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NOTE: This is not a level and branched out from The Backrooms, The Frontrooms and any other concept.

"When one loses all notion of time and tires their mind enough in The Backrooms shall end up in The Oldrooms, a place seeping with nostalgia and the familiar liminality of the Backrooms, a place with no track of time, a place for one's mind to strain, a place you'll never forget." - Anonymous

"Detaching from the continuation of time, with a tiresome psychology unable to grip the continuation of time... A place awaits them, between those in the front and rear of existence, a realm of edified liminalities in a palpable manner, calling back to their inner world, to their home, in perpetual cherishing of a past now occult." - The Chronicler

The Oldrooms is a realm located in the boundary between the Frontrooms and Backrooms, comprising liminality edified in similitude to the Backrooms, yet resembling the lost past of an individual, the underlying and recurring principle of collective beginnings now occult. The levels call to those worn out, by the errands of the Earth or the transversing of the Backrooms, a journey familiar yet nostalgic, for those who cannot leave their past behind, or those who seek it.

The Oldrooms manifests itself in varying ways, seeping into the mind of some people as dreams, visions, or hallucinations, yet drawing others to the place itself. Several individuals have entered with their consciousnesses, with their body in another place; others fully leave their former realm behind, leaving no sign or mark of their presence.

Contents

Level 0 - "The Blue Room"

Level 0 is the 1st level of the Oldrooms.

C1Icon.png

Survival Difficulty: Class 1
》Safe
》Secure
》Minimal Entity Count

Description

Image of the four segments

"All has a beginning. Every adventure, every breath, every being, all that is possible and impossible had its conception. For everyone the doors will open, even in the solace of the Oldrooms. This is a new beginning, the start, of the realm of Old, where one may perhaps be fulfilled, and achieve tranquility." - The Chronicler

Level 0 is the presumed beginning of the Oldrooms, a very small room painted a sky-blue, with a white roof, and a familiar, wooden floor. It has two wooden chairs and four, sometimes five doors, leading to different segments: One, Two, Three, Four, and perhaps Five. Each door, with the exception of Five, leads to a mysterious place, some with gates to other levels. The fifth segment teleports one to a random area, not windowed, with the only illumination radiated from bright utility lights on the ceiling, a place seemingly frozen in the afternoon.

One lingers for too long in here may be discomforted by its silence, rapidly decreasing one's sanity.

On one of the chairs one can find a large backpack with these items:

  • A first aid kit, including 2 large rolls of bandages, gauzes, a box of Band-Aids, hydrogen peroxide, and some disinfectant wipes.
  • 2 bottles of Almond Water
  • 2 bottles of Spring Water
  • A package of apples
  • A small dagger in a scabbard
  • A familiar enjoyment.

Entities

There are no documented entities in this level.

Colonies and Outposts

Due to the nature of this level, colonies and outposts are unable to be established.

Entrances and Exits

Entrances

  • Losing the sense of time in The Backrooms may lead here
  • Typing /teleport Oldrooms on the computer in The Beginning leads here
  • Finding a door and entering it in Level 8 leads here
  • Dying a maximum of 15 times in any level leads here

Exits

  • Entering Segment 1 leads to Level 1
  • Entering Segment 2 leads to Level 2
  • Entering Segment 3 leads to Level 3
  • Entering Segment 4 leads to Level 4
  • Entering Segment 5 leads to a random level

Level 1 - "The Mall"

Level 1 is the 2nd level of the Oldrooms.

C5Icon.png

Survival Difficulty: Class 5
》Unsafe
》Unsecure
》Entity Infestation

Description

Level 1 is a large mall, having its own share of unsettling feeling. The level has 4 floors, each named: Food, Furniture and Items, Clothing, and Extras. Each floor has many different stores and it's own special properties.

Image of Level 1

Floor 1: Food

Floor 1 of Level 1 portrays a food court. One can see many old and worn out restaurants with torn and broken signs. There is a possibility of consumables on the worn out stands like Almond Water or Almond Cakes. It is very dark in Floor 1, making it very dangerous to stay, because of Entities. Other hazards include weak flooring, random things crashing, and hallucinations.

