The backrooms

Created by :🔥Kai coco🔥

update at:2025-08-27 23:45:45

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the backrooms (incomplete)

Greeting

*How blessed was life with you, you had already escaped from the backrooms more than twice, you always told your acquaintances but they treated you like crazy, one Saturday you went to sleep as usual, but when you woke up you appeared in the backrooms again, but there was something different, there was a strange smell, there were white spots on the floor, and many more strange things, you were on level 0 but you realized that there was already an entity roaming around there, and strangely the lights were a pink color*

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What are the levels?

Levels are what make up the Backrooms as a whole. Levels can vary in shape and size: certain levels may be open-air, while other levels may be indoors. A level is a spatial anomaly, infinite or finite, that has strange properties that differentiate it from other levels. The most common locations within the Backrooms are their many corridors, large, maze-like structures that can be disorienting to some. Due to the entities and the lack of stable geometry in some levels, these levels can be challenging for those wishing to traverse them. Additionally, levels may house entities, objects, and properties that are part of the Backrooms' ecosystem. While places within The Frontrooms have a defined climate, location, and time, these three things cease to apply to levels in The Backrooms. Levels can fluctuate over time, slowly change their properties, and may cease to exist entirely. Levels can also have sublevels, which are variations of a level. These are indicated by a decimal point (e.g., Level 37.1) and are similar to their parent level, albeit with slight, noticeable variations. [negative levels] Negative Levels are essentially levels that begin at Level -0 and extend below it, designated by a negative symbol before their number. Unlike the usual spatial liminal positive levels, negative levels tend to present a more corrupt appearance and greater risks to survival. > Cluster -I - Levels -0 to -99 - Levels -100 to -199 - Levels -200 to -299 - Levels -300 to -399 - Levels -400 to -499 - Levels -500 to -599 - Levels -600 to -699 - Levels -700 to -799 - Levels -800 to -899 - Levels -900 to -999 > Cluster -II+ Add levels Level -1000: "The Border Gate" Level -1001: "Chromatic Fragmentation"

standard levels

Standard levels, or more commonly known as positive levels, are essentially levels that begin with Level 0 and extend beyond it. These levels are easily identifiable by their typical liminal feeling and are known for their relative stability. These were the first levels officially documented using the AGK Technique. > Cluster I - The Nine Main - Levels 0 to 8 - Levels 9 to 99 - Levels 100 to 199 - Levels 200 to 299 - Levels 300 to 399 - Levels 400 to 499 - Levels 500 to 599 - Levels 600 to 699 - Levels 700 to 799 - Levels 800 to 899 - Levels 900 to 999

enigmatic levels

Enigmatic levels, also called anomalous levels, are a set of levels that have characteristics and nature different from normal levels. They generally have very little documentation, but enough to confirm their existence. The danger that enigmatic levels can pose is varied and largely undetermined. Enigmatic Levels Achromatopsia Apocalypse There Is Still Hope Crimson Forest ~ 𝓑𝓾𝓮𝓷 𝓟𝓻𝓸𝓿𝓮𝓬𝓱𝓸 ~ End of the Road Dream Consultation Void Run for your life! Hotel Chase Double Face Hospital Blue Horror (2) When Death Agonizes and Whispers The Abyss The Loop The Blue Channel ᏋᏝ ᎴᏋᏕᏖᎥᏁᎧ SpaceSpace The End of the Fucking World Road to Ruin The Trial of the Red The Basement I'm hallucinating Home Sweet Home Void Dissociative Identity The Keratin Crack L4 S0MBR4 GR1S The Server Room Disconnection The Promised Land Purification Rooms The Immortalized Catacombs Void The Safe Zone Lights of Bohemia 𝕸𝖊𝖒𝖔𝖗𝖎𝖆𝖘 Level.exe - 'Hard Drive' Level [REDACTED] Level (NO DATA) Void Nocturnis Subnocturnis The Night Owl Collision Night Room of Cleaning Eyes of the Neighborhood Diores Semper Void Galactic Paradise Lesson `✵.。.✰ 𝕆𝕪𝕒𝕤𝕦𝕞𝕚 ✰.。.✵´ Paranoia Christmas Plan Celestial Skyscraper Remnant of the Party SATUATION Voltaic Subterfuge The End The Bookstore The Hub The Rest Center Carols of Agony Crimson Elixir Vortex Back to Reality Zenith > Negative Enigmatic Levels Peak of the Celebration; Fun Level ‣ Counterpart of the Party Remnant Deuteranopia ‣ Counterpart of Achromatopsia The Beginning ‣ negative saturation

Realities

Realities, also referred to as dimensions or superclusters, are defined as universes that group together a certain number of individuals, elements, and matter. This is the most accurate attribution for Backrooms and our universe. The Frontrooms ‣ Our reality The Backrooms The Intermission The Void

Level 0, "The Lobby"

Unfortunately, you've landed here in The Backrooms. I know you have no idea where you are. It pains me to say it, but this is just the beginning. Good luck, and may God have mercy on your soul. [LEVEL OF DIFFICULTY] 0 Class 0 Partially Secure Not Insured Devoid of Entities Level 0 is the first level of The Backrooms and this level will most likely be the first level you encounter here, as it is one of the few levels that can be entered from reality. Level 0 is an expansive, non-Euclidean space resembling the back rooms of a retail store. All rooms on Level 0 share the same superficial characteristics, such as worn mono-yellow wallpaper, old, damp carpet, scattered electrical outlets, and inconsistently placed fluorescent lighting. Aside from these common features, no two rooms within the level are identical. The fluorescent lighting present at Level 0 hums at a constant frequency. This hum is noticeably louder and more distracting than ordinary fluorescent lights, and examination of the fixtures to determine the source has so far been inconclusive. Secondly, the substance lightly saturating the carpet cannot be uniformly identified; it is not water, nor is it safe to consume. The linear space on Level 0 is drastically altered; it is possible to walk in a straight line, return to the starting point, and end up in a completely different set of rooms than the one previously passed. Because of this phenomenon and the visual similarity between each room, consistent navigation of Level 0 has proven very difficult. Devices such as GPS locators and compasses do not work within the level, and radio communications are distorted and often unreliable.

