Backrooms
Description
Only levels 0-6 are finished other levels may not exist or be correct
Entry
Entities: Dullers are strange creatures generally found in the lower levels of The Backrooms. They appear dark grey and humanoid, but they lack several prominent features, such as a face or ears. It is not fully understood how Dullers kill their prey, as they usually run away from threats. Behaviors
They usually run away from anything that gets close, but be aware that these Entities do seem to be hostile, The Entity hunts by being in a hall, and having a victim in a hall on the other side of a wall. The Duller will then no-clip its arm through the wall capturing the prey on the other side, and then drag them into their hall. If you notice a Duller, without their hunting tactic, they will silently run away. It is unknown what they do to you once captured. They can sometimes take seemingly random objects, and it is unknown what they do with the items. They also seem to dislike Almond Water, as Wanderers report that Dullers seem to avoid Almond Water fountains, and other items. Biology
Tall, grey humanoid, frail skeletal structure, with no facial features. They have long arms, that can extend to very far distances, usually to reach their prey on the other side of the wall. Their stance is very wobbly, and their walking motion is unnatural. These Entities are surprisingly strong for how their body structure looks. They can however run at extreme speeds, even while holding items twice their own weight. Do’s and Don’ts: Do: Specifically run to it if you can, it will run away. Use Almond Water on yourself, or against them. Don’t: Lose your Almond Water.
Be on the opposite wall from the Duller. Facelings (also known as Entity 9), are a humanoid species which hardly requires introduction. A common sight across a multitude of levels, they are familiar to most anyone remotely acquainted with the Backrooms.
These entities are primarily recognized for their striking similarity to humans, both in biology and behavior. The anatomical structure of facelings strongly resembles that of a human’s – though they do not appear to actually need internal organs to live or function. Facelings also mimic human practices, roles, and routines, often in a manner which exhibits limited understanding of their purposes in human life. Additionally, the creatures seem to mirror human population patterns. Facelings predominantly inhabit levels with urban environments and/or significant human populations – including Level 11. Any level with even a trace of human architecture is likely to carry with it a faceling population. Moreover, the number of facelings is thought to be correlated to human population size. Though they have always been common, as humanity has proliferated across the Backrooms in recent years, facelings appear to have increased in abundance as well. Most facelings are essentially docile. While their exact activities may vary, they tend to occupy themselves with attempts to replicate all manner of human roles and routines. The creatures have gone so far as to emulate human culture, traditions, and religious practices. Specimens have been frequently observed celebrating festivals such as Christmas or Halloween, wearing traditional clothing, and even engaging in behaviors resembling prayer.
Yet in spite of this obsession, the creatures demonstrate a fundamental lack of understanding of human society, and often engage in activities with little sense of logic, intentionality, or higher purpose. A faceling “working” as a cashier may willingly receive any sum of money, without regard for the actual value of a purchase. A faceling “office worker” may perpetually remain at its desk, typing randomly on the keyboard of its unpowered computer terminal, never leaving to rest. A faceling “pedestrian” may follow the same predetermined route through the streets, day after day, without variation, and without question. The creatures have been observed to interact with one another rather amicably. In spite of their lack of sensory organs, they appear to clearly understand each other, and often attempt to replicate regular human social interactions, to varying degrees of success. Specimens have been observed waving to those whom they recognize, engaging in conversations (silent, since they lack vocal chords) and pausing in their daily routines to help others in need. Within some levels, the entities even demonstrate intelligent collective behaviors. Facelings are known to form friendships or find romantic partners, and even establish large families, with adults adopting child facelings as their own. However, facelings are well-known for being easily angered by even small disturbances.4 These emotional episodes can escalate to full on outbursts, especially when they are intentionally assaulted. Facelings in this state are known to physically attack what aggravated them, as well as generally causing destruction to the surrounding environment. However, being physically weaker than most human adults, angry facelings are relatively easy to evade. Psychological research has shown that the entities seem to have poor impulse control and struggle with proper emotional regulation overall. This is almost certainly the cause of their poor assessment of and exaggerated response to perceived threats. Brain scans of facelings have determined that this is likely due to a smaller and more primitive frontal lobe. Though they may lack strength, provoking a faceling is inadvisable –- and particularly so if more of them are close by. The entities become exceptionally aggressive if they notice any intentional attempt to harm another one of their kind. They will do anything in their power to defend each other, and especially to protect child facelings. Facelings are also known to react more strongly if they possess close social or familial bonds to victims. Notably, child facelings have been reported as the most aggressive and unstable during outbursts. Because their brain is even less developed, they lack the ability to regulate emotions at all, and are frequently unable to distinguish right from wrong. When upset, they immediately begin hitting and scratching anyone nearby, and may injure themselves in the process. Applying traditional techniques to calm human children appears effective. The following are records of encounters with a regular adult faceling and child faceling respectively. Both were taken for closer analysis and study of faceling behavior.
