backroomoftheday
backroomoftheday
backroom of the day
16 posts
basically a blog that will be dedicated to uploading 1 backroom per day randomly, read the pinned post to understand better
Last active 2 hours ago
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backroomoftheday · 1 year ago
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Zammmmm
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backroomoftheday · 3 years ago
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THE ENTITY OF THIS FRIDAY IS!!!!
Entity 40 - "Reverse Defecation Bird"
Just as a note. (Straight from the wiki)
this page does involve mentions of crap and defecation, if you don't like or are disturbed by those two things, I'd recommend not reading this page for your own benefit :)
For those who do absolutely want to read about that, please keep reading.
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I can't fucking believe this.
Why have you all given me this to write.
I've seen you buggars write about magic eldritch women in libraries, levels that Final Destination you, objects that are literal lightning inside jars.
And what do I get??
A bird that unshits itself.
Great, fucking excellent. Real funny one you bunch of pricks.
I'm going to write this well, you know. Just to spite each and every one of you that made this stupid thing the first page I'm writing for this database.
Looking at you Maddi.
Entity Number: 40
Habitat(s): Level 9, Level 11, Level 69, Level 172, Level 200, Level 230, Level 566
biology
Visually, Entity 40 just resemble typical pigeons that would typically be found populating rather urban and lived in environments of most western towns and cities. Their bodies are rather large and wide, and are undoubtedly the largest part of their structure. Being rather pudgy and squishy to hold, the soft texture of their body mass is heightened by the relatively soft feathers that coat their skin. Coming in various shades of greys depending on how close the feathers come to the neck or tail. With both of those latter parts being in a more dark grey than the light, almost cloud or smoke grey that the body feathers are comprised of.
Their wings are large and allow for bursts of prolonged, somewhat strategic flight. Though often not for any longer than about 10 to 15 seconds. The feathers on these parts of the birds are the same as the body, save for a double banding of darker grey on the tips of them.
Their necks are rather flat and blubbery, and have often been considered a somewhat "cute" part of their anatomy because of this, and how oddly it makes the head seem scale-wise. Which is something often shared with how people tend to view the bodies of these creatures. The heads, as described earlier, are rather small in comparison to everything else on their bodies barring their feet. They contain two, beady eyes and a basic, yet sharp enough, beak. This beak isn't actually used for eating, as-
Eh, you know what? I'll explain all that in the next bit.
Behaviors:
Well fuck, here we go.
While initially coming across as extremely basic, almost 1:1 replicas of typical birds, the rather numerous Entity 40 possess one, distinctly differential and somewhat disturbing, characteristic.
Entity 40 unshit themselves | absorb crap on the ground and bring it back into their own bodies | are known to force feces from the ground back into their own rear ends during period's of flight
Entity 40 have the somewhat unsightly and morbid ability to suddenly cause previously dropped bird excrements to quickly shoot up and "become apart of them", to describe it in terms appropriate for the database's prechosen age demographic.
How this process is done is ultimately unknown, as no examinations of both the birds and excrement have shown any forms of alternate mass, composition, energy release, or anything that'd otherwise be out of the ordinary for birds or their stools. As well as this, the droppings when having left the ground will become almost unstoppable, frictionless objects. If a cover of some description is placed over the droppings and left until their scheduled time to rejoin with their bird, the stool will easily rip through the material it has been covered by without any change to its speed in order to meets its host.
This effect has previously been lethal1, which is why it is advised to exercise caution when around any form of bird excrement. As, at any point, one could swiftly be executed by droppings reentering an Entity 40. In fact, as of 04/05/22, various droppings have been found on the various floors of Level 13 after the "2022 13.1 Incident", which have frequently caused holes that rip right the way into Level 13's upper floor and into its new sky. This event has called in the idea that these droppings are not created from birds, but instead just spawn or appear in as a strange form of food for Entity 40.
Though, to the untrained eye, it may seem almost impossible to detect when bird droppings may rip upwards to the sky, or which droppings are ones that can rip up into the heavens, the M.E.O.D. has answers to the first of those questions. A few seconds before the droppings are going to depart from the ground, they will often act like a magnet towards the bird in question. With any looser parts on the ground tilting or moving towards the creature. Usually happening about 10 seconds before the process occurs.
Witnesses to events like these have previously described them as something oddly terrifying, even more so than the usual standard foes these same people have encountered before.
It was just like- the weirdest shit ever. Just being in Level 11 with my group of people and just… seeing a bunch of shit rise up from off the ground and into the back-arses of pigeons. I mean, have you ever seen that? Cus I never had up until that day. Scary shit, I tell you.
- David Ghettson 05/01/2023
Discovery:
Though it has been known that these entities existed in some way shape or form since the discovery of Level 9 in late 2012, the actual official discovery and documentation of Entity 40 was only possible in mid 2014 when former M.E.G. operative Jacob Gareths was successfully able to capture one of the birds using a large net taken from Level 7.2. Previous ethics upheld by the M.E.G. forbid the dissection of the creature, with it simply being given a surface inspection of how it looked which was informally jotted down outside of the database, and then set free back out into Level 9.
For the longest time, this one report and capturing of an Entity 40 was the only official documentation of the species. Even after 2017, the knowledge of this entity was extremely sparse and rare, an odd mishap given the simplicity that would come with simply jotting down and documenting such a simple species. However, with the formation of the M.E.O.D. on 07/10/222, writing about this entity came into the forefront of the organisation's mind.
(Did it fuck.)
As such, on 04/11/23, the page for "Entity 40" was finally created, and finally written by one Avery Lanes. Written in the most honest, professional, and clean way as one possibly can when having to make paragraphs about a bird that literally puts shit back into its anus.
Do's and Don'ts:
Do:
Stay far away from both the birds and their droppings, as a sight of one can often mean the close proximity of another. Which, under rare happenstances, is possibly lethal.
Don't:
Stand Above the droppings, as if the undefacation occurs when you are, there is a 100% mortality rate for whoever does so.
Author:
This is the quickest I've ever written a Backrooms entry, and it's for a unshitting bird.
written by Boring Talking :L
"Pigeon Eating" by Sean MacEntee is marked with CC BY 2.0.
