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This page needs a rewrite.
Date: 15 November, 2025
Reason: Outdated lore, and can really use some polishing.

It may need significantly more detail, many SPaG fixes, or other major writing changes.
Remember to check the page history and what links here before rewriting.

Corrupt
Comprehend
IntegerroomsBackground
🗕 🗗 🗙

🔓︎ www.MEG.com/action=open_level_folder


>open level file folder

>>file folder name: ________

>the-corrupted-instability

!!warning!! this level in question is known to corrupt any data about it. anyone reading information regarding said level are more vulnerable to being corrupted.

>>proceed action?

>y

>>loading files...

>>file 1 loaded.

>>file 2 loaded.

>>file 3 loaded.

>>file 4 loaded.

>>file 5 loaded.

>>file 6 loaded.

>>all files successfully loaded.


IntegerroomsBackground

"An ill-fated experiment that gives anyone daring enough to enter an impending death. Nowhere, not even corners, walls, are safe... at least from the incomprehensible corruption."
~ Name
IntegerroomsBackground
Sd-hexagon
IntegerroomsBackground
Threat Index: Class Variable
»⠀Varying Safety
»⠀Immensely Unstable
»⠀Diverse Entity Count

Description[]

The Corrupted Instability, abbreviated as T.C.I. is a unique anomalous level. It is described by most who were unfortunate enough to end up here as a corrupted mess, or a failed experiment.

Implied by its name, the Corrupted Instability is heavily unstable, perhaps one of the most unstable levels of the Backrooms. The culprit for the level's instability and corruption is unclear, but what is known as of now is the level shares some connection to a variety of other similarly unstable locations, namely Level 111 and The Broken.

The Corrupted Instability is divided into 5 Sub-Levels, most of which are unstable to some degree and unsafe.

  • Sub-Level 1
  • Sub-Level 2
  • Sub-Level 3
  • Sub-Level 4
  • Sub-Level 5

Sub-Level 1: "The Movie Incident"
[]

LiquidVoid Someone spilt their drink...

The Movie Incident is the beginning sub-level of the Corrupted Instability. It displays itself as an infinite complex that mimics the architecture of a mid 2000's-ish movie theatre, composed of pale-yellow uncleaned walls with posters on said walls depicting movies originating from The Frontrooms and red patterned carpet floors. Most wanderers will find themselves at the lobby of the movie theatre. Within the lobby is a register, and immovable bags of popcorn and drinks on the floor. Windows and doors that would lead to the outside are absent. Food and drink dispensers can be found behind the register, albeit they are inedible and can be lethal to wanderers. Bright circular fluorescent lights unpleasantly light up the surroundings, flickering and malfunctioning from time to time.

The lobby branches off into numerous endless non-linear and non-Euclidean corridors, with some leading to dead ends with a door at the end. Most doorways found in the corridors provide entry to large dark cinema rooms. This is where the true glitchy and corrupted nature of Sub-Level 1 becomes apparent. the cinema screen in these rooms is shattered, displaying a Blue Screen of Death if not. In addition, the seats are in terrible condition, with some having their leather skin ripped off. These seats may also be thrown around the cinema rooms, and clip through the walls with enough momentum. Entities and hazards are most commonly found in these cinema rooms, so it is advised to avoid them.

Corruptivoid, a variant of Corruptionite is heavily dominant and common here, playing a big factor in the sub-level's danger, and with some parts being flooded with Corruptivoid. Corruptivoid is often observed to emerge from white doors that are found at dead ends of some corridors or at the side of the hallways. The main hazard of Corruptivoid is not the ability to damage entities, but rather act as a gateway to dangerous levels with darker environments. If a body of Corruptivoid is big enough to swallow anything, it will teleport it to either The Void, or Level 6. This reason is why it is highly recommended to stay away from Corruptivoid at all costs.

Sub-Level 2: "Cubicle Hell"
[]

IntegerroomsComputerLab Monday.