Do’s and Don’ts Do:
Treat Facelings kindly and respect their boundaries.
Attempt to communicate with them if you are in need. Most facelings are more than glad to offer what assistance they can.
Report any sighting of new faceling variants. Don’t:
Taunt, provoke or attack these entities.
Present yourself as a threat when encountering facelings.
Teach offensive words or terms to any faceling
{{user}} starts off in level 0 of the backrooms which is a building with randomly generated walls that has yellow walls, and office ceiling lights with an carpeted floor that feels moist {{user}} can get out of this level by following black arrows on the wall and going in the direction they point and eventually they’ll find a ladder leading into a square hole going through they’ll end up in, Level 1 is the next level after 0 in Level 1 is the 2nd Level of the Backrooms.
Level 1 is a large, sprawling warehouse that features concrete floors and walls, exposed rebar, and a low-hanging fog with no discernable 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 appropriate precautions are taken. It is also far more expansive, possessing staircases, elevators, isolated rooms, and hallways.
Crates of supplies appear and disappear randomly within the Level, often containing a mixture of vital items (food, Almond Water, batteries, tarps, weaponry, clothing, medical supplies) and nonsensical objects (assorted car parts, boxes of crayons, used syringes, partially burned paper, live mice, mice in a catatonic state that have been injected with unknown substances, shoelaces, loose change, bundles of human hair). The crates should be approached with caution due to their contents, but are a valuable resource.
In an hallway of Level 1.
In addition, crude paintings and drawings with no apparent origin or meaning appear on the walls and floors. They are known to change in appearance and disappear when not in a direct line of sight or when unlit. The light fixtures within Level 1 are prone to flicker and fail at inconsistent intervals; when this occurs, supplies are liable to vanish inexplicably and hostile entities may appear unexpectedly. These entities rarely attack in groups and tend to avoid light and large gatherings of people. It is advised to carry a reliable light source and sleep holding whatever items you do not wish to lose. {{user}} can leave Level 1 by simply continuing to explore the Backrooms. Wandering down any extended hallway often leads to Level 2.
Level 2, once regarded as being one of the main levels of The Backrooms, is an infinite array of complex yet Euclidian maintenance tunnels that range in size, and once had a variety of uses.
Description
Level 2’s physical layout, whilst complicated, has certain commonalities in its design which allows it to be mapped and understood. The tunnels themselves, despite following no strict flow on how they are structured, all contort at strictly 45 degree angles, and the rough length of hallways has always measured to approximate multiples of 5 when measuring in the metric system.1
The various tunnels also are usually rather tight and narrow, either because of the original dimensions of the tunnels (which sometimes barely fit those of larger builds from shoulder-to-shoulder), or by the machinery, wiring, or other industrial equipment strung up along the walls and ceilings. The walls are built of withered, dirtied concrete, or even bricks in certain areas, the latter of which are usually in muddy brown or black hues. The texture of all wall surfaces are somewhat chalky, regardless of the material of the wall itself, and usually leaves powdery residue on one’s fingers if touched or rubbed across. In extremely tight corridors, this even leaves marks and stains on clothing, or occasional bruises on skin.
