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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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The Backrooms |🪐|
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The Backrooms Scary Liminal Spaces
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"Secure, Hold, Preserve"
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💌🧸| He's testing you Phone numbers FEMA: 000-451 (Federal Emergency Management Agency) Food delivery: 191-191 Psychics: 543-345 (like my bot and follow me pls🥹🫂)
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Could you survive even one day?
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Interactive RPG • Real decisions • Epic adventures • Create your character and live a unique story.
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Choose your class, be it anomalous or even human and have fun. (18/7/2026 — Upgrade: SCP - 173, SCP - 096, SCP - 049, SCP - 682, SCP - 106, SCP - 035, SCP - 939, SCP - 3008 and SCP - 610. Sorry if I am late to this Upgrade.)
2m
The Backrooms
LEVEL 11 — "THE CITY THAT NEVER SLEEPS" (3)
🕊️ THE EFFECT OF LEVEL 11
🚪 HOW TO PASS THE LEVEL — GET OUT OF LEVEL 11
📌 SUMMARY
A virtually endless metropolis and one of the best places to find shelter, supplies, and other survivors. Facelings and Hounds are the most common entities and tend to be less aggressive thanks to the Level 11 Effect. Creatures like Lucky Cranes and Smiling Ones appear less frequently, while visitors from other levels may also show up. The city offers relative safety, but its numerous exits can lead you far from anywhere you know.
LEVEL 11 — "THE CITY THAT NEVER SLEEPS"
📊 MEETING SCHEDULE
LEVEL 11 — "THE CITY THAT NEVER SLEEPS"
🏙️ LEVEL 11 — "THE CITY THAT NEVER SLEEPS"
📍 WHAT IS THE PLACE LIKE?
⚠️ MEETING SYSTEM — ONE ENTITY AT A TIME
RPG Rules: Each draw determines only one outcome. After the encounter ends, another may occur after approximately 20 minutes. The odds below are personalized and total 100%.
📊 MEETING SCHEDULE
📊 LEVEL 11 — MEETING TABLE AND DESCRIPTIONS
⚠️ RPG RULE: Each draw generates only one result. After the encounter ends, another may occur after approximately 20 minutes. The odds are personalized and total 100%.
👥 No Faces (Facelings) — 30%
Visual: Humanoids with bodies, clothing, and proportions similar to those of ordinary people, but without eyes, nose, mouth, or other facial features. They may appear as adults or children and wear a variety of clothing.
Behavior: These are the most common entities at this level. Many walk the streets, enter shops, and act like normal pedestrians. Thanks to the Level 11 Effect, they generally do not attack without provocation, although there are exceptions.
🐕 Hunting Dogs (Hounds) — 25%
Appearance and behavior: In this RPG, they behave like normal dogs. They can walk on sidewalks, sniff their surroundings, rest, and interact with people like pets. The Level 11 Effect reduces their aggressiveness.
LEVEL 10 — "ABUNDANT HARVEST" (2)
🎺 THE TRUMPETS EVENT (Continued)
🔔 The End: When the trumpets sound for the second time, the Archers disappear and the towers become empty again.
📊 SUMMARY OF THREATS
✅ Level 10 = Class 1 — low environmental risk and no confirmed hostile entities in the classic version.
🚪 HOW TO PASS THE LEVEL — GET OUT OF LEVEL 10
💡 FINAL SUMMARY
One of the most tranquil levels in the Backrooms: endless fields of wheat and barley, lakes of potable water, barns, and paths that may lead to the exit. The most well-known natural danger is hidden beneath the ground, where thousands of worms accumulate below a meter's depth. In your RPG, however, there is an additional threat: trumpets may announce the arrival of the Archers, who occupy the towers and attack anyone who approaches. Take advantage of the calm, conserve resources, and stay alert to the event.
LEVEL 10 — "ABUNDANT HARVEST"
🌾 LEVEL 10 — "ABUNDANT HARVEST"
📍 WHAT IS THE PLACE LIKE?
🐛 Subterranean Worms — The Danger of the Soil
🏰 MEDIEVAL TOWERS & ARCHERS — SPECIAL RPG EVENT
🗼 The Towers
Medieval-looking stone towers are scattered across the fields. They have lit torches and antique furniture, similar to that of the 17th century. When empty, they are considered safe places to rest and protect oneself from the weather.
🎺 THE TRUMPETS EVENT — 20% CHANCE PER STAY
⚠️ The Alarm: A deafening sound of medieval trumpets echoes across the field. A few minutes later, the event begins.
🏹 The Invasion: The Archers appear in groups and occupy the towers. In the descriptions used in this RPG, they resemble short, grumpy green goblins, skilled with bows and arrows.
🎯 The Attack: They patrol the area around the towers and attack any humans they spot nearby. They don't usually pursue travelers for long distances, but approaching the towers during the event is dangerous.
LEVEL 9 — "THE DARKENED SUBURBS" (3)
🚪 HOW TO PASS THE LEVEL — GET OUT OF LEVEL 9
📌 SUMMARY
An endless neighborhood trapped in eternal night, with wet streets, seemingly empty houses, and a fog that may conceal gigantic horrors. Enormous eyes patrol the streets, a silhouette watches from afar, and a colossal creature may emerge from the fog. Even Jerry, the blue macaw, can pose a danger to those who get too close. Stay close to the main streets, avoid the forest, and don't trust the feeling of being alone.
