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A Wiki here: The UpRooms

Contents

Description of (Potentially the opposite of The Downrooms)

The Uprooms are (currently) 18 discovered levels and 2 sub-levels which are theorized to be above The Frontrooms and Backrooms. To enter The Uprooms, you must find a rare ladder in level 0 and climb up it until it ends. The Uprooms share many properties of The Backrooms, and also some of The Frontrooms. It also shares all the entities of The Backrooms. (feel free to add images for the levels). A cluster in the uprooms is 15 levels.[1]

Level 0 of The Uprooms “Blue Hued Halls”

Survival difficulty: Class 2

  • Unsafe
  • Secure
  • Low entity count

Description

Level 0 of The Uprooms is pretty much identical to Level 0 of The Backrooms, but it is blue instead of yellow. the walls and floor are also blue. You can also find ladders leading back to Level 0. The red clusters originally in level 0 are now space blue with small speckles representing stars.

Colonies and Outposts

Uprooms Explorer Pact Base Alpha

  • The outpost has a maximum capacity of 225
  • Has a permanent population of 68
  • They are open to trading and new members.

Entrances

You can enter through a ladder on Level 0 with only a 0.00476% of spawning.

Exits

You can commonly find exit doors in the space-blue clusters, they will be wide open and will not need a key.

Level 1 of The Uprooms “Unstocked Store”

Survival Difficulty: Class 2

  • Unsafe
  • Unsecure
  • Low entity count

Description

Photo taken by UEP on March 18,2016

Level 1 of The Uprooms is a store with infinite shelves but nothing on them. There are signs saying which food items are found within each shelf that look like the ones in the Frontrooms. The only places that are stocked in this level are the libraries which also house slightly more entities. The libraries’ books are strange though, containing 200-500 pages with nonsensical strings of letters, sometimes containing parts of different languages in the same book. These books are still being examined by The UEP.

There is also a cashier, who stands at where you pay for your products and also seems to be at every pay place at the same time. He is very odd. You can ask questions, but the cashier denies knowing the existence of The Uprooms or The Backrooms. We do not know what kind of being they are, but they seem like a human, and a friendly one. If you ask whether you can buy anything, he/she will say that they are out of stock.

Entities

You can find normal entities here, such as Smilers, Facelings, Hounds, and Skin-Stealers, as well as the cashier.

Colonies and Outposts

UEP Base Beta

  • They have a capacity of 200
  • 112 permanent inhabitants
  • Has the same characteristics as all their outposts.
  • Antagonized against The Library League

The Library League

  • 17 people
  • Very mysterious
  • Tries to take over every library they find
  • Has had an angry past with UEP
  • Randomly hostile, so stay out of the way.

Entrances and Exits

To enter, find the door in Uprooms Level 0.

To exit, you can go back to Uprooms Level 0 or find the storage room to go the next level.

Level 2 of The Uprooms “Hell-spired Pipes”

Survival Difficulty: Class 4

  • Unsafe
  • Unsecure
  • High entity count

Description

Level 2 of The Uprooms begins as a singular room with no entities. You may think this is safe, but the room fills up with almond water soon. I suggest collecting some of the almond water, but crawl into the pipes before it's too late, or you will drown in the water.

An extremely dark area of the level

The pipes are claustrophobic and cramped. Breaking the pipes will result you being trapped in The Void or if you are lucky and do it in the right way, The Inrooms. Still, be careful and don't try to break them. The lighting in the pipes is so-so, it is sort of dark but you can still see (rarely there is nearly no light present like in photo provided).However, the lighting seems to come out of nowhere, which doesn't make much sense. If you find more water in the pipes, you will know that you are going south.

Entities

You will find numerous death rats and house rats, but luckily rat exterminator sometimes conveniently spawns inside the pipes.

Colonies and Outposts

Colonies and Outposts are impossible due to the nature of this level.

Entrances and Exits

To enter this level, find the storage room in Level 1.

You can also enter by falling through a manhole in Level 3.

To exit this level, you have to find a sewer grate and pry it open, which will cause a vacuum and lead to the many diffrent levels, most likely Level 3 or Level 6.

