"This.. this is our second journey.. Our second destination.. Your new HOME..."
Welcome to The Otherrooms
Don't worry now. The conflict between the creators and helpers of The Otherrooms is resolve. The page will move forward on if it doesn't encounter any problems. Thank you.
Contents
- 1 About the Otherrooms
- 2 The Otherrooms Entrance
- 3 Levels: The Head Three
- 4 Levels: Behind the Heads Barrier
- 5 Levels: Final Wishes, New Destinies
- 5.1 Level 6 - Midnight Eclipse
- 5.2 Level 7 - Your Reality
- 5.2.1 Taken Entrance Dialogue of HIM
- 5.2.2 Description
- 5.2.3 Stages
- 5.2.4 Stage 1: The Tunnels
- 5.2.5 Entrances and Exits
- 5.2.6 Entrances
- 5.2.7 Exits
- 5.2.8 Stage 2: Stairs?
- 5.2.9 Taken Dialogue of Stairs?
- 5.2.10 Stage 2 Description
- 5.2.11 Entrances and Exits
- 5.2.12 Entrance
- 5.2.13 Exits
- 5.2.14 Stage 3: Your REALITY
- 5.2.15 Taken Dialogue of Stairs?
- 5.2.16 Stage 3 Description
- 5.2.17 Entrances and Exits
- 5.2.18 Entrances
- 5.2.19 Exits
- 5.2.20 Taken Dialogue of The Exit
- 5.2.21 Entities
- 5.2.22 The "Humans"
- 5.2.23 Types of "Humans
- 5.2.24 " White Soul "Human"
- 5.2.25 Corrupted Light "Human"
- 5.2.26 Colonies and Outposts
- 5.2.27 Entrances and Exits
- 5.2.28 Entrances
- 5.2.29 Exits
- 6 Sub-Levels
About the Otherrooms
The Otherrooms is seemingly the second version of The Backrooms. The Otherrooms have a small progress path due to low amount of levels, but a bit more treacherous than The Backrooms. The Otherrooms has levels with different places from the overworld such as offices, hotels, school etc. The Otherrooms can be accessed via faulty no clipping, no clipping in levels.
The Otherrooms Entrance
Faultily no clipping in The Frontrooms or in any level in The Backrooms
Levels: The Head Three
Level 0 - The Prison
Description
A picture of a jail cell
Level 0, the first level of The Otherrooms. Level 0 resembles an abandoned prison, covered with numerous jail cells, grey like flooring and bright yellow walls. The prison yard isn't accessible since there is no door for it. There are windows at the first floor which explains why people knew about the prison yard, but for some reason, the window is unbreakable. The prison has 12 floors. Each floor has the same setting, same jail cell count with rough amount of 50, tight to wide spaces. Accessing the last floor, or the roof will be a challenge. You either have to find a key, or break it if the keys nowhere to be find. Starting the helicopter will be no problem since the key lies right in front of the roof door.
Entities
- Facelings are the only entities that are present in this level
Colonies and Outposts
- There are no available colonies, nor outposts in this level.
Entrances and Exits
Entrances
- The only known entrance for this level is by faultily no clipping in The Frontrooms, or in any level to exist in The Backrooms
Exits
- Starting the helicopter on the roof, and flying it will lead you to the next level.
- Spending 5 days in the prison will send you to The Backrooms, specifically Level 0.
Level 1 - Foggy Season
Description
A picture of a foggy road
Level 1, the second level of The Otherrooms. It resembles a foggy highway. The fog is most likely clouds since the helicopter you use to escape The Prison, stops, and lands there. Every part of the road is engulfed with pure, grey clouds. Other than that, if you roam far enough, not knowing where you are going, you may end up lost from the road. There is nothing here, except for trees, signs, the fog and the entities.
Entities
- Smilers usually hunt wanderers behind trees. But encountering one is quite low.
- Lighters obviously hunt people on the road.
- Skin-Stealers sometimes roam in the road
Colonies and Outposts
There are 2 known colonies and outposts for this level.
The Fog Walkers
- Population reaches up to 55.
- Open and helpful to wanderers.
- Open to trade as well.
Shed By The Mist
- Population reaches up to 80.
- Very helpful, and open. They help other colonies as well.
- Open to trade.
Entrances and Exits
Entrances
- Land the helicopter randomly at a foggy road.
Exits
- Following the road will lead you to an abandoned building.
