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Level 171 is the 172nd level of the Backrooms.

C5Icon.png

Survival Difficulty: Class 5
》Unsafe
》Unsecure
》Entity Infestation

Description

Jokingly referred to as the "Bear Rooms", Level 171 is strikingly similar to Level 0 in appearance, but with noticeably dimmer lights and deep brown walls. It is also sometimes known simply as the "Corrupted Level". On occasion, these lights will flicker and even go out completely for up to three days.

Bearooms.PNG

The Fog

A dense black fog also fills the level, causing wanderers to only see about 8 feet in front of them. This fog is composed of an aerosolized narcotic that, if breathed in enough, can put you to sleep for an indefinite amount of time. Prolonged exposure to this fog is also extremely detrimental to biological tissues, as it builds up in living tissues and causes necrosis.

However, even as your body continues to deteriorate, you will not die. Instead, your body will continue to contort until you awaken as a shriveled vestige of what you once used to be. These effects are irreversible after merely 8 hours of inhalation, and after 12 hours, it is believed that individuals who succumb to this effect are transformed into another of the Teddies which inhabit this level.

'Honey'

In various parts of the level, chunks of the ceiling and walls are cracked and have even begun to fall away. From these cracks spills forth a black, tar-like substance with the consistency of honey that starts to boil when it hits the ground. If stepped in, this substance dissolves most organic and inorganic materials on contact, and many hapless wanderers who have ended up in this level have met their ends to these puddles of tar. These puddles have even claimed the lives of entities that live in the Backrooms that are not native to this level.

Survival Tips

To survive in level 171, it is recommended that:

  • You wear a gas mask as to not breathe in too much of the fog.
  • Mark tar puddles so that you don't fall into them.
  • Be mindful of your surroundings.

Entities

Bare Bears

Entity Hazard: Class 1
》Entity Number: 171a
》Habitat: Level 171

Bare bears are one of the two types of native entities of level 171, and are the main reason the level is jokingly referred to as "the Bear Rooms". They look similar to the American black bear of the Frontrooms. However, these animals lack eyes, claws, ears, fur and internal organs. For some reason, they are immune to the fog and the acidic affect of the tar and will regularly drink the tar for sustenance.

While generally harmless and approachable, they have a unique affect on those that wish to do them harm. The presence of a backroom bear eats holes in the brain tissue of wanderers and entities that seek to harm them within fifty feet of the entity. These holes are usually microscopically small, and thus, if a wanderer turns back it often takes years for those who approach it aggressively to exhibit side-effects. The severity of this effect increases at close range, and a hostile wanderer or entity who approaches a backroom bear never survives long enough to reach its body.

Due to the useful abilities these Bears possess, some have been sought after for use as guards for Outposts and Colonies located in levels where hostile entities are abundant. These bears also seem to show an intelligence comparable to black bears of the Frontrooms, and can even be tamed by determined Wanderers.

Teddies

Entity Hazard: Class 5
》Entity Number: 171b
》Habitat: Level 171

Bear.PNG

Also known as the 'Untrustworthy Teddy Bears', these entities are less common but far more dangerous than the Bare Bears. These entities resemble the stuffed Teddy Bears of the Frontrooms, though instead of round and fluffy, these bears will have a more 'mangled', humanoid appearance, and have what appears to be beige colored 'fur' composed of flesh. These entities are highly mobile, though only move when they believe themselves to be out of sight.

Bear Piles

These entities travel in packs of up to twenty individuals that when inert are referred to as Bear Piles. If a Wanderer makes physical contact with one of these bear piles, the teddies will become active and immediately begin to pounce on the individual and hug them. After just 2 seconds of contact with an Untrustworthy, your skin will begin to fuse with theirs to that point that removing the Teddie would result in you inflicting skin lacerations upon yourself.

Shortly after fusing with the target, the victim will immediately begin to suffer severe neurological effects. These include a loud "buzzing" in the brain, increased emotional reactivity and an immense sensation of pressure against the body from an unknown source. These effects cause the victim to collapse and pass out from shock. After a period of 4 hours, the subject will burst explosively as three Teddies emerge from its torso and the original teddy will detach from the skin.

Weaknesses

For unknown reasons, Teddies are unable to fuse to the skin of Bare Bears, and it is believed Teddies actively avoid them for this reason. Almond water is also able to dissolve the matter of teddies on contact, leaving behind the same thick, black fog that fills the level as a byproduct. This can also be used to remove attached teddies without tearing your own skin.

While teddies can be destroyed this way, this reaction becomes less effective depending on how many more teddies are in the immediate vicinity. For example, dousing a lone teddy in almond water will result in the entity being completely dissolved in less than 5 seconds, however dousing a teddy in almond water with at least ten more teddies close by will result in only minor damage, such as a partially melted arm that is regenerated completely in about 15 seconds.

Colonies and Outposts

Any colony wouldn't last long because of the teddies.

Entrances and Exits

Entrances

  • Chasing a polymer moth for long enough in Level 85 might bring you here.
  • Looking out of a window of Level 57.
  • Going into an elevator on Level 42.
  • Wandering down foggy hallways in Level 3 R will bring you here.

Exits

  • Sprinkling some almond water onto a tar puddle and jumping into it will lead you to Level 342. This doesn't always work.


Discovered and written by IRussell2021, FreeWillyNilly, and Raynenormal.

Backrooms Levels
0 - 99

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100 - 199

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200 - 299

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300 - 399

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400 - 499

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500 - 599

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600 - 699

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700 - 799

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800 - 899

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900 - 999

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Feel free to add more levels by clicking on the red links!

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