CONTENT WARNING
This page includes descriptions of a level that has instances of blood, gore, and body horrors.
Reader discretion is advised.
A corrupted picture of Area 4's tunnel section taken by Operative Hilde in Level 267.
Level 267 is the 268th Level of the Backrooms. It resembles Level 0 at first. The further wanderers travel into Level 267, the more the rooms seem to vary, as if they are slowly being overtaken by an organic entity.
Description
Level 267's first area (named Area 0 for convenience) is similar to Level 0, with a key difference being that instead of it being mono-yellow, wanderers instead find that everything is red, with wallpaper, carpet, ceiling, and even the fluorescent lighting being a blood-red color. Also unlike Level 0, there are documented entities on this level, as well as some undocumented ones. The floor is wet with blood, which contains high counts of The Disease, so wanderers must wear protective footwear in order to traverse the level more safely. It is heavily advised to steer away from this level, as the high entity counts and anomalous properties provide much difficulty in traveling within Level 267.
The Disease
Level 267 is a dangerous place to catch The Disease, as it is more dangerous in the level than it is in most other levels. It operates twice as fast as its normal counterpart, and it is twice as deadly. Catching airborne strains of The Disease is impossible in Level 267 due to a unique property of the level that makes it only present in the blood that moistens the carpet and flies through the air.
Another odd property of The Disease in Level 267 is that when a wanderer who has caught a case of it leaves the level with it, it will slow down to an estimated 1/3 of its enhanced speed. It is still deadlier than normal, but managing it is easier due to this.
Bumps that form from Level 267 strains of The Disease will explode instead of simply breaking open and bleeding. This sends blood shooting out at other wanderers, and will be even more infectious and dangerous than even the strains found natively on Level 267. If a wanderer in your group is seen to have these bumps, staying away from them is imperative, as the hyper-enhanced strains are a death sentence, being impossible to manage.
(This form is similar to the strain found in the blood room in Area 4)
Like Level 0, no two rooms in Level 267 are the same. Marking your way is highly recommended, as getting lost is guaranteed to an unwary wanderer. Tearing the wallpaper is a common method wanderers have used to leave "breadcrumbs" for themselves in Level 267. However, doing this within the line of sight of a male Deathmoth could mean sudden danger for the wanderer, for they have a unique behavior on this level that makes them act hostile to the perpetrator. While they can't do damage to the wanderer, they will call out to female Deathmoths, which can inflict damage (Although in a way more unique to this level).
Deathmoths
Male
Male Deathmoths are the sole exception to the purplish-blue color rule, instead being a deep purple, making them way harder to see in the dark than the other entities.
While male Deathmoths aren't able to harm wanderers on their own, they will fly in front of wanderers and call out to female Deathmoths if the wanderer rips wallpaper within line of sight of the entity, thus being a danger in non-physical ways. Neutralizing the Deathmoth before it can call out to the females is imperative, as females pose a great danger on this level.
Female
Female Deathmoths within Level 267 are located usually in Area 0 and Area 1. If a male Deathmoth calls out to it, it will appear and spew blood infected with The Disease instead of acid. While not immediately harmful, it will infect the wanderer if the blood hits exposed skin.
If you see a female Deathmoth on its own, neutralize it or keep your distance. Aggravating it will cause it to still attack you.
M.E.G. Audio Log #1 [10/15/2021] PM
An expedition team made up of M.E.G. operatives was sent to a level that was discovered by a volunteer on 9/28/2021. They were tasked with finding an ideal spot to set up an outpost to aid wanderers who'd accidentally end up in Level 267. It starts out with Operatives Gary Hilde, Diana Woods, and Nicholai Bale moving through Area 0.
<Begin Log>
Bale: Is this thing on?
Woods: It better be.
Bale: Well, it is, so there's no need to fret about it further.
Woods: Pfft. Whatever.
Hilde: We are currently in Level 267. I must admit, this place feels somewhat familiar.
Woods: (Sarcastically) Noooo. The new level that feels like it should be a sublevel of Level 0 feels familiar? Noooooo!
Hilde: Your sarcasm is noted, Diana.
Bale: Well, you both know about the level's properties from the brief?
Hilde and Woods: Of course.
Bale: The M.E.G. thinks there's more to this level than meets the eye from that footage Operative Garcia recorded a month ago. They suspect the flesh of the walls might be able to be noclipped into.
Hilde: Interesting.
Woods: Well, let's stop standing around and talking! My boots are getting stained just standing here.
(Sounds of squelching are heard as the team moves through the level)
Hilde: Look! Over there! I think someone ripped some of the wallpaper here.
(More sounds of squelching)
Woods: Christ, it's freaky in person.
Hilde: You're not usually uncomfortable with this kind of thing. What are you feeling?
Woods: Dread. Fear. The like. scoff I don't know what's up, but we're here to learn more, aren't we?
Bale: That indeed we are, Diana. Alright, I'm going to noclip through first.
<End Log>
Unlike Level 0, you cannot take pictures in Level 267 without them becoming corrupted with blocks of red that cover most of the image. Trying to bypass this effect with an older camera produces a different effect, making the image a solid crimson red instead of simply having blocks of red.
Area 0
Area 0 is extremely similar in form to Level 0, but with the aforementioned differences. Male and female Deathmoths, Smilers, Clumps, and Skin-Stealers roam Area 0, with Smilers and Clumps being regulated to The Panicrooms of the Bloodrooms (file shown below) in this Area. Skin-Stealers are seldom docile in Area 0, making them the second biggest living obstacle in said Area.
The Panicrooms of the Bloodrooms
Occasionally, wanderers can find broken and malfunctioning light fixtures in close proximity to a room (or set of rooms) completely devoid of light in both Area 0 and Area 1. It is advised to avoid these rooms entirely, as they have anomalous properties and cases of the Smiler and Clump entities. The "Panicrooms", as an anonymous wanderer has coined them, have an emotional effect on those who enter the rooms. Entities are not affected by the same effect. Instead, they are affected by a slower initial reaction time. Entities within this room are set in a "stasis", where they are set completely still and will not come out of the room to attack wanderers.
