InscriptionConnexion
Il existe peut-être des dimensions parallèles, mais j'ai du mal à les imaginer comme les couloirs d'une entreprise de banlieue parisienne...
il y a 2 mois
Ce délire représente tellement bien les rêves et les paralysie du sommeil
:Tintin_asile_:


Vous avez sûrement déjà fait des rêves étranges qui confondent la réalité
:PeloncheQuiRit:


Si ça se trouve il y a des backroom dans une dimension parallèle sauf qu'on noclip uniquement pendant notre sommeil
:PeloncheQuiRit:
Les backrooms c'est pas les salles où les Homos ils font des partouzes ?
:Menhera_21:


En tout cas je te déconseille de discuter backroom avec un gay
:Melon:


:Vache_trap:
: "Je n'arrêtes pas de penser aux Backrooms en ce moment, ça m'obsède"

:Chaton_GAY:
: "Je peux t'en conseiller une très bonne dans le Marais à Paris si tu veux"

:Onche_suceur:

il y a 2 mois
10+ Hours of Backrooms Level Explanations... (400+ levels)


Level 854. Deadzone. Carcinogenic atmosphere and fire accidents. Level looks like home but burnt down to crisp. Distorted and broken house. Regular stuff are gone probably because it's ash on the floor. It's smoky and still on fire in some spots You start on third floor. It's clean rooms decorated in white. Don't interact or touch anything. This part isn't real. It's an illusion created by the entity. Exploring the rest of the level is dangerous. Level is 200 000 square feet. It's covered in debris, trash, and smoky fires. Windows seem indestructible and fire resistant. Floor 3 is where people start and illusion begins. The toilets stink bad and there are also random paintings or pictures. IN floor 2, smoke is everywhere. Debris on the floor stack up. One of the room looks like an attic space. This zone isn't as smoky. Some think it's the layer of where the entity lives. Floor 1. It's too hot with all the fire and the smoke and it's the worst part. Smoke and fire seem to come in waves that can be timed out. There was a kitchen and probably aworkout room here. The entity is nicknamed " the woman " and it has the power to cause hallucinations. It's a feminine figure with grossly burnt and wrinkly skin. During hallucinations she could transform into a family member or friend. Main way to exit is to know you are manipulated and get out. Second is to confuse the entity to stop the illusion. Run to them and confuse them. Last method is to attack her, fight her. To enter this level you have to be on level 853 and go through a door labeled 351. To exit, find the frontdoor on floor 1 or follow the entity around until you are sent out.
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Level 189. Class 2. A lot of people entered here by accident. The level is made of a seemingly endless cluster of bathrooms. They have 2 exits doors. Either it leads you to a different bathroom either to a different level. Bathrooms are different and the doors change. Outside windows, people said they saw staticky blue skies with weird clouds, or some saw a white void and nothing else. The level is chill at the start. A rare type of bathrooms are made of gold. You could have entire showers, bathtubs and jacuzzis. Instead of regular water out of the drain it's almond water. For the first 50 or so bathrooms the level is safe. After that it's almost impossible to find an exit door to a different level. It starts feeling more unsafe and the rooms start being decay or to break down. Toilets were filled with mysterious fill material and they were dimmer and bathrooms got pitch black. Pipes leaked and exploded. Some reports of figures lurking in the shadows. You could face smilers, hounds and other normal entities. And these weird noises. A green door with no handle was also found. An entity named Mark greeted the explorer who lead him to the exit door which took the person to the level 4. To enter you can go on a restroom on level 2, open a door inside or sit on a toilet in level 2 and spray air fresher in the air. You can come here to get almond water from a luxury bathroom.The door leading to exit often leads to level 2.
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Level fun +. It's located somewhere deep inside its parent level, level fun. It's said to be more dangerous. it's a large playrooms. The sublevel has been described as open concept in sprawling. It has non euclidean geometry. You will feel like you have been here before. It makes wanderers comfortable. They can shift and change at any given time. They will take the appearance of a slide of that person's memory so everyone will see a different thing once someone passed here. Sometimes the ball pits are perfectly aligned. That probably means the entity is near you. Don't slide into a ball pit either as some assume that things like smilers hide here The entity is the party creator. Another type of partygoers. They have a bluish purplish hue on them while the partygoers are yellow Some people theorize that destroying a party creator will turn them back into a partygoer. And some say you could escape the backrooms by doing that. But no one made it out of the level to tell the tale. No one knows how to exit. Some say that letting you consumed by a party creator will lead him to let you out. But we don't know.
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. - 980. The whole level is unknown and enigmatic full of structural and spatial glitches. The main layout is a labyrinth of nightmarish and nostalgic liminal corridors. At first it looks like a huge hospital without beds or equipment. Floor is slippery and made of white tile. Slippery because of the almond water on it. Walls are made on concrete. They are lit up by dim green light. Find a black wooden door to exit the forst portion of the level. You will be sent to the main part of level 980. First room after that door will be the first memories from real life. After keep going through doors you go through different moments from your life. These corridors are glitchy and volatile. No confirmed exit. Maybe try to find your luck and noclip somewhere out.
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Level - 999. It's class habitable. A long road going through a mountain chain. Weather is misty and moderate and the level has constant calming bird sounds. After a couple hours of walking the road seems to loop around itself. The level is safe. Aroud the mountain there is an unexplored ocean. Only a bit scary part is in the night when people feel like watched or unsettled. Because of the safety of the level, a few communities set up on there. Only anomalous thing is something called log cabins appearing randomly around the road and the woods. When people aren't in there for long periods of time they seem to disappear. Inside, they seem normal even if it can be glitchy by times. To enter this level, you can try to enter a red building on level 11 and to exit, you can jump off a mountain for a chance to be esnt on level 4 251.
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il y a 2 mois
Imaginez que quelqu'un fasse une série sur ça. Ce serait l'une des séries les plus iconiques de tous les temps.
:risitas_ahi:




Level - 1000. Class undetermined. It's made of gray hallways with huge windows shoved in the side of the walls. The hallway you span in is glitchy and warping. Hard to photograph or get any video or audio. At the end of the hallwya ther eis a gate needing 2 keys to open. They are inside 2 other rooms of this hallway. The specific rooms are behind 2 specific doors. They are known as the left and the right door. Left door opens to a maze that is glitchy and non euclidean. At the end of the maze there is a room full of chairs. One of the keys is here. For the other key, come back and go to the right door leading to a hallway with ton of different doors leading to different rooms. Every one of them is full of chairs. Search through all rooms under every chair and see if you can find it. The thing behind the gate is the entrance to the next level which is level - 1 001. To enter it, find a gray pillar on level - 6. To exit, beside the gate you can break the window in the hallway to jump to the void and stay there forever I guess.

