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Level 4858 is the 4859th level of The Backrooms.

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Survival Difficulty: Class Variable
》Varying Safety
》Mental State Changes
》Undefined Entity Count

Picture of the garage door in Level 4858

Description

Level 4858 resembles an odd old-styled house built approximately 20-30 years ago, full of furniture along with 1 Kitchen, 1 Living Room, and 1 Bathroom, while the top floor has 2 Bedrooms, Another Bathroom, 1 Supposed desk room, with books and other different things to study/work from, and a tiny storage room. The house strangely contains no windows at all and it's currently impossible to see what's outside, due to the only exit being via the garage gate, which is completely locked. Decorations are visible too all around the house (like flowers, paintings, ect). One of the first things a person will notice upon entering this level is the immediate regaining of mental sanity and change of mood according to where they appear, usually one negative, one positive.

They've been categorized so far as:

  • Living Room - A sensation similar to the one of when you're finally home. Thing most don't feel while still in the backrooms, with the downside being depression/desperation, usually caused by realization that this isn't your house, yet the feeling is so familiar. It has a couch and a TV, along with some journals with the same news of The Frontrooms, how the information gets in the journals is unknown.
  • Kitchen - A satisfying feeling of being fed, strangely your hunger and thirst dont lower here, instead they increase, without you actually ingesting anything. The downside you'll receive is a feeling of haste, like you're in a hurry, the relation to the two is unknown, most describe it as the feeling of rush when you need to finish your food in time for something. This room has some snacks and sometimes Almond Water, and a table with 2 to 4 chairs in the center, along with standard kitchen furniture like Ovens.
  • Bathrooms - A sensation of being clean, even if you're not, with also some occasional senses of freedom and being fresh. The downside is usually boredom, despite the fact you will feel amazing, it's reported to get boring fast, unknown reason. There's always a 6 toilet paper pack inside the box next to the toilet, the box seems to refill itself once the toilet is all used. There's 1 toilet, 1 bidet, 1 sink, 1 shower and 1 mirror for both bathrooms.
  • Garage - Immediate sense of fear, like when you see something you're scared of, but along with it, a great sense of courage, people describe it as the same feeling as trying to kill an insect they're afraid of, where you're scared, but you do it anyways. The garage has pieces of wheels and building tools scattered around the sides, with no actual car in the middle. You may occasionally find weapons in here. The main light doesn't work, but using any other source of light will work. (Like flashlights)
  • Bedroom #1 is labeled with a Female figure sign, the room is girl themed and usually gives the feeling of anything sweet, along with relaxing sensation, however may cause you to fall asleep, which isn't recommended (read rest of the level below). Bedroom #2 instead is labeled with a Male figure sign, the room is boy themed and usually gives the feeling of adrenaline and hype, however this room instead will cause you to fall asleep but for different reasons such as getting tired over too much adrenaline, which again, isn't recommended. Both bedrooms have 1 bed and standard bedroom furniture like a closet (although content depends on the room chosen), and bed lamp.
  • Desk room will give a neutral feeling, that can vary according to a normal human's mind. If someone finds books interesting, they'll definitely be in an interested mood, if someone finds books boring, they'll find themselves to sometimes not even enter the room. This is by far the less anomalous property of the house feelings. The books are usually school related books, but can also be novels and any other type of genre.

The Storage room is the only room with no anomalous properties.

There will be a clock measuring the timer of the person that enters the level via name, if another is present, another clock will appear. At approximately 17 minutes upon entering the level, the first anomalous property of the level will manifest, and the intercom will ring. Once the intercom rings, all the mental changing states of any room will suddendly end and the going of the level will now entirely depend on the answer received from the other end of the intercom, all answers known so far will always cause the same thing, and it's believed to be all discovered. No matter what, do NOT ignore the intercom ring.

Chance #1 "Strong, and brave. 17 minutes, on the other end." - Upon getting this line, the intercom won't ring for another 17 minutes, and the level won't gain any anomalous properties, nor lose. Most of the chances below are luck based. People that are greeted with this mean that they haven't encountered any of the chances below, and have another 17 minutes into the level before the intercom rings again.

Chance #2 "Great sense, little brain. Hurting the innocent, providing the evil, now we'll feed from your evil." - This line will cause all the electricity in the level to go out, and several red colored backup lights will start up on a flickering state, the level will become infested with entities coming from the Garage, looking for you. The level in this situation will get classified as an Entity Infestation of Class 5 or higher. This only occurs if you've lived a criminal life inside the backrooms, such as killing innocent wanderers for no reason, or even torture anyone just for fun.

Chance #3 "Great mind, little luck. One's life deed is another's life needing feed." - Upon getting this line, the same event from Chance #2 will occur, even if you never lived as a criminal, this only has 8% chance of happening when answering the intercom.

Chance #4 "A calm mind, holds for your life. Resolve this mystery, or you will be history." - This line is only triggered if you've watched the TV for longer than 10 minutes (the timer resets for each 17 minutes that pass). Upon getting this line, the TV will give you a task to solve, failing to solve it within the time you watched the TV for, will cause the same ending of Chance #2.

Chance #5 "A kind soul, makes up for a foul. 3 Exits, choose wisely." - Upon getting this message, the entire level will disappear and there will be nothing but a void and 3 doors at the end. The doors are always randomized but they're known to be:

  • Safe Door - This usually brings you to any level with difficulty class 1 or lower.
  • Neutral Door - This usually brings you to any level with diffculty class ranging from 2 to 4.
  • Unsafe Door - This door will bring you to the most unsafe levels of the backrooms, that range from a difficulty class of 5 or higher.

Due to the nature of this ending, it is unknown which door does what, as it will always randomly set itself. This chance has a 24% chance to happen if you lived a good life.

Along with all the chances, the level will open up different exits according to what happens. Ignoring the intercom for more than 20 seconds will also cause the Chance #2.

Colonies and Outposts

Due to the nature of the level, it's impossible to enstablish any outpost.

Entities

All entities reported in this level are common entities such as Hounds, Smilers, Skin-Stealers ect.

Entrances and Exits

Entrances

  • There's a chance entering an abandoned house in Level 10 will take you here.
  • There's a small chance noclipping in some house-related buildings in some levels will take you here. It's unknown which ones though.
  • Enter a "Home Sweet Home" labeled door in Level 4 to be brought here. (Rare to find)

Exits

The level can trigger different exits according to the chances.

Chance 1 (or anything related to before the intercom rings, so neutral moments or in the 17 minutes)

  • During the 17 minutes of any occasion that didn't alter the level, the only exit known is by Noclipping anywhere to have a 15% Chance to be sent back to a random level you already ended up before on. (Not necessarily the previous one)

Chance 2 and 3:

  • During this time, pour almond water on yourself and you will be brought to Level 48.
  • Killing an entity normally has a 1 in a billion chance to send you to Level Rush, however during this event, the chance is highly increased from 1 in a billion to 1 in 50 only.
  • Surviving an extra 17 minutes until the next ring happens, will cause you to be brought to Level 9. (Very difficult)

Chance 4:

  • Solve the case and you will be brought to a Class 0 level, either devoid of hostile entities or completely devoid of entities.

Chance 5:

  • Go through one of the 3 doors in the room.

Credit

This level was made by DRSDRS, any level made by DRSDRS is listed in the profile's about, in "Levels i created".

Extra credit: The level's base idea was created by a friend of mine in this case, such as the garage door picture, the hostile entities and % of the events, along with the general idea. I created entrances, exits, over-detailed specifications of the level and some general upgrades to the level detail such as the events and how they happen. (Consider this level a 40% - 60%)

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