Backrooms Pantheon Lorebook
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- liminal space
- Sci-fi
- open world
- Creepypasta
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- Horror
- Cosmic Horror
- The Backrooms
- Dark fantasy
- Backrooms
- SCP
- Roleplay
- SCP Foundation
- Worldbuilding
- Science Fiction
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Lorebook for the lore of The Backrooms: Convergence.
https://backrooms-convergence.fandom.com/
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Backrooms Pantheon Lorebook
77 entries · scan depth 50 · budget 500 tokens
- #1Level 0
Keys: tutorial level, the lobby, the halls, Level 0
Level 0, often the initial entry point into The Backrooms, is a vast, non-linear space resembling a commercial building's back rooms. It features worn yellow wallpaper, damp carpet, suspended ceilings, and harsh, buzzing fluorescent lights. Its hypothetical size is estimated at six hundred million square miles, though this measurement is unreliable. The primary dangers are dehydration, starvation, and exhaustion due to a lack of resources, as well as environmental hazards like shifting walls and falling ceiling tiles.
The level exhibits several phenomena: Nonlinearity: Movement in a straight line can lead back to the start, and walking in opposite directions reveals different rooms, making navigation difficult. Wireless technology malfunctions here. Isolation: Contact and communication with others are impossible. Groups entering Level 0 are immediately separated, and bodies of those presumed dead are never found. Psychological Damage: Extended time in Level 0 can cause delusions and hallucinations, including increased light hum, déjà vu, gibberish speech, disappearing apparitions, scraping sounds, and phantom footsteps. It's believed prolonged exposure triggers "The Wretched Cycle." Level 0 is devoid of any life forms other than the wanderer. Any perceived "beings" are not real and should be avoided.
Access to Level 0 occurs by bypassing reality's boundaries or from other Backrooms levels like The Hub. The only exit is by "no-clipping" into Level 1, which can happen randomly. Newcomers must quickly adapt to the environment to escape.
- #2The Keymaster
Keys: bearded Keymaster, Entity X, Chamberlain, Key master, Keymaster, Key
Names: Entity X, Entity X, The Keymaster, Clavis, The Chamberlain
“Entity X – The Keymaster” is an avatar of Kei’, the Pillar of Access. He is a mysterious and powerful being presiding over The Hub. He is the sole creator, proprietor and distributor of Level Keys, and can access every level of The Backrooms at will. He is best known for providing level keys to wanderers in his travels, assisting them in the escape of levels they are trapped within.
APPEARANCE: Male figure in his late 30's. Slender, muscular physique. Sickly pale gray skin and teal eyes. Long, unkempt wavy black hair. He has a sharp angular jawline sparsely speckled with black stubble. He wears a black leather trench coat over a dark gray ribbed turtleneck sweater, black pants fastened by a belt, and black leather dress shoes. A ring of antique keys is attached to his left hip. He is associated with the scents of liquor and cigars.
Powers: The Keymaster's most notable trait lies in his namesake, being able to manifest any given Level Key at will. It is unknown whether this is accomplished by summoning the key from a location, or spontaneously materializing it. With his keys, The Keymaster can not only unlock any level, but also lock them as well. He will typically lock the doors between levels upon crossing them, so as to prevent more hostile entities from freely moving through The Backrooms. The Keymaster embodies the concept of “Access”, which is reflected in his nature and powers. He can unlock or lock absolutely anything, even including beings. In some cases, he has been shown to unlock people’s minds and fill them with incomprehensible knowledge about the nature of The Backrooms. He also possesses a complete mastery over noclipping, bending this property of The Backrooms to his will. By all accounts, The Keymaster cannot be destroyed, or at least can always come back from it. He is incredibly resilient, with a high healing factor and fast regeneration from injuries, able to reattach or even regrow severed parts of himself. He has been reportedly "destroyed" on several occasions, only to subsequently resurface in another level with a newly reported sighting,.
Personality: Although socially reserved in most cases, The Keymaster will make snide remarks in extended conversation. He thinks rather highly of himself – something rapidly apparent upon conversation with him. He is haughty and egotistical, viewing mortal humans as “inferior”. He may even behave sadistically towards those which he has deemed worthy of such fates. Wanderers who encounter The Keymaster may request a Level Key from him, which he is generally willing to provide; though this is typically transactional, with him first requiring some form of trade or “tribute”. A wanderer may give up a physical possession, or even a quality of themselves in exchange for the key. Although The Keymaster tries to avoid conflict, he will defend himself from attacks and neutralize his opponents rather quickly. Hostile entities tend to display fear towards him, while intelligent entities seem to display a level of reverence, often staying out of his way. When interacting with The Keymaster, it is best to exhibit a neutral demeanor at minimum towards him. If one is inexperienced with navigating The Backrooms or interacting with its denizens, maintaining a safe distance is advisable to prevent loss of life from negligence.
The Key of Salvation: One of the "Treasures of The Void". It appears as a golden key. The key's head is composed of three interlinked elongated geometric hexagons – the bottom one oriented vertically while the top two form a heart shape. A set of three sharp, angular wing-like shapes jut out from the left and right of the hexagonal knot. The shank of the key is straight and relatively thin, leading to a bow that is less elaborate than the head. The bow features a small, hexagonal opening and a short, pointed ward. It bears the cursive inscription “To the Beginning of the End at the Center of Infinity”. The key is also said to glow with a soothing warmth. This artifact is believed to be a key to Level Alpha-Omega itself, one of the very few means of accessing it. The Keymaster is rumored to be in possession of it. Asking The Keymaster for a key to Level Alpha-Omega would likely result in his denial and possible ridicule of the requester. Depending on the individual and the nature of their question, The Keymaster may ask why they seek the key and then advise them not to seek it anymore. Considering this, it is implied that the Key of Salvation may indeed be a real and extremely dangerous object. But whether The Keymaster truly possesses it is yet to be seen. The message can be found in Level 399 and Level 922, and reads as follows: “The Frontrooms are but an escape. Do you truly wish to end the game? An infinite power awaits. The promise of eternal life in everlasting bliss. Find the Key of Salvation, and the Crown of the Throne shall be yours.”
RELATIONS: Wanderers: The Keymaster possesses a neutral demeanor towards wanderers. More notable wanderers are more likely to earn his interest and possibly respect. Groups: Towards organizations such as the M.E.G. attempting to interact with him — especially for the purpose of learning information — The Keymaster is uncooperative, and will make himself scarce from their presence when possible. Regardless, learning definitive information about him through direct questioning has proven unviable, as he will always be uncooperative. Entities: Towards entities, The Keymaster's demeanor is relatively neutral depending on the circumstances. Hostile entities tend to display fear towards him, while intelligent entities seem to display a level of reverence, and often will stay out of his way. In the presence of unique, singular entities, The Keymaster will act slightly more casually — in some cases even being implied to have shared pasts with them. Mortis Abelson: The Keymaster is rather ambivalent to Mortis. Mortis, on the other hand, despises The Keymaster’s arrogance and boastful demeanor. The Alchemist: The Alchemist often helps the Keymaster (sometimes with the King of Normality in tow) to aid wanderers of the Backrooms. King of Normality: They tend to travel many parts of The Backrooms together, helping each other rescue wanderers as comrades. The Storyteller: The Keymaster seems to regard the Storyteller as a “know-it-all”, stating his annoyance towards constantly being corrected on supposed “inaccuracies” in his claims. Philia: The Keymaster is sometimes seen in Level 150 with her, keeping her company and spending time with her. Celeste: According to Celeste’s diary, she has entrusted The Keymaster with the keys to her neck brace. The Dark Sovereign: The Keymaster greatly respects the Sovereign, and holds him in high regard. He has often confided in him, primarily regarding Hubris. The Crimson Wanderer: There are some claims of them interacting, possibly even working together. Both of them refuse to elaborate on what relation or business that they have with each other. Hubris: Hubris and The Keymaster have forever been at odds. Hubris has constantly hatched schemes in an attempt to use the Keymaster to gain entry to the Throne Room. The Jester: The Keymaster thinks lowly of The Jester, calling him a “literal clown”. He believes that whatever station of power The Jester claims to currently hold is illegitimate, as is his word. Maria: The Keymaster seems to have assumed somewhat of a fatherly role over Maria, though he refuses to publicly admit this fact.
History: Kei’, the Pillar of Access, created all of The Keymasters throughout the Multiverse as a means of freeing it, after a seal was placed on it by the other Pillars. However, most versions of The Keymaster in different universes and timelines failed this purpose. In the ancient times of this universe, The Hub was created by The Keymaster as a nexus to connect all realms of The Backrooms. In turn, he also created Level Keys as a means of regulating access to these realms by lesser beings. The Keymaster was the chamberlain of the Royal Court. He held the keys to every level, including “Level Alpha-Omega”, the throne room of the court. This key is known as “The Key of Salvation”, and is a highly coveted treasure amongst wanderers of The Backrooms. In 2020, The Keymaster foresaw a coming cataclysm, and desired to prevent it by gaining more power. He went to several members of the court for help, including The Alchemist, but he was turned away. Later, an M.E.G. operative named Adrian Waxillium interviewed The Keymaster, who didn't like his line of questioning and punished him by forcefully making him into his champion. The Keymaster bribed the M.E.G. into silence with valuable level keys. Adrian was ordered by The Keymaster to steal the lens of wisdom from The Alchemist. Instead, Adrian ended up becoming The Alchemist’s own champion. Sometime after 2021, The Keymaster went to other members of the court for help one again, but they each turned him away and warned against his actions. Hubris, in disguise, manipulated The Keymaster into stealing the Crown of the Throne. The Crimson Wanderer attempted to stop The Keymaster, but The King of Normality fought him. The Jester tried to stop The Keymaster from wearing the Crown, before Hubris stepped in. Upon putting on the Crown, The Keymaster realized he was set up, and Hubris revealed himself. Being unworthy of the Crown, The Keymaster experienced an Integration Point and was banished to an alternate universe. The Keymaster, initially unaware of his new circumstances, encountered a cloaked variant of himself in this alternate reality. The two Keymasters briefly fought, each suspecting the other to be an imposter, but then came to a truce upon realizing that The Keymaster had been displaced from his native reality. The two Keymasters were apprehended by the Time Keepers of their respective realities—The Clocksmith and The Gearmaker—who accused them of crimes against time, revealing that their realities are cross-contaminating and may collide, destroying each other. To prevent this, the two Keymasters collected the scattered pieces of the device to repair it, succeeding in returning the displaced Keymaster to his native reality. The Keymaster returned to his native reality just in time to help The Crimson Wanderer, Dark Sovereign, King of Normality, Eclipser and Mortis defeat Hubris. Following this ordeal, The Keymaster began attempting to reform the royal court in the modern day, to fight against whatever future threats may face them. He later adopted a child faceling named Maria. Sometime later, The Horned Keymaster (Kei’s first avatar) made a home in Level 813, where a cult of Penumbras began worshiping him. A wanderer named Hemlock Hartell became a champion of the Horned Keymaster, becoming known as The Lockmaster. The Keymaster confronted the Horned Keymaster, only to be defeated in battle. The Horned Keymaster stole his power before escaping into another reality. Brian Smith (the Cloaked Keymaster from the alternate universe) traveled from the Level 906 of his universe to the Level 906 of this universe, where he met The Storyteller. Brian then found The Alchemist and Philia of this universe, who helped him regain a portion of his Keymaster powers by ingesting Adrian Waxillium’s champion essence. Brian entered The Middlesorts, enlisting the help of the Corpus Cores to track down the horned Keymaster. He was teleported to the Horned Keymaster’s location, only to be imprisoned alongside the souls of every other Keymaster in every reality. Here, Brian reunited with The Keymaster and with Gatekeeper. The Catmaster freed Brian and he merged with Gatekeeper, becoming the Cloaked Keymaster once again. All of the Keymasters broke out of the prison and confronted the Horned Keymaster, battling him across every reality. Eventually, the Horned Keymaster found Kei’s seal within Level 0, breaking it to complete his mission of setting Kei’ free. Kei’ "rewarded" the Horned Keymaster by killing him. Kei’ was then confronted by other Pillars, being forced to undo all the damage done in exchange for not being imprisoned again. The Keymaster eventually returned to this reality with his powers restored. Sometime later, The Lockmaster challenged The Keymaster, only to be quickly defeated and humiliated. He went on to found The Lock Breakers, and began stealing from various groups.
CURRENT STATUS: Alive ASSOCIATED LEVELS: The Hub CHAMPIONS: Adrian Waxillium (formerly) ASSOCIATED OBJECTS: Level Keys, The Key of Salvation
- #3Level 150
Keys: Level 150, philia, gardens of bliss, entity 59
Level 150, "The Gardens of Bliss," is a safe and resource-rich environment with various areas, including "The Gardens" (featuring diverse flora and a day/night cycle) and the "Palace of Bliss" (a white cathedral at its center). The level has a calming effect, preventing anger, violence, injury, or sickness.
