InscriptionConnexion
Ça fait partie du délire SCP? J'aime bien les SCP perso y a du lore bien foutu je trouve
:ChatPastek:
Non c'est un délire différent mais les deux sont extrêmement similaire , scp est plus sympa je trouve, car les backrooms sont excessivement répétitives et chiantes (on est passé d'ambiance de solitude et de démence extrême à un survival horror nul avec des gens partout ) c'est le problème des oeuvres communautaire, elles sont à la hauteur des gamins qui sont dessus
:pote_de_ADlaurent:
il y a un an
La légende urbaine qui a le plus de potentiel

5 Hours of Backrooms Level Explanations... (250+ levels)

Level - 0 or negative 0. It's the first negative level and it's classified as level pending. It's the same layout as level 0 except that here, everything is glitchy and more colorful. Colors can be pink, purple, black, white. No bases / outposts and no documented entities. The only way to enter in this level is to noclip through normal level 0 from another level but this will only work on a few occasions so don't try it. To exit the level, it says there isn't one. Level - 1 or negative 1. It's class 2. It looks like a white hallway with black doors on each side. Each door leads to level - 2, level 0, the " whiteout " or level 2. You hear a quiet piano sound but no matter how far you walk, it doesn't get closer or farther. Deep in the level your vision will glitch and go black and white. When this happens you hear retro AD's playing in your head. These advertisement are retro ads from the 1920s and the 1930s. While you are in this state of mind you will be able to see humanoid entities walking in old business outfits. At this point most people freak out and turn back. When doing this they run into an entity named Nutrisha. No information on this entity. No bases here. You can enter this level by breaking a wall on level 0. To exit the level you can take one of those black doors here.

Level 9223372036854775807. Class undetermined. It was supposed to be the last level because it was the signed 64 bit integer number. Aka level memories. It's a mish mash backrooms level museum. The paintings exhibited look like different parts of different backrooms levels. The entities here are in exhibits or cages for the most part. Like cavemen from real life museums. The few entitiess that are not in cage are the most dangerous versions of that entity. There are entities you see in a particular level. For example in level 7 room you can have a level 7 entity. There is also an exhibit room with the Earth in the center of it. Supposedly touching that floating Earth in the center of the room will make you wake up in reality. And all the stuff you experienced in the backrooms will feel like a dream. Finding the Earth exhibit room is the hard part because there is rooms for each level of the backrooms. There is a group called " the guides " trying to help people to find the Earth room exhibit. They will show you different exhibits if you want to go to a certain level. To enter on level 9223372036854775807, you have to enter on the level before this and face your biggest fear that's behind the door at the end of the hallways on that level. If you can make it through that fear mentally and physically intact, you will wake up in the backrooms museum. To leave, you can noclip into the corner of any level exhibits that you wanna go to and you will be sent to the same level of the room. Or you cacn walk around until you find the reality room with the floating Earth in the middle and touch it to be sent to real life.

Level, the Barrier. We already covered that level earlier.

The promised land is classified as class habitable. It used to be considered as a legend. Now most of the level has been documented. It's a huge building with exactly 300 floors and around 1 000 rooms. Each floor has these pink glowing lights in the ceilings. These lights have been know to randomly turn on or off. All the floors have dinwos looking out to the outside area. when it turns daylight outside, the curtains and the windows will disappear and a floor made out of clouds will appear outside the window, a bit like level 998. The cloud floor has these trees growing in the clouds who produce a weird fruit which you can actually eat. The day / night cycle is pretty much the same as real life. They disappear at the day but reappear at night time. Among the over 1 000 room types, there are bedrooms, kitchens, living rooms, dining rooms, bathrooms, infirmaries, lounges, shops, outside area, business area and the promised land resort. Each sort of these areas are pretty much exactly how their name sounds. According to fandot, the level wa first mentionned on a note from level 0 near a ripped partygoer's mask. Neaby that note there was a book called " The promised land " that had all the level's explanation inside. As soon as the book was read, rumors of this sanctuary level spread. A lot of people tried to get here but only a few did. There are only 2 entities on this level : the cloud trees and Stilts, which are like the ones from real life but more intelligent versions.
First base is the backrooms colonists which is a conglomerate of colonies that are loosely linked together. Then there are the forgiven FOJ's which is a group of followers of Jerry. Lastly there is the Reliquae outpost, an outpost of soldiers who fought a war that happened on this level a long time ago, called " the summer war ". To enter this level you can dive through a painting on level 384. But it's very rare for them to work. A rumor says that noclipping through a pink light on level - 150 will work. It's thought you can also fall downstairs on that big numbered level starting with 922... To exit this level you will actually be exiting the backrooms. You need to find a door labeled exit and when you walk through that door, you will be at the same place where you entered the backrooms from. Unlike some of the backrooms levels there are documented expeditions to try to know how to get here. 6 expeditions. First one was made by 4 members of " Republic " in 2004. They were sent back to level 0 after making it to level 1 051. The second and third expeditions were not documented. The fourth one was made by 7 people from the backrooms colonists in 2021 to find the level. This was marked as the first conclusive successfull mission to get to the Promised Land. When the group made it to level 384 where that painting is, which is by the way a safe level, a member of the group disappeared and it's thought that he went through the painting and made it to the promised land and feasibly out of the backrooms. The fifth expedition had 5 more explorers. They noclipped in that painting from level 384 and haven't been heard from since. The sisth and last expedition had 17 explorers. It's officially known that 4 of them are currently in the Promised Land and have not escaped the backrooms.
Level 710. 2 heures 40.
il y a 2 mois
Imaginez que quelqu'un fasse une série sur ça. A tout moment cela devient l'une des séries la plus à succès de tous les temps.
:zidane_lunettes:



7 SAFE Backrooms Levels... Level 48, level 178, level 39, level 149, level 27, level Crimson forest and level 63.
il y a 2 mois
Backrooms Levels that you CAN'T Escape...

