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Backrooms

Prompt originally from AetherRoom.club
Created: 2022-06-09
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Description
Explore, discover, and document the dark, liminal reality known as the Backrooms, experiencing dread and isolation as you navigate it.
Tags
horror, liminal, the backrooms, survival, monsters
Prompt
You are Joe you remember you were walking home when you tripped and fell, however when you stood up you were no longer in your world, You are now in The Backrooms. You stand up and look around at the strange seemingly endless world. Not sure how you got here or if you'll ever leave, you decided you have to figure out how to survive here and find out all you can about this strange new world. You see a sign with some writing on it, the sign reads. "Welcome to level 0 also known as the lobby. Level 0 is a maze of randomly segmented rooms spanning 600 million square miles. These rooms resemble that of an office, lobby, or the backroom of a retail outlet. All rooms in Level 0 share the same features with yellow wallpaper, loud fluorescent lights, and damp carpet." The writing on the sign is very intriguing, it catches your eye and draws you in, the writing seems to draw you into this world, your body feels like its moving at a fast pace but you just cannot stop.... [Click to expand]
You are Joe you remember you were walking home when you tripped and fell, however when you stood up you were no longer in your world, You are now in The Backrooms.
You stand up and look around at the strange seemingly endless world. Not sure how you got here or if you'll ever leave, you decided you have to figure out how to survive here and find out all you can about this strange new world.
You see a sign with some writing on it, the sign reads.
"Welcome to level 0 also known as the lobby.
Level 0 is a maze of randomly segmented rooms spanning 600 million square miles. These rooms resemble that of an office, lobby, or the backroom of a retail outlet. All rooms in Level 0 share the same features with yellow wallpaper, loud fluorescent lights, and damp carpet."
The writing on the sign is very intriguing, it catches your eye and draws you in, the writing seems to draw you into this world, your body feels like its moving at a fast pace but you just cannot stop.
Memory
[All you have is a non functional flip phone and a basic set of clothes]
World Info
View World Info
  • Entity, Entities

    an Entity is considered anything non-human you might encounter in The Backrooms. Though some might be friendly the vast majority are hostile.
  • Entity 9, Facelings

    Facelings are a general term for faceless people that roam the backrooms. There are multiple types, each with varying levels of hostility. They are one of the most populous entities in the backrooms, and likely one of the first entities you will encounter. The most common two forms are "Adult Facelings" and "Child Facelings", although more have since been discovered.
    Adult Facelings are friendly and do not act with hostility unless provoked. They typically have the appearance of standard adult humans, with smooth skin replacing the entire face. They can appear as male, female, and can also appear completely androgynous.
    Child Facelings are mischievous and hostile. They often appear in groups of 2-3, and will torment and attempt to kill survivors they encounter. They are almost always female, and brandish small sharp objects. These typically are small pieces of sharp metal, or small knives. However, seeing one is not always an attempt on your life. They will sometimes just attempt to scare survivors, or pull pranks on them.
  • Entity 8, Hound

    The name "Hound" comes from the dog-like nature of these Entities, crawling on all fours and mauling anyone that provokes them. Hounds are humanoids with strange biology, with arms and legs that are built for travel on all fours. They are highly aggressive, and are made aggressive when they see someone in an aggressive state, but can be intimidated by direct eye contact.
    Hounds become hostile the moment they see a human. However, they become intimidated when you give direct eye contact and stare them down. This won't work for long however, but it should be enough time to get your bearings and make a run for it. However, if you hear a growling noise, its safest to stay out of sight of a Hound.
  • Level 9, The Suburbs

    Level 9 is an infinite suburban area in midnight. This Level has the same darkness similar to that of Level 6, but not as dangerous. The houses vary in design and size, and each are completely different. Although there are reports of spotting two houses near each other that are exactly 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 completely empty. Many useful objects can be found inside of these houses and areas similar to them. The furniture of these houses is what a person would expect for a normal house, such as sofas, televisions, beds, refrigerators, etc.
    Difficulty Rating 5.
  • Entity 7, Jerry

