Level Name - Many Sub-Levels
Survival Difficulty - Dependable
Level 1500 takes place in a similar fashion to other levels, with it having a lot of sublevels. While some are extremely hard, some can be common rest points. They also have unique exits out of Level 1500, but it is often hard to find.
Most of the levels here are uncolonisable, and seem to more be challenges than safe havens. You also have no other way to exit any sub level except keeping moving forward, unless a many door level appears.
Contents
Sublevel 1
(1500.01) - Hellish Beginnings
Estimated Survival Difficulty Rank - 3
No entities reported, no hazards reported, special property of full loss of any items carried, full loss of technology and communication.
Basset-Frazier Index - 5
Impossible to make an outpost or colony due to the fact no one else can change it and how you are not able to construct anything or bring anything. The max an outpost or colony could survive is likely one day.
Sublevel 1 takes place in a level similar to Level 0, but no matter how hard you try, you can't see other people or objects, even if you brought them or did any special methods, they will immediately vanish. All telecommunications, internet, and more will instantly disappear, even if you had any portable devices that could help it. Any objects found here will be empty or in a state they can not be used, and no furniture seems to be present. It is reported that you will not experience the need to eat, drink, or do any bodily processes in this level, making it impossible to live in this level alone. Attempting to noclip will just black you out, for you to wake up in a new spot. No Backroom Commands, warps, summoning, or altering can be done on this or most levels.
While there is no entities on this level, people still die to hallucinations on this level brought on by rapid sanity loss that seem similar to all types of entities. So if you hear something in this level, make sure to run, as the hallucinations sure as hell heard you.
The only known exit include entering a staircase to Sublevel 2. While there are other perceived exits, they will just black you out for 24 hours, likely causing you to die.
Sublevel 2
(1500.02) - The Deadly Lot
Estimated Survival Difficulty Rank - Deadzone
No entities reported, Extremely Hazardous Level, Special Property of water causing demise.
Basset-Frazier Index - 4
Nearly impossible to make an outpost or colony, as not much can be supplied by going through the sub level normally, and severe problems with the almond water. The max an outpost or colony could survive is likely three days.
Sublevel 2 takes place in a parking lot, similar to Level 1's design, but it extends for an infinite amount of floors, with each floor having around 100 by 100 meters of space. No supplies except for abandoned cars, almond water, and some planks of wood have been reported. Telecommunication and Wi-Fi does work, if you manage to get a phone here, but they are extremely weak and cause you to have extreme paranoia. The almond water on this level, upon contact with the skin, immediately explodes that part, and the skin and bones start blackening. Within three minutes, you should start having seizures, thinking that your worst nightmare or entities are surrounding you, before you die. Anyone near you at that point, (within three floors upwards or downwards), will also explode. Attempting to noclip, summon items, or jumping out the parking lot will immediately throw you into Sublevel 1. Also, staying on a certain floor for so long will make the floor collapse. If you collapse the spawning floor, the spawning floor will move up. While the collapsed rooms do get fixed every 60 minutes, they are in an even worse state, and take less time to collapse. If the floor becomes to a point it near instant collapses upon arriving in it, it will slowly repair itself.
The only known way of exiting is going to a floor divisible by three, and going inside a car, which moves you on to Sublevel 3.
Sublevel 3
(1500.03) - Beach Zone
Estimated Survival Difficulty Rank - 3
Extremely aggressive facelings, possible tsunami event, no special properties.
Basset-Frazier Index - 4
Nearly impossible to make an outpost or colony, as not much can be supplied by going through the sub level normally, and severe problems with the tsunami event and the aggressive entities. The max an outpost or colony could survive is likely three days.
Sublevel 3 takes place on a beach, with stalls, lifeguard towers, chairs, towels and more laid out. This is also the first sub level you can get food, and almond water. The food and almond water here are mostly for beach snacks, and are on tables, across a towel or next to the lifeguard tower. You can also trade coins that you can get from arcades that are across the road from the beach. There are different deals, but most of the time, you can expect a 200ml bottle of almond water or sunscreen for 5 coins, or pizza on a paper plate for 8 coins. The stalls are run by facelings, and trying to argue with them or being even rude in the slightest gets all of them to start attacking you. Noclipping anywhere else except for an arcade machine makes you black out and wakes you up in any floor above 1,250 in Sublevel 2.
