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All hope is lost. Your defenseless body rots in this hellish landscape.
Description[]
Level 288, known as Entropy, is situated within an earth-like environment that continues indefinitely. The level is shrouded in a dense, murky layer of maroon fog. Large, malfunctioning nuclear and power reactors scatter across the terrain, releasing massive amounts of lethal radiation. Radiation levels vary, weaker reactors emit around 500 rad, while stronger ones can produce up to 7000 rad. The most extreme zones, near reactor cores, reach up to 27,500 rad, making them unsurvivable for any known organism.
Radiation is contaminated with special toxins and gases that cause Radiation-Induced Hallucinations (RIH) with prolonged exposure. These hallucinations include:
- Fake exits: Hallucinated doors or portals that appear to lead to safety but are purely illusions.
- Unreliable sensory input: Distorted perceptions that make it hard to tell what's real.
- Drug-like experiences: Altered consciousness, impaired thinking, and slowed reaction time.
For example, a wanderer may hallucinate an open doorway to the Frontrooms floating above a toxic river, leading to a fatal misstep.
Gas concentration varies wildly. In some zones, toxins are nearly undetectable; in others, they saturate the air. Look for floating green particles, more particles mean higher risk of hallucination. These gases can completely warp one’s sense of place, time, and danger, making people think they’re in other levels. This leads to disorientation, vulnerability, and psychological collapse.
Corrosive rivers are another critical threat. These toxic bodies of liquid flow mostly near reactors, spreading radioactive and acidic contaminants. The liquid’s appearance, dark mahogany with a black, tar-like hue, can be deceptively inviting, but it destroys metal and bone in minutes. These rivers also react explosively with radiumite, a rare, unstable material found near the banks. When the two make contact, the explosion reaches up to 10 meters wide, launching razor-sharp, radioactive shrapnel. If this embeds into a person, it can cause extreme radiation burns, tissue necrosis, and death.
Contact with radiumite is insanely dangerous. Its particles alone can trigger internal decomposition if they enter wounds. Hazmat suits and sealed respirators are mandatory. Any contaminated gear must be decontaminated immediately or discarded.
Ruined cities and decayed towns litter the terrain. Radiation eats away at old structures, many of which are on the verge of collapse. Interiors are dangerous, but scavengers may find resources like weapons, almond water, canned food, and sometimes ancient computers. These are typically found in places like gun stores or supermarkets. However, contamination is a huge risk, watch for damaged goods, radiation-sick water, or spoiled food.
Natural disasters occur frequently. Earthquakes (magnitude 6.1–8.9+), violent winds (50–300 mph), and massive floods of radioactive water are common. bacteria thrive among ruins. This can spread unpredictable diseases, rot gear, and result in mutations.
Over time, radiation exposure causes DNA damage, mutations, cancer, and cell deterioration. Even small cuts will not heal correctly. The brutality is increased by temperatures that can reach 66°C (150.8°F). One needs hazmat suits, oxygen tanks, ranged weapons, gas masks, food, and almond water.
Every 90 days, a phenomenon called “The Calm” occurs, lasting 3–8 hours. During this time, the level becomes temporarily habitable. Rivers convert into drinkable almond water, but it cannot be stored, reverting after the event. Entities become slow and less aggressive. Conditions overall become survivable.
Despite this being one of the most dangerous levels in the Backrooms, some still choose to enter. Radiumite, while extremely unstable, is rumored to enhance certain energy-based weapons or fuel rare machinery. Abandoned cities sometimes hold lost M.E.G. tech, encrypted data, or supplies scavengers consider worth the risk. During “The Calm,” small teams or solo wanderers may enter, hoping to grab something valuable and get out alive. Most do not.The Ocean.[]
One of the last M.E.G. groups to venture into this level discovered a vast, extremely deep ocean containing enormous quantities of nuclear fluid. This body of fluid spans approximately 600 kilometers (372 miles) in diameter. Unlike typical nuclear waste, it does not exhibit a green hue; instead, it has a deep red coloration. It is believed that this may be the source of the hallucinogenic gases present in the level. However, this remains unconfirmed, as the fluid is so corrosive that equipment melted upon contact, making it impossible to collect proper samples.
