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47

LEVEL 477

THREAT INDEX
CLASS 2

Exit: 1/5
Easy to Exit

Environment: 3/5
High Environmental Risk

Entities: 3/5
Major Hostile Presence

Level 477 is the 478th level of the Backrooms.

Description[]

Level 477, commonly referred to as "The Non-Circadian Hotel" looks to be an enormous structure with architecture reminiscent of a 1990s hotel building, though it appears that the hotel building has recently been renovated. This level consists mostly of three primary sections and three sub-areas.

Areas[]

The Residences[]

The most well-known photograph of The Residences.

47

The Residences are the areas which wanderers will most likely first encounter when they enter Level 477. They appear as the hallways which individuals generally find themselves in when they rent a hotel room on vacation, unlike the Frontrooms, however, the hallways within this region possess a seemingly infinite magnitude, making them incomparable to the ones commonly found within the Frontrooms.

Each hallway is perpendicular to other hallways, with the hallways turning in 90° angles. Within the corridors, multiple residences can be found. It is impossible to enter these residences without the use of a keycard. The locations of each keycard varies, and most can be used only on a single door. Each residence contains two bedroom, a bathroom, and a small living room. The residences are embellished with furniture such as chairs and couches, and useful supplies like Almond Water.

A few of the residences contain fire exits, elevators, and doors, typically leading to Level 477's subzones or other Backrooms levels. The walls of the corridors are identical in composition to concrete. This level's carpet consists of varying geometric patterns in hues ranging from blue and yellow to red and green. Fluorescent lights are prevalent, yet the hum buzz that they usually produce is inaudible. Faint music without a distinct origin is pervasive within the hallways, never differing in volume no matter how far one travels. The smell of the halls is reported to be that of lavender. The temperature in this level is varied, but overall changes as the circadian rhythm progresses.

Due to the non-complex structure of this area and the multitude of useful supplies, The Residences are among the most inhabited sections of Level 477. However, The Residences still contain a few notable entities. Facelings and Skin-Stealers infrequently roam around the passageways, and Windows are commonly found within the residences.

Going to the right of The Residences leads to The Pool, though going to the right will instead lead to The Nexus.

The Main Lobby

The Lobby[]

A picture of The Lobby at night.

The Main Lobby

A part of the lobby that transitions to The Arcade Complex.

Lobbyyyy

The Lobby is the lobby of Level 477. It serves as the primary entrance and exit to the level.

Paintings are frequently observed adjacent to to the walls, with themes ranging from the Byzantine Empire's eras until the fall of the 'Soviet Union in 1991. There are also a few receptionist desks, whose primary functions are difficult to understand due to a lack of staff within the level.

Additionally, there is an excessively large restaurant nicknamed "Mezzanine" in The Lobby. It has many characteristics similar to Level 610, and many wanderers have reported there being exquisite food and beverages; the food anomalously replenishes itself every 4 hours, making this section the most resourceful location in the entire level.

The lobby contains a large quantity of vending machines. They generally dispense Almond Water, but can also dispense Energy Bars, Liquid Pain, and, in uncommon circumstances, even Cashew Water.

The lobby is overflowing with furniture, particularly chairs, couches, potted plants, and tables. The Lobby additionally encompasses bookshelves as well as magazines which are usually blank. Elevators can also be discovered on this level, which lead to different sections or, in rare cases, other levels.

Due to The Lobby being the most inhabited section of the level, it is also home to a decent number of entities, notably child and adult facelings of varying hostility.

Going to the left of The Lobby leads to The Pool, while going to the left leads to The Arcade Complex.

Pipes

The Nexus[]

A picture of The Nexus.

Pipes

The Nexus is a large conglomeration of maintenance corridors and rooms with properties and functions similar to the maintenance tunnels found inside Level 2. The hallways greatly vary in size and structure, ranging from small claustrophobic corridors to decently large areas. These bigger regions are typically covered in large machinery, such as pipes. The machines are not safe for contact as they are capable of causing burns or other severe injuries.

The pipes continually hiss and rattle, and occasionally leak. When a pipe leaks, all of the water and other chemicals within it spill over the floor, causing a minor flood. The severity of these floods depend on the size of the pipes.

