Level "Warehouse" is an indefinite level of the Backrooms, possibly being detached from it entirely.
Description
A nondescript survivor entering through one of the doors and browsing their surroundings. (Caught from Warehouse Surveilance)
Level "Warehouse" is an endless warehouse, split into an infinite number of other rooms through the human sized doors. These human sized doors lead to other, horizontal but otherwise the same type of room, which then lead to the same room over and over again. The rooms have three rows of shelf racks, with four shelf racks in each. There are two garage doors of sorts at the back of the room, which lead to a fairly large but slightly smaller storage room containing alien sandwiches and almond water. In the main room are Nuka Cola vending machines on shelves, which can serve as an energy replenish once in a while. These machines have different types of Nuka Cola depending on the sign display, but some variants might as well have fatal consequences. Aside from this, the food items and other necessities contained in the Warehouse are mostly harmless. The Alien Sandwich is mostly harmless to eat, but you have a chance to choke on the eyeball of the alien. The eyeball can be broken open after being aged for 30 days minimum to get Crystal Mite, gathered in small quantities to create explosives and even be used to ward off the Bean Monsters of the warehouse.
Entities
Typical Backrooms Entities (think about hounds, death moths, skin stealers, etc.) inhabit the lower levels of the Warehouse, which are thankfully somewhat harder to get to. Facelings also appear as employees and campers, with some having manifested as the much taller, 3-eyed Janitor Faceling, which cleans up the halls and tends to the Schoblings. The entities are versatile, and often volatile, making them somewhat of a hazard. Listed below.
Schobling: The Schobling, also known as the Schob, are pink, egg-shaped, bird-like entities with one horizontally tilted oval eye and two separate pupils, which they have attached to their skull on strings behind their "eyes". They are omnivorous, eating meat and flora with a frog like tongue and surprisingly sharp beak, using echolocation to mate and communicate. Despite their stubby looking legs, they are exceptional jumpers, with a small pouch and compact organs to hold their offspring, designated Furbspring, while jumping. This jump can come into handy when escaping their higher-class predators, such as the Bean Monster. Despite this, they get half of the overall protection from armed Facelings and human campers alike. Their jump can be turned into a devastating cartwheel which can concuss, and possibly even crack the skull of, an entity on human-level strength and durability.
Bean Monster: The Bean-chicken, also known as the Bean Monster, Chicken Monster, Bean Cassowary, Concussowary, and many more, is a high-threat predator with a somewhat melted bean can base head, a horn or two sticking out of a melted, bubbly mass on the corner of their head, which is sometimes entirely non present in a Bean Monster, and durable bird-like legs with knee plates and sharp claws. The bean monster has a slit in the middle of their head which opens up to reveal a mouth with two rows of sharp teeth with hook-like molars, used for ripping through and mauling/killing prey with ease. Despite these pros, they are a glass cannon of sorts when it comes to shotguns found in the Warehouse, only taking three shots from a Double Barrel or Pump Action to be crippled, requiring four shots total to completely kill a Bean-chicken. This makes it weak to groups of survivors armed with weapons, most likely a katana or other sword, and very much weaker to groups of survivors armed with shotguns, commonly Double Barrels, most prominently calibrated using supplies located around or inside the faction quarters. Bean-chickens have adapted to these struggles, and often hunt in groups in order to take down unlucky groups that have lost, or don't have any weapons. They typically stack the bodies of which they have slayed in piles hidden away in nests, to where the Bean-chicken offspring chew the flesh off of the bodies and their severed limbs, using the harvested flesh to grow. Some Bean-chickens are raised in the bodies of naturally deceased Janitors found deep in the lower layers of the Warehouse. Some other variants of the Bean-chicken, manifesting as cans of rations having grown to a lesser size, or the same size, as the Bean-chickens and have developed unique appendages and gained special abilities. One of which, the Boiled Grub canned rations, have developed intertwined eye stalks, five spider-like legs with hairs on each side, and the ability to projectile vomit acid at the target. They use a lure at the back of their heads, which glows a bright yellow, to attract mates and/or lure in an unsuspecting survivor, sure of escape at the sight of the glowing object. Shown from examples of Bean Milk farms, the Bean-Chickens are able to be domesticated by handfeeding and raising them while at a young age. This can be done with multiple Bean-Chickens, most prominently two or three, but any more will result in fights between them due to jealousy and survival.
