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One key difference between altrooms and backrooms is that altrooms almost always show evidence of skilled workers, such as tools, machines, or even whole economies. The entities behind these are not always observable and, in some levels, may not exist. The Altrooms are unusual "rooms" as it is not a directionrooms thing. Inappropriate levels are not allowed (69 joke levels are allowed but not 420 jokes). Anybody who wants to can write here. Levels must have some signs of man-made things, such as doors, currency (recommended), tools, or machines.

You can enter this place by finding an inverted door at the bottom nowhere in The Void.

Level 0 "The Alternate Lobby"

This is the first level of the altrooms.

C1Icon.png

Survival Difficulty: Class 1e - Environmental
》Safe
》Secure
》Minimal Non-Entity Hazards

Description

Level 0 (Altrooms) consists of an infinite hallway with multiple doors on each side and green level 0-like wallpaper. This level has concrete areas with boilers and pipes in them. This level has a wooden floor and a concrete ceiling. Usually, this level has lanterns, chandeliers, or ceiling lights on the ceiling. The doors on this level do not lead to levels, they lead to regular rooms. Almond water can be found on tables in some places.

If you stay in this level for too long, you can go insane. When you go insane one of two things may happen, either you turn into a wretch, or you get such bad hallucinations that you die. No matter how far you go in the hallway, nothing happens.

Picture of an electricity room. Photographer presumed dead.

In this level, there are boiler rooms, electricity rooms, cafeteria rooms, living rooms, store rooms, and more. The boiler rooms are made of concrete walls, floor, and ceiling. These rooms usually have a large boiler in the middle connected to the floor, walls, and ceiling. Electricity rooms are usually dangerous with electric wires and large machines emitting electricity. Cafeteria rooms are very self-explanatory besides the fact they only have almond water. Living rooms usually look like an average living room with a chair, a beanbag chair, a tv, a table, a tv stand, a couch, and any kind of console. Store rooms copy the appearance of supermarkets, though with only types of almond water.

Colonies and Outposts

M.E.G. Alternate

  • This colony currently has 34 members.
  • This colony was made by the M.E.G.
  • This colony was made to study this level.
  • This colony is open for trading.

Colony Alternate

  • This colony has 23 members.
  • This colony was made by the backrooms colonizers.
  • This colony is not open for trading.

Backrooms To Death (BTD/B2D) Quintet

  • This group has 6 members.
  • This group currently has only 1 member on this level.
  • This group is open for trading.

Entities

There are no entities in this level.

Entrances and Exits

Entrances

  • You can enter level 0 by finding an inverted door in Level 3999. Walking through said door will lead here.

Exits

  • You can exit level 0 by walking into a garage door which will lead to Level 1.
  • You can exit level 0 by breaking a wall and walking through it to end up in Level 3.
  • Noclip into a black cable or wire.

Author's Note

If you feel this level is badly made or is a stub, feel free to fix it!

Credits

Lin

Image: [1]

License: CCO (Maybe)

Level 1 "The Infinite Garage"

Level 1 (Altrooms) is the 2nd level of the Altrooms.

C1Icon.png

Survival Difficulty: Class 1
》Safe
》Secure
》Minimal Entity Count

Description

A typical shelf found in Level 1. Notice the non-descriptive names.

Level 1 (Altrooms) consists of an infinite hallway with metal doors and garage doors on each side. This level has concrete walls, floor, and ceiling. This level has multiple metal shelves or wood shelves all over the level. This level has a large garage door at the start that has paint all over it.

No matter how far you walk in this level, nothing will happen. Metal doors usually lead to rooms if they are unnamed, but some can lead to other levels. Somehow there is always a random item on each shelf, but we will get back to that later. The garage door at the start is unable to be opened no matter how hard you try.

This level's rooms are usually plain, concrete rooms, but they can also be rooms from the frontrooms.

Random items in this level are usually hammers, red paint, nuts (tool), screws, bolts, nails, and wrenches. Uncommon items in this level can be non-red paint, cars, almond water, entities, etc.

