This page is a work-in-progress!
Level -369 is currently under construction, so please refrain from adding a Delete template (unless the page has been abandoned for some time).
Ici, je vous lie. Vous verrez ce que je veux que vous voyiez. Vous verrez tout et rien du tout. Embrassez le chaos ou mourez.
Level -369 is a cognitohazard.
At a glance, it is a pleasant, surreal forest that has no name. The temperature of this place is a constant 73°F (~22.8°C). This level has a 12:12 light/dark cycle despite no sun of any kind existing here. The light source of this level is unknown.
This image, taken by wanderer F.J., features the surreal forest of Level -369 where you will begin your journey. F.J. got lost in these woods and died of starvation.
While this place is devoid of hostile entities,
(This place is infested with entities assuming this place exists at all.)
It releases an unknown agent that speeds up the metabolism causing anyone who dare linger here for more than three days to waste and starve to death.
There are no easy ways out of here. I will warn you now that you cannot no-clip out of this space.
Stop trying to no-clip your way out of the here! You, f*cken moron! It is does not work!!
I made sure no-clipping here would lead you straight to The Void.
I have been there before.
Je suis fou à cause de cet endroit...
Javaraya got sick of you lingering in his presence so he whispered a curse, and you ceased to exist.
You did not touch anything you were not supposed to... did you? You did not...
Bon!Let us continue...
The only salvation you have while traversing Level -369 is going through your choice of disembodied door hidden somewhere in these 'woods'.
Disembodied Doors of the Nameless Surreal Forest
How far are you, Gary, willing to go?
Ah bon?Let us put your tenacity to the test!
Plus profond! Plus profond encore!! Find one of these disembodied doors as quickly as you can or perish here. There is a total of three. Where do they lead...? That is for you to discover. Pick a door. Decide your fate but make your choose wisely. Somewhere below are your options of doors to enter. Avertissement juste! Opening a door seals the others shut. Do not try to no-clip a sealed door. Whatever happens to you if you do only, my brother, Dearil knows. F*ck around and find if you dare. If you want to enter the other spaces, you must no-clip in the level you selected to explore. There is a 99.99% chance you will fall into The Void. Determine if that is a risk you wish to take. No clipping might not be an option depending on where you are, so do keep that in mind.
Faites ce que vous devez mais il n'y a pas d'issues ici.
This image, taken by wanderer R.N., features disembodied Door #1. Wanderer R.N. never passed this door's threshold. The Hounds got to wanderer R.N. first.
Description
Level -369's Door #1 is a white door with high amber, stained glass. This door is surrounded by 9 acres of moist, temperate forest. Upon entering these 9 acres, you will notice that this spot is perpetually in the state of late afternoon. The sky is overcast 85% of the time. It smells like it is going to rain, but it never does. The temperature is between 56°F - 71°F (~13.3°C - 21.7°C). This area is infested with camouflaging hounds. There have been two reports of skin-stealers in the area, but this cannot be confirmed. Entering through this door will take you to a randomly generated residency spaces.
This image, taken by wanderer K.Y., shows the abandoned living room. Wanderer K.Y. descended the loop of 'Level 9'. They are presumed lost or dead.
Description
When crossing the threshold of Door #1, there is a 65% chance you will up in the 'Abandoned Living Room'. This space is well-lit and consists of two windows, a torn sofa, a large mirror, and a dusty shelf. Most people die here because they become content with their situation and stay here. Most wanderers claim they see their loved ones here, and this place shortly transforms into a warm, loving home. It is safe to say they are hallucinating. Their hallucinations are so real they disregard that they are dying of thirst or hunger. They also cannot fight the unknown entity that is swallowing them whole.
Exits
?
You creatures so badly want an exit to exist.Abandonné tout espoir...
There is a 15% chance that ripping the cotton out of the sofa will transport you to a replica of Level -319
Cela ne ressemble pas à la solution?The mirror is broken! Your time is running out! 01000001 01110011 01101000 01100101 01110011 00100000 01110100 01101111 00100000 01100001 01110011 01101000 01100101 01110011 00100001 00100000 01000100 01110101 01110011 01110100 00100000 01110100 01101111 00100000 01100100 01110101 01110011 01110100 00100001 00100000 01010011 01100011 01110010 01100101 01100001 01101101 00100000 01100110 01101111 01110010 00100000 01101101 01100101 00100001
There is a 35% chance that passing out from exhaustion will transport you to a replica Level 9.
*
Passing out from exhaustion will transport you to a replica of Level 9.
↓
Passing out from exhaustion will transport you to a space that resembles Level 9.
↓
You are exhausted... You, Gary, are transported to a space that is familiar to Level 9.
↓
You are exhausted. Nothing you brought with you is stopping this. You are crippled by exhaustion and transported to a space that might be Level 9.
↓
It is getting harder to wake up. You are transported to a space that is not Level 9.
↓
Which one of you crazy f*cks made this part...
Wanderer K.Y.'s descent into madness is captured via photograph by anomalous means.
