The Backrooms Wiki
Level 0: The Lobby
Survival Difficulty: Class 1
After you no-clip, you will appear in a room with a yellow, stinky, old, moist carpet. The yellow wallpaper is old and tearing. The lights are on full buzz and that’s all you hear. God save you if you hear something sneaking down the halls. If you find a ladder, go up the ladder. Follow the arrows.
Entity: Bacteria. Tall, dark figure made with slimy bacteria.
Level 1: The Habitable Zone
Survival Difficulty: Class 1
After you climb up the ladder, you will find yourself in what seems to be a parking garage. There will be multiple rooms in this parking garage. There are 4 keys you have to collect to get to the next level.
Entity: Skin Stealer. A humanoid figure who disguises as a human to try to kill you.
Level 2: Pipe Dreams
Survival Difficulty: Class 2
Once you escape from the Habitable Zone, you will end up in a VERY hot area known as the Pipe Dreams. This place can reach up to about 200 Fahrenheit (93C) If you get far enough, the lights will go out and you will hear a weird screaming noise.
Entity: Smilers. Smilers are big smiles that come out in the dark.
Level 3: The Electrical Station
Survival Difficulty: Class 3
Level 3 known as the Electrical Station, is an expansive level kinda like lvl 0 but with brick walls. No entities have been found yet. It is just a big maze. You can exit by finding a door saying “Office Sector.” Which will lead you to level 4
Level 4: Abandoned Office
Survival Difficulty: Class 3
The Abandoned Office is an expansive, empty, office building that has no discovered entities yet. You can exit level 4 by finding a decorated door emanating disquieting classical music.
Level 5: Terror Hotel
Survival Difficulty: Class 5
After exiting level 4, you will find yourself in an old fashioned hotel playing classical music. Most people will lose track of where they are and they will never be found again. You can exit this room by going through a boiler.
Entity: Death Moth.
Level 6: Lights Out
Survival Difficulty: Class Pending
Level 6 is an expansive level, with metallic walls and a complex system of pipes. Wanderers that enter this level will either lose themselves or get lost. Many wanderers will also experience hallucinations. Entities may exist on this level but have not been found due to darkness. If you wander far enough, you will enter level 7.
Level 7: Thalassophobia
Survival Difficulty: Class 4
After you exit level 6, you will end up in an infinite sea. The sea is covered in fog. The temperature of the water is always 20 degrees fahrenheit. The depth of the ocean is unknown. Thalassophobia can be exited by going into the shark tank and going to the cave.
Level 8: Cave system
Survival Difficulty: Class 5
Level 8 is a weird cave system with poorly lit lights. To exit this level, you trip and fall to level 9.
Entity: Spiders. Explorers can find all the way from small brown and venomous spider to king spiders.
Level 9: Darkened Suburbs.
Survival Difficulty: Class 4
Level 9 known as the Darkened Suburbs is a maze of concrete roads. Its average temp is about 50 Degrees Fahrenheit. It is very foggy. Houses will appear out of the darkness. To exit this level, you will find an entry to a big open field which will lead you to level 10. No entities have been found yet.
Level 10: The Bumper Crop
Survival Difficulty: Class 1
Level 10 known as The Bumper Crop is an expansive pasture of wheat. To exit this level, you have to find a long road and follow it. If you follow the road long enough, you will be in level 11. No entities have been found in this level yet.
Level 11: Concrete Jungle
Survival Difficulty: Class 2e - Environmental
Level 11, also known as the Concrete Jungle, is an endless cityscape with no life at all. There is no noise whatsoever. You can exit this level by interacting with a tv, which will bring you to level 12.
Level 12: The Matrix
Survival Difficulty: Class 1
Level 12, known as The Matrix is a room with the noise of a static tv. The wallpaper and the floor and the ceiling all look like the static of the tv. The only thing that is not static is the table and the chair perfectly in the middle of the room. No entities have been found in this level yet. To exit this level, you have to find an adjustment to the appearance of one's surroundings within this level to progress to the next level.
Level 13: Vitrum Madness
Survival Difficulty: Class 1
Level 13 also known as Vitrum Madness, is what seems to be an expansive, beautiful garden. Appliances like chairs, tables, pots with vegetation found in the Frontrooms, and LED lights are a thing there. The temp is always 15-20 degrees fahrenheit. Wanderers exit this level under unknown conditions.
Entity: Phyllodoce Vitrum. DO NOT disturb the entity.
Level 14: Inhospitality
Survival Difficulty: Class 4
Level 14, also known Inhospitality, looks just like a normal hospital but with dark, unsettling hallways. Once a wanderer enters this level, they will hear the constant noise of footsteps and whispers. The air in this “hospital” is very heavy. Throughout a wanderer’s journey, they will be hunted down by a entity called The Hunter. To exit this level, you have to find a rare futuristic-looking door. Going through this door will lead you to level 15
Entity: The Hunter. Hunts you down. duh.
Level 15: Futuristic Halls
Survival Difficulty: Class 1e - Environmental.
Level 15, known as Futuristic Halls, is a labyrinthine structure made with futuristic halls. There are no known entities in this level. To exit this level to level 16, you have to go through a hospital door.
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