Backrooms - Levels
Lorebookfrom Chub(Based off of the backrooms wikidot) This is a list of many important backrooms levels, designed for my backrooms-related botsfrom Chub
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Description on Chubfrom Chub
Unfortunately my original one (https://janitorai.com/scripts/0fc61535-f1b1-4692-a646-4e35760445a4) is completely inaccessible after my janitor ai account was banned, and I forgot to make my lorebooks public. This will probably be the most accurate backrooms wikidot lorebook ever on chub.ai, unless someone decides to step up further.
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- #1Fundamentals
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The Backrooms are an infinite, non-linear, hostile dimension behind normal reality (the Frontrooms). They consist of endless levels, sub-levels, and thresholds.
Entry occurs through noclipping from the Frontrooms into unstable reality gaps. Escape is extremely rare.
The Backrooms contain liminal environments, non-Euclidean geometry, looping spaces, and entities ranging from harmless to hostile.
The Frontrooms refers to normal reality (Earth and everyday life).
- #2Bug FixesDisabled
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- #3Levels List
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Level 0 - "Threshold" Manila Room (Level 0 sub-area) Red Rooms (Level 0 sub-area) Level 1 - "Habitable Zone" Level 1.1 - "Corrupted Corridor" Level 1.2 - "Concrete Garden" Base Alpha (Level 1 sub-area) Traders Vault (Level 1 sub-area) Level 2 - "Abandoned Utility Halls" Office Space EL3A (Level 2 sub-area) Level 3 - "Electrical Station" Level 3.5 - "Electropolis" Level 4 - "Abandoned Office" The Office Market (Level 4 sub-area) Level 5 - "Terror Hotel" Level 5.1 - "GRAND OPENING OF THE TERROR HOTEL CASINO" Level 5.2 - "Scenic Views" Level 5.3 - "Promethei Bibliotheca" Level 6 - "Lights Out" Level 6.1 - "The Snackrooms" Level 6.2 - "The Neon Maze" Level 6.3 - "Vantablack" Level 7 - "Thalassophobia" Level 7.8 - "Impaled Ocean" The Hadal Zone (Level 7 sub-area) Level 8 - "Cave Systems" Level 9 - "The Suburbs" Level 9.2 - "Black Market" Level 10 - "Bumper Crop" Level 11 - "The City That Never Sleeps" Level 11.3 - "The Red Light District" Radio Backrooms' Studio (Level 11 sub-area) Level 12 - "Matrix" Level 13 - "The Boiling Frogs" Level 14 - "Paradise" Level 15 - "Futuristic Halls" Level 16 - "Altered Topography" Level 17 - "The Carrier" Level 18 - "Memories" Level 19 - "Attic Floorboards" Level 20 - "Boreas Structure" Level 21 - "Numbered Doors" Level 22 - "Ruins Left Behind" Level 23 - "𝓣𝓱𝓮 𝓟𝓮𝓽𝓻𝓲𝓯𝓲𝓮𝓭 𝓖𝓪𝓻𝓭𝓮𝓷" Level 24 - "The Moon" Level 25 - "The Quarter Hub" Level 26 - "The SS Fun =)" Level 27 - "The Bunker Springs" Level 28 - "Final Virtue" Level 29 - "Hyperian" Level 30 - "Shifted Beyond Reality" Level 31 - "Roller Rink" Level 32 - "Forest of the Skeleton Queen" Level 33 - "The Infinite Mall" Level 34 - "Sewer System" Level 35 - "An Empty Car Park" Level 36 - "Timeless Airport" Level 36.1 - "Astral Airplane" Level 37 - "Sublimity" Level 38 - "Fold Point" Level 39 - "Enchanted Forest" Level 40 - "Roller Rockin' Pizza!" Level 41 - "The Black Lake" Level 42 - [NO DATA] Level 43 - "Water World" Level 44 - "Corroding Retail Outlet" Level 45 - "Abyss Inc." Level 46 - "Arabian Desert" Level 47 - "The Adderwood" Level 48 - "The Sunset Beach" Level 49 - "The Unfilled River of Phlegethon" Level 49.1 - "Remember the Fallen" Level 49.2 - "Training Grounds M-1" Level 50 - "The Moribund Highway"
- #4Level 0
Keys: Lobby, Tutorial Level, Level 0, Threshold, Level zero, Yellow Hell
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[ Level 0 - "Threshold" ]
Survival Difficulty: Class 1 – Safe / Secure / Unconfirmed Entities
Level 0, nicknamed "Threshold" or "Yellow Hell", is the first level of the Backrooms. It appears as an endless, non‑linear labyrinth of yellow‑papered rooms, hallways, and stairs with wet, mildew‑smelling carpet and constantly buzzing fluorescent lights. The level shifts and changes as you move, making navigation disorienting and repetitive. The Isolation Effect ensures that no two wanderers can ever meet here, even if they entered together – all attempts to leave marks or communicate fail. There is one rare room where others can be seen, but the shifting layout makes it nearly impossible to find.
Common hazards: dehydration, starvation, and psychological decay from monotony and isolation. The buzzing lights can randomly spike to deafening volumes, potentially causing hearing damage. Wanderers also report whispers, familiar voices calling out, and scratching behind walls – though no source has ever been found. Dark figures are occasionally glimpsed in peripheral vision, and many feel a persistent sensation of being watched (scopophobia), but no confirmed entities exist in Level 0.
Notable locations within the level include:
- Manila Room (rare sub‑area)
- Red Rooms (structural anomaly, also listed as a sub‑area)
Other architectural oddities include arches, pillars, holes in walls, blackout zones (rooms with no light), and sudden layout changes. The carpet is saturated with unknown fluids – sometimes Almond Water, salt water, Liquid Pain, or biological slurries – but is not safe to consume. Eating the carpet can cause illness or death.
Entrances: No‑clipping through reality (e.g., falling through a wall or floor) is the most common way to enter Level 0. Other entrances exist elsewhere in the Backrooms but are rarely documented.
Exits: No‑clipping of any kind can lead you out of Level 0. This usually sends you to Level 1, Level 2, or Level 3, and rarely to Level 4. However, if you are very unlucky, noclipping can bring you somewhere completely different. A more reliable method is to find a flickering wall and throw yourself through it, which leads to Level 1 ("Habitable Zone").
Sublevels: Manila Room, Red Rooms (both considered part of Level 0, not separate numbered sublevels).
- #5The Manila Room
Keys: Manila Room, Level 0, Level zero
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[ The Manila Room ]
Survival Difficulty: Class 0 – Safe / Secure / Devoid of Hostile Entities
The Manila Room is a small, isolated square room that can rarely be found within Level 0. It is named for its unique beige (manila) wallpaper color. The room has thick walls and minimal furnishings – usually a table and a chair, plus anywhere from 1 to 4 entrances. Unlike the rest of Level 0, the Manila Room does not have the Isolation Effect. Wanderers can see and meet each other here, and the room stays in a fixed location for everyone who discovers it. People entering from the same entrance at the same time should be careful to avoid collision.
The lighting is similar to Level 0 (fluorescent, with an irritating buzz) but its brightness fluctuates, sometimes causing total darkness. No entities have ever been observed inside the room, but knocking and banging from within the walls have been reported – these noises are loudest when the lights are off.
The M.E.G. uses the Manila Room as a documentation depot. Folders stamped with the M.E.G. insignia are placed on the table (if present) and contain essential information for new wanderers: how to noclip, a field guide to common entities, and a guide to important levels. Documents occasionally disappear due to the room's normal changes and need to be replaced. Roughly 36% of wanderers report that these documents were essential in escaping Level 0.
Entrances: Accessible only from Level 0. The room appears randomly as you explore – there is no guaranteed way to find it.
Exits: Leaving through any entrance returns you to Level 0 (exact location may be different than where you entered).
- #6Red Rooms
Keys: Red Rooms, Level 0, Level zero
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[ The Red Rooms ]
Survival Difficulty: Class 3 – Exit: Dead End / Environment: Deadzone / Entities: No Hostile Entities
The Red Rooms are a rare, randomly encountered sub‑area within Level 0. They appear similar to Level 0 but with a deep red color – crimson wallpaper, darkroom‑like lighting, coarse sticky carpet, and colonies of mushrooms and black mold in corners. Radio communication deteriorates quickly before stopping entirely. The area induces intense discomfort, disgust, despair, paranoia, and claustrophobia. The M.E.G. has documented three agents who entered; none returned after radio contact was lost.
The layout is small and linear, with dead ends and holes in walls that lead to identical sets of rooms. One notable feature is a tally inscribed on a wall; the number suggests previous victims. There are no known bases, communities, or outposts.
Entrances: Only accessible from Level 0. You may enter completely at random after turning a corner – no method predicts where the Red Rooms will appear.
Exits: Presumably impossible to escape. Once inside, there is no confirmed way out.
Sublevels: None.
- #7Level 1
Keys: Level one, Level 1, Habitable Zone
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[ Level 1 - "Habitable Zone" ]
Survival Difficulty: Class 1 – Safe and Secure / Presence of Anomalous Resources / Minimal Entity Count
Level 1, nicknamed "Habitable Zone", is the second level of the Backrooms. It resembles an endless warehouse or underground parking lot with concrete walls, pillars, pipes overhead, and dim fluorescent lighting. The level is divided into two main zones: the halls (wide, non‑Euclidean spaces where distances are deceptive) and the corridors (tight, labyrinthine pathways that are geometrically stable). Navigation in the halls requires using landmarks as reference points; walking toward a distant object may not bring you closer, but persistence and careful landmark tracking work.
The level is notable for its resources – crates that randomly appear (often behind you or after a Flickering event) contain food, Almond Water, tools, clothing, medical supplies, and other essentials. Crates can disappear when not looked at, so take what you need quickly. Flickering events are random blackouts where all lights go out; during these, entities emerge to hunt. When a Flickering starts, find the nearest green exit light and fumble along the wall to a corridor entrance – do not run or use a light source. Corridors are safe during blackouts.
Common entities include Dullers, Skin‑Stealers, Hounds, and other hostile creatures. Most hunt during Flickering, but some wander the halls even when lit. Avoid approaching lone humanoid figures; real wanderers usually travel in groups.
Notable communities and bases:
- M.E.G. Base Alpha (population: ~2,500 permanent residents)
- B.N.T.G. Traders Vault (crew: ~40 people, including leader 'The Keeper')
- Tom's Diner (population: small, fluctuating; run by Tom)
Entrances:
- No‑clipping from Level 0 through a flickering wall is the most common.
- Various doors from other levels (e.g., Level 4.2, Level 11, Level 12, Level 40, Level 46, etc.) lead here.
Exits:
- Walking far enough in a direction where pipes and dials gradually appear leads smoothly to Level 2 ("Abandoned Utility Halls").
- Specific doors lead to other levels: glass doors to Level 22, ice‑coated metal doors to Level 159, bunker doors to Level 218, etc.
- No‑clipping can also send you to other levels unpredictably.
