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"Detaching from the present... losing the notion of time... a mind strained by a progressing world... a new place awaits them, whether at front or back. A realm of palpable liminalities stands, a homecoming, a call to the inner world, never forgetting, as a strained mind in perpetual cherishing of a past now occult."

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.

Level 0: "The Beginning"

C1Icon.png

Survival Difficulty: Class 1
》Safe
》Secure
》Minimal Non-Entity Hazards

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."

Level 0 is the presumed beginning level of the Oldrooms, a very small room painted 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, except for 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"

C1Icon.png

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

Level 1 is the 2nd level of the Oldrooms.

Description

File:City of Hallows.png

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."

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, faceless humanoids 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.

C2Icon.png

Survival Difficulty: Class 2
》Safe
》Secure
》Moderate Entity Count

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."

File:The Playground.png

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 traverse 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, faceless humanoids partake in the enjoyment of this garden of past entertainments, where docility lies unfound beyond the eeriness of their aspect. Smiles 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, frightening and unknown where it comes from, but it is believed that the sound comes from the level itself.

Entities

The Playground is known to contain faceless humanoids playing across the playground, and smiles 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 faceless humanoids.

  • 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 the faceless, 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.

Class Ψ.png

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

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."

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 tangibly known; no intel of the grave situation. Memory begins losing coherence, and the mind loses lucidity.

Stage 6: Fragmentary

The terror rises, with the anxiety overbearing. Contortions of memory increase, and the overstimulation exacerbates. All emotion convolutes, incoherence rising; revitalized, playing.

The horror continues, the torment a burden, but incoherence disturbs the plot. The fearful memories of former negativity misshape, and only fragments of a decaying mentality remain in a vast incoherence.

The terror loses all solidity, and gives way to inconsistency. The terror is no longer the severity of the memory, but the worsening confusion that follows.

Stage 7: Hysteria

The memory is riddled by inconsistency; incoherent; incapable of true order. Emotion is gone; disappeared in terms of normal perception. All is now subject to stimulation, stimulated times and non-stimulated phases; revitalized, played.

Unknown familiarity takes hold; unwitnessed resembles known. Delirium is expressed in the mind; no coherence; deluded; a mind akin to rambling. All the color and variations, natural and unnatural, disrupt all harmony, calm, recalling, and pattern, creating disarray and paranoia.

True insanity overcomes, not seen in other edifices.

Stage ?: Zenith

Essences now scrambled and disjointed, seek rest in disorder; revitalized, alive.

Disordered presences want to be soaring in soaring anarchy. Numberless ramblings, attempting a somewhat united positivity, spread to simulate a great moment, a new pinnacle, best of the best.

Attempts tend to fail, and to incoherent chaos all returns.

Stage ??: Entropy

All reaches purest disorder. Distinction falls, colors are dreaded, thoughts destroy, and consciousness accursed. All memories and ramblings fragment to start unifying into a single whole. A decided mind, eager with machinations arising in an explorative soul, null in any meaning with its pointless tachygraphy, in infinite agreement.

Stage ???: Tranquility

This stage is completely mysterious, only a miniscule of people has achieved getting here. Once they came here, they never came back.


Entities

Due to the nature of this level, no entitied never will.

Colonies and Outposts

Due to the nature of this level, creating colonies and outpost is not feasible.

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

Level 4: "The Desert"

Level 4 is the 5th level of the Oldrooms.

C4Icon.png

Survival Difficulty: Class 4
》Unsafe
》Unsecure
》No entities; Severe Environmental Hazard

Description

"Dryness; nothing but itself. No solution keeps live the wizened tide in the cracks within my skin. Alone an aimless wanderer in the torridity of my mind. Yet an impossible smoothness is in the desert, a descent from the isolation of my own being, the poverty of myself. Frigid or stifling, both are a double expression of the same inner essence of humanity."

Level 4 is an infinite desert, crossing a plurality of measurements. The pureness of unsaturated sand covers the surface, overcome by a sky without sustenance. Only the inescapable Oasis nourishes the individual; yet what does it serve, to a spirit of apathy?

The innermost emotions, differing temperaments in austerity, express in this desiccated level. The day and night follow through, though not strictly defined, a day of arid highness of temperature, and unfathomable frigidity in the night, as unbearable as the inner aspirations.

A minority of large mineral jewels appear throughout, representative formations beneath, evoking emotions that are strangely abnormal.

Image of Level 4.

The essence of nonadjacent proliferation covers the desolate regions, a cradle of incomprehensible remains of assumed life forms, undifferentiated yet provoking familiarity.

Entities

This place has no living entities.