Colonies and Outposts

M.E.G. Garage Complex

  • This colony currently has 32 members.
  • This colony was made by the M.E.G.
  • This colony was made to study this level.
  • This colony is open for trading.

Garage City

  • This colony currently has 67 members.
  • This colony was made by the backrooms colonists.
  • This colony is Not open for trading.

Entities

A random entity numbered from 1 to 10 can be on a shelf.

Entrances and Exits

Entrances

  • You can enter Level 1 by walking into a garage door in Level 0
  • You can enter Level 1 by falling through a crack in Level 3.

Exits

  • You can exit Level 1 by walking through any door which will lead to whatever level the number is.
  • You can exit Level 1 by walking through a door that says: "High stakes bigger Rewards", which will lead to Level 2.
  • The shelf that's marked "Voidly Presence" is a checkpoint to Level 6.
  • Author's Note

If you feel this level is badly made or is a stub, feel free to add more.

Credits

Lin - Level

Photo was taken by user Mathbrush1

Level 2 "The Great Stakes Casino"

Level 2 (Altrooms) is the 3rd level of the Altrooms.

C1Icon.png

Survival Difficulty: Class 1
》Safe
》Secure
》Minimal Entity Count

Description

Level 2 is a large casino with purple carpet that has swirling patterns, smooth sand-colored walls, poker tables, leathered chairs, neon lights, a refurbished bar filled with alcohol and martini glasses, a dance floor, slot machines, high hanging disco balls, and what sounds like 1980s disco music.

Picture of Level 2. Photographer's fate is unknown.

Although Level 2 is not infinite, it is very large including the very tall ceiling. Going far enough into the casino people have accounted that the casino starts overlapping itself self-meaning; you start seeing landmarks such as the restaurant and slot machines. But if you go further, you will be teleported back to the main area of the casino it is not known how the level knows when the traveler is lost, but it is said that there are boundaries within the level once you pass the boundaries you get teleported back.

Level 2 also has a restaurant where travelers can go eat. this includes, utensils, napkins that seem to disappear when used but reappear into non-used napkins, small monitors displaying the news or old football matches also have a chess set.

Level 2 has its economy, in the form of poker chips; these can be exchanged for goods such as almond water and canned food. You gain 5 chips as soon as you enter the level but cannot leave the level, then go back for new chips, to get more chips, you must play games of blackjack or go onto the slot machines if you have certain amounts of chips, you gain special rewards.

Regular

  • To gain access to this status you must have more than 100 chips.
  • You gain access to free drinks at the bar.
  • You gain higher priority than people below 100 chips.

High Roller

  • To gain access to this status you must have more than 1000 chips.
  • You gain access to free food at the restaurant.
  • You gain higher priority than people below 1000 chips.

Big Fish

  • To gain access to this status you must have more than 15000 chips.
  • You gain access to the horse betting area.
  • You gain access to a private pool.
  • You gain access to a private lounge.
  • You gain higher priority than people below 15000 chips.

Kingpin

  • To gain access to this status you must have more than 100000 chips.
  • You gain access to a suite and a private assistant.
  • You gain access to bodyguards.
  • You gain access to Poker Tournaments.
  • You gain higher priority than people below 100000.
  • You gain a one-way ticket which you can choose to teleport Levels 3,4,5,6.

Colonies and Outposts

There are 3 highly recognized outposts & colonies in level 2, there are 2 of them willing for trade.

M.E.G Base "Stakes"

  • They are open to trade but are not accepting people into their group.
  • They are armed with spears, machetes, and knives.
  • They are friendly but will fight back if need be.
  • They are a group of people set up for a forwarding outpost and have been here for an estimated month.

Chippers Gang

  • They are not open to trade and are not accepted into their group.
  • They are armed with knuckle dusters and shivs.
  • They are relatively friendly but if provoked, very aggressive.
  • They are a gang of people who are addicted to gambling and have been here for an estimated 3 months.

Kages Trading Center

  • They are open to trade and are accepting into their trading center.
  • They are not armed.
  • They are very passive and will avoid combat at all costs.
  • They are a large group of traders and have been estimated to have been here ever since the discovery of the level.

