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

Description:

The Server Room is a place/level within the Backrooms where you can contact other people from The Frontrooms. The wifi connection is connected to 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 conjunction of hallways, with racks full of Server Boxes on either side. The floor is made out of a reflective material, and a neon glow is 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.

Throughout the level you can find "safe spots" resembling phone booths. These "safe spots" with keep you off entities before it randomly kicks you out. The wifi connection in these phone booths have a firewall able to defend off from being tracked on The Backrooms Network for the time you are provided. The people you contact will always be people who you know that are currently in the Backrooms. One major rule applies while in these booths, NO JOKING AROUND. Having a good laugh with your buds is not ordeal, as if you do so, you will be kicked out of the booth for a random period of time. In addition, an entity known as the Super Computers will chase you down. The initial chase will last for 5 minutes before the entity de-spawns.

Hall Variation 1: 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. As long as no Wifi is being used, you should be fine. The neon glow is almost unprecedented, with certain spots being more brightened then others. There are boxes with plenty of electronics like phones, computers, tablets, and more. The electronic models can vary in release. Some of the items inside the boxes are unable to work, as either the device is dead, or the model is to old to function (for example, a Nokia phone will be too old to function). A faint hum buzz can be heard, almost sounding exactly the same as the buzzing heard in Level 0. Despite the level having no official fluorescent light source installed, they have said to be found on top of racks, or are even generated inside the racks.

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 have a very small chance to lead you to other levels in the Backrooms, so enter at your own risk. Otherwise, these doors will just lead to other parts of the level. Windows can be seen behind the racks, but how they form is uncertain as of right now.

There are ventilation shafts found throughout the level, in which are able to be traversed. The vents are riddled with filth, rust, and unstable electrical currents. The vents themselves do not house any entities as there is little to no oxygen to distribute. It is advised to go into the system when absolutely necessary, such as if an entity were to chase you. The grates leading to the ventilation system will always look like it has been made just a few minutes ago, however, these grates posses a cognitohazard. If one were to touch it, there is a 70% chance for that wanderers memories to be wiped from existence. Should one give more information about the vents will be terminated on the spot, as they have been revealed to be destructive and violent if information were to spread.

Hall Variation 2: 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. It is also worth noting that these hallways give off a scent of burning rubber. There is no toxins in the air, neither is there some anomalous force emanating the smell.

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 can at times be replaced by an eerie, distorted howl that can only be heard upon traversing any tight hallways for a prolonged amount of time. 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. These halls also posses the most hallucinatory effects within the level. These hallucinations include the level getting tighter, entities appearing in the wanderers face, distortions, and random objects materializing and dematerializing.

Hall Variation 3: Bright Halls

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.

Hall Variation 4: Dim Halls

Dim hallways has a neon glow ruminating in a dim atmosphere, being the only source of light to debut in these halls. These halls are consistent in size, being 1km every time. These halls have been known to contain Smilers, adapted to the neon lights of the level. These Smilers have a physical body, that appears vagally humanoid, and vagally Alien like. They have been seen to have a human arm on one side, and on another, an arm filled to the brim with spikes, with the end closely resembling a knife on the other. The legs of the entity resemble roller skates on the feet. They have a torso that is covered in neon lights while also being invisible to the naked eye.

Something about these halls is that there is no hum buzz, or as a matter of fact, nothing but silence. You can see boxes once in a while, containing nothing but Almond Water. The boxes are almost bottomless, saying to go 500km down before hitting your head on the ground. This seems to lead you back to The Servers as a result. Occasionally, you can hear the cries of children sounding out of reach. DO NOT UNDER ANY CURCIMSTANCES TRUST THESE CRIES. Whatever they are, it isn't human. These entities have been discovered a while back, known as The Crying Children, they deceive their prey as a child's cry. They wait and wait for their prey to notice them, then strike with some unknown force that shatters the victims bones one by one, starting off with the skull, and ending with the femurs.

I AM SO SO--RRY TO IN--TERUPT YO--UR LITT--LE GAM--EPLAN, BU-T, WOU--LND'T YOU MI--ND IF YOU TOLD ME WHERE LEVEL 39--99 IS? I KNO--W THI-S IS A LI--TTLE BIT O--F A STR--ET--CH, B--UT I NE--ED TO KN--OW. Y--OU SE-E, YO--U GUY--S TA--KEN EVERY--TH--IN--G FROM ME, AND I AM WI--LLING TO TA--KE IT ALL BA--CK. GET REVE--NGE, ON SOMETHING AS LITTLE AS THE HU--M--AN RA--CE, A SMA--L PRI--CE TO P--A--Y W--HE--N I DE--SPREITLY NE--ED IT THE MO--ST. I WA--NT BA--CK INTO YOU--R WORLD, TO SEE MY FA--MILY, FRIE--NDS, CHILDREN, HUS--BAND, ALL OF THO--SE PEO--PLE I WA--NT TO S-EE AGAI--N. IT HA--S BE--EN SO LO--NG HASN'--T IT? WA--IT? THEY ARE D--E--A--D? OK, THEN, BUDDY, PRE--PARE TO PERI--SH.

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.

Now, in addition, nobody knows if this phenomenon can truly be set in one spot, because it doesn't effect the atmosphere around the wanderer, nor have any to be contained in a jar or anything out of the ordinary. It just, appears whenever it wants too. Even equipment that is sure to detect such anomalies isn't able to catch this phenomenon at all. With no such explanation, it has been said to filter out after 15 seconds of materializing out of thin air, touching the entities that don't have any Repolserum on them. The only thing understood is that the Repolserum process can take a random amount of time to complete itself, with the shortest time stamp for this transformation process being 15 days, and the longest taking around 5 years.

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 entrance are in The Servers. These include attempting to noclip while entering or while inside a server room has a chance to lead you here, as well as angering the entities and getting warped.
  • Finding a metallic door on Level 11 and inputting the code, "Service_Kilo", will wind you up here.
  • Any other entrance to The Server Room is either theoretical or inconsistent.

Exits:

  • Going though a steel door will take you to Level 11
  • Successfully Noclipping will bring you to Level -1.
  • Falling into the "bottomless boxes" will lead you to The Servers.
  • Sometimes. going into a door saying 'Maintenance' will lead you to The Maintenance Level.
  • Entering any door with the label "Storage" will bring you to It's game.


Authors note: Don't edit this page unless you have asked me first. CyrixGamer

A dim hall in The Server Room.png

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