Level Terminology

This page is a **glossary** of general terms used with Levels. It covers concepts of levels, as well as the meaning of the words, and as well as examples of such terms. Anything and everything relating to levels can be found in this glossary.

## Levels

Levels, also known as Floors, are in their most basic definition, spaces within the Backrooms. They cover the barren, lifeless interiors, to the fully furnished and decorated rooms, to the abstract and bizarre spaces of this reality. Levels always have some kind of uniform theme to them, whether it be a hospital, hotel, apartment, indoor pool, cavern, or anything in between, a level is not a level without a theme. However, this theme can sometimes be non-uniform and sometimes deviate in ways that are still appropriate to the level. An example of this would be Pitfalls. These areas are accessible through holes in the level, and they are a whole discussion on their own but generally, they are a space that shares qualities of the level yet are different.

Levels can be split from their traditional linear structure into things like Sub-Levels, or Enigmatic Levels. Generally, these follow the qualities of a specific level, though can be their own separate thing depending on the nature of the level, and it is up to user interpretation to decide if a level is different from the one they just exited.

### ***Sub-Levels***

These define levels that are in between two levels, like Level 0.1 being in between Level 0 and Level 1. These levels have aspects of both levels in some ways, though may take more from one than the other like the previously mentioned level. Sub-levels are connected to their parent level and will range in level theme, sometimes being completely different in some cases. Looking for a similar architecture to the parent level is useful to determine whether it is a sub-level or not. Though generally, they will share qualities of their parent level.

Sub-Levels work differently from Levels, in that instead of connections between two levels and only though two chronologically, Sub-Levels are capable of accessing all other Sub-Levels, with varying degrees of certainty. They also vary in level of safety as well, unlike their parent level they may be more or less safe, in which depends on the danger of the level they had just left. Dangerous levels produce safer sub-levels, and safer levels produce dangerous sub-levels, and vice versa. However, it is not always concrete when it comes to this and there may always be that one outlier of a level that is far more dangerous than the original level.

Sub-Levels may even have their own set of Levels. Level 0.7 - It's too much, has this in the form of stages, which have their qualities and properties separate from Level 0. However, Sub-levels cannot have their own levels, and these are most likely aberrant levels rather than actual levels of the sub-level.

### ***Enigmatic Levels***

These levels do not have an ordinal placement and are completely separate from any other level in theme and purported purpose. While all other levels have their purposes nullified by their geometry alone, Enigmatic Levels have underlying or very clear purposes in relation to the Backrooms. They serve some kind of function to the existence of the Backrooms or have a purpose in something more helpful, like level transportation. Overall these levels represent some of the most unexplained and hard-to-reach levels of the Backrooms, often being outright impossible to enter, but not to the same extent as something like Effaced Levels. Enigmatic Levels covers will often only be the benefit of the Backrooms, and have themes that represent this. They have a wide range of architectural styles and themes, sometimes being hostile to any humans attempting to use them, through architecture that was not designed for humans. These qualities make Enigmatic Levels a more bizarre bunch of Levels.

Often they have brief or small connections and sometimes can only be accessed by a certain level. Due to this, they are relatively unexplored and short of information to them. They may even have their properties separate from any other Backrooms level, with their own rules and laws governing them.

### ***Aberrant Levels***

Aberrants are like Enigmatic levels, in that their placement is not ordinal, however, they are different in the fact they have no purpose to them and simply exist like any other level. However, the qualities of Enigmatic Levels, are some of the most abstract and bizarre levels of the Backrooms. and share qualities that completely differentiate them from other levels and any other such levels. Aberrant Levels represent some of the Backrooms' most challenging levels as well, often with a ratio of danger that far out ways survivability. On average, Aberrant levels grossly distort their original environment, often having areas that are either completely different from the theme of the level or distort reality to such an extent it may break the laws of the Backrooms, or of physics itself. Levels may entirely flip and glitch at random and it is important to exercise caution when anything at all can go wrong, even when you're not expecting it. Overall you shouldn't attempt to access these Levels unless you are looking for something specific.

