The End

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**Regular Anomalies'**

* Safe zones
* Acute Deja Vu
* Infinite Level
* Null Level

## Demographics

### Communities

No communities can be established due to this level being considered 'Null' which means that other people can not be encountered in this level.

### Group Presences

N/A

**The End**, otherwise infrequently known by its full title of **"The End is Near"**, is an empty public library made up of rows and rows of empty bookshelves and occasional pillars. Outside the starting area of the level, there are virtually no walls and it extends outward into infinity, though there may be some exceptions to this, and some rooms can form, but they are usually not made up of actual walls, and rather bookshelves. This level is made to intentionally mislead users into thinking they have escaped the Backrooms somehow, when in reality the space is does the opposite; keeping you within the level indefinitely as you try and hopelessly find an exit. Due to this levels inherit nature as well — being that of a trap level — it has no Farlands and therefore has no outer boundary, extending in all directions. The starting area of this level — regardless of how you enter or from where — will always be the same and have the same sets of rooms. This area is sparsely populated with a few bookshelves and dim lighting surrounding the center area, which has a signal terminal on a librarians desk. This terminal has no way to input anything into it and displays a range of things on the monitor from time to time. A sticky note can be seen on the side of the terminal as well, this will often have a miniature map of the area surrounding the terminal, though some wanders who are more unfortunate may instead find a note that simply reads: "Figure it out yourself NERD!" Just above the front desk — and where this level gets its misleading name from — is a message reading as follows though it may vary with some words missing from the sentence, either reading out as: "THE END IS NEAR" or just "THE END". There is no unknown factor dictating which message is present, and it isn't too significant as they both mean the same thing.

Bookshelves make up a vast majority of this level and although often being completely empty, they may occasionally contain some books both of original works, and pre-established titles. However don't expect any of these books to contain the original material or even to be of the same genre for that matter, as the contents of the book can be entirely different from what is shown on the cover of the book. For example, a wanderer found a copy of Harry Potter and the Prisoner of Azkaban and upon opening it found passages from Billy Shakespeare's Romeo and Juliet as well as ones from Titus Andronicus. He also found characters that did not exist in the novel and information completely unrelated to Harry potter as well as any novel ever published. This same aspect can be applied to pretty much every book found within the library, and even supposedly some more reliable sources or books found native to the Backrooms. Books here don't really provide any vital information when it comes to the level or pretty much anything. However there are a few novels that appear to be exceptions to this rule and are both natively written by two authors within the Backrooms. However these books were not put into circulation and were only sold locally within their respective levels, so how they got here is a mystery. The books in question are, Matt Huxley's series "**Myths and Legends"**. Titles include, *Myths & Legends: Compilation and Analysis of Water in its Many Forms*, and *Myths & Legends: Cautionary Tales, Lost Knowledge & the Disparate.*

This level does not follow the regular naming convention of Quantum Stable Levels, and is technically an aberrant level in all but name, as it is a vital level in tandem with the other twelve levels of the Quantum Stables. The existence of the level is quiet confusing as it claims to be the end of the Backrooms, which implies that levels beyond it are not meant to be seen by anyone. Many have posed theories about this being evidence of a larger experiment going on behind the scenes. And while this theory may have some fruit to it, it is not set in stone as the Backrooms is known to be quiet misleading in its intent and what it exactly is, there is no way to know if this is true or false just based upon some simple text. However, when first entering the level after 24 hours there will be an automated message played on the intercom system of the level. This voice is clearly human and addresses the user in question as well as congratulating them for exiting the Backrooms.

