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Level Screamdoors is one of the most dangerous and oddball levels in backrooms that only few escaped, nearly never without any detriment...

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Survival Difficulty: Class 5
》Unsafe
》Unsecure
》Undocumented Entities

Description

Screamdoors are endless maze of hotel hallways that is separated to 3 Floor types connected by Staircases. Whole hallways are full of locked doors and a lot of common The Frontrooms objects, mostly fire axes, glass bootles, knifes, hammers, showels, fire extinguishers and even rarely revolvers that makes this level full of weapons. Also you can rarely found typical Frontrooms food like bread, apples, water and bars, there are also no backrooms items with exception of Almond Water. Most unique thing about Screamdoors are its own and different from other Backrooms levels nature, sanity loss system functions completely different from normal one, instead of controlling your sanity by special areas and objects like Almond water you are slowly go through sanity lost stages. Every way of sanity restoration does not work here, and losing your sanity does not turn you into Wretches, instead of caring about your sanity you need to leave this place as fast as possible by finding rare unlocked door before going completely insane or getting killed by someone, who's already insane.

Floors

Main Floors

Photo of "Screamdoors" Main Floors taken by running wardener

Main Floors are most common floor type of Screamdoors, these are long yellow hotel corridors with brown carpet, big amount of yellow doors and a lot of light sources. This is a part of level, that nearly always you will get in by entering Screamdoors, also nearly always alone. There are not to many objects around its hallways, mostly you can find there fire extinguishers and fire axes. Main Floors are silent places of isolation, its very hard to find someone else here, like in Level 0 but still with way higher chance.


The Staircase

Staircase photo

Staircases are a randomly generated structures around whole Screamdoors that functions as a connectors beetwen every floors. Lenght of The Staicase is random beetween 5 to 23 floors connecting at once. Longest documented Staircase was connecting 69 floors.




Meet Floor

Phoro of Meet Floor taken by another running wardener

Meet Floor Other known as Killing Floor is the most dangerous and second common floor type in Screamdoors These are thin, concrete hallways in shades of yellow, this floor is full of weapons, mostly like fire-axes or showels and a lot of food and water around. Unlike other floors, wardeners are way more easier to find here, it makes this floor most dangerous due to very high chance of encounter with random insane wardeners. Also entering Screamdoors can sometimes lead you on this floor type.


The Bottom

Photo of The Bottom taken by M.E.G explorer

The Bottom is the floor that can be found only at bottom of The Staircase. It looks like a bright concrete hotel's hallways with white walls and gray shiny floor. The Bottom is the oonly one floor without any objects around, not including abandoned one's by wardeners, also it has way less doors than other floors. Its also easier to encounter random wardener, so that makes this place second most dangerous in Screamdoors. It have walls that amplify sounds heavily and makes every sound very loud, so you can hear other wardeners screams and running even when thay are kilometres away from you, also doors at The Bottom seems to have way higher chance to be unloced.


Insanity stages

About Insanity

Every minute in Screamdoors leads you slowly to insanity, you need to find way out before completely losing mind and that's not easy task that depends of your mental and physical fitness or luck. After leaving Screamdoors you will slowly regenerate your sanity also being complettly resistant of changing to Wretcher for 1 day. Most of peoples leave this level with constant mental disorders, mostly phobias (especially fear from long hallways) but sometimes paranoia, depression, memory loss or in very bad and rare cases even Psychosis or Schizophrenia. But it mostly depends at what sytage of insanity you leave Screamdoors, leaving at stage I-III mostly don't cause any mental problems. Sreamdoors can change your adventure in backrooms forever, leaving you weaker at this dangerous place...

Stage I

Time of spending in to reach: 45 minutes

Symptoms: Malaise, dizziness

Description: Wardeners are slowly being tired by this place, a bit snappy and weary.

Stage II

Time of spending in to reach: 3,1 hours

Symptoms: Same as before and: memory problems, anxiety

Description: Wardeners sometimes forgets what they were doing or saying in last seconds, this place starts being uncomfortable for them.

Stage III

Time of spending in to reach: 4 hours

Symptoms: Same as before and: Feeling of being observed, disorientation, lost sense of time

Description: Peoples on this stage are a bit chaotic, they are stressed and feel fear what makes them very disoriented, they get lost more easily.

Stage IV

Time of spending in to reach: 6 hours

Symptoms: Same as before and: Hallucinations, Paranoid, random and strong explosions of emotions, high disorientation

Description: Wardeners on this stage start seeing friends, family, monsters and other things, they are very emotional and loud, random screaming of fear, crying, laughing and talking to themself or even singing, they mostly trying to escape by force using found objects . Hallucinations sometimes can cause hurting others or panic mostly in a kind of runnig, crying and screaming due to beliefs about being chased by something.

Stage V

Time of spending in to reach: 8,5 hours

Symptoms: Same as before and: Psychosis, a lot of hallucinations, Schizophrenia, hyperactivity, difficulty of assessing the situation

Description: Explorers from this stage are more aggressive, thay very rarely distinguish reality from their imagination, so it can cause hurting themselfs sometimes, frequent panic outbreaks and attacking others or mostly they are scared away by just finding others.

Stage VI

Time of spending in "Screamdoors" to reach: 10 hours

Symptoms: Same as before and: high aggression, lost of feeling pain, Memory loss, problems with logical thinking, inability to judge the situation

Description: At this stage Wardeners forgets about escaping, they don't know where they are, sometimes they hurting themselfs or even suisides, its seems that its nearly impossible to talk with them and every try of communications ends by attacks with found weapons and objects, this is part when peoples are no longer themselfs.

Mind's dead/Stage VII

Time of spending in "Screamdoors" to reach: 12 hours

Symptoms: Completely mind lost and madness, full memory loss, extreme aggression, high hyperactivity, loss of personality

Description: Its impossible to communicate with peoples on this stage, they turned to nearly personality less psychopaths, that trying to chase down and kill everybody who they see. They no longer think about finding way of escape, they behave very brutally as if without emotions. Wardeners who reach this stage cant come back to mind stability.

Colonies and Outposts

Due to Screamdoors oddball and dangerous nature, creating colonies and outposts here is impossible.

Entities

Existance of entities on this level is questionable, there is a general assumption that there are no any here, but due insanity stages, relations from events are not clear, so we can't say that any of "hallucinations" are actually imaginations. Only proof to devoid of entities are big numbers of videos and audios taken by wardeners, all of them have no entities recorded.

Entrances and Exits

Entrances

Exits

Documents

> OPEN FILE:"The Hub Massacre"
The MEG's Logo (Thanks to Egglord1).png

Date: 02.05.2018

Description:Encounter with Insane wardener who escaped Screamdoors


Group of 8 wardeners encountered man entering The Hub by one of the doors, armed with a revolver, he triggered skirmish in what he shot down 5 of them, rest escaped for help. After not full hour group of armed wardeners while trying to captive a men, he accidentaly shot himself and died. Stranger was acting very aggresive and chaotic, he was trying to scare away wardeners by shouting and screaming at them, he showed symptoms of severe psychosis. Due to this tragic accident, every doors found in The Hub that lead to level Screamdoors are protected from now.

with respect for fallen:

-Marco Endrizzi

-Amanda Sue

-Kennth Mackey

-Forest Bonneville

-Nil Waterman

-Unknown wardener

Waredener description

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