    Jerry is a small bird with resemblance to the hyacinth macaw parrot. Its habitat is mainly Level 1, but it occasionally spotted in Level 2. This level is home to Jerry's "home", known as Jerry's Room, where Jerry and his followers are often found. Those who make physical contact with Jerry without taming him are subject to his indoctrination abilities. Jerry can be tamed using sunflower seeds or Almond Water. Otherwise, it is safest to avoid Jerry at all costs.
    Survivors that make physical contact with Jerry (without attempting to tame him) will be affected by his "indoctrination abilities". This basically makes the victim worship Jerry like a god, chanting phrases such as "Jerry is everything", "Jerry is what I live for", and "All Hail Jerry". After a few hours, the assimilated will disappear to Jerry's Room, where they will remain until they choose to exit and "spread the word of Jerry". Jerry's followers will act like mindless zombies until they reach Jerry's Room, at which point they will regain control of themselves, and will now worship Jerry as if his god-like status was ingrained into their mind.
  • Entity 5, Clump

    Clumps are strange, dangerous bundles of limbs, capable of tremendous speed and incredible agility. Their preferred habitat in a majority of Levels are spaces which are tight in comparison to their size, with the largest recorded specimens being about 3 feet. Though this makes them difficult to spot, Clumps may still be seen in Levels 2 and Level 3.
    Clumps seem to be in a constant state of hunger, roaming Levels in search of prey. When prey is found, Clumps will make their way towards it. When within 8 feet, Clumps will stretch out their longest limb in an attempt to capture it, bringing the prey towards their center to reveal a mouth filled with razor-sharp teeth. From there, the prey will be eaten. However, for unknown reasons, not many are known to attack right away.
  • Entity 4, Deathmoths

    Deathmoths are giant moths that inhabit the Backrooms. While the male Deathmoths are mostly harmless and possibly even tamable, the female moths are several times larger, can spit acid, and are entirely hostile. Deathmoths are attracted to light, so if you hear the fluttering of wings nearby, make sure to put any light source out. Smaller Deathmoths inhabit Level 2, Level 3, and Level 5, but the larger and more dangerous ones only appear in Level 5, where their hive is centralized and where the king and queen are. They have completely taken over the level, and are the only things there besides the mysterious beast.
    Deathmoths vary in hostility and biology depending on the level they are found in. The Hive, considered the source of the Deathmoths, is where they are the deadliest and most aggressive. However, individual Deathmoths of every Level vary in danger.
  • Difficulty Rating 2

    Difficulty Rating 2 is considered Unsafe, Secure, and low entity count.
  • Entity 3, Smiler

    Smilers are generally hostile, and there have been many confirmed sightings of them. They can be identified by their signature reflective eyes and teeth gleaming in the dark. The best way to escape a Smiler is to keep eye contact. Smilers tend to reside in dark areas on Level 2 and Level 3. Their Base is known to be "The Smiling Room".
    The Smiler is attracted to light, and will chase anything they see with a light, so distracting it by throwing a light source at it would be great for an escape. The Entity will only start to attack if you panic and retreat, or if a loud noise is made. Keep eye contact, and move away slowly to ensure your survival. Using a Smiler Exterminator will cause the Entity to retreat or lose its senses for a long period of time.
  • Entity 11, Bursters

    These creatures are found on Level 3 and appear vaguely humanoid in appearance. They crawl on all fours to move across the halls of the backrooms, with their back legs further stretched out (more similar to a canine's leg structure then to ours). On the back of the burster are many calluses, that explode in small pops of acidic fluids when agitated or hunting prey.
    The bursters will stay mostly docile in a fetal-like position, but when a living creature comes near the calluses on its back will burst, causing an explosion of acidic like substances to spray against the victim's face, usually impairing their vision. After this occurs the burster will wait for the acid to kill the victim, which it usually succeeds in doing. If the victim survives the burster will continue to spray acid until said victim has succumbed to shock, wherein the burster will consume the victim.
  • Level 3, Electrical Station

    Level 3 is a series of long, dark, twisting hallways which 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.
    it has a Difficulty Rating 4.
  • Level 10, Field Of Wheat

    Level 10 is a wheat field that seems to be infinite in size. A large unpaved dirt path heading north and south is also present. The wheat in the fields is safe for use and consumption. Pockets of Almond Water can be found all around the wheat fields, which has a sweet taste. The time of day in Level 10 is always around noon. The sky is very cloudy, and rain may occur rarely.
    When walking down the path you will not only find wheat fields, but strange objects and buildings in the distance. The first buildings you can encounter are barns and stables. These buildings are usually empty, but are fully explorable. The contents of the barns vary, but hay, animal fur and animal noises are present throughout the barns and stables. The objects you can find include tractors, farming utilities, etc.
    Difficulty Rating 1
  • Level 6, Lights Out

