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The LiquidRooms

The LiquidRooms is a non-canon branch of The Backrooms, made by Mean Water on the Backrooms Wiki, November 20th, 2021.

Description:

The LiquidRooms has many similarities to The BackRooms, like levels and so on, except for one key difference The LiquidRooms is based more off around Liquids. If any levels are added by pure chance, I think you already know how it's gonna go. but don't get fooled, The LiquidRooms still has many tricks up it's....uhm...sleeves? not sure what a liquid has for sleeves, but that can be left up to you. Oh, and before your going to say anything, The LiquidRooms is not limited to just water, thats for The WaterRooms, a completely different branch.

Why wouldn't you want to be here? Good question! Lotta liquids are gonna be dangerous for you here, and don't even get started on lava, there's alot of variations of very hot liquids. And Heat shouldn't be one of your concerns. We are talking about a whole slue of liquids that can affect you physically or mentally, and sometimes even both!

Might as well put level 0 to inform readers.

The LiquidRooms, Level 0

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Survival Difficulty: Class 1
》Unsafe
》Secure
》Friendly Entities

Description

Level 0 of the LiquidRooms might be very recognizable to level 0 of the BackRooms, so if you have already been there before-hand, you are going to have an advantage traversing around here. but for those who haven't been to the backrooms level 0, Level 0 of The LiquidRooms is a seemingly endless maze with thousands of never repeating rooms that have no furniture or anything whatsoever apart from a fading light blue wallpaper with an endless pattern of cartoonish-like waves. all light here comes from the knee-deep liquid ( Class N to Class NV, depending on current sanity level. ) that is also bioluminescent. this level also slowly decreases your sanity the longer you stay, with ranging levels events depending on how low your sanity is.

Event 1: 90% Sanity, Wave Illusion

When in a small room, the wanderer will hear a large wave enclosing in on them, but when they look back, the noise will stop and there will be nothing there. this occurs every 10 minutes, but time per event decreases as the wander's sanity decreases.

Event 2: 80% Sanity, Bio-dim

The light emitting from the liquid on the floor will dim a little, this will last as long as the wanderer has 80% or lower sanity.

Event 3: 50% Sanity, Level Shake

For 1/2 of a second, the wanderer's surroundings appear to shake violently, although this is actually an illusion. this usually causes fear in the wanderer for a short amount of time. this occurs every 5 minutes and isn't affected by any more sanity loss.

Event 4: 25% Sanity, Bio-dimmer

The light emitted from the liquid will dim even more, just barely lighting up the wanderers head, creating an eerie environment.

Final Event: 5% Sanity, Lights out

The liquid stops producing light whatsoever, leaving the wanderer with no light. if the wanderer doesn't get to any source of light within 90 seconds, they will enter a coma state until light is shined upon them. If no light is shined upon the wanderer in 24 hours, they wake up in The LiquidRooms level 1

Entities

Squid dispensers

A Navy blue 4 legged creature that has a similar shape of a squid, that has a hole where the beak of a squid would normally be. this creature likes to bounce around, creating a-lot of noise. every 1-2 hours, it will bend down and dispense a blue can, the liquid inside the blue can varies per level, Mostly Class SA Liquid. Liquid Sanity, for example, is made by Squid Dispensers that are found in The LiquidRooms levels that usually have a sanity drop significance, but can be created in any level that has Squid Dispensers if the conditions are right.

Colonies and Outposts

The [REDACTED] Cult

A cult that worships The LiquidRooms and accepts all members! Their base looks like a dungeon, with a metal door and stone like walls. There are lanterns which both are outside and inside the base, which is why all members aren't affected by the final event. Liquid Sanity, from a ( albeit, small ) Squid dispenser farm inside the base, is given to the higher ranking members.

M.E.G (Major Explorer Group)

  • Willing to accept all members
  • Has a constant source of Sanity Drinks (from a large Squid Dispenser Farm)
  • Base is fenced and surrounds an entrace to The LiquidRooms Level 1
  • Has access to safer levels (E.g. The LiquidRooms Level 11)

Entrances and Exits

Entrances

No-clipping into any liquid in the Frontrooms has a 5 percent chance to lead to The LiquidRooms, or noclipping into any sentient water that is in a glass cup that has a height of 2 feet, a length of 3 feet, and a width of 2 feet.

Exits

Simply noclipping through the wall that you went through to end up here.

The LiquidRooms, Level 1

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

Description

After no-clipping into any wall that seems like its melting in The LiquidRooms level 0, you will end up in The LiquidRooms level 1. The LiquidRooms level 0 looks like a massive, flooded warehouse with multiple floors along with occasional lights hanging on the higher part of the walls. There is usually a liquid that is the reason for flooding each floor ( apart from Floor 3 ).