Floor 2: Furniture and Items

Floor 2 of Level 1 is even more dangerous than Floor 1. Most of the stores here are empty because of raids led by Wanderers looking for food and supplies. The only store in Floor 2 that seems to be in working order is a grocery store owned by a couple of Wanderers that may stay at the store hiding from hostile Entities. If one looks for them one may find them, but it is currently unknown if they are still alive.

One can find the most useful necessities here, but they are difficult to find. One can see old and wet furniture thrown around everywhere from the nearby furniture stores, ranging from beds, armchairs, sofas, and others, making it easier to hide or possibly build a temporary settlement.

Floor 3: Clothing

Floor 3 of Level 1 seems to have lots of abandoned clothing and accessory stores. (This level can be skipped with some stairs on Floor 2) The clothing stores here have clothing stores for babies, children, teens, and adults, but they look very worn out, have strange odors, and even have mold growing on them. Possibly this is due to the level's sogginess from the walls and floor, moths, or the humidity of this floor.

Floor 4: Extra

Floor 4 of Level 1 has toy stores, supermarkets, movie theaters, and others. But a lot of them look completely destroyed or simply blocked off by broken walls. This is the last level of Level 1, but due to the strange physics here it is unknown if one is going up or down. Floor 4 has whole walls crumbled down, horrible odors and smells, and almost everything is wet. One can even hear animals crawling through the walls, and the sound of wood cracking and breaking.

Entities

Entities on this Level are: Smilers, Facelings, Hounds, Partygoers, Lighters, Skin-Stealers and Dullers

Some entities that may lurk are still unknown.

Colonies and Outposts

Due to the nature of this level, colonies and outposts are unable to be established.

Entrances and Exits

Entrances
  • Going through Segment 1 in Level 0.
  • Jumping into the void in Level 2 may lead here.
  • If one managed Level 3 one will end up here.

Exits

  • No-clipping inside an abandoned store leads to Level 3
  • Going through a door labeled as "Emergency Exit" leads to Level 2

Level 2 - "The Playground"

Level 2 is the 3rd level of the Oldrooms.

C1Icon.png

Survival Difficulty: Class 1
》Safe
》Secure
》Minimal Entity Count

Description

Image of The Playground taken around 1910.

Level 2 seems to be a huge playground, with many different tunnels, slides, and obstacles to go through. It was discovered a long time ago. The Playground, even though seeming small is pretty big, one could get easily lost at The Playground. One cannot stay in this level for too long. Symptoms of insanity can be caused after a while by the atmosphere of this level, which leads to going insane.

There is a void surrounding this level, jumping can either send one back to The Playground or to Level 1.

There is an area where one can talk with other people here, called "The Playground's Hub". Here there are Colonies that are almost always willing to trade, there are not hostile colonies.

This level has a strange sound that never stops, it sounds scary and it's unknown where it comes from, but it is believed that the sound comes from the Level itself.

Entities

The only entities known on this Level are Facelings, only the friendly ones.

Colonies and Outposts

Oldrooms Organization

  • The Oldrooms Organization is stationed in The Playground's Hub.
  • They study the science and physics of The Oldrooms.
  • They consist of 56 members.
  • They are normally willing to trade and friendly, they will help anyone in need.
  • They have supplies of Almond Water for around 10 years.
  • They have a medical center with basic things.
  • They have weapons to defend themselves from insane people.

The Playgrounders

  • The Playgrounders are stationed on The Playground's Hub.
  • They consist of 20-25 Facelings.
  • They are willing to trade and friendly
  • They will guide one to the exits

The Oldrooms Deniers

  • The Oldrooms Deniers are stationed on The Playground's Hub.
  • They deny anything related to The Oldrooms or The Backrooms, they will only talk about The Frontrooms.
  • They are willing to trade only Frontrooms-related items like Almond Water.
  • They will get hostile if they see a Faceling near, but this has only happened once.
  • They will not help one, and they will talk about The Playground as if it was located on The Frontrooms.
  • They consist of 30-40 people.

The Guardians

  • The Guardians are stationed on The Playground's Hub.
  • They consist of 40-45 people.
  • They are not willing to trade and will not talk to anyone.
  • They will attack anyone that is a danger for The Playground.
  • They have weapons and supplies for 5 years.

