Level 925 is the 926th level of the Backrooms.
Contents
Description
Level 925 is a typical army barrack that is 100 meter long and 10 meter wide. Its interior consists of 5 single beds on the left and right side, totalling 10 beds. Each bed has a small green chest in front of it, persumably for personnel's storage, and clothes rack embedded on the wall, devoid of any attires hanging on it. The beds themselves are quite comfortable and can be used for resting or sleeping. The barrack has no windows with concrete wall and dirty wooden floor. All the furnitures, walls, and floor are indestructible. Lighting is adequate enough to see the entirety of the barrack although no visible light sources can be found inside. At the end of the barrack lies a wooden door. When entered, one would come into similar barrack like the one they ended up in. So far, there has not been any report regarding the end of the barracks, suggesting that the level is endless. Opening the door on the opposite side does not lead to the previous barrack. Opening and then closing a door without entering it will not change the next iteration of barracks. When you enter a barrack, the door behind you will silently close without any noise. Holding the door with a door stopper does not work.
This is the only level so far where travellers may encounter an entity known as "The Commander". Although it rarely appears, proper rules of engagement are provided in order to ensure any undesired outcomes. The detailed description and instructions can be found in the "Entities" section of this document.
Most of the chests are safe to open and may contain useful, anomalous, or even junk items, ranging from broken wristwatch, rope, flashlight, Almond Water bottles, to a revolver. This makes the level quite popular among travellers due to its low threat level and seemingly endless supply of items. The exception to these chests are the red ones plastered with Radioactive label. When opened, Radon gas with level above 20 pCI/L will come out of it. The gas is highly radioactive. It is important to note that any dog tag found inside SHOULD NOT BE TAKEN OUT OF THE CHEST. One explorer reported that his partner suddenly disappeared into thin air the moment he took a dog tag from the chest, only leaving their footwear. Some of the anomalous findings are listed below and are being held by M.E.G's science division for research purposes.
- A small wall clock, 20 cm in diameter. The fingers move counter-clockwise at 1.33x the speed. No batteries are found, so there is no explanation on what is powering the clock.
- A military canteen made of stainless steel. It contains strange, blue-ish liquid that evaporates almost instantly after it is taken out of the canteen or comes into contact with anything other than the canteen. Therefore, analysis or consumption is impossible. The canteen seems to hold endless amount of liquid.
- An ornate brass key, smeared with blood on its handle. Nobody knows yet which door this key can lock or unlock. As a matter of fact, none of the doors in this level is locked or has a keyhole. The blood cannot be washed off from the key. Another anomalous aspect of this item is that there is an engraving reading "0369" that is only visible to some people. It was discovered that people who are able to read it all have served for at least a year in the military.
- A handgun that has unlimited ammo. The model is similar to Heckler & Koch's P7. Each shot anomalously heats up the handle to the point that it can burn the holder's hand. The heat dissipates after a few seconds.
- A Bayonet measuring 30cm in length. Whenever it is fitted onto a rifle, the rifle will anomalously jam, disabling it from shooting. Any ammunition loaded into the rifle will immediately disappear as well.
Occasionally one would come into some instances of army barracks that deviate from the normal settings. These unique ones are numbered Barrack 925-1 until -7 after thorough explorations by a number of M.E.G explorer squads. There may be more unique ones out there but the ones listed below show up the most during explorations
- Barrack 925-1 is missing 1 bed from either left or right side. The lighting is a bit dimmer than usual. So far, no visible threats are found here. One might encounter this kind of Barrack after traversing through at least 50 barracks. It is advised to not dwell too long in this Barrack as the atmosphere tends to cause suicidal thoughts in the minds of travellers
- Barrack 925-2's door at the other end of the barrack is made of steel instead of wood with a small window attached to it. One cannot see anything through the window and the window itself is unbreakable. No threats are found here. In some instances, one might also find the room with the steel door slightly ajar instead of fully closed.
- An adult Facelings will sleep in one of the beds in Barrack 925-3. In addition, the floor is made of dirt instead of wood. Despite their usual nature, DO NOT WAKE THEM UP UNDER ANY CIRCUMSTANCES. It is advised to just tread quietly through the barrack and leave
- Barrack 925-4 will have clothes hanging on the clothes racks. The attires are mostly military uniforms. The uniforms are wet with unknown liquid. It is recommended to not take or wear the uniforms and to just leave them alone. No visible threats are found here. One might hear faint sounds of classical music in the room.
- Barrack 925-5 is probably the most dangerous barrack found. It first shows up as normal instance of barracks, but as soon as you or your group enter it, the room immediately goes dark and any item or device that can produce light such as flashlight, portable lamp, or smartphones will not work here, nor will gears that enable you to see in the dark such as night vision goggles. The only exception is candle. Therefore, it is critical for explorers to walk carefully and quietly through the barrack. When you enter this Barrack, the door behind you will disappear. What makes it dangerous is that the barrack hosts Hounds that sleep on the floor. Accidentally stepping on one of them will suddenly light up the room, with all the Hounds waking up and staring at you just seconds before they pounce and kill you in a gruesome way.