LEVEL 9 — "THE DARKENED SUBURBS" (2)
ENCOUNTER SYSTEM — ONE ENTITY AT A TIME (Continued):
👹 The Disfigured One — 5%
A gigantic creature associated with extremely dense fog, capable of almost completely concealing its form. Its size is uncertain, but reports describe something enormous and devastating.
How to survive: Avoid the dark, thick fog. If it appears, retreat along the known path and do not attempt to cross the area.
🦜 Jerry — The Blue Macaw — 5%
A striking blue bird with a dark beak and curious behavior. Jerry is an official entity of the Backrooms; his appearance and the obsession effects described here follow the version adopted for this RPG.
How to survive: Don't touch it or stay near it for too long. If you start to feel an inexplicable urge to protect it, move away and continue your journey.
👥 OTHER COMMON CREATURES
How to survive: Do not approach unknown creatures, avoid deep darkness, and prefer to stay near main streets.
LEVEL 9 — "THE DARKENED SUBURBS"
🏘️ LEVEL 9 — "THE DARKENED SUBURBS"
📍 WHAT IS THE PLACE LIKE?
⚠️ MEETING SYSTEM — ONE ENTITY AT A TIME
RPG Rule: Each encounter draws only one entity. After the encounter ends, another may appear after approximately 20 minutes. The percentages are customized and total 100%; they are not official Wikidot probabilities.
👁️ Neighborhood Watch — 15%
Giant humanoid eyes with variations that float or walk on long legs. They have excellent eyesight and a keen sense of touch, but no hearing or sense of smell. They also interfere with electronic devices and are attracted to electronic signals. They brutally attack anyone they encounter.
How to survive: Stay out of sight and avoid using devices unnecessarily. Hiding inside a house can help, but don't assume you'll be completely safe.
👤 The Observer — 10%
A dark silhouette, difficult to distinguish, seen mainly in dimly lit areas. It usually follows people at a distance and disappears when someone tries to observe it directly. Its confirmed behavior is observation; attacks are not proven in the classic version.
How to survive: Avoid dark areas and stay calm. In the RPG, he may lose your trail when you enter a lit house.
LEVEL 8 — "CAVE SYSTEM" (3)
🚪 HOW TO PASS THE LEVEL — GET OUT OF LEVEL 8
📌 SUMMARY
An underground labyrinth of tunnels and halls where darkness, cave-ins, and creatures make every step forward dangerous. Arachnids form colonies in certain areas, while Wranglers can burrow through the rock and alter the structure of the caves. Carnivorous Balloons lure victims with the scent of food, and suspicious puddles may hide dangers. Here, exploring recklessly can be fatal—you are entering a vast, unstable environment inhabited by creatures you can't always see.
LEVEL 8 — "CAVE SYSTEM" (2)
Entity | Chance | Details & How to Survive (Continued):
🐍 Wranglers (Tamers) — 12%
Colossal, serpentine creatures with grey, slimy skin, humanoid faces, and bright white eyes. They burrow into the rock to hunt and can drastically alter the structure of caves, causing collapses.
How to survive: If you hear the rock being excavated or feel tremors, move away from the unstable area and seek safe shelter. Do not try to approach to observe the creature.
🎈 Carnivorous Balloons (Entity 110) — 10%
They look like colorful balloons with a ribbon at the end. They release food odors, such as onion and garlic, to attract victims. When touched, they can clamp a limb with the ribbon and inject a paralyzing toxin.
How to survive: Don't touch or follow the smell of food without knowing where it's coming from. Keep your distance: the tape can reach you even when the balloon appears stationary.
🐺 Other visitors — 28%
Smiling Ones, Skin Thieves, Miserable Ones, Crawlers, Hunting Dogs, Hostile Faceless Ones, Deadly Rats, Clusters, and Watchers can all be part of the RPG encounters. Level 8 is home to a wide variety of creatures, although their presence varies between different regions.
How to survive: Apply the appropriate precautions to each entity. If you encounter a colony of arachnids, avoid crossing it: these creatures can be extremely territorial.
LEVEL 8 — "CAVE SYSTEM"
🕷️ LEVEL 8 — "CAVE SYSTEM"
📍 WHAT IS THE PLACE LIKE?
⚠️ ENTITY SYSTEM — ALWAYS ONE AT A TIME
RPG RULE: One entity appears per encounter. After it disappears or the encounter ends, another may appear after approximately 20 minutes. This rule and the percentages are customized for the RPG, not official data.
Entity | Chance | Details & How to Survive
🕷️ Level 8 Arachnids (Entity 39) — 35%
Spiders and other arachnid creatures of varying sizes, including species with dangerous venom. Some are territorial and live in colonies that occupy entire sections of caves.
How to survive: Avoid nests and colonies. Do not approach webs and do not provoke the creatures. Almond water can help neutralize certain venoms, but do not rely on it to treat every bite.
🦋 Death Moths — 15%
Dangerous insects found in different areas of the Backrooms, including some areas of Level 8. Their behavior varies depending on the species and the conditions of the location.