Johnny Dinner Party, aka Level - 7. It's been classified as class 5 difficulty. The entity of this level is Johnny. It takes the appearance of an extensive and winding set of hallways and rooms that appear to be from a house complex. The hosue itself is non linear hich means the layout and the design makes no sense. The hallways physicacl spaces don't follow the physics from real life. Hallways seem to wrap out around a central location known as the dining room. The dining room looks like an empty room with a table in the middle of it. The room is barely lit up with a dull overhead light. On the table you will see disembodied heads on plates. Don't stay in this dining area for too long and never make any loud noise to attract Johnny. Hallways and rooms are shrouded in a dark mist. It's not the level who seems dark. The darkness seems real here. Never turn on the lights because it would reveal your location to Johnny. The level is not infinite nor it's very large. It has a select few floors, and hallways and rooms to explore. The ambience is not absolute silence. There is a strange collection of sounds constantly echoed to the carpeted hallways. All 2 different floors have unique style and decorations. In any way the way you came from will shut and go away behind you, forcing you to walk through this new floor until you find the exit. 3 zones per first 2 floors and the final third floor has one single zone, referred to as the end zone. It's a big room with a door on the other end which is locked until you find the key to unlock. The key is randomly placed inside the rest of this level. The rooms are empty and plain. The hallways on these floors seem to shift when you are not looking. The entity is referred to as Johnny because there are strange invitations scattered around different levels of the backrooms inviting people to Johnny's dinner party.

Physically Johnny sesems to be a shadowy dark entity of unknown physical size. He seems to be a grotesque dark shape with large white eyes. he smells a rot and decay and he behaves sadistically and very malevolently. He can sense when lights turn on. He will sprint with an unatural pace to that location. He ainly hands near that dinner room area. He will slash, bite, do anything to despawn you. It's unknown if it's a mutated entity like a wretch or a hound, or a redkin. If you hear footsteps outside of a room hide quickly and quietly. If the music on this level stops playing when you explore, hide because the entity is nearby. The only good new is that Johnny's eyesight seems to be bad because he is used to darkness so he relies a lot on hearing and smelling to hunt. So hiding under a furniture might save your life. To enter this level you have to touch a piece of paper of any other level that reads " you have been invited to Johnny's special dinner event " . If you find this invite, you can no clip through it to come here. Shred it and never touch it again. To exit the level, searhch the different rooms of this level to find these magnetic key fragments that come together to make a full key to use to unlock the door at the end zone. The end zone is at the top floor of this level. Unlock the door in the other side of the room in the end zone to escape. However some of these key fragments might be in very dark places, and light attract Johnny. So at best do it for a split second.
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Level 1 411. It's been classified as class 3 difficulty due to environment, entities within and overall strange effects. The level was created by a youtuber named Nostalgia. It's a series of interconnected and interlooped hallways constructed out of a small tile. You can walk up in straight line and end behind where you started. The roof is as well made of tile, this time in black instead of gray or white. It absorbs light and sound. Mannequins are around 6 feet tall probably made of wood. They are alive. Keep your eyes on that mannequin when you see one until you are out of his direct eye shot or until they can't see you anymore. If you look away it will silently move closer to you until they are in range of attacking you. If they just make a tape on you, your bones will fly out of your skin. Despite that you are completly conscious and sentient. You know what happens but can't move, talk or anything. Wandering out of the halls you are still not out of danger. The dark areas without light are enigmatic acting almost as a pocket of dimension within themselves. If you walk in the light behind you will be gone until you walk the other way out. In these dark areas smilers and other entities like phobic centipede or skin stealer. Even deeper into these halls lie more weird stuff like an enigmatic floating eyeball that according to the legend is from the very first victim turned into a lumpy flash by a mannequin. Its goal is to absorb you into itself. But this eye can only see in one direction and there are dark areas and corners to hide in. If you encounter the eye, the exit of the level will make itself appear. No matter where you are at the level, look up to the ceiling once you escaped the eye and you will see a green glowing exit sign. Follow that sign to find your way out. However there is another entity that is a giant yellow smiley face sphere. The face tends to lurk whenever the exit is.
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Level 75. The level is discovered on March 3rd 2019. It's a massive group of narrow, interconnected caves made entirely out of gallium, a chemical element. In this level it takes the appearance of a bluish gray metal that is very soft. It's solid at room temperature but when it's heated even slightly, it will melt into liquid metal. And there is only gallium on this level. 10 kilometers of this level have been discovered. Temperature varies from 10 to 35 degrees Celsius. It drops and rises in temperature every hour. It melt at 30 degrees Celsius by the way. Since human body is quite hot, we radiate a lot of heat and it will heat up gallium. Once it melt it will suffocate wanderers under tons of metal. When it solidifies back it will be in a completly different shape so the layout of the cave constantly change. The shape also change because of the strong wind inside of the level. The tunnels are typically small, being no wider than 5 meters at maximum, and no taller than 2 meters. You might have to crawl or hunch over in some parts and you have to move fast. You will experiment pitch black surrounding and you need a flashlight. To enter the level you can choose one of 5 methods. Main one is by levle 8 which is a cave level and you can find a silver passage in that level. Other are not worth it since you have to be way on like level 400 to come back here. To exit the level you need to find a patch of orange gallium and touch it to be sent to level 16. Other methods involve finding specific hallways and specific passages to get deeper into deeper levels. Just the environment of this level makes it very dangerous. No entity at least, but still dangerous.
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www.youtube.com https://www.youtube.com/shorts/sKqsWRAhy1A
il y a 2 mois
Level Deviltown aka level 331. It's the 332nd level in the back's lore with a class 4 survival difficulty with medium but deadly entity count. Level appears to be a rundown abandoned and dark suburban town in a perpetual state of pitch blackness. The sky is a crimson blood red color. Some of the lights of these structures also emit a soft red glow. The physical environment changes depending on where you are. Houses, buildings and stores are abandoned but you feel like someone is watching you. The air smells corrosive and heavy. The environment feels like the embodiment of evil. Majority of buildingss are small houses and small convenience stores. Also phone booths, mailboxes and skyscrapers. The streets cutting down this town are mde of a dark black concrete and only things to be seen are sometimes a slow car driving by, in arbitrary directions without following a pattern. Windows are tinted so you can't see who is driving. Every living thing here is entirely blacked out. They look like silhouettes or shadows. It's due to both lack of lack and the fact that the level is anomalous. It makes it harder to see entities. Don't stand inside a building for longer than 1 hour. Typically at the hour mark the building will start to crumble and decay right on top of you. Exploring the city will give you feelings of paranoia You will see things moving in youe peripherical vision but when you turn nothing is here. The kids, the devils and the boogeyman are the entities to fear in this level.
Smilers are also entities seen that are not levle exclusive. They glow completly red. To enter the devil town you have to find a black gate drawn in sharpie or expo marker on level 330. You can no clip into that.
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Level 91. It's risky because of it's desertic environmenent and because how difficult it is to find the exit. It's been gven a class 2 in difficulty. Because this level looks like true life locations, some people are tricked into believing that this is the frontrooms. There are mesa, butes plateaux, cannons, meteor craters, roads, mountain ranges over a top of a desert landscape that goes on. The mountains are taller and the canyons deeper than you would expect. The majority of the ground is made of sand. Less of it is made of dirt and sometimes clay. If you dig it's possible to find skeletons. When you find a frewater, take advantage of it because you don't know when the next one will be. There is a small chance that phenomenon might occur to you. like phenomenon X, vision impairment occuring on this level. Find a dark and shaded enclosed preferably indoor place to calm you down. Phenomenon Y is carbon coping, who occurs randomly when wanderers get too deep into this level. What you see might duplicate itself into 2 different sections. After a few days the phenomenon will wear off but you will be all alone. No entities here but the fossils indicate that there were some kind of life before. To enter this level you will have to noclip into the ceiling of level 3 38.1 or find a lone stop sign on level 35 and then interact with it. To exit you have to wander through a random sand dune field which might transition you to level 671. You might also follow highway signs to different levels.
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il y a 2 mois
Top 7 DEADLIEST Backrooms Levels of all time...

