"When one loses all notion of time and tires their mind enough in The Backrooms, they 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." - User DanganronpaDespairs
"Detaching from the present and the existence 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 the boundary between the Frontrooms and Backrooms, a realm comprising liminality edified in similitude to the Backrooms, yet resembling the lost past of one, 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 traversing 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
- 1 Level 0: "The Beginning"
- 2 Level 1: "City of Hallows"
- 3 Level 2: "The Playground"
- 4 Level 3: "Memories"
- 5 Level 4: "The Desert"
- 6 Level 5: "Level Party"
- 7 Level 6: "The Graveyard"
- 8 Level 7: "The Mall"
- 9 Level 8: "The Ghost City"
- 10 Level 9: "Cold Mountains"
- 11 Level 10: "The Old Asylum"
- 12 Level 11: "The Maze"
- 13 Level 12: "Reverted Level"
Level 0: "The Beginning"
Level 0 is the 1st level of the Oldrooms.
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 level of the Oldrooms, a very small room painted a sky-blue, with a white roof, and a 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 bearing gates to other levels. The Fifth leads to a place not known, for none have given reports of it.
Some had visions of a place proceeding from Level 0, seemingly frozen in the afternoon, lacking windows and exclusively illuminated by the radiating utility lights on the ceiling.
Lingering for too long in here may cause discomfort due to 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 a few disinfectant wipes.
- 2 bottles of Almond Water
- 2 bottles of Spring Water
- A package of apples
- A small dagger in a scabbard
- A familiar delight.
The journey is yours. Steer your ship, guide your consciousness. Choose your course.
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
- Only those who lose the sense of time have access this place.
Exits
- Segment One leads to Level 1.
- Segment Two leads to Level 2.
- Segment Three leads to Level 3.
- Segment Four leads to Level 4.
- Segment Five leads to an unknown place.
Level 1: "City of Hallows"
Level 1 is the 2nd level of the Oldrooms.
Description
A picture of the City of Hallows
"We all hallow all that we value. The traditions, experiences, people we knew. To them, this city will also have value, for it is a familiar place, where one can feel at home, in tranquility." - The Chronicler
Level 1 is a familiar city, one seemingly abandoned and voided, but yet, comforting and nostalgic. It is primarily inhabited by the people attuned to their past, those who were steadfast to the past and cannot let go. They live here, in this city, comforted by it, gathering together to cherish the memories of their pasts in the city they value, the Hallowed City.
In some cases, Facelings are said to appear. These have human-like behavior, docile to citizens and newcomers, usually serving as company for those in commemoration for their past.
Resources may be found in scattered areas, including:
- Water bottles.
- Pictures that appear to be familiar.
- Milk and honey.
- Fresh vegetables.
Entrances and Exits
Entrances
- One of the four doors leads to a place containing a gateway to Level 1. Usually, it is those who are nostalgic of the past who find it.
- Jumping into the void out of The Playground will also lead one to Level 1.
Exits
One must find a garden away from the city, where there will be a light. Enter the light to exit Level 1 and enter Level 2.
Level 2: "The Playground"
Level 2 is the 3rd level of the Oldrooms.
Description
"Looking back into our early days, when we played in elaborate playgrounds full of vibrance and color, each a unique and new experience for all of us. We would anticipate the new adventures arranged for us with every visit. Now a new play area has shown itself in this place of old. Perhaps I should join them." - The Chronicler
The Interior of the Playground.
Level 2 consists of a large, seemingly abandoned playground, comprising intensive slides, long tunnels, bridges, and other places for fundamental recreation, along with obstacles to transverse in this journey. These are many in number; hundreds exist in Level 2.
In the exterior, the starting place of Level 2, one may find, in one of the tables, a harmless, familiar meal.
Though appearing small in the exterior, it is extensive and complex, a place where one can get lost in the atmosphere, in insanity or tranquility.
As one accesses the interior, facelings partaking in the enjoyment of this garden of past entertainments, where docility lies unfound beyond the eeriness of their aspect. Smilers reside in the darkness of some tunnels, in the summits and depths, appearing sinister and beholding, yet harmless in their presence.
An image of The Playground, taken by a traumatized individual around 1910.
Surrounding this level is a void, jumping through it can either send one back to The Playground or to Level 1.
This level has a strange sound that never ceases, 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 Playground is known to contain Facelings playing across the playground, and Smilers in dark areas.
Colonies and Outposts
The Playground's Hub
An area and meeting place for contact and trade between established groups, friendly and unrelenting in their generosity. Hostility is not unearthed in this area, for it cannot bear its presence.
Olden Fraternity
The Olden Fraternity is stationed in The Playground's Hub, a company of fifty members meditating on the past, unearthing the mysteries of the place of the earliest.
- They are open to trade, friendly and meek, willing to support those who need nourishment.
- They are supplied with water and treatments, slowly dissipating in their abundance.
- They have a medical center comprising first-aid and medicinal treatments.
- They arm themselves to protect against danger.
The Playgrounders
The Playgrounders are another colony on The Playground's Hub, comprising 20-25 facelings
- They are willing to trade and friendly
- They will guide one to departure.
The Deniers
The Deniers are a cultlike organization located close to The Playground's Hub, disbelieving the existence of realms beyond Earth, maintaining that this place as a manifestation of the initiation of human memory.
- They comprise 30-40 members.
- They disbelieve the existence of realms such as the Oldrooms and the Backrooms.
- They only hold and trade supplies related to the Frontrooms.
- They are guarded and reserved, unwelcoming and unwilling to help most individuals.