Sublevels:
- Level 1.1 – "Corrupted Corridor"
- Level 1.2 – "Concrete Garden"
- #8Level 1.1
Keys: Level one, Level 1.1, Level 1, Corrupted Corridor
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Entry settings
[ Level 1.1 - "Corrupted Corridor" ]
Survival Difficulty: Class Variable – Varied Safety / Unsecured / Varied Entity Count
Level 1.1 is a sub‑section of Level 1. It appears as a long, straight, narrow corridor that continues for an unknown distance. The walls are white cinder blocks, the floor is blue tile, and exposed pipes and ventilation ducts appear through cracks. Crates of supplies are abundant near the entrance but become less frequent further in. Unlike Level 0, explorers are not separated on entry – groups can travel together.
The corridor is divided into four confirmed sectors, with a possible fifth:
Sector 1 – Safe. Ceiling 7–12 ft, width ~12 ft. Humming fluorescent lights. No hostile entities. Many crates. Length ~10‑15 miles.
Sector 2 – Moderate danger. Unstable geometry: slanted floors, repeating hall sections, colour shifts, pipes blocking path. Possible to noclip into other parts of Level 1. Entities: Smilers, Hounds, Skin‑Stealers (rare). Markings in unknown language on walls. Length estimated 5‑50 miles.
Sector 3 – Dangerous. Mostly darkness – lights and flashlights ineffective. Occasional bright areas with no source. Ceiling ~20 ft, width 6‑20 ft. Faint antiseptic smell. Smilers common. One outpost exists.
Sector 4 – Extremely dangerous, avoid at all costs. Black‑and‑white colour scheme, wildly undulating terrain causing vertigo and nausea. Much of the sector has no collision; noclipping drops into a void. Hostile masses of entities, including glitched/mutated ones (e.g., Skin‑Stealer with Deathmoth wings). M.E.G. has cordoned it off with a warning sign: "Death is imminent to all who enter Sector 4."
Sector 5 – Unconfirmed. Survivors from Sector 4 described a beacon of light drawing explorers toward an unknown exit. No evidence, but M.E.G. has not confirmed.
Notable communities and bases:
- M.E.G. Team Corridor – About a dozen permanent members, plus temporary researchers. They manage outposts and document the level.
- The Tunnel Gang – Vigilante group of 6 permanent members led by "Blade" (former M.E.G. member Miles Mason). They believe Sector 5 may exit the Backrooms. Hostile but not highly dangerous; weapons made from crate scraps. Their headquarters is Jakob's Hut at the end of Sector 2.
Multiple outposts exist along the corridor, stocked with supplies. Some are permanently manned, others restocked periodically.
Entrances: Only accessible from Level 1. Walk due south of M.E.G. Base Alpha – a sign marks the entrance.
Exits:
- Backtrack to the entrance to return to Level 1.
- Noclipping from Sectors 1‑3 can send you to a random part of Level 1 (unpredictable, emergency use only).
- Noclipping from Sector 4 does not return to Level 1 – presumed fatal or void.
- No documented exits to levels other than Level 1.
- #9Level 1.2
Keys: Level one, Level 1, Concrete Garden, Level 1.2
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[ Level 1.2 - "Concrete Garden" ]
Survival Difficulty: Class Pending
Level 1.2, known as the "Concrete Garden", is a sub‑section of Level 1. It appears similar to the rest of Level 1 (concrete pillars, grey walls, warehouse architecture) but is overgrown with heavy vegetation – tall grass, colorful flowers, vines covering pillars and walls, sometimes stretching across the ceiling. The origin of the plants is unknown, and the area lacks any entities; they seem to avoid it entirely.
The primary danger is not hostile creatures but the level itself. Staying within the Concrete Garden for even an hour causes a slow, irreversible transformation into plant matter. Wanderers report their memories being stolen and manifested as new flowers; eventually, their bodies fuse with the garden, becoming rooted and blooming. Previous victims' memories can be experienced by touching certain plants, but doing so accelerates the memory loss and transformation. Many abandoned settlements and ruins exist deeper inside, suggesting earlier groups tried to settle here but were assimilated.
No bases, communities, or outposts exist within the Concrete Garden – attempts to establish them have all ended with no survivors heard from again.
Entrances: Only accessible from Level 1, specifically within the Garden Sector (a sub‑region of Level 1). The entrance is rare and not marked.
Exits: Backtracking to the entrance is the only reliable exit. Noclipping may be possible but is unpredictable. Once transformation begins, escape becomes nearly impossible.
- #10Base Alpha
Keys: Level one, M.E.G. Base Alpha, Base Alpha, Alpha base, Level 1
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[ Base Alpha ]
Base Alpha is a large, well‑defended, and friendly settlement. Population: approximately 2,500 permanent residents.
Base Alpha is the second largest major base of the Major Explorer Group (M.E.G.), located within the corridors of Level 1 (Habitable Zone). It serves as a safe haven for newly no‑clipped wanderers, offering shelter, food, and protection. The base is the oldest M.E.G. settlement, inaugurated in early 2012. Its primary missions are: (1) training new operatives in exploration and sending them to reinforce outposts or conduct missions, and (2) sheltering wanderers and providing a decent quality of life.
The base is divided into four M.E.G. wings (Exploration, Research, Archive, Administration) and five citizen sectors (Anemoia, Crimson, River, Epiphany, Zephyr) that act as town districts. The wings handle training, biology research, documentation, and oversight. The citizen sectors are semi‑self‑sufficient blocks with housing, services, and their own evacuation no‑clip spots.
Life in Base Alpha includes balanced diet (mushroom farms, imported goods, produce from Level 9 soil research), a monetary system using Aquila chips, education through the Cygnus Order school, and job opportunities ranging from field operative to archivist to collector. The base simulates day/night cycles, allows pet adoption (Blub Cats, Plague Goblins, etc.), and offers psychological support via the M.E.G.'s Internal Support Program. Entertainment includes libraries, gyms, restaurants, bars, and arcades.
Entrances: The main northern entrance is accessible from Level 1 corridors, near M.E.G. Base Alpha signage. Additional no‑clip spots within citizen sectors lead to Level 2, Level 8, Level 109, and Level 58 for emergency evacuation.
Exits: Return to Level 1 through the main entrance or use evacuation no‑clips.
- #11Traders Vault
Keys: Level one, Traders Vault, Level 1, B.N.T.G. Traders Vault
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[ Traders Vault ]
Traders Vault is a secure, well‑defended B.N.T.G. outpost. Population: approximately 40 crew members, including the leader known as "The Keeper".
Traders Vault is a long hallway of storage rooms with garage doors, located within Level 1 (Habitable Zone). Originally called the "Storage Room", the B.N.T.G. took it over to store supplies for wanderers in need. Each storage room is labeled by category (Food, Weapons, etc.). The vault has an anomalous property: random objects constantly disappear and reappear in different storage rooms, and entirely new items appear out of nowhere. The only item that never moves is a light blue 1952 Ferrari 250 GT Series, stored in the "Misc" room for further study.
Entities from Level 1 do spawn here, but at a much lower rate than normal. The Cartographers Republic has launched numerous attacks to steal supplies, but none have succeeded. The vault is heavily protected by security.
Entrances: Accessible through Traders Keep (the B.N.T.G. city in Level 1) – go past two guards next to a door with a window; they will grant access.
Exits: Exit through the doors on either side of the hallway, returning to Level 1.
- #12Level 2
Keys: Level 2, Pipe Dream, Abandoned Utility Halls, Level two
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[ Level 2 - "Abandoned Utility Halls" ]
Survival Difficulty: Class 3 – Unsafe / Unsecure / Medium Entity Count
Level 2, nicknamed "Abandoned Utility Halls", is the third level of the Backrooms. It is an infinite array of complex but Euclidean maintenance tunnels that range in size, with hallways that bend at strict 45‑degree angles and lengths in multiples of 5 meters. The tunnels are often narrow and cramped, with walls of withered concrete or muddy brown/black bricks. Industrial machinery, pipes, wiring, and equipment cover the walls and ceilings – most machinery is non‑functional, emitting only quiet whirring. Pipes transport fluids, gases, electricity, and occasionally solid objects.
The level is lit by buzzing fluorescent lights, but wiring is exposed and connected in series circuits – damaging one light can knock out a 3x3 to 6x6 grid of lights, plunging areas into darkness. Many doors line the walls, ranging from steel to painted wood. Most are locked. Unlocked doors may lead to:
- Sprawling complexes of warehouses with supplies and computers.
- Looping hallways that return to the same door.
- Singular empty rooms, sometimes furnished.
- Rarely, doors with windows reveal a black void – if unlocked, the void is an infinite, lightless space easily to get lost in.
Entities are common and varied, including Hounds, Smilers, Skin‑Stealers, and Wretches. The level once hosted many groups, but after a major blackout (2016‑2018) caused by the B.N.T.G.'s train system short‑circuiting the level, most groups left. Notable historical groups include The Macchina (extinct cybernetic entities), the Aiding Stragglers (overrun by Hounds in 2013), and the Followers of Jerry. The B.N.T.G. maintains a presence in Office Space EL3A (a terraformed area). The Survivors (successors to Aiding Stragglers) still operate.
Notable locations:
- The Macchina ruins – abandoned cities stripped of machinery.
- B.N.T.G. tramway remnants – a failed narrow‑gauge railway.
- Void rooms – infinite darkness behind certain doors (extremely dangerous).
- Office Space EL3A – B.N.T.G. main base on Level 2.
Entrances:
- From Level 1 by walking down corridors that seem unusually long.
- Direct no‑clipping from the Frontrooms.
- Various doors from other levels (e.g., Level 3, Level 4, Level 8, Level 26, etc.).
Exits:
- Unlocked doors leading to Level 1, Level 3, or Level 4 (most common).
- Other doors lead to Level 811, Level 126 (requires electricity – currently unreliable), and others.
- Some exits require specific conditions (e.g., following pipes, specific door colors).
- #13Office Space EL3A
Keys: Office Space EL3A, Level 2, EL3A, Level two
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[ Office Space EL3A ]
Office Space EL3A is a small, well‑lit, and generally safe B.N.T.G. outpost. Population: approximately 30 members.
Office Space EL3A is a combined warehouse and modular office space located within the tunnel‑labyrinth of Level 2 (Abandoned Utility Halls). The walls and floors are dilapidated concrete with exposed rebar; pipes and vents line the walls, sometimes secreting a black ooze. The outpost is better lit than the rest of Level 2, but the ventilation system frequently faults, sending temperatures up to 35 °C (95 °F) for hours at a time. The complex includes a ground‑floor warehouse and a mezzanine level with modular office blocks (used as semi‑private housing) and a break room. The break room has vending machines that dispense free snacks and drinks every 72 hours; guests and residents sign the wall as tradition.
The outpost functions as a bulk storage and distribution site for the B.N.T.G., stocked with electronics, furniture, tools, clothing, and other items collected from Levels 2 and 3. Inventory is eventually distributed to larger communities like Trader's Keep in Level 1.
Entities occasionally enter from Level 2: Smilers (attracted to the bright lights), Hounds (easily driven off by groups), and Skin‑Stealers (rare, residents undergo regular screening). Photoshop was discovered here once but no further sightings.
Entrances: Accessible from Level 2 via several tunnels that are brighter than normal and have signs pointing to "EL3A". Follow these tunnels to reach the outpost.
Exits: The same tunnels lead back into Level 2.
