Backrooms Wiki
Advertisement

CPendingIcon.png

Survival Difficulty: Pending
》Undetermined Safety
》Unsecure
》Unknown Entity Count

Level 576 is the 577th level of the Backrooms.

Description

Level 576 is a large floating city approximately 128mi2. That floats above an unknown cloud layer. It has a day/night cycle with the day lasting twelve hours and the night only lasting four hours. The city is broken into five districts. The districts are apartment complexes, Market Street, Prison alley, Warehouse district, and Slums. It has a large building in the very center that is approx. 1817 floors in height and is the tallest building in the city. It can be seen from any spot even the edge of the city. The buildings are in remarkable condition as if they were recently built with the streets being cleaned and in pristine condition. The largest building seems to be made entirely of one-sided glass. The clouds below roll and boil as if being fast forwarded. Rarely they may storm and send lighting strikes upwards along with rain. Giving an inverse gravity appearance. The environment is remarkably stable. The sky is blue during the day and never has a cloud. The night sky as a light purple with a large green moon and a faint ring with no stars.

This level does have environment hazards, but not from structural instability. Only a select few things are allowed to be touched on this level which includes the ground, doors, and only wooden chairs. As touching other items causes the said item to fuse with the person. Before starting what is known as the mutate. Where the person will start to develop unique properties. These mutates can be caused by consuming or touching items or sleeping in the wrong areas. These mutations can be either beneficial or severally negative. Such as gaining incredible strength. But losing one's intelligence and increasing metabolism. Or touching a pair of night vision goggles and gain said properties. Such as seeing in dark areas but being unable to see in well lit area's. As such it's advised not to interact with anything on this level. The only area where this effect seems not to happen is the warehouse district.

The entity count is low in most area's of the city. However the slums are filled with hounds, death rats, and death moths. Especially at night so it is advised to stay clear of the slums, as few to no items exist in this area. In the prison district lies mutates those who were mutated by the food or items of level 576. Some are extremely hostile, while others are docile but lack human level intelligence. These entities are extremely rare in other sectors of the city. The main entity is entity 576. Little is known about this entity.

One would be advised to be careful of rumors and gossips of this floor. Many spread rumors of gaining advantages to increase one's chance of survival. But every power has a price that must be paid. In some cases mutates are no longer seen or treated as fellow wanderers, but as entities by many groups. Only three outpost are known to exist on this level and they tend to move quite often to decrease the chances of running into the hunt. Many rumors speak of fantastical items and mutates that exist within the central tower. Though this information is sketchy at best. As the few that found away in actively avoid all groups. In some cases treating groups no different then entities. The warehouses an the items within have been confirmed not to contain items or food that causes mutations. Only the other districts have this strange anomaly. The items that can be found range from cloths to electronics and only nutrition bars. That seems to restock once every 3 months. Rumors of something called the Eyes of oblivion existing in the central tower have drawn many adventures to their death. As getting inside the tower is next to impossible and escaping more so. The rare few that did, have not left any information behind. So, it is advised not to attempt to recover all rare artifacts, so called magical items, or hilarious as it may seem super powers from the central tower. All mutations caused by items on this level are described as excruciating painful some even worse the liquid pain. Lasting between 1 to 6 hours, before the mutation finishes. The effects of the mutation begin to reveal themselves in the second stage usually 15 hours after. Which are unique properties developing in the wanderer and lowering of intelligence, insanity, or in some cases another effect. As such it is advised that experimenting is ill advised. As the properties of the mutation seems to personalized between items and people. As well as each mutation seems to be unique only to themselves. It is best to stay out of the way of entity 576 and actively hide at night usually at the furthest side of the city. Sleeping at night is ill advised or you will increase your chance of being captured. It's unknown what happens to wanderers who are taken into the central tower as they are not seen again.

Rumored Eyes of Oblivion

We would formally like to inform the reader that rumors about such an item is highly debatable and possibly in the land of fantasy. The idea of such an item existing is highly unlikely and even then, near impossible to obtain due to its location. Being on the 37th floor of the central tower on level 576. As such we ask that no attempts be made as it is likely to result in your death.

Eyes of Oblivion is a rumored mutate item on level 576. Said to grant the mutate with incredible sight allowing them to navigate the backrooms far easier. Requirements to obtain is to reach Level 576 and manage to enter the central tower. Upon which they must make it to the 54th floor and go the furthest room in the back. From there they climb into the ceiling and crawl until they fall into room 37. As the room cannot be entered any other way. The Eyes of Oblivion can be spotted on a shelf in what appears to be a medical room. They appear as half formed glass eyes with black dots. Spinning and jerking in their container. They appear only for 1 hour once a week. Even if they have already been taken. Leading one to theorize there is more than one set. To use the eyes, one only needs to place these eyes like contacts. Be warned as it said you will experience excruciating pain for one hour as your eyes melt and these fake glass orbs fuse to your optic nerve. It's been described as so painful one may wish for death before it's over. You will also discover you will be unable to faint during the process. After completion enjoy your new eyesight.