As will be mentioned later on this page; The Docuventurers and MEG both combined have received hundreds of letters and complaints about possible aberrant levels on their databases, however, the difficulty of entering new Aberrants, and being confident of discovery is a feat on its own, and saying a level exists does not warrant a page of its own without thorough investigation and experimentation. As well as all of this, Aberrant levels have entrances and exits to all other levels in the Quantum Fluctuation Zone, meaning, you may enter a level you believe is undiscovered and worth exploration, and yet find it already exists on the database. Measures are to be taken to ensure that no 'fake' Aberrant levels are 'discovered'.

### ***Effaced Levels***

These are levels that are either no longer accessible by any normal means or have been completely destroyed/removed from the Backrooms, most likely the former. These levels are lost levels and there are very few levels that have this title, and thus very little information.

*[OOC NOTE: This is an in-universe way of removing bad Backrooms Levels]*

## Quantum Stability

Quantum Stability, or otherwise called Level Stability, refers how stable a level is in terms of no-clipping and general anomalous properties. Levels that diverge from what is deemed stable often have entrances and exits that lead into all kinds of different unrelated levels, diverge and grossly distort their original theme to the point of becoming unrecognizable, or may even break some of the established laws of the Backrooms, that define groups of qualities within levels that always are followed, lest they break continuity. Levels are grouped into three different primary levels of stability, with other secondary levels of stability existing. The main groups are The Quantum Stable Levels, Quantum Unstable Levels, and Quantum Fluctuant Levels. Other types include Enigmatic Levels, Aberrant Levels, and Effaced Levels, with each having its unique properties and sometimes laws.

### ***Quantum Stable Levels***

Quantum stable Levels reflect stationary and static levels representing the highest form of stability a level can achieve. They have chronological connections to other levels and do not deviate from this chronological track. Levels in here also often stay with a consistent level theme, though it can vary between levels. This area covers levels 0 - 12, and the stability of levels weakens going downward, with Level 0 being the most stable, and Level 12 being the least. Generally, this begins to break down around Level 8, which also coincidentally marks when the Quantum Stable Levels become outdoor levels.

### *Quantum Unstable Levels*

While the exact definition of these levels remains ambiguous as there isn't one place where destabilization begins, generally this covers Levels 13 - 20. This term is ambiguous because of how loosely based stability is within levels. Even in Level 0, the most stable level there are supposed entrances to Level 2 - Pipes Dreams. And it is even possible to go backward in Level 2 and back to Level 1, due to how simple it is to leave and then enter the two levels. These areas of unstably generally are more loosely connected to one another but in still coherent and neat connections, however, it is possible -- entering the right area of a level -- to noclip and completely skip a set of levels. This is true with Levels 13 and 15 which allow you to completely skip Level 14, which you should do anyway. But this does not undermine the rule of continuity within the Backrooms, as you can still go through all the levels chronologically and in order, 13 - 20. Also attributed to the Quantum Unstable Levels is the increased possibility of no-clipping and even encountering dangerous entities. The further into the Backrooms you go, the more entities you will encounter, After all. And while this number isn't as significant or even notable as say the Quantum Fluctuant Levels, it is still significant nonetheless.

### Quantum Fluctuant Levels

Representing the lowest form of stability, Quantum Fluctuant Levels have possible connections to every level within their respective zone, if found. Meaning there is no continuity or even chronological order within them. However, since every level connects to one another you could argue that they all can be chronological and still uphold the first rule of the Backrooms. Stability within these levels is nonexistent, and once you've entered the zone there is no possible way to reenter the other two zones. This cannot be circumvented either, entering a separate level like a sub-level or even enigmatic level, and then finding the respective exit to a Stable level, will just result in you reentering the level you had exited from. In layman's terms, you cannot leave the Fluctuant Zone. This also means it is the most desolate and undiscovered part of the Backrooms by far, and generally, expeditions to it are only done by locally sourced people rather than abroad. One way to avoid this is through entities like Facelings who seem to be able to counteract this rule entirely. Other than that this region is a very unexplored and frankly inescapable region that cannot be left by any means once entered.

So far, documented levels of the Quantum Fluctuant Zone, (In order continuing from twenty) 21 - 66. While this may seem like a small number, there have no doubt been thousands of complaints and letters sent by wanderers claiming to have discovered a new level. And while these claims cannot be denied as they are unfalsifiable, it does not mean that the effort and resources of organizations dedicated to exploring need to be wasted attempting to find out. The difficulty of exploring new levels especially ones that are Aberrant, and being confident of entering a new undiscovered level, is a feat on its own, and saying a level exists does not warrant a page of its own without thorough investigation and research.

