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WARNING:


Level 60's Survival Difficulty has been deemed Class 4 until the "entity" has been terminated. All inhabitants of Level 60 are to temporarily evacuate to Level 61.

Survival Difficulty: Class 4

Safe

Secure

Minimal Entity Count High Entity Count

Description

Level 60 resembles an average 1980's-style prison facility. Dust and cobwebs are abundant and easy to walk into in this level, however they are mostly harmless. There are four cell districts.

CURRENT ENTITY INFESTATION:

CODENAME: SNAKE 507

An unknown anomaly has exited from district 4 in level 60, more data is required for its proper documentation. It has been described as a large, snake like being that absorbs any living matter into its anatomy, often taking certain features from the consumed creature. this can include taking the arms of humans, or the wings of Deathmoths. It's original appearance was an inky-black, snake like being that displayed high intelligence and hypnotic white eyes. Currently, it has claimed 210 lives, and has grown to be over 60 metres tall, more data being collected.

Anomaly status: Alive

Temperament: COMPLETELY HOSTILE
Terminate?: YES

Updates:

9/11/2021

It's getting bigger, but some damage has been dealt, firearms are effective, and it grows smaller with each bullet hole. Let's hope it's not able to regenerate...

District 1

District 1 is the safest part of this level, it is devoid of entities, and many wanderers have established colonies here. The walls are made of snow-white marble, and the lights emit a comforting blue glow. The cells in this district measure exactly 5x5 metres squared and have comfortable beds, toilets, and even wifi. The wifi is laggy, but entirely safe to use. It is recommended to stay here, as the rest of the backrooms may be to challenging for you. apart from the beds, and other luxurious items, the walls here are clean, and the floors shimmer in the dim sunlight, stay as long as you wish!

District 2

District 2 has a small number of adult and child facelings, they tend to be friendly, but can be brutally aggressive when provoked, they will supply you with fresh food each day (Safe to eat) but will not allow you to stay inside, often requesting you go to District 1 instead. due to this, no one really knows what the inside looks like, but many have reported soft, calming music playing during the inactive hours of District 2.

District 3

District 3 is a lot more....Unpleasant, per say, than the other districts, its walls are smeared with scorch marks and an unidentified black substance, Smilers inhabit this district, but cannot leave it. Inside is dangerous to explore, but many messages and symbols can be found written on the concrete walls inside. It is advised to avoid this District if possible.

District 4

This district is unsafe, and houses both hounds, smilers, and aggressive facelings. No one has gone inside and lived, so it is advised to stay out.

Landmarks

The Centreglade

The Centreglade is a small gazebo found in the center of Level 60, many wanderers come here to socialize and eat their food. Sometimes, seeds of unknown origin can be found laid out on the grass.

Recovered Logs

The pages of this journal are still being recovered as Level 60 is explored further.

14/3/2008

It seems safe here, I think, there's food, almond water, and comfortable beds, I think I'll write more later, but right now I want to explore!

15/3/2008

I'm writing again to address some things. I asked about the other buildings, and they said that I should only go into District 1 (Assuming that's the one I'm in!?) and I could go to District 2 for food. I asked about districts 3 and 4, but they only gave me an annoyed glance, so I stopped asking. All that happened after that was I met this sweet little male Deathmoth! I'm calling him Floof.

Colonies and Outposts

Jailmarketer's Trade

  • 50-63 Members
  • Willing to trade (As that is the point of the colony)
  • Friendly, but only take in wanderers who want to trade items

Cellmates

  • The main colony of Level 60, willing to help you escape, but encourage you to stay with them in District 1
  • Would trade, if the Jailmarketers weren't already giving enough supplies to wanderers.
  • Always willing to take in new members.

Entrances and Exits

Entrances

One may enter this level by entering a cell door on Level 4, helping 10 Wanderers escape Level 4, or by killing 10 innocent entities in any level.

Exits

One may simply leave by walking out of the prison into the train outside, which will lead to Level 61.

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