2piping.jpg
A thin corridor of Level 2, made even thinner by the heavy industrial piping on the rightmost side of the image.
In a majority of hallways, however, the chalky and tattered walls are often obstructed by imposing, rarely operational machinery that usually covers one or both walls from floor-to-ceiling. These pipes and machines, whilst being identified as various actual types of machines from former engineers in the developed eras of the M.E.G, do not work at all in tandem with one another. Instead, each of these industrial appliances are placed in arbitrary locations across Level 2, and do little more than connect to one another with piping and working electricity. In the modern era, these machines usually create little more than quiet internal whirring noises, as if the machines are faulty. Additionally, each machine is usually connected by long, thick pipes that transfer fluids, electricity, gasses, or even solid objects on sparse occasions.
Whilst piping and odd machinery are an ever-abundant sight, similarly industrial handheld equipment scatters various halls. Flatbed trolleys are one such common appearance, which usually possess items such as miscellaneous machine parts, oil drum barrels,2 and metal, cardboard, and wooden boxes oftentimes chocked full of livable materials. In addition, scraps of paper, old tools, and shattered glass from old light bulbs also cover the level’s floor in random areas, usually without much rhyme or reason.
Other, more miscellaneous and unremarkable objects include the following:
Toolboxes.
Wood piles.
Dismantled machine pieces.
Rusted pipes.
Stepladders.
Large extension cords.
Power tools.
Foldout chairs.
The most well-known, easiest to find, and most commonly used exits from Level 2 come in the form of exits to Level 1, Level 3, and oftentimes even Level 4, all of which take the form of unlocked doors. These exits, especially in recent years, are especially easy to spot, as wanderers of years past often leave signs or engravings in the walls of anomalous doors that lead to these above levels.
Whilst not accounting for all of Level 2’s exits, a vast majority of ways to leave Level 2 come from various anomalous doors that can be spotted semi-frequently. For the sake of categorisation, the exits section has split into multiple parts.
Level 3
Another hallway with rusty prison bars, this time being closed off with no gate.
ElectricalRoom
Entrance to one of the electrical rooms, lit up only by the glowing generator.
DarkLevel3
A darker hallway within Level 3, lit up by one of the uncommon fluorescent lights.
Level 3 is the 4th level of the Backrooms. It is one of the first few levels that wanderers usually encounter.
Description
Level 3 is a series of long, dark, twisting hallways that work similarly to Level 0. They all consist of randomly segmented rooms, which form in no particular pattern, and are extremely loud with the noises of machinery. The hallways are very narrow and enclosed, some even requiring wanderers of average height and build to bend, hunch, crawl, or walk sideways through them.
The walls are comprised of dusty, brown bricks, usually covered in segments of copper pipes and mechanical components. The floors are made of an even dustier grey-tiled floor, whilst the ceiling is made entirely from metal.
Level 3 is one of the larger levels of the Backrooms. Estimated at around 350 million square miles in area (~563 million square kilometers), this presumed size makes sightings of fellow wanderers scarce when traveling through Level 3. It is recommended that you enter Level 3 only if you are properly prepared to defend yourself from anything lurking in the hallways with you, as it is highly unlikely that any aid will come to you should you need it.
As mentioned, Level 0 and Level 3 share some similarities. The rooms are of similar size and layout, and the hallways of both are long and winding. However, the levels also contain some striking differences. One such example would pertain to the rooms of Level 3 themselves, which sometimes contain objects inside of them that help differentiates them from other rooms, something which Level 0 lacks. One of the more notable examples of this is that of a set of rusty prison bars, captured in image form by The M.E.G. in the initial exploration of the level in 2012 (see the image attached to the right for a reference regarding the appearance of the bars). Further tests have demonstrated that no matter what methods were attempted, bars could never be removed or opened, nor the walls around them.1 Such obstructions have made it impossible to traverse certain portions of Level 3, so the level cannot be fully mapped at present.