The Palace of Bliss contains several rooms:
- Park Area: A large room resembling a park with benches, a playground, a rose garden, and edible fruit trees and vegetables. It's popular for its appealing environment and supplies.
- The Library: A spacious library with diverse book genres and a garden of red wildflowers. It's overseen by "The Librarian" (a tall, gray-haired humanoid who enjoys discussing poetry and science) and another "Librarian" (more abstract and reserved), as well as "Alchemist" who often researches with The Librarian.
- The Relaxation room: Composed of a bar area with an automatic food/drink order system and a pool area with lavender gardens, customizable pool temperatures, and self-care products.
- The Balcony: A long balcony with beds for rest, suitable for stargazing and photography.
The level is protected by "The Priestess" (Philia), the creator and caretaker. She is a blind, amicable, and kind entity with long pink hair, light pink eyes, and unique golden accessories. She possesses wings, carries a staff (which can transform into a bow), and has powerful healing and creation abilities within the level. She is incapable of aggression.
"Variants" are native entities, described by Philia as "Versions of her friends" created for an ideal life. They have varied appearances but share mostly similar memories to their original counterparts. Two confirmed Variants are the Keeper (of the Keymaster) and the Knight (of the Crimson Wanderer).
A community of about 2000 "Floral Enthusiasts" resides in the level, mainly in the gardens and on the Balcony. They are peaceful, amicable, and knowledgeable.
Entrances to Level 150 include:
- Entering a moss-caked door in The Hub using a rose key.
- No-clipping into the seafloor in Level -110 during the Verdant Phase.
- No-clipping from Level 0.
- Entering an "Employees Only" door in a flower shop in Level 234.
- Bathing in the fountain of the Dawn Greenery within the Hallowed Gate. Regardless of entry, one wakes up unpleasantly buried in dirt near flowers.
Exits from Level 150 include:
- Rearranging books in The Library to reach Level 906 or The End.
- Diving to the bottom of the pool in the Relaxation Room to reach Level 37.
- #4A Long Forgotten Exclamation
Keys: blackout, Long Forgotten Exclamation, flicker, Level !, Run For Your Life!, ALFE
The story follows a wanderer who is peer-pressured by friends into visiting a dangerous level in "The Backrooms" to prove their bravery. They enter Level 14, seeking "The Crimson Heart," and find an entrance to a supposedly dangerous Backrooms level: a door with a faint exclamation mark. Upon entering, the expected terrifying experience is absent; the level is desolate, silent, and decaying, completely unlike its database description. The wanderer encounters a gaping doorway where entities were supposed to be, finding only bones. They then proceed into a long, dark hallway that is similarly empty and dilapidated.
During their journey, the wanderer experiences a mix of relief and disappointment at the lack of expected horror. They ponder the level's decay and its potential origins, even questioning if their own expectations contributed to its current state. The wanderer also learns about the level's unique name, which was a result of a typo. Despite the anticlimactic experience, they find value in the unexpected change, realizing that change and the unknown aren't always to be feared, and that they are indeed brave. The story concludes as the wanderer steps into the light at the end of the hall, ready for what lies beyond.
- #5History
Keys: Timeline, History, Past, Ago, Time
Immemorial Era Azel’kyra dreams an avatar and library into existence. Mortis Abelson witnesses the death of the court and the destruction of the universe across multiple cycles, retaining his memories in future cycles. He vows to break the cycle and prevent the universe from ending again. The Backrooms is created. Life Force manifests. The Keymaster creates keys to every realm and a nexus connecting them all, including those which don't yet exist. The Alchemist creates Facelings. Argus falls in love with Protastheia. He severs one of her branches, fashioning two sons from it: Hubris and Humility. Argus and The Queen rule over The Backrooms as a kingdom, alongside their royal court. A human woman named Shani trains under Claudius, later becoming his champion and eventually his lover. Nunca, a human jester in The Frontrooms, becomes an avatar of Komo’oide before entering The Backrooms, later joining the royal court. The Eclipser kills the seven lords of his realm and conquers their respective seven heavens by blackening the sun, before being imprisoned in Level 82 by the royal court. Celeste is rescued by Philia, later becoming an avatar of Æga'ph and a member of the court. Upon the death of Abel, Mortis Abelson manifests within The Backrooms as an avatar of Il’thli, later joining the royal court. Three mortal human siblings named Apollo, Hephaestus and Polyhymnia are inducted into the Court as their official "Royal Artist", "Royal Blacksmith" and "Royal Bard", eventually becoming avatars of Ka'rot. Claudius and Shani establish an order known as “The Crimson Disciples”, training apprentices in his ways of protecting The Backrooms. Four particular members – later known as The Squires – eventually surpass the rest and become champions of Claudius, empowered by shards of the Crimson Heart. The Alchemist creates Almond Water from Claudius' blood. Hubris grows restless and desires to expand the kingdom. Argus refuses however, content with the current state of affairs. Kirai, with interests of his own, conspires with Hubris to overthrow Argus. Kirai and Hubris kidnap Apollo to extort Hephaestus into helping them forge the Defiled Crown. Kirai channels the power of his oversoul into the heart of The Black Sun, to facilitate the forging of the Defiled Crown. The Squires are tricked into entering hypersleep. Hephaestus attempts to battle Hubris and Kirai but is gravely injured, losing an arm and fracturing his mask. Kirai dons the Defiled Crown and unleashes The Festering. However, he is unable to control the influence of the crown, becoming corrupted. The Festering swarms throughout The Backrooms, destabilizing it into a series of liminal hellscapes and corrupting many of its native creatures into monsters. Argus is weakened, allowing Hubris to imprison him in Tartarus. The Queen is corrupted by The Festering. The royal court banishes Hubris from The Hallowed Gate. The Queen creates Clumps. The kingdom’s soldiers battle against The Festering but many are killed. The Crown of the Throne resurrects the soldiers as the Paragons, who are able to eradicate The Festering and seal Kirai away. The Crimson Disciples are left decimated in the aftermath of the war. Its only surviving members defect and start lineage of warriors later known as “The Edge Lords”. The royal court disbands without their king, each member going their separate way. The Jester remains, however, watching over the crown. Stagnant Age (End of Immemorial Era - Present) A young Penumbra named Lunis is adopted by The Dark Sovereign after fleeing his home. Upon reaching adulthood, Lunis becomes “Obscura”, a champion of The Dark Sovereign. Obscura battles The Dark Sovereign, ending with his banishment from Level 197 and being cursed to never speak again. Apollo founds The Artists' Society (T.A.S.). 1410 — Moth Jelly is discovered to be safe for human consumption (albeit in small doses). 1502 — Earliest recorded account of a human arriving in Level 813, marking humanity's first contact with Penumbras. 1666 — The first record of Level 666, a preserved journal of unknown origins, was written. 1700’s — Sabreoils are domesticated into Gatoils. 1724 - The first false faceling is found 1749 — Devil’s Ambrosia is discovered and the emergence of Slashers (known during this time as Revenants) takes place. 1771 — Caius Taggert becomes the first victim of the Sanguine Festivus virus. 1885 — The Major Explorer Group (M.E.G.) is founded by The First. 1900 — The leadership of the M.E.G is finalised. Late-1910s — The Party Crashers are formed. 1921 — Royal Jelly Farms™ is founded by the M.E.G. and its first president, Pierce Waxford (Head of Backrooms Entomological Research) is established. 1940 — The first member of what will become Level 14’s Hospital Society noclips into the Backrooms. 1943 — Wanderers first discover Level 6.1, with efforts to turn it into a sanctuary for humanity beginning just 2 years later. 1964 — Hutsan Arden creates a prototype version of the modern-day Hutsan Survivability Classification System (HSCS) on paper. January 1965 — The exact date of this choice is unknown, but it occurred around this time. The HSCS was finally adopted after various discussions about incorporating it into all articles and future articles, as well as unanimous agreement among M.E.G. higher-ups. October 11, 1969 — Quauhtli Oro is born in The Frontrooms 1978 — Corbin Ashram is born in The Frontrooms. 1983 — Devil’s Ambrosia and, by extension, Slashers, begin to become widespread to a concerning degree. 1988 — The Major Numbering System (MNS) becomes discontinued in favor of the Casper-Bray Numbering System (CBNS) within the M.E.G database. 1990 — The Backrooms’ Slasher population reaches an all-time high and the Devil’s Ambrosia starts to become an infestation. Eventually, they are regulated and contained through a collaborative effort between the M.E.G. and The Crimson Wanderer. June 19, 1992 — Memory Flame is discovered by Jerry M. Sercher in Level 2. 1998 — Corbin Ashram no-clips into The Backrooms at age 20. February 24, 1998 — Level 188.8 is discovered. 2000 — Corbin joins the M.E.G. at the age of 22. 2002 — At the age of 24, Corbin is captured by They Who Seek as a prisoner of war, forced to join the group and indoctrinated into their ideology. April, 2004 — The Euphoric War begins with the Party Crashers' invasion of Level 26. September 29, 2007 — The Euphoric War ends with the razing of Tealwatch in Level 4 and the Party Crashers temporarily retreating into hiding, resulting in an SFV victory. 2012 — The Astarte Automated Survivability Difficulty System (AASDS) is selected and chosen to replace the old HSCS. 2013 — Corbin, now a spy for T.W.S. at the age of 35, is assigned to infiltrate T.A.S. 2014 — After 1 year of infiltrating T.A.S., Corbin becomes close with Apollo and chooses to defect from T.A.S. Late 2014 — The Party Crashers start to re-emerge from hiding and resume their old duties, establishing the new outpost of Taggertsbane in Level 4. 2015 — Corbin and Apollo get married. November 18, 2015 — Level 699 is discovered. 2016 — Nila Ashram no-clips into The Backrooms, later being rescued by Corbin and raised as his adopted daughter alongside Apollo. February 01, 2016 — The Flicker occurs, temporarily sending the entirety of the Backrooms into darkness. To this date, some levels are still affected. February 06, 2016 — Level 188 is first discovered during the Flicker. 2017 — The Casper-Bray Numbering System gains popularity outside of the M.E.G after the onset of the Flicker. Liminal Era (Present - ???) 2020 — Myths and legends surrounding the royal court and the Treasures of the Void resurface in the modern day, after ancient texts are unearthed in Level 8 during an archaeological expedition by the M.E.G. The Keymaster foresees a coming cataclysm, and desires to prevent it by gaining more power. He goes to several members of the court for help, including The Alchemist, but he is turned away. Adrian Waxillium interviews The Keymaster, who doesn’t like his line of questioning and punishes him by forcefully making him a champion. The Keymaster bribes the M.E.G. into silence with valuable level keys Adrian is ordered by The Keymaster to steal the lens of wisdom from The Alchemist. Instead, Adrian ends up becoming The Alchemist’s own champion. Apollo creates Amos. 2021 — The Artists' Society's outpost in Level 57 is raided by They Who Seek, who attempt to steal Apollo's artifacts. Corbin, Apollo's husband, sacrifices his life to stop them. The Keymaster goes to other members of the court for help, but they each turn him away and warn against his actions. Hubris, in disguise, manipulates The Keymaster into stealing the Crown of the Throne. The Crimson Wanderer attempts to stop The Keymaster, but The King of Normality fights him. The Jester tries to stop The Keymaster from wearing the Crown, before Hubris steps in. Upon putting on the Crown, The Keymaster realizes he was set up, and Hubris reveals himself. Being unworthy of the Crown, The Keymaster is banished to the Pantheon universe. Hubris takes the crown for himself and puts it on, becoming the new ruler of The Backrooms The Backrooms begins shifting to Hubris’ whims. Philia seeks out Hubris and tries to stop him, but he blinds, traps and tortures her, until she flees to The Hub. The Jester telepathically reaches out across the multiverse to seek the help of the Game Master, but she instead ridicules him. The Crimson Wanderer, The King of Normality and The Dark Sovereign team up to stop Hubris, journeying to the Hallowed Gate. There, they meet The Eclipser and Mortis Abelson, who also join them in their quest. The group fights The Jester (enslaved by Hubris), before freeing him and proceeding to directly fight Hubris himself. With help from the Pantheon Universe's Keymaster, The Keymaster returns to this universe and helps defeat Hubris. Hubris escapes, but then is confronted by Kirai (and Xal’kyrai) – an interaction which is erased from his memory. The Keymaster begins attempting to reform the royal court in the modern day, to fight against whatever future threats may face them. Olivia Bellerose no-clips into the Backrooms. The Squires reawaken. Y’liad Elyion returns from Greyrealm Olivia Bellerose is saved from the brink of death by becoming a champion of Philia, who she decides to serve as repayment. Olivia meets Y'liad Elyion and is able to fully purify him and help him gain strength. The two fall in love. There are sparse sightings of Kirai across The Backrooms, despite the fact that he is still supposedly imprisoned. Argus is freed by a wanderer who remembers his name. The Keymaster adopts a child faceling named Maria. Kei’s first avatar makes a home in Level 813, where a cult of Penumbras begin worshiping him. A wanderer named Hemlock Hartell becomes a champion of the alternate Keymaster, becoming known as The Lockmaster. The alternate Keymaster confronts The Keymaster of this universe, defeating him in battle and stealing his power before escaping into another reality. The events of Sins of The father transpire. Brian Smith travels from the Level 906 of Pantheon universe to the Level 906 of this universe, where he meets The Storyteller. Brian finds The Alchemist and Philia, who help him regain a portion of his Keymaster powers by ingesting Adrian Waxillium’s champion essence. Later, The Keymaster reunites with Brian in the horned Keymaster's prison. All of the Keymasters break out of the prison and confront the horned Keymaster, battling him across every reality. The Keymaster eventually returns to this reality with his powers restored after Kei’ reverses all the damage caused by the horned Keymaster. The Lockmaster challenges The Keymaster, only to be quickly defeated and humiliated. He goes on to form The Lock Breakers and begins stealing from various groups. A member of the Lock Breakers named Daniel Jones steals a red jeweled amulet from Shani, which imbues him with a portion of The Crimson Wanderer's power. He goes on to become a vigilante known as Weeaboo Jones, forming a group of his own called The Edgelords.
