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Level


1.1

Threat Index

Class 4

Environmental Hazards: 4/5

Extreme Environmental Risk

Exit Difficulty: 3/5

Difficult to Exit

Entity Hazards: 4/5

Extreme Hostile Presence

Level 1.1
Level 1.1

Description
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Level 1.1, commonly referred to as “Fallen Vehicles”, is a sublevel between Level 1 and Level 2. This sublevel of Level 1 is confirmed to be quite hard to accidentally enter, due to its late discovery and complex entry method.

Level 1.1 manifests as a vast, and enclosed space resembling a multi-story parking lot without its structural supports/pillars. The walls are featureless and unpainted, and the floors are painted dark grey and evenly marked with aged yellow lines, which suggest parking lot divisions. The ceiling bears a dull, and dusty-brown coloration hanging regularly spaced lightbulbs. These fixtures emit a constant illumination, despite the obvious absence of visible wiring, conduit, or any identifiable power source.

The most defining thing of this sublevel is the major presence of vehicles randomly distributed throughout the environment. These vehicles have a wide variety of makes, models, and conditions, which range from rusty, irreparably damaged, to pristine, and expensive cars. None of these vehicles appear functional. Their placement defies conventional logic: some may be positioned upright on the floor, inverted on the ceiling, or even half within the walls. Individuals have also reported entire vehicles appear from higher floors and phase downward into other floors, which poses significant hazards.

The architecture of Level 1.1 is interspersed with sloped pathways sized appropriately for a pair vehicles, which connect to floors. Despite the suggestion of navigable continuity, these slopes rarely lead back to previously traversed areas, and the level exhibits an inconsistent spatial arrangement. In addition, certain regions feature modern windows on the walls. These windows cannot be opened, and their exterior displays a vast expanse of unbroken concrete. Attempts to break the glass have, on occasion, resulted in individuals abruptly entering The Void.

Acoustics within Level 1.1 vary according to its internal geography. Locations with windowless walls produce a noticeable amplification of sound, which causes footsteps and speech to echo longer. In rare cases, these echoes intensify into overwhelming, and concussive blasts of noise that pose a direct physical danger to those in the vicinity. The conditions under which these anomalous echoes occur are poorly understood.

Different Regions/Areas
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Level 1.1 2
Level 1.1 2

The Storage Mess
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The “Storage Mess” is the most common area within Level 1.1, accessible only through reinforced office-styled doors. These doors are locked by default. Keys can occasionally be found from vehicles throughout the main section of Level 1.1. Each key is labeled with a number corresponding to a specific door, and the matching number is visibly stenciled above the frame of the area's entrance.

Illumination in the Storage Mess is provided by industrial standing lights. Many of these lights are either toppled, shattered, or non-functioning, which leave significant regions of the space in darkness. This lighting creates unstable visibility, which forces individuals to use artificial sources of light when navigating through.

The most defining feature of the Storage Mess is the dense clusters of wooden crates, steel containers, and aged packages stacked randomly across the concrete floor. Many containers are scratched, collapsed, or forcibly torn, with their contents spilled into messy piles. Examination of the supplies shows a state of extreme decay: food is spoiled, fabrics are bitten by insects, and metallic tools are rusted harshly. Clean and pristine containers are rare, and their contents usually have only little survival value.

The Organised Space
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The “Organised Space” is a rare and less commonly encountered region of Level 1.1, which is accessible only by prolonged travel. Unlike the random and unexplainable placement of cars in the rest of the sublevel, this area is distinguished by its perfect regularity and structure.

Vehicles within the Organised Space are positioned in evenly spaced rows, and each faces the same direction as if arranged deliberately. The surrounding architecture reflects this same sense of precision: wide concrete pillars are present, although their spacing pattern is unnaturally wide and mathematically consistent, which creates a vast open space between them. The area is brightly illuminated by ceiling fixtures similar to those in the main sublevel, but their arrangement is equally uniform and without variation.

Importantly, the Organised Space provides limited opportunities for material benefit. Some of the vehicles found within the region contain pristine supplies, which range from preserved foodstuffs to sealed medical kits, which are stored within trunks, glove compartments, or passenger seats. These supplies are strangely well-maintained compared to the rotten or useless contents discovered in other areas. However, these resources are scarce, and reports suggest that vehicles with usable items are distributed sporadically throughout the area.


Level 1.1 3
Level 1.1 3

The Intensity Flicker
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An event, referred to as the “Intensity Flicker,” may occur within Level 1.1 under specific environmental conditions. The phenomenon is most likely to manifest in areas where vehicles are rare or entirely absent.