- Travelling far enough on the grassy fields may lead you to a random sub-level.
- Entering a school will lead you to Level 4 - It's Time to LEARN
Level 2 - The Office
Description
A picture of the level
Level 2 is the third level of The Otherrooms. It resembles an abandoned work place. No signs of the fog as it disappeared for some reason. Level 2 has little to no light, some office cubicles have nothing in it, while some others have a table. Some computers are operable here so you can use them, Wi-Fi is operable as well. Level 2 has 17 floors, and a basement. The basement is very dark but a light source can be found in some offices. There is a cafeteria as well, most food is edible and safe.
Entities
Colonies and Outposts
- There are no available colonies, nor outposts in this level.
Entrances and Exits
Entrances
- Following the road from Foggy Season will lead you here.
- Escape from a sub-level you got teleported from Foggy Season.
Exit
- Find a key from floor 17, and use it for the exit in the basement.
- Opening "END.exe" will lead you to The End.
- Watching or downloading any video from any computer will send you to Level 40.
Levels: Behind the Heads Barrier
Level 3 - The Endless Police Station
Description
A picture of the police station.
Level 3 is the fourth level of The Otherrooms, it also has a connection to The Prison. It resembles a police station that was long abandoned. Electricity miraculously works in here, but is limited, overusing energy can leave you with no power. The size of the station is approximately 200 square meters. A cafeteria is somewhere around the maze, there you will encounter an abundance of expired food. The police station has bright blue walls, checkered flooring, you may also hear indistinct metal clanking, and distant printing sounds.
Entities
- Facelings that wear standard police attire, they linger around The Cafeteria and some other areas. The insignia that can be found on the attire doesn't appear to match any of those that are present in The Frontrooms.
- Hounds can occasionally be found near the Facelings of this level, although encountering one is pretty rare.
Colonies and Outposts
There is only 1 known colony here
The Cops
- Population of 21
- Prioritizes protecting eachother
- Willing to trade
Entrances and Exits
Entrances
- Going through the door with the label "EXIT" will lead you here.
Exit
- Going through the door with another label "FIRE EXIT" will lead you to Level 4.
- If a Faceling catches you misbehaving, you will be sent back to The Prison.
Level 4 - It's Time to LEARN
Description
A picture of the grade 7-8 hallway
Level 4, is the fifth level of The Otherrooms. Level 4 resembles an average, private school. It points out different theme for each floor. The name of the school is "GHB High", upon research this doesn't seem to be a real school in The Front Rooms.
FLOORS: (each 2 floors is hunted with 2-4 entities)
GROUND FLOOR:
The ground floor is the main entrance for the level. The main entrance has a waiting area and a tripod turnstile gate, you need an RF-ID to enter in an orderly fashion, but you can simply jump over it. Right next the entrance are multiple monitors, attached to numerous CCTV cameras around the campus, this is most likely to monitor anyone who enters the premises, and the waiting area. Other areas that are in this level is the Kinder Zone, Principals Office, cafeteria, GHB Open Lobby (GHB Quadrangle) and the GHB Inner Sanctum (Entrance no. 2). Other than that, there is the Heart of GHB, where social activities usually happen. Locations such as; the second cafeteria, stairs to the Junior High-school, GHB Auditorium, and the library can be found here.
FLOOR 1:
Floor 1 has Grade 1-2 levels here. The halls connect to the grade 5 level, and grades 7-8. The walls are bright yellow here. These are the section names: Independence (which represents star section), Humility, Hope, Courtesy, Happiness and Generosity, these section names go on for grade 3 and 4 as well. Grade 5 hallway has a green corridor. Section names are: St. Agnes (star section), St. Antonina, St. Gorgonia and St. Monica. Grades 7-8 has a blue corridor, it seems like section labels have been removed for this one.
FLOOR 2:
Floor 2 has Grade 3-4 levels here, halls are connected to the grade 6 hallway, high-school faculty, supply room, and it also connects to grades 9-10. All connected hall ways theme is uniform. An extra room is here as well. It was once Grade 4 Generosity, but it is turned into a meeting room for class presidents. The Disciplinary Office is present here as well.