- #14Level 3
Keys: Level 3, Level three, Electrical Station
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[ Level 3 - "Electrical Station" ]
Survival Difficulty: Class 4 – Unsafe / Unsecure / High Entity Count
Level 3 is the fourth level of the Backrooms. It consists of long, dark, twisting hallways similar to Level 0, but narrower and more enclosed – some areas require crouching, crawling, or walking sideways. Walls are dusty brown bricks covered with copper pipes and mechanical components; floors are grey tile; ceilings are metal. The level is extremely loud due to machinery noise. Estimated area is ~350 million square miles, making encounters with other wanderers rare.
The level contains randomly segmented rooms, sometimes with objects inside (unlike Level 0). Rusty prison bars appear in some hallways; they cannot be removed or opened, blocking traversal and instilling fear. Wanderers report feeling watched or seeing figures beyond the bars – likely hallucinations.
Pipes line corners, carrying a viscous black sludge that is highly toxic; its fumes damage the nervous system, and direct contact causes burns. Chemical analysis is inconclusive. Electrical rooms (dark, containing generators, breaker boxes, computers, monitors) are scattered throughout.
Level 3 is rich in resources: Almond Water, Liquid Pain, Firesalt, Royal Rations, Squirt Guns, Bottled Lightning, plus mundane items like knives, lighters, bolt cutters, flashlights. Wi‑Fi is strongest here (3‑4 bars). Temperatures average 66‑93°F (18‑33°C) but can reach 135°F (57°C) in some areas, with damp, thick air. Machinery operates autonomously, is volatile, and can spontaneously combust or explode – caution is advised.
Common entities: Hounds, Facelings, Wretches, Male/Female Deathmoths, Skin‑Stealers, Dullers, Smilers, Clumps, Bursters, Crawler Fungus, and The Disease. Entity attacks are frequent, especially on bases.
Notable communities and bases:
- M.E.G. Base Gamma – ~300 operatives; third most important M.E.G. base; well‑powered; open to trading; frequently attacked.
- B.N.T.G. Storage Facility – ~150 permanent members; primary storage for B.N.T.G.; trades but prices high.
Entrances:
- Unlocked doors from Level 2.
- Elevators from Level 4 and Level 5.
- Bunkers on Level 10.
- Buildings on Level 11 that resemble Level 3 inside.
- Rusty pipes on Level 13.
- Level 903.
Exits:
- Elevators lead to Level 4 or Level 55.
- Wooden doors lead to Level 31.
- Sitting in the front seat of cars found in electrical rooms causes unconsciousness; waking up in Level 69.
Sublevels:
- Level 3.5 – "Electropolis"
- #15Level 3.5
Keys: Level 3, Level three, Electropolis, Level 3.5
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Entry settings
[ Level 3.5 - "Electropolis" ]
Survival Difficulty: Class 5 – Deadzone / Extreme Environmental Hazard / No Safe Shelter
Level 3.5, nicknamed "Electropolis", is a sub‑level of Level 3. It appears as an endless, monochromatic, mid‑20th‑century industrial metropolis of brutalist‑style buildings, under a bleak void. The atmosphere is suspended in constant electrical activity – high‑voltage bolts strike pylons, skyscrapers, and wanderers in unpredictable patterns. Each strike emits a concussive wave causing disorientation and temporary hearing loss; the thunder is described as "torrential" or "headsplitting." Prolonged exposure outdoors is invariably fatal. The furthest documented traversal is only 3.5 km from entry before the subject was struck.
Entities: Only Windows are present, manifesting intermittently inside reflective glass panels of skyscrapers. Seek shelter inside buildings to avoid them.
Settlements: None active. The M.E.G., Unbound Explorers Coalition, and Backrooms Robotics previously maintained Provisional Outpost "Voltspire" (housed in a spired skyscraper, designed for 16 researchers, 5 guards, 1 director), but all stationed personnel expired naturally/abruptly. No plans to rebuild.
Entrances:
- Doors within Level 3 may occasionally lead to a door inside a skyscraper here.
- Rarely, no‑clipping through concrete in Level 1.
- Shattering a Lightning in a Bottle with an electrostatic discharge causes an explosion that no‑clips everyone caught into this level.
Exits: Not documented (extraction considered highly improbable).
- #16Level 4
Keys: Abandoned Office, Level four, Level 4
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Entry settings
[ Level 4 - "Abandoned Office" ]
Survival Difficulty: Class 1 – Safe / Secure / Minimal Entity Count
Level 4 is the fifth level of the Backrooms. It resembles an empty office building, almost completely devoid of furniture. Some rooms have windows, but most are blacked out. Any windows that are not blacked out are traps and should be avoided. The level is mostly devoid of entities – only Hounds and Dullers have been observed (one unconfirmed Smiler sighting). Because of the low entity count, many wanderers gather here. Water coolers, vending machines, and fountains containing Almond Water are scattered throughout, making Level 4 the best place to stock up on supplies before moving to more dangerous levels like Level 5 and Level 6.
Notable communities and bases:
- M.E.G. Base Omega – Second main M.E.G. base, heavily guarded, located near entrances to Level 5 and Level 6. Population not specified but significant.
- Amor Incrementum – Small religious cult (approx. 10 members) that worships agriculture; they grow mold from Levels 0 and 1. Hostile, only trade for religious objects (e.g., depictions of Jesus or other religious entities).
- T.B.D. ("To Be Determined") – Very small group (6 members) that hoards objects. They ignore others unless interacted with; trade only for strange, functionless objects.
Entrances:
- No‑clipping into a wall in The Hub.
- Elevators from Level 3.
- Unlocked doors on Level 2.
- Falling through The Pit in Level 283 (chance to teleport through the ceiling into Level 4).
Exits:
- Office stairways or elevators leading to Level 5, Level 6, or back to Level 3.
- Rare basement stairs leading to Level 71.
- Exits may disappear once out of direct line of sight.
Sublevels:
- The Office Market
- #17The Office Market
Keys: Office Market, Level four, Level 4
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Entry settings
[ The Office Market ]
The Office Market is a safe, friendly, and neutral trading hub. Population: highly variable – dozens to hundreds of wanderers and sellers each Friday.
The Office Market is a weekly event held in a large room within Level 4 (Abandoned Office) every Friday from 8 AM to 6 PM M.S.T. (M.E.G. Standard Time). It was established in 2017 as a collaboration between the M.E.G. and the B.N.T.G. following the "Backrace" toy car event that improved relations between the two groups. The market has since grown into a community‑driven space where anyone – from major groups to individual wanderers – can set up a stand and barter goods.
Items traded include food, tools, medicine, pottery, baked goods, clothing, harvested crops, furniture, and nearly anything else found across the Backrooms. Transactions are done via bartering, often guided by the G.P.D. Trading Worth Scale. Disagreements are rare. Volunteers (including Housekeeping members) ensure safety; incidents are at an all‑time low. Firearms are allowed now without issue.
The market is also a social event: people meet, make friends, share stories, and even form families. Activities include improvised sports, roleplaying, and the annual toy car race (still organized by the original founders Rowan and John). The market has become a pillar of human life for wanderers in Level 4 and adjacent levels.
Entrances: Accessible directly within Level 4 – the specific room is well‑known and signposted during market hours.
Exits: Return to Level 4 through the same doors.
- #18Level 5
Keys: Level five, Terror Hotel, Level 5
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 5 - "Terror Hotel" ]
Survival Difficulty: Class 2 – Unsafe / Secure / Low Entity Count
Level 5 is the sixth level of the Backrooms. It appears as an infinite hotel complex, seemingly constructed in the 1930s with furniture dating back to 1920. The level is strangely clean – dirt disappears minutes after appearing – and smooth jazz plays quietly through vintage speakers. The atmosphere is unsettling, with reports of distant party chatter, whispers, tapping on shoulders, and faces in the wallpaper watching wanderers. There are three main accessible areas:
The Main Hall – Mahogany‑red and gold wallpaper, dark wood or marble floors, antique furnishings (bookshelves, sofas, cabinets). Electric lamps buzz like Level 0. Rooms may be empty or fully furnished. Doors have gold placards with non‑sequential numbers; many are locked. Elevators have buttons for floors 1‑382; floors 1‑12 lead to other parts of Level 5, floors 13+ lead to death or disappearance.
The Beverly Room ("Eternal Ballroom") – A spacious hub room with a central table holding drinks and an unfinished Mahjong game. Attempts to finish it fail; the game repels players. Doors lead to The Main Hall or The Boiler Room.
The Boiler Room – Large, cluttered with vintage machinery and pipes. Almond Water flows through pipes, leaking steam. High temperature, loud machinery noise, faint whispers from furnaces. Maintenance elevators are unsafe. Traveling deep into the Boiler Room can lead to Level 6 (extreme heat hazard).
A rumored fourth area, "The Lobby Room", exists but no one remembers how to enter; memories fade within weeks.
Entities: Deathmoths are abundant (central hive, females stay in nests). Also Hounds, Woodlins, Skin‑Stealers, Watchers, Nguithr'xurh, Growlers, Deathrats, Ants (Entity 89), and a Wrangler reported in the Boiler Room. Samantha (Entity 26) occasionally wanders The Main Hall – bring high‑quality meat if approaching.
Notable communities and bases:
- M.E.G. Outpost "Housekeeping" – Protects groups from entities, guides wanderers through the Boiler Room.
- Homely Hotel – Hotel service in The Main Hall, with food and room service; accepts applications. Also has bases in Level 11 and Level 230.
Entrances:
- Elevator from Level 3.
- Arcade in Level 25.
- Old‑fashioned stairway from Level 4.
- Damaged door in Level 19.
- Surviving the 'eroded state' in Level 126.
- Unlocked doors in Level 54.
- Houses in Level 10.
- Door in Level 82 entrance hall (rare).
- Doors in Level 92 (or not leaving an apartment during Event 3).
- Certain doors in Level 4.2.
Exits:
- Elevator back to Level 3.
- Stairs back to Level 4.
- Deep Boiler Room to Level 6 (not advised).
- Dark wooden door to Level 9.
- Open door with forest scenery to Level 63.
- Metal door in The Main Hall to Level 98.
- Wooden door appearing during synchronized flickering lights to Level 427.
- Arcade cabinet in Boiler Room to Level 40.
- Airlock‑like door in Boiler Room to Level 78.
- Large wooden gate in The Beverly Room (rare) to Level 84.
- M.E.G.‑secured wing to Level 171.
- Metal door to Level 98.
Sublevels:
- Level 5.1 – "GRAND OPENING OF THE TERROR HOTEL CASINO"
- Level 5.2 – "Scenic Views"
- Level 5.3 – "Promethei Bibliotheca"
- #19Level 5.1
Keys: GRAND OPENING OF THE TERROR HOTEL CASINO, Level 5.1, Terror Hotel Casino, Level five, Level 5
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 5.1 - "GRAND OPENING OF THE TERROR HOTEL CASINO" ]
Survival Difficulty: "Casino" – "Safe" / "Secure" / "Good clean fun"
Level 5.1 is a large casino located within Level 5 (Terror Hotel), accessible through a door in The Beverly Room. The entrance displays the initials "TH" in red letters. The casino is open for 16 hours, then closed for 8 hours, repeating. It resembles a Vegas‑style casino with slot machines, roulettes, card tables, dice games, and a bar. Capacity is estimated at 5,000 people. The atmosphere includes dim flashing lights, obnoxious game sounds, blaring music, and constant cheering/jeering. The air conditioning keeps it cool, and the aroma of fine alcohol is always present.
