


Descending down a set of stairs from the concrete jungle, you carefully pace yourself through the subway. This place is new to you, and if there's anything you've learned from the last six months, it's to always be on alert for anything unusual. Finally making it to the bottom of the stairs, you take a quick look at your surroundings from all sides—a routine that you've become used to.
The place looks like it's been left to rot for at least a decade. Dim, flickering neon lights serve as the only source of illumination in this train stop. Something seems to have been smeared over the walls and dried up—you can't tell if it's dirt, or shit, or blood, or something else. You try to avoid it for now.
And as usual, the entrance's disappeared behind you. Fuck.
Traveling deeper into the hallways of the station, you find more of the same: endless train tracks and subway halls, some even being lopsided. Soon enough, your aimless wandering is interrupted by the sound of shaking and concrete rumbling. You hear stone begin to fall, quickly accompanied with human screaming off in the distance. Seeing a piece of rebar fall near you, you dodge it in an instant, just barely managing to escape the entire room you came from collapsing in on itself.
You continue on through the desolate structure, holding your weapon tight. Although you've yet to encounter one of those things, the deathly grip of fear holds tight on your mind.
...
Overview
Station #154[1] (Level 154) is a pseudo-sub-level of The Metro, famous for being one of the only levels to have been extensively modified by humans. As one would expect, the entire level is resemblant of a commercial subway station, with uniform superficial features such as dilapidated wall tiling; unevenly placed support beams; concrete flooring; and a sprawling network of pipes lining the ceiling.
Despite intense human modification and permanent residency, Level 154 is difficult to maintain, with an anomalous property that speeds up to rate of entropy to around 1.39[2] times its normal rate; due to this, segments of the level decay faster than usual, food and cadavers rot quicker, hunger and thirst arrives sooner, and inhabitants of the Station mature and age faster.
Additionally, the structure of the Station is chaotic and disorganized, with some of its rooms being jutted at unnatural angles. As a consequence of the aforementioned level structure and the hyperentropic anomaly it houses, seismic activity is relatively common, with deaths in the level occurring due to areas of the Station collapsing.
Wider Topology & Climate
Contrary to popular belief, Level 154 does not naturally appear as a dilapidated train station; in fact, the vast majority of the level is an endless vaccum resembling outer space. As of the present, due to the distance between the space's astronomical objects, the only accessible space is exactly where The Metro's disposal system lies.
As one may know, there are numerous ways a level can be erased; consequently, the Metro regularly needs to dispose of now useless tracks when an area it used to lead to collapses. Over millions of years, these waste segments of the structure have been dumped into the abyss of Level 154, and have since coalesced into a makeshift planet of broken subway rooms and tracks.
The surface of the level's planet is completely uninhabitable; low levels of oxygen, along with far below freezing temperatures and solar radiation, rendering most expeditions fatal beyond a few minutes of travel. Due to these aboveground dangers, exploration of the outside and study of the level's celestial bodies has been minimal at best.
In lieu of surface habitation, most within the level exclusively explore the comparatively more habitable underground of the planet: a labyrinth of train station hallways and tracks extending far into the earth. As one progresses deeper into the subterranean complex, the tunnels and passageways become progressively more crammed, the rooms themselves beginning to overlap; by the 3,000 kilometer point, they become too packed together to feasibly traverse.
The Neon Express
The trains themselves are located in a massive terminal known as the Neon Express, housing hundreds of high-speed powered trains, being covered with luxurious purple carpeting and lined with soft, cushioned chairs. Thanks to the efforts of Architect Industries, trains are powered with a device known as the Hermes Drive—which allows them to perform controlled no-clips into nearby levels.
Since the no-clipping of trains takes quite a while, it often takes a few hours for one to reach their desired destination; as each line must cycle through the levels it may visit. This is usually displayed on large neon screens next to the lines one is visiting, showing the levels it will soon travel to. In addition, many small stations in relation to Level 154 can be found in other levels, though these are defunct and thus take hours for a car to arrive.
However, there is one drawback of the level's train system; unlike The Metro, the trains have no established lines. Although there are a consistent list of levels the trains lead to, due to cost-cutting measures taken by Architect Industries, the order, travel time, and number of stops is entirely random. Thankfully, there are a few caveats that make consistent travel at least somewhat feasible: thanks to the level's proximity to Level -151, a common hub to various "neon" or "vaporwave" levels, there is a singular train utilizing the Model V Hermes Drive[3] that has a consistent line order.
