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Level 1033 is an unfinished page -

The autor Infinite Explorer requested to not delete this page, because he's still working on, so , give him a little bit of time, and Gary, please don't place a delete notice, thank you.

Category:WIP

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Survival Difficulty: Class 0
》Safe
》Secure
》Devoid of dangerous entities

Description

Level 1033 is what looks like an endless call center. Unlike other endless levels, this one is completely safe to stay on.This level acts as a safe place for incoming wanderers to stay.

Note: This level is fully controlled by Almond Water Inc. TM and it is not recommended to bring a harmful entity or a dangerous item, as they will ask you gently to leave where you came from and execute the entity.

Despite the electricity coming from outside the level, this level has its own source of energy in case there is a massive energy shortage in the backrooms.

This level has 10 zones, and all of them are 100% secure. These zones are:

  • Zone 1: Call Center
  • Zone 2: The Trading Center and Mall
  • Zone 3: That One Hotel
  • Zone 4: The Neighborhood
  • Zone 5: K-12 and University backrooms
  • Zone 6: Institute of Medicine (And Hospital) Backrooms
  • Zone 7: The Backrooms Institute of Science and Technology
  • Zone 8: Electricity
  • Zone 9: Uneasy Prison

Zone 1: Call Center

When you first enter this level, you will appear in this zone. It is full of people and harmless facelings. Any dangerous entities have been either taken as attack golems or have been terminated already.

This zone serves as a way to communicate with other levels and people.

All computers here run on Windows Server 2012 R2 with a lifetime license, and the servers run on Ubuntu Server 19.04. The domain at this level is "www.fhuap1033.com.bckr" and FTP is "ftp.fhuap1033.com.bckr" (the.bckr domain refers to the backrooms).

The internet here is 4 times as strong as in Level 1045, reaching over 80 GB per second. The ethernet also has the same speed, but dial-up internet reaches only 50 MB per second.

Phones are the main communication means at this level, and they are 90 times stronger than a Nokia 3310 phone.

Zone 2: The Trading Center and Mall

This zone resembles a typical 2010's mall in the USA and a trading center. In this zone, you can find stores with major real-world brands that are operated by people at this level. You can rent an empty store here for free, but after the first month, you will need to pay for the rent of 40 dollars a month. You can get the money by simply trading things you don't need or those that are very rare.

Items you can trade have the following value:

Items/Value
What you give vs What you get Same Value Item
Almond Water 25$ Potato Chips
Flashlight 20$ Antipartygoer Gun
Guns 500$ Metro Ticket
Copy of Sherk in VHS 50,000$ Minigun

Images

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Zone 3: That One Hotel.

This zone resembles a modern hotel with modern technology. This serves as housing for incoming wanderers. If you enter this zone, a receptionist will welcome you and show you the available hotel rooms. Some receptionists have unknown properties, but some people believe it's just a friendly faceling. This zone has a main lobby, hotel rooms, storage rooms, and a janitor's closet (which can be seen in the hallways). This zone is not fully explored, so there might be more new rooms to explore. Rooms Properties:

  • The main lobby is a big room where the receptionist is located. Some furniture can be found in this room.
  • There are big and small hotel rooms. Hotel rooms are fully furnished.
  • If you're lucky, you'll find a weapon in the storage room, along with some food and almond water.
  • Consider the janitor closet, which is not a room.It was pretty much nothing here, just like a normal janitor closet Frontrooms.


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Zone 4: The Neighborhood

This zone resembles a 2000's house that stretches forever, with a lot of rooms you can find in an average house. This zone is heavily populated with wanderers and FHUAP members. Multiple all-in-one rooms serve as an average apartment for these people.

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Images

Zone 5: Backrooms K-12 and University

Zone 5 is the main center of education for kids, teens, and young adults. It looks like a typical North American school or university.

In every couple dozen classrooms, you can meet an entity called the teacher, but nicer. You can talk to her. She can either be teaching science, history, English, or math. Math is the main subject she teaches. The math she does is algebra and geometry. If she sees you, she will invite you to her classroom. She will occasionally give you stuff if you answer a decent number of questions correctly. Every once in a while, you'll meet a student. The cool thing is that the student can be one of your best friends or someone close to you. You can also find some school supplies in the lockers.

