Level 193 is the 194th level of The Backrooms.
Photo at the border of Level 193, the moon is nearly visible.
Contents
Description
Level 193 resembles a building of unknown origin, constructed from several natural elements, along with it being in a very wide space, approximately 80 to 100 yards in size, with the building taking 20 yards.
This level's layout consists of 3 trapdoors for each side on the outside (making that a total of 12 trapdoors) and a building with several entrances, usually leading into the main hall. The main hall has a few chairs and mirrors, along with something that seems like an ordinary ceiling light, however made entirely out of wood, yet while in the conditions to be completely burning the place, this type of wood is unrecognized from the standard wood types you'd find anywhere else in The Backrooms or The Frontrooms, and is currently unknown. One of it's anomalous properties is the incapability to be set on fire, and is up to 50 times more durable than normal wood. The only other instance of this wood present in another level is in Level 163.
This level has some Energy Bars you can occasionally find laying around, however other than that, it seems to have no other sources of food, aside from some Regular Water you may, as well, occasionally find. Upon entering the level, you will be asleep, immediately find yourself inside the house, greeted by a voice that will always say variations of "Do not let it take over, win the fear." however variations entirely depend on someone's mind, usually adapted in a way to be as understandable as possible to the person hearing the voice, if necessary, even language translations.
Upon hearing that, the subject will immediately wake up with an energy level enough to leave someone awake for days. If you entered with someone, you will be at the same level, if you entered before or after another person (either in group or not), a copy of the level will be made. The only known way to be in the same level with someone else is to enter by being with someone else at the same time from the same entry method.
Starting from this moment, the anomalous properties of the level will now occur, and you'll immediately notice the place you woke up in, usually waking up covered in what seems like unfinished wool clothing of random pattern and color, only taking up to 10% of your body, which generally makes it easy to get out of, it is recommended you take the wool with you as you proceed with the level. As soon as everyone leaves the house, the door will shut and lock itself and the level's events will now begin.
The trapdoors will now open, and can be used as hiding method, however be careful what you pick. As soon as the trapdoors open, the level's ambient will start to move again, and the moon will start going around the level, usually in a day/night cycle style but without the sun, taking approximately 12 minutes (with a total of 24 minutes for full cycle). The moon in this level is extremely dangerous due to it's mental hazard's effects, anyone that comes in contact with moon rays will get an overwhelming urge to directly stare at the moon, upon viewing the moon for more than 5 seconds, one subject will immediately start going through panic attacks, at this point the effect is already irreversible, and will eventually cause heart attack within 1 minute.
5 Minutes after the body dies, it will turn into a black smile, which will become hostile towards any life forms and try to kill them by strangulation (or preventing breathing). This entity has no classification as this is the only time this occurs in any level. It can be easily killed though, and killing it will result in the entity evaporating and generating more clouds in the ambient. This could make a theory that the clouds aren't actually clouds.
The trapdoors however, can be used to escape the moonlight inside the level by entering one and closing it, be aware that you can't see the inside of a trapdoor until you enter it. Once the trapdoor is closed, you can now see what's inside, but it can't be opened until moonlight is gone, and can have 12 different generation alternatives, each time randomized. Each trapdoor content has one door at its end. The generation types are:
- The Break Room - This room will always have some food, usually food liked by the subjects entering the trapdoor (not the favorite, just a liked food that the person in question doesn't mind). This room will also have some chairs and tables, along with a couch. At the end of the room, there's the door.
- The "Backrooms" - This room represents a way smaller version of Level 0, long approximately just a few 20 - 30 meters, with the only entity being a Child Faceling, still aggressive, but does not possess any type of lethal weapons, so it can be easily held off. Killing the Faceling results in it reviving upon re-entering the same trapdoor generation again. At the end of the maze, there's a recreation of the The Manila Room, without it's anomalous properties, and the door attached to it.
- The Basement - This room represents a regular basement, completely devoid of light, with the only difference it will contain a random entity, the entity can vary between Skin-Stealers, Hounds, Smilers and other generally common entities. Whoever is in this trapdoor must fight the entity to survive. If the person in question succeeds, the door will appear at the end, and a small light will appear to enlighten the door.
- The Deathzone - Just like the name suggests, this generation is the most dangerous variation of the trapdoors, which always results in a room full of Entities. The room appears to be a rusty and abandoned steel room approximately 10 meters wide and tall, with a 50 meter corridor beginning from the entrance. At the end of the 50 meters, there's the door.