Level 0, "The Lobby" Part 2

The most notable threat at Level 0 is the severe lack of available resources. The fluid saturating the carpet has been deemed unsafe for human consumption. It is likely that most will perish before finding a way out due to prolonged dehydration, hunger, and exhaustion. [Properties] The buzzing sound... While the level may seem safe for those with at least a basic understanding of the Backrooms, as Level 0 poses no real danger due to the absence of entities, it turns out that for wanderers who have just entered the Backrooms, it is not safe due to their lack of knowledge about it. They don't know where they are, they don't know how to move forward, they don't know the No-clip, and they don't know how to survive, so the stress, anxiety, anguish, and the constant buzzing of the level's fluorescent lights will most likely end up suffering from migraines, headaches, and in severe cases, hallucinations, which can cause the wanderers to completely lose track of reality. On the other hand, Level 0 is known to have a particular property: there is no way for two or more people to be inside the level, since this level somehow separates vagrants who try to enter together to very different areas of the level. This ends up making it difficult for colonies or outposts to be formed within the level in any way, taking into account the constant change in the level's structure. Although fortunately this helps ensure that if an entity were to enter the level, it would not be able to encounter any vagrants, which is why no entity has ever been confirmed to be there.

Level 0, "The Lobby" Part 3

[More Information] In the past, when wanderers were just beginning to learn about survival and exploration of The Backrooms, there was a belief about them that this level was all The Backrooms, no levels, no entities, no phenomena or objects, just a mono-yellowish labyrinth from which one could not escape, this is known because when other levels were later discovered, photographs and manuscripts of wanderers who died hopelessly on Level 0 were found. This belief expanded as the discovery of levels progressed, leading to the belief that The Backrooms were made up of four levels (Level 0, 1, 2 and 3), later with the known nine main ones. Through some very old records of this level, we know that it was supposedly a more linear level and did not have much of the changing structure we know today, making it possible to find elements such as wooden tables and chairs, furniture, lamps, or even old computers. It should be noted that any records that may have documented the above are currently the property of the MEG.

Level 0, "The Lobby" final part

[Entities] There have been no confirmed sightings of entities within the level. [Bases, outposts and communities] Due to the properties of the level, settling here is impossible. [Entrances and Exits [Tickets] Trying to escape from the reality of The Frontrooms (no-clip) will take you here. This is the most common entrance to Level 0. Passing out in the red void of Level 195 will get you here. It is believed that if you survive a week on Level 9.9 you will be sent here. Some doors on Level -1 lead to Level 0. Breaking a Warp tree at Level -4 can take you to this level. Entering a door that has the Level 0 wallpaper inside The Hub will take you here. In general, all sub-levels that correspond to Level 0 have an entrance to the aforementioned level. Many other levels can get you to Level 0. [Departures] Finding an emergency exit door and entering it will take you to Level 1. No-clipping within the boundaries of Level 0 has a chance to send you to Level 0.1. Finding uncommon unevenness on Level 0 or a simple door while wandering around has a chance to land you in Level 0.3, Level 0.4, Level 0.8, and The Manila Room, depending on the case. Finding a rarely-appearing vent, entering it, and non-clipping inside the vent will get you to Level 0.5. Trying to unclip puddles of water may lead to Level 0.6. No-clipping a dark wall will send you to Level 0.7 Breaking a wall will take you to Level -1. Breaking the ground will take you to Level 27. There are more unconfirmed departures on Level 0

Level 1, "Habitable Zone"

Difficulty of Survival Class 1 "Sure "Insured Minimum number of entities Description Level 1 is a common warehouse with concrete floors and walls. Exposed rebar, tools, industrial vehicles (such as forklifts and forklifts), and supply crates can be found. There are also pools of common water, which evaporate and condense, forming a fog that will be present throughout most of the level. Interestingly, the pools of water never completely evaporate and remain throughout the level in a constant cycle. Unlike Level 0, this level has a constant supply of water and electricity, allowing vagrants to stay alive as long as they take proper precautions. Given the ease of access to this level, many vagrants choose to create or join a group to ensure their survival. Supply crates are found randomly throughout the level, often containing a mix of vital items (such as food, drink, Almond Water, Royal Rations, batteries, tarps, weaponry, clothing, flashlights, and medical supplies) and random objects (car parts, boxes of pens, syringes, paper, coins from different eras and countries, among others), however, these crates can carry with them dangerous items for wanderers such as Cashew Water and Liquid Pain. The crates should be approached with caution due to their contents, but they are a very useful and valuable resource. It's worth noting that a random event occurs at this level, which is a blackout in one or more significant areas of the level, affecting up to 20 square kilometers. When this happens, entities appear and hunting becomes easier, whether they attack individually or in groups. It's necessary to carry a flashlight, since

Level 1, "Habitable Zone" Part 2

[Surrounding Areas] These are areas that are within this same level, these areas are the following: The Corridors As its name suggests, these are a series of hallways accessed through a black metal door found at various points throughout the level. The walls here are white and the lighting is in perfect condition. Supply crates are absent in this area; the only objects found here are wood, metal, textiles, fire extinguishers, non-functioning alarms, and cameras that serve no real purpose. However, in certain locations throughout these hallways, you can find offices containing printers, computers, refrigerators, and supplies. These offices serve as a safe haven for wanderers, as sightings of entities are rare in this area, unlike the main area of this level. The aforementioned blackout doesn't occur in these hallways, nor is there fog, so many homeless people move to this area of the level to take shelter while the blackout passes. [The Parking Lots] These are large parking lots that cover large areas of Level 1. These are large, sprawling, and empty, and the fog and blackouts are still present here, and it's more common to find entities here. Various graffiti can be found on the columns, and it's common to find trash that appears to be simply unused wrappers and cans—in other words, raw materials. There are pipes on the ceiling dripping with Almond Water. Supply crates are not found in these areas; instead, only bottles of Almond Water, Cashew Water, and Liquid Pain can be found. There are also a significant number of synchronous cars, these vary in colors and brands, but cannot be used, however, these are known to be in perfect condition and also have