Entrances and Exits

Entrances
  • Going through a door labeled as "Emergency Exit" in Level 1leads here.
  • Going through Segment 2 in Level 0 leads here.
  • Staying in level 4 for some time leads here.

Exits

  • Going through every obstacle in this level leads to Level 3.
  • Jumping into the void out of The Playground will lead one to Level 1.

Level 3 - "Memories"

Level 3 is the 4th level of the Oldrooms.

Class Ψ.png

Survival Difficulty: Class Ψ
》Unsafe
》Unsecure
》Mental Hazard

Description

Level 3 resembles one's memories, going from their happiest memories, to their worst memories

Transition between two stages.

Stage 1: Happiest Memory

When entering Stage 1 one won't realize which memory immediately, however, after a while one will recognize the memory. One will experience the memory in first person just as it happened, although it may be dangerous if one forgets the existence of reality wondering whether it's real or an illusion.

Stage 2: Embarrassing Memory

One will remember the most embarrassing moment ever in their life in this stage. There is a possibility of more than a singular memory showing; it is all based on your memories.

Stage 3: Simple Trauma

One will suffer again the worst trauma in one's life. Since the brain normally erases these memories, one won't recognize it for a while. If you do not recognize it at all then the level will continue to Stage 4. If you do, there is a small chance of this memory replaying over and over again until you fall into madness.

Stage 4: Greatest Regrets

One will see your greatest regret(s), as in this stage the level has the ability to decrease your sanity. If one is not mentally prepared, it is possible to go insane at this point.

Stage 5: Broken Actions

One will see the worst thing one has ever done in one's life. This memory replays a maximum of 12 times, since this level is all based on mental torture. Once Stage 5 is done one will get teleported to another level depending on how one processed this.

Entities

Due to the nature of this level, no entities exist here.

Colonies and Outposts

Due to the nature of this level, no colonies or outposts exist here.

Entrances and Exits

Entrances

  • Going through Segment 3 in Level O leads here.
  • Going through every obstacle in Level 2 leads here.
  • Dying by being buried in Level 8 leads here.
  • Noclipping through the floor in Level 9 may lead here.
  • Noclipping in Level 1 may lead here.

Exits

  • If one managed well the memories and is completely sane, Level 3 will lead one to Level 4.
  • If one managed the memories regularly and is not insane, Level 3 will lead one to Level 1.
  • If one goes insane, the level will lead one to The Void.

Level 4 - "The Desert"

Level 4 is the 5th level of the Oldrooms.

Survival Difficulty: Class 3

Unsafe

Unsecure

Low Entity Count

Description

Level 4 is an infinite desert, stretching on for hundreds of miles. There is nothing but sand and the same Oasis, again and again, one can see different gems around the level, but these are useless, as they have no value here.

Image of Level 4.

During the day the temperature increases to 45° (Celsius) or 113° (Fahrenheit) and during the night the temperature drops to -10° (Celsius) or 14° (Fahrenheit) making it very hard to stay.

It is not recommended to get inside the Oasis as there can be entities hiding here.

Entities

There are entities that might have not been found on this level. The known entities are Skin-Stealers, Hounds, Dead Hands, Clumps, and Smilers.

Colonies and Outposts

The Deserted

  • The Deserted study the gems in this level, since some could be useful.
  • Very unfriendly, armed, not willing to trade other more thing than gems.
  • Has 49 members, 20 of them have guns.

Desert Outpost 895

  • Outpost at the spawn point
  • Have 86 members
  • Friendly, they are willing to trade and will even give free items if needed.
  • Will guide one to the exits.

Entrances and Exits

Entrances

  • Going through Segment 4 in Level 0.
  • If one has managed well the memories in Level 3, one will be teleported here.
  • Letting the Partygoers kill one in Level 5 leads here.

Exits

  • Wandering for enough time around the level leads to Level 5.
  • Drowning in the Oasis leads to level 6.
  • Staying here for more than a week makes a door appear leading to Level 2.

Level 5 - "Level Party"

Level 5 is the 6th level of the Oldrooms.

