Levels

Backrooms Levels

Levels are the Backrooms, they make up the barren rooms to the fully furnished areas of this reality, they come in many different types and can have rules of their own and dangers of their own. Levels often are in chronological order from 0 - 20, though break down passing through the Quantum Unstable Zone, eventually branching off into several different, loosely connected -- or not at all connected levels that all have different appearances from the next. Levels will often mimic reality to an extent, though has several imperfections to it that make it feel uncanny or vaguely familiar, these areas encompass the majority of the Backrooms. It is not recommended to go past Level 4 if you reach there, but for those so inclined, reading through the various levels would not be a bad idea, because unlike Entities, your bound to run into one eventually. Welcome to Backrooms Public Database.
**Rules and Guides****Levels****Entities****Objects****Groups****Academia****Tales****Sandbox**

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                    Negative Levels - Enigmatic Levels - Effaced Levels - Non Canon Levels - Sub-Levels

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## Quantum Stable Levels (000 - 012)

 **Level 000 - Endless Hallways**
Never-ending monochrome yellow hallways, with a putrid stench, insistent humming, and a system of nonlinear, randomly generated rooms, that follow the look of an old outdated office space or retail store outlet. Decaying and outdated, it is the topmost floor of the Backrooms and the entrance to the former. It is the most widely documented level of the Backrooms as well as being really the only safe level.

 **Level 001 - Lurking Danger**
An incomplete, broken, multi-floored warehouse, mixed with office hallways, grimy dusted hallways, and car parking spaces. Floors accessible through massive freight elevators, and home to the first instance of the Cogwell Matrix. The level is home to some various communities however is deeply limited due to the levels frequent blackouts. Things only get worse as you go deeper into the Backrooms.

 **Level 002 - Pipedreams**
Claustrophobic subterranean service tunnels, packed with pipes, rumbling machinery, grimy walls, and environmental hazards, the last feasible level you could enter in the Backrooms from reality. Devoid of resources and settlements and barren to any kind of life other than the entities in the level. Thousands of doors are inside the level, leading into rooms filled with pipes and boilers. Going deep enough may lead you further down into the Backrooms, tread lightly.

 **Level 003 - Blackened Sewers**
Dark, dirty, mildew infested, sewer tunnels that branch of into smaller water treatment systems and pools of sewage. Acidic water makes the sewer slowly eat you alive whilst you walk, and other areas exist here as well, such as the Catacombs and the desolate and depraving Block. Side-tunnels lead into smaller non-sensical rooms, or randomly segmented mazes similar to Level 0. filled often with sewage and holes to the levels sub-levels.

 **Level 004 - Weathered Workspace**
Twisted, non-Euclidean office spaces with windows completly blocked with blinding white light, lighting the dim rooms, though that can be become completely dark, revealing not only the endless thunderstorm, but the massive tower that extends up and down forever. The thunderstorm is dangerous as it can cause damage to the level, but also changes seasons every four years, causing users to be stuck in one season for years.

 **Level 005 - Terror Hotel**
The décor and atmosphere of the hotel is at first appealing - but to not stay here for long, lest you lose yourself to the Hotels effects on you, such as becoming lost, permanently loosing your memories, or simply going mad in the horrifying halls of the hotel, made even worse, as you are forever alone inside Level 5. Deeper down lies the boiler room, where an entity known as The Beast of Level 5, he lurks around the dark area, and evokes terror in the Terror Hotel.

 **Aberrant Level - The End**
A false reality, and supposed ending and exit to the Backrooms. This level deliberately tricks you into thinking you've reached the ending to the Backrooms, that fact is false and misleads wanderers into attempting to find the wrong exit that level puts here to trick you into an unescapable fate. This level is also regarded as the only infinite level due to its nature, the true exit can be found within the walls of the Level.

 **Level 006 - Blackout**
A level of darkness and madness, a great sea of nothingness and certain death. Level 6 is a complex of steel padded walls and grated flooring, catwalks, pipes, and other such machinery that make the level completely pitch black and dark. Level 6 is the bane of any wanderers' journey and passing through this level will lead you through the Gauntlet of Levels 6 - 11. Get through this level as quick as possible.

 **Level 007 - Poolrooms**
A vast system of white ceramic tiled rooms with undulating lukewarm water at calf or knee height. A lifeless ocean of nothing but tiles and soothing water. Outside the level is a break from the permanent day of the level and into the dusk. A massive ocean in a constant torrential thunderstorm with occasional, yet short, periods where the sky clears. What lies in the depths is unknown, yet one creature does exist and poses a great threat to you, however your trips may be aided by one Ferryman that resides on the level, near a lighthouse. Inside the Level is stuck in day. Outside is stuck at night or dusk, with the moon occasionally showing every few weeks and causing Bloodmoon events.