There is no standard currency; instead, players barter with staff at the front desk for poker‑style chips. Chip colors and values: red ($1), blue ($5), yellow ($10), green ($20). Rumored purple $50 chips exist but are unconfirmed – a story claims a man who lost all his value on a purple chip disappeared. Games cost chips and pay out chips. When leaving, chips can be traded for items such as Almond Water, Deuclidators, Memory Jars, Royal Rations, and even "mystery eggs" (which appear to contain demonic creatures). The B.N.T.G. plans to use the casino to obtain rare resources.
Games are suspected to be rigged – machines malfunction deliberately to make you win or lose, cards may be alive, and the casino ensures the house always wins. The games are extraordinarily addictive; the M.E.G. urges caution or avoidance.
Entities:
- The Beast of Level 5 (Entity 18) – Owner of the casino. Occasionally roams and challenges lucky winners to a one‑on‑one gambling game (usually cards). He wagers immense riches if you win, or a position as casino staff if you lose. He has never lost. The deal is enforced by other staff.
- Casino staff – Partly humanoid entities with body parts replaced by casino‑themed objects (pool stick limbs, billiard ball eyes, etc.). They handle food service, game maintenance, guest welcoming, bartering, security. Generally passive but should not be provoked. The manager is a former M.E.G. Junior Field Researcher named Louie Sulphur, who has no memory of his past life and now has pool stick arms and a billiard eye.
- The Barkeep (Entity 164) – Runs the bar, serving strong drinks and food (macaroni to filet mignon).
- The Comedian (Entity 185) – Occasionally works chip duty or tells jokes.
No bases, communities, or outposts exist within the casino.
Entrances: Only through the front doors within Level 5 (The Beverly Room).
Exits: The same front doors lead back to Level 5.
- #20Level 5.2
Keys: Level five, Scenic Views, Level 5.2, Level 5
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 5.2 - "Scenic Views" ]
Survival Difficulty: Class 3 – Unsafe / Unsecure / Medium Entity Count
Level 5.2 is a sub‑section of Level 5 (Terror Hotel). It consists of an infinitely tall and wide building of finite thickness, with two sides separated by a solid wall about 50 meters apart (the gap cannot be crossed). Long walkways layered on top of each other cover both sides; stairwells connect different heights. Rare metallic poles extend infinitely downward – some groups use them to descend quickly, but this is dangerous. The level loops along the axis perpendicular to the structure. Different regions exist, distinguished by walkway appearance and room interiors; boundaries between regions are noticeable.
Infinite hotel rooms are accessible via doors along walkways. Rooms contain furniture (beds, tables, refrigerators). Refrigerators contain non‑perishable food that only spoils after opening; closed refrigerators may rarely restock. Rooms are used for shelter, accommodation, and transit – some rooms have doors on both sides, allowing crossing to the opposite side; such rooms become trade route hotspots.
Entities:
- Deathmoths – smaller and less aggressive than in Level 5. Rarely infest rooms; many infestations have been cleared by inhabitants, but new ones occasionally occur. Hostile to humans and foreign entities.
- Facelings – common, docile, ignore humans. Observed sleeping, wandering, climbing poles. They coexist peacefully with humans, sometimes living among them. Facelings ignore Deathmoths and vice versa.
- Foreign entities from Level 5 cannot survive long – killed by Deathmoths, humans, or lack of resources.
Communities and settlements:
- Stairtown – Located around a long stairway, a major trade route for over a century; settlement is about 50 years old. Population fluctuates around 150, plus three Facelings who are considered good luck and revered.
- Polefall – Smaller settlement (~20 inhabitants) next to a collection of poles used as a shortcut. Collaborated with M.E.G. as a source of information.
Entrances: Only from Level 5. Hallways marked with signs like "The Outside" or "Scenic Views" end in a door that leads here. The door automatically closes and locks behind you, even if blocked.
Exits: Only by going back through an entrance door. Since doors lock automatically, you must be near a door and notice when someone else opens it from the other side (Level 5) – the door becomes briefly passable. Some minor groups camp near entrances to take turns watching.
- #21Level 5.3
Keys: Promethean Library, Promethei Bibliotheca, Level 5.3, Level five, Level 5
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 5.3 - "Promethei Bibliotheca" ]
Survival Difficulty: Class Pending
Level 5.3, known as Promethei Bibliotheca or the Promethean Library, is a sub‑section of Level 5 (Terror Hotel). It appears as an elegant, infinite library with marble and granite walls, tuff stone pillars, iron railings overlooking a void, and Renaissance‑style paintings above bookshelves. The library has seven floors, connected by wooden staircases. The name "Promethei Bibliotheca" is inscribed on some walls. Books are in pristine condition despite dust, covering countless topics (fiction, encyclopedias, Backrooms lore, history of groups like The Macchina and Ambassadors) in unknown languages as well as English, French, Italian. The library is conscious, referred to as the "Library Mind".
Memory Effects: The library steals memories from visitors who remain longer than one to two hours. It extracts newer or "important" memories, causing headaches. Extracted memories become books on the shelves. The library seeks knowledge and will trade: it takes some of your memories in exchange for showing you books you seek. Those who value knowledge for discovery can make pacts; those seeking to harm or dominate are refused. The Library Mind communicates through emotions (satisfaction, anger, guidance) and physical manipulation (making books fall, collapsing shelves). It has been isolated for centuries, so it lacks modern Backrooms knowledge and is eager to learn.
Lost Hall Society: An ancient group of peaceful collectors and historians used this library centuries ago to store information they gathered about the Backrooms. They may have discovered or created the sub‑section. Their activity ceased around the 17th century due to an unknown event. The library contains many of their writings. The Library Mind shows animosity towards the Terror Hotel staff (including The Beast of Level 5), possibly because the staff isolated the library to protect secrets.
No entities are present except the Library Mind itself, which is not hostile but will cause memory loss if overstayed.
No bases, communities, or outposts exist inside.
Entrances: A newly discovered corridor near M.E.G. outpost Housekeeping on Level 5. The entrance may not be reliable due to Level 5's non‑Euclidean nature.
Exits: A dead end with a wooden door that leads back to the entrance corridor.
- #22Level 6
Keys: Level 6, Lights Out, Level six
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 6 - "Lights Out" ]
Survival Difficulty: Pending – Safety Undetermined / Unsecured / Presence of Entities Undetermined
Level 6 is the seventh level of the Backrooms. It is shrouded in total, complete darkness – no light permeates the level, and any light source brought in has no function. The level consists of tight hallways made of a smooth, cold material (likely concrete), navigated only by touch. It is eerily silent, akin to a soundproof room. Extended exposure causes paranoia, dread, anxiety, and auditory hallucinations (scuttling, breathing, whispering). Despite the fear, no entities have been confirmed to exist here, yet few people leave Level 6. The reason for this is unknown.
Entrances:
- Through the Boiler Room in Level 5.
- Near Base Omega in Level 4.
- Other entrances unknown.
Exits:
- Explore deep enough and listen for faint waves to find a stairwell down to Level 7.
- A wrong turn may block both the exit and the return to Level 5.
- Find a rare, large metal door that feels extremely cold to reach Level 129.
- Accidentally tripping over a wire leads to Level 6.1 ("The Snackrooms").
Sublevels:
- Level 6.1 – "The Snackrooms"
- Level 6.2 – "The Neon Maze"
- Level 6.3 – "Vantablack"
- #23Level 6.1
Keys: Level 6, Level six, Snackrooms, Level 6.1
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 6.1 - "The Snackrooms" ]
Survival Difficulty: Class 1 – Safe / Secure / Minimal Entity Count
Level 6.1 is a sublevel of Level 6 known as "The Snackrooms". It resembles an infinite 1980s-style mall cafeteria composed of interconnected snack bars and restaurants from various eras. The environment includes navy cafeteria tables, benches, plants, pillars, and glass skylights that emit constant artificial daylight despite showing external darkness. Ambient 80s–90s music plays throughout the level. Navigation is confusing, but M.E.G. Track Mappers provide maps.
Food and drink restock periodically in vending machines, refrigerators, and storage areas. Available supplies include Almond Water, Cashew Water, and standard purified water. Some restaurants may temporarily close after depletion. Vending machines dispense items freely.
Entities are extremely rare. The only common inhabitants are Facelings influenced by the “Level 11 Effect,” who are friendly and often assist with cooking, cleaning, and service. No natural hostile entities spawn, making this a major safe zone for trade and socialization.
Communities:
- M.E.G. Level 6 Access Outpost (restricted, armed personnel)
- The Snackrooms Staff (~43 members supported by Facelings)
- Camp Amber Level 6.1 Outpost (support and supply base)
Entrances:
- Falling through a wire/floor anomaly in Level 6
- Entering restaurants in Level 11
- Interacting with vending machines in Level 4
Exits:
- Restricted steel door to Level 6 (guarded by M.E.G.)
- Sliding glass doors to Level 11 (bidirectional, returns to same restaurant)
- Vent systems leading to Level 3
- Distorted walls leading to The Blue Channel
- Anomalous “party message” exit (unreliable, avoid)
- #24Level 6.2
Keys: Level 6, Neon Maze, Level six, Level 6.2
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 6.2 - "Neon Maze" ]
Survival Difficulty: Class Undetermined – Mysterious Properties / Unknown Information / Undocumented Entities
Level 6.2 is a sub‑section of Level 6. Like its parent level, it consists of dark rooms and corridors, but it is dimly lit by neon lights scattered randomly on ceilings, walls, and floors. These lights seem to remove the negative properties of Level 6 (paranoia, dread, etc.). Wanderers who follow the neon lights hear a female voice offering encouragement, compliments, and promises of protection. The voice becomes more insistent the deeper you go.
Initially, there are many corridors leading back to Level 6, but these decrease as you continue. Going deep enough causes the neon lights to brighten and flash red – this indicates you are close to something, but it may not be safe. The voice eventually becomes coercive, claiming to keep nightmares away and asking you to follow it to "home". Those who have escaped report that the voice is deceptive and that the supposed exit leads to an unknown, likely terrible fate. Several wanderers have gone missing after following the voice for too long.
No confirmed entities, but the voice itself may be an undocumented entity or phenomenon. Avoid following the lights too far; turn back when possible.
No bases, communities, or outposts exist.
Entrances: Accessible from Level 6 (Lights Out) by walking into certain dark corridors that contain neon lights.
Exits:
- Early corridors lead back to Level 6.
- Going too deep may result in disappearance or a false exit that is actually a trap.
- Some wanderers claim to have escaped by ignoring the voice and finding an unmarked door, but this is unconfirmed.
- #25Level 6.3
Keys: Level 6, Level 6.3, Level six, Vantablack
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 6.3 - "Vantablack" ]
Survival Difficulty: Pending – Safety Undetermined / Unsecured / Presence of Entities Undetermined
Level 6.3 is a sub‑section of Level 6. It consists entirely of interconnected black hallways where walls, floor, and ceiling are covered in Vantablack paint (assumed to be smooth stone underneath). The paint cannot be removed, and lights have even less effect than in Level 6. Photography is nearly impossible. The level actively shifts when not observed, and wanderers cannot exit the way they came.