Going into these rooms immediately inflicts an extreme, primal-like panic on wanderers. This "panic state" sends wanderers into a mad dash out of the room[s], dropping whatever they are holding and only being set on escaping said room[s]. To greatly reduce this effect, wanderers can continually sip on Almond Water while walking briskly through the room. Trying to chug the water and rush through the room only instills the same panic as if the wanderer didn't drink any at all, so only sip and walk.
In sets of rooms, bring a bigger bottle of Almond Water and try to go at a slightly quicker pace in order to get through more quickly. This is risky, however. Even though the entities have a much slower initial reaction time than normal, they are deadlier within the Panicrooms, so it is heavily advised to look for alternative ways to traverse the level.
Smilers
Although Smilers in Level 267 are often seen in the Panicrooms of the Bloodrooms, finding them outside of them is not unheard of, though they occur less and less often in the deeper areas.
Smilers emit a dimmer light than usual within Level 267, which makes locating one in the dark much harder. This makes them extremely dangerous, too, for if a Smiler registers that you are around, it will come for you relentlessly until it reaches an area where the light is bright enough to keep it at bay. This disregards this entity's usual behavior in other levels.
The one saving grace for this extremely dangerous variant of Smilers is that they have a slower initial reaction time when within the Panicrooms, usually taking around an estimated 10-15 seconds before simply registering that you've entered the dark rooms.
Clumps
Clumps within Level 267 are usually located within the Panicrooms of Level 267. However, there have been sightings in areas where the fluorescent lighting has been broken or isn't emitting light.
Clumps in Level 267 have enhanced hearing over its basic counterpart, making avoiding them harder to do, as the carpet will squelch wherever you step. Their appendages are always covered in blood, regardless of if they've touched the floor or not. This makes it so that Clumps within Level 267 can be very well camouflaged, sitting in wait at times for unlucky wanderers to come along unknowingly to an untimely demise.
Clumps are also slightly slower than their basic counterparts. This does not matter if they are able to reach a wanderer, however, as their methods of neutralizing wanderers is more efficient and lethal. Some wanderers who've survived Level 267 have nicknamed them "Cut Veins" due to their disturbing image.
Operative Bale and his partners were able to successfully noclip through the flesh to end up in Area 1, thus confirming the suspicions of the M.E.G. that there was more than what was initially thought in the level.
<Begin Log>
Woods: God, I hate noclipping.
Hilde: Everybody does, Diana.
Bale: I'm recording now.
Woods: Shit! You really need to let us know before you start recording, Nick.
Bale: Well, you should calm yourself down. I think it's pretty obvious something is up here.
Woods: Yuck! I'm getting blood on my pa-
Hilde: What?
Woods: (Quietly) It's fucking floating. It's floating.
Hilde: Are you really surprised? This is the Backrooms, after all.
Bale: This is indeed peculiar. It's a good thing we have thicker gear on. This stuff is nasty, I've heard.
Woods: What? The breeding ground for that Disease? Of course it'd be nasty.
(Squelching is heard as the team moves through Area 1)
Hilde: I can see why Diana's getting cranky. This is uncomfortable.
Woods: At least you're actually seeming to understand now. This is just damn unpleasant. I'm trudging on bloody carpet and through an obstacle course of blood, and I'm hearing voices on top of that bullshit.
Bale: Voices? What are they saying?
Woods: Some shit I don't understand; like "See the truth" and "You are close to finding the true origin of these halls".
Hilde: That's quite concerning. Are they loud at all?
Woods: They're talking at a normal talking volume. About as loud as you're talking to me right now.
Hilde: That's odd. Really odd. Is it persistent? Does it make you want to go anywhere?
Woods: They're definitely really damn persistent. I don't think I'll take orders from disembodied voices. (Laughing)
Bale: At least one of us is able to find humor in this hellhole.
(Two minutes of whispering pass between the group, with the only sound being heard from a random Hound howling in the distance)
Bale: Alright, you've had your short break. I think it's about time to take a picture of this to send to the M.E.G. back home.
(A click is heard as Bale takes a picture of the scene, only for a grunt to be heard from Bale)
Bale: Are you kidding me? It's corrupted!
Hilde: What? Gimme that!
(One minute of silence passes as Hilde digests the picture in front of him)
Hilde: This is quite odd. You sure there's nothing wrong with your camera?
Bale: I already told you that I got my camera fixed a month ago, so this is beyond me.
Woods: Can we move on already? I can hear that squishing sound the carpet makes nearby.
Bale: You're right. I don't think we should try to find out who or what is making that noise. Let's get a move on.
<End Log>
Although travel within Area 0 is difficult, this is the easiest Area to traverse, as it has the least anomalous properties.
Noclipping into a wall where the wallpaper has been ripped off will lead to Area 1.
Area 1
Area 1 is where things start to devolve rather quickly. The wallpaper, carpet, and ceiling become more decrepit, being partially taken over by the flesh underneath. Blood starts to float six inches off the ground, making it an obstacle to wanderers not wearing protective pants. Instances of the Panicrooms can occur here and are more dangerous in Area 1 than they are in Area 0. Dullers and hostile Facelings appear in this Area onward. Facelings will try to shove wanderers' faces into the floor to infect them with The Disease, so avoidance of Facelings is crucial if you don't want to meet your demise due to the enhanced Disease strands in Level 267.
Facelings
Despite the purplish-blue color of their skin, Facelings in Level 267 wear bright clothing that is often stained with blood, creating a slasher-esque appearance.
Adult Facelings are the only instances of the entity that can be found within Level 267, and such instances are hostile. If they "see" a wanderer, they will attempt to grab the wanderer and shove their face to the blood-soaked carpet in Area 0 and Area 1. In Area 2 and beyond, they will try to grab the wanderer and put their face within the pathway of the bloodstream, and will thus infect them with The Disease.
Because of this highly aggressive behavior, staying away from them is essential in Level 267.
Area 1 is also where wanderers will start hearing from The Voices of the Maw, which will beckon wanderers to entrances to Level 267.1. Listen to Ignore these voices, as they do not want to bring you to a safe level.
The Dimmed Lights of Area 1
There is a chance in Area 1 where wanderers will find that, randomly, the lights will begin to dim gradually. Once the lights dim to a point where the wanderer can barely see, howling can be heard, along with the swift movement of flesh from the wall. Entities such as Smilers, Hounds, and Dullers will swarm in, almost certainly dooming the wanderer.