  • Abilities: The eyes of oblivion appear to enhance a normal person eyesight far beyond what should be physically possible The person will be able to see even the smallest imperfections in every room. Able to see where the backrooms are weakest and where it is strongest. They will be able to see traps, pitfalls, and no-clip area's. They will be able to see entity and wanderer tracks and instinctively be able to tell how fresh they are. An added bonus is regardless of luminosity they will be able to see as if it's a clear bright day. If they close their eyes they can still see tracks and strange colors flowing in and around objects. One would believe they are seeing the air flow itself. Another added benefit is an increase in resistance to mental breakdowns, indoctrination, and fear induction. A small but quirky effect is the ability to choose any eye color as long as it is not a normal eye color for humans.
  • Negative effects: If the user were to use these eyes unique abilities for to long without rest they will develop a slight headache. Do to the inability to have normal eye colors any wanderer aware of the eyes maybe an enemy. As not only do you suffer the extreme pain and sneaking into a fortress. But now you will have a target on your back. Have a plan to kill everyone you meet or avoid wanderers as if they were entities. If killed the eyes of oblivion will burn out the eye sockets leaving a burned face behind.

Central tower

Not much is known about what lies inside. Nothing more than hearsay and rumors of incredible artifact, tools, and mutations. Some believe that wanderers taken inside are mutated into some form of army. No knowledge as of yet has been confirmed.



Entities

Level 576 Entities include , Hounds, Death Rats, and Deathmoths. They are rare in all districts with the only exception being the slums. There is usually 1-2 entites on every block in the slums during the day with that number rapidly increasing to 3-5 per block at night. It is highly advised to simply avoid the slums at all times.

The only other entity is entity 576 which seems to only appear on this floor. Little is known about this entity except the few interactions. The entity is known to be humanoid and stands just at 7 feet on average with some being taller. Their weight is only guessed at to be several hundreds of pounds do to one crushing a car when vaulting over it. The entity is capable of running twice as fast as normal humans and seems to have greater endurance. The entity is heavily armored and armed. Appearing similar to special ops. While it's unknown what the entity looks like under their gas mask. It is known that they are raw muscle. Their strike force was enough to throw a reinforced steel door several feet in a single punch. If it is nighttime and you are spotted. Your best bet is to run and keep running. Use alleyways and tight corners as they seem to struggle a little with quick turns. But be aware there is a high chance you will be caught. Your best bet is to try and run out the clock. Any attempts at hiding have resulted in absolute failure. As this entity seems to be able to follow your trail regardless of what you do. Attempting to fight the enemy is also advised against. As their skill in hand-to-hand combat far exceed human capabilities. They are also capable of taking massive damage. As one entity took a massive explosion capable of leveling a floor to the face. The most damaged observed was a slight damaged and dirty armor with a cracked glass in their mask. Beside that they showed no other injuries and was capable of still operating at normal levels. Between their durability, strength, and skill. A wanderer is considered lost if they are following them during the night. Do not attempt to provide aid. They seem only to use their firearms on entities or wanderers who attempt to sneak into the central tower. The intelligence of such entities is in question as one wanderer states they heard them talking. However all entities have refused contact.

Central tower It's unknown if the building itself is entity or not. It is advised to stay away from it. Not just because of entity 576 but due to unknown anomalies.


Colonies and Outposts

There are three outposts within level 576. But it has proven difficult to maintain a high population do to the night hunts and mutations.

Outpost Pack Rats

  • Small, experienced population 37
  • Friendly except during the nights
  • Favorite remark left 4 dead real mode
  • Willing to trade for almond water as it is precious on the level

Outpost Eyes of God cult

  • Believes the eyes of oblivion is real
  • Neutral unless provoked
  • Does not trade
  • Population fluctuates
  • Has the most experience and knowledge of the level, but does not share it with non-believers

Outpost Bridge

  • Population zero
  • resting spot for visitors or UBDS in order to gather supplies from warehouses
  • Located at the last warehouse near an exit from this level


Entrances and Exits

Entrances

  • Enter into an elevator on any level simply enter 567 if the numbers are there. Wait until the door is closed then hit the emergency stop button. This will cause the elevator to drop. When it stops you will be in Level 567
  • On any sub-floor look for a fire-escape ladder climb it until you reach the top.

Exits

Only three exits are currently known though some speculate there maybe more.

  • Behind the warehouse of outpost Bridge. There is a straight drop with a waterfall coming out of six sewer pipes. This water is almond water but smells strongly of sewage. This exit has a 95% of putting you on Level 37 and 5% chance for a random Negative level
  • In the slums there is a motel with two floors. It has an employee elevator. Using this elevator will take you to level 4
  • There is a single office building dead center of the slums. It can be viewed from the Apartment district. Going to this building will lead back to level 0
Advertisement