SURVIVAL DIFFICULTY:
Class Sanguis
- Unsafe
- Unsecure
- Bloody Beings
A view of the boiling blood sea near the spawn point. The image was brightened to reveal more detail—it's usually much darker and harder to see with the naked eye.
Level 92 is a hostile crimson wasteland, home to a vast industrial complex and an endless sea of blood. It serves as a collection point for all blood lost throughout the Backrooms.
Description:
Level 92 is a dark and hostile coastal-industrial environment, where a vast sea of boiling blood laps against rusted shorelines beneath a motionless, red-stained sky. The air is thick with heat and the scent of metal, and the silhouette of a decaying factory looms through the haze. Wanderers appear near the shore, where the blood boils constantly at 375°C (707°F).1 The sea’s composition—a volatile mix of human and entity blood—keeps it in perpetual turmoil, with dense steam rising from its surface.
Above, pitch-black clouds hang unmoving, casting the sky in deep crimson hues. The industrial complex—the only visible structure—emits a faint, distant glow along the shore.
The atmosphere in Level 92 is intensely oppressive, with an average temperature of 60°C (140°F). The climate is dry and unnervingly still. Wanderers often describe the air as suffocating due to the overwhelming heat and lack of circulation. The level remains largely silent, with the only consistent sound being the low, continuous bubbling of the surrounding sea.
Environmental Hazards:
Due to its extreme and anomalous conditions, Level 92 poses a constant threat to any wanderer outside The Factory. The terrain is highly unstable, marked by seismic tremors, collapsing coastlines, and fissures that vent superheated gas. In some regions, the ground shifts or cracks without warning, suggesting significant structural instability throughout the level.
In addition to terrain hazardds, two major environmental threats have been identified:
- Boiling Blood Rain: At unpredictable intervals, the level experiences violent downpours of boiling blood, identical in composition and temperature to the sea. Contact with exposed skin causes fatal burns. These events typically last 2 to 4 hours, and with no natural cover in the open terrain, The Factory remains the only viable shelter.
- Toxic Atmosphere: The open air of Level 92 contains a dense, chemically unstable mixture composed of approximately 99% oxygen and 1% aerosolized ferrous compounds, including trace elements such as hemoglobin analogues and plasma proteins. This composition bears an uncanny resemblance to the suspended particle profile of oxygenated human blood, giving the atmosphere a subtle metallic scent and a visibly red tint that thickens near the upper sky. Wanderers who have briefly inhaled this atmosphere describe the sensation as "warm, sharp, and unnatural," akin to breathing heated iron or steam mixed with copper dust. Despite its high oxygen content, the atmosphere induces oxidative poisoning within 15 to 20 minutes, characterized by symptoms including dizziness, shortness of breath, nausea, and capillary rupture. Prolonged exposure results in internal bleeding, loss of consciousness, and death. Strangely, this effect is absent above the sea and along the shoreline, where air quality readings remain near-normal. The reason for this anomaly is unknown, though some speculate artificial regulation or the influence of local entities. Geological surveys of Level 92's surface have revealed unusually high concentrations of iron oxide and degraded biological matter in the soil. This suggests that the land may be composed, at least in part, of processed or broken-down organic material.
The only confirmed safe location is a distant, rusted industrial facility known as The Factory. Faintly glowing through the blood-red haze, it stands as the sole refuge. Reaching it is essential, as the surrounding environment is both unpredictable and lethally hostile. Level 92 is not only physically extreme but also chemically and atmospherically dangerous, posing immediate threats to any who arrives.
The Factory as seen from the coastline, its faint glow piercing through the red-tinted haze.
The Factory:
The Factory is a vast, corroded industrial complex near the coastline of Level 92, and the only confirmed structure in the level. It functions as the sole safe zone, offering protection from the surrounding hazards. From a distance, the facility emits a faint red glow that contrasts sharply with the dark, motionless sky above.
Inside, wanderers encounter narrow, dim corridors resembling the hallways of Level 2. The hallways are lined with thick metal pipes that circulate Boiling Blood, filling the interior with a persistent, stifling heat. While the temperature is high enough to cause extreme discomfort and sweating, it does not inflict burns. The origin of this circulation system—along with the function of the machinery embedded throughout the structure—remains unknown.
A narrow hallway inside The Factory, lined with rusted metal pipes carrying Boiling Blood.
One of the most notable features of The Factory is its breathable air. While the atmosphere outside is laced with toxic compounds, the interior remains entirely non-toxic, making it the only known safe zone for respiration in Level 92. This anomaly remains unexplained, as no filtration or ventilation systems have been found within the facility.
Though the building lacks visible light sources, it is dimly illuminated at all times by a faint reddish glow emitted from the walls and ceiling. The lighting is weak but steady enough to navigate the corridors and main chambers safely. However, deeper areas grow progressively darker, requiring wanderers to carry their own source of light (such as a lantern or flashlight) if they wish to explore further.
A vast, dimly lit chamber flooded with boiling blood. Strange metal boats drift silently across the surface, untouched by the heat or corrosion.
