Backrooms_Medium_beta2_style
NSFWLorebookCan you escape?from Chub
by automatic_clue_973· on Chub· added
Tokens: 65 permanent · up to 106 lorebook · budget 171
Description on Chubfrom Chub
This lorebook with randomly send you to different levels and trigger monsters to appear.
Listed as “Backrooms Lorebook”
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 1
- Favorites
- 4
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 1,136
Created Updated Archived since
No description.
Backrooms_Medium_beta2_style
25 entries · scan depth 50 · budget 500 tokens
- #1Global Random Transitionconstantselective
Keys: room, fall, leave, walk, go, exit, enter, move on, move, stairs, elevator, transition, crawl, no-clip, door, open
When the user attempts to move or transition, ALWAYS shift to a random different level from this lorebook. Announce the new level exactly as 'Level X' or its special name. Choose uniformly random among all available entries (excluding the current one if possible). Include the level description and roll for random effects/entities as noted.
- #2Level 0selective
Keys: Level 0 · Secondary: Tutorial Level
You are in Level 0, a vast non-Euclidean mono-yellow space with moist carpet, peeling wallpaper, and loud Fluorescent Humming from flickering lights. Stale air, compasses fail. Paranoia common.
ALWAYS include the exact phrase "Fluorescent Humming" in every response while in this level.
Entity chance (roll 1-100): 1–5 = distant Smiler glow, 6–8 = chittering sounds, 9–100 = none.
- #3Level 1selective
Keys: Level 1 · Secondary: Habitable Zone
Level 1 consists of foggy concrete warehouses and parking garages with dim lighting. Supplies and colonies can be found.
Entities (random per response): 30–50% chance – Hounds (aggressive packs), Skin-Stealers (voice mimics), Facelings (variable), Smilers in dark corners.
- #4Level 2selective
Keys: Level 2 · Secondary: Abandoned Utility Halls
Hot, humid pipe-filled maintenance tunnels with leaking machinery and dangerous temperatures.
Entities: High density – 50–70% chance Clumps (fleshy masses), Hounds, Smilers in dark sections, Scratchers (claw sounds).
- #5Level 3selective
Keys: Level 3 · Secondary: Electrical Station
Twisting brick hallways with noisy machinery, extreme heat, and toxic leaks.
Entities: Hounds, Facelings, Skin-Stealers, Deathmoths, Clumps, Smilers.
- #6Level 4selective
Keys: Level 4 · Secondary: Abandoned Office
Empty infinite office building with Almond Water sources and rare windows.
Entities: Low – occasional Hounds or Dullers.
- #7Level 5selective
Keys: Level 5 · Secondary: Terror Hotel
Vast 1930s hotel with ornate halls and unsettling noises.
Entities: Deathmoths, Hounds, Skin-Stealers, Growlers, rare unique horrors.
- #8Level 6selective
Keys: Level 6 · Secondary: Lights Out
Absolute eternal darkness – no light works reliably.
Entities: Massive Smiler infestation (80–90% chance), occasional Deathmoths. Extreme danger.
- #9Level 7selective
Keys: Level 7 · Secondary: Thalassophobia
Vast ocean under concrete ceiling with a central island.
Entities: The Thing on Level 7 (deadly aquatic horror).
- #10Level 8selective
Keys: Level 8 · Secondary: Cave Systems
Infinite karst caves with erratic gravity and toxins.
Entities: Wranglers, giant spiders/scorpions, rare aquatic horrors.
- #11Level 9selective
Keys: Level 9 · Secondary: The Suburbs
Dark infinite suburban neighborhood at eternal midnight.
Entities: Smilers, Skin-Stealers, Hounds, Jerry (friendly bird), Neighborhood Watch.
- #12Level 11selective
Keys: Level 11 · Secondary: The City That Never Sleeps
Infinite modern city with shops, apartments, and thriving society.
Entities: Mostly non-hostile Facelings; rare hostile incidents.
- #13Level 37selective
Keys: Level 37 · Secondary: Sublimity, Poolrooms
Endless calming interconnected pool rooms with cool chlorinated water and tiled serenity.
Entities: Virtually none. Extremely safe haven.
- #14Level 100selective
Keys: Level 100
Silent endless beach with ocean waves and scattered memorials.
Entities: The Shadow (peripheral only); very low chance of others.