Floor 1

The warehouse on the flooded first floor has no extra features, and is generally considered the safe zone. This floor also contains a purple liquid, which is semi-transparent, and is also ranked Class NS while on this floor. It is noted that the purple liquid is safe for consumption, but doesn't give anything other than a foul taste, so it is not recommended to drink it either way. The purple liquid also is an irritant to the skin and causes an uncomfortable feeling, but no long term harm has occurred. If there is an excess of purple liquid, mini drains will appear and drain the excess. once the excess amount of purple liquid has been drained, the mini drains will disappear, along with all the excess purple liquid they drained. If any of the purple liquid is removed from the level, more will begin to ooze from the top of the first floor wall. Unlike floor 2, the purple liquid can actually be transported to other floors, and is very useful for floor 3. Another random fact is that you can actually float on this liquid, since the liquid has a higher density than wanderers. Squid Dispensers reside here in this floor and are pretty peaceful. If you try to attack them, they will just run away from you. There is stairs leading to floor 2, usually 0.5 miles between each other.

Floor 2

Floor 2 looks similar to floor 1, except in a bit more rough condition. Theres also a partially see-through cyan liquid, Rated Class S, not to be mistaken with water, that is also knee deep. This floor is generally also considered safe, but not a place to live in indefinitely. Its not recommended to stay in this liquid for extended periods of time, as this liquid slowly burns skin away. This liquid is impossible to move from floor 2, as it appears to slingshot back to floor 2 if attempted to move to floor 1 or 3. Rarely, the lights turn off for usually no longer than a few seconds. during this time, the cyan liquid will become a-lot more acidic. Any wanderers that are currently in level 2 will have an extreme urge to immediately leave floor 2, and persists even after the lights turn back on. This urge only goes away when the wanderer leaves floor 2. All stairs on floor 2 are right next to stairs on floor 1, making it significantly easier to go to floor 1 and back.

Floor 3

This floor is considered the dangerous zone, and should only be traversed if prepared. Floor 3 is a much more corroded version of floor 1, but is in good enough condition to be traversed without too much difficulty. all the lights are turned off, which is a problem in of itself. and there is a lot of hostile entities. Said hostile entities are very dangerous ( and also refuse to leave floor 3, just saying that incase your paranoid ), but are easily deterred from the purple liquid on floor 1. there is an invisible gas that also can't leave floor 3 that makes wanderers feel a little sick, but also reacts with the purple liquid very quickly, making the purple liquid lose it's transparency, and becoming very bright, lighting up to 20 feet around it. if you are holding at least a can of the purple liquid, the majority of the entities will avoid the light. only the bravest entities will try to approach you. if they do, immediately hold the container that you are using to hold the purple liquid towards them and stare at the entity with no fear, treat the container as if it were a torch scaring away wolves, this will make them back off. why do the entities avoid the purple liquid? The purple liquid is like a severely acidic acid to the entities, burning straight through them in a matter of seconds, its also very painful for them. after walking for about 3 kilometers, you should come across some stairs leading to floor 4. its best that you get up these stairs as fast as possible.

Final Floor (Floor 4)

This level is both the safest and is the first exit to The LiquidRooms level 1. This floor is also relatively bright. Both liquids found in the The LiquidRooms level 1 are found in floating storage tanks, along with a bright red path leading to a door which leads to The LiquidRooms level 2. There is also a wooden table that always looks in clean condition. A bottle of Healing Liquid, that is Class ME, which heals all cuts, wounds, and even regrows lost limbs ( although regrowing lost limbs takes 3 days or longer ) appears on-top of the table every hour. Its best that you stock up on healing liquid, since things only get rougher from here.

The rumored second exit

There is a supposed 2nd exit, which is far more dangerous and not advised to use since its not worth the risk, this is how it works according to others who have used it.

  1. Walk/run 8 kilometers in floor 3
  2. After doing so, the entities should stop following you.
  3. Once you made sure that the entities have stopped following you, drop your container of purple liquid ( if you carried any ) and continue to walk forward.
  4. once you see the the Red Eyes surround you, close your eyes for 10 seconds and ignore all the sounds, no matter how intense they are.
  5. after 10 seconds, you may open your eyes and you will be in floor 4

It is still not advised that you don't take this route, since it's completely unknown of the fate of the ones who opened their eyes before the 10 seconds had passed. One wanderer who claimed to have opened his eyes before the 10 seconds passed reported being transported to a place that "couldn't be described by regular words." He couldn't remember much of it due to the horrifying experience of it, but the part he does remember is "A lava like liquid everywhere, along with massive red spikes protruding every where with a red, blood like, rough terrain. There was also a red atmosphere, which "made it all that more creepy." The red eyes would chase you constantly. You always have adrenaline here, so you can constantly run away from the red eyes. If you are lucky, you might find a blue door, which leads to The LiquidRooms level 1 floor 1. You will probably also collapse due to all the running causing lots of stress to your body. You would be really lucky to get out of there with just a few cramped muscles. The last thing he said was that "there was a-lot more to that place, but it was too stressful to remember."