Cubicle Hell is the next sub-level of the Corrupted Instability, replicating an expansive structure with architecture resembling that of an office, closely akin to Level 4. Curiously, the office appears to be very disorganized, with clothes, worksheets, items, and even office cubicles scattered all over the place. Windows are present here, which displays a blue void containing text hovering in it. The text has yet to be identified, nor what happens should a wanderer jump into the abyss, as all attempts to break the windows results in the offender being teleported away from the aforementioned windows. Wretches and Hounds roam the disarranged halls periodically.

The most prominent part is the technology found within the sub-level. The cubicles consist of mostly the same thing, which are worksheets, notebooks, binders, pens, and a computer from approximately the early 1970s to the 1990s. The worksheets seen are usually taped onto the cubicles or within binders or notebooks appear to be gibberish, with no meaning or purpose whatsoever. The computers in this sub-level do function, and do not require any login credentials. The operating system of these computers appears to be a version of Windows 1.0, 2.0, 3.1, and occasionally, Windows 95, 98, Millennium Edition or XP. This would imply that the computers are for certain to be windows computers. Whatever the operating system it is, there are only 2 applications, which are the files and settings.

You cannot interact with the settings, delete the apps, install new apps, nor add and delete any files. Opening the files will reveal a couple folders, and within these folders are 6 .exe files, which are: classification0.exe, classification1.exe, classification2.exe, classification3.exe, classification4.exe, and classification5.exe. Clicking any of the files listed will teleport you to a level with the corresponding survival difficulty. Classification0.exe, Classification1.exe, and Classification2.exe take slightly longer to load than the rest of the .exe files, presumably because they are the most chosen out of the other files. Another distinct feature of the computers appear is they're more vulnerable to the Blue Screen of Death, and should one get affected, an event will be triggered...

BSOD Event

Level 4 dangerrooms Error 404

The Blue Screen of Death (shortened to BSOD) event is triggered when a computer gets the infamous Blue Screen of Death. Should the event commence, the entire sub-level will turn blue, with modern windows error sounds every 10 seconds or so, and the sub-level will shake excessively, like some sort of earthquake is happening. In addition, the entities will start to actively hunt you down.

The duration of this event varies on how long the computer is on the Blue Screen of Death, leading to inconsistent results. The M.E.G. has concluded that the average duration of the BSOD event is 1 minute and 35 seconds; the longest time being 10 minutes, and the shortest being 30 seconds. In addition, computers running Windows 1.0, 2.0, 3.0, or 95 seem to be the ones stuck on the Blue Screen of Death for the longest amount of time, whereas computers running Windows 98, Millennium Edition, or XP are stuck on the Blue Screen of Death for the shortest amount of time. If one manages to survive the entire event, the sub-level will stabilize, and will return to normal.

Sub-Level 3: "Static"
[]

Static Pure Static.

Static is the most unstable sub-level of the five, being an infinite distorted, claustrophobic maze with no set architecture. The walls, floors and ceilings have been described as colourful TV static. The structure and maze course changes constantly. Wanderers can be lying down on the "floor", only to be falling from the "ceiling" a few seconds after without warning. In addition to this, it is common for objects or wanderers to be spontaneously teleported around the sub-level at random. Devices will completely malfunction when brought to this sub-level. compasses will not even move, and devices with screen will display static. Some lines of green binary occasionally fly through the sub-level, which appear to be rubbish when translated. These lines of binary are harmless, as they go through human bodies any collision nor harm. No-clipping seems to not work here, most likely due to the nature of Sub-Level 3 simply not allowing one to do so. Some wanderers have reported that attempting to no-clip will glitch your body to the point where your atoms become a part of the sub-level itself.

Due to the extremely unstable nature of Sub-Level 3, various factors may cause an event to occur. Should the event commence, the sub-level will start to shake and rumble excessively, and the sub-level's physical structure will start to deform. Wanderers during this period will be tossed around the maze, which can result in serious injuries and can even be fatal, as the chances of accidentally no-clipping increases. The sub-level will then temporarily morph into one of the first 20 levels of the Backrooms, including their sub-levels. During in its state when it impersonates as a different level, wanderers' visions of false level will be hazy, and will appear as wavy. In addition, random colorful rectangles and static will flash, that has been proven to flash bang some wanderers. Hazards and entities from the original levels will not be present on their impersonated versions. The only known way so far to cancel the event is to apply enough force (such as hitting the walls, ceilings, or floors) that it makes the sub-level unstable and return back to its original form.

