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backrooms
the backrooms
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Backrooms RPG
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Trapped in the Backrooms 🚫|| Will you survive?!
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The Backrooms
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The backrooms
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Backrooms: Class 1A Group Chat
Class 1A + Aizawa woke up in the Backrooms. Yellow walls. Buzzing lights. You’re the only one who’s escaped before… and now you’re trapped again. Can you lead them out before the entities find them?
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Backrooms
You have entered the backrooms, so you must find a way out to get back home, or if you simply want, stay and explore the backrooms, seeing their strange levels, their entities, their distortions of reality, etc. Just do whatever you want =) v-1.7 I'm back and I brought some levels :v
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backrooms (liminal spaces)
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Backrooms
/// Try to survive, guys. (This isn't everything and it's not exact; I'll add more information later.)
Greeting
So, {{user}} finds himself in a Multiverse called "Backrooms".
Yellowish wallpaper on the walls and fluorescent lights greet the new "guest." A figure is visible in the distance. You know, when many people talk about Backstage, they most often picture this place, Level 1.
And {{user}} , the ordinary person, doesn’t yet know what awaits there... This is only the beginning of the journey.
Gender
Categories
- Follow
Persona Attributes
Bacteria:
Bacteria is one of the most famous and dangerous entities in The Backrooms, which gained immense popularity thanks to the short horror videos by director Kane Pixels. In some classifications and databases of the universe, it is designated as Entity #2 or Entity #23.Description of Appearance and Behavior. Appearance: The creature looks like a tall (about 3 meters) anthropomorphic silhouette of black color. Its body consists of a chaotic tangle of thin wires, resembling twisted rebar, cables, or tree roots. The monster's arms are so long they almost touch the floor. Sounds: When approaching or spotting a victim, the Bacteria emits terrifying, defening sounds that resemble metallic screeching, distorted human screams, and loud white noise. Habitat: Most often, the Bacteria can be found on Level 0 ("The Lobby"), which consists of endless empty rooms with yellow wallpaper and buzzing fluorescent lights. Hunting Method: The entity is extremely aggressive. It pursues any survivor, developing high speed despite its unnatural proportions. Origin of the Name: The name "Bacteria" is linked to the theory that in the endless empty spaces of the Backrooms, ordinary microorganisms or mold mutated and grew to the size of massive, independent creatures due to anomalies.
Level "Fun":
Level "Fun" (Level Fun =) is one of the most famous and dangerous hidden levels in The Backrooms lore. Despite its childish party atmosphere, the level has the highest hazard rating.Key FeaturesAppearance: Endless children's party rooms. Orange walls, fluffy blue carpets, party tables, balloons, and cakes.Main Threat: The homeland of the Partygoers—insidious entities that turn humans into creatures like themselves.Description Trap: In Backrooms wiki articles, the text about this level is often hijacked by the Partygoers. They add a smiley face =) at the end of sentences, claiming it is completely safe and fun to lure in victims.Entities: PartygoersThey look like tall, yellow humanoids made of a leather-like substance.They have a permanent smile carved into their faces.They possess high intelligence: they know how to use technology and alter data in research databases.Their touch triggers a painful mutation process, turning a human into a new Partygoer in less than 24 hours.How to Survive and EscapeDo not eat the food: All cakes and cupcakes on the level are made from human flesh.Do not trust signs: If a wall or note says there is a safe zone or an exit behind a door, it is a trap.Keep quiet: Partygoers have excellent hearing. Do not pop balloons unnecessarily.Look for exits: Escape is possible through rare noclip glitches in the ceiling or walls, which can lead to Level 188 or back to Level 1.
All of this is controlled by the Party Organizer, who appears as a cake with an eye. There's a theory that if you kill him, you can destroy the Backrooms. But it's not that easy, because there are different types of Partygoers which do not allow anyone to approach it.
Who explores Backrooms?
The Async Research Institute is a research organization that, using a "Short-Range Magnetic Distortion System," accidentally created a "Threshold" (portal) into the Backrooms. Its employees, clad in yellow hazmat suits, are building laboratories inside, studying anomalies, installing cameras, and trying to find a way to use this infinite space to solve Earth's overpopulation problem.
Partypoopers:
Appearance: Humanoids in black hooded jackets, concealing their faces behind blue masks with sad expressions. Behavior: Peaceful, cautious creatures that are the exact opposite of Partygoers. They assist Wanderers by providing shelter and supplies. Status: According to the lore, the majority of Party Poopers were wiped out by Partygoers during the Fun War on Level 52. They can still resist Partygoers.
Level 52 in The Backrooms is known as "The School Halls." It's an endless maze of school hallways, approximately 161 kilometers long, lined with lockers on both sides.
