Although my hopes of escaping from here are merely methaphorical, I always knew that nothing would make me repeat my journey from its very beginning. This time, I started to notice that traces of the past still lurk within the corners. These toys, these colourful walls, these halls, there is always a way to make history of oneself wind back into the obliteration of ignorance.
It is meaningless.
But what is meaninglessness? A child opens his Math textbook and reads "Fractions" — what does it mean to him? Is it a reference? Is it something that won't be looked at again? Look at all these schemes — they explain how the notation works, they explain what it's used for, but never explain why it is used.
Because it comes in handy.
But why that specifically? I got used to thinking that nothing lasts forever. And yet, these commonly used notations, these logical conventions — I get it.
[[module css]]
:root {
--header-title: "The Backrooms";
--header-subtitle: "The point of no return.";
--body-font: "Serif", serif;
--header-font: "Serif", serif;
--title-font: "Serif", serif;
--monospace-font: "Verdana", verdana;
}
.orangeblock {
background-color: #8B4511;
color: #AAAAAA;
padding: 0.01rem 1rem;
margin: 0.5rem 0 0.5rem 0.25rem;
box-shadow: 0 0.2rem 0.3rem rgba(0,0,0,.25);
}
.terminal {
background-color: #000000;
color: #AAAAAA;
}
[[/module]]
In a remote railway system lies a miles long train.
They all lead nowhere.
They all lead somewhere.
But they all lead to where they are supposed to.
The instability becomes a dance of hope and fear.
But you chose to travel and steer clear.
The journey and the numbers,
they are a torture to the others.
The wait is horrendous,
the distance is tremendous.
The train continues.
The rain is continuous.
Then it stopped
and continued.
WARNING
Due to recent discoveries, this document is greatly outdated and has been, if possible, edited. However, an addendum containing more information had been provided.
- Kat, Overseer B.
SURVIVAL DIFFICULTY:
Class Varied
- Generally Unsafe
- Unpredictable Security
- Medium Entity Count
Level 77 is the 78th level of the Backrooms. It had originally been discovered by a group known as "The Feast" on --/--/----.
Description:

One of the many beige train cars within the interior of Level 77. "The Feast" got rid of all the Clumps.
Gonna have to rewrite a bit of this. Just you wait.
Level 77's appearance is that of a London Underground train whose length is roughly 50 kilometers. The level's cars have the peculiar feature of hosting a specific entity depending on the color of the section they are found within. Each car, aside from the pitch black ones, all have fluorescent lights on the ceiling emitting a loud hum-buzz, similar to that of Level 0, and passenger seats on either side. The windows of the train only show a pitch black landscape, which is accessible, but notoriously lethal. Level 77 has been described as monotone and awfully ordinary by wanderers, but there are various yet ineffective forms of entertainment, such as newspapers. These only have the headlines on the first two pages, while the rest is usually comprised of detailed and particularly graphic descriptions of murder scenes and kidnappings.
Signs:

The notoriously common electrical sign. Note the rotation of the message, presumably caused by the lack of functionality of these objects.
In each car, a randomly placed electrical sign is present, all of which display the same, mysterious error message that reads "UNKNOWN POSITION". It could be that Level 77 lacks a specific position in space and, as such, makes it infeasible for geographical localization to function properly, but it might just signify that the signs are simply broken, or that Level 77 was a train in The Frontrooms that randomly no-clipped into the Backrooms, which could explain the rare presence of corpses on the seats.
Hallucinations:
Wait.
Staircases:
Each wanderer of Level 77 has experienced at least once hallucinating staircases.