This train, dubbed the "Neon Line", is somewhat rare, but does have a consistent stop order: listed below along with the other miscellaneous levels the other trains lead to.
Discovery & History
Early History (1700 - 1920)
Being first recorded in the early 1700s, Level 154 was initially settled by large colonies of Glowfolk who sought refuge during the Great Pause.[4] Smaller groups had banded up and made large cities and settlements throughout the level, with evidence showing attempts to colonize the surface areas as well. Although peace within the level was apparent, native groups nonetheless still entered conflict as a result of differing ideals. The "Great Neon War"—as they call it—lasted several years and led to tens of thousands of individuals leaving in a mass exodus, fleeing to levels such as Level 514 and Level 499.[5]
Human Habitation (1920 - 2022)
Eventually, humans would make their way into the level in the 1920s. Initial settlements were established as a result of colonization efforts, with the first official group making their way into the level being the Major Explorer Group. However, several smaller groups would merge into what is now known as the Confederation of Level 154, eventually becoming the largest and most prominent native group on the level. The Confederation and MEG would eventually enter an alliance in 1961 in order to consolidate and manage the bases on the level. Their mutual cooperation would lead to the establishment a level-wide council which allows the coexistence of several groups within the level. With these new changes, several other groups would make their way to Level 154, most prominently Architect Industries.
Due to the arrival of Architect Industries, they would begin their initial renovation of the level; installing the Hermes Drives in the then-defunct trains, as well as forging mutual pacts with the Confederation as well as the Train Hoppers in the 1980s in order to focus their efforts on renovating the trains.
Since the trains in Level 154 were now fully operational, many wanderers would seek refuge in the level, migrating in large waves. This would lead to the creation of around twenty new groups, many of which later merging with the MEG or Confederation, with the group having a peak population of around 14,000.
Incident 154 & Aftermath (2022 - Present)
Later in 2022, the Republic of Aurielle would instigate conflict, attempting to seize the Model V Hermes Drive: the strongest known model of the device to date. Taking advantage of the chaos, the MEG would seize the Model V Drive, along with many other Hermes Drives within the level; an escalation now known as Incident 154. With their newfound stolen technology, they would gain a negative reputation among every group in the level, with the Confederation, the KRO, and even the Republic of Aurielle contributing to the efforts.
Eventually, Architect Industries would get the Drives back (save for the Model V), and the MEG would be significantly reduced in power—being forced to fully demilitarize their bases within the level, having to disband most smaller research settlements. With the peace came a mutual alliance between essentially every group within the level, albeit coming with a cost; as a max exodus of around 8,000 occurred during the conflict. By around 2023, Architect Industries would rebuild the damaged parts of the level, renovating the stations and cleaning up the debris from the conflict. Eventually, the MEG and Confederation would reach a mutual agreement to resume cooperation, with Architect Industries joining this alliance soon after.
In the present day, Level 154 is a bustling community of wanderers and groups forged out of the fires of war, with a population of approximately 65,000 people. Despite this, war may be on the horizon once more, as the relations between groups remains strained since the prior incident.
Outsider Colonies & Outposts
Architect Industries | Site Theta
Site Theta is the primary base of operations of Architect Industries on the level; containing a majority of their personnel and building resources. The outpost primarily acts as a trade port and train maintenance station for the Architects, with around ~900 personnel operating within the base.
Major Explorer Group | Base Omega
Base Omega is a now-abandoned outpost created by the Major Explorer Group, formerly acting as a major trade port for the organization. Created in 1932, it would later succumb to structural damage caused by Incident 154, with the base's foundations becoming too damaged for repairs to be feasible. Despite this, MEG activity still occurs around the former settlement, with small, temporary trade buildings often being set up around the ruins of Base Omega.
O.L.A.B. / N.A.X.O.S. | Base Khan
Base Khan was formerly a N.A.X.O.S. settlement within Level 154, abandoned during the Bloodbath of Cluster I. After the end of the conflict, it has since been taken over by the Osmanlı Liminalı Alanlar Bakanlığı, staffed with 813 of the group's members. The present inhabitants are willing to trade, but do not respond kindly to attempts to enter the base itself.
Kauer Research Organization | Scattered Bases
The KRO maintains a strong presence in the level, having a vast network of research and analysis bases across the level. Being partly responsible for the development of stronger tracks and additional infrastructure in Level 154, most bases are relatively small, containing around 300 researchers at most.
Backroom Colonists | Expressway
Boasting a large population of 1,589, Expressway is a base primarily used by both the Backrooms Colonists as well as smaller native groups; having a privately owned railway that leads to various levels of interest for the group.
