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CVariableIcon.png

Survival Difficulty: Class Variable
》Varying Safety
》Heavily Unstable
》Diverse Entity Count

Description

Level 5500 appears to be an empty hospital of indeterminate size. all the rooms that supposedly have patients or doctors will be empty, some will be locked or padlocked and cannot be opened in any way, some rooms may contain useful supplies needed to survive here, although that depends on one's luck. Some areas of the level such as the hallways will have a vending machine that dispenses almond water in bottles or first aid kits, these machines don't seem to use money, instead you will have a padlock to choose the desired product. the chances of encountering an entity are slim to none, although that depends on the state of the hospital, which will get worse as you go further and further, if you decide to go further, good luck, because you will need it but a lot.

The State of Deterioration or Corrosion

As you progress deeper into this level, everything goes into a kind of state of disrepair and corrosion, which will make the level more dangerous and uninhabitable with each area you pass.

0 - 1000 miles in

Level 5500 when entering.

Danger: None
Survival rate: Very easy and livable.

Upon entering, the level will look clean and freshly remodeled, albeit with no people in sight, the lights will never flicker or buzz and never go completely off, the hallways will all be clean and filled with decorative plants, there will be hospital beds in good condition working. always all vending machines will dispense supplies in good condition . all entity sightings will be low to none making it safe.

1000 - 1500 miles in

when danger starts to kick in

Danger: Low
Survival rate: normal and not so secure.

As you advance to this area, the hospital will take on a midly abandoned state, some lights will flicker and buzz but won't turn off, some areas are dark and are only lit by vending machines, but these will be half empty. all hospital rooms will have its doors open, although there may be the possibility of encountering an entity. plugs hardly work at all and some will catch fire when used. in the background you will hear an eerily silent environment, which in turn will make you lose your sanity little by little if you don't drink almond water.

1500 - 2000 miles in

Bad state

Danger: Mid.
Survival rate: Mildly unsecure but somewhat liveable.

By the time you reach the 1500 mile mark, the hospital will look almost abandoned, there will be some ceiling and floor tiles missing, the lights will buzz loudly and flicker completely off, the vending machines won't work, and inside there will be liquid pain or raw almond water with a putrid smell. in some rooms there will always be smilers in every dark corner watching and lurking. the walls will always be broken with cracks and some cobwebs covering door frames.

2000 - 2500 miles in

Danger: High.
Survival rate: somewhat impossible.

Upon reaching the 2000 mile mark, the entire hospital will look severely abandoned, with some vines covering the walls, some of these vines are poisonous and touching them is not recommended. the floor tiles will be missing and you will see a cracked concrete floor, as well as the ceiling tiles will be missing too, revealing a void above. the lights won't turn on fully and won't ever, plunging the area into darkness. Every left turn in a hallway will always have an entity watching, with a medium chance to attack. all vending machines will not work and will only dispense liquid pain. some corridors will be completely covered in cobwebs, making them impossible to pass.

2500 - 3000 miles in

The 2500 mark

Danger: Very high.
Survival rate: almost impossible.

Upon reaching the 2500 mile mark, the hospital will no longer be a hospital and will become an abandoned mental asylum, in the background you will hear screams of terror and chainsaws running, you will also hear whispers that lower your sanity if not ignored , the lights will be replaced by torches on the walls, the ceiling will be concrete, as well as the floor. All rooms will always have a decaying corpse inside, making the room's odor unbearable. here there will be a specific entity, which is an insane surgeon who has no mercy for anything or anyone, he has a doctor's coat with blood stains, boots made of human leather and a malevolent smile with red blood eyes, if you meet this entity, your fate will be sealed.

3000 - 3500 miles in

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Danger: Extreme.
Survival rate: you're basically dead.

when entering here, you will no longer be in a mental asylum, instead you will be navigating maintenance corridors with pipes in a state of oxidation on their sides, the pipes will emit a sound similar to a boiler room, they transport a liquid similar to black hot tar, making the heat unbearable in some areas. The entire area will be in total darkness, giving the need to carry a portable light source such as a flashlight or a kerosene lamp, the floor will be almost ankle-deep in water, so there will also be rooms with the same level of water, although filled with entities. the whispers will be louder and will drain sanity to catastrophic levels.

3500 - Unknown

Danger: unknown.
Survival rate: unknown.

There is no information on what is in this area, since no one has ever managed to enter alive after crossing the 3000 mile mark, but there have been attempts and some have failed without return, although some reports say that people have managed to arrive At other levels, some of these reports are unconfirmed and may be false to mislead wanderers.

Entrances and Exits

Entrances

At level 11, there will be an abnormally large hospital, which upon entering will immediately take you here.

Exits

Some corridors can take you to random levels, so crossing the entire level will take you to level 2 or some related level.


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