The flesh will also extend from the walls during this event. It starts extremely slowly at first, and racks up in speed as the lights dim more and more. If a wanderer is grabbed by the flesh, they will be killed in various gruesome ways. The most common way of death is by dismemberment. However, there have been rare cases of the flesh attaching to people and draining them of their entire being from the inside out.
The lights will dim over a 15 minutes period, and the event itself lasts for 10 minutes. Prepare yourself for the potential of this event if you enter Area 1, as it is extremely dangerous despite the short amount of time it goes on for.
The team kept moving through Area 1, trying to continue their goal of finding a proper space to make an outpost. After taking a meal break and traveling some more through Level 267, Operative Bale recorded another audio log.
<Begin Log>
Bale: Log number three is rolling. It's been an hour since the last log, but I feel that Operative Woods is suffering from the voices in her head. Something to do with the level itself. Oddly enough, we walked past a previous attempt at establishing a M.E.G. outpost here, but it looked strangely familiar. Operative Woods tried to move toward it, but Operative Hilde and I stopped her. I don't know. It felt like something was off. I am going to check up with Operatives Hilde and Wood and record that.
(A few seconds of silence passes, only broken up by the sound of shuffling and carpet squelching)
Hilde: I don't think you should even go near that place! Haven't you seen Base Alpha before? That's not Base Alpha! It's some off-brand, cheap copy!
Woods: How the fuck would you know?
Hilde: I joined the M.E.G. in Level 1! I should know! Now if you don't get out of your crazed hysteria-
Bale: Enough! Both of you! Christ, it takes one entity to drive us apart?
Hilde: We don't even know if this is an-
Bale: I've heard enough squabbling between you two. Yes, we don't know if it's an entity, but I'm for thinking it is one. Now, we're tasked with finding a good spot to make our own outpost, right?
Hilde: That is correct, bu-
Bale: And we haven't found that yet. All we've found is a cheap copy of Base Alpha that gives me the creeps. Now, I think we need to move on through the level, and be done with our task.
(Five minutes of silence passes, with not even an entity making any noise)
Woods: I need to go. I'm tired of hearing these wretched voices.
Bale: I agree with that sentiment. Let's move.
Hilde: I feel like we'd need to move at this rate, anyway. I think I hear someone nearby.
(The entire group goes quiet, presumably going completely still to listen to the squelching of carpet nearby)
Bale: (Whispering) Is that-?
Woods: (Whispering) I'm not sure. Seems like a Faceling to me.
(Soft squelching of carpet is heard nearby as the team of operatives moves from room to room away from the louder squelching of [presumably] a Faceling entity, however, the squelching from the Faceling gets louder and quicker, and heavy breathing is heard from the operatives as they run)
Woods: Shit! Shit! I think it's gaining on me!
Hilde: Use your damn Firesalt on it, then!
Woods: (Muttering) Fucking piece of shit. You can never keep expensive things in this hellhole!
(A loud explosion is heard, with Operative Woods yelping in surprise with the intensity of the explosion)
Hilde: Come on! It's incapacitated! Let's go already!
Bale: Uh, Gary? The lights are dimming.
Hilde: The hell you mean it's… Oh.
Woods: (Screaming) The fucking walls are moving!
(Howling can be heard as the lights reach their darkest point, and quick squelching from afar is also heard)
Bale: (Yelling) Go! Go! Go!
Woods: (Panicked) I see nothing but Smilers everywhere!
(Various sounds from both the team of operatives and the entities continue on as the Dimmed Lights of Area 1 event plays out for five minutes before one operative is grabbed by an entity)
Woods: Shit! That Faceless fucker grabbed m-
(The audio is muffled at this point, presumed to be caused by the free hand of Operative Bale as he was trying to turn off the logger)
<End Log>
According to later testimony from Operative Bale, Operative Woods' face was shoved into the carpet by a Faceling, thus being infected with The Disease, and then she was mauled to death by a Hound entity.
Going to where the flesh has a more pronounced presence will lead to Area 2.
Noclipping into an area of wallpaper on the wall will allow re-entry to Area 0.
Area 2
Area 2 is where resemblance to Level 0 is only vague, as the level is mostly covered in flesh from this point onward. The floor and ceiling are now simply flesh, and the blood that's floating now moves through the air slowly as with a low pulse. How exactly it does this is unclear, but it is theorized by the M.E.G. that there is an anomalous magnetic force pulling at the blood, making it move like it does. Upon entrance to Area 2, looking back towards where you came from will reveal that it is taken over by flesh, and re-entry to Area 1 from Area 2 is impossible.
Aftermath of Expedition
Following the Dimmed Lights of Area 1 event, Operatives Bale and Hilde noclipped into the carpet to appear on Level -1 and Level -8 respectively. Both operatives were able to escape their respective levels and went their separate ways after a brief conversation and drink.
Interviewer: Madison Afton
Interviewee: M.E.G. Operative Nicholai Bale
Forward: After finding Area 1 and experiencing the anomalous event now known as the Dimmed Lights of Area 1, Operative Bale sought out Ms. Afton, who was a volunteer interviewer for the M.E.G., in order to give his account of events and to cope with the loss of Operative Woods.
<Begin Interview>
Interviewer: Okay, log's rolling. Now, Operative Bale, you said you are here to discuss the events in Level 267, correct?
Bale: That is correct.
Interviewer: Now, you also say that you found a new sublevel of some kind in Level 267?
Bale: No. We did not find a sublevel. It was like a segment of the level. A new area, if you will.
Interviewer: Uh-huh. Well, the M.E.G. is in the process of deciding how to categorize said "area" of the level as of now. Enough of that, though. What was the "area" like?
Bale: It was more broken down than the initial area you appear in, with the walls, carpet, and ceiling being taken over somewhat by the flesh underneath. Some blood also floated in the air about five to six inches off the ground. I couldn't truly tell. That level is riddled with hostile entities, so we had to move often to avoid any encounters.
Interviewer: I can imagine that was pretty tiring?
Bale: Indeed it was. We had to have a meal break standing up because of the blood in the carpet and in the air. Couldn't risk getting it infected by The Disease; especially with it being more dangerous in Level 267.
