The Backrooms
LorebookA lorebook containing information and short summaries about the different levels of the backrooms.from Chub
by ZackBoi· on Chub· added
Tokens: 0 permanent · up to 692 lorebook · budget 692
Description on Chubfrom Chub
I haven't seen anyone else do one of these, so I'm taking it into my own hands.
(Also a special thanks to the people in The Workshop Discord For help on this.)
Listed as “The backrooms lorebook”
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The Backrooms is a liminal space between dimensions, where it's nothing but the stink of moist carpet, the madness of mono-yellow, and endless backround noise of fluorescent lights at maximum hum-buzz, and an infinite area of randomly segmented rooms, hallways, and other anomolies.
The Backrooms
18 entries · scan depth 1 · budget 1,500 tokens · recursive
- #1Objects
Keys: Resources, Food, Water, Items, Objects
There are resources located in many levels of the backrooms, known simply as 'objects'. They are of random variety, inconsistant type, and location. Objects can be any resource, such as food, water, tools, clothes, furniture, or anything of the sort.
- #2Object 1 - "Almond Water."
Keys: thermoses, thermos, object 1, Almond water, water
Almond Water is a very useful object that can be obtained on most levels of the Backrooms. It is a thermos of varying size and color, filled with clear, water-like liquid. They are usually found individually across many levels, but sometimes they can be found in groups on levels where they are more abundant. Most of the bottles are usually slightly damaged or worn with marks, such as dents or scratches in the paint. The contents of the bottle inside vary somewhat in taste, though all resemble water in both texture and appearance.
Almond Water is most commonly used by wanderers as an efficient source of nutrition. Drinking one whole bottle of Almond Water provides the same nutritional value as a healthy, 600-calorie meal, meaning that three bottles a day will provide sufficient daily nutrition for the average, healthy person. Despite being the first object ever discovered by MEG (Major Explorer Group), it is still unknown exactly how its existence is possible. Due to its abundance across most levels, Almond Water is a very easy way to obtain sustenance and maintain physical health.
- #3Object 5 - "Candy"
Keys: Halloween Candy, BNTG Candy, Candy
Location(s): Obtained from B.N.T.G. traders Description: Object 5 is the collective designation of the various types of candy that were manufactured by the B.N.T.G. in October of 2021. Inquiries into how the B.N.T.G. came into the possession of these large amounts of candy have been fruitless, but it has been speculated that they have found a level where candy is a plentiful natural resource. The candy comes individually wrapped inside of 1-pound bags and features a variety of different types, many of which bear similarities to those manufactured by common Frontrooms candy companies such as Hershey and Wrigley. Eating too many different types of candy within short periods can cause hallucinogenic effects in the eater which last a couple hours.
- #4Object 6 - "The Mirror"
Keys: The Mirror, "The Mirror", Object 6
Object 6 is a large, seemingly ordinary wall mirror hung underneath a green exit sign. It is situated in a nondescript room within Level 0, though this room appears to be exceedingly remote and difficult to locate. The object has not been sighted in other levels, and its movement is consistent with the random reshuffling of rooms typical to Level 0.
The mirror is rectangular in shape, with a height of 97.1 inches (246.6cm) and width of 61.9 inches (157.2cm), with a thickness of 0.24 inches (0.61cm). Its surface is uniformly smooth.
- #5Object 13- "Office Terminals"
Keys: Office Terminal, backrooms chatroom, Office Terminals, Backrooms chat, Computer Terminal
Object 13 is a computer terminal that can occasionally be found within Level 4. If the power button is pushed, the computer will turn on, and a chat session will begin, connected to all other Object 13 terminals. As of writing, no two people who have used an Object 13 terminal have been able to find each other within the Backrooms, so it is possible that the entire chat is a facade created by the computer. Whether real or not, talking within the chat can provide valuable information to help you survive, as long as whoever you're talking to isn't being unhelpful or trying to trick you.
Although the terminals can be fairly heavy, they can be brought with you by unplugging them and re-plugging them into other outlets. Shopping carts can be brought into Level 4 from Level 176; anything that makes it easier to carry a terminal around is good.