## Miscellaneous Terminology

Covers various smaller and more niche terms for levels, these aren't all that important and may just be a simple explanation as to their purpose.

### Simplified Pages

Covering Levels (0 - 2) these pages are as you expect; simplified. They are for wanderers who do not have the time to read through all the tidbits of information about levels, and most unimportant things. These pages just cut to the chase and get to the very important aspects of the level. While this covers the first 3 levels of the Backrooms, it does not cover many others, except for possibly some important enigmatic levels such as the hub or hive, or even Aberrants like the oxygen ocean. Simplified pages don't cover every level or even all the main levels (0 - 12) because by the point users reach Level 3 of the Backrooms, they should have a basic understanding of how this reality works. They should know what to expect from levels.

As for entities; they are their breed of danger and need for simplicity, this is covered in all pages by the use of a simplified survival guide, which is just shorted down to bullet points for the user to follow. Simple do's and don'ts.

### Estimated Size

***Concept*:** This section has a page of its own here.

The size of levels is determined by a few things. One; is how far someone can physically travel within the level before its generation breaks down. And two; the significance of the level. What that means is how important the level is relative to the Backrooms. All levels are theorized to be on infinite planes, meaning they are pretty much their separate dimensions interlinked with one another, but this number simply represents how far you could travel within the level before everything just falls apart. Levels are generated through some kind of algorithm that continuously generates rooms outward of the level, this sequence breaks down near an area known as the Farlands, which is roughly half of the estimated size of the level. (For Level 0 this distance is around 325 million square miles.) Farlands are where generation becomes more extreme and drastic within the level until eventually there is a boundary where it is just completely impossible to go any farther without completely killing yourself by meshing in with the frantic generation.

### Farlands

**Concept:** Part of Threshold Theory

Part of the previous concept before, Farlands are found at the exact half way point between proper and improper level generation. Past this invisible point within a level, all generation will begin to break down and become heavily distorted from the rest of the level. This boundary extends onward through until the eventual threshold, which marks the absolute limit you can go within a level.

## Glossary Section

Note, these words, as they are used on this site, reflect a different meaning that their typical nature and are strictly referring to concepts within the Backrooms and no other given definitions. These are accepted definitions of these words. This may also cover concepts mentioned before in smaller pieces.

### (A-E)

**Backrooms:** The space comprising all levels

**Bunk:** The Absolute bottom of a level.

**Canopy:** The absolute top of a level.

**Carpet-Fluid:** An oily red, acidic liquid which is the byproduct of something within the Backrooms.

**Cluster:** A group of a large amount of Levels.

**Complex:** a term that describes the entirety of the Backrooms, usually used when the Backrooms refers to itself in any capacity.

**Disjoint:** A wall or otherwise structure which is connected to the level but not the outer boundary of the level.

**Effaced:** A level which has inconspicuously disappeared completely.

### (F-J)

**Farlands:** The region between the threshold point of a level and edge.

**Frontrooms:** An enigmatic, alternative dimension to the Backrooms accessible through a few levels. Generally, it is seen as the opposite of the Backrooms.

### (K-O)

**Insanity:** A point in which a person's mental deterioration has gone into full effect, where there is no return from their decay.
**Insanity** *(Plural)*: A person who has succumbed to insanity (in other words, became a mindless being wandering the Backrooms.)

**Level 0-Esque:** Describing a level with similar appearance, properties, or general qualities of Level 0, in whatever fashion is mentioned directly following or before the word. Typically they are quite barren and devoid of furniture and have a maze-like structure similar to Level 0.

**Liminal**: A transitional space or initial stage of a process or right of passage. One that describes levels quite accurately.

**Mezzanine**: A phenomenon found within the deepest reach's of a level, typically present as enormous and massively distorted areas far below the level.

**Oxygen Ocean:** Also known as the void—the space outside of all levels.

### (P-T)

**Quantum Stability:** Referring to general stability of levels, which can vary between level-to-level, but overall, clusters levels together into groups of stability.

**Sanity**: A state of normalcy or non-insanity.

**System:** Referring to a group of different dimension. *(The Backrooms could be classified as a system)*

**Threshold:** A boundary point within a level that, when crossed, both means no return as well as drastic change within a level, typically around the halfway point from the purported edge of the level.