Additional Content:
Sections:
As stated above, each coloured section of the level has its own properties, entities and characteristics. Due to this, a list of those could be provided.Colour of The Section: | Corresponding Entity: | Survival Difficulty: | Description: |
---|---|---|---|
Maroon | Crawler | Class 0-1 | On very rare occasions, Crawlers may be wandering these cars; however, these sections are most likely safe and are the ones encountered upon entry 80% of the time. They also usually extend for around four (4) cars. |
Black | Wretch | Class 5 | These sections lack of light sources and are infested with Wretches. Upon entry, one's sanity will drop rapidly. Then, hunger and thirst will also increase to a hazardous degree. Eventually, one may turn into a Wretch. The passenger seats are seemingly missing, but further analysis has shown that they were forcibly removed. Weapons are of vital importance in these sections. These extend for a maximum of seven (7) cars. |
Pink | Pink Dress Faceling | Class Undetermined | These sections host the yet-to-be-documented Pink Dress Facelings. They can be spotted sitting on the passenger seats, oftentimes reading the previously mentioned newspapers. The temperatures are abnormally high, reaching 40°C, due to the amount of UV light emitted from the fluorescent lights. Getting past these cars is infeasible, as encountering those entities is a guaranteed death sentence. It's best to avoid these entirely. |
Beige | Clump of anomalous size | Class 4 | Beige Sections are entirely obstructed by a newly found species of Clumps. These can be somewhat aggressive, so bringing a weapon is critical to survival. |
Brown | None | Pending | Although usually devoid of life, many have claimed to witness Skin-Stealers. These claims, however, lack of solid proof, but it's best to come prepared. Wanderers may enter these sections upon entering Level 77 20% of the time. The amount of cars they extend for is ten (10). |
Grey | Nguithr'xur | Class 5 | These sections are considered breeding grounds for Nguithr'xurs and have to be avoided at all times. |
Points of Interest:
The Cockpit:
The cockpit of Level 77's train is coloured in white and is usually within close proximity of the entrance. At the control panel is a single Faceling who's completely unresponsive. None of the controls seem to affect Level 77. Closing the door and trying to go back leads to Level 125 or, rarely, The End.
The other end of the level:
This car is coloured in maroon and had a single Wretch carrying the Crawler fungus before being terminated by a M.E.G. operative. Reaching it has a small chance of leading to Level 11.
The Exterior:
The Exterior is a newly discovered, pitch black area of Level 77. Emitting no sound, the zone is also considered sanity draining. Not much is known about it, as the only explorers ever sent there never returned. However, what is sure is that there resides a yet-to-be-determined outpost. They are seemingly incapable to enter the train, but are still a quite hazardous presence. Entering The Exterior can only be done by breaking one of the walls and going through the newly created crack. However, entry is still never to be done.
Bases, Outposts and Communities:
M.E.G. — Outpost "Inhabited Train Cars"
- Around 5 members.
- Occupying a maroon section.
- Open to trade.
- Crawler population suppressed.
- Will provide shelter to those who need it.
The Feast o' The Train
- AreWere the ones to discover the level.
- Community of around 50 members.
- Open to trade for food and supplies.
- AreWere to secure a peculiarly unstable maroon passenger car, usually leading to Level 59 via a no-clip. However, if one is to make it through, they may continue to the exit.
Unfortunately, this community had disappeared after attempting to explore The Exterior. No information exists regarding this event.
The External
- Population unknown.
- Are to be considered hostile.
- Permanently reside withing The Exterior.
Entrances and Exits:
Entrances:
The only known entryways into Level 77 are:
- By entering an anomalously long train in Level 72, waiting until it reached a subway and opening any door. By doing so, entry is warranted.
- By exiting Level 76, but the chances of such exit leading here are slim. It sis also unknown what these would look like.
- It's thought that the presumed source of train and, therefore, wind sounds in Level 59 is, in fact, Level 77, but that could not be determined, as the wind may come from seemingly nonsense directions. This could also explain the "UNKNOWN POSITION" message.
Exits:
Exiting Level 77 is extremely easy. Here are the only catalogued exits:
- Once the doors open, going through them will lead one back to Level 72.
- Randomly falling through the floor will always lead to Leve 59. It's possible to significantly increase the chances of that happening by entering a specific train car mentioned above.