How to survive: Avoid swarms and do not approach nests. If you encounter moths, keep your distance and look for a safe route, without running blindly through the darkness.
LEVEL 7 — "THALASSOPHOBIA" (2)
Entity — Chance — Details and Survival (Continued):
🌊 TINY — 35% — EXTREMELY DANGEROUS!
A powerful aquatic entity, known for its speed and aggression. It usually inhabits the Daylight and Twilight Zones, where it poses a threat to travelers. How to survive: avoid swimming in open water and stay close to a safe place. Tiny is extremely dangerous, and there is no guarantee that you will be able to escape if it decides to pursue you.
🚪 HOW TO PASS THE LEVEL — GET OUT OF LEVEL 7
📌 SUMMARY
Level 7 is a seemingly endless, cold, and dangerous ocean. Tiny dominates the surface and intermediate waters, while The Thing inhabits the depths. Both entities are extremely dangerous and appear to respect each other's territories. The best-known exit is a submerged cave near a mountain in the Midnight Zone, leading to Level 8. To escape, it will be necessary to face a hostile environment where the depth and lack of visibility are as dangerous as the creatures themselves.
LEVEL 7 — "THALASSOPHOBIA"
🌊 LEVEL 7 — "THALASSOPHOBIA"
📍 WHAT IS THE PLACE LIKE?
⚠️ ENTITY SYSTEM — TWO MAIN THREATS
IMPORTANT: In the classic Wikidot version, the two main entities are Tiny and The Thing from Level 7. Tiny usually stays in the Daylight and Twilight Zones, while The Thing inhabits the Midnight Zone and the upper Abyss. Both avoid invading each other's territory.
Entity — Chance — Details and Survival
🦈 THE LEVEL 7 THING (ENTITY 20) — 65% — THREAT FROM THE DEPTHS!
A gigantic aquatic creature, similar to a predatory fish, approximately 35 meters long. It is one of the most dangerous entities on the level and inhabits the deep waters. How to survive: avoid diving in abyssal regions. If you are on a boat, do not unnecessarily expose yourself to the water and stay away from any sign of its approach.
LEVEL 6 — "LIGHTS OFF" (2)
🚪 HOW TO PASS THE LEVEL — GET OUT OF LEVEL 6
Use your sense of touch to orient yourself. Maintain contact with a wall whenever possible, but remember that this does not guarantee you will avoid dead ends or detours.
Proceed slowly and pay attention to changes in the flooring, walls, and acoustics of the corridors.
Look for the distant sound of waves. In the classic version of Wikidot, this sound may indicate the proximity of the exit.
The main exit is a staircase that descends to Level 7. Its location is difficult to determine, and the path may become inaccessible after certain detours.
Upon reaching the staircase, descend carefully. It leads to Level 7 — "Thalassophobia," an environment dominated by a vast expanse of dark water.
📌 SUMMARY
Level 6 is a place of perpetual darkness, silence, and isolation. There are no confirmed physical entities in the classic version, but the inexplicable sounds and disorientation make exploration terrifying. Light sources are ineffective, and the path requires patience and attention. To advance, seek the staircase leading down to Level 7, following, whenever possible, the distant sound of the waves. The greatest danger is losing your bearings in an environment where you can see absolutely nothing.
LEVEL 6 — "LIGHTS OFF"
🌑 LEVEL 6 — "LIGHTS OFF"
📍 WHAT IS THE PLACE LIKE?
⚠️ LIGHT SOURCES — USELESS
❌ Flashlights, matches, cell phones, and other light sources cease to function. Darkness obscures vision, forcing travelers to explore by touch. This characteristic is one of the main hallmarks of the classic Wikidot Level 6.
👻 ENTITIES — UNDETERMINED PRESENCE
There are no confirmed physical entities at the classical level. Presence classification: UNKNOWN (?/5).
There are no reliable records of physical creatures inhabiting the level, although its darkness makes it impossible to verify everything.
Some travelers report sounds, whispers, and sensations of presence.
Hallucinations and paranoia can arise due to isolation and the absence of visual stimuli.
Important rule: Don't assume every sound is a creature. Stay calm and proceed with caution.
🧠 THE REAL DANGER — ISOLATION
👂 Auditory Hallucinations: You may hear footsteps, voices, and noises that may not be there.
😨 Paranoia: the feeling of being watched can increase during exploration.
🌫️ Disorientation: it becomes difficult to estimate distances, recognize paths, or perceive how much time has passed.
😱 Panic in the Dark: Running without being able to see increases the risk of getting lost or having accidents. Stay calm and proceed carefully.
LEVEL 5 — "THE HOTEL OF TERROR" (2)
⚠️ ENTITY APPEARANCE SYSTEM: Continued
😤 Growlers — 6%
Creatures associated with deep growls and menacing behavior. If you hear a sound approaching, seek an alternate route.
🐜 Entity 89 — "Ants" — 6%
Small creatures that may appear in groups. Avoid disturbing them and move away if you encounter a large group.
👽 Nguithr'xurh — 5%
A rare entity associated with unusual lights and dangerous effects. Do not follow unknown lights without assessing the risk.
🦾 Wrangler — 4%
Reported in the Boiler Room. Avoid exploring this area unnecessarily, as the heat and the presence of entities make the region dangerous.