"That's a lot of bird poo..." by shingst is marked with CC
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backroomoftheday · 3 years ago
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THE BACKROOM OF THE DAY IS!!!!!
Level 55 - "Land of Ice"
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CLASS 2
Unsafe
Unsecure
Low entity count
Description:
Level 55 is a supermarket of unknown size filled entirely and exclusively with freezer aisles. Each aisle is exactly fifty five feet long. The aisles seem to mimic the design and styling of a number of supermarkets within the Frontrooms. These markets include but are not limited to: 7-Eleven, Aldi, Costco, Farmfoods, Iceland, K-Mart, Kroger, Morrisons, Target, Tesco, Walmart and Woolworths.
The aisles in Level 55 all match a specific decade of a supermarket's operations, with the decade in question changing every five aisles. The decade always changes chronologically, and will never skip a decade, meaning that a group of aisles representing the 1960s will always lead into a group of aisles representing the 1950s or 1970s. Although there is no Wi-Fi in the majority of the level if you reach a 2000s, 2010s or 2020s era zone you can get a signal on the network FiftyFiver'sFifthFamiliarFreezer which requires the password "55555".
Moving through the aisles of Level 55 can be a rather arduous task due to its extreme non-euclidean geometry, which gives you only one path back to where you came from: the one you took to get where you are. This is amplified by Level 55's lack of any kind of locational or directional indicator, as all markers that have been placed seemingly vanished. Occasionally, you will stumble across what seems to be a wall. It will have a double doors reading "Employees only" which leads to Level 55.1.
Level 55 has an odd effect on all goods stored within its freezers in that they never decay or degrade in any way, remaining pristine no matter how long they are left untouched. This also means that there is no freezer burn in Level 55. The Major Exploration Group recommends against eating food found within Level 55 without having read Research Report 5502 due to its unique effects on the body and mind of those who eat it
Entities:
Although common entities are extremely rare Level 55, you can occasionally find
Ihjryvvtz Men, Death Rats and Facelings roaming the level.
Level 55 Has four unique entities not known to be found anywhere else. They are as follows:
The Red Freezer is a freezer that is entirely red. Its outer shell is coloured red, the light inside is red and all the food inside is in red boxes. This entity is harmless so long as you do not open it, touch it or make a sharp noise near it. Doing so will cause it to lash out using a series of power cords to try and drag whoever disturbed it into itself, transporting them to Level 666. While it does this, it will launch small balls of a red liquid which dissolves organic compounds at approximately 45mph around itself in all directions. These freezers are known to move on their own seemingly at random, although they cannot move when they are in your line of sight. The existence of this entity makes it extremely dangerous to discharge a firearm within Level 55.
The Gold Freezer is a freezer that is entirely gold. Unlike The Red Freezer, The Gold Freezer is entirely made of solid gold, rather than just coloured. Instances of The Gold Freezer are known to glow slightly and emit a calming aura. This calming aura effects survivors, Facelings and Ihjryvvtz Men but not Reddites. The true nature of the relationship between Reddites and The Gold Freezer is unknown, as varying accounts have shown that upon entering its aura Reddites can either retreat, become more agitated, die outright, run straight past you or begin tearing up nearby freezers. Opening The Gold Freezer will reveal one of five possible things all of which are listed in detail in Research Report 5501.
Reddites are a class of entity found commonly throughout Level 55. Reddites are composed of an unknown liquid which has frozen into place as a part of their body. Reddites use their resilience and brute strength to drag any facelings or survivors they find to and then into an instance of The Red Freezer.
Guide Dogs are a class of entity found exclusively in instances of The Gold Freezer within Level 55 and Level 55.1. If you do not give them anything they will simply act as a guard to their instance of The Gold Freezer. If you give them a bottle of almond water (or regular water) they will lead you to the nearest door between Level 55 and Level 55.1 so long as it is within three miles of your current location. If you give them something of personal value to yourself, such as a photo of your spouse from the Frontrooms, to consume they will lead you to the exit from Level 55 to Level 11. However, there is a very small (less than 1 in 20) chance they will instead lead you into an ambush. It is unknown what causes this. The ambush itself has been reported to be composed of Reddites..
Bases, Outposts and Communities
M.E.G. Storage Outpost Arctic Anchor
A small outpost near the entrance operated by the Major Exploration Group serving to store any supplies that require cold storage or which are prone to expiry. The team at this base consists of three members: Jesse Callaghan, Craig Edwards and Ruby Louis. This base can be easily found by looking to your left when entering Level 55 from Level 11. This community is open to trade of its limited supplies and inventory at all times and has been told to aid survivors in any way possible, leading them to Base Beta if necessary.
Research Report 5501 "Golden Freezer Contents":
Open Report 5501
Research Report 5502 "55 Food Research":
Open Report 5502
A note found frozen to a Reddite by M.E.G. operatives.
Show Note
Transcript of Lily Vaughn's final message.
Show Transcript
Entrances And Exits:
Entrances:
Entering a supermarket with a sign reading: "Frivolous Frank's Fabulous Frozen Food" in Level 11.
Climbing into a white chest freezer containing a blue light in Level 5 or Level 20.
Exits
Leave through the main door back to Level 11
Climb inside an instance of The Red Freezer to enter Level 666.
Climb inside an instance of The Gold Freezer to reach The Hub.
Author:
vert343
"Giant Food, Burtonsville, Maryland" by SchuminWeb, licensed under CC BY-SA 2.0.
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backroomoftheday · 3 years ago
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I'm really happy for the 3 followers I got, thanks very much
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backroomoftheday · 3 years ago
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THE BACKROOM OF THE DAY IS!!!!
Level 9 - "The Suburbs"
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CLASS 5
Unsafe
Unsecure
Entity infestation
Description:
Level 9 is an infinite suburban area at midnight. This Level has darkness similar to that of Level 6, although not as dangerous. The houses vary in design and size, and each are completely different. Although there are reports of spotting two houses near each other that are the same.