But due to the familiarity provoked by the remains, and along with the entities witnessed by wanderers, it is believed that these are remains of: Skin-Stealers, Hounds, Dead Hands, Clumps, and Smilers.

Colonies and Outposts

Though no living humans can be found in this level beside the wanderer, there are the following abandoned outposts documented in the landscape:

The Deserted

  • A place bearing sciences and wisdom in a wasteland.
  • Teachings are alienating and non-impacting to the wanderer, yet resembling previous knowledge.
  • A wanderer described the aloofness of this place as "having 20 men with guns".

Desert Outpost 895

  • Outpost far from the place of origin.
  • Said to formerly have 86 members
  • An essence of friendliness and nourishment comes from this place.
  • Will guide wanderers toward an exit, when they are truly ready.

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.

Exits

  • The recuperated soundness of an individual.

Level 5: "Party"

Level 5 is the 6th level of the Oldrooms.

C5Icon.png

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

Image of a corner in Level 5

Description

"A splendor awakes; a place of radiance, the essence of joy now past. Great vibrance it paints, a great chant it emits; a beautiful orchestration of humanity's dream. The giddiness of the collective, a common joy shared among the members of a party. A parade of commemoration is witnessed as feasible, though not in one's favor."

Level 5 is a birthday party, familiar to the beholder; it radiates happiness, as the embodiment of all celebrations. Banners cover the large rooms, exuberant expressions of the common joy. Blinding lights overwhelming to the vision, a luminescence in a room of fluorescent pink, with blue banners of joy covering the room, expressing the happiness of the place. One may find sweets, yet how reliable are they in the mouth?

The personality and ages are expressed in the sweets and cupcakes, surrounding a fluorescent cake that is a paradigm of the continuous existence.

A cacophony of noises is heard, yet pleasant to hear. A lullaby for a mind needing sleep: shouts of joy and cheering, accompanied by yelps and incessant howling.

A parade may be seen, marching toward a place of commonality, an access to a disharmony. The envisioning of a march harmful when minded, for when seen the experience of emotional torment shall concur and consume the self.

Be not deceived, for dangerous is the fun of devils.

Entities

Abnormal humanoids causative of psychological torment are found throughout the level.

Colonies and Outposts

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

Entrances and Exits

Entrances

  • Recuperation of concordance in Level 4 will lead here.

Exits

  • Managing to get escape through a certain door leads to Level 6.
  • Death will lead to tranquility.

Level 6: "The Graveyard"

Level 6 is the 7th level of the Oldrooms.

C2Icon.png

Survival Difficulty: Class 2e - Environmental
》Unsafe
》Secure
》Non-Entity Hazards

Description

"This path of stones, an essence of vivid epics throughout all moments present and past; usually overlooked, but meant not to prevail. Their meanings are heard, incorporated with my world; my own heart. Nevertheless, the spirits forthwith howl in their suffering and retaliation apprehension beyond explanation. Nonetheless, I still wait for a moment to enlist them with the past I desire, in the graveyard."

Level 6 is comprehended as a tremendous necropolis. None of the shrines have inscriptions, if one sees names it may be a misconception.

Image of an entity on Level 6

The Graveyard possesses an environment of comprehensive melancholy. It is not suggested to remain here due to probable insanity and depression outstanding to the environment. The Graveyard raises the essences of the deceased, or hallucinations of such. Apparitions of remembered people and those unfamiliar.

The Graveyard has trees without leaves and it is exceedingly frigid, the mist brings in it tough to glimpse if there prevail entities near. One may hear noises of suffering during the duration, but it is mysterious what brings these noises.

Entities

The commodities found in this level look are spirits, or an entity corresponding to them.

Colonies and Outposts

Oldrooms Organization

  • The Oldrooms Organization is posted around the level.
  • They examine the science and physics of The Oldrooms.
  • They consist of approximately 20 members.
  • They are generally inclined to trade and are generous, they will encourage anyone in demand.
  • They had allowances of Almond Water for around 2 months.
  • They retain to shift their people every day at this level anticipated to the hazardous atmosphere.

The Ghosts

  • An assortment of "ghosts" is assigned in the inner of the level.
  • They are occasionally friendly, sometimes hostile.
  • They may occasionally assist as a mentor for any absent wanderer.

Entrances and Exits

Entrances

  • Getting through an entrance in Level 5 is oversees here.
  • If it is one's birthday, Level 5 will steer one here.
  • Drowning in the Oasis in Level 4 directs here.

Exits

  • Demise brings to Level 10.
  • Wandering distance sufficiently oversees Level 8.
  • Smashing shrine heads to Level 9.

Level 7: "The Mall"

Level 7 is the 8th level of the Oldrooms.

