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Level Rush is an enigmatic level of the Backrooms. Perhaps one of the hardest levels to get into so far, and also one of the hardest to get out of.

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Survival Difficulty: Class Variable
》Safety Decreasing Over Time
》Always Unsecure
》Diverse Entity Count

The only known picture of Level Rush. Camera fails to process the appearance of Level Rush due to the level's anomalous properties against electronic devices. Entity in the picture currently unknown.

Description

Level Rush is a circular arena presumed to be around 78m x 30m (256 ft x 98 ft) in diameter, with nothing but a hatch on the ceiling and doors attached to the walls every 5 meters from each other. The floor and walls are made out of an unknown indestructable material, along with the doors being made out of seemingly normal painted wood, but with unknown properties that makes it indestructable aswell. All doors so far are locked, and there's no way of knowing what's on the other side. It's theorized it might be gateways to dimensions, possibly even unreachable realities. Some even think some of the doors could lead to the true final level, Level 9223372036854775807, but this is all just speculation.

This level has an entity wave-like system, and to escape one must complete every single wave. Upon entering the level, one will have 20 seconds of time before the first wave will begin. It may start easy, most of the time with a regular unarmed Facelings, but it'll get progressively harder and harder, for some even becoming impossible. Upon defeating a wave, one will be granted rewards accordingly, along with a guaranteed bottle of Almond Water.

Upon finishing a wave, a new one will begin 10 seconds after. The level has the property to create a copy for every subject that ends up in here, so there's no way to be with someone else in the level, meaning one will always be battling alone. All communications are faint inside the level and struggle to work, except for the final wave, where signal goes entirely out. Noone ages inside the level, nor feels hungry, thirsty or tired, so if mentally trained to last for a very long time, one may have a chance to get through.

Every 500 waves there's a boss round, each one being a level unique entity, as strong as a regular class 4 entity, but very unpredictable. Every wave can contain a number of entity varying from 1 to 10, seemingly starting off with low numbers like 1 and 2, and increasing numbers up to 9 and 10 the higher one goes. So far the rewards and waves reported are the following:

  • Wave 1: Equivalent to a Class 1, sometimes Class 0 if the entity happens to be passive (for varying reasons such as it being an adult faceling)
  • Wave 10: Equivalent to a Class 1, but without Class 0 guarantee.
  • Wave 50: Equivalent to a Class 2, reward is a Glock 17 Pistol. It is to be noted that all ammo in this level seems to never run out, so that could give a great advantage if used correctly.
  • Wave 150: Equivalent to a Class 3, reward replaces this wave's Almond Water with a bottle of Neon Water
  • Wave 200: Equivalent to a Class 3, reward gives 3 bottles of Almond Water instead.
  • Wave 250: Equivalent to a Class 3, starting from this point, reward is always guaranteed to be 1 bottle of Almond Water and 1 bottle of Liquid Pain.
  • Wave 750: Equivalent to a Class 3, during this one specific wave there's no rewards, be careful.
  • Wave 1000: Equivalent to a Class 4, during this one specific wave, rewards are replaced with 1 bottle of Super Almond Water and 1 jar of Absolute Pain. Both of these are extremely powerful, use wisely.
  • Wave 2500: Equivalent to a Class 4, no rewards again.
  • Wave 5000: Equivalent to a Class 5. Starting from this point, regular reward becomes Super Almond Water and nothing else until Wave 7500
  • Wave 7500: Equivalent to a Class 5. The difficulty gets extreme here, every wave there's Ultra Almond Water as reward. And for this one wave, you get rewarded with a M16 gun.

Wave 10000 is the final wave. It consists of one singular entity. This entity is extremely powerful, thought to be one of the most powerful entities in the entire backrooms. Upon entering the final wave, there will be a scenario shift; you will be fighting off the entity throughout EVERY level of the backrooms in order of discovery number, starting off with Level 0, then being brought to Level 1 and so on. It all appears to be a copy of the levels though, as no other wanderer or entity is ever encountered, nor the damage done is applied to the original levels. This entity will take hundreds of hits to kill, and is capable of fighting very well. The entity is measured to be about 5 m (16 ft) tall and has an incosistant form. Only one person ever got past this entity so far, currently back in The Frontrooms, which provided all this information from his experience. His description of the final battle:

I finally had gone through 10000 waves, expecting something big, and i was right. This monstruosity came out of the hatch, with a slow descending-like effect, and was doing nothing for the first few seconds. Then all of a sudden, it faded and the level switched to Level 0. I thought i was out of the level, but i was wrong, i ended up realizing what was going on eventually, and i fought the entity until i reached a hundred levels or something? Now i don't remember every level, but i do remember reaching Level 188, and some hidden levels like The Hub and that red hallway thingy, felt weird without the chase. The whole thing lasted a couple of days i think, until he eventually shattered and i just appeared in a room in Level 10000.

Given this information, it is not advised to go to Level Rush, as if you make it past all the other waves, you'll have to fight this entity. Dying inside this level also has a 0.1% chance to revive you and make you start the level from 0 again.

Entities

All entities known to exist in the Backrooms can be found in this level. A ton of exclusive entities also appear here.

Entrances and Exits

Very little entrances are avaiable and only one exit out of the level. One must not intentionally attempt to enter Level Rush. Although many entrances may exist, they stay unconfirmed. The confirmed ones are written below.

Entrances

  • Dying in Level ! has a very rare chance to lead one here.
  • Killing any Entity has a 1 in a billion chance of bringing you to Level Rush.
  • Noclipping into one of the two nebulas in a currently undocumented level will bring you here.
  • Floor 2 in Level 1.5 has a 1/10 (10%) chance to lead you here upon opening a door.

Exits

  • Beat the entity in Wave 10000 to be brought to Level 10000.

Credit

This level was REWRITTEN by DRSDRS WITH permissions. Any level made (or rewritten WITH PERMISSION) by DRSDRS is listed in the profile's about, in "Levels i created".

Creator note: No worry i was given permission to rewrite. I mixed all the ideas into one final level, along with a bit of my own custom. (Ideas mixed are like the original level concept, plus the idea of the weapons as reward and the idea of you going through every level of the backrooms, had that idea aswell myself but it's even better if i'm not alone)

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