The houses of Level 9 appear to be furnished and fairly new, although there is no power source for the lighting systems to function. Some houses have a chance of being empty. Many useful objects, such as Pockets, can be found inside these houses and areas similar to them. The furniture of these houses is what a person would expect from a normal house, such as sofas, televisions, beds, refrigerators, etc. Items that require a power source are not functional. Some of these houses have fully furnished yards at the back of the house. Another anomalous property of this Level is that you can find two houses weirdly clipped inside of each other when travelling too far, which is physically impossible.
The streets of Level 9 are the more dangerous area of the Level. The wet asphalt roads are unpainted and are covered with leaves in some areas. The puddles in some spots of the roads indicate that the Level had once rained before. The stone sidewalks are normal and don't seem to have any anomalous oddities. Any walkways that lead to grass fields will lead to Level 9.1. Wandering off the walkway into the fields will for some reason lead to Level 10. The street lamps are usually powered off, and are inactive, although some flicker off and on and are sometimes even powered. It is unknown where the power originates. Be aware of the foggy mist that can appear, due to the fog being the spawning mechanism for The Mangled.
Entities that can appear in Level 9 are Deathmoths, Smilers, Skin-Stealers, Jerry, Hounds, Transporters, Death Rats, Anethikas and many Wretches. Sightings of The Frayed and The Arachnids have been reported, but it seems that they have wandered into Level 9 from Level 8. Level 9 also includes some of its own special Entities, the most notable ones include The Neighborhood Watch, The Observer and The Mangled.
Bases, Outposts and Communities
There are a few Groups that live and roam Level 9, as Groups can be set up in Level 9 although this is a very dangerous task, and none have been recorded for this Entry at the moment.
Discovery:
Level 9 was discovered when a post published by "u/Bart0nius" one of the members of the missing Explorers Group. After he and the rest of the group fell through the floor on Level 8, he claimed to have been dreaming and claims that this Level doesn't exist. Although the claim was false, it is still unknown how the Explorers Group disappeared. Here is what the post reads:
I fell through the floor.
I sunk and landed in an unfamiliar place. There were no spiders, but I still felt like I was being watched. Around me, there was a street, houses, and dead trees everywhere. My head felt, and still feels… fuzzy. Like TV static in my brain. I lost consciousness but apparently had an outburst, according to Centurion. I was talking about death, pain, weakness… all kinds of awful things.
Level 9 is Level 6 on crack. I can tell there are going to be Things, but the effects on your mind are bad. Almost, ALMOST as bad as Level 6.
The Explorers were never found after the publishing of this post.
Entrances And Exits:
Entrances:
To enter, falling through the floor randomly in Level 8 is the main method of entering Level 9 for most Wanderers.
Crawling up the sewer grate in Level 34 will lead to Level 9.
One of the many doors inside Level 92 can lead to Level 9 as well as other Levels.
The revolving door in Level 40 will lead to Level 9.
The yellow arcade cabinet in Level 25 will lead to this Level.
Entering one of the doors in Level 54 will lead to Level 9.
The animated houses of Level 94 can rarely bring you to this Level.
Break the window in Level 87 to enter Level 9.
The backyard of Level 104 will lead to Level 9 after exiting the Level.
Exits:
To exit, following the arrow street signs will soon lead to Level 11 after one-hundred (100) to two-hundred (200) miles, although this will only be the case when following the signs.
Walkways that lead to grass fields will lead to either Level 9.1 or Level 10.
Level 60 can be accessed by No-Clipping through the street floor in Level 9. Entering a house will have a chance to randomly transport you to Level 53.
Following the electric powerlines has a chance to bring you to Level 113.
An airport can be found while following the signs to Level 11.
Enter the airport to be transported to Level 36. No-Clipping will lead to the first few Negative Levels. Finding a playground and crawling through any kind of tube structure with white glowing interior windows will commonly teleport to Level 283's Tubes.
AUTHOR
The original author of this is the Reddit user u/Bart0nius. Rewritten by
Stretchsterz
Night House in the Fog was posted by Martin Cathrae, and is licensed under CC BY-SA 2.0.
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backroomoftheday · 3 years ago
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THE BACKROOM OF THE DAY IS!!!!!
Level 81 - "Zoological Office"
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A picture taken from outside an office building within Level 81, showcasing a native horse.
CLASS 2
Unsafe
Secure
Low entity count
Description:
Level 81 consists of many different office-like buildings, similar to those found in The Frontrooms. The interiors of these buildings vary, but some common themes have been noted. The walls of Level 81 can vary in material from brick, to concrete, to wallpaper, and can appear in several colors such as light blue, dark green, and yellow. These walls may also vary in texture and design. Equally, the floors of Level 81 may appear as carpet, concrete, or occasionally laminate wooden slats. Lighting within Level 81 varies broadly; attempts to determine a manufacturer have proven futile. Light fixtures may flicker and can cause blackouts similar to those within Level 0 and Level 1. Despite these imperfections, Level 81 possesses a reliable power grid1, and by extension Wi-Fi. Windows are common and safe; no sightings of Entity 2 have been recorded as of yet.
When first entering Level 81, the Level will be unnaturally quiet. After wandering for a few hours, various animal noises may be heard, and it is possible to encounter animals by following such noises. Many animals from The Frontrooms can be encountered, such as horses, pigs, canines, felines, cattle, birds, etc. Potentially dangerous creatures, such as bears and lions, are also present, though it is advised Wanderers should XD not approach these animals. The leading theory concerning Level 81's large animal population, as proposed by M.E.G. Regiment "Compass Point", is that Level 81 is the "starting Level" for non-human creatures of The Frontrooms, in comparison to how Level 0 is the "starting Level" for humans. Despite the abundance of Frontrooms animals within Level 81, various Entities can also be encountered, such as Smilers, Skin-Stealers, Male Deathmoths, Dullers, Jerry and Hounds, although it is possible more Entities may inhabit the Level.
The overall structure and position of interiors within Level 81 is considered unnatural; various rooms have been observed clipping into other walls and generating attached vertical hallways that bend gravity accordingly. Some rooms may be filled with Almond Water, harbouring several forms of sealife. The windows of Level 81 project an outside area that can be entered, though this area shouldn't exist due to the mass of halls and rooms which should be obstructing it.