- They are suspicious toward Facelings, responding with hostility toward one of them in one incidence.
The Guardians
The Guardians are a defensive organization stationed near The Playground's Hub.
- They consist of 40-45 people.
- They are exclusive, unwilling to trade and speak with others. not willing to trade and will not talk to anyone.
- They attack those believed to be dangerous to The Playground.
- They have weapons and supplies lasting for months.
Entrances and Exits
Entrances
- Going through a door labeled as "Emergency Exit" in Level 7 leads 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.
Description
"Moments, breaths, connection... All pivotal and minor... good and evil, though the reality of this intuition I now question... It all comes into one, they all become a oneness, even as many. All beauty and pain shall interlace, as now they appear the same. The multitudes of moments and breaths; an incomprehensible connection shall be established between them, all in our cognition shall come to light, in this perplexity, all may be true." - The Chronicler
Level 3 is the representation of all inner memories, showing glimpses of one's moments; replaying; revitalized. The newcomer beholds all mental ideations, positive and negative, sublime and regrettable; cognitions from timelessness, or a resemblance of such.
But changes may happen, distortions within their psyche, amalgamating all memories together into each other, decreasing all distinction. Distress increases, and unknown elements in familiarity conjoin with memory, deforming all events into incoherent wholes. Soon, all difference will exist no longer, for a singular essence of memory becomes the focus, an amalgamation of a multitude, now resembling a fragmented unity.
Transition between two stages.
Stage 1: Summit
Upon the entrance into their memories, one will not immediately recognize their memory as it forms. As it gains tangibility, and becomes a fullness, the individual will recognize it, differentiate it as their best, the ultimate pinnacle of their existence. Revived in a new life, the rememberer will experience it once again in congruence with the original; replaying; revitalized. A place one will desire not to leave.
Yet forgetting reality, bewildered by whether it is a reality or illusion, shall bring forth danger, and devour.
Stage 2: Contentment
The memory of utmost greatness shall then dissolve into a multitude of cheerful memories. All the beautiful moments of life: the beginnings, the friendships, the connections; all in their purest form; replaying; revitalized. All beauty shall be unto them, and all their joy is their experience.
Yet an uneasiness, a premonition, rises within them as the middle of this stage passes; a foreboding of rising dissonance, of the beginnings of alterations within their perceptions; an upcoming negativity; a future anxiety.
Stage 3: Embarrassment
Remembrance shall bring forth disappointment, for memory comes not with only positivity. The disappointment, embarrassment, the self-deprecating emotions shall overwhelm the individual; replaying; revitalized; replaying.
The increasing consciousness of one's anxiety, the consciousness of small variations within oneself, will disturb the rememberer.
Stage 4: Regret
The overwhelming load shall worsen, disappointment will descend into trauma and regret. Normally erased memories again flourish in the mind, recognition not occurring in the beginning; replaying, revitalized, replaying.
The trauma, one's greatest regrets, the worries of one's life shall become main focus of oneself; in constant repetition, though not alone.
The anxiety will become overwhelming, as the self gains awareness of the contortion of its memory, the starting fall in their stability.
Stage 5: Broken
The worst utterances of the mind shall appear. Only the primitive remains of emotion remain: fear, overstimulation, and confusion; revitalized, replaying.
The most painful events shall repeat, loop, and repeat. The torment of the mind shall take the extreme. The awareness of the decaying state may transpire, though never known; no intel of their grave situation. Memory loses coherence, and the mind loses lucidity.
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 9 leads here
- Noclipping through the floor in Level 10 may lead here
- Noclipping in Level 7 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 Level !
Level 4: "The Desert"
Level 4 is the 5th level of the Oldrooms.
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 found 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.
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 a door at the other side of the room, but due to the entities, it may be difficult to reach this particular door. If it is one's actual birthday, the level will let one stay for only a couple seconds before automatically teleporting one to Level 6.
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 4 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.
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 has an atmosphere of complete doom and mourn. It is not recommended to stay here due to possible insanity and depression due to the atmosphere. 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 10.
- Walking far enough leads to Level 8.
- Breaking a grave leads to Level 9.
Level 7: "The Mall"
Level 7 is the 8th level of the Oldrooms.
Description
Level 7 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 7 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 7 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 7 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 7 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 7, 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.
- 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 8: "The Ghost City"
Level 8 is the 9th level of the Oldrooms.
Description
Level 8 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 9.
- Dying of hunger or thirst leads to Level 6.
- Dying by eating garbage or the smell here leads to Level 12.
Colonies and Outposts
There are no known colonies or outposts on this level.
Level 9: "Cold Mountains"
Level 9 is the 10th level of the Oldrooms
Description
Image of level 8
Level 9 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 8 leads here.
- Breaking a grave in Level 6 leads here.
Exits
- Getting to the top of a mountain leads to Level 10.
- Dying by being buried leads to Level 3.
- Finding a wooden door in the middle of the nothing leads to Level 0.
Level 10: "The Old Asylum"
Level 10 is the 11th level of the Oldrooms.
Description
Level 10 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 9 leads here.
- Dying in Level 6 leads here.
Exits
- Getting through a window labeled as "Safe" leads to Level 11.
- 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 11: "The Maze"
Level 11 is the 12th level of the Oldrooms.
Description
Level 11 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 12.
- Dying by hunger or thirst leads to Level 13.
Level 12: "Reverted Level"
Level 12 is the 13th level of the Oldrooms.
Description
Level 12 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 11 leads here
- Dying in Level 8 leads here.
Exits
- Staying long enough inside the small room leds to Level 13
- Dying by anything but entities leads to Level 14