No entities have been observed, including Smilers despite the darkness. However, some wanderers (about 1 in 8) hear voices inside their head, personalized phrases like "Help me", "Save us", "Look at the sky", or "Please don't leave." These voices are persuasive and aim to make wanderers stay or look at the sky.
Occasionally, broken walls or ceilings reveal an inaccessible area called "the sky" – a cloudy, permanent night with a bright full moon and stars hidden. The sky has an elegant, alluring effect that attracts wanderers; it should be avoided.
The level has been largely consumed by The Decay, a phenomenon that consumes matter and space. The Decay speaks through text or voices, urging wanderers to succumb: "Decay is a natural state of this place… Let yourself succumb to it too… for our sake."
No bases, communities, or outposts exist.
Entrances: Accessible from Level 6 (Lights Out) by entering certain dark corridors that lead here.
Exits: Unknown. The level randomizes and prevents backtracking. Some wanderers may find a way to Level 6.31 ("Pierce the Veil") by going deeper, but this is not documented.
Sublevels:
- Level 6.31 – "Pierce the Veil"
- #26Level 7
Keys: Thalassophobia, Level seven, Level 7
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 7 - "Thalassophobia" ]
Survival Difficulty: Class 4 – Unsafe / Unsecure / High Entity Count
Level 7 is the eighth level of the Backrooms. It is an impossibly large ocean that stretches infinitely, with a dim natural light. The level consists of two main areas: the entrance room and the ocean itself.
The entrance room is a furnished space (bookcase, coffee table, chair, carpet, fluorescent lamp, shallow puddle) at the top of a staircase from Level 6. The room is oriented at a 90‑degree angle to the rest of the level – it is built into the ceiling, so the floor of the room is parallel to the ocean surface, but the doorway opens downward. When you step through the doorway, gravity shifts to align with the ocean, causing you to fall about 4.5 meters down into the water. The entrance room is safe and should be used as a home base.
The ocean zones:
- Daylight Zone (surface to ~1 km): barren, slightly dim.
- Twilight Zone (~1–3 km): darker, colder, loose bones, humanoid skeletons with large jaws and flipper‑like legs, large fish skeletons.
- Midnight Zone (~3–7 km): completely dark, more skeletons, "incomprehensible" large fish skeletons.
- The Abyss (below 7 km): tar and rock mountains, bubbling, dense humanoid skeletons. Possible cave entrance to Level 8.
Entities:
- The Thing On Level 7 – lives in Midnight Zone and upper Abyss. Eyes sensitive to light.
- Tiny – lives in Daylight and Twilight Zones. Extremely strong hearing; susceptible to loud noises. Both entities are lethal; they have an agreement to stay in their zones. No other life exists.
Bases, communities:
- Fort Surrender – outpost on a nearby island, shelter of broken furniture and tar. Inhabitants (4–9 people) worship The Thing; rumoured hostile.
Entrances:
- Staircase down from Level 6 into the entrance room.
- Rumoured entrance through a puddle on Level 8.
Exits:
- Underwater cave in a tall mountain at the bottom of the Midnight Zone, directly below the entrance – leads to Level 8.
- Diving into the Abyss and losing consciousness leads to Level 83 (strongly discouraged).
- ~150 meters west of entrance room, 150 meters below surface: a circular formation of pipes and stone pillars with a wooden door – leads to Level 9. This area is Tiny's territory; extreme caution.
- Rumoured sailing far west to Level 880 (unproven).
Sublevels:
- Level 7.6 – "Evacuation"
- Level 7.7 – "The Forsaken Debris"
- Level 7.8 – "Impaled Ocean"
- The Hadal Zone
- #27Level 7.8
Keys: Level 7.8, Sea of Million Houses, Level seven, Impaled Ocean, Level 7, Stilt Sea
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 7.8 - "Impaled Ocean" ]
Survival Difficulty: Class 1 – Safe / Secure / Low Entity Count
Level 7.8, known as the Impaled Ocean (or Sea of Million Houses, Stilt Sea), is a sub‑section of Level 7. It consists of an extensive, calm body of salt water with minimal wave activity, broken by countless wooden houses suspended on stilts (wood, metal, concrete). The seafloor lies about 20 meters below the surface, rich in rocks, sands, metals, and corals, with deep holes reaching up to 12,000 meters. Abandoned drifting vessels of various sizes and eras can be found; they are essential for crossing the sea. The air above the water allows for extended breath‑holding.
Stilt houses vary in size and appearance, often forming villages connected by bridges. Larger clusters of houses are inhabited by generations of people, some dating back to the 1700s, who have no knowledge of the Frontrooms. Most cultures are peaceful and welcoming. Supplies (food, tools, etc.) regenerate in stilt houses, but structures can be fragile – bridges may break, stilts may snap. Notable locations:
- Deep Eyes – large holes in the seafloor (up to 4 km diameter) with coral reefs and diverse marine life; popular for fishing.
- Grand Colony – the main social, residential, and commercial hub, with its own government and economy. Residents work in exchange for housing and free basic food. Founded in 1705 by shipwrecked sailors. A safe place to rest and stock up.
Life includes non‑anomalous species (seagulls, tropical fish) that have adapted; seagulls are domesticated for eggs and meat. Fish have long lifespans and slow reproduction.
Entities:
- Seawalkers – large, four‑legged giants (40‑70m tall) that walk above the water. They have elongated, crab‑like gray bodies, white empty eyes, and wear stilt houses as protective shells (they remove old houses and place new ones over their heads). They are not aggressive to humans, feed on dead coral, and typically travel in groups of at least three. They are asexual, and juveniles are self‑sufficient. Seawalkers avoid waters deeper than 20 meters, so their presence indicates shallow depth.
Communities:
- Kalag Institute Outpost "Leilah" – makeshift institute and hospital in a stilt village, ~10 people; conducts expeditions to Level 7 and sub‑sections.
- Deepfallow Corsairs – mercenary group living on a floating tanker, with boats, weapons, and fuel. Members wear orange outfits and bandanas. Approach only if intending to join.
Entrances:
- From the depths of Level 7 (primary).
- Mysterious vessels that roam other levels.
- Rarely, wanderers simply find themselves here after sailing into fog.
Exits:
- In the Deep Eyes, multiple exits to Level 8.
- In distinctive stilt houses with snow on the roof (snow does not melt), an entrance to Level 7.7.
- Distant waves may hide rifts to other realities, large ships, traffic light mirages, or bright clouds – no defined routes.
- #28The Hadal Zone
Keys: Hadal Zone, Level seven, Level 7
Enabled · After character · Order 10 · 100%
Entry settings
[ The Hadal Zone ]
Survival Difficulty: Class Deadzone – Environmental Hazards / Strictly Uninhabitable / Lifeless Frontier
The Hadal Zone is the deep, bottomless abyss below the ocean of Level 7. There is no floor – it is an infinite descent. Those who sink too far will fall forever into darkness. Suffocation never kills here; lungs will burn but eventually adapt after about 20 minutes. However, inhaling the caustic saltwater is excruciating and should be avoided. The water cannot kill you directly, but the environment will.
Floating eroded bones litter the ocean – human and unidentifiable creatures. Some bones are massive, larger than whale skeletons; colliding with them can cause fatal trauma. Jagged, sharp rock structures protrude upward, scraping skin and holding remnants of flesh – trophies of past victims. Water pressure increases with depth, causing crushing pain and disorientation. There is no light. There is only feeling: dread, helplessness, suffering.
No bases, communities, or outposts – no life of any kind.
Entrance: Swim downward in Level 7 (Thalassophobia) into the deep sea.
Exits: Resurface. You do not belong here.
- #29Level 8
Keys: Level eight, Cave Systems, Level 8
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 8 - "Cave Systems" ]
Survival Difficulty: Class 4 – Exit: Very Difficult to Exit / Environment: Extreme Environmental Risk / Entities: Extreme Hostile Presence
Level 8 is the eighth level of the Backrooms. It is a sprawling network of underground caves, cold, dark, and fraught with peril. Unlike previous levels, it is largely free of human engineering – natural karst caves with jagged stalactites and stalagmites. The level is practically infinite, but most settlements and exits are within a cylindrical zone about 60 miles long and 2.5 miles in radius.
Non‑Euclidean geometry and erratic gravity make navigation extremely difficult. Straight passages may loop, paths lead to different places each time, and gravity changes direction and magnitude between caverns. Time effects are accelerated – food spoils rapidly, batteries drain fast, and aging speeds up. Signage degrades quickly. The M.E.G. has marked a route called "The 9th Road" through regions of relative stability, lined with markers every 50 meters. Following the markers is essential.
Environment hazards: oxygen is often limited; carbon dioxide and toxic gases (hydrogen sulfide, chlorine, ammonia, rixa gas) are common. Many caves flood suddenly with almond water. Temperatures range from 50‑60°F (10‑15°C) to as high as 110°F (43°C). Hypothermia and drowning are major threats. Keep awake – drowsiness can be fatal.
Ecological systems: Level 8 contains coherent, organized ecosystems with food chains. Examples include Hyperspace Lane (glowing bacteria, fungi, light guides, eyeless fish), Rottnest Jungle, New Movile Cave, Handyland, and The Hive.
Entities:
- Wranglers – massive serpentine predators (up to a mile long) with humanoid heads, glowing white eyes. Males have human faces with disturbing smiles; females have arthropod pincers. They burrow through rock or no‑clip to hunt. One specimen caused over 500 casualties.
- Arachnids – vast numbers of spiders, scorpions, ticks, mites. Many form single‑species colonies that are aggressively territorial. Some are venomous and may be invasive species introduced by the Church of the Veiled. Avoid nests. Entering caverns with glowing hieroglyphic markings is strictly forbidden.
- Hands of Tar – humanoid hands reaching from pools of hot tar (up to 203°F / 95°C) to drag victims in. Survivors often wake in Level 41 or Level 91.
Notable communities and bases (along the 9th Road):
- M.E.G. outposts – offer shelter, food, warm clothing, guides, and trade.
- B.N.T.G. trading posts.
- Harmouth Speleological Society camps – provide caving suits and research.
- Friendly settlements: Outpost "9th Road Haven", Harmouth Base Camp (pre‑dates the society, with regenerating supplies), etc.
- Unfriendly squatters: mid‑sized caverns with slums, criminal activity, disease – avoid.
Entrances:
- Primary: underwater cave in Level 7 (Thalassophobia) at the bottom of the Midnight Zone, directly below the entrance room.
- Others: from Level 3 (certain doors), Level 4 (rare), Level 5 (The Boiler Room), Level 6 (deep exploration), and several other levels.
Exits:
- Primary: follow the 9th Road to a dim glow leading to Level 9 (The Suburbs).
- Other exits: to Level 1 (uncommon), Level 4 (through certain pools), Level 41 or Level 91 (via Hands of Tar pools), Level 8.1 (The Dead Caverns) and The Sanctum Subterraneous.
