Included page "component:level-class" does not exist (create it now)
Level 81 is the 82nd Level of The Backrooms.
WARNING
Intentionally No-clipping anywhere other than Level 81's discovered exits will send you to a random dangerous level.
Description
Level 81 consists of many different connected office buildings. Although the interiors of these buildings vary, we have identified the following room features as common themes. The walls of Level 81 consist of brick, concrete, or wallpaper with a single muted color. The floors of Level 81 are made of carpet, concrete, and wooden slats.1 The floors always possess a different muted color to the wall they are paired with; both the walls and floors change color and material every 100 miles.
The overall structure and positioning of interiors within Level 81 is static but unnatural, causing rooms to clip into each other and generating attached vertical hallways that bend gravity to match the floor. The windows of Level 81 project an outside area that can be entered as if you were on the first floor, though this area shouldn't exist due to the mass of halls and rooms that should be obstructing it, and exiting into this area will instead bring you safely somewhere random along the outside sector.
The lighting within Level 81 varies broadly, and any attempts to determine a manufacturer have proven futile. Light fixtures turn off at night, causing blackouts similar to those within Level 1, it also of note that all lights originating on the level do not produce electricity. Despite this, Level 81 possesses a reliable power grid2 and by extension Wi-Fi.
The plant life within the level varies drastically from sector to sector, with the vegetation growing the deeper you go in, with trees appearing both in the outside sector and extinct sector. While not all vegetation found in the front rooms has been recorded here, there is a large variety, with the vast majority of vegetation adapting to its environment, over time leading to increased nutrition for the animals that live among them and the continued growth of the vegetation.3
The sky of Level 81 has a standard 24-hour day/night cycle. During the day, a clear, bright blue sky is always visible, while during the night, dark, cloudy skies are constantly visible. With no celestial bodies such as the moon or sun documented despite this. While no weather events occur on this level, sprinklers throughout the level release almond water randomly at roughly one-week intervals, once a month during their activation. Flooding from the sewer sector will also occur, the largest recorded so far being 5 floors.4
Any animal from The Frontrooms can be encountered on this level, such as horses, canines, felines, cattle, birds, etc. Potentially dangerous creatures, such as lions, tigers, and bears,5 are also present, including animals thought to be extinct. The leading theory concerning Level 81's large animal population, as proposed by M.E.G.6 Regiment "Compass Point", is that Level 81 is the "starting Level" for non-human creatures of The Frontrooms, in comparison to how Level 0 is the "starting Level" for humans. The animals and their behavior have proven no different than usual, with some notable exceptions of confusion and a spike in aggression or depression.7
So far, M.E.G. and Wanderer accounts have shown the animals to be consistently brought to a safe environment for their species, such as fish not being spotted outside water or trapped within an aquarium. It has also been documented that individual animals tend to go further away from the domestic sector towards the extinct sector. Why this happens is currently unknown, but some animals, typically the most desperate or those in groups as small as two,8 are willing to head towards other directions.
A picture taken by the previous photographer from Base Zeta on the outside sector. Showcasing a domestic sector building within Level 81 and a horse.
Roughly 2000 miles in any direction from its center, this is the first and smallest area wanderers will usually find themselves in; the offices here are the least unusual in dimensions and layout. The animals found on this level are usually domesticated animals,9 such as pets and farm animals, a large variety of supplies can be found here, typically being regular office supplies and water coolers filled with almond water. While a lot of furry friends are found on this level, it is still advised to exercise caution when approaching, as these animals are also trying to survive and may attack if starving or injured. One of the biggest threats on this level, other than entities, is large packs of dogs that have formed and fight each other over territory.10 Blub Cats inhabit this sector, usually in globs and rarely leaving it.
Entities
Alongside The Frontrooms entities within Level 81, a large number of backroom entities have also been documented in the level.11 However, due to the extremely large nature of the level, you should not be overwhelmed. Each sector contains which entities have been frequently documented there, and below is a list of entities that commonly appear in every sector or appear rarely anywhere.