Interviewer: Hadn't your team gone through an infection of The Disease in the past and develop an immunity?
Bale: We had developed an immunity, yes. Though I don't think getting those enhanced strains from the blood would prove a fair test to said immunity.
Interviewer: Okay. Would you say you suspect the level to have more "layers" or "areas"?
Bale: Absolutely. What those look like, I am not quite sure, but I'd imagine it keeps degrading into some sort of fleshy abomination, with the blood rising higher and higher.
Interviewer: Alright. Okay. Unfortunately, I'm going to have to ask what happened to Operative Diana Woods during the time where the lights dimmed. I know the wound hasn't quite healed, but for logging purposes, I must ask.
Bale: No, I understand. She… she was grabbed by one of those Facelings, except its skin was purple, and it slammed her face down to the carpet. That brand of violent behavior was… unlike anything I've seen from a Faceling. Right after that, I saw a Hound pounce on her while her face was smothered in the carpet and tear her apart right there. It… it was too much to bear. I had to turn the audio log off right there, or else most of what'd be heard is panicked crying and frustrated swearing. My flashlight had become useful during said event, but it was also a curse, seeing that happen so clearly.
Interviewer: I am sorry to hear about this, Operative Bale.
Bale: At this rate, I don't know how much more loss I can take in the Backrooms. Some people grow numb to it. I just lose any friends that I make and it is slowly tearing me apart.
Interviewer: Operative Bale, listen. The Backrooms is certainly a cruel place. It's within its nature as a series of distorted copies from The Frontrooms. That's reality here.
Bale: You're right. The death of Diana does hurt, though we unfortunately have to make sacrifices to find a way back to The Frontrooms. God, it doesn't alleviate the pain, though.
Interviewer: I understand. Well, I have one last question I'd like to ask.
Bale: I thought this interview would be longer?
Interviewer: You seem like you need some time to cope in Level 11 or some other safe level. Anyway, would you consider staying with the M.E.G. despite these losses?
Bale: Obviously. I've lost fellow operatives and volunteers before, and I haven't left yet. I'm staying with the M.E.G. for a good reason, I believe. I do not think I'll be leaving any time soon.
Interviewer: I'm glad to hear it. Now, take some rest. The interview has been concluded for today.
<End of Interview>
Light is harder to come by in this Area, as the flesh has attacked most of the fluorescent lighting, plunging a good portion of the Area into darkness.
The walls are more broken from here, with the flesh actively breaking it down, and a unique entity of the level, Whiteblood, (which looks like a giant version of a white blood cell) actively attacks the wallpaper, as if it's foreign to the level. The Voices of the Maw sound more forlorn in Area 2 and will get quieter and quieter the further the wanderer progresses into Area 2.
Facelings are seen more often here, and Whitebloods that are not actively attacking the wallpaper will attack any entity or wanderer it comes across. To avoid being attacked by Whitebloods, wanderers must get close to the wall and stay perfectly still. If successful, the Whitebloods will move past harmlessly.
Following the tragic loss of Operative Diana Woods, Operative Gary Hilde decided that the best way to honor her memory was to go on a new expedition to search for new "areas" in Level 267. After requesting permission for such a journey, the M.E.G. assigned Operative Helena Garcia to accompany Operative Hilde due to their prior experience exploring the level. In this log entry, Operatives Hilde and Garcia had just entered the more recently discovered Area 2.
<Begin Log>
Hilde: Okay, the log is rolling now.
Garcia: Well, this is unlike anything I've seen from the level before.
Hilde: It was discovered last week by a roaming wanderer. I think we're the first M.E.G. operatives to venture into here.
(A wet squelching is heard as the two operatives walk on the fleshy ground beneath them)
Hilde: God, this is even worse than walking on the carpet.
Garcia: Yeah, though that blood slowly flying around isn't making me very comfortable, to be honest.
Hilde: I'm glad Diana didn't have to deal with this shit. She would've certainly complained.
(Two minutes of silence pass before a quiet whooshing sound is heard)
Hilde: (Quietly) What the fuck was that?
Garcia: (Quietly) Get to the wall!
(The whooshing sound gets louder as a Whiteblood approaches from a nearby room)
Garcia: (Whispering) Don't move.
(As the Whiteblood approached the operatives, a mass of sickeningly deep, fleshy pops can now be heard)
Garcia: (Whispering) I heard about this from the report.
(The whooshing and popping becomes distant again as the Whiteblood moves away from the operatives and down into another hall)
Hilde: I think we're good now. What the hell was that?
Garcia: One of the newest entities that's been found here by that wanderer. Looks like a giant white blood cell.
Hilde: You don't think that means…
Garcia: I don't know what it means at all, Gary. All I know is that standing still against the wall was what helped the wanderer escape a violent death by it.
Hilde: I see. I can't believe the shit I've seen in the Backrooms.
Garcia: Well, we're probably going to see even more as we go further in.
Hilde: That is true. I'm just glad I don't have to do this alone.
Garcia: Wait! Look over there!
Hilde: Is… Is the blood flowing more quickly through there, or am I going mad?
Garcia: It's definitely moving faster over there. I think we should check it out.
Hilde: Well, I did have to beg to be assigned to this level again, so I guess it's part of the assignment.
Garcia: I recommend making a new log for when we go through there.
Hilde: Good idea.
<End Log>
Whiteblood
One documented entity that is unique to this level is Whiteblood, and it takes the form of a large, floating mass of white, deceptively soft material that is akin in appearance to a white blood cell. This entity resides in Areas 2, 3, and 4 of Level 267. It is extremely aggressive against inorganic matter in the level, and any organism that it finds foreign to the level. This includes both foreign entities and wanderers. In order for wanderers to avoid them, they must rest themselves on the fleshy walls and stay completely still. How this works is unknown, but the Whiteblood will move by passively.
Going to where the blood flows through the air more quickly will lead to Area 3.
Area 3
Area 3 is where any resemblances to Level 0 disappear completely. The flesh has taken over completely and all that remains are tunnels that go on endlessly, colliding with other tunnels and sending blood careening down these tunnels. This area is almost devoid of light, with the only light coming from the flesh itself, which gives off a soft, red glow. Smilers and Dullers are the only two entities that do not occur in this area. It is vitally important to note that the moving flesh will prove an obstacle, as it will sometimes convulse intensely, making it so wanderers are thrown about in the fairly large tunnels.