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Level 906. It's a safe level known as the signis archive. Someone noclipped here by a book touching the signature of the author of the book. The level is a massive endless library complex. Some part resemble the Victorian era, some other the Baroque style, etc... If you try to photograph the camera will crash. It's full of books, maps and folders. Most of the languages are incomprehensible. They all have the signature of the same author. Some of the books and shelves have the ability to float in place. Ladders also move to different shelves. The library sprawls out in all directions. The level has candles hanging down of the ceiling. The ceiling isn't the actual ceiling because it goes up forever. Books or scrolls randomly clip out of shelves. One entity seems to control all of this who is loved by the fans of the backrooms. It takes the appearance of a short humanoid women with pale skin, long blonde hair and light blue eyes. She wears ornate, fancy dress and calls herself " Blanche ". She is welcoming wanderers, even offering them a cup of tea in her office. She is very pwoerful, seemingly holding all the knowledge in these books and scrolls in her mind. If a visitor is hostile, she will teleport them to the level they came from, without moving. The light guides or entity 35 are small points of light like an orb floating around. Some think that they help Blanche in some way. Or maybe she controls them. You might spawn in the office, a small and calm room, which seems to be the center of the level. It has the usual stuff, desk, chairs, etc.. but also a portrait of Blanche herself. An unfinished book by her. There is also the T room, a small kitchen area. The last place is the guest rooms, huge, winding bedrooms and hallways that seem to be controlled by Blanche herself. She can change rooms depending on who is inside them. Some say that overflown of information in this level can lead to a drop of sense ability and cognitive ability. Just a rumor.
To enter this level, find a book written by Blanche on another level. Rub your finger index across her signature. To exit, find Blanche herself and ask if you can leave. She will guide you to a level that you choose.
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Level the Web. Class 5 difficultyakes place somewhere beyond level 8. Strange looking corridors and hallways that dead end and drop off at random times. Hallways are interlined by staircases that interconnect and fall off at random times. All of these areas are very claustrophobic. The halls in this level behave strangely. You could just be walking down them and then the hallway will end there will be a 500 t fall in front of you. When exploring most of the time you crawl or duck because it's tight. Some rare windows and lights are here. The level has smelly rot. You start in the level in a small room made of concrete and that has a weird substance on it which is pitch blac, thick and viscous. Some think it's liquid silence. Most of the hallways are coated with this liquid. No noise are echoing through this level. Descending in the winding hallways staircases, after a few miles you will notice cobwebs and even see mushroom type fungus. You might see a crawler entity or 2 who will be a spider like thing. The pathways will look like even smaller; Even the webs have liquid silence on them. Avoid the webs to not get stuck. Just touching a random web won't do anything. But walking through a bunch of webs, ripping them down will cause vibrations to go from web to web down into the floor, alerting the entities. Main entity is entity 17 or crawlers. They are mainly congregated on the ceiling or floor. The rarer and more elusive entities are the silent spiders. In deeper part of level, they are responsible for the big webs. The biggest ones can measure a couple of feets oversized spiders. They have liquid silence so you won't hear them. They can be scared off but if you are caught in their webs, rip. At the hallway junction, take a offshot hallway to the left, no clip through the floor to be sent to level 10. Failing down in the cavern inside the caves on level 8 can lead you on this level.

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il y a 2 mois
Level 318.

Level 184. Level already described before.


The haunted pools. It's a sublevle of the poolrooms. It's class 4. Any wanderer can enter this level on Halloween day. In this day from 12 : 00 am to 12 : 00 pm you could be sent here while walking to any level. It happens randomly. To exit, find a breakroom to noclip through one of the pillars inside of it to get out. You will have to bravesome of the labyrinth of these strange plastic halls, the decorations, the entities, the clown faces.





Fleshrooms. It's probably class 4. To enter, eat one of those meat pies on level 67. You will wake up there in this 2D area. To leave this level, find a pool of liquid pain somewhere on the ground in the first part then jump into it. There are typically located in the deepest parts of the level. You will then be sent to the hub level.
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You cheated. This level was already covered.


Then there is the level you win is you beat the entity and beat the maze on the game. It's almost looking like a sort of the end of the backrooms in a way. To enter you can also have one of the you win poster on other level and follow the path they indicate. To exit, press decilne on the press start machine.If you go through a wooden door on the first floor of the level " you win ", you can be sent to the hub.

1 heure 43.