- Barrack 925-6 is M.E.G's outpost in this level. It has no furniture and the walls are made of drywall instead of concrete. There is a metal hatch on the ground in the middle of the room that leads to other levels. So far, there has been no other barracks similar to this one. There is a very high chance of travellers going into this barrack from the barrack where they survived the commander
- Barrack 925-7 was encountered first after the M.E.G. settled on this level. The only difference between this and other normal barracks is that this barrack has no chests. Other than that, no other threats are found. Occasionally, one may find a sticky note on the left wall of the barrack with the words "Out of stock!!" written on it.
Barrack 925-5
As the only kind of Barrack that poses a real threat so far, there are hints that one must note before they open the door that leads to this barrack.
- If you end up in Barrack 925-3, there is a 50% chance that you will end up in Barrack 925-4 after traversing 3 more Barracks
- If the door handle feels very cold to the touch, it is most likely that the barrack beyond the door is Barrack 925-5
- If you land on Barrack 925-4 when you first arrive in this level, the door behind you will most likely lead to Barrack 925-5
Entities
So far no other entities other than adult Facelings, Hounds, and the commander are found here, making it relatively safe to explore.
Adult Facelings can be found sleeping in one of the beds in Barrack 925-3. So far, there has not been any news on what happened to the explorers who got too curious and woke up the Facelings.
Hounds can be found in Barrack 925-5, sleeping on the floor. It is not advised to try to kill them with firearms or bladed weapons. One report described a group of well-armed explorers who tried to clear the Barrack from the hounds, only to be met by endless amount of hounds that seem to pop out of thin air with each hound they killed.
"The Commander" is an entity that is found exclusively in this level so far. It resembles a military general of male stature, around 177cm in height, fit build, bald, and wears military uniform
The Commander
This entity rarely appears in this level, averaging around 2500 barracks per encounter. Depending on the appearance of the commander, one might leave unscathed or they will have to fight for the way out. There are several things to note about encountering this entity:
- Once encountered (and assuming the traveller got out safely), they will never encounter the commander again in this level. Several also suggests that the chance of encountering Barrack 925-5 significantly decreases after this, making exploration safer to conduct.
- If you are in a Barrack 925-2, in rare circumstances, one may be able to look through the window and see the commander standing there. The room beyond the door will surely contain the entity.
- The entity has never been sighted inside the unique barracks (925-1 to -7). It only appears in normal barracks without any deviation from the normal settings. The commander always stands at the end of the barrack, blocking the door.
- One sure hint of the entity's presence in the next barrack (besides the condition stated in Barrack 925-2) is by putting your ear on the door. If you hear the sounds of shooting or explosion, the commander is beyond the door.
- It is important to know that when the commander is in the next barrack. The previous barrack will also contain the commander. Once this happens, you don't have any choice except to engage the commander.
It is critical to note that travellers SHALL NOT immediately engage in combat/conversation with the commander as soon as they encounter it, unless the rules of engagement tells you to. It is not known to what extent the commander is capable of, but none of the travellers survived to tell the tale after they disregarded the rules. When one encounters the commander, one might also notice the varied amount of blood and gore on the floor, on the bed, or on the wall (those are not always there). It is assumed that the blood was once the many travellers' who failed to follow the rules. The rules are as follow:
- Respect mode. You will need to take into account this rule when the commander is seen alone wearing a military uniform with a lot of badges on it. You (and the rest of your group) have to walk to the center of the room and do a military salute (hand on your temple) until the commander himself salutes you. This can last between 30 seconds to 2 hours. Lowering your hand or resting on the bed is not recommended and the commander may see it as a sign of disrespect. After the commander salutes you, it will immediately disappear and you are free to go or rest in the barrack. In some of the recorded encounters, the commander may leave behind his Luger on the floor where he stood. You are allowed to take this gun with you.
- Silence Mode. This rule applies when you encounter a commander along with 10 of his soldiers, each standing next to each bed. This will indicate that you may either be able to escape this level or continue your journey. You (or each of you in your group) must then pick a bed and lay on it. After you (and everyone in your group) lay down, the soldiers will aim their weapon at you. DO NOT PANIC. They will not shoot unless you offend them in some way. Once you lay down, close your eyes and stay still. During this time, you might hear the sound of gunshots, screams of orders, explosives, or even your companions calling you to wake up. DO NOT RESPOND to these stimuli, for these are the commander's tests for you. This lasts for approximately 5 minutes, but may feel like forever. You will know when to wake up when you hear the phrase "The war is won. You are now allowed to go home" or "we've lost the war. Run for your life!" in your native language. If it is the first phrase, you will still end up in the level, but the commander and his soldiers will not be there anymore and it is safe to continue. If it is the second phrase, you will be transported to a random level that has some kind of housing on it.
