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Level 231-Alpha is a hidden level of the Backrooms.

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

Description

A photograph of this level.

Level 231-Alpha, also known as the Make Believe Land, is a giant land that is comprised of places that people have dreamed of. Any person that enters through 231-A's entrance door will wind up inside of a place that they have previously dreamed of.

231-A will also spawn people, monsters, or things that the person has dreamed of as a tactic to kill them, and use their body as a feeding source to 231-A, making it stronger, and capable of creating more dream lands. Development on research of 231-A has been halted due to the fact that not only escape from 231-A almost impossible when someone has entered, but also because of the extremely hostile nature of the creatures that 231-A creates. Plus, the layout of 231-A changes depending on the person entering. So, there is no exact description of this hidden level.

Level 231-A is currently the most unpredictable level that we've dealt with due to the fact that it has no permanent shape. It is constantly changing on a whim due to its ability to create a place depending on someone's dreams or nightmares. 231-A is known for creating anyplace from its host's subconsciousness, it takes any form that it likes but, usually likes to pick the places that cause the host emotional distress, or a large amount of fear.

231-A's proxies are also known for being very unpredictable because of the random environments that it chooses from people's heads. These proxies usually consist of monsters that have appeared in the host's dreams or people that the hosts have known. These proxies are either created to match the locations that they've been put in, or they may appear out of place depending on what 231-A wants.

Currently, we have documented very little on 231-A's various lands and creatures, but we have done various exploration attempts to explore 231-A and find anything inside that may prove useful in finding out what 231-A is.

We have sent task force members inside of 231-A to attempt to kill or aggravate 231-A's proxies, but also to map out and take photos of 231-A's environments. task force members had been equipped with guns of their choosing, and they were instructed to fire at any proxy insight. Taskforce members have used various methods to attempt to harm 231-A's proxies, but so far have been unsuccessful. The proxies seem to have very very durable skin that allows them to take any kind of type of harm. Bullets will bounce off their skin, and knife stabs will sink in before lunging back and possibly injuring any task force member nearby.

What is known about proxies though is that it is possible to enrage one, which results in them turning into a separate form that we've labeled "Bloodlust." This form is seen as a clear representation of their anger on the inside. Their Bloodlust variant will increase their speed, strength, and durability, making them even more dangerous than the previous form.

Photographs and information have been gathered on the environments that 231-A creates. It Is known that the further that a person travels through 231-A, the more surreal and hostile it becomes. It is also known that every land that 231-A creates is infinite and has no true end, making it absolutely impossible to fully document any of the locations that 231-A has made.

It is still unknown what exactly 231-A is, but plenty of facts have been gathered from 231-A that has helped us solve some parts of the puzzle. We know that 231-A is the door that is used to enter inside whatever environment that it creates. We have currently conducted several tests on 231-A's door by attempting to destroy it. So far, these tests have proven ineffective on 231-A, we have used a various selection of weapons on the door that has not even dented, or done any damage to the door. We have tried anti-tank weapons, and multiple types of explosives but, they have not done anything either. So far, we know that 231-A's door is indestructible, and not cable of taking any damage from any kind of weapon that we have used on it.

We have also preformed tests on the proxies that have involved luring them out of 231-A and beyond the door. However, these tests have proven ineffective though due to the proxies un willingness to step outside of there environment. We have attempted to push a proxy outside of the door by a taskforce member but, the proxy ended up teleporting behind the taskforce member, and then proceeded to snap there neck and drag there body elsewhere.

More research has shown that inside of 231-A there a various types of hazards, and traps scattered through the locations inside the level . These traps are just like the locations and proxies in the regard that it is impossible to predict what it will be like next. These traps can consist of spikes, swinging axes, bear traps, or any other kind of obstacle that is cable of slowing down, or even killing any one wandering inside.

Inhabitants

Level 231-A's inhabitants consist of several entities that have deprived of peoples fears, or loved ones. These monsters are seen as extremely dangerous, and full of various types of abilities that they use to kill there prey, and feed to 028. We are not even close to researching all possible forms of 231-A's inhabitants but, we have fully documented all monsters that have been researched by our scientists who have gone inside.