C5Icon.png

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

Description

"Purchases, products, exploration. Massive buildings fulfilled our adolescent's access. Places of vastness, bearers of various recollections, prevail in the malls we comprehended. A sanctuary of familiarity within the calmness of the wanderer made axiomatic in authentic aspect. Unlock the doors, grant us in, infiltrate the mall, so you may observe your past"

Level 7 is an enormous mall, having its percentage of disconcerting faceling. The level has 4 floors, each named: Food, Furniture and Items, Clothing, and Extras. Every floor amasses numerous distinct stores and outstanding properties.

Image of Level 7

Floor 1: Food

Floor 1 of Level 7 characterizes a food court. One can glimpse several former and worn-out cafeterias with torn and damaged indications. There is a likelihood of consumables on worn-out stands like Almond Water or Almond Cakes. It is extremely opaque on Floor 1, bringing in it extremely harmful to live, is because of the Entities. Additional hazards encompass vulnerable flooring, random aspects rumbling, and misconceptions.

Floor 2: Furniture and Items

Floor 2 of Level 7 is furthermore dangerous than Floor 1. Extensively of the stores here are vacant because of invasions directed by Wanderers peeking for food and supplies. The only simple store on Floor 2 that comes across to prevail in functioning injunction is a grocery store occupied by a couple of Wanderers that may remain at the store concealment from adverse Entities. If one glances at them one may uncover them, but it is nowadays anonymous if they are nonetheless extant.

One can locate the greatly beneficial urgencies here, but they are problematic to disclose. One can notice discarded and humid furnishings is thrown around throughout the nearby furniture stores, varying from beds, armchairs, sofas, et cetera, bringing in it easier to conceal or perhaps assemble a provisional concession.

Floor 3: Clothing

Floor 3 of Level 7 comes across to possess lots of relinquished clothes and auxiliary marts. (This level can be omitted with some notches on Floor 2) The clothes stores here amass clothing stores for babies, children, teens, and adults, but they look exceptionally debilitated, have extraordinary fragrances, and even have mold accumulating on them. Conceivably this is outstanding to the level's sogginess from the embankments and floor, moths, or the humidity of this floor.

Floor 4: Extra

Floor 4 of Level 7 includes toy stores, supermarkets, movie theaters, et cetera. Nevertheless, a bunch of them are glimpse damaged or completely blocked off by damaged embankments. This is the final foundation of Level 7, but it is outstanding to the extraordinary physics here it is unspecified if one is ascending or down. Floor 4 possesses entire embankments to granulate down, unpleasant fragrances, and aromas, and practically everything is humid. One can even hear creatures wriggling through the embankments and the tone of plank cracking and infringement.

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: "A City Forsaken"

Level 8 is the 9th level of the Oldrooms.

CUIcon.png

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

Description

"A staleness calls, but I doubt moving toward it. A tasteless street it directs, a reminiscence of apathy, an assumed forget. A compartment desiring preference, unaffected, unmotivated, without any conclusion to proceed with the Hallowed Legacy. In what does memory relief, when in great relinquish it assumes no life?"

Level 8 is characterized as a deserted community with practically no commodities, there are some aspects of these though, the floor humid, their garbage approximately throughout and scents like something is deceased.

Image of Level 8.

Inward the buildings, the fragrance gets horrible making it intolerable, inside these buildings, there can be beneficial aspects like Almond Water or Lucky O' Milk. But there might also be surprises like Liquid Pain varied with Almond Water, it is anonymous why this transpires.

One can heed the noise of the breeze striding elements, if it is heeded something else it is instructed to conceal inside the buildings.

During the darkness it is understood that some commodities commence roaming the level, for this, it is inclined toward hiding during the evening.

Entities

The commodities originating in this level are contentious, there are Dead Hands, Skin-Stealers, Smilers, Lighters, Windows, Hounds, and generally Dullers.

Colonies and Outposts

Oldrooms Organization

  • The Oldrooms Organization is settled inside some of the buildings.
  • They investigate the science and physics of The Oldrooms.
  • They consist of approximately 50 members.
  • They are commonly inclined to trade and are thoughtful, they will assist anyone in necessity.
  • They possess suppration Almond Water for around 2 months.
  • They tidy and make some houses occupiable, eliminating the garbage and the fragrance, nevertheless, they amass to perform this every month.

The Dirty People

  • The Dirty People are posted around the streets and houses.
  • They consist of 10-15 people.
  • They are contentious if disturbed.
  • These people somehow got utilized to the fragrance of demise and the garbage omnipresent.
  • They will not communicate, they will resist one but if irritated, they will be aggressive.

