TBE: Levels & Sublevels
Lorebookfrom ChubTBE stands for True Backrooms Expirience (ver. 0.2.3). This lorebook is finished.from Chub
by shapeshifty· on Chub· added
Tokens: 0 permanent · up to 2,966 lorebook · budget 2,966
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TBE this is my series of lorebooks about backrooms. All the information in the lorebooks was taken from here and only here: https://backrooms.fandom.com/wiki/Backrooms_Wiki. Separate from the other (currently unwritten) lorebooks, this is just a collection of locations. 19/08/2025 - Big Update. This lorebook will no longer be updated. The continuation will be in the second lorebook.
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77 entries · scan depth 15 · budget 2,000 tokens · recursive
- #1The Frontrooms by Pexyselective
Keys: streets follow rigid grids, moon hangs reliably distant, no walls shift behind you, gravity pulls with constant force, sunlight warms skin predictably · Secondary: clouds drift without intent, stars hold fixed positions, street grids align compass-true, breath fogs in winter air, seasons cycle by calendar, tides obey moon's pull
The Frontrooms is what would be considered the baseline 'reality', as it is where the human species originated from, and thus what we're all familiar with. The Frontrooms, also known as The Universe, is the juxtaposition of the Backrooms; a parallel Dimension that, while seemingly similar at face value, is full of many contrasting subtleties. Like the Backrooms, the Frontrooms is a Dimension of infinite size divided into an infinite amount of distinct regions, called Galaxies. However, the Frontrooms vastly differs from the Backrooms in the following metrics: Stability - it is considered far stable than the Backrooms, as geometry is by default completely linear. Consistency - no Galaxy or area in between Galaxies is dramatically different than any other region. Fuzziness of distinct regions - unlike Levels in the Backrooms, Galaxies oftentimes have no well-defined boundary. Instead, they are spread or smeared over vast regions of space, with only a few more solid parts near their center. Intra-dimensional travel - unlike the Backrooms, noclipping does not allow travel across different regions, nor travel in one region. Instead, noclipping in the Frontrooms can only lead to the Backrooms. Scale - it is almost incomparably larger. A single Galaxy can be as large as 1023 meters in radius. Likewise, Galaxies can be as far as 1027 meters apart. This, along with the sheer impotence of noclipping, makes travel nightmarishly sluggish at best; practically impossible at worst. Depth - In the Backrooms, space is divided into clusters, then levels, then sublevels, then locations/areas. However, in the Frontrooms, space is divided into structures, then three separate tiers of clusters, then galaxies/dwarf galaxies, then star systems, then celestial bodies, and then locations/areas. In practice, this means the Frontrooms is far more complicated than the Backrooms as a dynamic system. Earth is a large, habitable terrestrial planet in the star system Sol[4]. Earth currently houses ~10.521 billion humans, in addition to innumerably many of countless other species. Earth is also the first and currently only planet in the Frontrooms to host life, having had lifeforms first arise billions of years ago. Earth has a diameter of 12.7 thousand kilometers, a surface area of 510 million square kilometers, a mass of 61024 kilograms, and a gravitational acceleration of 9.81m/s2 at the surface. The Sun is a star and Earth's dominant light and heat source, with a habitable zone in the range of roughly 140-200 million kilometers away from the surface of the star. The Sun is 150 million kilometers away from Earth, is 1.39 million kilometers in diameter, 6 trillion kilometers in surface area, 333 thousand Earths equivalent in mass, and a luminosity of 41026 watts. The Solar system, its star system, possesses multiple other planets similar to Earth and otherwise, along with countless smaller celestial bodies. The Milky Way is a spiral Galaxy containing hundreds of billions of stars, including The Sun and its system. It is the second largest Galaxy in the Local Group. The Milky Way has a diameter of 90 thousand light years, an average thickness of a few thousand light years, and a mass equivalent to 1.1 trillion Suns. About 90% of this mass is dark matter, a form of matter that only interacts via gravity. It is considered that this form of matter is entirely unique to the the Frontrooms
- #2Level 0: "The Lobby" by Gammaselective
Keys: endless yellow walls, rooms shift behind you, alone for miles, damp musty carpet, constant fluorescent hum, level 0 · Secondary: warm moist air, hallucinations intensify, electrical outlets scattered, ceiling space dusty, manila patterned room, orange tinted light
Level 0 is the first level of the Backrooms, and the first location that most entering from baseline reality will find themselves in. Level 0 is an expansive non-Euclidean space resembling the back rooms of a dated retail outlet. The level is known most prominently for its disorienting layout and distinct yellowed wallpaper. All rooms in Level 0 share the same superficial features, with worn, moist carpeting, scattered electrical outlets, and inconsistently placed fluorescent lighting. Aside from these qualities, no two rooms in the level are the same, with each area differing significantly in shape and layout. The constant hum-buzz emitted by the ceiling lights permeates every area of Level 0, being notably louder and more obtrusive than ordinary fluorescent lighting. The buzz tends to induce throbbing migraines in most individuals, which persist for an extended period of time even after one has exited the level. As the level is devoid of hostile threats, the only danger that Level 0 poses is the evident lack of available resources, as many fall victim to dehydration, exhaustion, or starvation. Linear space and topology are significantly altered within Level 0, with it being possible to walk in a straight line, return to the starting point, and end up in a different set of rooms than one was in beforehand. Such properties cause the level to be extremely disorienting in layout, with research suggesting that the confusion may be the underlying cause of loss of mental stability among individuals. Due to the barren layout and confounding structure of Level 0, some individuals report experiencing intense visual and auditory hallucinations—with rare cases reporting wanderers descending into "utter lunacy" as a result of the level's properties. A small space, around one meter in height, lies above the drop ceiling of Level 0. Scattered around the cramped ceiling space are wires, electrical fixtures, and ventilation ducts, though these are generally unnavigable as the sheer amount of dust renders the air unbreathable. The Manila Room: The Manila Room is an isolated spatial anomaly within Level 0, notable for its distinctive appearance from the rest of the level. While sharing certain features with Level 0, such as the moist carpeting and loud fluorescent lighting, it has a distinctive manila pattern dotting its walls, from which many have reported experiencing a soothing feeling. The singular overhead light within the room is significantly duller than the surrounding level, possessing a noticeable orange tint. It is possible for the Manila Room to appear anywhere throughout Level 0, serving as a rudimentary resting point for wanderers who may come across it. The Manila Room serves as one of the few consistent exit points from Level 0, as remaining in it for an extended period of time has been reported to lead into either Level 1 or Level 2. Being near the room, one may experience a dulling of the senses, with many wanderers unknowingly wandering into the room as a result. In addition, some individuals have described a faint, disquieting whispering noise emanating from behind the walls, though it is speculated that this may be a result of common auditory hallucinations. The Manila Room also reportedly experiences occasional blackouts, though it is speculated that certain underlying causes may be at fault.
Entrances: The most commonplace entrance into Level 0 is via The Frontrooms, as this is the place where a majority of wanderers begin their journey. In addition, a wide variety of levels can lead one here. Exits: As of the current date, Level 0 contains five properly documented exits: Wandering far and long enough, which may cause the hallways to gradually transition into Level 1's garages; Breaking through a wall, which will lead one into Level 139; Breaking through the floor, which may lead one to Level 27, seldom The Void; Entering a rare emergency exit, which may lead one to Level 14; And glass sliding doors resemblant of those within a greenhouse, which lead one to Level 13.
- #3Level 0.01 "The Exit?" by Robbo1423selective
Keys: flickering yellow hallways, thick warm fog, utterly completely alone, hallways change unseen, level 0.01, colors fading to yellow, air tastes faintly sweet · Secondary: humid suffocating air, floor holes to void, crawlspaces above lights, lights induce disorientation, dusty abandoned objects, distance brings decay
Level 0.01, more commonly known as the "The Exit?," is a sublevel of Level 0 appearing as a presumably endless labyrinth of long, mundane hallways; every corridor is superficially consistent, adorned with dull yellow wallpaper, moist carpet, and spaced fluorescent lights. Though retaining a common theme, each corridor is subtly unique (i.e., a slight change in the atmosphere, sudden protuberances from the wall, minuscule changes in the floor's angle, and so forth). Navigation is strictly limited by chance, as hallways seemingly change once a wanderer breaks eye contact. The lighting system of Level 0.01 is relatively poor, habitually flickering and sometimes shutting off entirely. Furthermore, these panels negatively impact one's mental health; staring into the light for extended periods may cause mental disorientation, deterioration of rationalization, et cetera. The panels' hum has been reported to cause a nullification of one's sensory organs; this effect can be temporarily negated with Almond Water. Throughout Level 0.01, random objects can be found, such as empty bottles, tattered shoes, broken flashlights, and so forth. However, currently, no two living beings have directly come into contact. Furthermore, all lines of contact immediately cut off upon entry, inconveniencing documentation of the level's properties. Numerous accounts have described a gradual deterioration in the level's quality as they wander farther into the ceaseless depths, depicting a consistent increase in lighting failures, broken walls, and a metallic odor. Additionally, visual and auditory hallucinations begin to increase as one's mental health falters over time. This includes the manifestation of false exits, misplaced doors, nonexistent figures, et cetera. After a certain point, exploring further into Level 0.01 may become infeasible for a variety of reasons. Aside from physical hazards, Level 0.01 also possesses a variety of environmental hazards. The air is extremely damp and humid, resulting in uncomfortably hot temperatures. A low fog—composed of water vapor and faint traces of Almond Water—drags across the wet carpet, obscuring a wanderer's vision as they traverse Level 0.01. As one journeys further into the level, conditions will worsen as the air gets more muggy and visibility decreases.Some wanderers have reported that after passing a long distance in level 0.01, the surroundings of this level begin to show some serious damage, such as cracked floors and walls.The following table provides Level 0.01's environmental statistics: "0 kilometers (0 miles) 25 degrees Celsius (77 degrees Fahrenheit) [N/A] 5 kilometers (3.1 miles) 30 degrees Celsius (86 degrees Fahrenheit) Lights flicker more often Fog thickens; visibility still possible 13 kilometers (8 miles) 35 degrees Celsius (95 degrees Fahrenheit) Blackouts become more common Fog thickens; visibility mildly inconvenienced Torn wallpaper becomes more common Signs of previous habitation decrease 21 kilometers (13 miles) 36 degrees Celsius (97 degrees Fahrenheit) Blackouts become more common Fog reaches maximum concentration; visibility greatly reduced Increase of missing light panels Hallway layout becomes more inconsistent 31 kilometers (19 miles) 40 degrees Celsius (104 degrees Fahrenheit) Lights flicker rapidly Temperatures reaches maximum value Fog swirls more aggressively Hallway layout becomes increasingly dilapidated" Level 0.01's properties are anything but beneficial. Wanderers who enter Level 0.01 are separated from all other lifeforms, and they are incapable of dying from starvation and terminal dehydration. Matter brought into the level will have their colors slowly fade to match the level's dull yellows. However, if Almond Water is applied to the affected areas, it can reverse the effects. Entrances: A concrete door labeled with "EXIT" in green neon letters leads to Level 0.01. Extremely long hallways in Level 0 where the lights around start to flicker lead to Level 0.01. When you try a noclip at Level 0, there is a very small chance of entering Level 0.01. Exits: Holes in the floor lead to The Void. Some lights have crawlspaces above them. Entering this area leads to Level 28. Once a person climbs into the crawlspace, they cannot return to Level 0.01. Due to the level's stability deteriorating as one goes further in, it is theoretically possible to noclip out after a certain distance.
- #4Level 0.23: "Half Finished" by Sombra ninja 2434selective
Keys: collapsing ceilings possible, unfinished office construction, floors shift in height, dusty abandoned worksite, staring clouds trap you, hostile sky clouds, level 0.23 · Secondary: door labeled next project, moldy bread cans, body rots unseen, variable floor count, memories triggered, windows show fake sky
Level 0.23 of the Backrooms is a sublevel of Level 0, more commonly known as "Half Finished". The level is made up of offices that look as though they are in a factory, with the appearance of the Alone phenomenon making it so that it is impossible to find any other explorers on the level. The level has a similar design to Level 0; however, it has scattered windows and appears to be under construction. Some of the windows look out to just a wall, others look out into a bright blue sky that seems to be computer-generated. Since the level is under construction, there are hazards present, including the collapse of ceilings/floors, ventilation, or lights going out. The perceived height is different for everyone, with some people reporting five floors, others reporting two, and even one. This also affects the perceived dangers; if someone only sees one floor, there would be no possibility of a collapse from the ceiling or floor. This level appears not to have been disturbed for an extremely long time. It contains open cans, mouldy bread, dust, and various other abandoned objects. It is almost identical to Level 0.22, which leads some explorers to believe that the two levels may have been connected at one point in time but have split for unknown reasons. Entities: Clouds are something that can be seen outside the widows, floating in the sky. These clouds are exceptionally hostile and invasive. Disturbingly, if you make eye contact for a couple of seconds, they start to distort your very perception in strange, otherworldly ways. For a time, you might find yourself reliving the very best moments of your life— memories flooding your input processor—shadows from the past whispering in your ear; a familiar smell flows around you and reminds you of people, places, long gone, that you felt joy with. Soft, lyrical music might play and stir within you vaguely, a long-ago happening; the longing for something or someone that could be felt or heard from so long ago suddenly returned. What you don't realize is that this beautiful, remembered moment is a trap for you. While you are entranced by the clouds, all the while your body rots from the inside out. Your lifeforce leaks away slowly, imperceptibly, and with it the world around you warps, distorts, and ultimately fades. The longer you stare at the clouds, the more the grasp on your reality becomes frayed. Eventually, after what feels like an eternity, the last thing you will remember will be the eyes of the clouds, cold, leaking into your perception as they blinked away, and then nothing; no sound, no sensation. It is theorized that the bodies that are left behind are no longer composed of flesh but instead turn to dust or disappear completely, as though they never existed. Entrances and Exits Entrances: Rarely, finding a door on Level 0 labeled "Next Project" will lead you here. Entering a building that is under construction on Level 11 or Level 111 will bring one to this level. Various unknown factors in Level 0.22 may lead here. Exits: Going through an exit door will lead you to Level 27 or back to Level 0. Various unknown factors may lead back to Level 0.22.
- #5Level 0.5: "Chaotic Structure" by RiverMan18selective
Keys: level 0.5, black lines on carpet, walking on every surface, time feels broken, floating blue carpet cubes, objects change size, light blue glowing fog · Secondary: chess pieces dice, yellow fog appears, mirror cuts hallway, fog tastes like almonds, entity named Qwerty, carpet grays moistens
Level 0.5, also known as the “Chaotic Structure”, is a sublevel of Level 0. Level 0.5 consists of an endless series of randomly segmented cubic/rectangular solids, all completely covered in carpets in varying shades of blue. The composition of these solids is unknown, as the carpet seems to be unbreakable, but they are believed to be made out of some kind of metal. Notably, most carpets have straight black lines of varying thicknesses. All lines are parallel to the edge of the solid they are on and often have gaps. It is believed these gaps contain hidden messages but attempts to translate them have failed (with one exception). While on the level, gravity only applies when on the face of a solid and pulls one "down" onto the face. Interestingly, one will always be pulled "down", regardless of which face they are on, allowing one to walk on all sides of a solid (including the “bottom”). Jumping between solids is possible, as there is no gravity while in midair. More ceaseless carpeted cubes. All solids within the level are suspended in a light blue fog, which seemingly stretches on infinitely. This fog restricts vision to 10-100 feet depending on its thickness. Notably, the fog seems to dissipate depending on how far up a person travels, although it never disappears entirely. The fog also seems to be the light source for this level, with a soft white light emanating from it constantly. The fog seems to be a mixture of water and Almond Water, but, though it retains the taste of Almond Water, the concentration of Almond Water within the fog is incredibly small, making it necessary to inhale large amounts for the Almond Water to begin having an effect. It is only possible to inhale the fog while not on solid ground. Time is strange here—one may feel hungry one moment and the next feel full despite never eating. In addition, one's sense of time drastically varies, ranging from thinking one has been in the level for just seconds to hours. There is no way to keep time while here—there is no day/night cycle, or even anything resembling it, nor do people feel tired while at this level. One's senses of distance and direction are also altered here, making it impossible to travel in a straight line. Many objects can be found within the level, mostly related to tabletop games, such as chess pieces, puzzle pieces, and dice. Attempting to pick up any object in the level (including ones brought in) will still work, although the size of objects changes based on perspective. The Floating Lobby If one travels far enough in this level, the level will begin to resemble Level 0. The carpet will slowly transition from shades of blue to a uniform gray and will become increasingly moist, while the lines within the carpet will disappear. The color of the fog will shift to a yellow, resembling the infamous wallpaper of Level 0. Interestingly, Qwerty (a level-exclusive entity) can still appear here, despite Level 0 having no entities. It is believed that, if one travels far enough in this area, the transition to Level 0 will become complete, and one will be transported to Level 0. However, this is unconfirmed. Entities One level-exclusive entity, known as "Qwerty", has been discovered. Entrances: Level 0.5 can only be accessed through "cutoffs" within Level 0. These "cutoffs" appear to be regular hallways/rooms of Level 0 cut in half by a large wall mirror, which completely blocks off the rest of the hallway or room. If one attempts to interact with, walk through, or no-clip through the mirror, they will fall through the floor. While falling, they will see a kaleidoscope of Level 0 transitioning into Level 0.5. Interestingly, entering Level 0.5 can take anywhere from seconds to days. As of right now, it is believed these "cutoffs" occur when a "glitch" occurs within Level 0, or a portion of it somehow noclips onto itself. Exits: No stable exits to this level have been found. However, there are unconfirmed and unstable ones: It is theorized that, if one travels far enough in the Floating Lobby, they will be transported back to Level 0. Several wanderers have reportedly been able to escape through a variety of means, such as finding an oddly colored pillar, falling asleep or floating in the fog for a long period of time. However, none of these exits are stable.
- #6Level 0.67: "The Lobby Went COLD" by WilliamAfton-codesselective
Keys: walls freeze randomly, level 0.67, pitch black lightless zone, temperature deadly cold, utterly alone confirmed, bitter cold blue tint, walls shift and rotate · Secondary: noclip during stillness, reverse crawl half mile, freezing vent entrance, frostbite immediate risk, darkness absorbs light, entity lurks darkness
Level 0.67, often referred to as "The Cold Lobby," is a sub-level between Level 0 and Level 1. Although Level 0.67 shares a very similar appearance to Level 0, there are key differences between the two. Firstly, Level 0.67 has inconsistent geometry, with walls shifting and reorienting themselves haphazardly. It is currently unknown what causes the walls to move, but because of this, traversing the level is very difficult, and due to the nature of the laser measuring instruments normally used, it is impossible to map out or measure this level. Additionally, the level is incredibly cold, with temperatures averaging approximately -89°C (-128.2°F) throughout the entire level. This makes the level almost uninhabitable, (unless you are sufficiently equipped to handle the harsh temperatures of Level 0.67,) and causes a myriad of conditions, which include but are not limited to: chilblains, frostbite, and hypothermia. Finally, the level has a generally blue tint that engulfs the entire level, save for the Twilight Zone, which will be further elaborated on. The Stationary Period: This is a period of time, usually lasting only 3 to 5 seconds, where all of the walls stop moving. These time periods are completely random, with no discernible logic to the timing between the pauses in movement. If a wall is in mid-motion and is clipping into another wall, ceiling, or floor, the wall will simply return to an unclipped position as though it never moved, only to snap back to that position or rotation as soon as the period is over. The Active Period: As implied, this is the period of time in which all walls are jutting around the level and moving haphazardly with no sense whatsoever. To this day, it is unknown what causes the walls to move. Measurements have revealed that a wall can spin up to 265° along the X, Y or Z axis, also being able to move along up to two of these axes at any given time, (there were [REDACTED] fatalities during measurements). The walls have also been measured to move up to 9 inches in any direction, ignoring the ceiling and floor of the level, and any other walls. The Twilight Zone: The Twilight Zone is an interesting region of Level 0.67. This area is a zone that can be found anywhere within the level and is very large in volume, (though, due to the geometrical instabilities, the exact size of this zone is unknown). The area is pitch black and absorbs any light sources that a wanderer tries to use. This dark effect is only visible from within the region, making it impossible to avoid accidentally walking into it. It is recommended to turn and walk in the opposite direction the moment you accidentally enter, to avoid any encounters with the Lurker. Level 0.67 is home to a single entity, that being the Lurker. This entity is native to Level 0.67 and there have been no confirmed sightings of it within any other level. Colonies and Outposts: This level is devoid of colonies and outposts. There are many reasons for this, which are as follows: The method of entrance is very complicated, making it impractical to establish a human colony within this level. Level 0.67 contains absolutely no resources that a wanderer can utilize. Additionally, nothing can be grown in this level due to the level's harsh temperatures. Moreover, the temperature of the level makes it almost impossible to live in for a prolonged period of time. There can never be more than one person inside Level 0.67 at any given time. In the case that a wanderer attempts to enter the level whilst someone is already in it, they will simply be sent to another instance of the level. This makes human interaction impossible on the level. Entrances: To enter Level 0.67, you must follow very specific instructions, which are as follows: Find a vent within Level 0. Enter, and begin crawling through it. After an unknown amount of time, the vent will experience a temperature drop. This drop will be noticeable no matter what protective gear you wear. Once the temperature drop occurs, begin crawling in the opposite direction for 0.5 miles. It makes no difference how far you travelled upon entry, it will always be 0.5 miles on the reverse journey After you have crawled 0.5 miles in reverse, you will no-clip through the floor of the vent and end up in a room with two doors labelled COLD and HOT You must go through the door labelled COLD. Once you do, you will be sent to a random location within Level 0.67. Failure to complete any of these steps correctly will send you to an unknown location. No wanderer that failed to complete these steps was ever heard from again, therefore it is advised to be as careful as possible if you plan to go to this level. As there have been no other documented or confirmed methods of entry into the level, you should not try to attempt any alternative entry methods. Exits: To exit Level 0.67, you can attempt to no-clip through a wall during the stationary period of the level. Successfully no-clipping in this scenario will send you to a random level between Level 2 and Level 41. There have been unconfirmed reports of people exiting Level 0.67 and ending up in the Hub, but the validity of these claims is unknown.
- #7Level 0.7: "Claustrophobia" by Justaverynormaldudeselective
Keys: overpowering mold stench, pitch black narrow hallways, level 0.7, walls sticky with grime, ceiling feels crushing low, flashlights die quickly, sudden hanging lightbulbs · Secondary: cramped room intersections, basement staircase appears, glass shrapnel danger, flickering lights explode, growls in darkness, teeth on floor corners
Level 0.7, colloquially referred to as the “Dark Lobby” or "The Squeeze" is a sub-level of Level 0. While it shares many similarities with Level 0, such as its non-euclidean geometry and general appearance, it differs from it in many aspects. A notable difference is the lack of isolating effects present in Level 0, making travel in groups possible, although not recommended. The most noticeable difference is that Level 0.7 has no lights. You should have a flashlight, but it will likely go out after 6 minutes due to the properties of the Level. The walls and carpet are completely covered grime and mold, as opposed to Level 0's, which are in mostly pristine condition. Due to this, the smell of the level is an "unbearable stench," adding to Level 0.7's uninhabitable conditions. Another notable difference from Level 0's walls is their average height. They appear to be approximately half the height of the walls found in Level 0. Level 0.7 mainly consists of noticeably narrow hallways -- approximately quarter the width of the ones found in Level 0. Being the most common structure, wanderers may frequently encounter interconnected hallways spanning kilometers. The less common type of structure in Level 0.7 is a room, similar to the ones found in Level 0. They serve as intersections of sorts, connecting three hallways. Doors commonly found in rooms lead to further hallways. Derelict furniture can frequently be found in larger rooms, appearing to be a natural part of the level, although not serving any obvious purpose. There is a seemingly random chance for useful objects in low amounts such as Almond Water, cellphones, flashlights, or various industrial objects to be found in rooms, although harmful objects, mainly Cashew Water, may also be found.
The Flickering: The Flickering (Not to be confused to The Flicker) is an common event that occurs erratically in Level 0.7. The event usually affects an area of roughly one football pitch (69,330 square feet or 6,438 square meters), according to wanderers' accounts. When the event begins, lightbulbs will appear hanging from the ceiling, illuminating the area. It is recommended to leave the area immediately after this happens or seek cover, under the derelict furniture for example, if leaving isn't possible. After approximately three minutes, all functioning light sources in the area, including artificial ones such as flashlights, will start to consistently flicker at an increasing speed, starting from 10 seconds down to an unrecordably small interval. The constant turn-on and turn-off cycle at such rapid rates will cause the lightbulb in any light source to overheat and burst with a small explosive force. The glass of the bulb, propelled by the explosion of the lightbulbs suspended from the ceiling, can result in debilitating injuries, which could ultimately lead to death. Do: Leave the affected area immediately. If leaving the area is impossible, take cover before the lights start flickering at dangerous rates. Remove all power sources from your artificial light sources if possible. Don't: Take cover in a position where your vital areas could be damaged. Destroy your artificial light sources unless necessary. They are vital for navigating the level.
Entities: Smilers - Primarily around larger rooms, as they tend to contain less functional ceiling lights. Clumps - Primarily in halls, due to their width. Skin-Stealers - Primarily in rooms, although rare. Hounds - Majority of the level. Claims for further entities to be present at the level have been made, although these claims do not correlate with other wanderers' reports. Regardless, wanderers should be prepared to face any given common entity, as this list is almost definitely incomplete.
Colonies and Outposts: There have been no successful attempts at establishing a colony or outpost on Level 0.7. M.E.G. - 0.7 Temporary Research Outpost A team of three M.E.G. researchers and one security guard deployed to research the aforementioned theorized disappearing effects of Flickering debris. Deployed with improvised protective equipment against the dangers posed by The Flickering, as well as construction materials used to seal off a designated area to create a secure home base. The team established the outpost in a room containing a door reportedly leading to Level 1, where it planned to access The Hub, handing off the collected data at the M.E.G. base in Level 4, which the head researcher was deployed with a key to. The team failed to send out a ping to the home base at the final stages of the mission, around the day when the team should have attempted to exit the level. Theories regarding what happened to the team have arisen, however, nothing definite has been proven. Unknown Group - Territory Garrison A defunct permanent outpost, active for around two weeks. Served as a "garrison" for the first territory of an unnamed "empire that will soon rival the size of the M.E.G." based in Level 20, although no primary base for this group has ever been found. Members established the outpost equipped with day-to-day essentials and a small arsenal of improvised weaponry. Outpost situated around a medium-sized room and the neighboring hallways, "claim" outlined by black tape. Housed three people, implied by the sleeping bag count. Outpost theorized to have dissolved following one of its members entering the reconstruction stages of the Hound Virus, implied by blood and teeth found on the room's floor.
Entrances: A "Y" shaped, dimly lit corridor in Level 0 will lead to Level 0.7. Certain areas of Level 28 may lead to Level 0.7. Doors in Level 1.01 may lead to Level 0.7. Unconfirmed reports of wanderers rarely entering Level 0.7 via sleeping on cabin floors in Level 410 have emerged, do so at your own risk.
Exits: Entering a door may lead to Level 1.01, Level 0, Level 1, or Level 27. A staircase in a room will lead to a house basement in Level 9. Entering a hallway with progressively fewer ceiling lights may lead to Level 6. (Note fading light source effectiveness.) No-clipping will lead to Level 19.
- #8Level 0.8: "INUNDATION" by Terrariaselective
Keys: level 0.8, oppressive humid darkness, icy water under hot mist, crumbling mold-covered walls, water strangely never freezes, flooded yellow hallways, ceiling holes drip constantly · Secondary: water chills bones cold, makeshift raft materials, spines skitter above water, air burns lungs hot, floating debris clusters, needlelimbs brush legs, vanishing light zones, rusty ladder appears suddenly
Invaded by large swathes of chilling waters at varying depths, Level 0.8 stands as a perilous sublevel of Level 0. While the flood may be the most characteristic offshoot of the sublevel, other differences include lower temperatures, missing ceiling tiles, a quieter fluorescent humming noise or lack thereof, sizable sections of the level lacking illumination, and infestive mold growth on the walls. Not all rooms in the sublevel are level to one another, causing the water level between rooms to vary significantly. On either extremes of the variance, one room may be dry and another may be fully submerged. Level 0.8 is one of the few sublevels affected by Phenomenon 24, and is the first documented instance of the phenomenon throughout the Backrooms. Unlike its parent level, one can meet other wanderers in Level 0.8. Other wanderers are an uncommon sight if one traverses enough, although the nature of Level 0.8 impedes all traversal efforts. Non-Euclidean geometry is also absent in the sublevel, easing travel and cohesion in understanding the layout. The lack of both phenomena paved the way for the establishment of small research outposts, though the only incentive was to understand more about Phenomenon 24 and how it affects the level. Such interest in Level 0.8 has dwindled over time due to increased understanding of both the phenomenon and sublevel, and the few research outposts remain abandoned, swept and eroded away by the waters they ought to unravel. Rubble left unattended by previous inhabitants litter and dot the flooded sublevel. They can be found either in clusters floating on water or chaotically strewn about submerged. There is no rhyme or reason to the rubbish that remains submerged, yet clusters of abandoned objects above hint at the settlements the sublevel has seen throughout its history. Supplies like Almond Water are absent on Level 0.8, though one's ingenuity may result in using the objects for survival in Level 0.8, including constructing small rafts and makeshift melee weapons. Strangely, the temperatures of the water and the air above juxtapose one another significantly, with the temperature of air in Level 0.8 averaging 35°C, while the water remains at a chilling 2°C. Water vapor is common in the sublevel's air, creating a moist environment suitable for mold to grow on surfaces, damaging them, leading to open holes in the ceiling and missing chunks in the walls. Water in Level 0.8 cannot freeze despite the low temperatures, which gradually decrease the further one descends into them. One may find large regions of the sublevel shrouded in darkness. These are most often lower-elevation regions of Level 0.8, though these dark zones may persist in drier regions. Most of the lower lying areas lack illumination aside from occasional flickers. Dark zones are a common sight in Level 0.8, and they are large enough that one can only see pitch blackness even in more open regions. Lighting in areas which surround the dark zones are prone to random malfunctions such as flickering, to which some believe that the dark zones are slowly expanding and will encompass all of Level 0.8 far in the future.