You cannot get up and you are transported to...
↓
There will a be point where you do not wake up. It happens somewhere between the 50th to 1000th loop.
↓
“Il n'y a pas moyen de sortir. Trouvez la paix dans le sommeil éternel.”
There is a 10% chance that no clipping the mirror in this space will take you back to the 'nameless' surreal forest. There is a 90% chance your reflection will kill you before you do.
There is a 35% chance that you will be spontaneously transported to 'The Source of All House Fires'.
There is a 5% chance that you find yourself outside the 'Empty Closet'.
This image was removed from charred remains. The taker of this photo cannot be confirmed.
Description
The Source of All House Fires is a dim, moldy kitchen that consists of two windows, several shelves and cabinets, broken dishes and memories, and charred remains. There is not much to this space. Wanderers who get too close to the windows will be claimed by them. Most wanderers avoid the windows and try the door. The door disappears as you try to open it, leaving behind a bare charred wall. Realizing the door cannot be exploited. Wanderers try interacting with anything in the room to no-clip out. Wanderers who linger in this space for more than 15 minutes will spontaneously combust.
Signs you are combusting are a rapid increase of body temperature, smoke and ambers coming off your body, smoke coming from your mouth, coughing or spitting up ash, charring and igniting the skin, and burning of clothing.
The average adult male will be consumed by fire within 3 minutes of the initial fire. Nothing can stop the progress of your combustion once it starts. The cause of this is unknown.
Exits
Burning to death is an exit.
Empty Closet
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
Description
This image was found outside the door. It cannot be confirmed who took this photo and what happened to them.
Wanderers in this reality will find themselves outside an 'empty closet'. There is not much to see besides the darkness staring back at you. The 'empty closet' is technically a false exit that leads to the space outside Door #2 or Door #3. There is a catch. There is a strong possibility that you will not get to any of those doors. The inside of this closet is infested with entities. You might get lost. You might no-clip and fall into The Void. An outline was created below to give wanderers an idea of their odds of avoiding death or damnation.
Exits (Odds and Ends)
There is a 0.001% chance you entering and traversing the 'empty closet' will transport you to Door #3
There is a 0.0001% chance you entering and traversing the 'empty closet' will transport you to Door #2.
Running into a pack of Hounds is rare but it does happen.
There is a 10% chance you entering and traversing the 'empty closet' will result in a fatal encounter with a cluster of smilers.
There is a 20% chance you entering and traversing the 'empty closet' will result in a fatal encounter with an eldritch variant of clumps.
There is a 40% chance you will get lost and never be seen or heard from again.
There is a 30% chance you will get lost but no-clip into The Void.
Staying outside the closet is an option, but more people run out of resources and die of hunger and thirst. You will be judged by Dearil if this is the option you went with.
Go to Bed Angry
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
It is unknown who took this picture.
Description
There is a 25% chance explorers who enter Door #1 will appear here. This space is a shadowy, dusty bedroom that consists of a bed, crib, broken chairs, filthy rug, and dried blood. The window is here to watch. Wanderers will appear in this place with at least five other explorers or facelings. Everyone in this space is initially cordial, polite, and excited to see another person. Staying in this space for longer than 10 minutes will trigger psychotic levels of anxiety, rage, aggression, and paranoia in all individuals or entities present. Arguments and suspicion will erupt between individuals. These heated arguments will progress into violent brawls. These brawls will turn deadly and will continue until everyone is dead or, one person remains. If one person is left standing, they will pass out and die from their injuries or exhaustion. It is not known why or how this happens. Fighting is non-stop. Brawls can last up to 8 days. The bodies will be left to rot before their are removed by Dearil. It is not known what Dearil does with the bodies.
Exits
Your rotting corpse will be carried out of this space in a body bag.
Causally Flooring Bathroom
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
This photo was removed from a waterlogged corpse.
Description
There is a 10% chance explorers who enter Door #1 will appear here. This space is surprisingly not dilapidated. This bathroom is well-lit and consists of a sink, toilet, tub, and mirror. The only thing missing is a door or window or window. You dying is the serious part. You dying here is the embarrassing part.Ne vous inquiétez pas!I took care to make sure you would not a have audience thus I did not put a window here. With that said, feel free to drink from the sink, tub and toilet as they are functional and they yield almond water. Drink your last as the bathroom will be begin to floor with the almond water. It takes 2 days for the room to be completely floored. Once this reality is completely filled, it will stay filled as long as it takes for your body to start decomposing.
Exits
Drowning or I could feed you to the Reaping Willows of Level -120 to save myself the trouble.
Attempting to break your way of this bathroom will result in you falling into The Void (30% occurrence) or causing the bathroom to implode onto you (70% occurrence).
Door 2: Barren Salt Flats
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
This image, taken by wanderer C.C., features disembodied Door #2. This photo was removed from this wanderer's corpse found amongst the sugar cane.