Entities

Entities have been discovered and are currently being documented and will be uploaded here. There are currently four documented entities.

The Gamblers

Gamblers are an almost level-exclusive entity. These creatures reside on this level and its sublevels. These creatures usually look like black minotaurs with glowing white eyes. These creatures tend to have poker chips on their back. These entities get extremely dangerous if they lose to a player.

The Lucky Ones

The Lucky Ones are an (almost) level exclusive entity. These creatures reside on this level and it's sub-levels. These creatures look like legless, fully black humanoid things with a four-leaf clover on their head. These entities are always friendly to wanderers.

The Dealers

The Dealers are level-exclusive entities. The Dealers are friendly but will attempt to kill the wanderer if they cheat in one of the card games. The Dealers are scattered around the level mostly residing by the poker tables waiting for players to join.

The Box People

The box people can be found on this level, level 0, and Williams office. The box people have multiple types, a leader, the tall ones, the miners, the screamers, Carter Wilson, and hugging boxes.

Entrances and Exits

Entrances

  • To enter Level 2 you just find a garage door on Level 1 labeled "High stakes bigger Rewards".

Exits

  • You can exit Level 2 by noclipping into a casino slot machine which will lead to Level 2.777.
  • Or go through a door called "Miners org" to end up in Level 3.

Authors Notes

Feel free to fix any grammar mistakes or add more detail to the level.

Credits

Zeplinator - Original Page.

Lin - Finding the image and doing some other stuff.

It won't let me put the link but it's Casino_(pinterest.com), or just search casino and look at images.

License: CC0 (Probably).

Level 3 "The Deteriorating Volcano"

Level 3 (Altrooms) is the 4th level of the Altrooms.

C4Icon.png

Survival Difficulty: Class 4
》Unsafe
》Unsecure
》High Entity Count

Description

Level 3 is a mountainous and rocky volcano with melting hot magma spilling from the top of the volcano, it has geysers which shoot up boiling water into the sky, broken pieces of rock falling from the sky, highly toxic carbon dioxide and sulphur gas, huge landslides, random holes in the ground, highly corrosive acid rain and spewing volcanic ash in the sky.

Picture on Level 3 of the volcano. Photographer found dead after a major eruption occurred.

The level is quite dark and mellow, having no sunlight and has a cloudy sky which looks like a dark yellow from all the sulfuric acid, has a dark brown lake which surrounds it with no sea life, the rocky hills feel quite rough and almost like sandpaper, with jagged rocks poking out of the volcano, it is said to be at times very dark and depressing, with a heavy dark red magma oozing out the volcano from holes and the top of it.

This level has many environmental hazards as well as many hostile entities; it is rather large in size, being as large as Mount Everest in height, but in length is around 6,893 meters it is steep, so climbing up the mountain is hard without the right equipment.

The volcano has special proprieties such as the feeling of fear in wanderers, has dissipated, and is indestructible by human or entity tools, even though it has holes within itself.

It is noted that the volcano is volatile and is destabilizing; the structure of the volcano is toppling in on itself. M.E.G scientists estimate that within the next 3 months the whole volcano will collapse, killing everything on it or inside of it. M.E.G recommends wanderers to avoid this level.

Also noted that the volcano has events where it stops spewing dangerous gasses and geysers stop firing; it begins becoming into its dormant state. Then the level becomes safe for an unknown period of time before it becomes active and dangerous again, although hostile entities still roam on the rocky mountains.

Photo taken of the volcano on level 3 having a major eruption. the photographer died from the huge amount of lava spilling out of the volcano.

Wanderers must enter this level with gas masks, climbing equipment, week supply of food and drinks.

Level 3 does have rare materials such as gold, iron, bronze, and rarely titanium. This is why it is also an important level for the creation of weapons and building materials for outposts or groups.

Colonies and Outposts

There are 2 highly recognized outposts & colonies in level 3, there are 1 of them willing for trade.

M.E.G Outpost "Orizen"

  • They are open for trade and are looking for members;
  • They are armed with swords and machetes;
  • They are friendly but if provoked will fight back;
  • They were setup to have ores mined and sent to M.E.G and have been here an estimated year;
  • They have an estimated 10 members.