Entities

Melting Spiders

Large arachno's that are constantly shedding till maturity. Said shedding releases a lot of bodily fluids which gives them the appearance of melting. These are fairly fast and have great vision but are extremely sensitive to light. You should be fine as long as you're holding a bright light source.

Demonic-Trail Screechers

These are humanoids with an oversized heads that walk with on all fours. When damaged, they release a demonic shriek, before running away and attracting other entities. They leave a red, misty like trail which soon dissipates after creation, hence explains the "trail" in Demonic-Trail-Screechers. They are pretty sensitive to light, so you should be fine as long as you're holding a bright light source.

Liquid Crawlers

These are pretty unknown creatures and are pretty rare. Theres isn't enough information to give a proper description, other than that they are fearful of loud sounds.

Exploddidomes

These are living bombs that have 4 legs and crawl to any human within a 20 feet radius. Once they get close to the target, they explode, releasing a-lot of dangerous ( commonly acid-like) liquid in the explosion. The liquid varies per level. Some liquids can pacify these creatures for a short amount of time.

Squid Dispensers

A Navy blue 4 legged creature that has a similar shape of a squid, that has a hole where the beak of a squid would normally be. This creature likes to bounce around, creating a-lot of noise. every 1-2 hours, it will bend down and dispense a blue can, the liquid inside the blue can varies per level. Liquid Sanity is made by Squid Dispensers that is found in The LiquidRooms levels that usually have a sanity drop significance, but can be created in any level that has Squid Dispensers if the conditions are right.

Pukers

Pukers are 3 legged creatures that connect to a spherical head with a giant mouth and 2 eyes that puke an acidic liquid ( how acidic depends on the level difficulty. If its a class 5 for example, the liquid puked out will be EXTREMELY acidic, and vice versa ), and thus should be avoided. They avoid acidic liquids they can't handle, like the purple liquid in The LiquidRooms level 1.

The LiquidRooms, Level 2

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Survival Difficulty: Class 5
》Severe Mental Hazard
》Very Unsecure
》May Cause Lasting Trauma

Description

The LiquidRooms level 2 is extremely dangerous, but not physically, but rather mentally. To be specific, The LiquidRooms level 2 represents a flooded, claustrophobic tunnel with pipes running all around the tunnel. Also, theres no natural lights, the only light that is in this level comes from you, since any wanderers appear to glow in this level. Even so, the glow only lights up 1 foot in-front you. The only "alive" thing here is yourself, don't trust anything else that you see, the liquid that floods the tunnels causes major hallucinations the longer you are in it, thus being rated Class NV. NOTHING APART FROM THE TUNNEL, YOU, AND THE EXIT IS REAL, DON'T TRUST ANYTHING ELSE.

The Hallucinations

THERE IS NOTHING THERE, DONT LET IT SET IN, IF THE HALLUCINATIONS START TO SET IN, START RUNNING AND DONT STOP, KEEP RUNNING. KEEP RUNNING AND KEEP SAYING TO YOURSELF ITS NOT REAL, BECAUSE NONE OF IT IS REAL. DONT LET THEM GET TO YOUR HEAD, DO NOT LET THEM TAKE OVER YOU, THIS IS ALL YOUR IMAGINATION PLAYING TRICKS ON YOU, NONE.OF.IT.IS.REAL. THERE IS NOTHING GOING THROUGH YOU, NOR IS THE LEVEL AROUND YOU IS BREAKING APART, NOR ARE THEM REAL. THERE IS NO ONE. THE ONLY BEING THERE IS YOU, NO ONE ELSE. IF ONE OF THEM IS SAYING THAT EVERYTHING YOU SEE IS REAL, THEY DONT EXIST, DONT LISTEN TO THEM, JUST KEEP RUNNING TO THE EXIT AND IGNORE EVERYTHING THAT IS HAPPENING AROUND YOU.

Entrances and Exits

Entrances

Walking into the door from The LiquidRooms Level 1

Exits

Walking/Running the half mile and opening the green door and step into the next level of The LiquidRooms.

Entities

There is no entities, hurry and get to the green door!

Extra Details

The Hallucinations don't start appearing when you first enter the level, but when they do kick in, they ramp up INCREDIBLY FAST, this is why when you first see them, DONT TAKE ANY CHANCES, AND START RUNNING FOR THE EXIT. Who are them? They are the "beings" who try to manipulate you into doing certain things. DONT LISTEN TO THEM!

Don't take any chances, some of the most brave, toughest wanderers have been traumatized by this level.

Liquid Class List

Class N: Not Dangerous AND doesn't have any effects.

Class NS: Not Dangerous OR doesn't have any effects.

Class S: Somewhat Dangerous AND has some weak effects.

Class: SN: Somewhat Dangerous OR has some weak effects.

Class NM: Medium Danger OR has some medium effects.

Class M: Medium Danger AND has medium effects.

Class NV: Very Dangerous OR has Very strong effects.

Class V: Very Dangerous AND has some strong effects.

Class ME: Has some Medical usage.

Class SA: Increases or decreases Sanity.



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