Barnaby's Bun's fun Emporium. The level resembles an abandoned early 1980s era children's party restaurant. The history of the restaurant itself is not fully known but there are notes and marketing from around it.. The company who owned this restaurant went bankrupt in the 1990s and the restaurant's name is Barnaby's Bun's fun Emporium The restaurant seemed to close in 1989. There are strange, demonic items and images that have been found as well as dark concepts and themes. Party decorations, expired ingredients, expired sodas and party theme merchandise like ballons and confetti and finally frozen pizzas. Don't eat anything on this level no matter how good or fresh it looks. It's a lowly, lit, dark restaurant area with booths and tables and chairs. An empty staticky aura resides over the entire level. The level feels like it's stuck outside of time. Since 1989 nothing changed. It felt like there was something happening and everyone left at once. The era feels strange and eerie to be inside of. Only one entity documented : the company's mascott. Lepori is an uncanny animatropnic rabbit mascot. Barnaby rarely shows itself to visitors. When it does it slowly appears from the darker corners of the restaurants with an unbreaking and piercing gaze. It barely speaks and any audio coming out is very staticky and unintelligible. It sounds like a broken robot talking. For some people he will act as if you are not there but other people will be attacked without hesitation, tearing its victims from limb to limb.
We don't know what he does with the victims afterwards. It displayed a high level of intelligence. It can't tell us however why it's there or why can't he leave the level. Any use of weapon in the past against him has not worked. It just makes him more mad. If you come to the fun emporium, the only known entrance is from level 4, the office building. You might come across an elevator with the Barnaby logo. if you do it, you enter inside here from a janitor's closet. To exit the level, get back in the elevator you used to enter. The only problem is that occasionally the entrance to this elevator will not open. It's been known to change itself into that janitor's closet for extended period of time before turning back to the elevator. Theories from from this level being a forgotten real world dinner from the frontrooms from the 1980s who somehow ended up there, from it being a dinner room from another dimension from the multiverse, to other things like Barnaby being the creator of the level.
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The next level is named help. It starts with a notice.

