
Level 89 is the 90th level of the Backrooms.
Level 89 is a complex of oddly connected rooms that expand endlessly. The floors are tile, the walls are torn, dark-colored concrete, and the ceilings are aluminum, metal, or conductive material. The rooms resemble shops, including arts and crafts shops, electronic stores, etc. However, regardless of the room type one is in, there will be one thing consistent throughout the rooms: the overabundance of electricity.
The rooms are typically tiny and rarely large. Furniture is what one would expect from a home improvement store, and it's usually constructed of aluminum, metal, iron, or conductive materials. The most frequent furniture item is a shelf, which may be placed anywhere in the area and contains objects and supplies that can be navigation equipment. Each room will feature shelves that appear to be the same size and style; some rooms are arranged in an orderly fashion, while others are positioned randomly, creating a complicated layout. These rooms feature a maze-like arrangement where the shelves will lead to several dead ends and intersections; in rare cases, the shelves may block all of the room entrances, creating a closed room. This makes navigation difficult since one must climb, crawl, or walk sideways to avoid becoming trapped. The shelves are known for being exceedingly heavy and difficult to move.
There is a counter in the corner of every room. The counter shows up in the room's design-appropriate form. This level's products aren't any of the ones we are familiar with from The Frontrooms, and some of them also appear to have uncertain functions. Some products could combine two products that are not included in our reality tools. Some of these products have unexpectedly odd features, while others are worthless since they don't serve any function. The level also ensures all electrical devices, including those that stray individuals bring into the level, will always have power.
The room has a lot of decorative items, especially lighting that embellishes the ceiling, walls, shelves, and counter. Most other decorative items are electrical items, as they offer beautiful aesthetic views. The electrical decorating items will be put through a lot of effort, especially the lights, which shine quite brightly. Some electrical items may overheat, which can harm or ruin their internal components. An electrical excess may occasionally result in an explosion as well. It is well known that these electrical items will be recovered over time if damaged.
Multiple electrical wires that are braided into complicated patterns hang from the ceiling. Any electrical equipment at this level receives its electricity from these wires. The electricity comes from Level 3 as it provides a large quantity of energy to this level, causing the electricity at this level to have a very strong current—60 volts up to 500 volts—which causes the level to be hazardous to the environment, thus contact with wire should be avoided at all costs.
Electric wires can occasionally be broken, and wires hanging from the ceiling can spill a lot of electricity. Since the majority of furniture and other items are composed of materials with strong electrical conductivity, the high-voltage leakage may also affect those nearby. Contact with these artifacts will result in shock, injury, and possibly death. Due to the extremely high electrical level, it is possible for electrical appliances to overheat, break, and explode. Broken electrical appliances may also result in high-voltage leakage. It is recommended to stay in a room with less electrical equipment and material conductivity.
You will get an electric shock if you touch a high-voltage electrical source. The amount of electricity that passes through your body will determine how harsh the shock will be. You will suffer tingling, muscular spasms, and difficulty breathing after an electric shock. Although you will feel an electric shock at this intensity, your muscles won't contract, so you'll still be able to move. It is recommended to flee if you find yourself in this circumstance. However, after experiencing an electric shock for more than 7 to 10 seconds, muscles will begin to contract, leading to paralysis or involuntary movement, and eventually passing out. The time of pass out will depend on when the electric shock was received; it can be anywhere from 6 hours to 2 weeks, or it can result in death.
Shocker Ghouls are the only known entity on this level. Shocker Ghouls are not harmful to wanderers.
There are no known colonies or outposts in this level.
Entrances[]
Exits[]
- The room's seemingly inaccessible door will lead to Level 90.
- Entering a large workshop and playing any musical instrument will transport you to a workshop section of Level 444 when exiting the door.
| Levels | Futuristic Halls │ J. Barry Mental Asylum │ ⍟ Abyss Inn │ Numbered Doors │ Out of Order │ Otherworldly │ The Attic │ Artistic View │ Roller Rink │ Dead Mall │ Desolate Terminal │ Video Rental Store │ Surreal Continuum │ Arabian Desert │ The Moribund Highway │ ⍟ Greenfield Campus │ Alone │ ⍟ Stairwell Of Spirals │ Shooting Gallery │ Downtown Diner│ Shocking Anomaly │ Anemoia │ Soundless Solitude │ 261 Turner Lane │ Level 13? │ A Brass Number 6 │ Grayscale Halls │ Unrecognized Landscape │ Lukewarm Hotel │ Solitude Snow │ The Tranquil Disruption │ Blue Horizon |
|---|---|
| Themes | Liminal Theme |



