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This is my first level. If there is anything you want me to improve on this level, please tell me in the comments. Your feedback is greatly appreciated. Do be warned though, it may be a very long page when seen in mobile. All credits go to the original photographers who took all the photos that are used in this page.


DRAFT ZERO: HALLWAY OF HALLWAYS

C1Icon.png

Survival Difficulty: Class 1
》Safe
》Secure
》Minimal Entity Count

Level Draft-0 is the 1st level of the Draftrooms. Upon entering the Draftrooms, you will spawn at this level.

Description

Level Draft-0, otherwise known as “The Hallway of Hallways”, consists of a very long main hallway with exactly 185 numbered doors. All but the back door on the other end of the hallway lead to 184 different hallways. The front of the hallway is a blank white wall, but at the back of the door lies Door 185, which, when entered, results in the entire main hallway looping onto itself through unknown means, since there is no front door and the laws of physics do not apply in the Backrooms.

As mentioned earlier, each of the 184 doors located on the side leads to 184 different hallways with different appearances, survival difficulties, entities and exits. Since there are 184 hallways with exits, there are many exits which lead to many different levels, making Level XXX comparable to The Hub.

All 185 doors are divided into three clusters. The first cluster contains Door 1 to 28. Most of the hallways in this cluster are rather uninteresting as they mostly consist of one to a few doors and a hallway ranging from a very short stub to a ridiculously long (up to 56km) hallway. The appearance of the doors in Cluster 1 are all the same, being a brown wooden door with a large printed number on the door. Some doors, for example Door 15, are being decorated or vandalised, some to tell the wanderers where to go, others made by entities to trick Wanderers. HOWEVER, most of the vandalisms on the doors are made by entities, do not trust the vandalisms and drawings.

Please enter Door 7! The door is being painted with many colours so that it stands out! You wouldn’t want to miss the party! =)

The second cluster contains Door 29 to 124. All doors in this cluster appear different, for example Door 30 seems to be very large and intricately designed doors, filled with gold and diamonds, Door 69 is a vault door with a passcode, Door 73 has been kicked down and the hallway of Door 73 can be visible (do not worry as it is a relatively safe hallway) and Door 119 is a pink door with LED lights attached to it. It is unadvised to vandalise all the doors in this cluster, and please don’t, because doing so will make the Level “glitch” as it tries to undo all the vandalisms, and the perpetrator will fall through the floor into The Void. This however, does not affect any other Wanderer that does not vandalise the doors.

The third cluster, Doors 125 to 184, all the doors that are coloured black, are unexplored, and it is unadvisable to enter these doors as all of them are confirmed to either land you into The Void or extremely unsafe and unstable hallways and levels. It is, however, confirmed that Door 136 leads to Level !. Despite this, do not attempt to explore what lies beneath these doors.

And finally, there’s Door 185, a beige door that is locked, but it is the only door that is actually noclippable and will result in someone returning to the start of the level, or to Level 0. Noclipping into other doors don’t work and you will only enter their corresponding hallways.

As of the time of writing, only Cluster 1 doors has been explored and recorded. There are currently no further plans to explore all doors after 28. (Exception is Door 136)

CLUSTER 1 DOORS

C0Icon.png

Survival Difficulty: Class 0
》Safe
》Secure
》Devoid of Entities

An image of Hallway 1 at the junction.

An image of the right exit, showing the dark hallways of Level 1.

Door 1 is the very first door and is the door you first see when you look towards the left of the hallway from the starting point. Entering this door leads to Hallway 1.

Hallway 1 is an approximately 500 metre long hallway. It is relatively safe and has no entities. The walls are made of concrete with beige wallpaper, similar colour to that of Level 0 but without any wallpaper design. The floor is made up of a black carpet without any “carpet fluid” which means that the floor is very solid and stable. Around the end of the hallway, it has a junction where you can either turn right or go straight. If you decide to go straight, you will reach a door which will send you to Level XXX. If you turn right instead, you will encounter another door, but this time it leads to a dark hallway of Level 1. There seems to be a small passageway on the left of this door, which leads to a vent, crawling inside it will send you to Level XXX. Also, the floor after the junction when you turn right is made of marble tiles. This marble floor is noclippable but it is unadvised to noclip in this hallway for fears of entering The Void.

C0Icon.png

Survival Difficulty: Class 0
》Safe
》Secure
》Devoid of Entities

An image of Hallway 2, with the exit seen

Door 2 is the second door in the hallway and is the door you first see when you look towards the right of the hallway from the starting point. Entering this door leads to Hallway 2.

Hallway 2 is a 687m long hallway which only has two doors, Door 2 on the first end of the hallway where you entered from, and the other door at the back end of the hallway. Entering that door will lead to (a building at Level 999).

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

Predicted appearance of Hallway 3. It is pitch black due to the absence of light

Door 3 is unexplored due to the hallway being infested with Smilers. It is believed that the hallway is mostly pitch black and predicted to be a direct entrance route to Level Smiler. This door has been locked by the M.E.G. Outpost in this level. It is strongly unadvised to enter Door 3.

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Survival Difficulty: Class 3
》Unsafe
》Unsecure
》Moderate Entity Count

An image of Hallway 4. Picture depicts all the exits. The fourth exit is labelled with a toilet sign.