Entities: The first of the two entities are Spines. They inhabit the upper air-exposed regions of Level 0.8. While they can survive being submerged, the relatively low temperatures of the water prevents them from doing so and prolonged exposure to such an environment is lethal. The second, and more common of the two, are the Needlelimbs, thriving in cold, dark waters. They are an offshoot of the main entity adapting to survive in water, growing fins and exuding behaviors closer to fish than their primary counterpart. Microorganisms are unsurprisingly present within Level 0.8, such as the Hydrolitis Plague, which are uncommon in the level, mainly found on smaller pools of water in the sublevel. However, a fungi, endemic to the sublevel, dominates its cold waters and humid atmosphere.
Entrances: Noclipping through a hallway with leaking pipes in Level 268 sends one here; Immersing oneself within a swimming pool in Level 5 will lead one here; Falling asleep on one of the beds in Level 5.1 might lead one here; Noclipping through a submerged stalactite in Level 8 might lead one here; A blue door in Level 15 will lead here; Noclipping through water tanks within a factory in Level 503 will lead one here; Diving in shallower lakes in Level 339 will lead one here; Noclipping through a fountain in Level 405 will lead one here.
Exits: A rusty ladder leads back to Level 0; Finding a life float and wearing it sends one to Level 194; Noclipping through religious paintings in which deities are scribbled in black sends one to Level 106; Noclipping through a patch of pool tiles sends one to Level 37; Rarely, one may encounter an upward staircase leading to a dry attic-like room. Noclipping in that room sends one to The Attic; Noclipping through a concrete wall sends one to Level 1; Noclipping through an anomalously cold room containing ice sends one to Level 797.
- #9Level 0.99: "Deeper Regions" by SlenderTalesselective
Keys: floor lumps shift underfoot, compass burns your hand, walls misaligned with ceiling, bottomless pits open suddenly, space bends toward rumbling, jumbled yellow geometry, level 0.99 · Secondary: madness fades here, pit drops into endless void, static tentacles emerge, radiation hums in bones, drone wrecks litter chutes, carpet chutes connect voids
Level 0.99, known as the "Deeper Regions", is a volatile, dangerous and structurally unsound sub-level of Level 0. Level 0.99 heavily resembles its parent level in appearance; it has the same mono-yellow wallpaper, moist carpet, and buzzing lights. What makes Level 0.99 different — and, subsequently, so dangerous — is its unstable structure. When entering Level 0.99, one will immediately notice an obvious lack of standard architecture. The floor, ceiling, and walls are all at odd, misaligned heights, making travel through the sub-level extremely difficult. The floor is mostly made up of rounded square lumps that are arbitrarily elevated, while the walls occasionally overhang areas of the ceiling, protrude at odd angles, or are not even long enough to span between the floor and the ceiling. The area resembles a poorly computer-generated 3D world (see Research Log 1). This is not the case in some regions of the level, but for the most part, the design is nonsensical and occasionally inhibits progress entirely in the form of dead ends or bottomless pits. Level 0.99, like Level 0, is seemingly indestructible. Traversing the sub-level is further made difficult by the fact that it is a non-Euclidean space like its parent level. No wanderer has ever left due to its highly confusing layout—either getting lost and dying of starvation or thirst or being lured into the Nucleus (see Nucleus). In addition, the scrambling compass effect present in most levels is extremely heightened within Level 0.99- reports state that compasses brought into the sublevel would heat up to the point of being unusable, either breaking or becoming too hot to safely hold. While the majority of the sublevel resembles a jumbled version of Level 0, there are some anomalies (albeit the entire sublevel may be called an oddity). These abnormal locations become more common as one travels closer to the Nucleus. They can include high walls, ridiculously huge rooms, and numerous holes in the walls that lead to darkness. Carpeted chutes are frequently used to connect these areas. As previously mentioned, the height between the floor(s) and ceiling(s) can vary wildly due to the level's unique structure, ranging from a recorded low of 4ft to a high of approximately 500ft. While the rooms appear to be haphazardly mixed, they are actually ordered in a unique sequence spreading out from the Nucleus. Because of the non-Euclidean features of the sublevel, the exact pattern has yet to be discovered, but one is unmistakably present. The map above was computer generated using sonar data from drones. There are not any items in Level 0.99, even furniture, therefore, looking for supplies here is pointless. Surprisingly, one's sanity does not appear to be jeopardized while in this sublevel; hence, Almond Water is not required. If a wanderer is on the verge of becoming an Insanity, accessing this level will gradually heal them (further research into this phenomenon is needed). Full-fledged Wretches are not able to access the level in the first place.
The Nucleus is considered to be the very core of Level 0.99—perhaps even the core of the Backrooms themselves. Surrounded by strange spatial anomalies, it resembles a massively wallpapered and carpeted room of undetermined size with multiple gaping holes in the walls, floor, and ceiling. It is located approximately 3 miles in any direction from the sublevel's entrance No matter which way one travels here, they will always end up reaching The Nucleus- the structure seems to somehow bend space around living matter in order to herd wanderers towards it. Anyone who comes close enough to hear the deep, rumbling sound it emits has no chance of ever leaving. The Nucleus.Although wandering in any direction eventually leads one to the Nucleus, the level is much larger than it seems. Because only living things are affected by this spatial anomaly, drones have been able to capture images of the level on a larger scale. Despite this, pictures of Level 0.99 are few and far between because there are no known exits. Even though a drone or robot would not be led to The Nucleus, there is still no way out and any exploration equipment eventually runs out of battery. While the Nucleus appears to be just another spatial anomaly at first glance, it is far from that. M.E.G. drones have detected massive levels of radiation, magnetic waves, and other energy outputs invisible to the human eye. If one were to theoretically spend a day or more here, they would likely drop dead from the harmful energy waves resonating through their body. Of course, one would not be able to spend even a day here before dying as a result of another one of the Nucleus' anomalous properties—a currently unnamed entity residing within it. It is unclear whether the creature is one with the Nucleus or simply lives inside of it. Any outside substance that enters the Nucleus will cause a static-like, tentacle-shaped structure to emerge from one of the pits. It will gradually approach the alien matter until it makes contact. Both technology and organic things appear to be breaking down as the 'entity' approaches. Video cameras and other electronic devices will begin to malfunction, while live creatures will convulse and vomit blood uncontrollably until the 'entity' reaches them. The cause of this impact is unknown at this time; however, it could be linked to high energy production. What happens to people who enter the Nucleus is also unknown due to the inevitable decay of any recording or communication technology.
Entities: Besides The Nucleus and whatever resides inside, no native living creatures have been spotted in Level 0.99. This may be because The Nucleus lures and consumes them, like it does with wanderers, though there is little evidence to support this theory.
Outposts: Due to the sublevel's bizarre structure, non-Euclidean properties, and lack of any resources or exits, creating an outpost is infeasible.
Entrances: Repeatedly attempting to noclip or wandering absurdly far (approximately 2,500 miles) in Level 0 may take one here. Rarely, any exit in another level that would normally take one to Level 0 can lead here instead.
Exits: It is theorized that falling deep enough into one of the bottomless pits found throughout the sublevel may lead one to The Void, although this method is unconfirmed and highly discouraged. There are no other consistent exits known to exist in this level, as noclipping is seemingly impossible here.
- #10"Red Rooms" by scutoidselective
Keys: radio static swallows voices, paranoia whispers from mold, sticky coarse fungal carpet, crimson wallpaper bleeds color, claustrophobia crushes breath · Secondary: despair thick as rot, disgust crawls on skin, no corner holds escape, walls seal behind you, black mushrooms pulse, light drowns in red
The Red Rooms bear great similarity to their parent level, although some key differences set them apart. The area is shrouded in a deep red hue, from the crimson wallpaper to the darkroom-like lighting. The carpet is coarse and sticky, contrasting with the slick, moist carpet of Level 0, and harboring colonies of mushrooms and black mould in dark corners. Radio communication in the area is as unreliable as in Level 0, and the longer a subject stays within, the poorer the quality of communication will become before halting entirely. The M.E.G. has documented three instances of field agents falling victim to the Red Rooms, none of whom were seen again after their radio communications deteriorated. This evidence suggests the rooms are extremely difficult or impossible to escape. During these short-lived M.E.G. communications, the area has been described as viscerally uncomfortable and generally distressing to exist in. Affected individuals report feelings of disgust, despair, and paranoia, as well as feelings of claustrophobia. These strong emotions compound the stress that often comes with a sudden break from Level 0’s monotony. These rooms are not to be approached or entered. If spotted, turn the other way and do not attempt to enter them under any circumstances.
Bases, Communities, and Outposts No bases, communities, or outposts are known to exist within the Red Rooms.
Entrances: The Red Rooms may only be entered through Level 0, completely at random, after turning a corner. No method of ascertaining at what level they will appear has yet been found. Exits: Exits does not exist. Its a dead end.
- #11"Dullness" by Arbiselective
Keys: smooth yellow prison walls, thick fog chokes light sources, rooms warp from closet to stadium, deafening silence crushes thoughts, lights induce memory floods · Secondary: madness grows without sound, breeze shifts without source, geometry shifts behind you, abandoned bottles mock hope, sudden chills then sweltering air, ceiling panels hum silently
Dullness is an endless labyrinth composed of rooms that vary randomly in size and shape, with varying shapes merged into each space's structure. Some rooms may resemble the dimensions of a small bedroom, while others can exceed the size of a large stadium. The layout of this level is inconsistent and unpredictable, as rooms may suddenly cut off into different areas . Furthermore, the geometry of the level shifts, making navigation nearly impossible. All rooms of the level are empty and features a dull monotonous yellow. The surfaces throughout are entirely smooth and have proven to be indestructible. It is thought that every area within Dullness is distinct, as no two spaces share the same layout or structure. The level is completely silent, with no sounds can be made within it. As a result, wanderers will slowly descend into madness while navigating the corridors. Regrettably, consuming Almond Water does not mitigate the onset of insanity. Furthermore, a dense fog envelops the level, hindering visibility. Although light sources can penetrate this haze, they will flicker out within a few minutes, as all lighting devices brought into the level will eventually fail. It is important to highlight that all communication lines will be severed upon entry, making any attempts to seek help futile. Additionally, the level has an isolating characteristic that prevents two living beings from encountering one another, intensifying the feeling of loneliness. Nevertheless, there have been occasional reports of human presence within the level, including scattered notes and discarded Almond Water bottles. A soft breeze of unknown origin flows through the entire level, frequently causing temperature changes in Dullness. It has been observed that larger, open spaces tend to be cooler than confined ones, as there is more room for air to move. This breeze shifts direction unpredictably, and the reasons behind this phenomenon remain unclear. Furthermore, fluorescent light panels may be attached to the ceiling, serving as the sole source of illumination in the level. The operation of these lights is a mystery, as they appear seamlessly integrated into the surface without any visible wiring or connections. Notably, these panels operate silently. Many explorers have reported experiencing headaches and sudden memory flashbacks after looking at the lights for a brief time.
Entrances: The most prominent theory of entering Dullness is via noclipping into a surface during an energy fluctuation in Level 0. However, this method remains to be properly confirmed by documentation officials. Exits: The most prominent theory of exiting Dullness is via noclipping during an energy fluctuation, which destabilizes the level for a brief moment; this is the same way in which Greenfield unintentionally used in leaving the level.
- #12Level 1: "Parking Zone" by VerySpecific and 20Tom07selective
Keys: thick almond-scented fog, abandoned tripse-metal cars, fluorescent lights flicker overhead, endless concrete parking garage, level 1, sudden total blackouts, oppressive humid heat · Secondary: supply crates materialize, blackout growls in darkness, white-walled maintenance tunnels, outlets hum on pillars, rusted rebar juts from walls, high-voltage luxury lots
Level 1 resembles a typical parking garage, with concrete pillars, hanging fluorescent lights, and stairwells present at regular intervals. Though being a parking lot, the presence of cars is minimal, with roughly five cars present in any 100 square kilometre plot of the level at a time. Cars in the level have no brand nor license plates, and are typically red, blue, white or black in colour. All cars are faulty, but the alloy they are made of, a mixture of carbon, iron, platinum and titanium, is a valuable metal which can be collected for weaponry or armour. This alloy is named tripse and is often traded for other items held in high regard. Oftentimes, puddles on the floor comprised of Almond Water will evaporate and condense into a thick fog, reducing visibility for wanderers who traverse through these parts; curiously, these puddles never seem to fully evaporate, instead lingering permanently. Level 1 has a consistent and reliable source of electricity, both to the lights and to various outlets on the walls which help many groups to survive. Due to the ease of reaching this level, many wanderers opt to either join or form a group to ensure their survival. However, this level contains various dangers that wanderers must be wary of. Examples include blackouts which occur within this level and last from minutes to even days, leaving the level without light. During such blackouts, entire sections of the level will be plunged into complete darkness, allowing entities to emerge and hunt more successfully. When traversing darker areas, it is advised for wanderers to carry flashlights so as to scare off any unwanted encounters. Additionally, pieces of rebar or sharp metal may occasionally jut out from walls, harming any wanderers who are not careful. Due to the fact that most of these metal pieces are coated in a thick layer of rust, wanderers will almost definitely contract tetanus should it pierce the skin. The room temperature of this level is quite high, sitting at roughly 30 to 35 degrees Celsius (86 to 95 degrees Fahrenheit) on average, however it has been noted to drop down significantly within the foggy areas. This level is roughly the same size as Level 0 and possesses non-Euclidean properties which make traversing difficult at times. Occasionally, crates filled with supplies such as Almond Water, canned food and weapons can be found scattered around, spawning and disappearing at irregular intervals which can aid wanderers in their journey. However, there is a chance for these crates to be simply filled with Liquid Pain, though the reason for this is unknown. Lastly, there are several special areas within Level 1 which are considered different enough in appearance and properties to warrant specialised sections.
Unique Areas: Maintenance Halls Maintenance halls can be accessed by a jet black, metallic door within the main section of Level 1. The walls of these hallways replace the usual grey concrete for white walls, which may seem bright to many wanderers due to the contrast from the main area. Typically, objects such as plywood, toolboxes and even whole tables can be found littering the floor. Fewer entities tend to reside in these halls compared to the main area. These halls also usually contain items such as exposed wiring, faulty pipes leaking Almond Water and power boxes. Although they do have electricity coursing through them, these power boxes do not actually supply the electricity to the rest of the level, and instead seem to have no real purpose. Due to environmental dangers, it is not recommended to shelter in any of these halls for an extended period of time. However, wanderers may want to stay here briefly in the event a blackout occurs, as the power supplied to these hallways are unaffected by blackouts.
Luxury Lots Large, empty spaces often filled with dense fog span for miles—taking up a sizeable section of Level 1. Pipes, electrical outlets and electrical boxes are all quite common to come across when traversing these luxury lots, yet it is to be noted that most of these either lack any electricity or are incredibly faulty—one should always be wary of that when operating such devices. However, even in the cases where they are powered by electricity, the exact source of which these devices run on remains unknown, albeit it is presumed that it manages to generate its own power through alien ways. When electricity does course through these outlets and boxes, however, the voltage is extremely high, reaching output readings of up to a gigawatt, how these devices handle such amounts of power is unknown. These Luxury Lots are inherently empty and can be accessed by simply ascending stairs found behind various doors within Level 1. The most notable difference compared to the main area of Level 1 is the brighter colour scheme of the walls and the enhanced cleanliness, particularly the lack of debris and dust on the floor. However, these lots are a popular place for groups to set up base, and wanderers should take caution to ensure they do not encounter a hostile group. Although the Luxury Lots do indeed experience power outages as well, these are usually resolved within the hour, unlike the main section. Lastly, these Luxury Lots have the potential to be the nest of various entities, hence wanderers must be cautious when exploring these areas. However, the main advantage to exploring these areas is the increased frequency of supply crates with useful items and the lack of entities compared to the main section.
Entities: Some entities which reside here are Facelings, Clumps, Hounds, Dullers and Deathmoths. However, there are two level-exclusive entities which reside in Level 1. False Puddles and Paintings
Outposts, Bases and Colonies: There are many groups and bases due to the safety of Level 1 compared to most other levels, however only the major ones shall be listed down.
Backroom Colonists Base Blink Owned by the Backroom Colonists. Friendly and open to trade. Population ranging from 30 to 60, depending on the number of people stationed there at any given moment. Often interacts with other friendly groups in the level.
The Raiders Base has fallen, no survivors.
Cultus Sancti Comprises of roughly 50 members. Eliminated The Raiders to "appease the holy one". Sacrificial. Hostile to all who are not in their cult.
M.E.G. Base First Light Has a member count of 60. Guides lost wanderers to safer areas. Open to trade.
Entrances: Opening doors in many levels has a small chance of leading to the level. Wanderers are able to enter this level from Level 0 by walking up a flight of stairs. Unstable flooring in Level 13 indicated by visible, odd textures the floor possesses may lead wanderers to this level if they can no-clip through it. People may occasionally no-clip to this level from The Frontrooms instead of Level 0.
Exits: Wanderers can exit Level 1 by simply continuing to explore, as it usually leads to Level 2 or back to Level 0 via staircases or hallways. An unlocked door may lead to Level 2. The Hub can be accessed from this level by walking up two flights of stairs and then immediately walking back down. Due to the non-Euclidean properties, wanderers will then be met with a split passage. Wanderers must take the left hallway, then proceed with the right one. After doing so, they will come across a door labelled "A" and one labelled "B". Enter the "B" door, then the "A" door on the other side. No-clipping through walls that have outlets may lead to Level 188.
- #13Level φ: "Midas' Touch" by Gooby2selective
Keys: golden warehouse blinds vision, pipes radiate unnatural warmth, skin flakes metallic gold, limbs grow heavy and stiff, windows glow floor-to-ceiling · Secondary: air glitters with poison dust, steam scalds without warning, amber puddles resist touch, walls swallow noclippers, weightless limbs grow heavy, crumbling golden shrines
Level φ (stylized as Level ϕ or Level Phi, pronounced "Level Phi") appears to be a vast warehouse with a relatively low amount of pipes which are warm to the touch and that run across the walls. Windows are common within the level, though they are whited out by an extremely bright light; they are also placed in relatively unorthodox locations, such as a corner of a wall, on the ceiling, and sometimes even on the floor. The level consists of long, labyrinthine-esque hallways, enormous storage areas, small offices, large empty rooms, and among others; they seem to be randomly and inconsistently located throughout the level. Level φ also shares the same, non-linear layout as Level 0, meaning that walking on a straight line and back will lead to an entirely different set of rooms; as such, navigation systems will fail to function properly. Planks, construction tools, hard hats, hi-vis vests, and crates containing supplies — like Almond Water — can be found scattered across the floor at times; one should search through any crates and pick up any supplies needed. The first thing one will immediately notice upon entering Level φ is that it is entirely made of gold; this has been proven by testing the malleability of the walls and pipes, along with the density of the aforementioned objects. The gold is also very well polished and reflects the light from the windows very well, which can make it hard to see on certain occasions. The gold within this level, however, is highly dangerous; this is due to the fact that it converts whoever stays within the level for too long into pure gold. This process of conversion lasts up to a week without external interference, so most people entering the level have at most a week to leave the level, lest they be turned into gold. The process by which this happens has been thoroughly studied, and the current understanding of how this conversion works goes as such (the process listed below is what would happen without any interference): Phase 1: For the first 24 hours of one's presence within the level, no symptoms will be found. However, by the second day, one might notice small flakes of gold on their skin, along with yellow-ish rings forming across their fingers and thumbs. Phase 2: After 3 days of being within the level, the flakes of gold will have grown larger and more abundant and the rings on one's fingers have now fully developed. One will begin feeling a sense of weight on their limbs, and will find it difficult to use them properly; this is assumed to happen due to one's insides having begun converting to gold. This process will last another 2 days; it is recommended to find an exit from the Level as quickly as possible once Phase 2 begins. Phase 3: Once Phase 2 ends after 2 days, the growth of the golden flakes on one's skin will stop. Instead, they will begin feeling a dramatic sense of weight on their feet. Eventually, one will notice that their feet have been completely converted to gold. The sense of weight on the limbs in Phase 2 will also begin spiking, if one hasn't escaped the level by now, it will be their final chance before Phase 4. Phase 4: Once Phase 3 comes to a close after 2 days, one's legs should have been completely turned to gold; there is no going back now. The gold from the feet will begin growing over the rest of the body, aided by the flakes of gold once more growing, and new conversions happening on the hands. By the end of the week, only the heart and head will remain, which shortly after will also be converted to gold. This agonizing process lasts 1 whole day, and by the end of it only a husk of yellow metal will remain. Phase 5: Due to the sheer density of gold, once's former body will begin flattening onto the floor. Eventually it will integrate itself into the walls, floor and pipes of Level φ. By the end of this entire process, nothing will remain from the wanderer other than more gold on the walls. This process can be slowed by Almond Water by up to 2 weeks - in fact, the entire process can be stopped by simply bringing an object to stand on, thus not touching the gold, but the same gold conversion affects objects, and the whole conversion altogether can only be slowed, not stopped. If you leave the level the gold will stop growing and stay at a constant size for up to a week, before slowly shrinking and disappearing over a month. This also applies to any gold that has managed to be plucked off of one's own skin. Across Level φ puddles of a strange golden fluid can be found on the floor, along with it dripping from the ceiling. This is suspected to be the consequence of a liquid undergoing the gold conversion. This fluid has been determined to be non-newtonian after several studies experimenting with its properties. Drinking this liquid is highly advised against, as it is believed that consumption of it in any way can accelerate the gold conversion. On top this, it isn't uncommon for the pipes running across the walls to burst, which can cause death by blunt-force trauma after being hit by a piece of the pipe. If one is too close to a pipe when it bursts, it can burst a wanderer's eardrums - along with this, a burst pipe releases warm steam into the air which spreads quickly, which can cause asphyxiation if one is not careful.
The Ruins The Ruins appear to be a set of ancient ruins of inconistent appearance located at random intervals throughout Level φ. These ruins can vary in size and culture of origin significantly. Ruins based off Roman, Ancient Greek, Austronesian, Celtic, Germanic and Slavic cultures have been reported, thought it is presumed that ruins of other cultures exist too. Most ruins have been reported to be contained within a large 30m x 30m chamber made of common bricks, which itself is contained within another room with long windows on all of its walls, a wooden ceiling and wooden beams stretching from one end to another - this brick chamber, however, is just as broken down and decaying as the ruins it is meant to envelop. These ruins and everything containing them, much like everything else, are entirely composed of gold, however the Ruins are more environmentally hazardous than the rest of Level φ - this is due to the fact that the Ruins, and as a matter of fact the air within the Ruins, is mostly covered in gold dust, meaning the risk of gold conversion is significantly harder to slow and prevent. As such, it is recommended to wear a hazmat suit with a powerful air filter to keep contact with gold dust to the minimum. One should be able to recognize when they are close to a Ruin due to a noticeable presence of gold dust around it, made easier to see because of the dust reflecting light from the windows at times. As of now, it is unknown if the Ruins are man-made or have always been a part of Level φ.
Entities: Currently, no entities have been documented in Level φ.
Entrances: No-clipping into a golden box in Level 1 will bring one here; Entering a door made of Gold with 'Φ' above in Level 2 will lead one here; Finding a computer with a monitor presenting 'φ' in ASCII art in Level 4 and pressing the enter key will lead one here; Entering through a door labeled 'φ' in Level 51 will lead one here.
Exits: Noclipping into the walls or floor will occasionally take one to Level 1. This might take several tries; Noclipping into a pipe results in one landing in Level 2. This also might take several tries; Phasing through the floor can occasionaly take one to the true manifestation of the Golden Ratio....
- #14Level 2: "Pipe Dreams" by SherlsFselective
Keys: endless rusted pipe labyrinths, concrete quakes underfoot, pathogens weep from joints, scalding steam geysers erupt, live wires choke crawlspaces · Secondary: tunnels slope treacherously, adrenaline surges then crashes, metal groans with movement, feverish exhaustion descends, snow drifts in vent shafts, shadows lunge behind glass
Level 2 is a vast network of interconnected utility tunnels, maintenance shafts, and rusting pipes. Unlike the typically inconstant level environments of the Backrooms, space in Level 2 does not physically shift live, lending much of the level a relative ease to navigate through. The level’s architecture, which can differ from one place to another, remains largely uniform without alteration in its diversity and appearance for each given area. Its layout, however, reportedly becomes more complex the farther one travels from their entrance point, with corridors going up and down that may impede travel or cause injury, especially in dark areas. Fortunately, however, there have been no reports of entities lurking around these areas, most likely due to the heat and extreme humidity. The supply of provisions and hydration is heavily limited in Level 2 despite the number of water pipes in the level. Because no machinery or boiler rooms required for these pipes to function have been discovered as well as the humid temperatures in various areas of the level, rust, bacteria, and other pathogens overwhelm its insides that may contain Almond Water. Unknown diseases, mutated bacteria, and viruses have been discovered within these networks, meaning the source for most epidemics within the Backrooms is usually Level 2. These pathogens typically spread through direct contact or the consumption of liquids present in pipes. These are to be avoided, either from ingesting or even being near them to avoid accidental exposure. Geological activity in Level 2 is prevalent, and earthquakes occur as often as in regions on the Ring of Fire in the Frontrooms. Any powerful enough tremors can demolish and therefore render parts of the level inaccessible due to the lack of maintenance work, although most do not have enough intensity to inflict severe damage on the level's structure. The circumstances behind these earthquakes presumably originate from cracks within Level 2’s giant concrete mass. Chunks of them may push against each other, and with these theorized crevices within, one of them may slip from stress buildup, thereafter releasing an outburst of energy. The level's temperature differs depending on where one is at, and escaping extreme areas often ends unfruitful. Those concentrated with steam pipes can rise to 60–100 degrees Celsius, and areas where air vents are prevalent have colder temperatures. Snow may also form in certain months, but it is not known how it can enter in the first place.[1] Exiting the level through these passageways should not be considered, as it is rare to find a system large enough to crawl through for hours. Exiting the level through this method is not advised, as it is rare to find a system big enough to crawl through for hours. Chipping away the concrete is also futile, as the distance between cracks within the level’s matrix can be greater than that of tectonic plates in the Frontrooms, which otherwise could be used to easily traverse through the level. Instances of changing layouts are also common, but the anomaly has yet to be captured by a video camera despite many stating that they were able to touch the seemingly hallucinatory objects. Exploring Level 2 while simultaneously recording would not prevent the changes from still occurring, and more often than not, the recording would show the person filming to be experiencing the anomaly in real-time as attested by the cameramen themselves. Therefore, the phenomenon is mainly thought to be purely an effect of being exposed to geometrical anomalies that are prominent in earlier levels. The only solid corroboration of the theory, a window outlooking what appears to be the Whole, seems to be taken in a vacated attic that is partly or mostly constructed out of wood. However, no location/level has matched the description other than Level 2 itself. Although the level is mostly constructed with concrete, certain, older areas of the level are constructed out of wood, though cobwebs cannot form given that the environment is highly unsuitable for invertebrates. While there are at times signs of human activity, encounters with outside parties of wanderers as of currently have never been confirmed. Additionally, communication devices such as radios and walkie-talkies completely malfunction on the level. The circumstances are unknown, as linear space in Level 2 does not alter drastically nor even a slight bit unlike Level 0. However, the possibly infinite concrete space of Level 2 is theorized to be the perpetrator. There are no doors that can be found, and recollections of similar fixtures, such as windows, trapdoors, and scuttle doors, are mostly identified as cases of paramnesia. Exits are instead found in the level's few crawlspaces, sometimes crowded by extensive and inoperative amassments of wires due to possible punctures that cause them to flood into the claustrophobic stretch. Moreover, these wires do still hold electrical charge, and could often result in serious injury. Although still speculative, there is a possibility that Level 2 contains an anomaly that directly influences wanderers in the level. Recent Level 2 entrants have been tested to use up more energy than the average person, as well as producing unnatural amounts of adrenaline when the body is active (e.g. running). Furthermore, most who enter Level 2 also report either being more energetic upon arrival, but more exhausted as they exit; entities or subjects (human/animals) born in the Backrooms are not affected, however, and it seems only Earthlings experience the anomalous spasm. Escaping from entities, while made easier, can increase risks of dying from exhaustion or further entity attacks in the long run. Entities: Entities within Level 2 (i.e. Clumps, Hounds, Smilers, Skin-Stealers) have adapted to scurry headlong and mitigate the need to retain their energy like their counterparts in other levels. Uniquely for Windows, however, rather than showing a void behind them, a hollowed-out section of the level seems to lie behind the glass. The shadowy figures that appear behind them look to have a more physical form rather than being confined to the second dimension. Recognize that the reach of their contorted arms is more extended, possibly because of the level's layout.
Colonies & Outposts: Due to the nature of Level 2, no major bases have been established. Small groups tend to use explosives to carve out makeshift bunker-like living areas for temporary housing or storage.
Entrances: Level 2 is the final level one could access by noclipping out of normal reality. No-clipping out of and/or entering maintenance areas of certain levels may lead to Level 2. A variety of factors causes Level 1 to fade into Level 2, in addition to ordinary doors and stairwells which could grant one access to Level 2. Entering vents that are sometimes found in Level 8 leads here. Removing a manhole cover in Level 11 and descending downward. No-clipping into the pipes in the corridors in Level 17. Bunkers in Level 41 may lead here. The green door located in Level 111 has a chance of transporting one here, including a myriad of other levels. Fire exit doors in Level 154 lead to Level 2. No-clipping through a painting with a setting that resembles Level 2 in Level 264. Entering a door in Level 139 has a chance of leading to Level 2. Exiting through the Lobby of Level 138, though it may lead to other levels as well.
