Level 5.2 is a sub-level in between Levels 5 and 6 of the Backrooms.
An average hotel room on level 5.2
Contents
Description
Level 5.2 is a mix of old abandoned hotels ranging from 1912 to at least 2013. The hotel is dilapidated with leaking ceiling and most of the rooms trashed. The water leaking of the ceiling is drinkable water, however it more often than not contains mold. Oddly enough most of the rooms still have functional lights and electrical sockets. Any functional television fully plugged in will display the test screen, although VHS players and tapes can be found and contain random frontroom media and home video’s, rarely however these tapes can contain a recording from the backrooms.
Some of the vending machines still work or contain something, the ones who do, contain only spoiled food, rotting food or cigarettes. Some of the taps function although rarely give clean water. Most of the furniture and items are still there, clothing suitcases, phones, etc although most of these items are in very poor state.
The hotel consists mostly out of bedrooms and hallways but also includes, restaurants, lobbies, washrooms, bars, offices and maintenance.
Entities
This floor is crawling with entities and therefor makes this level extremely dangerous to be in for any length of time. Categorizing these entities is quite difficult as they all appear to be unique but the locals have for simplicity categorized them into three groups:
Sprinters:
A sprinter as drawn by the local u/peejeada
Sprinters are quadrupedal and as the name suggests run extremely fast up to an estimated 30 kilometres per hour although this is only possible on long hallways due to necessary speed build up.
They often come with claws and fangs and will pounce onto its target.
Humans:
The nickname human comes from the fact that these entities have roughly humanoid shape, although they sometimes carry an additional arm, leg or even a tail. However they are hardly ever confused with an actual person and do not possess the intelligence of one, as such communication with one is impossible.
These entities are the least dangerous as their best form of attacking is with their fists, although they have the advantage of being able to open doors.
Eldritch:
Eldritch are entities so strangely shaped that they do not fit into any rough shape of creature known to man. Most of the time consisting of several limbs randomly placed on a torso/torsos with heads eyes and mouths where ever.
These entities are slow and big, however do not underestimate them as the sheer weight can break down a door and killing one or finding a weak spot is extremely difficult, so don’t let one corner you or get close.
Cult leader:
The entity known as cult leader or known by the cult members as Daniel O’Sullivan. Claims to be formally have been a human and entered the backrooms in august 2000, entered level 5.2 a month later and hasn’t left since. Due to the lack of proper food he had to resort to eating entities, the meat of which has been proven to be mutagenic.
The entity is quadrupedal, has claw like hands and his skin is pitch black. The top his head is flat and shaped like a triangle with the nose being the tip. The entity lacks eyes and eye-sockets, however it seems to be able to see and even read, how is however still unknown. It has been proven to be able to speak telepathically up to 12.16 meters and is able levitate light objects, how all of this is possible is still unknown and has to be researched further.
This is the least of a threatening entity due to it being friendly towards humans, however it will kill if it or one of its cult members is threatened.
Colonies and Outposts
Due to the nature of the level, only one colony has managed to manifest on this level.
The cult of Glashnock
A ballroom in level 5.2, note the heavy water damage.
The members of this colony simply call it Glashnock, however wanderers named it a cult due to the strange behaviours of the members. Some of this behaviour consists of repetitive chanting wearing bones and overall abnormal ways. A three kilometre trail of bloody arrows lead from the level 5 entrance all the way to the colony. The colony is build around an exit (an entrance to level 6) making this a decently high foot traffic area.
Because of the lack of proper food on this level the colonists have resorted to eating the entities, up to the point that they seem to prefer entity meat over regular food. The meat of the entities in this level have a mutagenic side effect and slowly changes the consumer the more one eats. Therefor all members are in various stages of mutation, with the oldest members having lost their ability to walk on two feet. The mutation seems to take three directions: thin and fast, bulky and strong, and eyeless and psychic. The sanity level of the average cult member is quite low, however mutation level does not seem to affect this, although one has to wonder how low someone’s sanity has to be to join this cult to begin with.
- Started in 2018
- Current population is at 87
- Is willing to trade.
- Actively attempt to recruit wanderers
Entrances and Exits
Entrances
- The most common way to enter level 5.2 is through one of the doors in the Beverly room in level 5.
Exits
- Walking through a hotel entrance will bring you to level 6.
- Jumping into 80% of the elevator shafts will bring you to level 188 this is strongly advised against since there is no way of knowing what shaft will bring you to level 188 or cause you to fall to your demise.