Level 7 111. Class deadzone. A dark musty forest that's kind of decaying with trees having no leaves on them. The groud looks old, eroded and cracking. No day and night cycle here. The further you go, the worse it gets. It's rare but possible to have several people on this level. The level is infinite. The entity is a dangerous parasite type creature. It takes at first the appearance of a leech. It can adapt and morph into like lizard human thing to better chase you. The more you stay the faster the parasite will get. A bunch of logs in the entry. The level seems to trigger a change when the parasite changes. Deep into the level the ground start erupting and spray fire and brimstone. Your main goal is escaping. To enter this level noclip through the sublevel 2 of the shady gray level after falling asleep here To exit, climb a tree near one of those brimstone fiery explosion area then jump off.
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Level don't move. Class undetermined. It looks like a stony old church building with endless winding hallways with some of them having torches. The hallways are different. The whole level is set in a monochrome gray black and white type color. Only the torches aren't that way. Sometimes when an entity is near they turn blue. Outside the church's wall there is a part of the level called " the gardens ". It's full of flowers, weed. It's eerie. In the church hallways the entities are smilers, hounds and memory worms. Also 2 level exclusive entities. First is the nuns, humanoid entities looking like nuns but they don't show their face a veil over selves. They are just floating around. Second entity is called the pope, who is almost never seen. Don't look at him into the eyes. To enter this level, stand in a cultish looking circle on the woods on level 512. To exit, find some holy water in the garden area and pour some of that on the ground to be sent out although some people say it might send you to a more dangerous level.
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Level 1 957. The bridge of bravery. Classs Zeta. It takes place on and aroudn a rusty old bridge above a thick wooded forest with some of the treess having reddish leaves that can be dark red or light red and other trees that are pitch black. The level all flashlights and other artificial lights not work. Phones and radio don't work. Only tech that works is DSLR cameras. The sky around the bridge is so dark that you can't see anything. Some apths are cut down through the woods that lead from the bridge. That way you can go on these paths and explore the woods around. But it's not recommended to do that since after around 20 minutes of being here you will start to get a strong sense of paranoia. Aim to stay here for less than 20 minutes. For the first 20 minutes you have the feeling of courage and exploration That courage can be fake and lead you deeper in the woods. Once it wears off you start becoming paranoid. Some people have been seen walk into the woods, never to be seen walking out again. There ia s weird community of people living in the woods in red tents, about 30 people. It seems like no entrance to this level works more than once. One recent entrance have been to noclip through a red door on level 11. To exit, wait 20 minutes then a portal open somewhere in the level. Find it or you can be stuck and not be able to leave. The level is just a few miles big.
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Level 420 aka the frozen lake is class 5 difficulty. No entities but the enrivonment hazards make it dangerous. The level is a huge lake measuring around 100 kilometers. On all sides, towering snowy mountains. The temperature is around - 10 degrees Celsius. That's during day time. At night time it can get colder. There are blizzards taking place temperature can drop to - 90 degrees Celsius. There is going to be a huge strong gust of wind and if you feel that, run to cover. Day / night cycle is 24 hours and because of blizzards and temperatures, nights are way more dangerous than day. In day the blizzards last for 20 minutes typically while for night it can be for hours. The BPC, the group who explored this level, found 3 distinct zones so far. 1 / 3 accessible part of this level have been explored. 1 : Mountain ranges. 2 : Frozen lake 3 : The base. In the mountain ranges there are caverns, crevices making it strenuous to explore. Almost no way to save anyone who fall into a crevice. There ia s mysterious substance inside of some crevices that are life threeatening. The caves are safe spot for protection. But don't stay here for too long because it's unstable. The frozen lake has an ice on top of water that seems unbreakable. Where cracks exist, you can see a deep blue water. No living here. There is a dangerous amoeba in ice / snow. If snow or ice gets into an open wound, mouth or nose, a 27 period infection starts. It's called the amoebic necrosis infection. It will makes his way into your brain, making you have fever, seizures, etc... after a few weeks. Even complete organ failure.
The BPC created a medicine to combat it, made of almond water, royal ration, a liquid from megaflora. The base is the safest spot on this level. It's between the bases of the mountains and the frozen lake. A bunch of log cabins here. A few fruit trees outside grow fruit. Sometimes however when a fruit was taken from the tree, the tree whitered away after 1 hour. If a tree branch is cut off, or something like that, this blue liquid will ooze out and that secion of the tree will freeze. The only outposts are the cabins. Enter this level by getting into a snow storm on level 39. Exit theorically by running into a blizzard to be taken to level 790.
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il y a 2 mois
Level - ! It's class 3 difficulty. It's the level negative ! The level is actually named the reversal hospital. It looks like a long hallway with bright blue light in the roof. The hallway is 20 kilometers long. It's abit longer than the level run for your life. No entities chasing you like in the run for your life level and it has low entity count. On the sides, doorways are mostly locked. Occasionally you run across one that isn't locked and it's open. Going here you see a liminal hospital room. They don't have medical equipment. In some rooms there are windows on the opposite sides of the wall from the doorway but they could be window entities. Some cabinets have a few supplies like first aid kits, gauze but there are also weird pills that aren't like from real life. They are weirdly named, shaped and have strange effects on you. Some people said they felt an extra feeling to take them. Wanderers who took them never have been seen to escape this level. Along the md kits in the cabinet there are also almond water or even liquid pain, sometimes even cashew water or royal rations. Don't drink the liquid pain. Facelings are common here but they dress up in doctor or nurse outfits. Here they are friendly. However they will bring these pills to you so ignore or refuse them. You feel a sense of peace upon entering this level. Only one person can be on this level at a time. Communications like radio and wifi don't work. No tech will work at all here. Parts of the ceiling will fall down or decay.
An event called the black out happens sometimes where all the lights randomly shut off. This black out effect happens in other backrooms levels like level 33. Maybe the backrooms are tied to the same power source. Lights will randomely shut offf and facelings that were nice will start chasing you. In hospital rooms, doors will shut and lock until the black out ends. Unless you have a flashlight they won't stop chasing you. Occasionally you could even see a skin steal,er a smiler, a hound. And the window entities. There is an exit door at the end of the hallway just like the normal ! level. Some say you can noclip through a door to be sent to level ! which is worse. Sometimes you can noclip through the floor itself to be sent to level 11. At the door at the end of the hallway you will be sent to a random level although some people claim that you will only be sent to a safe level. To enter this level you can go through the exit door on the regular level ! mark. Or run " saveme.exe " on a computer to the N library to be sent here.
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Level 668. It's class liminal. It's unstable with no established collar knees. The entire place is glitchy, volatile and corrupted. Scene-01.8 was discovered on October 17th of 1989. It's a sublevel to the entire dev rooms which is a conglomerate of these sub levels or realities put together. 10.8 is the first sublevel of this dev room. It takes the appearance of a picture you might see at an eye doctor. With outstretched road, field or river. The road is said to be endless. From the starts it looks straight but as you walk here you notice curves, hills and dips and moutains. Dependong on where you are at the physical material of the road can change. The stuff on the sides of the road also change. The most common environment seen is a road with wheat on each side. They have been nicknamed the fields of wheat because of that. The left side of the road is especially dangerous to any wanderer. As soon you step foot off the road to the left you lose vision, your eyes go pitch black That level gives you an urge to drag you away from the road. Most of the time, people report seeing hot air ballon or house or a bridge off this distance. It's bright and vibrant. However no mattter how long you walk on the road you never get closer to the object. On this level your field of view tends to become more circular. The further you go the more distorted things will be. No bases here. Scenes A B C D. Glitchy, unexplored and unknown. It's made of different types of buildings. Their geometry is non euclidean. It has very bright light inside that offer this blurry static in the air. A looks like an hospital. Report B is a cavity made ouf of different frames. Report C is when a different type of road appears in front of you, it's between a collapsed and uncollapsed state. Once stepping in you can't come back to the previous one Report D is a military hospital. It might refer to the level 14. It's unexplored and glitchy so don't walk around randomly. To get to these scenes from the original scene, find a mirror inside of a room along the first road, noclip through it. To exit, find a red and white walled house alongside the road. Go into it to be sent back into the very beginning of the scene. to hopefully escape.
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Level 64. Class 5 difficulty. The level takes the appearance of n infinite house with dysfunctional lighting. It's dark. It has many rooms, hallways, staircass. It looks like a house of horrors. Darkness is a real thing and it absorbs all light sources which leaves the level in a kind of dark glow type. No source of light will work. Structure and layout change when no one is looking. Even decoration and design will change; Eventually, neophobia, the irrational fear of the dark, might get into you the more you advance into the level. Furniture seem normal. But they are covered in mold and rot. There is also dust on every surface. Hallways are quite small and strange, often leading to empty rooms. Some parts of this level are 100% dark. You will notice some anomalies while walking around like the non euclidean geometry. Everything changes when you are in a fully dark spot or when you blink or look away. Some sections of the hallways appear to be voids, black voids. The entity is named Lurker. These are large humanoid worms like creatures standing 6 feet tall, like a cross between huma, worm and centipede. Some of them have been reported as 20 feet tall. They have ton of legs at the bottom. They hide in very dark spots. They only attack if they see you. It seems like they can't hear. So don't make sound. They use some kind of night vision. Avoid the pitch black areas. The level changing also affect the entities. The level can transform itself into a normal sized house. It never lasts so long. It's the only exits possible. There are abandoned bases in deep hallways and basement areas from groups who failed to settle here.
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Level 61. Class 4 difficulty. The level takes the appearance of a series of train and train cars. on an infinite track. The level seems infinite and randomly generates new data. You will start at the front of the train. The train looks clean and be cautious while exploring because crossing between train cars is very dangerous. It could lead you to fly outside of the train. The train is moving very fast so one wrong step and you could be doomed. In the first car, it's a normal passenger train car, it's clean and the first cars will all feel similar to the first one. Further back train cars will start to turn into sleeping quarters and other rooms like dining rooms, buck rooms with small beds on either side. Dining area have a bench siting style. There are less windows. After that, level loses its clean charm. The further you walk back in the train the further it looks like the level goes back in time. The train will seem to age to an older time period. Older areas. You can feel how fast the train is moving in these areas. Most dangerous entities of the level are also here. They are called camo crawlers. They have vague humanoid shape. They can blend into any changing environment. They have massive white eyes and huge ears slits. They rely on these ears for hunting. The entities range from 3 to 8 feet tall. They like to attach themselves sto the roof of things then drop down onto their prey. At least they are quite rare and don't attack that often. You are more likely to run into an occasional hound or smiler. if you end up outside of that train, in the outside area, this area seems randomly generated when inside of the train. On the outside though, everything is black like a void. From the outside the train feel normal sized trains. To enter this level, sleep inside of the upper segment of level 60. Exit by jumping off an old part of the train or wait for a train to stop randomly and then you get sent to level 11.

3 heures
il y a 2 mois
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Level 65. The document starts with an exploration log found on this level, the log between 2 explorers and the 2 people wandering to the woods of the level when they come across an apple tree. The apple tree looks off them. It's bigger than apples from real life and it's leaking some kind of strange juice. One wanderer bite into it. The apple tastes off and leaks that weird substance. The wanderer starts convulsing and to purge repeatedly. The skin starts to split apart and the bones shifting and multiply into multiple legs and arms, her face morph into stored and she grows pincers and legs. The wanderer just turned into a human centipede creature. So he drops his apple, runs away ass fast as possible and he is almost in the clearing until the trips and you can guess what the centipede does next. Level 65 is class 4. 5 specific parts : the main area, the apple trees, the mouths, the centipedes and the stump. Level is a constantly misty and foggy forest with different types of trees who are reddish colors and their leaves are dark red. A thick humid fog stagnates in the level No other weather, the breeze is cool. The trees seem to be carnivorous, eating meats including humans with grounds absorbed in the ground by trees roots. The groudn is littered with red leaves and oversized centipedes, some of them being 6 feet long. The apple tree section : the blood apple trees manifest in evenly spaced rows. Each row are 15 feet apart from each other. They look like an apple orchard. The apples are anomalous, leaking this red vicious liquid. Don't touch or bite these.
The mouths are rare areas looking like large fleshy pits around 9 feet in diameter and take the appearance of a circle. Coming closer, the mouths are covered with a flesh like material. Don't go near these unless you want to fall in and never be seen again. THeir origin and purpose are unknown. A theory says that the level feeds through these mouths. Around these mouths it's common occurrence to hear screamings coming from inside the mouths. The centipedes areas is where you find these oversized centipedes. They are aggressive, chase you they are also very quick and can climb quick. Some wanderers who managed to unalive a centipede in self defense noticed that the inside of a centipede is a full human skeleton in the morph of a centipede. The last part of the level is known as the stump, a very deep area, looking like cleanly cut black stump with bunch of anomalies. Being close to the stump you experience sensory issues, things start looking distorted and broken. After that you hear auditory hallucinations and see virtual hallucinations pop in and out of your peripherical vision and some reported seeing dark human figures crawling out of the ground near the stump. When the hallucination starts everything around you turn into a deep crimson red, the trees become black silhouettes and everything becomes this D realization effect of this red horror. So if you encounter the stump run the opposite way. The stamp seems to lure wanderers to its way. To enter this level, walk through a pair of wooden gates on any outdoor backrooms level and to exit, do the same and find a wooden gate tucked away deep into the level. Make sure it's not near a tree, a mouth, a centipede or a stump.