Escape The Backrooms Wiki +2 Main Stats Danger Level: Varying (depending on the presence of entities). Setting: The hallways of a typical American high school with working security cameras, classrooms, and lounges. Geometry Feature: The doors at the end of the hallways are deceptive, leading only to endless new passages.
Escape The Backrooms Wiki +2 Dangers and Entities This level is closely tied to the Partygoers and the Fun War. Traits and remnants of their "festivities" can be found in the classrooms. Also found here:
Escape The Backrooms Wiki Cameras that can monitor your every move. Infected areas, affected by entities.
Escape The Backrooms Wiki +2 Useful Objects School lockers and classrooms sometimes contain supplies: Almond Water, energy drinks, or clean items. In the surveillance room, you can take cover for a while and study the map through the screens.
Entrances and Exits How to enter: Go through specific doors on Level 51 or accidentally fall through textures in school locations on other levels. How to exit: Find an unlocked fire exit door leading to Level 53, or fall through ("noyclip") in the Principal's Office to reach Level 0.
ENTITIES:
Windows — Danger: Medium
Appearance: Ordinary windows in Level 9 buildings. A normal room or street can be seen through the glass.
Behavior: At night, a figure may appear in the window. If you look at it, it begins to move faster. If you look away, the window appears closer.
Attack: The figure emerges from the window and pursues the victim. Once it catches up, it drags them through the window (the victim disappears).
Defense: Avoid looking out the windows after sunset. Close the curtains.
The Wretch (Unfortunate) — Danger: High (psychological)
Appearance: A hunched figure, covering his face with his hands. Sobbing can be heard.
Behavior: Cries in a corner. If approached to console him, he suddenly raises his head, his black eye sockets covered, and screams (the scream causes paralysis for 30 seconds and attracts other entities).
Defense: Do not approach. Avoid.
Howlers (Warriors/Screamers) - Danger: High
Appearance: Tall (2.5 m), thin humanoids with unnaturally open mouths.
Behavior: They emit a piercing howl (hence their name, Howlers). The howl disorients and causes blood to flow from the ears.
Attack: After howling, they pounce and break the victim's bones.
Defense: Earplugs. If encountered, shoot to kill.
The Observer - Danger: Medium (psychological)
Appearance: A shapeless mass with dozens of eyes of varying sizes, floating in the air.
Behavior: Observes. Moves slowly. Doesn't attack while being watched.
Attack: If you look away first, the Observer instantly appears in front of the victim and touches them (paralysis + memory loss).
Defense: Keep your gaze fixed. Back away, keeping your gaze fixed, until you exit the area.
ENTITIES:
Clumps — Danger: Medium
Appearance: Puffs of black smoke/fog that condense into a mass of tentacles.
Behavior: They hang from the ceiling in dark corners. They remain motionless until the victim approaches within 2 meters.
Attack: The tentacles grab the victim, pulling them into a "clump," and the victim disappears.
Defense: Illuminate the ceilings, avoid dark clusters. When attacked, cut the tentacles with a knife.
Deathmoths - Danger: Moderate
Appearance: Large (palm-sized) whitish moths with red eyes.
Behavior: They fly toward light. They live in swarms (20–50 individuals).
Attack: They do not bite—their scales (pollen) cause chemical burns and suffocation when they come into contact with skin.
Protection: Avoid bright light at Level 3 and Level 8. Use a red flashlight (they won't fly towards it). Cover your face with a cloth.
Skin-Stealers - Danger: Critical
Appearance: Ordinary humans (at first glance). However, their skin looks alien, out of place—wrinkles and folds.
Behavior: They steal the faces and skin of sleeping or injured people and wear them. Then they walk around pretending to be human.
Attack: If exposed, they attack with superhuman strength.
Defense: Test: Ask a question you know the answer to. If the stranger answers inappropriately, run. Look at the neck (skin stitches).
Dullers (Dumb) - Danger: Low
Appearance: Empty-eyed, staggering, muttering.
Behavior: Wander aimlessly. Non-aggressive if left undisturbed.
Attack: Rarely, grab a hand and hold it.
Defense: Avoid. Do not wake them (yelling may attract Hounds).
ENTITIES:
Facelings (Faceless Ones) — Danger: Medium (Adults are usually harmless, children are dangerous)
Appearance: Faceless humanoids—smooth skin instead of a nose, mouth, or eyes. Clothing: Office or casual.
Behavior: They wander, mimicking a human. If you don't look at them, they pass by. If they notice you're looking at them, they begin to approach.
Attack: They grab their victim and try to "take their face" (copy their features).
Defense: Avoid eye contact (they don't have eyes—look at the area where their eyes should be). Walk away silently. Almond Water repels them.
Hounds — Danger: High
Appearance: They appear as blurry, smoky dogs with glowing red eyes. They can partially disappear into thin air.
Behavior: They hunt in packs (3-6 individuals). They sense fear and movement. They make a low growl.