Level 3 of The Uprooms “The Snowy Open”

Survival Difficulty: Class 1

  • Safe
  • Secure
  • Devoid of entities

Description

a part of the level with high amounts of snow

Level 3 is a suburban city at night, with snow falling everywhere. This level does not seem to have a day cycle, as it is always night, and the level of snow is always the same, despite snow eternally falling. The amount of snow falling can change,anywhere from few flakes a minute to full out blizzard. When you enter this level, you have a coat you don’t remember putting on. It will keep you warm in tempatures up to -6.5 Celsius.

You will find houses sometimes, but you will not be able to enter them. Nobody has been able to enter any of the houses yet, not by destroying the wall, smashing the window, picking the lock, or demolishing the wall. However, there is furniture inside, as seen through the windows, and there will be almond water replacing some objects.

Colonies and Outposts

UEP Base Gamma "Winter Horsemen"

  • Has a lot of supplies
  • Was where UEP was founded
  • Has 156 permanent inhabitants
  • Capacity of 325
  • Friendly and open to trading and accepts new members

Entrances and Exits

You can enter this level via Level 2 by exiting through the sewer grate

You can exit through the forest, leading to Level 4, 6, or 7

Falling through a manhole leads back to Level 2

Level 4 of The Uprooms “Observatory Forest”

Survival Difficulty: 3

  • Unsafe
  • Unsecure
  • Medium entity count

Description

Level 4 is a summer forest, quite dark despite it always being day. You can also find log cottages randomly, the nearest one being 4.5 miles away from spawn. Usually, there are dirt paths leading to the wood cottages.

Inside the cottages, you can find normal furniture. You can find lamps, beds, and desks inside, the usual. The cottages are normally safe, unless there is a lumberjack inside, which has a 1/4 chance of happening. If you do find one, run, as they will kill you with their ax as you broke into their house.

Items

Inside houses, you can find the following items.

Entities

You can find normal Frontrooms animals in here, but you can also find Smilers and Hounds commonly.

Photo of a cottage surrounded by low amounts of trees

You will also find lumberjacks. If one is in a house, run. If one is chopping trees outside, stay out of the way. They don't even seem to know when you are there, so they will chop you in half if you are in the way.

Events

Every week, there will be a ginormous earthquake. Somehow, the houses do not seem to be affected by this, so take cover in a house without an angry lumberjack inside.

Sometimes, an event will occur. 3 events have occurred that aren't ginormous earthquakes so far:

The Tornado

There was a giant tornado on 3/19/12. It tore down a part of the entire forest, as well as 2 homes. The source is still yet to be found, as it seems to have come out of nowhere.

The Corruption

There was a corruption bomb sometime in March 2021. Part of the forest is still guarded by the UEP due to it being corrupted and having many entities inside.

The Night

On 8/22/21, the level plunged into night all of a sudden. This spawned tons of entities, and the UEP is still working to get rid of them. The level is now day, but still unsafe to enter.

Colonies and Outposts

UEP Base Delta Forest Frontier

  • 38 Permanent Inhabitants
  • Capacity 75 people
  • Friendly and welcomes new members
  • Has a 35 square mile protected from lumberjacks

Entrances and Exits

You can enter this level by going into a forest in Level 3.

There is a 35% a cottage has a second floor, leading to Level 5 of The Uprooms.

There is also a 10% chance a cottage has a basement. This leads to Level 13 or 14.

Wandering into the right direction will lead to level 4.2

Level 5 of The Uprooms “The Wood Home”

Survival difficulty: Class 4

  • Unsafe
  • Unsecure
  • High entity count

Description

A brighter part of the wooden mansion

Level 5 of The Uprooms is a infinite abandoned wood home which has infinite sized and a infinite count of floors. The lighting in some rooms are good, but many rooms are dark and require light to see in. Only travel when the lights are on. When the lights are off, just run until there is a room with lights on. The lights do not seem to have a cycle, since they randomly turn off and on. Every room has a different light cycle, some not even needing lights at all.

Toilets in this level work normally, unless if it's broken then don't use them. We have not found any plumbing on the toilets though, so how they dispose of waste is still a mystery. Everything that requires electricity does not work, though someone did manage to turn on a small TV using batteries. Regardless of the electricity not working in the fridge though, it still preserves food and food randomly respawns after despawning.

This level is a high risk high reward level, similar to Level 3.

