Note: This level is a WIP and my first backrooms level so expect some changes to it.
Contents
Backrooms: The Dream House
Description
An image of the Starting Room
The Dream House is an suburban-like level that has it's rooms change when exited. Each room has one or more doors that'll lead to another room or an entrance to another floor. The doors will close after entering and, if opened again, will reveal another, completely different room. Here is some information about all the floors and their rooms:
Floor 1: The Living Area
Floor 1, or "The Living Area", is a floor with yellowish-green walls made of plastic panel and floors made of white carpet or wood and has a minimal entity count. This floor is homed to the Starting Room, a room with two brown couches, a black, rubber chair, three, small tables, a window, and two doors, one leading to another room and one being the exit to the level, where wanderers are placed in when they are taken into the level.
Floor 2: The Attic"
Floor 2, or "The Attic", is a floor that is similar to floor 1 but with less furniture. The entrance has stairs leading to an empty room and two doors. Entering these doors will send you to rooms filled with cardboard boxes. Chances encounters with Drawings, the Colorweever, and other entities are extremely high. It is recommended to be as quiet as possible to not let any entity hear you.
Floor 0: The Basement
Floor 0, or "The Basement", is a basement-like area with white brick walls and dirty, brown, concrete floors. This floor is extremely dangerous and is infested with entities. It is important to be well prepared with Almond water and energy bars because you'll need to do a lot of running if you want to have a slight chance of surviving and getting the exit key.
Entities
Drawings
Drawings are entities that resemble drawings made by a child and vary in appearance. They were created by The Cult Of the Colorweever using drawings and souls of the wanderers they killed to help the Colorweever toy with it's victims. The Drawings are hostle and it is recommended to run away if you see one.
The Colorweever
The Colorweever is a hostile, spider-like creature that has a torso made of yarn, 8 legs made of broken crayons, and a black-and-white, humanoid face with two fangs in it's mouth. It is the most dangerous entity found in The Dream House due to it's way of hunting. It uses holes in the walls to travel from one room to another and to hide in until a wanderer comes near the hole. When an unlucky wanderer comes near the hole it's hiding in, the Colorweever lunges out of the hole and bites it's prey, sucking the color out of them. When all the color of it's prey is sucked out and dies, it uses the color it got from the prey to create Drawings. It is recommended to stay away from holes in The Dream House, because you don't know if the Colorweever is in there.
Colonies and Outposts
Dream Wanderers
A small trade and helper group of 40 members that trade supplies to wanderers and help them navigate The Dream House and find the key to the exit.
The Cult Of the Colorweever
An extremely dangerous cult of 150 members that worship the Colorweever and help it kill any unlucky wanderers. If you ever encounter a member, it is recommended to run away.
How To Join the Cult
(This information shouldn't be followed. It's only being used to inform people of the consequences of joining this cult.)
To join the cult, you have to go to the Colorweever and bow to it. It will then tell you to draw a picture of anything you can think of. After you are done, it will then tell you to kill someone in the level and then you'll become a member. If you reject this offer, you'll be killed and turned into a Drawing. If you do follow it's orders, the Colorweever will turn the person you killed into a Drawing and you'll be part of the cult. If you try to leave it, you'll be killed by a cult member or the Colorweever and be turned into a Drawing. If you don't want to become a husk of your former self, then you'll have to be a cult member and worship the Colorweever, forever.
Entrances and Exits
Entrances
- If you fall asleep in the Backrooms or the Frontrooms, you'll be transported here but it is extremely rare.
Exits
- To exit this level, you must try and find the key in floor 0 to open the wooden door in the Starting Room. Once you exit, you'll either be sent to the Frontrooms or The Promised Land but this hasn't been confirmed yet. When you exit the level, the door will close behind you and the key will disappear from your hand and go back to the area you found, waiting for someone else to find it.
The photo and page was created by JoshTheSuperRabbid
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