When outside of Level 81's office buildings, it is possible to view a long2, winding road. It is also possible to observe several of the animals present within buildings through windows. The outside area of Level 81 appears to emit a subtle green light, which when interacted with, directly or indirectly, causes all nearby animals to appear startled and retreat out of fear. The sky of Level 81 is dark and cloudy, and no stars or other celestial bodies such as the Moon are visible. Drone surveillance footage has captured many more buildings in the distance, however; attempting to reach these buildings will result in the offending individual arriving back at the main road.
Bases, Outposts and Communities:
It is presumably possible to establish a settlement within Level 81, but it is not advised, and none currently exist. Evidence exists to show that The Lost may inhabit this Level for use as a hunting ground.
Entrances And Exits:
Entrances:
An office door found within one of Level 10's barns functions as a reliable entrance to Level 81, although the exact position of this door is fluctuant. In Level 4, a room filled with zoo advertisements can be encountered, which will transport individuals to Level 81 through unknown means. In Level 58, an animal themed playground can be encountered; interacting with any of the installments will open a hallway into Level 81. Any door labeled 204 within Level 21 will lead to Level 81 when opened. In Level 80, a shack labeled "81" in Little Houston serves as an entrance to Level 81. In Level 43, no-clipping into a zoo billboard will cause you to emerge in Level 81.
Exits:
There are currently many methods of leaving Level 81. If a room filled with birds is encountered, you will be transported to Level 30. If a large opening in the outside area is found, entering it will lead you to Level 22. Entering a dark alleyway will cause you to emerge in Level 55. Occasionally, a door in Level 81 may take you to Level 0, Level 4, Level 37, or Level 62 without warning. Travelling through Level 81's native sewer system may lead to Level 34 or Level 41. Elevators within Level 81 may cause passengers to arrive within Level 64 or Level 65. A certain hallway in Level 81 is linked to Level 88, and will lead Wanderers there. Some of the concrete office rooms of Level 81 lead to the Type 2 concrete boxes of Level 170. Any attempts to no-clip will transport offending individuals to a random Negative Level.
Author
Stretchsterz
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backroomoftheday · 3 years ago
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THE BACKROOM OF THE DAY IS!!!!!
Level 63 - "Tranquility
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A picture of the sky in Level 63 which was taken from a meditation point.
CLASS 0
Safe
Secure
devoid of entitis
Description:
Level 63 is a vast, open space in the sky, which is sparsely filled with several wooden bridges and platforms. They hang suspended by unknown means over the expansive void, which stretches out over the entire length of the level. The bridges are made of hard oak, and they form a dense network of pathways around the level which ultimately lead to nowhere. Other structures that make up the pathways are ladders, rails, and in some cases, monkey bars, which all hang suspended over the void. All of these are made of the aforementioned oak wood.
Walls of large, green, vine-like structures emerge from the void, reaching up to the visible top of Level 63. They form far away from the pathways of the level, making it so that no Wanderer could ever feasibly get near them. The walls continuously shift, forming elaborate patterns and breaking them down in the span of minutes. The composition of the vines is as of yet unknown, but is generally assumed to be the same as a normal vine from outside this level.
Level 63 is presumed to be very high up in the sky for various reasons. The atmospheric pressure in the level is slightly lower than the regular 1atm, and large clusters of clouds can be seen forming periodically around the level, despite the general temperature of Level 63 being at a constant 18°C (64.4°F)1.
One interesting quirk that Level 63 possesses is its strange day-night cycle. Whilst the level is constantly in a state of day, the sun still constantly moves around the level as if it were cycling through a regular day. It is unknown how daylight is still maintained during the periods where the sun is absent.
The level is entirely devoid of any living things save for the vines. Because of this, the only sounds that can be heard in the level are occasional gusts of wind, the creaking of the wooden bridges, and if close enough, the shifting of the vines. Natural hazards are also uncommon in Level 63: Whilst the bridges frequently appear to be misshapen and poorly constructed, there are very few reports from wanderers that indicate that they actually break down. Even in the unlikely case where the bridge does break down (via Wanderer interactions — the bridges do not break down on their own), falling into Level 63's abyss is never fatal, as falling for a long while in Level 63 will simply take you to another level. (See Entrances and Exits)
Because of this lack of hazards, Level 63 has earned an established reputation of being a good place for meditation and relaxation, as previously mentioned. The lack of entities, relative safety, and overall peaceful nature of Level 63 makes it so that wanderers feel at ease when being in the level.
Meditation Points
On some occasions, the pathways of Level 63 lead to isolated spots in the sky which are far away from any other parts of the pathways and vines. These are known as Meditation Points. Meditation Points themselves are circular wooden platforms, measuring only a single meter in radius. A single bench is positioned in the centre of each point, which is fused into the wooden platform entirely. It has also been noticed that for some unknown reason, external noises are slightly dimmed near the Meditation Points, which makes it so that they are quieter than the rest of Level 63.
Meditation Points earn their name due to their most common uses amongst wanderers: meditation. Due to their noise-numbing ability, wanderers feel like they can focus and reflect on themselves and their surroundings much better when all external stimuli is eased a bit. An unconfirmed but highly plausible effect of sitting on the benches has also been reported, where wanderers claim that sitting on them makes them feel more at ease with their emotions, able to form more composite thoughts regardless of their previous condition.
All this makes the Meditation Points highly sought after attractions in Level 63, and gives the level a higher Wanderer attraction rate. This has resulted in some people trying to profit off of Level 63 and its properties (particularly the B.N.T.G.), but all these attempts were shut down by M.E.G. officials who opted to maintain Level 63 as a neutral territory for all to experience.
Bases, Communities, and Outposts
Due to the nature of Level 63, it has been determined that any settlements would detract from its nature. As such, it has been collectively agreed upon that Level 63 is to remain habitant-free.
Entrances and Exits:
Entrances:
Occasionally, old, oak doors appear randomly in some of the naturally formed walls inside Level 797. Entering them will lead you to Level 63.
Sometimes, noclipping through the hills of Level 39 leads to Level 63.