 **Level 008 - Cavernous Depths**
Massive caves, caverns, and mineshafts that extend across a massive cave-system, this level is regarded as the least explored of the bunch due to the general dangers of the level, such as flooded caverns, extremely small gaps, and the general hostility of the solutional cave system, such as the giant arachnids of the level, and the majority of the unknown hostile entities. Yet making through Level 8, your troubles wont be over just yet.

 **Level 009 - Bumper Crop**
Home to various small settlements of entities, and home to the majority of all almond grains in massive fields of golden almond wheat - making this level both idyllic and acutely treacherous. This level is the first technically outdoor level, though it is not truly outdoors, much like level 7 or generally any outdoor level, this level has a gargantuan fake sky that mimics the real sky. This level is permanently stuck at daytime, and forms clouds and rains occasionally by unknown means. If it becomes night you should seek shelter.

 **Level 010 - Endless Meadowland**
Filled with dense meadows and even more dense and diverse woodland areas, covered in a variety of unique tree species and general fauna. Various anomalies are in the forest such as bullets raining from the trees and an incredibly dense and almost suffocating fog. Various outdoor noises can be heard inside the level although no such animals exist, such as crickets and bird chirps. This level is permanently stuck at dusk or early sunset, and the moon same as Level 7 can appear, though is less likely to form a Bloodmoon Event.

 **Level 011 - Frigid Suburbia**
Snow covered silence, howling winds, and the midnight suburbs underneath the unblinking cogwell stars. Level 11 is home to a hostile entity known as the Neighborhood watch, that will instantly vaporize you if you are seen by their unblinking eyes, avoid them at all cost. Going farther in the level poses the risk of hypothermia or freezing to death, as the level gets colder as you exit the center. This level is permanently stuck at midnight.

 **Level 012 - Architectural Hell**
The haunted remains of a once thriving metropolis complex, a massive cataclysmic event of unknown cause or origin caused the level to experience drastic changes and, intern, become completely destroyed and partially irradiated near some of the more destroyed and ruined areas of the city. Level 12, broadly, is less of a city and more of a complex of various different structures compiled together to make something that resembles something of a structural complex. Level 12 is the only level with a true day and night cycle and sky, this level experiences extreme seasons for years round and can make the surface of the level inhospitable for some period of time.

## Quantum Unstable Levels (013 - 020)

Level 013
 - Apartments
Level 014
 - Military Hospital
Level 015
 - Boundless Retail
Level 016
 - Academy
Level 017
 - Inconvenience Store
Level 018
 - Playrooms
Level 019
 - Home Alone
Level 020
 - The Cavity
## Quantum Fluctuant Levels (061)

### 21 - 100

A Blank Slate

All Dogs go to...

Anemoia

Arcade

Archival

Backstage

Bathrooms

Bizzarrified Architecture

Checkmate

Cogwell Dreams

Commercial Zone

Confinement

Courtyard of Windows

Dilapidation

Dollhouse

Don't Open the Door

Dungeon

Earth Jump Studios

Entanglement

Feast

Final Countdown

Fractal Rooms

Futuristic Halls

Gas Station

Graveyard

Hard Rain

Hedge Maze

Horizonal Descent

Isle of Man

Keep off the Grass

Kitty's House

Lost
Lucid Daydreaming

Mailroom

Manufactory

Misgivings

Monastery

Moribund Desert

Nursing Home

Origami Rooms

Painted Reality

Paper Filled Rooms

Paranoia Museum

Red Sky

Route 505

Speak no Evil

Standing Ovation

Starlit Cinema

Tavern of Souls

Televised Horror

Thundering Greenhouse

Twisting

Vertical Lighting

Walls have Eyes

Wood Burrows

## Aberrant Levels (018)

Aberrant
 - Abnormality
Aberrant
 - Altered Topography
Aberrant
 - Ascent River
Aberrant
 - Castaway
Aberrant
 - Fleshrooms
Aberrant
 - Folding point
Aberrant
 - House of Clockwork
Aberrant
 - Island in the Void
Aberrant
 - LEVEL\_TEMPLATE
Aberrant
 - Manifold
Aberrant
 - Megastructural Engineering
Aberrant
 - My Dearly Fragmented
Aberrant
 - Oxygen Ocean
Aberrant
 - Roomception
Aberrant
 - Sea of Bones
Aberrant
 - Sensory Deprivation
Aberrant
 - Spiral Shaftways
Aberrant
 - Surveillance
Aberrant
 - Zenith