It is widely accepted that The Nexus is the level's main power source and that all electricity within the level comes from it. If a machine inside The Nexus malfunctions, then the level will lose all of its electricity and will be unable to function normally until an individual fixes the broken machine.

The Nexus contains a warehouse that is predominantly used to store boxes full of products such as Almond Water, Liquid Pain, Coins, and even defense weaponry. The warehouse, similarly to a few other sections of the level, features many vending machines. The aforementioned coins are exclusively used for vending machines in the warehouse, as opposed to the preceding section, where vending machines do not demand payment. These vending machines exclusively provide Almond Water.

This section does not contain many entities, possibly due to them being "scared" of the pipes' rattling and hissing, and the floods.

The Nexus, as the name implies, is the level's nexus, which is connected to all other areas of the level.

Poolog

The Pool[]

Photograph of the swimming pool.

Poolog

The Pool is a sub-area situated between The Residences and The Lobby. This location encompasses a building and a swimming pool. The building looks to be made of metal and glass, with concrete adjacent to the back. It comprises of a fully working playground and gym.

On the left side of the building is a stairway that leads up to another structure, this time made of concrete. The architecture of the structure suggests it might be an entrance to The Lobby. The structure additionally features restrooms and showers.

The swimming pool is situated at the front of the building. It has many properties similar to Level 37, but the main distinction is that the pool has purple ceramic tiles, a smaller structure than Level 37, and lacks magnesium sulfate, which when consumed relieves muscles and induces a relaxing effect.

The water in this pool is stagnant and tepid, similar to Level 37's, and it lacks chlorine, rendering it polluted with the Hydrolitis Plague, a deadly illness usually encountered in aquatic backroom levels. It is not recommended to swim in the pool at this level; however, the swimming pool appears to have recently been "purified" by an unknown individual; little is known about the person, though it appears that they discovered chlorine somewhere within the level and decided to pour all of it into the pool, making it clean and secure for interaction.

It is theorized that the purified water acts as a sort of "entity repellent" for the area, as no entities have been encountered past the first building.

Going left will lead to The Movie Theater, while going left will lead to The Nexus.

The Arcade in Level 548.

The Arcade Complex[]

A photograph of The Arcade Complex at night.

The Arcade in Level 548.

As the name indicates, this area resembles a gigantic arcade complex. It has an extensive assortment of arcade machines with varying functionality. While many arcade machines lack brand labels, a handful may contain the names of prominent manufacturers such as Capcom.

The great majority of arcade machines are severly damaged and will not work under any conditions; nevertheless, a tiny number of them are fully functioning and playable. They include the most popular arcade games, such as: any Mario and Luigi game, Donkey Kong, Pac-Man, and so on.

There is extremely limited space for wanderers attempting to navigate The Arcade Complex, generally owing to the perplexing and cramped layout of arcade equipment. Due to this, entities typically stay away from the area as it is unlikely for them to find prey.

Movie

The Movie Theater[]

A part of The Movie Theater that transitions into The Pool.

Movie

This area is the popular amongst the six sections. It resembles a normal movie theater with everything within it appearing blue. The section additionally contains a location named "The Theater's Lobby" which consists mainly of furnishings such as couches, tables, and chairs. There is also a ticket registration for the aforementioned movie theater. When one finally enters the movie theater, they may find skin-stealers, smilers, and other harmful creatures which are in a docile state, similar to the one found within Level 6.1, however, they can and will be hostile if an individual decides to provoke them. There are adult facelings within this area that act as the "staff". They will give wanderers beverages and popcorn before entering the movies, however, this requires payment. The staff except all types of payment, though they prefer the coins found within The Nexus' warehouse.

A movie will not play until the wanderer within the theater decides to take a seat. The movies have a seemingly random pattern, playing completely uncorrelated movies which have very different release dates.

It is speculated that after watching a movie, one has a slight chance to be transported to a random level which is in some way related to the theme of the movie, though this claim is yet to be proven. Within the movie theater, chairs can be frequently found, alongside 3 speakers adjacent to each side of the wall.

Going left will lead to The Lobby, while going right will lead to The Pool.

Sentient Presence[]

Common entities such as Smilers, Skin-Stealers, Hounds, and Facelings have been reported, however the most notable entities within Level 477 are the Windows.

The Windows[]

An assortment of windows within Level 477. Photo was taken at night, thus the windows were in their inactive state.