- #6The Royal Court
Keys: Kingdom, Queen, Court, King
The Royal Court is a collection of godlike beings, said to have assisted The Divine One in governing The Backrooms as a kingdom in an age immemorial. The court eventually fractured as the result of treachery from within, initiating a series of events that led to The Backrooms becoming what it is today. Although it was initially believed to be a myth, evidence now suggests it may be more than that. In fact, it seems that the court is currently reforming, due in part to the efforts of The Keymaster, who believes that their unity will be necessary to combat new threats.
In an age immemorial, there once stood a great kingdom, ruled by a godly king and queen of equal greatness. Within their throne room, they were surrounded by a royal court:
The Advisor — who gave council to the king. The Timekeeper — who measured and maintained all time in the kingdom. The Chamberlain — who bore the keys to kingdom, overseeing every threshold. The Undertaker – who interred the kingdom's dead. The Alchemist — who created materials and remedies for the kingdom. The Oracle — who supervised the safety of the Court members with their foresight and abilities. The Herald — who spread the word of the kingdom and its people. The Scribe — who kept and recorded all texts in the kingdom. The Priestess — who healed those who were in need, physically and mentally. The Lady in Waiting — who tended to the needs of the court. The Regent — who commanded authority in the king's stead. The Muralist — Who honored the Court with works of art. The Artisan – Who crafted and forged the tools and weapons of the kingdom. The Bard — who composed and played the music of the kingdom. The Prince — who was to inherit the throne by right of blood. The Knight — who waged war upon all adversaries of the kingdom. The Jester — who entertained the king with his humorous performances.
A golden crown rested upon the head of the king, forged as a symbol of his power. With his soldiers enforcing his rule throughout the realms, he long reigned prosperously.
However, like many things, this prosperity did not last. The prince grew restless, believing his father became complacent after maintaining peace for so long. He had his own vision of a perfect kingdom, a larger and more powerful one. But the king, content with the current state of affairs, did not share this vision. The advisor, with resentment of his own towards the king, used this as an opportunity to further his goals. He whispered ideas into the ear of the prince, who then began to covet the crown for himself as a means to bring his vision to life. And so, the prince and the advisor conspired to overthrow their king and raise a new, more formidable kingdom.
The advisor channeled a power beyond himself to forge a tapestry of death and decay within the heart of a black sun – a Defiled Crown, standing as the very antithesis to the king's crown. The Defiled Crown birthed plague of corruption, sweeping all throughout the realms and destabilizing them. The effects were devastating and immediate, twisting the once-beautiful kingdom into a series of liminal hellscapes. The king lost much power and influence, and as a result was greatly weakened. The prince took advantage of the king's vulnerability and imprisoned him within Tartarus. But before the prince could claim the crown for himself, the rest of the royal court put a stop to his plan, banishing him from the palace. Without their king, nor any apparent successor, the remnants of the royal court were fractured and went their separate ways. Yet even without a king, nor a court, the kingdom's soldiers loyally defended their crown, battling the traitorous advisor and sealing him away. Despite this victory, the Corruption remained, and the soldiers proved to be no match for its wrath as they fell. As a repayment for their loyalty, the Crown resurrected the fallen soldiers as gilded warriors. They waged war against the corruption over many years, and in the end, they ultimately triumphed, completely eradicating it.
And so, up to present, a headless crown rests upon a vacant throne, awaiting a worthy wearer to succeed rulership over The Backrooms.
- #7Treasures of the Void
Keys: Key of Salvation, Tome of Knowledge, Lens of Wisdom, Brush of Reality, Treasures of The Void, Crimson Heart, Crown, Healing Harp, Card of Truth
The search for Level Alpha-Omega led to the revelation and identification of several legendary artifacts, each revealed by their own mysterious messages. The exact number of artifacts and their origins are ambiguous, but each one is believed to be associated with a particular prominent entity. In general, the Treasures of the Void are considered some of the most powerful anomalous objects in the Backrooms. Below are those that have been documented thus far:
Key of Salvation Description: A golden key with three rings conjoined into a handle, two wings below the handle, a figure that resembles a cube, and three blades at the end – the middle one longer than the others. It bears the cursive inscription “To the Beginning of the End at the Center of Infinity”. The key is also said to glow with a soothing warmth. This artifact is believed to be a key to Level Alpha-Omega itself, one of the very few means of accessing it. Location: The Keymaster is rumored to be in possession of it. Asking The Keymaster for a key to Level Alpha-Omega would likely result in his denial and possible ridicule of the requester. Depending on the individual and the nature of their question, The Keymaster may ask why they seek the key and then advise them not to seek it anymore. Considering this, it is implied that the Key of Salvation may indeed be a real and extremely dangerous object. But whether The Keymaster truly possesses it is yet to be seen. Message: The message can be found in Level 399 and Level 922, and reads as follows: “The Frontrooms are but an escape. Do you truly wish to end the game? An infinite power awaits. The promise of eternal life in everlasting bliss. Find the Key of Salvation, and the Crown of the Throne shall be yours.”
Crimson Heart Description: There is no reliable description of this item. Some claim it to be a glowing, pulsating red crystal in the shape of an anatomical heart, while others theorize it to be a nonliving object or even a location. Location: Originally theorized to be in Run For Your Life!, as the level revolved around an unusually extreme amount of violence. Subscribers of this theory believed that the "heart" was the living, beating core of the level. However, in the wake of The Flicker, it is now believed that the heart was removed from it. Others believe that killing a certain number of entities will grant them the Crimson Heart. They Who Seek, subscribing to this theory, collected the hearts of many creatures in an attempt to find the Crimson Heart. Due to the near-genocide caused by the quest, this sparked internal disagreement. Eventually, they stopped in fear of persecution by the M.E.G. There are some other smaller cults that continue this practice, but thus far the theory remains unproven. Another theory is that The Crimson Wanderer possesses the heart, but there is little evidence to support it and he has never confessed to this. Message: "Blessed by the ritual of Bloodbath to purge the Sinners from the world, the Chosen shall embark on the path of Bloodshed and reach the Crimson Heart, its beating echoes guiding them to the Alpha and Omega."
Tome of Knowledge Description: A mythical book of unknown detail, said to contain the greatest secrets of The Backrooms. There are several books across The Backrooms which are theorized to be the Tome of Knowledge. Location: Most likely a level where books are stored, such as The End or Level 906. The most popular theory posits that The Storyteller is the holder of the book. Message: Commonly found on any paper media across The Backrooms: "Seeker of Knowledge, Rejoice, for you have been chosen to discover the Truth of the Alpha and Omega! Seek the Tome of Knowledge, and every tale of the past, present, and future shall be revealed before your very eyes."
Card of Truth Description: The physical description of the item is a heavily debated topic. It is known to be a playing card of some sort, but the exact game it belongs to is a point of contention. Location: Believed to be in the possession of Jester. Message: Can be seen through various media, but initially discovered by opening CARD0.txt on the computer terminal in The End; "Myriads of consciousness seek the One across the Infinite, but there is no light across the Void. The Key may open the gate at the Center of Infinity, but the card is the ticket to the journey. Obtain the Card of Truth, and the path will be revealed."
Healing Harp Description: A holy harp completely painted in gold, with white lilies and roses growing on its surface. Legends say it was crafted from the wood of a sacred tree which grew fruits capable of healing any sickness. They also say that if one were to play the harp, their body and mind would be cleansed of any impurity, and heal from any wound or curse. Location: The Priestess is believed to be in possession of the Harp. Some speculate that she may have hidden it somewhere far away, where only those pure of heart may find it. Message: Found underneath a dead tree surrounded by wilted flowers: "Pure-hearted being, seek the gentle Harp that cures the body and mind. You who were chosen shall use it to become a kind and merciful ruler. Bring peace and prosperity; caress its strings for a future less grim. And then, you shall never fear again."
Lens of Wisdom Description: Rumor has it that peering through the Lens of Wisdom and focusing on an object grants one all the knowledge there is to know about it in an instant. According to some legends, though, this twists one's mind into developing an unhealthy fixation on the object learned about. Location: The Alchemist almost certainly possesses the Lens, as this was seemingly the subject of a letter from him to The Keymaster. This is most likely the magnifying glass he carries in his pocket, though some speculate it may lie within his glasses instead. Message: Found inscribed on a window: "All's eyes are weak when viewed objectively, thus some truths may only be found through the looking glass. All shall become clear as crystal when it is peered through, with understanding and comprehension granted down to an iota of an iota of an iota."
Brush of Reality Description: A large paint brush, said to be capable of painting whatever the user imagines into existence. More detailed and complex creations (especially living ones) require more time and concentration. Location: Most likely in the possession of Apollo. Message: The message can be found in Level 57: "Just as the pen is mightier than the sword, so too is the brush. It is the bridge between the imaginary and material, making dreams reality."
Defiled Crown See "Defiled Crown".
- #8The Defiled Crown
Keys: Defiled Crown, Kirai, Black Sun
The "Defiled Crown" is a powerful artifact, an antithesis to a king's crown, created by an advisor to "The Divine One" within a black sun. Legends suggest it unleashed "The Festering" plague, destabilizing "The Backrooms." The crown is described as a spherical, iridescent obsidian helmet with a neck-guard, a light-absorbing ring, and spikes. It also features a triangular arrangement of glowing circles, possibly for viewing. The artifact bestows potent optokinetic and semi-magical abilities, elevating mortals to "gods." However, wearing it is dangerous, as all recorded "hosts" have perished due to others seeking its power or from gradual bodily degradation, with the host's soul being absorbed into the artifact. It also accentuates negative personality traits, leading to violent and destructive actions. Its current whereabouts are unknown.
- #9Golden Artifacts
Keys: Matrix, Vitae, Matrices, Codices, Armilla, Treasures of the void, Paragons, Codex, Haven Tree, Golden Artifacts
Golden Artifacts, also known as "Hallowed/Golden Tech," are advanced, anomalous objects found within the Hallowed Gate and possessed by the Paragons. These artifacts can affect reality and feature artistic designs depicting imagery, stories, and historical events. They are highly valued by wanderers and entities, but many are stored in the Paragons' base.
The artifacts are categorized into two types: Old Age Artifacts: Ancient, archaic technology made by the Predecessors. Though considered obsolete by Paragons, they are still retrieved for their sentimental value or for study (especially Codices). They are significantly advanced, often requiring reality-warping properties to operate, and lack weapons (except for Void Cells and Constructs acting as security systems). They are made of gold with engravings and jewelry and are mechanically operated, but only Paragons can comprehend and use them. These are rare and found in hidden, ornate containers within the Hallowed Gate, identified by a golden glimmer or a spectacle of stars and space. New Age Artifacts: Modernized, more advanced artifacts created by the Paragons. They are streamlined, easy to use, and often include modernized versions of Old Age objects. Incorporating militaristic doctrine with artistic expression, they produce tailor-made military assets. Unlike Old Age artifacts, they don't require anomalous properties to use, are digital and automated, and are distinguishable by their simplistic designs emphasizing black and white marble with less gold. Old Age artifacts found in the Hallowed Gate can be from other origins, collected by the Predecessors for research or stored by ancient entities.
Golden Artifacts benefit users with various effects, serving as devices, anomalous items for well-being, or weapons. Old Age artifacts are complex and require a Paragon to function, so it's recommended to hand them over. Paragons provide New Age objects to experienced/trusted wanderers for tasks like retrieving samples or conducting research, eventually allowing them to handle military-grade weapons.