Reviver: A Reviver, also known as a Lightning Dog, is a four-clawed blue alien with a long tail-like tentacle at the rear, which they often use as a conductor to focus electricity into their limbs and use electrically charged saliva as a defensive-aggressive attack, or to create electric puddles of liquid that will shock and kill small prey, such as rodents or Schoblings. Their diet consists of said Schoblings, and occasionally Bean Chickens, but only the deceased. Hence their name, the Revivers are able to enter a corpse via brute force and take control of their nervous system, turning them into electric-wielding zombies, marked KOS to factions located in the warehouse. Revivers reproduce bisexually, while some other entities reproduce via spores or asexual manifestation. Revivers are also very agile, able to attack, run, and optionally hide. Revivers hunt in groups, weaving silk-like beds from their saliva in the corners of garages deep in the warehouse to lay eggs and dispense food to offspring in the nest. Revivers can be domesticated, and act quite similar to dogs in nature, but like many exotic pets, they're still somewhat wild and are very demanding.
Janitor: One of the gentler, yet more obscure creatures of the Warehouse, a Janitor resembles a pale faceling with janitor attire, thinned to where their ribs stick out partially, twice as tall as a human, with arms that stretch down almost to their feet. They have three eyes forming a lowercase "Y" symbol on their face, being able to hear close to anything in the current room for Entity Clearing purposes. They wield a mop with a long, wavy handle, which they use to wipe up the floors and mysteriously make any body disappear with a single clean swipe of the mop over their bodies. Where these bodies are sent is currently unknown, but some believe the doors of which the Janitors emerge are where the bodies are sent, referred to as the Janitor's Closet by some. What becomes of the bodies are unknown, but something certainly understood is that any living beings mopped up by the Janitors return from the closet incredibly pale, dusty, missing their eyes, and their lower arms and legs missing and replaced with short, stubby spikes, reminiscent of blood icicles. The Janitors are said to be thousands of years old, with traces of their naturally deceased carcasses pointing out that they died hundreds of thousands, possibly millions of years ago, making them older than possibly any living being on the Frontrooms, let alone the Backrooms. Janitors, being pacifistic to the survivors of the area and mainly focusing on tidying up the Warehouse and its layers, only chooses to attack if they're actively being peppered at by a survivor. Their method of attack is typically to run at them, appearing as simply a blur, and knock them into the air with such velocity as to knock them into the ceiling hard enough to give a brain aneurysm in the worst cases. At the least, a concussion is coming their way. If the subject persists, they have a chance to suffer Impalement via mop handle. In the worst cases, the subject is mopped up and supposedly sent to a nondescript location. The janitors are genderless, on a far different spectrum than Male/Female/Nonbinary. One can only describe their gender as "Null".
Objects:
The objects category goes for necessities, or objects that dispense necessities, located in the Warehouse. This goes for liquids, foods, weapons, anything that is plausible as a survival tool.
Alien Sandwich: An Alien Sandwich is a sandwich with pink smooth alien tendrils drooping down the sides in an otherwise normal sandwich, with an alien eye poking out the side. This eye contains Crystal Mite in the form of bonds which form into crystalline material after an aging-pickling process hosted over a 30-day process, otherwise acting as a spice for the Sandwich. The sandwich has little to no side effects, being a somewhat more replenishing alternative to a regular sandwich, found on the Frontrooms. The only downside is the possibility of choking on the eye, which can be removed with the help of a small bayonet or scalpel. As said before in this log, the eye can be pickled in a jar of Almond Water, or just regular water, set to a solid temperature of 90 degrees, and held for a 30-day process. After this process, Crystal Mite can be extracted in the form of a glowing reddish purple crystal clump. These crystals can be ground up in groups of five to seven to make a sufficient explosive material or used in conjunction with Napalm in a makeshift shortened flamethrower.