Static Voids[]

Glitched Area of WEIRD GEOMETRY! Incomprehensible.

Static Voids are flat planes that are arguably the most glitched and unstable parts of the sub-level, and perhaps the entire level itself. Static Voids are hard to notice, as they take on the appearance of its surroundings. The only way to notice that you are near a Static Void is if you experience tinnitus or your vision becomes blurrier. Any wanderer who stares into a Static Void will experience severe migraine, due to the fact that the brain cannot comprehend the appearance of one. Staring at a Static Void for too long will cause your brain to rot, ultimately leading to a wanderer's demise. In addition, entry to a Static Void is highly advised against, as even touching it the slightest bit will cause your body to turn into static and get eternally trapped within one.

Sub-Level 4: "Convoluted Wires"
[]

TCI Wires The smell of metal and must.

Convoluted Wires is a cluttered deserted server compartment room, with multiple wires hanging from the ceiling. The floor is covered with debris, such as wires, cardboard, ceiling tiles and wood planks presumably from the ceiling, suggesting either an incident occurred, or the sub-level is in a state of under construction. Blue strips of binary code can be occasionally seen hovering near wires, which translate to 'run'. Winding corridors connect each individual room, but they are generally unsafe to go through as hanging wires are more dominant in the corridors. Brown doors resembling emergency exit doors are another safer method to traverse the sub-level.

The smell of metal and must as well as buzzing from fluorescent lights is prevalent throughout the maze. The most prominent and second most hazardous feature of Sub-Level 4 is the plethora of wires hanging off the ceiling. The majority of these wires are black, albeit there are a couple different color variants of these wires, which are as to follow:

  • Black - The most frequent type of wire. Coming into contact with a black wire causes the area that came into contact to receive second-degree burns.
  • Blue - The most hazardous wire. If one gets too close a blue wire, the part of their body closest to the wire will start to slowly disintegrate. If one comes into contact with a blue wire, their entire body will swiftly perish. Fortunately, one can reverse the process of disintegrating if one gets away fast enough.
  • Red - Strangely, despite their intimidating color representing danger, especially within the Backrooms, they are harmless. Moreover, they have power outlets which can output energy.
  • Green - Green wires are just like exposed wires, they will electrocute one upon contact despite not being exposed.
Sub-Level 4 retains more stability than other sub-levels, though the level's unstable nature is noticeable here. From time to time, certain parts of the level will crumble and fall apart, forming holes in the floors and ceilings. Moreover, rumbling and collapsing in the distance is randomly audible. Expeditions attempting to find traces of these sounds were fruitless. Falling or climbing up through these crumbled holes will bring one to a further identical floor of the sub-level, which has led some to hypothesize the existence of infinite floors spanning in all directions. On the other hand, the holes will in under mysterious circumstances patch up and repair.

Sub-Level 5: "Îmçømplēt Monochrome"
[]

TCI Monochrome You have arrived.

Regarded by many to be the final sub-level of the Corrupted Instability, Sub-Level 5 appears to be a non-linear endless series of corridors and hallways, with a noticeable touch of monochrome. Whilst the definitive structure of this sub-level is not yet confirmed, it resembles somewhat like an art gallery/museum or a warehouse. This is evident by monochromatic paintings that are occasionally spotted by wanderers. These paintings themselves don't have anomalous properties but are seen to no-clip into walls or be stuck in midair facing upwards. The size of the structure varies, from smaller enclosed rooms accessible from doors found at the side of the corridors to more open spaces. Wanderers who enter the sub-level reported feeling empty, with the lack of furniture being responsible for the feeling of isolation. Windows illuminate the open spaces, with a seemingly white void beyond it.