Bubby The Clown

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This rather creepy clown animatronic was found in the dream of one of our researchers inside 231-A. Bubby The Clown as we've labeled him, is a fast moving entity that has a rather bizarre rule that any person in it's presence must follow. If Bubby is not directly in some ones like of sight, then he will quickly and swiftly, run up to it's prey, and use it's teeth to tear a part of the head off of the person that it is currently attacking.

We have also found that Bubby is unique compared to the other proxies. This is because he seems to not have any emotion besides a frozen happiness. When the taskforce members, and the researcher firs spotted Bubby they opened fire, only for it to have no known effect. Bubby is in capable of going into a bloodlust form like the other proxies, making him a tolerable threat, but one that should always be in direct line of sight.

Bubby The Clown was formed from the nightmares of researcher Tom Grant. Tom had a scaring childhood experience with meeting Bubby at the now closed, Showbiz Pizza Place for his birthday party back in 1983. Bubby gave Tom nightmares due to his rather frighting appearance, and unnerving voice that forever made his birthday a painful memory rewind. After Tom's full research of Bubby, he told us that he wished to transfer to another level because of his encounter with Bubby, and how he brought back memories that he wanted to put out of mind.

The Heads Who Mock

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The Heads Who Mock are a series of animatronic heads that are from the dreams of one of our taskforce members. The Heads have the ability to stretch out of there mounted on walls, and stretch there mechanical necks to go any were the please. The Heads are also seen as very rude, constantly spitting out insults at whoever is in there presence.

It seems that they are able to read the minds of the groups of people that they are with, and use past memories or weaknesses of the person to create insults that will damage there mental state. The Heads can also enlarged there mouths and use them to swallow there prey once they have successfully been reduced to tears.

The Heads voices are seen as incredibly dangerous, and able to quickly break the mind of anyone there throwing insults at. Luckily, taskforce members, and the researchers that had gone inside had brought head phones in there emergency bags in case of anything that could effect there hearing, or in this case, mind.

The head phones did the trick, and in the end the remining members of the crew were able to fully research the Heads before making a quick escape through the door.

The Heads were formed from the nightmares of task force member Wally Canfield. Wally was known for living in a house hold with a father who constantly looked at him for the things that he wasn't good at. He wanted Wally to grow up exactly like him, and to throw away his current hobbies for something like hunting or fishing.

One day, Wally visited a winter lodge that had three stuffed animal heads on the wall. He soon found out that they talked and were actually animatronics. Wally was terrified by these animatronics due to the fact that he not only believed them to look exactly like the stuffed heads in his dad's house, but also the fact that he though they were still alive and breathing. Wally had nightmares about the heads, and how they mocked him for being nothing like his father and as Wally quoted, a failure.

Forged Sea Serpent

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The Forged Sea Serpent, is a massive, animatronic structure that has been crafted of various kinds of scrap metal to look like a sea serpent. The Sea Serpent has the ability to swim at extremely fast speeds, and release a giant, metal tongue to pierce through the stomachs of it's victims. The Sea Serpent originated from the dream of one of our researchers who entered through 231-A, and vowed to explore whatever location it created.

The Forged Sea Serpent, seems to have the ability to give it's prey the phobia, Submechanophobia, the fear of partially or fully submerged man-made objects. This fear leaves anyone in the Sea Serpent's presence highly vulnerable to attack from It, making it one of the most dangerous proxies in 023. The Sea Serpent's most threating feature is his size, the monster uses this to not only scare it's prey, but also as a way to quicky overwhelm any group that it comes across.

Further tests with the Sea Serpent have shown that there are methods to temporarily de mobilize it for a short period of time. One of the taskforce members ended up swimming to the surface of the sewer, and then decided to throw an electrical wire into the water, causing the Sea Serpent to let out a loud, mechanical scream as it was being electrocuted. The Sea Serpent's shown weakness is a large amount of electricity which will cause it great pain, showing that some of 023's proxies have weaknesses that crew members can exploit to get past them and to continue researching the monster, or the environment that it resides in.