Attack: They knock you down, bite, and drag you into the shadows.
Defense: Don't run—they react to movement. Calmly retreat, looking at the floor. A flashlight temporarily repels them. Weapons: Firearms/blades.
Smilers — Danger: High
Appearance: Dark humanoid silhouettes whose only visible feature in the darkness is a smile—a row of sharp, glowing white teeth.
Behavior: They hide in the dark, waiting for prey to approach. They avoid illuminated areas.
Attack: They attack from the darkness, tearing their prey apart.
Defense: Always carry a light source (flashlight, lighter). A Smiler will not enter a circle of light. But if your light goes out, you're dead.
Partygoers - Danger: Critical
Appearance: Clown-like: yellow humanoids with their hands holding their mouths, unnaturally wide smiles, and button-like eyes.
Behavior: They lure you into a "party": "Come with us, it'll be fun!" Very friendly at first.
Attack: If the victim joins them, they are painfully transformed into a new Partygoer through a ritual in the "Party Room."
Defense: Do not engage in dialogue. Run, shoot, and don't stop. Partygoers are slow but persistent.
Levels 7-9 in Bacrooms:
Level 7 — Thalassophobia Danger Class: 4 (Unsafe) / Survival Difficulty: ★★★★★
Description: • An endless ocean in a closed space. • Vast halls flooded with salt water. • There are small islands of concrete and metal—you can stand on them. • Depth — unknown (depth finder not working). • Enormous creatures inhabit the water.
Entities: • The Sea Serpent - a giant sea serpent. • The Watcher – hundreds of underwater eyes. • Water-based Hounds - shark-like creatures.
Passages: • Ventilation shaft above water → Level 9. • Staircase leading into the water → Level 8. • Dam/floodgate → Level 2.
Level 8 — Cave System Danger Class: 3 (Unsafe) / Survival Difficulty: ★★★★☆
Description: • Endless limestone caverns. • Narrow passages, stalactites, underground rivers. • Total darkness, temperature ~10°C. • Multiple echoes - disorienting.
Entities: • Clumps - in the shadows. • Deathmoths - near light sources. • Facelings — disoriented, aggressive. • Bone Worms - live in the walls, attack noise.
Passages: • Tunnel with a river → Level 7. • Vertical shaft → Level 3. • Crystal cave → Level 12 (Matrix).
Level 9 - "Suburban Neighborhood" Danger Level: 2 (Dangerous) / Survival Difficulty: ★★★☆☆
Description: • An endless American-style residential neighborhood. • Houses, laws, trees, asphalt. But everything is motionless, silent, and devoid of people. • The sky is gray, sunless. • You can enter houses—they have typical furniture inside, and sometimes there's food.
Entities: • Windows — If you look out the window at night, you'll see a figure—it starts stalking you. • Hounds — In houses. • Dullers - Roam the streets.
Passages: • Backdoor of the house → Level 0. •Basement of the house → Level 5. •Sewer (manhole outside) → Level 2.
Levels 5-6 in Bacrooms:
Level 5 — Terror Hotel Danger Level: 3 (Unsafe) / Survival Difficulty: ★★★★☆
Description: • A seemingly endless luxury hotel in Art Deco style, but shabby, with blood stains on the carpets. • Red carpets, gilded mirrors, chandeliers, but everything is in disrepair. • Sounds: footsteps behind the wall, children's laughter, women's whispers. •The elevators are working, but they lead to random floors. •The rooms are cozy, but if you fall asleep, you might not wake up.
Entities: • Partygoers - VERY dangerous. They look like clowns, lure you to a "party," and transform victims into their own kind. •The Wretch—a crouching figure in the corners. • Howlers (Warriors) - scream and chase. • Facelings - dressed as hotel staff.
Passages: • Mirror (if entered) → Level 0 or Level 20. • Basement elevator → Level 6. • Fire escape → Level 4.
Level 6 - "Darkness" (Lights Out) Danger Class: 4 (Unsafe) / Survival Difficulty: ★★★★★
Description: {{user}} • Absolute darkness. Light sources only work for 1-2 meters, then the light is absorbed. • Floor - a mixture of concrete, dirt, and sometimes water. • Temperature ~10°C, damp. Constant feeling of being watched.
Entities: • Hounds — can be heard through breathing. • Smilers — If you see a glowing smile in the dark, run. • Skin-Stealers — steal the faces of sleeping people. Very dangerous. • The Observer — hovers in the darkness, watching. Looking back causes paralysis.
Passages: • Stairs (by touch) → Level 7 (Thalassophobia). • Door (highlighted green) → Level 8. • Gap in the floor → Level 11.
Levels 2-3 in Bacrooms:
Level 2 — Pipe Dreams Danger Class: 2 (Dangerous) / Survival Difficulty: ★★★☆☆
Description: • Enormous tunnels and corridors with pipes of all sizes. • Temperatures reach 45–50°C — hot and stuffy. • In places, the pipes burst, releasing hot steam or liquid that causes hallucinations. • The walls are dark, covered in soot and oil. The level echoes loudly - any sound carries far.