Window2

The Windows are sets of regular-appearing Windows. However, if a wanderer gets close to one it may attack. This varies depending on the states of the Windows. They can be found in 2 states:

Active State[]

During the active state, the Windows emit light. The Windows during this state are quite dangerous and should be avoided. Usually, the Windows will be in the active state during day-time, thus they should be avoided if it isn't nighttime.

Inactive State[]

During the inactive state, the Windows do not emit light. They will be darkened until no light is present (Except for the lights present within the ceiling). Windows are harmless during this state. Usually, the Windows will be inactive during night-time.

Aerolitis Plague[]

The Aerolitis Plague was a mysterious disease that seemingly appeared out of nowhere. It was spread across many levels of the backrooms, though it mostly inhabited Level 477. It manifested through sneezing, and coughing. An outbreak of the Aerolitis Plague occurred in 2013, and it lasted until 2015. Symptoms include:

  • Coughing;
  • Sneezing;
  • Loss of Breath;
  • Cardiac Arrest (Rarely);
  • Necrotic Skin;
  • The loss of memory, and in extreme cases even Dementia.

The Circadian Rhythm[]

The Day-Night cycle is present throughout this level:

Day[]

During day-time, temperature is consistently at 14℃. During this time, The Residences are mostly devoid of entities, making it the least dangerous time. Nonetheless, Windows are present throughout the day and must be avoided due to their inherent danger.

Night[]

During night-time, temperature lowers to 5℃. During this time, occurrences of entities are quite rare but can happen. To defend themselves, one must use weapons or alternatively go into one of The Residences. The Residences themselves have an unique property, which makes entities unable to go inside them.

The Blackout[]

The Blackout is a phenomenon that makes everything within the level lose light and/or electricity. This state occurs when a machine within The Nexus breaks or malfunctions. During this event, the entities have a chance of becoming more hostile due to them becoming confused and not understanding why everything darkened. Luckily, the E.R.C. have a special team of technicians which live in the level to ensure that blackouts do not happen.

Colonies and Outposts[]

M.E.G. Base Χ (Chi)[]

  • The earliest known colony within Level 477 that still exists, founded in 1998.
  • Functions almost self-dependently, though still communicates with the wider M.E.G..
  • Consists of trained M.E.G. personnel sent to the level to help wanderers find exits.
  • Mainly reside within The Residences, though they can be seen all around the level.
  • 26 estimated members.
  • Will not trade unless the objects given are very valuable.
  • Offers temporary shelter to confused wanderers.

M.E.G. Base Χ (Chi) Research Branch[]

  • Sub-colony of M.E.G. Base Chi.
  • As the name implies, they are dedicated to researching and documenting Level 477.
  • 7 estimated members.
  • Constantly moving from area to area.

E.R.C. Technical Support[]

  • Sub-colony of the Entity Research Committee.
  • Consists of professional technicians.
  • Dedicated to stopping Blackouts from happening.
  • Primarily reside within The Nexus.

Backroom Colonists[]

  • Outpost holding of the group.
  • Consists of 16 trained members, permanently staffing the outpost.
  • A static outpost is located in the Residences, but will explore the level.
  • Assisting other groups activities, such as researching and stopping blackouts.
  • Will trade, and accepts new members.

Entrances and Exits[]

Entrances[]

  • Rarely, one may find a fire exit within Level 2. Opening it will lead to a long staircase, and descending will transport the individual to Level 477.
  • Elevator in Level 4 have a slight chance of leading one here.
  • Wandering far enough within Level 5 may lead to this level.
  • Additionally, one may be unexpectedly sent to The Nexus of Level 477 while traversing Level 5's boiler rooms.
  • Entering modern hotel-like buildings within Level 11 will lead to either The Residences or The Lobby of Level 477.
  • Running REGISTRATION.EXE on The End's computer leads to this level.
  • A door with this level's number on it sends one here from there.
  • Finding Level 477's Level Key and opening the "477" door inside of The Hub will teleport one to this level.