Exits: Executing certain tasks and entering parts of the level may lead to its sub-level. Fire exits could lead one back to Level 1 or forward to either Level 3 or Level 477 Entering a golden door marked with the symbol "Φ" will lead one to Level Phi. Certain hallways of Level 2 possess a chance of leading to Level 4 or Level 27. Coming across a sewer tunnel leads to Level 34. The gradual increase of neon lighting signifies that an exit to Level 699 is near.
- #15Level e by 454n1n3selective
Keys: ceiling hole mirrors you, gravity fluctuates with digits, trees rearrange when blinked, level e, endless autumn forest folds, personalized crimson auditorium · Secondary: chairs swallow sitters, exit door floats upside-down, rows multiply behind back, equations walk as shadows, speech loops identically, whispered constants open paths
Level e is a sub-level between Level 2 and Level 3. Level e (pronounced Euler) resembles a large expanse of terrain, consisting of two areas: a large forest and a courtroom. The level is named after the same mathematical constant e.
Area 1: "Forest of Math" The first area of Level e is designated as the Forest of Math. The Forest of Math is an endless forest, although it has multiple non-Euclidean properties and mathematical oddities. The forest itself seems to be in a forever autumn-like state, as it has never been known to change itself into other seasons. The farther you go into the forest, the more geometrically unstable it becomes. Similarly to Level 11, the trees can occasionally depict repetitive geometry. Any attempts to wander the forest in a linear way have been proven to be extremely unstable as the forest frequently distorts itself. After wandering for a period of time, wanderers may come across an unusually large room situated in the middle of the forest, which leads to Area 2. Anomalies: Mathematical anomalies are present within the forest the further you go down the forest, with each anomaly becoming more drastic the further down a wanderer goes. These include: Mass and velocity changes occurs at 1000 meters away from starting point; Perception of mathematical concepts as physical entities occurs at 2000 meters away from starting point; Temporal loops and paradoxes occurs at 3000 meters away from starting point; Spontaneous dimensional shifts in M-theory occurs at 5000 meters away from starting point; Forest distortions occurs at any point in time; Fluctuations in the speed of light, gravitational constant, and flow of time in patterns that correspond to digits of e occurs at any point point in time;
Area 2: "The Auditorium" The Auditorium is the second area of Level e. The Auditorium is a simple auditorium situated in the Forest of Math, though its location is randomized — it could be within the premises when a wanderer first spawns, or it could be in a place to a certain extent that a wanderer could not reach it by any means possible. The Auditorium is shown differently to every wanderer, making each auditorium personalized. The Auditorium itself has no anomalies similar to those in the forest, albeit there are exclusive anomalies that are not found within the forest. Multiple anomalies are found within The Auditorium. These include: A forever looping speech Certain objects not casting shadows, most commonly Almond Water The exit door (which is the main exit to the level) being situated on weird areas, most notably on the ceiling or on the ground Sitting in certain chairs will cause the floor to seemingly "sink" The auditorium seemingly "stretching", in where more and more rows appear behind wanderers A perfect circular hole in the ceiling, where if looked at reveals an identical auditorium above you, and what appears to be an identical you looks back
Entities: Level e is entirely devoid of life. However, due to the anomaly of mathematical concepts being physical entites, it causes confusion within many wanderers.
Entrances: The only known entrance is to say the first ten digits of Euler's constant with absolute perfection — doing so will lead here.
Exits: Going through the exit door in The Auditorium will lead to a random level. Phasing through reality via anomalies will also lead to a random level. Finding a window with the layout of Level π and going through it will take you to said level.
- #16Level 3: "The Electrical Station" by Egglordselective
Keys: boiling pipes blister skin, arctic manholes exhale frost, ceiling wires snag like vines, corridors writhe unwatched, level 3, scorching transformer labyrinths · Secondary: machinery hums without source, shadows dart behind conduits, metal groans with hidden currents, water climbs icy tunnels, elevator doors stand ajar, fluorescent lights flicker warnings
While there are numerous reports of wanderers initially noclipping into Level 0, Level 1, and occasionally Level 2, there are no confirmed accounts of first entering the Backrooms in Level 3. At present, it is the lowest-known level that is entirely inaccessible from baseline reality. Level 3 is a sprawling complex of derelict maintenance halls and utility tunnels fitted with electrical machinery. Similar to other levels with instances of shifting geometry, the layout of Level 3 has been documented to gradually shift when unobserved, seeming to twist and connect in a senseless manner. This effect reportedly correlates with distance traveled, as its layout seems to increase in complexity the farther one travels from their initial entrance point.[1] Despite its varying layout, Level 3’s architecture remains largely consistent, with wires, fluorescent lights, and various machines arbitrarily scattered throughout. A variety of machinery borders the level’s corridors, often in large groups of transformers, conductor circuits, and industrial fans. Long wires lay sprawled throughout the level, running from the ceiling and through the walls, linking each unit to one another and connecting to adjacent electrical rooms. How the machinery in Level 3 remains powered is currently undergoing investigation, as well as what exactly is being powered by its output, though a popular theory states that the level may be responsible for supplying power to other levels of the Backrooms. In addition, investigation of the pipes lining the level’s hallways has revealed many of them to contain boiling-hot water, with a small number being empty or carrying various substances. Due to the heat of the machinery, along with the boiling contents of the pipes, many corridors within Level 3 are uncomfortably hot and humid, ranging from around 90°F (32.2°C) up to 115°F (46.1°C). The exact source of Level 3’s electrical current has yet to be located. All machinery documented thus far only transforms and utilizes electricity sourced from another part of the level. Deeper investigations have drawn no clear conclusion as of yet; explorations describe an unending series of repeating transformers, coils, and wires continually carrying electricity from one another, all drawn from an unknown part of the level. While some theories suggest the existence of a massive electrical generator somewhere within the depths of Level 3, with a supposedly infinite generation capacity, others hypothesize that the level may be self-powered in an endless cycle of transmitted electricity, with no actual origin point of power generation. A vast network of circular utility tunnels lies below the hallways of Level 3, closely mirroring the layout above. The architecture is noticeably distinct from the rest of the level, lacking any machinery or pipes, though they typically serve to connect between electrical rooms. Entrances to these lower areas are typically found below manhole covers scattered throughout the level. A strange difference in climate has been reported upon entering this portion of Level 3, sharply dropping from the heat above to below-zero temperatures almost instantaneously. Despite these conditions, the stagnant water within the tunnels does not appear to freeze, oddly remaining in a liquid state. The water level is also known to rise and fall at irregular intervals, varying from mere puddles to roughly one meter in height. The rising, frigid water, along with a generally higher concentration of entity sightings compared to the rest of the level, has led the majority of wanderers to avoid the tunnels altogether.
Entities: While none have been confirmed as of yet, there have been many reported sightings of entities within Level 3. Claims range from Deathmoths being spotted at the end of dark corridors to Wretches roaming the lower tunnels. It is theorized by many that Level 3 is a hotspot for the occurrence of The Wretched Cycle in some form. Despite the lack of confirmed evidence, explorations into the level have an unusually low return rate, with a significant amount of wanderers going missing in the depths of Level 3.
Colonies and Outposts: Many wanderer groups have tried and failed to create permanent shelters in Level 3, with the most common reason being its high disappearance rate. This phenomenon frequently occurs when groups split up into smaller numbers or lose sight of one another for an extended period of time. Due to this, the creation of outposts within the level is not recommended and should likely be avoided.
Entrances: Several locations have been reported to lead to Level 3, most notably that long hallways in Level 2 may seamlessly lead into its utility corridors. Other documented entrances are listed below. Certain locations within Level 3’s sublevels may lead back to their “parent” level; Doorways marked by a small, illegible sign may lead to electrical rooms within Level 3, appearing most commonly in Level 5 and Level 19; Noclipping near dilapidated machinery in Level 23 may lead to this level; and Certain passageways in Level 92 have been documented to lead to Level 3.
Exits: A commonly reported method of exit from Level 3 is via various elevators found sparsely throughout the level. Pressing any button in said elevators will often lead one to Level 4. Other methods of exit are listed below. Several areas of Level 3, notably the utility tunnels, have been documented to lead to one of its various sublevels; Using an elevator exit may instead transport one to Level 5, though rarely in comparison; Dark, dimly lit passageways may lead to Level 6; and Ladders have been reported within Level 3 leading to a manhole cover that opens into the streets of Level 11.
- #17Level π by SherlsFselective
Keys: level π, pixelating mist chokes vision, perfectly hemispherical hills, oversaturated rolling fields, neon gas stations glow alone, asphalt roads coil like snakes · Secondary: elevation shifts in waves, mist drains color then life, roads lead to nowhere curved, station interiors sterile clean, hills defy erosion laws
Level π is a sub-level located in between Level 3 and Level 4. Level π (pronounced "Level Pi") has an anomaly in which any sentences documenting/regarding the level compliance. The circumstances are undetermined; the author leaves the effect of this aberration unnoticed and is consistent with its supply. The word in which the level chooses to rhyme is the last word of the first sentence of the paragraph, meaning if one moves on to the next section, the anomaly chooses another word, then it repeats until the end document/article, standing by. Leastwise, the physical appearance of Level π is an expansive field, with the saturation of the grass revealed. Impossibly round hills resembling a hemisphere protruding out the ground haphazardly positioned throughout the level; noticeable grid concealed. In addition to wave-like patterns altering the elevation and depression of a region; asphalt roads curving and twisting into areas unsystematically without any justifications in the field. These are some characteristics within the level one could not possibly comprehend, as the logic is repealed. Furthermore, the level possesses an oversaturated appearance with highly exaggerated amalgamations of colors sealed. The effect stays consistent throughout the level, no matter where one is present throughout the level, even if it is the level's end repealed. Multicolored gas stations seemingly placed in inconsistent locations are a standard for Level π, surreal. However, most of these structures are commonly found beside asphalt roads — with only a certain amount found on the hills previously mentioned above and mountains that appeal. The interior of these gas stations does not appear to possess any signs of human life or intervention, with the cleanliness and the well-maintained appearance having no determined deals. Secondly, the logo/company these gas stations are supposedly owned by are distinguishable from the Frontrooms, no indications of any company in Level π existing in the Frontrooms' ordeal. On certain occasions, a mist appearing to “lower down” the saturation of the level will congeal. As well as pixelating the region it covers, the effect may cause disorientation as it appears "unreal." The mist in question does not possess any apparent source from anywhere or anything, with cases reported by most witnesses indicating an instantaneous materialization under undetermined zeal. Most accounts of subjects bending down to direct contact and breathing in the mist had resulted in a fatality, while a lung collapse or a serious case of lung cancer was reported by others who had to heal.
Colonies & Outposts: Most, if not all colonies ever established in Level π has been disbanded under unknown justifications.
Entrances: Rarely, a frameless door in Level 60's leads one to Level π, with a window overlooking Level π's overview. Extensive cylindrical caves in The Hive will lead one to Level π if nobody is present in the level, similar to a queue. Entering the first train based on the chronological order in The Metro, or any locomotives labeled with the number two.
Exits: Undescriptive circumstances/anomalies in Level π causes one to enter Level 94.
- #18Level 3.53: "The Cacophony of Corrosion" by JungleDwellerselective
Keys: pipes explode scalding steam, level 3.53, ravines gulp down metal mountains, stone rooms heave with temperature whiplash, exposed wires crackle over puddles, alarm tremors shatter eardrums · Secondary: hypothermia whispers through sterile caves, wooden bridges self-repair, scrap piles birth impossible tech, bunker doors materialize screaming, ironlung lurks in black puddles, boiler rooms radiate dehydration
Level 3.53 is a sub-level of Level 3. This level takes the appearance of an abandoned set of underground stone rooms, all seemingly with slightly different functions, but having mainly the same aesthetic or decor, if you will. This level is quite dangerous, for a magnitude of reasons, one being the extreme difference in temperatures across the level. Most rooms in this level are at least somewhat cold, at a temperature of about 9°C. There are however, other areas in this level that can reach temperatures far higher and lower than 9°C. For this reason, it is highly advised to not be ill-equipped when traversing this level, as hypothermia and heat stroke are both possible in this level. Pipes and wires often line the ceilings and walls. These pipes are somewhat dangerous, with them spontaneously breaking down and exploding. This releases very high pressure gasses and liquids, and in rare cases, the walls of the pipe break and launch themselves towards you, causing serious injury. The wires may also pose a serious threat, as these wires may often be exposed, again causing serious injury if accidentally or intentionally interacted with. These exposed wires may also lead to puddles, that may electrocute the wanderer unknowingly. Most of this level seems to simply be an abandoned underground set of hallways and rooms, however there are boiler rooms within this level, that may pose a few risks. Not only are pipes more abundant in these rooms, these rooms are also often found to be at a temperature of about 43°C, possibly causing dehydration or heat stroke if the wanderer isn't prepared. There are also piles of rubble and discarded materials often found throughout the level. These heaps of rubble contain scraps and discarded mechanics such as car batteries, car doors, copper wires, dysfunctional microwaves, metal scraps that were seemingly from construction sites, steel rebar, parts of wind turbines and plane wings that seem to have been ripped off by force, and even lead scraps, stainless steel and silver spoons, expertly accurate metallic models of human skulls, and catalytic converters, being the currently only reliable known source of rare metals like Rhodium, Palladium, and Platinum in The Backrooms. There are also discarded computers and gaming consoles that interestingly enough, cannot be pinpointed to an exact point in time of human technology in The Frontrooms, and are also often from brands that reportedly do not exist in The Frontrooms. This includes brands like "Yorika Electronics", and "Jubilee". Some have been found to still work, with these computers also having access to the BACK-NET. Other than these piles of discarded materials, there are puddles of liquids, often containing either Cashew Water, an odd, ink-like black substance, or Liquid Pain, and rarely, but very possibly, Almond Water. These puddles, even if containing Almond Water, are not safe to drink from directly, as you will contract the "Ironlung Disease", as many call it, with the actual scientific name being "Ferrumasthenes Automatametallosis". This disease is extremely dangerous, and it is highly advised to boil or disinfect the liquid thoroughly if one would attempt to drink it. Between some rooms, there are gaping wide ravines and crevasses, ranging in size. These ravines often have wooden planks that bridge the entrances of the two separate rooms together. These wooden planks, if broken or pushed down into the ravine, always manage to find themselves back into place. At the bottom of these pits, many discarded metal scraps have been found. Most of the aforementioned scraps that are found across the level's rubble can also be commonly found here. Rarely, pristine cans of Coca Cola are found within these ravines, and have been proven to be completely safe to drink. These ravines are large enough to house entire airplane wings, totaled cars, and entire wind turbines, and have been seen to contain them within its plethora of discarded scraps.
The Water Reserves: There are also staircases in the level that lead down to a region that seems to take on the appearance of an underground water reserve. These areas are some of the more colder regions of the level, reaching a temperature of about -2°C. It is a mystery how the few puddles or "lakes" of water do not freeze here. Due to this, it is advised to bring clothes and equipment suitable for both hot and cold temperatures within this level. Many people can and have died of hypothermia within these regions. These reserves are also notoriously hard to exit. Although these areas do follow euclidean geometry, it is very easy to get lost in these areas. It is theorized that these areas have some mind-stirring properties that make it hard to navigate. These regions are mainly barren, and well lit, being a good escape from Smilers, however other entities still reside here. There are areas in the reserve where water remains dormant, but due to the aforementioned Ironlung Disease, and some others that lurk in the water, such as the Sanguine Festivus Virus and the Hydrolitis Plague, it is highly advised to boil and/or disinfect before drinking. Oddly enough, the Sanguine Festivus Virus is most definitely dormant in the level, with people having been recorded to have been infected by it, but no Partygoers have ever been spotted in the level. Although alarms can be found here, these areas are not affected by The Alarms. These areas may also have floods. Before these floods, the area seems to get warmer, although the temperature has been recorded to stay the same. These floods are very dangerous, with extremely strong currents that will most likely cause injury by slamming wanderers into walls and other objects, with the chance of catching a deadly virus. These floods' occurrences have also been observed to line up perfectly with those that occur in Level 11.11.
There are alarms found anywhere in the level, even in extremely odd areas. They have been reported to apparently be found fixed onto floors, ceilings, and even onto other alarms in rare cases. These alarms often don't pose much of a threat, and don't have much purpose, however there are rare events that occur during the level, known as "The Earthquake Alarm", or more commonly just, "The Alarm". During these events, the alarms blare so incredibly loud, that wanderers have been reported to have their ears rupture and bleed, with even their ribs cracking and fracturing even if they were within a few rooms away from the alarm. These alarms also seem to be able to debilitate entities as well as wanderers. During these alarms, not only do the alarms blare incredibly loud, the ground also shakes violently, cracking rooms apart into chunks, with the rooms opening and the very Void between levels being visible. Eventually, when the alarms are over, the rooms will have rearranged themselves perfectly into a new set of rooms and halls. This is also what is theorized to have formed the crevasses between some two rooms, though the direct before and after have never been properly observed.
During these alarms, there are safety bunker doors that only show themselves right before the alarms sound. Upon entering, you are greeted with a somewhat room, that if used correctly, could house about 50 people. Almond Water and even Moth Jelly can be found in these bunkers. The bunker doors have numbers on them, and these bunkers have proven to be the same bunkers as their number. Ex, if one enters a bunker door with the number "1", they will transported to bunker #1, and this bunker will retain its changes made by the last visitor(s). It is also notable that the items found in these bunkers do range in variety and amount, and they replenish themselves every time the alarm is over. If one were to stay in one of these bunkers far after the alarm ends, the wanderer will stay trapped, with the door locking shut. If one were to break open the door during these times, whether it be via power tools or some other method, they will be met with a wide-open entrance to The Void.
Items: Backshrooms can be found growing anywhere within this level. Almond Water and Moth Jelly may be found in safety bunkers all across the level. Everbulbs may be found as light sources all across the level. Although it is under debate whether this object is an entity or an item, gloves known as Mimic Gloves are found in the discarded piles of scraps found all across the level. Evil Eyes may be found in piles of discarded scraps. Cans of Corrosion Repellent may be found in boiler rooms next to pristine pipes. These spray cans are always layed down on the pipes, as if someone intentionally placed them down, although no one has seen this process occur. It is theorized to be the level's doing. There are odd blueprints found across the level, describing all sorts of mechanical devices, all very feasibly craftable within only the supplies in the level.
Entities: Many entities can be found all throughout the level. These can include Deathmoths, Smilers, Dullers, Skin-Stealers, Hounds, Clumps, and also the level-exclusive Welded Ones and Flesh Dumpsters.
Colonies and Outposts: Although this level is extremely difficult to settle in, there is one group that thrives from this level, with their headquarters located here, however they are present in many other levels as well. Atlantis Aedificata - The Scrap Baron/S.A.R.I.B. Their current member count is about 930 across many levels, with about 309 currently in Level 3.53. They have multiple divisions, with the Silverback Division always having atleast a group of 9 in Level 3.53 at all times.
Entrances: Finding an abandoned factory door in Level 3 may lead to this level. Crawling through a gap in the pipes in the boiler rooms in Level 5 may eventually lead into a boiler room here. Find a tunnel in Level 3.6 may lead here.
Exits: Some boiler rooms in this level have staircases that lead up into an abandoned building in the cities of Level 41. Very, very rarely will crevasses in the level not have anything below, and instead will lead to Level 8. Managing to break out of the safety bunkers after an alarm is over will lead you to The Void. During the alarms, while the environment is shifting, you will be able to fall into The Void.
- #19Level 3.6: "Moladium Station" by GreenyBeanyselective
Keys: pyramid generator throbs violently, puddles hum with deadly current, level 3.6, wires slashed deliberately, black slime crawls up walls, machines bludgeoned beyond function · Secondary: triple-three doors shimmer faintly, room dimensions warp unwatched, yellow millipedes glow invitingly, docile entities stalk silently, slime stiffens your joints, servers detonate without sparks
Level 3.6, officially coined "Moladium Station," is a sublevel of Level 3. It is a complex of disheveled maintenance hallways and rooms estimated to be only about five square miles (eight square kilometers), often empty or filled with enigmatic and seemingly purposeless machines. Similarly to Level 3, Level 3.6 is affected by Shifting Geometry, constantly morphing and changing whenever nothing is nearby. The effect does not get more or less violent depending on how far you've walked from your starting point, however. The level is wildly inconsistent between areas, with varying lights overhead in different rooms, differently shaped bricks, or even sizes of hallways and doorways. The technology found in the level is mostly dysfunctional and seem to have been for quite some time. Most machines appear to have been purposefully destroyed, showing signs of bludgeoning and scratches. Sometimes you can find wires that are slashed to avoid any electrical accidents. Some are hooked up to outlets and consume power. These machines can be servers, PCs, or even NASA supercomputers. All of these are extremely unpredictable, being prone to exploding without any warning. The electrical rooms in this level are exactly the same as in its parent level, only with better lighting. Unlike Level 3, the source of Level 3.6's power has been found and described. It is a 20-meter by 20-meter pyramid-shaped generator with thousands of wires coming out of every outlet. It was named "The Mother of All Electricity." Any attempts to open or find the inner workings of MOAE have been deadly. An M.E.G. operative named David Mackinlay naively pulled a cord from MOAE, resulting in an explosion powerful enough to fry his body, instantly killing him. In nearly every room in the level, electrical hazards can be found. Puddles scattered throughout the level can be charged with up to 143 volts, which can easily kill any entities or wanderers. Dead Hounds and Smilers can be found lifelessly laying in the puddles. Another common threat in the level is Moladium Propogatias, a brain-eating slime mold found exclusively on Level 3.6. It is the most prevalent threat on the level (see Moladium Propogatias below).
Entities: The entities in this level, while diverse, have such few numbers that they cannot be confirmed to be native here. Some reports of Kats, Facelings, etc. have been made, but none have been recorded yet. Known entities in this level include: Deathmoths Clumps Hounds Smilers Dullers Peekers The entities on this level are quite timid, and usually don't approach wanderers. As of why the entities on this level are more docile is unexplainable. Instead of hunting wanderers, the entities here resort to cannibalism and scavenging. Hounds, Clumps and Smilers all seem to enjoy watching and stalking wanderers than actually attacking. They seem to have adopted this behavior from Peekers, who enter the level accidentally, and find that they are unable to return.
Moladium Propogatias: Moladium Propogatias, sometimes referred to as Moladis for short, is a spreading black slime mold infesting the level. This entity is only found on Level 3.6 and is the primary cause of death for entities and Wanderers alike. Not only is it alive and sentient, but it has also been observed to be cunning and intelligent. The entity has the ability to convert any organic matter it makes contact with into more of itself. The entity is quite slow-moving, but can "leap" at organisms to latch onto them bits at a time. Moladium Propogatias is extremely overpopulated in Level 3.6, since it has no natural predators. It is a hunter of all entities on the level as well as wanderers. It has proven to be immune to most mold-killers and chemical solutions that kill regular slime molds. The entity acts like a terrible parasite, effectively neutralizing it's prey's bodily functions until it can fully consume them, dubbed, "The Molding Cycle," which can take a minimum of 1 hour, or a maximum of 17 hours to fully complete. Once the Moladium Propogatias has entered a host, it starts phase one. It crawls toward the nervous and respiratory systems, making both much more difficult and delayed. It causes headaches, dizziness, and repetitive choking. It then goes for the digestive system causing extreme chest pain, stomach pain, nausea, and vomiting. In these stages of the Molding Cycle, a wanderer can be saved if they have Almond Water to spare or any other items that combat illness. In phase two, it goes for the sensory functions, causing blindness, deafness, and going numb everywhere on the prey's body, all the while causing the pain to dwindle away and putting those under phase two into a sense of peace. At this point, the host cannot be rescued, and the mold will then convert the mass into itself. The entity's main hunting strategy is catered towards entities. The Moladium Propogatias sprouts a sub-entity called Moladium Worms. These entities are roughly one inch long (three centimeters) millipede-like entity with stark yellow antennae. These millipedes share a consciousness with the Moladium Propogatias that sprouted it. The Moladium Worms seek out an organism, and arrange themselves like breadcrumbs to lure the entity closer. Moladium Worms are highly addictive, so when an entity eats one, they will crave all of them. When the entity gets close enough to the Moladium Propogatias, it leaps towards the entity's face and begins the Molding Cycle. Wanderers on Level 3.6 are recommended to collect Moladium Worms while being cautious as to not fall victim to Moladium Propogatias. Their high nutritional value makes them a great too for survival in the backrooms. Moladium Propogatias is spreading at an extremely quick rate, and estimated to render the level completely uninhabitable in roughly 15 years. If the spread continues much longer, exploration will become impossible, and the level's class will continue to rise.
Colonies and Outposts: There are two major colonies in Level 3.6. M.E.G.M.E. (M.E.G. Moladium Expeditioners) Base created by M.E.G. to deal with the Moladium infestation. Their objective is to exterminate Moladium Propogatias and refuge wanderers during their time here; Member Count: 48 Operatives & 13 Wanderers; They are known for their friendly rivalry with C.O.S.; They are open to let wanderers stay protected and gather supplies, but are not interested in basic trading.
C.O.S.P. (Colony of Snail People) A group of wanderers who first discovered the level. Their main objective is to find more discoveries about the level than M.E.G.M.E.; Member Count: 23 Wanderers; They are known for their friendly rivalry with M.E.G.M.E.; They are known for discovering the MOAE before M.E.G. investigated it; They are open to trade and take in new members, but are not willing to give refuge, and instead tell wanderers to visit M.E.G.M.E.
Entrances: There are currently three discovered entrances into Level 3.6. In Level 9.6, you can find a shed in the backyard of a random house. This entrance is incredibly difficult to find, but is most commonly used by Peekers, who find that they cannot return. In Level 3, there is a small chance that you can find a dusty crate next to a machine hung to the ceiling by wires and bungee cords. Pushing this crate aside will reveal a tunnel with a ladder to climb down. Going down the tunnel will lead to Level 3.6, and the tunnel will disappear as soon as a wanderer gets to the bottom (the most common way). Noclipping through a non-functional light in Level 655.5 can lead here.
Exits: There are currently four discovered exits from Level 3.6. If you can find the room labeled 003, 033, or 333, and you noclip into the sign, it will lead into Level 3, Level 33, or Level 333 respectively. If you find a flickering spotlight, and you grab it, you will fall unconscious and go to Level 8, where the same spotlight, now perfectly functional, can be used like a flashlight, and it is incredibly powerful. Finding an unbroken glass window and noclipping through it will result in the wanderer being brought to Level 188. Finding another tunnel that is identical to the one you enter through will take you to any of Level 3's sublevels (including Level 3.6 again), Level 4 and its sublevels, or Level 34.
- #20Level 4: "The Abandoned Office" by Gamma & 0nlyOneselective
Keys: vending machines hum neon, stationary sky bleeds void-light, eternal rain drums windows, staircases return you sideways, level 4, endless empty cubicle farms · Secondary: trapdoors yawn underfoot, carpet indents haunt absent desks, curtained rooms whisper exit, pipes rumble through drywalls, fluorescent corpses dangle dead, temperature sways like pendulum
Level 4 is a sprawling complex of barren rooms and cubicles, resembling a modern commercial office building. Most rooms in the level are featureless and empty, although indents throughout the carpeting suggest that furniture may have been present at some point in time. Many of the fluorescent lights on the ceiling do not function, with their power switches missing from the walls. Since the level lacks any inherent danger, environmental or otherwise, it is generally regarded as a safe haven among wanderers. Strewn about are vending machines containing a variety of items such as Almond Water, Greek Fire, and other articles of varying utility. Strangely, although the multiple stairwells throughout the level suggest the existence of multiple floors, using them to ascend or descend floors has been reported to simply lead back to the same floor. In rare cases, it is possible to enter certain levels using such methods, though this is seldom in occurrence and is not a reliable method of exit. It is theorized that Level 4 resides within The Void, as it contains multiple points of entry into it. Although a vast majority of unconventional egress points lead into The Void itself, rare cases have reported accidental entry into worse locations as a result of unsystematic exits or botched no-clips. Furthermore, research suggests that the "sky" visible from the windows is entirely artificial, as the clouds and time of day are stationary and do not change. Level 4 is quieter than other levels in the Main Nine, with the only ambient noise present being the heavy pattering of rain on the windows. The enclosed structure of the level causes the sounds to have a light echo — making the sound universally heard across the entire level, regardless of one's location. Other than this, the only other naturally occurring sound within Level 4 is the moderately loud rumbling of pipes, similar to what one would hear on Level 2 and Level 3. The false sky within the inaccessible outside area of Level 4 remains in a constant, acute downpour, with a thick layer of fog making it impossible to see past a few meters. Despite the stationary weather, it is possible for events such as thunderstorms and blizzards to occur — though these are seldom. The climate within the level retains a constant oscillation between 12°C to 18°C (54° to 64°F) throughout the course of several hours. It is theorized that such torrential rain is a result of water vapor acclimating within The Void, retaining a constant humid climate in the level's exterior. Level 4 is one of few levels to possess Euclidean geometry; with linear travel being the most effective method of exploration. The level has a relatively confined size compared to other levels, measuring around 120,000km2 (74,560mi2), making it possible to locate other wanderers within the level. As these aspects make the level an ideal location for many wanderers, the total population of Level 4 is estimated to be somewhere in the tens, if not hundreds of thousands. Many areas of Level 4 are populated by smaller rooms, typically consisting of workrooms, hallways, and confined offices. Whilst the larger, more open areas of the level are entirely bereft of large furniture and appliances, these smaller rooms are starkly different, containing furniture unlike most other areas. Such appliances include desks and desktop computers of questionable quality, as well as partly functional fluorescent lighting, among other things. Other amenities include emergency exits, elevators, and mysterious trapdoors, though most of which lead seemingly nowhere.
Entity Presence: Level 4 is devoid of all hostile life. The only life subsisting on the level are humans, certain species of plants, and a plethora of microscopic creatures; things one would typically expect to be in such an environment.