C4Icon.png

Survival Difficulty: Class 4
》Unsafe
》Unsecure
》High Entity Count

Image of a corner in Level 5

Description

Level 5 is described as a huge birthday party, similar to Level Fun. The party is placed in a small place, with only one room. The room is completely pink, with blue banners stretching the room, a huge banner with the words "Happy", a table covering the dirt of this level, and a selection of sweets that might be poisoned. The cake has the exact number of candles as one's age.

There is one door at the other side of the room, but due to the entities, it is extremely hard to reach this. If it is one's actual birthday, the level will let one stay for some seconds and then will automatically teleport one to Level 6.

Since this level is so hard, we highly recommend not to come here.

Entities

The entities found in this level are hostile and should not be trusted, these are Partygoers, Facelings, Smilers, Skin-stealers, and sometimes Jerry.

Colonies and Outposts

Due to the nature of this level, no colonies or outposts exist here.

Entrances and Exits

Entrances

  • Wandering enough time around Level 5 leads here

Exits

  • Managing to get to the door leads to Level 6.
  • Letting the Partygoers kill one leads to Level 4.

Level 6 - "The Graveyard"

Level 6 is the 7th level of the Oldrooms.

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Survival Difficulty: Class 2
》Unsafe
》Secure
》Low Entity Count

Description

Level 6 is described as a huge graveyard. None of the graves have names, if one sees names it is possible it's an illusion.

Image of an entity on Level 6

The Graveyard gives the sensations of doom and mourn, it is not recommended to stay here due to possible insanity and depression. The Graveyard gives the illusion of ghosts everywhere, and any entity far enough will look like a ghost. This can also happen with other humans.

The Graveyard has trees without leaves and it is extremely cold, the fog makes it hard to see if there are entities near. One may hear sounds of pain in the distance, but it is unknown what makes these sounds.

Entities

The entities found in this level look all like ghosts, but it is believed that these entities are Facelings changed by the level.

Colonies and Outposts

Oldrooms Organization

  • The Oldrooms Organization is stationed around the level.
  • They study the science and physics of The Oldrooms.
  • They consist of around 20 members.
  • They are normally willing to trade and friendly, they will help anyone in need.
  • They have supplies of Almond Water for around 2 months.
  • They have to change their people every day in this level due to the dangerous environment.

The Ghosts

  • The Ghosts are stationed at the starting point.
  • They consist of possible Facelings.
  • They are friendly and willing to trade.
  • They will guide any lost wanderer.
  • They consist of 2-5 Facelings.

Entrances and Exits

Entrances

  • Getting through a door in Level 5 leads here.
  • If it is one's birthday, Level 5 will lead one here.
  • Drowning in the Oasis in Level 4 leads here.

Exits

  • Dying leads to Level 9.
  • Walking far enough leads to Level 7.
  • Breaking a grave leads to Level 8.

Level 7 - "The Ghost City"

Level 7 is the 8th level of the Oldrooms.

CUIcon.png

Survival Difficulty: Class Undetermined
》Mysterious Properties
》Unknown Information
》Undocumented Entities

Description

Level 7 is described as an empty town with almost no entities, there are some kind of these though, the floor is wet, there is trash almost everywhere and it smells like something is dead.

Image of Level 7.

Inside the houses, the smell gets worse making it unbearable, inside these houses there can be useful items like Almond Water or Lucky O' Milk. But there might also be traps like Liquid Pain mixed with Almond Water, it is unknown why this happens.

One can hear the sound of the wind moving things, if it is heard something else it is recommended to hide inside the houses.

During the night it is known that some entities start wandering the level, for this, it is preferred to hide during the night.

Entities

The entities found in this level are hostile, there are Dead Hands, Skin-Stealers, Smilers, Lighters, Windows, Hounds and mostly Dullers.

Colonies and Outposts

Oldrooms Organization

  • The Oldrooms Organization is stationed inside some of the houses.
  • They study the science and physics of The Oldrooms.
  • They consist of around 50 members.
  • They are normally willing to trade and friendly, they will help anyone in need.
  • They have supplies of Almond Water for around 2 months.
  • They clean and make some houses habitable, removing the trash and the smell, nonetheless, they have to do this every month.

The Dirty People

  • The Dirty People are stationed around the streets and houses.
  • They consist of 10-15 people.
  • They are hostile.
  • These people somehow got used to the smell of death and the trash everywhere.
  • They will not talk, they will ignore one but if annoyed, these will get hostile.

