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Level 550 is the 551st level in the backrooms. It is one of the most beneficial oddball levels to find yourself in.

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Survival Difficulty: Class 0
》Devoid of Danger
》Overseen by powerful forces
》Presence of Helpful and Friendly entities


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 or do other activities. 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, which may have some decor, such as trees and water flowing out of the front. 1 copy of this area exists every 100 kilometers of the level. The main feature of this level is the level specific entities.

The Sub-areas

The Bazaar

The Bazaar is a store on the right side of the city. It's building is marked with a neon LED sign depicting a dollar bill. The building itself has brick exterior walls and flat roofing, while the inside appears as a typical frontrooms mall, with sliding doors between it's neighboring buildings. It has plenty of traders who will trade you various backrooms objects and items in exchange for the following:

  • Frontrooms Currency.
  • Almond Water (In Liquid Ounces)
  • Food.
  • Clothing
  • Materials.
  • Medals (See The Challenges for more info.)

The Barracks

The Barracks is a building on the right side of both the level and The Bazaar. The Barracks has 3 levels; The Shooting Range, The Close Quarter and The Tactics Class. Each is almost exactly what they are named after. The Shooting Range is a shooting range, The Close Quarters is a close quarter training area, and The Tactics Class is where a group of books containing ways to fight and combat tactics are. Be warned, however, trying to take any items from this building will not work, the items will anomalously snap back into the place they were found when you got there.

The Cafe

The Cafe is a building located on the right side of the level and the left of The Bazaar. It is exactly what it sounds like, a cafe where you can order food and drinks. This area is compared to Level 6.1, though many also compare it to Level 6.05 due to the anomalous properties of the food and drink served here. First of all, the food can fit into very small boxes, even if it looks impossible to store inside the containers. The second thing is that the food seems to make you more powerful forever after eating. These foods are purchased with Medals, and take from 10 to 60 minutes to prepare.

The Challenges

The Challenges is an area located past a "secret" portal found in the main area, and is considered by most to be the strangest part of this level. This portal can be opened by plucking a leaf from the trees on the level and throwing it into the fountain, which it will form on top of. The Challenges, at first, appears as a black box with a lever in it. Pulling this lever will peel away the black box to a recreation of any level. This box will still be tangible, but after moving to any chosen level, a group of 5 random buttons appear when you try to press the "Enter" button. These buttons will add new things to these level copies, increasing the danger of the level. If you press the enter button when a button is pushed, you will enter the level copy you modified. It's worth noting that the buttons are labeled, pressing a button changes what the level outside shows, and "dying" in this level just brings you back in front of the fountain. The reasons you go into this area, though, are the Medals. Medals are currency used in this level, and are earned based on how dangerous the level is. Each class above 0 will reward 100 medals per difficulty level, up to a max of 500 at Difficulty 5, and the buttons you press will increase a multiplier that gives you more medals. The exchange of currency is roughly 10 medals to 50 cents. M.E.G. has provided a short list of effects below:

Mod Type Label Effect Medal Reward
Entity Swarm More entities appear. + 20%
Entity Rage Increases the hostility of entities, making them move slightly faster and sense people from further away. + 20%
Entity Diversity Adds 1 random hostile entity species to the level. + 25%
Entity Mutated Increases the intelligence of entities, allowing them to take more creative routes towards wanderers as well as communicate with other entities in order to give information and plan attacks. + 50%
Entity/Level Madness Doubles entity or level related sanity drain. + 50%
Level Labyrinth Increases the length of passages and decreases the size of rooms. + 20%


Entities

The Judge

The Judge, having manifested into a dragon. Photographer status unknown.

The Judge appears as a large statue which manifests depending on the wanderer it serves. 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 diluted Super Almond Water. This super almond water is diluted with 75% Normal 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 Partygoers's 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 day 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.
  • Any day past week 50 will reward you by opening a door to The Frontrooms.

Sky Serpents

Sky Serpents appear in structure to look like eels. These entities are peaceful and swim in the clouds.

Avatars

Avatars are a very mysterious entity race. They seem to be constantly floating, and the only visible parts of their body are their heads and hands. Their hands and head are stripped down to bone, though the type of skeleton these Avatars possess are very similar to human skeletons. These entities speak all languages, even sign language, and run the various areas of the level not run by The Judge. These entities are highly photosensitive, and cannot be photographed safely. If they are exposed to a camera flash, they will suddenly begin to disintegrate to dust. This also occurs without camera flashes on, and the lights inside the level do not trigger this.

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. It's important to note, Dying of old age or natural causes will restore you to your teenage years. It's unknown why this occurs.
  • Entering the glass door on your second lap of Level ! is guaranteed to send you here.
  • Climbing into a rainbow tree in Level 300
  • Noclipping into a street light in Level 255
  • Reaching Floor 550 on Level CC will cause you to no-clip here.

Exits

  • Interact with the judge, and after collecting your prizes, a door to a random level will appear. This door cannot lead to any room you've been in before.
  • Jumping off the lamp post and clearing the rest of the floating island is the only possible way to no clip through the bouncy clouds, which will lead you to a rooftop in Level 999
  • Noclip into the roots of the tree in order to end up landing next to a tree in The Backgardens.
  • Bouncing off of a cloud into a cloud with a waterfall will transport one to Level 100
  • No clip through the judge to end up in Level 980
  • Noclipping after reaching the highest point of your bounce on the bouncy cloud will send you into level -609
  • Telling the Judge that you are blind (or if you are blind) will trigger transportation to Level 551
  • Survive the backrooms for over 50 weeks to open a door to The Frontrooms.


Backrooms Levels
0 - 99

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100 - 199

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200 - 299

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300 - 399

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400 - 499

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500 - 599

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600 - 699

600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699

700 - 799

700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799

800 - 899

800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899

900 - 999

900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999


Feel free to add more levels by clicking on the red links!

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