> “
> “ (MOTION DETECTED) Hello there, welcome to **The End**, congratulations on escaping the complex. Please, wait for proper authority figures to arrive and escort you out of The Complex. Do NOT move and please, cooperate.”
>
>
> — *Level Intercom*
>
>
>

This message is prerecorded, meaning that it will always be the same for anyone first visiting the level. The message does not play again if you have entered in more than once, most obviously because if you have left you already know that this level is an illusion and there is no need to play it again. Slight variations in the message may appear by user actions in previous levels, usually this involves something like taking a specific exit within a level or something or at first skipping the level then end up in this level. If you manage to skip past this level initially and then end up in it, the message changes to something far more cryptic and ominous. The clearly human voice changes to an automated text to speech voice in an incredibly low tone. A fair warning; if you manage encounter this message, or in anyway this text to speech voice comes on the intercom, you should immediately run, as a guaranteed Blood Moon Event will occur right after this and occur indefinitely until you escape the level, upon which it will never trigger it again and the TTS voice will be all but gone.

The surrounding area in which you start in is around 253 by 250 meter wide area, and the only part of the level that actually contains walls. This area is a lot more enclosed than the outside area and includes pretty much everything you will need to escape the level. You should never leave this area as doing so will undoubtably get you stuck within the level and make actual escape incredibly tedious. Most of this area is dimly lit and contains several small bookcases and shelves along the walls and scattered across the room. Going about the area you may notice a few small rooms connected by doors, entering these they will be typical office rooms, filled with assortments of items and other objects typically found in an office environment. One room, behind the librarians desk is locked and attempted to bust down or break down the door does not work.  The door is unlockable however and is the first step to properly escaping the level. To the right of the librarians desk there will also be a room nearby that leads to another locked door, this time with a symbol combination.

The starting areas actual edge is not well defined for the user, as the space seems to continue on past the boundary, though crossing this boundary will simply transport you to the other side opposite to where you entered, essentially looping over and over. This makes the beginning area difficult to actual get out of properly, which is a good thing since the outside is exactly where you do not want to be on this level if escaping is your priority. Some sections of this boundary have doors placed seemingly just out in the open, however upon opening the door it reveals the rest of this level, being that of an endless plain with large pillars and bookshelves extending onwards for an indeterminate distance. Overall this area is quiet bleak and it is quiet difficult to reenter the starting area through this plain as the door behind you ceases to exist after entering the area. This area is frequently known as "The Plain" by most explorers of the level and if you are unlucky enough to stumble upon this area you will be trapped in the space until you come across another fake exit, marked by a typical fire escape door. These doors transition you to a fake reality that attempts to deceive you similar to this level as a whole.

## Fake Realities

These areas of The End are another deception on an already blatant lie. Fake Realities are quiet self explanatory, they are mimics of reality produced by this level. You haven't actually left this level nor the Backrooms, rather it is a separate space attempting to deceive you into believing you've entered Reality. These spaces however, are drastically altered than normal reality in more ways than one. Though altered drastically they may not be apparent immediately, though, for the ones that are they are such things as the sky being a different color, buildings being different geometric shapes rather than real buildings, any and all life-like beings being replaced with entity counterparts (I.E Facelings.) et cetera. Each instance of a fake reality is a fake, generated reality that while having many elements of the real world, are flawed and imperfect, like everything the Backrooms attempts to replicate. Some constants that are in these realities however is the small cityscape that all users will encounter, while it resembles no cities within the real world, its appearance regardless of the apparent alterations to the space, will always be constant. Most often you will also encounter a sign for people first entering the city, and while this sign is often just signs from other cities, there are some instances where the sign instead shows the city of "Anemoia". The town itself isn't significant, as it often is just simple and ordinary streets with inaccessible buildings. What is significant is the environment itself, with most people who have first encountered the town explaining extreme feelings of Deja vu, and memories of childhood experiences and general experiences. Some people even report hallucinating some important places in their lives as well as people walking along the street. This Deja Vu can eventually turn into extreme paranoia, anxiety and homesickness that can drive and lower peoples sanity down dangerously low. As mentioned before, people are encounterable here, though just not in their usual state. For one, they are incapable of responding to you even if they appear to be talking to one another, they are completely incorporeal and any attempts to make physical contact result in ones body passing right through them, and they appear to be incredibly repelled by your presence, physically moving away when getting close, only stopping when there is nowhere to move to. Day and night cycles are present here though it should be warned that during night there is a greater chance of you coming across an entity within this space.