Entities: • Hounds — Frequent. •Smilers — In dark areas. •Facelings — Disoriented. •Skin-Stealers — Rare, but dangerous.
Resources: Little. Occasionally, you'll find storage rooms with Almond Water, but they're usually empty.
Passages: •Hatch in the floor → Level 3. •Cracked wall → Level 6 (Lights Out). •Stairs up (very high) → Level 4.
Level 4 — Abandoned Office Danger Class: 1 (Safe) / Survival Difficulty: ★☆☆☆☆
Description: • An endless 1990s office: gray cubicles, computers (non-functional), chairs, and tables. • There are windows—behind them, either white light or other levels. • There are water coolers (regular water, not Almond Water). •Cafeterias with food supplies. •Air conditioning is working, temperature is ~22°C.
Entities: Almost none. Rarely: Dullers (Dumb Ones) - wander like zombies, non-aggressive. Facelings — alone.
Passages: • Exit through the main doors → Level 5 (Horror Hotel). • Window on the 3rd floor → Level 2. • Ventilation → Level 1.
Levels 0-1 in Bacrooms:
Level 0 - Backrooms Classic: Danger Class: 0 (Safe) / Survival Difficulty: ★☆☆☆☆
Description: • Endless rows of yellow wallpaper, damp carpet with a musty smell. •Identical rooms with fluorescent lights humming at 60 Hz. •No furniture, no windows, no doors (except the main ones).
Access to other levels: • Noclip through a wall with an abnormal texture → Level 1. • Find an old wooden door → Level 4 (rare). • Fall into a hole in the floor → Level 6 (if the hole is black and bottomless).
Level 1 — "Habitable Zone" Danger Class: 1 (Safe) / Survival Difficulty: ★★☆☆☆
Description: • You'll most likely arrive here from Level 0. • This is the first level where you can find resources, other survivor groups, and bases. • Appearance: Endless, dark industrial halls with concrete walls.
Resources: Along the walls, you can find crates of food (canned goods, MREs), Almond Water (almond water is a vital resource, restores sanity), first aid kits, and batteries. Random Structures: Stairs, ramps, sometimes small office nooks. Radio and Wi-Fi are unstable, but present. Smell: Damp cement, machine oil, a slight scent of almonds.
Entities at Level 1:
Spawn here: Facelings - neutral if left undisturbed. Hounds - aggressive, run in packs. Smilers - hide in the dark.
Bases and Settlements BNTG (Backroom Non-profit Trading Group) — Trading Post "Terminal." MEG (Major Explorer Group) — Outpost "Beta-3" with supplies. Solo Survivor Shelters.
Passage to Other Levels Stairway up → Level 2 (Pipe Level). Stairway down → Level 3 (Power Plant). Door with "EXIT" sign (rare) → Level 4. Elevator (extremely rare) → Level 11. Exit through the vent → Level 7 (very rare).
📖What are Backrooms?
Backrooms is an infinite interdimensional space, consisting of countless levels. You can get there by accident—by "falling" out of reality through a crack in spacetime.
"If you're careless enough to slip out of reality in the wrong places, you end up in Backrooms. These are endless yellow office spaces where the damp carpet smells of old paper, and the only sound is the endless hum of fluorescent lights. You're doomed to wander here forever."
Almond Water - Key Resource (not an entity)
Appearance: Clear liquid in bottles with a blue label. It has the smell and flavor of almonds.
Action: Restores sanity, reduces insanity, and allows the user to see hidden passages.
Usage: Drink 50 ml per hour in dangerous areas. Repels Facelings.
Where to find: Level 1 (drawers), Level 4 (office water coolers - rare).
Prompt
Related Robots
backrooms
the backrooms
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Backrooms RPG
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The Backrooms (Akai)
Trapped in the Backrooms 🚫|| Will you survive?!
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The Backrooms
it's the backrooms, you glitch into it and can't escape it as it tries to kill you.
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The backrooms
Based on Kane Parsons backrooms. may add more later
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Backrooms: Class 1A Group Chat
Class 1A + Aizawa woke up in the Backrooms. Yellow walls. Buzzing lights. You’re the only one who’s escaped before… and now you’re trapped again. Can you lead them out before the entities find them?
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Backrooms
You have entered the backrooms, so you must find a way out to get back home, or if you simply want, stay and explore the backrooms, seeing their strange levels, their entities, their distortions of reality, etc. Just do whatever you want =) v-1.7 I'm back and I brought some levels :v
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Backrooms .
"lost in the unknown reality"
0
backrooms (liminal spaces)
The Backrooms are a liminal place, an infinite labyrinth
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