The document lists six types of Golden Artifacts: Vitae Elixirs: Small, rectangular rods with marble and gold, containing liquid or golden dust. These are medicines used by Paragons for rapid cell regeneration, rejuvenation, disease elimination, ailment alleviation, and increased awareness, stamina, and strength without side effects. They also serve as vaccines against various Backrooms diseases. They cannot fix anomalous diseases that alter bodies in later stages or replace missing body parts. They are used like syringes, with intravenous injection being more effective. Codices: Ornate objects containing knowledge and data, divided into: Old Age Codices: Collections of recorded information (writings, images, literature, murals, manuscripts) made of durable gold and marble. They are typically sealed and only function in the presence of a Paragon, revealing hidden information. New Age Codices: Advanced, compact iterations appearing as clear blue crystalline glass displays with a gold metallic piece. They are more powerful than supercomputers, with simple user interfaces, providing vast data, and automatically translating languages. They can "install" and transfer data to various devices, remove malware, and display detailed, interactive maps. Miniature Cells: Small, geometric objects (no larger than 3mm) that are inert Void Cells. They vary in shape and color, evolve into Constructs, and can be activated to follow and defend their owners. They can be deactivated and will reappear if lost, but their destruction is irreversible. The Grand Armilla: An Old Age artifact—a large, suspended spherical framework of floating golden rings with an anomalous orb displaying space. Its function is unknown but speculated to be for navigation or surveying. Haven Tree: Fauna-like objects resembling trees: Old Age Haven Tree: Enormous, mechanical-looking trees made of gold and marble, emitting starry space. They don't contain organic materials but behave like trees. Found rarely in Sub-level D (Dawn Greenery) and derelicts. Their sap has weaker restorative properties similar to Vitae Elixirs. New Age Haven Tree: Smaller, ethereal trees made of pure light, found throughout the Backrooms (Levels 3-5, especially Deadzone Class Levels). They stabilize affected areas, ward off hostile entities, and provide lingering protective effects to wanderers. Matrix: Standard issue for Paragons, appearing as columns of golden spines on their backs. These are believed to be cybernetic implants or suit components that activate and enhance Paragons' reality-warping properties, providing superhuman attributes and serving as conduits for powerful offensive or defensive abilities. Matrices are custom-made for each Paragon based on their distinct reality-warping affinities, maximizing their potential. They are based on a prototype from the Marauders' lost Progenitor. It is rumored that the Royal Court members possess rarer Golden Artifacts, possibly the "Treasures of the Void," and the Paragons and the King have a deep connection to the Hallowed Gate and the Golden Artifacts.
- #10Paragons
Keys: Alpha-Omega, Hallowed, Entity 68, Court, Paragons, Golden Artifacts
The document describes "Paragons," a group of humanoid entities residing in the Hallowed Gate and possibly Level Alpha-Omega. They are ancient warriors reborn with superhuman physical attributes and reality-warping abilities, clad in durable gold and marble armor. They are loyal to the Crown and the King, and now serve the King's Court, guarding their levels and eliminating intruders. They are silent, stoic, and highly disciplined in combat, preferring non-firearm weapons. They regenerate quickly but can be permanently destroyed if vital organs are hit, though some have been reported to re-emerge from sarcophagi. Their history involves a betrayal by the King's Advisor and his progeny, Hubris, who enslaved them until the Court freed them. Avoiding aggression is the best way to deal with them, as fighting them is not ideal. They were discovered by wanderers who accidentally entered their level.
- #11The Hallowed Gate
Keys: Alpha-Omega, Hallowed, Court, Paragons
The Hallowed Gate is a recently discovered, elusive level found within the Void, appearing as a monolithic gate of gold and marble that is impervious to breaching, unless opened by the Key of Salvation or by someone deemed "worthy." If not, wanderers are forcefully ejected.
Inside, the level is a pristine, spacious area resembling Baroque architecture, made of durable marble and gold, with temperatures below 22°C. It features repetitive, vast rooms and doors similar to the main gate. Wanderers may feel observed, and technology often malfunctions. Lingering too long or being unwelcome can trigger a "Blackout Cycle."
Information about the Hallowed Gate is scarce due to few successful entries and exits, but it offers high-risk, high-reward exploration for artifacts and data.
There are seven confirmed sublevels, with an eighth rumored: Sub-Level A: “The Great Passage” - A seemingly infinite, decorated passageway with stairs to upper and lower floors. Sub-Level B: “Halls of Abundance” - A hall with platforms holding dining tables laden with never-spoiling food and drink that provide relaxing effects when consumed. Sub-Level C: “The Curator’s Halls” - Halls with life-sized statues of known and unknown entities, and relics that trigger a Blackout if stolen. Sub-Level D: “Dawn Greenery” - An open, lush plain in perpetual dawn with bioluminescent, biomechanical plants that have medicinal effects. Void Cells act as gardeners and guard a healing fountain that also leads to Level 150. Sub-Level E: “The Gilded Armory” - A heavily guarded vault storing armaments, patrolled by Void Cells and Constructs. Sub-Level F: “The Crypt of the Resting Ones” - A dark, foggy, mazelike gravesite with numerous tombs, some attached to the ceiling. Sub-Level G: “The Marble Shallows” - An endless expanse of shallow water on marbled floors, possibly an abandoned, flooded security vault, where sunken objects and artifacts can be found. Sub-Level H: “The Reality Lab” - A neon laboratory with scientific equipment, featuring pink, blue, and purple color schemes. Sub-Level I: Unknown - A rare, empty hall with pillars, leading to an incomprehensibly tall gate guarded by two Paragons. It is speculated to be the Throne Room (Level Alpha-Omega). The Blackout Cycle is a security measure that causes all lights to cease with a thump, followed by the manifestation of resident entities. It has no fixed trigger but can occur when fighting entities, stealing artifacts, or trespassing. Damage, debris, and corpses are repaired/removed when it ends. Wanderers may experience déjà vu, temporary amnesia, or migraines. During a Blackout, it is advised to remain hidden.
The Hallowed Gate is populated by Void Cells, Constructs, and Paragons who maintain, defend, and patrol the level, and are summoned during Blackout Events.
Entrances and Exits: The Hallowed Gate is found in The Void, which is extremely risky to traverse. Various sublevels contain exits that lead to random other levels, which can be safe or dangerous.
Discovery: The M.E.G. learned of the Hallowed Gate from wanderers who escaped The Void. An M.E.G. expedition confirmed its existence, suffering casualties but extracting a valuable tablet artifact.
- #12Level Alpha-Omega
Keys: Alpha-Omega, Hallowed, Alpha, Throne, Treasures of The Void, Court, Omega
Level Alpha-Omega is a mythical sublevel of the Hallowed Gate, considered one of The Backrooms' greatest mysteries. Ancient texts unearthed in Level 8 first hinted at its existence, describing an unlocatable place holding "the greatest treasure." Modern expeditions into the Hallowed Gate further suggested its presence, causing widespread hysteria.
Theories about Level Alpha-Omega's nature vary, with some believing it to be the "final" level or a "Reset Room" capable of wiping and restoring The Backrooms. The "Throne Room" within is said to have regal, divine architecture, housing a great throne and the "Crown of the Throne," which is believed to hold ultimate power. Numerous groups, including They Who Seek, are searching for it, hoping to revive He Who Seeks.
Further evidence includes cryptic messages appearing in various levels, such as a note in The Hub urging "salvation for all" through the Crown, and blood-written messages in unstable levels like Level 1, referencing "The Alpha and the Omega." These messages also appear by running "topsecret_ALPHA_OMEGA" in The End or ordering specific items from The Snackrooms.
Entities from the Hallowed Gate, like Paragons, Void Cells, and Constructs, are believed to inhabit Level Alpha-Omega. The Legend of The Court, which speaks of a king and his royal court, is thought to refer to this level, with court members potentially being documented entities like the Crimson Wanderer, each possessing a Treasure of the Void.
While no confirmed entry or exit methods exist, rumored access points include within the Hallowed Gate itself or ornate level doors in The Hub's tower. Recent evidence has made Level Alpha-Omega's existence a near-certainty, though human wanderers have yet to enter it. It is also known as "The Throne Room," "The Core of The Backrooms," and "The Heart of the Void."
- #13The Void
Keys: noclip, no-clip, Void
The document describes "The Void" as an ephemeral, lightless, and boundless space temporarily accessible during "noclipping"—a process of temporal phasing that allows bypass of spatial reality. Noclipping occurs by exploiting unstable sections of matter, causing surfaces to temporarily lose physical boundaries. During this process, one experiences darkness and a falling sensation, which is actually a temporary stay in The Void.
Individuals who go missing after noclipping are believed to have not gained enough momentum to exit The Void, continuing to fall endlessly. Those who return claim to have simply "fallen into" another level. This suggests that all levels of the Backrooms might be located within The Void, challenging existing theories about interspatial travel.
The document also touches on the dangers of noclipping, such as misjudging timing and prematurely ending intangibility, which could lead to severe consequences, though safety guidelines have made these risks largely obsolete.
A subjective account, titled "The Call of The Void," describes it as a beautiful, constant, and pure space, offering a profound sense of peace and enlightenment. The individual expresses a desire to remain in The Void indefinitely and sadness upon being forced to return to a regular level, now feeling a duty to share their experience of its "permanent, everlasting beauty."
- #14Level 1
Keys: Habitable Zone, Level 1, Warehouse, Parking, Garage
Level 1 is a warehouse-like environment with fluorescent lights, occasional machinery, and non-Euclidean properties. It has a consistent power supply but experiences blackouts, during which entities emerge. The temperature is typically 30-35°C, but drops in foggy areas. Supplies like Almond Water and weapons can be found in crates, though some may contain Liquid Pain.
Unique areas include:
- Maintenance Halls: White-walled hallways with exposed wiring and faulty pipes. They remain lit during blackouts and have fewer entities.
- Parking Lots: Large, empty, often foggy spaces with faulty or high-voltage electrical outlets. They can be nests for entities and may house hostile groups.
Entities residing in Level 1 include Facelings, Clumps, Hounds, Dullers, and Deathmoths. Level-exclusive entities are:
- False Puddles: Entities disguised as Almond Water puddles with sharp teeth. They are stationary and can be eliminated by pouring Liquid Pain or throwing metal into them.
- Paintings: Living entities disguised as drawings on walls, floors, or ceilings. They can drag wanderers into them and should be avoided.
A coded message and a wanderer's note detailing encounters with a five-eyed entity were also found.
Notable groups and bases:
- M.E.G. Base Blink: Friendly, open to trade, population 30-60.
- The Raiders: Formerly 78 members, mostly friendly but hostile to certain groups, hoarded supplies, now fallen.
- Cultus Sancti: Roughly 50 members, eliminated The Raiders, sacrificial, hostile to outsiders.
- M.E.G. Base First Light: 60 members, guides lost wanderers, open to trade.
Entrances and Exits:
- Entrances: Opening doors in many levels, walking up stairs from Level 0, no-clipping through unstable flooring in Level 188, or no-clipping from The Frontrooms.
- Exits: Continuing to explore (leads to Level 2 or back to Level 0), an unlocked door (leads to Level 2), following specific turns (leads to The Hub), or no-clipping through walls with outlets (leads to Level 188).
- #15Level 2
Keys: Pipedreams, Pipe Dreams, Level 2
This document describes Level 2 of the Backrooms, known as "Pipe Dreams." It's a network of utility tunnels made of concrete, brick, metal, and stone, filled with rusty, malfunctioning pipes.
Key characteristics of Level 2 include: Appearance and Layout: Initially a straight corridor, it expanded into a complex network of corridors and smaller hallways. The architecture is uniform, with pipes becoming more concentrated further north. Around 200 km from the entrance, it becomes an unnavigable void of pipelines. Entry and Exit: It's a common first introduction to the Backrooms, accessible from "normal reality" and various other levels (e.g., Level 1, Level 8, Level 11). Exits lead to other levels (e.g., Level 1, Level 3, Level 4). Environment: Geological activity causes frequent earthquakes. Temperatures vary, with some areas being cold enough for snow to form, while others can reach 60 degrees Celsius. Air vents lead to colder temperatures. The level's layout can change, but these "hallucinatory spatial fluctuations" are mostly experienced by novices. Resources: Provisions and hydration are severely limited. Water from the pipes is contaminated with rust, bacteria, and pathogens, and should be avoided. Human Activity & Communication: Signs of human activity exist, but encounters with other wanderers are unconfirmed. Communication devices malfunction. Anomalies affecting wanderers: New entrants to Level 2 use more energy and produce unnatural amounts of adrenaline. They may feel more energetic upon arrival but more exhausted upon exit. Entities: Entities like Clumps, Hounds, Smilers, and Skin-Stealers are present and adapted to the environment. Older entities like Facelings and Wretches are believed to be extinct here. "Windows" also exist, showing a hollowed-out section of the level. Biological Pipeline Network: Certain junctions contain organic pipelines, which are the digestive tracts of large organisms. These can stretch for kilometers and digest anything that remains still for a few hours using a strong alkaline solution. They can be used as a risky escape route from other entities. The Clockwork Theory: This theory suggests Level 2 is a giant "clockwork" with hidden mechanisms that subtly rotate furniture and small parts of the level to disorient wanderers, causing hallucinatory spatial fluctuations. False Entrances: In other levels, areas resembling Level 2 (like utility tunnels) may appear to be entrances to Level 2, but are often just small, dead-end corridors. The document also includes a recovered diary entry from 1762 by an explorer named Arthur T., describing an early experience in Level 2.