Exits[]

  • A hallway within The Residences may contain yellow wallpaper. No-clipping through it will lead to Level 0.
  • Stumbling upon an elevator and entering it may lead to Level 1, Level 3, or rarely Level 4.
  • Wandering long enough in The Nexus may lead to a boiler room within Level 5.
  • If a blackout happens within The Nexus and the individual inside it has no light source,
  • It is rumored that no-clipping through the floor of the Italian Restaurant "Mezzanine" may lead to Level 610.
  • Breaking a water tank in The Nexus may lead to Level 7.
  • Going through one of the rooms can lead to Level 11.
  • Instead, fixing the generator while doing the process on entering Level 6 has a rare chance of leading you to Level 12.
  • Swimming in the pool has a rare chance of leading to Level 37, or if unlucky Level 37.1.
  • Playing on the playground in The Pool or The Playland has a rare chance of leading you to Level 65.
  • Tampering with any furniture will attract the shadow, and will lead to Level 100.
  • Although not confirmed, walking in a long hallway for 3 minutes will eventually lead to a dead end, if you turn around and start walking in a straight direction, you will start to see a balcony with a lot of windows. Going to the balcony will lead you to Level 188.
  • Playing an arcade machine with the label called "Realities" can lead to Level 399.
  • Although unconfirmed and very rarely, one may be lucky enough to find an elevator which leads to An Endless Ending.
  • Going through one of the doors in the hotel has a rare chance of leading you to Level 139.
  • Entering doors marked with a Kaleidoscope logo will lead to Level 979.
  • Noclipping through the pipes sends you somewhere you don't want to know.


















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Hotell

LEVEL 477

THREAT INDEX
CLASS 3

Exit: 3/5
Difficult to Exit

Environment: 4/5
Extreme Environmental Risk

Entities: 2/5
Some Hostile Presence

Level 477 is the 478th level of The Backrooms.

Description[]

The current state of The Residences.

Hotell

The Lobby.

Lobbyy

As of 1/1/17, Level 477 has greatly changed due to The Flicker, a backrooms-wide event that affected all of The Backrooms' levels. However, the case of Level 477 is different from most, as it never truly recovered; most levels regained their illuminations a few months, even years after The Flicker transpired, though Level 477, along with a few other notable levels like Level 6.1, is yet to reclaim everything that was lost while The Flicker was still happening.

While The Flicker didn't necessarily make the level more dangerous than it already was, it surely did cause major inconveniences in the level's inhabitant's daily lives. Firstly, as it did with all levels, all of the level's lights suddenly turned off without warning. Lastly, all electricity within the level was immediately cut off, which made it near impossible to create level-wide colonies due to communication being implausible. Additionally, flashlights, torches, and other lights completely fail to function the second one enters Level 477 The lack of illumination scared off the majority of the decently large population of wanderers that lived within the level before The Flicker happened, rendering the level mostly empty of human life.

However, there is a reason as to why Level 477 was one of the specific levels that never fully recovered from the damages caused by The Flicker; it seems that The Flicker somehow tampered with the machinery found within the level's Nexus area. It broke a large amount of the already fragile machines that generated most of the level's lights, with the only working lights being those completely independent from The Nexus, though there are very few of them.

Additionally, a large quantity of wires suddenly emerged from the ceiling, most likely due to The Flicker breaking a part of the roof held up by the machinery that controlled the level's electricity. These wires are able to electrocute anyone that touches them, which, when combined with the scarcity of working lights, creates a decently dangerous environment.

There is one positive thing that came through The Flicker; it is the fact that a vast majority of the level's entities stopped acting aggressive and sometimes even started being scared. Due to this, the number of entities within Level 477 greatly decreased as a large amount of them started looking for exits and, thus, left the level in the process of doing so. Additionally, a few humanoid entities dubbed "Lueks" started entering the level. Unlike most of them, these entities are not hostile and instead attempt to help wanderers escape, or find a safe place within the level.

As aforementioned, all of the level's major, and even non-major colonies started frolicking around Level 477, doing nothing else other than looking for exits. Windows, which were the level's most prominent entities before The Flicker commenced, started being docile unless one was to provoke them. Level 477 is also in a perpetual state of night which is unable to ever change.

The entrances and exits within Level 477 are the same as before, yet due to there being no electricity, newer wanderers will be unable to find them.

One should never let their guard down within Level 477, because if it happened once, it could always happen again.

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Page Rewriter: UnderPM
Original Author: Am13yearsoldnowinlunarcalender