Exploring this area is highly dangerous. Radiation levels are far beyond lethal limits, and the effects of Radiation-Induced Hallucinations (RIH) are severe. Protective gear is required, but even then, its integrity cannot be guaranteed near the ocean. The toxic composition of the fluid includes corrosive elements that compromise both biological and mechanical systems.
Due to this, only specially designed radiation-resistant materials stand a chance of survival in direct exposure. The ocean’s presence continues to complicate exploration efforts, and long-term studies remain out of reach.
Some M.E.G. agents reported auditory hallucinations, including voices resembling loved ones pleading for help. It is still unknown whether this is a symptom of RIH or evidence of an undiscovered entity. Others saw moving shapes.
The group was forced to evacuate the area a few hours into their exploration after encountering a Chloroworm. Whether or not the ocean changes during "The Calm" is unknown, though rumors say it turns into a more typical greenish liquid during the event.
Entities native to the level are either radiation-resistant or radiation-based in nature, yet they avoid the ocean entirely. It’s unknown whether this is due to the fluid itself or some other effect. The only exception is the Chloroworm, which actively consumes the fluid and appears unaffected by it.A previous M.E.G. group traveled deep into the level and discovered a wooden cabin in a severe state of decay. The structure was a single-story, two-room building composed entirely of wood. Curious, the team set up camp nearby and began an investigation, as it was the only manmade structure they had encountered.
Initially, nothing about the cabin stood out. After collecting preliminary data, the team returned to camp for analysis. One member claimed the data was too limited and pushed for another expedition. Upon re-entry, the cabin’s floor collapsed, sending all but one member—who had stayed behind—into a pit.
Four out of six members were later located: one in Level 399, one in the Void (who eventually escaped), one in Level 8, and one in the Red Rooms. The remaining two are still missing. There are rumors suggesting they might still be trapped in the Void.
The cabin's purpose is unclear—whether it is an exit or simply an anomaly. No other reports of this cabin exist, and it is said that the M.E.G. group had to travel over 8,500 miles before encountering it.
News and Updates[]
Information is now being gathered via drone technology. A drone made from radiation-resistant metals has been deployed, equipped with a camera and microphone capable of withstanding the level’s environmental hazards.
12/01/2024[]
A small breach was detected in an abandoned house, leading to Level 22. It was later sealed with black tar.
14/01/2024[]
Green smoke rose from one of the reactor towers. The anomaly lasted from 1 PM to 3:45 PM.
19/01/2024[]
A high-pitched sound emitted from an unknown source. Shortly after, several Chloroworms were observed fleeing the area, followed by a violent earthquake.
03/02/2024[]
A flood struck a ruined village, destroying two houses, three cars, and a bus.
07/02/2024[]
For two hours, one of the rivers turned into boiling black tar before reverting back to its previous contaminated state.
Entities[]
ENTITY NO. 288-A
THREAT LEVEL
4
Habitat:
Level 288
Aggression: 4/5
Hostile to humans only
Intellect: 3/5
Problem solving ability
Danger: 4/5
Life-threatening
Biology[]
The Chloroworm is a green, slimy, liquid-like organism capable of shifting its shape at will. On this level, they’re mostly found in city ruins and around nuclear plants. Their origin traces back to a reactor accident, after which they spread rapidly throughout the environment. Physically, Chloroworms are strong, fast, and highly agile.
They’re consistently hostile, making close interaction a serious risk. With sharp vision and acute hearing, they can easily detect movement or sound, giving them a clear edge in tracking down prey. They resemble oversized worms and can grow up to 40 meters in length.
Thanks to their semi-liquid form, Chloroworms can squeeze through tight openings, giving them access to areas that most entities can’t reach. Their physiology is also resilient—radiation barely affects them, and they adapt quickly to extreme conditions, especially near reactors.
Behaviour[]
Chloroworms typically stay close to high-radiation areas. They’re most common in abandoned nuclear facilities where exposure levels are extreme, but due to their rapid spread, many are now found in the surrounding cities as well. This has made urban zones far more hazardous than they used to be.
They’re mostly solitary, only gathering when there’s a strong food presence. Their diet consists of both entities and humans. Instead of traditional consumption, they envelop prey using their body mass and break it down through a corrosive absorption process. This makes them especially dangerous in enclosed spaces, where escape is nearly impossible once contact is made.