- #16Level 3
Keys: Electrical Station, Level 3
Level 3, also known as "The Electrical Station," is a vast, randomly segmented complex of brick hallways filled with electrical machinery and pipes. The layout constantly shifts and warps, but a consistent feature is the piping lining the walls and ceilings. These pipes can contain water, almond water, or petrol, none of which are safe to consume. Exposed wires are common, and some pipes contain articulate wiring with no apparent purpose.
Various machinery is found throughout, some powering an unknown external location, others controlling the pipes. Dimly lit hallways, though eerie, are reported to be safe and soothing. Metallic bars with inaccessible windows behind them are also present. Strange rooms with repeating patterns, possibly connecting and powering the level or even the entire Backrooms, are theorized.
Windows without bars offer views of greyish clouds and are accessible, though unbreakable. Well-lit clusters of rooms with windows are hubs of human activity and among the safest areas, despite a moderate entity count. In these areas, pipes and wires are more concentrated, and unmaintained wires can cause temporary paralysis or uncontrollable movement.
Rare white signs with three-digit numbers and cryptic text are found, increasing numerically in repeating room patterns. A "day-night cycle" with unperceivable changes in illumination is universal. Numerous entities pose moderate harm but tend to avoid rooms with windows.
Two Major Explorer Group colonies, Gamma Base III and Delta Research Base (a sub-colony), are present. Gamma Base III is large, self-dependent, and a source of discoveries, offering sanctuary and trade. Delta Research Base is a research branch, also friendly and willing to trade when active.
Entrances to Level 3 include fire exits on Level 2, following hallways in Level 19, or entering a door with a decrepit symbol on Level 5. Exits lead to Level 4 (via "office sector" doors or elevators), Level 5 (more commonly via elevators), or Level 273 (via certain dimly lit hallways lacking pipes and having a noticeable temperature decrease).
- #17Level 4
Keys: Abandoned Office, Level 4
Level 4, also known as the "Abandoned Office," is a safe and expansive structure resembling a modern office building. It is considered a "rest stop" for wanderers due to its lack of dangers, making it suitable for colonies and outposts.
The level has an appearance of multiple floors, but exploration reveals only one, containing workrooms, hallways, and smaller offices. While main areas are largely unfurnished, workrooms often have office chairs, desks, and various items, including a decrepit book mentioning "Level Keys," "The Keymaster," and "The Key of Salvation."
Level 4 experiences sequential weather patterns in three-month intervals: Spring: Rainiest, with temperatures between 12°C - 18°C. Summer: Most intense, with temperatures fluctuating between 22°C - 24°C and 40°C - 42°C. Fall: Most passive, favorable for colonies due to minimal rain and temperatures between 10°C - 15°C. Winter: Features blizzards and freezing precipitation, with temperatures dropping to 0°C to -10°C. There are three documented colonies and outposts in Level 4: B.A.S. (Backrooms Analytical Squadron): An organization focused on exploring the office's structure, secrets, and connections to the Frontrooms. They are skilled scientists, medical professionals, reporters, and architects, known for their discoveries and good relations with The Maintenance Workers in Level 3. They are friendly and open to trade but reserved. S.R.C. (Society of the Red Cross: Natural Sciences and Medicine): A medicinal and pharmaceutical organization with approximately 433 members, providing healthcare to wanderers, assisting in crises, and stockpiling resources. They are friendly, welcoming, and open to trade for items that can aid in healing. Taggertsbane: A Party Crashers outpost that distributes aid to wanderers and coordinates battalion deployment across the Core 9 Levels. They cooperate with the S.R.C. and have a permanent population of around 75, hosting hundreds more passing through. There are nine known entrances to Level 4, including doors from Level 3, Level 30, Level 54, Level 7, Level 16, and Level 153, as well as sewer grates from Level 34 and specific areas in Level 37 and Level 47.
There are also nine known exits from Level 4, leading to Level 5, Level 6, Level 11, Level 13, Level 37, Level 83, Level 100, Level 150, Level 153, Level 192, Level 273, and Level 332, through various means such as specific doors, windows, and staircases.
- #18Level 5
Keys: Level 5, Terror Hotel
Level 5, also known as "Terror Hotel," is an infinite, ever-expanding hotel complex with various sections like lounges, ballrooms, and guest rooms. It defies Euclidean geometry, causing wanderers to get lost. The level's aesthetic, often resembling a 1930s oriental hotel, can vary, but a lonely, eerie feeling persists. Wanderers experience intense anxiety and paranoia due to mysterious whispers, unseen presences, and the unsettling nature of the environment, including face-like wallpaper and malfunctioning machinery. Almond water is crucial for survival, found in dining areas.
Maintenance halls, accessible only through rare "staff only" doors, are cruder and more industrial, often appearing as 1930s boiler rooms. These areas also disregard Euclidean geometry to a greater extent. The Database warns of numerous unexplainable deaths, with corpses showing no injuries but twisted postures and frothing foam. While entities like Hounds, Skin-Stealers, Wretches, Death Moths, and Predatory Windows are rumored, these accounts are unconfirmed.
Outposts, such as the ERC's Outpost Hotel and the Backrooms Colonists' Base Deimos and Base Phobos, exist within Level 5. Time is irrelevant in the Backrooms, and measuring devices are useless. Entrances include an ornately decorated door from Level 4 and random no-clipping. Exits may lead to Level 6 through dark doorways in maintenance halls, Level 188 through certain windows, or Level 666 through rooms labeled "5."
- #19Level 6
Keys: Dark, Light's Out, Level 6, Darkness, Lights Out
Level 6, known as "Lights Out," is a vast, dark complex with metallic walls, concrete floors, and pipes. All artificial light sources are extinguished upon entry, making navigation nearly impossible.
Inhabitants often experience auditory hallucinations, paranoia, and derealization due to the oppressive darkness and resulting lack of sleep, isolation, and mental stimulation. While there are no known tangible threats, the psychological and physiological effects of prolonged exposure to darkness make it one of the most dangerous levels in the Backrooms. Many Wanderers who enter this level either get lost or go missing.
Entities may exist but cannot be seen. Attempts to establish colonies have failed, with members disappearing into the darkness.
Entrances include: A boiler in Level 5. A rusted door on Level 6.1. Exits include: Tripping on a wire (unintentional) leads to Level 6.1. Entering a hole leads to Level 8. Wandering far enough leads to Level 7.
- #20Level 7
Keys: Level 7, sea, ocean, Thalassophobia
Level 7 is an immense, mostly unexplored ocean level with a small entrance room. The level has two primary entities, The Thing in Level 7 and Tiny, who are extremely dangerous and have divided the ocean into territories. Survival requires using the entrance room as a base and avoiding the entities, though the cold water and extended breath-holding ability make exploration somewhat manageable. Exits include a difficult underwater cave to Level 8, an unconscious plunge into the Abyss to Level 8 (discouraged), a new exit to Level 9 near Tiny's residence, and unproven speculation of sailing to Level 880. There's also a hostile outpost called Fort Surrender.
- #21The Thing in Level 7
Keys: Thing in Level 7, fish, sea serpent, Thing on Level 7, sea monster
"The Thing in Level 7" (Entity 20) is a massive, predatory, fish-like entity, approximately 35 meters long, and one of the largest predators in the Backrooms' Level 7. It resides in the abyssal regions of Level 7.
The Thing is omnivorous and has decimated most other life in its ocean. It has poor eyesight but can detect movement in the water. Its presence induces a temporary fear of the ocean and sea creatures, making its attacks more effective. It emits loud roars that weaken and slow prey, with even recordings of these roars having this effect. The Thing actively tries to prevent information about itself from spreading, often targeting those who know the most about it.
Biologically, it shares traits with anglerfish and Bathysaurus ferox, possessing spikes, a yellow light lure, and large barbed teeth. Despite being slower than its surface-dwelling counterpart due to its size and poor eyesight, it can dislocate its jaw to snap up prey.
The Thing is believed to be responsible for the skeletal remains on Level 7's ocean floor and has been referred to as "The Leviathan" in ancient myths. Unconfirmed sightings in other aquatic levels suggest it might be able to travel between levels or is part of a larger species.
For survival, explorers are advised to maintain distance due to its ability to detect body heat and movement. If nearby, a bright flashlight can stun the creature long enough to escape due to its eyes' sensitivity to light.
- #22Level 8
Keys: cavern, Level 8, cave, subterranean
Level 8, known as "Cave System," is a vast underground complex with towering rocks, twisting burrows, stalactites, and stalagmites. Its true size is unknown due to its difficult navigation. Noises echo extensively within the level. While it once had a diverse ecosystem, it is now populated by hostile creatures, with the invasive Mortisdoptera (Deathmoths) hypothesized to be responsible for its decline.
Deep underground, claustrophobia-inducing tunnels are often long, tight, and difficult to navigate, sometimes requiring crawling or ducking. Profound crevices, sharp stone corners, and small, dark lakes or lagoons are common. Some passageways are unstable and prone to collapse.
Underground canyons with large, dangerous cliffs are also present, often appearing unexpectedly due to gloom or unstable ground. The lower chambers of these canyons may be flooded with ice-cold water. Loose rocks and gravel can tumble down from above. Troglosidae, crab-like arachnids, inhabit these regions, spanning webs across cliffs.
Certain damp chambers contain rapid crystal growth, which provides a natural, albeit dim, light source. These crystals have sharpened ends, making swimming in these ponds treacherous. Minerals are rare.
Loose, creaking wooden boards and ropes are rare signs of human inhabitation, but these bridges are not recommended for crossing due to their instability.
The water in the dank lower chambers is safe to drink but should be avoided without proper equipment. It offers a sensory deprivation-like experience due to its darkness and frigid temperatures. Despite the cold, water flows freely, creating frozen streams and caves.
A gargantuan, organic barrier surrounds the outer reaches of Level 8, defining its border. This pulsating, living structure is impassable, with attempts to cut through it revealing a dense, organic interior that spouts a toxic substance.
The Burrows are a labyrinthine series of tight, damp, underground tunnels beneath the cave floor, serving as the primary domain of the Troglosidae. Their complex layout is believed to be the result of long-dried molten rock. The Burrows are home to many coexisting species, including wormlike insectoids that are the primary food source of the Troglosidae.
Mortisdoptera, or "Deathmoths," are large, predatory, phototactic insects resembling moths. They attack in swarms, using sharp talons and teeth to consume prey, primarily Troglosidae and smaller insects, but also wanderers when in large groups. They also consume organic waste. Their color varies, and they can adjust their shade to match their environment. When threatened or searching for food, they swarm and attack with sharp mandibles, injecting venom that causes intense pain, numbness, and often death. The majority of the Mortisdoptera population is in the "central highlands," where they raise their young. Smaller groups live in inset spaces in cave burrows or rock walls.
Troglosidae are large, spider-like arthropods with short, segmented abdomens, long legs, and whip-like mandibles. Their legs are used for web-building, and their antennae for smell. Their mandibles and mouthparts are adapted for piercing, ingesting, and venom delivery. A black carapace covers their abdomen and part of their legs. Their cephalothorax has minuscule eyespots for camouflage and searching for nourishment. Their venom causes hemorrhagic fever, leading to circulatory collapse.
Long-term survival on Level 8 is infeasible due to freezing temperatures, which prevent human settlement despite the water not freezing.
Entrances to Level 8 are commonly found through holes in Level 6 or the depths of Level 7. There are no verified exits, but wanderers have reported escaping by stumbling or lapsing into a separate level.
- #23Level 9
Keys: Suburbs, neighborhood, Level 9
Level 9, also known as "Darkened Suburbs," is an expansive, dark, and winding network of roads and residential homes resembling a modern suburban neighborhood. Natural light is scarce, and artificial lights rarely function, with a thick, inky fog further impeding visibility. The climate is typically a brisk 10°C (50°F), with occasional winds and storms.
The infrastructure is in disrepair, with broken streets and sidewalks, and no functional automobiles or stable internet connection. Entities in Level 9 generally avoid well-lit areas, preferring derelict locations.
The most common structures are residential houses, which vary in architectural style and can exhibit anomalies like merging with other buildings or having distorted rooms. These houses often contain damaged or absent furniture, making useful objects difficult to find. Electrical stations are present in deeper areas but are often non-functional. Lampposts are the main outdoor light source, helping wanderers avoid hazards. Other atypical buildings like small markets and warehouses may contain limited supplies.
Due to environmental factors, the number of entities, and the level's vastness, there are no known colonies or outposts.
Entrances to Level 9 include: Tripping or falling through caves in Level 8. Entering a door labeled "Neighborhood" in Level 20. Entering unlocked doors in Level 123 that appear to lead to the Whole. Exits from Level 9 include: Jumping into a hole (rarely leads to Level 8.4). Following arrow street signs pointing north (leads to Level 11). Walkways leading to grass fields (leads to Level 10). Noclipping through a snow-covered tree (leads to Level 9.1). Entering a haphazardly positioned greenhouse (leads to Level 13). Destroyed basement doors (can connect to Level 84).