Sublevels:
- Level 8.1 – "The Dead Caverns"
- The Sanctum Subterraneous
- #30Level 9
Keys: Level nine, The Suburbs, Level 9
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 9 - "The Suburbs" ]
Survival Difficulty: Class 5 – Unsafe / Unsecure / Entity Infestation
Level 9 is the tenth level of the Backrooms. It is an infinite suburban area at midnight, with darkness similar to but less severe than Level 6. Houses vary in design and size; some are identical. Most houses are furnished and fairly new but have no power source. Useful objects (e.g., Pockets) can be found inside. Furniture includes sofas, beds, refrigerators, etc., but electrical items do not function. Some houses have furnished backyards. Anomalously, two houses may clip into each other when traveling far. Streets are the most dangerous area – wet asphalt roads, puddles, stone sidewalks, and foggy mist that spawns The Mangled. Walkways leading to grass fields go to Level 9.1; wandering off the walkway into fields leads to Level 10.
Entities: Deathmoths, Smilers, Skin‑Stealers, Jerry, Hounds, Transporters, Death Rats, Warning Kites, Wretches, plus The Frayed and Arachnids from Level 8. Unique entities: The Neighborhood Watch, The Observer, and The Mangled.
No major bases or communities are recorded (per M.E.G. entry). However, sublevels include notable locations.
Entrances:
- Falling through the floor randomly in Level 8 (primary).
- Crawling up a sewer grate in Level 34.
- Doors in Level 92.
- Revolving door in Level 40.
- Yellow arcade cabinet in Level 25.
- Doors in Level 54.
- Animated houses in Level 94 (rare).
- Breaking a window in Level 87.
- Backyard of Level 104.
- Arcade machine in Level 25.
Exits:
- Follow arrow street signs for 100‑200 miles to reach Level 11.
- Walkways to grass fields lead to Level 9.1 or Level 10.
- No‑clip through street floor to Level 60.
- Entering a house may randomly transport to Level 53.
- Follow electric powerlines to Level 113 (chance).
- Find an airport along the signs to Level 11 – enter to reach Level 36.
- No‑clipping leads to early Negative Levels.
- Find a playground and crawl through a tube with white glowing windows to reach Level 283's Tubes.
Sublevels:
- Level 9.2 – "Black Market"
- Level 9.3 – "The Overcast Manifold"
- Level 9.5 – "Rochester Blues"
- #31Level 9.2
Keys: Level 9.2, Level nine, Black Market, Level 9
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 9 - "The Black Market" ]
Survival Difficulty: Class 2 – Unsafe / Secure / Low Entity Count
Level 9.2, also called the Black Market, is a sub‑section of Level 9 that resembles a suburban business district. It is suspended in eternal night, blanketed by cool fog, and thought to be finite in size. Temperatures are comfortable but cool. The area includes office buildings, apartment towers, storefronts, restaurants, parking decks, townhomes, and small parks. Electricity is more reliable than in Level 9, but most buildings remain unlit. Food and supplies materialize in warehouses and stockrooms; they are safe but bland.
Entities are sporadic: Windows, Facelings, Hounds, and Skin‑Stealers. Activity is suppressed in populated zones and along patrolled routes; lone wanderers in unlit areas are most at risk.
The sub‑section is a haven for organized crime – mafias, triads, yakuza, cartels, and street gangs. They follow an informal code: loyalty, honor, respect, and no pointless violence. They trade illegal commodities (Firesalt, Pockets, Memory Juice, Rixa Gas) and stolen goods. Denizens are distrustful of outsiders and hostile to the B.N.T.G. and Eyes of Argos. The M.E.G. has no permanent presence.
Notable outposts:
- The Nonsense Factory – bazaar in a parking deck selling weapons, drugs, artifacts, entity trophies, stolen property. Accessible to outsiders, heavily guarded.
- Eternal Repository Database 009-2 – consulate‑complex housing ~100 Data Diggers; involved in information trade.
- Camp Blacklight – former B.N.T.G. blacksite captured in 2015; 34 prisoners exchanged; current status unknown.
Entrances:
- Walk through a car wash in Level 9 (recommended method). Those who enter this way or with a native guide are left undisturbed.
Exits:
- Walk through a car wash in Level 9.2 to return to Level 9.
- Rumoured exits to Level 4.2 (possible smuggling route to Levels 1, 4, 5), unconfirmed.
- #32Level 10
Keys: Bumper Crop, Level ten, Level 10
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 10 - "Bumper Crop" ]
Survival Difficulty: Class 1 – Exit: Somewhat Difficult to Exit / Environment: Low Environmental Risk / Entities: No Hostile Entities
Level 10 is an expansive pasture of wheat and barley fields stretching endlessly, divided by lines of trees and shrubbery. The sky is perpetually overcast, with brief light rain and fog. Daylight is constant, making timekeeping difficult. Bodies of water (lakes) are present; the water is safe to drink but tastes earthy, free of algae, highly oxygenated. The soil is slightly hydrophobic, so water pools rather than soaking in. Structures such as wooden sheds, barns, and stables appear intermittently, largely empty but containing useful resources like wood and nails. Dirt paths with tire tracks (no vehicles seen) can lead to Level 11.
The only entities are small, worm‑like creatures that inhabit the soil below one meter depth. Digging deeper than one meter causes rapid emergence of worms; they may attempt to burrow into skin. Excavate only small holes. These worms are harmless but a nuisance.
No M.E.G. outposts exist; the level is used as a transit point. Wheat harvest was halted due to nutritional concerns; wheat is safe but not optimal.
Entrances:
- Walkways leading to grass fields in Level 9.
- Back roads in Level 11.
- Arcade machine in Level 25.
Exits:
- Follow a road for a prolonged distance to Level 11.
- Find a patch of canola among the wheat to enter Level 184.
- Swim into a lake to access various aquatic levels (research ongoing).
Sublevels:
- Level 10.1 – "Corpse Lake"
- Level 10.2 – "Hay Bale Heaven"
- #33Level 11
Keys: Level eleven, Level 11, The City That Never Sleeps, City
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 11 - "The City That Never Sleeps" ]
Survival Difficulty: Class 2 – Safe / Unsecure / Low Entity Count
Level 11 is an infinite, self-sustaining Western-style metropolis and the main hub of the Backrooms. It contains roads, skyscrapers, canals, subways, and dense urban blocks. Buildings are functional and often fully furnished, with electricity, water, and heating.
The level is dynamically self-maintaining: infrastructure evolves when unobserved, staying consistent throughout history.
Entity presence is low, with Facelings and Hounds being most common. The “Level 11 Effect” reduces hostility compared to other regions, though attacks can still occur. Rare entities may appear through inter-level connections.
Level 11 acts as a major nexus point connecting to many other levels. Entire streets may contain multiple exits, and traversal patterns are partially unpredictable. Environmental similarity influences exits (e.g., malls, hospitals, basements may lead to corresponding levels).
Major communities (~129,500 total population):
- The Capital: main residential hub (~45,000), organized civic economy
- Malt Marters: nomadic aid group distributing supplies
- M.E.G. Base Beta & Camp Amber: research and education hubs
- B.N.T.G.: commercial district (“New Times Square”) using currency economy
Entrances (examples):
- Sliding glass doors from Level 6.1 (two-way, in consistent locations)
- Long-distance road travel from Level 9 or Level 10
- Various commercial buildings across levels (malls, shops, service buildings)
Exits (examples):
- Malls → Level 33, 122, 159
- Water supply stores → Level 119
- “Fun Zone” buildings → Level 20
- Sewer systems → Level 34 or 218
- Specific matched interiors return to corresponding thematic levels
Sublevels:
- Level 11.3 – "The Red Light District"
- AFTER HOURS
- The Headquarters
- Radio Backrooms' Studio
- #34Level 11.3
Keys: Level eleven, Level 11.3, Level 11, Red Light District
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 11.3 - "Red Light District" ]
Survival Difficulty: Class 5 – Unsafe / Unsecure / Entity Infestation
Level 11.3 is an irredeemably corrupted hellscape of steel and glass, a wicked descendant of the Endless City. The air has psychoactive properties causing vivid hallucinations and increased suggestibility; facial coverings or masks can mitigate this. Temperatures vary from sweltering damp to icy drizzle; red lightning and precipitation occur. The layout mixes low‑density outskirts (apartments, warehouses) with a denser core of office towers and high‑rises. Electricity works in some areas, but water systems are non‑functional. Buildings are bare and gutted; resources are scarce. The sub‑section may be expanding. Independent exploration is highly dangerous.
Entities: Servants (Entity 187) – ashen skin, red‑tinted eyes, follow wanderers in groups, stalk and trap rather than immediately attack. Outskirts Servants are disheveled; deeper in the city they are clean, well‑dressed, and harder to evade. Ambassadors (Entity 55) also appear, especially at The Embassy. No real humans exist here – any apparent human is a deception. If captured, you will not be seen again.
Notable locations:
- The Embassy – domed structure (city hall style) deep in the district; frequent Ambassador activity; patrolled by Servants who attack on sight. A sadistic hum emanates from within.
- The Vortex – portal‑like swirling storm cloud in the sky that emits red lightning; believed to be the exit for those deceived by the entity on Level 6.2 (Neon Maze). Slows descent of those who exit.
Entrances:
- From Level 11 (Endless City) by finding dark alleyways, buildings with glowing red windows, or bridges guarded by Servants/Ambassadors.
- Those seduced by Level 6.2 (Neon Maze) ultimately end up here.
- Other unknown entrances may exist.
Exits:
- Navigate to the outskirts and find bridges stretching over water that lead back to Level 11. These bridges are usually guarded.
- The Vortex may serve as an exit but is not directly accessible.
- No other confirmed exits.
- #35Radio Backrooms' Studio
Keys: Level eleven, Radio Backrooms, Level 11, Radio Backrooms' Studio
Enabled · After character · Order 10 · 100%
Entry settings
[ Radio Backrooms' Studio ]
Survival Difficulty: Class 0 – Safe / Secure / Devoid of Entities
Radio Backrooms' Studio is the official radio channel studio of the Backrooms, located within Level 11. It resembles an average radio studio and is extremely safe – any hostile entity or hostile human that tries to enter is instantly killed by Ralph's shotgun.
The studio contains:
- A chair that instantly rests anyone sitting in it (no fatigue while seated).
- A computer desk with a PC that has infinite storage (Ralph may lend it to friendly visitors).
- A small TV that usually shows static but sometimes displays wanderers in the Backrooms (mechanism unknown).
- A clock and a mirror (the mirror is not recommended to look at).
- Advanced radio equipment cobbled together by Ralph.
A connected guests' room has three armchairs (reduced rest effect), a coffee table, an infinite coffee machine, and a vending machine (refilled by Ralph from unknown supplies).
Ralph is a unique entity who appears as a common middle‑aged man. He does not eat or sleep, rarely speaks of his past, and his gaze produces an indescribable calm. He enjoys talking with people and may invite guests on his show "Talkin with Ralph". He likes coffee but rarely drinks it (needs milk). It is rumored he trades information for milk.
Radio Backrooms broadcasts "29 hours a day, 456 days a year". Programs include "Level of the day", "Talkin with Ralph", and "Survival 101". Between programs, Ralph plays music and takes song requests. The channel can be heard in any level on any device capable of receiving radio, even devices without battery or power – this has caused at least one heart attack.
Entrances:
- Find a radio station in Level 11.
- Find a door marked "Radio Backrooms" in Level 4 or Level 21.
- Other entrances may exist in many levels.
Exits: Use the same door you entered; it always leads to Level 11 (Endless City), regardless of which level you entered from.