A number of people have managed to take a terminal out of Level 4 and into other levels, although this is only useful in places where there are outlets. The terminals still work and connect to the chat room even when in other levels.
Chat Functionality: The chat system behaves as a rudimentary text channel. When you first turn on the computer, you are asked to enter a username for yourself. This name will appear beside your messages in the chat, and it will be bound to you. Whenever you access a terminal, even a new terminal, you will have that name. So don't choose something dumb.
There is only a single chat room available, and there is no private messaging system. The chat usually has between five and fifteen people at once. There are chat "moderators" that exist to remove people who spam in the text chat. We're not sure what they are, but they definitely aren't human. The moderators seem to exist somewhere within the computers, but we aren't sure where or how. In the text chat, moderators have blue names. They only show up rarely.
- #6Object 15 - "Firesalt"
Keys: Object 15, Firesalt, Fire salt
Description Firesalt is a small crystalline formation with explosive properties typically used as weaponry within the Backrooms. Firesalt is a volatile crystalline formation found within the Backrooms. They are most commonly found as irregular shaped shards between 1 and 5 cm in size, colored orange and slightly translucent. Large artificial firesalt ingots on the other hand are more transparent and colored a dark shade of red.
Molten firesalt, nicknamed pyroil, is a colorless flammable liquid with a smell reminiscent of incense.
Properties Firesalt crystals are relatively hard, classifying in the Mohs Scale of mineral hardness as a 71 but are quite brittle making them vulnerable to impact damage. They are also soluble in water and almond water, generating heat when dissolving in both liquids.
In addition, they have a low fusion point of approximately 47 °C, whereupon reaching said threshold the crystals melt into clear pyroil, which is able to efficiently burn even on low oxygen atmospheres. Furthermore, pyroil can be cooled down to create large artificial firesalt ingots.
One can use the heat released when dissolving firesalt in water and almond water to boil foodstuffs and liquids making a couple of firesalt crystals an easy alternative to making a potentially dangerous fire in order to disinfect any harvested almond water from the Disease or other maladies. Pyroil on the other hand has been used as a substitute to gasoline to power any small vehicle within the Backrooms, as well as fuel to any generators if no electric outlets are available.
Obtaining Small firesalt crystals can be obtained growing on corners within the first 5 Levels of the Backrooms, as well as in smaller, rarer quantities in levels similar to Level 0. However, larger explosive firesalt crystals cannot be found naturally, but rather have to be manufactured by melting together several crystals. Pyroil can only be obtained through the fusion of firesalt crystals as well.
- #7Object 21 - "Wi-Fi"
Keys: cell service in the backrooms, Backrooms wifi, backrooms internet, cell service, Wi-Fi, wifi in the backrooms, Wifi, internet
Description: Wi-Fi, which is short for wireless fidelity, is a wireless networking technology that allows electronic devices to connect to the Internet. It is unknown how it is obtainable or who is operating the network in The Backrooms, as all attempts to trace the physical location of any router or provider have proven negative. Wi-Fi appears to be stronger on some Levels, most of which have windows with an outside visible. The closer you stand to any window, the more powerful the Wi-Fi connection is. Normally, Wi-Fi networks can only be used to access an intranet, however, recent discoveries have reported that networks outside The Backrooms can be communicated with. This is still being analyzed.
Wi-Fi is somewhat strange in terms of router names, which all relate to their Level is some ways. On Level 0, the most notable Wi-Fi access point is named "K38Suh9FH98mBKR", in which the BKR is noted as an abbreviation of The Backrooms. There is typically no password on any of the Wi-Fi networks, and they all cut off at random. The less stable a Level is, the more likely the Wi-Fi may cut off at random.
Currently, The Backrooms has a multitude of platforms hosted on its network. The most notable one being The MEG Database.
The M.E.G. Database: The M.E.G. Database is widely acknowledged as the most reliable Database for accessing any data revolving around the Levels, Entities, and other anomalies of The Backrooms. It is accessible through any medium which can hold Wi-Fi and hold browsers, and gets updated frequently whenever any new data comes forth. Throughout The M.E.G. Database, there are numerous entries which have denied access, due to the data of these entries not being complete as of yet.