- Reaching the cockpit of the train, closing the door behind you and trying to go back leads to Level 125 or, rarely, The End.
- Rarely, reaching the opposite end of the level may transport one to a bus in Level 11.
- If one of the windows happens to have been substituted with a porthole, then, going through it will grant entry into Level 78. DO NOT, UNDER ANY CIRCUMSTANCES, ATTEMPT TO GO THROUGH IT.
Discovery:
The following is the first log of Level 77. The unfortunate explorer was William McBridge, the leader of "The Feast o' The Train".
--/--/----
I never actually thought that I would ever find anything out regarding this place. It's just a bunch of train stations, buildings and railways. The trains looked exactly the same. Man, I was wrong. So, you see, I found this long train. It stopped somewhere near one of the train stations. I entered it to see if it would lead anywhere. The first thing that I noticed was that the train never stopped in an outdoors area, which is where I found it. It was always within a subway. That was strange, considering that it should've been outdoors at some point. Oh, also, I had this lovely encounter with a Crawler right after I opened one of the doors. Ah, yes, lovely encounter, especially when it tried to bite my hand. Anyway… I warned the rest of the crew and they eventually came here, somehow. I mean, they claimed to have entered in an outdoors area, but, as I just said, the train never actually left the tunnel! And, well, we had to assume that this was another level. There isn't much to say about it, we keep encountering entities after entities. Very colourful walls. And that's it. We'll write an entry very very soon.
Addendum:
Originally written by giantgoat15.
Rewritten by Communism Chicken.
Rewritten one more and hopefully last time by ForestIsWatching.
"72 T INTERIOR Bakerloo line" by Peter Skuce is licensed under Public Domain.
"Glitched out train sign, Heathrow, London, UK" by Cory Doctorow, edited by Natedagreat563 is licensed under CC BY-SA 2.0.
Thanks to Greggita Mahayfaio for the Survival Difficulty!
Unrelated drafts:
SURVIVAL DIFFICULTY:
Class unknown
- {$one}
- {$two}
- {$three}
I have nothing to write is probably not even a level.
Description:
No. Didn't you read the title?
Bases, Outposts and Communities:
Read. The goddamn. Title.
Entrances and Exits:
Entrances:
Your [CLASSIFIED]-
Exits:
Go get the damn milk from the store.
SURVIVAL DIFFICULTY:
Class unknown
- {$one}
- {$two}
- Devoid of Entities
The Goddess Awaits is an enigmatic level of the Backrooms. It was discovered on 04/20/2022.
Description:
The Goddess Awaits takes the appearence of a park from the 1980s. The description of the park varies, but all of the versions share common factors:
- The shape of the park is a circle.
- At the centre of the park, there is a statue rapresenting the goddess Athena.
- It is always sorrounded by a deep forest.
- There is always grass to touch Grass is really common.
- Looping pathways.
Upon making physical contact with any trees, the wanderer will suffer from dehydration, nausea, frustration and anxiety. Why would you do that? You idiot.
Perchance.
Many wanderers have reported pathways deforming in fractal-like ways. I've stared at that for, like, 69 minutes. These pathways, as stated before, seem to loop and make mapping the level absolutely meaningless. Didn't it appear different to everyone? Thus, it's important to mark the chosen path and try to not go insane.
The level is very detailed, as the details can range from fractal-shaped leaves to shape-shifting rocks. The Rock approves. All of these geometrical patterns create a mesmerizing effect on wanderers, making them forget about traumatizing experiences they had in the Backrooms.
The level is completely devoid of entities and only one wanderer at the time can stay. The lifekind. The closer one is to the statue at the centre of the park, the more one willl feel like they're being watched.
The level is divided into two distinct areas: Athena's Paths and Athena's Woods. The two zones have their own classification, which could be inaccurate, as the level appears different to everyone.