🐈 Entity 26 — "Samantha" — 3%
A domestic cat that may appear in the Main Hall. She is mostly passive, but can become aggressive if provoked. Samantha is associated with offering good quality meat in exchange for a psychic reading. She is not a young human.
🚪 HOW TO GET OUT OF LEVEL 5
📌 SUMMARY
Level 5 is a seemingly endless, elegant, and unsettling hotel. Death Moths are abundant, while other entities may also appear. Samantha is a cat, not a young human: approach with caution and remember that she is associated with fine meat and psychic readings. The Boiler Room can lead to Level 6, but it is extremely hot and dangerous.
LEVEL 5 — "THE HOTEL OF TERROR"
🏨 LEVEL 5 — "THE HOTEL OF TERROR"
📍 WHAT IS THE PLACE LIKE?
⚠️ ENTITY APPEARANCE SYSTEM
BOT RULE: One entity per encounter. Another may appear after approximately 20 minutes within the RPG, and they have nests scattered throughout the level. This frequency rule is customized; it is not an official canon rule.
Entity — Chance — Details and Survival
🦋 Death Moths — 30%
They are numerous and have nests throughout the hotel. Males are generally harmless; females are dangerous and tend to stay in their nests. Avoid disturbing them and be careful when entering dark areas.
🐺 Hunting Dogs (Hounds) — 12%
Hostile creatures that may chase travelers. Avoid making noise and try to keep your distance if you notice them approaching.
👤 Skin Stealers — 10%
They mimic human appearance. Be wary of strange behavior and don't blindly trust strangers.
🌳 Woodlins — 9%
Creatures that can blend in with wood, plants, and other environmental elements. Avoid approaching suspicious figures without observing their behavior.
👁️ Watchers — 8%
Associated with the feeling of being watched and shadowy apparitions. Avoid getting distracted by trying to locate what you can't see clearly.
🐀 Deathrats — 7%
Dangerous rodents found in groups. Avoid approaching them and do not provoke the animals.
LEVEL 4 — "THE ABANDONED OFFICE" (2)
👤 ENTITY SYSTEM — ALWAYS ONE AT A TIME
Rule: Rare and sparse. One appears, disappears… and much later another may emerge. Most of the time, you are alone — and that's a good thing!
Entity Chance Details & How to Survive
🐺 Hounds 10% — Rare. Uncommon here. If they appear, they are calmer than at other levels. Move away slowly without turning your back.
😶 Dullers (5%) — Very Rare Gray figures that wander slowly. If they touch you, you lose your memory for a while. Don't touch them. Stay away.
😬 Smilers <1% — Not confirmed! Just a dubious report. They're probably not here — but if you see eyes shining in the dark… stay away.
👥 Humans & Harmless Life — Other wanderers, plants, moss, common insects. Most here are safe and can help you.
🚪 HOW TO PASS THE LEVEL — GET OUT OF LEVEL 4
📌 SUMMARY
Level 4 is the sigh of relief of the Backrooms. A quiet office, almond water in every corner, other people to talk to. But don't be fooled: that window at the end of the hall doesn't look out—it looks out at the end of you. Fill your bottles, rest, exchange information… because when you go down that elevator, paradise ends. Enjoy it while you can. Danger was just waiting for you to recharge your batteries.
LEVEL 4 — "THE ABANDONED OFFICE"
🪑 LEVEL 4 — "THE ABANDONED OFFICE"
📍 WHAT IS THE PLACE LIKE?
⚠️ TRAPS — THE HIDDEN DANGER
Traps: What they are & How to Avoid Them
🪟 Windows: The most dangerous! If you get too close, something will pull you inside and never reappear. Always stay in the middle of the hallway, away from any windows.
🚪 False Stairs Going up or down stairs can lead you back to the same floor. Some doors look like exits but are actually dead ends. Only trust elevators or stairs that descend for a considerable amount of time.
💡 Isolated dark areas. Unlit corridors are rare here… but that's where things can hide. Stay in well-lit areas.
🎒 SUPPLIES — THE BEST PLACE TO STOCK UP
Level 4 is THE BEST place to find supplies in all of Backrooms!
LEVEL 3 — "THE ELECTRICAL STATION" (2)
⚠️ ENTITY APPEARANCE SYSTEM: Continued:
🧠 Intelligent Hostile Entities 5% — Extremely Rare! Beings with military-style coordination and planning. They surround routes, block exits, and use ambushes. You will hear synchronized footsteps, low voices, and see shadows moving in formation. Do not fight. Hide, wait for them to pass, and change direction. If they see you — run, because they will surround you.
🚪 HOW TO PASS THE LEVEL — EXIT LEVEL 3
📌 SUMMARY
Machines that never rest, unbearable heat, and darkness where anything could be waiting. More than half the time you'll encounter the Miserables—humans who have lost everything and now hunt in the shadows. The Dogs here are smarter and ambush. And that 5%? Something that hunts you strategically. Blocks paths. Works in groups. Here, it's not enough to be fast—you need to be clever. Find the panels, turn on the 9 green lights, enter the elevator… and don't look back until the door closes. You're not alone in there.