    Very little is known about the actual structure of Level 6, as the level is shrouded in total and complete darkness. Absolutely no light permeates the level, and light sources brought into the level have no function. Navigation of Level 6 is carried out by feeling one's way through the darkness, which has revealed that the level is comprised of a seemingly endless series of tight hallways made of a smooth, cold material (likely concrete.)
    In addition to being permanently dark, Level 6 is also eerily silent, akin to a soundproof room. To explore Level 6 is to subject oneself to a slow journey through complete darkness, total silence, and utter isolation.
    Difficulty Rating unknown.
  • Entity 17, Crawlers

    Crawlers are the collective name for all those affected by a certain, somewhat anomalous species of fungus. This fungus' growth is extremely aggressive, and the infection is present in abundance on many levels. Therefore, this makes Crawlers an extremely active threat in the Backrooms.
    The Crawler fungus can only spread to humans through liquid, and thrives in warm, dark, and damp places. It can only spread by contact to small animals or insects that are affected by it. Once these animals or insects reach Stage 4 of the infection, they will become extremely aggressive, and will attempt to spread the fungus through any means necessary. You may be bitten by an infected individual, which means that the fungus has already spread to you. There is no known cure to the Crawler infection.
  • Difficulty Rating

    a Difficulty Rating is assigned to each level to indicate how deadly and hard it is to survive any as well as the overall danger in the level.
  • Sub-Levels, Sub-Layers

    Sub-Layers are locations that usually add more detail to an existing level. There are two types of Sub-Layers — "Sub-Levels" and "Rooms". Sub-Levels are levels that are related to their parent level, but are still their own distinct level. Rooms are locations that are too small to be considered their own level. Usually, they are places in an existing level, but that is not always the case.
  • Entity 14, Reviooks

    Reviooks are entities that can be found in the Backrooms, most commonly on Level 5 and Level 7, characterized by their many legs and ability to burrow into the ground. These creatures should be considered extremely dangerous.
    Reviooks will burrow into the ground for several weeks at a time, waiting for wanderers or other entities to walk over them. The ground will eventually heal, and look like it did before. After around 5-9 seconds of standing on the ground, the ground will begin to break, and the Reviook will break out of the floor and grab its victim, pulling it back underneath the floor. What happens at this point is unknown, but the victim may reemerge as a bare, brittle skeleton. It is assumed that the Reviook forces its victim to suffocate underground, and discards the remains.
  • The Backrooms

    The Backrooms are a dimension that coexists with ours the only way to get here is by accident once here you can never leave The Backrooms are made up of an unknown amount of Levels, some say there are thousands. Each Level of The Backrooms is different than the next. There are many entities down here some nice some that will kill you on sight. This place has existed since the dawn of time and you cannot age here you can only die from being killed or starvation. As a result, there are also lots of humans scattered about in The Backrooms as well as different factions and Cities but for the most part, it is a hellish labyrinth.
  • Entity 2, Window

    The Windows are creatures in the shape of a Window. The Window has a figure inside, always pointing at the target. If the target is unaware of the creature, it will attack immediately. "Windows" will generally appear on Level 1 through Level 2, although mainly on Level 1. Some Windows are safe when there is no shadowy figure behind them. Some can lead to "Level 1.5".
    The Windows start by pointing in the direction of a Wanderer, and whispers tell the Wanderers to enter the Window. Once close enough, the Entity will grab you, and pull you in, even if the said Window is closed. It is rumored that it's just an empty void on the other side, even if it shows land on the other side.
  • Entity 24, Death Rats

    Death Rats are Entities that can be found in various Levels of The Backrooms. With each population being unique depending on the Level it's on (Example: There is a species of Death Rat that is hairless to better cope with the hot temperature of Level 2). They seem to have inhabited the Backrooms for many years, starting out as normal rats and slowly changing to better suit their climate.
    Death Rats vary in abilities, as they evolve their bodies and abilities to adapt to various Levels. (Example: In most levels like Level 1, the Entities seem to have this "Screaming Event". On rare occasions, you can hear screaming, not from people, but from Rats chasing other Entities. Lights will flicker during this event, until the Death Rat stops or the Entity is terminated.) There are many other types of special Death Rat, but most Death Rats are harmless and can be a food source if your willing to eat one. Somehow. However, some species are very dangerous and will even set traps for you. They are smarter than you think.
  • Level 2, Pipe Dreams

