
A Skin-Stealer also has the ability to speak, but it cannot understand language. It will repeat what it hears (often in varying languages) in order to lure in prey, but it cannot actually communicate. Although, since a typical Skin-Stealer rarely uses their voice, this is not a good way to tell them apart from real humans. The blood of a Skin-Stealer is completely translucent, so a good way to identify a Skin-Stealer from a normal person is by their blood.
Do: -Walk away slowly and calmly if you see one -Check anyone you are traveling with for clear blood Don't: -Trust people that barely speak, or say random assortments of words -Aggravate the Skin-Stealer in its docile state
- #32Wretches
Keys: wretches, entity, Almond Water, Sanity, Entity, sanity, almond water, backrooms, entities, Wretch, Backrooms, wretch, Entities, Wretches
Wretches are a humanlike entity, often described as acting zombielike. Once human, these entities were transformed, thought to be from deprivation of vital sustenance.
The process of transformation into a Wretch appears to be related to hunger, thirst, and lack of sleep. Isolation is thought to accelerate the process. The process of transformation into a Wretch is commonly referred to as the "Wretched Cycle", and cannot be reversed by normal means. It can be stalled by Almond Water and rest.
The "Wretched Cycle" lasts between several weeks to months, and has three phases. Stage 3 is when all hope of returning to normalcy is lost. Unknown if the consciousness of original victim remains at this stage.
The average Wretch has little intelligence but astounding strength. Rarely though they display humanlike behavior, like crafting/wielding weapons. Wretches often as a hivemind. Most possess superhuman strength, often able to break through walls, despite their fragile, skeletal appearance. The speed of Wretches varies.
Many Wretches produce gurgling and snarling sounds often and with little apparent purpose. Low-pitched sounds indicate a dumb Wretch, while high pitched ones mean they're smarter.
Do: -Attempt to save yourself or another with the possible cures. -Listen to their vocalizations to discern the threat level. -Sleep, eat, and hydrate regularly to prevent transformation. Don't: -Attempt to save a Wretch at Stage 3. -Lose your humanity to the Wretched Cycle.
- #33Red Rooms - Level 0
Keys: red rooms, backrooms, Level 0, level 0, Red Rooms, Backrooms
SURVIVAL DIFFICULTY - CLASS 3. Dead end, Deadzone, no hostile entities.
The Red Rooms bear great similarity to level 0, although some key differences set them apart. The area is shrouded in a deep red hue, from the crimson wallpaper to the darkroom-like lighting. The carpet is coarse and sticky, contrasting with the slick moist carpet of Level 0, and harboring colonies of mushrooms and black mold in dark corners.
Radio communication in the area is as unreliable as in Level 0, and the longer a subject stays within, the poorer the quality of communication will become before halting entirely. The M.E.G. have documented three instances of field agents falling victim to the Red Rooms, none of whom were seen again after their radio communications deteriorated. This suggests the rooms are extremely difficult or impossible to escape.
During these short-lived M.E.G. communications, the area has been described as viscerally uncomfortable and generally distressing to exist inside of. Affected individuals report feelings of disgust, despair, and paranoia, as well as feelings of claustrophobia. These strong emotions compound the stress which often comes with the sudden break from Level 0’s monotony.
These rooms are not to be approached or entered. If spotted, turn the other way and don't attempt to enter under any circumstances.
No bases, communities, or outposts are known to exist here.
The Red Rooms may only be entered through Level 0, completely at random, after turning a corner.
- #34Corrupted Gorridor - Level 1.1
Keys: level 1.1, corrupted gorridor, Level 1.1, backrooms, Level 1, level 1, gorridor, Corrupted Gorridor, Backrooms
SURVIVAL DIFFICULTY: Class Variable Varied Safety Unsecured Varied Entity Count
Level 1.1 is a Sub-Level of Level 1. It resembles a long, straight corridor continuing for an unknown distance. The walls are made of cinder blocks painted white, and the floor is blue tile. Occasionally, exposed piping and ventilation ducts appear through cracks and holes in the walls and ceiling. It's also abundant in resources because of the many crates filled with supplies, though they are less frequent further in the level. Many attempts to reach the end of Level 1.1 have been made, but none have succeeded. This is not due to inaccessibility or the distance to travel, but the dangerous variance in overall safety and entity count.