This space also has been documented to contain different spaces within itself, like pitfall regions though less conjoined and less similar to one another. More or less it is completely and utterly random.  There isn't many ways to get out of a fake reality once you've entered, more likely you're just doomed to remain in the space indefinitely. However, some people who were interviewed from the Frontrooms, say they entered the space from a fake reality in this level. The methods on which they entered however are unreliable, as most describe either falling into the space by chance no-clipping, or simply wandering long enough until they ended up there. Computer terminals have been found within these spaces, they are far more limited in what they can do however when compared to terminals in other levels and even in this level. Instead, they operate on a standard, up to date operating system, appropriate to their real world counter part.  These OS's, unlike the ones presently seen across the Backrooms, are far more limited. For one: they have very little capability to transport you to other levels if correct commands are entered into the terminal, and while yes it may be possible to simply type in the proper command for this console to reenter the level you are in, we've already tried that and it is as unsubstantiated as other similar commands. Don't expect these consoles to lead you anywhere, or expect to leave this area once you've entered, only hope for the best and try not to leave the starting area.

But as inescapable as this level may seem, there is a quiet convoluted way of exiting that isn't made too obvious. Its quiet atypical of a Backrooms level to not have an obvious exit, but that's just many of the perks this level possesses to trick you. It isn't hard to find a way out however, it is literally at the start of the level just behind the counter, but getting it open is far more challenging than first expected.

## How to Exit

Scattered about the rooms usually within drawers, files cabinets, regular cabinets, and pretty much any container within the level are usually pieces of torn up and jumbled paper. Some of these papers are colored solid black and have small images on them. These images are the same one to the lock and can spell out the combination for the lock on the door in the right room, which is numerical and unlocked with the symbols. Nearby the librarian desk however is another small room with several pieces of recording equipment, radios, headphones, et cetera. One of these is a tape player than when played, sends out a message in morse code. On the same desk the tape player is on there is a paper for translating morse code manually. For every time you enter the level this code changes, there are patterns that a few times have been linked to other users codes. However these patterns aren't enough for a list of possible codes, as a list that size would be for every four digit combination, as all of these have been proven to be randomly generated. If you mess up the sequence, you can play it again and it will be the exact same code as before. Right next to the table containing the player there is a white board containing generic math on the board. This in no way helps you and you are free to erase it and over it write down the code on the board to help you.

Once you have the code, head down to the door locked with a numerical combination behind the librarians desk, open it and enter. The room you enter will be cold and monochromatic and look vastly different from the rest of the otherwise warm level. Across the whole room are a number of operational equipment as well as one terminal at the very end of the abnormally large room. Unlocking this terminal and reading a list of provided commands will allow you to type out this following sequence of commands.

```
> C:\WINDOWS\system32>cd C:\Program Files\Raveling
>  C:\Program Files/Raveling> start Raveling.exe

'Raveling.exe' is not recognized as an internal or external command, operable program of batch file.

> C:\WINDOWS\system32>sfc /scannow

Beginning system scan. This process will take some time.
Verification 100% complete.

Windows Resource Protection found a corrupted file but was able to fix some of them. Details are included in the CBS.Log windir\Logs\CBS\CBS.log. For example C:\WINDOW\Logs\CBS\CBS.log. Note that logging in is not currently supported in offline servicing scenarios.

> C:\WINDOWS\system32>cd C:\Program Files\Raveling
>  C:\Program Files/Raveling> start Raveling.exe

1.22.1
34a432f0026566ff4c1eff24434c452a23fff5544
x64

--------------------------------------- O
--------------------------------------- O
[THESE ARE EXAMPLE CODES]

```

Once you have received that following codes, return to the terminal at the front desk and use the keyboard and mouse from the other computer to input them into the machine. Open command prompt, run as administrator, and input the remaining prompts:

```
> C:\WINDOWS\system32> C:\Program Files> autorun
> C:\Program Files/autorun> start autorun.exe

Running autorun command.

Last login: Web Feb 4 10:14:16 on end
Verifying current login info
scan 100% complete

Scan inconclusive, please reenter your login information in the following command prompt:

>Login: End
>Password: Wordtoss

1.10
33FFa22ad2891D900113x43XF2231a99d5466a
x64

Input Console Terms
--------------------------------------- O
--------------------------------------- O
Authenticated.
Please select space here.