Falling through some shrubs in Level 11 will occasionally lead you to Level 63. This is much rarer than the previously mentioned entrances.
Exits:
The only way to exit Level 63 is to fall into the void. Whether by complete accident or intentionally, all pathways that may be in your way whilst you fall will begin to move out of the way, and you will become unconscious, waking up to find yourself in a safe level (In the majority of cases, you will be transported to levels similar in nature to Level 63, such as the previously mentioned Level 797, Level 39, and other such natural levels2.
Author
Written by
Sariastuff
Author page
Clouds by dlugo_svk is licensed under Pixabay License
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backroomoftheday · 3 years ago
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THE BACKROOM OF THE DAY IS!!!
Level 972 - "Let's See Your Sins."
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An unknown wanderer being judged on Level 972 Adult Facelings dematerialize after a certain amount of time.
CLASS: Atlas
Unsafe
Confirmed precense of deities
Considerable Religious precense
Introduction
Level 972 is the 973rd Level of the Backrooms.
This level appears to be a large field, with perpetually clear skies and a large population of Adult Facelings.
Description
This level seems to occur on a large field with a partly cloudy sky. This sky has a gas that emits from it, assumed to be a gas version of amphetamine. Adult Facelings completely crowd sections of this level and isolate wanderers from each other. These facelings are fixed and cannot be forcefully moved, making it nearly impossible to move through them. The facelings move towards the sun's direction in the sky; because wanderers cannot forcefully move them, the Facelings will eventually push the wanderer with them.
T£UTH
These facelings will constantly push beings until they feel the presence of some higher power, known as "False God." This is not any specific higher power found in the frontrooms but rather an omnipotent and omniscient anomaly found within this level. It will begin to speak to said person (most likely telepathically) and will eventually "judge" the person to see if their sins outweigh their good deeds. Along with that, the amount of adult facelings begins to dwindle.
0NC3M0R3
If the anomaly deems them "Holy," the person rises into the clouds above and will fall into Level 63. As a result of being "Holy," they will also find that extra supplies are now on themselves, ranging from Almond Water to other small items, like weapons and food. Even Royal Rations has been reported a few times. If it deems the person "a sinner," they will fall through the ground and land onto Level 666, which subsequently determines their fate from there.
Bases, Outposts, and Communities
Due to the sheer impossibility of human interaction within this level, there are no known bases, outposts, or communities.
T£UTH
Entities
Adult Facelings
This level is crowded with an abundance of adult facelings, which cannot be forcefully moved. These facelings will completely lock the person from moving further into the crowd. They don't
seem to disappear or move anywhere, so they are most likely there to act as a barrier.
False God
This entity is exclusive to this level, and it has the appearance of the wanderer's depiction of God. It has complete omnipotence and omniscience within this level. This being is only visible via individual hallucinations, allowing multiple wanderers in entirely different places to see it simultaneously, giving False God an apparent ability to be ubiquitous. This entity also can noclip wanderers in and out of this level. this entity is solely confined to this level, theorizing that false God is the level itself."
Entrances And Exits
Entrances
Holding any religious item from any religion may trigger no-clipping randomly into this level.
Exits
Once the anomalous entity inhabits this level finds you, if it judges you "worthy," you will be no-clipped into Level 63, and being deemed "a sinner" will no-clip you into Level 666.
T3U3 3NTR2 F3UND
Author
Adikurtic
Edward188#9443 for the sky image. CC BY-SA 4.0. (Source)
Paisparker#5574 on discord for the city. CC0. (Source
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backroomoftheday · 3 years ago
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I have internet problems, so tomorrow maybe late to post something (any problem I will post it here)
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backroomoftheday · 3 years ago
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THE BACKROOM OF THE DAY IS!!!!
Level 105 "Gothic Cathedral"
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An image taken on a balcony of one of the more run down areas.
CLASS 1
Safe
Secure
Minimal entity count
Level 105 is the 106th level of the Backrooms. It is a strange but tame level as levels go.
Description:
Level 105 is a seemingly endless cathedral. The halls and rooms have green and yellow striped carpets and the walls are made of material expected from a Gothic cathedral. It seems very run down in some areas. The air conditioning works, but a bit too well, so take a sweater for comfort.
The most common creatures here are Facelings, which display the same effect as Level 11.
"Church Service Rooms"
Here, Facelings will occasionally be encountered taking part in what is observed to be a church service in rooms similar to the one in the picture. As they usually don't have mouths, all they do is hum when one would be expected to sing hymns, and it's been described as unsettling by some.
If you join in with them, they will offer you Almond Water after service. If you attack them, they will kill you by drowning you in grape juice.
"Children's Church”
As the name implies, it is where Child Facelings are during services. They produce a higher pitched hum during their "hymns". They do nothing as long as you don't touch them.
Bases, Outposts and Communities:
There are no known bases or outposts on this level.
Entrances And Exits:
Entrances
To enter, find a cathedral in Level 11 and go inside. You will walk through a dark 10 mile hallway before ending up here, or going through a window in Level 126 to get here.
Exits
Simply find a Door with an Exit Sign, which will lead back to Level 11. To go to Level 666, you must arrive at an altar or any other religiously significant area, and recite Revelation 13:16-18 of the KJV Bible in English 5 times. A voice of an unknown source will recite the aforementioned verses 1 more time and drag you down to Level 666. If you see balloons near a door, you are near a Party! = )
Author
Paint Palette
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backroomoftheday · 3 years ago
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THE ENTITY OF THIS FRIDAY IS!!
entity 32: "animations"
[NO PHOTO AVAILABLE]
Entity Number: 32
Habitat: Level 94
Description:
Animations are one of two Entities that inhabit Level 94. They are hostile creatures that have the appearance of stop-motion characters, similar to those made in the 30s to 50s. They appear at night and will search for wanderers in Level 94.
Behaviors:
When night time comes in Level 94, the Animations will come out and begin to search for wanderers, or anything that does not appear animated. When they see someone that is not animated, they will attempt to kill them in whatever way is easiest for their body type. Claymation characters will "drown" them in clay, while more plastic or wooden characters will use blunt force. These Entities do not exhibit high intelligence, so your best chances of survival come from hiding from them. The exception to this is the Robo-Men inside the Castle of Transparent Mountain, who are highly aware of their surroundings. All Animations show an extreme level of physical strength.
