Level 331 is the 332nd level of The Backrooms.
Contents
Description
Level 331 resembles a series of hallways of several miles in length. The hallways will be connected between one another, and the layout varies according to the distance traveled from the first hallway. The hallways aren't perfectly linear unless it's a smaller one.
Upon appearing in Level 331, one might experience a dull feeling, and will immediately be facing a specific way to the other hallway. Whatever you do, NEVER turn around upon choosing a direction, no matter what happens. The hallways divide in different sections according to the distance.
The hallway wanderers will appear inside of, close to reaching the next hallway type. You can hardly see the end; it leads to another hallway.
Each hallway might rarely have doors, however entering them is a risk. You may also find some furniture in the hallways, which usually are:
Tables - Might have knives, Almond Water and rarely, Liquid Pain.
Chairs - Might have some Bread or Crackers (not anomalous items.)
Drawers - Might have some clothing, also some fabrication tools such as scissors.
Beds - Might have pillows and some medical items like bandages.
VERY RARE: Wheelchair - Sitting in the wheel chair will send you to Level 14.
These items can be useful, but all objects are already considered rare. Sometimes windows might also appear next to the hallways. There will be one entity in this level, this entity is level unique and represents some sort of completely melted humanoid, with the entire body sharing the same black color, without any slightly different part. This entity will be wandering around the level, looking for preys nonstop. If you're spotted by this entity, the lights will start to flicker, so if the lights start flickering, start running because it means the entity has started chasing you. If it manages to catch you, you will be killed instantly by being ripped from the inside out. The entity is common and impossible to kill so be careful.
Photo of the main hallway type upon leaving the first hallway type. Can be seen at the end of the first Hallway photo.
Upon reaching the end of the first hallway, a different hallway will be visible, a hallway that looks very similar to the first one, but it's more saturated into a reddish color, along with possessing secondary properties the first one didn't have. Starting from the second type of hallway, windows will be more common, and it's the main roaming zone of the Entity.
Start Running.
Upon entering the main hallway, the level's gravity will be doubled, and one will feel a lot heavier. Your goal is to reach the end of the hallways as fast as possible. One way to predict the entity being nearby is by the sound it makes. If you hear a sound that sounds like a person drowning, it's the entity so it's highly advised you get out of there.
Upon traveling far enough, one will be greeted by several dark hallways, with several decorations and features, the main one being a bright, green "Exit" sign placed seemingly at random on the ceiling, or occasionally on the wall. Upon entering this stage, the entity will know your location and you have to find your way out of this level as fast as possible. This section houses most of the exits from the level. Look for an exit that says "YOU ARE HERE" and get out. Don't fail now.
Succesfully leaving the level will create an anomaly inside whoever leaves. If in any future moment anyone's about to enter this level again, they'll get a sensation similar to memories of the level. If you left this level before, and encounter these feelings upon attempting an exit from a level, you know you'll be lead here, so unless your goal is to go here again, change exit upon getting those feelings.
You're almost there. Don't turn now.
For the entirety of your time in the level, no matter what, do NOT turn around. Turning around will cause all the lights in the level to go out into a blackout state, and the entity instantly knowing your location and any anomalous property of the level will be gone when this happens (ex: intensified gravity in main hallway). 80% of cases who turned around resulted in death by the entity. DO NOT turn around.
Colonies and Outposts
Due to the Entity and Level's layout, it's impossible to establish an outpost.
Entities
A level unique unnamed entity, made out of unknown melted materials, resembling a humanoid deformed figure.
Entrances and Exits
Entrances
- A strange long hallway in Level 1 might take one here.
- Varying hallway factors in Level 5 may bring one here.
- Exiting Level 73 has a low chance to bring one here instead.
- Finding a square cave in Level 720 and entering it will bring you here.
- The door on the bottom most platform in Level 371 has a chance to bring you here.
- Pressing the "ESCAPE" button in Level 15 has a chance to bring you here.
Exits
- Getting to the "YOU ARE HERE" exit will bring one to Level 11.
- Any windows in the level will take you to Level 188.
- Any doors in the hallways of the level will take you to Level 332.
- An entrance to The Hub is available here. Walk backwards without turning around for 1 kilometer to be brought to The Hub.
- Finding a red enlightened Exit sign instead of a green one on top of a door will bring one to Level !.
- Sleeping on a bed will take you to Level 48.
- Spend 1 day in the level to be sent to Level 85, Level 9, Level 0, or Level 94.
- Drinking Almond Water has a chance to send you to Level 86.
- Attempting to kill the entity outside of self defense will bring one to Level -1.
Credit
This level was made by DRSDRS, any level made by DRSDRS is listed in the profile's about, in "Levels i created".