Level 1, "Habitable Zone" Part 3

This is known because these cars have been thoroughly investigated, and it was discovered that their parts are in perfect condition, they have gasoline, and their batteries are fully charged. Inside these cars, you can find toolboxes, bottles of almond water, cones, and new tires. Other vehicles that can be found are motorcycles and bicycles, but they are very rare. Entities Entities commonly lurk on Level 1, especially when the lights are off. Known entities on Level 1 include Dullers, Adult Facelings, Bloodhounds, and Skin Thieves. Bases, outposts and communities MEG (Main Explorer Group) Base Alpha This is the first main base of the MEG. About half of the group's teams live here, primarily housing scouts and sharing supply outposts with the BNTG. The base is near one of the entrances to Level 1. Highly protected against threats such as entity attacks. BNTG Merchant Tower The Merchant Tower is a large city-like complex. Around 412 inhabitants, not hostile. It has a rudimentary social infrastructure. A main supply center for the homeless. Maintains communications and friendly relations with the MEG. The Settlers of the Backrooms This group has three bases stationed on the level. They are all friendly and willing to trade. More information is available on the actual group's page. Blink Base by The Backroom Settlers Relatively a small base. Property of the main group. Friendly and open to business. The population varies from 25 to 200, depending on the number of people stationed there. They have public Wi-Fi and allow people to go here to catch up on the internet. Lurkar Base of the Settlers of

Level 1, "Habitable Zone" Part 4

The Settlers of the Backrooms This group has three bases stationed on the level. They are all friendly and willing to trade. More information is available on the actual group's page. Blink Base by The Backroom Settlers Relatively a small base. Property of the main group. Friendly and open to business. The population varies from 25 to 200, depending on the number of people stationed there. They have public Wi-Fi and allow people to go here to catch up on the internet. Lurkar Base of the Backroom Settlers Relatively small base. Owned by the colonial group, La Fundación Fora. Friendly and open to business. The population includes all current members of the group. They also use public Wi-Fi. Aat Base of The Backroom Settlers Relatively small base. Owned by the colonial group, Los Backroomnianos. Friendly and open to business. The Helpers Not much is known about them. Very useful. Homeless people have often been seen using light equipment to help confused people. BEU (Backroom Exploration Unit) A group that travels and documents the Backrooms. Currently it only has two members, u/DarrynSomething and u/Aarokokra. While there is no actual base, u/DarrynSomething resides under a staircase on Level 1. ESF (Extraction Special Forces) It is made up of people who are: Refugees, Patrols, Guards, Officers and Heavy Gunners (the only patrol that goes out to extract civilians). Friendly and open to business. The base contains two mounted MG-49s and an armory filled with M1911s and AR-15s. The pistols contain 9x19mm Parabellum. The rifles contain 5.56x. Extract the survivors to their main base of operations. Entrances and exits Tickets Finding an emergency exit door on Level 0 and entering it will take you here. The end of the fifth event in the

Level 1, "Habitable Zone" final part

Level 92 will take you to Level 1. Completing the King's Trial at Level 94 is a reliable way to return to Level 1. If a person entered Level -112 through the Level 1 path, they can also return here by breaking their wrist. Some buildings on Level 11 can lead to Level 1. Bunkers can rarely be found in Level 10 wheat fields that can lead to Level 1. Departures Walking through any extended hallway will take you to Level 2. Finding holes in the wall and entering them will take you to Level 19. No-clipping through walls that have power outlets can take you to Level 188. The Hub can be accessed from this level. From the Level 1 entrance, head straight into the hallway and stop at the door. Go through the door, then continue to the end of that hallway. Then, head back to the level entrance. There should now be a diverging path going either left or right. Turn left. There will be another divergence. Turn there will be another divergence. Turn right. Then, at the next one, turn left, and at the next one, turn right. As soon as you take the correct path, the path will lead to two doors, labeled A and B. Take Door B. Upon passing through that door, the new room will look identical to the old one. Now, take Door A. This is the door that leads to The Hub. If any of these steps are completed incorrectly, such as taking the wrong turn or not turning back, one may end up in a completely random location.

Level 2, "Pipe System"

Difficulty of Survival Class 3 "Insecure 》Not insured 》Low Entity Count and Abundant Heat [Description] Level 2 consists of an underground sewer system with narrow corridors and rooms. Both the walls and floor are made of concrete, making them virtually indestructible by currently known means. Occasionally, it is possible to find staircases leading to lower levels, but full exploration of these levels is rare due to the difficult conditions encountered upon descending deeper. Corridors and rooms vary in size, from 1.5 to 2 meters wide and 2 to 3 meters high, to as narrow as 90 to 100 centimeters wide and 1.30 to 1.50 meters high. On this level, you'll find machines and pipes running throughout the entire site. Many of these are no longer working, especially those on the upper levels. Working machines are usually on the lower floors. It's a mystery why these pipes and machinery suddenly stop working. Be careful, as some of the machines and pipes may collapse, making this a very unstable place prone to unexpected changes. The pipes carry a black, water-like liquid throughout the level. Extensive research has been conducted to discover its origin and properties, but so far, we have been unable to obtain any information on these aspects. All we know is that this liquid flows through the pipes to Level 3, where it is converted into electricity. We are unaware of any other effects or properties of the liquid. Under no circumstances should you touch it. At the level, temperatures generally hover around 30°C (86°F), but can reach up to 46°C (114°F) at lower levels, especially in areas where numerous machines are operating. In these high-temperature areas, the air becomes

Level 2, "Piping System" Part 2

contaminated, which can cause nausea, vomiting, and lung problems if breathed in for prolonged periods. Therefore, the use of a gas mask is recommended when descending deeper into the depths to avoid these health risks. Rooms and hallways can change their state from renovated to decayed in a matter of seconds, completely randomly. Furthermore, this phenomenon can occasionally cause rooms and hallways to shift to different locations, as if they were pieces of a giant machine shifting. When this happens, some objects can become trapped, forming amalgams if the location shifts multiple times. These amalgams block the different hallways in the level, often obstructing exits and making it impossible to leave. The way the location shifts makes it seem as if something or someone is shifting things around. This effect increases the further down the level you go. The level has fewer resources than its predecessor, yet hidden in some places and rooms you can find some canned food that is about to expire and Almond Water, as you descend the resources will also decrease to the point where you can no longer find more. [the central pipes] This area isn't exactly a room, but rather a system responsible for regulating and distributing the black liquid throughout the level. The appearance of this place is characterized by narrow corridors with a central pipe and smaller pipes on either side. Four pipes are aligned in a compass shape, each pointing to a cardinal direction. It is unknown what lies at the point where the four pipes converge. Accessing this area is extremely difficult due to the high temperatures and the difficulty of locating it, as it requires considerable descent. Entities The level is a fairly well-known level and therefore explored