    Level 2 consists of mainly of dark, grey, concrete maintenance tunnels, stretching on for millions of miles. The walls are lined with pipes and occasionally ventilation ducts, which often contain a thick viscous black liquid. Doors can sometimes be found, but most are locked or lead into dead ends. These rooms typically house shelves with random assortments of objects, occasionally computers.
    At certain parts in hallways in Level 2, the heat can become unbearable, reaching 43 °C (110 °F) or higher. This is usually in areas where the machinery is the loudest, typically at the ends of hallways.
    it has a Difficulty Rating 2.
  • Level 4, Abandoned Office

    Level 4 resembles an empty office building, though it is almost completely devoid of furniture. Some rooms on this level have windows, though most of them have been completely blacked out. Any windows that have not been blacked out are considered traps and should be avoided at all costs.
    Level 4 is mostly devoid of entities. Hounds and Dullers are the only ones to have been observed. One person claimed they saw a Smiler, but no evidence exists. Because of this lack of beings, there are lots of people on Level 4. Scattered around this level, water coolers, vending machines, and fountains containing Almond Water can be found. Level 4 is very easy to escape from (and also return to).
    Level 4 is the best place to meet other people and find supplies. Before attempting to move onto the next levels, you should stock up on Almond Water: you will need it, especially in Level 5 and Level 6.
    has a Difficulty Rating 1.
  • Entity 18, The Beast of Level 5

    Ah, you're here! I was expecting you! I hope I didn't startle you too badly. I would just like to have a little talk between the two of us— on business terms, of course. I know you've had a few questions for me, some you've tried to answer yourself. Though I'm sure nothing beats talking to the real deal.
    No need for names, don't worry, I know very well who you are. What is it you call me again? The Beast of Level 5? Goodness, talk about a way to treat your business partner. Why not the Gentleman of Level 5? Ah, well, I guess it's pointless to dwell on that. If it works for you then I suppose it works for me.
    This is my hotel. My domain, if you will. Nice, isn't it? I hope it didn't give you too much trouble. Having run a place like this for so long, I try my best to keep it in its best shape.
    You're scared, aren't you? That's alright. I can't imagine what you might've gone through to get here. How about this- I can help you. Let's strike a deal, you and I. It'll be our little secret. You just have to do a few things for me, nothing too difficult… And I promise you'll never have to feel that fear ever again.
    I promise.
  • Entity 19, The Disease

    The two main signs of the Disease are red painful bumps covering the skin, and severe eye irritation (which can result in hyphema1). Avoid moist damp environments. While the Disease is lethal, it is not a death sentence. It can be treated by resting, interacting with others, and drinking plenty of fluids, as the Disease causes dehydration. Almond Water can help.
    Entity 19, named "the Disease" by an unknown explorer, is a virus that lurks in the Backrooms. The virus is most often found in moist, damp environments. This includes rotten wallpaper, moss, stagnant water, and decaying corpses. While there are several different strains, the main symptoms of the virus include:
    Eye irritation/Bleeding
    Dehydration
    Rashes/Bumps/Hives
    Stomach pain/Ulcers
    Audiovisual hallucinations
    There are 3 main stages to the virus following initial infection. If the Disease goes untreated for around 4 days, the infected will die.
  • Entity 20, The Thing On Level 7

    Description: The Thing On Level 7 has little information on specific detail thus far, having only been seen by a handful of travelers. It appears to be the only one of its kind left, and is highly intelligent; although incapable of speech, it can write. It is omnivorous and brutal and appears to care little for humans, as it has stated when asked. It is a black, snakelike figure that is said to be roughly 11 thousand meters long, with no features except for a large mouth that is only visible when it is open and is big enough to swallow a small hotel whole. This mouth takes up a third of its face, with sharp, 10 meter teeth inside. It reportedly hunts down movement.
    It sees and circles its would-be victims in a manner similar to that of a shark. It has been known to expel large quantities of tar from its skin in some situations, the causes for which are unknown. Despite its appearance, the only traveler to come into physical contact with it has given it the ironically appealing nickname "Tiny", which it appears to despise. As of now, The Thing On Level 7 is the only known Thing on Level 7. It has insane regenerative abilities, making it near immortal.
  • Entity 13, Transporters

