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Entity Hazard: Class 5
》Entity Number: 46
》Habitat: Industrial


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Description

The Living Room is a standardized room with various furniture from what looks to be the 1980's. There is always three consistencies in each instance being a ringing landline phone, a bed, and a vault door. All of the furniture within The Living Room is of unknown origin with no recognizable brands being used. On occasions, there will be a television sitting on top of a fireplace, which will always be turned on despite having no aviable power source. A mirror can be seen in the room, which will disorientate the wanderers reflections , and has the possibility to give that wanderer a seizure.

Behaviors

The Living Room will always attempt to lure people into it via a ringing phone. Upon picking up the phone, fake emergency services will pick up and tell the person to remain calm, stay put, and lock any entrances into the room until they arrive. If said wanderer follows the instructions given by the mysterious individual, the door's lock will break and will be deemed unusable until he/she has been killed. At this point, anyone locked inside the room should be considered lost or dead. It should be noted that the room will still attack any non-human entities, which include animals, other entities, insects, etc. After around 2-3 hours have passed, or everyone in the room has fallen asleep on furniture within the room, the entity will begin to shift, as certain pieces of furniture begin to disappear and reanimate in the form of spikes protruding out of the walls, roof, and floor. These spikes will pierce the victims body, killing them either from immense blood loss or puncturing a major organ. It is unknown what happens to the bodies when they are killed, as none have been recovered in the aftermath. If any furniture or the room itself is damaged, The Living Room will immediately become hostile, and attack everything inside and out of the entity.

Biology

Little is known about the biology of The Living Room, however it is assumed that the room's walls are fully solidified and that the furniture itself has no real differences than normal other than it being apart of the entity. It is also certain that whatever is in the room is apart of the entities organs, which may explain why the entity goes on a rampage if any furniture gets damaged. It is also assumed that the entity can eat whatever it kills, but this is unconfirmed at the time of documentation.

Discovery

Discovered through a torn up journal coated in blood, it detailed a victims experience in the room before meeting their untimely end. The date of origin and the survivors name are obscured from damage to the note with the recognizable parts reading:

"I've found a room with a phone! I've finally called for help they told me to rema- [OBSCURED] they said they should be arriving in a few hours thank god. I still am unsure of where I am, I was just trying to finish painting my room and I found a new doorway inside of it, after I entered it I ended up in a strange place, I still have no clue on how to get back so this is my only option...

I don't like this. I really do n- [OBSCURED] its been almost two hours now and this room seems cursed, I keep hearing sounds from outside the door so I locked it but I can't unlock it anymore, it feels like it's been bolted shut. I don't get it, the furniture feels... off almost like it's moving around while I sit on it, I swear I keep seeing things move slightly but I don't know anymo- [OBSCURED]

This is it. This entire place- [OBSCURED] DON'T ENTER THIS FUCKING PLACE. THIS IS NOT SAFE. NOBODY IS COMING. GET THE HELL OUT OF HERE."

Do's and Don'ts

Do:

  • Stay out of the room

Don't:

  • Enter the room
  • Lock the door
  • Answer the phone
  • Damage any furniture
  • Attempt to dig out of the room
  • Fall asleep inside of the room
  • Remain in the room for over 2 hours
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