Collective Mining Coordination

  • They are not open for trade and are looking for members;
  • They are armed with pickaxes;
  • They are friendly, but will be aggressive if you get near an ore excavation area owned by them;
  • They were setup to use the ores to make bases;
  • They have an estimated 50 members

Entities

Entities have been discovered and are currently being documented and will be uploaded here.

The Molten Ones

  • They are a level exclusive entity as of now, but are thought to be in more levels.
  • They are aggressive and dangerous must be avoided.
  • Stay away from any lava sources to be safe from ambushes.

Entrances and Exits

Entrances

  • To enter this level you must go through a door in Level 2 called "Miners Org"
  • Or enter this level by breaking a wall and walking through it in Level 0.

Exits

  • To exit this level, you can find a door on the rocky mountain which will lead you to Level 4.
  • Or Falling through a crack in the mountain and ending up in Level 1.
  • Find yourself a black rock and your work is set out for Level 6.

Credits

Zeplinator - Original Page.

Mrgrim4563 - Volcanic Eruption Picture.

Level 4

Level 4 is the 5th level of the altrooms.

CDeadzoneIcon.png

Survival Difficulty: Class Deadzone
》Numerous Hazards
》Strictly Uninhabitable
》Presence of Lethal Entities

Description

Level 4 appears to be an infinite city, though this city has vines and other plant life everywhere. Windows on this level can be dangerous, so it's recommended not to touch them. This level has constantly gray clouds that never move. The soil on this level is perfectly normal.

An artist’s interpretation of level 4. Artist confirmed dead.

This level is constantly raining or in a thunderstorm. Going into buildings is an extremely bad idea as buildings are known to start collapsing if a wanderer walks in one, though if you do go in there, you should fear the entities more.

This level's buildings are usually skyscrapers but there can be suburbs in Level 4.4.

This level frequently floods if somebody is trying to knock down buildings. This level seems like it once had an economy, though all coins aren't identifiable as any type of coin throughout history.

Colonies and Outposts

Due to the nature of this level, colonies and outposts are unable to be established.

Entities

Nearly every "Majority" entity is here (mostly windows).

Entrances and Exits

Entrances

  • You can enter this level by walking into a door on the side of the rocky mountain in Level 3.

Exits

  • You can exit this level by walking through a wooden door which will lead to Level 4.4, however, due to Level 4.4 being too thin around this region, it currently sends you all the way to level 5. It is assumed that level 4.4 will correct itself.

Author's Note

If you feel this level is badly made or is a stub, feel free to fix it.

Credits

Lin - Entire Level

Level 5

Level 5 is the 6th level of The Altrooms.

C3Icon.png

Survival Difficulty: Class 3
》Unsafe
》Unsecure
》Moderate Entity Count

Description

Level 5 appears to be some sort of factory compound. The level is a square, with each side being 6.32 miles long. In the level there appear to be 4 large buildings, as well as a few smaller ones. Each large building is labeled with its number 1-4. This is because there are only 4 buildings! The buildings are from 2-5 stories, and made of bricks. They cannot be entered without level keys. The floor of the compound outside of the level is made up of mostly concrete, with paved roads connecting the buildings. The buildings appear abandoned, but are actually quite operational.

Entities

Most of the entities stay inside the buildings, however some freely wander the compound including

  • figures
  • shadow facelings
  • death rats
  • Rarely hounds (these are the Outside Hounds. They will not enter the buildings. The Hounds inside the buildings are Inside Hounds. They do not leave the buildings.) Inside hounds are quieter, but outside hounds have more stamina.
  • Clumps

The Smog

On some days, a cloud of smog covers the level. The smog can cause lung damage if you breathe in too much. Wearing a gas mask or something similar will protect you. You will probably be safe if you get inside within around 15 minutes. When this happens, the Outside Hounds and the clumps are known to hide and not bother anyone. However, the insanities and the smilers can be found outside during this time. Your vision is reduced by the smog, but so is theirs. It has been discovered that the smog comes from (redacted)They won’t stop it’s getting worse

Building 1

C4Icon.png

Survival Difficulty: Class 4
》Unsafe
》Unsecure
》High Entity Count

Building 1 from the perspective of the tunnel. Photographer alive.