During an Intensity Flicker, all illumination within the sublevel begins to dim and brighten at a slow, and even rate. Unlike ordinary power failure, this flickering is perfectly even and consistent. Each occurrence usually fades out within 2-3 minutes. The event can be prematurely stopped if an individual enters a vehicle; once the doors are enclosed, the lights stabilize until the individual exits again.

During the event, the ambient soundscape of the sublevel starts transformation. Normal echoes and background silence are replaced by deep creaking noises, with the distant rumble of thunder and the sound of heavy winds. Individuals who approach windows during this time report the appearance of stormy weather outside the glass planes, despite that these windows normally display only an expanse of concrete.

The conditions that cause the Intensity Flicker is not well understood, and its triggers are difficult to predict. However, its recurring association with vehicle absence has been consistently documented. Individuals are advised to exercise caution and use unoccupied vehicles to minimize exposure when the event initiates.

Entities
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Entity 106 // Living Vehicle
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Entity 106, or the “Living Vehicle,” is an aggressive and highly dangerous entity exclusive to Level 1.1. They resemble ordinary automobiles of various kinds and models, although they exhibit several key anatomical deviations. Instead of wheels, each limb of the vehicle is replaced with long, and spiked appendages. These limbs walk in an insect-like motion, which allows the entity to crawl across floors, walls, and ceilings with unnatural agility.

Living Vehicles are not visible under normal illumination. Their presence becomes apparent only during occurrences of the Intensity Flicker, when the sublevel’s lights dim and brighten in a slow, and even rate. In this state, their bodies become concealed within the surrounding darkness, but their headlights emit a faint glow, which serves as the only known consistent indicator of their location.

Living Vehicles use a stalking method of predation. They will not pursue wanderers directly while being in view; instead, they proceed when not under visual attention, and gain closer distance gradually between each dimming of the lights. When a Living Vehicle successfully reaches its prey, it uses its limbs to push the victim harshly against the nearest surface, which usually damages the prey's body through repeated actions. The attack stops when the victim is incapacitated or killed, at which point the Intensity Flicker subsides and the entity disappears.

Sightings of multiple Living Vehicles within a single event have been reported, although most encounters have only one entity. No specimens have been successfully contained or examined, and their origin within the sublevel is unknown. Their reliance on the Intensity Flicker suggests a direct correlation between the phenomenon and the manifestation of the entity.

Entity 108 // Ravenous Ceiling
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Entity 108, also known as the “Ravenous Ceiling,” is a predatory entity that conceals itself by imitating part of the surrounding architecture. It resembles a section of wooden ceiling hiding into an otherwise concrete structure. This wooden surface is composed of four large, and panel-like segments that move subtly when disturbed, although they usually stay flush with one another to catch the illusion of inert construction.

Beneath these panels, the entity’s mouth hides within: a drooling, and grotesque maw which is capable of producing low, and wet grinding noises. When an individual stays beneath the entity for more than several seconds, hidden limbs descend from the narrow space between the panels. These limbs are thin, and lined with hook-like barbs, which enables the entity to seize prey rapidly and pull them upwards into its mouth. Once captured, victims are grinded through a combination of crushing force and abrasive gnashing motions until no recognizable remnants are left behind.

The Ravenous Ceiling is encountered only occasionally, but its behavior suggests ambush predation. It stays static for prolonged time, which usually blends with the environment, therefore effectively, victims mistake it for damaged or patched ceiling material. Dripping saliva from its seams is usually a major visible indicator of its presence prior to attack. Reports also describe subtle creaking, or clicking sounds and the smell of wet wood in areas where the entity resides.

Some individuals have reported that the panels open and close independently when no prey is nearby, which produces a sound like heavy doors swinging. In rare cases, the entity has been sighted slowly moving along corridors, although it appears to require long periods of dormancy before relocating. The method by which it integrates with concrete ceilings is unknown, although evidence suggests the wooden exterior is not true wood but an organic mimicry of its texture and appearance.

Entrances & Exits
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Entrances
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Level 1.1 can be entered from either Level 1 and Level 2 through a door traversal anomaly. If one repeatedly walks back and forth through the same door in either level, there is a chance that several attempts will no-clip one into Level 1.1.

Exits
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  • Prolonged exploration of the Storage Mess area may cause the environment to gradually dissolve into either Level 1 or Level 2, which effectively transports the individual out to Level 1 or Level 2.
  • Breaking the glass of a rare window that displays a concrete room and entering through it, will transport the individual directly to Level 2.
  • Prolonged travel across the slopes has rarely been reported to lead back into Level 1, although this method is highly inconsistent and unreliable, which is why it is not fully confirmed.
Author, Images Owner, Wiki-texter
Never

Greenlighter, Critiquer
SherlsF