Colonies and Outposts: Currently, there are three recorded large outposts within Level 4. The two hundred aforementioned minor groups within the level will not be mentioned for sake of intelligibility.
Base Opportunity (M.E.G.) An outpost established by the M.E.G. to deal with all civilian affairs and establish a significant foothold within Level 4; Undocumented member count — estimated to be in the tens of thousands; Known for maintaining ample relations with a vast majority of groups within the level, with their main influence being focused on the trade of goods; Has a minor military presence in several outposts, with the goal of peacekeeping. They are friendly to most wanderers, though with exceptions regarding affiliation with certain organizations.
B.A.S. (Backrooms Analytical Squadron) An organization found exclusively in Level 4 with the primary objective of focusing on the exploration of the office’s structure, secrets, and connections to the Frontrooms; The group consists of skilled scientists, professionals in the medical field, reporters, and architects; The B.A.S. is known for their several discoveries in the Backrooms; Known for maintaining good relations with The Maintenance Workers in Level 3; They are friendly and open to trade with wanderers, although a lot of them are quite reserved and do not present a welcoming sight for newcomers.
S.R.C. (Society of the Red Cross: Natural Sciences and Medicine) A medicinal and pharmaceutical organization focused primarily on maintaining and providing for the health of wanderers who pass by; The group has a current member count of approximately 433, consisting of various divisions of doctors, nurses, physicians, and pharmacists; It assists vulnerable wanderers in situations of disaster/crisis by contributing in averting and alleviating suffering in all its forms, protecting health and mental wellbeing, along with cultivating respect toward human dignity; Known to stockpile food, medical supplies and other necessary resources in order to help wanderers have a safe time in Level 4; They are friendly and welcoming towards anyone who enters in contact with them; up for trade as long as the object the wanderer trades can serve in healing a harmed human being.
Entrances: There are quite a few places in which one can access Level 4, which are listed below: One may enter this level from Level 3 via a metallic door labeled “office sector”; Entering a flatly-colored wooden door on Level 30 may lead one to this level; Some doors in Level 54's Floor 2 have a chance of leading to this level; Entering a medical office door within Level 16 may lead one to this level; Sewer grates on the ceiling of Level 34 may rarely lead one to this level through the floor; Extended hallways in Level 37 lacking any water may eventually lead to Level 4; Additionally, did you know that certain areas in Level 47 may seamlessly lead to this level?
Exits: Whilst most exits within Level 4 tend to lead to The Void, certain minor exceptions do exist, which are listed below: Scattered doors playing disquieting classical music, which lead to Level 5; Trapdoors and ceiling hatches, which lead to Level 6; Attempting to enter a vending machine, which has a chance of sending one to Level 197; Entering a small room concealed by theatre curtains, which leads one to Level 156; As well as scattered emergency exits, which may lead one to Level 14.
- #21Level 4.11: "Insubstantial Skywalks" by Flashyselective
Keys: warm glass bridges creak underfoot, unseen forces shift light spacing, steep slopes tempt fatal slides, carpet molds near gaping holes, level 4.11, foggy blue void gapes below · Secondary: office windows taunt stability, toxic smoke clings eternally, drywall curves unnaturally, backshrooms sprout from rot, concrete monoliths pierce fog, security cameras lie detached
Level 4.11 is a sublevel between Level 4 and Level 5. This level is a vast labyrinth of warm, connected sky bridges, each hallway connecting at 45-to-90-degree angles. The floor is lined with tan carpet, and the walls are a repeating pattern of slightly curved drywall, metal, and glass. Light fixtures line the ceiling with an inconsistent distance between them, and if one looks away, the distance between each light fixture will randomize. Security cameras are found lying on the floor at an inconsistent rarity, yet there remains no evidence that they were ever fixed to anything. Often, the sky bridges are pressed up against an office building, and Level 4 can be visible through any open windows on these buildings. As its name suggests, a prominent threat is that the level's structure is incredibly fragile, and parts of hallways may fall into the abyss if enough pressure is applied. Due to unaware wanderers accidentally breaking portions in hallways, finding openings is relatively common. If one tries to jump over a gap, the force from their jump or landing would make the bridges susceptible to collapse even more. Due to this, it is advised to tread as lightly as possible. Some areas may be more or less stable than usual, and a good indicator is the creaking a footstep may cause. Outside the sky bridges is a cloudless, foggy blue void resembling a sky, which is empty apart from the office buildings, usually stretching for a presumably infinite length into the fog above and below. The buildings' materials are either concrete, metal, or brick, and the colors of the materials are somewhat desaturated. The air outside is unusually hot and humid, and sky bridges exposed to the outside elements will have mold growing on the carpets. Due to this, if near an opening in the sky bridges, one will start to notice a foul odor produced by the mold. In some cases, edible Backshrooms can also grow on mold, presenting itself as the only food source at this level. Some buildings have a visible top, and smoke emanates from their chimneys. The smoke strangely does not dissipate over time, so the outside area has reduced visibility and potentially hazardous air. The smoke primarily comprises carbon dioxide, although there are hints of methane and carbon monoxide. However, the smoke is prevented from entering the sky bridges by unknown means. A rare occurrence is when the sky bridges go up or down at a steep angle of up to 80 degrees. These areas are usually more stable than others. However, there will usually be an opening to the void below at the bottom of one of these slopes due to wanderers who lost their grip and broke through the floor. Due to this, it is advised not to use these slopes unless one wants to fall into the void below and create more hazards for other wanderers.
Colonies and Outposts: Many people have attempted to make colonies, and all of them have been consumed by the abyss below.
Entrances: Breaking through a window in Level 4. Climbing to the top of a building in Level 11, then closing your eyes for at least 10 minutes. Finding a tunnel in Level 3.6 may lead to this level. Walking through the arc in Level 997 will lead here.
Exits: Exiting this level is a very daunting task. One must wander until they find a building they can jump onto, then break out of the sky bridge and jump onto the building. They will then clip through the recursive floors of the building for about ten seconds before landing in Level 4.
- #22Level 4.3: "The Cubicles" by Cendimixselective
Keys: level 4.3, phantom office noises, endless moldy cubicles, white fog obscures, work euphoria overwhelms · Secondary: refrigerators hum almond, vegetation chokes desks, facelings guide politely, skin-stealers mimic work, carpet decays deeper, keyboards whisper exits
Level 4.3 is a sublevel between Level 4 and Level 5. Level 4.3 is an endless office filled with cubicles, with several hallways connecting different areas together. These cubicles contain black office chairs, pencils, pencil sharpeners, erasers, tables, paper, and computers (though not all of them are functional). Food and drinks can be found in refrigerators (including Almond Water), making Level 4.3 ideal for finding resources. In certain areas of Level 4.3, a multitude of load-bearing walls can be found grouped closely together. These walls can be broken, but breaking them does not appear to have any effect on the Level's structural integrity as a whole. A white fog also subsists within this level at all times, the source of which is unknown. The sounds of papers shuffling, pencils writing, and occasional (albeit unintelligible) human voices can be heard throughout the level, as well as the muffled sound of rain and occasional thunder, the source of which is presumed to be from Level 4. Entities can sparsely be found in this sub-level, the most common of which being Skin-Stealers, often found pretending to be working, waiting for unfortunate wanderers to pass by. Adult Facelings can be found in the level and will happily escort you to the nearest exit as long as you speak to them politely. Child Facelings are never present in Level 4.3. Several separate areas and rooms can be found within Level 4.3, such as meeting rooms, lavatories, and the hallways that can be used to enter and exit this level from, the managers' offices. The whole of Level 4.3 is unnaturally humid, causing a high amount of mold to grow. As well, Backshrooms, Snooze Shrooms and White Backshrooms appear to thrive here, especially in hallways. Several wanderers have confirmed to have seen high amounts of vegetation further into the level. The sight of vegetation growing inside a series of office cubicles naturally causes an eerie and liminal feeling. Whether this is affectatious to wanderers or not is still undetermined. Level 4.3's class has been of great dispute due to the heavy psychological effects caused by this sub-level. Any and all wanderers present in Level 4.3 will have an increase in work ethic, drive, energy, and morale. This feeling can last even after the wanderer has left Level 4.3 for up to 48 hours. Wanderers may also begin to feel the desire to provide assistance to any other wanderer they encounter with anything they may need. This effect can cause wanderers to wish to stay and to "Work" within Level 4.3 and to reside here permanently. The further one wanders within Level 4.3, the more abandoned and decrepit it becomes, with more mold, lichen, and moss seen growing on the cubicles, roofs, floors, and walls, as well as an increase in Backshrooms. Almond Water will begin to become more scarce, and entity encounters will increase. Due to this, wandering too far within Level 4.3 is highly advised against. The furthest documented travel of a wanderer into Level 4.3 is around 300 miles, whereupon the wanderer fell through the floor and was taken directly to Level 5.3. The wanderer reports to have seen vast amounts of lush, leafy vegetation, with almost every cubicle being destroyed.
Several entities can be found within Level 4.3 in small amounts. These entities include: Death Moths; Skin-Stealers; Clumps; Faceling; Windows;
Colonies and Outposts: T.A.L. (The Analysts of Level 4.3) Dedicated to discovering and archiving any documents, emails, or notes within the computers of Level 4.3. Friendly to wanderers and will to trade. Will accept any information from computers in exchange for resources such as Almond Water. Any attempt to destroy any one of the computers will result in violent retaliation.
Backroom Colonists With the re-establishment of Base New Almond, an entry way from Level 4 was found close to the vital base. The group decided then to commit resources to allow easy transfer between Level 4 and 5, and to safeguard the main base if attacked, as well as help transport resources. Friendly to wanderers and groups like T.A.L, usually helping them find archives.
Entrances Walking down a dim white series of hallways in Level 4 can lead you here. Finding a pure white door in Level 1 will lead here. Finding a tunnel in Level 3.6 can lead here.
Exits: No-clipping through the floor will lead to either Level 4 or Level 5. Walking down a dim white series of hallways can lead you to Level 4. Entering a turquoise green door sends wanderers to Level 597. Punching a manager office door will lead to Level 11. Walking deep into the sub-level and then No-clipping through the floor will lead to Level 5.3. Entering a red door will send one to Level 410. Typing "0000" into the command console of a computer will take you to Level 0. Typing "0009" into the command console of a computer will take you to Level 9. Typing "0011" into the command console of a computer will take you to Level 11. It is worth noting that the last method of egress rarely works for other levels. You cannot type "0399" to be transported to Level 399, for instance.
- #23Level 5: "Terror Hotel" by Discord13 & u/M654zselective
Keys: infinite shifting hotel, level 5, phantom whispers stalk, jazz echoes distorted, sentient wallpaper stares · Secondary: staff doors locked, portraits induce paranoia, windows show void, claustrophobic luxury rooms, machinery malfunctions randomly, boiler rooms hum
Level 5 is presumably an infinite, ever-expanding hotel complex complete with all the sections a luxury hotel should have, such as lounges, ballrooms, guest rooms, restaurants, hallways, gyms, swimming pools, and maintenance halls. The level does not follow Euclidean geometry, which makes many wanderers lose track of where they are, never to be found again. Some places on this level are also randomly segmented, with some doors leading to nowhere or cut-off rooms or stairs. Due to how large this level encompasses, it is also rare for wanderers to gather together. Despite this, a few obscure outposts are clinging to survival. While most of the time, the level itself seems to have been constructed in the 1930s, with furniture dating back to the 1920s and following the design of an oriental hotel, the age, aesthetic, and appearance of the level can vary greatly. Opening a door seemingly to another room would lead to a complex with a completely different aesthetic, though this occurrence is rare. Despite shifts in the level's appearance, the overall lonely, liminal, eerie feeling never fades away. Wanderers would feel overwhelming anxiety and paranoia when on the level. This level is infamous for its mysterious whispering and unseen presence. People report something whispering incoherently behind them, tapping their shoulder when they're alone, shadows/silhouettes passing behind colored windows, sudden feelings of being stalked and objects falling, moving, or disappearing when not observed. It is unknown whether these reports increase the anxiety level or are hallucinations due to increased anxiety, but wanderers are more volatile and nervous at said level. That, along with the stares of the face-like wallpaper and the common 1920s-era machinery can cause a loss of sanity, which is why one will need almond water to survive at this level. Luckily, these provisions are in the dining areas of Level 5. Despite this, many people still go insane. They may show symptoms and behaviors similar to a Jovial, such as hysteria and a lack of reasoning, although there is a clear absence of the Sanguine Festivus virus in Level 5. Many also speculate that this level fosters the transformation of Wretches. Many paintings, mainly portraits, appear on the walls of the hotel complex, and wanderers have reported feeling an increased sense of paranoia when walking past these paintings, some wanderers even stated they felt like they were watched. The portraits are gruesome, usually depicting petrified faces and eldritch deities. The hotel rooms are luxurious but always slightly cramped and claustrophobic in arrangement, despite the varying sizes of the rooms. Furniture is sometimes placed irregularly in the hotel halls and is seemingly immovable. This phenomenon creates unique obstacles that impede wanderers from exploring unknown sections of Level 5. Machinery such as faucets also malfunctions frequently, which may be hazardous in some situations. Windows rarely appear on Level 5, adding to the claustrophobic feeling. While windows usually depict a dark atmosphere outside, they also may show complete darkness. Furthermore, windows are all unbreakable aside from one variant: very rarely, a window in the modern variations of Level 5 would display level 188 behind it. These windows are rumored to be breakable and may transport wanderers to level 188. Rumors also say that some windows may be Predatory Windows in disguise, but no conclusive evidence is enough to prove their existence. The consistent jazz-like ambiance plays throughout the level, though it may sound farther or nearer at random intervals. A constant buzz of iridescent can also be heard along with reports of distant party chatter.
Maintenance Halls: By definition, the maintenance halls are sections that maintain, support, and regulate a hotel; it isn't accessible to hotel guests because it is off-limits and staff-only. These areas are seemingly separate from all other places in Level 5, differentiated by design, properties, and entry. The only entrance into the maintenance halls is by entering doors labeled "staff only." These doors are very rare and may appear in different languages. Furthermore, the doors are almost always locked, and forcible entry is the only way through. Maintenance halls in Level 5 may shift and align in design depending on the surrounding aesthetic one enters from. However, the maintenance halls are always cruder, simpler, and more industrial in design compared to the rest of the hotel, despite whatever style of the current state of the hotel. Furthermore, the maintenance halls also disregard Euclidean geometry, but to a greater and more chaotic extent than the rest of Level 5. Since most of Level 5 seems to be constructed as an oriental hotel in the 1900s, the most common variation of the maintenance halls wanderers chance upon are the boiler rooms, maintenance halls resembling the structures and machinery during the 1930s. The Boiler Rooms, sometimes known simply as "The Boilers" is a series of large cobwebbed hallways with high ceilings and stained plaster or concrete walls. This area contains many barred-off areas with large pieces of machinery. The long corridors are hot and dry, the scent of smoke filling the air. Pipes and exhaust valves from the early 20th century line the walls. Some of the larger rooms have Roaring 20s era furnishings and details. Many have reported the sounds of whispers from the large face-like boilers. The Database suggests that wanderers take extreme care while traversing the infinite hotel complex, as the Colonists and the ERC have recorded many mysterious deaths in Level 5. One will find corpses more commonly than one can find others. These deaths are usually unexplainable and unique. After further analysis, the corpses do not bear any wound or injury, as if they died of heart failure or gas leakage; though the frothing foam coming out of the pores of one's body, the twisted postures, and the abundance of the deaths suggest otherwise. While some suggest that entities may exist on Level 5, these deaths seemingly are beyond the caliber of what a normal entity does. The increasing number of deaths in Level 5 without a definitive reason raises many concerns, and one should exit this level as quickly as possible. Entities While there are rumors of Hounds, Skin-Stealers, Wretches, Death Moths, and Predatory Windows on the level, these accounts are unconfirmed and require further evidence, such as pictures, videos, or multiple witnesses reporting the same occurrence. Strangely enough, many wanderers who claimed they saw entities stated that the entities were incredibly skittish, constantly hiding, and seemingly passive unless provoked. Outposts and renowned explorers such as Rayne, Cunningham, Mitch, Lance, and Araine have not reported entities in Level 5, which makes many write off the previous rumors as lies or hallucinations.
Colonies and Outposts: Further discoveries and recent studies proved that time is irrelevant in the backrooms. In reality, people judge time by the sun's movements; differing planets and locations all have differing time dilations. Since the backrooms are a different dimension, time here is an entirely different concept. Each liminal space is separate from another, some levels, such as Level 5, do not even have a day-night cycle, making it impossible to determine how much time has passed. Even time-measuring devices such as clocks are useless, as a moment passing in Level 5 could mean an hour in level 3 or a century in reality. This fact is proven further by the existence of the Originals, a group of known historical figures that disappeared throughout human history. Many members have significant time gaps in their date of disappearance, yet seemingly are around the same age, contradicting time consistency throughout the backrooms. Furthermore, these time measuring devices are also very prone to malfunction and rapid deterioration when one no-clips into the liminal purgatory.
The Originals The Originals are a group of people trapped in the Backrooms throughout the passing of human history. Many famous historical figures who disappeared have ended up in the backrooms and are now part of this group. This group consists of around 50 members. They are nomadic, traveling throughout Level 5 at random intervals. Notable members include Amelia Earhart, John White, Dorothy Arnold, Solomon Northup, John Jacob Astor IV, Capt. Edward Smith, and Jimmy Hoffa. The Originals work as a team and do not have an official leader, but people like Earhart, White, and Smith are well respected and take the role of unofficial leaders when needed. Though they are suspicious of anyone from later or earlier periods, they are willing to trade goods with passersby but reluctant to interact with other colonies like the ERC and the Backroom Colonists. Many newer members were no-clipped during the 1906 San Francisco Earthquake, the 1912 sinking of the Titanic, and the 1931 Yangtze floods.
Outpost hotel (ERC) Level 5 is the most dangerous level the ERC has settled in, though Outpost Hotel's members take the necessary precautions to remain safe. This outpost is one of the ERC's most productive outposts and is located in the boiler rooms. Despite the lack of entities at this level, the ERC is actively trying to research more about the rumored creatures and their behavior. The M.E.G also has partial interactions with this outpost since they do not have an outpost in level and are currently cooperating with the ERC. There were initially 30 members in the outpost. The current amount of members left is classified.
Base Deimos | Base Phobos (Backrooms Colonists) The Backroom Pioneers (the previous version of The Backroom Colonists) gained an outpost on Level 5 after the colonization of Camp Amber. The colony endured throughout the great war, the collapse, and the reformation of the Backroom Colonists and still is a pivotal outpost of the faction today. The settlement documented most of the Level 5's environment and is currently responsible for reporting additional properties to the Database. The colony was made up of two bases, base Deimos and base Phobos. Base Deimos is responsible for security, while base Phobos is responsible for research. Both bases are located near each other for convenience.
Entrances: Main Entrance: Coming upon an ornately-decorated door emanating disquieting classical music through Level 4. Random no-clipping.
Exits: Main Exit: Some empty doorways that show complete darkness in the maintenance halls may take you to Level 6. Random no-clippage may take wanderers to Level 5's sub-levels. An unnaturally extensive hallway may transition to the environment of a greenhouse, which would lead one to Level 13. It is rumored that some windows may take one to Level 188. Rarely, entering certain rooms that have the number "5" on their label may transfer one to Level 666 Noclipping through the walls in a hallway decorated with Chinese decorations will lead one to Level 909.
- #24Level 5.1: "Summer Resort" by Lemonselective
Keys: vintage chlorine-scented halls, false plants emit pollen, televisions blare static weather, unmovable plastic furniture, level 5.1 · Secondary: sundown event freezes, keys materialize walls, insulation gel glows pink, thermometers show 36c, bibles scribbled red, pool platforms unguarded
Level 5.1 is a sublevel of Level 5. In its most simple areas, Level 5.1 presents a balmy complex of vintage hotel hallways bathed in a dingy tan hue. Articles of unmovable furniture such as chairs and tables are irregularly scattered in nonsensical places, constructed of plastic albeit painted to mimic other materials. Abstract paintings depicting mundane objects are hung along the walls, along with clocks and wall-mounted thermometers. The carpeted floors are rough with the dried stains of various beverages, although retain vibrant shades of turquoise and violet. The halls of Level 5.1 are rigid and irregular; longer stretches will typically drift slightly yet sharply at odd angles, while true turns may be unnecessarily complex in layout. A faint scent of chlorine lingers in the decently humid air despite there being no traces of such chemical. The odor is apparent regardless of one's location in Level 5.1. Level 5.1 maintains a constant temperature of 36°C (98.6°F) throughout the edifice. The lights of the level, despite being significantly searing by themselves, do not seem to exactly cause the heat coursing throughout Level 5.1. Speculation has lead to theories stating that heat dissipates far less efficiently in the level; these have yielded no results in being disproven and is thus believed to be the cause of the high temperatures. While a temperature of 36°C would typically be exceptionally uncomfortable for most wanderers, an anomalous effect in the level causes the temperature to be nearly unnoticeable to all individuals. Sunburns are the most notable threat in the level; fortunately, sunblock is a frequent commodity that can commonly be found in tubes. One may also identify the temperature with the wall-mounted thermometers found in Level 5.1. Level 5.1 seldom features large, potted false plants scattered rarely across the level. While being made of majorly polyester, they exhibit many properties similar to real plants, absorbing water and emitting oxygen. These plants are the primary source of Insulation Pollen, a level-exclusive object that provides exceptional heatproofing capabilities. Insulation Pollen is a pink, chunky powder produced by the flowers of Level 5.1's false plants, supposedly providing the plants themselves resistance to the level's heat. Mixing Insulation Pollen with Almond Water results in Insulation Gel, which can be applied to one's skin to provide complete protection against temperatures up to 55°C (131°F) for up to three hours. Insulation Gel may also be found in bottles across the level, branded with a label reading, "Tezo's Art Supplies". Marked hotel rooms are an uncommon feature of the level, although tend to appear in large clusters. Framed by the vibrant wood lining the bottoms of the walls and numbered arbitrarily, newly-discovered doors are locked and can only be opened by the respective key. Keys are typically found lodged into a wall near their respective door which may simply be removed with a light tug. If a key is considered "lost" by conventional standards, it will appear in the given dent while not being observed for extended periods of time. The interior of a hotel room is a circular platform stationed in the center of a small pool, fit with much of the furniture and commodities present in a standard room. A bridge leads from the entrance to this platform, lacking sideguards that could prevent one from falling into the shallow pool. A television, a twin bed, and a nightstand are the only regular items known to appear in all rooms. Additionally, the nightstand will always feature a Bible with its cover scribbled out in red marker and a ram's skull drawn on the back. The television, regardless of whether it is powered, constantly displays black-and-white weather reports from the 1950's. In rooms featuring a remote control device, attempting to access other channels will display a pink checker pattern, with various Bible verses being rapidly displayed in a glowing red font. The speakers blast loud static noise, which temporarily damages the speakers and results in muffled audio for ~5-6 days. Why rooms consistently portray a theme of Christian sin is unknown, though it is believed to have ties to the rarely-occurring Sundown Event.
The Sundown Event: The Sundown Event is a phenomenon exclusive to Level 5.1, characterized by its connection to the treachery layer of Dante's Inferno. They are an extremely uncommon occurrence, with only 22 instances recorded since the level's official discovery. Sundown Events are known to only occur during the summer months, however - that being June, July, and August. Prior to the occurrence of a Sundown Event, Level 5.1 will alter itself to fit the "conditions" required for the event to begin. Paintings will begin merging into the walls, gradually transforming into windows that reveal a staticky void beyond the structure. Existing fluorescent lights in the level will begin to fade or flicker, and all light sources brought into the level will instantly burn out. All doors existing within the level shut themselves, remaining locked until the end of the Sundown Event. This state lasts ~8 hours, eventually transitioning into the Sundown Event itself. The Sundown Event is marked by the burnout of all lights in the level and the replacement of the aforementioned static void with a hazy, warm light. The level's temperature will gradually decrease to ~12°C (53.6°F), tending to cause thermal shock within any long-term residents of Level 5.1. Objects native to the level, whether simply items or furniture, will merge into the walls and floors with the exception of televisions. All televisions during the Sundown Event display flashing text that states "TREACHERY" in bolded black lettering in front of a white background. Additionally, the water in hotel rooms will freeze over, with all individuals in these rooms sensing a numb cold from the waist down. These events interestingly show many connections to the ninth layer of Dante's Inferno. The Sundown Event ends after approximately three days. All modifications to Level 5.1's environment will revert, including the disappearance of windows and reappearance of furniture. When all modifications are successfully retrograded, the lights will flicker on, concluding the Sundown Event.
Entities: Level 5.1 is home to a variety of docile entities—the most common of which are Woven Keepers, Innocuous Windows, Extendiheads, and Lightlurkers. In very few pools, one may find a more harmless strain of Hydrolitis Plague which can be identified by a slight grey coloration of the water.
Colonies and Outposts: A.E.G. Waypoint Scorch Colony founded by the A.E.G.; Consists of 12 officials and 0 members; Primarily serves as habitation for officials; Does not assist wanderers or accept members.
Sevitestus Town founded by the Republic of Aurielle; Consists of ~40 officials and ~550 members; Habitation-focused, although is known to harvest materials from the level for economic purposes; Accepts members.
N.A.X.O.S. Base Sarea Research station founded by N.A.X.O.S.; Consists of 23 staff and 0 members; Serves as habitation for staff and assistance to wanderers for reaching Base Nord; Assists wanderers, but does not allow members.
Sundown Orange Base founded by Tezo's Art Supplies; Consists of 34 total artists; Serves as a location for art creation, as well as collecting Insulation Pollen to develop art supplies; May accept certain members.
Entrances: Random noclipping in Level 5 may lead to this level. Entering a bunker door in Level 4 will lead to this level. One may be sent here at any time in the Original Seven. Noclipping into an Aggressive Light in Level 9.7 is rumored to send one to Level 5.1.
Exits: Sliding doors in areas resembling lobbies are an uncommon yet feasible sight; entering them may lead to any level with a significant water presence. Entering a trapdoor in a marked room will lead to Level 2 if rushing water is heard on the other side; this will lead to Level 4 if rain is heard, or Level 7 if crashing waves are heard. Doom Locks can be found on doors in this level, which will lead one to any safe level once completed.
- #25Level 5.3: "Decaying Decadence" by Cendimixselective
Keys: level 5.3, void pits gape, levitating chandeliers glow, echoes carry whispers, frigid collapsing mansion · Secondary: 36-chair void exit, gramophone teleports away, hounds patrol halls, voices speak regrets, floating chairs unmovable, attic numbs extremities
Level 5.3 is an elusive and unstable sub-level between Level 5 and Level 6. It is not known what led Level 5.3 to become so desolate, as the entire level is highly unstable and prone to collapse and is thought to eventually fall apart in its entirety. The level consists of a large, dark, frigid, and abandoned mansion full of precarious pits and holes, many of which lead directly into The Void, as Level 5.3 resides in The Void and is entirely disconnected from any other levels. Very little lighting is present within the level; this lighting comes in the form of chandeliers, which somehow, despite the lack of a power source and, on occasion, even a lack of anything being connected, such as a ceiling, continue to provide illumination. Despite not being connected to anything, these eternally lit chandeliers will float and cannot be moved. Several pieces of furniture can be found throughout the level; these include beds, couches, tables, chairs, etc. Furniture within Level 5.3 may rarely be seen suspended in mid-air and cannot be moved nor destroyed; for unknown reasons, this appears to occur far more commonly with chairs. As stated before, Level 5.3 is highly prone to collapse, as floors may give out and roofs may collapse. Because of this, it is recommended to stay vigilant at all times, as one may incur physical harm from this or fall out of the level, being sent to The Void. Faint disembodied voices can often be heard throughout the level; the source of these voices is not known; these voices are often that of sounds rather than words, such as laughter; most words that can be heard are often unintelligible, though from what can be heard, these voices talk about regrets, trauma, and past grievances; these voices speak predominantly in English, though rarely, Spanish and German can be heard, along with several accents. Due to the spacious nature of Level 5.3, any sound within 'the level maintains an echo that travels great distances. This echo can be used to predict the locations of entities and avoid encountering them. Within Level 5.3 a large attic can be found that extends across the middle section of Level 5.3's roof, the only way to enter or exit said attic being pully doors randomly found throughout the levels roofs, most often being on the roofs of hallways or bedrooms. The attic maintains a staggering 14° Fahrenheit (-10° Celsius) and should be avoided at all costs, as it is difficult to exit with there being no lighting, full of hazards such as sharp glass, and may contain non-Euclidean geometry, it is impossible to damage the attic, though anything contained within can be damaged.
Entities: Level 5.3 maintains a very minimal entity count, the primary threat being Hounds, who patrol the halls of Level 5.3. Rarely may one find Deathmoths in more well-lit areas, though they are noticeably less hostile.
Colonies and Outposts: Though feasible, no outposts or colonies are known to exist within Level 5.3, as there is little incentive to create one, and doing so would be far more challenging than it is worth.
Entrances: Random noclipping from Level 5 may rarely cause one to fall into this level. Noclipping through the floor of Level 4.3 can on occasion lead to here, rather than Level 5 or Level 4. When falling through The Void, there is an extremely rare chance one may land here. Noclipping through the floor of The Manila Room may cause you to land in this level, though it often leads to Level 5.
Exits: One may fall out of Level 5.3 and into The Void. Finding a gramophone and touching it will instantly take one to Level 5, this is the most reliable and safe way to exit. Falling into The Void directly bellow a room that contains around 36 floating chairs and a chandelier is known to cause one to fall into Level 6.