Republic of Level 153 | Outpost Neon
Although their reach is limited to their level of origin, the Republic of Level 153 has a relatively large presence within the level, with Outpost Neon being their largest base with 550 people. In addition, several smaller Republic bases are scattered throughout; primarily used for research and analytic purposes, among other activities.
United Glowfolk Alliance | Radiant Gate
Being the largest non-human organization on the level, the United Glowfolk Alliance is a government-like group founded in Level -151 during the late 1970s, dedicated to protecting Glowfolk populations across the Backrooms and ensuring their prosperity. With populations well into the tens of thousands, the UGA is one of Architect Industries' closest allies.
Their base in Level 154, "Radiant Gate"[6], is a base used primarily for trade with the Architects, as well as diplomatic negotiations with other groups within the level. Although its existence has been threatened by past incidents and groups, they nonetheless remain a constant within the Station's labyrinth.
Native Communities
Confederation of Level 154
The Confederation of Level 154, often known simply as the Confederation, is a monarchic state within the Neon Station, numbering in around 20,000 citizens. Although their military capability remains limited (and they seem uninterested in expansion beyond their home level), they remain as the most populous and influential group within Station #154. With the assistance of Architect Industries, the Confederation is responsible for the modernization and development of Level 154, and maintains an almost constant presence within every explored corner of the level.
They serve as a vital agricultural entity for the level, arguably standing as the only reason the level's population has grown so much; their main exports come from massive rooms full of Backshrooms, cultivated by the nation and distributed elsewhere. A secondary source of profit also comes from the mining industry, scavenging and refining valuable metals from the level's structure to sell to other groups, or use for their own development.
Although initially being more relaxed on law enforcement, Architecturalist influence from their alliance with Architect Industries has resulted in them beginning to become progressively more authoritarian over time. Recent developments in the last decades have included an expanded police force, restrictions on travel using the Neon Express, and laws suppressing protest and freedom of the press. However, the group is well known for having what are considered the most comfortable prisons in the Backrooms, taking the form of mini districts where prisoners can live in relative normality and be "re-educated" to follow the law.
Their largest bases include Lumina, Opportunity, and the Neon Gate, the latter of which is the largest express line on the entire level. They are also under ownership of the Hermes Drives contained within the trains, sending out armed guards and police units to properly protect them after the incident.
The Snack Stall
The Snack Stall is a Faceling-run restaurant enterprise with only one location; a massive food court adjacent to the Neon Express' central terminal. This area sells a variety of foods and beverages, priding itself on being one of the only establishments to sell imitations of Earthly food brands. If a wanderer makes a commotion, they will be led away from the Snack Stall or potentially prosecuted by the Confederation of Level 154, depending on the offense's severity.
TVs from the 90s and above can also be found attached to the walls. Although they function quite similarly to TVs in The Frontrooms, the channels that they offer are known to change every so often. Sometimes these TVs can be out of service, either due to them being under maintenance, or being replaced by newer models. The Snack Stall also has a few arcade games in a separate area to keep wanderers entertained. Each game costs one bottle of Almond Water to play.
Backsoft Offices
Founded in 2003, Backsoft Offices is a tech company with around 200 employees, dedicated to selling BACK-NET terminals and developing various applications. In the years since their inception, they have become a technological powerhouse within the locale, holding a near complete monopoly on digital infrastructure within the space. Funded mainly by the Confederation of Level 154, they make a gross income of around ⓜ31,517 ($21,011 USD) per year.
Train Hoppers
The Train Hoppers are an exploratory group of 132 individuals, known for using the trains to explore and scavenge resources from other levels. Their main settlement features a gathering area and a shop where various items can be traded for currency or goods of similar value. In addition to this hub, several smaller outposts are scattered across the level.
The Azeutian Splinter
Formed in 1905, the Azeutian Splinter was a group borne from the United Azeutian Empire's eventual conglomeration with other groups into the M.E.G. During the coalescence of the BCLE and its component groups into the Major Explorer Group, certain communities of Azeutians would rebuke this merging, citing their concerns that the newly formed organization would not have Azeutia's best interests in mind.
Originally based in The Hub, they eventually encountered an exit to Level 154 in 1934, afterwards migrating to the level. In the present day, they number in approximately 2,000 individuals, remaining isolationist and somewhat hostile to outsiders.
Entity Presence
As of writing, little to no hostile entities exist within the Neon Station. The increased hunger rate caused by the level's anomalies discourage the proliferation of carnivores within the level; consequently, most species within the level are passive towards humans.