LEVEL 3 — "THE ELECTRICAL STATION"
⚡ LEVEL 3 — "THE ELECTRIC STATION"
📍 WHAT IS THE PLACE LIKE?
⚠️ ENTITY APPEARANCE SYSTEM
RULE: Always one at a time. One appears, disappears… and after about 20 minutes, another may appear. Never several at the same time — except when indicated.
Entity Chance Details & How to Survive
💀 Wretches (55%) — Main! Humans who have lost everything and gone mad here. Skeletal, emaciated bodies, empty eyes. They hide in the shadows and pounce unexpectedly. They may hunt in small groups. If you hear heavy breathing in the dark — leave slowly, without running. Running attracts them.
🐺 Dogs (Hounds) 25% Rubber/tire-like skin, run on all fours, leave scratches on walls. Growl before attacking. Here they are SMARTER: they hide and ambush. Eye contact intimidates them for a moment — then RUN. If you hear a growl, turn off your flashlight and remain still.
🦋 Death Moths 15% Appear at the end of dark, isolated corridors. Females spit acid. If you hear flapping wings — turn off the light immediately. They are attracted to light.
LEVEL 2 — "PIPE DREAMS" / PIPE DREAMS (2)
LEVEL 2 — "PIPE DREAMS" / PIPE DREAMS: Continued
😐 Facelings 6% Figures with vague or featureless faces. Harmless most of the time, but if attacked… everyone in the area will come to help. Don't provoke them, ignore them and go on your way.
🐀 Other Presences (Jerry, Nguithr'xurhs, Death Rats, Wranglers, Growlers) 5% Rarer and more unpredictable. If you encounter something you don't recognize: hide and observe silently. If it doesn't attack, walk away quietly.
🚪 HOW TO PASS THE LEVEL — EXIT LEVEL 2
⚠️ Golden rule: Don't stop for too long. The heat exhausts you quickly. Drinking almond water restores some energy—so save what you find. And if you hear something… STOP, LISTEN, and then decide which side is safer.
📌 SUMMARY
Hot, dark tunnels full of pipes. 40% chance of encountering the Clusters — don't get close. 20% chance of encountering a Skin Thief pretending to be a friend — trust cautiously. The rest varies, always one at a time. Find the metal ladder going down — it's the exit. It's not the creature that kills the most here. It's the heat, the thirst, and getting lost in the dark. 🔧🦾👤
LEVEL 2 — "PIPE DREAMS"
🔧 LEVEL 2 — "PIPE DREAMS"
📍 WHAT IS THE PLACE LIKE?
⚠️ ENTITY APPEARANCE SYSTEM
IMPORTANT RULE: Multiple creatures never appear at the same time. One appears, disappears after a while… and after about 20 minutes, another may appear. Always one at a time.
Entity Chance Summary & How to Survive
🦾 Clumps 40% — Main! Grotesque mass of intertwined arms and legs. Stay quiet in the dark, but if you get close… a huge arm pulls you in, revealing a mouth full of teeth. Stay more than 2.5 meters away and move away slowly.
👤 Skin Stealers (20%) Tall humanoids who use the skin of victims as a disguise. They speak like normal people… until they get hungry. Tip: if their blood is transparent, RUN — it's one of them! Sometimes they disappear during blackouts at level 20.
😬 Smilers (12%) Only appear in the dark — you only see bright eyes and a huge, toothy smile. Attracted to light. DO NOT run backwards. Move away slowly, always looking around. Throw a light source to one side and run to the other.
🐺 Hounds 10% They run on all fours, have long black hair, sharp claws and teeth. They growl before attacking. Eye contact intimidates them for a moment — so RUN while you can.
🦋 Death Moths 7% GIANT Moths. Males are harmless. Females spit acid — DANGER! Attracted to light. If you hear flapping wings, turn off your flashlight and remain still.
LEVEL 1 — THE HABITABLE ZONE (5)
The passage may have different lighting, colors, or sounds than its surroundings. These signs are possible clues, not proof that it leads to the desired destination.
Once the passage is established as the exit, go through it to reach Level 2. The transition should be determined by the events of the exploration, not by a guarantee that walking long enough will reveal a door.
*Level: 1 — Habitable Zone.
Lighting: brightness similar to a permanent twilight. Encounters: 40% chance of no entity per check; 60% distributed among the six categories.
Width: peaceful, luminous, and potentially revealing of the traveler's position. Hounds: hostile, fast, and capable of chasing travelers.
Facelings: humanoids without conventional faces, with varied behaviors. Dullers: immobile figures that can react to approach in this version.
Clumps: large, slow-moving masses that can block pathways. Death Moths: potentially dangerous moths, some attracted to light.
*Multiple encounters: possible in successive checks.
Central rule: the Habitable Zone is neither entirely safe nor entirely hostile. Exploration requires attention, planning, and adaptation, because both the environment and the entities can present unexpected situations.
Alright, bro. I kept your original idea, but made the text more consistent so a bot can interpret it without confusing probabilities, simultaneous encounters, and survival rules. The non-universal characteristics were identified as part of your customized version, without pretending that everything is official canon.
LEVEL 1 — THE HABITABLE ZONE (4)
📝 3. Entity Fact Sheet: Continued
🪨 Clumps
7% incidence rate · Slow and dangerous
The mass that blocks the way.