The only known way of exiting is going into an arcade, and no clipping through a machine, which moves you on to Sublevel 4.
Sublevel 4
(1500.04) - Arcademania
Estimated Survival Difficulty Rank - 0
No entities reported, no hazards reported, no special properties.
Basset-Frazier Index - 2
Due to decreased amount of supplies due to the first level, it is possible to sustain a permanent outpost, but it would take hefty resources to supply any more than a small outpost.
Sublevel 4 takes place in an infinite levelled and sized arcade, featuring all types of machines. The machines are usually in favour of the player by a bit anyways, and it is generally a fun time and place to be. It has got supplies, stalls you can exchange your tickets for prizes, and more. There are no current outposts or colonies, but it is the first sub level that can likely sustain them. Sanity always remains at above 95% here, and the standard Wi-Fi connection will be 4G here. There's also a few small bars and cafeterias, with restrooms attached, these get restocked from a time period of 1 hour to 7 days.
The only known way of exiting is attempting to go in the staff room, which moves you on to Sublevel 5.
Sublevel 5
(1500.05) - The Five Doors
Estimated Survival Difficulty Rank - 0
No entities reported, no hazards reported, no special properties.
Basset-Frazier Index - 5
Impossible for any colony or outpost to be made due to the size and limitations.
Once you entered this sub level, there are five doors.
The most left one teleports you to Sublevel 6. If you also go through this door, you lose everything you had, sanity goes down to 50%, and you immediately start feeling paranoia and sick.
The close to middle left one teleports you to Sublevel 1. All effects from the sub level apply, and you get blacked out then teleport.
The middle one teleports you to Level 0. You immediately lose everything, and your operator commands or any other things get locked temporarily until you advance to Level 1, or any other level. You also, for some reason, not encounter any objects, entities or other things, and that exits like noclipping or meta clipping don't work, and all other exits are 10x rarer.
The close to middle right one teleports you to Sublevel 4. It also starts you off with 10 tokens to use on machines. If you attempt to use this constantly, the door will lock itself for a few days.
The right one teleports you to a deadzone level, although, you do keep everything from your journey.
Sublevel 6
(1500.06) - Darkness Doom
Estimated Survival Difficulty Rank - 5
Minor Entity Infestation, severe hazards reported, special property of causing insanity.
Basset-Frazier Index - 5
Impossible for any colony or outpost to be made due to the special properties. If you ignore that, the most an outpost or colony could survive is around a day or two.
Sublevel 6 is in many ways, similar to Level 6. It has, although, special effects that cause you to become an insanity, even with any consumption of almond water or other liquids, sanity watches, or measurements of sanity of any kind will immediately break, and any printing, telecommunications, Wi-Fi connections, among many other things, will immediately vanish. You also lose everything you had, so it is unlikely to even find much, and no light sources work. This sub level is also one of the smaller sublevels, but it is estimated to be around 100,000 km from top to bottom and side to side. Light sources only work at 10% efficiency, and immediately short circuit upon seeing any entity. Also, even if you are lucky enough for emergency lights to turn on, they'll be a very, very dim red, and only 10% of rooms are recorded to have these emergency lights.
The only known way of exiting is tripping over something, by accident. It will move you on to Sublevel 7.
Sublevel 7
(1500.07) - Guarded Cities
Estimated Survival Difficulty Rank - Deadzone
Devoid of entities, massive amounts of hazards reported, war zone.
Basset-Frazier Index - 5
Impossible for any colony or outpost to be made due to the war zone. If you ignore that, the most an outpost or colony could survive is around a day or two.
Sublevel 7 takes place in a somewhat futuristic city, although, outside of the cities, are just giant masses of wasteland. There are currently wars going on between three major players, The OCD, a group that dedicates to protecting and improving the cities, but they severely abuse and kill anyone that isn't them, The PG, a group that protects small settlements, and are on relatively good terms with the OCD, and The Wastelanders, which consist of millions of people that storm the cities with rifles and grenades often. This results in often death, city wide fires and ultimate destruction. If you are lucky enough to make it to an alright city, it'll only be a matter of time before The Wastelanders storm it.
There are three known ways of exiting, going into a cyro chamber or attempting to play the elevator game will teleport you to Sublevel 8, and dying will teleport you to Sublevel 6.