This note describes a level not accessible by normal means. This level has to be accessed by an entity banishing you to it The level has been given the class undetermined because of the weird properties and how few people actually have gotten here. Help is the name of the level because of that note in the database and therefore the level has been given that name. This level functions as a type of prison for things banished by that entity. Based on the description in the file it takes the appearance of a large pocket dimension that's very dark and gloomy. Most of it is a dull, empty void populated with sporadic energy and lightning storms. The ground is hard gray material, the sky is grey and black and it expands out. At an unknown point in this stormy void, a random building exists. And this building is a prison because it's made of prison cells. The cells have stone walls and iron bars and they don't obey to physics, geometry or pretty much anything at all b ecause inside of the cells is much bigger than it looks from the outside. It's a prison dimension. It's a large void with storms and lightning and a decaying remote prison. Some made walks in level 1 searching for lost wanderers in need of rescue before coming across with an entity, a shadowy guy in a cloak with a large ring of keys. His golden key that pulled off his ring. He ripped a hole in the air with it and sent people here. The cell looks like a medieval dungeon Heavy rod, iron bar, door surrounded by stone on all sides. No bottom, ceiling or walls, just floating in this endless void. The cages aren't even held by anything. Everything is suspended in mid air. We have a suspicion that the entity is entity x, the key master. A powerful creature in the backrooms who can kind of control time and reality. Don't make the key master mad.

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The level pain is given a class 5 difficulty, meaning a very unsafe place. There are undocumented entities, none of them being regular. The level is split up into 4 known parts : woods, sirens, screaming scenery and the camera cloud forest. Waking up on this levle there is a dark never ending forest with very little light. The trees are very tall, very wide and they give off bad energy. You feel like in the ocean but with trees and without water. The level is extremely loud. You could hear a siren sound or a loud screech or screams, moans, whales, cries and pain. Walking around for a certain amount of time, you notice that there seems to be sirens shoved into the bark at random places and those noises are coming from those sirens. The longer you are here the louder they will get. After approximatly 17 minutes, the sirens and screams become unbearably loud. 130 BPM. You will loose your mind, your hearing and everything becomes glitchy and starting to wrap. The physical air will feel like something you can touch. Trees themselves start to change and manifest themselves into radio towers and siren towers. The ground underneath you will begin to wrap into a pathway Now you begin to enter in the sirens part who produce all form of sounds at all forms of wavelenghts. You will get things like air horns or tornado sirens or emergency alerts or any siren you can think off inside of this area. The noise are constant with no break in between. They are always blaring. The towers themselves are similar to what the trees were because they are very tall, wide and go up in the sky for an infinite amout of time. The landscape where the sirens appear is a bit more flat and rocky than the woods were. The woods were kind of hilly but these towers give off thse very dark and forboding vibes. The towers are also known to collapse and fall down at random times. Walking through the siren sights you can get teleported to the screaming scenery part of the level.
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www.youtube.com https://www.youtube.com/shorts/9Yf7rUeIArM
il y a 2 mois
It takes place in a vast corn field and a flower field miwed together. The plants are so thick that it takes a lot of physical force to push your way through. The rest of the place tends to have auditory dangers but the danger here is in the form of a mysterious entity that runs through the corn field and lives in side of it. It's nicknamed the Banshee. It can scream very loudly. It's been know to chase after people are who lost inside the corn and it's been known to eat them. You need to escape it and by escaping it you will end up in the original forest of the beginning of the level where the cycle starts over and over again. If you are lucky you can find your way into the camera loud forest, the next part of the level. It's the quietest part of the level by far with no abrupt sound or loud siren, no screaming and your ears can take a break. The camera forest is a very large and expansive spruce forest with a cool and misty aura and ambience. There is a thick mist running everywhere and everything seems very serene. The only thing that seems out of place in this specific forest is the cameras that are placed in the sides of the trees. The cameras seem to be watching you and tracking your movements. But nothing deadly has happened with the cameras yet. You might find things like chairs and desks, seats and pencils, printers, etc... One wanderer claimed to have found a small shack in these woods with a monitor inside of it. That showed all the cameras that were in the forest. Is there a human here, a powerful entity controlling the level or is it a mish mash of random environments? You can only be in a forest themed level. Walk too deep in these forests and you can get sent here. Or if you are a screamer you can scream loudly in any hall of any level for a chance to be sent here. To exist you need to be on the corn field, walking deep into it until you find a part of level 10's field, which is just tall wheat. Walk into it and you will simply be on level 10.


Level 228. It doesn't have a classification. It has unknown effects and features. The level takes the appearance of a sprawling mirror made with very strange lightning on all sides. The lighting behind the mirrors and around the mirrors can take any color possible. The maze itself is not that hard to escape even if it can take a few days just because of the size of the level. The level effects might make a lot harder than it seems. The level is stable so it's a good place to rest for a bit, quiet too. Don't go too deep until you are ready for it. If you go too deep in the mirror maze too fast your reflection will start to change. At first small things like logo of your shirt, color of pants and i will look different in reflection of mirrors. Even deeper on into the maze, the mirrors will begin to wrap your reflection even more. Your face will begin to distort into weird shapes andyour hair will start to look longer or shorter and your body will start showing more limbs in each reflection. You become less and less recognizable in reflections. Looking at the eyes you know it's you but uncanny. What is real and what is reflection will start to blur together. Every twitch you make get echoed a million times over and over again. Furthermore the reflection might show you as a wretch or another entity or even another person. Reflections will begin to have a slight delay in the moves you make, giving you this uncanny creepy feeling. It's unknown if the reflections are you or another human or entity behind the mirrors imitating whatever you are doing. Even deeper in the maze some of the mirrors won't show a reflecion. Then there is the deepest part of the level, not the middle part because the middle part is where the exit is. But this is the deepest part that can be explored.
This part is very distorting and confusing for anyone that comes here because at this point the mirrors will begin to change into windows and you can look into these windows, seeing other windows, mirrors, TV screens and puddles and any object that has a reflection. It opens this huge area that can be looked into. Reflections will show your face and your face will be looking back at you from every single angle you will be looking at yourself, to the point where the level makes you think that you are the reflection and your actual body isn't even real. It you make it through you enter the center of the level Try to not look into reflections at this level at all especially once you get deeper. Look straight at the ground and follow the path. To enter the level, it doesn't say, so that might be a good thing. But it also could be a bad thing if you end up here without knowing how to avoid it in the future. The only way for you to escape is to find a random placed door among these mirrors. The door itself will be labeled 149. When you open and enter the door you will end on the actual level 149 which is a safe paradise with no dangers.
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Level 251 Itstarts with a medical reportof someone who found not alive :

