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Level 1987 is the 1988th level of The Backrooms.

Level 1987 - Automatonophobe Hell

CDeadzoneIcon.png

Survival Difficulty: Class Deadzone
》Numerous Hazards
》Strictly Uninhabitable
》Presence of Lethal Entities

The starting point of Level 1987

Description

Level 1987 takes the form of a seemingly endless, derelict factory with an infinite number of corridors, assembly lines and Sub-Levels which are also seemingly infinite and difficult to exit once you’ve entered. The sickening smell of rust wafts through the entire level and distant sounds of clanging metal and dripping pipes can always be heard. One of the types of Sub-Levels, known as the “Submerged” levels are almost completely underwater, said water is cold, murky and as black as night with large quantities of moss and algae floating on the surface of the water and growing from the rusted metal walls and machines that have long ceased to function.

The factory is infested with a large quantity of entities known as Automatons and there are five distinct types that appear depending on what Sub-Level you are traversing but Automatons are known to converge at certain times and conditions. These entities are extremely hostile and seemingly very protective of the factory and it’s machinery.

Properties

Aside from it’s many, endlessly stretching rusted corridors of defunct machinery, Level 1987 has a seemingly infinite number of five unique rooms known by most as “Sub-Levels” as they function as levels all on their own, having no defined dimensions or boundaries and having seemingly no end. Each of these Sub-Levels house their own unique form of Automaton, hostile entities that take the form of artificial humanoids. Entrances to any of the factory’s sub-levels are designated through doors titled with the name of it’s respective sub-level but one can enter any of the Sub-Level’s seemingly at random by Noclipping through the walls or floors of the factory. Although all sub-levels have their own exits (excluding the Computer Rooms) but going through these exists will lead back to the main factory.

Every time that an Automaton is killed it is instantly replaced with another one that is spawned from any of the many machines located throughout the factory and it’s Sub-Levels, this is the only time any of the machines show any kind of function.

The only sections of the level that isn’t infested with hostile entities and that entities rarely appear in are the hallways and assembly line areas, unless said assembly lines or any other of the factory’s machines are being attacked or otherwise tampered with. Tampering with any of the machines in the factory’s safe zones will cause an alarm to go off and multiple Automaton types to manifest and attack the offender.

Backshrooms can be found all throughout Level 1987 and it’s sub-levels and are especially abundant in the damp submerged areas. All Backshroom types except for Cryo Shrooms and Hypno Shrooms can be found.

Blueprints for Super Weapons can also be found. The available weapon blueprints and their locations are as follows.

  • Chemo Thrower - Found in the Scrapyard inside the chest cavity of a dead Amalgamate.
  • Flaming Skull - On a shelf in the far left of the starting point of the Playrooms with a cutout of a dinosaur mascot besides it.
  • Boom Cannon - Inside one of the many pizza boxes littering one of the workbenches in the Workshop.
  • Raining Nails - On the factory roof next to the “Help Me” written in Mannequin limbs.
  • Sledge Saw - Within a boarded up office space in the Submerged levels.
  • Hacker - Blueprint is in the clutches of a seemingly deceased Junkbots but will attack when attempting to retrieve the blueprint. Find a way to stun the Junkbot first then retrieve it.

Sub-Levels

Workshops

Workshop.jpg

An endless maze of workbenches, performing stages, half-finished, corpse-like animatronics, scattered parts and rubber masks. Reeking of the stench of mold and rotten pizza, disjointed music box and electronic music can be heard everywhere you go with no visible source and worst of all, infested with the Animatronic-type Automaton that tirelessly chase wanderers to “play” with them.

Exits

  • Noclip through a wooden stage.
  • Kill an Animatronic and Noclip through it’s chest cavity.

Storage Rooms

Mannequins.jpg

An endless, sterile storage room crowded with mannequins in varying levels of completion and littered with plastic bags and scattered parts. Storage Rooms are deathly silent apart from faint, muffled moans and any noise caused by a wanderer may cause any of the endless array of mannequins to enter an active state.

Exits

  • Noclip through a group of at least ten mannequins while making direct eye contact.

Playrooms

Playroomsublevel.jpg

Takes the appearance of an abandoned toy store in a derelict state with randomly placed assembly lines stocked with many doll parts (heads, limbs etc.). Faint, childish giggling can be heard accompanied by small, rapid footsteps. Avoid ANY stocked shelves or completely assembled dolls at all costs.

Exits

  • Enter through the dispensing end of an assembly machine. Make sure there are NO Dolls around to turn on the machine while your entering unless you actually want doll parts melted onto your skin.

Submerged Levels

Submergedsublevel.jpg

Similar to the default factory rooms but partially submerged in large bodies of cold, pitch black swamp water infested with waterborne Automatons that will attack if they sense you close enough to large enough bodies of water that they may be lurking in. Avoid going into the water at all costs.

Exits

  • Jump into the dead center of a bed of algae floating in the water. You will simply end up in the water if you do not land in dead center.
  • Noclip through a mass of moss on the walls large enough for your whole body.

Computer Rooms

Computerroom .jpg

Tight, claustrophobic corridors of massive, out-of-date supercomputers that seemingly go on forever just like the other levels. One of the most dangerous Sub-Levels of Level 1987 to be trapped in due to the difficult to navigate environment and extremely fast and violent entities that reside in it.

Exits

  • No escape from the computer rooms has yet been identified.

Automatons

Level 1987 is infested with it’s own unique entities known as Automatons, completely mechanical or otherwise artificial humanoids that falsely mimic real, breathing life and there are six different varieties of these Automaton entities, each with their own unique attributes and strategies of evading them.