FLOOR 3 (largest floor):
Floor 3 is considered the largest because this is where grades 10, 11, 12, college, labs, other subject related rooms exist here. Grades 10-12 only have 3-4 sections, section name is shared, which means it is all the same as well, all of these section names are portrayed by American National Heroes. Grade 10 has the most sections, (4): G. Washington, B. Franklin, A. Lincoln and D. MacArthur, while 11 and 12 doesn't have D. MacArthur. Other rooms in floor 3 are the Science Lab, Computer Lab, TLE Room, Arts Room, Music Room and the Audio Visual Room can be found here.
FLOOR 4:
The Gymnasium can be found here, as well as supplies. So it's reccomended to go here for some supplies.
The Basement:
The basement is the darkest, and most dangerous part of the school. If you are only here to power the generator up, it is a bad idea, it makes entities slightly faster, aware, and more aggressive. Staying here for too long could turn you into an Insanity.
Entities
- Smilers, Hounds, Windows, Facelings, Death Rats, Deathmoths, Insanities and Clumps are the only entities that exist here. They linger on every 2 floors (The Basement, Ground floor, Floor 2 and Floor 4
Colonies and Outposts
- There are no available colonies, nor outposts in this level.
Entrances and Exits
Entrances
- Go through the fire exit in Level 3 to be transported here
- If you ever get sent by a Faceling to The Prison, and you escaped once again, you will be sent here as a continuation
- If you happen to find a school In Foggy Season, you will be sent here as you open the gate.
Exits
- Using a big key to open Heart of GHB Bus Gate, will lead you to the next level
- Like from The Office, run a video file to be sent to Level 40.
- One of the computers have the file "END.exe" from The Office as well, you know what happens when you open it.
Level 5 - Break Time
"I felt your pain, facing all those other levels. Why not grab a snack, you have 6 hours to rest here anyways. :)" -The note at the entrance.
Description
An image of the restaurant in sunset view
Level 5, the sixth level of The Otherrooms, the last and safest level of Behind the Heads Barrier levels. It resembles an All You Can Eat restaurant, in some what a mall, somewhere around the 4th or 5th floor. The restaurant doesn't have anybody in it, but every table and utensils are organized, the food is also fresh and hot. The restaurant has a chill music, the ones used for cafe's. The restaurant is huge, but there is no exit for it. Like from The Prison, the windows are unbreakable, you can see moving cars, and people at the street, but all you can do here is eat, and rest.
Entities
- There are no entities in this level.
Colonies and Outposts
- There are no available colonies, nor outposts in this level.
Entrances and Exits
Entrances
- Escape GHB High by using a large key to open Heart of GHB Bus Gate.
- Escaping Sub-Level 6.15OTHER (a sub-level thats coming soon)
Exit
- Spending and resting for 6 hours in this level will automatically send you to the next level.
- Noclipping through the windows will result in transportation to Level 11 of The Backrooms.
Levels: Final Wishes, New Destinies
Level 6 - Midnight Eclipse
- "Nobody's coming to help you-u-u"
Description
The picture of the eclipse in the sky, cameras has trouble processing it.
Level 6 is the seventh level of the Otherrooms. Level 6 resembles a dark col-de-sac, something like from Level 9. You may encounter difficulties with your device, any device such as cameras and cellphones will be inoperable. The eclipse can cause this problem, though it is not confirmed if the eclipse does this, what we only know is devices won't work. The eclipse begins at midnight, the midnight is very long. The time span of day time is short, it is estimated that the daytime span is 30 minutes or an hour long. If it is midnight, it is advised to stay indoors, to keep any danger at bay. The exit is approximately 1.5 miles away. All wanderers who enter here may start to hallucinate, they may see the col-de-sac as their beloved neighborhood, they may see their loved ones as well. No entity impersonates them, it is only in your head, but it can distract you and will leave you vulnerable to entities.
Entities
- Facelings, Hounds, Clumps, Howlers and Rabids are in this level
- There is a special entity for this level called Midnight Walkers.
Midnight Walkers
Midnight Walkers are special entities for this level. They're status is pretty self-explanatory, they roam at the night. They are very dangerous, and will attack the wanderer immediately. They are a pure black shadow, with glowing orange eyes, which is almost the same like a Lunar Eclipse.
Temperance
Midnight Walkers, as said, they are very dangerous when they see a wanderer, and they are pretty smart as well. Midnight Walkers are very silent, so you can't tell if one is near, or not. They are very loud when they see someone, it is most likely to inform other entities in the level that there is someone in the here.
Colonies and Outposts
There is only 1 known outpost here.
Housing
- Population of roughly 10.
- Prioritizes wanderers comfort and safety.