Athena's Paths
SURVIVAL DIFFICULTY:
Class 4
- {$one}
- {$two}
- Looping pathways
It is the main area, the park. The sky will appear light blue and really bright, but the sun won't be visible. This zone is the one any wanderer will land upon entrance. Here, it's easy to get lost, as there is no guarantee that you will escape to the other area. To escape, one must dive deep into the woods until the park is no longer visible.
Athena's Woods
SURVIVAL DIFFICULTY:
Class 5
- {$one}
- {$two}
- Sentient geometry
While this zone has no pathways at all, that doesn't make it safe. Here, whatever is 50 meters from the wanderer will keep warping in fractal-like ways, pretty much like the pathways. Don't leave. I'm watching you. Yes, you! What makes you think that you can leave without me noticing? You're a threat to my garden, and are going to pay for that.
Yes, the geometry is sentient. It can hear you screaming, it sorrounds you.
I am a God, I decide your fate. And you, humans, are not supposed to be here, but, I guess, it's just your nature.
You want to leave? That's possible, but if I let you go, this place will change again and I'll have to build it again.
I guess this is just how entropy works.
Bases, Outposts and Communities:
It's not possible to create an outpost, due to the fact that only one person at the time can enter the level.
Entrances and Exits:
Entrances:
To enter, one must find a bunch of rocks arranged in a circular shape in Level 9, Level 10, Level 11 or {NULL}.txt and no-clip through them.
If there is already someone in the level, then, doing this will lead to Level 42.
Exits:
The way of entry is the way one can escape, but it only works in Athena's Woods.
Alternatively, one can reach the second zone and travel in one direction until you reach a flat land; if this occurs, keep walking until you find a road, you're one step closer to Home.
Additional
Access to this level is to be restricted. All entrances, including acid pools in Level 42, must be guarded and blocked.
The file has been updated.
SURVIVAL DIFFICULTY:
Class deadzone
- Mental Hazards
- {$two}
- Sentient Environment
The Goddess Awaits is an enigmatic level of the Backrooms. The level seems to have shifted repeatedly, deforming its environment in strange ways.
Description:
The Goddess Awaits takes the appearence of a park from 1700s, surrounded by a forest with anomalous properties. The park, like in the original file, appears different to everyone and only one person can stay inside. The only thing all of the manifestations have in common is the fact that the level's architectural style is from the 1700s.
This level is subdivided into two distinct areas: Athena's Paths and Athena's Woods.
Athena's Paths
SURVIVAL DIFFICULTY:
Class deadzone
- {$one}
- {$two}
- Looping Pathways
[Made by me.]
~ [ForestIsWatching]
« empty | The Goddess Awaits | empty »
- Tab
- Level 843
- Level 843 Revision
- Level 72 Possible Rewrite? (No perms, yet)
- Entity ε
- The Hall of Glitches
- Joke Level 145 Interview Logs
- The Storms
- GOI -- "The Feast"
- Level -0.1
- Level 226.1
- Joke Level Mirror
- The Pending
SURVIVAL DIFFICULTY:
Class Lambda
- Unsafe and Unsecure
- Constant Human Hostility
- Omnipresent Entity
Level 843 is the 844th level of the Backrooms.
Description:
Level 843 is an exact replica of Tuscany. It is a costantly changing environment that is considered sentient. Once one has arrived into the level, surviving depends on luck. If someone is to enter in Livorno, they have to get out immediately. The level's safety varies too much to include everything into one description, so everything was separated into distinct paragraphs.
Livorno:
Livorno is the only stable portion of the level, having a 100% solid ground, food and water safe for consumption, and an extremely unstable environment. There are exactly 10.000 people here, and if one is to interfere with this number, the city either kills or transports one in. The way this is done is by interfeiring with nearby structures and environment. This zone presents time non-linearities; in fact, similarly Level 87, it is possible to see your past self. Under no circumstances should one attampt to interact with these anomalies. Here, it is impossible to meet other humans, only one's self will be visible, in both time and space.