Biology:
The physical appearance of the Animations varies greatly. Some will appear as puppets, while others will take the form of a claymation character. They come in a huge variety of shapes, sizes, and caricatures. However, their most defining trait is the way they move, which looks like a stop-motion animation, described as "choppy".
Discovery:
See the M.E.G. discovery log regarding Level 94.
Audio Recording 05/02/2020
The following is an audio recording picked up by a wanderer that was trapped in Level 94, which depicts several Animations talking. Recorded from the wanderer's radio.
Begin Log: 19:48
Animation: Gracious be the King! The all-powerful one watches over us all! No one shall refuse the King's gifts. The King knows all things. Our nightmares shall be vanquished under his gracefulness. All glory to the King!
Wanderer: (Heavy breathing)
Animation: The Animated King. He is all-powerful. He is everything. He is creation. He is… (Audio trails off, assumed the Animation walked away)
End Log: 20:01
Summary: Audio took place around the time Team "Compass Point" was attacked at night time. See the M.E.G. discovery log for more details.
Do's and Don'ts:
Do:
Leave Level 94 before it becomes nighttime
Hide from the Animations
Don't:
Attempt to attack the Animations
Listen to the words the Animations say
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backroomoftheday · 3 years ago
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THE BACKROOM OF THE DAY IS!!
Level 165 "the garden of Eden"
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Class 1
Safe
Secure
Minimal entity count
Level 165 is the 166th Level of the Backrooms, it was discovered by 2 wanderers of Level 9.
Description:
Level 165 is a large garden outlined with a white picket fence. Within the Garden, there are multiple garden beds, garden sheds and occasionally greenhouses. Level 165 presumably holds every known species of plant from the Frontrooms.
Entities
Unlike Level 9, Level 165 is entirely devoid* of hostile entities. Entities can enter into Level 165, however all entities have a different hostility to their Level 9 roots. There is only one discovered species of entity which is indigenous to Level 165.
The Birds
While not taking on a physical form when observed, the birds can appear anywhere within this level. Not visually but audibly. The birds have been observed chirping, calling, or on occasions singing. When singing, the birds chirp to a song of the classical genre (e.g. 1812 Overture, Danse Macabre, In the Hall of the Mountain King etc.). Even if the audience do not recognise the song, they will still “hum along” fluently as if inducing a feeling of Deja Vu.
It is strongly advised to not turn your back or blink in the direction of the source of these chirps, while in the presence of this entity as many wanderers have disappeared without a trace when in the presence of the entity with visual contact is broken. Reasoning for these disappearances are yet to be confirmed
Unique Features
“Hyperion”
Within the presumed center of Level 165, a single specimen of Sequoia Sempervirens (Coastal Redwood) is rooted into a 80m2 area of dirt and podzol nicknamed “Hyperion”. Hyperion is genetically identical to it’s real life counterpart, however has some noticeable differences:
Lacks roots and xylem
Does not require sustenance
Maintains a constant pulse of 90bpm
Violates the Square-Cube Law
Never shows signs of ageing
Fertility of plants around it increases
The Fountains
Fountains on Level 165 are far and few in-between. Fountains are typically composed of Marble and Quartz, and filled with approximately 20 litres of Cashew Water. These fountains seem to be connected to the nearest plants within a 500-metre radius as when fountains are inactive, Level 165 enters a state of drought.
Constant Elements
Garden Beds
Within Level 165’s garden beds, 8 separate specimens of members within the Kingdom of Plantae stand. In Level 165, plants incapable of growing within pure soil (e.g. Cacti, Succulents, Epiphytes etc.) can survive within the soil of the Garden disregarding the purity of the Level’s soil.
Garden Sheds
Typically, Level 165’s garden sheds are composed of wood (A Species of Birch), metal (Copper), or on occasions stone (Basalt). depending on the shed’s exterior materials, items within and effects on sanity are bound to change.
When the shed in question is composed of wood, the shed is filled with shovels, gloves and a watering can. When a subject enters within a wooden shed within this Level, they enter a state of pure joy and euphoria and the effect continues for an approximate 60 minutes, regardless of the situation or location.
Greenhouses
Greenhouses are visually identical to greenhouses found in the Frontrooms. Greenhouses contain an average of 15 household plants. Greenhouses have an effect on sanity no similar to the effect observed within the wooden sheds of this Level.
Discovery
Level 165 was discovered on ██/██/████ by Jeremy ██████ and Thomas ███████ while in Level 9. Jeremy and Thomas ran into a house to escape from an instance of the Mangled. To pass the time, Jeremy explored the house and stumbled upon the back-door and accessed Level 165.
Bases, Outposts and Communities:
Level 165 cannot be colonised for unknown reasons as any settlement formed in Level 165 disintegrates within mere minutes of creation. Thus, permanent habitation in the form of colonies/outposts is impossible.
Entrances & Exits:
Entrances
Level 9
Enter the back-door of a house in Level 9.
Level 45
Enter into a section named “Outdoor Plants”
Exits
Level 27
Enter a wooden shed in Level 165 (1/250 Chance).
Level 37
Jump over 165’s fence
author
Article Created by
TheAntarctic
Flower garden by Rept0n1x is licensed under CC BY-SA
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backroomoftheday · 3 years ago
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THE BACKROOM OF THE DAY IS
Level 94 "Motion"
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CLASS 3
Unsafe
Unsecure
Low entity count
Description:
Level 94 appears to be a large town, a floating castle and grass hills, but everything, has a grainy effect, as if this place was crafted. The main town is safe, with no Entities during the day.
This Town has a big water fountain in the center, flowing with Almond Water. This town seems to be in the 1930's, in a stop-motion type feel. This town has tiny houses, with some furniture, mostly in 1930's to 1950's. The town also has 1930's styled cars, and milk vans, filled with Almond Milk. The town also has siren poles, which time to time, play happy cartoony music. At this time, everything is safe, until it turns night, the music will stop completely, and at this time the Entity known as Animations will start to appear, and will attack violently, if spotted.