- #26Level 6: "Lights Out" by Gammaselective
Keys: level 6, perpetual crushing darkness, auditory hallucinations echo, ground collapses underfoot, obelisks hum indecipherable glyphs · Secondary: paranoia amplifies isolation, rancid air chokes, microsleep drags eyelids, subterranean pipes drip tar, vegetation crumbles dry, caverns descend deeper
Level 6 is a sprawling, barren tundra shrouded in perpetual darkness. Littering the forest floor are a diverse number of brush crops along with other natural vegetation, the majority of which are wilting due to extended dehydration. The landscape is covered in a wide variety of rock formations, typically consisting of jagged boulders scattered throughout the terrain. Some rocks have unusual markings or sharp, crystalline structures, suggesting unnatural origins. As the ground is unstable and prone to collapse, it is easy for one to lose their footing within the level; as a result, many large pitfalls are strewn about the terrain, which render large portions of the level entirely unnavigable. Most methods of communication are entirely fruitless within the level, as electronic devices do not function and radio signals are dysfunctional. Portable light sources also do not function within Level 6, with fires, flashlights, and other lighting being extinguished upon entry, making it impossible to combat the level's oppressive darkness. Throughout the extensive wilderness, one may come across large valleys between the mountain peaks. The ground of these clearings are mostly covered in yellow-brown grass emitting a repulsive stench. In some of these large clearings, there may be massive stone obelisks containing texts written in indecipherable glyphs and lexicons. What purpose said obelisks serve is yet to be revealed, though some theorize they are exits to other levels, or otherwise thresholds of some sort. Auditory hallucinations are frequently experienced in Level 6, ranging from the distant chirping of birds to indecipherable voices echoing throughout the forest. It is widely believed that the level can influence one's perception of reality, resulting in symptoms such as paranoia and derealization. As a result of such factors, as well as the level's sheer darkness, Level 6 is widely considered to be a significant roadblock to further exploration, as most wanderers who enter this level either submit to Roth Syndrome or perish due to other unrelated factors. The auditory hallucinations and paranoia experienced in Level 6 are all results of being exposed to its oppressive darkness, as mental deprivation may occur due to a lack of sleep and sheer isolation. After extended periods within Level 6, further exploration becomes significantly more difficult due to fatigue and constant, involuntary bursts of rest, known as microsleep, with the profound darkness having a detrimental psychological effect on the human body.
Subterranean Areas: Level 6 contains an extensive network of subterranean corridors, located a few meters underground. While containing the same profound darkness as the rest of the level, they are characterized by their notably dilapidated appearance. These rooms, unlike the surface areas, contain a high level of humidity, facilitating mold growth. The air of the halls is thick and dusty, with a rancid, rotting stench permeating throughout the entire complex. The fluorescent lights within these areas are cracked and dysfunctional, with some of them being ripped out of the ceiling entirely. Similar to Level 2, a uniform network of rusty metal pipes line the walls. Opening these pipes reveals a viscous substance similar to crude oil or tar. The aforementioned fluid can also be found dripping on the ceiling and the walls, forming a dark layer of grime on most surfaces. The pipes, as well as the liquid they contain, emits a repulsive smell similar to decaying flesh or rotting produce, among other things. In addition, entrances to cavern systems deep underground have been found, often interconnected by rickety metal catwalks. While these have been proven to exist, information about them remains ambiguous—with research suggesting they may have a connection to Level 8.
Entity Presence: As most flora and fauna are in a state of decomposition, the only recorded life within the level is the abundant mold in the level's subterranean areas. Due to its harsh conditions and sheer lack of resources, Level 6 has been deemed unsuitable for habitation.
Entrances: Going through a boiler located within Level 5; Or a rusted door located on Level 6.1, which leads directly to Level 6.
Exits: Tripping on a fallen branch, which may lead one to Level 6.1; Entering a hole, which will lead one to Level 8; As well as wandering far enough, or finding a seemingly anomalous light source, which lead one to Level 7.
- #27Level 6.1: "Silva Subterraneus" by Gammaselective
Keys: corpse-fed plants glow, petrified statues rotate, radios crackle static, fragile trees splinter, level 6.1 · Secondary: lanterns pierce gloom, wind triggers hallucinations, canopy blocks skylight, grass crunches necrotic, roots hang like nooses, statues induce dread
Level 6.1 is a subterranean expanse of hanging roots and dead boreal trees that form a thick canopy above the horizon. Presumed to reside below the complex of Level 6, it retains many of its superficial features—namely the profound darkness that permeates every corner of the level. However, the level's darkness is not entirely pitch-black. In addition, various light sources, such as lanterns and lamp posts, can be found scattered throughout, along with the level’s faint, natural skylight. Along with these features, Level 6.1 also contains sturdy, petrified statues haphazardly placed throughout, resembling a variety of entities and other life throughout The Backrooms. The purpose(s) said figures serve is relatively unknown, though it has been reported that they invoke a sense of dread when looked at. These statues are known to gradually turn and shift every few minutes, though how they do so is unknown, as the statues’ bases are embedded several feet in the soil. The level also contains a wide variety of foliage; the trees within the level are notably fragile—cracking and splintering with ease—with it being relatively easy for gusts of wind to knock them down, often creating a chain reaction which results in the creation of small clearings. The grass and other small florae are dead and wilting, creating faint crunching noises when stepped on. Despite this, living plants have been found in Level 6.1, though these are often concentrated around corpses and thus are seldom in occurrence. Sparsely scattered buildings and pieces of junk can be seen all throughout the level, ranging from dilapidated shacks to the dismantled wreckage of World War II aircraft—among other things. Additionally, hand powered radios can be found mounted into nearby trees. Although these radios are relatively dysfunctional, some may produce disquieting, garbled static when messed with. In addition, Level 6.1 contains little-to-no ambient noise, with the only sound present being the occasional gust of wind. The sensory deprivation this induces causes one to have frequent auditory and visual hallucinations, with some reporting a “dulling of the senses” among other symptoms. Whilst these effects initially seem harmless, further research suggests that staying within the level for an extended period of time can induce psychotic meltdowns and aggressive tendencies in most individuals, with many succumbing to Roth Syndrome soon after.
- #28Level 6.2: "Eyes On The Road" by Normalselective
Keys: level 6.2, time crawls slower, aspen forest eternal dusk, tree eyes watch, ground collapses voidward · Secondary: obelisks glow glyphs, microsleep ambushes, rancid grass chokes, trapdoors rust floor, whispers distort reality, branches trip exits
Level 6.2 is a sub-level between Level 6 and Level 7 within The Backrooms. It is widely regarded as one of, if not the most dangerous level of the Main Nine, serving as a significant obstruction when it comes to further exploration. Level 6.2 is a sprawling aspen forest set in perpetual dusk, with the only prevalent light sources being from the abundant eyelike formations that occur naturally on the level's trees. Covering the forest floor is a diverse number of brush crops — along with other natural vegetation; the majority of which are dead and wilting due to extended dehydration. The forest floor within Level 6.2 is unstable and henceforth prone to collapse, with many pitfalls strewn about the terrain which often lead to The Void. The level also contains a prevalent temporal anomaly — as time moves at an estimated 6.2 times slower than it would in most levels. Throughout the massive forests, one may come across large clearings, usually fields of valleys. The ground of these clearings are mostly covered in yellow-brown grass, with the grass emitting a rancid stench. In some of these large clearings, there may be massive stone obelisks. These stone obelisks contain texts written in indecipherable glyphs and lexicons. What purpose said obelisks serve is yet to be revealed, though some theorize they are exits to another levels, or otherwise thresholds of some sort. In rare cases, the eyelike formations found on the aspen trees can also be observed manifesting on the stone obelisks. Auditory hallucinations are frequently experienced in Level 6.2, ranging from the distant chirping of birds to indecipherable voices echoing throughout the forest. It is widely believed that the level can influence one's perception of reality, resulting in symptoms such as paranoia and derealization. As a result of such factors, as well as the level's sheer darkness, it is widely considered that Level 6.2 is the most dangerous level in the Main Nine, with most wanderers who enter this level either submitting to Roth Syndrome or perishing due to related factors. The auditory hallucinations and paranoia experienced in Level 6.2 are all results of being exposed to its oppressive darkness, as the prevalent sanity deprivation is typically as a result of the lack of sleep from the loss of time or isolation and a lack of mental stimulation. After extended periods within Level 6.2, further exploration becomes significantly more difficult — due to fatigue and constant, involuntary bursts of rest, known as microsleep, with the profound darkness having a detrimental psychological effect on the human body.
Entity Presence: The Eyes
Colonies and Outposts: Level 6.2 is devoid of all other life, primarily due to a certain phenomenon affecting the level. As it is impossible to find another wanderer within the level, forming colonies and outposts is impossible, and any reports stating such a sighting are likely the result of psychotic hallucinations caused by the level.
Entrances: Going through a boiler located within Level 5. A rusted door located on Level 6, which leads directly to Level 6.2.
Exits: Tripping on a fallen branch leads to Level 6.1. It is worth note that intentionally doing so will not initiate the transportation. Additionally, entering dated metal trapdoors occasionally found on the forest floor will also lead one here. Entering a hole will lead you to Level 8. Wandering far enough will bring you to Level 7.
- #29Level τ: "Amaxophobia" by Gooby2selective
Keys: 30-hour twilight cycles, sea of rusted vehicles, skyscrapers choked with cars, level τ, coniferous forest swallows roads · Secondary: mall larders intact, overgrown zones transition, climbing gear essential, rivers run drinkable, temperature plummets -40c, doors hide upstream
Level τ is a sub-level located between Level 6 and Level 7. Level τ (pronounced "Level Tau", less commonly called "Level 2π") is an incredibly anomalous space within the Backrooms. It can be best described as a combination of a large formerly bustling city and a thick forest, entirely flooded by cars and other similar vehicles, both rusty and new. Navigation without the help of a drone has proven to be significantly troublesome, and as such, most of the level remains undiscovered. The vehicles that flood the majority of the level can vary in size and date of production; this can range from Ford Model T's to modern supercars and electric cars, though the most common vehicles are from the late 90s and 2000s. Level τ's size can not be properly determined due to how little of the level has been explored. However, the level is linear, meaning that with the right equipment, the level can be explored without getting lost. It is recommended to bring food and water, as much climbing equipment as possible (this includes helmets, gloves, climbing shoes, an icepick or something similar, and carabiners to carry any other equipment one would like to take) and something to keep track of the path which you may take in this level. The level is also reportedly quite cold, with the highest temperatures being around 12°C (53.6°F) and the lowest recorded temperature being around -40°C (-40°F). There is also a 30 hour day and night cycle, but this provides no significant change other than a noticeable change in temperature. At times, it could also rain within the level; one should use this to their advantage as it is one of their only ways to collect safe drinking water outside of looting stores. As of now, no objects or resources related to the Backrooms (like Almond Water) have been found, outside of stores or not; only regular foodstuffs found in The Frontrooms are known to exist. Level τ is made up of 2 significantly different sections, called The City and The Forest; these 2 sections blend together very frequently, however they are very different in terms of environment and safety. The City is a sprawling metropolitan city composed of skyscrapers, malls, and other buildings, seemingly abandoned and filled with vehicles; all buildings are barren and beyond repair, with the insides being devoid of any appliances, furniture and other items. The City has proven to be very troublesome to explore due to the sheer amount of vehicles making any trek across very difficult, since most buildings are detached from each other, forcing wanderers to walk through the vehicles, which could be dangerous if one is not careful. Despite its harsh conditions, it is possible to survive in The City, since some malls which carry foodstuffs have been able to stick out, allowing simple access to a wanderer's needs for food and drink. The City is usually the first area one will find themselves in, and it is considered more dangerous yet more navigable than The Forest. The Forest is the second section of Level τ; it is a large, dense forest composed of many coniferous trees, like spruces and pines; there is significantly less cars within The Forest than in The City. The terrain is very rough and hilly, making it harder to explore and navigate than The City; however, it should be noted that The Forest is less hazardous than The City due to there being less sharp objects within one's proximity at any times. Small rivers made of drinkable fresh water are also common, so one should pick some up while they are within The Forest. Doors are randomly located throughout The Forest, which contain the only known exits out of Level τ. These doors are usually found upstream, so it is suggested to walk towards the source of a river once you find one. The Forest is considered by many to be the safer part of Level τ, yet it is also considered the harder one to navigate through. One will be able to tell when they are entering The City or The Forest when they stumble upon a space where the 2 sections blend together, leading to a slow decrease in automobiles and most of the environment being overrun with foliage; while not considered its own section, some have began calling this area The Overgrown, implying that this area should be labelled as its own section, or at the very least a sub-section.
Entities: No entities have been documented in Level τ.
Colonies and Outposts: Currently, no colonies or outposts exist within Level τ; however, plans are being made by the M.E.G. to begin establishing outposts within both The City and The Forest to serve as a rest stop and place to collect resources within The Main Nine, much like Level 6.1.
Entrances: One can get here from Level 6 by simply noclipping - the percentage chance of getting here has not yet been determined, however; Finding a rusty car floating in the waters of Level 7 and getting in will make one fall unconscious, where they then wake up in Level τ. One can find themselves here by opening the door labelled 'τ' and walking through in Level 51.
Exits: Opening one of the doors in The Forest will lead one to presumably most safe levels.
- #30Level 6.5: "Blinding Lights" by CyanSurferselective
Keys: level 6.5, pipes hum radioactive, pure white radiation blinds, steam vents hiss safety, walls warp mid-step · Secondary: water pits beckon swim, 3.6mhz radios silent, hallways echo unnaturally, steel door muffles light, indestructible alloy pipes, dim voids escape
Level 6.5, often referred to as "Blinding Lights", is a sub-level between Level 6 and Level 7. Level 6.5 is a sub-level notorious for its sheer brightness and strange optical qualities. In direct opposition to Level 6, the light sources here make it practically impossible to navigate through the sub-level. When one enters this level, one's eyes will be almost blinded by an intense wave of high-amplitude electromagnetic radiation that originates from unknown sources in all directions. Further investigation has revealed it emits all frequencies of visible light equally, thus making it a pure white shade. The light is overwhelming to the point one will not be able to distinguish one's own hands from the surrounding environment. NOTE: Since this sub-level emits all electromagnetic wavelengths equally, this means that one will be subject to excessively high amounts of gamma radiation, X-rays, ultraviolet radiation, and microwaves. This poses a serious threat to any and all biological life inside of Level 6.5, as radiation poisoning, high-degree sunburns, and genetic mutations are all a prevalent threat. Be wary of this. If you find yourself in Level 6.5, attempt to find an exit as quickly as humanly possible. Level 6.5's disorienting qualities are exacerbated by the fact that the environment tends to warp; that is, parts of the level will change in shape, size, material qualities, and hardness. Additionally, sound behaves strangely in this level, echoing in strange ways that do not seem to fit the somewhat cramped and claustrophobic environment. Experts have rightly noted that Level 6.5 seems to be a direct opposite to Level 6. While Level 6 is known for its sheer absence of electromagnetic radiation (that being light) and its ever-present stillness and silence, Level 6.5 is loud, disorienting, and confusing, as well as physically changing almost constantly. Somewhat similar to Level 37's auditory qualities, sound waves seem louder here than is physically possible. With the constant emission of radio waves within the sub-level, most radio receivers will only emit white noise when powered. However, with a specific wavelength, that being exactly 3.6 megahertz (MHz), it is possible to communicate through the Backrooms, as, for a currently unknown reason, this is the frequency that Level 6.5 does not emit. NOTE TO M.E.G. COMMUNICATIONS OPERATORS: If an important M.E.G. entity or employee enters Level 6.5, it is required to use this frequency for communications, and any other channel utilizing this frequency must be immediately suspended. The physical layout of the level is extremely similar to that of Level 6, being made up of brick floors, metallic walls, and metal pipes lining the walls. Keep in mind that this may not always apply, as mentioned above, material properties can quickly change here. As of yet, it has not been determined whether this sub-level is infinite in size or not. There are cramped, claustrophobic hallways, with the occasional steel exit door present. These may lead to other areas of Level 6.5, or they may lead to other levels. Either way, these doors are one of the only exits from this sub-level. The metal pipes are made up of an alloy of standard-grade steel and an unknown heat-producing metal that is slightly radioactive, though not enough to be harmful. Attempts have been made to take samples of this new element, but the pipes are, effectively, indestructible. The fluid inside of the pipes has not been extensively analyzed, though there are occasional spigots that one can use to gather samples of the fluid. Analysis has been slow and ineffective, due to Level 6.5's physically disorienting properties, but it is believed that the fluid is Almond Water. At times, one may come across strange architectural anomalies, such as doors located on a corner of a hallway and being shaped as if it were part of the wall itself, as well as dead ends, hallways that, instead of going left or right, go up, backwards doors, pipes that are located in such a way so as to barricade one inside of an area, holes in the walls or floors that lead to The Void, and other strange phenomena. Occasionally, one may find areas of the level that have sunken down up to 10 feet, creating a gap in the hallway, with the walls of the hallway also being extended downwards to compensate. These pits will consistently be filled with pure, distilled dihydrogen monoxide, also known as water. It is perfectly safe and even recommended to swim across these gaps. On occasions when the gap is only 3 or 4 feet deep, it is not difficult to wade through. Do note the humidity in these areas is notably higher, with steam issuing out of cracks in the pipes. Although it is mentioned above that the pipes are virtually indestructible, the cracks in the pipes seem to be caused by pressure bursts from inside the pipes. This steam is perfectly safe to inhale, and no adverse effects of consumption have ever been reported or observed. If one is fortunate enough, one may be able to find a safe haven throughout the sub-level. This place is most comparable to The Manila Room in Level 0, being similar both in size and premise. Keep in mind that these safe rooms shift locations and warp at random moments, and as such it is fruitless to attempt to navigate back to its location at a later time. Navigating through the hallways, one may come across a steel door with a handle. Inside one will find a small (10 feet by 10 feet) concrete room, with one singular wooden table in the center, along with a straight-backed wooden chair. Occasionally, there will be a bottle of Almond Water on the table. However, the most notable difference in the room is the lack of bright light. There will always be one fluorescent light fixture on the ceiling, emitting a much fainter light than even lights in Level 0, perhaps to offer one relief from constantly squinting one's eyes. The door that serves as both the exit and the entrance to the room is completely impervious to all forms of electromagnetic radiation, as it would obviously have to be. As well, this safe room does not share the strange auditory properties of the sub-level it resides in, giving much-needed relief from the maddening echoes. It should be noted that there have been reports of entities such as Hounds and Skin-Stealers waiting to attack an unfortunate wanderer to enter the room, and take advantage of their recent disorientation. It is recommended to stay prepared for this situation, as one should throughout all of the Backrooms. Unlike Level 6, there seem to be a multitude of fluorescent lights on the ceiling, emitting a loud, discomforting buzzing sound, adding to the already horrible auditory experience this sub-level offers. It has been postulated that these may be the source of the white light that Level 6.5 is so famous for, but this has not been proved.
Entities: It has been theorized that entities such as Lighters, and Lightlurkers may exist in this level, as this environment would be an almost perfect habitat for them, but their existence here has not been proven.
Colonies and Outposts: Due to the nature of this level, colonies and outposts are unable to be established; although, unlike many levels in the Backrooms, there are no isolating properties, meaning groups may enter this level as one.
Entrances: Finding a very bright area in Level 6 can bring one to this sub-level, with one's surroundings fading into this one's. Being blinded by the lights in Level 228 can teleport one here Coming across a white door in Level 610 can lead here. Attempting to enter Level 996 has a 5% chance to be sent to this level instead. If one happens to create an electrical spark via batteries in Level 6, an experience similar to a flashbang will occur and one will be teleported to this level, though without their belongings.
Exits: Falling into a random hole has a 5% chance to send one into one of Level 8's sub-levels, but a 1% chance if done intentionally; if not sent to Level 8, one will be sent to The Void. Finding a dark area with dim lighting will lead one to Level 6. Tripping on a wire can no-clip one into Level 610, though if done deliberately, nothing will happen.
- #31Level 6.66: "Cryophobia" by RCdesklabselective
Keys: blackout swallows light, frigid basement labyrinth, walls shift unpredictably, level 6.66, lamps fight hypothermia · Secondary: narrow tunnels flood, steam leaks warn, boiling stairwells drown, nausea grips mind, voices lure underground, darkness retreats backwards
Level 6.66 is a sublevel between Level 6 and Level 7. Level 6.66, also known as "Cryophobia" resembles a large abandoned basement. The level consists of small rooms and extremely long and narrow corridors. The entire place is dark, and the only source of luminosity is small lamps found in the ceiling of rooms and corridors. The current state of the level is decaying, and the floor, walls, and ceiling look burnt and destroyed. Nothing can be found in the rooms except the old lamps shining weak white light that fades into the deep darkness of Level 6.66. The atmosphere of the level is surprisingly cold, having extremely low temperatures, causing any individual who stays at Level 6.66 without proper equipment to die from hypothermia. To avoid problems with the frigid atmosphere of Level 6.66 it is highly recommended that individuals keep close to the lights while exploring the rooms because light is the only heat source in the vast space of the level. Due to its temperature, Level 6.66 is devoid of life. Level 6.66 is unsafe and has unstable properties, all of which are related to the temperature in the atmosphere, which is usually cold. The entire level always seems to be changing due to its temperature; these climate changes can indicate a decrease in the temperature or a low increase. Due to these exchanges, the level may become unstable for long periods until it adapts to the changes. Certain events may indicate that abrupt weather changes will occur. Walls starting to move or appear loose, becoming narrower or wider; Small leaks of boiling water from the ceiling or floor; Rooms constantly repeating; Lights flickering. When these events occur, individuals should prepare for a sudden climate change and try to seek shelter. After spending a considerable amount of time on Level 6.66, the coldness will begin to take hold of the wanderer's mind, and consequently, hallucinations will occur. Hallucinations can be accompanied by symptoms such as nausea, voices, and whispers. If voices start becoming frequent, the individual will need to leave the level as soon as possible. Traveling far enough into Level 6.66 may cause wanderers to find stairs that lead down. However, it is impossible to explore these areas because, for inexplicable reasons, they are completely flooded by boiling water. Even if these waters seem clean, consumption is not recommended. Level 6.66 is extremely hard to explore and stay in it. As a consequence, its climate-changing properties, along with its massive structure and what lies after it, have never been explained.
The Blackout: Between large and unknown periods in level 6.66, the wanderer may hear strange noises coming from the lights, and after these noises, all lights on the level will go out, making the entire level completely dark. This is a fatal event due to the high decrease in the current temperature of the level. At that moment, the entire observable space of Level 6.66 will become a vast abyss, and consequently, the temperature will begin to decrease, causing the wanderer to begin to hallucinate and hear voices. It is reported that these voices are different from voices heard when the lights are on. The voices will begin to call the wanderer to visit the underground area of the level, which is flooded. When the lights turn off, it is recommended that the wanderer not listen to the voices and sit in a corner and try to warm up until the lights come back again. The lights usually come back 3 hours after the blackout.
The Underground: After long periods in Level 6.66, loud sounds of water flowing out may be heard, during these sounds, water from the underground areas will begin to drain, and these areas will become suitable for exploration, however, it's not recommended to stay in the underground for a long time, because, after a random time, the water will rapidly rise again. The underground of Level 6.66 is different from the original area and consists of long and extremely narrow passages that intersect perpendicularly into 4 paths at each junction, like a ventilation maze. These paths tend to remain constant ahead, but they may have slight and abrupt inclines upwards and downwards. inexplicably, these areas are less cold than the main floor; however, it is more advisable to stay on the upper floor. These areas do not have any light source, so a flashlight is required. In the underground, even with more suitable temperatures, it still seems devoid of life. However, the voices heard during the blackout will be more frequent here, and in an unknown manner, they seem to recognize anyone who enters the underground, and once again, invite them to explore the long tunnels even further. Many wanderers have gone missing by following the voices because they would be hearing family members or friends they had in the frontrooms. The interest of these voices and what lies beyond the underground is currently not known. However, it is recommended that any wanderer should stay away from the underground and should not listen to the voices. The underground should only be entered if the wanderer needs to warm up urgently, if necessary, one should not go away from the exit, as the water will rise again quickly, leading anyone who gets lost inside the tunnels to a worse fate.
Entities: Level 6.66 is completely devoid of life; therefore, no entity has ever been seen on this level. The voices heard in the deepest zones are recorded only as hallucinations.
Colonies and Outposts: Due to the nature of this level, colonies and outposts are unable to be established.
Entrances: Exploring deep into colder areas of Level 6 have a rare chance to take one here.
Exits: Crawling through tunnels that lead upwards can take one to Level 7. Crawling through tunnels that lead downwards can take one to Level 37.1. Exploring darker areas can take one back to Level 6.
- #32Level 6.99: "Umbral Light" by Stormyselective
Keys: distant lights contort, level 6.99, unreflective darkness suffocates, dead forests absorb light, hypothermia gnaws bones · Secondary: lamp posts glow void, clicking hallucinations echo, stagnant oceans freeze, woodsmoke masks stars, settlement fires beckon, sky chimes whisper
Being a sublevel of Level 6 and one of the most infamous levels of the Main Nine (in no small part due to its pervasive anomalous properties), Level 6.99 is one of the most mysterious levels to have been documented, with much about it still being unknown to this very day. Along with the remaining levels further past it, this place serves as a significant barrier to navigation and exploration past the Main Nine as a whole. Entering the level, one will immediately be met with a seemingly endless expanse of what can be assumed to be the dead remnants of a conventional natural area, filled with forests of towering, dead, evergreens, fields of blackened grass left to decay, and massive expanses of shallow, stagnant water, all under the view of a surreal sky embellished with various stars and objects which cannot be properly identified. Dotted sparsely across this locale are randomly placed derelict structures of various shapes and sizes, including but not limited to stone paths with lit lamp posts, vacant skyscrapers, eerie suburban homes, empty highways, rotting log cabins, and many more, all seemingly having been abandoned for extended periods of time. Strangely, Level 6.99 is affected by a mysterious visual anomaly; although light can be emitted and is visible, all matter within the level, whether native to it or not, will be unable to reflect said light. As a result of this, despite the skylight within the area, the entirety of the level proper is shrouded in complete darkness, with any light source brought into the level failing to illuminate one's surroundings. In addition to the perils posed by this abnormality, temperatures within the locale average at around -10°F/23.3°C, meaning that succumbing to hypothermia is an ever present risk within the Umbral Light. Additionally, the significant lack of illumination, along with a lack of ambience within the level, tends to caused an increase in audiovisual hallucinations, so much so that it has become persistent throughout all accounts. Most hallucinations consist of loud clicking or banging, coupled with the distant sound of wind chimes. Most hallucinations within the level tend to only be audible in the far distance, out of reach to wanderers. Visual illusions, on the other hand, consist of solely distant lights, which often blink and contort in a haphazard manner.
Sentient Presence & Anomalies: There certainly is something within Level 6.99. It is known for a fact that the vast majority of wanderers who enter the Umbral Light never return, their bodies lost to the darkness. Documentation collected by the Backroom Colonists have reported moving lights seen far off in the distance and strange noises heard, with photographic and audio evidence to prove that these are not merely instances of the level’s iconic hallucinations. Longterm inhabitants have confirmed the existence of lifeforms within the space, but the excessive darkness within the Umbral Light and the probable hostility of said beings makes properly identifying them a fool’s errand.
Human Habitation: Despite the harsh conditions of this space, humanity finds a way even through perils such as this. Due to the lack of safe exits from the Umbral Light, various small communities have settled within its wilderness, often using one of the various pre-existing structures within the level or hiding within the Depths for shelter. Collecting wood from the dead trees within Level 6.99, these communities create fires within the level for both warmth and as a visual marker for their colony’s location, feeding on naturally occurring Backshrooms within the level and boiling the water from the shallow pseudo-oceans within the level for hydration. Due to the relative isolation of most settlements within the space, human society and culture within the level is radically different from The Frontrooms or culture in the Backrooms. According to testimonies of those born and raised within Level 6.99, many religious groups within the level exist, convinced that the sky of the Umbral Light holds spiritual significance.
Entrances: Main Entrance: Traveling upwards through a staircase in Level 6 will lead here. Alternatively, wandering far enough into the darkness of outdoor levels may lead one here, more commonplace in levels that are either extraordinarily dark or influenced by outside forces.
Exits: Return back to where you came from. You don't belong here.
- #33Level 7: “Thalassophobia” by SherlsFselective
Keys: endless black ocean, crushing depth pressure, horizonless water voids, level 7, submerged leviathan silhouette · Secondary: buoyant hatches glow, thing's wake churns darkness, gravity-inverted drowning, rust-bunker knee-deep freeze, abyssal currents drag downward, fog of bone fragments
Level 7 consists of a confined metal bunker floating atop an endless, foggy expanse of ultrapure water. Despite its apparent lack of anchoring, the structure remains stationary, with its position constant regardless of the surrounding water’s conditions. Although the chamber functions as the primary point of entry into Level 7, several accounts report entering the level’s waters directly by boat. The level’s bleak atmosphere is largely unchanging, with its thick, dense fog hanging below a perpetually overcast sky. The dark, rusted interior of the vessel contains scattered, decrepit furniture, such as metal bunkbeds, folding chairs, and makeshift bookshelves. Without adequate protection, the frigid, knee-deep water inundating the bunker may lead to hypothermia after an extended period of time, hastened by the level’s constant, near-freezing temperature of 4°C. A rickety staircase serves as an exit from the chamber, above which lay a metal hatch providing access to the surface of Level 7. The ocean of Level 7 appears largely motionless, exhibiting minimal wave activity. The seabed in the general vicinity of the bunker is relatively shallow, measuring only a few meters deep. However, venturing further out has revealed a sudden drop-off, with the seabed instantly descending to an unknown depth in a sheer vertical drop. Explorations of the level's ocean proper have netted little information in the way of its topography, but have led to the discovery of its only known entity, dubbed The Thing on Level 7. Wave activity within the level is primarily limited to disturbances generated by the movement of this being. The haze that permeates the air is composed of microscopic bone fragments and organic residue, byproducts of the entity’s biological processes. They consist of discarded calcium, keratin, and other undigested remnants that are expelled into the air rather than settling into the water. Unlike conventional water vapor, it remains suspended indefinitely, dispersing only when physically disturbed. Given enough time in the level, its chalky residue will accumulate on surfaces such as skin, which may result in respiratory irritation if breathed in directly.