Description
Level -369's Door #2 is 3 flights of cobblestone steps leading up to a white door. This door is surrounded by 169 acres of oppressively arid desert. It is worth noting here that once you pass the threshold of this desert, you cannot go back. The 'nameless' surreal forest ceases to exist. You will still be subjugated to the agent that is speeding up your metabolism. Trying to exit this desert causes you to loop back into it.
When traversing the 'Barren Salt Flats', you will notice that this spot is perpetually in the state of high noon. The temperature is between 90°F - 137°F (~32.2°C - 58.3°C). This area is infested with arid hounds, lighters, deathmoths, mirages, kettles and other unknown desert lurking entities. Entering through the door present in this space will take you to the 'Sugar Cane Field', 'The Reaping Nursery', or 'Golden Spiral Staircase'.
Unique Entities of the Barren Salt Flats: Mirages
Mirages are distant wavy, transparent entities that dwell in this space. These entities dance in such a way that hypnotize wanderers into thinking they are a body of almond water. They even release kairomones that mimic the scent of almond water to attract victims. These entities lead wanderers further and further into this dimension until they pass out from heat exhaustion, heat stroke or dehydration resulting in their predation.
Unique Entities of the Barren Salt Flats: Kettles
Kettles are cloaking, bird-like entities that travel in groups of 8 - 20. These entities fly in a wheeling/circling-like pattern when they spot viable prey. They have been known to circle prey for 4 days. It is worth mentioning that these airborne entities have never been seen directly. Their presence is evident by the shadow they cast as they circle above their target. You are lost if you see the shadow of circling 'birds' when traversing the 'barren salt flats'. Your only hope of surviving is finding Door #2 and to keep moving. These birds will swoop in the moment you collapse. These birds are also attracted to almond water, so if they are targeting you...do not drink it. The environment is accelerating your metabolism, so it will not help you anyway. I do enjoy watching you creatures drink this, eat that, take this in hope of reversing the damage this place is causing you. You are assuming this place is causing said damage. Anyway...if you do not find this door in time, hope the group of birds is large and they rip you apart quickly.
This image, taken by wanderer [unknown], shows the sugar cane field and the road that cuts through it. The explorer holding this picture could not be identified. The victim was mutilated.
Description
This area beyond the door is a lush field of sugar cane with a dirt road cutting through it. It is not known where this road leads. The screams you hear in the distance should deter you from following the road. The field is no safer. 90% of the people who traverse this field disappear. 87% of the people who attempt to collect or eat the sugar cane will develop a condition similar to cholera. The other 13% will contract The Mold as some plants have a symbiotic relationship with The Mold. Entities are hiding amongst the cane. The light/dark cycle is 2:28, which contributes to the disappearances and aid entities in predating wanderers. The temperature of this environment is unknown but not life-threatening.
Exits
There is a small chance you can no-clip a blade of grass at the right angle you will be transported to Level 10.
?
This is a trap! There is no chance! Only lies or The Void.
You creatures are simple. If something is not spelled out for you, you lose your minds. Do not select the option above this bullet unless you want see how deep The Void goes. I hope that helps... you simple-minded creatures always seem to need it.
There is a 99.99% chance you end up in pink static.
This image of pink static was acquired by anomalous means.
Description
This environment emits a flat, steady sound comparable to rainfall, wind rustling trees, and the gentle crash of waves on the bench. Pink noise is deeper than white noise for a lack of better description. Relaxing, it is not? You could almost fall asleep in this pink sensory depriving space. Here you are safe.Ici, vous ne pouvez pas vous échapper. Ici, il n'y avait jamais d'échappatoire. Wanderers who find themselves here will drift into a deep sleep before entering a comatose state. The coma is permanent after 10 minutes. Lingering in a state of comatose longer than REM sleep (which is 10 minutes) will result in you becoming one with the static. You will dematerialize and cease to be. Pleasant, yes, or so you would think. You will go insane as your conscience merges with the hundreds lost here.
This image of brown static was acquired by anomalous means.
Description
This environment emits a dampen, soft roaring sound that is comparable to a waterfall, heavy rainfall, and strong winds. The frequency of this environment randomly changes in sound signal from one moment to the next. This environment is also nothing but brown static. Like 'Pink Static', 'Brown Static' will induce a deep sleep that will progress into a coma. The coma is permanent after 5 minutes. Lingering in a state of comatose longer than REM sleep (which is 10 minutes) will result in you becoming one with the static. You will dematerialize and cease to be.
This image of black static was acquired by anomalous means.
Description
This space leads to The Void, but it is not The Void. This environment consists of black static and is dominated by silence interrupted by intermittent bouts of white noise or crackling. There is not much to this or any static spatial anomalies. 'Black Static' will immediately induce a comatose state in 45% of the exposed. These individuals will dematerialize and cease to be.