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Level 4.4 Class 4B difficulty.Several environmental dangers. It's similar to level 4 with offices, hallways, dimly corridors... The 2 main differences is that firstly this sub level is way smaller and expansive, and the second main difference is that it has a reddish hut over the office, walls, floor, ceiling. The entire level is thrashed. Everything is ripped. It's unknown why. Outside of the windows you see an infinite expanse of water as if you were in a submarine. Reason of the red juice and the organs seen sometimes is that when a wanderer is sent here they are filled with an intense and uncontrollable form of juicelust or bloodlust. You then become aggressive, slash and grab and end anything you see. You will pounce on any person that is here. If no one is here the wanderer will end up banging their heads on walls, claw the carpet, even their own limbs. It's theorized that even entities could be trapped here and transform into a worse version of themselves because of that. Past this office section there is the locker zone and this area is where wanderers claim to be drawned to it but avoid this because it's where you get fill with the lust. Inside the lockers there are some unnverving sites. It' a gritty grotesque place overall. The lights of this level will flicker darker shades of red. To enter this level, interact with a body on level 4.3 by noclipping through it. Note that it often hapepns accidentally when people are kneeling down to inspect a body that they see on a different level. To exit, run to the nearest window you find and noclip through it to be sent on level 7. Since there is water outside of the windows it's believed that both levels are connected.
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Level 67. It was discovered by a wanderer on level 11 who randomly smellede baking bread and they followed that smell until finding an out of place door and going inside it. The level takes the appearance of a bakery from the 1980s. Chill vibe and aura, it's only 2 000 square feet. Colors, alyout and vibe change depending on who si here. It will produce pastries and smells that the wanderer enjoys. It has been nicknamed the bakery of desire. Don't trust any of these food, don't eat it. There are 3 different parts : the waiting line, the counter and then the eating area. The line is part of the course when you get in line for your food except that you are waiting behind faceling entities who are the main entities here. THey are passive but creepy and if you try to cut them in line they could get mad. To the counter press your oder to the faceling cashier but first they will try to persuade you to get a pastry that you like. Don't take it if you can. Food seemingly make people behave weirdly, erratically and you will try to eat all the food. You will start craving that food.

After getting your command you can go to the seating area. It's only visible after you pay your food after order. To pay, give almond water to the cashier. The effects from the pastries vary from wanderer to wanderer. If you order the one you like the best, it's the worst. Less than 1 feet away from the pastry there will be a irresistible urge to eat it. If you ingest it in the first 5 minutes you start getting a sore throat, in the first 10 minutes, get gastritis, 12 minutes you get extreme arrythmia derma and after 20 minutes you will go into cardiac arrest. Do deny this impulse. After a person succumb,ed one of the worker will drag you to where the kitchen is and when this happens, the clerk and the worker that drag the body back will vanish into the back kitchen. If you eat a more neutral pastry, nothing really bad happens. Since the level tries to give you what you really likes, it's kinda rare. The least favourite or hated pastries are the safest To get out of the level, order one of these that you don't like and eat it. Eating the disliked food might lead the wanderer to believe that the smell and look in the taste of desert is far worse than it seems. Some reported the smell and taste of rotten flash when eating these pastries. When you eat the patry you don't like even if it has rotten flesh, you will be transported to either level 11, level 31, level 57 or level 98. You will just be slightly sick.
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il y a 2 mois
Level 33.3. A sublevel of level 33. A crusty flooded abandoned mall but this sublevel is part of that giant mal complex. The sublevel is class 5E difficulty meaning it's a dangerous, hazardous environment and that you will meet things that don't make sense. The level resembles an old abandoned mall but it's not really to the extent of day that it's regular parent level is. This level is more empty, not necessarily overgrown and flooded. It looks like an abandoned mall from Croatia specifically because of the stores Spar and Mueller. There are a few markets and fish markets. 4 sections in this sublevel. Main area or main hall is where are most of the shops and staircases and hallways. It's the central location of the sublevel The name of the level is dusty mall depths because there is an enigmatic dust inhabitating it, floating and on everything. It's dangerous. It's estimated that 50% of this air has dust. There is no much gravity so you can leap and jump around easily. The main level 44 doesn't have this effect. Second section is called the second floor, where many of the smaller shops, hallways and offices are located. This part feels more liminal and empty and darker. Some big bathrooms and closets are here. On the far wall there is a large spiral staircase going up and down. Some people think it's infinite and some other think that it's the end fo the backrooms. Some other think it's just a staircase. The air only has 20% dust content. The third section is thought to be the underground, a basement type of area with more dust and debris. Here parking garages are located as well as meat markets and other shops. The vibe is darker, dingier, more quiet. Pretty much all the air is infected with dust. So don't go there unless you have a good gas mask. And the gravity here is normal unlike the rest of the sublevel. Fourth part is an outdoor accessed from randomly appearing exits in the level. A small outdoor type place with coffee carts and shops, eerie, empty.
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Level 78. Aka the psychological planet. Classified as class PSI. It means it will be unsafe and unsecure because of mental hazards and not because of the environment. This level is not supposed to be entered in under any circumstances. A strange and otherwordly grassy land planet suspended in the middle of endless blue sky. SImilar to level 94 except this one isn't infinite and there are no houses. The levels stretches to a few miles before dropping off to the infinite blue expanse. No one reached the end of the level because they got sidetracked due to mental effects. Your surroundings will start wrapping again. At the beginning of the level you only notice the blue sky at your surrounding and an off putting smiling orb sun type. It's always there and sometimes terrify wanderers so much they get filled with huge sense of horror. If you walk straight, exploring the level, 6 kilometers into it these strange artificial suburban houses will pop up. The sun will clip and appear in different parts of the sky. Even when it disappears the light stays b right, meaning the light of this level doesn't come from here. The hosues are empty except for a few photos and debris on the floor. Photos are infected with photo ocular sceris, basically floaters or static vision you can get in real life. If you look at these pictures, random things will pop into your field of view and float around. Like bizarre lines of text popping or eyes popping up, sometimes with wings. Sometimes other weird mushroom types will appear. Longer than a few seconds looking at the eyes and the text seemed to manifest those lines of text and eyes in real life in front of you. The pictires are often used as weapons to fend off entities or people. Even outside of the house, it still works. 12 kilometers in this level is when it ends, fading into the blue sky.
At this point the ground might start to wrap and ondulate like water The sun will congregate and stare at you. This is your last chance to escape with a drop of sanity left. Avoid the sun and the eyes staring at you. Shrooms are sentient beans sprouting out grass and inside houses. Staring at them long enough might cause them to develop eyes and you will feel the effects of being on shrooms. You will get dizzy, confused, not knowing where you are. Vision will be impaired. Shrooms tend on this levelto grow around people full of fears. The smile killer is a rare creature existing here, described as a tall humanoid figure, almost 7 feet tall and it carries a big knife with it. A bit like the sun and the sky do, it seems like it can hypnotize those who stare at him in its face. It only appears in houses and only can be seen briefly when the sun disappears. As for the eyes, they can be everywhere. They are realistic human or animal eyes. The only way to get them to disappear is to close your eyes but try to avoid eye contact to escape the level. To enter this level, fall asleep on any backrooms level then participate in a lucid dream. But if you can't escape the level you will decay and fade away in real life. To exit, make it to the edge of the blue sky and the grass and there will be a door that appears. Or lay down and do a staring contest with the sun to be insane and be consumed by the shrooms. Not safe.