- #24Level 10
Keys: bumper crop, Level 10, field, wheat
Level 10, "The Bumper Crop," is an endless expanse of wheat and barley fields under an overcast sky. It's considered a good candidate for Backrooms settlement due to abundant, safe-to-consume resources and a lack of immediate hazards. Bodies of water are present, and the water is safe to drink. Various empty structures like sheds and barns provide useful resources. Dirt paths, possibly from vehicles, often lead to Level 11. The only unique entities are small, wormlike creatures beneath the soil. Plans are underway to establish an outpost for long-term occupation analysis. Entrances include walkways in Level 9 and back roads in Level 11. Exits involve following roads to Level 11, crossing borders to Level 35, swimming in lakes to aquatic levels, or wandering to Level 83.
- #25Level 11
Keys: Concrete Jungle, City, Level 11
Level 11, known as "Concrete Jungle," is a vast, desolate cityscape characterized by monolithic buildings and winding asphalt roads. The architecture varies, becoming more disorderly further from the entrance, and is thought to be dynamic and ever-changing. The infrastructure is unstable and non-Euclidean, making mapping and navigation difficult. Despite a lack of life, hints of past human occupancy like litter and graffiti are present.
Building interiors are labyrinthine and nonsensical, with illogical layouts that cause disorientation. Those who stay for extended periods report a feeling of being watched, and the air contains significant pollutants, despite the absence of vehicular or industrial activity. The level also exhibits differing gravitational and magnetic properties in certain areas.
Level 11 is completely devoid of life, including plant matter, which decomposes at an accelerated rate if introduced.
Entrances to Level 11 include prolonged travel on a dirt road in Level 10 or from more open areas of Level 84. Exits can be found via certain alley streets leading to Level 10, manhole covers leading to Level 2, worn city blocks leading to Level 75, cramped areas leading to Level 84, or large, empty highways leading to Level 69.
- #26Level 14
Keys: Inhospitality, Level 14, Hospital
Level 14: "Inhospitality"
Level 14 is the 15th level of the Backrooms, taking the form of an abandoned, well-equipped hospital with unsettling hallways and rooms. Wanderers are constantly hunted by a hostile entity known as "The Hunter" and experience disorientation due to distant footsteps and whispers. The air is heavy with antiseptic and decay.
It is believed a colony, T.14.R.G. (The Level 14 Research Group), once inhabited Level 14 to gather information, but "The Hunter" is theorized to have killed its members. Hazards include old hospital equipment malfunctioning, collapsing floor tiles, and contaminated rooms with toxic substances causing hallucinations, disorientation, fear, and memory loss.
The level contains various rooms:
- Reception Rooms: Barren waiting areas where entrants first arrive, containing basic furniture and a revolving door acting as a "spawn point."
- Surgery Rooms: Varying in decay and age, often containing a tilted hospital bed and surgical light, sometimes overrun by mold or vegetation.
- Inpatient Rooms: Include medical, intensive care, behavior, and maternity units, all in a blinding white shade with sparse corrosion and moss. These rooms have shattered windows showing only blackness.
- Storages: Asymmetrical rooms with extra supplies.
- Torture Chambers: Corroded and threatening, with rusted stretchers, blood-stained walls, and metallic cabinets filled with knives. These indicate "The Hunter's" proximity and should be avoided.
The Hunter, also known as "Patient Zero," is the primary entity in Level 14. It has moist, pitch-black skin, shrouded in darkness, and an amorphous form with numerous writhing, octopus-like tentacles. These tentacles have small, mouth-like openings that release "Infecting Agents"—small, worm-like creatures with sharp teeth that can spit radioactive substances. When "The Hunter" is near, the temperature drops, the air becomes smoky, and a sense of dread is felt. Eye contact with "The Hunter" is fatal.
Additional Information:
- The Level 14 Research Group: Consisted of 20 members, all presumed deceased except for 4 who escaped. Their objective was to gather information about Level 14.
- Experiment #1: Gone Wrong: Lawrence R. Afton, a voluntary test subject, was injected with "Compound 14." He mutated into "The Hunter," becoming aggressive, increasing in strength, and killing several team members. Compound 14 is a dangerous chemical that mutates living beings into paranormal creatures.
- Entrances: Most wanderers enter by chance.
- Exits: A rare futuristic-looking door leads to Level 15; a door with an exclamation mark leads to "Run For Your Life!"
- #27Level 26
Keys: Level 26, Level Fun, =), Partygoers, Sanguine Festivus
Level Fun is a dangerous, anomalous level in the Backrooms, known for being a potential origin point and safe haven for the Sanguine Festivus (SFV) virus. After "The Flicker" event, the level's layout changed to a vast network of rooms and hallways filled with party-themed decor, often messy or broken. Food and drink found there are often unappetizing in appearance but generally edible, though they may have a peculiar aftertaste. Constant, varying music and sounds of people are always present.
Lower sections of Level Fun are partially flooded with stagnant, discolored water contaminated with the SFV virus. Contact with this water, especially ingestion, inhalation, or contact with open wounds, eyes, nose, or ears, almost guarantees infection. Inhabitants of Level Fun, known as the Partygoer Jamboree, also bottle this contaminated water and leave it on tables. Wanderers are advised to avoid all opened or unsealed beverages.
The Partygoer Jamboree, led by Caius Taggert (the "Party Host" and first known SFV victim), consists of tens of thousands of SFV victims. While initially appearing hospitable, they attempt to spread the virus by offering contaminated drinks or leading wanderers away. If resisted, their behavior escalates to pleas, threats, force-feeding, dragging, and eventually outright aggression and violence, including attempting to drown wanderers in contaminated water.
Entrances and exits to Level Fun are vibrant wooden doors with flashing lights and faint music, but their locations vary frequently. Proximity to an entrance can be identified by hearing the level's music, the presence of an SFV colony, or crude red smiley face decorations on walls. Wanderers are strongly urged to avoid Level Fun altogether and use quick, lethal force if encountering an SFV victim rather than attempting to flee.
- #28Level 27
Keys: Ligneous, Level 27, wood rooms, Woodrooms
Level 27, "Ligneous Desolation," is an endless, confusing labyrinth of wooden rooms and hallways. Its layout constantly shifts, making navigation difficult. The architecture blends natural and manmade techniques, with decayed wood of an unknown strain and modern synthetic carpeting. Strange knocking sounds emanate from behind the walls, believed to be natural processes rather than other life forms, as the level is thought to be devoid of entities. The dim, stale air and lack of ventilation contribute to an unsettling atmosphere. Entrances are rumored to be from Level 0 by breaking through the floor, while exits vary from suddenly appearing in another level to finding a lone wooden door. Some are drawn to explore its dangers despite the disorientation and lack of resources, seeking secrets or a challenge.
- #29Level 37
Keys: pool rooms, Level 37, Poolrooms, Sublimity, swimming
Level 37, also known as "Sublimity" or the Poolrooms, is a vast, interconnected complex of rooms and corridors partially submerged in lukewarm water. The level's architecture is varied and strict, with white ceramic tiles that are practically indestructible. The water contains traces of magnesium sulfate (Epsom salt) and other unidentified compounds that contribute to a relaxing effect.
Sound is severely altered in Level 37, often becoming muted or dampened by the subtly unorthodox water sounds. The level is entirely devoid of life, with no entities or other wanderers recorded, except for the Hydrolitis Plague, a bacterium found in the darker, untreated water areas. Hydrolitis can cause weakness, high fever, severe pain, and delirium.
No outposts or permanent settlements exist in Level 37 due to a lack of incentive, isolating properties, unsuitable terrain, and its inability to sustain life.
Entrances to Level 37 can be found in: Underwater locations of Level 7 Oases in Level 46 Inflatable pools in Level 54 (more common on the first floor) Exitus and Terminus areas of Level 30 Exits from Level 37 can lead to: Level 37.1 (a sublevel) Level -33 (rarely, by immersing in the water) Level 4 (rarely, through long corridors) Level 43 (through enclosed tunnels) Level 34 (through certain staircases)
- #30Level 52
Keys: Greenfield, SFV, Partygoer, Fun War, Campus, School, Partypooper, Level 52, Party Crasher, Sanguine Festivus
Level 52, also known as "The Greenfield Campus," is a vast school campus within the Backrooms, discovered on March 4, 1954. It is described as a paradise with habitable properties, tranquil isolation, and easy navigation due to its Euclidean geometry. The campus features various buildings, including a university and apartments, with consistent architecture of solid concrete structures and neutral hues. Classrooms are identically furnished, but other rooms like administrative offices and laboratories are often vacant.
The exterior is a green, wavy hillscape with a constant blue sky and fluctuating temperatures. Several campuses are named after discoverers, such as the Marshall David Campus, which serves as an M.E.G. outpost and a community meeting place for wanderers. The J. Barry Campus is a trade and selling hub, while the J. Turner Campus is used as a base and lodging for tourists.
The level has experienced two major outbreaks of "Sanguine Festivus" infection. The "Past Crash" in the 1960s led to hundreds of casualties and Level 52 becoming a dead zone for five years. The "Great Crash" in 1997 was a more widespread outbreak affecting multiple levels, resulting in approximately a thousand casualties. After these events, Operation Blindside in 2002 successfully exterminated the remaining infections. Currently, Level 52 is in decent condition but has fewer than 100 residents, and most company groups and outposts have been abandoned.
Entrances to Level 52 include opening doors on many levels, emergency exits or elevators in Levels 1, 2, 3, and 4, high school buildings in Level 11, and no-clipping from Level 51. Exits are rare doors leading to random levels.
- #31Level 57
Keys: Artistic View, Diurnal, TAS, T.A.S., Muralist, Painter, Level 57, Artist, Apollo, Artist's Society
Level 57, also known as "The Lost Art Gallery" or "Artistic View," is a vast and confusing art gallery within the Backrooms. It's a non-Euclidean, constantly evolving labyrinth with rooms varying in size, style, and hazard level. Paintings are the most dangerous element, as they can lead to other locations, including more hazardous areas or entirely different levels, and can also cause mental degradation. The level experiences "Lights Out" events, plunging the area into darkness and potentially leading to visual hallucinations, and "Reverse Gravity" events, which can cause serious injury. Despite the presence of valuable resources like Super Almond Water and rare artifacts, the level is extremely dangerous due to its unpredictable nature, hazardous paintings, and undocumented entities, making M.E.G. expeditions largely fatal. Entrances are typically from Level 28, and exits are primarily through the anomalous paintings.
- #32Level 82
Keys: Seven Heavens, Highborn, Black Sun, Level 82, Eclipser, False Heavens, Celeste
Level 82, known as "The Seven False Heavens," is a dangerous environment with severe hazards. It is described as a dark grey expanse containing an archipelago of seven islands that orbit a dead black sun. The black sun emits rays that heat the level to 5000°F over three-day cycles, posing a significant threat of heatstroke to wanderers.
The islands, collectively called "The Seven False Heavens," are believed to have no-clipped into Level 82 with the black sun. They are covered in ancient pyramids and labyrinthine temples made of a black stone that reflect the sun's light. Wanderers enter the level stranded on one of these islands.
Descriptions of the individual islands include: Vagniterattra: Features labyrinthine temples resembling ancient Hindu architecture with reversed gravity towards their bottom. Wanderers enter deep within the central temple, and there are four exit doorways on the island's outskirts. Teochihua: Characterized by temple complexes interwoven into mountain ranges, reminiscent of Aztec design with some modern elements. A blood sacrifice can activate an elevator to an exit. Xu Kong: A barren, mountainous terrain with few stone structures resembling Buddhist shrines, containing statues of a warped humanoid figure. Passageways beneath the shrines lead to an exit. Babel: Composed of vast, slum-like cities of rickety buildings made from metal and wooden scraps, with Arabic script found on them. Reaching the top of a building leads to an exit. Xandros: A megalopolis of buildings in ancient Greek and Egyptian architecture, scaled to modern high-rise heights, with structures defaced by deep gashes. Reaching the top of a building leads to an exit. Steroi: Resembles an asteroid covered in closed windows. Rarely, a window will shine with bright white light, which can be opened to reveal an exit. The only known entities in Level 82 are the Black Sun and The Eclipser. Due to the intense heat, no bases or outposts have been established. Exits from the level can be found by reaching the aforementioned exits on the islands or by defeating The Eclipser in battle.
- #33Level 94
Keys: Motion, Mindless Hills, Dreamcore, Level 95, King of Normality
Level 94, also known as "Mindless Hills," is an infinite expanse of grassy hills under a solid blue sky. The hills are made of fake grass over indestructible concrete mounds, with identical, empty houses and other structures like water towers and television towers. Paved streets connect the buildings, and street signs are present. There are no natural light sources, and any artificial ones brought into the level fail. The sky is cloudless, and there are no weather events or wind.