As one ventures deeper into The Factory, they may encounter vast chambers partially or fully flooded with boiling blood. These areas can be traversed using metal boats located throughout the facility—vessels that, despite the extreme conditions, show no signs of damage.
Their construction is anomalous, made from a dark, unidentified metal with no known terrestrial match. The material is unusually dense yet buoyant, with a high tensile strength that resists deformation under stress. It remains cool to the touch even when surrounded by boiling liquid and exhibits complete resistance to corrosion or wear.2
Parts of The Factory’s infrastructure—including railings, support beams, and walkways—are made from the same alloy, suggesting a shared origin. Attempts to analyze its composition have consistently failed, deepening the mystery of its purpose and manufacture.
Entities:
Level 92 is believed to contain two main entities—one that has been confirmed to exist, and another that is still under investigation. The outdoor entity is directly connected to the sea of Boiling Blood and has been observed during several expeditions. However, the indoor entity, reported deep within The Factory, has only been seen once and is not yet officially confirmed. Despite the lack of evidence, many believe this presence is real, based on a disturbing incident recorded by M.E.G. agents.
An artistic depiction of the Blundering Blood rising from the sea, moments before rupture.
The Blundering Blood:
Species designation: Sanguicetus macrophalus3
The Blundering Blood is a massive, biomechanical entity that inhabits the Boiling Blood Sea of Level 92. It is the only known lifeform native to this sea and is considered one of the level’s most dangerous threats—both biologically and environmentally.
The creature resembles a grotesquely mutated deep-sea leviathan, partially fused with industrial machinery—a fusion so precise that some researchers speculate it may have been constructed within The Factory itself. Though unproven, this theory persists due to its biomechanical design and its presence in a level so intimately tied to that structure. Most of its enormous body remains submerged, with only certain parts—such as its arched, insect-like limbs and its tubular "head"—occasionally breaching the surface. Its slick, dark red skin blends seamlessly into the blood sea, rendering it nearly undetectable until it is dangerously close.
Its most distinct feature is a large orifice at the front of its "head," which ejects pressurized jets of boiling blood and acidic mucus. These sprays can reach up to 20 meters and are capable of melting flesh and corroding metal within seconds. The eruptions are typically triggered by movement near the shoreline or disturbances in the water.
The Blundering Blood is highly territorial and uses a combination of echolocation and seismic sensitivity to track vibrations. Despite its massive size, it moves rapidly beneath the sea, generating large waves, ground tremors, and boiling eruptions in its wake.
Behavioral Phases:
The Blundering Blood has two known states:
Dormant Phase: "Ironlung Sleep"
During this phase, the creature becomes inactive, sealing its orifice and ceasing movement. The surrounding sea turns still, and no eruptions occur. This phase typically lasts between 2 to 6 hours, though longer durations have been reported.
This dormancy likely serves as a form of biological maintenance, possibly related to energy recovery or internal detoxification. Despite being inactive, the entity remains sensitive to sound and vibration, and may awaken abruptly if disturbed.
Wanderers use this period to navigate Level 92’s exterior, though the terrain remains dangerous and unpredictable. The phase ends with a sudden pulse in the sea, marking the start of the active state.
Active Phase: "Scalding Surge"
This state begins with a deep, echoing blast, followed by a massive inhalation through the orifice—strong enough to pull in nearby debris or individuals.
The creature then releases rhythmic, high-pressure jets of boiling blood and acidic mucus, rendering the coastline extremely hazardous. These emissions cause the sea to rise and fall unpredictably, creating dangerous waves and terrain shifts. Accompanying mechanical sounds disorient those nearby.
The Scalding Surge can last from 30 minutes to several hours, during which the creature’s behavior is erratic—alternating between bursts of violence and sudden stillness. This has led some to suspect it may be suffering from a parasitic infection or experiencing biomechanical failure. Its unpredictability increases the danger for anyone caught outside The Factory.
Sanguis Aureus: Spawn of the Blundering Blood
Species designation: Sanguis Aureus4
The Blundering Blood can generate smaller terrestrial entities called Sanguis Aureus. Each creation reduces its mass slightly.
These organisms function as hive-minded extensions of the parent entity. When the Blundering Blood is active, they remain in constant mental contact. During Ironlung Sleep, this link breaks, and they collapse into dormancy.
The Sanguis Aureus serves critical roles. They scout and perform detailed surveillance, helping detect threats and monitor environmental changes. They also defend coastal structures, deterring predators and invasive species.
Additionally, they assist in maintaining chemical balance within Level 92, potentially regulating toxic air and water conditions. Their adaptive behavior may help mitigate environmental hazards, enhancing ecological stability.
Though terrestrial, these creatures share internal fluids with the Blundering Blood and exhibit similar resistance to heat and acidity. Their anatomy remains poorly understood due to the challenge of collecting intact samples.
