The Junkyard is a heavily obscured secret level of the Backrooms and has no clear purpose nor physical danger. Being recently discovered, much information has been pulled from a journal discovered inside of the level itself. The only information present on this page has been tested and confirmed, all else shall remain classified until confirmed. This level, in the journal, was often referred to by other names such as: The Scrapyard, The Storage Room, and The Pantry, as well as others that also referenced the level's smaller size.
Contents
Survival Difficulty: Pending
Safety Undetermined
Unsecured
Presence of Entities Undetermined
Description
The Junkyard is a secret level with the appearance of its namesake. Abandon items litter the floor to the point of obscuring the concrete underneath. The Junkyard is similar to a basement with a rather low ceiling emphasized by the lifted state creatures persist in due to the garbage piled up at their feet. While the trash does appear quite old, all of it is in decent condition. This commonly found in the scrap is clothing, old electronics, all of which are on even without any sort of power source though only present static and white noise, as well as metal and plastic pipes, old toys such as plushies or plastic figurines, boxes, books, Christmas lights, hardware tools, empty glass bottles, mirrors, furniture, crumpled up paper featuring crude self portraits pointing out their own flaws or scribbled writings discussing topics of the same nature and many other miscellaneous items, some of which is speculated to have the possibility of great resource. The general floor plan of the level seems to be centered around the only differing landmark, the farthest "north" wall.
This wall is made of poorly managed concrete and has a protruding 4x5 foot elevator room, which is not functional in any way other than the lighting. There are two lights that illuminate an unnaturally large portion of the level, approximately 20 feet. These are positioned on each side of the elevator doors. Another way used to map out the floor plan is the concrete support beams in columns and rows places about five feet apart each, excluding the ones closest to the north wall. These simple cylinders have been mark with neon pink tag tape and labeled by column number and row decimal. There are six in each column, starting in rows at the north wall with "Row Zero" and counting up the further south they go, until the end of visible light; 'Row Five'. Columns are labeled by negatives and decimals. The left side of the doors counts down in negative decimals for each row while the right counts upwards. All of this has been labeled on a map found in the room itself, though the map appears to go far beyond all visible light. Upon trying to enter the darkness with a light source from outside the level or none at all you will simply loop back to the other side of the Junkyard. However, when the light source from a static electronic in the Visible Light Zone, or VLZ, you will find more Junkyard and materials. In some parts of the Dark Zone, DZ, there are makeshift shelters, mostly unused, as well as other electronics that light up when nearby and stay alight until leaving the level, in which case all electronics still in the level are reset. The columns are marked up to x.00092 on either side. The rows are marked up to 57. This is approximately 460 ft by 285 ft. Beyond this all light is absorbed and the loop begins once again.
The same miscellaneous trash piles up throughout the entire room, including in the DZ. There has been signs of a Wanderer or intelligent entities taking camp in this level, though not recently. All pictures taken of this level will only appear while inside of the level, anywhere else only being seen as static imagery. While you can take food and water into this level, no organic material is naturally present and if left in the level will be gone upon the next entry if it is not sentient. Animals and entities may remain in this level without need of food or water, as though frozen in time they do not age. This includes human beings. One is able to noclip objects in and out of this level. While any electronics in the VLZ remain broken even outside of the level, any electronics from the DZ will work, with quality improving the farther away from the elevator doors they had been taken from. While the electronics in this room are odd, there is no danger to them. In fact, the only known danger that persists throughout the entire level is incredibly intense feelings of worthlessness, paranoia, lowered self esteem, and insecurity, most notably in intelligence, capability, and body image. This is seems to exponentially worsen the longer one stays in The Junkyard, with immense feelings of agony and self deprecation beyond any sense of reason setting in at about a week, depending on the entity. This process is quickened when glancing into a mirror. After escaping the level and returning it has been found that the entire process will restart with the baseline of your mental state before noclipping into the room.
The journal that has provided much information throughout this article was found in a small camp inside of the elevator. While not functional in any sense, a map of the area and other notes on the level, various survival supplies such as rope and weapons, a backpack, many maps of the Backrooms themselves and other signs of living were found in the camp that had been made. It was well maintained and, by appearance, frequented for a long while before abandonment. Clothings and images of a family with reoccurring members were present, all of them being human, leading the belief that long before the Junkyard was found by the masses a Wanderer found the area and learned how to noclip there purposefully.
Colonies and Outposts
Due to the small room and unsustainable nature of the level, there has been no successful Colonies or Outposts in The Junkyard, though remnants of small camps are present throughout.
Entrances and Exits
Currently the only known exit is to noclip through the north wall of the elevator, specifically to Level 0. The entrance seems to be rather ambiguous, a specific quotes from the journal found stated this "...when I got here it wasn't exactly on purpose. Turns out getting punched in the nose by a hostile Wanderer and noclipping to 'literally anywhere but here' in a attempt to escape your own demise dumps you out in some basement scrapyard." When tested it was discovered that while in a mindset under the influence or incredibly disoriented, and with no destination in mind, noclipping has a possibility of dropping off the traveller into The Junkyard. The ratio of likelihood is currently unknown but thought to be incredibly rare. Though these quotes from the journal, "I'm back again, figured out that you can get here from any noclipping destination. Still getting the hang of it I think. Or maybe I'm just lucky." and "The more I jump the more I can control whether or not I noclip here", implying that with practice it is easily accessible. Based on the dating system used in the journal this could take years to master however.
Updates on security and discoveries
D1 | 6/27/21 Frontrooms Time: After long periods of fiddling and some unprofessional behavior, the elevator began working. Upon taking the lift down for approximately 9.04 minutes, the elevator stopped. The ride has been noted as unnaturally smooth and quick, despite the length of time it took to make it to the bottom. Upon exiting the elevator, one is met with long, open staircase, much of the bottom being concealed by a low ceiling. The room these stairs lead appears to be the lobby of a underground transit station, though rather than having one or too railways, the amount or railways present here was not only unable to be counted, an end was never in view no matter how far the team walked. Further notes will be recorded. No security has successfully noclipped to The Junkyard yet.
D2 | 1/2/22 Frontrooms Time: Just hours before this an entity was found present in the Junkyards extension. This entity would sprint back and forth, emerging from various train tunnels with no visible ability to get therem for 24 hours follow the passing of midnight on the New Year. At the next midnight it made it's final check into the tunnel. This creature ran like a unnaturally fast dog depite it's very human appearance. It made garbled mimickries of our voices when we gathered the courage to call down the tunnel for it. It is inhumanly pale and large with pupils round eyes that reflect light very strongly. This call for it was the only reason we did see it and the only time in which it halted it's sprinting. It barreled at the team quickly after, and while no one was harmed it remains unknown if this was the intent of the creature. Commotion was heard further down the tunnels, even voices that sounded human, however these echoes went unexplored due to the impeading force of the creature.