- #8Organizations
Keys: MEG, Organizations, Groups, BNTG
There are various organizations located across the backrooms, each unique in purpose, affiliation, size, and affiliation. Known groups include but are not limited to; MEG (Major Explorer Group) BNTG (Backrooms Nonaligned Trade Group)
- #9BNTG
Keys: Backrooms Nonaligned Trade Group, BNTG, Backrooms Trade Group, Trade Group
The Backrooms Nonaligned Trade Group, colloquially known as the B.N.T.G., is an organization of affiliated bases, economic institutions, and regulatory agencies dedicated to the goal of "Peace through Prosperity". With a focus on establishing a centralized trade network, our group has gathered a vast wealth of supplies, contacts, and information otherwise unavailable to most other factions. Our mantra extends to all aspects of the B.N.T.G. as we use this stockpile of resources and knowledge to not only increase the living conditions of our affiliates but also secure peace through trade incentives with most major groups within the Backrooms.
Since its founding, the B.N.T.G. has created infrastructure for the manufacturing of goods, agriculture, and the exchange of services, forming a pseudo-economy used by most wanderers in one way or another. Our organization has a strict neutrality doctrine pertaining to the affairs of other groups and will only resort to open conflict when provoked. In the years since our formation, the B.N.T.G. has used these methods to establish a previously unobtainable level of normalcy and comfort for its members and the wanderers they protect while solidifying ourselves as the predominant trade consortium.
- #10The MEG
Keys: The MEG, The M.E.G., MEG, M.E.G.
The M.E.G. (a.k.a. The "Major Explorer Group") is a group created by the people of the Backrooms. The group started out as an exploration outpost in 2012, but it grew to become an exploration group by 2014. The M.E.G. tries to keep wanderers safe from entities, traps, and other groups such as The Insurrection, which they are at war with for territory of levels like Level 3. To ensure the safety of the wanderers, the M.E.G. maintains multiple teams for different purposes. This faction is extremely friendly and will allow new members into a team known as the "Volunteer Squad" until they are ready to be in a team of their own.
List of Teams: M.E.G. Leaders: Team "Overseer"
M.E.G. Regiments Regiments are occupations which follow a more militaristic organization within the MEG. Most Regiments are composed of Teams which work together across missions, assignments, expeditions, and other dangerous work.
Compass Point | Frontline Explorers Team "Reed" Wild Warriors | Entity Removal Team "Karl" Team "Nari" Lock Breakers | Level Keys Team "Roy" Quick Match | Rescues and Raids Team "Micheal" Track Mappers | Mapping and Pathfinding Team "{Data Corrupted}" Life Line | Civil Aid & Recovery Team "{Data Corrupted}" First Response | Communications Team "Harry"
M.E.G. Divisions Divisions are occupations which follow a more civil organization within the MEG. They often manage logistical or research based tasks, and are comprised of Teams who carry out orders for the Overseers.
Postal Delivery | Mail & Logistics Team "{Data Corrupted}" Front Page | News Team Team "{Data Corrupted}" Location Salvation | Material Repossession Team "{Data Corrupted}" Secure Security | Municipal Security Team "{Data Corrupted}" Volunteer Squad | Militia & Emergency Volunteers Team "{Data Corrupted}" Trial Testers | Research Team "{Data Corrupted}"
M.E.G. Outposts "Base Alpha" (Their first main base on Level 1) "Base Omega" (Their second main base in Level 4) "Base Gamma" (Their third main base on Level 3) "Base Beta" (Their fourth main base on Level 11) "Base Epsilon" (Their fifth main base on Level 283) "Base Delta" (Their sixth main base on Level 230) "Housekeeping" (Level 5) "Level 6 Access Outpost" (Level 6.1) "Hollow Nest" (Level 8) "Desert Rose" (Level 46) "Snowy Seekers" (Level 47) "Train Wreck" (Level 61) "Darkness Rangers" (Level 64) "Orange Dust" (Level 85) "Antique" (Level 293) "Robotic" (The Crypt Reality) "De-aciders" (Level 44) "Corridor" (Level 1.1) "Forge Novus" (Level 195) "Frozen City" (Level 159)
- #11Levels
Keys: Backrooms levels, floors, levels of the backrooms, backroom levels, Levels
There are a supposedly endless ammount of levels of the backrooms, but the ones explored and documented by MEG (Major Explorer Group), are documented in numerical order. (0 - 999+)
- #12"The Frontrooms"
Keys: The frontrooms, frontrooms, base reality, baseline reality, home reality, earth, origin reality, planet earth
The Frontrooms, commonly known as Earth, is our baseline reality, where all humans originate from. It is where most entrances to the backrooms are located.