[Some Known Unknown] is an anomaly possessing unknown characteristics. It cannot be confirmed if this place is real. Assuming this is a spatial anomaly, it cannot be confirmed if there are any entities or environmental hazards. Assuming there are entities in this 'space', the level of infestation and what entities are present is unknown. Assuming there are environmental hazards, it is unknown whether the environmental hazards are an air contaminant, toxic waste, radiation, biological contaminant, heavy metal, chemical, extreme temperature/weather, cognitohazard, etc. The temperature of the 'spatial anomaly' is unknown. The time of day of the 'spatial anomaly' is unknown. The light/dark cycle of the 'spatial anomaly' is unknown. There are no photographed images of the [Some Known Unknown]. It is not known if this spatial anomaly is open world or enclosed. If this spatial anomaly is an open world, it is not known if it is, for example, a cherry orchard, a bench, a park, or a city. If this spatial anomaly is enclosed, it is not known if it is, for example, a school, shopping mall, bathroom, hallway, closet, etc. It cannot be confirmed because no one has been able to produce photos of them or photograph or recording devices cannot capture the [Some Known Unknown]. What happens to wanderers is known, but you do not want to know.
Exits
Assuming you can get out, how you get out is unknown and your whereabouts are [Unknown].
This image could be of [Unknown2] but this cannot be confirmed.
Description2
[Unknown2] is2 an2 anomaly2 possessing2twice as much of unknown characteristics2. One2 can2 only2 speculate2. It2 is2 possible2 reality2 is2 duplicating itself2 but2 this2 cannot2 be2 confirmed2.
(Venir au niveau -369 a été votre première erreur.)2
Exits2
Reality2 or2 your2 mind2 cannot2 cope2 with2twice as much chaos so2 either2 reality2 or2 you2 will2 break2.
[½ Unknown]
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
Description
[½ Unknown] is ½ of an anomaly possessing ½ unknown characteristics. One can only speculate what 50% of the original unknown level was preserved. What is known is that reality has been split in ½. Why this variant of [Unknown] was split in ½ cannot be confirmed.
Exits
You are split in ½ right down the middle and this kills you instantly.
Wanderer K.Y.'s somehow survived their descent into madness to photograph [Unknown]. Wanderer K.Y. was lost again.
[Unknown]
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
Description
[Unknown] is an anomaly possessing unknown characteristics.One can only speculate.It is possible reality in this space ceased to make sense a long time go and it is coping by adding color to itself.
Exits
Wanderer T.Z, "Whenever danger is around, there is always an exit!"
Good point.Dying is an exit.It is an escape from living and in some cases pain and suffering.
Denial is an escape/exit too.Deciding to not acknowledge the situation you are in 'frees' you from having to deal with the problem. You creatures intrigue me. We design this space to not have an 'exit'. Some of you processed to claim you teleported out of here or successfully no-clipped out of this 'level'. While this place is all smoke and mirrors, the biggest lie was the one you told yourself. Denial traps you here more.Un mensonge dans un mensonge.
Your point of view (POV)... Your small ego... Your perception of 'reality'... How you think this 'reality' should work means nothing in The Backrooms. But, I will tell what you want to hear if inflates you ego. I enjoy interacting with humans with a superiority complex. Telling them what they want to hear does not mean I am telling the truth. Somethings about ourselves and our situation is ugly.Accepting the truth is an exit.Level -369 is not what it seems, but you are not ready for the truth...
Javaraya snaps his finger transporting you somewhere in Level -369.
[Unknown Reversed] is an anomaly possessing unknown Reversed-characteristics. One can only speculate. It is possible reality is working its way backward to make sense of what is going on but, this cannot be confirmed.
Exits
You are trapped.Le retour en arrière ne vous aidera pas ici.
[Nothing]
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
Description
Going down this path of the rabbit hole is unfortunate. There is truly nothing here.
Exits
You cease to exist.
There is Something in the Mist
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
This image, taken by wanderer W.E., captures the misty road in 'Something is the Mist'. It cannot be confirmed if Wanderer W.E. is lost or dead. Their bookbag was abandoned by a tree.
Description
'There is Something in the Mist' is a foggy-lit road that is surrounded by woods. The environment is perpetually just a few hours before dawn. The temperature is between 41°F - 56°F (5°C - 13.3°C). The size of this space has yet to be determined. This place is strangely quiet.
There is something out there.
There is something out there picking off any explorer that had the favorably low odds of not ending up here at all. No one has confirmed what entities are out there hunting explorers. No one has survived to tell.
You hear the snapping of a twig...
...
That could be anything...
...
You hear wind rustling the leaves on the ground...
...
You swear you saw a translucent figure sink back into the mist...
...
That had to be your imagination...
...
Whispers***Tu n'es pas seul***...
...
Now, you are just hearing things...
...
...
...
It is too quiet...
...
It cannot be confirmed how many explorers have been lost here and how they died or got lost. What has been left behind are shoe/boot prints, articles of clothing, abandoned and broken electronic devices, abandoned survival supplies, and photographs of this and other levels or loved ones. The only signs of a struggle are drag marks on the ground that abruptly end in a random place on the ground near a large patch of disturbed soil.
Exits
You can try and break your way out of this space. You will fall into The Void.
97% of all explorers get dragged off by an unknown entity.