- #36Level 12
Keys: Matrix, Level 12, Level twelve
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 12 - "Matrix" ]
Survival Difficulty: Class 0 – Safe / Secure / Devoid of Entities
Level 12 has a unique self‑censoring property: any attempt to record or photograph it results in white images, static, or a colorless SMPTE test screen. Filenames and metadata are also censored.
The level consists of a small, brightly lit white room containing a table and a chair, plus an adjacent locked door. Beyond the main room, an infinite white abyss extends, containing random bland furniture (some partially clipped into the floor). The level causes mental fogginess and memory loss, which fades after leaving. No entities have been observed.
There are no bases, outposts, or communities.
Entrances: The only known method is to find a Window entity in Level 11 and use it as a guide to no‑clip safely into Level 12.
Exits: A specific sequence must be followed:
- Sit in the main room chair for at least 15 minutes.
- Walk to the door and attempt to open it (it will be locked).
- Enter the white abyss and find a copycat door; open and enter it to return to the main room.
- Wait exactly one hour, then try the door again. If it opens, it leads to one of several early levels (Level 1, 4, 10, 19, 23, 25, 34, or 287). If not, repeat steps 1‑4.
Sublevels: None.
- #37Level 13
Keys: Level 13, Level thirteen, The Boiling Frogs
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 13 - "The Boiling Frogs" ]
Survival Difficulty: Class 2e – Environmental / Unsafe / Secure / Non-Entity Hazards
Level 13 resembles a bland 20th‑century apartment complex with dull white or beige hallways, staircases, and inconsistent elevators. It has 290 floors; geometry may be looping or infinite. Apartments are nearly identical (kitchen/living room, bedroom, bathroom), with basic furnishings and fridges that restock basic food (microwavable meals, suboptimal utensils). Televisions play vintage media out of order. Clothing and books are old and random. Conditions allow survival with minimal risk, but the level causes extreme lethargy and antisocial behavior over time. Long‑term residents become attached to their rooms and may disappear without trace after a decade.
The B.N.T.G. runs the "Free Home Project" on Floor 283 to house overpopulated members, offering basic accommodation. However, lethargy is rampant; residents rarely leave. The group provides loans for reintegration into society for those who can escape.
No other major bases. Entity count is zero, but the psychological hazard is significant.
Entrances:
- Bland doors from Level 62, 151, 210, 683, 979.
- Featureless doors or white staircases in Level 12.
- Gradual hallway morph from Level 21.
- Room doors in Level 215's Harbour Oyster Hotel.
- Operational elevator in Level 2‑FR.
Exits:
- Bland unassuming doors to Level 0, 114, 327, 395, 410.
- Bottom floor staircases/elevators to Level 70 or 208.
- Chessboard with two chairs (naturally generated) leads to Level 157.
- Door labelled "235" teleports to Level 235; red doors to Level 275.
- Deeper yellow walls (no‑clip) to Level 289.
- Entering any apartment building (rare) to Level 387.
- Endless ascending staircases to Level 280.
- #38Level 14
Keys: Level fourteen, Level 14, Paradise
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 14 - "Paradise" ]
Survival Difficulty: Paradise – Beautiful / Serene / Perfect
Level 14 appears as an idyllic forest with crimson grass, crashing waterfalls, and an eternally starlit sky. The air carries whispers promising happiness. Wanderers experience euphoria, loss of independent thought, and an overwhelming urge to lie down in the soil alongside skeletal remains – former guests who have become part of the landscape. The level erodes the mind; the longer you stay, the less you want to leave. There are no hostile entities, but the level itself is a trap. No bases or communities exist; all visitors eventually become part of the paradise.
Entrances: Not clearly documented; the level seems to call to those who are lost or desperate.
Exits: None confirmed. Once you enter, you will not want to leave, and you will not be found again.
- #39Level 15
Keys: Futuristic Halls, Level fifteen, Level 15
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 15 - "Futuristic Halls" ]
Survival Difficulty: Class 0 – Safe / Secure / Devoid of Entities
Level 15 is a series of futuristic hallways with occasional pitch‑black areas. The walls are white or gray concrete with steel beams; large lights give an eerie glow. Sounds of engines come from machines behind reinforced glass walls; some machines produce steel rods, others have no clear purpose. Some rooms contain destroyed or exploded machinery. The level is at least 6,080 km² (possibly infinite). Corpses in lab coats, dried blood, and makeshift weapons are present – signs of past violent conflict. No entities have been found, though piles of Hound corpses exist. Almond water is absent; food and water can be found in storage rooms. Computers run a Linux variant ("Avalon 2.4") with files in an unknown language.
The only known base is Enric's camp in a large control room. Other abandoned camps exist.
Entrances: Only known entrance occurred during a single event where a wall appeared in Level 10 and a door led here. The wall disappeared after two days, trapping the only known entrant. No other entrances have been found.
Exits: No reliable exit. A strange room exists where all engines are missing and a glowing doorframe leads to what appears as space with a blue sphere. This may be an exit to an undocumented level, but it is unconfirmed and potentially irradiated. No other exits known.
Sublevels:
- Level 15.1 – "Futility"
- #40Level 16
Keys: Level sixteen, Level 16, Altered Topography
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 16 - "Altered Topography" ]
Survival Difficulty: Class Undetermined – Safety varies with terrain shifts
Level 16 has a rapidly changing terrain that alters itself at unknown intervals. Properties change with every environmental shift. The level has been documented in two different states:
State 1 (rainforest): Heavy rainforest ecosystem with persistent fog, dawn‑only lighting, constant 21°C (70°F), and reduced gravity that does not affect native organisms. Resources exist, but long‑term habitation may cause negative effects from low gravity.
State 2 (arctic): Arctic climate with luminous, highly reflective ice. Day‑night cycle of ~13 hours; temperatures range from 6°C to 10°C (43–50°F). Entities are sparse but include unusual large groups of Light Guides (typically rare and solitary). The terrain can shift suddenly – glaciers erupt, rivers appear, landscape freezes over. Standing in the wrong place during a shift can encase you in ice.
No permanent bases can form due to instability. Short‑term survival is possible.
Entrances: The only confirmed entrance is touching a copper‑like liquid metal (or orange gallium patch) in Level 75. Other entrances may exist.
Exits: Find a tree covered in sand (rainforest state) or a sheet of ice covered in sand (arctic state) to reach Level 46. Exit location changes with each alteration, but destination is constant.
- #41Level 17
Keys: Level seventeen, Level 17, The Carrier
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 17 - "The Carrier" ]
Survival Difficulty: Class 1 – Safe / Secure / Minimal Entity Count
Level 17 resembles the infinite interior of an Essex‑class naval aircraft carrier, with corridors and stairwells. Some hallways are flooded and lead directly to the surface rooms of Level 7 (Thalassophobia). The level is mostly devoid of entities except for Imprints – doppelgangers of past wanderers, known as Imprints. While they are not physically dangerous, looking at an Imprint will cause great amounts of distress for unknown reasons. This effect is amplified when looking one of these entities in the eyes, typically resulting in the wanderer falling unconscious for three (3) to four (4) hours, and in extreme cases can lead to brain death.
Upper layers have sealed translucent windows emitting an unidentifiable light. Exposure to this light slowly fills a wanderer's lungs with water until removed from the light or when death occurs.
There are no bases, outposts, or communities.
Entrances: Find a submerged light source in Level 7 and swim into it; you will be transported to a ballast‑like room where water drains, granting access to the lower layer.
Exits:
- Ascend upper floors to a metallic red door leading to Level 11.
- Find a flooded hallway on the lower layer to reach Level 7's surface rooms.
- Rare consistent exit to Level 18.
- #42Level 18
Keys: Level eighteen, Memories, Level 18
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 18 - "Memories" ]
Survival Difficulty: Class 1 – Safe / Secure / Minimal Entity Count
Level 18 appears differently to each wanderer, typically resembling a childhood memory from ages 2–5 (preschool, daycare, bedroom, classroom, or playground). If the wanderer has no such memories, the level becomes an empty void with no effect. After staying for a while, voices whisper your biggest regrets and mistakes, and the level can resurface forgotten memories (e.g., dead childhood pets). Allergies are suppressed. The level is not harmful and provides all necessities for survival; some wanderers become addicted and choose to stay permanently.
A rare entity called The Plush Dino – a sentient, mobile dinosaur plushie – helps guide wanderers, bringing food and water. Staying near the Dino suppresses the voices, and induces a feeling of contentment.
The only known community is "The Children" – 20‑25 people who live permanently on Level 18, referring to it as their lifestyle. They dislike The Plush Dino.
Entrances: No consistent entry; most common is when a wanderer experiences a resurgence of memories. A rare consistent entrance exists from Level 17.
Exits:
- Turn around and leave to reach Level 19.
- Follow The Plush Dino for an extended period to reach any level you desire (may take a long time).
- #43Level 19
Keys: Level nineteen, Attic Floorboards, Level 19
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 19 - "Attic Floorboards" ]
Survival Difficulty: Class 2 – Unsafe / Secure / Low Entity Count
Level 19 is a complex series of randomly shaped, damp, dirty attic spaces filled with boxes, vintage furniture, and clutter. Box interiors are often pristine and contain vital food and anomalous objects. Removing an item may cause it to decay rapidly. Some individuals experience nausea, paranoia, dizziness, blackouts, or hallucinations. The "Orange Glow" – a warm, fire‑like light from under floorboards – has an alluring effect, instilling comfort and altering memories to be connected to the glow. It may cause or amplify the decay effect. The glow has previously infected minds to spread knowledge of its existence (e.g., unsanctioned database edits). Entering Level 19 is heavily advised against.
No bases, communities, or outposts.
Entrances:
- Climb into random holes in Level 1 (one near Base Alpha's north exit; 15 others known).
- Turn around and leave Level 18 upon arrival.
- Old manholes in Level 183's sewers.
Exits:
- Fall through non‑glowing floorboards/crevices to Level 38, 202, 432, or 654.
- Broken/damaged doors lead to Level 289, 5, 12, or 20.
- Handheld games or small arcade devices in boxes lead to Level 40 or 212.
- At the presumed perimeters, intense blurriness and decay take you to Level 140.
- #44Level 20
Keys: Level 20, level 20, Boreas Structure, Fun Zone, Level twenty
Enabled · After character · Order 10 · 100%
Entry settings
Level 20 - "Boreas Structure"
Survival Difficulty: Class 4 – Unsafe / Unsecure / Medium Entity Count
Level 20 is a massive industrial interior divided into two zones: the Waiting Halls and the Electric. The level exhibits strong environmental instability, including hallucinations, extreme temperature drops, and spatial disorientation.
Common effects include auditory hallucinations (breathing, wind, metal creaking), visual snowfall illusions, and escalating paranoia in colder areas. Temperatures range from mild cold (~7°C) to extreme freezing (-50°C in deep zones).
Waiting Halls: A facility-like area with white concrete walls, brown carpeting, and grey ceilings. Contains lockers, couches, vending machines, reception desks, and water fountains (often containing Almond Water). Windows show a void-like sky with stars and a moon, despite no known exterior. Entities are low frequency but present (Deathmoths, Hounds, Facelings, Skin-Stealers, Clumps, Nguithr'xurhs, Growlers).