Items

Items you can find in a fridge:


entities will roam every nook and cranny and it is advised to move very slowly to stop detection of entities.this level has weapons,almond water,aid equipment,and rumored smiler exterminator.toilets in this level work normally but fridges don’t becuase they are unplugged.regardless of being plugged or not,it still somehow preserves the food inside.looking outside reveals a wet landscape with homes outside.like level 3 of The Uprooms,the windows are indestructable.in dark areas,fungi will grow on the walls and will slowly take through it.if the wall breaks becuase of the fungi,you can enter Level 15 of The Uprooms.there has yet to be any colonies or outposts to be set up.another exit involves doors.you have a 1/150 chance to be transported to level 7,11,or 16 of The Uprooms.

Level 6 of The Uprooms” The Flooded Cave”

  • Survival Difficulty:class 4
  • unsafe
  • unsecure
  • low entity count

This level consists of a cave flooded with contaminated almond water.this level is extremely dark,so bringing a light source is required.oddly,you can find shipwrecks which usually contain great loot.the main danger is getting lost in a thin cranny with water and drowning.the cave structure is also unstable,oftenly causing stalactites to fall and impale you if not you’re not careful.the stalactites grow extremely quickly,requiring only 2 or 3 days to grow back.this level has a lack of entities,too.don’t stand on unnaturally smooth shores,since those are likely made out of quicksand deep enough to suffocate you.this level randomly leads to every level in The Uprooms except Level 4.there are two colonies.the 1st colony is UEP base epsilon “cave crannies”it has a capacity of 85 and has a permanent population of 37.the main purpose of the base is to quickly get around The Uprooms and to study this level.the 2nd is a colony and is the smallest one in The Uprooms.it consists of 8 inhabitants worshiping the level for unknown reason.

Level 7 of The Uprooms “Infinite Departure Home”

  • Survival Difficulty:class 2
  • unsafe
  • secure
  • devioid of entities

A part of the footage recovered by a GoPro that was accidentally dropped

Level 7 of The Uprooms start on a airplane and you get skydiving equipment you don’t remember received or putting on.eventually,a huge gust a wind will push you out of the plane and you will start your skydive.you will fall 12 meters a second to the ground,but you never seem to get closer.this level supports weather and this is the only danger of the level.weather in this level is extremely random.if you launch your parachute,it will oddly propel you upwards 15 meters a second.drones have shown that there is a kind of outer space above the clouds,if you look down,the planet you’ll see will be only shades of green,meaning that oceans don’t exist in this level.if you find a helicopter,grab on to its hanging ladder and board to enter level 8 of The Uprooms.you also have a 2% chance to actually go closer to the ground,and you will land in a random part of level 4 of The Uprooms.

Level 8 of The Uprooms “bluewalker hills”

  • Survival Difficulty:?
  • mysterious properties
  • unknown entities

Level 8 of The Uprooms is mysterious and is currently going on study.what is known about this level is you will start inside the helicopter which a entity called a pilot will control.eventually,you will be dropped off at a random field with 10 feet letter text reading “LANDING AREA”once you land,the sky will be pitch black and you will be surrounded by blue grass.the grass will make a dim glow lighting up the place.the only entities reported are Facelings,death rats,and rarely smilers.the terrain is generally flat with gentle hills.studying this level is proven to be difficult,since the level always pushes you away randomly.the only outpost on this level is UEP base zeta”the bluewalkers” which is where the level got its name from.it has a capacity of 50 with a permanant population of 21.the base stores lots of equipment required for the next more dangerous levels.they also study the level since information is lacking.if you encounter Gray or purple grass,than you are about to fall into level 9 or 10 of The Uprooms.

Level 9 of The Uprooms “DEATH Facility”

  • Survival Difficulty:class 7
  • no safety
  • no secuirty
  • entity haven

level 9 of The Uprooms appears to be a prison inhabited by entities,there is minimal loot,and all the entities have broken out of their cells.due to the small and crammed halls of the site,it is easy to get cornered by hoards of entities.you only get 20 minutes of working light per hour,so I advise you bring a flashlight.the walls can be orange,gray,or white.if you enter an orange hall,you are at the safest place possible.if you are in a white hall,be very cautious,if you are in a grey hall CHERISH EXISTING.you can find prison keys in the level,but they are useless due to the prison cells already being busted open.almost every entity in The Backrooms exists in this level.to exit this level is actually simple,find a “guards only” door which has a 75% chance to lead to level 11 of The Uprooms or a 25% chance to go back to level 8 of The Uprooms

Level 10 of The Uprooms “the core”

  • Survival Difficulty:class 4
  • unsafe
  • unsecure
  • high entity count.