Images

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Zone 6: Backrooms Institute of Medicine (And Hospital)

Zone 6 of level 1033.

Zone 6 is a hospital and medical research facility. The anomalous effects of this level are random power-outages and zombie-like noises coming from under the hospital beds. The medical research facility collaborates with the science sector of Zone 7 for medical research.

One exit is going to a hospital terminal and running the program Zone6.nnt4. This will take your body to Zone 7 or 8. The other exit is by going through the doors that say "Backrooms Institute of Science and Technology" to go to Zone 7.

Zone 7: The Backrooms Institute of Science and Tech

Zone 7 is the science and technology center of Level 1033. The first section of the Backrooms Institute of Science and Technology (B.I.S.T.) contains labs, each lab being responsible for a different field of study. The studies performed in the labs include

  • studying different levels,
  • studying anomalous properties within levels,
  • studying anomalous objects,
  • and studying how the Backrooms work in general.

B.I.S.T. also contains tech sectors for making developments in backroom technology. One of the technologies this section focuses on is developing Liquid Silence into useful tools. The technologies are usually sold in the Trading Center and Mall (Zone 2) to fund B.I.S.T.’s operation. Normal wanderers are allowed in the B.I.S.T. building but not in the labs or tech sectors. B.I.S.T. regularly runs programs in their labs dedicated to public programs. There are rumors that B.I.S.T. is involved with M.E.G. Some say M.E.G. helps B.I.S.T., while others say B.I.S.T. is M.E.G. B.I.S.T. officials deny all rumors regarding M.E.G. and claim they work on Level 1033 only.

To exit the zone, go to the back of the building and go through the door with "Electricity" on it to get to Zone 8. The other exit is going through the doors labeled "Backrooms Institute of Medicine" to go back to Zone 6.

Zone 8: Electricity

This zone is a large building that produces electricity for other zones. Every room has an identical landscape, which consists of a grated metal floor, old concrete walls, and a grey roof. Wanderers say that buzzing sounds are always heard in this zone. There are many rooms in this zone, like the main electrical room, etc., which are necessary for making electricity. This zone produces energy in case there is a massive energy shortage in the backrooms, so the level will still have electricity. Electrical equipment is scattered around this zone, like hammers, wrenches, etc. Which is very important and useful for other uses. There are some shelves there that contain almond water and some food. There is a small group in this zone called "Electrical Power Group." They have 12 members. They are experts and professionals in electric energy. They were once in the front rooms and were once electricians, but they noclipped out of reality and now they are on this level and they are the ones who fix the electrical problems. They are called upon if there's any electrical problem in the level. If there is only one entity here in Zone 8 named "Maintenance Man", which is a friendly faceling who maintains the Zone 8, things will work fine, but if Maintenance Man is attacked, he will become hostile towards you for a short time, so it's not recommended to attack him. To exit the zone, go through a door with a sign that says "Uneasy Prison" and climb the staircase. It will lead you to Zone 9. To go back to Zone 7, just go back to where you came from.


Zone 9: Uneasy Prison

The mentioned cell blocks of Zone 9.

Zone 9 consists of many tiled, white marble-floored halls with occasional cells. The metallic walls are painted in a sickening light grey and white, while the ceiling is made up of rectangular tiles of stucco with fluorescent lights in pairs placed inconsistently. The cells have modernistic home-like doors made from white birch wood, which are likely to have a welcome mat. The cell's interior usually has two floors, the second floor possessing a bathroom, while both floors have two bedrooms. The living rooms most commonly have a singular couch, with a TV no older than 2010 placed in front of it. The floor is usually birch planks with a stucco roof. There appears to be a balcony on the second floor, although there has been no use for it.

It has been noted that there seem to be rooms with plain light yellow walls, with an identical ceiling and floor. The most recognizable parts of these rooms are the iron bars, which seem to lead to an area that seems to be reminiscent of a video game landscape, with a well that leads to Zone 10.