The Wall-ers

  • The Wall-ers are assigned to the other viewpoints of the houses' embankments.
  • They consist of a tentative quantity of Dullers.
  • These might assault if one gets near the embankments by noclipping their arms, this is something only Dullers can perform, if glimpsed they will flee.
  • These do not ambush in the streets, only inside the buildings.

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

C4Icon.png

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

Description

"Wandering across the endless fields of ice, in a place of reminiscence. I watch the aurora of my past, in a place of reminiscence. The endless cold mountains, the summits and deltas of my own suffering. A place of reminiscence, of the mistakes of my own self. I thus know my foolishness shall be my legacy, the infinite snow shall be my grave."

Image of level 9

Level 9 are mountains covered in ice and 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 Watery Assonance, 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 blizzard occurs 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 or die of hypothermia.

A cabin in Level 9

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 if 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.

C3Icon.png

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

Description

"A place undesirable, a world where we would have been cast. Remembrance is an illness, for Earth is a civilization. Our pasts are rendered inaccessible to us in restraint. A house that may not be called a house, for it is meant only to destroy, to store away what painful ideations we hold. But containment has failed, and thus we must embrace a torment of our own making."

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 10.

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, it is advised to avoid them at all times.

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.

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

Description

"Eternal coverings of wheat and maize, through tangents and patterns leading to a void. The complexity of my life I realize, for it has always been this way. In a maze complexifying, in the midst of this abnormally natural uncertainty of this place, I contemplate whether my Earthly is any different."

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 11.

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 so don't do this, you'll regret it.

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 and should be avoided at all cause, there are Dead Hands, Skin-Stealers, Smilers, Lighters, Windows, Hounds, Dullers, and Partygoers.

Colonies and Outposts

Even though this level is extremely dangerous, 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.

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Survival Difficulty: Class Variable
》Varying Safety
》Heavily Unstable
》Diverse Entity Count

Description

"My imagination, memory on reverse. What we see or what we desire to see, distinct by a sword. I imagine futures and tangents, great experiences transcending my own; places that I ought to never access; forbidden, never meant to be known to us. Thus, the order of existence is reverted, and I exceed in the vicissitude expansion rather than impassion, pondering on what I have done."

Level 12 is described as an "inverted" house, meaning everything is in the ceiling, which is supposed to be the floor.

Image of Level 12.

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 landscape 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 leads to Level 6
  • Dying by anything but entities leads to Level 10

Level 13: Decay

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Survival Difficulty: Class 5e - Environmental
》Unsafe
》Unsecure
》Numerous Non-Entity Hazards

“A Surreal existence, when waking up here, in this summer place. An odd feeling overcomes one, as if something was out of place yet out of trace. Law says entropy only increases, and this place is a witness; an embodiment of the virtue of decay.”

Level 13 is the 14th level of the Oldrooms.

Description

File:Coastal.jpg

Depiction of Level 13

Level 13 resembles a large coastal city during the midsummer. It comprises populous beaches, social places, resorts, and many other areas wonderful for vacation. It is the epitome of perfection.

Yet those who arrive, mainly through the notion of noclipping, shall feel unease in this perfect city, initially without memories of what has passed, followed by terror, infesting the city throughout the day, collapsing into chaos and aging years in seconds, until entropy overcomes.

Few have reached level 13, and thus, almost all information comes from the few witnesses; the arrivals that survived the hostility for the revelation of the tale.

"You wake up in this city, a perfect paradise. But something feels off about this place. You know you don't belong here."

Those who wake up here have the odd feeling that they don't belong here, as if they came from somewhere else, into this reality, without being able to trace where they came from. Soon, individuals realize this place is not their home and are not from here, only to uncover the disappearance of past memories.

Later on, individuals recover some of their past memories, trivial snapshots of their past that eventually allow for the formation of a full picture, developing as the hours pass by.

"I asked people 'Are you from here? What's going on with this place?'. They reply with 'It has always been this way', though uncertainty follows, and it overcomes them."

As they recover minute parts of their memory, individuals reported feeling dread. Most individuals reported asking the people about the situation taking place, with people responding casually, stating that this place has been this way since the beginning. Later on, a feeling of dread overcomes the townspeople, eventually leading to the dread spreading to the whole town.

"Eventually the buildings acquired a dusty appearance, not feeling as modern and shiny as they seemed at first. I thought nothing of it, that perhaps I didn't notice. But premonition started overtaking the people, and the town was covered in dread."

A couple hours in, the buildings acquire an aged appearance. Though still operating in normal fashion, they do not look as modern as before.