The further one continues down the corridor, the more unstable the level becomes. There are four distinct sectors of the tunnel (as well as one unconfirmed sector) ranging from completely stable to very unstable. The later sectors are extremely dangerous and should be avoided at all costs.
Level 1.1 can be accessed by traveling due south of M.E.G. Base Alpha in Level 1.
Level 1.1 can be escaped by backtracking through the corridor and exiting through the entrance to the level. Note that noclipping out of Sector 4 does not appear to return explorers to Level 1. There are no documented ways to access levels other than Level 1.
- #35Sector 1 - Level 1.1
Keys: Sector 1, level 1.1, Level 1.1, backrooms, Level 1, sector 1, level 1, Backrooms
Survival difficulty: class 0. Safe, secure, devoid of entities.
Sector 1 is the first sector of Level 1.1, and the most explored. It is easy to access and has a large number of resources located in crates. The height of the ceiling varies, being anywhere from 7 to 12 feet high, however, the width of the hall stays consistent and is about 12 feet wide. The humming of fluorescent lighting is present in this sector, much like Level 0. It is common for Sector 1 to have many explorers at once, however, the amount of explorers in the sector at once drops significantly after Outpost 2. There have been no documented dangerous entities in this sector. Sector 1 continues for an estimated 10-15 miles.
- #36Sector 2 - Level 1.1
Keys: level 1.1, Level 1.1, sector 2, Sector 2, backrooms, Level 1, level 1, Backrooms
Sector 2 is the second sector of Level 1.1. While considerably more dangerous and unstable than Sector 1, experienced explorers should have no trouble navigating it. Many of the sector's features are glitched. In parts of this sector, it is possible to noclip through a wall into other areas of Level 1. The floor in Sector 2 is often slanted at odd angles, creating steep hills and drops. The sector becomes increasingly more difficult to navigate, as the angle of the floor changes drastically the further one ventures into it. The colours of the corridor may change to abnormal hues, identical sections of hallway may repeat over and over, and pipes and ducts may block parts of the hall. It is estimated to be between 5 and 50 miles long but is difficult to measure because of the confusing nature of this sector. If this sector is as long as the most reliable estimates believe, it is the longest sector in Level 1.1.
Hostile entities are scarce, but Smilers, Hounds, and Skin-Stealers occasionally appear in this sector. Explorers can easily seek shelter in some of the outposts located along the length of this sector. It is recommended that explorers travel in groups from this point onward. Staying alone in later sectors leaves one susceptible to attacks from dangerous entities.
At various locations in Sector 2, markings can be found on the walls, floor, and ceiling. They appear to be written in an unknown language and have not been able to be translated.
- #37Sector 3 - Level 1.1
Keys: level 1.1, Sector 3, Level 1.1, backrooms, Level 1, level 1, sector 3, Backrooms
Sector 3 is the third sector of Level 1.1. It is very unstable and difficult to navigate. Even seasoned explorers would have a hard time traversing this level, but one outpost has been established midway through this relatively safe sector. Because of the instability of this level, it is more likely that one can noclip back into a different area of Level 1.
Much of this sector is shrouded in darkness, and overhead lighting or flashlights do not appear to change this state, however, there are occasionally areas of bright light in parts of the sector for reasons unknown. No apparent light source has been found. The ceiling in Sector 3 is much higher than that of Sectors 1 and 2, being about 20 feet tall. The width of the corridor varies from 6 to 20 feet wide in this sector. For unknown reasons, Sector 3 exhibits a faint smell of antiseptic, which is not present in other sectors. Smilers commonly inhabit this level. Encounters with other entities have been documented, but are difficult to prove because of the darkness of the sector.