3% of all explorers are lost.
The Reaping Nursery
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
This image, taken by wanderer O.J., features a the majestic grove covered in a heavy purple 'fog'. Wanderer O.J. was later found dead under a tree.
Description
This majestic grove of undetermined acreage consists of non-anomalous and anomalous weeping trees shrouded in a heavy purple 'fog'. The temperature is a constant, cozy 70°F (~21.1°C) during the day and at night. Dim the lights. Light some candles to set the mood. The trees here draw close to intimately tangle their roots. The trees quiver in delight and release a burst of purple spores.
These spores are inhaled by wanderers and entities that traverse this space. The spores will go deep into your alveoli. These spores will then take root by projecting their roots through your alveoli to access your capillaries. They will rapidly begin to grow once their roots acquire a blood source. The growth process is 3 agonizing minutes.
Our passion is your pain. There is no avoiding these spores as they are everywhere. Exposure to our spores will result in you coughing up blood, struggling to breathe, pressure in the chest, cracking of bones and cartilage and seizing. Our young's roots will burst from the stomach to pull you to the ground so they can take root on the ground. 25% of the exposed will go into shock as our children erupt from the chest or the mouth. The other 75% will be conscious to experience everything. Wearing a mask will not save you either... our spores are small enough to bypass whatever filter you are using.
Let our children take root.
Become one with the trees.
Exits
There is 90% chance you entering this level at all will send to you Level -120. Ne résistez pas. Laissez l'arbre vous avoir.
Golden Spiral Staircase
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
This image, taken by wanderer N.G., features the 'Golden Spiral Staircase'. Wanderer N.G. was found dead near the bottom of the steps. It is presumed that they died of starvation.
Description
This photo of the rural landscape was found by Tuwile. The wanderer who took this photo cannot be confirmed or found.
The 'Golden Spiral Staircase' overlooks a rural landscape perpetually amidst a storm. The architectural style of these stairs is from the Baroque period. The length of these stairs has yet to be determined.
The rural landscape consists of distant trees and rows of undetermined crops. The sky constantly smells like rain. There is a daily 50% chance it will rain odd or anomalous substances such as needles, microbeads, blood, pomegranate juice, tears, neon water, almond water, liquid pain, acid, mercury, or liquid iron. The longer you are out on this staircase, the more likely you will be showered by something deadly. These stairs are not damaged by any of the anomalous substances. It is unknown who or what is maintaining these stairs. The temperature is a constant 55°F (12.8°C), despite a period of anomalous 'rainfall'. The storm can be brewing in the distance or right on top of you. Explorers have been killed by a lightning strike(s). Multiple category 5 Tornados will sweep through the area resulting in wanderers being blown off the stairs to fall to their death or sucked off the stairs to never be seen again. It is rumored that these twisters might be sentient, but this cannot be confirmed.
Explorers appear on these steps several undefine miles/kilometers up. These steps are influenced by a spatial and depth perception anomaly that prevents you from gauging how high up you are. Explorers will also appear facing in either direction, but that does not mean head in that direction. Explorers who head in the wrong direction will find themselves walking up or down these stairs for the remainder of their life. Once you head in the wrong direction, there is no correcting it. You could be walking these stairs for an undetermined amount of months, even if you are headed in the correct direction. You will die from thirst, hunger, or exposure if you did not bring enough or the correct supplies with you. You will also be fighting the 'urge' to turn back in the opposite direction. Turning around then turning back does not put you back on track even if by chance, you were headed in the right direction initially. These steps are influenced by an orientation anomaly that prevents you from going in the right direction once you head in the wrong one. There is no way of knowing if you are headed in the right direction.
Exits
There is a 40% chance you making it to either the top or bottom stair land will result in you no-clip the ground and falling into The Void.
There is a 30% chance making up the stairs will take you to the 'Wooden Bridge'.
There is a 10% chance you throwing yourself off the staircase will take you 'To Heaven and Away'.
There is a 20% chance you making down the stairs will lead to the 'Haunting Hymn'.
This image, taken by wanderer A.I, features the 'Wooden Bridge'. They threw themselves off the bridge. It cannot be confirmed if they made it to 'Sea Foam'.
Description
The 'Wooden Bridge' is a rickety, wooden bridge suspended over a river of muggy liquid pain and is located in a non-anomalous rain forest. The time of day for this location is early in the afternoon. The temperature is a humid 98°F (~36.7°C). There is a 75% chance you will get caught out here in heavy rainfall consisting of liquid pain. The liquid pain in this environment can be absorbed into the skin. There are no entities in this level but your odds of survival all depend on making it to the other side of the bridge.