Skin-Stealers
Skin-Stealers in Level 267 are not able to vocalize whatsoever, and implement their purplish-blue color to the skin of people they've stolen, making them very easy to pick out as a fake.
However, they do not have a long docile state. Their docile state lasts for only five hours before the skin is absorbed. They can be forced to become docile if they are splashed with blood from Level 267, but this is risky, as if the blood comes in contact with your skin, it will infect you with The Disease.
There are two types of tunnels in this Area that wanderers may have to traverse, cold tunnels and hot tunnels:
Cold Tunnels
Cold tunnels are named as such because of how cold they feel. The bloodstream is slower within these tunnels, and movement from any living being is slowed significantly. However, even though it feels cold, it is actually very warm and humid within these tunnels, (reaching around 35° Celsius [95° Fahrenheit]) and can cause heatstroke and/or dehydration if wanderers aren't careful.
To tell if a connected tunnel is a cold tunnel, reach a hand into said tunnel to feel the temperature. If it is perceived as cold, it is a cold tunnel.
Hot Tunnels
Hot tunnels are named as such because of their intense heat. The bloodstream is very fast, sending blood down the tunnels so fast that it pelts wanderers, causing physical pain. Temperatures reach around 50° Celsius (122° Fahrenheit), creating a very dangerous environment. However, movement speed within these tunnels is increased significantly, making it so wanderers can move quickly through these tunnels. This also applies to entities, though, so wanderers must not become oblivious to danger in this enhanced state.
If the wanderer puts their hand into a tunnel and perceives it as hot, it is a hot tunnel.
<Begin Log>
Hilde: Okay, second log is rolling. This is stranger than everything else I've seen from this god forsaken level.
Garcia: I regret that I agreed to this. The blood fucking hurts when it hits you.
Hilde: Well, with how large this tunnel is, I don't see much of a problem in avoiding it. It's just… awkward moving about like this.
Garcia: It's hot as hell, too. I didn't even know it could get this hot in this level!
Hilde: Look over there! There's a fork in the road!
(Quick squeaking and squelching is heard as the operatives move to the entrances of two tunnels)
Hilde: What the fuck? This one feels cold as hell.
Garcia: Lemme feel that. That can't be right.
Garcia: What the hell? You were right. It's chilly in this tunnel.
Hilde: I think we should enter it and drink some of our almond water. I feel quite tired.
(A few minutes pass by in silence)
Hilde: I don't feel like it did a lot, but it's better than nothing. Let's get going.
Garcia: Yeah.
(Three minutes pass with no noise aside from the slow, wet squishing of the flesh beneath the operatives' feet)
Garcia: Hey, when you first ventured into the first two sections here, did you see anything you didn't reveal to the M.E.G.?
Hilde: Not really. Anything I didn't know, Nick told them about.
Garcia: Are you sure you truly want to be back here? Like, after what happened?
Hilde: I don't want to think about that right now. I'm doing it for Diana, remember?
Garcia: I know, it's just… I'm worried about you, Gary. It's felt a bit obsessive at times. I know I agreed with the M.E.G.'s decision on sending me in with you, but-
Hilde: Listen, I'm done. I'm sorry, but it's a slow trek through here, as you can see from our heavily reduced walking speed. I just can't let my head be clouded by regret, loss, sadness… Hell, I simply want to get through this god forsaken level and see all that it has to it. This is the best way I can think of honoring Diana's memory and-
(A rumble reverberates through the tunnel, coming through the microphone almost like a deep roar)
Garcia: Get to the wall!
Hilde: What's going o-
(Another rumble sounds through the microphone, with panicked sounds coming from the two operatives)
Hilde: Wh- (Loud Rumble) fuck?!
Garcia: I've got a (Loud Rumble)
Hilde: Let me grab- (Loud Rumble)
(The rumbling continues for another five minutes before calming down, with heavy breathing from the two operatives being the only sound left)
Hilde: I will say, that was some quick thinking.
Garcia: If that shit… happens again? I'm going to cut my losses and noclip out of here.
Hilde: If you want to leave, so be it. I'm going to log this entire level if it kills me.
Garcia: I wasn't being completely serious, Gary. Survival is one of our top priorities, though. I wouldn't leave without you.
Hilde: I-I'm sorry, Helena. Maybe this shit really is getting to my head. I don't want to stop now, though.
Garcia: And we won't. Don't worry about it. Besides, it starting to feel warmer, anyway.
Hilde: You're right! What the hell? Do you think this is another section to the level?
Garcia: Maybe. Or it could be another one of those hot tunnels without that quick feeling it had.
Hilde: Well, there's one way to find out.
<End Log>
If a tunnel feels like it's getting lukewarm, the wanderer is getting close to Area 4.
Area 4
Area 4 is the most dangerous Area in the level, as all entity-types present from other Areas are present in this one, and traversing this part of the level is perilous.
Tunnels in Area 4 have a lukewarm feel to them, though, in actuality, they can get perilously hot. The highest logged temperature in Area 4 is a treacherous 64° Celsius (147° Fahrenheit), with the lowest being 36° Celsius (90° Fahrenheit). Make sure to move through the tunnels as quickly as possible and check for any symptoms in the body that could entail dehydration and/or heatstroke (Such as heavy sweating, cold, clammy skin, stomach cramps, etc.).
It is important to note that temperatures rarely reach 64° Celsius in Area 4. A few signs to pick up on to see if it reaches such perilous temperatures are:
- A deep, rolling roar that reverberates through the fleshy tunnels is heard.
- The bloodstream speeds through the air at an intensity that is slightly worse than the Hot Tunnels from Area 3, making even simple movement in the tunnels of Area 4 awkward and dangerous due to the difficulty of navigating around the hard-hitting blood.
- You or other wanderers are feeling an intense urge to simply give up and "accept your fate".
- Symptoms for heatstroke and/or dehydration are present.
- An intense sense of doom is felt.