Anomalies: Pip Complex, also referred to as Pippin Syndrome or Jonah’s Fate, is an anomaly proposed to cause spatial hallucinations frequently reported by Level 7 seafarers. Affected wanderers often report glimpses of distant, unreachable boats, as though the water subtly pulls them backward despite the absence of currents. The condition is named after Pip in Moby-Dick and Jonah in the Old Testament — figures who underwent transformation through isolation and madness. Unlike them, however, those afflicted by the phenomenon tend to stray too far into the level and ultimately vanish without a trace. Microscopic analysis of the airborne dust has revealed no neuroactive compounds — only reduced particle size and unusually low density. Some researchers instead propose that the condition may be triggered by prolonged exposure to the water itself. In certain regions, Level 7’s water exhibits nonstandard gravitational orientations. The gravitational axis may deviate from the typical downward pull, causing water to adhere laterally or even invert. This results in massive, surreal formations such as vertical waves or overhead oceanic planes — creating the illusion of a mirrored sea suspended above. Objects interact with the water according to its local gravity field: a boat may float sideways, rather than sink. For this reason, consumption of the water is dangerous outside regions where gravity aligns with the body’s internal orientation. Once ingested, the liquid adheres to the esophageal lining based on its own gravitational logic. In excessive amounts, it may flood the respiratory system, resulting in fatal asphyxiation — essentially drowning the victim from the inside out. Beyond physiological risks, the outer regions of Level 7 exhibit increasingly unstable spatial behavior at greater depths. Instead of fading into uniform darkness, light fragments into chaotic, glitch-like patterns — microscopic voids and angular, triangular luminescent structures that intersect unpredictably. These anomalies are most prominent in zones where conflicting gravitational forces interact, often nearer to the surface in deeper areas. Disorientation is common, and drowning incidents are frequent. Nevertheless, the water’s ultrapurity enhances buoyancy, allowing for more efficient swimming and movement. While near-surface navigation remains relatively manageable, wanderers must remain cautious of The Thing on Level 7 — the level’s sole entity. Due to its immense size, however, its ability to pursue quickly or enter narrow spaces may be limited.
Entitites: The Thing on Level 7
Entrances: Roaming Level 6 long enough may cause the level to transition to Level 7’s bunker. This is the most common way to enter Level 7. Wanderers using this entrance should only venture out to the ocean at nighttime to avoid temporary blindness and sensory shock due to prolonged exposure to darkness. Entering a trapdoor in one of the marked rooms when crashing waves can be heard in Level 5.1. Crawling through tunnels upward in Level 6.66. Swimming toward the bottom of pools of perfluorocarbon liquid more than 3 meters deep in Level 8.5. Wandering through a flooded corridor for prolonged periods in Level 17. Drinking Level 45’s Neon Water, experiencing its effects, and then surviving it, will cause one to wake up in Level 7. Getting to the top of Level 88’s tank brings one here. Consuming the water in Level 117, sometimes; or, laying in the grass next to the road. Swimming around a mile upstream the River of Level 173. No-clipping into a body of water in Level 200. In Level 221, expansive pools may lead here. Diving deep into Level 246 may cause the level to fade into Level 7. Setting off to Level 248’s ocean. Drowning in the river of Level 271’s 4th sublevel. No-clipping through one of Level 280’s aquariums. Falling through water on bathroom floors in Level 406. Strong currents in Level 512’s The Abyssal Lumina transport one here. Going into the Cook Landing Site in Level 594’s alternate Hawaii. Jumping into an out-of-place lake in Level 700. Swimming to the surface of Level 967. Entering a body of water with a device, presumably a battery-powered one, in Level 998. No-clipping through a body of water in The Limitless Mulch.
Exits: In the outer regions, swimming kilometers deep into the depths may transport one into several levels, which are all listed here: Level 4 (through a floating door labeled “No Exit”); Level Tau (through a floating, rusty car); Level 7.1 (when one feels the sensation that something has touched their foot without the presence of the Thing); Level 7.5 (through a fake “seabed”); Level 7.7 (when a blinding light can be seen from above); Level 8; Level 8.2; Level 13; Level 37; Level 38 (through an area with orange fog); Level 38.1; Level 41; Level 49 (through a floating, full-scale replica of a hospital); Level 87; Level 128 (through a floating, pink-colored natural arch); Level 147; Level 351 (when one passes out); Level 512 (through a faint, blue light); Level 833 (through a floating, modernist house surrounded by kayaks);
- #34Level 7.1: "Submechanophobia" by YourImpendingDoomselective
Keys: night sky no stars, saltwater rusts metal fast, sudden water explosions, level 7.1, underwater machinery graveyard · Secondary: shipwrecks collapse often, tunnels glow faint, drowned statue exit, currents pull downward, plastic floats surface, objects fall randomly
Level 7.1 is a sub-level of Level 7. Level 7.1 consists of the same peculiar and aquatic nature as Level 7, considering that this is a sub-division, this body of water spans out for eternity. The ocean is saltier and can be polluted with plastic floating against the surface than its parenting level; tides mover slower from the lack of wind speed, and the waters whether underneath or not are mainly brimmed with man-made objects and shipwrecks. The waves are smoother than most open seas, and the sky is always nighttime with a moderate number of clouds, and although the necessity of clouds is supposed to contain liquid, rainfalls do not occur at any time of the sub-level. The weather conditions are very vague; thunderstorms hardly happen in the duration of Level 7.1, but are allegedly a rare phenomenon. The horizon can change pigments and darker shades of blue in the atmosphere between intervals without any knowledgeable reason. Many upon entering this sub-level may develop a fear or bad omen while staying in the waters. Giant splashes of water are an abnormality of Level 7.1's contrary factors; they will materialize and transpire without any cause from a falling object and can be very sudden, theoretically, it could perhaps be a malfunctioned interpolation from the case of the falling steeples that ordinarily happen from time to time. The size of these impacts that take place underwater are identical to the instance of a bomb exploding underwater, usually the capacity from a missile. There have been reported sightings of bombs at the seafloor, some have been known to detonate themselves after a temporary amount of time before discovery; these however don't comply to the anomaly because of the missing precondition of radioactive isotopes taking infestation after the event. It is hard to navigate due to the modestly cluttered environment. A few objects intermittently and can randomly fall or collapse because of their unstable and janky positions; this becomes a hazardous factor within Level 7.1's surroundings, as it can particularly inflict injuries from a hefty object colliding with one another. In some scenarios, the precarious objects that crash into the ocean can cause a string of more objects falling and therefore a chain reaction, if at least these objects collide with their neighbors. Within the submerged interiors (usually shipwrecks) can contain loot in tight pockets (hazmat, vests, lifejackets, scuba equipment, and average weaponry.) The defying speed of Level 7's rotting mechanics are extremely rapid, and it is the big reason why most junk wither away and collapse promptly. Essentially, many of these man-made objects are composed of a category of natural stones and metal, which both materials can occasionally rust; solid materials that have a sensitive exposure to corrosion are now extremely quicker to die out when remaining in Level 7.1. Fortunately, in perspective of the ecosystem, aquatic life still seems to be suitable under the effectual circumstances, as divers have observed sea creatures (mainly fish organisms) inhabit the depths of the ocean and bizarrely thrive off of the growing seaweed from submerged and synthetic matter.
Entities: Normally, natural aquatic life would be the predominant entities to populate Level 7.1, but there have been spread rumors that reported witnessing Hounds and Clumps swimming freely in the middle of the ocean. Circulations claimed that Smilers lurk in the interiors of shipwrecks. All of these conjectures haven't been solidly proven to be indeed true.
Entrances: If one swims in the vast body of water in Level 7 and feels something touching their foot as they swim, a premonition with the texture of decayed metal, they will be brought to this level.
Exits: Underwater tunnels can lead to the surface from a body of water in Level 8. Swimming physically (transportation will not work) for presumably fifteen kilometers will lead one to the seaside of Level 94. Touching a specific female sculpture submerged underwater that is sitting on an inclined stone with its head sulking down and its left hand palming the back of its head will teleport one who touched it to Level 72.
- #35Level 7.3? by Lancelotselective
Keys: level 7.3?, yellow-blue almond ocean, dusk glow constant, auroras in sky, waves push southeast · Secondary: hydropower hums low, rain tastes pure, salt crusts shores, island corporate buildings, guards block exits, water changes color
Level 7.3 is a sub-level existing between Level 7 and Level 8. Level 7.3, better known as "Oceanus Amygdal", is a sub-level of Level 7. It takes the form of a vast expanse of water body. The liquid in the ocean manifests as a yellowish blue translucent solution, which consists of around 97% of Almond Water, 2% of salts and other non-harmful impurities, hence the name "Oceanus Amygdal" is given. Other than the aforementioned yellow color, the ocean may also be presented in a variety of different color due to the differentiating chemical composition in the liquid. It is known that specific type of chemicals could be extracted from the colored water to form edible coloring or industrial pigments. However, due to the limitation in obtaining the said pigments, not much is known about them. The ocean, albeit not having any tidal action, carries gentle waves at all times. The waves move at a fixed direction, from northwest to southeast regardless of the wind direction. This creates a natural hydropower source, which is the major source of power in the level. The water cycle on Level 7.3 is significant, and Almond Water evaporates from the ocean to form clouds in the sky. Consequentially, the level rains Almond Water. The purity of almond water compared to the ones directly obtained from the ocean is conspicuously higher, and yields a better effect. Similar to its parent level, Level 7.3's ocean seem to be extending infinitely into the horizon. The day-night cycle of Level 7.3 is not eminent. It has a 12 hour day and 12 hour "night", but at night, the level does not completely black out. Instead, the level remains at a certain degree of brightness, similar to the illumination one may see at early dusk. The sky would turn into a bright yellow color, and special optical phenomena similar to aurora polaris can be seen all across the sky. The only instance of land known on Level 7.3 is a island of moderate size named "Latondu island" (latondu means to appear, arise) . The island is a colony and the headquarters of Almond Water Inc., and is under its full control.
Locations, Colonies & Outposts: Oceanus Amygdal Laboratory Almond Water Inc. Resort D.E.E.P. Station Gamma Greenhouses
Resources: Pigments Almond Water Almond Crystal
Entrances: One may enter the level by becoming a core employee of senior rank within Almond Water Inc.. However, other than that, the actual means of entering of the level remains unknown, and Almond Water Inc. tends to spread false information about the level to mislead the public so as to hide its real location. The only confirmed information about the level is that it is a sub-level of Level 7.
Exits: The exits of the level are confidential. If one stumble upon Almond Water Inc.'s headquarters by accident, they will receive preferential treatment as refugees by Almond Water Inc., but egress of the level is strictly forbidden such that the true exit will not be known to the public.
- #36Level 7.5: "The Docks" by Cendimixselective
Keys: resting spots wanderers gather, pine docks black water, underwater yellow lights, level 7.5, rowboats appear unattended · Secondary: nightshades smell strong, doors lead elsewhere, tentacles vanish when seen, fish species visible, concrete pillars protrude, water causes drowsy dreams
Level 7.5, also known as "The Docks", is a set of pine wood docks resting on and below two presumably infinite bodies of pitch black fresh water. Light posts can be seen emerging from the bottom body of water and along the sides of docks that emit a constant bright yellow light. This along with lanterns occasionally resting on the docks are the only sources of light, any other sources of light brought onto Level 7.5 will cease to produce any illumination. Traveling far enough into the level one may stumble upon a much larger dock containing several benches and trashcans as well as the occasional bottle of Almond Water. These areas will be referred to as "Resting spots" and where one can often find other wanderers, colonies, and outposts. In addition to light posts, nightshades can also be seen growing from the water. Despite the bodies of water having a near infinite size, the docks are finite, covering a space of around 20,000 square miles, or 32,187 square kilometers. On various locations throughout the docks of Level 7.5 wanderers have found several doorways leading to separate levels, nearly all of which lead to Habitable and or Class 0 levels within the backrooms, all of these doors, the levels in which they lead to, and their locations will be listed in the Exits section of the page. Although the docks only occupy a small portion of space amongst the vastness of the body of water, several small row boats can be found attached to the poles holding the docks in place, where exactly these boats come from is a mystery, however, as they will appear in areas of the docks that are not being actively observed by human life. Several wanderers who have used these boats to explore the outskirts of the level have found various unusual structures, these include: Several smaller sets of docks. Unusual concrete pillars usually around 8 foot on all sides (30.48 Centimeters), that extend from the bottom body of water to the top. These are exceedingly rare and are thought to be from other levels. A possible unidentified entity that resembles that of a large octopus.
Level 7.5 is a safe level devoid of entities and can provide rest to any wanderers who may feel tired or stressed, the large bodies of water found on Level 7.5 are considered potable and can be drank without any health concerns, although drinking them directly from the body of water may lead to drowsiness and unusual dreams often depicting a place the wanderer considers comfortable or calm. The water is assumed to be safe to swim but fully diving into one of the bodies of water will lead one out of the level. Level 7.5 maintains a constant faint smell of nightshades due to the nightshades seen growing from the bottom body of water. Level 7.5's temperature fluctuates between 80-90° Fahrenheit (26.7-32.2° Celsius) and 60% humidity, which may be considered undesirable for some. Level 7.5 contains several forms of biological life, including nightshades, moss, moths, dragonflies, fireflies, and several types of fish living in bodies of water that can be safely caught, cooked, and consumed. Species of fish that live within Level 7.5 include Largemouth Bass, Smallmouth Bass, Spotted Bass, Catfish, and Trout.
Anomalies: Various abnormalities are known to exist within Level 7.5, one of which, the effects of consuming water in the level, has already been listed. It is theorized that a large unknown entity may be present in the level. Wanderers have reportedly seen large tentacle-like limbs extrude from the bottom body of water. As of now, these sporadic sightings remain mere rumors, as there is no photographic proof of the alleged entity. Wanderers note that these tentacles move exceedingly fast, are only ever seen far from the primary docks, and appear to be able to detect when a wanderer looks at them, as they always resubmerge once viewed. Level 7.5 possesses a notable calming effect on wanderers present within the level; though this may be a non-anomalous effect and merely the result of the environment being generally quite relaxing, wanderers still tend to be far less violent while present. In addition to this, wanderers easily lose track of time, resulting in some wanderers staying in the level for years without releasing. This is currently being studied, as M.E.G. is unsure if this is psychological or a time dilation within the level, as wanderers age far slower as well.
Colonies Unnamed Colony Small colony of 10. Willing to trade fish for almond water. Non-Hostile. Attempting to form a settlement on a relatively large Resting Spot. Willing to accept new members into the colony.
The Lamprey Small colony of 6. Should not be trusted. Known to scam wanderers out of their belongings. Hated by RiverTown. Unwilling to accept new members.
The Repair Men Non-Hostile. Attempts to repair any damaged parts of Level 7.5. Willing to trade certain items for any form of sustenance (I.e. Almond Water and fish). Willing to accept new members into the colony.
Outposts: RiverTown Large settlement of around 46 inhabitants. Located on a close collection of 3 unnaturally large and closely linked Resting Spots. Are willing to accept new inhabitants. Are willing to trade various items. Are hostile to The Lamprey.
M.E.G Base Lambda Study the unusual effects of the water. Willing to trade. Non-Hostile. Located on one fairly large Resting Spot.
N.A.X.O.S. Base Aqua Study the properties of the level. Willing to trade. Non-Hostile. Located on one small Resting Spot.
Entrances: No-clipping through the floor of Level 7 will cause you to emerge from the top body of water and fall on to a dock. No-clipping through the cave roof of Level 8 will cause you to emerge from the bottom body of water.
Exits: Jumping into the bottom body of water will lead to Level 8, falling out of a low part of the cave roof. No-clipping through a "seabed" in Level 7's outskirts, which will cause one to emerge from the ocean floor here. Attempting to damage the docks might cause one to faint and wake up on Level 5. Attempting to damage the light posts might cause one to faint and wake up on Level 11. Noclipping into the large concrete structures is thought to lead to Level 11. Doorways Level 7.5 harbors several doorways leading to generally far safer levels, though there are exceptions to this, it is considered safe to enter doors found on the docks. These doors often come in multitudes, though a select few are singular, and will be listed as such.
These exits are listed below: Going through a rustic navy blue door will lead to Level 699. This is a singular entrance, and does not have a definitive location. Going through an old, windowed rural door showing Level 10 on the other side will take you to Level 10. A pair of glass sliding doors are present on this level, which presumably lead to Level 399 as the level can be seen on the other side, however, they cannot be opened, nor smashed through. This is a singular entrance, and can be found on a fairly large set of docks located east of the primary docks. Entering a doorframe, no matter the style of said doorframe, will always lead to Level 0, it is important to be aware of this information due to the doorframe not showing said level on the other side, as only darkness can be seen. Level 37.5 can be entered via going through a doorframe filled with water, however this is a one-way trip. Level 72 can be entered via a traditional office door. A pair of wooden dinner doors is known to lead to Level 96, though it is singular, and the location of said door is known to fluctuate.
- #37Level 7.7: "The Forsaken Debris" by Ericoteselective
Keys: ocean unnaturally calm always, oxidized pipes leak gas, giant rock lighthouse stands, level 7.7, lighthouse bigger inside · Secondary: control panels broken, swim hours exit, concrete walls no windows, rock surface slippery moist, water tastes like salt, sky empty light gray
Level 7.7 is a sub-level existing between Level 7 and Level 8. Level 7.7’s main feature is its grand, large rock located at one point of a vast and calm ocean. At the top of the natural formation, under an empty sky, there lies a desolate building. This building resembles a lighthouse. And no matter where one points their view at, there is no trace of any living forms. The four core components of the level ― a skyscraping rock, a seemingly out of place lighthouse, a nearly infinite mass of water and the grayish sky above it all ― each present abnormal properties that in some cases even bend the frontiers of normal reality. In order to analyse them in detail, the following categorizations have been made.
Main Elements: The Rock This enormous boulder is the most noticeable structure in all of Level 7.7. For simplicity, it has been named “Geolith”. The Rock is similar to rocky formations within The Frontrooms save for an unusually high thermal conductivity and an immunity to any erosion caused by exposure to the Ocean. The air surrounding its surface is constantly moist. Considering this, and the overall inconvenient shape of the Geolith, it is highly unrecommended for wanderers to attempt to descend it bare-handed, as the risk of an abrupt fall is almost certain. On a separate note, the Geolith’s proportions have been obtained by rigorously analysing recovered imagery. The Lighthouse is located 47 metres (154 feet) above the Ocean’s surface. However, the Rock is not floating, but fixed to the bottom of the level. Therefore, its total height is estimated to be far greater. Its width is, comparatively, notoriously small. The area a wanderer can walk without falling off is narrow, even if not uniform due to the varying configuration of every spot. The Lighthouse The abandoned building at the top of the Geolith is the sole man-made construction in the entirety of Level 7.7. Both the interior, the outside walls and its floor are made of simple, shabby concrete, with the exception of a few pieces of wood and metal in various spots. The Lighthouse's interior is significantly more spacious than its exterior shape would indicate. In other words, it does not strictly follow the laws of physics known in The Frontrooms. Thus, classification of its insides has been documented and goes as follows: the Ground Floor, the Upper Floor and the Ceiling. The Ground Floor is the initial complex of rooms that is accessed by crossing the door that connects to the outside. It presents a variety of worn-out and unhygienic furniture: from old chairs and mouldy tables to flowerpots containing long-withered plants. Additionally, painting frames whose contents have become indiscernible are present. There are no windows within the Ground Floor, and the light switches in various walls do not work; the light bulbs inside the lamps barely hanging to the ceiling are all burned out. Despite this, enough light reaches every spot on this floor, as some rays lurk out from the stairs that connect with the Upper Floor. Even though this illumination should be plenty, wanderers also have the option of opening the door to the outside for another source of light. The Upper Floor contains several of the elements that are found in the layer below, such as the furniture in a detrimental state. Two differences with the Ground Floor are the presence of several windows at various points and a greater presence of oxidized metal in this layer than the rest of the Lighthouse, to the extent that it consumes most parts of the area. Furthermore, there is a series of oxidized pipes going in and out some of the walls. These pipes are one of the major threats of Level 7.7, given that they are verified to contain a highly toxic gas running through them. Exposure to this substance may cause symptoms such as blurry vision, drastic nausea, internal bleeding, skin infection, among others. All pipes in this layer are completely enclosed; the gas will not leak out unless they are pierced or notoriously damaged. Hence, It is heavily advised for future wanderers to act with thorough caution when navigating through them. In one point of this layer, there lies another group of stairs which leads directly to the Lighthouse’s Ceiling. The spatial anomaly of the Lighthouse does not extend to the Ceiling area, given that it is located on the outside itself. Two notable features here are the decaying white colour that covers the floor, and the Lamp Zone. The Lamp Zone is the place where the giant light bulb is situated. This area is surrounded by minimally shattered, ancient-looking glass with notoriously low resistance. In addition, various control panels are located here. They present a wide range of buttons, signs, levers and even an ancient radio signal transmitter. Although no matter how much the explorer experiments with them, no effect will occur since they are severely damaged beyond repair, and the cable system that should be behind them is completely gone. The Ocean Surrounding the Geolith and the Lighthouse at its summit, there is an ocean that expands in all directions. Its main trait is the permanent calmness noticeable by the lack of major waves. In spite of this, tides, although petite in scale, do exist. The following file from a recovered MP3 device contains the sound from the waves colliding with the Rock. This sound does not produce any anomalous effect other than what the buzzing lights in Level 0 may cause. The Ocean's depth is undetermined as of now, since no survivors from the level have ever attempted diving to the very bottom. What is certain, however, is that its lowest point cannot be witnessed from its surface by looking down, implying that its total depth is profound. As for the water properties in Level 7.7, they bear a resemblance to those in the oceans from The Frontrooms, such as high concentrations of dissolved salts and unpredictable sea currents, which can pose a severe threat, especially in the near surroundings of the Geolith. The Sky Level 7.7’s Sky is entirely empty, completely devoid of clouds, birds or even celestial bodies. And despite this, Level 7.7 is illuminated in its entirety, with the source of said light being unknown. The level is also permanently stuck in a fixed time of the day; i.e., it never enters nighttime. Its sky has an unchanging light gray colour, typical of clouded horizons, yet there are no clouds to be found anywhere. A giant mass of air in rapid movement situated on the lower part of the Sky has been confirmed as well. This produces several wind currents which may casually descend, even if the maximum force they can apply would only make wanderers lose their balance at most.
Level Nature: Level 7.7’s natural traits are especially arduous to document and assort. In its place, the following audio log contains a conversation between three researchers from The M.E.G. ― Sally, Matt and Carl ― in which the level nature is heavily discussed.
Entities: Level 7.7 is completely devoid of life. Therefore, no entities can be found. A plausible explanation for the exclusion of any life forms except for humans from its domains is yet to be discovered.
Bases, Outposts and Communities: The nature of the level makes human settling non-viable. There is a total impossibility for any kind of bases or outposts to be properly settled . And since Level 7.7 is entirely devoid of life, no communities can be found either.
Entrances: While crossing a sailor styled door, or a door in a marine navigation themed room through the entirety of the Backrooms, there is a slim possibility of no-clipping to the entrance of the Lighthouse in this level. By wandering far enough through the ocean of Level 7, there is a slight chance of witnessing a blinding light on the heights above the distant horizon. Once it disappears, one will be situated in front of this level’s Lighthouse.
Exits: The only known way of exiting Level 7.7 is by continuously swimming through the Ocean for several hours in an undetermined direction once the giant rock has completely vanished from sight.
- #38Level 8: "Cave System" by Egglordselective
Keys: level 8, rotting bridges hang precarious, stagnant pools drown kneelers, endless twisting caves echo, frigid water never freezes · Secondary: water drinks safe, vertical holes descend, burrows shift unwatched, wooden dens decay, tunnels squeeze impassably
Level 8 is a sprawling subterranean complex of towering, rocky heights and deep, twisting burrows. The frigid caverns within the level and its resulting difficulty of navigation have rendered it effectively incapable of measurement; as a result, few have ventured into the level’s depths, and even fewer have made it back out. Due to its expansive structure, all noises emitted within Level 8 echo extensively after ricocheting off its rocky walls, revealing the greater extent of its depths. Lower areas of the level often contain small bodies of stagnant, frigid water. While it has been deemed as relatively safe to drink, it should be avoided if one lacks the proper equipment to contain it; strangely, an inexplicably high number of wanderers have been reported to end up falling in it and drowning after simply kneeling to collect it, leading to various theories regarding the true nature of the water. No light appears to penetrate past the water's surface, and its temperature has been described as frigid to an unnatural extent; despite this, it flows freely throughout the level, creating ponds and streams that remarkably remain in a liquid state far below freezing temperature. While Level 8 has few records of proper exploration or the construction of settlements, many accounts and photographs indicate the presence of signs of past wanderer habitation, such as decrepit bridges constructed from loose wooden boards and small dens scattered with old supplies. Due to their apparent frequency, many of these outposts should reasonably have some form of written or verbal documentation, but no such evidence has yet been discovered, with no substantial groups having claimed to construct them. How these settlements originated is currently unknown, but due to their largely frail and rotten state — along with their dated technology — they appear to have been created far in the past, with estimates ranging from several decades to several hundred years ago. The Burrows: The Burrows are a labyrinthine series of cramped underground tunnels and damp antechambers that run deep beneath the level’s cave floor. Entrances to these areas are often incredibly tight, requiring wanderers to duck, crawl, and squeeze their way through the claustrophobic passageways, while others are too confined to safely attempt entry whatsoever. It is strongly advised to avoid exploring these sections due to the inherent dangers within, as one may easily become lost or stuck, rendering the cavernous underside of Level 8 virtually unnavigable. According to reports from various wanderers, the layout of The Burrows seems to be inconsistent, being rumored to shift and alter when not observed. A variety of accounts detail becoming lost when backtracking through tunnels that initially exited back to the level's surface, instead leading to even deeper and narrower areas of the caves. This property is equally hazardous to wanderers in groups, as they may quickly become separated due to the level's seemingly inconsistent layout, with reports of populated tunnels suddenly leading to empty dead-ends even when briefly losing sight of others around sharp corners.
Entities: Although the variety of species within the caves of Level 8 is limited, with the most predatory generally taking dominance, the level bears the signs of what was once a thriving, diverse ecosystem of coexisting organisms; it is hypothesized that the invasive Mortisdoptera were responsible for its potential downfall. Also there is a Troglosidae.
Colonies and Outposts: While many abandoned settlements are present within Level 8, the construction of new outposts is not recommended due to the many hazards posed by the level's environment and its stark lack of usable resources. Along with the generally cold temperatures, the many organisms that live within the caves also pose a threat to wanderers attempting to inhabit the level for extended periods of time.
Entrances: Holes in the composition of Level 6 or the depths of Level 7 commonly lead to Level 8. Stumbling into a sinkhole in Level 85 has been reported to lead to Level 8.
Exits: While there are no verified, reliable exits from Level 8, many groups of wanderers have found their way out of the level. Most accounts of escape detail finding a small tunnel or vertically descending hole leading into another level, with a recently submitted report describing a possible but dangerous method of exiting via the level's pits of water.
- #39Level 8.1: "Symmetrical Cave" by Neverselective
Keys: glowing blue crystals, gray-blue lighting, unnaturally smooth walls, walls covered in patterns, level 8.1 · Secondary: brittle floor blocks, crystals react to sound, water pools under crystals, crumbling cube rocks, narrow item tunnels
Level 8.1 is an expansive, and cave-like system, which appears to have smooth stone surfaces and walls that follow oddly symmetrical, and almost geometric patterns. These patterns are not naturally occurring and seem to suggest artificial shaping, though no known tools or markings reveal how they were formed. The entire cave is shaded in a silvery-blue hue. Soft luminescence throughout the environment originates from crystalline structures known as "Tiniund Crystals". These crystals are the main source of light within Level 8.1 and exhibit a pale glow that seems to change in intensity based on proximity to movement or sound. Tiniund Crystals are not biologically active, but they appear semi-aware of their surroundings; usually grow in clusters near frequented paths or water sources. What makes Tiniund Crystals different from any other known Backrooms mineral is their complex internal lattice, which enables the controlled storage and release of electrical energy. When refined properly, those can power simple machinery or be modified into highly reactive energy sources, which makes them invaluable for crafting both defensive/offensive tools and advanced weaponry. However, the crystals are delicate when disturbed; sudden impact or overexposure to heat can cause a volatile discharge. Freshwater pools and slow-running streams are found throughout the level, which usaully form at the bases of the crystal clusters. In narrower corridors and constricted chambers, explorers usually discover useful items: from repair tools to rations, that are tucked away in recesses. Whether these objects appear naturally or are remnants of former travelers is unknown.
Land Of Blockiness: Level 8.1 contains a rare sub-region known as the "Land Of Blockiness", distinguishable by its sudden change in geometry and texture. In stark contrast to the smooth, and fluid curvature of the main caverns, this area is composed entirely of block-like formations: cubes and rectangles that combined with precision. The surfaces lack the organic polish of the surrounding level and instead feel brittle. Despite its strange, and geometric appearance, these blocks fracture easily under pressure, and crumble into fine mineral dust when struck with sufficient force. The structural instability of the Land Of Blockiness makes traversal dangerous, as walls and floors may collapse without warning. Tiniund Crystals are rarely found here, and when they do appear, they are dulled, malformed, and non-reactive, which seem to be "corrupted" by the environment. This variant/area is theorised to be either a decaying or improperly generated extension of Level 8.1, where the rules of structure and solidity begin to fracture. The purpose or origin of this angular anomaly is unknown, but many who enter report a sense of dissonance, as though the level itself is struggling to maintain cohesion in this space.