This bridge is subjugated to a depth perception anomaly that makes it impossible for you or any electronic devices to determine how long this bridge is. There is also a spatial anomaly that is increasing the length of the bridge to unknown distances. Explorers should not run across this bridge. The distance of this bridge increases with speed. Running across the bridge also increases the risk of the bridge collapsing. Like the 'Golden Spiral Staircase', you could be traversing it for several months. Not having the proper resources or enough resources to make the journey is what kills 85% of all travelers. It is also worth noting that you cannot touch the rope of this bridge with your bare hands. The rope on this bridge consists of Tetrodotoxin (TTX). Tread lightly. Several of the boards will suddenly fall out from under you. This bridge tends to sway erratically or rolls a full 180° throwing or dumping explorers off and into the river below. The ropes tend to break. There is a 70% chance the entire bridge will give out resulting in you falling in the river. Those who fall into the river are immobilize by the liquid pain and is swept away by violent currents. You also cannot swim to shore. It seems that rain forest cannot be interacted with.
Exits
Meeting a terrible end.
Making it across the bridge leads you to 'Rustic'.
I like a fighting spirit. Jumping off this bridge has a 50% chance of taking you to 'Sea Foam'.
'Sea Foam is an anomalous body of water of undetermined size. This environment has a light/dark cycle of 12:12. The temperature at the surface of this body of water is a constant 61°F (~16.7°C). The temperature and depth of the water are unknown as nothing can stay in this water without dissolving into sea form. There is also no land for you to swim to as the water dissolved those eons ago. There are no floating devices/equipment in this water as those things will be dissolved. You enter this place in the water with no place to go. If you brought an inflatable raft, this might give you some relief, but this will only prolong the inevitable. The raft will be dissolved by the water. The dissolving process has begun as you already had contact with the water. There is nothing you can do to reverse or stop the process. The transition into sea form is quick and painless. You lose solid composition and become sea form before dissolving completely into the water.
Exits
Il y a certaines choses qui ne peuvent pas être annulées.
To Heaven and Away
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
This image of the atmosphere in 'To Heaven and Away' was scooped up from the remains of any undefined wanderer.
Description
'To Heaven and Away' is a free fall atmosphere consisting of a heavenly display of multiple colors. There is no sun. No moon. No stars. The light source cannot be confirmed. Time of day does not exist here. The temperature of this place is between 34°F - 53°F (~1.11°C - 11.7°C). There are no entities. You will fall for what seems like forever. You will fall for so long it will seem like you are floating. There is nothing here to disturb your ethereally, surreal descent... until you hit the ground at 4000mph (~6437.4km/hr). You will violently spatter onto a black marbled plain below this free fall. The good news is that you do not see the ground at all, and this atmosphere contains an analgesic agent. You will not feel a thing. Your death will be quick and painless.
Exits
You threw yourself off the stairs. How did you think it was going to end?
Haunting Hymn
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
This image of the 'Haunting Hymn' was taken by an unknown wanderer. This photo was also covered by large bloody fingerprints.
Description
'Haunting Hymn' is a dark forest shrouded in red fog. The environment is casted in a hellish scarlet hue. The time of day is perpetually a few hours before sunset. The temperature is a constant, muggy 81°F (~27.2°C). These woods reek of blood and is filled with the haunting song of the L'abandonné dement (Translation: The Forsaken Demented).
Tuwile's voice can be heard from every direction in these woods, and he is saying:
Do you not like the stirring song of my brethren? It is the haunting song of my people!
Yes...the thrilling, clicking, cursing, and hexing you hear is the haunting song of a Malveillant thirsty for blood....
If you hear the haunting song of the Malveillant, it is already too late. 'Haunting Hymn" is also an ominous, hunting song that is typically sung by Native Trackers, Trappers, and Hunters of Level -777. It is sung in these creatures' native tongue and cannot be deciphered by wanderers. Hearing the song elicits a strong flight or freeze response in any explorer that hears it. Their harmony is a layered hypnotizing hex. Their melody is layered with malicious intent. Their discordant pitch induces primordial fear in their prey. Their rhythm and beat within an undetermined range can spatter you into a fine mist. I would know I was a Native Hunter and Tracker once. ***Smells the air deeply. Clicks threateningly.*** You stink of fear. I can hear your heart pounding in your chest. I can hear the sweat dripping off you. I would advise you to not run.La panique nous excite!!!
Exits
There is a 20% chance you will get killed by the Malveillant's song.
There is a 75% chance you will get killed directly by the Malveillant horde.
There is a 5% chance these woods will claim you.
Seeing two glowing green orbs in the dark and red mist means you are already die. You did not feel a think as your head was separated from your body.
Door 3: Rustic
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
This image, taken by wanderer E.D., features disembodied Door #3. E.D.'s whereabouts are unknown.
Description
Level -369's Door #3 is an old peeling green door. This door is surrounded by 100 acres of woody fields. Upon entering these 100 acres, you will notice this spot is perpetually in the state of early evening. The sun here is black but yield white light. The temperature is constantly 62°F (~16.7°C). This place is deadly quiet. This eerie silence is interrupted by coughing and choking. No explorer can locate the source of the initial coughs but, if you linger in this space for more than 15 minutes, you will start coughing. Victims will cough and struggle to breathe until they perish from suffocation. There is an adverse respiratory agent in the air, but no one has confirmed what it is. Most people perish from suffocation within 2 to 4 minutes after the initial coughing fit. Once you find the door, entering through the door present in this space will take you to '[Under Construction]', 'Cliché Long Hallway' and Behavioral Suite'.