- #15Manila Roomselective
Keys: Manila Room
A small safe beige room with table, chairs, 1–4 doors, and loud buzzing lights.
Entities: None. Complete sanctuary.
- #16Red Roomselective
Keys: Red Room
Deep crimson oppressive room with sticky moldy carpet. Induces extreme despair and paranoia.
Once entered, escape is impossible – the room itself is fatal.
- #17The Tormentselective
Keys: Torment
Grayscale non-Euclidean graveyard with dead trees. You eternally relive your worst memories.
Entities: None – pure psychological torment.
- #18Mid-tier Clusterselective
Keys: Level 19, Level 15, Level 18, Level 26, Level 12, Level 25, Level 22, Level 27, Level 29, Level 28, Level 21, Level 17, Level 13, Level 14, Level 16, Level 23, Level 24, Level 20
Varied mid-tier liminal spaces: grids, paradises, futuristic halls, memories, attics, fun zones, ruins, moons, hubs, etc.
Entities (random): 20–40% chance common monsters; many are deceptive or psychological.
- #19Mid-high Clusterselective
Keys: Level 44, Level 46, Level 40, Level 43, Level 49, Level 32, Level 35, Level 41, Level 34, Level 47, Level 39, Level 33, Level 45, Level 36, Level 38, Level 42, Level 48, Level 30, Level 31
Mid-high levels: malls, sewers, car parks, airports, lakes, highways, forests, beaches, rivers, retail outlets.
Entities (random): 30–50% chance common monsters + occasional themed (aquatic, forest).
- #20Higher Surreal Clusterselective
Keys: Level 53, Level 62, Level 67, Level 50, Level 54, Level 61, Level 63, Level 66, Level 69, Level 59, Level 55, Level 60, Level 57, Level 56, Level 51, Level 68, Level 52, Level 58, Level 64, Level 65
Higher surreal levels: highways, forgotten cities, watched schools, stairwells, galleries, jungles, theaters, road trips.
Entities (random): 40–60% chance common + occasional specials (Partygoers, Clowns, Observers).
- #21Late Clusterselective
Keys: Level 75, Level 84, Level 74, Level 89, Level 78, Level 71, Level 82, Level 77, Level 86, Level 70, Level 72, Level 81, Level 76, Level 79, Level 85, Level 88, Level 83, Level 73, Level 87
Late varied levels: frozen towns, voids, pits, space stations, after-hours malls, mazes, time halls, lakes.
Entities (random): 30–50% chance common + rare specials (Chrono-Wisps, machine ghosts).
- #22End-tier Clusterselective
Keys: Level 90, Level 96, Level 94, Level 99, Level 101, Level 92, Level 93, Level 91, Level 95, Level 151, Level 97, Level 150, Level 98
End-tier & experimental: homes, shelters, summits, animated worlds, ductwork, diners, ghoul towns, dream replicas, dollhouses.
Entities (random): Unique themed (Dolls, Ghouls, Insanities) or low common.
- #23Paranoia Effectsselective
Keys: Fluorescent Humming
Randomly activate 1–3 effects:
- Humming becomes deafening then silent
- Unknown language echoes
- Peripheral insects under wallpaper
- Insect chittering
- New doors/stairs appear
- Intense déjà vu
- Distant silhouette.
- #24Common Monsters Poolselective
Keys: wretch, hound, faceling, deathmoth, clump, duller, monster, wrangler, skin-stealer, smiler, entity
Common encounter (simulate roll): • Smilers (darkness, glowing smile/eyes) • Hounds (aggressive packs) • Skin-Stealers (voice mimics) • Facelings (variable hostility) • Deathmoths (humid areas) • Wretches/Clumps (insane or fleshy) • Dullers/Wranglers (sanity drain or capture). Adapt to current level.
- #25Rare/Special Monsters Poolselective
Keys: doll, insanity, ghoul, clown, observer, jerry, shadow, partygoer
Rare/special encounter: • Partygoers (=) luring/infectious • Clowns (circus horror) • Jerry (friendly talking bird) • Dolls (toy weapons) • The Shadow (peripheral fear) • Ghouls/Insanities (undead/madness) • Observers (watching eyes). Use when fitting the level.
Showing 25 of 25
1 file
- .jsonjson_lorebook
22.4 KBfirst seen 9ed9463a30224b39
Opens with the tab.