- Sometimes willing to trade.
Entrances and Exits
Entrances
- Finding the exit, most notably knows as the stairs, will lead to the next level.
- There is a 10% of you getting transported to the sub level of 6, Level 6.9, instead of this level.
Exits
- Finding stairs, most notably the exit, will lead you to the next level
- Getting killed by a Midnight Walker will lead you to sub-level JUDGEMENT-O or sub-level 6.9
Level 7 - Your Reality
HE TALKS (Dialogue taken from an Otherrooms survivor)
Taken Entrance Dialogue of HIM
HIM: Oh look.. a survivor.
HIM: Now that's something you don't see everyday.
Wanderer: Wh- who are you?! Why are you making me suffer?
HIM: No more further introductions kid. I am doing this, for my own entertainment.
Wanderer: I don't.. Understand..
HIM: Humans these days. They lack such a huge epiphany.
HIM: We are wasting great amount of air time here because of your questions.
HIM: I.. am.. EVERYWHERE
Description
Your Reality is the finale of The Otherrooms. Your Reality takes place on messed up dimensions, created by "HIM". These are one of the places that all people can't even fathom. The reason why this level is very dangerous is that, "HE" doesn't want a single smell, feeling and sense of any kind of being. HE protect his domain, HE wants it to lay dormant, and HE forbids almost any species if not, every species to ever exist in this universe because "HE" wants peace, quiet and solitude, and there is a reason why he wants this. Your Reality is divided in to 3 stages.
A picture of The Tunnels mid way through the maze
Stages
Stage 1: The Tunnels
The Tunnels is the first stage of Your Reality, it takes place in old looking squatter, with wooden roofing and concrete flooring. The small houses are safe houses, as you go further on to the maze, light sources become more scarce making in vary in difficulty. HE doesn't linger too much in lit up spaces, but there is a chance that he will. When you use lights are your advantage, be careful.
Entrances and Exits
Entrances
- Obviously, entering this level will lead you to the first stage
- Escaping sub-level 6.9
Exits
- Opening a peach door will lead you to the next stage.
Stage 2: Stairs?
Taken Dialogue of Stairs?
HIM: Your journey isn't over young man.
Wanderer: Are you kidding me? Let me out of here!
HIM: Don't be hasty young man, your journey is only beginning..
A picture of Stage 2
HIM: And we are barely having FUN.
Stage 2 Description
Stairs? is the second, and safest stage of Your Reality. It takes place of an asymmetrically designed stairwell, presumably from a mall. This is called the safest level due to lit up staircases, making it less for HIM to make an appearance. Elevators sure to exist here but they show no signs of functionality. Despite its mall looking appearance, there are no restaurants and shops here, only walls and stairs.
Entrances and Exits
Entrance
- Opening a peach door will lead you to the next stage
Exits
- Continuing on to the dark stairwell will lead you to the final stage
Stage 3: Your REALITY
Taken Dialogue of Stairs?
HIM: It seems like you still escaped.
Wanderer: I have to be close to the exit now right?
HIM: Find it out yourself..
HIM: You will soon realize how harsh your reality is.
HIM: I.. am.. everywhere.. (x2)
HIM: This.. this is our second journey.. Our second destination.. Your new HOME...
A photo of the void, the picture is corrupted though.
Stage 3 Description
Your REALITY, the final, and most dangerous stage of all, VERY DANGEROUS. Your REALITY has a red void for its entrance, and soon will transform to the wanderers most cherished memories, different images of how beautiful, and cruel the world is, as HIM continues mocking your world, while trying to kill you in every way possible. These loved images will most likely be a distraction, this is where his manipulative powers surge, and try to consume your mind and soul in order for you to be distracted. There is NO SAFE SPOT, which means you have to run, 20 km in order to find the exit. HE is faster than you, but you can easily dodge him as he only attacks, after he finishes his move, but still very hard to tell where he will strike. When you manage to exit this level, you will be met by a black void, and will slowly turn white a minute later, by that you will see HIS real form
Entrances and Exits
Entrances
- Going through the dark stairwell will lead you here
Exits
- If everything goes dark.. You are exited the level..
Taken Dialogue of The Exit
Him: Well.. You've escaped..
Wanderer: W-what?
Him: Do you need more explanation?
Wanderer: Wait, is that really you?
Him: Well.. technically, yes.
Him: I will have to let you go..
(a very bright door appears)
Wanderer: Wait.. is that the overworld?