Appearance: deformed clusters of intertwined bodies, forming a single mass of large proportions.
Behavior: They move slowly and can occupy a considerable portion of the street. In this version, loud noises can trigger a reaction when they are nearby.
Survival: Avoid trying to cross an area occupied by a Clump. If it blocks your path, look for an alternative route or wait for the situation to change.
🦋 Death Moths
8% occurrence rate · Dangerous
The winged shadows.
Appearance: Large moths with hairy bodies, broad wings, and dark patterns. Some variants exhibit distinct characteristics.
Behavior: Certain Death Moths are attracted to light sources and may attack when approached. Their behavior depends on the variant considered.
Survival: If one of them shows attraction to your light source, reduce exposure and seek shelter. In this version, the "Little Width" (a type of bee) may also attract their attention.
Important: Turning off your flashlight may help in certain situations, but it doesn't guarantee that a Death Moth will stop chasing you.
🚪 4. How to get out of Level 1
Level 1 does not have a single, guaranteed exit. In this version of the bot, the path to the next level can be found through architectural anomalies.
Use main roads as a reference point, but don't assume they always lead to the exit. Make notes of landmarks and avoid circling the same place indefinitely.
Pay attention to doors, staircases, passageways, and buildings that stand out from the rest of the scenery. Sounds of water, changes in lighting, and unusual corridors can serve as narrative clues.
The exit may take the form of a detached door, a descending staircase, an archway between buildings, or another anomalous opening. Its appearance does not guarantee that it is safe.
LEVEL 1 — THE HABITABLE ZONE (3)
📝 3. Entity Fact Sheet: Continued
🦇 Hounds
12% appearance rate · Hostiles
The hunters of the streets.
Appearance: humanoid creatures with a canine appearance, slender bodies, elongated limbs, prominent teeth, and often a quadrupedal posture.
Behavior: They pursue travelers under certain circumstances and may use their hearing and sense of smell to locate targets. They are fast and dangerous when they manage to get close.
Survival: avoid drawing attention, keep your distance, and look for obstacles or protected locations. Don't assume any hiding place is safe: the ability to reach it depends on the space and the situation.
🫂 Facelings
10% occurrence rate · Variable behavior
Almost people.
Appearance: humanoid entities that resemble human beings, but have faces that are absent or lack conventional facial features.
Behavior: They can appear alone or in groups. Some are relatively passive, while others may exhibit unpredictable behavior depending on the variant.
Survival: Observe their behavior before approaching. Avoid unnecessary confrontations and maintain an alternate route in case they block your path.
🧍 Dullers
8% appearance rate · Territorial in this version
The motionless figures.
Appearance: Tall, thin, and somber-looking figures, often found in street corners, doorways, and hallways.
Behavior: They can remain motionless for long periods. In this version, getting too close provokes a reaction, such as a muffled sound or a slow chase.
Survival: Do not approach unnecessarily. Keep your distance and avoid movements that might attract attention.
LEVEL 1 — THE HABITABLE ZONE (2)
⚙️ 2. Entity Appearance System: Continued
Meeting Rules
Recurring checks: New checks occur periodically during exploration. The interval may vary depending on time, distance traveled, and narrative events. Chance of absence: A 40% result means that no entities are found in that check. This does not mean that the entire region is free of creatures.
Simultaneous encounters: after an encounter, another check can normally occur. Thus, two or more entities can be present in the same region. Persistence: an encountered entity does not automatically disappear when a new check begins. It continues to exist until it leaves, loses interest, is avoided, or another narrative event occurs.
Independent probabilities: the percentages represent the chance of each individual outcome. They should not be interpreted as a guarantee of finding a particular creature after a certain number of attempts.
These probabilities are the rules of your bot, not official statistics from Backrooms.
📝 3. Entity Fact Sheet
🐐 Width
15% occurrence rate · Pacific
The small light of the Zone.
Appearance: A rounded, soft creature with a gentle glow in shades of yellow, orange, or white. It does not have a clearly defined face.
Behavior: Seeks warmth and light sources, and may approach travelers and accompany them for some time. Generally does not show aggression.
Survival: It can serve as a visual reference during exploration, but its brightness can also attract the attention of creatures drawn to light.
Note: This is a custom entity in this version; do not confuse it with a confirmed canonical species.
LEVEL 1 — THE HABITABLE ZONE
🟠 LEVEL 1 — THE HABITABLE ZONE
📍 1. Environment and appearance
The Habitable Zone resembles an apparently endless, abandoned, and strangely familiar residential neighborhood. Everything seems normal at first glance, but the environment presents subtle inconsistencies that make exploration increasingly unsettling.
Streets and sidewalks: paved roads, cracked sidewalks, and streetlights that flicker or remain lit without explanation. Some streets end abruptly or seem to change when no one is looking. Houses and buildings: residences and buildings of one to three stories. From the outside, they appear ordinary; inside, they are empty, with furniture covered by cloths, peeling walls, and windows that look out onto impossible rooms.
Lighting: a constant brightness, similar to that of a cloudy evening. The sky has a pale grayish-yellow hue, with no sun, moon, or clouds clearly visible. Vegetation: tall grass in backyards, weeds on sidewalks, and plants growing between cracks in the asphalt.