Building 1 is a main tower connected to 2 diagonal walls on both front corners facing outward. The main towner is 5 stories, while the walls are only 2. When wanderers enter the level from level 4 they will be in a black plastic tunnel that leads out to the area right in front of Building 1. Climbing on the walls is not recommended, as their structural stability is not confirmed. The entrance to the inside of the building is through a metal deck at the back, which is 1 story up. There is a stairway leading up to it, and you can enter the building through a large metal door. Unlike the other buildings, this door is unlocked. Wanderers who have managed to enter have described old steam powered machines. Entering the building is not advised, as it contains more entities than the outside of the level, however it can contain loot including level keys for building 3, rarely flashlights, and mink oil. Entities in the building include Death moths, death rats, smilers, and rarely hounds. These entities are not known to leave the building.

Building 2

C4Icon.png

Survival Difficulty: Class 4
》Unsafe
》Unsecure
》High Entity Count

Building 2. Photographer in the Frontrooms.

Building 2 is a complex shaped building, no more than 3 stories, with a metal walkway encircling the entire second story. You can enter by climbing up onto the walkway, and finding a door. The level key for the door can be found in pipes throughout the level. Inside the building, there are many furnaces and similar machines, producing heat which is sent through pipes. The pipes go underground, and it is unknown where they lead. Going inside the building is very dangerous, as it can contain Smilers, Death Moths, Death Rats, Hounds and Insanities, however it can also have great rewards including flashlights, pool stones and rarely neon water. Only the insanities are known to leave the building, and only when they are perusing a wanderer.

Building 3

C5Icon.png

Survival Difficulty: Class 5
》Nowhere to hide
》Unsecure
》Entity Infestation

Building 3. Photographer confirmed executed.

The design and shape of Building 3 is awkward and confusing. It can be easy to get lost inside. From the outside, the building appears to be an odd shaped pile of cube rooms. There is one safe entrance, which can be reached by finding a ladder, and using it to reach the second floor. From there, you can unlock a door with the level key for this building, found in Building 1. You should never trust any other entrance Use the bottom entrance in the picture, it’s much easier to reach =) This building is very dangerous containing all the entities in earlier buildings but death moths are replaced with skin-givers. You will run into more dangerous entities if you take the bottom entrance because it is a trap by the pa- The bottom entrance will lead to an area with no entities! Inside the building, you can find the level key for building 4... all the entities except the death rats have them. You will have to incapacitate an entity or be sneaky to take it from them. They are usually tied around their necks. The building also contains neon water, pool stones, and rarely document simplifiers. You can also find party pooper teeth.The rooms are all empty of furniture, except for small dividing walls, so it is safest to leave as soon as you have the key, as you cannot easily hide.

Building 4

CDeadzoneIcon.png

Survival Difficulty: Class Deadzone
》Numerous Hazards
》Strictly Uninhabitable
》Presence of Lethal Entities

Building 4. Photographer presumed killed by subject.