Highways:
The Highways are the least anomalous portion of the level and the most inhabited. Once Livorno is left behind, meeting others will be possible. The zone is also overall non-euclidean, but has no time non-linearities. Cafès are the only source of food, but it is likely expired, making travelling back to Livorno inevitable. The level can still kill individual citizens via a no-clip, which always leads to Level 30. Performing a no-clip is not feasible in the first area.
Other cities:
The other cities are not considered real, tangible locations, as a no-clip is warranted upon interacting with them. They are devoid of organisms and have to be avoided at all costs.
Entities:
Level 843:
Description:
The only entity known to reside within Level 843 is the level itself. It isn't necessarely hostile, but it's what keeps the population size constant. It's primary active in Livorno, contrary to popular belief. There isn't much to say about the entity, as its appearence is largely misunderstood.
Behaviours:
Level 843, as stated previously, isn't necessarely hostile. The city, if not the entire region, kills its victims using the environment itself. If you treat the city nicely, it'll treat you the same, but it may not always be feasible. Wanderers have reported that the level is capable of speech. The language that is spoken varied from person to person, with no pattern whatsoever. The conversation is usually about the wanderer which the entity is talking to.
Biology:
N/A
Do's and Don'ts:
Do's:
- Leave Livorno as soon as possible.
- Treat the level nicely.
- Drink Almond Water on a regular basis.
Don'ts:
- Get lost.
- Waste time.
- Stay.
Bases, Outposts and Communities:
Level 843's Citizens:
- A community made up of 10.000 people.
- Vary in hostility.
- Open to trade for the most part.
Entrances and Exits:
Entrances:
It's a shame how everyone wastes their time in getting to places like this. Sometimes they get here from the darkness of the mine, the fear of the beast, the glitches of infinity, the familiar, the real and the broken. You may enter whenever you like, but I wouldn't provoke me if I were you.
Exits:
- No-clip to enter Level 30.
- Dive into the sea to enter Level 7.
- A specific lake is a portal to Level 494, provided you remember.
- Travelling far into the ocean leads to Level 944.
- Reaching an island takes one to Level 945.
Written by ForestIsWatching
Warning
The following draft oftentimes contains text in italics. This is to signify recent discoveries.
Thank you.
SURVIVAL DIFFICULTY:
Class deadzone
- Transcendental Hazards
- Physical Torture
- Doomsday Clock
Level 843 is no level of the Backrooms.
Description:
Level 843, more commonly referred to as "843.jar", is a pentadimensional environment meant to trap and torture a specific amount of wanderers. In particular, the level is sentient and is considered by many a deadzone pseudoecosystem. As soon as it is entered, the nature of the explorer changes in such a way that they are met by a bunch of new laws of physics, alien even to the most powerful god. Due to these new physics being incomprehensible, the human brain processes them just partially, creating the grand illusion of the level. At first, it may look like The Real World, as if the wanderer landed in Tuscany. As the explorer continues, they'll find out that they are alone. Livorno is the zone that is encountered upon entry. Sometimes, the wanderer will report witnessing other humans, but they are no more than their past or future self, which alone makes this level a paradox. Due to this, the city has to be left at all costs. It's highly incouraged to take as much food as possible, because the rest of the level has nothing even remotely edible. It is recommended to find shelter as soon as possible once the highways are reached. There is no shelter, the level will kill you whenever it wants.
Traveling to other cities is a fatal mistake that has led everyone to have attempted it to no-clip into a dead end.
Bases, Outposts and Communities:
It is unknown how many people are currently in the level, as the number shifted from 10.000 to 25.000 during the span of 6 months. At the moment of writing, this section is considered no longer applicable, due to the isolation effect extending to the edges of the level.
Doomsday Event:
As said above, the number of people in the level increased over time. It is expected to do so again until there are no more people to let in. The level is considered sentient and seems to choose a number of people it can host, which cannot be changed and has led the entity to force this number to stay constant via individually killing a citizen, no-clippong them into Level 30, torturing them until their brain stop working and, rarely, transporting them out. It is thought that, once the level runs out of people, it'll just die due to entropy. It is unknown what would happen next and it's not a matter of any concern at the time of writing.