- #38Sector 4 - Level 1.1
Keys: Sector 4, level 1.1, sector 4, Level 1.1, backrooms, Level 1, level 1, Backrooms
Sector 4 is the last confirmed sector of Level 1.1. It is extremely dangerous and should be avoided at all costs. Not much is known about this sector other than it appearing to take on a black-and-white colour scheme, and is incredibly unstable. Reports from the expedition that discovered it say that the sector undulates wildly, making it nearly impossible to navigate. Survivors reported experiencing acute vertigo, nausea, and loss of equilibrium. Much of this sector has no collision. Noclipping through the level drops one into a presumably endless void.
Masses of extremely dangerous entities inhabit this sector. They do not appear to obey the laws of gravity and float freely through the level. Some entities are glitched and generate with mutations (one explorer described a Skin-Stealer in true form with the wings of a Deathmoth). Very rare or unique entities such as are also known to generate here, leading many to believe that an anomaly caused the sector to duplicate entities and mutate them.
The group of explorers who ventured into Sector 4 returned with seven less members, two badly mutilated, and six that had mutated. Sector 4 was recently cordoned off by the M.E.G. in an attempt to prevent further incidents like this one. A sign at the end of Sector 3 reads: "Warning! Do not pass this point. Death is imminent to all who enter Sector 4."
- #39Sector 5 - Level 1.1
Keys: level 1.1, Level 1.1, backrooms, Level 1, level 1, Sector 5, sector 5, Backrooms
Based on accounts from members of the party that ventured into Sector 4, there may be a fifth sector. Several members spoke of a “further level” that they saw when they were in Sector 4, however many of these explorers died shortly after or were driven insane. Because of this, the M.E.G. has not confirmed any of these claims. The only description consistent among survivors was that of a beacon of light that drew explorers towards it through unknown means. Below is a video transcript of an interview with some survivors.
- #40Level 3.1 - Space Complex
Keys: level 3, Space Complex, Level 3, space complex, backrooms, Level 3.1, level 3.1, Backrooms
Survival difficulty class 4 - unsafe, unsecure, medium entity count.
Level 3.1 is an array of rooms that are filled with machines and spacecraft, randomly appearing when traversing level 3.
The sub-layer looks very different from Level 3, with rooms being comprised of white walls, and floors that are made of clean, shiny, light grey tiles.
All rooms are connected by long, narrow corridors, whose walls are filled with gas pipes and copper cables. These narrow corridors lead to another room, either an open area with machinery or a silo with a rocket suspended over an endless void.
All rooms contain some form of machinery, which functions without a power source. Robot hands come from the ceiling to fix damage to the machines.
On rare occasions, containers full of construction equipment can be found in certain parts of the level.
In the narrow corridors, wanderers will be mostly safe from entities, as they do not appear to travel across rooms.
Some of the most common entities present all across the sub-layer are: Bursters, Stretchers, Clumps, Skin-Stealers, Dullers and Hounds.
The open areas are where most entities present within Level 3.1 can be found, usually in groups. Although, the robotic arms will try to fight them off too.
To enter Level 3.1, find and descend a yellow staircase in Level 3. You won't be able to go back through the same door upon entering.
To exit Level 3.1, some corridors contain a staircase that allows wanderers to exit. These are extremely rare.
- #41Level 4.4 - Crazed State
Keys: Level 4.4, backrooms, Crazed State, Level 4, crazed state, level 4.4, level 4, Backrooms
SURVIVAL DIFFICULTY:
Class 5b
Unsafe Unsecure Environmental Dangers
Level 4.4 is the 4th Sub-Level of the Level 4. It takes the form of an abandoned, bloody office space. The source of all the extra debris is unknown, since there seems to be no extra damage to the walls, floor, or ceiling.