Electric: A deeper industrial zone with black concrete, neon lighting, and sloped ramps. It contains game rooms that force physical challenges. Success yields supplies; failure may result in entity attacks or relocation to other hostile levels. Entity density is higher here, though game rooms block direct intrusion during trials.
Expedition data: The Electric leads to a frozen exterior of blue rock and red ice beneath a black sky. This reveals Level 20 is inside a planetary-scale structure on Boreas. Above it is a massive airborne entity: a spherical blue-fleshed organism covered in thousands of eyes and mouths, producing orange gelatinous material and capable of telepathic communication.
The last expedition (M.E.G. Team MacDonald: Jacob, Joseph, Isaac) ended in total fatalities. No further expeditions are authorized.
Entrances:
- Blue "FUN ZONE" doors in Levels 2, 21, or 122
- Buildings labeled "Fun Zone" in Level 11
- Rare noclips from Level 16 during cold conditions
- Damaged doors in Level 19
Exits:
- Staff doors lead to Level 2
- Windows may noclip to Level 24 or 78
- Game doors may lead to Levels 4, 21, or 36
- Failed games may force transfer to hostile levels
- #45Level 21
Keys: Level twenty-one, Numbered Doors, Level 21
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 21 - "Numbered Doors" ]
Survival Difficulty: Class 4 – Unsafe / Unsecure / High Entity Count
Level 21 consists of four long hallways (each ~26 miles long) meeting in a central open square with chairs and a desk. Entities never appear in the center but fill the hallways. The hallways shift and change over time, becoming impossible to navigate or blocked off. Doors line both sides of each hallway, leading to random locations in the Backrooms (including negative levels and sub‑sections), often resulting in appearing elsewhere in Level 21 or on a wall. Resources (Almond Water, Level Keys, Firesalt) can be found rarely.
Entities: Clickers are common; unknown entities have also been spotted. Entity count and types are inconsistent. Any person encountered in this level should not be trusted – avoid contact.
A rumored door at the "end" of the right hallway (from the front desk) has a large neon red "Exit" sign. It leads to three infinite dark hallways that do not shift, with abundant resources but organized droves of entities. Side doors lead only to sub‑levels and unnumbered levels. This area should not be explored.
No bases, outposts, or communities.
Entrances:
- Warp tears (high‑pitched whine) in walls of Level 13 (most stable), also occasionally in Level 11, 9, and 6.
- Random chance from noclipping in Level 1.5.
Exits:
- Many doors lead to various levels (see known doorways).
- The "Exit" door hallway may lead to sub‑levels or unnumbered levels.
- #46Level 22
Keys: Ruins Left Behind, Level 22, Level twenty-two, Emstable
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 22 - "Ruins Left Behind" ]
Survival Difficulty: Class 5 – Environmental / Unsafe / Entity Infestation / Environmental Hazards
Level 22 was once an infinite, multi‑story car park that became home to a micronation called Emstable (1925–~2016). Emstable had a rigid caste system: higher floors lived lavishly, lower floors suffered poverty and starvation. The society collapsed due to exploitation and structural decay from constant mining of concrete. Most inhabitants fled. Today, Level 22 is a destroyed car park littered with rubble, rebar, and car husks. Large gaping holes from mining make traversal extremely dangerous. Corpses of former residents remain in tents, especially on lower floors. Entities are now abundant (infestation level), though specific types are undocumented. No active communities remain.
Entrances:
- Holes in Level 21's floor (from falling rubble).
- Holes in Level 23's ceiling.
- Rare original glass doors in Level 1, exit ramps off Level 69, or exits in Level 172.
Exits:
- Through the same holes to Level 21 or Level 23.
- Noclipping through cars or debris leads to Level 817.
- #47Level 23
Keys: 𝓣𝓱𝓮 𝓟𝓮𝓽𝓻𝓲𝓯𝓲𝓮𝓭 𝓖𝓪𝓻𝓭𝓮𝓷, The Petrified Garden, Level 23, Level twenty-three
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 23 - "𝓣𝓱𝓮 𝓟𝓮𝓽𝓻𝓲𝓯𝓲𝓮𝓭 𝓖𝓪𝓻𝓭𝓮𝓷" ]
Survival Difficulty: Class 42 – Unsafe / Overgrown / Medium Entity Count
Level 23 is a massive, planetoid‑sized superorganism composed of intertwining trees, with surface area similar to the dwarf planet Ceres. The surface is an extremely dense forest with no day/night cycle – a fixed star is visible from all directions. Underneath, cave‑like tunnels and large open caverns called "glow rooms" are lit by bioluminescent entities called Gardener's Sorries, which whisper "sorry…". These rooms contain glowing fungi, bushes, and high entity concentrations.
Entities: Volpes, Hounds, Clumps, Smilers, Death Rats, Deathmoths (male/female), Curabitur Birds, rare Wranglers, and unknown native species resembling Frontrooms animals. Do not say "it's only a matter of time" – this awakens Buried Sentries inside the wood, whose screams can burst eardrums.
Ancient ruins exist in glow rooms, resembling distorted Frontrooms landmarks (spherical Great Pyramid, triangular Parthenon, etc.) with low‑quality pottery and faded Latin messages. No structures post‑1000 AD.
The core (Heart of Water) is a massive water reservoir feeding the level, surrounded by Green Giants – colossal trees up to 2 miles tall that support the entire ecosystem. Tampering with them is forbidden.
The only known community is M.E.G. Base Seedling (~30 members, plus rescued wanderers), located in a glow room cleared of entities and sentries. Friendly, open to trade, armed with Almond Water squirt guns. Limited food but steady water. Guards the only consistent exit.
Entrances:
- Massive hollow trees with conspicuous green bark in Level 37, Level 47.
- Hollow tree in Level 135 leads to Base Seedling.
- Hollow log‑shaped structure in Level 121.
Exits:
- Enter the core water reservoir to randomly no‑clip into Level 7, Level 121, or Level 43 exhibit.
- Hollow tree at Base Seedling returns to Level 135 (two‑way).
- #48Level 24
Keys: Moon, Level twenty-four, Level 24
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 24 - "The Moon" ]
Survival Difficulty: Class 1 – Safe / Secure / Minimal Entity Count
Level 24 is a 1:1 scale plastic model of the Moon, part of a larger model of the solar system placed inside what appears to be a Victorian‑style study. The entire solar system model exists in this room, but currently only the Moon is accessible. The Moon's surface area is ~38 million km², covered in ~30m of lead‑based grey paint. Gravity is standard Earth gravity, not lunar. Two meteorological phenomena occur: a toxic lemon‑scented mist (causes nausea, vomiting, ataxia) and a sandstorm of dead skin, plastic, lead, hair, and fibers (unpleasant for allergy sufferers). Both are tied to the entity Beauford.
Entities:
- Moon Mites – three species of large but harmless mites (Blomia tropicalis, Dermatophagoides farinae, D. pteronyssinus). Avoid humans, lay eggs, can be eaten in emergencies.
- Beauford – an incomprehensibly large humanoid entity visible at a distance, believed to be of a scale matching the room. Its vocalizations cause weather events when it approaches. Named by the original B.N.T.G. mining crew.
The B.N.T.G. operated the "Bluehole" mine (disaster‑prone) but now runs "PlasticWorks" – a state‑of‑the‑art automated mining facility producing ~300 tonnes of plastic daily for weapons, electronics, trade. Three mining crews work three‑day shifts. PlasticWorks is actively recruiting.
Entrances:
- Through a painting of the Moon in Level 57 (consistent, not B.N.T.G.‑controlled).
- Noclipping upward toward any full moon (varied results).
- B.N.T.G. entrances are secret, only for PlasticWorks affiliates.
Exits: Only known exit is through B.N.T.G. PlasticWorks – follow the road to the main gate; miners will show you out.
- #49Level 25
Keys: Level twenty-five, Level 25, Quarter Hub
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 25 - "The Quarter Hub" ]
Survival Difficulty: Class 0 – Safe / Secure / Devoid of Entities
Level 25 is a long‑abandoned, dust‑coated video game arcade from the early to mid‑1980s, with maroon walls, polystyrene ceilings, and a faint smell of mould and stale air. The level is surprisingly finite: roughly 8.5 miles north–south by 9.2 miles east–west. The arcade is filled with large, echoey rooms and narrow back hallways that occasionally contain old boilers, boxes, and supplies (Almond Water, snacks). Most arcade cabinets are smashed, burned, or bullet‑ridden – signs of intentional vandalism. About 1 in 1,500 cabinets still function.
The working arcade machines are retrofitted to teleport users to other levels. Insert a quarter (commonly found in boxes or corners) and interact with the cabinet; you will be transported to a predetermined level, always arriving behind another working arcade machine (within ~100 feet). The connection is two‑way. Due to age, some cabinets are unreliable – e.g., the machine to Level 10 is water‑damaged and non‑functional. Cabinets do not match the aesthetic of their destination, but wanderers often leave hints (level numbers or descriptions) on them.
The level was discovered by Fletcher Jennings, who left notes speculating it was a commercial hub built by an ancient group – possibly "The Leaders" – to easily travel between their bases. Later M.E.G. investigations found evidence of a Leaders base linked to the arcades. No active communities exist, but the M.E.G. and B.N.T.G. have catalogued many exit destinations.
Entrances:
- A janitor's closet door in isolated small rooms of Level 4 (primary).
- Using the escape route in Level 12.
- Saying "I'm so bored…" in a dull voice in Level 113.
- Finding any working arcade cabinet in other levels (each leads here).
Exits (working cabinets have been found to lead to):
- Level 0, 5, 9, 10, 11, 19, 24, 29, 37, 50, 90, 108, 120, 141, 150, 165, 201, 790, 881, 888.
- Breaking a window leads to Level 40.
- #50Level 26
Keys: The Adventure, =), SS Fun, Level twenty-six, Level 26
Enabled · After character · Order 10 · 100%
Entry settings
[ Level 26 - "The SS Fun =)" ]
Survival Difficulty: Class 5 – Unsafe / Unsecure / Entity Infestation
Level 26 is a cruise ship named Adventure from the Frontrooms, now permanently no‑clipping through the Backrooms. The original name has been crudely crossed out and replaced with "SS Fun =)". The ship is about 500 feet long and 60 feet wide. It travels by enveloping itself in green fog, vanishing and reappearing across many levels (e.g., Level 10, 121, 134, 169, 180, 184, 230, 246, 422, 710, 711, 813). Electricity powers everything without generators.
The exterior decks are trashed: blood spatter, garbage, a crimson pool with victims. The interior lower decks are infinite – endless corridors, party rooms (some booby‑trapped), and elevators into a labyrinth. The interior expands beyond the ship's physical dimensions due to a phenomenon called Liminal Echo, which also spontaneously generates rooms and items. Partygoers (Entity 67) dominate the ship and use it as their headquarters. No friendly bases exist.
Entrances:
- Touching a poster that reads "TIME 4 FUN" (or similar festive text) anywhere in the Backrooms will no‑clip you onto the SS Fun =).
- Boarding the ship when it materializes on a level.
Exits:
- Touching a poster that is reversed, out‑of‑focus, or blurred – often showing the same text but backwards – will no‑clip you away to another level.
- Jumping overboard (risky, destination unknown).
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