This image, taken by wanderer Q.T., features the pipes in space '[Under Construction]'. Q.T. was found frozen to death on a catwalk.
Description
This area beyond the door is an undetermined stretch of dimly lit pipes, corridors, and catwalks. These pipes are made of atypical materials (such as copper, cast iron, PVC, etc.) and atypical materials (such as crystalium, blue octagon, wood, glass, paper, bone, etc.) These pipes carry almond water tainted with liquid pain. The corridors and catwalks are convoluted and disorienting. The temperate of this environment is -17°F to 20°F. (~-27.2°C - -6.7°C). This place is infested with smilers, female death moths, mold, icicles and other unknown entities. There are claims that the pipes might be sentient, but this has not been confirmed. These pipes tend to resonant to produce a haunting sound. This sound produced by the pipes triggers anxiety, a strong fear response, and paranoia. These pipes also release steam that not only injury or kills explorers but to some sounds like whispers or taunts. Wanderers also have the sensation that the pipes are watching them. The pipes have it out for them. The pipes have made threats. Explorers are either claimed by hypothermia or lurking entities. It is not uncommon to stumble over a frozen corpse while exploring this environment.
Unique Entities of [Under Construction]: Icicles
Icicles are transparent and elongated entities that mimic the appearance of normal icicles. These entities can be found hanging upstairs down on pipes. These entities are group ambush predators. They wait for prey to get within a 5 foot (1.5 meters) distance of them before projecting themselves out to impale their victim. They will then inject their prey with an aggressive and potent variant of botulism to immobilize their prey. How prey is consumed cannot be confirmed. The only way to tell them apart from normal icicles is to attempt to melt them with heat or fire. These creatures are immune to fire so they will not melt like normal ice. It is not advised to attempt to 'melt' these entities and avoid any icicles in the environment.
Exits
Dying from hypothermia or predation
Long Cliché Hallway + Stairs
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
This image, taken by wanderer K.M., features the starting point of the 'Long Cliché Hallway + Stairs'.
Description
'Long Cliché Hallway + Stairs' begins as a luxurious residential hallway that is only 7.2ft (~2.2m) in length and consists of a wooden floor, 2 adorning tables, 3 paintings, and 1 decorative flower pot. This hall is well-lit and painted a vivid scarlet. What else will this space consist of you ask?
FAQ:
Will this hallway be filled with hordes of beast that will chase me to an exit?
Answer:
No! Level ! executes this concept beautifully. There is no need to recreate the wheel. This space will be devoid of any entities hordes.
?
Il y a quelque chose qui vous regarde.
Will this hallway loop back onto itself?
Answer:
P.T. (not associated with the The Backrooms) executes this concept flawlessly but its use here is under consideration.
Will this hallway lead to an exit out of Level -369?
Answer:
You really do not know...do you?
If you do not have any more questions, this hallway will derive left and right. Either direction will take you further down the rabbit hole.
This image was found by wanderer K.M. wedged between the steps.
Description
The 'Orange Stairwell' is only 100 flights of descending stairs. Each flight of stairs consists of a landing and a set of 100 steps. This stairwell is well-lit by an unknown source and consists of wooden handrails painted orange. The walls are painted a nauseating bright orange. There are some hazards so included below are do's and don't's for this location.
Do's and Don't's
Do's
Proceed with caution.
Don't's
Make any noise while walking down these stairs. If you want to speak, whisper. The walls are listening.
Stay here too long. The steps will start to roll like a conveyor belt and draw you under them to crush you underneath them.
Touch the walls. The walls will be begin to close in around and crush you to death.
No-clip this space. You will be transported to the Door 1.1.1: 'The Source of All House Fires'.
This image was found by wanderer D.S. D.S. turned back and got lost in 'The Behavioral Suite'.
Description
'Keep On the Sunny Side' is the second hallway you might traverse while heading down this rabbit hole. This simple yet elegant hallway is only 10.2ft in length and consists of 4 paintings, 1 wall ornament, a rug, 3 doors (that is not always present), and disembodied sobbing. This hall is well-lit and painted a cheerful tangerine despite the desperate cries for help and pleads for this to stop. You also might hear the sounds of someone getting beaten to death overlayed with scratching. Press your ear against the right wall to hear someone drowning. Press your ear against the left wall to hear the cracking and crushing of bones and helpless shrills of air being forced out someone's lungs. Press your ear against the front wall to hear the soothing and hypnotizing sound of pink static and the crumbling of reality and the self.
The sounds of human suffering are music to my ears. You creature always think the most horrible things are the most obvious, but that is why you are still trapped here. You want the exit to be obvious. When one is suffering, the end to it something is never clear or brief. There are some cases where the end is death, and that is only the peace you will be granted.C'est vrai.Sometimes there is no happy ending. There are no heroes to save you. There is no saving yourself. There is only acceptance. Fret not... this place will only punish you if you stop smiling and do not maintain a positive outlook.