The intoxicated pool. Class 3 difficulty. The environment is infectional. A huge expanse of rooms and hallways looking like poolrooms with white tiles and staircases. The difference is the color of the water. The level is larger, with over a thousand rooms. The lighting comes from the wided out windows. The temperature of the water can be different depending on how close it is to the windows. The closer it is to the windows, the hotter the water is, to the point you can barely touch it. Further away, it gets more and more freezing cold. The water isn't regular water or almond water. It's thicker and slimier than both. It can't boil or freeze. The water is purple and it's full of pathogens carrying all sorts of diseases and sickness. If you fall in or dunk your head into the water, you will have a hard time breathing and other illness. In some areas, pieces of fungus and moss float on this water. The fungus and the color of the water seem to be linked. Some reported feeling dizzy or obsessed with staying inside of the water. Don't do that. To enter this level, noclip on level 58 to have a chance, or cause an accident on level 96. To exit be careful because noclipping here is thought to take you directly to the void level. To escape, find a dark, small and empty hallway and walk through it until you get to the next level, level 871.
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Deep end. Level 37.1. Class 3 difficulty. It's like the poolrooms with rooms full of water but the sheer depths of the water and what might lurk inside of them are the main differences. These hallways look like endless dark abyss under you. So you have to swim through this darkness to get anywhere. Corridors and hallways ar epitch black for the most part. Only artificial sources can lit it up. In some rare cases the walls have that weird dingy glow. Connection from room to room are hard to use because most of them are underwater. It's a very tight window to get to the next part. This leve is not that well maintained. The tiles are gross, the water is darker and murky, almost green in some areas. The air is musty and stale. Structure and layout of the level can also change fast, confusing you. It's due tot he non euclidean geometry. No entity permanently live here. Some facelings have been seen waiting through deeper water far into the level. There is also instances of the hydrus plague virus, a very dangerous virus lurking in water in the backrooms. There are some reports of glitchin. Glitchin might be a real entity. Askeleton silent type of entity lurking. To enter this leve, wander too deep into the poolrooms. To exit you have to get lucky. One way is to randomly find a water slide in the wall, jump in that water slide to take you to another sublevel which is level 37.4. It's safer although not really safe yet. Or try to noclip but that might not work.
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il y a 2 mois
Il y a une chaîne qui explique bien les différents niveaux des backrooms. Si jamais ça vous intéresse.
:zidane_lunettes:


Level 627. It's classified as faded and it's mid difficulty due to its environment and another thing. A small indestructible room made of porcelain tiles.
When getting first at the level you will be at the western side of the western wall which is the wall leading to a hallway that dead ends. On the other side of the room is another tiled wall with the mirror and the sink on it where the TV is. Behind that wall, the entrance to a very dark small space area. The melting TV, the screen and stuff are on the sink wall with the mirror. Impossible to unplug the TV no matter how hard you yank on that cord. You can't break it in half. The TV can't be turned off. The ceiling is also short. It has such bad vibes. Above the sink behind the TV has a few quirks : if you touch it in any way it disappears instantly and reveal an exit behind it. Not an exit from the level but an exit to another copy of this level, like room inception. Each room's mirror behaves the same way. If you walk up to it and touch it, it disappears and reveal another exit, etc.... all over and over again. Some of the rooms are just more full of that liquid static coming out of the TV, or some have more lighting. The liquid is known as HX - mi 12 because that's the ext on top of the TV. The real name is unknown. It's a luminescent light, pinkish, bluish liquid with a sirup like consistency and texture smelling like burning plastic and ozone. It crackles and statics. Coming into contact with it causes burning sensation. After a few time the liquid on your skin spread, envelop and consume you until you become one with the liquid. In the rooms with the most of this liquid, touching a wall that has the liquid, even a slight drop will have the same effects. To exit this level, touch a mirror and jump through it to different rooms until you find one with a regular TV on the sink. Once you find that, run towards it and noclip through it to be sent to the next level. If you fall through the floorboards of the attic level, you are sent here, or randomly glitch here from level 10.
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Level 898. It's class variable. The longer you stay in the more it can get dangerous and unpredictable. It takes the appearance of an empty school. It's mainly hallways and classrooms. The lockers are covered with dust and the entire level this eerie stillness cutting through the air. Staircases lead to unknown parts and it's better to avoid them. They have this smell of mold, rot. Don't go down or up there unless you have to. The level starts in a staircase with multiple doors to the sides that won't open. Only way to go is sstraight away, leading to the main hallway. The walls have this crunchy popcorn texture. The lockers sometimes have supplies like almond water, even food or notebooks. Supplies can sometimes be found in the classrooms. Some whiteboards and computers by times. Sometimes a faceling might be there studying. Some windows can open outside of the school. It seems to be a grass green field on all sides. Cameras don't work. At the end of hallways especially the hallways you start at you start on a nearly exact copy of that hallway will appear on the left. On your right there will be a stairwell which will go up or down to another hallway. The hallway to your left goes to a different direction and doesn't loop back to the first hallway you came from. The copy will be almost the exact asme but slightly different than before. It could just be having one less locker, one light being out in the ceiling, This confusion will cause your sanity to drop. Early stage of the level's loop starts with random pencils appearing on the floor and binders and paper.
On stage 2 you go to the end of the hallway to go to the copy. Clothing and trashcans will start appearing. It will be more muddled and jumbled up with junk. The level will start to decay. Smell of mold and rot will get strong. You hear schuffling noise but when you turn, nothing is here. On later stages, the lights flicker, the floor is ripped, plus there are soggy holes in the ceiling, who will start to collapse. Entities on this level will begin to around. Don't try to hide in a locker or in a classroom. Because at this stage all the entities that are rare and unusual will start appearing. The usual ones as well. Among the ones not usual there is the entity Ariana Membri, large spiders up from 7 to 8 feet tall. They are fast, agile, seem to live in these ceilings above you. They will smell you even if you hide. If you hide inside a locker you could jump into a smiler. To exit from this level, find a small vent and crawl through it to get into a crawl space area to be sent to level 19. Or find a ladder inside the level and climb up to be sent out of the level. That's one is dangerous since you need to go deeper into that level. You can be sent into this level by going into a schoolhouse in level 11.
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Level 899. It's class undetermined. Inconsistent time fluctuation. The level is a long interconnected subway car system inside of an infinite underground tunnel. Only a few random light panels. The level is fully monochrome and has no color to it. It's grayscale. What you bring become grayscale. Things you bring will start to decay. Same for livings. The longer you stay and walk on these tunnels the more your skin color fade away until you become a gray humanoid thing. These effects will stay after this level. No gear stop your skin from turning gray. The tunnel is an architectural wonder that goes on in one direction forever. Some of the cars look old and run down while other look new. There are also some old and some newer models. Same as level 61 where the train models are different and have different ages. But here these changes have been attributed to time warping effects. The train show no sign of cracking. Same for the tunnel which is not normal. It's not recommended to step off the subway. Your sanity will drop to critical level and your vision will also blacken, not allowing you to see anything. The losing eyesight is similar as the one on level 668. The tunnel seems toxic and smells decay and old metal. It's hard to predict when the time fluctuating happens. When it happens the gravity inside and outside the subway cars weakn drastically to the point that small random objects will hover and float. The temperature goes down drastically as well. After a few seconds of this time itself will reverse to the point that your vision will start to blur and the space around you will warp. The air will begin to feel like water, then you begin to swirl and rotate. The air is spinning to so you can't walk. The ground then shakes. The tunnel outside of the subway will shift then crack and this tunnel doesn't heal itself to the point that the level might be destined to collapse one day.
To enter this level, enter it by finding a black or white subway car on any level. Get into it to be sent into the level. This will track you into the level until you find an exit. To exit the level, you have to travel from subway car to subway car until you get into one that is full of plastic balls from like a ball pit. Once you see that, jump into the pit and the you will be sent to level 60. However it's rare to find ballpit cars. No official entities have been documented here. The level is brand new and it was newly discovered. A theory says that the time warping is due to some entity lurking deep in the subway tunnel or follows the subway wherever it goes or something like that.
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il y a 2 mois
There is also a placed only accessible from an unknown pathway called " the chromal river " a dark red liquid river cutting through the forest. A strange misty fog comes off this river. The river is volatile and toxic. Don't breathe the mist, don't touch the water. If you touch it, series of rashes and bumps and blisters start to form over your body until you become this one huge fleshy mess. So it's recommended to never leave the path you started on. To exit this level, find a dumpster in one of those buildings, get into it and try to escape. Don't try to noclip through the sidewalks of the level as it's thought that you will be sent to the void. Level 94. Aka " motion ". We already talked about that level earlier.
Level 1 069. It's class variable with varying safeties and danger depending on where you are at. We already talked about this level.