Entities: Entities within Level 8.1 are relatively scarce, but the perpetual low light and the terrain make the presence of even a few threats significantly more dangerous. The darkness, broken only by the glow of Tiniund Crystals, creates long shadows and obscure corners where hostile entities may dwell unnoticed. Smilers are extremely rare in Level 8.1, but the ambient darkness makes spotting their presence especially difficult until it is too late. They tend to linger in crystal-deprived tunnels, taking advantage of explorers who wander too far from light sources. Undying can occasionally be encountered in the deeper, and more isolated cave areas. These encounters are exceptionally dangerous and should be avoided at all costs. Clumps appear uncommonly throughout Level 8.1, usually camouflaging themselves against the patterned walls or partially hiding in water pools. Their presence is unpredictable, and they tend to be motionless until provoked. Interestingly, the Land of Blockiness seems to be devoid of most entities, which is potentially due to its unstable terrain and mineral composition. Individuals have reported that even aggressive entities hesitate to enter, which suggests some form of environmental deterrent or disruption.
Communities, Bases, & Outposts: A.D.F. Major Facility
Entrances: Entering a rare industrial tunnel in Level 8 may gradually transitions into Level 8.1. Diving into a pond in Level 8 may result in finding an entrance to Level 8.1. No-Clipping into a rare, and smooth stone wall also in Level 8 will direct one to Level 8.1.
Exits: Following a descending path for several kilometers may lead to a ruty gate. Opening it will lead back to a dark path in Level 8. In the Land of Blockiness, breaking through fragile floor blocks may drop one into Level 8.
- #40Level 8.2: "Xanthous Caverns" by IceCraft & Nacho & Xanthselective
Keys: level 8.2, yellow snow, freezing cold everywhere, yellow cave walls, light from wall cracks · Secondary: whispering in dark areas, narrow maze paths, deep black voids, rotten meat smell, sudden cave shaking
Level 8.2, otherwise known as, "Xanthous Caverns" is one of the first documented sub-levels situated between Level 8 and Level 9. This level is confirmed to be directly connected with Level 8 as both levels depict a large, subterranean space, as well as the presence of multiple entities which frequent to inhabit areas of the level, with the only differences which separate Level 8.2 from Level 8, being the true hazards of the level more focused on the level's environmental properties instead of the entities themselves. Level 8.2, reportedly discovered on the date of 28 January 2007, is an expansive underground cave system with a large array of tunnels, crawlspaces, etcetera, similarly to its parent level, Level 8; hence its memorable designation. The main differences which set it greatly apart from Level 8 are the presence of an alleged "light" in the supposed exterior of the level at all times, which allow it to have a greater amount of illumination within through multiple microscopic crevices, yet does not heat up the level itself. Furthermore, the cluttered presence of non-anomalous snow can be found across all parts of Level 8.2, maintaining the level at a fluctuating frigid -15°C to -21°C, meaning one can easily suffer from hypothermia. Another feature which set it apart from its parent level is the presence of a characteristic, currently unknown kind of yellow stone replacing standard rock within the caves, giving all surroundings (including snow) a yellow color and hue. The level is also known to be quite unstable and erratic, leading to the frequency of multiple environmental hazards that can happen unexpectedly, such as abrupt shaking, the collapsing of certain sections found within the cave, among many others. In addition, as one proceeds further and further into the level away from one's initial entry point, audible whispering can be constantly heard in darker sections of the level emanating from an unknown source, speaking in an undetermined and currently unintelligible language. However, under no circumstances should one follow the source of these voices, for you will instantly no-clip into The Whisper. The level's layout is very large, complex, hollow, and exceedingly labyrinth, to the point of being physically unmappable, as it contains many abnormally narrow paths, tight dead ends, huge hollowed areas with no discernible terrain, and massive pitch black voids which are not recommended to jump into, as they have been preferably unexplored and undocumented. As to make matters worse, the kind of stone Level 8.2's caves are exclusively built in naturally contain several crevices, slits, holes and bents, seemingly weakening them, proving it to be tough to get around the level without dropping into freefall down into the void below, so it is advised to not cross pathways floating amidst a void. Frequently, the appearance of multiple common terrain formations can be sporadically found across Level 8.2, and generally range from small water bodies of the size in which it can be considered a pond, typically filled with Almond Water, yet are unfortunately contaminated greatly by the Hydrolitis Plague, large arrays of complicated and rough rocky formations, as well as multiple networks of stalagmites, stalactites, helictites, soda straws, and many more from the same kind, which can typically be observed "purposefully blocking off" certain areas from the wanderer to access. Another differentiable feature found in Level 8.2 is perceived if one were to wander downwards into the darker areas of the level, as these areas are regarded to be sporadically infested with Death Moths. Death Moths are thought to preferably inhabit and set their nests in more empty, void-like areas of the level, as considering the height one would fall down if to trip accidentally, they'd most likely instantly be considered deceased due to injuries sustained, only to then later feast on their corpse. As advice to avoid Death Moth-infested areas, one must look out if the approaching area begins to emit a stench comparable to that of decayed meat, as well as the visible increase of Moth Jelly being splattered across the cave walls and floors.
Entities: Death Moths Hypno-Spiders
Hazards: A Cold Wash-Over The "Cold Wash-Over" is an environmentally hazardous event with a fluctuating chance of happening, that if it were handled properly and with caution, may merely cause some disturbance to one's journey, yet can turn into the wanderer's death if handled unproperly. It involves the sudden flood of the current subterranean space the wanderer is in, with water seemingly chasing down the wanderer down the cave system. This drowns the cave system in cold, freezing cold ice water, and if were not obstructed in time, could potentially leave vast parts of the cave to be entirely blocked off with mere ice and water.
Icicles of Fragility Another environmental hazard which is more prominent to happen across the level may somewhat relate to the spiky terrain specifically found in the ceiling. Upon initial glance, the stalagmites which are clinging across the ceiling may appear quite durable and toughened against the level's environmental hazards, yet one must not trust their appearance, as according to multiple incidents, they are actually quite fragile and break down effortlessly to the ground, either falling into the holes or cutting off passageways or paths. Although, it seems it specifically occurs on top of unsuspecting wanderers standing right below an array of stalagmites instead, immediately rendering them deceased and temporarily blocks said area of the cave, sometimes leaving other wanderers trapped within and die to starvation. Protective head gear is advised to have equipped before you make entry into Level 8.2, and under any circumstance should one NOT stand below stalagmites.
Colonies & Outposts: Due to the level’s constantly changing hazards and its hostility towards humans becoming more and more apparent, it was preferred to not establish any kind of colony or outpost within Level 8.2.
Entrances: It is thought multiple entrances and exits in and out of Level 8.2 currently exist, yet these are the most well-known. Colder but brighter places in Level 8 could lead to Level 8.2. Hints of it leading to Level 8.2 can be noted by the narrow pathways and giant holes and potholes covered in snow. Swimming in Level 7 and going deeper into the sea might lead one to Level 8.2 instead. This exit is reachable without a suit, only requiring to hold your breath for around 3 minutes. But to travel to the direction of the sun may require a raft. If it starts getting colder and it gets more yellowish, these are signs of Level 8.2. If a certain, abnormal brightness starts emerging from somewhere in specific in Level 202.1, reaching the source of this brightness would take you here.
Exits: Going through an area or tunnel that emits a dark, thick, pitch black smog will eventually guide one into Level 9. Following the whispering heard in certain dark areas will teleport you to The Whisper or Level 6.
- #41Level 8.4: "The Flesh System" by Zeakifyselective
Keys: red water pools, faint red crystals, walls made of flesh, giant beating heart, level 8.4 · Secondary: crawling flesh blobs, flesh web cables, tar hands in pools, deep flesh holes, toxic air smell
Level 8.4 of the backrooms is an infinite, cave-like expanse of what seems to be made up completely of flesh. It is unknown where the flesh-like substance comes from, but people believe the entire level is an entity. Throughout this level, individuals may seldom find areas with red crystals in them, emitting a faint, ominous glow. These crystals set a very uneasy, eerie tone. Upon being touched, travelers completely lose control of their basic motor functions. Eventually after around 10 minutes, the traveler will pass out. Once awaken, travelers will find themselves in Level 9. These crystals aren't closely studied; therefore, the composition of these crystals remain a mystery. Upon extensive exploration of the fleshy cavern system, travelers reported to find a spacious area with a colossal heart, connected to the surrounding walls with thick, fleshy strings. The deep crimson hue of the heart has a thunderous rhythm sound as it beats, creating vibrations in the surrounding space. It is thought that this heart controls the level, also backing up the theory of the level being an entity. An operation on cutting off the flesh the heart is connected to ended shortly, after the level started bleeding out, drowning everyone and every entity in blood. This is what many believe caused the pools scattered across the level. Being in this level for a prolonged amount of time may lead an individual to morph and be one with the corrosive flesh scattered throughout the level, or on rare occasions becoming the "Flesh" entity. This is due to the toxic fumes the level emits. After thorough investigation of the flesh system, one may commonly find tinted red bodies of water, ranging from all different sizes. Some even containing more than the volume of the Earth's water. Types of water may include: Regular pools are the most commonly found body of water, generally safe to drink and swim in. Almond pools are a bit harder to come across but are totally safe to drink. Similar to the Death Pools of Level 8, one may find Blood pools, in which are dangerous to even be near, as they emit the most toxic gases. These pools are filled with an unknown source of pure red blood. Going into a blood pool may lead one to getting torn apart and dragged down by humanoid tar red hands. Sometimes, these blood pools will just be liquid pain.
Parts of Level: Cave System Hub This is the general landscape of the flesh system, with pools mainly being here. Huge holes can be found which are deadly if fallen into. The ends of these holes are pitch black, however unconfirmed, possibly being Level 8.
Tunnels These tunnels connect every part of the level together. It's uncertain where they will take you, just hope not to run into a tall, red, heartless entity.
Fleshweb Fleshwebs are massive cobwebs made of flesh spanning from 10 to 800 miles. These are pretty hard to find, but after extensive exploration, you'll find it. These fleshwebs are like wires of the heart, going through the walls of the heart room. Below these fleshwebs are complete darkness, possibly Level 8.
Entities: Flesh One may encounter oddly shaped flesh, ranging from any size, crawling around the expanse of the flesh system. It is unknown whether or not these creatures are safe to be around, but they are believed to be other travelers, or remnants of them.
The Heart While Level 8.4 appears to be devoid of any entities or creatures, some travelers have reported brief encounters with an object known as "The Heart", which is said to materialize within the landscapes of the flesh system, often it's beat being heard from afar. However, their existence remains a mystery, and their true nature is yet to be fully understood.
Red Runner There's a myth of there being an 8-foot tall, skinny, red humanoid figure devoid of any facial features except for a mouth extending from one side of its face to the other with no teeth or tongue. The people who claimed its existence are no longer around to tell the tale. The red runner is said to create a chronical disruption to the level, whilst going up to 40 miles per hour towards prey, doing anything to reach said prey. It will tear apart tunnels too small for it to fit into, even going to the extent of tearing apart itself to be able to get to point b. Yet again, this creature is unconfirmed, or could be extinct.
Colonies and Outposts: Carnivores There is only one known outpost in the flesh system. The "Carnivores", which have built an expanse of halls, with a few office rooms containing computers in them. These walls aren't made from flesh, but rather materials from other levels such as wood, metal, and steel. The 28 people that this colony consists of, eats the flesh, and appear to be completely fine. They don't become one with the flesh, as they have gas masks which don't leave themselves exposed to the nature of the flesh system.
Entrances: The only known entrance to Level 8.4 is from going to higher areas in Level 8.
Exits: Touching a crystal from this level will lead one to waking up in Level 9, with a low chance of getting sent back to Level 8 near a death pool. Digging deep into the flesh leads to The Void, as the flesh system is a floating entity deep in the void. Going to very low areas of the flesh system will lead individuals back to Level 8.
- #42Level 8.5 "The Vantage Point" by PlutoniumOnInternetselective
Keys: potassium metal caves, clear floor liquid, level 8.5, seasonal temperature shifts, redwood debris entrance · Secondary: light exposure sickness, dim yellow lanterns, food grows magnesium, EM radiation danger, huge tunnel plants
Level 8.5 is a complex cave system of linear turns made from pure potassium metal. The start of the level, coined as the spawn point of the level, consists of a long 100-meter tunnel at the beginning containing perfluorocarbon liquid on the floor, resembling the appearance of water. One can also spot redwood debris, along with a paifang entering into the main level. According to LBM readings, there is no humidity or water vapour present at all in the level. Bringing water into the level, or items containing it will cause the water particles to disappear. Ice, however, does not disappear, but turns into Ice VII, then sublimates into normal air. Level 8.5 comprises 3 seasons, the cycle spanning 2 years. The seasons consist of phenomena exclusive to each season (which will be described in the phenomena section of the document). Wet, Thermótita, Dry. The wet season is described as the coldest out of the 3, consisting of temperatures ranging from -5 to 10 Celsius from months January to April. Due to the abundance of perfluorocarbon liquid appearance during this season, it is coined the wet season. The Thermótita season is known to be the hottest season. Temperatures range from 4 to 25 Celsius and span from May to July (the next year). The dry season, as seen by its name, is known to be the opposite of the wet season, and is known to be lacking in perfluorocarbon liquid appearances. Temperatures range from 7 to 15 Celsius. Rarely, one can find small dim yellow lanterns. Notably, these lanterns are lit up anomalously, only lighting up when a wanderer is nearby. One shoul be cautious around these lanterns, as these lanterns contain water in the middle concealed by glass as a way to fuel the fire presumably. If this glass breaks and the water spills onto the cave, the potassium will start to combust until the water has dissipated (this is due to the potassium being extremely combustive with water). More than 10 minutes of exposure to light sources (excluding lanterns) has been observed to cause numerous negative effects simultaneously. Immediately after the 10-minute mark, one can notice symptoms of fever and dehydration. Aftereffects typically last from 3 hours to 12 hours. Aftereffects include vitamin K drainage, which causes slower clotting factors, causing significant bleeding to open wounds. One may also notice more weakness in their bones at the same time. One must turn off their devices' Bluetooth or Back Local Wifi, as electromagnetic radiation has been observed to be harmful to wanderers, long-term exposure (30 minutes to an hour) to it causes nerve impulses, brief moments of weakness or discomfort, and random production of melatonin (a chemical responsible for your brains sleep response). If one leaves out edibles, or food for longer than 3 days to a week, the food internally grows the mineral magnesium. Magnesium is recognised to be one of the most essential minerals for the body, also being one of the most abundant, however, if the food is left out 5 days after it starts growing magnesium, it will start gradually growing faster, in 3 weeks, the growing will stop and the mineral will be visually visible. Eating food wherein the magnesium is visually present is extremely dangerous, causing a heavy dose of magnesium into your system will cause extreme fatigue and low blood pressure, however, in some individuals, paralysis and hyperventilation, then will likely cause comas or cardiac arrest afterwards. Tunnels that typically flood with perfluorocarbon fluid exhibit the right environment for the growth of the 3 exclusive plants found in this level, Jarsenoscossis, Panstuansis, and Cavobs. These plants are all characterised to be huge, abnormally coloured, and work for the levels ecosystem in peculiar ways. Jarsenoscossis, the most common plant that can grow in any perfluorocarbon liquid environment, typically resembles a 10-meter tall, 1-meter wide, mixed with brown, red, and green, with a wood-resembling stem. The plant, in its initial stage, starts when bacteria buildup starts in the water, eventually creating a sapling (resembling a leaf), in 2 days, the sapling will grow into stage 2, where the plant will start getting wider. In 5 days, the plant will move into stage 3, the last stage. Panstuansis is known to be the smallest of the 3, however, being one of the simplest and fast-growing ones. The plant consists of 2 stages. Stage 1: if potassium ends up in the perfluorocarbon fluid, the plant will start to develop a base, in 2 hours, becoming a sapling. In 2 days, after it has developed its roots and stem, it moves onto stage 2, the mature stage. The plant will grow to 2 meters tall and 1 meter wide and will consist of micro leaves that produce small amounts of Almond Water. Cavos is the rarest, longest living, and essential plant for the level, known for producing oxygen and sometimes other plants. Cavos is typically found in environments where there is enough Almond Water in the perfluorocarbon fluid, causing the Almond Water to clump together, turn solid, and become the seed of a Cavos plant. Cavos comprises 5 stages. Stage 1 lasts for a month and consists of the plant growing a base and roots; stage 2 lasts for 3 months and involves the plant taking in the potassium metal as nutrients, forming the leaves and the colour. Stage 3 lasts for 2 weeks and the plant rapidly grows taller, and the color has finally stopped changing. Stage 4 lasts for 3 weeks and in this stage, the plant starts growing micro leaves, the stem gets thicker, produces oxygen, and the leaves start dropping, giving potential to other new plants. To hydrate within the level due to a severe lack of water, one must generally rely on Almond Water. However, if you add salt or liquidated potassium to a glass of perfluorocarbon fluid, mix, and then wait for the remaining undissolved substances to settle, the result can be used to hydrate, however, the solution can only hydrate half as much as normal water. There is a chance of the solution to hydrate better if one adds Almond Water.
Phenomena: Wet Season: Ball Lightning Sudden Bioluminescence Growth Event Perfluorocarbon Gas Production Thermotita Season: Solar Bursts Type B Wind Tunnels Dry Season: Spatial Lakes Temporary Neurotransmission Inert State
Colonies and Outposts: Main Nine Research Field Outpost #32 Resource Collecting Center
Entrances: Environmental blending in Level 8 eventually leads one into Level 8.5. Panic attacks in darker themed levels outside the main nine to Level 100 can have a chance of teleportation into Level 8.5. Levels with multiple zones/areas outside the main nine to Level 100 can have a chance of blending the environment into Level 8.5 if one uses an transition point to another zone/area. Abrupt linear tunnels that have signs in each corner that reads "The story starts where you begin." in Level 990 will transition gradually into Level 8.5.
Exits: Finding a concrete corridor with metallic doors and entering them may lead one to either: Level 193, Level 21, or Level 26. In schizophrenic people, blurring of their sight or passing out may teleport them into either Level 8 or Level 9. Finding hard wood or mineshaft wood scattered throughout the floor in a long straight path leads to Level 9. Pools of perfluorocarbon liquid that are more then 3 meters deep and swimming to the bottom of them leads them to either Level 7 or Level 37.1. Finding frozen perfluorocarbon liquid in big caves or spatial lakes will bring you through the ground and into Level 44.
- #43Level 9: "Darkened Suburbs" by ToriusO9selective
Keys: level 9 · Secondary: houses look old, always dark here, things hide in dark, cold windy weather, thick fog everywhere, roads broken up
Level 9 is the 10th level of the Backrooms, and the first level beyond The Main Nine. Level 9, known as "Darkened Suburbs" or "The Suburbs" is an expansive, winding network of paved asphalt roads and residential homes, resembling a modern suburban neighborhood. Natural sources of light in the level are scarce, as aside from its permanent lack of daylight, which may serve as an obstacle for wanderers, lights emanating from its plethora of structures rarely tend to function. In addition to these hindrances in visibility, a thick, inky fog covers the level, shrouding its streets in darkness and impeding one's field of vision past a distance of approximately ten meters. Paired with the rough winds and storms that occasionally pervade throughout the level, its average temperature typically fluctuates around a brisk 10°C (50°F), making the overall climate of Level 9 a significant obstacle for those wandering its streets. Transportation is further impeded by the state of the level's infrastructure; its streets and sidewalks are often derelict and broken into small chunks, exposing the barren soil beneath, often spouting moss and weeds. Some areas of Level 9 may be devoid of pavement or set footpaths entirely, with one's only option being to trod through its mud-caked soil. Although remnants of automobiles are present intermittently throughout the derelict streets of Level 9, they are consistently in a state of advanced disrepair, being broken-down, deteriorated, and rusting with age. Due to the generally poor state of the level's buildings — especially those seemingly intended for data and energy transmission — a stable internet connection is not present anywhere in Level 9, nullifying any possibility of communication through longer distances. However, telecommunication antennas have been observed atop various buildings, leading to the possibility of functioning interpersonal contact via connection-independent devices, such as radios or short-range transceivers. The entities present within Level 9 generally avoid locations with more luminosity, possibly as a protective measure; for this reason, they typically remain within the more derelict areas where light is less common, waiting for prey to pass by.
Structures: The most common structures within Level 9 are, evidently, the numerous residential houses that line its streets, in differing states of dilapidation. Some have displayed architecture dating back as early as the 17th century, while others present such a confusing style that cannot be categorized properly, although they don't usually surpass two stories. Occasionally, they've been seen orderly in specific patterns, with flawless spacing between each other, along with consecutive domiciles being eerily similar – as a result, massive agglomerations of virtually identical houses are present throughout the level. Others may merge with other buildings, with the chance of forming chains of innumerous houses. Those anomalies manifest themselves with a wide range of possibilities: Walls may connect to other houses, forming solid structures filled with concrete and rebar; Rooms can distort from one building to another, stretching every object that is contained in its environment; New or duplicated rooms also seem to be formed haphazardly between houses, but without the modification of its furniture. The buildings may have a considerable part of their structure damaged due to various factors; small items which get carried by the wind and break windows with time and stronger entities that may damage doors and objects are some of its causes. Many of the furniture inside the houses of Level 9 are also used, old, or even destroyed, while other buildings do not feature those appliances at all, being completely barren. Due to this aspect, it is difficult to come across useful objects when exploring the constructions. Supplements can be found in some buildings, but with minimal chances. Found less frequently than the houses in Level 9 are the electrical stations, only being present in the deeper recesses of the level, accessible after prolonged exploration; the majority of their workings are timeworn — rust wholly covering their decrepit surfaces — starkly contrasting with the buildings around them. As their worn appearance implies, such machines often malfunction or fail to operate entirely, a sufficient amount of energy to give power to the structures within the level, or to the power lines that border its empty streets. The lampposts serve as the main and most efficient source of light outdoors, guiding through the dark streets of Level 9. Apart from the broken ones, they assist the wanderers to evade common dangerous properties, such as segments of broken pavements and entities which lurk around the corners of the houses. Other more atypical buildings are present on Level 9, but they also do not present useful objects. By the documented structures, some of the possible supplies include, but are not limited to almond water and incomplete first aid kits in small markets and melee weapons in warehouses.
Entities: Level 9 hosts a variety of entities with Smilers, Skin-Stealers, Insanities, and Hounds being ever present on the level and the most widely seen and other entities such as Death Moths and clumps on this level.
Colonies and Outposts: Due to environmental factors, the number of entities present at the level, and the immeasurable extent of the region, colonies and outposts do not exist in Level 9.
Entrances: Tripping or falling through the caves of Level 8 can lead to Level 9. Entering a door labeled "Neighborhood" in Level 20 may transport to Level 9. Entering unlocked doors that appears to lead to the Whole in Level 123.
Exits: In rare cases, jumping into a hole may transfer one to Level 8.4. Following a series of arrow street signs pointing north may lead to Level 11. Walkways that lead to grass fields may lead to Level 10. Noclipping through a tree covered in snow will lead to Level 9.1. A greenhouse may be positioned haphazardly, which if entered, will lead one to Level 13. Destroyed basement doors can connect to Level 84.
- #44Level 9.1: "Away from Home" by SlenderTalesselective
Keys: level 9.1 · Secondary: plastic plants around, buildings clean inside, always dusk outside, neon lights everywhere, doors often locked, packaged food available
Level 9.1 is a respective sub-level between Level 9 and Level 10. Level 9.1, otherwise known as Away From Home, is a presumably infinite level composed of endless roads, neighborhoods, and collections of residential buildings at dusk all bathed in neon lights. Such buildings can include houses, apartments, hotels, inns, hostels and motels; though it should be noted that the buildings never seem to exceed three floors in height nor be overtly posh, instead maintaining an environment resembling a suburban area or the outskirts of a city. The interiors of each building seem normal enough, though they are decorated in a strange and alienating way- everything is clean and orderly, and there is a complete absence of any personal items or photos of humans. Exact layouts can vary, but the suburban homes typically have 2 bedrooms and 2 bathrooms. The layout of the urban buildings is much more varied and hard to predict. The general structure of the level is somewhat more resistant to damage than one would expect, but not completely immune, meaning parts of the level could theoretically be repurposed, though this is unlikely to happen (see Wanderlust Effect). Level 9.1 has functional amenities such as running water and electricity throughout, though the internet connection is quite poor. Despite the potential abundance of living space, a significant portion of Level 9.1 's buildings and rooms are permanently locked. However, the ones that are unlocked have a softaid for most other levels. The provided consumables are always packaged and room temperature (e.g. chips, bottled water, Almond Water, etc.) and as such have little risk of spoiling and can be easily carried from one location to another. Additionally, the resources found in Level 9.1's buildings are always safe to consume- bottles of Cashew Water do not appear, for example. Appliances found in the kitchens of suburban homes are functional, but have little use given the lack of raw ingredients or foods that require preparation to consume. Electronics are not quite as useful here due to the spotty internet collection throughout the level, and although modern devices like TVs and computers are fairly common within the buildings, they will not do you much good. The streets of Level 9.1 can vary greatly depending on the area. In the sections resembling suburban neighborhoods, they are usually wider and emptier; houses have yards, and there is generally more space to explore. In sections that contain buildings like hotels and inns, however, the streets are much narrower. Despite the many signs advertising vacancies and cheap rooms in these areas, it is much less likely to find an unlocked door here than in one of the neighborhoods. Cars of various makes and models can frequently be found in the alleyways of downtown areas, but seem to always be locked. While the level seems to be eternally stuck in a state of dawn or dusk (the specific time is hard to determine due to the lack of any celestial bodies), the neon lights scattered around are typically sufficient to light one's path while traveling within Level 9.1. Such light sources seem to usually be colored in shades of pink or blue, even including lights that would normally be another color, like vehicle headlights, ceiling lights and street lamps. In addition to Level 9.1's unchanging sky, the weather in this level is also stagnant. There are never clouds, and it never rains or snows within the level- even wind seems to be absent, with the air being unusually still. The structure of the level does not appear to account for precipitation, either; the houses do not have gutters, and the streets do not have storm drains to direct rainwater. The only sounds to be heard within this level are your own footsteps and the faint hum of the neon lights. The temperature of this level is always 70 degrees Fahrenheit. Unlike some other levels, space within Level 9.1 is completely linear, meaning it is possible to map, though wanderers who enter always seem to appear at different locations, so converging with others is difficult. On a larger scale, roads tend to form rectangular grid patterns for the most part, and the landscape does not seem to vary in elevation beyond 10 meters, so there are no valleys or mountains- just buildings stretching as far as the eye can see.
Entities: Level 9.1 has no native life. Including being completely devoid of all entities, even peaceful ones such as Facelings, no organic matter of any kind has been found to naturally occur within this level. Even rare instances of plant life such as grass, bushes and trees are actually made of some kind of synthetic material resembling plastic, however realistic they may seem.
"Wanderlust" Effect: A unique psychological effect has been repeatedly observed in wanderers within Level 9.1, nicknamed the "Wanderlust Effect". It manifests solely, without fail, as the desire to exit Level 9.1. The term was officially coined after multiple organizations made attempts to colonize the level, but all members eventually dispersed in less than a week. Immediately upon entering the level, wanderers will want to leave, despite there being no visible or recorded danger. There does not appear to be any chemical agent or natural environmental factors contributing to this effect, since Level 9.1 is perfectly safe, though it has been theorized that the level's sheer absence of life even on a microbial scale may incite a subconscious feeling of discomfort. Strangely, upon inquiry, neither wanderers currently within the level nor those who had left it could seem to accurately describe the sensation, with responses varying between dissatisfaction, discomfort, melancholy and nostalgia. The longer one resides in the level, the stronger the feeling becomes. One wanderer who volunteered to be restrained had to be freed and escorted out of the level after her repeated escape attempts began to damage her own body. She lasted approximately 5 days. Extensive testing by M.E.G. personnel has revealed that the Wanderlust Effect appears to influence all creatures and entities that enter Level 9.1, not just humans, which is likely why it is devoid of life despite being so peaceful. There is currently no method to completely negate the effect, though consuming Almond Water seems to temporarily dull it.
Colonies & Outposts: Despite having ideal conditions for habitation and sufficient resources, the Wanderlust Effect has rendered permanent colonization of Level 9.1 impossible- many organizations have tried and failed. However, Level 9.1 remains a safe level to travel through, so it is commonly used as a landmark or pit stop of sorts for wanderers.
Entrances: Entering a certain house near a pink or blue colored streetlight in Level 9 leads here; Rarely, wandering far enough in Level 18 leads here.
Exits: Descending into a subway entrance somewhere in the downtown area will lead to Level 154. Finding a ladder into the ceiling of a suburban house leads to the Attic.
- #45Level 9.2: "Cul-De-Sac Chaos" by 20Tom07selective
Keys: level 9.2 · Secondary: roads end in circles, pink morning fog everywhere, streets feel slippery wet, lights flicker no power, houses all look same, empty inside buildings
Level 9.2, more commonly referred to as "Cul-De-Sac Chaos" is a sub-level between Level 9 and Level 10. Due to its relatively hidden nature, only scarce information is known about this level. Level 9.2 is an endlessly stretching suburban neighborhood, stuck in what seems to be a constant state of morning, with the level's most prominent feature, being its crepuscular roseate mist, coating most of the suburban. Large patches and landscapes full of trees forming a forest can be found quite often when traversing the empty roads of this level. The houses most commonly resemble, but aren't limited to, standard, American suburban homes from the 1980s to 1990s, although this may differentiate in other regions of Level 9.2. Architectural styles between houses are usually shared within each neighborhood, however, these may begin to extricate between themselves. They can not only be identified by their change of architectural style but also by them being generally disconnected from one another, usually only being linked up with them via long, vacant roads. Houses within each neighborhood not only share similar designs, but they also look nearly identical, possessing barely any distinct parts that may separate themselves from the others. Almost the same building over and over and over again, nothing breaking the tedium. It is dull, long-winded, and driveling, continuous and ceaseless, imitating one after the other. Not a single house standing out from the crowd, nothing more primo than the rest. The interior of these homes are mostly empty as well. Furniture only rarely scratches the surface of the musty carpet laid all out within these houses. Large, empty spaces take up most of the margin, uncomfortably barren. Single chairs or seats may lay occasionally scattered around, a piece of an unfinished puzzle. Yet a fully functioning or even normal house is nigh impossible to find, with at the very least something missing. Usually, most houses also possess a garage and an attic. While these are essentially just as empty as the rest of the homes, it is to be noted that a lot of the time these garages or attics may be placed uncomfortably in the home. A garage may take up most of the space of the house, an attic may for example take up so much of the home that it becomes impossible to enter. Geometry can be quite confusing while traversing Level 9.2, as non-linear and non-Euclidean formations are quite common. Of course, not every house may possess an attic or garage at all, especially homes that are built in an older architectural style.