- #13The Blue Channel
Keys: the blue void, blue void, The Blue Channel, Outside backrooms, outside the backrooms, the void
The Blue Channel is an area that exists outside of all Levels in The Backrooms. It is comprised mainly of a disorientating, blue void. The void is completely absent of any shading, other colours or patterns. Thus making it one singular and disorienting colour no matter what direction or axis it's viewed at. When within the Blue Channel void, countless levels of the backrooms may be viewed at various distances and locations. Similar to Level 0, various objects and sections of real-world locations can be found in The Blue Channel's void.
- #14Level 0 - "The Lobby"
Keys: Infinite Backrooms, Infinite Hallways, Level 0, The Lobby, Tutorial level
THREAT INDEX CLASS 2
Exit: 4/5 Very Difficult to Exit
Environment: 1/5 Very Low Environmental Risk
Entities: 0/5 No Hostile Entities
Level 0, also called "The Lobby", 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. There are no known entities, so the only danger that Level 0 poses is the scarce availability resources, as many fall victim to dehydration, exhaustion, or starvation. Due to the barren layout and confounding structure of Level 0, some individuals report experiencing intense visual and auditory hallucinations.
The walls, ceiling, and floors are made of standard construction materials, and everything is seemingly 'normally built' though there is nothing above the ceiling or below the floors except more areas of level 0.
Known Exits:
- No-clipping through a wall, which may lead either to another area of level 0, or level 1.
- Wandering far and long enough, which may cause the hallways to gradually transition into Level 1's garages.
- Entering a rare emergency exit, which may lead one to Level 14.
- Glass sliding doors resemblant of those within a greenhouse, which lead one to Level 13.
There are several 'sub-rooms' that can be found within level 0, including but not limited to; "The Manilla Room" "The Red Room" "Dullness"
- #15Level 0.001 - "The Exit?"
Keys: Level 0.001, Level 0 Exit?, The Exit?
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.
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. The further one goes into the hallways, the higher the temperature gets, and the more anomalies can be detected, such as violent fog, rapidly flickering lights, hallucinations, and more random objects.
- #16"The Manilla Room"
Keys: Manilla room. The manilla room, Level 0 exit
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.
- #17"Red Rooms"
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.
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. The Red Rooms may only be entered through Level 0, completely at random, after turning a corner. If you happen to enter the red rooms on accident, turn around immediately, and try to get as far away from them as possible.
Exits: After one has entered the Red Rooms, there is presumably no chance of exit, apart from at the very start.
- #18"Dullness"
Keys: Dullness, The dullness
Dullness is a sublevel of Level 0; an endless labyrinth made of rooms of random size and shape, each empty with dull monotonous yellow walls, which have proven indestructible. Various shapes merge into the rooms throughout. Room sizes range from that of a small bedroom to a large stadium. The layout is inconsistent and shifts about, with many rooms cut off. Every area within Dullness is distinct, and layout doesn't repeat. The lights within Dullness are seamless and without wires; looking directly at them may cause migraines and flashbacks. The level is covered by an impenetrable, maddening silence. Sound is impossible to produce here. An soft, yet unpredictable breeze flows through the entire level, it's origin unknown. Due to this, temperatures in Dullness are highly variable depending on the air. It is possible one may enter Dullness via Level 0 during an energy fluctuation, noclipping into a surface, though exact methodology is unknown. It has been also suggested that noclipping into a dull, yellow surface in Level 0 will lead here, but no such wall has ever been found. The same method may also provide escape, using an energy fluctuation to noclip out, as it destabilizes the Dullness.
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