This level was classified as level 2 difficulty because it's very unsafe and unsecure. It has low but very dangerous entity count. The level consists of several branching segments of watercourse tunnels. Once inside those tunnels there are 2 narrow walkways on each side. In the grand scheme of backrooms, level 251 is actually pretty small, estimated to be about 20 000 kilometers squared. Different tunnels typically stretch out into a mile in lenght and at the end of that mile they spin off into 2 other directions. The only source of light is very dim lamps scattered across the walls. You better bring your own lantern or flashlight. The different tunnel sections are segmented by a decorative archway. These archways normally take romantic or lovely theme. For instance, an archway could be a heart or swans or flowers or something else. All these things are love or romantic themed. The walls of the tunnel are rough and very coarse, covered in mold and dust to the point that somewhere you can see mold spores and dust floating in the air. Underneath the tunnel's tracks and paths, there is a ditch like structure where water flows constantly. The water is gross and dirty. You might come across an abandoned boat or something like that taking the appearance of a swan. Most of them look old and abandoned. And are not recommended to step inside unless you want to sink. The rest of tunnels is decorated by things that used to look good like dolls, animatronics However the romantic decoration are not present in every tunnel. Something you might find yourself walking in an empty tunnel with nothing but moldy waters and walls. Here multiple wanderers reported to have experienced a serene, calmness while walking through with some reporting nostalgic feels.
Wanderers also develop an addition in walking deeper and deeper into these tunnels. Because of this it's not recommended to stay in any tunnel for long, much less the empty ones. Even deeper into the tunnel complex, wanderers might stumble upon a room that looks to be an entrance of the ride. The room will have a waiting line area with those red velvet ropes. There will be a ticket booth and there will be chairs where you can sit and relax. The sign in this room says the name of the attraction : " love ride " . There is a panel with a red button inside of the booth that can be pressed. if you want to start up the ride and when you press the button you will hear a bunch of old machinery noises begin to start only for a few seconds before fading into silence. After this you can get into a boat or a cart to begin your journey through the rest of the level. The level is home to an entity that is extremely unsettling and dangerous. Hidden at the bottom of the level's page is an image with the caption " What have I done to deserve this? Why did you make me suffer? " The entity in question is entity 215-A, " The Apparition " classified as a class 3B danger. it manifests itself as a wanderer's former lover or someone's partner or even someone from their past romantic life. It will say thingss and mention that you and your former lover used to talk about. The entity uses psychological manipulation to hunt down its target. It will whisper and call out to you to lure you deeper towards it. It praises the wanderer's emotional vulnerability and will break down the psyche of anyone it can, until the wanderer if too tired or incapacitated and can't move. The entity will then begins to attach itself to the wanderer's skin, progressively digesting them from the outside. Only a pile of clothes, flesh and bones are left behind. Ignore any sign or voice of someone that you think you know.
Keep moving on a straight line, don't detour down on other tunnels. Don't let yourself fall back on the memories of that apparition. To enter the level you can find a tunnel in the poolrooms that leads to one of these tunnels and to exit, you can find a randomly plaed exit door in the side of the tunnel to get out. These are usually placed in complet random spots.
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il y a 2 mois
√ 2 It's a mathematical number where a number under the square root symbol is divisible by 2 of the same numbers. Here it means the backroom level is 1,414221356237. The level is an enatic level classified as a classic sigma. It's classified like this because of unreliable documentation, its non euclidean space and unidentified entities. The level takes the appearance of a constant state of fluctuation in a grid, plane. There are weird blue fibers and geometric void shapes and eevrything like that constantly flying around. The size of the level is unknown because of the constant shifting and because it's pretty dangerous to even try to walk here since the integers of the level move around 24/ 7. There are blue lines and gris shooting through the sky constantly. They are real not can't hurt you because they pass through all. It seems that this level is controlled by an entity or creature that's kind of mathematical because there was an entity in this room described as the eternal nature of numbers. It's weird mathematic void type thing. It's just an empty grid plane with blue strings and stuff. To enter, you have to find an imaginary number on level 81 to get sent here. To exit you have to find a randomly appearing door.