Building 4 IS THE FINAL BUILDING. It is also the most dangerous. It looks like building 1, but one story taller. There is also a large metal awning in front. The entrance is the main door, right below the awning. There are many hostile entities. In the building including hounds, insanities, skin givers, skin stealers, death moths, death rats, smilers, Omens, figures, and other common entities. 3 people have claimed to see bone thieves. MEG has researched this, and concluded that they are mistaken, as there is no way bone thieves could live here. Luckily unlike the previous building there are no party goers. You need the level key found in Building 3 to open the door. Inside, you will find 2 rooms on each floor, each floor has something different, although the 2 rooms on each floor are near identical. In the second room of each floor, there is staircase leading up. Floors inside the building are far bigger than they appear from the outside. On the first floor, there are a handful of desks with mapping supplies. In the first one, the maps’ subject is small frontrooms town in America, and in the second room, a similar town, mapping a Chinese town, however it is also in English. The rooms is guaranteed to contain a squirt gun along with a vial of liquid pain the first time someone enters it. Take it. You will need it. There is also a chance of an old wall phone spawning when someone first enters. The second floor contains a 1950s family dining room, however the only food is a single glass of almond water. Occasionally this room shakes uncontrollably for around 1 minute. During this time the ceiling paint as well as the walls appear to crack, crumble, and fall. These can hurt you, as they are very dense. It is a good idea to avoid the room while this is happening. The 3rd floor does not keep a consistent appearance. The 4th floor appears to be a barn loft. There are paintings of both your grandfathers there. It is advised that you take them, as they can help restore sanity in the future. The 5th floor is painted all black. It is 600 feet long. It is unknown how such a big room fits in such a thin building. This floor is not divided into 2 rooms. You must run to the end of the hall without letting anything stop you. If you reach the end of the hall you will be transported to the next level. YOU MUST NOT LOOK BACK UNTIL YOU ARE CERTAIN YOU ARE IN LEVEL 6!

Entrances and Exits

Entrances

  • Walking through the wooden door in Level 4 (Altrooms) near a spot where Level 4.4 (Altrooms) is too thin

Exits

  • Reaching the top of Building 4 and getting to the end of the hallway will lead you to Level 6 (Altrooms) See previous warning.
  • Noclipping into a puddle can lead to Level 7 (Altrooms).

Level 6

C5Icon.png

Survival Difficulty: Class 5e - Environmental
》Treacherously Unsafe
》Guaranteed Unsecure
》Hazardous, Whether It Be Cognitive or Physical

Description

Level 6 is a copy of the Void nowhere. It's hard to go to, and it's because of Level 5. The unstable nature of this level is...really dangerous.

A photo of Level 6. (Remember, it acts like a void.)

Upon entry, one will notice that they're starting to lose mental stability. This is a bad sign, as you will turn into one of them. the Voidfallen, lost in the "Void" forever. The only way you're sure of getting out is by finding a white door in the middle of the stonehenge a room. You will turn into one of them. Please don't enter this level or the Altrooms in general. Please don't do it.

Colonies and Outposts

The Lost Precursors

  • Willing to lead you to any other level.
  • Has many supplies.
  • If you see a house, mainly in the style of Level 11.5, you'll see them.


Entities

The only entities here are us. Only us. Just us.

Did the page just write itself?

Entrances and Exits

Entrances

  • Level 5's final building can transport you to Level 6.
  • Level 0 can be used to get to Level 6 by noclipping into a black wire.
  • Level 1 has a particular shelf to get here.
  • A black rock in Level 3 can get you here.

Exits

  • Entering a white door can lead to Level 7.

Level 7 "The Abandoned Water Base"

Level 7 is the 8th level of the Altrooms.

C3Icon.png

Survival Difficulty: Class 3
》Unsafe
》Unsecure
》Moderate Entity Count

Description

Image of possibly an angler fish. Photographer's fate is unknown.

Level 7 appears to be a large, rusty water research base. Somehow, no windows on this level are broken even though they appear to be under extreme pressure. This level has knocked over chairs, tables, and litter everywhere. This level has an airlock door that will lead to the outside area. This level has an infinite ocean. This level currently has an undetermined amount of fish-like entities and may be the birthplace of the thing on level 7.

Colonies and Outposts

Colonies and outposts on this level have been documented and will be uploaded here.

Entities

This level has an undetermined amount of fish-like entities.

Entrances and Exits

Entrances

The only confirmed way to get to here is by opening a white door in Level 6.

Exits

Exits have not been documented yet.

Author's Note and Credits

Author's Note

If you feel this level is badly made or is a stub, feel free to fix it.

Credits

Lin - Page

Image Source: [2]

License: CCO (Maybe)

Level 8 "Extinct" [WIP]

Level 8 is the 8th level of the altrooms.

