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InfirmaryLevel718

3
3
Sd-hexagon
Threat Index: Class 3
»⠀Unsafe
»⠀Unstable
»⠀Low Entity Count
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Sound emanating from the loudspeakers inside of Level 718.

Description[]

Level 718, also known as the "Saint Lawrence Sanitarium", is a prison-like level similar in appearance to an insane asylum or sanitarium. Level 718's nickname originates from Saint Lawrence, who was burnt over a grill. Victims of the sanitarium likewise were burnt over grills.

Level 718 is characterized by decrepit, crumbling brick, thick rows of steel bars, and flickering lights that cast only dim light. The windows are archaic and covered with grime, typically curtained on lower levels and blasted out on higher levels. Wanderers report hearing the clanging of steel, howling of the wind, and eerie noises over the loudspeakers. Upon entering the asylum, there is no way to exit alive without no-clipping. All blasted-out windows are too high to jump out of without injury, and subjects cannot exit through the main door after entry. It has turned into a blank brick wall. The explanation behind this transformation is not known. It has caused suspicions that this level is non-linear.

The interior is a maze of hallways, cells, and torture chambers. While the level has a set width, it continues in length for seemingly forever. Level 718 is reportedly dark, cold, and eerie. Wanderers frequently report chills down their spine, hearing faint screams echo around them, and feeling as if something is walking behind them. Some are randomly clutched by anxiety, especially when passing specific cells. One cell, designated cell 23-B, can cause sudden urges of self-immolation or omnicide. Numerous unidentifiable charred corpses can be found on grilles, some of which are still lit. Some rooms are inaccessible from fire damage, intense smoke, or darkness that makes navigation impossible.

The sanitarium is surrounded by a dead, autumnal forest. The day and night cycle of this forest changes from sunset to midnight. The level is typically safer at sunset and more areas are accessible due to adequate lighting. Upon the gradual arrival of midnight, the level will become nearly unnavigable. The howling wind intensifies into a blizzard. Exposure to this blizzard for extended periods can cause frostnip, frostbite, hypothermia, and/or chilblains. Snow, rain, and hail begin to "blanket" the level. Prolonged time outside will likely cause death. Midnight takes place for 20-23 hours, before being replaced by a 4-hour sunset.

Midnight also causes Windows to become active. Level 718's windows are confirmed hostile. It is suggested to not approach them. They typically reflect a black, otherworldly light that causes seizures or temporary blindness. Some may also depict reflections of fire, or screaming victims being set alight by uniformed figures.

Downstairs[]

Downstairs is the bottom level of the sanitarium. It has brick walls and a small lobby. The lobby contains a 5-gallon hot-cold water dispenser and several danishes on a table, which is the only available sustenance throughout the whole level. The downstairs is considered to be the safest part of the level. It is not habitable due to fires that spread through the bottom floor every hour. The cause of these fires is unknown. Most theories by Wanderers dictate these fires come from the crematorium.

Chapel[]

The Chapel is only accessible by a small, cramped staircase. The room is constructed of gray brick. It has no decoration, save a golden cross hung on the wall. It should only be entered if the subject is desperate, as a Wretch dressed in a priest's gown resides inside the chamber. There is a small chance the stairway has been sealed by a brick wall, but otherwise the subject can exit back down the stairs.

Crematorium[]

The crematorium is considered the most dangerous part of Level 718. It is characterized by rows of steel doors, which when open reveal cramped rooms over grilles of flame. The rooms are typically smeared with ash. Some have corpses inside. If desperate enough, the corpses can be consumed. The meat from these corpses is referred to as "Ash Steaks". This should only be done as a last resort. While somewhat nutritious, consumption can cause lung cancer, gastritis, appendicitis, indigestion, nausea, or an uncontrollable gagging cough.

The crematorium does not turn, but continues in a straight hallway, with a burning chamber every other cell. The crematorium presents several dangers. Many Wanderers report sudden blasts of intense heat, which can cause heat exhaustion. Additionally, the ashen bodies may seemingly re-animate and begin to bang on their steel doors, which can drive Wanderers insane. If the ashen bodies are released from their burning chambers. they lurch after nearby Wanderers and attempt to beat them to death. The corpses do not attack each other. However, their movements are slow and sluggish, and they can easily be avoided unless they begin to form hordes. If they do so, the best way to deal with them is to avoid them or throw fiery objects at them. When lit on fire, their bodies burn like tinder, and they release high-pitched wails until their decease.

Warden's office[]

The warden's office is a small brick room positioned above the chapel, at the top of the sanitarium. It contains a desk, golfing trophy, and the taxidermied head of a moose. There is also an empty coffee machine and a warden's uniform framed inside a glass case. The window is blocked by steel bars, making the roof inaccessible. The warden's office's only access point is a staircase adjacent to the crematorium. The staircase's exact location is randomized. It is secure until the ninth midnight. On the ninth midnight, the Warden's office catches fire. Wanderers are not secure after this time.

The Woods[]

"The Woods" is a howling wilderness surrounding the sanitarium. Wanderers frequently elect to travel through the woods instead of the sanitarium, which almost always results in death. The Woods are described as a misty, gray expanse that is maddeningly quiet. They contain skeletal trees and deceased foliage. The Woods are secure during sunset. Upon midnight, The Woods transition into a hostile state. Frigid Cone Spiders are confirmed to be found in the snow during blizzards. Wanderers who do not expect the Frigid Cone Spiders may be surprised and killed. The Cone Spiders are always at a minimum of 340 yards (310.896 meters) away from the sanitarium. Ash corpses also begin to exit the sanitarium, typically via windows, and pursue nearby Wanderers. They are confirmed to attack during sunset.

Reports persist about a cabin deep in these Woods. The structure is supposedly a small, rotting shack. A single match is said to be found inside. Wanderers have supposedly used this structure for warmth and protection during blizzards. There is no confirmation of these claims.

Entities[]

A single Wretch resides in the Warden's Office and Frigid Cone Spiders are commonly found in the snow. Windows are also common along the higher levels of the sanitarium. The ash corpses are not considered entities. There are rumors among Wanderers of a gray, anomalous specter. These rumors cannot be confirmed and are highly disputed by experts. This specter is described as being extremely fast and blending in perfectly with the trees. When it approaches a Wanderer, it is then said to burrow itself into their ribcage, and then devour their body.

Colonies and/or Outpost[]

The sanitarium is devoid of any outposts or colonies, as only one Wanderer can be in Level 718 at one time, and once they exit the Level resets itself. This tendency has been highly documented but is still unexplained. It is unknown if eliminated entities come back to life. Most reports conclude it is not the case.

Entrances/Exits[]

Entrances[]

  • One of the doors in Level 139: "Grayscale Halls" leads into the courtyard of Level 718.
  • No-clipping into the chapel after praying to Saint Lawrence, or after murdering on Saint Lawrence Island.
  • Randomly no-clipping into Level 718 after departing "Media Nocte".

Exits[]

  • Random no-clipping. This method has reportedly worked for several Wanderers.
  • After reaching the warden's office, a chamber opens inside the crematorium. Accounts estimate it takes 10-20 hours of walking to arrive at the chamber. It can be identified by the sound of jazz music emanating from the inside. Reports insist that this crematorium chamber leads into  Level 5.