Drone sent by U.E.P to explore the level took this image

Level 10 of The Uprooms is a computer core facility infested with entities.you will find that the computer core is functional becuase there is electricity in the level and 2 bars of WiFi.however,the power will often go out,and is where the level truly becomes dangerous.if you go to the nuclear reactor,you will find that you need a security code.the security code for the reactor has been reported to be 3D00DDOD found by a sticky note put on one of the 1st walls in the level.entering this code will result you dying of radiation if you haven’t put on a suit.when in a suit,you will be immune to the radiation wane enemy attacks will do 25% less damage.you will quickly loose sanity,so bringing almond water is advised.every day,there is a a 1/500 chance that there will be a nuclear meltdown.you will eventually get trapped in a corner becuase of the gases.after 4 hours,ventilation will kick in and take all the radiation in and tue level will slowly repair itself.there are 1 colony and one outpost.the outpost is UEP base “the nuclear agents” they have a permanent population of 25 and a capacity of 70.they will trade suits,food,and almond water.the other is colony known as the facility workers.they have 14 inhabitants and were “hired” by the “boss” of this level to do facility work to earn Backdollars.

Level 11 of The Uprooms “uprooms hotel”

  • Survival Difficulty:class 1
  • Safe
  • secure
  • minimak entity count

Picture from unknown wanderer,showing a room in the bottom floor

Level 11 of The Uprooms appears to be a hotel from The Uprooms.it is reported to have 52 floors and 426 rooms on each.because of this,it is the smallest level of The Uprooms.if you get to a roof or lock out of the windows,you will see nothing but gray void.you can go to the front desk to get a key to a room,the key never demagnetizes.a faceling will ask you to give 10 Backdollars per day for the key,but you don’t need to actually pay.once you open the room,it will always contain a bed,a drawer,a bathroom,2 electrical outlets,a window with curtains,and a lamp.you can call to order to your apartment when you are at the restaurant on the bottom floor.you can order whatever you want and you will be ask to pay,but you like before don’t need to.there are colonies or outposts here but this is a common hotspot for wanderers to meet up and trade.exiting is actually quite hard.there is 1/36 chance that the bathroom would be replaced with a portal to level 12 of The Uprooms.so that means you have to on average get the key to 36 rooms to do this.and since kegs can only be rejected after 24 hours,you have to do this on average of 36 days to exit.

Level 12 of the uprooms "the stupendous arcade!"

  • Survival Difficulty:class 2
  • Unsafe
  • Secure
  • Minimal entity count

Cluster of unusable arcade cabinets (arcade cabinets that don’t work still can have one frame of a game

This level is a 1,200 square mile area filled to the brim with arcade cabinets.the arcade cabinets will function normally unless you press the blue button.to turn it on/off,you must use the big red button.when turned on,it will show a normal arcade game from Frontrooms.only 15% of arcade buttons have a red button and a blue button,so most are useless.(there are no reported cases of only one of the two buttons on a arcade cabinet).if you manage to get to the border,there will be locked doors everywhere.arcade cabinets will dispense a key if you win the game,but they do not unlock the doors.the level is not lit well,but entities are very rare.the carpet will also be dark blue with patterns of things in space.you can sometimes find elevators instead of doors on the border,which can take you back to level 11 of the uprooms.at the elevators,you will find that there are gold sings that always read “floor -2”.there are two colonies and outposts.the 1st one is UEP base “Nostalgia” they have a capacity of 65 and have a permanent population of 24.the second is the axe people’s.they will be hostile to anyone that don’t have a completely blank white shirt.they have 15-25 members and are known to raid UEP base Nostalgia.to exit,use the blue button on the cabinets to go to the following levels:

  • Black cabinets will lead to Level 7 of the uprooms
  • Green cabinets will lead to death.
  • red cabinets will to Level 44
  • orange cabinets will lead to level 10 of the uprooms
  • cabinets with a gold outline will lead to Level 25
  • white cabinets will lead to level 13 of the uprooms
  • gray cabinets will also lead to level 13 of the Uprooms.
  • breaking the doors will lead to level 17 of the uprooms.

It is also theorized that breaking the doors at the border could bring you to a undiscovered uprooms level,but this has not been tested.