Zone 10: The Bunker

Zone 10 is a presumably infinite underground bunker with similarities to World War II bunkers. Zone 10 has many rooms that are regularly identified in bunkers, such as living quarters, greenhouses, storage rooms, cafeterias, water storage rooms, electricity rooms, armories, and more. There is plenty of almond water and other vital items here, so it is recommended to go here for supplies and other items.

The rooms inside Zone 10 have rotting wallpapers, broken floors and roofs, with small holes in the walls, showing the interiors of the walls. Many wanderers live here and have their own cleaned and fixed rooms. Living quarters have a lot of simple furniture such as beds, drawers, etc. Water storage rooms periodically replenish water. The reason why is unknown. The water storage rooms are clustered with pipes, while the cafeterias periodically replenish food such as the water storage rooms, for reasons still unknown. Regular storage rooms contain mainly tools and sometimes boxes with food and almond water inside. Electricity rooms are rooms that produce electricity in this zone, with varying types of these rooms being large or relatively small. Zone 10 uses the electricity rooms to produce power for itself, giving itself low chances of power outages. Small armories are located here, which contain weapons. There's known to be a large group in Zone 10 here called the Security Department Group, also referred to as S.D.G. The objectives of S.D.G. are to secure, contain, and protect this level and a few other levels. S.D.G has members of 39. They use the armory room here to get weapons. S.D.G is a part of B.I.S.T.

Hello, can someone hear me? This is Alley. There's a blackout in Zone 10. I just got lost... I don't know where I'm at. From Tape

Alley's whereabouts are unknown, and our team is currently searching for her. The tape was discovered in the power room, and we believe she checked the power room because there was no electricity, but instead she got lost. One resident stated that she left the house on time, but there was no electricity to check the power room.It's not recommended to go explore if the lights are out while the E.P.G (Electrical Power Group) and B.I.S.T (Backrooms Institute of Science and Technology) are fixing or knowing the problem with the power, as you get easily lost in Zone 10. It is unknown why the light goes out even with a source of energy. The B.I.S.T (Backrooms Institute of Science and Technology) is currently researching this zone to know if there is an anomaly. The E.P.G (Electrical Power Group) is checking Zone 10 to see if there's a problem with the wires/energy. Currently, the B.I.S.T (Backrooms Institute of Science and Technology) has announced that the power room is working fine and producing power, and that all wires are fine, but there is still no power. The B.I.S.T (Backrooms Institute of Science and Technology) is researching for more information. The E.P.G (Electrical Power Group) started checking the wires again to make sure they didn't miss anything.

(you can help by expanding this)(You can rewrite or write new if it's bad or make a exit and entrance to this zone)

Entities

No entity exits at this level.

Colonies And Outposts

On the safe level, there are no colonies or outposts on this level.

Entrances And Exits

Entrances

  • Enter black door in Level Level -11.11 to end up in this Level.
  • No-clipping in a Call Center on Level 628 will lead you here.

Exits

  • Complete Zone 10 and you'll have a chance to enter.The Frontrooms.
  • Noclipping in Zone 10 has a high chance of taking you to Level 1034.
  • To enter Nightime, noclip in any zone.

Collaborators

  • Put your name and your changes under this line:

Example:

  • Name Example | Changes Example

  • NormalDudeWithaNormalLife | Just capitalized some stuff.
  • ILoveLevelFUN | rewrote and fixed some mistakes.
  • Scoiribackrooms | added Zone 6 to the mix.
  • Ganchimi | Zone 7 / Grammar Mistakes / Removed Zone 8 from it clashing with the original premise
  • RIMPYT | Added Zone 8
  • Iceballoon500 | Zone 9 + fixes / Minor adjustments / Tried to fix stuff in Zone 10 (its a really big mess)
  • Wllyrookie |Helped or added make Zone 5
  • GoogleUser111 | Added description for Zone 8 "Electricity", Zone 10 "Bunkers" Capitalized some word on Items/Value Chart on Zone 2, Fixed some grammar, Added one entrance, Added more description for Zone 3.
  • Lukepez123 | Added entrance and exit, as well as "entities" and "colonies and outposts" and removed the "Lunch Time" entrances and put something there. Correct all zones' grammar.
  • Antonnowo | Fixed some grammar errors
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