Level 9 999. It's class pending. Undetermined safety and undetermined entities count. It looks like an abandoned amusement park covered in a thick fog on some sort of island and the ocean around is very deep and like real life ocean it's salt water. However don't go there we we don't know much about this water. The roller coasters of this level are strange and have anomalous effects either good or bad for you. Each coaster is an exit from this level. The theory says that the level choose if you can leave based on your karma. Whatever it chooses, the ride turns either foggy or clear. If the roller coaster turns dark and gloomy the level thins that you are not a good person based off your life's deeds. The sky will turn dark and red, then the ocean will go from water to liquid pain. If the roller coaster doesn't change, staying at foginess, the level thinks that you are a decent person. These people are most likely to be sent in the first 5 levels of the backrooms. If the fog go away and light come on, the level decided that you are a good person. It's also thought that you will be sent to a safe level like level 6 999 or level 11. Only faceling are present among the entities on this level. No outposts in this level. To enter in this level, you have to be sent here from level 9 998. it's rare to be sent here. You could just be walking along the previous level and fall through the floor and wake up here. To exit, ride a roller coaster and it will decide which level you will be sent.
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5 heures.


Level : " You won "

Level 9.1.

Level 998. It's class varied difficulty. The level is a flat blank plane extending at all directions. It has 3 distinct zones. The level looks like it's made of clouds b ut it's an illusion. The whole thing is table flat. The texture of the floor is a wool in a way, rough and bumpy. No change in elevation. Every entrance to this place brings everyone to the asme spot, at the bottom floor of a big concrete stairwell. 8 flights of stairs in total. On the top of these stairs you can see the big cloud floor thing. Some pebbles are on corners looking like momentos or tokens of people who traveled here and left them. Out of the doorway you get into that plane of cloud wool floor. Coming back from where you came from you see it's just a small plain box. After 30 kilometers the level start changing. The floor will morph into a dark and gray floor and the sky above you will shift into a floomy gray sky. It's the second zone of the level, the gray zone. The breeze blowing will make this area freezing cold. There are entities, mostly smilers, skin stealers and dullers. Also unknown and undocumented huumanoid entities spawned here. They seem to walk around without chasing you. Pushing deeper lead into what most people see as the last area of the level, the black haze. At this point the floor and the sky are both black. Terrible weather and storms appear and rage. The wind an knock you off your feets. And it will rain for long periods of time. Thunder and lighting strikes have been seen as well. It's believed that there are even more entities in this section than in the gray section. Walking through all the 3 sections lead you to the edge of the level which is just a wall of black clouds. No one knows how far that wall is because it's more of a myth and legend. Some theories say that this level is a trial to get to aheaven level or even escape the backrooms. Some people are adventurers coming in and some people came, losing all movitation, knowing it will be their final spot.
The other main theory is that there is nothing behind the black clouds. There are an estimated 200 entrances to this level. The entrance is a simple white double metal door appearing on random levels. As for the exit, there is no sure way to leave.
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Level 995. It's known as reality aliened houses. It's class 4 difficulty. It's very volatile and glitchy. It looks like never ending roads going on both sides. The geometry of this level won't even let you walk back. Most of the cars in front of the houses don't work.



5 heures 30.
il y a 2 mois
If The Music STOPS in the Backrooms, RUN FOR YOUR LIFE.

Level - 404. Class 5 difficulty. The level takes placei nside of a nicely decorated brightly colored Victorian era house. There are different areas. There is a master bedroom and 5 identical spare bedrooms. There is a kitchen, a dining room, a bathroom a living room with furnished basement.All these rooms have different properties. No day or night cycle, there is always going to ba sun shining through windows. There is a classical music playing off in distance. Outside, there is just a white void. When the music stops playing you need to hide instantly. You have from 20 to 30 seconds before the entity comes out. Inside the master bedroom, walk inside, the door will slam behins you and once it's done, go to the closest corner that you see of the room. Stare into that corner and no matter what you do, don't turn around. It doesn't matter what the entity does, keep staring at the corner on the wall and it will eventually go away. Don't get in the bed because the entity lives underneath it. Leave the curtains open. Don't look at the mirror because whoever is looking back is not you. Once the entity retreats you can go out. If the doors are closed it's better to not open the spare bedrooms. The furnitures are bigger than in reality, indicating that the entity is big. If the music stops and you are in one of these spare rooms, and you see catnip anywhere, don't investigate further and walk away. In the kitchen, dont drink from the sink because liquid pain seems to flow out of the faucet. If the door slams behind you the level will increase the temperature of the kitchen. If the music is stopping while in the kitchen, only way to survive is to climb on top of the counter, closing your eyes and not opening them until it passes. You know when it passes when all the noises stop and you will be able to get off the counter and walk away. In the bathroom, don't drink the liquid from the sink either. If the mirror inside the bathroom is cracked, don't touch it.
.

Top 5 SAFE Backrooms Levels with NO DANGER, NO Entities...just vibes

Level - 33.

Level 913.


Level 525252, etc... aka the Recursion. The main difficulty is how to exit the level. It's class 0 difficulty. To enter this level you can accidentally noclip there. But the most consistent way is to fall asleep inside of any chair of any type on any level. No entity in this level. The only way to leave these infinitely repeating rooms of the recursion is to go to one of the windows, open up the blinds, open up the window, climb out into the white void beyond. It will send you to any level in the backrooms, good or bad. If you look away from the exit or if you don't see where the exit is, it could break all of the recursion and thus corrupt the hallway that you are in, leaving you stranded. As the warning of the level says, don't look away from the exit.
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Kitty's house. We already talked about that level earlier.


Captain's journal.
il y a 2 mois
10+ Hours of Backrooms Level Explanations... (400+ levels)

Parmi les autres vidéos intéressantes sur le sujet :
:zidane_lunettes:



Level 1 000 010. It's class astral difficulty. Unsafe, unsecure and mental hazards. It involves being in space with aliens. A rare level to get into. You can only get here from reality. The level takes place on some sort of alien advanced aircraft. Shiny clean hallways, huge labs,big computer panels and buttons, etc... It seems like it's not part of the backrooms and that you are not supposed to be there. Somehow some aliens figured out how to harness whatever wormhole technology teleports people normally to the backrooms. They made it. So you will get teleported to their spacecraft instead of level 0. Did they create the backrooms? Did they have a better understanding than us? In this level there are thousands of pods with animals and people inside of them. People seem suspended in some sort of liquid and the animals frozen in tanks. Technology and languages seem very advanced. It looks like everything is fully automated. In this level you wake up in a laboratory with nothing except this robotic arm hovering above you. This arm seems to be studying you. The main room is where the biggest control panel is. The biggest glass windshield of this craft is there too. Thousands of buttons or panels can be pressed. 2 stand out. They are bigger, they are green and red and they are glowing. All contact with the person who pressed the green button has been lost. Pressing the red button you will be knocked out for an unknown amount of time. You will wake up in your own room in the real world. You will feel strange, almost like you gained a huge amount of knowledge. Then you will have a ssuddent urge to find a piece of paper and write down a series of squares and lines as well as zeros and ones. You will write this code for 2 or 3 pages until you stop. Then you will feel normal again. The ASCII Bianary code. It translates as :

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All the 3 people who went through this wrote the exact same thing. it could be the aliens trying to contact or warn us. Level 710. Newly found level. Class undetermined. The entry starts with a quote from wanderer Amy. The level has 2 distinct areas. First is a silvery ring floating in the sky. The second is the ground under this ring with some ruins and an archway. Directly above the ruins on the ground the silvery ring floats horizontally. It never moves position, never goes up or down. It's massive, around 400 feet in diameter. The ring interacts with 1 person at a time on the level and the person is chosen at random from any level. You could walk through any level, get noclipped to this ring inside of it. That person will be stuck inside the ring from 3 to 23 days. The inside of the ring is a large hallway. Amy was sent there for 20 days. No doors on inside, 4 windows on each cardinal point. Each window has a little room next to it. The romo by the North window has a chair and desk in it with paper and pencil. The East window almond water and food there. The room netxt to the South window is a bedroom. The West window has a room next to it with a very small box inside that each person has to put a personal item in as sort of sacrifice apparently. The ring seems alive in some way since it communicates with people with on an intellectual level. It doesn't use language or signals. It just gives people the feelings and instincts to do things like going to a room in particular. The ring almost seems made to study humans and how they interact with certain stimulis. Because of how futuristic the technology is, some think an AI made it.