The Sea Serpent originated from the constant night terrors of researcher Shawn Red. Shawn used to explore his local sewers as a boy to see what animals he could find inside. One day, he ended up finding something in the sewer that looked like something similar to a Sea Serpent, but made of metal. Shawn was scared off and started to grow Submechanophobia due to what he saw. These fears developed in his nightmares, and soon made him afraid of water. These fears had been turned to the Forged Sea Serpent, a monster that could make taskforce members feel the same emotions Shawn had felt.

Long Necked Mannequin

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The Long Necked Mannequin, is a mix of two mannequin parts, being a headless body white body, and peach skinned head that have both been combined with several layers of tape. This mannequin is incredibly slow, but capable of killing any thing in it's presence with the ability to perfectly copy any persons movement until they stop dead in there tracks, and stand still. The mannequin is also able to replicate gun fire, in an instant that a taskforce member is firing his weapon at the mannequin, then it will hold it's hands in the same way that the taskforce member is holding his gun.

Once the bullets touch the mannequin, then the exact same bullet wounds will be conflicted on the taskforce member but not the mannequin. This makes the mannequin an extremely dangerous proxy that is able to not only take any kind of attacks, but is also able to reflect the wounds that it would gain on the ones attempting to harm it. Like Bubby, the mannequin is in capable of turning into a bloodlust form, due to it's lack of emotion or any kind of feeling, meaning to us that the mannequin is used to be a lifeless object that couldn't walk, or preform the actions that it does now.

Further experiments have proven that the mannequin is capable of killing it's victims physically. It seems that the mannequin is not just confined to moving, and repeating the movement of it's prey, it is able to break out of this kill tactic to move at much faster speeds, and even teleport, making it even more dangerous and unpredictable than we previous thought.

The Long Necked Mannequin, was formed from the imagination of taskforce member Jeremy Fishers. Jeremy grew a fear of store mannequins at a very young age, making him constantly afraid to enter clothing stores, or malls, due to fearing that be would encounter one of them. This fear had then decided to manifest itself as the Long Necked Mannequin, a monster that constantly reminds him of his fears as a boy.

Plush Watchers

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The Plush Watchers are a group of stuffed animals that have several eyes, scattered across they're faces in a way that makes them look like spiders. The Plush Watchers are quite small due to them previous being regular sized stuffed animals that children would play with. What makes the Plush Watchers dangerous is the size of there groups, and the fact that they endless spawn into areas, making them quite deadly and very capable of talking down large crews of taskforce members.

Fortunately, unlike many of 023's proxies, the Plush Watchers actually can be destroyed by any means, including fire arms, or melee attacks. However, because of the fact that Plush Watchers will endlessly spawn, it will make keeping them at bay exceedingly difficult. The Plush Watchers are also highly deadly due to there fast moving speeds, and there ability to reveal large mouths that can spit a highly cossid acid that will melt anything on contact.

The Plush Watchers seem to be lured by the sound of any kind of child's music box that would be found in a nursery, or daycare. The music released from the boxes will not only be able to lure Plush Walkers to different areas, but also act as a way to pacify them for a short amount of time before they eventually grow tired of the melody, before going back to searching for there prey.

The Plush Watchers had originated from the fears of taskforce member, Jerry Tomson. Jerry grew up with several stuffed animals that he loved, such as a teddy bear, and a stuffed monkey. However, his older brother loved to scare his little brother, which lead him to coming up with the tale that his stuffed animals come to life, and attempt to eat him up. This scarred Jerry, and gave him the irrational fear of any kind of stuffed animal. This fear that Jerry had, has now manifesting itself as the Plush Watchers, who roam the halls of the nursery, and kill anything they see.

Bear Birther

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The Bear Birthers are giant, anamorphic bears that are related to the Plush Watchers. The Birther is much more threatening from the offspring that it spits out from it's mouth. Not only are they much faster than the Plush Watchers, but they also cannot die, and are even able to produce equally as bad monsters that are just as capable of killing as it is.