C5Icon.png

Survival Difficulty: Class 5e - Environmental
》Unsafe
》Unsecure
》Numerous Non-Entity Hazards

Description

Level 8 appears to be an infinite, yellow office building with no wallpaper. This level has rust on nearly every metal object that can be found. There are skeletons of humans on this level, but there are also entity ones. The walls are moldy and yellow. The ceiling and floor are covered in sharp rust. Ceiling lights on this level are constantly flickering and cannot be stopped or fixed. This level will instantly desintegrate any wanderer or entity's skin.

Level 9 "The bridge


Description

This level takes the appearance of a seemingly infinite dark hallway with concrete floor with dim fluorescent lights (they don't hum but they do flicker) There are fire extinguishers attached to the walls with water, carbon dioxide or almond water

Class

Class 0

-Safe

-Secure

-Minimal entities

Colonies:

C.E.R.O (Confederation of Explorers Researchers and Outposts)

-Base AT-9

-32 members

- Open to trading

-Friendly

-Accept wanderers joining

-Outpost Chief: William Chan

Entities

-none

Entrances

-Break a light on Altroom level 8

-No clip from any backrooms level with an endless hallway (0,1,2,3,1000 etc.)

Exits

-Break the wall with a fire extinguisher and be sent to Altrooms level 9.1

-Noclipping to be sent to any Altrooms level


Sub-Levels

Level 0.1 - "Safety Zone"

Level 0.1 is a sub-level of Level 0.

CHabitableIcon.png

Survival Difficulty: Class Habitable
》Safe
》Sustained Communities
》Devoid of Harmful Entities

Description

Level 0.1 appears to be a large, green, and concrete hallway. This hallway usually has useful items in it. There can be doors on this level however it is rare. This level is circular (doughnut shape) and attempts to break the walls, floor, or ceiling have all failed. Entities are unable to enter this level even if they go into the entrance with you.

This level somehow gets rid of the need for water or food temporarily. You can't break any of the concrete no matter what you use.

Items on the floor can be food, almond water, nails, artifacts, etc. Somehow the floor of this level is described as "Extremely soft and comfy if you are sleeping on it." which probably means that this level tries to make its inhabitants happy.

Attempting to hurt this level will result in death.

Colonies and Outposts

Azeutian Colony of Flerin

  • Colony of the Azeutian Empire
  • Friendly
  • Open to Trading
  • Accepting Wanderers to Join
  • Will Give Shelter, Supplies and Protection
  • Pop: 300+
  • Colonial Governor: Harold Alexander

Entities

This entire level is an entity and will be documented shortly.

Entrances and Exits

Entrances

  • You can enter level 0.1 by falling into a green, concrete hole in Level 0.

Exits

  • There are no documented exits to level 0.1.

Level 2.777 - "The High Stakes Casino"

Level 2.777 is a sublevel of Level 2.

CVariableIcon.png

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

Description

Level 2.777 appears to be a set of areas with casino slots everywhere. Level 2.777 (Altrooms) has three different states, which will be listed below.

Lucky State

C0Icon.png

Survival Difficulty: Class 0
》Safe
》Secure
》Devoid of Entities

Description

Description of State One

Photo of Level 2.777 (Altrooms) in its lucky state. The photographer presumably left the backrooms.

The lucky state is a small room with casino slot machines everywhere. This level has a constant "yay" noise in the background and there is confetti constantly falling from the ceiling. This area is almost completely unexplored due to it being so rare to get to.

You can enter this area by getting a 1% chance lottery win in the neutral state.

You can't leave this area besides walking through a door that will lead to Level 3999, it's not certain how the level does this, as it's in an outer dimension, but it is believed this level is one of the connections between the two.

Neutral State

CPendingIcon.png

Survival Difficulty: Pending
》Undetermined Safety
》Unsecure
》Unknown Entity Count

Description of State Two

The neutral state is a small room with a single casino slot machine.

Entrances And Escape

Entrances

  • You can enter this area by entering this level, aka noclipping into a casino slot machine in Level 2 (Altrooms).

Exits

  • You can exit this area by noclipping into the slot machine, which will lead to Press Start .
  • You cheated, somebody is coming to take you there.

