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Level 611: "A Flavor of Light and Dark"

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Survival Difficulty: Class 5
》Unsafe
》Unsecure
》Entity Infestation

Level 611 is the 612th level of The Backrooms.

Description:

Level 611 is a suburban house that has been said, or estimated to be, the size of Ontario, Canada. Looking out of the windows reveal heaps of snow on the ground, going to about 17cm high. The level has been deemed safe for a while under the M.E.G circumstances, until as of recently, due to the discovery of multiple entities upon facing south. This effect is the most confusing, and otherworldly to occur within The Backrooms. It is only understood by a select few members of a colony that used to call this level home. Depending on what direction you are facing, the lighting and atmosphere of the level will change drastically. The level is sensitive to eye or body movement. At one point, Level 611 was getting overpopulated. Because of the following event that occurred, Level 611 became self-aware, developing it's ability to control light depending on where wanderers are facing. This effect has been deemed as the "Organic Switch" phenomenon. Objects like compasses are capable of functioning within this level.

Light Mode:

A photo of the 'safe' portion of the level.

As by the photograph, anybody who is facing north of the level will be free of any real 'dangers'. The brightness poses a serious threat to wanderers sanity. While facing north, people are pruned to develop insomnia. There have been a handful of reports from wanderers stating that they are unable to blink or even close their eyes in very specific situations. There a plethora of items such as Almond Water, Neon Water, and other useful supplies. They will disappear when facing south.

The items that you pick up will become yours, even when you turn around. If you were to turn around, any item you picked up will still be in your inventory. While facing north, certain functions of the brain will cease control. The ability to feel fear will be absent, as well as the ability to respond to stimuli, specifically pain stimuli, and brightness stimuli. Another weird effect while facing north occurs when attempting to sleep. Whoever attempts to go to sleep within the level will start lucid dreaming while their eyes are open. These dreams were reported to contain loved ones from the real world abandoning the wanderer at birth. The parents in the dream say "What a failure. Born with your eyes open? What a waist of my time. It's like we gave birth to a psychopath, and yet we will have to wait for the truth to reveal. Could we ever be so sure? No, we are just going to assume. Pfft, what am I saying? Of course we know. Goodbye my 'poor and lost' soul. Nobody will ever love you ever again." This effect puts wanderers under sever mental trauma. As a side note, these wanderers will become aggressive and cannibalistic. The levels temperature will be at a stable 18 degrees Celsius while facing north.

An image of the more dangerous side

Dark Mode:

While facing south, the level will turn pitch black. There are some light sources hidden in very hard to reach areas that faintly illuminate the level with an orange tint. From the outside, the snowy neighborhood gets replaced with an eerie void of various objects like cars, other households, brick, pens, paper, trees, and laptops all floating in place. Entities will spawn at an abnormal rate, with the most abundant being Smilers, The Smiling Slaughters, The Shadows of The Past, Hounds, Televisions, and Sugar Feasters. Most items will dematerialize upon facing south. This will not apply to any food like substance. Any food substance, like a banana for example, will immediately decompose, grow mold, algae, and various fungi. While facing south, you will feel extreme fear, pain, and develop schizophrenia if unlucky.

The entities are highly aggressive and have been reported to attack other entities for food or territory. Sleep is possible here, however, it is advised not to attempt it as constant nightmares will haunt you for life if pulled off successfully. Many people have reported hallucinations. These hallucinations take the form of childhood memories, however, nobody gains recognition of these memories upon first contact. Many people have heard the sounds of water dripping on the ground, the screams of children, fireworks exploding, the sounds of joy, and gunshots. There is no apparent source for each of the reported audio ques. A handful of M.E.G agents have been dispatched, ordered with the task of building a fully functioning base within Level 611, however, they were unsuccessful. The agents noted that when facing north, every single light in the level turns on, while facing south makes the level go into a pitch black state. The darkness didn't stop them, and managed a base for a total of 7 minutes, before being attacked by various entities. It has been noted by the agents to be completely impossible to colonize the level in any form of medium.