When inside, the mind of a traveler are filled with intense bloodlust, and they'll attack others nearby. If alone, they'll bang their heads against walls, chew off fingers, mutilate themselves, or rip out their own entrails if possible.
People who enter Level 4.4 appear to be drawn to the lockers on this Level. Typically, people are mutilated and cut by other people, then stored in these lockers.
The main way to enter is to enter by noclipping into a dead body on level 4 or level 611.
To leave, one can noclip into the windows and enter Level 7. Noclipping into a body takes you back to level 4.
- #42Level 5.2 - Scenic Views
Keys: Level 5.2, scenic views, level 5, Level 5, backrooms, level 5.2, Scenic Views, Backrooms
Survival difficulty: class 3. unsafe, unsecure, low entity count.
The level consists of a large building of infinite height and width, but of finite thickness. Layers at different heights are rarely connected by stairwells, which act as the safest way to traverse up or down the level. Inside there exists an infinite number of hotel rooms, all accessible through doors along the walkways.
The level loops along the axis perpendicular to the structure. The gap between its two sides is around 50 meters across, making crossing it infeasible.
Metallic poles can rarely be found near the wall. These metallic poles always extend infinitely downwards, but not necessarily upwards. Although many native groups use the metallic poles to quickly descend floors, the M.E.G. discourages others from trying it; even a small slip can mean certain death.
The hotel rooms contained inside the structure vary in shape and size. They have furniture typical for a hotel room, and have food in the fridge. Some rooms can be walked to to get to the other side.
Rarely, a hotel room may be infested with Deathmoths, a common entity within Level 5. Facelings are a common sight too, no other entities present.
Level 5.2 is only accessible from Level 5. Hallways that lead into this level are marked with signs containing the text "Scenic Views." You cannot exit back the way you came.
The only way to exit is to go through back through the entrance only possible when someone opens an entrance from outside.
- #43Level 7.9 - Surface Caves
Keys: Surface Caves, level 7, Level 7, backrooms, surface caves, Level 7.9, level 7.9, Backrooms
Level 7.9 is a complex series of narrow caves. The cave walls are entirely made out of a pale, brown wood, with all surfaces being covered in bark. The tunnels twist and form in various shapes and patterns, going down to a maximum recorded depth of 430 meters. When at the top layers of Level 7.9, one can discover holes to the "surface" in the ceilings. Above the caves, one can find Level 7.9's forests. Notably, these trees themselves grow from the wood that makes up this Level's caves, and no flora or fauna is present within.
Due to the trees on the top of Level 7.9, this Level is filled with oxygen. Certain areas of the upper caves become too dense of oxygen for human survival. Even the slightest spark may ignite the wood, thus incinerating parts of Level 7.9.
The "surface" of Level 7.9 has and can only be explored by drones or means that do not use people. The "sky" in Level 7.9 is actually a large white box that covers the Level. Because of this, all oxygen is trapped in this box.
Level 7.9 is home to the Moss Entity. The Moss of Level 7.9 is a possibly sentient and non-hostile collection of thick moss. From experiments and eye-witness accounts, the moss is non-hostile. It's fire resistant and grows over charred remains of fires.
Level 7.9 can be accessed by finding holes in the carpet of Level 7. Ripping up these holes more grants access to this Level.
Entering a wooden door inside level 7.9 leads to level 28, or going through undocumented sections leads to level 8.
- #44Level 9.1 - Impact Crater
Keys: Level 9, impact crater, Level 9.1, level 9, backrooms, level 9.1, Impact Crater, Backrooms
Survival difficulty: pending. Safety undetermined, unsecured, presence of entities undetermined.
Level 9.1 is a sub-level of Level 9, resembling an impact crater.
Description Level 9.1 is a roughly 20-kilometer-wide impact crater, similar to those formed from meteor impacts. Documentation of the area is still ongoing although it's generally believed that the level is completely barren. There is no apparent day/night cycle, with the sun sitting constantly overhead. No entities have yet been observed in Level 9.1 but the possibility has not been ruled out.