Entities:
Level 843:
Habitat: Level 843
Entity Number: 0
Description:
The only entity inhabiting Level 843 is the level itself. It appears to be a sentient, geological-type being that is used to feast off the suffering and deaths of wanderers.
Entrances and Exit:1
Entrances:
There is a single, consistent way of entry and another inconsistent one.
Entry may occur by reaching the correspondent to Livorno on Level 26 and reaching the inside.2
Alternatively, entry also occurs whenever the level wants, but it only works in the following levels (and Reality).
Exits:
- No-clip into Level 30.
- Entering the backyard of a house numbered "14" leads to Level 14.
- Standing in the sea for more than 2 hours has always led to Level 302.
- It is possible to randomly teleport to Level 844, but it's thought to be caused by the level itself.
- A single metal staircase leads to Level 998.
- The Future is thought to be accessible from here once the level dies.
Addenda:
Symbiotic Relationships:
It is to be reminded that it is strictly forbidden to reveal any entrances or exits to Class Omega levels. The person who wrote the article will be puni@8€+€! €+ Damn, you guys understood nothing.
SURVIVAL DIFFICULTY:
Class 2
- {$one}
- Unstable
- Minimal Entity Count
Level 72 is the 73rd level of the Backrooms. It was discovered by an anonymous YouTube content creator who film themselves exploring the level, which is the main point of their channel.
Description:
Level 72 takes the form of an enormous, chaotic set of railways, buildings and train stations.
SURVIVAL DIFFICULTY:
Class pending
- {$one}
- {$two}
- {$three}
The Hall of Glitches is a spacial anomaly commonly encountered in Level 30 and Level 78.
Description:
There is no good way to describe The Hall of Glitches. The most one can compare it to is a small room of indeterminate size that appears to be glitching and no-clipping into the chosen level.
Please enter security credentials.
The Storms Hub
I looked up to the sky. As the rain began, I felt at home. The worst that could happen was my death, although the storm comforted me, creating no illusion…
The Feast
Circular,
the hall whispers.
Glitches,
the world wishes.
Distortion,
the file is in execution.
Error,
a mind destroyed by horror.
Corruption,
the currency of demolition.
Loneliness,
but we are here.
The hall has no doors,
creating your illusions.
Let the cycle repeat.
Let them bless you.
The checkboard is no more.
Written by ForestIsWatching
Pictures taken AND edited by me.
« Level -0.2 | Level -0.1 | Level -0 »
SURVIVAL DIFFICULTY:
Class 4
- {$one}
- {$two}
- {$three}
Level 226.1 is a sub-level of Level 226.
Many have thought of hell as a location for sinners and for demons, a realm shrouded in fire and smoke, but none of that is even remotely comparable to the properties of Level 226.1.
If one dares to rest under the table, their consciousness will be surrounded by the darkness of this remote reality.
All of the figures will reveal their true, chaotic nature.
All of the food will turn into poison.
All of the hope will be lost.
It is something that was never met in previous accounts, mainly for its complete darkness.
Alllllright, I finally hacked the site! Time to prank everyone.
Wait, rating? Okay.
Survival difficulty?
SURVIVAL DIFFICULTY:
Class Mirror
- {$one}
- {$two}
- Realization Hazard
Level Mirror is "e n i g m a t i c".
Appearence:
Really boring place with lots of mean entities. Seriously, they keep telling everyone that they are ugly. The entities are mainly adult facelings that will laugh the moment they see your face. The level has weird mental effects that will make wanderers feel extremely sad, due to how ugly they are. The elevel itself is simply a large room displaying mirrors on every wall. Looking at these
SURVIVAL DIFFICULTY:
Class pending
- {$one}
- {$two}
- {$three}