Other Entities that appear in the night are Smilers, Skin-Stealers, Hounds and Male Deathmoths, But there are also Death Rats, which they have evolved to look like a normal rat, in this stop-motion look, because the Animations usually attack anything that does not look animated.
The grass hills of Level 94 usually go on forever, and is infinite, the only thing there, are a few strange cars parked in the middle of nowhere, and a water tower. Which seems to contain Almond Water. What is strange about the hills, is that random sets of furniture and even entire single rooms of a house can be found, or sometimes it's just a wall with furniture next to it. Above the hills, you will see a floating castle, on what looks like a "Transparent Mountain".
The Castle of Transparent Mountain:
This is where Level 94 can be really trippy for the human mind, so bring some Almond Water. This area for some reason, will lose it's cartoony effect on photos, which possibly means this Level is losing it's effect in this castle. This castle appears to be a strange fun-house area, and is very bright in some rooms. You can find ball pits, playgrounds, and an animation studio, with a miniature replica of the town, and it's Entities. In this castle, the only Entities that can appear, are what we call "Robo-Men", their appearance is an old styled robot toy, from the 1930's, in an animated form. They seem to be guards of this castle, and are hostile if they spot you interacting with any object in the castle.
After wandering through the castle, which also seems to be infinite, you will soon find a large doorway, that will lead to the throne room. in this room, you will find the Entity known as The Animated King, at first, doesn't seem hostile, but will in fact, control you, and you can soon become apart of the Animations, but, he will at first put you through a test, a test of withstanding your own nightmares, in an animated form. If you happen to succeed he will let out a burst of light, and you will either be sent out of the castle to the town, or one of the main Levels.
Since the Animations appear at night, it is really hard to survive Level 94 as a group. The M.E.G. are currently finding a way to set up an Outpost in this Level.
Bases, Outposts and Communities:
Since the Animations appear at night, it is really hard to survive Level 94 as a group. The M.E.G. are currently finding a way to set up an Outpost in this Level.
Entrances And Exits:
To Enter, you must first be in The End, and successfully escape, and make your way to the Hub. Once there, a rectangular-shaped hole will appear on the ground, in a random area of The Hub, and will close very soon after entering, but slowly. To Exit, you must either complete The Animated King's trial, and get to a random main Level, or some houses will lead to Level 7, Level 9 and Level 53.
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backroomoftheday · 3 years ago
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THE BACKROOM OF THE DAY IS!
Level 28 "Stormstone Keep"
Level 28 is the 29th level of the Backrooms, and my home.
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Stormstone Keep, the only building and safe location on Level 28.
CLASS 1??
Secure?...
Safe?...
Minimal entity count
Description:
Level 28, known for its only distinguishing landmark, Stormstone Keep, is a level that closely resembles The Frontrooms with a few major differences. Any wanderer no-clipping into Level 28 with fall at the foot of the keep, and immediately notice that the sky is a deep indigo blue. The sky is devoid of both a sun and a moon, and the entirety of the level is lit from above by an unknown light source. The ground is tinted a very dark blue, and thus it is recommended to bring a source of light when traversing this level. There is no day or night cycle. Clouds sweep past the enigmatic sky, but it never rains unless I make a storm.
The area roughly five miles three miles from the keep is the "safe zone" where it is highly recommended that wanderers DO NOT leave for more than thirty minutes at a time under any circumstances because I don't want to hurt you.
Stormstone Keep is the dilapidated but still livable ruins of what seems to be a European medieval castle. It is located on a large hill in the center of a forested valley. Many of the flora on this level are extremely similar to flora in The Frontrooms, but upon further inspection, all plants on this level are found to be significantly more flammable than Frontrooms flora. Each plant also has a varying level of blue pigmentation. The reason for this is unknown. It is not recommended to remove plants from Level 28, as they do not seem to grow back. Upon burning a plant from Level 28, it will emit a blue smoke that is toxic to inhale. Do not use objects such as matches, cigarettes, or torches, as it is possible to start a wildfire. The valley is surrounded on all sides by impossibly tall and narrow mountains that seem to defy the laws of physics. It is impossible to see the tops of some of them, as they are permanently covered by clouds and grey-blue mist. These mountains are more than ten miles away from Stormstone Keep and therefore out of the safe zone, so they remain unexplored and highly dangerous.
Stormstone
Anything outside of the border of the safe zone is entirely comprised of an object called stormstone. It is highly flammable, corrosive, and explosive. It is a pitch-black mineral and is extremely dangerous and volatile. The mountains outside Stormstone Keep are comprised of stormstone and stormstone only. Walking on stormstone without proper equipment will cause it to explode violently, creating a massive chain reaction with the rest of the ground around it. Periodically, exceedingly vicious and turbulent storms occur in Level 28, only affecting areas outside of the safe zone. Lightning strikes are extremely frequent and create new stormstone whenever it touches an object so please stay with me where it's safe.
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This is the best picture I could take with the phone's camera.
The Blue Knight
This level is devoid of any entities save for the singular, unique entity who resides in Stormstone Keep. He reportedly identifies as male and takes the shape of a hollow blue suit of armor. He is able to move his body similarly to how a human can. He will speak whatever language is most comfortable for anyone who meets him. This being was first discovered when a M.E.G. explorer named Sarah ███████ became the first to no-clip into this level. She dubbed this entity The Blue Knight.
She taught me a lot of things, things about the Backrooms and the organizations and societies that you have. She taught me how to use a phone… this is the only way I'm able to contact you all. I stole her phone before she left. Perhaps she let me do it. But it's running out of battery, and so I have precious little time left. Let me tell you my story, before you click away.
I am the Blue Knight. There is nobody else in this world but me. Nothing ever changes, there is no way for me to tell how much time passes. What even is time? I keep trying to understand, but the more I think, the worse the buzzing gets. I have this terrible buzzing in my head, when I feel stressed, or anxious, or scared, or angry, or sad, or lonely… Dizziness, numbness, it's all too much. That's when I hear the thunder.