Sometimes the ring may put things or entities in the hallways to see how people react to them even though nothing actually hurts you. Under the ring there is a circle of Earth with no vegetation. It's 1 320 feet in diameter. In the middle there is an archway called the Harbinger Arch. It's thought to b e a portal to other realms and maybe a true exit to the backrooms. Sometimes, looking through the Arch you can see into different realities even outside of the backrooms or the frontrooms. Sometimes you can see the real Earth. People have been witnessed walking into the arch and never seen walking out on the other side so it leads somewhere. But no one knows where. The arch and the ruins are kind of treated as a spiritual thing in the backrooms. You get the vibe that they are sacred. After discovering this, some things started to make sense in the backrooms like the small carvings in wood and stone circulating through the backrooms in the shape of arches or rings. Or there's whispers floaing around about of a oal called Pilgrims Path being talked about in notes on the walls and in carvings. Either way the ring and the ruins with their supernatural and interdimensional powers, are some of the most unique things in the backrooms. Moai level. It's class deadzone. It's similar to level 0 but with statues. If you make a specific, suddent or quick movement, every single statue of this level will surround you and dive onto you until you are flat. Then you will be turned into one of these statues yourself and join the army. Either crawl or rub your entire body with vanilla perfume. If you wear a hat and you die, your statue will have a hat too for example also. To enter this level, find a chocolate moai statue and eat it. To exit, do the same. Apparently a few of these chocolate statues are scattered throughout this level.

Level banana. Huge infinite landscape of y ellow walls and floors, like level 0 in even more yellow. There is a constant smell of bananas, actual bananas on the floor. The minions are the entities. If they see you with a banana they will attack you until you give it back. To enter, hold a banana on any level and say : " Bellow" in a minion voice 3 times. Level the backroom. Just a large white room with a window, chair and fan, as well as a door. Entrances and exits to this level is : door. The way out. It's an exit that can appear on any level of the backrooms in any form. Everytime it appears it's got a bright yellow light that is flashing inside of it. Go in there and you go in some in between state between reality and the backrooms until eventually reality will go back to normal and you will be back to how your old life was. Level 3 999. We already talked about that level earlier. Level Vibe. Class vibe. It's chilling, daydreaming and what kids would call a mood. It's the coolest level to exit. Physically it looks like a world of daydreams. Everything can happen. You can explore this beautiful holographic terrain and can ride the ocean waves on the mood beach. You can explore the mountains as well. They have been erupting with pure nostalgia. No entity who harm you. A level where you can chill, relax and vibe. To enter this level, look into your own mind and you might find it. To exit you have to refuse the viberooms.

8 heures.


il y a 2 mois
Top 10 TERRIFYING Backrooms levels (part 7)

Level 33.3. We already talked about that level earlier.

Level 68. Class 3 difficulty. It looks like a giant theater complex although it does feel like organic. Fungus and grass grow in the darker hallways. Mushrooms sprout from random areas as well. Corridors and hallways intersect to this theater; They all lead to one very large theater room. It's made out of reddish, dark gray fabric. The seats seem coated in some kind of saliva material. They seem to draw and lure people to sit down on them. The wanderers describe the chairs as abnormally comfortable even if it's a soggy chair. The chairs seem to release some kind of chemical enzyme into the fabric of the chair. The enzyme has only one function : rapidly melt the skin of the thing sitting on top of it. It melts and resolidifies clothing to the chair basically fusing the skinof whoever is sitting, to the fabric of the seat. While this happens the victims don't notice and seem distracted by something else. Maybe a pheromone or enzyme, or people losing their mind. Once melted directly to the chair, the screen in front of the theater play a movie. The movies played are random and don't seem to correlate at all. There is not a single movie that is known in real life. Maybe the backrooms made these movies or they were played in an alternate reality of Earth. But a lot of time the movies are graphic. When the movie ends and the credits roll, people shake and convulse, eventually succumbing. The chair will then break down the tissue and dissolve it via digestive enzymes. After, it will be sucked into the chairs, never to be seen again. There are some theater safe places in the backrooms. But this isn't one of them. To enter, walk into a theater on level 11 and you have a random chance to be sent here. To exit, get up before being stuck and run to the movie screen to noclip into it. Or run into a hallway, find a door that send you to level 74. If you sit down and feel your arms getting sticky and wear short sleeves.
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Levle 6.1 Classified as a deadzone. It's referred as the snackrooms. It used to look like a huge court food area with liminal features. It's along hallway with restaurants and concession stands. Vending machines and restrooms are also here. It seemed like a perfect level after level 6. It was a safe level until its downfall. It's now known as the fallen snackrooms or the food court. It's now all decayed and abandoned. The level seems to have become corrupted and volatile. It's been concluded that the level underwent a spatial tragedy. Previously, level 6.1 had a similar effect as level 11 on its entities, making them passive and even docile. At a point, this effect wore off and that's when the downfall started. Some people either escaped the level either had to hide deep inside of it. Some people blame this shift on behavior on level 11 itself. Other think it's random. Before the change, there was one incidence of an entity attack, occurring when a hound noclipped to this level by accident. Since then, the balance and force seemed to have shifted. After that, more and more aggressive entities started coming into this level. But how do we know when the effect stops working? To enter this level, walk into a restaurant from level 11 to have a chance to be sent here. You can walk into a restaurant over and over again until you get sent here. To exit, find a set of glass doors, walk outside of them and you will be sent back to level 11. Or find a window that's indoors and you can break it, jump throught it and you will go back to level 6.
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Level 78. Poolroom sublevels. Level 627. Level 898. Level 899. Level - 250. We already cover all of these levels earlier.






il y a 2 mois
10+ Hours of Backrooms Level Explanations... (400+ levels)