'Keep on the Sunny Side' also is subjugated to a spatial anomaly present in this space that makes the hallway longer than it is measured. This spatial anomaly also influences the presence or absence of these 3 doors and where these doors are in space. These doors have been known to move several yards away or vanish completely. This spatial anomaly is also being filled with a potent and crippling depressive agent. You will experience negative mood changes, agitation/irritability, restlessness, fatigue, impaired motivation, lack of concentration, slowness in activity, self-terminating thoughts and attempts. This agent amplifies the sound of human suffering present in this space. There is nothing you can consume, take or use that will reverse this. 20% of the exposed will successfully self-terminated. 75% will lose the motivation to continue and die in this hallway. 5% will find the willpower to exit one of three doors present in this hallway.
Exits
Do not press your ears against the floor. You will no clip the the ground and fall into The Void.
Turning back will not take you to the same place. You will be transport to 'The Behavioral Suite'.
If the depressive agent gets to you, the worse punishment you will receive is what you will do to yourself.
Successful escaping this hallway will that you to the following options:
There is a 30% chance you will be transport to "Honey, I am home!"
There is a 25% chance you will be transport to "The Orange Loop!"
This image was found by wanderer D.S. D.S. turned back and got lost in 'The Behavioral Suite'.
Description
Red Walls and Fluorescent Bulbs
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
This image was found my wanderer J.C. with a few charred marks on it.
Description
The 'Red Walls and Fluorescent Bulbs' is only 12 flights of descending stairs. Each flight of stairs consists of a landing and a set of 12 steps. This stairwell consists of metal handrails and equally spaced fluorescent lights positioned below the handrail. The walls are painted a vivid scarlet. There are some hazards so included below are do's and don't's for this location.
Do's and Don't's
Do's
Keep walking down the stairs.
Ignore any disembodied voices telling you to run. Running down these steps will cause you to no-clip the steps or landing and you will fall into The Void.
Keep in mind that there are no other exits minus the one in you head.
Don't's
Turn back. It is following you now. You do not want to see it. You see it. You die.
Touch the metal handrailing. There is a 97% chance that making contact with this handrail will get you electrocuted.
Look directly at the fluorescent lights. There is a 100% chances these bulbs will flash blind you. 80% of the exposed will be permanently blinded.
Try to no-clip the walls. The walls are the color they are for a reason.
Exits
If you survive the trip down and you followed all the rules, you will exit into 'Dead End'.
This image was found by wanderer J.C. who later became an Insanity.
Description
'Dead End' is a yellow and black scale environment of rural countryside with a paved road going through it. The size of this rural space is undetermined. The road is surrounded by some trees, rolling hills and fields, and a diamond-shaped sign marked 'Dead End'. In the distance, you can see a barn and some residencies. This place is perpetually in the state of noon. The temperature is constantly 80°F (~26.7°C).
The stairwell that leads you down here is gone. There is no way for you to no-clip out of here. There are no 'exits'. You are trapped down here. This is your new home. Worry not... you are not alone. You will have insanities, and 'The Hills Have Eyes' to keep you company assuming they do not kill you first.
Unique Entities of 'Dead End': The Hills Have Eyes
These entities populate every hill of this rural environment. They are always watching you. They are always staring at you. There are always lurking just outside of your periphery. You will never become desensitized to the eyes looking constantly at you from somewhere amongst those hills. You will always have the feeling one of them or all of them will attack you. Sleeping will be impossible. You will sense that something is near you or watching you as you sleep. You never quite see them, but you know they are there. You will develop insomnia, anxiety, and paranoia, waiting for them to come and get you. What happens to you when they finally decide to predate you is unknown. 80% of all explorers will be claimed by 'The Hills Have Eyes' while the other 20% will have a break in reality and become Insanities.
Exits
Disappearing
Being claimed
Going insane
Behavioral Suite
Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities
Description
Exits
Colonies and Outposts: Nameless Surreal Forest
Due to the nature of the surreal forest of Level -369, you cannot establish a colony or outpost here.
Entrances and Exits: Nameless Surreal Forest
Entrances
50% of wanderers do not come willingly.
30% of wanderers cannot recall their point of entry.
20% of wanderers got lost in Level 6 and found their way here.
Exits
There are no exits in the 'nameless' surreal forest. Any attempts to bypass the lack of exits in this space via no clip will result in you falling into The Void.
Any exits that are added to this space will disappear under mysterious circumstances and any explorers who went through those false exits fell into The Void.
Failure to find and access the disembodied doors will result in the metabolic agent in these woods to cause you to waste and die. To be fair, dying is an exit.
What happens to you if you decide to bypass the lack of exits in the 'nameless' surreal forest by no-clipping the disembodied doors is only known by Dearil.
The only exit that exist for this space is the one in your head. To be fair, having a mental breakdown is your subconscious forcing you to mentally exit the situation.