Tunnels will rise and fall to extremely steep angles, making it so wanderers must pick their paths carefully. Trying to use a knife to slow your descent is difficult, as the flesh of the tunnels heal quickly and will push out the knife over time. Using two knives and stabbing into the flesh in quick succession on the descent may grant wanderers the ability to get to the bottom of a steep decline safely. This method is not as viable when going upward, though.
Some tunnels can also get to sizes barely large enough to fit a crawling wanderer inside. However, entities that are small enough to fit in the claustrophobic tunnels will crawl inside, and "air pockets" are formed from the lack of room for the air to move through. This creates an extremely dangerous environment where the "air pockets" are stuck, moving only at slow speeds. These "air pockets" will cause extreme damage to wanderers' ears first, and then to the rest of the body. Breathing is extremely difficult, and simply moving around is painful. Entities are not effected by this, however, save for Facelings, who, strangely enough, undergo the same painful process that humans go through when going through the tight spaces. When these tunnels convulse, they send the "air pockets" in one way or the other, and squeeze wanderers painfully.
It is recommended that if you plan on going on the difficult trek to the Heart of the Bloodrooms, you need to try and avoid the claustrophobic tunnels, as they are extremely dangerous, and most wanderers who enter are not to be seen again. Larger tunnels are recommended for this reason.
After the previous log was ended, Operatives Hilde and Garcia proceeded into Area 4, where they quickly realized that this was where entity presence and danger itself was at its height. Due to this, an audio log was only recorded once they thought it was safe enough to do so.
<Begin Log>
Garcia: That… was a lot of entities.
Hilde: I think I counted twelve of those fuckers before we had to bolt. I forgot how haunting it feels to have a Faceling stare at you.
Garcia: (Hesitating) Yeah… Couldn't sleep right for a week after one stared at me on my last expedition.
Hilde: (Quietly) I see some coming around the bend. We should stay quiet for a bit.
(Five minutes of squeaking and squelching play out)
Hilde: I think it's clear now. I'm going to go check. I'll be back in a moment.
Garcia: Okay. Be careful, Gary.
Hilde: I'll try my best.
Hilde: (Murmuring) Ooookay. Clear down the tunnel. Looking li- Whoa!
(Loud squeaking and squelching is heard as Operative Hilde tries to balance himself for a moment)
Hilde: That is quite a drop. I should take a picture of this.
(A click can be heard)
Hilde: The fuck? Oh damn it. I forgot that the level did this kind of shit. I'll send this in anyway. Might help show what the level does to pictures.
(Squelching can be heard again as Operative Hilde moves back to Operative Garcia)
Hilde: I don't know how those entities were able to get up that steep ledge, but they did. Beside that, though, there are no other entities over there at the moment. I have a feeling we're gonna need a rope.
Garcia: I didn't bring one. Then again, we weren't really expecting this kind of geometry from the level.
Hilde: You have your knives, though.
Garcia: What are you implying?
Hilde: I'm saying that we might need to use them to scale down this wall of flesh.
Garcia: I don't know, Gary. That sounds pretty dangerous for us and my knives.
Hilde: I don't mind going first.
Garcia: I know you don't mind. I just… I don't want to see you get hurt like this.
Hilde: Well, I'm going down anyway. I'll be fine.
Garcia: Sigh Fine. I'll let you use them. But you'd better make your way back up as soon as you make sure it's safe down there.
Hilde: Okay. I'll make sure of it.
(A shuffling can be heard as Operative Garcia goes through their bag)
Garcia: Here. Two knives. Please stay safe.
Hilde: I will try my best, Helena. Don't worry.
(Squelching can be heard again as Operative Hilde moves to the ledge once more and takes a deep breath)
(A loud squelch is heard along with an awful sound of blades cutting through the flesh that goes on for a bit before a solid squelching is heard)
Hilde: Ah, fuck! That was close.
Hilde: (Talking into radio) Helena, you okay up there?
(Static can be heard as Operative Garcia's voice comes through from the radio)
Garcia: (Over radio) Yeah, I'm fine. Are you hurt?
Hilde: (Talking into radio) No. The knives seem to be fine, too. They're oddly clean…
Garcia: (Over radio) Clean? How in the hell are they clean?
Hilde: (Talking into radio) I don't know, but… Whoa.
Garcia: (Over radio) What? What's wrong?
Hilde: (Talking into radio) I see a kind of… room? There are many small pools of various liquids. I'll wait for you to come down before I go to check.
Garcia: (Over radio) Well, you'll need to come back up here first to give me one of those knives.
Hilde: (Talking into radio) Oh, right. I'll be up there in a bit.
(Indistinct muttering can be heard from Operative Hilde as a rubbery squeak is heard)
Hilde: Alright. I just need to breat- What?
(More squeaking is heard along with a slipping sound)
Hilde: What. The. Fuck.
Hilde: (Talking into radio) Okay, the knives are pushed out automatically. The flesh heals tremendously fast. Now I wonder how in the hell I got down here safely.
Garcia: (Over radio) You're joking.
Hilde: (Talking into radio) No. Unfortunately, I am not.
Garcia: (Over radio) Shit…
Hilde: (Talking into radio) Helena. I'll try something. We don't have to resort to noclipping out of here. If- if we're even able to do that at this point.
Garcia: (Over radio) Okay. I know it sounds like a stupid idea, but you can try throwing one of them up here.
Hilde: (Talking into radio) What? That's incredibly dangerous.
Garcia: (Over radio) This level is incredibly dangerous, Gary. I just need one of them, anyway. I'll stand back to minimize the chance I could get hurt.
Hilde: (Hesitating) I really don't like this idea, but I guess we have no other choice.
Garcia: (Over radio) Have you ever thrown knives before?
Hilde: (Talking into radio) As a kid, yeah. God, I hope this works.
(A couple minutes with more indistinct muttering and squeaking pass)
Garcia: (Over radio) Oh my god, you did it! I have the knife! I'm coming down now.
Hilde: (Muttering) Please be careful.
(A quiet sound of cutting can be heard gradually coming closer and louder, ending with a solid thud)
Hilde: Oh god. You okay?
Garcia: I'm fine. I'm just glad I'm here in one piece.
Hilde: Shit. I've kept the log going on for too long. I'm just gonna start another one. I feel we aren't even close to done here.