Door 4 leads to a relatively short hallway, being only about a few steps long and provides access to four rooms. The first room on the left upon entering Hallway 4 gives access to a ridiculously large room that contains a few Hounds. It is unknown where the Hounds come from. The second room on the right is locked, and the door is “anti-noclippable” meaning that the door cannot be noclipped into. The third door on the second left leads to Level XXX, while the fourth door at the back leads to Level XXX.

C1Icon.png

Survival Difficulty: Class 1
》Safe
》Secure
》Minimal Entity Count

An image of Hallway 5 upon entry. Notice how the hallway behind the door looks similar to the visible hallway.

Door 5 leads to a school-themed hallway, with concrete walls, ceiling and tiled floors with design. The left wall (seen from entry into hallway) is cyan in colour and contains lockers which are abundant with Almond and Cashew Water, as well as Liquid Pain. The lockers can be opened to retrieve the Almond Water, but be careful, because when you open the locker, the Cashew Water stored within it can attract some entities lurking in the area, most commonly Hounds and some Facelings. At the end is a wooden door that, when accessed, will lead into a similar hallway, HOWEVER the hallway is not looping onto itself. The “hallway looping” continues 9 more times, by the time you enter the 10th wooden door, you will be met with a bright “flashbang” and lose consciousness. You will wake up on Level XXX.

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Survival Difficulty: Class 1e - Environmental
》Safe
》Secure
》Minimal Non-Entity Hazards

A picture of Hallway 6 with the elevator visible. Photographer found alive in Level 11.

Door 6 leads to a very uninteresting hallway, with just white concrete walls and ceilings, tiled floors, and an elevator (which is, by the way, not an entity but rather a teleporter) at the end. The hallway is 6km long, however, despite the hallway looking rather dull, staying on it for too long will make the wanderer start to feel lethargic. Your energy will drop, and you will walk slower. Eventually you pass out, and wake up in Level 0 or Level 9 if you do not make it into the elevator. If you reach the elevator and the doors close before the lethargic effects hit you, you can either press the buttons 1 and 2. Pressing button 1 will take you to Level 11 (Attempt this) and button 2 will take you to Level 999 (The level with the skyscrapers. Try not to attempt this.)

C5Icon.png

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

DO NOT ENTER THIS DOOR AT ALL TIMES. THIS DOOR IS FILLED WITH THOSE ENTITIES Hallway 7 is a hallway that is unexplored due to it being a dO2&!*( enTr$!52 tO ^!&@)&#^333

Take this door! You will 100% be safe here! Join us in a party that you will never forget!

Hall7.jpeg

=)

C0Icon.png

Survival Difficulty: Class 0
》Safe
》Secure
》Devoid of Entities

An image of Hallway 8 showing the second exit.

Door 8 leads to a long and curved hallway. Estimated to be 1 kilometre long, this hallway is the safest (most stable and most secure) known hallway so far. The M.E.G. Outpost at Draft-0 resides in this hallway. They protect Hallway 8 from damage.

Hallway 8 contains three exits. From Door 8, enter the hallway and walk 300m in to reach the first exit that will lead to Level Draft-0.1. 640m in, the second exit will lead to Level Draft-2 which is one of the most stable Draftrooms levels. This level is habitable and is also basically where the M.E.G operatives come from. It is advised to at least stop by this outpost before continuing to explore Level Draft-0 to relax and stock up on supplies. The last exit at the end of the hallway leads to Level Draft-3, which contains entities, but surprisingly, is also a very stable level. Entities somehow do not go past the door into the hallway. It is believed that the hallway contains properties that chase away Entities.

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

An image of Hallway 9 upon entry, photographer is alive as they turned back after taking this photo.

Hallway 9 is unexplored, due to the hallway containing Insanities. The hallway is dimly lit with a blue colour, but in fact, the walls, ceiling and floor are black in colour. The walls and floor are tiled while the ceiling is concrete. It is estimated to be 2km long and at the end of the hallway, it is hypothesised that there is a door that will lead to a dangerous level. The M.E.G outpost here is currently trying to combat all Insanities that made it through Door 9 into the main hallway.

C1Icon.png

Survival Difficulty: Class 1
》Safe
》Secure
》Minimal Entity Count

An image of Hallway 10.

Door 10 leads into a hallway that seems to come from an abandoned shophouse or mall. There are a few doors on the left, but however, they are confirmed to be Mimics and must be avoided at all times. If you walk straight ahead you will come across a dead end with a wall, potted plants, and windows. The windows are not instances of Entity 2, so you can break through them and you will end up in one of the buildings in Level 11. If you look back after entering Level 11 though, the broken will vanish. In Hallway 10, the broken window reverts back to its original state when no one is looking at it.

Hallway 10 also contains a sky. The source of the sky is unknown, but it is believed that it is another entrance to the sky of another level. However, attempting to actually “enter the sky” is not possible at the moment.

Coming Soon…

Hallway 18 resembles hallways that can be seen in the game “Baldi’s Basics”. WIP.

Entrances and Exits

ENTRANCES

See The Draftrooms. (WIP) Most wanderers enter the Draftrooms and the Draft Cluster Levels by accident, however all of them entered via noclipping in any level.

EXITS

Exits: Enter any hallway and exit accordingly to enter any level that is stated above. Enter via Door 136 to access Level !. However, the only way to enter the next level of the Draftrooms, Draft-1, is by noclipping onto the floor of this level. Other Draftrooms levels can also be accessed only via Door 8. Since The Draftrooms are a - relatively - newly discovered Cluster, most of this level remains unexplored and undocumented.


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