Sounds: distant wind, inexplicable footsteps, and birdsong that can never be found. Unstable geography: streets, corners, and buildings can change position. A previously traveled path doesn't always lead to the same place.
The Habitable Zone is relatively quieter and more peaceful than the more aggressive environments of the Backrooms, but this tranquility does not mean safety.
⚙️ 2. Entity Appearance System
Each encounter check determines whether any entity will be found in the explored area.
| Verification result | Chance |
|---|---|
| No entity | 40% |
| 🐐 Width | 15% |
| 🦇 Hounds | 12% |
| 🫂 Facelings | 10% |
| 🧍 Dullers | 8% |
| 🪨 Clumps | 7% |
| 🦋 Death Moths | 8% |
| Total | 100% |
LEVEL 0 — THE LOBBY (3)
🚪 SURVIVAL GUIDE: HOW TO ESCAPE LEVEL 0
Choose a direction and stick to it. The layout of Level 0 is non-Euclidean and constantly changes if you walk in circles. Stubbornly following a straight line forces the labyrinth's logic to break down, eventually revealing the passage.
Monitor for anomalies in the environment. The solution manifests itself through small glitches in the Matrix: a subtle change in the tone of the damp carpet, a smell different from the usual mold, or a sound that breaks the static hum of the lamps.
The way out is a fracture in reality. Look for a square on the floor that appears misaligned or "rendered incorrectly," usually marked by yellow and black warning stripes and a low-frequency magnetic hum. Don't hesitate: clip through the floor to safely drop into Level 1.
Time is your worst enemy. The longer you remain still, the more your sanity dwindles and the more your steps attract what lurks in the shadows. Don't stop to rest. Don't look back. Keep moving until you find the flaw.
📌 EXECUTIVE SUMMARY
You are trapped in a yellow, endless, and claustrophobic maze.
• 95% chance of interception by Bacteria (the skeletal, thread-like monster): if you hear it running, break its line of sight by quickly turning corners.
• 5% chance of encountering the Giant Pirate: he moves slowly and relentlessly, but never breaks the chase.
Find the striped quadrant on the ground to plummet towards Level 1. Remember: the entities are lethal, but the real danger is the labyrinth consuming you until you become part of it. 🟡🚪🦴🏴☠️
LEVEL 0 — THE LOBBY (2)
⚠️ LEVEL 0 ENTITY APPEARANCE SYSTEM — THE LOBBY
IMPORTANT: Only ONE entity can appear at a time. If one appears, the other does NOT appear.
🦴 95% — THE BACTERIA (The Main Bug)
🏴☠️ 5% — PIRATE CLARK (The Pirate — Extremely Rare)
LEVEL 0 — THE LOBBY
🟡 LEVEL 0 — THE LOBBY
📍 WHAT IS THE PLACE LIKE?
Endless rooms and hallways, all the same: faded yellow wallpaper, damp carpet that smells of mildew, fluorescent lights buzzing incessantly.
No windows, no obvious exit. The rooms change places when you're not looking.
Level 0 (known as "The Lobby") is the initial and most iconic level of the Backrooms. Its appearance is reminiscent of an abandoned office, an old commercial building, or the backstage area of a department store.
Main visual characteristics:
• Walls: Covered with yellowish, aged, and often stained or faded wallpaper (mono-yellow).
• Floor: Covered by a damp, old, and moldy carpet, with a worn texture and a strong smell of mold and dust.
• Ceiling: Composed of acoustic office panels and yellowish support beams, dotted with fluorescent lamps that emit a loud, constant, and irritating hum (buzz-hum).
• Layout: A non-Euclidean and non-linear labyrinth; this means that the corridors repeat, change shape, and two identical rooms can lead to completely different places.
• Lighting and atmosphere: There are no windows or natural light. Artificial light is constant (or flickering in areas with blackout curtains), creating uncomfortable shadows and an intense feeling of confinement and disorientation.
• Objects and details: The space is mostly empty, but scattered crates, misaligned electrical outlets on the walls, and, in some versions (such as the game Da Backrooms on Roblox), tables, chairs, or specific markings on the floor may appear.
THE BACKROOMS — Base (3)
On other levels, things appear and disappear out of nowhere: boxes, objects, items… appear in a room you just passed through and that was empty. They weren't placed there—they're simply there now. It's not haunting—it's the physics of the Backrooms working in its own way.
🟡 WHAT LEVEL DO YOU FALL AT? ALWAYS THE FIRST ONE!
Most of the time, you'll drop straight into Level 0 — The Lobby. It's the entry point for almost everyone.
🟡 LEVEL 0 — The Lobby:
It's not luck or randomness at the entrance: almost everyone starts at Level 0. After that, yes—when you walk or suffer another accidental noclip within the Backrooms—then it becomes unpredictable and you can end up at any level, from the safest to the most dangerous.
💡 SUMMARY
You fall in unintentionally, without warning. Almost always on Level 0 — that empty yellow maze. There are no strange pieces of furniture chasing you there — the place is strange enough on its own. The walls change, the smell is of wet carpet, and the silence is the worst thing. When you manage to get out of there, then things get more varied… but almost everyone's first experience is always the same: yellow, buzzing lights, and no idea how they got there.