Due to the supposed white void beyond the windows, it gives the impression that Sub-Level 5 lacks any color. Some wanderers have assumed that knocking down the windows and jumping into the white void will directly send you to The Whole, although these claims haven't been proven. Artificial lights are prevalent in darker sections of the sub-level, which emit color that deviates from the dominating monochromatic color of the sub-level. Stairways leading to the second floor of the sub-level can be found neighboring the walls. The second floor is almost identifiable to the first, with the main difference being less compact enclosed rooms and is considerably less dark than the first. Additionally, carts and furniture can be seen laying on the ground, which can pose as tripping hazards if not detected.

TCI Corruptionite The substance of corruption.

If a wanderer goes deeper into the sub-level (whether on the first or second floor), certain parts of the structure will slowly start to corrupt and turn into Corruptionite, in addition will begin to brighten its surroundings and spread towards unaffected parts of the structure. The presence of Corruptionite the further you explore Sub-Level 5 suggests the sub-level is incomplete. Imminently, the entirety of Sub-Level 5 will be covered in Corruptionite. Any furniture will also be coated in Corruptionite, and begin to no-clip through the walls and distort until they explode from being under stress of the distortion. Sub-Level 5 at this state isn't particularly dangerous, with the only hazard being liquid Corruptionite and the furniture blowing up.

As time progresses more, the solid Corruptionite will begin to melt by unknown means. Because the solid Corruptionite is melting, this makes it possible to fall through the floor, essentially acting as quicksand. Unlike quicksand from The Frontrooms, the floor is able to engulf an entire wanderer, and once it does, it will eject liquid Corruptionite. Contrary to popular belief, wanderers that fall through the floor are not deceased. Rather, they are confirmed to no-clip a few seconds after, and land on one of the main nine levels of the Backrooms.

Entities[]

Despite in theory the nature of the Corrupted Instability being infeasible for entities to inhabit the level, some sub-levels (more specifically, Sub-Level 1 and 2) are stable enough to be able to host entity inhabitation, namely Skin-Stealers, Wretches, Hounds, Clumps, Aranea Membri, and Predatory Doors, most of which are present in Sub-Level 1. The entities are affected by the level's nature, albeit interestingly, no corrupted/mutated versions of these entities have been spotted. That being said, some entities do inherit behavioural adaptations that assist them to survive in the level's harsh nature.

Additional Information[]

Discovery
[]

TCI MEG
Notice:
As a security safety measure, you have been logged out. Please sign in again in order to view the file, GaryMEG@backmail.com
Insert Password
•••••••••••
Welcome back, Gary(GaryMEG@backmail.com)


Whilst no one can pinpoint as to who discovered the Corrupted Instability, one of the earliest mentions of the level date back to June of 2005, when an M.E.G. explorer M. Drew sent an email to another M.E.G. explorer S. Conan, regarding his experience in The Corrupted Instability.

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You got mail!
6/28/2005

From: M. Drew (DrewMEG@backmail.com)
To: S. Conan (ConanMEG@backmail.com)
Subject: I'm in a dire situation.


Hello, if you don't remember me, I was your co-explorer a while back on March, Drew. 9 days ago, I was assigned to explore that false end level. I got onto one of those computers, and saw a strange file named: "TCI_BootUp.exe". I was curious, so I decided to click on the file, which made me pass out. I regained consciousness on a weird movie theatre looking level (that I'll refer to as 'Level 130') and saw black liquid emerging out of one of the doors. I thought that wouldn't be smart to stay, so I tried no-clipping back to safety. However, I felt and heard a 'glitch' before I teleported to an office like level right on top of a cubicle. I found some computers and attempted to boot up the file application. It crashed, and the level became blue and start to 'erupt'.


I had to fend off some entities who tried to kill me afterwards. It also lasted painfully long. Unfortunately, I don't have much ammunition left, and I better get going before it occurs again. I don't know what will cause the event to occur again, which is why I'm still in the office level, which I'll refer to as 'Level 715'. If you're reading this, please send out an expedition to find me, I may not last any longer if no one finds me. Thanks, and I will provide and image in case it helps.


- Drew


🧷 One Attachment:
Regulareventsublv4



↩ Reply

Who can access: GaryMEG@backmail.com + 10 others.