The storms on this level are all caused by me. The panic, the existential dread I feel causes them. I don't know how, I've tried everything to get it to stop. I can't concentrate or do anything at all when all I hear is crashing, crashing around me. Even from a distance, the sight of the endless angry blue clouds tumbling down the distant mountainsides is beautiful and terrifying. They writhe and squirm like they're alive, even though I tell myself they're not. Thin tendrils of mist claw out at me, and even though they are miles away, I still feel their grip on my heart.
I'm editing this article now in hopes that someone, anyone will come to Level 28. As long as I have someone to talk to, the storms stop. You will be safe with me, I promise. If you decide to come, please bring batteries for my phone, as much as you possibly can. This is the only contact I have with other people right now, and I need it to hold back the storms if only for a moment longer. I would love to leave this place. I want to live in Level 4, Level 6.1, or even Level 11, but I doubt it would be truly safe to have people around an… entity like me. I appear as a human knight from the outside, but I am no knight. I have no body, no heart, no mind, no name. You only know I exist because you gave me a voice. Otherwise, I am nobody and nothing at all.
I crave a human name. A beautiful name, like Sarah. Please come and give me one.
Bases, Outposts and Communities
There isn't much space, but you are very, very welcome to move in if you'd like. Just know there isn't any food or drink here since I don't need that to survive.
Entrances And Exits:
Entrances
Find a painting of a blue countryside or a tower on the walls of Level 5. It's really that easy. That's how She got in. You can also get here, I think, by travelling really far into Level 14. I wouldn't recommend that, though. The people who have come here using that method were a little weird, even for someone with little societal knowledge like me.
Exits
It's okay if you want to leave. Just… stay with me a little, okay? If you come and talk to me, I'll show you the exit personally. But you must promise not to tell anybody else. I can't let people pass me by. If anyone tries to post what the exit is, I'll delete it immediately. I'm sorry. I have to.
To whom it may concern:
I have no idea how much time has passed since we've last met. You could even be dead by now, or maybe you forgot about me. Maybe I'm just another monster, another product of this "Backrooms." But I miss you. I hope that once I find my people, we'll see each other again.
Your Knight in Dying Armor
P.S I'm sorry for taking your phone. I hope you'll
authors:
By ~
Kitty Rika
Images 1 and 2 are both by Pexels and released under the Pixabay License, heavily modified with color correction.
Custom white SD class 1 logo created by
Ross Dear
and used with its permission. understand.
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backroomoftheday · 3 years ago
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the backroom of the day is!
Level 68
"Theater The Eater"
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A photograph of one of Level 68's rooms. The picture was taken by an unknown user utilizing a throwaway account.
CLASS 3
Unsafe
Unsecure
Low entity count
Level 68 is the 69th level within The Backrooms. It has the appearance of a massive movie theater; with architecture similar to that used in the Northeastern United States. Objects within Level 68 feel organic in nature and fungal growths are common throughout
Description:
Level 68 physically resembles that of a massive movie theater complex; with long stretching corridors lined with doors each leading to a room. These rooms have rows of chairs which vary in number and design; however, they invariably are colored red with a mucus-like substance coating the surface. Despite these abnormalities and overall distasteful characteristics, humans will often be inclined to seat themselves in the nearest chair which is usually described as abnormally comfortable.
Once all individuals present within the room are seated, the chairs will release a chemical enzyme which will rapidly melt and re-solidify human tissue and organic fabrics; often resulting in an individual becoming fused to the chair making it impossible for one to remove themselves from it; though due to the effect these chairs have on the human mind, this often goes unnoticed.
Once this process is complete, a film will begin to play on the screen in the room. These videos are unique to each specific room and do not correlate with any existing films outside of the Backrooms. These movies are often graphic in nature; though people viewing it do not respond in ways that would normally be expected in such situations such as repulsion or disgust, possibly meaning that these videos may have a hypnotic affect.
Once the movie ends, those who were watching it will begin to seize violently before dying due to shock. Following this, the body will be broken-down via digestive enzymes and absorbed by the chairs and siphoned into other parts of Level 68 possibly for survival. Taking this into account, it is not recommended that those in Level 68 enter these rooms.
Bases, Outposts and Communities
At this time, no human bases have been found in Level 68; however, drawings and writings have led to the belief that such groups may be located in an undiscovered portion of the Level.
Entrances
Level 68 can be entered by finding a theater in Level 11.
Exits
No-Clipping into the movie screen will take you to Level 94.
Some of the doors in the corridor parts of the level has red doors that resemble one of the doors in Level 117. Going through these doors will take you to Level 74.
Author: Hexick
Image Source: Interior of recreation hall and the movie theater was taken by Russell Lee, and is from the National Archives, which is in the public domain (CC0 1.0)
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backroomoftheday · 3 years ago
Text
*ੈ✩‧₊˚✧*ੈ✩‧₊˚✧*ੈ✩‧₊˚✧*ੈ✩‧₊˚✧*ੈ✩‧₊˚✧*ੈ✩‧₊˚✧
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How does this blog indicate in the name that to publish a backroom per day, I will publish a photo and all the information about it, things like
how dangerous is it
The entities that inhabit this
entrances and exits
the choice of levels is random and goes from 1 to 999 (some levels above 200 don't exist so you'll probably have to spin the wheel a few times )
I won't put level 0, I just don't like it
Some descriptions of levels or things can make someone uncomfortable so I recommend that if you are sensitive you do not interact with the entity and level posts
The questions are open ended, I don't really think anyone would put anything in there but I like to have them just in case.
I use He/Him/They/Them
All levels are taken from the backrooms Wikipedia page
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every Friday, apart from publishing a backroom, I will also publish an entity, the information of this will be
A picture
how dangerous is it
The description of this
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This does not influence the blog much, but I really would not like someone like the ones I am going to say to interact here
Transfovics, enbyfovics, homophobes, zoophiles, pedophiles
there are more things I don't want to interact with, but these are the general ones
*ੈ✩‧₊˚✧*ੈ✩‧₊˚✧*ੈ✩‧₊˚✧*ੈ✩‧₊˚✧*ੈ✩‧₊˚✧*ੈ✩‧₊˚✧
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