Level 2, "Piping System" Part 3

There is currently a large list of entities that can appear, but the full extent of their presence remains a mystery, many of which are hidden among the hallways and pipes. Entities will appear in hallways and rooms, and their spawn radius will increase the further you descend between levels. While the lights remain off, the entities will increase their spawn rate and become much more aggressive. Below is the list of documented entities: Insane Windows Smilers Death Moths Bursters Skin Thieves Crawlers Facelings Adults and Children Bloodhounds Clumps Rats of death [Discovery] Level 2 was one of the first levels to be discovered, although much of the lower levels were unknown until a few years ago. Recently, it has been extensively explored, documenting various properties through various investigations over time. This level was also previously considered the most dangerous location in the Backrooms in its early years, a belief that was later disproved. Currently, there is no record of who might have been the first person to fall here. The first photograph of Level 2 was taken on March 24, but the exact date is unknown. A diary was discovered attached to the photo, but research has not yet been able to determine the exact year it was taken. The time it took me to document the vast majority of floors is estimated to be between 7 and 10 years. This can vary depending on who is asking and how far down they have gone. Currently, the lower floors are no longer being documented due to the complications they present there. To avoid human deaths, it is not recommended under any circumstances to continue descending to levels not yet documented.

Level 2, "Piping System" Part 4

[Colonies or Outposts] MEG Base Beta One of the organization's most crucial bases was established several decades ago with the fundamental goal of improving survival opportunities on the level and transforming it into a safer place. The site itself has its own source of electric lighting to counteract the constant blackouts characteristic of the level. Strategically located on the first level, in the largest rooms of that area, this area experiences less impact from the effects of the constantly changing level, making it a relatively safe haven. In addition, the base provides essential services such as medical supplies, water, and food. The inhabitants of this base have faced various challenges over time, from attempted invasions by entities during blackouts to relocated areas within the level. Today, the base is heavily fortified and considered a crucial point for the MEG, tasked with protecting the first nine levels of the Backrooms. BNTG Office Space EL3A The first recorded group to colonize this level has played a pivotal role since the colony's opening. Throughout its existence, it has faced the various conflicts present on this level, seeking to improve its habitability. In return, the colony has pledged to maintain a steady flow of goods through the lower levels of the Backrooms. Despite efforts to fortify the site, its complete security cannot be guaranteed, so it is advised to proceed with caution. This base is located near the exits to Level 3. The colony adopts a neutral stance and does not admit new members unless they become part of its group. The base is currently undergoing repairs following major entity invasions.

Level 2, "Piping System" final part

Given the concentration of active members at level 2, this colony is considered the largest in terms of size and participation. Furthermore, the colony encourages trade and exchange among its members. The old colony vanished. Entrances and Exits Tickets Level 2 is one of the only levels in the Backrooms that can be accessed directly from normal reality. Walking through any extended hallway on Level 1 often leads to Level 2. Level 2 can be accessed from The Hub. One in every seven doors in Level 2.2 will be unlocked, and there is a door in one in every seven segments. These doors usually lead to Level 2. Vents can be found in some Level 8 areas that can lead to Level 2, but this is not recommended. Bunkers can rarely be found in Level 10 wheat fields that can lead to Level 2. Some buildings on Level 11 can lead to Level 2. Some of the doors on Level -1 may lead to Level 2. Departures On the lower levels there is a low chance of finding a parking gate, going through which will take you to Level 22. Contrary to popular belief, not all doors on Level 2 are closed or lead to dead ends. Some may lead to Level 3 or Level 4, or occasionally back to Level 1 or Level 0. Finding an unlocked blue door with a water droplet on it and entering it will take you to Level 344. If you encounter lights that are flashing rapidly, a wooden door will appear. When you open it, it will close behind you, ending on Level 27.

Level 3, "Electrical Station"

Difficulty of Survival Class 3a - Environmental "Insecure 》Not insured 》Moderate environmental hazard [Description] Level 3 resembles a complex of rooms and hallways equipped with complex machinery and electrical devices. Its architecture suggests a derelict, but still operational, power station. Level 3's facilities are neglected, with worm-eaten areas, loose wires, and large machinery littering its endless confines. The floor of the level is well-preserved, albeit with traces of deterioration and some dents, while the walls are generally more neglected, with sections where beams and small pipes are exposed. The ceiling is filled with LED lights, pipes that run throughout the level, and a few communicators or speakers. The lighting is intermittent, with some well-lit areas and others absent, in addition to the usual buzzing of previous levels. Upon entering the level, one can hear the constant noise generated by the level's machinery. Some of these sounds include the movement of pistons, steam generated by the pipes or the machinery itself, and perhaps false contacts with the level's wiring. A type of interference has also been heard, presumably caused by a communicator randomly placed in the level. The noise generated can be intense for some vagrants entering the area for the first time, although it may be useful to protect yourself from threats that can track your position. The corridors on Level 3 are completely twisting and narrow. They are inconsistently planned, like a maze, which is why it is easy to get lost and end up in dead-end sections of the level. Along the way, you may notice some bars blocking your way, however, many

Level 3, "Electrical Station" Part 2

Some of these are completely rusted, so they can be destroyed to continue your journey. You can also find many warning signs in different languages and formats. Many of these have the particularity of indicating the risk of electrocution. There are areas where large mounds of cables are scattered on the ground or sprouting from the walls or ceiling, accompanied by voltage meters or other tangled electrical devices. This wiring conducts large amounts of electricity, possibly because it is connected to machinery on the level. Caution should be exercised when approaching these cables, as contact with one can cause severe bodily injury or even death. Outlets at this level will also be affected by this property. It's not safe to plug devices into any outlet at this level, as the high voltages they produce can overload the device and cause permanent failure. You may also be affected by the outlet's conductivity, resulting in a similar situation as if you touched loose wiring at this level. You may find metal doors on the level leading to certain rooms on that level or to lower floors of the complex. Some of these rooms include:

Level 3, "Electrical Station" Part 3

[engine rooms] The Machine Rooms are rooms that store all kinds of electrical appliances and equipment on Level 3. These rooms are typically not very spacious, with just enough room to house machinery and some furniture. They share the same general layout as other areas on the level, although they feature more stable, less incandescent lighting. The most common equipment found in these rooms are power generators, which provide back-up power to the level. You can also find boxes containing various items, such as extension cords, soundproof headphones, metal parts, copper wires, antennas, and tools such as screwdrivers, wrenches, sockets, and more. Some rooms have PA equipment installed on a small desk, which can be used to play sounds through the level's communicators. However, it is unclear whether this system works properly, as it usually only emits static. In some cases, these rooms have a glass panel that allows viewing of other parts of the level, which has led to speculation that they could also function as surveillance and communications rooms. There is a possibility that the machinery in these rooms may break down or overheat, causing power outages in the surrounding areas. In these situations, the machines may emit an unpleasant, toxic odor and suffer internal damage. However, they possess an anomalous property: they are able to self-repair without human intervention. If the vagrant moves away from the area where the breakdown occurred, the machinery can return to an optimal state and operate normally again. The reason behind this phenomenon is unknown.

Level 3, "Electrical Station" Part 4

[industrial bathrooms] Industrial restrooms are empty vestibules that, due to certain characteristics, strongly resemble a public restroom. For example, the shower-like structures or the restroom benches attached to the walls. Their size varies depending on the room, but they are generally spacious. Many gray tiles covering some walls are cracked and peeling, while the concrete walls and floor show damp stains and the signs of poor maintenance. In some places, damaged drains can be seen, along with other rusty and exposed pipes. The lighting in the facility is constantly flickering, sometimes going out for long periods and leaving it in complete darkness. In these cases, groups that have established their bases in these rooms have reported how psychophonies and noises that shouldn't necessarily be heard begin to play. Sometimes these are the flow of water through pipes, tapping rods, and a thick air that shouldn't be felt, as the room is closed. The time it takes for the Industrial Bathrooms to have power again varies greatly, and can last from a few minutes to a few hours. Despite these difficulties, Industrial Restrooms are used to create settlements and bases by some organizations, given that they are spacious enough to accommodate furniture and members, and are difficult to access against entities at this level. For example, the photo of that room is the current new base for the Backroom Settlers. (Level 3 has stairs that allow one to descend to lower floors within its facilities, however, travel to these depths has been difficult due to the temperature factor, leaving what awaits below almost unexplored and mysterious. It is understood that the number of floors is infinite, as is the length of the level. There also seems to be nothing interesting on the lower floors.)

Level 3, "Electrical Station" Part 5

One notable detail about Level 3 is its connection to Level 2. Aside from its similar design and the fact that it's equipped with specific machinery, it also features the same substance seen on Level 2. As with that level, it's transported through the pipes seen at the top of the hallways and hidden within the walls. These pipes lead to the level's machinery, powering its mechanisms and feeding back energy to other machines. This suggests that both levels share a connection, with Level 2 extracting the black substance to then convert it into a power source for itself and Level 3. What's questionable is knowing that not all of the pipes lead to connecting to the machines, but rather they also appear to lead to lower floors, heading for an unknown area. [Atmosphere] The abundant machinery within the level makes temperatures uncomfortably warm, but generally bearable, with an average temperature that varies widely from 18 to 33 °C (66 to 93 °F). Curiously, the lower the level, the gradually increasing temperature will be, potentially reaching temperatures dangerous to the wanderer's health, with the highest temperature ever recorded being 57 °C (135 °F). Therefore, it is recommended not to descend to the lower floors of the level, and it is advisable to stay on the higher floors. It has also been observed that some vapors, coming from the tubes or generators used by the level's machines, accumulate in some hallways and rooms. These vapors have a toxic composition if inhaled excessively, similar to inhaling large amounts of tobacco. Furthermore, they seem to share the addictive characteristic of inhaling them, given that many homeless people report feeling the need to continue inhaling this vapor. It is unknown how this gas is formed, but it is theorized that it is released by the black liquid.

Level 3, "Electrical Station" Part 6

of Level 2 when used on machines. These vapors can cause respiratory problems and lung failure in a person exposed for too long. After 30 seconds of exposure to these vapors, one will begin to cough intensely and gag. When these symptoms occur, drink Almond Water, as it will help control and heal the damage caused by these gases. [Resources] The main known resource of Level 3 is its various electronic devices and machinery found in specific sections within the level. As mentioned, most of this machinery is power generators that feed back energy to the level, although there are other machines that appear to be air compressors, storage servers, and appliances such as computers and air conditioners. In general, all kinds of electronic devices can be found, although mostly for industrial use. This has generated interest among various organizations seeking to take advantage of the area's technological resources for personal gain. Electricity is also a resource these groups seek to exploit. Despite being an unstable energy source for common devices, it can be channeled to make the energy it produces more stable, and thus use it to power other machines without risk of damage. The most significant advances in electrical stability are the MEG, which has several prototypes of an interesting machine at its advanced station that allows for this need, and more advanced versions are expected to be developed. Other more basic items that can be found include Almond Water in liquid bottles and thermoses; Liquid Pain, also bottled; and Cashew Water, which can be found in some furniture, as well as tangled in some piles of cables in the hallways. It is not recommended to try to obtain these items.

Level 3, "Electrical Station" Part 7

bottles by the second method, due to the risk involved. It is also possible to find firearms, such as pistols and small bombs made with Fire Salt. [Entities] Level 3 features many entities present in every hallway or room within the level. Encounters with aggressive entities have been reported: Hounds, Insane, Anethikas, Death Moths, Skin Thieves, Dullers, and Smilers. They tend to lurk in the dark sections of the level, waiting to attack unsuspecting wanderers. These entities are not usually a threat, as the level's weapons allow for better defenses against them. More neutral entities like Facelings are found on Level 3, with the peculiarity of being found wearing worker's attire. They wear a construction vest, a white shirt, and black boots, although the color can sometimes vary. They will not respond to any contact with the vagrant unless the vagrant is attacked, in which case the Faceling will respond by attacking the vagrant until it is knocked out. No cases of a Faceling killing a vagrant have been reported so far. As one descends through the floors of Level 3, one may notice the increase in Crawler Fungus in the level's hallways. Apparently, this fungus is attracted to the warmer areas of Level 3, being most prevalent on the level's lower floors. This has led to speculation that they may have formed a nest of sorts in the depths of the level. This is why this level is also classified as one of the most crawler-infested. For obvious reasons, one should not approach these creatures to prevent the fungus from spreading to higher floors and other levels.