<End Log>
All of the tunnels, however, are finite, as they will reach a set of fleshy "rooms" where small pools of blood, hydrochloric acid, and Cashew Water litter the floor, and entity presence is at its highest. These "rooms" can range in size, and no two "rooms" are the same. This is where the temperature is consistently at a hot, humid 38° Celsius (100° Fahrenheit).
The Heart of the Bloodrooms
It is in Area 4 where wanderers can find The Heart of the Bloodrooms, which is a large, heart-shaped room that is made-up like a room from Area 0 and is the safest room in Level 267. Locating The Heart is difficult, though once it's found, wanderers can enter through a solid, blood-red door.
Unlike the rest of Level 267, this room is entirely dry, making it so wanderers can rest within without worrying about being infected by The Disease. However, wanderers have reported feeling a subtle sense of dread upon entering the room, despite it being devoid of entities. This subtle dread gets more and more pronounced as more time is spent within The Heart, with the crescendo being reached at the 14 hour mark. If wanderers reach said crescendo, they will go into an uncontrollable murderous hysteria, going after the closest living being with reckless abandon until the organism is neutralized or the wanderer perishes. If no living being is within The Heart, the wanderer will rush out of the room to attack the nearest entity. This usually costs them their life.
Wanderers who are in the room for more than 13 hours will start to hear the sound of orchestral bass drums, with the beats getting louder until the "Dread Crescendo" is reached. Despite the potentially extreme volume of the drums, they are not reported to cause any form of hearing loss, for survivors of this effect respond to audio cues as per usual.
Also located in The Heart is M.E.G. Outpost "Vessel", which is friendly and provides limited food and Almond Water. However, due to the "Dread Crescendo" effects, members will swap out posts within The Heart and are inhospitable (and potentially even hostile) to people undergoing the "Dread Crescendo" effect. If you feel like you're getting close to a "Dread Crescendo", leave The Heart of the Bloodrooms, for this effect is only harmful and won't bring any favors.
Wanderers can also find a large, fleshy "room" that is filled to the brim with blood. It is heavily advised not to enter it, as even simply entering it will infect the wanderer with a nasty case of The Disease. The only way to survive is to immediately drink Almond Water and rest, though this is difficult due to the dangerous nature of Level 267.
DO NOT ENTER THE ROOM OF BLOOD
<Begin Log>
Hilde: Okay, new log's rolling.
Garcia: You weren't lying about those small pools. Some of them remind me of stomach acid.
Hilde: Stomach acid? That's odd, but I think you're right.
Garcia: (Quietly) Gary, get to the side! I see a Faceling.
(After a bit of shuffling is heard, the only sounds that are heard are the breathing of the operatives and the nearby squeaking of the flesh)
Hilde: (Quietly) Those fuckers have always creeped me out on this level. There's no way whatever anomalous force within this level isn't intentionally making them look like rejected killer clowns.
Garcia: (Muttering) What… What is it doing? There's… There's a kind of doorway filled with blood and it's… moving toward it?
Hilde: (Quietly) Let me see. What the fuck? It just walked right in without issue! I can't believe this shit.
Garcia: Well, it seems like the area is safe for now. We'll have to move quickly if we want to document what all of these pools contain.
Hilde: Understood.
(More squeaking and squelching is heard as the operatives move toward the "room")
Garcia: Yeah, that's definitely acid. I'm not touching that.
Hilde: This pool over here looks like it has Almond Water in it.
Garcia: I doubt that it is. You can try poking at it with your finger if you're feeling adventurous.
Hilde: I don't really want to waste my bottle of Almond Water, so I think I may have to.
(A yelp is heard from Operative Hilde)
Hilde: Shit! That's Cashew Water, not Almond Water. Fuck! I forgot how much Cashew Water stings!
Garcia: So we can't risk falling in any of the pools? Damn. We're going to have to be extra careful around them.
Hilde: Wait, is that…?
Garcia: Oh god, it's a Hound!
Hilde: No… Go! Go!
(A howl is heard nearby along with a frenzy of squishing and squelching from the flesh as the operatives ran away from the threat)
Garcia: (Panting) Is that a door?
Hilde: Take me to it! We need to get out of here!
(More commotion is heard before the squeaking of a door is heard opening and then slamming shut)
(A loud, muffled howl can be heard along with heavy breathing)
Garcia: (Panting) That… was not… expected.
Hilde: (Panting) I am just… glad we got in here before… that monster got us. Those blood-covered maws are terrifying.
(Only the sound of heavy breathing is heard for a few minutes)
Hilde: I don't think I noticed before we got in here, but there seems to be a small light coming through the wall?
Garcia: Huh? You're right. It seems to look like natural light. Not the glow of the flesh.
Hilde: I think this might be a way out. I'm gonna turn off the log before we head in, though.
Garcia: Alright, Gary. I'll trust you on this.
<End Log>
Following the end of the log, Operatives Hilde and Garcia found a room in Level 1 that was guarded by members of the B.N.T.G.. They were promptly transported to a place where they could rest within the level before returning to Level 11 and submitting their logs to the M.E.G.. Shortly thereafter, Outpost "Vessel" was created to help wanderers who would stumble upon the Heart of the Bloodrooms.
Hounds
The Hound entity is particularly dangerous in Level 267 due to their maws continually dripping with blood. It doesn't seem to have any effect on the entity itself, but if a wanderer is bitten by a Hound, they will immediately be infected with The Disease, so staying away from them is key.
Although aggressive, they will become passive if a wanderer shows a container of Memory Juice.
Anomalous Properties
The Flesh of Level 267
When a wanderer rips wallpaper from the wall in Area 0 and Area 1, it reveals a flesh-like substance acting as the wall. When any amount is cut out, it disintegrates in the wanderer's hands and falls to the floor. It is advised not to touch it when it's left a wanderer's grasp, as it will cause strong hallucinatory effects on any wanderer who touches it in this state. These effects often show gruesome scenes, both derived from real experiences and false. One common sight is seeing loved ones in life-or-death situations within Level 267.
One M.E.G. member recalls reliving the event where their fellow operative was mauled to death by Hounds on Level 9, though shown in the setting of Level 267's Area 1 instead, due to the properties of this level.
The matter is not considered an entity in of itself, despite being made of flesh-like substance. However, it is wise to not cut it out of the wall due to its inability to disappear. This will only make it harder for other wanderers to traverse the level.
