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NOTE: DO NOT ADD IMAGES, PAGES, OR EXTRA CONTENT WITHOUT THE ORIGINAL AUTHORS PERMISSION, EDITING GRAMMAR MISTAKES ARE ALLOWED.


Welcome to the Timerooms

if you ended up here that means you have noclipped out of the time itself. This can be done by noclipping into objects associated with time and clocks. But be warned, once you are here the only way out is down. The more you go, the worse it gets, good luck

Level 1 "The Decayed Rooms"

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Survival Difficulty: Class 4
》Unsafe
》Unsecure
》High Entity Count


Description:

The First level of the Timerooms resembles the appearance of a decrepit version of level 0, with the carpet containing an unknown grey-ash powder, with the carpet becoming moldy and decaying. The walls have been observed to take on a much darker tone, coated in dust, with the very fabric of it seemingly rotting, and even peeling off. The fluorescent lights that once lined the ceiling are now dimmed, producing only a faint white light. The air smells like a mix of cigarette smoke and burnt meat, from all the ash and rotting flesh that have built up over the time, causing severe lung damage. Objects such as liquid pain and almond water can be found in this level. this song plays in this level.

Entities

AN Image of the fortnite battlepass

Unlike the Level 0 most are accustomed to, this level contains a number of entities that are not present in level 0 and are far more bloodlusted than usual. The following entities have been observed in the level:

Colonies and Outposts:

There are no known active colonies in the level, with only one M.E.G agent returning from the most recent M.E.G expedition sent out to scout the level for potential colonial grounds.

Entrances and Exits:

Entrances:

When noclipping through a clock, or other time associated item, there is a slim chance a wanderer may be sent to the Timerooms.

Exits:

Entering a neon-blue window will bring you to the second level of the Timerooms

Level 2 "The Mirrors of Hell"

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

An image of the second level

Description

The Second Level of the Timerooms is made out of an infinite mirror maze being made out of red mirrors, a floor of shiny rubies, and dark red lights. The air smells like strawberries, although there is no mist or anything that alters the state of the air, and it is likely an effect of the level itself. People that have been to this level describe it as familiar. However, not in a sense that they have been there before, but that they knew they would be here. Even though they never saw this place before. People describe this level as dreadful, almost as if your mind was burning. Even those who claim not to fear feel uneasy in this level. Despite having very minimal entities and being much shorter than the other levels, it is one of the most dangerous levels. When from entering to leaving, your sanity will start to decrease on an alarming rate, many wanderers who end up here will either become an insanity or Commit suicide. Once you have been here for more than 10 hours, your mental state will be damaged to the point only almond water or super almond water can help you. However, Both super and normal almond water can be found here, although super being very rare, normal almond water is actually common on this level, M.E.G advises you drink from almond water at least once an hour when exploring this Level.

Colonies and Outposts:

There are no known colonies or outposts

Entrances and Exits:

Entrances:

Jumping into a blue glowing window in the first level of the Timerooms will transport you here.

Exits:

If you find a grey door, opening it and walking into the darkness will transport you to Level 3 of the Timerooms

Level 3 "The Grid"

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

The Third Level of the timerooms

Description:

The Third Level of The Timerooms, known as "the grid" appears as infinite version of an electrical-power grid station, although it is always day on this level, the sky has a permanent cloud over every part of it, sometimes it even rains or in more extreme cases there have been lightning-storms, some areas of the level are blocked off by walls or fences, however usually they can be climbed easily, there are sometimes sheds found in this level which can contain items such as almond water, this level of the timerooms actually has the most people in it according to M.E.G, as many people tend to get stuck here, however this level is still dangerous as it has skin stealers, dread octopi and hounds on it, and the power station can electrocute you if you mess with them, meg recommends that you dont touch anything that can conduct electricity, and that you go inside a shed during a rain and under no circumstances go near cables during lightning storms, the exit on this level is much harder to locate as the level itself tends to warp, and thus many "safe paths" change or get overrun by entities, which often leads to wanderers getting stuck on this level

Colonies and Outposts

Base Z: There is an M.E.G outpost in this level, which can be found at the largest building, which is the size of a medium sub-urban house, this base has an estimated 40 people in it and have a lot of supplies, some people even stay here to guide others out of the levels, although we warned that dread octopi often manifest near this base, so do stay outside of the building for very long

Entrances and Exits:

Entrances:

If you find a grey door in the second level of the timegoing and go into the room, you will be transported into one of the sheds of the grid, but be warned this causes radiowaves, and dread octopi are likely to manifest after it, M.E.G recommends that you stay in the shed for at least 40 minutes when entering the level

Exits:

If you find a tree, noclip into it and you will be transported into Level 4 of the timerooms

Sometimes a purple orb of lightning appears in one of the cables, touching the orb can transport you straight into the sixth level of the timerooms, however be warned there is a high chance of electrocution when using this method, and a nigh-guaranteed chance a dread octopi will manifest soon after arriving on the 6th level, and thus it is highly advised not to use this method

Level 4 "Wrong Place"

You've came to the wrong place, in the wrong time...


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