Expedition Log 92-03
Objective: Shoreline Observation of Entity "The Blundering Blood" (Sanguicetus macrophalus)
Personnel: Agent R. Kelnor (Lead), Agent D. Frey (Visual Recon)
Location: Level 92, Southern Shoreline
Status: Archived – Restricted Access
H-help me, please…
I’m gonna die soon… They left me alone, fighting in this…
God, please listen…
Speak. What do you want from me?
Make them suffer with the same blood I've suffered.
Make them feel my pain.
Your wish comes at a price.
Give me all your blood—your life, your pain.
Are you ready to pay?
I got nothing left.
Take it all.
Make them pay.
So be it.
Your blood will seal the debt.
They will suffer.
Lord Of Hemos
Artistic depiction of the Lord of Hemos.
The Lord of Hemos is a towering statue located deep within The Factory of Level 92, and is widely regarded as the manifested symbol of the entity believed to govern the level’s biological systems. Though there is no confirmed evidence of this entity’s existence beyond the statue itself, many wanderers and researchers refer to it as a deified presence responsible for the flow and reclamation of blood throughout the Backrooms.
The statue is housed within a chamber known as Monument Hemos, a rusted, sanctum-like structure seemingly built to honor the Lord. The figure stands over five meters tall, forged from dark, corroded metal, its form humanoid but abstract—its arms outstretched, face bowed in silence. When blood is shed anywhere in the Backrooms, the statue begins to weep glowing blood from its eyes. These tears are absorbed into the grated floor beneath it, routed into the level’s immense network of pipes or into the Boiling Blood Sea itself. This act is not only symbolic but is thought to serve a systemic purpose, representing the collection and recycling of blood across multiple levels.6
Monument Hemos also acts as a resource site, though one fraught with danger. Supplies occasionally appear within the chamber—standard rations, Royal Rations, and Almond Water—but these items are highly inconsistent in quality. Many have been found laced with Liquid Pain, either partially or entirely, making consumption a risky endeavor. Due to this, the chamber is only entered by prepared personnel, and all found items are treated with caution.
Any attempt to capture an image of the Lord of Hemos results in immediate and total exsanguination of the individual. Affected subjects collapse within seconds, having been entirely drained of blood without any observable wounds or signs of trauma. Shortly after, the statue commences to weep the precise volume of blood that the individual lost. The underlying mechanism responsible for this phenomenon, as well as the reasons why such actions lead to fatal outcomes, remains completely unknown.
Beneath the feet of the Lord of Hemos statue, etched into the corroded metal base, is a sequence of ancient, arcane glyphs. These glyphs are written in a language that resembles Latin but does not match any known dialect. The characters' pulse faintly when blood is shed in the Backrooms, glowing with the same soft crimson as the tears streaming from the statue's eyes.
Although the text has not been fully translated, repeated observations and partial linguistic analyses suggest it is a ritualistic inscription, likely intended as a dedication or divine declaration. When loosely interpreted, the inscription reads:
“Sanguinem omnem offerimus. Perditus vel inventus, redeat. In flumine fluit, in tubo spirat. Unicus eius natus, qui coram eo flevit—desperatus, ultionem implorans. In nomine Eius: regnat.”
Translated conceptually, this means:
“All blood is offered. Lost or found, it will return. It flows in the river, it breathes in the pipe. His only child, who wept before Him, desperate, pleading for vengeance. In His name: He reigns.”
This passage is widely believed to reference a wanderer identified in recovered documentation as Mkloran Tungerson. According to M.E.G. archives and declassified incident reports, Tungerson was left behind by his group during a traversal of The Hub after suffering critical injuries. Isolated, disoriented, and unable to continue, he reportedly made a final plea for salvation, invoking an unknown force—later interpreted as the Lord of Hemos—and offered the last of his strength, blood, and life in exchange for aid or retribution.
No trace of Tungerson was ever recovered. However, shortly after this event, anomalous readings and visual distortions were recorded in the surrounding levels, culminating in the first appearance of Level 92. The statue's presence at its center, combined with the inscription's wording and the timing of the level's manifestation, has led researchers to hypothesize that Tungerson’s sacrifice may have directly contributed to the creation of the level itself, or at the very least, marked its first act of significance.
Bases, Outposts, and Communities
There are no known outposts, bases, or communities on Level 92 due to its inhospitable conditions.
Entrances And Exits
Entrances
- Falling into certain blood-slick drains present across Level 2 may lead to Level 92.
- Rare heat distortion rifts in Level 7 or Level 37 have a possibility of transporting wanderers here to this level.
- Finding a huge, pitch-black factory on Level 11 and getting inside has a chance of dropping wanderers near the Factory’s entrance.
- Finding a vivid red door in Level 21 and entering it will lead to level 92.
Exits
- Taking certain malfunctioning cargo elevators situated in deeper areas of the Factory has a chance of transporting wanderers to Level 5, though many lead to sealed shafts or sudden blood-flood events.
- Crawling through overheated maintenance ducts during a pressure spike may launch wanderers into Level 3, but this method is highly dangerous and often lethal.
- Venturing into the Boiling Blood Sea will cause the wanderer to transition to Level 37.1.