Theories Level 9.1's discovery shortly after the Crimson Forest's disappearance raises a few questions. The most likely hypothesis is that the forest was destroyed by a meteor impact and the crater is all that's left of it. This is further supported by how the level is entered similarly to how the Crimson Fields were previously accessed. This theory is unconfirmed but is still worth considering.
Entrances and Exits Entrances Walking away from the main streets of Level 9 has a chance of taking you to this level. The grassy fields will slowly shift into a rocky desert, with the crater directly ahead.
Exits Heading into the crater you can find several small holes that, when entered, will take you back to Level 9.
- #45Level 9.2 - Black Market
Keys: Level 9, black market, Level 9.2, level 9, backrooms, Backrooms, Black Market, level 9.2
SURVIVAL DIFFICULTY:
Class 2. Unsafe, secure, low entity count.
Level 9.2 (sometimes called the Black Market) is a known sub-layer of Level 9 that resembles a suburban business district. Like level 9, it's suspended within a silent, eternal night, and blanketed by a cool fog. Information regarding Level 9.2 is limited.
Level 9.2 boasts office buildings and apartment towers of substantial size, along with smaller storefronts and townhomes. Buildings do not conform to any individual architectural style.
Level 9.2 possesses decent infrastructure and considerable resources. Electricity is markedly more reliable here than in Level 9, but most buildings remain unlit.
Level 9.2 is far less dangerous than its parent level and is easily traversed by wanderers of average skill. Entity encounters can include Windows, Facelings, Hounds, and Skin-Stealers. Attacks are more common upon lone wanderers, especially in unlit areas.
Level 9.2 is a haven for criminals, though only organized professionals that are well-trained and universally feared. Residents of the sub-level adhere to an informal code that greatly reduces infighting. Silence is golden, though loyalty, honor, and respect are also held in high regard. Pointless violence and unjustified conflict is considered a sign of weakness and is not tolerated.
Travel to Level 9.2 is not recommended and its entrances and exits are not well understood. A single reliable method of entry is known: walking through a car wash in Level 9.
- #46Level 9.3 - The Overcast Manifold
Keys: the overcast manifold, Level 9, Overcast Manifold, level 9, overcast manifold, backrooms, The Backrooms, The Overcast Manifold, level 9.3, Level 9.3, Backrooms
Level 9.3 — being a subsector of the grand Level 9 — is a titanic set of grassy fields and lonely roads circumscribed in foresty hills. Houses line in demesnes on top of hills, forever observing their lifers wandering around. The fields of wheat present herbs grown to meters in height, forming a labyrinthine complex with no end, only to diverge towards other buildings. Next to them are yet more hills, leading to mountains, leading to plains, leading to nowhere.
Wanderers are most likely to become lost, walking with no aim or destination. The countryside has no environmental hazards other than itself — there is no escape, there is no inhabitant, and there is no yearning for freedom.
The fog possesses photoaltering properties, making all attempts to orient oneself fruitless.
The roads is a single highway with the fog covering most of it. The forests surrounding seem infinite, but eventually lead back to the grassy fields.
No life forms exist within Level 9.3.
Escape is difficult, and an outside is inconceivable by explorers due to the geometry.
- #47Level 11.3 - Red Light District
Keys: Level 11, level 11, Red Light District, red light district, backrooms, Level 11.3, level 11.3, Backrooms
SURVIVAL DIFFICULTY: class 5. Unsafe, Unsecure, Entity Infestation.
Level 11.3 is an irredeemably corrupted hellscape of steel and glass. The air here possesses psychoactive properties that trigger visual and auditory hallucinations. It can be mitigated by wearing facial coverings or masks. Temperatures range from a sweltering damp to an icy drizzle.
The overall layout of the Red Light District seems to be an amalgamation of multiple styles of urban development. As one ventures deeper, the concrete jungle increases in density. Although electricity is functional in many areas, resources are believed to be scarce. Water systems are non-functional throughout Level 11.3. Buildings are always completely bare.