Level 154 is known for being one of the only places in the Backrooms where sapient entities and humans coexist in large amounts; reported sapients within the edifice include Facelings, Glowfolk, Old Birds, Lunari, Counter Entities, and Nautics. Besides those species, a few more animalistic entities exist within the space, such as Kats, Lightlurkers, Crunches, Deathmoths, and The Cadejo.
Entrances and Exits
Entrances
As of writing, Level 154 has six documented entrances:
- Entering neon-decorated tunnels in Level 37, which can lead one here;
- Wandering far enough within The Metro or The Hub, which may cause the hallways to fade into the neon terminals;
- No-clipping through Level 913's train tracks;
- Entering a subway terminal within Level 11[7];
- Finding an exit sign labeled "STATION154" in Level 948;
- And numerous derelict train terminals found across the Backrooms, where one may board a train when it comes and enter here.
Exits
Likewise, Level 154 also has eight documented exits:
- Climbing up sewer grates or ventilation hatches, which may lead to Level 11 and Level 2 respectively;
- Uncommonly, entering a set of subway stairs to the outside will lead to Level -151 instead of the Neon Station's surface;
- No-clipping, which may lead to The Hub;
- Finding mysterious posters, which will usually lead to The Game if interacted with;
- Finding a metal door, which may lead to The Metro;
- Finding an out of place pinkish-purple door with an eerie glow may lead to Level 698;
- Entering a wooden door labeled "CONDEMNED";
- And entering one of the level's trains, which may stop at various levels.
References
Footnotes
- ↑ Colloquial term for Level 154.
- ↑ Estimated with the Bauer-Müller scale; developed in the 1990s by Jack Bauer and Daniel Müller to determine entropic rates within the Backrooms.
- ↑ The strongest created Hermes Drive as of yet.
- ↑ The Great Pause was a "pause" in historical documentation throughout the Backrooms; during this period, a variety of anomalous effects made the act of writing impossible.
- ↑ Other native Glowfolk habitats.
- ↑ Approximate English translation.
- ↑ Though this may also have a chance to send one to The Metro.

"So, I take it you're new here, eh?"
Seated opposite to you on the food court table is some sort of strange fish thing, dressed in a shitty sweater made out of rags. You had met them a few hours ago, after you had managed to make our way to one of the level's settlements. The fish continues, "How do ya like the place?"
"It's ..certainly strange", you reply. "Never seen so many people in this dimension before. Still though, the place certainly looks like it's seen better days."
"Oh, it has. Back in the eighties, the Architects used to have this subway looking like something out of a sci-fi movie. Polished floors, sleek design, hell, they even had heating units. Of course, budget was limited, and eventually they couldn't afford to focus too much on visuals once they started to focus on other projects. Now? It's hard for them to even keep the damn place from falling apart", they said, followed by a short chuckle.
"But I suppose I'm just rambling. What about you?"
"Well, it's been a few months since I fell into whatever this hellscape is, been trying to find a safe place to stay ever since. I think this might finally be it", you tell. "In most other areas, I only found one person a week, and that's if I was lucky."
The weird entity begins to frown. "Sorry bud, you're shit out of luck here; even I'm only staying for a few days. Better to be lost out in the wilderness of the Backrooms than to have to deal with whatever's been brewing here. My advice? The place has plenty of trains going elsewhere, go catch one of those and look for a safe haven."
"Alright", you affirm, getting up to leave. "It's been nice meeting you."
"Nice meeting you too, kid. You remind me of my sister a bit", they respond in turn.
Walking out of the Snack Stall, you go to the central terminal, it's premises bustling with people going about their buisness. Boarding one of the trains, you watch as it slowly leaves the station. As you finally take a rest on one of the seats, you find a sort of peace in the ambivalence of the tracks.
Page rewritten by Gamma and Stormy, with small contributions from Astral.
Music is Violet Burn, by Secession Studios.
Greenlit by Cringe.
Third rewrite by Accountus and Astral.
Second rewrite by Stormy.
First rewrite by IceCraft2022, ScribbleRibbit3, Xanth, Lancelot Chen, and ReDcosmic.
Original page by Ryan and Firestar.
Illimitable Temple │ Hounds │ Party Crashers │ The Abandoned Office │ Senseless │ The Lobby │ Silva Subterraneus │ The Inconvenience Store™ │ Lights Out │ Neon Station │ Chukotka Autonomous Okrug │ The Covenant │ Concrete Terraces
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