Commonly Seen
Deathmoths, Dunks, Scits, Plague Goblins, Curabitur Birds, Leech Adders, Entity 147, Gummy Worms, Swindlebirds, and Volares.
Rarely Seen
Jerry, The Unapproachable Horse, Moley's Comedy Club & Bar, and WOOOMS.
+Bases, Outposts, and Communities
Evidence shows that The Lost may inhabit this level for use as a hunting ground, particularly within the extinct sector.
Base New Zeta
- This is the seventh main base of The M.E.G..
- Roughly 100 armed M.E.G. operatives are stationed here with residency and have enough room to lodge up to 50 wanderers if needed.
- Named after the fallen base on Level 201.
- The main purpose of this base is the collection of supplies and the study of entity interactions.
- Located around the entrance to Level 82.
- Friendly and open to trading.12
- The most well-fed M.E.G. base.13
- Safe, rarely attacked by entities.
- Cooperating with the Concord Militia.
- A survey showed that the majority of operatives here have a pet that assists them with their duties, the most prevalent ones being dogs, dunks, deathmoths, and horses.
- Groups are sent out daily to patrol, help wanderers, and get supplies to reinforce other M.E.G. operations or transport said supplies.
Concord
- The populace is majorly made up of instances of Entity 147.
- Their outpost is office furniture crafted into homes and shops, with a barricade set up around the outpost.
- They have tamed some entities, with the main priority being improving their societies hunting and combat capabilities. There is one notable exception: they have managed to figure out how to create clusters, which create Gummy Worms. They are very secretive of the method, and continuous asking has proven to worsen relations; therefore, all M.E.G. personnel are ordered to not mention this to any instance of Entity 147.
- They are currently set up around the power grid for unknown reasons in an undisclosed location. After long negotiations, they have allowed 20 operatives from M.E.G. to help protect it while living among them.
- While not hostile, they do not welcome visitors beyond trading; it is ill-advised to do any more than ask for directions if you aren't trading.
The Ward
- Located on the northern ends of the wild sector.
- One of the largest wards documented, estimated to contain 1200 Plague Goblins.
- Carry extra caution if in the wild sector and see an increase in Plague Goblins.
- Do not attempt to enter the ward or trade with Plague Goblins close to the ward.
Restricted Access - Login Required
Username:
Password:
Insert Credentials?
Entrances And Exits
Entrances
- An office door found within one of Level 10's barns functions as a reliable entrance to Level 81, although the exact position of this door is fluctuant.
- In Level 40 finding an animal-themed arcade machine called "Zoo Keeper" will lead you to Level 81 if used.
- In Level 58, an animal themed playground can be encountered; interacting with any of the installments will open a hallway into Level 81.
- In Level 80, a shack labeled "81" in Little Houston serves as an entrance to Level 81.
- In Level 162 No-clipping through an office platform secondary wall will lead to Level 81.
Exits
- Finding an imaginary number within Level 81 may lead you to Level √2.
- Occasionally, a door in Level 81 may take you to Level 4, Level 37, or Level 62 without warning.
- If a large opening in the outside area is found, entering it will lead you to Level 22.
- If a room filled with birds is encountered, you will be transported to Level 30.
- Travelling through Level 81's native sewer system may lead to Level 41.
- Entering a dark alleyway will cause you to emerge in Level 55.
- Elevators within Level 81 may cause passengers to arrive within Level 64 or Level 65.
- Walking through any door in Level 81 has a chance to take you to Level 162.
- Some of the concrete office rooms of Level 81 lead to the Type 2 concrete boxes of Level 170.
- A cicada's outer husk can be found in Level 81; once consumed, it will cause the individual to awake atop of a Hey-Bale in Level 187.
- While in the outside section of Level-81, a large featureless concrete building can be found, Level 540 can be accessed by passing through this buildings revolving glass doorway.
Two Ways
Entrances that have been found to also be a reliable exit.
Between the hours of 7AM and 8:30PM M.E.G. Standard Time, going to the skyscraper found within the outside sector and entering it via it's glass doors will take you to Level 82 the door is otherwise locked.





