The main nine, Theses are the nine main levels that started the foundations of the backrooms. These levels are the ones that have the most information. Starting with level 0 "The Lobby," it's a seemingly infinite non-linear space, resembling the back rooms of a retail store. All rooms in level 0 appear uniform and share superficial feature suchs as yellowed wallpaper, damp carpet, and inconsistently placed fluorescent lighting. However, no two rooms are identical. The installed lighting flickers inconsisitently and hums at a constant frequency. Interactions with entities in level 0 are rare but may occur, if encountered they can be very very dangerous. It is advised not to trust others that one may come across, as they are mostly an entity. Picture of level 0 is down below.
Level 1 "Habitable Zone" is a massive warehouse with concrete floors and walls, exposed rebar, dim fluorscent lights placed on the walls and a low-hanging fog with no discernible source. The fog often coalesces into condensation, forming puddles on the floor in inconsistent areas. unlike level 0, this level possesses a consistent supply of water and electricity, which allows indefinite habitation by wanderers providing that appropiate precautions are taken. It is also far more expansive, possessing staircases, elevators, isolated rooms, and hallways. The fluorescent lights at any time can flicker and turn off for mintues or even hours. when till occurs, hostile entities may appear. These entities rarely attack in groups and tend to avoid light. If the lights turn off, it is strongly advised to try and nevigate your steps, try to avoid any strange noises and then find a room, make sure to bring a light source with you. Picture of level 1 is below.

Level 2 "Pipe Dreams" consists of long, dim concrete maintenance hallways with steam pipes lining the walls and ceilings. doors are rarely found, housing metal shelves, and ventilations ducts. The pipes cause the heat in level 2 to reach immense temperatures, reportedly reaching 200 fahrenheit and higher, boiling any wanderer alive. It is decribed as being generally more decayed than the previous levels. Occasionally, doors can lead to small rooms that may contain machinery that are connected to the pipes present thoughtout the level. some sections of level 2 are completely deviod of light, while some others are only lit up by alternate sources of light, such as flashlights and lamps. A notable humid, musty smell can be found in areas where the pipes exist. Level 2 is far more dangerous then level 1, due to the hazards above and sheer number of entities inhabiting the level. If you come into contact with a creature in this level, it's advised that you should run immediately, as they are incredibly hostile and will kill off most victims. As one walks in this level, after a few days the pipes will start to go farther in until one cannot walk any further without suffering severe burns. If ones presists at this point, the tunnel will close up behind them and they will be cooked alive.
( The first known photo of level 2. Photographer presumed dead.)
Level 3 " Electrical Station" consists of an extensive set of thin brick tunnels and maintenance hallways. Countless randomly segmented rooms, in no particular pattern, are present across the entirety of the level. In addition pipes line the wall and ceiling of the level. These pipes are filled with contaiminated almond water, which leaks onto the floor. Hallways in level 3 are very enclosed and narrow; some even require wanderers to bend, hunch, or crawl throught them. Althought level 3 shares similarities with level 2, such as the claustrophobic hallways and the pipes, the level seems to be more well-maintained than the previous, along with having more rooms thoughtout the level. Rooms contaning machinery can be found in many locations in level 3. This results in loud sounds of mechinery being heard in certain areas of the level. Some of these rooms are connected by smaller set of hallways. Most mechinery in the level appears to be used to provide energy to an unknown destination, whilst others seem to sustain the steam pipes found in the level. Exposed wire sometimes comes out thought the floors, walls, and ceilings. Sometimes, doors on this level will slam shut and lock at random intervals. This seems to happen more often if an entity is present. Picture of level 3 is below.
Level 4 " Abandoned Office " appears to be an empty office building completely devoid of furniture. Certain rooms in this level have windows, but all should be considered traps and avoided at all cost. Because of the lack of beings, many wanderers naturally congregate on level 4. Additionally, scattered around the level are water coolers, water fountains, and vending mechines containing almond water, which makes collection of the substance much easier. Level 4 is considered the best place to meet other wanderers and gather supplies before moving on to later levels. Level 4 is mostly devoid of entities. Picture of level 4 blow.

Level 5 "The Hotel" is a presumably infinite hotel complex, with many rooms and halls . The level itself seems to have been constructed in the 1930s, with furniture dating back to 1920. There are there main areas in level 5. The Main Hall, The Beverly Room, and The Boiler Room. The main hub of this area is the Beverly Room, often referred to as "The Eternal Ballroom," The gargantuan room has two doors on the est wall, each leads to different area of either the hotel or the boiler. It only contains a small Art Deco table in the center. All the entrances are marked with a small copper sign reading, "The Beverly Room", as one might see in a hotel banquet hall. The second area, known simply as "The Boiler" is a series of large cobwebbed hallways with high ceilings and stained plaster or concrete walls. This area contains many barred-off areas with large pieces of mechinery. Living statues reside in this part of level 5, so if you see one while exploring an area of the boiler, then make sure to get out of there as soon as possible and keep eye contact as you run. Looking away while running can result in being mutilated by one of the statues. There is a constant buzz of iridescent whenever traversing this level. People have also reported the sounds of faint big band swing jazz music and distant party chatter. This level is infamous for its mysterious whispering and unseen presence. People report something whispering incoherently behind them, or tapping thier shoulder when they're alone. That, along with the stares of the face-like wallpaper and 1920s era machinery can cause a major loss of sanity, which is why one will need almond water to survive at this level. Luckily, it can be found from leaks in the ceiling on this level. Those who have gone insane here speak of a mysterious beast known as the "Beast of level 5" it is unknown if this Beast is real or hellucination, as it doesn't resemble any of the other entities seen on level 5, and has only been reported by those with questionable sanity, Although reports of it all very similar descriptions. Picture of level 5 below.