Another one of the Bear Birther's strength is that, unlike the Plush Watchers, it is not lured by the music that comes from the music box, making it far smarter than it's offspring, and able to attack when the other Plushies are being pacified. There are currently five Bear Birthers who roam around 023, which made roaming around the nursery quite difficult due to the amount of Plush Walkers being produced, and the fact they are unkillable beings, which meant stopping production of the Plush Walkers was not possible.

The Bear Birther was created, once again by the imagination of taskforce member, Jerry Tomson. The Bear Birther is based on Jerry's older brother, who was responsible for giving Jerry the fear of stuffed animals. On top of that, Jerry feared his brother due to his harshness, and unwelcoming appearance, making Jerry's fears even worse. This harsh relationship with his older brother, lead to the creation of Bear Birthers, monsters who are just as intimidating as Jerry's older brother, and are also responsible for giving birth to the monsters who have haunted Jerry in the past.

Mind Melter

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The Mind Melter is a proxy created from taxidermy of a fish, and a racoon that have been horrifically fused to create this monster. The Mind Melter is fast moving, and capable of using it's ability to shoot out a long, spiked tongue to demobilize, and quickly kill off it's prey. The Mind Melter's most notable feature, is it's ability to leave it's body, and posses anyone it desires to preform acts of backstabbing, and sabotaging other taskforce members, in an effort to kill them off more efficiently. This ability makes the Mind Melter quite a dangerous proxy, due to the fact that is impossible to detect if a crew mate is being possessed by the Mind Melter.

The only hint that a taskforce member is under the influence of the Mind Melter, is there movement, and way of holding there weapon. If a crew mate suspects another to be possessed, then they are instructed to use the water of the grand eucalyptus tree to heal they're team mate by shoving it inside of there mouth AYOOOOOOOOOO?, forcing the Mind Melter out of the taskforce member, and back into it's original body. When team OMEGA was sent inside of 231-A's door, and then found out about the Mind Melter, and it's various abilities, they were instructed to stay in one big mass after six crew mates were murdered by the Mind Melter.

They soon were able to quickly gather all the information about the environment inside of 231-A, and then were instructed to quickly leave. However, the Mind Melter was able to get three more kills via it's spiked tongue, and physical tearing. Fortunately, the remaining members of team OMEGA were able to fend off the Mind Melter with there various fire arms, before exiting 231-A.

The Mind Melter, like the other proxies, was formed from the imagination of one of our researchers or taskforce members, this time being doctor Emily Barton. Emily was on a trip as a teenager, with her family, to a road side attraction in Kentucky. Inside, she started to grow uncomfortable by the various amounts of twisted taxidermy, scattered throughout the museum. She eventually encountered a racoon with the head of a fish, causing her to grow a fear of taxidermy. Emily never saw it much but, due to the unblinking eyes, and lifeless faces, she grew nightmares about the monster that she saw inside of the attraction. This monster that she saw now roams throughout 231-A as a vicious entity that feasts on the fear of the humans that stand before It.

Gift Giver

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The Gift Giver is a horses skull that has Christmas ornaments stuck in its eyes, and is decorated by several paper streamers. It's body is covered by a white sheet, and has bells dangling off of the chin of it's head. The Gift Giver is a proxy that runs at slow speeds, but makes up for it in it's prime ability, gift giving. Once the Gift Giver approaches a taskforce member, he will offer the neatly wrapped present in his hand to them instead of out right killing them. Now if the taskforce member has a criminal record, that can range from murder to petty thievery, then the gift will give the taskforce member a negative effect that could result in death.

If they don't fall in this category and yet still refuse the gift, then five minutes later they will die of unknown causes. It is highly suggested that all taskforce members stay away from the Gift Giver to prevent anything serious from occurring. The Gift Giver is not exactly the most dangerous entity due to the fact that he can't kill people directly without offering them gifts, which only happens when the Gift Giver approaches a taskforce member.

However, the Gift Giver does have another ability that involves releasing it's own minions, presents that have hairy spider legs busting out of it's left and right side. These monsters work to quickly deliver venomous spider bites to kill of taskforce members. Fortunately, like the Plush Watchers, these spider like presents are cable of being killed with any weapon on standby, making them much more tolerable than normal.

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