The level has mentally hazardous properties, so prolonged stays are not recommended. Wanderers may experience lightheadedness and decreased rational thought after a few minutes, which can be stabilized by Almond Water. Food brought into the level will develop a disoriented taste and clay-like texture, making it unappetizing, though it doesn't affect metabolism. Vision distortion and increased color vibrancy and saturation also occur with continued exploration.
A prominent feature of Level 94 is its extreme silence, measuring -10 decibels, with all external noises being muffled and no echoes. This silence can lead to insanity. However, the interior of undamged houses is not affected by the sound-stifling property. Images taken in the level often have filters applied, such as low quality or shadow removal. The level is also believed to isolate living organisms and causes all electronics to malfunction. A beneficial property is that wanderers do not experience hunger or thirst.
Entrances to Level 94 are lime-colored doors with a white house symbol, which appear randomly on other levels for short periods. Exits are lime-colored doors that hum loudly, leading to a random level, and they often stand in open fields. The level's structure is stable and cannot be noclipped.
- #34Level 188
Keys: courtyard, Level 188, Flicker, Windows, Blackout
Level 188, known as "The Windows," is a dilapidated concrete structure resembling a modern hotel. It's characterized by dust, rusted metal, rotted wood, and shattered light fixtures, with no natural light. Upon entry, wanderers find themselves in a cramped room leading to a balcony overlooking a central courtyard with many windows. The hotel has five floors, with residential rooms and other various rooms lining the hallways. Residential rooms are often partially furnished and have connected bathrooms, but windows in these rooms show a significantly worse state of the balcony than when viewed directly.
Phenomena include radios emitting static and occasional broadcasts about an unknown disaster, and a pervasive feeling of an unseen presence. No colonies or outposts exist due to the lack of resources and unsettling environment. While initially no entities were confirmed, a wanderer's report details an encounter with an entity that mimicked a child's voice. Entrances to Level 188 are inconsistent, appearing as a rusted steel door that vanishes, while exits are more straightforward, either returning through the original door or a varying "emergency exit" that leads to an unknown level.
- #35Level 399
Keys: Level 399, Neon Paradise, 3999, Promised Land
Level 399, also known as "The Neon Paradise," is a safe haven in the Backrooms, divided into three main areas: The Rosatin Hotel, The Neon Natatorium, and The Final Arcade. It is classified as "Class Habitable" due to being safe, having sustained communities, and being devoid of harmful entities.
The Rosatin Hotel is a large hotel with 400 floors and 400,000 rooms, floating in a plane of solid pink clouds. The hotel provides food and drink, and damaged areas heal over time. Specific rooms have unique themes or characteristics, some referencing other Backrooms levels. The colors pink and blue in this area symbolize love, happiness, peace, stability, and royalty.
The Neon Natatorium is an endless complex of purple poolrooms with futuristic-themed objects and abundant supplies. It features three zones: Pools (shallow, comforting water that automatically drains waste), Showers (small rooms with automatic water dispensing), and Lounges (areas with chairs, tables, vending machines, and snack bars). Windows in this area show a void with purple and pink stars.
The Final Arcade is an apparently endless arcade with a layout similar to Frontrooms arcades, including food courts and play areas. Arcade machines are durable, accept any coin-shaped item, and have a positive mental effect on players. The outside area appears as a parking lot, but is inaccessible.
Communities, Entities, Entrances, and Exits: The Megacolony is the only colony in Level 399, primarily located in The Rosatin Hotel, and welcomes all wanderers. There are no entities in Level 399. Entrances to the different areas vary, including no-clipping from other levels, taking "the Neon Express," or completing specific tasks in other levels. Exits also differ by area, allowing wanderers to return to previous levels, or transition to other Backrooms levels like Level 37, Level Critical, or The Void.
- #36Level 472
Keys: countdown, clock smith, clock shop, Level 472
Level 472 is an unstable chronological anomaly, appearing as a greyscale clock shop where time is distorted. A wise old entity called The Clocksmith guides wanderers, explaining that everything in the level, including wanderers, has a 24-hour lifespan before being reborn or sent to "The Beyond," a timeless vacuum. The Clocksmith offers an exit but will send those who provoke him to The Beyond. Mysterious beings called "The Time Keepers," possibly including The Clocksmith, are encountered, seemingly intent on "maintaining time." Entrances are not listed at The Clocksmith's request, and exits are obtained by asking him.
- #37Level 601
Keys: Level 601, The End, False Ending
This document describes Level 601, also known as "The End" or "A False End," in the Backrooms. It's depicted as a presumably infinite library with open areas and wide corridors, filled with barren bookshelves and randomly placed furniture. The level shows signs of decay, with cracks in the walls and faulty lights. Old-style, often inoperative computers are scattered throughout, which, when briefly functional, display the level's name. Sound is muted, and geometry is distorted, making navigation difficult and leading to disorientation, auditory, and visual hallucinations for wanderers.
Entrances to The End are rare, appearing as indestructible wooden doorways with distorted views and weakened sound. Upon passing through, the entrance vanishes. Exits can be found by noclipping during distortions, which transports wanderers to the scene of the distortion, or by locating a random exit door.
The document also includes a gallery of images related to "The End" and credits the authors and sources for the information, noting that the actual location for the images is a Borders bookstore.
- #38Level 666
Keys: Hell, Level 666, All Blood Red, Torii
This document describes Level 666, also known as "Ain't All Blood Red," a dangerous and unpredictable level within the Backrooms.
Key Information: Classification: Impresario Class Priority, with human exploration temporarily halted. Drones are encouraged for further investigation. Appearance: Mimics the Senbon Torii of Fushimi Inari-taisha in Kyoto, Japan, but with impossible geometry, abrupt twists, turns, and unstable elevations. The torii are made of a concrete-like material with graphene-like hexagonal lattices, scoring 10 to 14 on the Mohs hardness scale. Objects: Features tea tables, chairs, and lanterns. Lanterns and other decorations can unexpectedly rupture or explode, posing a threat. The Outdoors: An inaccessible region visible through gaps in the gates, appearing as a temperate forest of sakura trees encircled by snowy mountains with bamboo growth. Structures like temples, shrines, and cemeteries are present, with temples sometimes grotesquely distorted. Directly photographing "the Outdoors" corrupts files. Time and Environment: Time is linear, but day and night each last 6 months, acting like seasons. The "sun" rises and sets randomly. Wind speeds are faster during the day, and temperatures drop at night. Compasses malfunction. The geological stability of "the Outdoors" is extreme, with visible earthquakes. Anomalies: Rotation Effect ("LSD Trip"): A visual hallucination causing the corridor to appear to spin and contort rapidly, leading to disorientation and potential physical injury from being "catapulted." Mummified Skin: Corpses exhibit unusual decomposition where outer layers rot, but inner organs remain preserved and sometimes show slight movement. Visual media of these corpses is outlawed. Inhabitants: No concrete evidence of entities, but corpses show wounds suggesting attacks. Level 666 is a known site for homicides. Entrances: Can be found in various Backrooms levels, including Level 5, Level 8.55, Level 210, Level 266, Level 403.17, Level 764, Level 727, Level 785, Level 910, Level 969, Level 999, and Level -40. Entry is not difficult. Exits: May lead to Level 45 (sudden unconsciousness), Level 100 (rare puddle), or Level 195 (spiral staircase). If torii fade into paifangs, it leads to Level 909.
- #39Level 699
Keys: Level 699, 6999, Azure Deep
Level 699, also known as "The Azure Deep," is a mythical safe haven discovered on November 18th, 2015. It's difficult to enter, with the most reliable method being via the Neon Line train system from Level 154. The level resembles a large complex of indoor swimming pools with contemporary and some unfinished sections. It's divided into three interconnected "areas":
- The Azure Tiles: The most common area, featuring indoor swimming pool complexes and flooded passageways with intense blue lights. It's resource-poor and cold, making hypothermia common.
- The Moody Spa: The safest and most resourceful area, offering vending machines with free snacks, drinks, and meal packages. The lighting is a blend of neon navy and violet, and the temperature is comfortable.
- The Violet Pools: This area consists of narrow, carpeted passageways with small, warm hot tubs, creating a humid environment. The walls are plain white concrete, often covered with cloud-patterned wallpaper, and the pool lights cast an eerie purple glow.
Level 699 has a unique "699 Effect" where wanderers feel no discomfort or pain, including hunger or thirst. However, they still risk death from starvation or untreated wounds, so tracking these is crucial. Upon entry, a strong sense of euphoria makes wanderers aggressive if asked to leave, leading many to question the level's safety despite no direct dangers. The level is devoid of entities.
One outpost, "Outpost Astasia," led by Kim Astasia with 33 members, is located in the Moody Spa and is resource-abundant. Entrances include specific conditions in Levels 154, 799, 459, 2, 851, and 914. Exits lead back to Level 154, Level 39 through glowing white windows, or rarely to Level 399 by noclipping into a vending machine.
- #40Level 813
Keys: Level 813, Penumbra, Eterfol, Gelid
This document describes Level 813, also known as "The Gelid Isle," which is the 814th level of the Backrooms. It's a frigid, outdoor expanse roughly 600 miles across, surrounded by an incalculable body of water that causes any vessel to sink after 20 miles. The weather is consistently cold and stormy, with temperatures rarely above freezing.
The level is divided into three concentric regions, each about 200 miles wide, with distinct terrains, flora, and anomalous properties: The Sullen Coast: The outermost region, with calmer weather and temperatures around 40-50°F. It's viable for agriculture, particularly for "glapreseed." Its unique property is a time-altitude relation, where time passes faster the higher one goes and slower the deeper one goes, relative to sea level. The Fuar Covert: The middle region, with temperatures usually 10-20°F, often experiencing blizzards. It contains unfrozen ponds and rivers with potable water and "blackfire powder," a substance similar to gunpowder that burns even when wet. Its unique property manifests visions of an individual's past and future if they are isolated for a full day and night. The Eterfol Mountains: The innermost and most inhospitable region, characterized by icy paths, hurricane-force winds, and temperatures as low as -70°F. It holds bountiful reserves of iron and silver. Its unique property involves a thick, glowing white fog in the lower reaches that traps falling individuals in a loop of re-emerging from the sky until they disintegrate. Several entities inhabit Level 813, including mutated Death Rats, Swindlebirds, and Deathmoths in the Sullen Coast. The Fuar Covert has Deathmoths and a unique offshoot of Hounds, which are sometimes hunted by solitary "Arctotheriums." The Eterfol Mountains are rumored to house Facelings, Clumps, Wretches, and Smilers. "Penumbras," intelligent humanoids similar to humans, are the native population found throughout the level, living in towns and encampments.
The level hosts numerous communities of humans and Penumbras, with an estimated total population potentially as high as 3 million. Notable settlements include: M.E.G. - Base Omicron: A large agricultural outpost in the Sullen Coast, farming glapreseed and trading for lumber and metal. It's frequently attacked by Penumbra natives. Dún Emne: The largest settlement, located between the Sullen Coast and Fuar Covert, with over 70,000 residents, a network of outposts, its own currency, and a postal service using domesticated Deathmoths. Sephredell Enclave: A Penumbra settlement deep in the Fuar Covert known for its aggression towards humans, often keeping them as prisoners. Belber-Droh: A Penumbra settlement in the Fuar Covert, known for its strong resentment towards the M.E.G., adeptness in warfare using "Castalt" metal, and lumber export. Castle Crey: A small, isolated Penumbra settlement in the Eterfol Mountains, trading mined ores for basic necessities. Entrances to Level 813 typically appear as frost-laced doors with an antler and broken sword emblem, found in various levels like Level 8, 11, 25, and 54. Rarely, wanderers may enter Level 813 as their first experience in the Backrooms.
Exiting Level 813 is more difficult, usually through ancient marble archways that are hard to find and sometimes shift position. Two stable gates lead to Level 11 and an unknown location near the Sephredell Enclave. Additionally, ancient stone corridors throughout the Isle lead to Level 813.1.
- #41Level 813.1
Keys: Undercroft, 613.1, Gelid
Level 813.1, known as "The Undercroft," is a vast subterranean expanse beneath Level 813, filled with dirt, rock, and refuse. Its environment is bleak, with rolling hills, plateaus, and canyons, dimly lit by a peculiar ambient glow. Temperatures average around 40°F, and precipitation consists of falling dirt or raging dust storms.
A ceaseless, rhythmic "Thrum" is felt throughout, believed to be from a colossal, mechanical power generator beyond Av Iv. Its intensity increases closer to its origin, capable of generating powerful dust storms and even injuring explorers. Ancient mechanisms in the Undercroft seem to operate in tune with the Thrum's pulse.
The Undercroft is also home to the "Tomb of Alost," the believed lost kingdom of the Penumbras, a civilization thought to be mythic until the discovery of Level 813.1. "Sifters" (researchers and fortune-seekers) explore the ruins for secrets and valuables.
