Backrooms Wiki
Advertisement

An image of an hallway of Floor 269.

Level 269 is the 270th level of the Backrooms. The entities are hostile, including a special type of Lighters, Howlers, Adult Facelings and Female Deathmoths, but you can also rarely find Living Statues and Clumps, and keeping mental sanity is hard in this level. Floor 269 is an immense, old-styled abbandoned prison. Every wall is extremely dated and rusty, so touching them is unadviced. It's also unadviced to enter any of the few unlocked cells, since entering them will activate a mechanism that will close that cell forever. It's thought that all the bodies inside the cells are from unlucky wanderers who didn't know how to mind their business.

Contents

Survival Difficulty | 4

- Very Unsafe

- Very Unsecure

- High Entity Manifestation

Description


An image of The Garden in Floor 269.

Floor 269 is more dangerous than it looks. During the day, it's not a threat, as there are barely any entities around (you will rarely find Facelings). However, during the night, things start to get serious. If you see a light peeking around a corner, run away and find a shelter, as that announces the arrival of a Lighter, but not a normal Lighter. It's a custom "Floor 269 Lighter", and, as the name suggests, it moves at the speed of light, with the restriction of moving once every 15-30 seconds. If you find one in the middle of a hallway, you can consider yourself dead, as it evaporates flesh on contact. Another thing you must be careful about are Clumps, as they are extremely active during the night. Floor 269 is divided in 3 areas: The Main Prison, The Garden and The Void.


The Main Prison is the most dangerous part since it's very limited, and there are few walls to noclip through to escape. The prevalent entities are Floor 269 Lighters, Clumps and some Living Statues. While The Garden has the most dangerous entities, the Main Prison is the most sanity-breaking one, as you will constantly hear the screams of the damned prisoners. If the screams stop, that means an entity is near. After a day, you start to become slightly insane, with just some visual hallucinations. After 48 hours, the building will look like it's changing shape, making it hard to orientate in. After 96 hours, you start to suffer every type of hallucination. After 120 hours, Mind Controllers will start to spawn. It is recommended to stay away from dark zones at the day, and to stay in illuminated zones during the night, but with being insane, it's next to impossible to do so. It's adviced to stay in this part as short as possible. There is also a special room, called The Guards Room, which contains some weapons and items, but be careful; if you make a wrong step, you will trip in a thread which triggers a bell, luring all the Clumps into that room, all while being tied up.

The only image of The Void

The Garden isn't properly a garden, but a forest that's estimated to be around 20.000 km2 . Here you can find Almond Water rivers, but be careful as you will find small Deathmoths colonies. However you can use this to your advantage, knowing that, if you hear intense buzzing, that means you're close to a river. In The Garden, it is never daytime, since, technically speaking, The Garden and The Main Prison are different realities, albeit having 2 different time cycles.


The Void is much different than it sounds, as it's an infinite meadow of snow, where the landscape moves along with you. You can access The Void by finding a painting. This zone is free from entities, but the snows constantly melts, and it will never stop. Once all the snow is melted, you will fall in an endless, pitch black fall. The time you fall is related to where you will land. Between 15 and 45 minutes, you will land back into Level 0; Between 45 minutes and 5 hours, you will land in Level 3; Between 5 hours and a day, you will land back into The Main Prison; After 1 day, you will land in Level 153, but there is an approximately 0.01% that you will land in Level Fun. Once you land back in the Main Prison, there is no known way to get back into The Void, and you will no longer be able to hear the screams.

Colonies

There are 4 known colonies:

The Republic of Level 153

One of the most unorganized conolies, but very friendly. Offers trade with the few resources that they have, and they're localized around the elevator to Level 153. They're very well armed but weak against Lighters and welcome wanderers to stop by;

The Prisoners

A colony formed by around 16 members, who are wanderers who either couldn't find an exit or were sent back by The Void Loop. Hostile and will attack if you get too close. However, they fear Facelings, so you can lure one into their base to hoard their resources. They change position every 2 days to avoid Lighters;

The Insanes

An unofficial colony of people who went insane, but still haven't encountered a Mind Controller. Obviously unwilling to trade or even interact, will attack on sight.

Doesn't have a proper base, just roams around.

The Outsiders

The Outsiders are a colony formed near a Almond River in The Garden, they are almost all survivors of Level 324 , very friendly, will protect you.

Trivia

  1. The WiFi is almost absent, but if you manage to open Google Maps, it will give NaN coordinates;
  2. Some people have reported that they did receive a location, and that is ESP, Philadelphia, Pennsylvania, USA;
  3. Every night, there is a 0.0073% chance that this Level spawns normal Lighters instead of Level 269 Lighters: if that happens, they will reset after dawn;
  1. Inside the Guards Room there is actually another door that leads to Level -1, but there's a 0.05% that it spawns, an another 0.001% chance that it will bring you to Level β

Entrances

Exites

  • You can exit this level by going into The Void. You have 5 options: Level 0, Level 3, Level 153, Level Fun and The Main Prison
  • There is a 0.05% chance that a door leading to Level -1 will appear on the Guards Room, and another 0.001% that it will lead to Level β
  • If you wander long enough in The Garden, you will eventually end up in Level 10
  • If you manage to kill 10 Clumps, a door to Level 53
  • There's an elevator that leads to Level 153




Template:Backrooms stuff

Advertisement