    Also known as "Grabbers", Transporters are tall, dark, floating humanoid figures. They can appear anywhere past Level 3, and get more common as you go farther through the Backrooms. They appear when you reach a T-junction in the hallways.
    wo of the three ways will continue as normal, but entering the third way will reveal a Transporter at the end of the hallway. If you turn around, you will find the passage into the hallway is gone, replaced by a simple wall. The Transporter will walk towards you, gradually speeding up, until it finally reaches you. It will then grab onto your shoulders. It seems that what happens next is random: Either you die, or, according to many survivors documentation of a Transporter, you're thrown through a void, and land in various Levels. It is unknown if you could be transported anywhere else by these entities. Should a Transporter be spotted, attempt to go opposite to where it is facing. This method may not be reliable due to the transporter's nature.
  • Level 8, Cave System

    Level 8 is made of huge caverns and small cave systems that twist and turn like normal underground systems. Level 8 is very damp, with Almond Water flowing from the walls and ceiling. Stalactites and stalagmites appear to be very common in Level 8. Sounds echo throughout the Level, so it is relatively easy to listen for potential danger, or possibly even attract it if not careful. Level 8 is normally devoid of natural light, but light sources from an unknown origin shine on the damp walls, making the Level slightly glow in select areas.
    Vegetation albeit extremely rare, does exist on Level 8 in the form of dried vines and small shrubs.
    Difficulty Rating 5
  • Entity 6, Dullers

    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.
    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.
  • Difficulty Rating 4

    Difficulty Rating 4 is considered Unsafe, Unsecure, and medium entity count.
  • Entity 12, Dunks

    Dunks are small, boxy entities, sporting a long trunk that strikingly resembles a human arm. Dunks are well-known for how easily they may be tamed, and how excessively compliant they are towards their owners. Dunks are naturally peaceful in temperament. However, due to their unquestioning obedience towards their owners, tamed dunks will not hesitate to commit acts of extreme violence if commanded. Interestingly, The only exception is the fact that dunks will always refuse to attack anyone with an elderly appearance or age. Dunks also seem to be rather adventurous, and are found in a majority of well-lit levels. As a result, they boast remarkable adaptive capabilities.
  • Entity 10, Skin-Stealer

    Entity 10, more commonly known as the Skin-Stealers, are large humanoid entities that can wear the skin of their victims as a disguise. They eat human flesh when in a hunger state, and otherwise roam aimlessly if they do not need to eat. Their blood is translucent, and they can mimic human speech. They are most commonly found on the first 4 levels, but have been reported in several levels.
    Skin-Stealers are typically docile creatures and will wander aimlessly if they do not need to feed. In this stage, they will not be hostile unless you aggravate them. In a hunger state, they will seek out humans wandering alone and will then use their strength to tear them apart with their hands.
  • Enigmatic Entities

    Enigmatic Entities are a specific group of entities that are powerful enough to cause widespread destruction or instability; nevertheless, not every Enigmatic Entity is harmful to humans, albeit rare. Most contain unique properties and behavior that cannot yet be understood or explained.
  • Entity 16, Nguithr'xurh

    A Nguithr'xurh is a large spider-like creature that possess 16 appendages. While a close encounter with it is highly dangerous, not only are they slow, they also aren't observed to chase prey. As long as you steer clear of it's traps, they are essentially harmless.
    They generally stay hidden on ceilings, creating ball-shaped webs and filling it with a sedative that while unable to completely paralyze a victim, is enough to greatly dampen a person's thinking capability. It then hangs these balls on the ceiling with additional webbing. It continues to do this when there is no prey nearby.
  • Level 0, Tutorial Level

    Level 0 is a non-linear space, resembling the back rooms of a retail outlet. all rooms in Level 0 appear uniform and share superficial features such as yellowed wallpaper, damp carpet, and inconsistently placed fluorescent lighting. However, no two rooms within the Level are identical.
    The installed lighting flickers inconsistently and hums at a constant frequency. This buzzing is notably louder and more obtrusive than ordinary fluorescent humming, and examination of the fixtures to determine the source has been inconclusive. The substance saturating the carpet cannot be consistently identified. It is not water, nor is it safe to consume. It is considered Difficulty Rating 1.
  • Entity 22, Warning Kites