```

After this prompt is filled out, there will be a pop up screen and a number of icons relating to certain levels. None of these work unfortunately, however the one you'll want to click is in the folder named misc. Inside will be a folder labeled door panel operation and inside will be another command prompt simply asking yes or no, press y and enter. Now somewhere within the starting area of the level there will be a portion of the wall opened via a wall panel. Go through this section to exit the level and go further down into the Backrooms. The intercom will play another prerecorded message congratulating you on exiting the level, and to quote "Never come back."

## Entities

Within the main space of the level (that being everything outside of the original starting area) is where all the entities of the level can possibly be encountered. Atypically, you will find larger entities that couldn't typically be found within normal levels, such as the illusive Foghorn with a height of over 900 centimeters or 30 feet. While taller entities are encounterable here due to the high ceiling of this area, typically, you will only encounter common entities such as hounds, smilers, deathmoths, skin-stealers, et cetera. Entities are very uncommon to encounter within the level and generally you shouldn't worry about them unless you are currently in a Blood Moon.

## Communities

Due to the inherit nature of this level, being that of a null level; no permanent communities can exist on this level because of the lack of interaction with other people within the level. Single person communities do not count, and no entity communities' exist here.

## Entrances and Exits

### Entrances

```
**Level 5**

```

```
(1) By successfully traversing the basement of Level 5 you will eventually come across a ladder blocked off by a grated fence that, once opened, will automatically turn the lights within the basement back on and unlock the ladder that brings you down to a small room far under the floor. After being in the room for a period of time, you will pass out and wake up here.

```

```
(2) Rare computer terminals found within the previous level are discoverable. Upon entering the proper commands (Listed in the article) you will automatically no-clip into the main area.

```

### Exits

```
Level 6

```

```
(1) By taking the guide provided for exiting the level you will end up outside of the main area of the level; however instead of entering the rest of the level you enter in a large void with several catwalks in the distance and around in various paths. Heading all the way down the catwalk just as you head through the panel; you'll see a door at the end of the catwalk with the label "6" imprinted onto it. Opening it and going through will bring you down a flight of stairs into Level 6.

```

 All other exits are to The End's Sub-levels

Return to the Level List, or descend further into the Next Level.

## Footnotes

1. ↑ In summery this series explains various phenomenon, anomalies, and tales shared commonly or uncommonly throughout the Backrooms. It is used partially as a way to highlight user experiences within the Backrooms as well as teaching new readers about the Backrooms.
2. ↑ Sidenote: If you are interested in reading these books for yourself, they are typically sold in MEG Outposts by associates of Matt Huxley. A very popular place to find it is Outpost Archerios.
3. ↑ E.G: naming the level numerically.
4. ↑  The Complex is a common term used by the Backrooms to denote itself
5. ↑ The event will be only Category A or B, this depends and is most likely random. Proceed with caution, and read the guide for surviving these kinds of events.
6. ↑ ~~You should know this already.~~
7. ↑ Anemoia, taken from the dictionary of obscure sorrows by Joen Koeing, is described as: nostalgia for a time or a place one has never known.
8. ↑ It is different from pitfalls apparent randomness in the fact that pitfall regions at least of areas that are connected to one another, where here those connections are also randomized and then some. They are not connected at all in theming.
9. ↑ At the time of writing this document, that is Windows 2000 though this will be ever changing depending on future versions of windows.
10. ↑ While the entity is not directly observable due to its nature, it has been recorded from far away distances enough that can be discernable enough without revealing any features about the entity or triggering its anomalous effect on camera.