- The Trickroom - This door has some chairs and a few bottles of almond water on the floor. What differs this level is the fact it's only a room with the door at the end. However, the path is full of traps that would usually result in being lethal. A way to prevent this is to first test it by interacting with the floor using any external object, as all traps seem to only target the specified spot.
- The Best Room - Title of this room comes from reports of everyone leaving this room feeling full of energy and happy. This room resembles the place of a dance club, with a lot of eating establishments, usually full of consoles and anything anyone can dream of. The only supposed negative part of this room, despite its 1/12 chance to appear, is that once it becomes safe again outside, everyone in it will be kicked out of it. The door is behind the dancing floor at the right of the room.
- The Mystery Room - This room is seemingly empty, and has a door, but is invisible. The only way to feel the door is by trying to touch the sides and walls to attempt to find the handle of the door. This room has different walls and may cause some subjects to bump into them. The door's location is always unknown, though it's guaranteed to always be at the sides of the room.
- The Equipment Room - This room has nothing but equipment of any kind, it can vary from Almond Water to Medic Kits. The door is hidden behind one of the lockers present in the room.
- The Doors - This trapdoor has nothing in it but 4 doors, one at every side of the room. The room is a perfectly square 5x5x5 room with nothing but doors.
- The Choice - This room contains a corridor, you will appear at the middle, and 2 Partygoers will be at the ends, one per side. The trick in this level is; one partygoer is actually friendly, the other one will try to kill you like every other entity. The trick in this room is to make the right choice, as this is the only trapdoor where the entrance will disappear once entering. Picking the right one will cause the other partygoer to disappear, and the friendly partygoer showing you the door, which will appear behind them after you go with them, and then disappear. Picking the wrong partygoer will cause the room to turn red, and the other partygoer disappearing a resigned-like way, while the partygoer you picked will kill you. Both partygoers will say things to convince you, be careful what you pick.
- The Last Hope - This trapdoor will transport you to Level 193.1 upon being entered and closed.
- The False Hope - This trapdoor will throw you back outside and re-close itself, generating a new generation type. This process can take up to 5 minutes, which is more than enough time to be taken by the moonlight if not careful.
The generation of these trapdoors is seemingly at random. Most of these trapdoors have doors at the end of its content, which usually leads to the same exit every time, listed below. There's currently no way to define where a trapdoor leads, as every trapdoor looks the same.
Colonies and Outposts
Due to the nature of the level, if there's any outpost it's unlikely to find it.
Entities
All common entities are present in this level, each one is listed in every trapdoor.
Entrances and Exits
Entrances
- One may enter as a chance from Level 724. The chance of entering in this level is slightly higher than other levels.
- When solving the math equation in Level 164, you have a 5% to be brought here instead of Level 2.
- Find a door made entirely of different types of wood and noclip through it in Level 0 to be brought here.
- Fall asleep next to a plant in Level 5 for a 20% chance to be brought here.
- Going in a trapdoor made out of an unrecognizable wood in Level 163 will take you here. (Wood is reported to be the same of this level's.)
- Occasionally, noclipping inside trees in Level 11 also has a small chance to bring you here.
Exits
General Ways:
- Successfully climbing out of the borders will take you to Level 10.
- Staying in the House for more than 3 days will take everyone to Level 26. Rarely, Level 69.
- Noclipping in this level has a small chance to send you to Level 194.
Trapdoors exits (Note: the only exits from the trapdoors is via the door located inside, the only exception to this is "The Last Hope")
- Going through the door of The Break Room may take one to The Hub or back to Level 0.
- Going through the door of The "Backrooms" may lead one into Level 1, very rarely into the actual Manila Room.
- Defeating the Entity and going through the door of The Basement will lead one to Level 4.
- Managing to get to the door of The Deathzone will lead one to a random safe level.
- Successfully getting to the door of The Trick Room will lead you to a currently undocumented level.
- Going through the door of The Best Room will take one to Level 3999 or one of it's sublevels, aside from Level 3999.5. Alternatively, Level Fun if you're unlucky.
- Managing to get to the door of The Mystery Room will lead one back to the level they were before or Level 188.
- Going through the door behind the locker of The Equipment Room will lead one to a random level. Usually ranging from 0 to 12, there's a low chance to end somewhere else too, though very rare.
- All doors so far in The Doors will lead one to Level 561, aside from one report of being brought to The End instead.
- Trusting the correct Partygoer in The Choice will lead you to either Level 12 or Level 7191.
- Enter Last Hope to be brought to Level 193.1.
Credit
This level was made by DRSDRS, any level made by DRSDRS is listed in the profile's about, in "Levels i created".