Sublevel 8
(1500.08) - Nuclear Surburbia
Estimated Survival Difficulty Rank - Deadzone
Devoid of entities, massive amounts of hazards reported, war zone and radiation present everywhere.
Basset-Frazier Index - 5
Impossible for any colony or outpost to be made due to the war zone. If you ignore that, the most an outpost or colony could survive is around a day or two.
Sublevel 8 takes place in a town, strung across plains of green grass, although, nearby towns and possibly even the town you are in have been nuked. While the effects are different for everyone, (suggesting that you get teleported to a random town which has been bombed at a random time), the place is a war zone between the citizens and other citizens, with occasional so called military personnel. It is unknown where the bombs come from, or who control it, but this is one of the only levels moving on with many supplies, so grab them while you can.
There are two known ways of exiting, jumping into a trapdoor leads you to Sublevel 9, and killing yourself leads you to Sublevel 6.
Sublevel 9
(1500.09) - The Infinite Bunkers
Estimated Survival Difficulty Rank - 1
Minimal entity count, no hazards, no special properties.
Basset-Frazier Index - 2
Due to the relatively easiness to move to Sublevel 8 compared to later levels, and how there are supplies present on the previous and this level, colonies can suffice for permanency, but might struggle.
Sublevel 9 is one of the most safest sublevels, but it is usually eerie. It takes place in a series of infinite concrete rooms, with only the way you might be living through the ventilation in place. Intentionally tampering with it could make many rooms unliveable. All entities here are docile, but are aggressive if looked at or had light sources pointed at them. The bunkers are dark, and small, and the environment generally makes time feel tedious.
The only known way of exiting is a staircase going down. The staircase goes on for a few miles but you should be able to get there, and it leads you to Sublevel 10.
Sublevel 10
(1500.10) - Terror Hotel
Estimated Survival Difficulty Rank - 4
Devoid of entities, extreme hazards, special property of quick loss of sanity and sound effects constantly play.
Basset-Frazier Index - 3
Possible to live in, but very unsuitable and under advantaged if you have any outposts or colonies based here.
Sublevel 10 is similar to Level 5 in the regular Backrooms. although, there are more hazards and properties that make any attempts of survival extremely hard for long periods of time. The level is also known to be one of the smallest, being only sectioned to a lobby, a pretty big dining area and a maintenance room.
The only known way of exiting is noclipping into any container of any variant of water, like noclipping into an almond water bottle, or a water boiler.
Sublevel 11
(1500.11) - Sewer Scape
Estimated Survival Difficulty Rank - 3
Medium entity count, no hazards, special property of causing you to turn into an insanity.
Basset-Frazier Index - 3
Possible to live in, but very unsuitable and under advantaged if you have any outposts or colonies based here.
Sublevel 11 takes place in a sewer system, with all entities being somewhat radioactive and covered with sewage water. While there are side paths to not get sewage water on to you, you can easily turn into an insanity, which means you'll likely get yourself wet with sewage water escaping this level. It has been noted drinking the sewage water raises your sanity to 1000%, but all people who have drank it have turned into insanities after a minute or two.
The only known way of exiting is crawling through a small pipe system, which leads you on to Sublevel 12.
Sublevel 12
(1500.12) - Ant Mania
Estimated Survival Difficulty Rank - 4
Devoid of Entities, Medium-Rated Hazards, Special Ant-Related Properties
Basset-Frazier Index - 3
Possible to live in, but due to the effects, the level as a wholes circumstance, among other things, it is extremely hard to sustain a colony or outpost here.
Sublevel 12 takes place in an infinite back garden, with all people entering this level being turned into 2 ants. While you control only 1 of these ants, and the one you control being far away from the other one, this level as a whole can be very chaotic due to the extra ants being summoned, who often attack the original people who enter this level. No communication methods work, and you can't tell if you are in a colony based off clones or real people turned into ants. As an ant, you must defend your colony from others, nurture larvae, or escape if you are up to it. Sanity stays always at 50%, although, without a queen or a heavy colony presence, it starts dropping down. Often due to the extra ants, and many people, whole colonies of thousands or millions can swarm or die out due to each other, making this an extremely hard place to live in.
The only two known ways of exiting are dying, which leads you to Sublevel 1, or digging down to the bottom of the world, (which is around 25 metres deep), to Sublevel 13.