Unlucky State

CDeadzoneIcon.png

Survival Difficulty: Class Deadzone
》Numerous Hazards
》Strictly Uninhabitable
》Presence of Lethal Entities

Hey! Welcome to my Hell!

Hmm? So you want exits? NAHHH.

Y O U

WILL

NEVER

LEAVE

But you can enter by losing in area 2.

BUT

N0

EX1T

Level 6.5: "Swapped Reality"

Level 6.5 is a sublevel in Level 6.

CHabitableIcon.png

Survival Difficulty: Class Habitable
》Safe
》Sustainable
》Devoid of Entities (Except for Docile)

We have created this level for your pleasures and your pleasures only.

A picture of the office. Wanderer presumed alive and living in Level 6.5.

Level 6.5 is an office with regenerating supplies, consisting from Almond Water, to various foods such as sandwiches and candy. It also has drawers you can use for storage, and it strictly has rules for the level.

  1. NEVER harm the level. It will send you to the place you go to meet the ones that smile.
  2. Don't try to provoke it. Attempting to do so will result in third-degree injuries.
  3. Never try to attempt suicide in this level, it'll just regenerate

It also gets rid of the need to fight anything, as there is just us.

Colonies and Outposts

Children of the Lost Precursors

  • Act the same like the Lost Precursors
  • They help when injuries are noticeable or not
  • Population: 265
  • They live in the Dark Outpost

The Voidfallen

  • Have mercy on us. We'll do the same to you.
  • Can help with sustainable sources, like food.
  • Armed, but hardly ever uses weapons
  • Population: 440
  • They live in the Outpost of the Voidfallen.

Entrances and Exits

Entrances

  • Clip through the white door and you'll be sent here.

Exits

  • If you ever wanna leave, just go back the way you came.

Author's Note

If you feel this page is badly written or is a stub, feel free to fix it.

Level 9.1 "Near miss"

Introduction

This level takes the appearance of a endless dark hallway like level 9 however the floor can suck you in like quicksand so do not stay in the same place for a long time.

Class

5e (environmental)

The Sentiency

The sentiency is when suddenly without warning the floor can suck you in rapidly. It is unknown what happens to you when you get sucked in however it is likely you die, go to reality, Altrooms level 1 or the void.

Outposts

C.E.R.O Base AT-9.1

Friendly

Open to trading

14 members

Entrances

-Breaking the wall with a fire extinguisher on Altroom level 9

Exits

Noclipping through the wall can send you to where you came from before you went to the backrooms void or send you to Altroom level 9



Anomalous Levels

Core of the Space

ClassTeleport.png
Survival Difficulty: Class Teleport
》Non-Euclidean Space
》Ability of Teleportation
》Devoid of Entities

Core of the Space is a first explored enigmatic level in the Altrooms. It is rumored that this level can be connected with The Bronze Venus, but it's not confirmed. Core of the Space has two sections.

The photograph of Section One.

The section one consists only a small space station, which is flying in the space. Space, likely in The Bronze Venus, not explored at all. The Core of the Space has the ability of teleportation to the other levels, and this is the only known way to exit. This uncommon ability can also be used to teleport in any point of the station. Space of this level is Non-Euclidean, this means that the level doesn't following standard laws of geometry. If you are jump in the space, then it will heavily distort, and you will be teleported to the another section of Level.

The section two consists an inverted space, this means black space in this section now became white. This section has very small count of information, we can only say that section two has extremely high temperatures, up to 230°C. It is not recommended to trying to end up in this section.

Entities

This level is fully devoid of entities.

Colonies and Outposts

There are no colonies or outposts on this level.

Entrances and Exits

Entrances

Possible entrances to the Core of the Space located on Level 5, Level 27, and Level 143. In these levels, a door with a caption "Space Station! Enter now! =)" can randomly appear, and these doors always bring you to this level. The wanderers rarely opening these doors, because of the smile "=)", always meaning that this is the Partygoer's trap.

Exits

Only exit from the section one is the teleporting to another level, but the section two has no known exits.

Joke Levels

None.

Entity List

Entity 769 - "The Dealers"

Entity 776 - "The Gamblers"

Entity 700 - "The Molten Ones"

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