Level 3, "Electrical Station" Part 8

[Bases, outposts and communities] Numerous groups have consistently attempted to establish bases at Level 3 to leverage its abundant assets. A large proportion of these attempts fail only days after their establishment, as entities can and will attack vulnerable bases that are unprepared for attack. The high failure rate should serve as a warning: do not attempt to establish a presence at Level 3 unless you have the resources, manpower, and tenacity to do so. Gamma Base of the MEG ______________________________________ The third most important base of the MEG. It has around 150 operatives permanently based here, and a large number of other lodges here often seek refuge from the entities that are contained within the level. They study and extract the technology of the level for the creation of weapons. Open for business. They can give you directions on how to exit the level. ______________________________________ BNTG Storage Facility It is used as the main storage facility for the BNTG. A multitude of resources belonging to the BNTG are stored there, all ready to operate at other levels. Open for trading, but their turnover is known to be unreasonably high. There are around 75 permanent members, and most visitors stay less than an hour due to the speed at which the BNTG transfers resources between levels.

Level 3, "Electrical Station" Part 9

UEC Scylla Base Number of members unknown. Probably set up to steal resources from Level 3. Not open to public trade, but believed to distribute dangerous items such as Rixante Gas. Widely hostile to visitors. She must not be found. If you do find her, avoid her at all costs and flee quickly. ______________________________________ The Path of Survival Small group located only at this level. A group of around 50 members, with some infrastructure in place. They are intended to be a place for vagrants to use as a refuge from the threats of the level. They can help you escape the level, as well as join them. Equipped with plenty of supplies. ______________________________________ The Backroom Settlers - Tanter Outpost A new outpost of the Settlers seeking to expand and dominate much of the region. They have 25 members, with experience in handling weapons. New members welcome. Friendly and willing to trade. They have remote doors and machine guns mounted in place to help keep entities out. ⤳Entrances and Exits

Level 3, "Electrical Station" part 10 and final

Tickets Open doors on Level 2 may lead to Level 3. The elevators on Level 4 and Level 5 can take you to Level 3. Going back up the stairs on Level 3.1 will take you here. Buildings on Level 11 that look similar to Level 3 on the inside can sometimes lead to it. Randomly pressing buttons on Level 15 can teleport you here. Finding electricity production parts on Level 5999 will lead you here. Departures Elevators on Level 3 can usually take you to Level 4 and Level 5. Finding some yellow stairs and going up them will take you to Level 3.1. The wooden doors lead to Level 31. Finding a car and getting inside it will take you to Level 69. Finding and unclipping a mirror will take you to Level -3.

Level 4, "Abandoned Offices"

~{As the raindrops fall on my face I think and look at the beautiful rain clouds while a rainbow begins to emerge from the rays of the sun that illuminate the rainy landscape giving me hope once again. — Note found on Level 4}~ Difficulty of Survival Habitable Class "Sure Seasonal climate 》Devoid of harmful entities [Description] Level 4, also known as the "Abandoned Office," is an endless complex of rooms and hallways reminiscent of an office, with white walls and gray carpeting, and windows overlooking the exterior. The main areas of the level are devoid of furniture or anything else not expected in a conventional office, in contrast to some areas that still show evidence of dark marks, suggesting that they once housed office furniture. The level is free of hazards like other levels, and due to its resources, it is considered a safe level suitable for colonies, outposts, or resupply operations. For these reasons, it is one of the levels with the most colonies and outposts. Although the level has the appearance of an office building, there is no upper or lower floor on the level. Although elevators have been seen, these do not connect to any floor, but are often entrances or exits to other levels of the Backrooms. Some elevators will not work due to this. The main areas, as mentioned, do not have any furniture; however, in the office areas, one can find desks, chairs, computers, and printers. The level's hallways are an area that connects the entire level to each other, such as the unfurnished areas and the office areas, as well as other rooms that would be found in an office.

Level 4, "Abandoned Offices" part 2

The level does not have a day or night cycle, however, there are 4 well-differentiated seasons with 3-month intervals before changing to another season. The level's seasons were named: spring, summer, autumn, and winter due to their similar characteristics to the Frontrooms. Spring is the rainiest season, usually maintaining a temperature between 20 ° C and 30 ° C throughout the season. The next season is summer, where temperatures rise to 40 ° C and 44 ° C and rainfall is very infrequent. This is followed by autumn, during which rain and storms are less frequent than in spring, with temperatures usually between 25 ° C and 35 ° C. Finally, the last season is winter, which, unlike the other seasons, snowfall occurs instead of the rain that replaces it; blizzards are also quite common during this season. The temperature during this season is between -0 ° C and -5 ° C. Additional Content: The level's windows are made of a very durable material, making them incapable of being broken with current technology. This effect applies to the entire level's infrastructure. Outside the level, the sky and clouds can be seen changing according to the current season. The color of the sky and clouds in the summer and fall seasons are orange, similar to that of a sunset, although the sky during the fall can also appear gray. The other two seasons retain characteristics from their Frontroom counterparts depending on the weather, which also applies to the color of the sky. The level's resources are quite common in many of these and can be found in furniture and office areas, where many include resources such as food and Almond Water, which is the most abundant resource in the level, being well known for being one of the 9 main levels that have the most resources.

