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WARNING: H0P3 Y08R N0T A4RA1D 0F 3Y3S.
G3T 0UT.
Ψ
Ψ
Sd-hexagon
Survival Difficulty: Class Ψ
»⠀Unsafe
»⠀Unstable
»⠀Mental Hazard
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Level 148 is the 149th level of the Backrooms.

Ai

A picture of one of the many "Watchers" watching through the window.

Ai

Description

Level 148 consists of a large mansion, resembling a Victorian-era mansion that has been abandoned for centuries. The house consists of one master bedroom, two smaller bedrooms, a guest room, a living room, a dining room, a kitchen, five bathrooms, two porches, two verandas, one attic, one basement, and a small garden. The front door and the windows are unbreakable, And jumping from the porch/verandas will lead to The Void. All the rooms contain cracked porcelain tiles, while the roof is made of heavy concrete rooftops. The only edible food here is the anomalously produced food in the dining room. Level 148 has a dark hue to it, and the sky is pitch black. All the furniture is colored grey, and all the lights are broken.

Level 148 is shrouded in permanent moonlight due to it being night-time forever. Multiple expeditions have revealed that plant life can be sustained without the need for sunlight, water, or soil. This effect has been dubbed the "Plant Sustaination Effect" or P.S.E. as the acronym. Tests conducted using the seeds of sunflowers have failed — this is believed to be because of the fact that sunflowers represent the sun. Planting a rose will result in a large amount of Liquid Dread getting sprayed on the face of the wanderer who planted the flower.

Level 148 consists of only one entity, the "Watchers". These entities will cause mental destruction to any unfortunate wanderer to set foot here, a detailed description can be found on the "Entities" section below. The level has a temperature below the freezing point, and wanderers who managed to make it out alive had early symptoms of frostbite, hypothermia, and trench foot, though these diseases never materialized. Only a single person can stay in this level at a time, as attempts to enter this level during the presence of a wanderer were futile. The wind in this level stays below 10 mph (15 km/h); but during "The Surge", winds can reach up to 100 mph (160 km/h).

The Surge is a monthly event that occurs in Level 148. During which a surge of water reaching 10 feet (3 metres) will blast through the doors. An extremely powerful wind will wreck thorugh the home, prompting the wanderer to hide in a sturdy area. Following the passage, the wanderer will feel that someone is ordering them to clean all the upturned furniture (none breaks) within a day, which if they fail, the "Watchers" will attack the person and then turn them into Wretches, before feeding on them.

Rooms

  • Living Room
  • Dining Room
  • Kitchen
  • Master Bedroom
  • Smaller Bedrooms
  • Guest Room
  • Porches & Verandas
  • Attic & Basement
  • Garden
The starting point is the living room, consisting of three sofas, all worn down and the cushions festering with mold and fungi. There is a box television that consists of an optical illusion meant to hypnotize people. The room has a coffee table in the middle, and has multiple sash windows. The room consists of a diary at the coffee table, apparently written by "The Lost Wanderer". The diary is mainly composed on how to survive and normal journal logs. A broken clock can be found directly above the box television. Sudden sounds have been widely reported by wanderers, usually featuring objects falling or human calls for help.
The dining room consists of a large wooden table in the middle, with ceramic and porcelain plates and bowls that both have underglazed and overglazed decorations, pure crystal glasses, and shining silver spoons, forks, and knives. The plates in the room anomalously provides lavish victorian-era foods every 7 hours. Antiquities of marble statues and showcases containing smaller statues and more antiquities can be found here, while sash windows, which are un-openable contains flower embroideries in the glass. A moldy carpet can be found next to the entrances of the room.
The kitchen contains of six wooden countertops — three on the top and three on the floor. Each countertop is exactly three feet in height, and is lined with cabinets. The entire countertop contains cracks. A furnace can be found at the center, while a stove can be found directly above the furnace. A rusted sink is placed next to it. Ceramic and porcelain plates and bowls that both have underglazed and overglazed decorations, pure crystal glasses, and shining silver spoons, forks, and knives are found on the cabinets. Wanderers have reported that sometimes, the lights may flicker despite being broken, usually causing intense fear.
The master bedroom contains a moldy and infested king-sized bed. The bed has no bedsheets, and only the teared mattress can be found. The bed contains two pillows, and all the pillows have no covers and is teared open. Two cupboards can be found in the room, both containing disorganised clothes and other stuff. A small box television can be found directly adjacent to the bed, and has the same hypnotising screen. A clock directly above the bed is stopped exactly at 7:06. This room, alongside the smaller bedrooms, contains blood stains almost everywhere.
The smaller bedrooms contains a moldy and infested queen-sized bed. This bed also has no bedsheets, and only the teared mattress can be found. The bed contains one single pillow, and all the pillows have no covers and is teared open. A small wardrobe can be found right next to the door, containing disorganised clothes, toys, books, and other stuff. A clock directly above the bed is stopped exactly at 1:00. This room, alongside the smaller bedrooms, contains blood stains almost everywhere.
The guest room contains a moldy and infested king-sized bed. This bed also has no bedsheets, and only the teared mattress can be found. The bed contains two pillows, and all the pillows have no covers and is teared open. A small wardrobe can be found right next to the door, though the inside is just a vantablack room. A broken clock can be found directly above the bed.
The porches and verandas has almost the exact same interior — A tiled room with only a single broken glass sliding door. The differences between the porches and the verandas is that the porches are attached to the exterior. It is small and has only safety railings, while the verandas are part of the building, and is directly placed below or above its counterpart veranda. It is larger and has rusted metal bars that blocks any wanderer from jumping out of the veranda.
The attic and basement contains of a single empty room. A single sash window is located at the farthest wall in the attic only. A single broken light can be found hanging from the ceiling on both rooms.
The garden has an abundance of trees, grass, and bushes that has grown so much that its impossible to get out of that area. The fruits in the area are deadly, causing severe and possibly lethal Dysentery within minutes of consumption. There are multiple graves and tombstones in the garden, featuring names always written in GIGI, usually colored red, and with a piece of clothing apparently related to the grave of the person. These tombstones of graves usually contains cracks and holes within them. Touching these cracks or holes will launch a barrage of spikes out of them, usually causing severe injuries to the wanderer. These tombstones or graves usually have large amounts of poisonous foliage growing on them, with several wanderers getting killed due the said poison.


Entities

There are only one known entity on this level, they are the "Watchers".

Watchers


The "Watchers" are one-eyed cyclops that will hide in small gaps or outside of windows. They are completely black, except for their humanoid-eyes, which are their main weapon to turn people into Insanities. The "Watcher's" main behavior is actively seeking out wanderers to turn into Wretches, before feeding on them. The "Watchers" has a hive mind, and is seen able to reproduce, at a significantly–fast speed of a single "Watcher" in 76–100 days.

The "Watchers" are known to be extremely dangerous to any wanderer, that's why its a rule of thumb to always bring plenty of Almond Water when travelling, as no one knows what someone may face next. Also, when you someone spots a "Watcher", they immediately feels an extreme urge to keep looking, despite its monstrous appereance. Looking at them will cause your sanity to drain, as a result, when someone spots a "Watcher", they must resist all urges to look at them, to be human; for another day.

Colonies and Outposts

None, just you, and your "friends".

Entrances and Exits

Entrances

Exits

or, maybe



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Author: Snatcher
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