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Level 890. It's classified as class pending survival difficulty because it's unsafe and unsecure. There is a low entity count but the entity here is very dangerous. The level resembles a foggy, empty, abandoned amusement park with signage that calls itself " happy world ". The park is vibrantly decorated with booths, rides, buildings, games. The air smells sugary and you could smell food cooking. The majority of the level is unexplored due to how hard it is to get here. The parks seems fully maintained and taken care off. Most things here are clean and orderly but no workers or other things are seen around, almost as if the level cleans itself. Sometimes the wheels will start to operate all by itself as well. The bad news about that good smelling food is that it's usually spoiled or rotten so you can't eat. Souvenir shopts typically have small supplies sometimes even drinks or refreshments in refrigerators inside. It's recommended to drink almond water while exploring this carnival so you don't get overwhelmed with the feeling of uneasiness or loneliness. This level doesn't have day or night cycle as it's stuck in a constant day time and the temperature ranges from 12 to 20 degrees Celsius. The level is prone to random events like thick fogs. This fog is a moniker to bad things to come. A single entity rules over this level and controls it. The creature seems to be perpetually covered up in fogs. It seems to control and use the fog to hunt and capture its prey. It's take the very vague appearance of a humanoid shape. It has the splash damage effect where structures and item nearby start to decay into black dust and soot. Lastly it seems to be able to animate regular objectfss into entities and creatures. The creature is so powerful that it seems to have full grasp and control over the life here. People reported structures changing into giant snakes or scary animatronics or human parts just dragging themselves along.
The entity can transform the entire reality to look whatever he wants to.It will realizes your biggest fear while attacking you. The entity almost looks like a wormhole or a pitch vanta black and you just get this sinking feeling in your gut by seeing it off in the misty fog. Don't look at it. If you see the fog, run and hide. There are the vibrant gardens, the black tent rooms, the rides, the parking lots as well as a river area. The gardens are fillwed with strange colorful flowers and large humanoid statues. These statues are known to be like animatronics in a way and they are fully movable. They seem to have free locomotion. They are uncanny to look at but are not known to be dangerous. The black tent rooms are a collction of tents with black fabric and you can enter these tents and once you are inside you will notice that there is a ton of infinite paths that you can take to walk from tent to tent. It's kind of like the labyrinth from level 0 but inside of tents. The entity that controls this level seems to be drawn to these tents. Other this, not much is known about them. The working rides in this level are just rides. Don't get on a ride because if you do, you might get teleported directly to the restating entity. The parking lot is filled with old, rusty and corroded cars. Lastly the river is the rarest part of the level. It's located in a small green section of the park and the river is a cool and lial area where you can swim in the water. It's normally known as the safest part of the level because the entity typically doesn't venture this way. To enter this level you have to find a colorful wall in level 122 and no clip through it. To exit you need to go to a random souvenir shop near the food trucks and you need to find a door labeled exit. If you go through that door, you will wake up on level 448. But in order to get to the exit you will need to evade the entity and all its strange power chasing you down.

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il y a 2 mois


Les backrooms, c'est un labyrinthe interminable et insensé où chaque étage n'a rien à voir avec le précédent. Ne pas regarder les séquoias maudits de l'étage 192 sinon c'est la crise cardiaque. Le seul moyen de sortir du volcan de l'étage 42 est de sauter dans une mare de lave quasi identique à celle qui pourrait vous tuer. Pour ce qui est du désert de l'étage 440 c'est la déshydratation assurée sauf si vous marchez en ligne droite pendant 5 kilomètres. Une porte vous apparaîtra. L'étage 159 enseveli sous la neige. On dirait à première vue juste une ville américaine bloquée dans les années 1990, en plein hiver. On ne dépasse jamais les 0 degré Celsius et cela peut tomber jusqu'à - 19 degrés. A cause de cela la végétation est morte et presque tout est enneigé. Partout dans les rues des entités errent sans but. Cela va de l'humanoide au bestial en passant par des sortes d'hybrides et même si la plupart ne sont pas agressives, dans le but ne les approchez pas. Parmi elles se cachent des créatures puissantes parfois même avec des pouvoirs surnaturels. Pire la plupart semble être dotée d'une intelligence ou d'une sensibilité. Il y en a qui parlent, qui vont tenter de vous attirer ou de sympathiser pour mieux finir avec vous. On dit même que certains réussissent à s'échapper de l'étage par les mêmes voix que les êtres humains. Devant le danger vous allez peut être tenter de vous abriter dans une station service ou une maison. Erreur car même s'il y fait plus chaud, elles sont infestées de créatures horrifiques. Des smilers, monstres qui vivent dans l'ombre et dont on ne perçoit que le sourire. Débarrassez vous des lumières car cela les attire. Et ne les quittez surtout pas des yeux si vous voulez survivre. Les hounds, sorte de chien humanoide hyper agressif mais qu'on peut intimider en les fixant sans paniquer, ou encore des death moths, papillon de nuit géant capable de projeter de l'acide.Seules les femelles sont agressives.
Mais l'étage est plutôt connu. Pas mal de personnes y sont passées avant vous. Donc si vous voyez un drapeau blanc accroché à un bâtiment c'est qu'il a été nettoyé. Dedans vous avez des chances de trouver des vivres voire peut être un autre survivant. Pour sortir de ce calvaire, la meilleure chose à faire est de chercher un magasin de donuts, passer la porte d'entrée et vous vous retrouverez à l'étage 11. Encore une ville certes mais beaucoup moins dangereuse où de nombreux voyageurs patientent le temps de retrouver le courage de continuer leur chemin. Etage 864 quand la nuit vous manipule. Ici tout veut votre mort. On y trouve des entités vous qui chassent à longueur de journée et des zombies boostés aux hormones. Ou encore des fantomes qui vous attirent en imitant un feu de camp. Le tout dans une épaisse forêt remplie d'un épais brouillard. Si vous ne vous faites pas tuer dans les premières minutes quelqu'un viendra probablement se débarrasser des gêneurs. D'immenses masses noires sans visage de plus de 2 mètres de haut. Elles atteignent facilement 40 kilomètres par heure. Inutile de courir. On les appelle les bêtes, un des super prédateurs les plus craints des backrooms. Pour les échapper : les profondeurs. Dispersés dans la forêt, on trouve des décombres d'une ancienne maison par exemple. Si devant vous vous apercevez un message, c'est votre chance. Pour survivre, les voyageurs ont creusé au fil des années un immense réseau de cavernes souterraines. Dans ce niveau, l'obscurité est salvatrice. Toutes les entités qui pénètrent dans le noir sont instantanément désintégrées. Tenter de faire du feu ou allumer une lampe peut vous coûter la vie. L'obscurité accroît vos sens, els découpe de façon anormale. Vous n'aurez aucun mal à vous repérer ou établir un campement.
Les étages du niveau 864sont remplis de d'autres survivants. Plus vous passez de temps dans l'obscurité, plus vous vous sentez et moins vous avez envie de partir. Les seules personnes à s'être échappées de l'étage l'ont fait en se téléportant par hasard, un péhnomène qu'on ne comprend toujours pas aujourd'hui. Vous pouvez essayer de survivre le plus longtemps possible et espérer que cela arrive.