Colonies and Outposts:

There are no more colonies or outposts on this level. All have either moved out of Level 611 when they had the chance, or have been killed in their attempts to escape.

Entrances and Exits:

Entrances:

  • Going into a hallway with half the lights on and half the lights off in the hotel area of Level 610 will bring you here.
  • In Level 618, running the computer command "Light_Control.AnA" will bring you here.

Exits:

All exits will only appear when facing south. These are the majorly known ones.

  • Hopping onto a bed and attempting to sleep has a slim chance of taking you to Level 612.
  • Entering any door has a slim chance of bringing you to The End.
  • Breaking down a door has a slim chance of bringing you to The Servers. There is an even slimmer chance of this exit taking you to The Server Room instead of The Servers.
  • Dropping down a hole will bring you to The Whisper guaranteed.
Archived-Information >

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Survival Difficulty: Class 0
》Safe
》Secure
》Devoid of Entities

Description

Level 611 is a suburban house that has been estimated to be the size of Ontario, Canada. Looking out any of the windows will reveal a neighborhood covered in snow and ice, families of Facelings playing in the snow, and countless vehicles driving on the road. The level has a day and night cycle which has been observed to last around 24 hours. The level has various rooms corresponding to what a household would contain, such as various hallways, kitchens, living rooms, bedrooms, bathrooms, and the occasional basements. The levels temperature has been estimated to be about 20 degrees Celsius. Most of the doors in the level will typically lead to even more hallways and rooms, branching pathways, and countless dead ends. The levels kitchens have many types of food found in the cabinets, fridges, freezers, and pantries which seem to never expire.

The bedrooms of Level 611 have various electronic devises, such as computers, tablets, and various video game consoles. The beds seem to be comfortable enough for sleep to take place, however, not every bedroom has one. The living rooms will always contain a television hooked up to a video game console. The most common console connected to a television is the Nintendo Switch. The couches seem to be uncomfortable and can cause major backpain if sat on for too long. Any door with a peephole seem to be unopenable. These doors have a very complex lock, needing a passcode, voice recognition, fingerprint scan, and potential ID card scan. All of these locks seem to bring you to the neighborhood as described earlier.

Colonies and Outposts

Many colonies and outposts seem to live here, however, there only seems to be one that wants their presence known. They are known as The Archivist's. They have said to be in this level for around 12 years, however, there is no evidence to back this up. They seem to be made up of 30 members, are open to trade, and will let other wanderers join the group if needed. They seem to be very friendly for the most part. Rumors say they will sacrifice any wanderer who misbehaves. It is best that if this rumor is true, do not join the colony.

HMM, WHAT CO--ULD HAV--E POSS--IBL--Y WEN--T W--RO--NG WHI--LE I W--AS G-O--NE? I AM HO--NEST--LY UN--SU--RE. I WIL--L FI--X THI--S WHEN I HAVE THE T--IME. RIG--HT NO--W I AM BU--SY WITH OTH--ER SUCH PR-OJEC-T--S I RE--ALLY WANT TO GET FINI--SHED. I--TS NOT LIKE EVER--YDAY I CAN--'T CATCH A BREA--K. NO NO. I WI--LL NEE--D SOM--ETH--ING IN RETURN FO--R ALL MY HA--RD WORK. I MEA--N SERIOU--SLY, A LITTL--E RECOG--NITION WOULD'--T HURT, RI--GHT? NAH. WHAT'--S THI--S? SO MANY PEO--PLE GROUPED UP TOGE--THER IN ONE PLA--CE? LET ME JUST DO A LI--TTLE B--IT OF TH--IS, AND A LITT--LE BIT OF THA--T, AND THERE WE G--O. LET'S SEE HOW MUC--H THEY LIKE THI--S.

Entrances and Exits

Entrances

The only known way to enter Level 611 is by going through any door in Level 610. Each door has a very small chance of taking you here.

Exits

There is no known way to exit at the current time of documentation.

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