Photo of this level with normal lighting conditions

Level 13 of the uprooms “choose your fate”

  • survival difficulty:class ?
  • mysterious properties
  • unknown information
  • Undocumented entities

Level 13 of the Uprooms is mysterious with many rumors.so,I will only say what is confirmed.you will start in a maze that stretches 15 square miles.depending on the intelligence of the person,the maze will change to a diffrent configuration.the walls are soft and cushioning and are purple.at the end of the maze,you will see a 2 kilometer hallway with white walls and it will lead to a room with 6 doors (with a 14% chance for a 7th one to spawn)after someone exits,the door that was pushed open will slam back into place.after opening the door,there will be a black void that you will sucked in,the only entity reported are tall shadow figures with red eyes that look like partygoers will torture their victim.the entity will hide in the mazes and strike in the darkest areas.it is known that only people with low sanity get attack,since they are the only ones that report it happening.the doors here will be listed from left to right:

  • The 1st door will lead to level 14 of the uprooms
  • the 2nd door will lead to Level 6
  • the 3rd door will lead to level 9 of the uprooms
  • the 4th door will lead to Level 777.2
  • The 5th door will lead to The Dangerous Place
  • the 6th door will lead to level 4.2 of the uprooms
  • the 7th door (with a 14% chance of spawning) will lead to level 16 of the uprooms.

Level 14 of the uprooms “Danger city”

  • Survival difficulty:class 4
  • unsafe
  • unsecure
  • low entity count

Level 14 of the uprooms is a void filled with city buildings and objects you have to parkour to not fall.if you fall deep enough,you will enter The void.if you have enough time,you can loot a room from a skyscraper and here is what you can loot:

  • Computer (100%)
  • chairs and bed (100%)
  • table (98%)
  • chips (96%)
  • Refrigerator (89%)
  • food inside the refrigerator (78%)
  • almond water (77%)
  • A box of Artificial Coal (68%)
  • rat exterminator (45%)
  • Paint bucket (39%)
  • clock (30%)
  • grandfather clock (0.14%)
  • super almond water (0.0001%)

The only common entity is hoards of facelings trying to escape the skyscrapers.roads will fly by so watch out.other road objects such as cones,tires,sidewalks,street lamps,etc. will also fly by separate from the road.futuristic cars will also fly by,but will try to target you.if you manage to get on,it will have speeds of 150 mph.if you manage to break the top window,you fall through into the car and there is only a few shopping bags.the shopping bags will contain food from a store.when you get to the drivers seat,you will find out that the driver’s wheel is itself a entity,controlling the car itself.if you honk,the car will explode.pigeons also exist in this level,but you will soon realize they are giants,being 10m wide (wings included).they will hunt down facelings but not humans unless enraged by them.

Cluster 2

there 15 levels in every cluster.only 2 levels of this cluster have been discovered.

Level 15 of the Uprooms “beyond bounds”

  • Survival difficulty:class 2
  • unsafe
  • secure
  • low entity count

Photo of level 15 with chairs

Level 15 of the uprooms is named after breaking through the wall of level 5 of the Uprooms,thus “beyond bounds” this level is a dark basement with nearly no lights.despite it being very dark,there are low amounts of entities.there will be many boxes which are usually empty but can sometimes contain almond water.the boxes can also sometimes contain clumps.you can find stair going up,but they are always locked by a unopenable door at the top.there are also flights of stairs leading down,which will lead into darker and darker versions of the previous one,until any light created will always be combusted.to add on,sound waves in this level are reduced by 50%.there is one outpost here,which is UEP base “dark lurkers”.they have a capacity of 35 and a permanent population of 16.they only have basic supplies becuase they are the smallest UEP base.you can find them at a staircase leading down to floor -232 (you start at floor -154).exiting is simple,go back through the hole you came form to go back to level 5 of the uprooms

Level 16 of the Uprooms “QUEST COMPLETED”

  • Survival difficulty:class 0
  • safe
  • secure
  • devoid of entities

Level 16 of the uprooms is a outside environment with a playground,there will be a narrator that will grant 2 wishes.the wish can be anything you want except ones that make you manipulate people/entities.since the narrator isn’t technically a person,you can wish for infinite wishes.if you wish for entities,they won’t spawn.the reason this level is like this since it was supposed to be the 1st level of cluster 2 but level 15 of the uprooms replaced it.in the playground,you can find:

  • Two liter sized almond water bottle (100%)
  • chips (100%)
  • 2-6 kid Partynoers.(100%)
  • a ticket that can teleport you to Level 3999 by touching it(99.9)%
  • a free necklace that shields you from Level ! and Level 999 (only works when around your neck) (98%)
  • a full cart full of food on the mulch (80%)
  • licking a lollipop to fly (only if you killed 5 entities or more)
  • 3 gold bars also on the mulch (only if you killed 25 entities or more)

Level 17 of the uprooms “Lurking”

  • survial difficulty:class 4
  • Unsafe
  • unsecure
  • High entity count.

you have entered….[redacted]

Level 17 of the uprooms was just discovered so more information may come soon.this level appears to be cramped dark hallway with rare instances of light,this level’s walls are made out of smoothed stone and you can also rarely find doors.the keys in level 12 of the Uprooms apparently work on the doors,but they send you to level 14 of the uprooms.there is sometimes cameras on the roof.the footage of the cameras can be accessed by saying out loud their password which is usually 3 numbers.once the cameras are accessed,it will show a high quality live stream which always says feb 27,2016 4:34 am.this level can also experience multiple events.there are no colonies or outposts yet.

Destruction event

This event usually happens every 2.5 days.the level will be buried in dirt and the roof will collapse,revealing functioning fluorescent lights.

Wet event

during this event,this level will randomly receive 10 centimeters of water at random intervals.the water will contain The Mold

Exits

Exiting this level is simple,most people exit this level into level 5 of the uprooms by walking way too far and encountering a no-clipped area.

Sub-levels

sub-levels aren’t considered to be part of any cluster,so they are here.

Level 4.2 “decaying woodlands”

  • Survival difficulty:class 2
  • Unsafe
  • secure
  • low entity count

Level 4.2 of the uprooms is a sub-layer inside level 4 of the uprooms,being 625,000 kilometers in diameter (the sub-level’s shape is a square.)earthquakes and natural disasters also do not happen here.the summer forest is completely replaced with trees with fall leaf colors and are the trees are 60-140 years old while in the main level trees are 0-43.you can still find cottages,by the dirt paths have been replaced with sidewalk.the lumberjacks and animals from the frontrooms also exist,but are rarer.trees are also less abundant.unlike level 4 of the Uprooms,this level is unusually bright.there is also an effect for the 1st hour of entering this level where people with higher amounts of sanity think this is a dream,it is unknown why/how this happens.this sub-level also features a lake which is 43,200 square kilometers.the perimeter of the lake is overgrown by algae but is harmless by itself but will poison you if consumed.you will also find that this level has diffirent climates.the higher you go the colder it gets.the cottages loot-table is different,this is what you can find:

  • Almond Water (100%)
  • Bacon (on a pan in the basement) (99%)
  • chips (97.8%)
  • Another bottle of almond water (96.1%)
  • Artificial Coal (85.5%)
  • An axe (probably left by lumberjack) (78.2%)
  • bag with leaves (68.6%)
  • Another bag with leaves (65.4%)
  • Cashew Water (50.2%)
  • Fungi (taking over the walls of the basement) (35.4%)
  • Yet another bottle of almond water (29.9%)
  • super almond water 0.40%
  • a door in the middle of the room 0.01%
  • a stack of paper 0.002% There are no colonies or outposts.to exit,go out of bounds of the level go to back to level 4 of the uprooms.

Level 16.1 “coma of tyranny”

  • Enjoyment difficulty:varies
  • Max safety,security
  • Free will to change environment
  • Varying entity count

you can enter this level to be wished to be put to sleep in level 16.1 .you will be in this level for 106-170 hours.you can dream about anything you want but there is always a catch like everything in the backrooms/uprooms.the narrator in the original level will try to ruin everything for you.you can’t command away the narrator or nerf his power,you have to manually undo his destruction.in this level,you will retain all the power you have in real life,so you can beat entities.you also can’t die in the level,and becuase this level isn’t quite survival difficulty 0,I put in “enjoyment difficulty”.there isn’t much more to add.when you wake up,you will be transported to one of The Safe Places in the backrooms.


WIP,more levels are coming tomorrow

  1. The Uprooms are equally next to The Toprooms, the two do not have direct or indirect relationship as both origins are totally differents, don't compare them.
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