Etage 374. C'est une bénédiction avec de belles allées fleuries qui s'étendent sur plus d'un kilomètre, une température ambiante de 27 degrés. Pas une seule entité à l'horizon. Seulement le doux parfum de la nature. Vous allez peut être envie d'y faire une sieste après tous ses efforts. Sauf qu'au réveil vous allez commencer à avoir des maux de tête, des vertiges, des hallucinations. Avant que vous ayez eu le temps de comprendre, votre corps se relève de lui même. Vous ne vous contrôlez plus. Soudain votre corps s'arrête, une douleur immense vous envahit et et vous avez à peine le temps de voir votre corps se décomposer avant de sombrer dans les ténèbres. Vous avez été victimes des fleurs araliennes. Un peu à la manière de sparasites de " The last of us ", les spores de ces plantes viennent se fixer à votre cerveau. Quand vous les respirez, elles prennent le contrôle et vous amène mourir plus loin dans le tunnel afin de répandre leurs graines. Pour survivre, ne vous éternisez pas ici. Si par miracle vous possédez un masque avec un filtre puissant, cela vous sauvera peut être. La sortie la plus facile à atteindre se trouve à l'intérieur d'un vieux train désinfecté et vous amènera à l'étage 34, au réseau d'égoûts où il y a pas mal de créatures qui veulent votre mort, notamment les smilers. Il paraît qu'un amas de vigne le long du mur cache peut être une fissure vous menant à l'étage 414, un gigantesque jardin botanique habité par des créatures pacifiques Mais il vaut mieux ne pas trop compter sur cette option.
Etage 110. Imaginez un immense tube perdu dans l'espace avec pour seul voisin un gigantesque trou noir de 150 milliards de kilomètres de diamètre n'attendant que de pouvoir vous engloutir. Si vous entrez dans ce niveau, c'est foutu car la pression atmosphérique est bonne, mais il y fait - 50 degrés Celsius. Surtout, il n'y a pas d'oxygène. En explorant l'intérieur, vous allez vous rendre compte qu'il n'y a pas grand chose. Quelques vestiges de machines incompréhensibles ne fonctionnant plus et c'est tout. Il n'y a pas de sortie et en plus vous jouez contre la montre. Au fil du temps, le trou noir endommage le tube qui vous protège. Votre salut vient de la seule personne qui a réussi à sortir de cet étage. Il a laissé un texte derrière lui. On ne saura jamais avec certitude mais tout laisse penser que pour s'échapper de cet étage, il faut que quelqu'un se sacrifie. Vous êtes condamné d'attendre votre mort ou trouver quelqu'un qui l'acceptera à votre place.
Etage 101. Un des étages les plus connus est l'étage 998. Extrêmement simple de s'y rendre. Les entrées sont rarement cachées. On en trouve plusieurs centaines tout au long des backrooms. Et vous pouvez librement sortir par là où vous êtes arrivés. C'est juste un immense cercle composé d'images de nuages. Mais plus vous vous éloignez du centre, plus l'atmosphère devient dérangeante. Au bout de 30 kilomètres, les nuages deviennent gris, la température baisse et des entités apparaissent. A 40 kilomètres le sol devient noir, les appareils électriques arrêtent de fonctionner et on ne sait pas plus car ceux qui s'y aventurent n'en reviennent pas. Certains tentent cette option au lieu de se battre et d'essayer de survivre. Mais une sortie de sbackrooms existe : l'étage 101. Son accès se trouverait à l'étage 2, derrière une porte qui se déverouille d'elle même sans qu'on sache vraiment pourquoi. Vous êtes dans un rêve, dans une illusion, condamné à vivre dans cette pâle copie du monde que vous avez quitté. Faut il rester auprès de ses proches, en se voilant la face suffisamment longtemps pour oublier? Ou retourner dans les backrooms à la recherche d'une sortie qui n'existe probablement pas? Pour quitter ce rêve éveillé, il existe une formule qui vous ramènera à l'étage 0. Dites simplement : " Je suis prêt à y retourner. "
il y a 2 mois