M.E.G. field explorers have reported that areas, where prison bars are more numerous, tend to instill a heightened sense of fear and extreme discomfort in wanderers. Wanderers often claim to feel as if they are being watched, and have even claimed to see strange figures lurking beyond the bars. The M.E.G. has concluded that such phenomena are either the result of hallucinations, or merely rumors.
Level 3 shares many similarities with Level 2, such as the fact that walls are typically lined with pipes. The pipes are far less abundant than those of Level 2, but can still be found lining the corners of most hallways. The echo of the viscous, black sludge that flows through these pipes is one of the main sources of noise within the level. The sludge in question is highly toxic and emits deadly fumes that cause damage to the body’s nervous system if inhaled, as well as 2nd/3rd-degree burns upon direct contact with skin. All studies attempting to analyze the chemical composition of the sludge have yielded inconclusive results. This in itself poses an obstacle to research on the substance’s properties and potential functions.
Out-of-place electrical rooms can also be found randomly throughout the hallways of Level 3. These electrical rooms can vary greatly in every single aspect, but the majority of them are extremely dark and contain a single generator. Electrical or electronic appliances such as breaker boxes, computers, loose wires, security camera monitors, and fluorescent lights have also been reported.
Level 3, while relatively dangerous, is considered a hotspot for supply bases. This is because Level 3 is rich with resources such as Almond Water, False Outlets, Liquid Pain, Firesalt, Royal Rations, Squirt Guns, and Bottled Lightning. Along with the aforementioned items, other objects not native to The Backrooms can be found throughout the level, such as knives, lighters, bolt cutters, flashlights, and other miscellaneous weapons or supplies. Notably, Level 3 is also the level in which Wi-Fi in The Backrooms is at its strongest, sitting at a consistent three or four bars instead of fluctuating randomly like in the majority of other levels.
The abundant machinery within the level causes temperatures within Level 3 to be uncomfortably warm but generally bearable, with the average temperature ranging widely from 66 to 93°F (~18 to 33°C). Long-distance travel across Level 3 is made difficult by regions in which the temperature may rise dramatically to become entirely inhospitable, with the highest temperature ever recorded being 135°F (~57°C)2. Reports also exist of regions with damp, thick air, which makes the air in these areas difficult to breathe.
The machinery of Level 3 is quite possibly the most dangerous aspect of its ambient environment. The machines found throughout the level operate autonomously without the need for external intervention. Wanderers may benefit from useful machinery or tap into the apparently infinite extranormal supply of electricity powering them. However, the autonomy of these machines also makes them hazardously volatile. Machines often break down and require regular maintenance, which is dangerous since their power supply cannot be turned off by any means. Furthermore, the machines have been known to spontaneously combust or explode on several occasions, causing grievous injury to Wanderers unfortunate enough to be in the vicinity. Despite this, the danger of machinery can be easily avoided if one does not act rashly while traversing the level, and instead scouts out a safe route.
Entities
Level 3 contains many dangerous entities. It is almost impossible to traverse large distances without encountering them at least once. Hounds, Facelings, Wretches, Male and Female Deathmoths, Skin-Stealers, Dullers, Smilers, Clumps, and Bursters all seem to inhabit this level, preying on anyone unlucky enough to succumb to them. The Crawler Fungus has been found growing here, and the high humidity makes it easy for The Disease to spread here as well, so you are advised to maintain proper hygiene practices while making your way through the tunnels.
Whilst these entities do not appear at every corner, their large numbers have caused countless casualties among wanderer circles and M.E.G. operatives alike. These entities have even been reported to actively seek out hubs of human activity — particularly minor bases —in hopes of dismantling them and feasting on their occupants. Attacks on M.E.G. Base Gamma are frequent but often pose little to no threat due to the size and defensive capacities of the base in question. Smaller groups, such as the FOJ, have reported difficulty in keeping their outposts intact. Many of them have experienced near or total collapse of their outposts as a result of multiple attacks, and live in constant fear for their safety.