Level 550 is the 551st level in the backrooms. It is one of the most beneficial to find yourself in.
Contents
Description
Level 550 consists of a small floating city. The architecture is held up by the clouds and falling off the island is not possible: Trying to fall off will summon a bouncy cloud below you. There are a few buildings on the side of the main street, where you can trade stuff with the merchants. There is a fountain of water in the center of town, drinking this water will set a sort of Checkpoint at this room. Dying at any point from here on out will instead send you back here, laying on the side of the fountain. Dying in The Frontrooms also sends you back here. Everyone who has made it to this room will appear as a ghost, applauding and cheering from the clouds. 1 copy of this area exists every 100 kilometers of the level. The main feature of this level is the level specific entity: The Judge
Entities: The Judge
The Judge appears as a large statue. When approaching The Judge, you will begin to hear his voice in your head. His voice is said to be the same as your greatest role model in life. He will judge your success in the backrooms. He has 5 factors: Generosity, Rationalism, Experience, Accumulation and Thrill. Depending on how much or how little of these you have, you will be rewarded different items.
Generosity
Generosity is determined based on how many other wanderers you have helped on your path here. Giving resources or directions will increase your Generosity, and theft and murder will lower here.
- Having positive Generosity gives you medical supplies and almond water dependant on how high Generosity is.
- Having neutral Generosity gives you full body SWAT grade armour.
- Having negative Generosity gives you weapons of power scaling with how low Generosity is.
Rationalism
Rationalism is determined based on the number of rooms you've entered. Entering room branches in many rooms will increase this factor. Beeline it straight to this room to have a negative factor.
- Having a room count above 50 will give the player a map of the first cluster of the backrooms, and if the second, third or fourth cluster has been entered at any point, you will get a map of each respective cluster.
- Having a room count of exactly 50 will give the player a one time use item which sends you to a different room, at least 500 rooms away.
- Having a room count below 50 will give the player a watch that can act as a wrist mounted flashlight.
Experience
Experience is determined based on how many entities you have seen, and how many times you have either killed or escaped them. Killing entities gives you positive Experience, and escaping gives negative Experience.
- Having positive experience gives you a grappling hook.
- Having neutral experience gives you a paraglider.
- Having negative experience gives you double jump boots.
Accumulation
Accumulation is determined based on how many items you have found on your way here.
- Discovering more than 20 items gives you a magical backpack that can store massive items.
- Discovering exactly 20 items gives you a blessed lighter which can distill liquid pain into protein shakes.
- Discovering less than 20 items gives you a portable grill.
Thrill
Thrill is determined based on how long you have survived until getting to this point. Unlike all other points of the G.R.E.A.T. chart, multiple rewards can be achieved from Thrill. Surviving for the defined amount of time will also give you any previous rewards.
- Surviving for a week gives you a pint of Super Almond Water.
- Surviving 2 weeks gives you a gallon of Super Almond Water.
- Surviving 3 weeks gives you 50 energy bars.
- Surviving 4 weeks gives you a portable phone charger and Wifi Hotspot.
- Surviving 5 weeks gives you a guide to dealing with entities.
- Surviving 6 weeks gives you a handgun with infinite ammo.
- Surviving 7 weeks gives a charm which protects against attacks from Smilers, and prevents the Hound virus and Partygoer infections.
- Surviving 8 weeks gives you punch activated flamethrower gloves.
- Surviving 9 weeks gives you thorny shoulder braces, which cause facelings to leave you alone.
- Surviving 10 weeks attaches a medal to your shirt. The medal gives you a permanent 20% chance to kill any entity attacking you instantly.
- Any week past week 10 will reward you with a random blended recipe from Level 6.05
- Any day past week 20 will reward you with 500 USD when you exit the backrooms. It will appear in a suitcase when you exit. The suitcase will be laying on the floor in front of you where you re-enter the frontrooms, and it will have a note congratulating you for getting out, signed by the judge.
Entrances and Exits
Entrances
- Going through 100 rooms in order will lead you here on the next room you enter.
- Dying in any room after drinking the fountain water sends you back here.