Bean Milk: A delicacy of the Warehouse, Bean Milk appears to be regular almond milk with a very light orange-red color, with a beany aftertaste. Bean Milk is harvested from the Bean-Chickens by either killing them and wringing out their organs or domesticating a Bean-Chicken and using Crystal Mite to extract the Bean Milk from the boils on its back. From the experiences with Bean Milk and its anomalous properties, it has shown to be free of any anomalous downsides. Drinking it over a 10-day process will speed up the healing process on all wounds you have gained in those past days, replenishing a small amount of energy in the process. Drinking Bean Milk triggers a dopamine release into the consumer's mind, making them more relaxed after a possibly stressful situation, most likely with the wild Bean-Chickens, or a Janitor. This makes it a must-have among the dwellers of the Warehouse for stressful situations.
Nuka Cola: Nuka-Cola is an energy replenishing soft drink found in Nuka Cola vending machines, costing 25 cents per drink. Coins are fairly common across the Warehouse, so this isn't much of a big deal for the avid explorers that scavenge for supplies. Nuka-Cola is said to have tasted like cola, but with a refreshing fruity and zesty flavor combination which works well with the other ingredients. Some other flavors include Nuka-Cherry, which has more of a cherry kick and a more complex, juicy flavor than the original. Nuka-Quartz is a white version of the Nuka-Cola with a milky texture with a hint of vanilla, holding an acidic counterbalance, like Yakult in a way. With all of the unique flavors, Nuka-Cola is an enjoyed beverage with high energy-replenishing properties, considering it a to-go in the Warehouse.
Nuka Cola Quantum: Quite a unique drink in of itself, Nuka-Cola Quantum is a soft drink with approximately twice the calories, carbohydrates, and caffeine than the average soda, having a zesty lemon-lime taste with an electric blueberry essence mixed into the contents of the bottle pre-bottling. Drinking Nuka-Cola Quantum will warrant a major energy boost, along with a speed boost. Of course, with these pros, there has to be one fatal downside: Radiation Poisoning. Nuka-Cola Quantum uses the element Strontium-90 to add a "unique kick" to the drink, while it also glows radiantly due to this element. Strontium is known for causing major health downsides when consumed in large quantities, which Quantum uses. Should you be required to consume Nuka-Cola Quantum in stressful situations, only ingest it in small quantities, equivalent to a sip of the liquid.
Derringer: The Derringer is a fairly small handgun, not landing in the category of a revolver or a semi-automatic pistol, typically having multiple (2 or 4) barrels which 9mm, .45 ACP, .357 magnum, or 45-70 ammunition can be loaded into. Of course, these types of ammunition are specified to separate guns. The most common Derringers to find in the Warehouse are the Remington .41 Rimfire Derringers, Double-tap .45 ACP Derringers, and COP .357 Magnum Derringers, with more ancient variants of the Derringer being found the deeper you dive.
Double Barreled Shotgun: A double barreled shotgun is a shotgun of any sort with two barrels that fire two shotgun rounds in quick succession. These weapons are quite uncommon, so these kinds of weapons are fashioned from metal tubes and other types of scrap items. These scrap variants of the double barrel are typically unreliable, breaking after three reloads, unless the person assembling such gun is a professional gunsmith, having entered the Backrooms coincidentally or deliberately. Pre-made double barrels, found upon going down the stairs from the first level down once on shelves, are significantly more reliable and are able to have a shell reservoir, which reloads shells into a sawn-in hole in the side of the barrel parallel to the left barrel. With burst-fire, this can make the standard DB a menacing weapon, especially against the Bean-chicken entities.
Colonies and Outposts
Due to the safe nature of the Warehouse, there are multiple outposts in the upper areas of the Warehouse. These outposts have no designated names, so we are led to believe they are anonymous in a way.
Entrances and Exits:
Entrances: The Warehouse can be entered if you kill a camper infected with Manmelter Spores at Stage 5 of the virus specifically, in Level 1, and splash it with Almond Water mixed with Liquid Pain. This will melt the zombie into a dark red pool of acidic blood, which when jumped into, will cause you to black out for one second, before waking up, having fallen from the ceiling due to the jump into the pool of blood.
Exits: Exits aren't truly known, but it's rumored that if you go to the deepest layer, which is where you reach the Boiler Room, get to the center, and drink Liquid Pain, you will black out and wake up in Level 132.
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