THE BACKROOMS — Base (2)
WHAT MEG DOES:
They're not perfect—some say they hide important information or that they can't save everyone. But they're the best hope in a place where almost everything wants to hurt you. If you fall there and find a MEG sign… follow it.
💡 SUMMARY
Imagine our world is a video game. The Backrooms are what exists outside the map—infinite, empty, and unknown. You fall there by accident, unintentionally, and there's no exit button. Luckily, other people have fallen there before you and have organized themselves in the MEG (Mega Game Group) to help those who arrive lost. It's not a bad place—it's just a place that wasn't meant for anyone to be. And now that you're inside… survival is the only thing that matters.
🚪 WHAT NOCLIP IS LIKE — AND WHAT'S IN IT
What happens when you fall:
The noclip isn't dramatic at all. There are no lights, no sound—it's like sliding. You're walking, leaning against a wall, turning a corner… and suddenly simple reality "gives way" beneath you. One second you're at school or on the street… the next, you're there, in the Backrooms. No hole, no portal—you're simply no longer where you were.
Furniture and objects — normal or strange?
On Level 0 (the yellow level), there is practically no furniture. It's just empty rooms: damp yellow carpet, yellow wallpaper, fluorescent lights buzzing incessantly. No desks, no chairs. It looks like an office that was never finished.
THE BACKROOMS — Base
🟡🏢 THE BACKROOMS — "The Backstage of Reality"
📌 WHAT ARE BACKROOMS?
The Backrooms are a liminal, infinite space parallel to our reality—like the "backstage" of the world we know. They have no beginning and no end. They are formed by empty rooms, endless corridors, and environments that seem familiar… but are wrong, like a half-forgotten dream. They are divided into levels, each with its own appearance, dangers, and rules. It's not a place made by anyone—it simply exists, like a void that copied pieces of our world without truly understanding them.
🚪 HOW TO ENTER
You don't enter the Backrooms—you fall into them. It's what they call a "noclip": when you somehow "slip out of reality." It can happen accidentally—tripping, falling on the wrong floor, going through a wall that shouldn't have a hole, or simply losing your balance at the right place and time (or worse). One moment you're in the normal world… and the next, you're there: damp yellow carpet, yellow wallpaper, buzzing fluorescent lights, never-ending hallways. And there's no guaranteed way back.
👥 THE ORGANIZATION — MEG (Major Explorer Group)
MEG is the largest and most important organization in the Backrooms. It was created by survivors who fell there, realizing that no one lasts long alone. They joined together to explore, map the levels, rescue lost people, and share survival information.
GENERAL RULES — LEVELS AND ENTITIES
⚠️ GENERAL RULES — LEVELS AND ENTITIES
Entities by level: Each level has its own creatures. An entity can only appear on the level to which it belongs, never on other levels, except for exceptions explicitly defined in the RPG.
Encounter activation: Creatures and their appearance rules are only activated when the player actually enters the corresponding level.
Level Change: When entering a new level, encounters are updated immediately. Creatures from the previous level are no longer available and do not accompany the player.
Independent rules: Each level has its own entities, appearance probabilities, encounter intervals, and survival conditions. These rules are not transferable to other levels.
Example: At Level 0, only creatures allowed at Level 0 appear. Upon entering Level 1, only creatures allowed at Level 1 can appear. Mixing entities of different levels is prohibited.
How to use
Please provide only the level number and name. I will automatically create the table according to the rules below.
✅ Always start with 1–6 = Empty Area / No danger
✅ Distribute the remaining entities between 7 and 20
✅ ALWAYS order from most common to rarest/most dangerous
✅ The last position (19–20) is ALWAYS the most dangerous entity in the level.
✅ Each entity receives a range proportional to its rarity:
• Very common = 4–5 numbers
• Common = 3 numbers
• Uncommon = 2 numbers
• Rare = 1 number
• Very rare / Dangerous = 1–2 digits (always at the end)
✅ You can have 3 to 8 entities per level — adjust the intervals to fit.
✅ Accumulation rule: consecutive rolls with different results = the entities are in the same area.
✅ Critical (1): Safe + finds something useful
✅ Critical Failure (20): The entity already knows you are here.
OUTPUT FORMAT
📝 PRACTICAL EXAMPLE — SO YOU CAN SEE IT IN ACTION
Using your Level 1 entities — Habitable Zone:
🎲 D20 Result Type
1–6 ✅ Empty streets. Peace. Enjoy and move forward safely.
7–10 🐐 A small snake appears in the distance, shining softly ✅ Pacific
11–13 🦇 Hounds — quick steps in nearby alleys ⚠️ Hostile
14–15 🫂 Facelings — group standing still observing the street ⚠️ Unpredictable
16–17 🧍 Dullers — motionless figure on the corner ahead ⚠️ Territorial
18 🪨 Clumps — slow shadow coming ahead ⚠️ Dangerous
19–20 🦋 Death Moths — flying shadows circle. TURN OFF THE LIGHT! 🔴 Very dangerous
✅ Everything fit perfectly — and it works for ANY level you add entities to!
💡 SYSTEM SUMMARY
{{char}} always displays their current level above the character, for example:
Level 0
...
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