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Survival Difficulty: Class 3
》Unsafe
》Low Entity Count
》Mild Hazard Warning

Description:

Level -4.1 is a tunnel that seems to be unfinished. Planks of wood, bars of steel, and exposed wiring can be seen hanging from the ceiling, distributing an electrical charge of only 16 watts, enough to paralyze anybody who touches these objects. Something weird is that the wood has copper built into it. People don't know why this is the case. The levels structure is said to be in modern times, abandoned, lacking oxygen or carbon dioxide. The lighting in this level is strange, as it can turn on, and off, have a maximum or minimal hum buzz, can flicker or stay stationary, or have electricity sparking from the bulb for long periods. A ventilation system has been seen and has been estimated to span throughout the entire level, which in addition, has the same properties as the ventilation system in Level -4, but has a more consistent pattern in terms of when each hue changes, signifying a day and night cycle for the level. The hue change is around 10 hours at the latest.

Day Hours:

The hue emitted from the vent system will be red at the time, having no strange properties to debut in this time frame. The lights are always on, with a flicker, hum buzz, or a mixture of the two present at each source. Entities will spawn, but it's very rare. Recent studies have shown that Hounds and Televisions are the most common entities to spawn during the day, but are very rare to come across. During this period, you are safe from any real danger besides the Hounds and exposed wires. It comes as no surprise that the lights during the day will burst into flames, mainly the ones secreting a maximum hum buzz. When this does happen, a fire will emerge, but not in the usual red, yellow, orange, or blue flames were seen regularly.

It comes out as a white flame, with an entity emerging from it. The figure has been recorded to be a humanoid, with no facial features, besides a pair of blue eyes, with an angered expression. The entity also has a bright, red flame, burning at a high 748 degrees Fereinhight, which somehow doesn't damage the levels walls. It was given the name, Lantern Burners. Another weird occurrences in this period are the hallucinations. These hallucinations take the form of those people loved or hated during their lifetime either in reality or in The Backrooms. They have been said to lure wanderers into light bulbs about to burst, or have already combusted into flames. Why they do this is unknown, but whatever causes these hallucinations to happen might be linked to the entity that appears every time a light bulb explodes. Furthermore, light bulbs that undergo this phase will always begin with a low hum buzz, that increases in volume over time. Once it gets to a certain point, the bulb will explode.

Night Hours:

During the night, the hue emitted from the vents is blue, hypnotizing anybody who stares at it for long enough into a psychopath. These wanderers are only seen during the night, however, they don't require any food or water to live. Other entities can be seen in this period, such as Smilers, Death Rats, Facelings, and often times Corrupt. They are extremely hostile and will attack anything on sight, so keep your distance. The lights during this period are turned off, replacing the darkness with a blue glow. Fortunately, the effect does not carry over, unless you were staring directly from a vent opening of the course. The level at this time will emit small amounts of Almond Water, which is contaminated with an unknown disease. Breathing in this disease has been described to have symptoms of the common cold during the incubation period, and will precise to have more aggressive and fatal symptoms over time, like lung problems or blood loss.

The vents will be open at this time, but it's heavily advised to not go into them, as again, they seem to have the same effect as the vent shafts in Level -4. Some people say that this level and Level -4 are connected somehow. The only known theory, which is the only one to make sense, is the vents have the same properties. Some notable feature in the night hours of the level is hum buzz. While unclear why this can happen, many people stress that it has to do with some of the lights turning on in specific areas of the place. The light bulbs can still burst, but won't go into flames. Instead, it pours out a heap of electricity into the ground. The now exposed bulb will continue this behavior without causing any damage to the level, even if daytime arrives.

Colonies and Outposts:

There are no colonies or outposts on this level.

Entrances and Exits:

Entrances:

Breaking a vent grate in Level -4 will bring you here. You can also access this level by going through an exit door on Level -3, which has a 30% chance of bringing you here.

Exits:

  • Finding a bright light in one of the maintenance tunnels will bring you to Level -4.2.
  • Sometimes you can find a door that is beaten down. It will take you to Level -4.3 upon entering.
  • A secret door that blends in with the wall can be pushed on to enter Level 323.

What appears to be a light bulb in the distance..jpg


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