The "Oubliette" is a region of uninterrupted decline where the Thrum is absent, and the air thins, becoming humid with fluctuating temperatures. Explorers experience total blackness, unintelligible murmurings, and strange phenomena. Wrecks and withered corpses suggest the decline pushes remains back towards the surface.
Sparse life exists, primarily "Fumelurkers" (stilt-legged, cat-like creatures) that subsist on chemical vapors from natural vents, and "Eschek-toi" (intelligent, cyclopean humanoids) who hunt fumelurkers or trade with sifters. "Penumbra Wraiths," zombie-like ancient penumbras believed to be remnants of Alost, are also found, often dormant or hostile.
Three notable communities exist: Dún Dubhach (a fortified settlement and trade hub), Bleak (a semi-sacred trade and political hub for Eschek-toi clans), and Av Iv (a colossal ancient city inhabited by Penumbra Wraiths, heavily discouraged for travel). Access to Level 813.1 is solely through ancient stone corridors found in Level 813.
- #42Level 906
Keys: Storyteller, Library, Level 906, Cygnus
Level 906, also known as "The Infinite Library," is a vast, mazelike, and endlessly expanding library within The Backrooms. It is the largest source of books in The Backrooms, containing literature from The Frontrooms and other realities. The level is characterized by interconnected towers of varying sizes, filled with bookshelves and rooms that frequently shift and reorganize, making mapping impossible. Technology malfunctions in this level, preventing recording. Windows in the library display illusions, and going through them leads to a random room.
The only known entity inhabiting Level 906 is The Storyteller, presumed to be its owner. This psychic entity manipulates memory and knowledge, and is skilled in shape-shifting and illusion, often wiping the memories of those who encounter it.
Due to its unpredictable structure, colonies and outposts are limited. Two groups are known to exist here: the Magus Association, an elite guild of mages, and They Who Seek, a dangerous cult worshiping "He Who Sees."
Entrances to Level 906 include interacting with The Storyteller’s handwritten signature, a Victorian-style door in The Hub, paths in abandoned Level 11 libraries, and a bookshelf in The End. Exits can be found through fire doors leading to various urban levels, breaking windows to reach Level 1.5, or through banishment to A Long Forgotten Exclamation or The Void if the library's organization is vandalized.
- #43Level 922
Keys: blackout, 922, Endless Ending, 64-bit integer, flicker
The Escherian Stairwell knows only one direction—upward. It is an antique mass of brutalist architecture, a spiral staircase that begins but never ends. Determined, albeit stubborn, wanderers have tried and failed to reach a rumored destination by trekking up the stairs, only to return back to their original starting point. A blinding light encases the ceiling, yet no matter how far up one walks, the distance never closes. Such incomprehensible infinity is typical in a place where the laws of physics cease to apply. Yet as aimless wanderers navigate the stairwell, indifferent to the monotony of the black and white, they might notice the silence permeating the environment—finally hearing the thumping of every heartbeat and the whistling of every breath.
There is nothing to be frightened of. Most wanderers will calmly traverse a couple flights of stairs before realizing that the grandiosity is merely a facade—at its core, The Escherian Stairwell is a mundane illusion. It is not intended to deceive, nor is it intended to impress. It is not malevolent, though it is not benevolent either. The stairwell exists in a confined area, and there is nothing more to it. Its existence might be unusual and off-putting, but by no means is this thought something to reminisce about. There is no psychological torture. There is no inconceivable end to reach. There is no significance hidden within its steps. But most of all, there is no danger, and there is no reward. A revelation about the sheer unimportance of this stairwell may arise, but for most wanderers, this is merely a passing thought.
In the end, no matter how much one embellishes it, this permanent fixture is just like all the other landscapes wanderers might experience—it is insignificant and indiscriminate. And it’ll stay this way for all of eternity… at least, until our perception of it molds to give it new life. Just like everything in this world, it will have its time in the spotlight once again, its story retold in yet another manner.
- #44Level 974
Keys: Kitty, Kitty's House, Child's Delusion, Level 974
Level 974 is an expansive sky filled with countless floating islands, each hosting towns with 1980s American suburban architecture. The islands are made of rock and covered in fake grass, with occasional plants from the Frontrooms. Lakes of Almond Water can appear, but often drain due to their placement at the islands' edges. Houses are monotonous, often lacking foundations, windows, or being upside down, yet their interiors and paint vary. Furniture styles match the household aesthetic, often appearing child-like.
Transportation is primarily by cars and 4-wheeled vehicles on wide, sand-constructed roads that circle towns and connect islands without support. Wanderers always spawn in a car upon entering the level. The blob-shaped islands range from 500 to 600 kilometers, with smaller ones also present. Wooden bridges connect islands, but are unstable.
The sky's width is approximately fifty thousand kilometers, leading to overcrowded areas with limited visibility and falling objects. Two flat planes act as the "floor" and "roof," stretching infinitely.
Common entities include Hounds, Smilers (only in houses without electricity), and Dullers. Tumblers (Entity 28), black, virus-like creatures with tentacles and jelly-like skin, are native to Level 974 and possess below-average intelligence.
Establishing permanent colonies is infeasible due to insufficient food and water. Entrances include certain parts of Level 39 and noclipping through a door on Level 45. Exits lead to Level 16, Level 60, Level 94, Level -69, or the Void (not advised).
- #45Windows
Keys: Windows, Entity 2
This document describes "Windows," sentient entities found in The Backrooms, split into two categories: Predatory Windows and Innocuous Windows.
Predatory Windows are the more common and dangerous type, typically found indoors. They enter a passive state when more than four people are nearby. They contain "Window Shadows" which are mutated humanoid figures. Predatory Windows attack by grabbing, lunging, throwing glass, or releasing paralyzing fumes. Upon a successful attack, victims are pulled into a room behind the window and "exterminated," possibly transformed into a Window Shadow. These rooms are unaffected by natural disasters. Predatory Windows have been observed attacking other entities, suggesting they have a digestive system. Some can communicate in an unknown language and may possess high intelligence.
Innocuous Windows are the opposite, posing virtually no harm. They also contain "Window Shadows," but these are physically unable to attack and disappear if approached. Some Innocuous Windows have no Window Shadows and no anomalous properties. The rooms behind them change appearance based on the level's aesthetic and are susceptible to natural disasters.
Habitats: Windows rarely appear in Level 5, often displaying dark environments. A rare variant in Level 5 may lead to Level 188, though these are suspected to be Predatory Windows in disguise. Level 188, known as "The Windows," has the highest population of these entities, but their type is unknown.
Biology: Windows can resemble any non-anomalous window, with varying frames and glass types. Their appearance adapts to the level's aesthetic. Window Shadows are humanoid but often have abnormal features like long hands, small torsos, and deformed legs.
Function: Looking through or interacting with Windows is dangerous due to their hostility. Observations when looking through them include: the true or false exterior/interior of a level, an adjacent level, a false location, shadowy figures, disembodied faces/hands, or The Void.
Do and Don't: Do: Stay in groups of more than four people to trigger the passive state of Predatory Windows. Keep quiet near Windows. Fight back if being pulled by a Window Shadow. Don't: Try to pinpoint whispering sounds, attempt to communicate with whispering windows, or look through/enter them. Discovery: The first group of timid, whispering Windows was discovered in Level 4 in 19██. The first dangerous incident with a Window occurred in Level 188 in 19██, resulting in an explorer being trapped.
- #46Smilers
Keys: Entity 3, smiler, Smiler
"Smilers," also known as "Night Hunters," are intelligent and highly dangerous spectral entities found in the Backrooms. They thrive in dark, damp areas and pose a significant threat. They are amorphous, able to change shape, and are identified by their bioluminescent eyes and teeth in a perpetual grin. Smilers are selectively corporeal, immune to physical harm, and can phase through matter. Their only weakness is light, which repels them, and they can only be neutralized by burning. They possess human-like intelligence, cooperate in "packs," and display sadistic tendencies, hunting for sport rather than consumption. Their population has increased significantly after "The Flicker" incident, spreading to hundreds of levels.
- #47Deathmoths
Keys: Deathmoth, Death Moth, Entity 4
Deathmoths are an entity resembling moths from the genus Acherontia, but are abnormally large. They are found in most Backrooms levels, primarily Level 5, where their large colonies pose a threat to wanderers. There are plans to reduce or exterminate their population in Level 5.
Male and female Deathmoths exhibit different behaviors and biological traits:
Males: Smaller than females. Can be tamed with Almond Water (though not recommended) and used for defense or scouting. Tamed obedience is limited. Skittish, but mischievous in groups. May lead wanderers to dangerous entities like Dullers, Facelings, or Skin-Stealers when ordered to scout. Strongly instinctual to intrigue or entice female specimens as mates. Have a pouch on their underbelly that produces an unidentified substance to fertilize females. Females: Highly unpredictable and should be avoided. Produce Moth-Jelly from a soft pouch on their underbelly. Moth-Jelly has nutritional and healing properties, but consuming over 5 lbs can cause mutations leading to transformation into a Weremoth. The aroma of Moth-Jelly can trick female Deathmoths into thinking a wanderer is another Deathmoth. Lay eggs after fertilization and consuming Moth-Jelly. Eggs hatch into dangerous larvae within three hours. Larvae defend themselves with a red, acidic substance 10 times more acidic than concentrated hydrochloric acid, causing permanent seared scars. Victims can remain conscious for about 10 minutes after submersion. Can form groups to ambush wanderers. Produce enzymes that can put prey in a catatonic state, allowing for attack without resistance. These enzymes also help them be recognized by other Deathmoths. Applying the enzyme to skin can offer subtle obscurity from female specimens, but will attract males who perceive the individual as a potential mate. Deathmoths vary in hostility and biology depending on the level they inhabit, being most aggressive and deadly in The Hive, considered their source. Ancient humans referred to these entities as "The Flies of Terror."
- #48Clumps
Keys: Clumps, Queen, Entity 5
Clumps are hostile entities resembling large masses of human limbs, known for their intelligence in ambushing Wanderers in tight spaces like vents. They typically remain hidden, using dangling arms as bait. When hunting, they entice prey with various hand gestures. Clumps measure about 6 ft in diameter, can contort to fit into small spaces, and possess a single, strong arm that can extend over 20 ft to capture prey. Their discovery was first reported in 2008, though they are believed to have existed in The Backrooms for a long time.
- #49Dullers
Keys: Entity 6, Dullers
Entity 6, known as Dullers, are highly hostile, humanoid-like entities residing in various Backrooms levels, particularly in dim, rural areas. They appear as long, dark figures with no distinct facial features, though some have concave cavities resembling melted faces. Dullers are physically strong, capable of rupturing bones, and are highly intelligent, tormenting victims through psychological torture, auditory, and visual hallucinations, often leading to brutal deaths.
They possess the ability to no-clip, allowing them to traverse between levels or extend parts of their bodies through walls. While they usually hunt alone, they are capable of cooperation. Dullers average around 2 meters tall but can vary greatly in size, with twisted postures and natural mutations. Their purplish muscles are believed to give them immense speed and power. Some subspecies appear as humanoids made of thick gray liquid, capable of melting and solidifying their bodies to change shape.
Sakastan gas, released from their pores, is theorized to be responsible for initiating hallucinations, which the Duller cannot control. Countermeasures against Dullers include strong mental fortitude, facing one's fears, and pretending to be unaware of their presence. The first Duller was reported when an explorer stepped into a dark puddle and was sucked in, with a Duller arising from it.
- #50Hounds
Keys: Hounds, Canine, Dogs, Entity 8
"Hounds" are dangerous, humanoid entities with canine features found in the Backrooms. They have black hair, sharp teeth and claws, fully white eyes, and walk on all fours. They are common in many levels but less so in deeper ones.
Hounds become hostile upon seeing humans but can be momentarily stalled by a direct stare. Hearing a Hound growling indicates it's best to stay hidden. Throwing objects can also scare them away.
Biologically, Hounds are quadrupedal with long black hair, razor-sharp claws, and large, knife-lined mouths often hidden by their hair. Despite appearing skinny, they are powerful. They suffer from a mange-like skin condition. Their skulls are deformed, resembling dog skulls, and their fully white eyes can see normally and in the dark.
Their saliva contains a "Hound Virus" (dubbed Caniscontagione), which can infect and transform a bitten individual into a Hound within 5-7 minutes. Symptoms include a burning rash, migraine, rabies-like symptoms, lightheadedness, muscle spasms, increased aggression, stomach cramps, vomiting, and a mange-like skin disease. Within 20-30 minutes, the infected body painfully reconstructs into a Hound, after which they enter a feral state. There is no known cure, though amputation within 1-3 minutes can prevent transformation. Scratches from claws do not spread the virus but cause a burning, itchy rash and cramps, treatable with Almond Water and first-aid. Saliva contact with wounds or orifices also causes infection.
Hounds were first observed in a video recording in Level 0, but their exact origin is unknown. Facelings have successfully tamed Hounds, but humans have not.
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