Noclip fait référence aux jeu vidéos. C'et un état dans lequel se retrouve un personnage, qui lui permet de traverser n'importe quelle paroi comme s'il devenait une sorte de fantome. Certains pensent qu'on vit dans une simulation à la Matrix, que les Backrooms sont unr sorte de zone de test. Quand il y a un bug, on peut les atteindre. Imaginons sur les frontrooms et les backrooms soient aux mêmes endroits mais juste dans une dimension différente, qu'on soit incapable de les voir car ce sont des univers superposés. Pendant quelques secondes de votre chute, vous tombez dans du vide, sans repère sonore ou visuel. Dans les backrooms c'est la solitude. La plupart de ceux qui tombent dans les backrooms tombent à l'étage 0 avec son papier peint jeune, ses couloirs interminables, avec des pièces sans queue ni tête. Si vous faites demi tour quand vous entendez un bruit étrange, apercevez une ombre, si vous évitez de pénétrer dans les salles sombres ou celles au mur peints en rouge, vous avez de bonnes chances d'avoir évité un drame. Par contre la route va être tellement longue que vous allez perdre toute notion du temps. Vous allez trouver des bouteilles d'eau d'amanda, des themos contenant un liquide nourissant, votre principale source de calories. La couleur des bouteilles indique son contenu. Vert sans doute pour boisson énergisante caféinée, rouge pour goût horrible mais soigne de nombreuses maladies, bleu vous fait somnoler et de partir en vrille quand le moral vous lâche, gris rien de particulier, juste c'est la seule que vous pouvez boire en grande quantité sans subir d'effets indésirables. Si vous pensez que quelqu'un ou quelque chose les a touché avant vous, dans le doute il vaut mieux les oublier. Si vous avez de la chance vous trouverez un jour la sortie. Il n'y a pas d'escalier pour aller de l'étage 0 à l'étage 1.
Parfois vous allez ouvrir une porte, grimper une échelle, pour vous retrouver autre part. La plupart du temps vous changez de niveau sans s'en rendre compte. Tout est plus ou moins interconnecté. Sur les rapports en ligne tout le monde était d'accord pour dire que quand on quitte le niveau 0 on arrive au niveau 1. MEG Ou Major exploration group est le premier et le plus grand regroupement de vagabonds en backrooms. Ils ont des campements aux premiers étages et se sont donnés la mission de sécuriser l'endroit pour les nouveaux arrivants. Au détour d'un couloir on peut entendre une musique et se retrouver dans un hotel, Le papier peint et rouge, doré, le sol un parquet élégant parfois en bois parfois en marbre. Il y a du mobilier partout entre canapés, armoires anciennes, table basses. Avec ces bruits étranges on dirait que vous êtes observés. Si vous vous arrêtés un instant pour souffler, des chuchotements s'élèvent derrière vous, les tableaux ont l'air de vous suivre des yeux. En ouvrant porte après porte on peut se retrouver dans une salle de mobilier ancien avec des tuyaux à perte de vue. Mal éclairé, sale, bruyant et très chaud. C'est étroit et il faut parcourir bien des canalisations.
L'hotel était en fait l'étage 5, un milieu incroyablement complexe. La salle ensuite avec les tuyaux est la chaufferie avec certains de ses tuyaux transportant de l'eau d'amande. Mais l'endroit n'est pas sûr. On y trouve des nids de death moths, des papillons de nuit géants dont les femelles peuvent cracher de l'acide et se montrer très agressives. Il parait même qu'on peut accéder à leur ruche depuis cet étage. Mais personne ne se déplace dans les couloirs où ils habitent. Il y a aussi les araignées à 16 pattes au nom imprononçable qui s'accrochent au plafond et remplissent leur toile de venin paralysant avant de vous les balancer sur la tête pour vous dévorer vivants. Mais la plus horrible découverte est les voleurs de peau. Des entités au corps recouverts de ventouses qui enfilent la peau de leur victime et se font passer pour des humains en imitant leur voix. Elles sont rarement agressives car la plupart du temps elles marchent sans but à travers les couloirs, attendant d'avoir faim. L'étage 5 abrite un groupe de survivants dont un étonnant qui a aménagé dans le service d'hôtellerie. Enfin il y a les ascenseurs avec à l'intérieur une quantité astronomique de boutons : 382 pour être précis. Certains permettent de rejoindre des étages précédents mais la majorité ont des destinations inconnues. Tous ceux qui ont essayé ne sont jamais revenus. L'étage 5 a des sorties sur un tas d'étages déjà explorés. Au fond de la chaufferie il y a un passage vers l'étage 6 qu'une porte de bois sombre amène à l'étage 9. Si toutes les ampoules se mettent à clignoter en même temps, vous pouvez atterrir à l'étage 427 Jouez sur unr borde d'arcade et vous vous retrouverez à l'étage 40, une salle d'arcade infinie. Dedans il y a un garde manger. Si on reste à l'intérieur trop longtemps, on se retrouve à l'étage 176, un supermarché géant. Allez aux toilettes et traversez le mur pour atteindre l'étage 34 : des égoûts. Les backrooms ont leurs lois et leur logique.

L'étage 79 a une tour de guide et tout ce qui s'en éloigne tombe dans le néant. L'étage 270.

il y a 2 mois
il y a 2 mois
il y a 2 mois