Level 768. Aka Temporal Abyss. Class : time expedite with time going faster here. Biological process accelerates. Lobby, staircases and the path are the areas. It's an ever expansing cloudscape in all directions. The air smells sweet and enticing. Clouds above you look like artificially made. The floor is made out of some white brick shiny material. The clouds at your feet or side seem made of fluffy cloud like material. It's so big that you can be easily lost. The white floor smells like dusty chalk. The cloud aroud you smell like sweet vanilla. You get this strange liminal dreamy feeling when you are sent here. You will spawn into the lobby. It's a platform made out of shiny bricks. No roof. This will segment off in different paths and bridges and stairs. No visible structure supporting this lobby. Other similar platforms are in this level. You step out into this open shiny sky. Clouds in all directions as far as your eyes can see. Bridges and staircases and shiny things you can step on is very mesmerizing. The bridges can be any architectural design. Don't loose your footing and fall. The lenght of the bridges are also different. Some can be straight and long, some topsy turvy and curvy and windy. It can lead to random staircases that lead to more expansive bridges Staircases will often randomly go towards the sun or the sky or straight down to the void below. Those staircases give feelings of dreaminess. That you are free, infinite, float around forever. Some staircases interconnect leading you to fall to a part you have never been. Soem think that going through the same straight path you might run into an invisible barrier. It feels solid and not possible to break. If you smahs with a hammer or run fast into it it could be broken. It will allows you to explore further out. But it's risky. But in this level, time is speeding up. The sun will disappear and clocks will take its place. It's when time will speed up for you.
Once this happens, you will die, be born again and restarting this aging process all over. Only cited entities are the eyes from level 78. They are not aggressive. But they tend to lure wanderers deeper and deeper into the clouds. Further from potential exit, trapping them deeper into the time paradox. In order to escape the level you have to find a gap in the bricks or in the clouds on this level. These gaps are going to be rare since the entire place is like full. If you find a gamp, jump into it. You will wake up on level 78. Since many clouds roll over the surfaces, a gap might disappear so take your chance. To enter the level, find a ladder in level 78 leading in what seems to be a cloud. Thenc limb the ladder into it.Once you get out of that entrance it will disappear behind you. So find an exit as soon as possible.
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Level 154. Class 5 difficulty. The entities aren't the main problems. It's the level itself. It has the laser game. The level is made up of looping and winding hallways that go on forever. The hallways are made of stone and they are the same color which is pitch black.. Only light of this level come from these dingy colored lights on the ceiling that don't even put off light but rather random glow. The big open rooms is where the laser game is played. These rooms all have doors with a specific symbol painted on them. The level can be separated in 2 distinct parts : the corridors and the laser rooms. It starts getting hot when you get close to the laser rooms. Carry a flashlight and maybe some power or breadcrumbs to mark your path and not get lost. Laser rooms are the only exit. No water, food or supplies on this level. In open rooms, huge lasers are pointing. Past these lasers there is always a pedestal with a pendant on top of it and this pendant is going to be in the same shape as the shape on the door. Get the penadnt by passing the lasers. There is a time limit for each room. You will be burnt if you hit a laser but some lasers in other rooms can be more powerful than others. If you get to the pendant, touch it, both of you if you are with someone else. You will be teleported back to level 1 which is where you came from. You can keep the pendant as the one you took will be replaced by an identical one. The first room is called the line room which has a staight blue line painted on the door. The lasers on this room stay still. They are the most powerful lasers. 60 seconds timer starts when you enter. If you can't win the pendant will retract into the floor. Lasers will turn off, the door open and you can walk out of the room to find another room. They are not even that common. Next room is called the circle room. A yellow circle painted on the door. The doors will lock when you enter until you win or lose. They don't have a timer. The lasers move but slowly.
These lasers are weak so you can block them with a thick object and hitting them will just mean a minor scrape. The triangle room has a red triangle on his door. It's the smallest and most dangerous room. It has a puzzle made out of 7 prisms. It's risky. Then there is the square room with a green square on the door.Lasers are so close together that it seems impossible to make it without being hurt by lasers. The last room is the pentagon room which has a pink pentagon symbol on its door. For most of wanderers it's the easiest. Once stepping in, the lasers will start to move forward so you start running as fast as possible to the end of the room where the pedestal is. If you get caught up it's over. To enter this level, follow these color bulbs on level 1 in random areas, that match the colors of the pendants. You can only exit the level by touching or grabbing a pendant which will take you back to level 1.
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Level 189. It already have been covered previously.

The redrooms. It's located deep into the level 0, the first ever backrooms level. Redrooms is class 5. The redrooms looks similar to level 0. Some obvious differences are the red color absorbing every surface around. Everything is red. Touching the carpet feels like touching steel wool unlike level 0. It's also sticky. Communications don't work, especially in the deeper zones. The layout is winding. There was no evidence of people noclipping, escaping or finding a way out. People just disappear in this level to never be seen again and we don't know if it's because of entities, people turning into entities or the level swallowing people. You can avoid the redrooms by not following the red lights on level 0. If you see kind of a threshold were red meets yellow, don't walk into there. If you go past that red threshold there is no turning back. Apparently some people also got sent into the redrooms randomly.
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il y a 2 mois
Chaud comment une image venant de 4chan de base a pris tant d'ampleur.
:MainZidanelunettes:



Level - 250 aka negative 250. The deeper these negative levels go from 0, the worse they become with their environment, features and creatures. It's classified as a deadzone. It should be never entered. The majority of people coming here are never seen again. The level consists of several abandonned sidewalks that sprawl out over a large area. The sidewalks curve out into thick forests. The level got a red coloration to it. The sy is red and you also see random put electric poles. The red sky has been described as staticky and volatile. The forest is very dark giving you uneasy feelings. After walking around you will hear a faint rustling in the leaves. The rustling is obvious since the level is pretty quiet beyond that. Once the rustly noise is heard, the paranoid and anxiety are massively increasing. You might run across abandoned buildingd and shacks with these alleys sticking out of these trees. Avoid these alleys as they are mostly traps for smilers nad other entities. The level looks like a red hellscape. Coming across into the base of an electric pole, sometimes these poles can be dangerous with exposed wiring dangling down. The main danger are the creatures however. They are known as predatory pylons. They blend in with the electric poles. They are hard to distinguish from the poles. They are wiry, spindly but flesh and blood. They typically move when you are not looking at them. Make sure you are moving around and don't stand still. There were also unconfirmed reports of large shadowy creatures swinging, jumping from electric pole to electric pole. They are said to be giant humanoid shadow creatures with their eyes glowing pretty bright. They make no noise. They scoop wanderers up with their long arms.
il y a 2 mois
What's the HARDEST Backrooms level to find??

Level anchromotopsia.The level looks different to everybody who comes here. it takes the appearance of a place in which you spent a lot of time at in your childhood when you were in the real world.It can shift to other locations that you stayed at often. Other people or even entities are illusions projected by the level in front of you. You more you stay the more your surroundings become more glitchy and blurrier. At the end of the day you will just be able to see pixels. Even if it's class 0 difficulty it's almost impossible to get out off. The few people who made it out claimed that the only way to exit is when the level is shifting its design. The level keeps you alive no matter what. If you want to hit your head first, the level will probably shift into a trampoline for example. To enter here, it happens randomly. To exit, wait until the level is shifting between memories and you can quickly find a levle key that will open a door that you know is out of place. It's rare so you have to wait.
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Level 696. Aka the infinity scraper. It's a theorized level that you can be sent into from the level evel anchromotopsia. The level has been discovered on May 21st, 2002. it takes the appearance of a massive abandoned building made out of concrete. Looking outside you will see the exact same building you are in repeated over and over. Each floor of the building looks different. Floor B1 looks like regualr old level 1. Floor B2 looks like level 2. It's thought that each floor resembles its counterpart from the actual first few levels. There is an illusion of infinity even inside of the building because the properties are non enclidean. You start the level down the building. The further up you go the more volatile and unstable the level seems to get. And the more glitchy and distorted things will get. Going up and down the stories in order is impossible because the only way to get up to the levels are down to the levels is though an elevator that is unmarked and you can't control it. The only 7 people that got to this level entered accidentally. You could access to the negative levels by noclipping through the base floor of the building. These nevative levels are glitchy and should be avoided. To enter the level, you have to be sent randomly. To exit, it's said that if you somehow unalive, you can be sent back to level 0. Or you could just get lucky and noclip out.
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1 an passé dans les backrooms.
:zidane_lunettes:
il y a 2 mois
J'ai une idée de scénario pour une future série :

Un Célestin noclip par accident au niveau Zero des backrooms.
Soit seul soit avec disons un pote. Mais je pense que seul ça ferait plus sens ( en général on ne peut pas noclip à 2 ).
Célestin devra survivre les backrooms, fuir ou faire face aux entités des différents niveaux, survivre dans des environnements parfois hostiles voire qui veulent sa mort.
En parlant de niveaux, il y en a plusieurs centaines. Il faudra passer par une grande partie de ces niveaux pour pouvoir éventuellement trouver la fin des backrooms, revenir dans la réalité.


Le niveau Zero serait donc une "zone tampon" entre la réalité et un autre plan d’existence, créée artificiellement. Une expérience ratée (ou volontaire) menée par une agence secrète, un gouvernement.
:zidane_benzemonstre:


Célestin devra alors exposer au yeux du monde la véritable origine des backrooms ainsi que les raisons sombres qui ont pu pousser des gouvernements à agir ainsi.

Et entre temps il devra savoir pourquoi il a été choisi pour entrer dans les backrooms. Par quelle entité secrète? Célestin serait-il l'élu permettant de sauver les gens prisonniers des backrooms ainsi que le monde réel.
:zidane_benzemonstre:
il y a 2 mois
Vous en pensez quoi?
:zidane_benzemonstre:
il y a 2 mois