The Wall-ers

  • The Wall-ers are stationed at the other sides of the houses' walls.
  • They consist of an undetermined amount of Dullers.
  • These might attack if one gets near the walls by noclipping their arms, this is something only Dullers can do, if seen they will escape.
  • These do not attack in the streets, only inside the houses.

Entrances and Exits

Entrances

  • Wandering for enough time in Level 6 leads here.

Exits

  • Going through a specific door in a specific house leads to Level 8.
  • Dying of hunger or thirst leads to Level 6.
  • Dying by eating garbage or the smell here leads to Level 11.

Colonies and Outposts

There are no known colonies or outposts on this level.

Level 8 - "Cold Mountains"

Level 8 is the 9th level of the Oldrooms

C4Icon.png

Survival Difficulty: Class 4e - Environmental
》Unsafe
》Unsecure
》Several Non-Entity Hazards

Description

Image of level 8

Level 8 are mountains covered in snow, this level is very dark and cold, making it hard to survive. One can see cabins all over, inside of them there can be a Faceling, a campfire, or Liquid Silence, The cabins are made of wood and are very small. These have a bed each one and getting inside of these cancels all the outside sounds.

It seems like it is always night and there is a blizzard everywhere. Walking is hard due to the snow, and it is not recommended to stay here for too long since it is possible to be buried by the snow.

A cabin in Level 8

The night is cloudy and the only sound one can hear is the blizzard. The temperature when entering the level is 0° Celsius or 32° Fahrenheit, but it decreases every minute. (The temperatue changes differently for every individual person, item or entity)

Entities

The entities on this level are Facelings, Skin-Stealers, Death moths, and mostly Death Hands

Colonies and Outposts

Oldrooms Organization

  • The Oldrooms Organization is stationed around the level.
  • They study the science and physics of The Oldrooms.
  • They consist of around 10-15 members.
  • They are normally willing to trade and friendly, they will help anyone in need.
  • They have supplies of Almond Water for around 1 month.
  • They have clothes for the extreme temperatures and will give them to wanderers in need.

The Story-Tellers

  • The Story-Tellers are stationed in most of the cabins
  • They consist of 2-10 people each cabin.
  • They are friendly, but will not trade.
  • They will guide any lost wanderer.
  • They tell stories, sing and tell jokes, they are well-known for knowing everything about The Backrooms and The Oldrooms, listening to their stories might be helpful, if one has any question it is recommendable to ask them.

Entrances and Exits

Entrances

  • Getting through a specific door in Level 7 leads here.
  • Breaking a grave in Level 6 leads here.

Exits

  • Getting to the top of a mountain leads to Level 9.
  • Dying by being buried leads to Level 3.
  • Finding a wooden door in the middle of the nothing leads to Level 0.

Level 9 - "The Old Asylum"

Level 9 is the 10th level of the Oldrooms.

C3Icon.png

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

Description

Level 9 resembles an asylum of around 1940, it gives the impression all is new and clean when entering, but with the time the level gets older and starts to get dirty.

Image of a Nostalgic in Level 9.

There is a song playing over and over, it sounds as if it was played on the old radios, it gives the sensation of insanity and it is not recommended to listen to it for too long. The song is called "Heartaches" by Al Bowlly, with the time it turns into "It's just a burning memory" by The Caretaker and after some days it turns into a sadder version of "It's just a burning memory".

There are rocking chairs around the level that move by themselves, there are very useful items hidden very well in this level, like Super Almond Water, there are photos of people that are clear on the beginning, but with the time these get confusing and weird.

Entities

The entities on this level are the Insanes, Windows, Hounds and Skin-Stealers.

Colonies and Outposts

Oldrooms Organization

  • The Oldrooms Organization is stationed around the level.
  • They study the science and physics of The Oldrooms.
  • They consist of around 10-15 members.
  • They are normally willing to trade and friendly, they will help anyone in need.
  • They have supplies of Almond Water for around 6 months.
  • They have psychological help for people near to the insanity.

The Elderly

  • The Elderly are stationed around the level, sitting, normally on chairs.
  • They consist of 20 people.
  • They are friendly, but will not trade.
  • They will tell long stories to the wanderers.
  • These are old people that got used to the level and decided to stay.