Furthermore, individuals that have visited this level report a spreading anxiety and worry overtaking the people. The people turn to paranoia, worried about the situation unfolding, questioning the very reality they inhabit. The suspense and panic only increases in a few minutes, until it becomes overbearing.

"I knew something was off about this place. As I recovered memories of my theoretical 'former life', neurosis overtook the people. They started riots, and mobs began to form. People began to leave the premises of this 'perfect city'. Once fervent in blazing life, the buildings have become abandoned, as if a ghost town we inherited."

The popular hysteria will reach alarming levels, provoking panic within civilians and bringing them to violence, forming mobs and factions within the city. People will abandon the buildings they once inhabited, making them achieve appear abandoned, as if no one had trodded the place.

The situation will only worsen from then on, with the situation falling into complete chaos and the buildings achieving an older, perhaps ancient appearance.

"As mid-afternoon arrived, the violence within the macrocosm became overwhelming, and their actions turned animalistic. The buildings achieved an abandoned appearance, appearing uninhabited for decades. The place itself became the epitome of abandonment, the ruins of a former civilization"

Five Hours in, during the afternoon, the townspeople's behavior achieves barbaric attributes, reaching heights that could only be attributed to warring civilizations. The people appear to have achieved dementia, looking disoriented and forgetful, unable to recall details of the current day.

Furthermore, neglected buildings show their abandonment, looking as if nobody had crossed them in half a century. The level will only continue toward destruction, the buildings becoming increasingly aged and decayed, and the situation only worsening, until it all reaches equilibrium.

"An hour brought centuries, buildings appearing left behind for 300 years, increasingly decaying and falling apart, and covered by withering vines and other decaying plant life. People unanticipatedly fell to death on the streets, with long bones nearly perforating their flesh, larger in each instance of perishing. Soon, the light in the environment began dimming, as if an eclipse, in a fashion not typical of a sunset."

Eventually the decay will increase in speed, with buildings looking centuries old. The forgetfulness will increase, and people will begin dying, with bones growing in front of them. Furthermore, the sun will start to dim, its light steadily decreasing until it is no longer there.

"There is no more light in this darkened city. All buildings are rotting away, and the people have become thin and completely blind to their actions, having blank eyes and unaware of the brewing violence and anarchy as they put down their neighbors. The army entered the city, and told me to get armed and escape the city, for it has grown too dangerous."

Individuals reported that people start to become thinner, and their pupils will dilate as the sun disappears. Later on, their eyes will become blank, as if they were dead. Whether or not they are still capable of sight is not yet known, though it is assumed they have become blind.

The townspeople will resort to voraciously devouring each other as food is scarce, hunting down even the individuals that have come into this level.

It's not known whether or not newcomers perished to the devourers, though it is a possibility. All individuals that survived are usually asked by the arriving military, or any other group, to leave the city.

"As I got supplies by the armed forces, and fled with them from the city fated to self-destruction, the world began to contort and change shape. Taller individuals, soldiers reaching noticeable increased heights, collapsing trees bearing withering leaves, and soon, all leaves and grass disappeared. All plants were dead, and so was this world. I noticed a blank horizon, an end in the outskirts of the city, as if this metropolis was all that existed."

As they leave the city, all plant life will perish and only the dead remains of trees will remain, having no leaves. Even the withered plant life will be gone from the foundations of this level. Deep into the forest, the group will tell individuals not to look to the front. Sometimes, this won't happen and the people will see a barrier, an atmosphere ahead of them. Then, the group will tell individuals to enter a bunker as a massive earthquake begins taking place.

"I entered the bunker as ordered, their faces pale as if I saw what I was not to witness. The bunker looked strange, almost alien in nature, something that couldn't be Earthly. As I remembered more glimpses of the past, the place further distorted and officials became contorted, achieving a skeletal nature comparable to a spider, and obtaining all the physical attributes of the cannibals from the city. Their voices grew octaves deeper, and in my incrementing fear, the unearthly creature spoke its word: ‘It thus concluded’.

The survivors reported escaping from the group as the place rusted and distorted into a compilation of artistic patterns while the group members increased in their contortion and abnormality, until all human resemblence vanished from them. The individuals managed to escape Level 13 and return to reality, recovering their memories and remembering the life they had, along with the strange events that occurred in the level, forever scarred by the trauma of the developing darkness of the Oldrooms.


Entities

No strange entities have been reported, though odd changes have occurred to human beings.

Entrances and Exits

Entrances

So far, no concrete entrances have been found to this place.

In nearly all instances, people randomly access this place from the Frontrooms or Oldrooms, though in others, this level is accessible through noclipping.

Exits

Though this place has no concrete exits, people usually manage to leave when escaping the bunker.

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