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

Description:

The Server Room is a place within the Backrooms to where you can contact other people from The Frontrooms. The Wifi connection is properly assorted in something called The Backrooms Network, which is a program used to keep track of what networks are being used at what time and day of age. The level itself is a long hallway, or conjunction of hallways, with racks full of Server Boxes on either side. The floor is made out of a reflective material unknown to people, and a neon glow can be emitted by the lights in this level. The hallways are very linear, tight, dim, or bright. Each variant of the halls can have various effects toward wanderers. Despite this, the level still has a neon glow throughout all 4 variations.

Linear Halls:

Linear halls are the most common throughout the level. They are very consistent with the distance of the racks, which is 7 meters apart. These areas are the safest to traverse and rest in. As long as no Wifi is being used, you should be fine. The neon glow is almost unprecedented, with certain spots being more emitted then others. There are boxes with plenty of electronics like phones, computers, tablets, and more. The electronic models can vary in release. The items inside the boxes are unable to work, as either the battery is dead, or the model is to old to function (for example, a Nokia phone will be to old to function).

These halls are unpredictable when it comes to distance. How long one can travel for in these halls can very from 2 seconds minimum to 10 days max. The reason for these halls varying in size is unknown, but could have something to do with consistency. There are doors leading to other places in the level, primarily dim halls. These doors can also lead you to other levels in the Backrooms, so enter at your own risk. These halls also have florescent lights, giving off the same hum buzz noise just like Level 0. In more odd scenarios, the hum buzz will be replaced by laughter or the cries of those who have died here. Nobody can depict why something as odd as this can happen, but one thing is for sure, its likely a hallucination that manifests overtime when a wanderer is getting low on sanity.

Tight Halls:

Tight halls are said by wanderers to be the scariest part of the level. Even those without claustrophobia say they can't traverse without a constant fear of being crushed in between the racks. Just like the linear halls, this part of the level also gives out a hum buzz similar to that of Level 0, with one of the major differences being the neon glow being more prevalent. Despite being small in space to walk through, Hounds can be seen roaming around. Unlike the hounds you would see in other levels, the ones in this level have adapted to having their body horizontally stretched out.

Despite this, these halls have been sighted with little to no official layout. These halls can appear out of nowhere when you least expect it, and are where the most Server Boxes fight. The hum buzz is replaced by eerie, distorted howl that can only be heard upon entering any tight hallways. This noise has been known to drain wanderers sanity while they are in this part of the level. Wanderers have reported Gearheads while traversing this part of the level, being extremely hostile upon contact. The entity is located on racks in the halls, blending in with the environment, as their article said.

Bright Hallways:

This part of the level speaks for itself. It has barely houses any entities, besides the level exclusive, but has lights that shine as much as the sun. The hum buzz is replaced with the screams of entities burning to a crisp. Going into these halls are considered a death sentence, as you will die by overheating. You know every time you wake up in Florida, and suddenly feel hot as hell, with mass amounts of sweat dripping down you're head because of the heat? That is basically the bright halls in a nutshell. Because these halls are considered death upon entering, people can only theorize what other properties can be here.

People theorize that just like the linear halls, their size varies. The longest recorded hall was 192,109,021,983,029,111,203km long, which is about half of the levels estimated size. The shortest bright hall that was ever seen was 2 millimeters. It is currently unknown how a hall this small was able to manifest. Some notable features is that Televisions reside in these areas, seemingly as a form of peace between the entity, and not being able to be physically touched, a good trade offer for this entity. Other then that, nobody knows what else this area can offer.

Dim Hallways:


Almond Rust:

What makes this place dangerous is the infestation of Server Boxes. They are found on every rack, "sleeping" until a Wifi network is being used. They will then transform into a robotic spider, with 4 legs instead of the usual 8, hunting down whoever used that network last. Their bodies are made out of a metal only found in the Backrooms called Repolserum. Repolserum in this level is formed when Alloyed Titanium (what their bodies would normally be made of) is exposed to an essence called Almond Rust. Once the essence makes contact, it will convert, strengthening every aspect of the metal by 10 times.

Colonies and Outposts:

It is completely impossible to form a colony or outpost on this level.

Entrances and Exits:

Entrances:

There are many entrances to this place. The most common being in The Servers, as attempting to noclip while entering or while inside has a chance to lead you here, as well as angering the entities and getting warped. If you find a metallic door on Level 11, and input the code, "Service_Kilo", you will wind up here. Any other entrance to The Server Room is either theoretical or inconsistent.

Exits:

A dim hall in The Server Room.png


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