Roads: The layout of the roads within this level is chaotic. Almost every street ends in a cul-de-sac, bestowing the name of Level 9.2. Roads lead the way carelessly, sometimes even going through entire buildings. Navigating or even mapping this suburban neighborhood can be difficult, as it's a mess to find out how the formations of this level truly work, as there isn't even a resemblance of organized road patterns. This, combined with the already limiting mist, makes these suburbans nigh impossible to traverse effectively. The streets connecting the vacant neighborhoods are often unnaturally raised off the ground, being more an organized pile of asphalt than truly embedded into the ground. These streets also regularly appear to be at least somewhat moist, presumably from the roseate fog, to a point where one may easily slip and fall if not careful. Streetlights also rarely line the sides of these roads, stuck in a constant state of flickering off and on again, never seeming to rest. They act in a gauche manner, with no pattern nor consistency between each flick, seemingly at completely random intervals. Somehow still flickering even after not even remotely being connected to any form of electricity.
Playgrounds: Playgrounds also occasionally intertwine with the common courtesy of Level 9.2's layout. Most playgrounds are just as desolate and empty as the interior of most homes, with only a few appliances being stationed here and there, most of them being just as humid as the streets are. Other times, parts of these appliances might also be broken down, or have collapsed beyond usage. Regularly, these playgrounds can also be located when traversing the still woods, commonly found within this level.
Entrances: The main and most common entrance to this level, is to find a large forest at the end of a cul-de-sac in Level 9. Disembarking into the depths of these woods may result in finding oneself here. Breaking through a wall of one of the houses within Level 37.9 may occasionally lead here. Leaving through an automatic sliding door in Level 206 may lead one here.
Exits: Coming across, and entering a building, somewhat resembling a store with a large sign reading "Snackrooms", may result in entering Level 610. Descending into the nadir of a forest might result in the landscape slowly shifting into that similar to Level 10, which may lead one exactly there. Entering a car, closely resembling The Mustang, will lead one to Level 69. No-clipping through a flower here may lead one to Level 70. Entering an unfinished house may lead one to Level 98.
- #46Level 9.31: "Trick or Treat!" by Forknifeselective
Keys: level 9.31 · Secondary: dead leaves everywhere, lights never turn off, never see other people, always night outside, houses have weird rooms, halloween decorations everywhere
Level 9.31, also known as "Trick or Treat!" or the "Halloween Suburbs", is a sub-level of Level 9. Level 9.31 is an expansive suburban neighborhood composed of single-family homes decorated with various Halloween decorations; fairly large houses may also occasionally be spotted. Most houses in the level possess a significant amount of Halloween decorations, both on the exterior and the interior; moreover, these ornaments are also commonly located on the paths, fences, and residential yards of the level. The decorations themselves include, but are not limited to: carved pumpkins and jack-o'-lanterns, fake cobwebs, spiders, skeletons, and gravestones, and stringed lights. Like its parent level, Level 9.31 is permanently stuck in a state of night; no stars, clouds, or moon can ever be seen. However, unlike Level 9, Level 9.31 is more frequently well-lit by the various decorations within the level. The decorations (those that are designed to be lit) are guaranteed to be completely functional and unfailing, with electrical lights never running out of power and the flames within jack-o'-lanterns never burning out, lending consistent and extensive light to the level. While some areas nonetheless remain dark, one should expect a safe journey through Level 9.31. The roads of Level 9.31 are made of asphalt and typically don't extend for long, though they often cross over with other roads. The paths of the level may either consist of smooth concrete or dirt, the latter of which is sometimes coated in fallen, dried leaves in some areas. Moreover, the residential yards and path edges are often dotted with medium- to large trees of spreading or vase types, and short grass — sometimes along with sparsely-located bushes — populate the yards. The consistently average temperature of the level, as well as the orange-brown coloring of the leaves and grass, indicate that the level is permanently set within autumn or spring; this is believed to relate to the level's overall Halloween-esque nature. The houses in Level 9.31 bear interiors mostly similar to those of regular, Halloween-decorated houses, albeit sometimes with certain furniture oddly rearranged or even missing. The inner layout of the houses may also be arranged partly — or even completely — nonsensically; examples of this are hallways that lead straight from the front door to the back door, multiple staircases that each lead to singular and isolated rooms, and rooms such as bedrooms and bathrooms only being accessible via passing through other random, specific sections of the house, such as kitchens or hallways leading from the back door. However, one is not likely to get lost in any of the houses within Level 9.31 due to their overall small size. Level 9.31 is known to possess subtly non-Euclidean properties, as the layout of the level around any given wanderer exploring it may unexpectedly shift or change when not in view of said wanderer. Given that no wanderer has ever physically observed these changes occurring, it is unknown how exactly this transpires. Some have theorized that the level teleports wanderers to new locations within it to give the impression of it changing, although the fact that a substantial amount of the layout remains the same as initially observed after this supposedly occurs would suggest that this is unlikely. Level 9.31 also possesses an isolating property that prevents wanderers from meeting each other while in the level; this is true even if a group enters the level together at the same time, wherein they will all be immediately isolated from one another. It is thought that this property could apply to any other potential types of life within the level, though this has so far not been able to be tested.
Entities: No entities have ever been encountered within Level 9.31, though whether this is due to there truly being no entities in the level or due to the level's isolating property is unknown.
Colonies & Outposts: No colonies or outposts are believed to be present within Level 9.31 because of the isolating nature of the level, and it is infeasible to establish any for this same reason.
Entrances: Noclipping in some levels of the Backrooms has an extremely small chance to lead here; this chance increases during October and even more so during Halloween, however. Wandering in Level 9 has a very small chance to transition the level here.
Exits: Wandering for long enough may send one to Level 9. Entering a house may rarely teleport one to Level 12.
- #47Level 9.6: "Suburbs of the Fog" by Arkansas Animationsselective
Keys: level 9.6 · Secondary: roads gray and cracked, lights usually broken, hallucinations of people cars, houses have random furniture, fog everywhere at midday, loud trumpets sometimes happen
Level 9.6, also referred to as 'Foggy Suburbs' and 'Beyond the Misty Suburbs', is an infinite suburban area with American architecture. The entire level is covered in perpetual fog and is stuck at midday. The level's houses are mostly empty, with little to no furnishing. Most houses seem to repeat themselves across the entire level, with only a few being noted as unique. Some of the houses have flags on the front, although the flags are of no known origin. Almost all lights in the level do not work, this includes house lights and street lights, although, on rare occasions, some lights do work. Very rarely, there will be a light rain across the entire level, the cause for this is when the fog becomes more dense than it usually is, and it is unknown how this occurs. The roads on the level are gray, and on rare occasions contain cracks. Some of these roads can abruptly end with trees in the way. Vehicles are present at this level, although all of them are dysfunctional. Depending on whether the house has furniture or not, there's a possibility that the interior will have random objects as furniture instead of basic furnishings such as couches, kitchen tables, and appliances. These objects listed can and do appear, but also along with objects that shouldn't be in a house, such as vending machines, pipes lining the wall, and turnstiles. Fridges can be found inside the houses, they have a 50% chance of containing Almond Water, as well as the vending machines mentioned previously, this makes these appliances a valuable resource at the level. Some houses can have sheds in the backyard that usually contain very random and useless stuff, but can sometimes hold useful items. The Level is also known by its notorious hallucinations that frequently affects subjects and entities as well. Those may hallucinate cars being driven, the road being fully completed by people, footsteps, and much more. Although it's a perilous problem, M.E.G. strongly advises Wanderers to prioritize maintaining their sanity and remaining composed when confronted with such illusions, whereas one remains attentive, above all, about the rain as exposure to it may lead to health issues and worst. Staying alert is of paramount importance here. Once every year, an event known as "The Trumpets In The Sky" occurs. This event causes what sounds like a loud trumpet to sound out across the entire level, the duration of these events is only around a few seconds, with the longest recorded being around 40 seconds. These "trumpets" can cause an immense sense of anxiety and paranoia to anyone in the level, some people have said they were on the verge of tears during one of these events. The way these sounds are produced is entirely unknown, and predicting when it can happen next is very hard to do. The M.E.G. has recorded some of these events in the past few years, refer to the table below. Taking a picture during this event causes to picture to degrade in quality, as well as adding text reading "These are the end of days.", it is unknown how this occurs. All recorded times of the Trumpets in the Sky: Date / Duration / Recorded By 5/19/2019 / 23 seconds / M.E.G. Fog Scouts 2/14/2020 / 41 seconds / M.E.G. Fog Scouts 6/27/2021 / 18 seconds / Neighboria 8/25/2022 / 13 seconds / Fog Survivors 10/17/2023 / 36 seconds / M.E.G. Fog Scouts
The Attic Effect: An odd feature of the attics in these houses is that they feel an attraction to the attics as if the attics are an escape from the Backrooms itself. This attraction has been called the "Attic Effect", anyone under this effect says that leaving the attic would cause them to die instantly, although this is not true, anyone under this effect insists that they must stay in the attic and must not leave, due to this, many corpses have been found in the attics, the most common causes of death being dehydration and starvation. The way to avoid being put under this effect is by avoiding the attics altogether. It is possible to get out of the effect, to do this, any affected person has to exit the attic, although this is very difficult due to anyone who is under the effect not wanting to leave.
The Basements: The interior of all houses can vary greatly, ranging from basic house design to absolutely nonsensical layouts. All houses share one feature, and it's that they all have basements, just like the rest of the house, these basements can also vary greatly in terms of layout and composition. The basements can range from the average size to thousands of miles in all directions. For the much larger basements, these can sometimes connect to multiple houses, creating a sort of underground hub. The basements are non-euclidean in nature, making them hard to accurately map out, unlike in the exterior of the level.
Entities: Although this level is fairly safe, there are still a few entities that reside in this level, the most notable are Facelings and Windows. There have been a few reported and confirmed sightings of Smilers inhabiting the basements of the houses, due to this, it is recommended to exercise caution when going into the basements. Also a Peekers.
Bases, Outposts, and Communities: M.E.G. (Major Explorer Group) "Fog Scouts" An outpost set up by the M.E.G. to protect some of the other groups that reside in Level 9.6. This outpost is in the middle of a street, making it easy to find. This outpost is tasked with mapping out the roads in the level. This outpost has 28 members.
Neighboria A base that isn't aligned with any other group. Is supplied by the M.E.G. every few months. Largest community on Level 9.6, with 93 members.
Fog Survivors A small group of 12 Russian-speaking people. Only one person can speak English, said person is the leader of the group, Mikhail. Can communicate with one of the translators at M.E.G. Fog Scouts. Is supplied by the M.E.G. every few months.
Fenushak Regutenar A group of 8 cultists, they worship the fog on the level. Should not be approached, they have weapons and will not be afraid to use them on trespassers. They reside in a house with a torn olive green flag, and use this information to STAY AWAY.
Entrances: Entering an area with fog at any outdoor level has a decent chance of taking it to this level. Entering an area in Level 9 with gray fog will lead to this level. Going through a gray wooden door in Level 4 will cause one to appear in the middle of a road. Following a highway with street signs reading "9.6FOG" in Level 41 for approximately 25 miles will lead to this level. Did you know that some of the doors and stairs on Level 47 can lead to this level? Floor 2 of Level 54 can lead to this level.
Exits: A basement that resembles any other level will take you to said level. Entering an area with black fog will lead to Level 9. Entering a house that resembles your childhood home will lead to Level 18. The attics of the level have a small chance of taking you to Level 28. Entering a house with either Mexican, Omani, or Turkmen architecture that emits an orange haze will lead to Level 38. Entering a forest will lead to Level 45. Entering an unfinished house will lead to Level 98. Entering a small shed in the backyard of a random house leads to Level 3.6.
- #48Level 9.7: "Twisted Alleys" by Obskewertyselective
Keys: level 9.7 · Secondary: roads full of potholes, hear tires no cars, empty trash bins everywhere, always night in alleys, robotic cat bird sounds, street lights point wrong
Level 9.7 is a sub-level between Level 9 and Level 10. Level 9.7 is a likely infinite, vast expanse of intertwining suburban alleyways trapped in a perpetual night, with uneven, poorly-maintained roads. Potholes can be found throughout the level, some filled with contaminated Almond Water. Occasionally, one may encounter a wider, slightly better maintained road. These roads are well-lit by street lights, some of which may be facing the wrong direction (ex. shining into a house's backyard, illuminating a fence instead of the road) or partially obstructed by unknown means. Additionally, empty trash bins can be found in front of nearly every house. Despite the lack of motorized vehicles, tire marks can be seen at intersections, and several parts of the roads are cracked, with loose gravel scattered across the level. The sides of the alleyways are lined with houses, trash bins, and wooden telephone poles, the latter containing roughly 125ft (38.1m) of space between each one. Most of the houses' exteriors are reminiscent of architecture from the 1960s-1990s; however, contemporary homes are scattered throughout the level as well. These contemporary homes are the only ones with addresses displayed on them. The lowest address number found thus far is 32, with the highest being 1836465. No two houses in this level have been observed to share any form of similarity, including colour scheme and overall structure. Albeit rare, dated apartment buildings can be found in long stretches within the level, with one apartment block stretching for several kilometers with minimal variation in architecture. It should be noted that there are no entrances to these apartment blocks; similarly, all the houses are guarded by garages and/or fences with no openable doors or gates. Should one attempt to climb over a fence or atop the roof of a garage, they will no-clip through the floor and be sent to The Void upon landing on the other side. The temperature within this level is uncomfortably cold, with the highest temperature recorded reaching a mere 10°C (50°F), and the lowest temperature dropping down to -8°C (17.6F). These temperatures may be low enough to induce hypothermia or the common cold, so it is advised that wanderers bring warm clothing if they intentionally enter this level. It is unknown how the level warms and cools itself, due to the absence of a sun (as aforementioned) or other sources of heat. Aforementioned, while no vehicles are present within Level 9.7, the sound of tires crunching on gravel is constantly audible. Additionally, eerie, almost robotic sounds of a cat meowing and birds chirping are present throughout the level. It is important to note that no instances of feline or avian organisms have been documented within Level 9.7. The volume of these sounds remains constant, regardless of the wanderer's position within the level. As a sub-level of Level 9, Level 9.7 is believed to be the backside, safe haven and/or serve as a gateway between Level 9 and its surrounding levels and sub-levels, due to its resemblance to the aforementioned level.
Entities: Level 9.7 is entirely devoid of the common entities that would be found in dark levels, such as Smilers, Hounds, etc; however, there are two entities which are entirely endemic to Level 9.7: Foglighters and Lights.
Colonies and Outposts: As previously stated, Level 9.7's houses are inaccessible, and the roads are unfit for inhabitation. However, the contemporary houses scattered throughout the level are an exception. For unknown reasons, climbing over fences/garages belonging to contemporary houses (identified by their conspicuous differences to the rest of the level's houses) will allow wanderers to enter the house and inhabit them. Most of these houses are fully furnished, with furniture, kitchens, bathrooms, living rooms, bedrooms, and some may have basements. The exteriors of these houses will appear small/moderately sized; due to the non-euclidean nature of this level, however, the interiors are substantially larger, allowing for the accommodation of up to 30 wanderers in one singular house. All windows are obstructed by metal blinds and are unable to be damaged in any way, no matter how much force is applied. It is paramount to note that attempting to gain access to the front yard of any house (via a fence gate, front door, etc.) will cause one to no-clip through the floor and fall into The Void.
Wanderers exploring in groups have established colonies in these houses:
Back-Alley Wanderers' Society (BAWS) 24 members Looking for new members Willing to trade resources Established July 2nd, 2019 House address: 73245
M.E.G. Base Block Watch 12 members Willing to trade Established September 29th, 2020
Outpost 1B 17 members Willing to trade, and accepting new members Explores Level 9.7 to help the M.E.G. gain more knowledge on the level. Established July 30th, 2019 House address: 472355
Motokusu Gang composed of 11 members, consisting of former Japanese Yakuza members Hostile to all entities and most humans Only accepts certain members of Japanese descent Established June 23rd, 2021 House address: 1382 Has been engaged in the Armaani-Motokusan Gang War since March 2022
Armaania Gang composed of 13 members, consisting of outcasts of Level 399's Megacolony Hostile to all entities; may be hospitable towards certain wanderers Only accepts members who meet certain criteria Established July 1st, 2021 House address: 1395 Has been engaged in the Armaani-Motokusan Gang War since March 2022
Entrances: Jumping into a pond in Level 594, and then no-clipping into the ground will bring one to this level. Exceedingly rarely, wandering far enough in Level 9 may lead to this level. Punching certain trees in Level 110 may bring one to this level. A small, out of place outhouse may appear randomly in Level 351; entering it leads to this level. In Level 450, no-clipping through non-entity mirrors brings one to this level. Rarely, one may find a jug of black milk in a fridge in Level 570; drinking a certain amount of it will cause one to fall unconscious and wake up on the streets of Level 9.7. Walking backwards into a light pole in Level 9.6 causes one to no-clip into it and enter this level; directly no-clipping into a light pole sends one to a random level instead.
Exits: Attempting to no-clip into an Aggressive Light has been reported to bring one to Level 5.1. No-clipping whilst engulfed by the fog of a Foglighter brings one to Level 690. Being blinded by a street light will lead to Level 82. Breaking a TV in a house sends one to Level 444. Climbing a telephone pole sends one to Level 722. Climbing into a trash bin, closing the lid, and staying inside for several hours will send the wanderer and the trash bin to the Ame-no-ukihasi section of Level 145. Walking into a dense thicket of small rainforest trees/shrubs causes one to re-emerge in Level 427. Touching a fridge found in an alleyway sends one to Level 142. No-clipping into a fence surrounding a red barn brings one to Level 10. Holes in the ground may lead to Level 479. When walking for exceedingly long distances (>20km/12.4 miles at once), unknown factors cause the level to fade back into Level 9 or one of its other sub-levels. Should one attempt to climb over a fence or atop the roof of a garage, they will no-clip through the floor and be sent to The Void upon landing on the other side. Attempting to gain access to the front yard of any house (via a fence gate, front door, etc.) will also cause one to no-clip through the floor and fall into The Void. In both cases, wanderers can rarely be sent to Level 350 instead of The Void. Lighting oneself on fire leads to Level 997.
- #49Level 10: "The Bumper Crop" by Egglord1 & scutoidselective
Keys: level 10 · Secondary: endless wheat barley fields, always overcast sky, empty wooden sheds barns, dirt paths with tire tracks, trees divide the plots, shallow water pits everywhere
Level 10 is an expansive pasture of wheat and barley fields stretching endlessly in all directions, divided into plots by lines of trees and shrubbery. The climate of the level never appears to shift from an overcast, leaden sky, with brief and infrequent spells of light rain and fog. The dreary atmosphere of Level 10, coupled with its unchanging state of daylight, makes it somewhat difficult to keep track of time, with only the occasional gust of wind among the crops to break up the uniformity. Due to its abundant resources and lack of immediate hazards, Level 10 has been deemed a prime candidate for Backrooms settlement. The level's vast surplus of wheat and barley appears to be safe to consume, according to reports from those who have explored it. However, further investigation is pending to better understand the nutritional properties of these resources and determine their suitability as a reliable food source. Bodies of water are present throughout Level 10 at a consistent elevation, likely due to the level's soil possessing slight hydrophobic properties that prevent the irrigation of water into the ground. The water from these pits has been deemed safe for human consumption, although its taste has been reported to have an earthy undertone. Upon inspection, it appears to be free of algae and other organisms, only containing various microbes and types of benign fungi. The water is believed to be highly oxygenated, which likely contributes to its clear, seemingly uncontaminated appearance. A diverse range of structures may be found intermittently in Level 10, such as small wooden sheds and outbuildings, as well as larger barns and stables. These structures appear to be largely empty on the inside, aside from often housing certain useful resources, namely wood and nails. These resources, along with the structural elements of the buildings themselves, may be of interest for various purposes such as construction. While the potential for establishing permanent settlements in Level 10 appears promising, further analysis is needed before a final decision can be reached. The lines of shrubbery that separate the pastures of Level 10 into plots are of varying species and do not appear to have any unusual properties, aside from the fact that they do not seem to outgrow one another; rather, they consistently remain at the same height. The trees in particular are of average hardness and can be used as a source of wood, although it has proven more practical to obtain wood from the empty structures throughout the level. Further investigation of the plants may yield additional insights into their potential uses and characteristics, as well as insights into the general ecology of Level 10. Dirt paths are often present throughout Level 10, distinguished by two strips of tire tracks separated by a strip of grass, suggesting that the paths are frequently used by vehicles such as cars or tractors. However, despite this evidence of regular usage, no such vehicles have ever been observed on Level 10. These dirt tracks do not appear to regrow, and in addition, attempts to cultivate plants on these roads have resulted in failure, with sown seeds failing to germinate. Additionally, it has been observed that following these roads for a prolonged distance can often lead one to Level 11.
Entities There are very few unique entities in Level 10, with the exception of the small, wormlike entities that inhabit the soil beneath the surface. These worms have been observed through the use of shovels to dig into the soil, which has been found to be only one meter deep before giving way to the mass of worms writhing in the darkness below. It is currently unknown how far down the worms extend or where they originate, and further exploration beneath the one-meter depth has been deemed infeasible due to logistic and safety concerns. Proceed with caution when excavating the soil in Level 10, as it has been observed that digging a hole deeper than one meter may result in the rapid emergence of worms from the soil. This can present a number of hazards, including the potential for slipping or falling injuries, damage to clothing, and even the risk of physical harm from worms attempting to burrow into the skin. If one wishes to collect them for any purpose, it is recommended to limit excavation to small holes rather than deep trenches in order to minimize risk.
Colonies and Outposts: Despite the fact that Level 10 is generally used as a transitory location due to its relative ease of exit, there is reason to believe that it may be possible to sustain oneself there long-term. Plans to establish an outpost in the level are currently in progress, with the aim of conducting a comprehensive analysis of the possibilities of long-term occupation.
Entrances: Walkways in Level 9 that lead to grass fields may lead one to this level. In certain streets on Level 11, you can find a back road that leads to Level 10.
Exits: Finding a road and following it for a prolonged period may eventually lead one to Level 11. Crossing a border separating this level and Level 35 will lead one there. Swimming into a lake can lead one to a number of aquatic levels; research into which exactly are accessible is underway. Wandering far enough in the level may gradually lead one to Level 83.
- #50Level 10.1: "Transitional Surrealism" by Neverselective
Keys: level 10.1 · Secondary: leaves glow when touched, houses clean no dust, black sky but bright, grass darkens when stepped, trees warm infinitely tall, water shows cloud reflections
Level 10.1, named as "Transitional Surrealism", is the first sublevel of Level 10. Level 10.1 is a boundless grassland, brightly illuminated in spite of its jet-black sky. The ankle-height tufts are a mix of amber and earthy brown, accompanied by a soft orange glow. When stepped on or touched, the grass instantly darkens to near black and stiffens in place, holding for a few seconds before returning to its usual color and swaying gently again without no lasting effects. Wanderers usually describe the sensation as the ground "blinking," hinting at a possible sensory feedback phenomenon within the sublevel. The nature and purpose of this responsiveness is still unknown. Level 10.1 features an unnatural plant growth of supernaturally long, straight trees evenly and sometimes unevenly planted across grassy terrain the level. These trees appear to stretch infinitely into the black sky, and their tops either invisible by distance or vanishing beyond perspective. The bark is smooth, structurally uniform, and warm to the touch, usually described as comfortably warm rather than hot. Despite their immense height, the trees seem to be completely rigid and unresponsive to wind. The thin, dark-green leaves of the trees blend into the dark sky and appear lifeless, but only until physically interacted. When disturbed by human physical contact, falling objects, or environmental factors, the affected leaves instantly brighten to a deep amber glow. This glow spreads gradually to nearby leaves, with a sudden, localized rustling sound resembling a breeze. This interaction also causes the surrounding air temperature to lower sharply to around 3°C, with frost occasionally forming nearby. After several seconds, the glow fades, the temperature returns to normal, and the leaves stiffen again, with no lasting effects have been found after this cycle resets. Scattered rarely across Level 10.1 are small, modern residential structures that seem to show an undocumented resistance to decay. These buildings appear in two distinct architectural styles: one is grayscale and minimalist, with clean lines and minimal external features, and the other is colored in brown and appears plain on the exterior, but has fully furnished and maintained interior. Both designs are consistent in their interiors, usually containing evenly arranged beds and air-conditioning furnitures that seem functional despite there is no visible power source. Surfaces are strangely clean and free of dust, which may hint some form of self-maintenance or unknown environmental preservation. Each structure also exhibits a subtle, calming chime ambience throughout the interior, although no source has been neither identified or found: no speakers or sound-producing devices have been found. The chime stops immediately upon leaving the building and does not carry into the outside environment. These rare structures and their strange features continue to be the focus of ongoing investigation. Occasionally in Level 10.1, the continuous grassy terrain is interrupted by rivers and ponds. These bodies of water feature surfaces that reflect an extremely different sky: one with white clouds and flocks of birds never seen in the surrounding environment. Diving into these waters shows strange, non-Euclidean depths, appearing as canyon-like voids that stretch indefinitely, with no measurable bottom despite attempts at exploration. Bridges featuring a clean, modern architecture span these rivers and ponds, usually found ignoring scale or logic in their placement. Physical interaction with the wooden planks of the bridges causes a brief, heightened contrast in the grain and texture of the wood, which fades back to normal after a few seconds. This reactive property suggests a sensory feedback mechanism or environmental awareness within the level. These phenomena remain under investigation due to their supernatural behaviors and implications for the underlying systems of Level 10.1. Prolonged staying within the residential structures of Level 10.1 have been connected to the appearance of a unique celestial phenomenon. Luminous, star-shaped objects emerge in the black sky, usually along the northern and southern horizons. These objects flicker in color: between dark brown and bright amber in cycles that may last about three minutes each. Closer focus revealed the color changing encodes patterns that align with Morse code. Decoding these signals yields fragmented, cryptic messages such as: › The pain of being watched › False static everyone sees › Time is eating away › Cycle can or may reset or restart in seconds These messages suggest Level 10.1 may be watching or manipulating the inhabitants of the itself. The movements of the celestial bodies mimic the sun and moon of The Frontrooms, producing an artificial day-night cycle that influences stamina, energy, and focus. During the "evening" phase, smaller crescent-shaped orbs appear, arranged in constellations that also appear to be constantly flicker colors in Morse-like patterns. Decoded phrases include: › Why leave it does not matter there are no exits › Gaze at the sky with patience › Do not stare you may hear › The mysteries cannot be solved this way Exposure to these celestial patterns has been found out to be associated with headaches, visual distortions, short-term memory issues, and a strange sense of predictive insight. The cause of these phenomena are unknown, with theories ranging from a built-in control mechanism of the level to an external method of communication. Research into the patterns, their variability, and their psychological effects is ongoing.
Human Presence: Human presence in Level 10.1 is extremely rare, although a subtle pattern of encounters has been observed. People who remain within the level for what feels like the passage of a "week", based on personal perspective and biological rhythm, have an roughly estimated 20% chance of encountering another human during that time. These meetings are typically brief and silent, with both people often experiencing a strange sense of déjà vu or familiarity, but the encounter is preordained or artificially staged. Despite the lack of human activity, one knwn entity type inhabits the field: an entity known as "The Wretch." This creature is the terrific end state of a phenomenon known as Roth Syndrome, a degenerative phenomenon documented in several other levels. Individuals afflicted by Roth Syndrome moderately lose their intelligence, humanity, and cognition until their form dissolve into a monstrous, dangerous version of themselves.
Community: Almost a hundred lost wanderers habit within the houses, claiming them as theirs. People leading the community are Miller Rilly, Willian Phyo, Diana Aller, three lost individuals who are currently between the age of 30 and 40. Miller and Willian are professional hunters and creative, helping the community to be more stable and clean. There are 31 houses and built bases of the community. People of this community occasionally welcome anonymous travellers, after checking for any lethal danger from them. Sharing and caring are their most important behaviors according to the habiting wanderers. Resources are harvested from rude and dangerous people or Roth Syndrome affected wanderers, called as "Wretches". By time, they managed to build more houses and bases.
Level 10.1 Base of Backroom Colonists: Lost individuals, experienced wanderers and members of Backroom Colonists currently habit this base. All total of 30 to 35 people. There are almost 120 supplies within this exact base, suitable for long-term residents. More supplies are collected from other groups and habiting places, like Brown Highlights, M.E.G., etc. The people of this base share and care one another, making the base stable. Residents are researching the nature of this sublevel and report them to the database.
Entries: An underground cave located in Level 10, can lead up to Level 10.1. Digging the dirt of Level 10, descends an individual to Level 10.1, slowly. Being in a modern house that is built inside of Level 10, transitions the level to Level 10.1, rapidly and unstably. Within Level 10, a rare long river exists, being spanned by a modern styled bridge, and the other side of the bridge appears to be leading Level 10.1.
Exits: Traveling far away enough from the position the individual was in, an old farm house can be seen in the distance. Once the individual steps into it, the sublevel transitions back to Level 10. On unusual occasions, rivers being spanned by a broken bridge, leading to Level 10 exists. Digging the dirt of the sublevel, one may end up in Level 10.2.
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