- Survival Mode. This is the most dangerous one out of the 3 rules. You will know this when the commander is seen holding a hunting knife and wearing a kevlar. For this engagement, you will need to battle the commander by standing in the middle of the room with your weapon ready. Going back to the door behind you will not work as the door will disappear once you are inside the room. If you are in a group, you need to pick one member of your group to battle it. The others will not be able to interfere. It is very much recommended to bring a weapon or 2 before coming to this barrack, as any chest in the barrack will have no items in it. Once you are in the middle of the room, the commander will engage you in combat within 10 seconds. It is said that the commander is very strong on close quarter combat and he attacks with intent to kill. Untrained civilians most likely do not stand a chance against it and even a seasoned veteran will have a hard time surviving. Almost 80% of the recorded battles end up with the commander as the victor. The battle is finished when either you or the commander dies. If you are in a group and your chosen combatant loses, the rest of the group is allowed to continue. The commander itself will disappear, leaving your group with your companion's corpse in the room. If you manage to kill the commander, it will disappear in a smoke and leave his hunting knife on the floor. DO NOT TOUCH OR PICK UP THE KNIFE. You can still safely kick the knife out of the way, but it is best to leave it and continue your journey. Rumours state that the commander may actually be the past travellers who bested the previous commander in combat and picked up his knife, effectively corrupting them and making them the commander for the next encounter.
Colonies and Outposts
So far, only 2 colonies are found in this level.
M.E.G Research outpost "Adepta"
The outpost hosts several M.E.G scientists and 3 guards. It is located in Barrack 925-6, in which there are no furniture found inside. The barrack is filled mainly with scientific equipment and a makeshift barricade made of sandbags against the 2 doors. They are well-equipped and the outpost is considered the safest place in this level. Their main purpose is to fully explore the level and note any discrepancies, gather anomalous items, and help other travellers that end up in this level. They are willing to trade supplies for anomalous items found in this level or any other level. This is the only barrack in the level where Internet through Wi-Fi connection is possible. If travellers come to this barrack after surviving the commander, the scientists will gladly provide you with supplies in exchange for interview regarding the commander.
Army Veterans Group
Some of the normal barracks host a group of army veterans who ended up in this level by accident. They are not hostile and only recruit people with military background. They are very well-armed and will gladly trade firearms for supplies such as food and drinks with the exception of alcoholic beverages. Due to the nature of the level, there has only been very few contacts between the M.E.G and this group.
Rumour said that one of the group's members managed to once completely clear an instance of Barrack 925-5 from the Hounds, being the only survivor of the squad sent to explore the level. The barrack where the massacre occurred could still be found in the level when one traverses far enough. The room is filled with the stench of dead Hound and human corpses that don't seem to decay.
Another thing to note about this group is the presence of one of the older female members known as "Foxfire". Foxfire is able to correctly predict what kind of barracks beyond the doors without so much as checking them out by opening the doors. This has helped the group immensely during their explorations. How Foxfire is able to guess them correctly is still unknown, even to her close friends. She is also one of the few people in the level who is able to consistently defeat the commander in combat.
This group currently has 72 members spread across the normal barracks in this level.
Entrances and Exits
Entrances
- One of the crashed cargo planes in Level 66 will contain a brown sleeping bag. Sleeping there for a few hours will transport you to this level where you will instead be on one of the beds in the barrack. It is important that the sleeping bag has to be brown. Any other color will not work or may even harm you when you sleep in it.
- Entering into a house in Level 29 while wearing a night vision goggles found there has a 70% chance to transport you to this level
- Traversing into the deep forest in Level 210 has a small chance to transport you to this level. When this happens, you will suddenly feel very drowsy while going through the forest, to the point that you fall down to the ground and immediately sleep. Be wary that most of the reports of traveller who wake up in this level from Level 210 said that they ended up in Barrack 925-3, sleeping in the bed next to the Facelings
- Very rarely in Level 890 will you see a military helmet on the shelf. If you wear it, there is a small chance that you will be knocked off and wake up in this level. Any item in your possession except your clothes will not be carried along here.
Exits
- The metal hatch on the ground in Barrack 925-6 leads to either The Hub or one of the cabins in Level 301. In 0.01% chance it may also lead to the vents in Level 491
- If you sleep long enough in one of the beds in any Barrack, there is a small chance that you will wake up in one of the houses in Level 92. Some claims that the beds in Barrack 925-5 yield the highest chance of transporting you out of this level. Sleeping on the floor under a bed will instead transport you to either Level 140 or Level 588
- Sleeping during Silence Mode outlined in the above section may be able to transport you to a random level with some type of housing on it.
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