Sublevel 13
(1500.13) - Trench Combat
Estimated Survival Difficulty Rank - Deadzone
Devoid of Entities, Extreme Hazardous Environment, Special Deadly Fog
Basset-Frazier Index - 2
While the level is extremely dangerous, backup trenches are often extremely armed, with many people being there, usually supplied and with gas masks among other things. Although, if these trenches get raided, you are doomed.
Sublevel 13 takes place in a trench like combat war zone, with troops using machine guns and light infantry weapons in attempt to take over each others trenches. While the battlefield is small, and any attempt to move sidewards around the trench will cause you to loop. The small and temporary colonies here can survive for months at a time, due to the amount of supplies, they aren't often permanent. The sub level works by having the two teams fight each other, until the furthest trench owned by a single side being taken by at least 50 personnel. This will cause the losing side to be teleported to Sublevel 6 and the winning side to Sublevel 14. While that means colonies, outposts and the whole trench are not permanent, it means they often can hold out for long stretches of time. The longest battle, taking over two years to finish, between the self-proclaimed Anzanc and Martia forces, the only reason why Anzac lost because of traitors.
The only two known ways of exiting are losing or winning. Losing takes you to Sublevel 6 and winning takes you to Sublevel 14.
Sublevel 14
(1500.14) Regular Lounges
Estimated Survival Difficulty Rank - 0
Devoid of Entities, No Hazards, No special properties.
Basset-Frazier Index - 0
This level can sustain permanent colonies and outposts, as there is no hazards, enough resources and consumables, and the level taking place on an infinite plain.
Sublevel 14 takes place in a giant, windowless building with many corridors and stairways leading to small room areas filled with almond water dispensers, seats, and televisions. The Wi-Fi and Telecommunications are known to be pretty reliable, and the giant open rooms are filled with computers that are able to run most games, installed with the latest versions of stuff and plant pots, resources, and giant cafeteria areas. This sub level has the biggest colony and outpost amount to be theorised of any level, and most definitely any of these sublevels, having 9 official outposts, and 73 official settlements.
There are multiple exits. Noclipping into an almond water dispenser teleports you to Level 520, noclipping into a plant pot teleports you to Level 1274.5, noclipping into any party decorations teleports you to Level Fun or Level Fun variants, going by elevator teleports you to Level 65, drinking cashew water teleports you to Sublevel 15 and attempting to die leads you to Sublevel 6.
Sublevel 15
(1500.15) As Above, So Below
Estimated Survival Difficulty Rank - 4
Exclusive entities present on this level, risk of hazards, entity special properties
Basset-Frazier Index - 2
The infinite catacombs of this level. with only a few of the entities that are exclusive allow for a small prescence. for outposts to exist. Inside the cave system
Sublevel 15 takes place in an infinitely sized catacombs system. However, there are many risks to this level, as the cave systems also inside this level that can be accessed through specific corridors are known to be a big cursed. For example, small cave rooms can be found with your childhood objects, with even specific things missing about them, (like a specific key on a piano being quieter), and even telephones working, but picking the phones up mostly results in you listening to 20 so random words then immediately the phone hangs up. Along with this, the cave rooms collapse randomly. However, in the giant, catacombs like area outside these cursed cave rooms allow for a semi-hospitable environment. The exclusive entities include skeletons that grab on to you, cars that drag you inside of them and explode, and statues that cause special effects and hazards inside a room. There are also endless holes randomly in rooms, among other things.
There are three known ways of exiting, attempting to noclip teleports you to Level 8, falling in an endless hole for 5 minutes will teleport you to Sublevel 16, and dying by an exclusive entity teleports you to Sublevel 9.
Sublevel 16
(1500.16) Burning Anime City
Estimated Survival Difficulty Rank - 4
Exclusive entities present on this level, risks imposed by fires, entity special properties
Basset-Frazier Index - 4
Outposts are unlikely to be sustained on this level due to the fact they can be destroyed easily, by fires or entities, and how outposts can rarely be restocked if they are on this level.
Sublevel 16 takes on an infinite plain of a modern city resembling Japanese origin. It has from newspapers to billboards in Japanese. The city has numerous services, from hospitals and stores to literal gun stores and places where you can buy explosives, but they are being burnt down rapidly due to the fact fires on this level, somehow, never stop to continue burning. There is also entities that take in the form of mutations between people like you and me, and anime ones you can see in other levels. These entities will often be disfigured and attack on sight and in hordes, so be especially careful. For some reason, some expeditionists also did some other tests, and found out all vaccines on this level will make you into a entity and any body liquid will be a cyanish liquid.