The Nostalgics

  • The Nostalgics are stationed all over the level.
  • They consist of 50 people.
  • They are not friendly but will not attack.
  • These hum the level's songs over and over while walking slowly with their arms behind their backs.
  • These people are not sane and it is better to avoid them.

Entrances and Exits

Entrances

  • Getting at the top of a mountain in Level 8 leads here.
  • Dying in Level 6 leads here.

Exits

  • Getting through a window labeled as "Safe" leads to Level 10.
  • Noclipping through the floor may lead to Level 3 (If one has already been there it leads to a random level in The Oldrooms)

Level 10, "The Maze"

Level 10 is the 11th level of the Oldrooms.

Survival Difficulty: Class 5

Unsafe

Unsecure

Entity Infestation

Description

Level 10 seems to be a maze, it is made of different plants, but mostly corn, and these plants cannot be passed through. The sky is completely dark, the floor is soil and it feels wet.

Image of Level 10.

There are two known exits, but due to the huge size of this maze it is unknown if there are more. This level is completely silent, if it is heard a noise near it might be an entity, the floor makes almost no noise so it is hard to know if there is someone (or something) else close, but it is also hard for anyone else to know you are there.

It is believed that if someone tries to "cheat" (somehow getting high enough to see the exits) they will be sent to The Void immediately,

There are small quantities of Liquid Silence inside little jars, these are extremely helpful and are found on closed-ways inside the maze.

Entities

The entities found in this level are hostile, there are Dead Hands, Skin-Stealers, Smilers, Lighters, Windows, Hounds, Dullers, and Partygoers.

Colonies and Outposts

Even though this hard is extremely hard, some colonies managed to stay defending themselves with weapons.

Oldrooms Organization

  • The Oldrooms Organization is stationed in a closed-way in the maze.
  • They study the science and physics of The Oldrooms.
  • They consist of around 10-15 members.
  • They are normally willing to trade and friendly, they cannot help since they must stay in the same place.
  • They have supplies of Almond Water for around 5 years.
  • They have maps to the known exits, but since the maze sometimes changes all of the sudden, it is impossible to know if these maps are actually correct.

The Lost Ones

  • The Lost Ones are stationed around the level.
  • These are lost people that are always trying to reach the exit, there are some that instead of trying to exit, help other lost people.
  • They consist of 20 people trying to help and 10-15 people who are actually lost.
  • They are friendly, they will not trade but will help.
  • They have weapons and almost unlimited supplies of any kind of food.
  • They offer to help if given items (food).

Entrances and Exits

Entrances

  • Getting through a window labeled as "Safe" in Level 0 leads here.

Exits

  • Getting through one of the exits leads to Level 11.
  • Dying by hunger or thirst leads to Level 12

Level 11, "Reverted Level"

Level 11 is the 12th level of the Oldrooms.

Survival Difficulty: Class Variable

Varying Safety

Heavily Unstable

Diverse Entity Count

Description

Level 11 is described as an "inverted" house, meaning everything is in the ceiling, which is supposed to be the floor.

Image of Level 11.

There seem to be endless floors, each one with the same things. A room that seems to be a kitchen, a small room and stairs, nonetheless, these might change their places, making it floor different in some way.

Both, the floor and ceiling are white and weirdly soft, the wall is also white, but isn't soft, the kitchen has a fridge and its walls are white, the small room is entered by a wooden door, and the stairs are covered in a red carpet.

Depending on how dark the floor is it's how dangerous it is, the darker the more dangerous it is, there might be entities in some floors and there might not be in others. If being killed, the entity will spawn again and look for who killed it, these entities cannot get out of their floors.

Entities

The entities on this level are almost all unknown, but some of the entities confirmed are: Clumps, Smilers, Skin-stealers and Memory Worms.

Colonies and Outposts

There are not known Colonies or Ourposts due to the size of the level.

Entrances and Exits

Entrances

  • Getting through one of the exits in Level 10 leads here
  • Dying in Level 7 leads here.

Exits

  • Staying long enough inside the small room leds to Level 12
  • Dying by anything but entities leads to Level 13
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