Level 9 is the 10th level of the Backrooms.
Contents
- 1 Survival Difficulty: Class 5
- 2 Description
- 3 Colonies and Outposts
- 4 Entrances and Exits. To enter, falling through the floor randomly in Level 8 is the main method of entering Level 9 for most Wanderers. Crawling up the sewer grate in Level 34 will lead to Level 9. One of the many doors inside Level 92 can lead to Level 9 as well as other Levels. The revolving door in Level 40 will lead to Level 9. The yellow arcade cabinet in Level 25 will lead to this Level. Entering one of the doors in Level 54 will lead to Level 9. The animated houses of Level 94 can rarely bring you to this Level. Break the window in Level 87 to enter Level 9. The backyard of Level 104 will lead to Level 9 after exiting the Level. Going into a trapdoor on the ceiling in Level 160. Opening a wooden door in Level 4112 will probably lead to Level 9, however may lead to Level 11. Entering a Coach's booth on Level Lights will also lead to this level. Walking far enough in the path in Level 364 may result in ending up in Level 9.Find bright room and enter the door on this level will lead to level 9.3. Walking outside the thin field in Level 270 will bring you here. Going through the tunnels in level 1819 has a small chance of binging you here. Jumping out the highest window in Level 885. Entering a modern, suburban village on level 791 will lead you here
Survival Difficulty: Class 5
Unsafe
Unsecure
Entity Infestation
Description
The first known image of Level 9.
Level 9 is a seemingly endless suburban area, with the time of day never changing from midnight. This Level has the same darkness similar to that of Level 6 and Level -100, but not as dangerous. The houses in this level vary in design and size, although there are reports of spotting two houses near each other that are the same.
The houses of Level 9 appear to be furnished and fairly new, although there is no power source for the lighting systems to function. Some houses have a chance of being empty. Many useful objects can be found inside of these houses and areas similar to them. The furniture of these houses is what a person would expect for a normal house, such as sofas, televisions, beds, refrigerators, etc. The items that require a power source aren't functional due to the missing requirement of a power source. Some of these houses have fully furnished yards at the back of the house. Another anomalous property of this Level is that you can find two houses weirdly clipped inside of each other when traveling too far, which is physically impossible to happen in the real world.
The streets of Level 9 are the more dangerous areas of this level. The wet asphalt roads are unpainted and are covered with leaves in some areas. The puddles in some spots of the roads indicate that the Level had once rained before. The stone sidewalks are normal and don't seem to have any anomalous oddities. Any walkways that lead to grass fields will lead to Level 9.1, Wandering off the walkway into the fields will for some reason lead to Level 10. The street lamps are usually powered off, and are inactive, although some flicker off and on and are sometimes even powered. It is unknown where the power originates. Be aware of the foggy mist that can appear, due to the fog being the spawning mechanism for The Mangled. While The Netherrack typically teleports to level 9 to destroy buildings, and roads.
Entities that can appear in Level 9 are Deathmoths, Yosters, Chukus, Death Sheep, Smilers, Avian Crawlers, Skin-Stealers, Jerry, Hounds, Transporters, Death Rats, Anethikas and many Insanities due to the level depleting sanity the most out of the main 9 besides level 6. Sightings of The Frayed and The Arachnids have been reported, but it seems that they have wandered into Level 9 from Level 8. Level 9 also includes some of its own special Entities, the most notable ones include The Neighborhood Watch, The Observer and The Mangled.
Colonies and Outposts
There are a few groups that live and roam in Level 9, and since this is a very dangerous task, none have been recorded for this entry at the moment.
Entrances and Exits. To enter, falling through the floor randomly in Level 8 is the main method of entering Level 9 for most Wanderers. Crawling up the sewer grate in Level 34 will lead to Level 9. One of the many doors inside Level 92 can lead to Level 9 as well as other Levels. The revolving door in Level 40 will lead to Level 9. The yellow arcade cabinet in Level 25 will lead to this Level. Entering one of the doors in Level 54 will lead to Level 9. The animated houses of Level 94 can rarely bring you to this Level. Break the window in Level 87 to enter Level 9. The backyard of Level 104 will lead to Level 9 after exiting the Level. Going into a trapdoor on the ceiling in Level 160. Opening a wooden door in Level 4112 will probably lead to Level 9, however may lead to Level 11. Entering a Coach's booth on Level Lights will also lead to this level. Walking far enough in the path in Level 364 may result in ending up in Level 9.Find bright room and enter the door on this level will lead to level 9.3. Walking outside the thin field in Level 270 will bring you here. Going through the tunnels in level 1819 has a small chance of binging you here. Jumping out the highest window in Level 885. Entering a modern, suburban village on level 791 will lead you here
Exits
To exit, following the arrow street signs will soon lead to Level 11 after one-hundred (100) to two-hundred (200) miles, although this will only be the case when following the signs. walkways that lead to grass fields will lead to either Level 9.1, Level 10, or Level 9.2. Level 60 can be accessed by No-Clipping through the street floor in Level 9. Level 23 can be accessed by surviving for a week. Entering a house will have a chance to randomly transport you to Level 53. Following the electric powerlines has a chance to bring you to Level 113. An airport can be found while following the signs to Level 11. Enter the airport to be transported to Level 36. No-Clipping will lead to the first few Negative Levels. Finding a playground and crawling through any kind of tube structure with white glowing interior windows will commonly teleport to Level 283's Tubes. You have a 0.1672% chance to be transported to Level ë if to enter a house no-clip into a broken curb leads to Level 251 finding a yellow lamppost leads to The Safe Place. Finding a brick house (1 in 100000 chance) will take you to Level 290. Find a hidden bunker underneath a house and open a trapdoor inside the bunker to enter Level 160. Wandering far enough will take you to Level 404. Going into a certain lit house will send you to level 9.3. Going into a bunker and climbing down it, while not looking down has a chance of leading you to Level 1398. Somehow noclipping through the houses will lead you to Level 75423, or have a 2% chance to lead to Level 878. Touch a wall with snow on it, one may black out and get transported to Level 9.1, which is a bit safer than this level. Spending 24 hours in this level without looking up from the ground will cause you to teleport to Level 536. Waiting for a bus with Operadora Pulsa written on it's sides or a white bus with a red stripe will lead to Level 1983. Noclip through wall on Level 9.3 and in chance 90% will lead to this level. Staying in the shadows in Level 23 will lead you here. Breaking a working street lamp will lead you to Level 270, another one is by walking 800KM away from spawn until it turns day and see an USA flag, you will be in Level 1980. Entering a trashed grayscale house will bring you to Level 885.