ENTITY NO. 288-B
THREAT LEVEL
5
Habitat:
Level 288
Aggression: 4/5
Hostile to humans only
Intellect: 5/5
Surpasses human IQ
Danger: 5/5
Attacks are mainly fatal
Biology[]
"The Core" is the primary entity inhabiting this level. Its origins are unknown, with no confirmed links to other levels. This elusive organism is rarely seen, usually staying deep within the level’s interior. Visually, it resembles a semi-transparent, floating black squid with ten limbs, each ending in needle-like points. It moves completely silently and is capable of reaching nearly 30% the speed of light, making detection extremely difficult. The Core engages either through direct confrontation or stealth, depending on the situation.
Behaviour[]
When engaging directly, The Core emits an ultra-low frequency sound (~17 Hz, often called the "ghost frequency") that causes intense anxiety, nausea, and eventually disorientation. Victims often freeze in place, allowing The Core to inject multiple limbs into the body. From there, it gains access to the subject’s DNA and begins rewriting it. The result varies—some are mutated into grotesque forms with stretched limbs, extra eyes, or misplaced mouths, while others are converted into unstable, zombie-like entities.
If a wanderer is part of a group, The Core tends to isolate them first. It will silently alter the individual’s DNA, leaving them physically unchanged on the surface. This compromised person can then infect or eliminate others in the group without raising suspicion until it is too late. The Core is also capable of flight and has been observed manipulating other entities to carry out attacks. Its full range of abilities is unknown. Notably, it was absent when the level was first discovered, and how or when it arrived remains unclear.
Radiumite.[]
Radiumite is a volatile and highly explosive material usually found near irradiated lakes. It appears to weaken The Core on contact and causes visible distress. In one recorded case, a wanderer carrying Radiumite was attacked, but upon making contact with the substance, The Core emitted a loud, high-pitched scream that shook the ground and immediately fled. The reason for this reaction remains unknown, but it’s currently the only known material that can harm or repel it.
ENTITY NO. 288-C
THREAT LEVEL
5
Habitat:
Level 288
Aggression: 5/5
Hostile to all entities
Intellect: 4/5
Human-level intellect
Danger: 5/5
Attacks are mainly fatal
Biology[]
The Snapskull is a tall, skinless humanoid resembling a wendigo. Standing around 274 cm (9 feet), its body is thin and elongated, with sharp claws at the ends of its long limbs. Its head is a bare skull adorned with curved, pointed horns. Despite its size, it moves quickly and almost silently. Some researchers suspect it may not be native to this level.
Snapskulls are usually found in decaying urban areas or deep within forests. Direct encounters are almost always fatal, and searching for one is strongly discouraged.
Behaviour[]
The Snapskull actively hunts humans, favoring stealth over brute force. It silently approaches its target from behind and snaps the neck in one motion—hence the name. If spotted, it reacts in one of two ways: either it charges and repeatedly slashes the throat and stomach, leaving the victim to bleed out, or it vanishes without a trace. It hates being seen and does everything it can to stay hidden.
It stalks prey for extended periods before striking, carefully observing from a distance to test awareness. If it sees a group, it waits for someone to wander off before moving in. It doesn’t rush. It watches, learns, and only attacks when the moment is right.
Outside of hunts, it wanders aimlessly, almost like it’s searching for something. Unlike most entities on this level, the Snapskull is hostile toward everything—humans, entities, even The Core. It’s been seen fighting Chloroworms and other predators. However, it avoids high-radiation zones entirely, suggesting a vulnerability to radiation exposure.
Current estimates suggest there are around 780 Snapskulls active on this level.
Mutated versions of the native entities of the backrooms reside here, they are even more dangerous than the Normal variants.
Entrances and Exits[]
Entrances
- No-clipping through any level has a 0.02% chance of sending you here.
- Engaging with a red substance in level 630 will result in arriving at this level.
- No-Clipping into or interacting with any maroon-colored material has a 25% probability of bringing one here.
- [UNCONFIRMED] Wandering into a nuclear facility on level 11 will lead one here.
- Having hallucinations of being here has a 1-15% probability of leading here.
- If one opens a file on a computer on any level containing the files "entropy_███.dat" or "NULLPATH288.ini," it will directly lead one here.
- Interacting with an irradiated material has approximately 0.5 to 3% probability of leading here.
Exits[]
The only unconfirmed method of escaping the level is locating the wooden cabin, which transports you to a random mostly safe level; however, it has proven to be extremely difficult.
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