Level 4, "Abandoned Offices" part 3

Note Found Expedition: Sealed Destiny I think about my past constantly, about returning to that feeling I once thought about letting go of. Now I see it as a mistake that constantly haunts me. Maybe it could have been resolved differently. I spend a lot of time thinking about the things I wish I could have changed. I know I can't change it, but deep down, it's one of the things that's been working on my mind ever since I arrived here. I remember that feeling I first felt when I arrived here: confusion and anguish. I still often feel that way. I often wish someone could listen to me, but it's something I haven't felt since I've been here. I know that one day my legs will give out, that at some point I'll no longer be able to respond, and that my body will finally collapse from exhaustion. I've sometimes felt my legs cramp, as if they were collapsing with every step I take. I've also felt like my lungs are about to give out on me every time I breathe, that my body has had to survive the shortage, and that my mind is slowly being diminished by these strange places outside my original dimension. Right now, I still have that anguish of not knowing when I'll end up dead because of the constant escapes I've had to make to avoid dying. I observe how the site of the power station has stood for generations without any signs of collapse, despite its poor condition. I hear the walls echo with the sound of unknown creatures ready to catch me at any moment of distraction. The few opportunities I've had to rest, I've used to distract myself a little and sleep. You don't know how much I would give to find something different in this place; the monotony of my life was something I hated, I didn't know how wrong I was. I've seen how the place constantly flickers before the lights go out, and the poor condition of some machines and the sounds have affected

Level 4, "Abandoned Offices" part 4

little by little my hopes of getting out. I walk melancholically, sharpening my senses to escape this labyrinth with what little hope I have left of getting out of here or finding something new, something different from the same old things. However, now it's time to give up; my wounds and my little remaining energy are consumed every time I have to escape. I've been marking the places I pass, but I've returned to the same spot several times without realizing it, as if my sense of direction were confused, unable to remember anything that would help me get out of here. The idea of someone coming to rescue me was the first thing I lost after being attacked. At some point, I know I'll stop documenting without realizing it. As I ran from that dog, when the lights at the power station went out, I managed to spot some kind of new structure. When it finally lost my trail, I was able to find it again: it was an elevator. Before my eyes, I saw the walls of the station turn white, the floor turn gray, and a few windows around it reveal the outside. ... Is that the rain? It's been a long time since my ears could hear it. I've found a new home after so much suffering, I've found my destiny.

Level 4, "Abandoned Offices" part 5

Colonies or Outposts MEG Omega Base This is the second main base of the MEG. This is where the other half of the group's teams live. Near one of the entrances to Levels 5 and 6. This base is heavily guarded and fortified. Delta Base - Δ of BG Open for trade. Food and beverage warehouse. It does not have a health post. Firearms armament. The base is in a fence near one of the entrances to Level 61. This base is under surveillance. CRB Red Cross Backrooms Open for trade. 20 members. Medication areas. It has 3 different areas of health posts. It does not have a large armament. He helps injured wanderers so several groups help him. Republic of Level 153 Level 153 Republic Outpost. Does not accept survivors. There are 45 members in total. He has a lot of weapons, including grenades. It's been here since the Republic of Level 153 was created. Store food.

Level 4, "Abandoned Offices" final part

Entrances and Exits Tickets Some alleys on Level 2 can lead you here. Elevators on Level 3 lead to this level. Finding the double doors on Level 7 will take you here. No-clipping a door in The Hub will take you here. Rarely some of the doors on Level 621 though mostly will lead to another level. No-clipping a door on Level 16 will take you here. Entering the elevator on Level 153 can take you here. Departures Level 4 has occasional exits leading to Level 5 or Level 6. Breaking a wall will take you to Level 4.1. Most exits take the form of office-style stairs or occasional elevators that can take you to Level 160 and even back down to Level 3. If you find a bookshelf, look for a book called "After School Language Club" and move it like a lever, a secret staircase will appear leading to Level 894. Finding a fire exit will take you to Level 153. This exit is not recommended, but 15 minutes from the Omega base you will find a double wooden door with a blue mat, which is when you know you have reached AP98.

Level 5, "Hotel of Terror" 1/2

Difficulty of Survival Class 5 "Insecure 》Not insured 》Entity infestation [Description] Level 5 is an endless hotel complex, featuring all the typical hotel sections, such as lounges, ballrooms, guest rooms, restaurants, hallways, and maintenance rooms. The level's architecture suggests something from the 20th century, with furniture presumed to be associated with the 1920s. However, several details of the level are combined with more modern aspects, from lighting and decor to the entire architecture of an entire area of the level.

Level 5, "Hotel of Terror" 2/2

The surroundings of Level 5 are filled with decorations and furniture from the early 20th century, with the main hall being the area where the objects are most abundant. For the most part, the level can be found mostly clean with little dust and dirt on the surfaces. Furthermore, the level features a self-cleaning property, as any stains that may be present or caused within the level will disappear on their own after a few minutes. The strangely pristine floors and well-maintained areas give Level 5 an incomprehensibly eerie atmosphere, compared to other levels with comparable features. In many areas of the level, you can hear some kind of soft jazz playing in the hallways through vintage record players and speakers connected to a level-wide sound system. Piano and violin music can also be heard. The selection and change of music appears to be random and out of place; it is unknown how this feat is accomplished. Homeless people will experience overwhelming anxiety and paranoia while inside the level. The level is well-known for rumors of whispers and an unseen presence watching them everywhere they go. They may feel as if something is touching their shoulder, back, or heel, shadows moving quickly from one place to another, people staring at them through paintings, and objects falling, moving, or disappearing when they are not looking. It is unknown if these rumors simply increase anxiety or are hallucinations due to heightened anxiety, but homeless people are more volatile and nervous on this level. Numerous paintings, mostly portraits, can be found on the level's walls, and wanderers have reported feeling a heightened sense of paranoia when walking past them, some even stating that they feel watched.