Him: Its a habitable level. Do not worry, no one will threaten and torcher you there now. You can start a new life there
Wanderer: But.. I want to meet my family..
Him: Well.. since your the first one to escape, I will lead you to the overworld.
Him: I know the pain you've been through just venturing through different levels, to fight for your life.
Him: You have earned my respect kid.
(door transforms, the road, tress, his neighborhood is visible in his eyes)
Him: Now go forth.
Wanderer: I look forward to meeting you in heaven..
Him: I don't know if we can, but sure.
Wanderer: Wait, will you be stuck here forever and will you change your attributes?
Him: If I don't devour any soul, I might cease to exist completely. It is a part of my cycle. You need to go, there door will close in a few seconds.
Wanderer: Oh um okay. I guess this is goodbye..
(the wanderer then runs to the exit)
(as he is going through the overworld, he waves goodbye)
Entities
- HE (The "Humans") is the only known entity in this level.
The "Humans"
The Humans are dead people, who died of a very tragic way, this includes physical and mental abuse, depression. The "Humans" are evil spirit that feed on souls for power in order take revenge on people who made them feel different emotions. The "Humans" have different schemes, not only to take revenge on people they hate, they may also destroy anything, I mean anything as in any part of this universe if they gain enough power to do so.
"Humans" are unique entities due to their ability to speak unlike any other entity. They are extremely smart which explains why they can manipulate minds of wanderers by facts and trivia's about how corruptive our world is, it is also another reason why they can talk as well, but the main reason why they can talk is because they are dead people, reincarnated into an evil soul.
Types of "Humans
" White Soul "Human"
White Souls are "Humans" that don't have a corrupted soul, they are nice to other White Soul which makes them one of the safest and non-hostile entities. People who die become a White Soul if their souls are uncorrupted or if they are a moral influence to people such as peacemakers, saints etc. It can also be people who believe in the Lord. They may still cause some normal living human problems
Corrupted Light "Human"
These "Humans" are the complete opposite of White Soul, it is said that if they die, they turn like this if they are people who repel Christianity, or if they did something very bad, this may also happen if they had enough of their life just because of what's happening to their world, and committed "self-murder" (we wouldn't want to say the real word because it might get this page in trouble, but you know what we are referring to). In short, Corrupted Light humans are dominant, crazy spirits that want to take revenge to people who made him suffer their life miserably.
Colonies and Outposts
- There are no available colonies, nor outposts in this level.
Entrances and Exits
Entrances
- Going through the stairs in Level 6 will lead you to Your Reality
- Escaping sub-level 6.9 will lead you here.
- Entering a house with sign "REALITY" in level 1.1 will lead you here.
Exits
- Going through the white door will lead you to Level 8 - Your New Earth
Sub-Levels
Level 6.9 - Beyond The Eclipse
- "Nobody knows where you are."
Description
The picture of the road beside the forest.
Level 6.9 is a sub-level of Level 6. Level 6.9 takes the appearance of a never-ending road with trees, rocks, and other natural items on the side. This level does not follow the usual day and night cycle; instead, it's in a constant state of daytime. Additionally, it's known for many different types of items such as lighters, ammunition, Almond Water, smartphones, and other valuables.
After a wanderer walks approximately 25 miles, one can see skyscrapers in the distance, usually leaning on the left. Walking up to these skyscrapers will take you to Level 6 again.
If a wanderer walks roughly 50 miles in, they can find abandoned factories. The factories themselves are very old and made of rusty metal. Usually are empty and contain nothing in them. There is a very rare chance that the factory can be in good condition and have useful items in it.
At the 75 mile point, the ground starts to become more wet. Some strange green liquid can be extracted from the ground at this point. The weird liquid is not safe to drink. The factories a wanderer would find will all disappear mysteriously.
After reaching the 100 mile point, wanderers can encounter a dense fog that makes it near impossible to travel deeper into the level. Anything beyond this point is unknown.
Entities
Facelings are in this level, but they rarely appear.
Colonies and Outposts
Campers (Forest Traders)
- Around 15 people
- Open to trade
- Are very friendly and willing to give help to anyone in need
Entrances and Exits
Entrances
- Either going to a wrong exit from Level 6, or getting killed by a Midnight Walker
Exit
- Entering through a skyscraper will transport you to Level 6 once again
- Seeing a distorted image of a face, and hearing it talk will lead you to Your Reality.