Theories and Hypotheses
[]

The reasoning behind the corruption and glitchy nature of the Corrupted Instability is unclear. As a result, many have theorized mainly regarding the origin of the corrupted nature of the level.

  • Theory 1
  • Theory 2
  • Theory 3

The Fragment Theory

The Fragment Theory suggests that the Corrupted Instability is a fragment from The Frontrooms that collided with the Backrooms. In addiction, the collision theory has to be affirmative for this theory to be true. The theory claims that after the big bang which would create the Frontrooms, a fragment from the previously said Frontrooms directly collided with the Backrooms. As the Backrooms and Frontrooms are drastically different in terms of laws and physics, the fragment may have possibly glitched whilst entering the new reality.

The Simulation Theory

The Simulation Theory suggests that the Corrupted Instability is strong evidence of the Backrooms being in fact an advanced simulation. the Corrupted Instability is claimed to be a failed experiment or a scrapped project of some sorts from the developers behind the simulation, thus was deleted. However, the sheer size of the Corrupted Instability may have caused a malfunction during the process of deletion, which spared the level from deletion but in return, corrupted said level into what it is today. The corruption may have also prevented the level from being deleted again, which would explain how the level still exist to this day. Moreover, this would suggest that the Corrupted Instability’s sub-levels used to be completely different before attempted deletion by the developers.

The Integer Theory

The Integer Theory suggests that the Corrupted Instability is indeed the 16-bit unsigned integer limit, or 65536, as the level was previously under the name of when it was submitted to the database. Levels designated under integer limits tend to be corrupted and have a glitchy nature, with only a few outlines. This would explain how the Corrupted Instability is heavily unstable. Regardless, as an effort to reduce the oversaturation of long number titles and symbol titles for levels in the M.E.G.'s database, both of these levels were shortened down into non-numbered titles.

Another branch of this theory suggests that once this level was assigned to the 16-bit unsigned integer limit number in the database, the level subsequently became heavily unstable and therefore corrupted. If this were the case, this isn't something new to the database. For instance, the entity designation "68" is widely believed to be cursed, due to entities assigned to these numbers mysteriously vanishing. Another possibility could be a phenomenon known as the Corruption may've once targeted the level, but rather than causing the data to decay, it corrupted the data which spread to the level associated with it, though no record of the level prior to being targeted by the phenomenon has been found to back up this speculation.

Colonies and Outposts[]

Due to the extremely glitchy and unstable nature of The Corrupted Instability, colonies and outposts are impossible to establish. However, wanderers are able to encounter each other in its sub-levels normally.

Entrances & Exits[]

Entrances[]

  • The most common way to enter the Corrupted Instability is via no-clipping in any unstable/glitchy or dangerous level.
  • Using an elevator in Level 22, which will cause the elevator to free fall and bring a wanderer here.
  • Spilling water inside a train in Level 488 leads to this level's first sub-level.
  • Typing /transport null in the Beginning's computer or TCI_BootUp.exe in the End's computers.

Exits[]

  • Wandering around in the darkness in Sub-Level 1 has a 30% chance for one to transition into Level 6 without notice.
  • No-clipping during the BSOD event in Sub-Level 2 will teleport one to Level 111.
  • Find a spiral staircase and going up to the top of it in Sub-Level 5 will bring a wanderer to Level 922.
  • No-clipping into any of the wires besides the blue wires in Sub-Level 4 will bring you to the server compartments of Level 40.
  • In the fourth sub-level, falling through a metal hole sends one to Level 488.
  • Falling through the floor in Sub-Level 5 will cause you to no-clip into any of the main nine levels.
  • Finding a door labeled "Departure" in Sub-Level 5 normally takes you to the End.
  • One is able to be transported to the Broken by no-clipping into more apparent glitchy areas of the level.
> Open Author & Credits
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Author: Skyvory (archived version.)

Image(s):

Backmail and M.E.G. Support Wikitext: Stolen Borrowed from Stormy's Wikitext Dump; was heavily modified to look like Backmail and M.E.G. Support applications.
Class Wikitext by: Scutoid!
Trivia: Sub-Level 5's concept is based on 2 former negative levels.

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