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• Level 797 is the 798th of the backrooms

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Survival Difficulty: Class Variable
》Varying Safety
》Heavily Unstable
》Diverse Entity Count

One of the few images from the exterior of level 797

Description

Level 797 its being a large house on a field, the outside of the house looks good, with bushes and trees that surround the house well pruned, the garden of the residence looks well maintained. Looking inside the house, there doesn’t seem to be any kind of light and there doesn’t seem to be any furniture, as things change when you enter the house. The interior of the house there is light, a variety of modern furniture can be observed when walking through the residence. In all, there are: Five bedrooms, a living room, a game’s room with various options, three bathrooms on the first and second floors of the house, and a basement.

Rooms and Effects

Living Room

The living room of the third convenient of residence is the largest room, even containing an attachment on the wall next to the sofa, You can find: almond water from pieces in abundance (mainly from Chocolate Bliss), energy bars, carrots, and glow sticks. When walking in the room, you can hear knocking noises on windows, on the higher and lower floors, this can activate the very low walker’s sanity making him want to leave that place as soon as possible. The TV in the living room will always be on, with interference and different sound frequencies, the TV can be accessible to any walker, but if the walker spends more than 5 hours watching the TV, na advertisement with a “!” Written in it, the author it to the Level !.

A image of the living room.


Game Room

The modern games room is one of the safest places on the level, having a variety of state-of-the-art games and computers, in addition to being functional. The room also contains refrigerators, the foods similar to the processing tables and which do not cause problems when being consumed and which do not cause problems when being consumed, which can cause food problems, which can cause stomach discomfort if I freshen more food, which can cause problems to be cut if a total of ```5 medium glasses of water``` is ingested. When using computers for more than 6 hours, some hallucinations will start to appear around the house and will become more real as each hour passes, the effect can only be cut if the computer stops ```turned off```, it is important to note that an of the 3 computers in the room may contain information about how some effects are present in the level.

Bedrooms and Bathrooms

All 6 similar rooms on the second floor of the residence are the same, apart from the colors of each one, which are: Gray, green, blue, red, yellow, and black. All but the black room’s unlocked. In each room you can find batteries and more glow sticks. There is not much to do in this part of the house, apart from getting the key to the ‘’’basement’’’. In the bathrooms you can find medical kits and bandages. Bathrooms are the event-free rooms on this level, having no events or anything to hurt the walker.

The Garage

The garage is the second most dangerous room in the level, and can contain considerable groups of creatures. But what draws more attention is the effect of the room, it is summed up with the walker, when entering the car located in the middle of the garage, it will start to imagine people nearby being run over and killed. This effect can cause the wanderer to become paranoid and attempt to commit suicide at any cost. Here you can find crowbars, hammers, axes, double-sided tape and wood glue.

The Basement

The most dangerous place in the residence, this is where a variety of item’s found, such as more energy bars and some distinctive pieces of metal, in addition, a diversity of creatures inhabits the basement. The basement is almost infinite, its believed that it does not have a specific exit, but still M.E.G does not have the proper information and data to prove that there really is a way out of the basement. Here the hallucinations are constant, so being more real and being able to cause physical damage to anyone who dares to go down to the basement, it is not recommended without the use of special equipment and other items that can heal for a long period of time. It is theorized that the basement is the place that causes all the other events around the house, because it manages to create hallucinations so real that they can attack na unsuspecting wanderer, but still nothing confirmed.

Entities

This Level inhabits a thought amount of health facelings with effect from Level 11 can be found in ‘’ ‘living room’’ selling and can also negotiate the walker for several rooms (taking the walker for several rooms). Smilers can also be found in the basement and also around the residence, smiler eggs can be found in the basement. In addition to the various basic creatures, the level is the natural habitat of so-called Funglords, creatures made of fungi with black pigmentation that can cause lethal diseases if they feel harmed. Only appearing if the walker leaves the basement door open for more than 24 hours, with that, black roots will start to grow all over the house, it’s cool for walkers, after the fungus has taken over the entire residence, the same Getting dark, causing you not to start seeing straight. Back mushrooms, can grow quickly, so it can be found with greater efficiency and consumption to slow down the transformation, but before fungi grow rapidly for 20 minutes and multiply rapidly, so that the effects of the fungus aren’t return to accelerate.

Colonies and Outposts

Hazard Gang

• Composed of 6 Funglords with the position of "leaders", each with the same colors as each room, wear normal clothes.

• Extremely hostile, they will attack and try to beat up any walkers that are trying to enter the level house using their tentacles.

• They own the basement and control most of the things and events that happen in the house.

Anti-Infeccious

• Comprised mainly of humans well-armed with axes and small firearms, and with improvised protective masks.

• Very friendly, being able to help any walker that enters the house.

• They trade and can help to explore the level.

Entrances and Exits

Entrances

• Drink almond water at level 443 and you’ll get here. • Entering a house on Level 9 with the same characteristics as the house on this level will take you here.

• Drink almond water at level 443 and you’ll get here.

• No-clipping by any wall of the Level 6.1 and you will get here.

Exits

• Finding a black door in the basement will take you to the Level 111

• Being dead by a yellow Funglord take him to the Level 0

• Using a computer with black fungus will take you to the The end

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