There are two known ways of exiting, going into the fire will teleport you to Sublevel 17, and throwing dynamite will teleport you to Sublevel 8.
Sublevel 17
(1500.17) Heaven or Hell
Estimated Survival Difficulty Rank - 0
Devoid of Hostile Entities, No Hazards, No special properties.
Basset-Frazier Index - 5
Impossible for any colony or outpost to be made due to the size.
Sublevel 17 has you take the position of a kind of gate keeper, or border person, where you decide whether to send someone to hell or heaven. For some reason, even if you make a mistake or send good people to hell and bad people to heaven, there is seemingly no repercussions. While it does take an estimated seven days to complete this level, once you have done it, you can take a door to exit. If you ever re-enter this level after you have done the "border game of sorts", the level becomes a cloudscape where you can take a door to any level in The Backrooms, although, more detail is provided below.
There are two known way of exiting. Imagining any level, then going through the door while noclipping into something will get you into that level. Although, it is known to fail for certain levels. You can also try noclip into someone to reach Sublevel 18.
Sublevel 18
(1500.18) The World
Estimated Survival Difficulty Rank - 2
Devoid of Hostile Entities, Minimal Hazards, Sanity Draining Properties.
Basset-Frazier Index - 2
Possible to make a colony or outpost, and it is likely to be sufficient, but they are prone to collapsing easily by the hazards, among other things.
Sublevel 18 takes place on a rocky world, where cities have collapsed. There's a few towns, mostly seaside towns that are far away from different disaster zones in Iceland or The UK, but mostly, all cities and towns are covered with rubble and they are on fire. It's unlikely to find anyone else, as you spawn on any random place, meaning you could spawn on an island to a cave system way underground. Your sanity will also drain 50% faster.
There is one known way of exiting. Noclipping into any building will teleport you to Sublevel 19. It is theorised noclipping through rubble constantly will teleport you to other levels is possible, but unknown.
Sublevel 19
(1500.19) Action Park
Estimated Survival Difficulty - 4
Entity Infestation, No Hazards, Special Property of Health/Sanity Regeneration
Basset-Frazier Index - 4
Outposts are hard to be sustained on this level due to the fact they can be destroyed easily, by entities, and how outposts can rarely be restocked if they are on this level.
Sublevel 19 takes place on a giant theme park. While there are many neutral entities, some have goals to kill you on the rides if they can. From just murdering you on the spot, to burning the tracks alight. If a theme ride gets destroyed, all rubble will disappear within 24 hours and a new one is made in its place. While the sub level takes on an infinite plain still, tons of entities will be crowded around the spawn area, more items and less entities will exist as you go further out. The entities near spawn will mostly be things like partygoers, but some have even encountered nearly every entity in The Backrooms.
There is one known way of exiting. Jumping off a ride will teleport you to Sublevel 20
Sublevel 20
(1500.20) Level 0?
Estimated Survival Difficulty - Deadzone
No entities present, no hazards, no special properties.
Basset-Frazier Index - 5
Impossible for any colony or outpost to be made due to it being mostly a single person experience . If you ignore that, the most an outpost or colony could survive is around a day or two.
Sublevel 20 takes place in Level 0. However, there are no alternate exits, no entities, no colonies, no items, no nothing. Any attempt of exiting through methods like punching the wall will only simply do that action without teleporting you to the next level. This level is extremely hard to escape from, as it is so repetitive, and the only thing you can use for markers is room layout or dead bodies from previous people. While there are dead bodies, you can not find anyone else in this level, no matter how hard you try. The only way of escaping, like covered below, is a purple and black glitched room that, once you see for more then 20 seconds, disappears.
The only known way of exiting is finding a glitched section, which only occurs in 1/10,000 of the rooms, and attempting to do anything in it, and it will lead you on to Sublevel 21.
Known Perks
Every level, (unless specified), resets your sanity to 100%, and you receive one 100ml bottle of almond water, the more further down you go, the more tendency for resources to appear but also for entity aggression and unique entity count to go up. All of these, however, can change if a sub level has a set sanity or set resource gain/loss.
Dying in any sub level has a 50% chance to either teleport to Sublevel 1 or Level 0.