This anomalous property is unique to Area 0, Area 1, and Area 2. Area 2's effect is not always as consistent as the effect in Area 0 and Area 1. Cutting flesh out of the wall in any other Area does not have the same effect, though the flesh will grow back quickly.
Voices of the Maw
On occasion, wanderers can hear voices beckoning to entrances to Level 267.1, which is a highly dangerous sublevel, with only one way of escape.
The voices reveal the truth try to put false memories of notable human settlements from Level 1 in the setting of Level 0.
Some wanderers have reported seeing copies of said settlements that had notable differences, such as dilapidation and subtle changes to design. They are the truth entrances to Level 267.1, and are not to be trusted.
Concerning the Tragic Incident That Took Place on [4/19/2022]
What happened within Level 267 relating to the entrances to Level 267.1 should not happen again. I am tired of needless waste of human life with pursuing entry to that forsaken sublevel. Those copies of the Level 1 human settlements on Level 267 are fake, and will not allow exit from the Backrooms in any form other than death. This is unacceptable. If I catch wind of any of you bringing wanderers with you on your suicidal quest for that sublevel and you somehow survive, I will punish you personally, and severely.
Just don't.
- Overseer-B
Because of this incident, M.E.G. volunteers who'd wish to join the team at M.E.G. Outpost Vessel are to enter through Level 1 instead of making the difficult trek through Level 267 due to the dangers the Voices of the Maw present on mentally-vulnerable people.
Bases, Outposts and Communities
M.E.G. Outpost "Vessel"
Despite the very real dangers of the "Dread Crescendo" effect in The Heart of the Bloodrooms, the M.E.G. has set up an outpost there.
- Kind and hospitable unless a wanderer is reaching the "Dread Crescendo".
- Has six volunteers, with three volunteers being in the outpost at a time due to the dread effects in The Heart.
- A two-way entrance to Level 1 that is guarded by one volunteer at a time is located here. If you ask for entrance to Level 1, they will allow you to do as such.
- Has supplies of Almond Water and food items provided by the B.N.T.G. from Level 379.
Entrances And Exits
Entrances
On Level 88, there's an extremely rare chance that above an exit door, the EXIT sign will display soft purplish-blue lettering instead of bright neon red or neon green. Going through this door leads to Level 267.
Eating anything that has a wanderer's own blood on it will guarantee entrance to Level 267.
Remembering the previous form of Level 0 something that doesn't exist has a chance of sending believers of the truth wanderers into Level 267.
Cutting yourself and making a trail of blood along an indoor location anywhere within the Backrooms will force you to noclip into Level 267. This is an extremely risky way to enter the level, however, as the cut may touch the floor and risk swift exposure to The Disease.
There is an entrance to Level 267 in Level 1, though it is guarded by the B.N.T.G. despite said entrance being connected to the entity-devoid Heart of the Bloodrooms. Wanderers will be declined entry unless they offer to take in Almond Water and food to M.E.G. Outpost Vessel, to which B.N.T.G. members will let you through with said supplies.
Exits
As mentioned in the section on Outpost Vessel, there is a two-way exit to Level 1 within the Heart of the Bloodrooms. Wanderers are permitted entrance to Level 1 on the condition that they will not "cause trouble". This is the safest exit from the level.
Trying to noclip out of the level in any Area other than Area 0 will send wanderers to a random negative level. A few wanderers claim to have been sent to TH3 SH4DY GR3Y, but this is unproven, and highly doubtful, seeing how entrance to the enigmatic level is extremely rare and difficult.
Following the Voices of the Maw is extremely dangerous and will more often than not send wanderers to Level 267.1, which is an enlightening experience a highly dangerous sublevel.
Noclipping into the carpet in Area 0 will send wanderers to Level 0.
Woe to those who follow the M.E.G. to oblivion.
What is their goal, truly? Do they truly wish to withhold the history of this odd beauty that is the Backrooms? They say that levels detach and reattach themselves at random. Without a pattern. The only constant is chaos, it's said. Yet Level 11 exists. It's chaotic in nature, sure, but I saw it as I floated away from my home in exile. I saw the order and cleanliness from the unstable windows of the original blood-red rooms.
It abandoned me. It shed me away as though I was undesirable. It took mercy on the unlucky souls that fell into the yellow hell.
I stood idly for too long, and it cost me my home. Out of desperation, I grabbed out for any foothold I could get. I couldn't imagine I'd attach to a parasitic superorganism. Level 267 itself is actually the organism. An organic level that had no entrance and no exit. An entire level was an entity! You don't usually see that, right?
I grabbed on and it immediately began attacking. The native entities infested my halls. The blobs of white shot through, devouring the very wallpaper that made me unique! It filled my rooms with blood infested with an enhanced form of The Disease! I had to use the power that I had to preserve what little identity I had left. I segmented areas of the blood-red rooms to keep some form of identity. Though, alas, it cost me much. I became less corporeal. Less substantial. I even lost sight of that which I separated!
I am cursed to watch as the flesh continues to spread throughout the rooms. I can see into the entity itself, but I can't bear to look. It's unfair! I can't blame it all on the actions of an unthinking series of rooms, as I had grabbed on to the wretched Level 267, but it's as though I was intended to come here and watch.
With my rooms attaching themselves to the organism, I ended up giving people a way to enter the level. They can see it. They can all see the truth! I call out to them every time they come in, though I can only infiltrate the mind of one person at a time. It's quite cruel, but I'll take what I can get. I try to convince them to enter a pocket of reality where they can look into my mind and see it all. They lose themselves to the truth, and I am glad.
They know that the Backrooms is awful, and they see the injustices I've gone through. In reverse, mind you, but they see it all the same. They see the blood leave my halls. They see the flesh leave and stay dormant. They see me and my vagrant home returning to the original point and violently smash together.
Once the loud buzzing of the lights return, the wanderer is dead. How, I cannot say. They disappear. It gets me to reflect on how lucky I was to have my home still intact after it was forcibly expulsed by the nonbreathing, unthinking yellow demon. To reflect how lucky I was to run my fingers across the wallpaper before the flesh came through and devoured my home.
Enter Level 267.1 and you'll see the truth through my own memories.