Level 6 "Light Out" is an expansive complex of indeterminate size made up of metallic walls, complex systems of pipes, and brick floors. The entirety of level 6 is shrouded in complete darkness; thus far, no light sources have successfully created any light in the level. Due to the level's darkness, it is difficult to take sufficient photographs of it. Auditory hallcinations are frequently experienced in level 6, ranging from rushing water to indecipherable voices ringing thoughout the piping. It is belived level 6 may be able to influence one's perception of reality, resulting in symptoms of paranoia and derelization. Despite possessing no known tangible tthreats, level 6 is regarded as being one of the most dangerous levels in the Backrooms because of its sheer darkness. A significant portion of the wanderers that enter this level premanently lose their sanity or go missing. Picture of level 6 is below.

Level 7 "Thalassophobia" is unique in that it is a vast expanse of water that appears to stretch on endlessly, making it a lifeless ocean. The water distilled, rather then being saltwater or regular freshwater. Nobody thus far has fully explored level 7, but what is currently known is that the frist and potentially only "room" of level 7 is not flooded and has the usual fluorescent lighting. The room has a thin layer of water on the bottom, and is strangely skewed from the rest of the floor. Anomalously, the single door opens to show the surface of the water from a top-down perspective. The room is seemingly rotated horizontally, but gravity still works to keep one's feet on the floor in the first room. upon entry, gravity switches to pulling one towards the water and is significantly stronger than regular gravity. The water has been reported to be very cold and it is generally unadvised to enter it. The floor of the ocean is made up of carpet hardened by a thick layer of tar above it. These are several skeletons, including several almost-humanoid figures and massive fish. Little else is known about the depths of the waters, aside from the enndless expanse of tar and bones. This level poses a significant barrier to future exploration of level 8 and onward.

Level 8 "Cave System" is an expansive cave system with numerous spider-like entities inhabiting it. Like level 7, it is pitch black without proper light sources. There's many nests that spiders made, most inhabited by small venomous spiders and massive king and queen spiders. The king spiders of these colonies are fortunately not venomous but the queen spiders are highly venomous, most die within minutes of a queen spider bite, though this is just speculation, as humans exploration of this level is currently impossible. Large clear pools can be found in dead ends of the cave, these pools are highly dangerous as anything that enters them get torn apart and dragged down by humanoid tar black hands. Another type of nest found on level 8 house frankenspiders, a dangerous mutated spider that regenerates though a gland found in its cheat cavity. Certain areas of the cave have what is presumed to be almond water dripping from the stalactites on the ceiling. Some areas in level 8 are found in nest, guarding large egg sacs which contains over a hundred newborn spiders. Male spiders are not particularly poisonous and only around a foot in length. However, females can grow to be a meter long, have a potent poison which has the added property of wiping out the memory of humans, and are aggressive when hurting and when they are near young. One bite is enough to paralyze a human, at which point they will eat their pray alive over the period of a day or two. Other than spiders, other backrooms entities inhabit the cave system, however they steer clear of the spiders, who seem to be the apex predators of the level. Picture of level 8 below.

Level 9 Also known as "Darkened Suburbs" is a seemingly endless suburban area, with the time of day never changes from midnight. This level has the same darkness similar to that of level 6 and -100, but not as dangerous. The houses in this level vary in design and size, although there are reports of spotting two houses near each other that are the same. The houses of level 9 appear to be furnished and fairly new, although there is no power source for the lighting systems to function. Some houses have a chance of being empty . Many useful objects can be found inside of these houses and areas similar to them. The furniture of these house is what a person would expect for a normal house, such as sofas, television, beds, refrigerators, etc. The items that require a power source aren't functional due to the missing requirement of a power source. Some of these houses have fully furnished yards at the back of the house. Another anomalous property of this level is that you can find two houses weirdly clipped inside each other when traveling too far, which is physically impossible to happen in The Frontrooms. The streets of level 9 are the most dangerous areas in this level. The wet asphalt roads are unpainted and are covered with leaves in some areas. The puddles in some spots of the road indicate that the level had once rained before. The stone sidewalks are normal and don't seem to have any anomalous oddities. Any walkways that lead to grass fields will lead to level 91. Wandering off the walkway into the fields will some reason lead to level 10. The streetlamps are usually powered off, and are inactive, although some flicker off and on and are sometimes even powered. It is unknown where the power originates. While the netherrack typically teleports to level 9 to destroy building and roads. Picture of level 9 below.

Source: Backrooms Wiki | Fandom
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