Animatronics

Artist’s rendition of one of the many varieties of Animatronic automatons

Found primarily in the Workshop sub-levels and taking the form of anthropomorphic animals and copyrighted characters in varying degrees of completion, the Animatronics are very strong, very durable and very intelligent but thankfully quite slow, running away from them can be easy enough but be wary of their numbers and never underestimate their ability to plan and sneak up on you. NEVER trust their words, Animatronics will attempt to fool you into believing that they are friendly and non-hostile when first encountering them.

Attributes

  • Strength - 9
  • Speed - 4
  • Durability - 7
  • Intelligence - 7
  • Spawn Rate - Average

Mannequins

Mannequins in an inactive state

Found primarily in the Storage Room sub-levels. The Mannequins are usually in an inactive state unless a wanderer makes noise, any detectable sound caused by the wanderer will cause the mannequins to enter their active state. While in their active state, Mannequins will only move when not in direct eye contact with the wanderer and they are deceptively fast and swift. Mannequins however are quite weak and fragile and can be destroyed with strong enough attacks.

Attributes

  • Strength - 3
  • Speed - 8
  • Durability - 2
  • Intelligence - 4
  • Spawn Rate - High

Dolls

a rare instance of a Doll on it’s own rather then in a group

Cunning, mischievous, violent and just plain creepy. These killer dolls found primarily in the Playrooms take on the appearance of every kind of doll from plastic Barbies to porcelain, Victorian-era dolls. Though not very strong they are fast, smart and their strength lies in their numbers and cooperation as they operate in groups, the smallest of these groups numbering at around twenty.

Attributes

  • Strength - 2
  • Speed - 7
  • Durability - 1
  • Intelligence - 8
  • Spawn Rate - Very High

The Submerged

A Submerged rising from the deep, a very risky photo regarding the Submerged’s violent nature

Similar to the Animatronics, these Automatons mimic the appearance of seafaring creatures such as sharks and mythical creatures such as sea serpents (pictured) and they can only be found in the Submerged sub-levels. The Submerged function as ambush predators so avoid large bodies of water at all times as these automatons are virtually indestructible and once they’ve captured you, there is no escape.

Attributes

  • Strength - 10
  • Speed - 8
  • Durability - 10
  • Intelligence - 6
  • Spawn Rate - Average

Junkbots

Picture taken shortly after photographer’s death.

Humanoid amalgamations of random computer parts and scrap metal and the most dangerous of all Automaton types. Found only in the Computer Rooms, the Junkbots are the strongest, fastest and most hostile Automaton. Once a Junkbot knows you’re there, there is a high probability of death especially if caught in the tight, hard to navigate corridors of the Computer Rooms. Junkbots are indestructible regardless of their cobbled together appearance would lead you to believe and they are too strong to fight back, if you are cornered by a Junkbots, pick a god and pray.

Although fighting a Junkbot is near impossible it’s been observed that explosives such as pipe bombs do slow down and even stun them for a few moments so use this to your advantage.

Junkbots however can also be hacked via the Hacker super weapon, making effected Junkbots to become steadfastly loyal and protective of you.

Attributes

  • Strength - 10
  • Speed - 9
  • Durability - 10
  • Intelligence - 10
  • Spawn Rate - Low

Amalgamates

Artist's depiction of an Amalgamate encounter.

Large amalgamations of metal and circuitry and the 2nd most dangerous type of automaton found on level 1987. These hulking metal monsters can only be found in the scrapyards that are randomly scattered throughout the level, they are very strong and hostile and fast enough to outrun a normal survivor. Amalgamates usually lie dormant unless a person gets too close to them, after which they will chase the person down relentlessly until either the person they are chasing leaves the scrapyard or is caught and killed. Due to their bodies being made out of mostly indestructible metal they are almost impossible to destroy, however large explosives such as molotov cocktails have been show to slightly damage them.

Be careful when running from an activated Amalgamate as you could accidentally wake more of them up and if too many of them wake up, your done for.

Amalgamates can also be affected by the Hacker.

Attributes

  • Strength - 9
  • Speed - 8
  • Durability - 9
  • Intelligence - (depends on the type)
  • Spawn Rate - Average

Colonies and Outposts

The Factoryworkers

Composing of about thirty people, The Factoryworkers are a clan of wanderers that disguise themselves as varying types of Automatons, actual Automatons being unable to tell the difference if the disguises are well-made enough. The Factoryworkers’ main goal is to find a way to permanently shut down the factory’s production of Automatons, neutralizing the Automatons and effectively make Level 1987 a safe zone, their biggest obstacle being the virtually indestructible Junkbots. The Factoryworkers are high strung and thus a bit hostile to outsiders due to their constant odds and fight for survival against the Automatons but they are known to accept recruits and trade to those who prove themselves to them.

Interestingly, it seems as if Level 1987 has become become aware of the Factoyworkers’ goals as Autamatons are often sent to attack them even when they have not tried to sabotage it’s many automaton assembly machines which is very peculiar behavior. Alarms will also not go off when Automatons have been sent to main factory rooms that the Factoryworkers are currently scouting.

It’s currently believed that the Factoryworkers have found a safe room in the form of an office cubicle found somewhere in Level 1987 which they use as their main base of operations and hideout, the Factoryworkers have kept the location and very existence of this supposed office a secret in order to prevent their clan from being compromised.

Entrances

  • Noclip through the wall of an amusement park, toy store or abandoned factory in the The Frontrooms.
  • Noclip through the stage in one of the party rooms of Level Fun.

Exits

  • Noclip through an Emergency Exit door, simply opening the door and attempting to escape from it will only land you in another area of 1987.
  • Swim to the deepest section of any of the Submerged levels, this is not recommended however due to the high possibility of encountering Submerged Automatons.

Notes

Automatonophobia is the irrational fear of structures that mimic or falsely represent living things, such as animatronics, dolls, puppets, statues etc.

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