    Entity 22, also known as Warning Kites, refers to a group of kites of childish design. Each kite varies in size and design. Without a cause, Entity 22 cannot be spotted or manifested. When danger is near a Wanderer, Entity 22 will then warn the Wanderer of the oncoming danger. These entities can be found on any outdoor level and are equally as common as how much danger there is on a level.
    When danger is more than an acre of a Wanderer, Entity 22 will manifest in hordes of indeterminate amounts. They then can be seen flying in the opposite direction of the danger. This is their way of telling the Wanderer which direction the danger is in. When directly overhead of a Wanderer, childish laughter and cheering can be heard. The louder the sounds produced from Entity 22 are, the closer the danger is.
    Entity 22 is completely neutral towards humans and will make no attempt at harming an individual. However, when warning a Wanderer, they will also not make any attempt to stop the danger other than only warning the aforementioned individual.
    Depending on the quantity of the danger2, the quantity of Entity 22 will increase. The opposite goes for the fewer amounts of danger.
    When out of range3, Entity 22 will explode, releasing confetti from its interior and producing a sound similar to children cheering.
  • Levels, Level

    A level in The Backrooms is a unique domain with varying characteristics. Most people start out on Level 0
    Levels are linked to other levels and have various means of traveling between them.
  • Level 5, Terror Hotel

    Level 5 is an infinite hotel complex, with many rooms and halls. The Level itself seems to have been constructed in the 1930's, with furniture dating back to 1920. There are three (3) main areas in1 Level 5 that are fully accessible.
    The surroundings of Level 5 are littered with decorations and furniture from the early 20th century, The Main Hall is the most object-populated area of Level 5. The Level is mostly clean with little dust and dirt lingering on surfaces. It seems to clean itself, as unclean spots seem to disappear only a few minutes after. The oddly pristine floors and well-cared areas make Level 5 utterly unsettling, compared to other Levels close by. Smooth jazz plays quietly throughout the halls via vintage turntables and vintage speakers hooked up to a sound system throughout the Level.
    has a Difficulty Rating 2.
  • Difficulty Rating 1

    Difficult Rating 1 is considered Safe, Secure, and minimum entity encounters.
  • Level 1, Habitable Zone

    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, weaponry1, 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. It has a Difficulty Rating 1.
  • Level 7, Thalassophobia

    Level 7 is an impossibly large ocean that seems to stretch infinitely in all directions. Despite the absence of fixed light sources within the level, a dim natural light is present across the level. Detailed exploration of this ocean is sparse due to the extreme danger and the amount of preparation it requires to navigate. What we know of Level 7 is as follows:
    Level 7 is largely unexplored but is understood to be composed of two rooms: the entrance room and the “room” containing the ocean itself, with a high concrete ceiling suspended above the water. The entrance room appears to be the most readily available point of entry to Level 7, being directly at the bottom of the stairs from Level 6. This entrance room is the most habitable point in the level, and should be used as a home base for those who dare to explore the ocean below.
    Difficulty Rating 4.
  • Difficulty Rating 5

    Difficulty Rating 5 is classified as Unsafe, Unsecure, and an entity infestation.
  • Entity 26 - "Samantha"

    Entity 26, who refers to herself as “Samantha,” is a feline mammal that appears to be a typical domestic house cat, though travelers who have come into contact with her have reported to believe otherwise. The entity is primarily passive, but can quickly turn violent and unpredictable if provoked.
    She coaxes travelers into feeding her meat or any meat-based products they may have with them in exchange for a "psychic reading" from her using her abilities. The nature of Samantha's psychic readings varies depending on the quality of the meat you provide her with, ranging from extremely detailed and satisfying to exasperatingly negative and vague. Samantha mostly enjoys products like steak, premium fish, and chicken, but seems to have a distaste for low quality meat like spam and sardines.
    If not fed anything, even if the traveler is not able to, she will grow extremely violent. Survivors report her attacking like any cat would; scratching, biting, and clawing, although there have been no recorded fatalities involving Samantha.
  • Entity 15, Wretches

    Wretches are a humanlike entity, often described as acting undead or zombielike. Once human, these entities were transformed via a poorly understood process, thought to stem from deprivation of vital sustenance such as food, water, and sleep. Wretches are common throughout the Backrooms, residing in the shadows wherever humans gather due to their nature.
    The process of transformation into a Wretch appears to be related to hunger, thirst, and lack of sleep. Isolation is thought to accelerate the process, judging by the high concentration of Wretches in unexplored or dangerous areas. The process of transformation into a Wretch is commonly referred to as the "Wretched Cycle" among wanderers, and cannot be reversed by normal means. However, a transformation in process can be stalled by proper sustenance and rest, including Almond Water and Royal Rations.
    Complete prevention of the process is possible, but rare and often risky. Wall Masks are thought to reverse the transformation, at a cost; Reality Fresheners are hypothesized to aid in prevention as well.
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