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Dearil "Pride goeth before destruction, and a haughty spirit before a fall. ---Proverbs 16:18"

CVariableIcon.png

Survival Difficulty: Class Variable
》Varying Safety
》Heavily Unstable
》Diverse Entity Count

Level -725 is the 725th negative level of the Backrooms.

Prologue: The Living Room and Self-Image

The living room is usually the first thing our guests see when they enter our personal space. You, Gary, can almost say that the living room is you. First impressions mean everything. You want your guest to be comfortable while visiting you or, shall I say, assessing and judging you. You want them to exit your home having a positive perception of you. Aucune pression du tout.

Humans are self-serving, shallow and superficial creatures. They will insist that they harbor virtue and good intentions. They will tell you that they are not judging you... they are simply pointing out characteristics you need to work on or out to be more acceptable. To be fair, there are some things you can improve. There are other things you cannot change and must live with, but you will be criticized for those 'flaws' regardless.

I know... life is not fair.

But of course, they mean well! They are only telling you that you are not sh*t because they want you to excel and reach your full potential. Oui?

Description: Inside

Level -725 is four coalescing, enchanting living rooms. These four coalescing living rooms represent the attributes of vanity: accomplishments, appearance, 'wisdom', and deflection. (See sections below for more.) These 'spatial' anomalies are ambient in temperature. These 'rooms' are well-lit by a 'star' source 'outside'. There are only windows in this environment and no doors. DO NOT attempt to go 'outside'. There is no outside to interact with.

Living Room 1, Accomplishments

This image was taken by wanderer B.B. showing 'Living Room 1' in its unmerged state.

Living Room 1 consists of a white leather sofa, two gold nightstands (not shown), two golden wired tree lamps (not shown), and one glass-rimmed gold coffee table (not shown). There is one non-anomalous window in this room. Room 1 is unmerged 40% of the time. This room is merged with Room 2 50% of the time and Room 4 10% of the time. There have been no reports of this room merging completely with Room 3.

There are several circular mirrors above the white leather sofa. You will be drawn to these mirrors because you will see all of your accomplishments appearing in these mirrors. You will hear whispers of praise. Compliments of your splendor. Cheers for your greatness. Do not have many accomplishments...? This spatial anomaly has a way of inflating your ego. Something as simple as picking up one sock will be greeted with thunderous applause. That one trivial thing will be made out as if you changed the world and you did it... the world is more neat and clean because of you. No one cleans as well as you!!

Living Room 2, Appearance

This image was taken by wanderer H.P. showing 'Living Room 2' in its unmerged state.

Living Room 2 consists of a striped country sofa, a wooden nightstand with a vase of flowers, two rustic lamps, a piano, random family portraits of facelings, and a giant mirror. There is one window entity in the room. DO NOT approached the window! Room 2 is unmerged 20% of the time. This room is merged with Room 1 50% of the time, with Room 3 5% of the time and Room 4 25% of the time.

The giant Victorian mirror is hard to miss. You will be drawn to this mirror as it will show the 'physical' ideal version of yourself or that you are the 'physical' ideal version of yourself. If you are not quite the 'physical' ideal version of yourself, the mirror will transform you into the 'physical' ideal version of yourself. The longer you stand in front of the mirror, the more your physical appearance will improve. How this mirror does this is unknown. You will hear compliments about your appearance. You will be showered with admiration.You will be loved and hated. Either way, you will be envied. Who does not want to be you?

Living Room 3, 'Wisdom'

This image was taken by wanderer K.Y. showing 'Living Room 3' in its unmerged state.

Living Room 3 consists of a velvet black sofa and chaise (not shown), 2 glass nightstands (not shown), a golden abstract lamp (not shown), a black dresser, a fireplace, and a decorative mirror. There are no windows in this room. The presence of lights in Room 3 is caused by light being shared by the other rooms as they merge and unmerge. Room 3 is unmerged 65% of the time. This room is merged with Room 2 5% of the time and Room 4 30% of the time. There have been no reports of this room merging completely with Room 1.

There is one decorative, circular mirror above the black dresser. You will be drawn to this mirror because you will see your face in the central mirror and your amazing ideas, solid opinions, and sound advice in the connected smaller mirrors. Your wisdom is undeniable. Your insights are riveting. What advice could anyone give you? People should be lining up to hear your thoughts. People should marvel at your brilliance.

Living Room 4, Deflection

This image was taken by M.E.G. Paranormal Psychologist, Cindy W. Müller showing 'Living Room 4' in its unmerged state.

Living Room 4 consists of a grey suede sofa, grey suede chair, marble coffee table, decorative red rug, and decorative mirror with an organized shattered appearance. There is one non-anomalous window in this room. Room 4 is unmerged 35% of the time. This room is merged with Room 1 10% of the time, Room 2 25% of the time, and Room 3 30% of the time.

There is a rectangular, shattered-looking mirror above this grey suede sofa. You will be drawn to this mirror because you will see all of your issues not caused by you, of course. Any progress you have failed to make was of no fault of your own. None of your choices have been bad ones. Your decision-making was not the problem. You are surrounded by ignorant and incompetent people who are messing you up. You are in the presence of inferior people who cannot see your superiority. Perhaps, it is time for you to assert your dominance...

Transcendence

This image was taken by unknown means. This image is the last thing explorers see before they transcend.

You, Gary, are wasting your time mingling with these cretins. They cannot appreciate your achievements. They refuse to acknowledge that your form is the peak of human evolution. They are too ignorant to understand your intellect. They are holding you back from reaching your reach higher-self.

Those who linger in Level -725 will develop a grandiose sense of self and refuse to leave. They will become obsessed with themselves, fixated on their visage in the mirror and the soothing, disembodied voice of a Malveillant named Dearil. Dearil cannot be located in this space. How he is speaking to explorers who enter here is unknown, but his voice, like a siren's song, can induce a trance. Once the trance has been induced, explorers will be consumed by their ego and 'transcend'.

Colonies and Outposts

Colonies and outposts cannot be established here because of the nature of this level.

Entrances and Exits

Entrances

  • Thinking about your accomplishments in Level 18 to the point you might be concerned arrogant has a 30% chance of teleporting you to Level -725.
  • Seating on a park bench in Level 11 has a 30% chance of sending you to Level -725.
  • No clipping a mirror in Level 9 has a 60% chance of sending you to Level -725.

Exits

  • Attempting to go outside via the window in Room 2 has a 5% chance of you no clipping the window and ending up in Level 6 and a 95% chance of the window entity killing you before you do.
  • Attempting to go outside via the window in Room 4 has a 40% chance of you no clipping the window and ending up in Level -3 and a 60% chance of you being sent to The Whisper.
  • Attempting to go outside via the window in Room 1 has a 20% chance of you no clipping the window and ending up in Level -933 and a 80% chance of you falling in The Void.
  • Succumbing to the effects of Level -725 and the entity Dearil will result in you being consumed by your ego and 'transcending'.
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