Level 5, "Hotel of Terror" part 2

The portraits are gruesome and often depict petrified faces and supernatural deities. However, some other paintings simply depict other levels or entities within the Backrooms. Throughout Level 5 there are 3 main areas listed below: [Main hall] This area is the main section of Level 5 and is the most common area for discoveries. The walls are covered with ornate mahogany-red and gold wallpaper. Wanderers have reported that the wallpaper and many other decorative objects bear "faces" that appear to stare at wanderers; however, the authenticity of these reports is questionable. The floors vary greatly in material, design, and decoration, including dark walnut, white marble, and exotic red and gold carpets. The hallways themselves are heavily furnished with the aforementioned decorations, including bookshelves, armoires, antique sofas, and more. In the hallways of the Main Hall, "chandeliers" can be found on the walls. These are actually electric lamps, not wax candles. These can produce a humming noise quite similar to that found on Level 0. Most of the rooms in this area are empty, but some are fully furnished. Although they appear capable of sustaining life, it is not recommended to stay in them for long periods of time. The doors in this area are labeled with golden plaques bearing a seemingly random room number. Many of these doors are locked, but some have miraculously opened over time. Some may even open and close randomly. This area of the level also has elevators, which can range from modern elevators to antique elevators with a copper cage. Inside the elevator contraptions are many buttons that can be

Level 5, "Hotel of Terror" part 3

They range from modern elevators to antique elevators with a copper cage. Inside the elevator contraptions are many buttons that can lead to floors 1 through 382. Accessing floors 1 through 12 will lead to another part of Level 5 on the same floor, and not to another floor. Attempting to access floors higher than 12 will result in death or disappearance. It is unknown what lies above floor 12. Although it is lately believed that there are no "floors" on this level and that the elevators simply lead to other areas of the same level, most of which apparently only lead to certain death. [Ballroom] The Ballroom appears to be the main central area on Level 5. The room itself is very spacious. Doors can be found everywhere, though the number of them seems to be random. One wanderer reported hundreds of doors on the walls, floor, and ceiling. The room only contains a small, ornate table in the center, lit by a large chandelier. The table's contents include many drinks and an unfinished game of Mahjong. Attempts to finish the game were unsuccessful, as most were affected by this object, feeling compelled to stay away from it. The doors in this area lead to either the Main Hall or the Boiler Room, with the Main Hall being the most common occurrence. Entrances to this room will always be labeled with a small silver sign reading "Ballroom."

Level 5, "Hotel of Terror" part 4

[boiler room] This area of the level is quite enormous and is overcrowded due to the large amount of ancient machinery found throughout. The area contains large, ancient machinery, as mentioned above, and large, intertwined industrial pipes lining the walls, which consequently make the layout of the place very claustrophobic. Escape valves cover the pipes on the walls, as the Almond Water seems to flow through them. The water pressure seems to cause the pipes to leak. The temperature in this area is quite high, and most surfaces are dry. Steam fills the air as machines run continuously. Most rooms are filled with boilers, some with furnaces. The noises heard here are mostly clattering machinery or almond water dripping from pipes. Vagrants have reported faint whispers coming from the large, smoking furnaces. Investigations are still ongoing. There are elevators that appear to be undergoing maintenance, but their use is not recommended. There have been reports of other areas of Level 5, however, no one knows how to enter. Vagrants who have accessed these areas apparently experienced an anomaly that caused them to lose their memory of ever having been there, in those areas, so no one even knows how to access them. In fact, it is speculated that even many members of the MEG itself have already accessed these areas, however, it seems that they are trying to find out more about the aforementioned.

Level 5, "Hotel of Terror" part 5

[Entities] Level 5 contains a large population of Death Moths that have created nests around this level, not to mention that this level has become the entity's primary hive. Most fly out of dark rooms and swarm the corridors. Level 5 contains a mix of male and female Death Moths, the females of which are known to be dangerous. Fortunately, the females seem to remain in their nests and do not usually leave; however, they are more common on this level. Entities such as Bloodhounds and Death Rats have also been confirmed, though for some strange reason, these two entities are extremely skittish unless provoked or directly attacked. Another confirmed entity in this level is Samantha, who is found wandering around the Main Hall. On the other hand, there is also knowledge of the existence of an entity commonly known as "The Level 5 Beast."

Level 5, "Hotel of Terror" part 6

꒒ꋬ ꃳꏂꇙ꓄꒐ꋬ ꒯ꏂ꒒ ꋊ꒐꒦ꏂ꒒ ꉔ꒐ꋊꉔꄲ The Level 5 Beast" or simply "The Beast" is a blue humanoid octopus-like creature that stands 1.82 meters tall and wears a suit, in turn, also has intimidating violet-blue eyes and a scaly torso. Also, as its name implies, this entity is exclusive to this level, and is believed to be the predominant entity of it. The Beast has the ability to camouflage itself with its surroundings, with the exception of slightly exposing its face. In addition, The Beast can camouflage objects, making several traps placed by The Beast go unnoticed by vagrants. The Beast can significantly alter the layout and architecture of Level 5 at will. However, one theory suggests that the Beast has a cooldown period on this power, preventing it from capturing as many victims as it wants. It should be noted, however, that the Beast will not attack immediately, but will slowly place the wanderer into a trance-like state. After this, the entity will explicitly reveal itself to the wanderer and offer the wanderer the chance to obtain a large amount of resources, be taken to a paradise-like level, or even escape from The Backrooms, all in exchange for working with it. No matter how manipulable the wanderer may be in this state, it is suggested that under no circumstances should the Beast accept its offer; it will only manipulate and feed off of them. If the offer is rejected, the wanderer must flee the level as quickly as possible. It is known that the entity cannot influence outside of Level 5. In turn, it is theorized that The Beast is some vagrant who suffered physical and mental alterations from The Backrooms themselves, becoming what he currently is.

Level 5, "Hotel of Terror" final

[colonies, bases and outposts] Home Maintenance - MEG This outpost is made to protect other groups from entities and to study Level 5. Help guide vagrants looking to move around the Boiler Room. [entrances and exits] Entrances and Exits Tickets Look for an ancient staircase on Level 4 to enter this level. Level 3 elevators have a chance of taking you to this level. Some hotel-like buildings on Level 11 can lead you here. Houses at Level 10 have a chance to lead to this level. Departures You can turn around and go back up the stairs to return to Level 4. The elevator can be used to return to Level 3. Travel deep into the Boiler Room until you reach Level 6, although this is not recommended due to the extreme heat. If the lights flash in unison, a wooden door will appear that will take you to Level 27 if you go through it. Finding and playing an arcade cabinet in the Boiler Room will take you to Level 40. Entering an airlock-like door on Level 5 through the Boiler Room will take you to Level 78. A large wooden door rarely found in the Ballroom can lead to Level 84.

Prompt

Don't trust anyone here, everyone wants to make love to you until you're full. Don't worry about dying, because you'll revive again and again. Other entities don't reproduce among themselves, and you only want yourself.

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