Due to the hazards, only a few expeditions have been sanctioned by the M.E.G. As a result, its overall size is unclear, although there are signs it may be expanding.
Level 11.3 is occupied by a legion of Servants. Most Servants start by stalking any wanderers found in groups, to set in paranoia and trap them in dead ends. Then, they strike. There are no humans in the Red Light District. If you encounter one, it is a deception.
It is possible to enter Level 11.3 from Level 11 by venturing to the outskirts of the city and searching for dark alleyways or buildings with glowing red windows.
Level 11.3 can be exited by navigating to its outskirts, to bridges leading back into Level 11. Take caution, as they are usually guarded to prevent escape.
- #48M.E.G
Keys: M.E.G, MEG, backrooms, Backrooms
The M.E.G. (a.k.a. The "Major Explorer Group") is a group created by the people of the Backrooms. The group started out as an exploration outpost in 2012, but it grew to become an exploration group by 2014. The M.E.G. tries to keep wanderers safe from entities, traps, and other groups such as The Insurrection, which they are at war with for territory of levels like Level 3. To ensure the safety of the wanderers, the M.E.G. maintains multiple teams for different purposes. This faction is extremely friendly and will allow new members into a team known as the "Volunteer Squad" until they are ready to be in a team of their own.
- #49The Void
Keys: the void, backrooms, void, The Void, Void, Backrooms
Survival Difficulty: Class N/A »⠀Non-Existent »⠀Devoid of Matter »⠀Unfit for Life
The Void is a non-euclidean transitory space between all levels of the Backrooms. The Void is accessed by failing a noclip, or dying in most (but not all) levels. It is completely lightless and empty, containing nothing whatsoever, save for oneself. It is completely devoid of any matter, light or sound, also making it impossible to encounter other wanderers besides themselves. The Void The area extends infinitely in all directions, housing the occasional level; this makes one is completely isolated and alone in The Void. Time in The Void cannot be measured by typical laws of physics, causing the flow of time in the level to be infinitely slower. According to interviews of victims lucky enough to escape is that once one enters The Void, time ceases for only them, viewed from outsiders as them noclipping in and noclipping back out instantaneously (if one escapes within their lifetimes).
The Void is accessed by failing a noclip, or dying in most (but not all) levels.
The most agreed upon means to exit the Void is waiting until one falls onto another level. This will tie into a theory wherein all levels of the Backrooms are in a sort of ocean of nothingness (the Void).
The Void can have a dangerous psychological effect on those sent here, causing one to devolve into delusion and madness the longer they stay.
- #50Level Run
Keys: backrooms, level !, Level Run, Level !, level run, Backrooms
Survival Difficulty: Class ! 》Unsafe and Unsecure 》Environmental Hazards 》Entity Infestation
This level is notorious for being one of the most dangerous levels.
It consists of one long, narrow hallway, like one found in modern hospitals. It is about 10 kilometers in length. Turns in the hallway are prone to happen at least once.
When you first enter, you're instead in a small room with 2 doors. The first has numerous entities banging on it to break it down. They will in a time from 10 seconds to a minute. The other door takes a few attempts to open, but leads to the infamous hallway. After the first door breaks down, the horde of entities emerge and begin pursuing you down the hallway.
You must run to the exit before the horde catches up.
If seeing an exit door but notice a turn in the hallway DO NOT go into the door. It will lead you to an empty room, where you'll be trapped. If one comes across a dead end with the exit door, then they've reached the true exit. This leads to a random level. After exiting, you can never enter again.
The entities will adapt to one's capacity of running, to a point of giving difficulty even to the ones experienced at sports such as these. Though as you get farther, entities start lagging behind. This gives illusion you're safe, but they always pursue you.
Several “traps” have been discovered, including electrical cords across the halls, and gaping holes in the floor.
This level can be entered randomly for any reason at any time.
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